GURPS Resources
This section is a full listing of the transcribed sections of the GURPS ruleset thus far, as well as notes about how they relate to the Arcydean world and connected locations.
Quick Start - A quick overview of the GURPS system, and how it works.
Character Creation - An explanation of how to create a character. (Character Creation Checklist is not yet completed.
Basic Attributes - The four basic attributes of GURPS - ST (Strength), DX (Dexterity), IQ (Intelligence), and HT (Health).
Secondary Characteristics - Characteristics such as perception, move speed, etc, that derive from your basic attributes.
Build - Your character's physical build (height, weight, and overall size), and how it affects your character.
Age and Beauty - Your character's age and personal appearance, and its in-game effects.
Social Background - Your character's cultural background and linguistic capabilities.
Wealth and Influence - Your character's monetary assets and social influence.
Friends and Foes - Your character's allies and enemies.
Identities - Personal and alternate identities. Not yet transcribed.
Advantages - Positive traits; powers, talents, and perks that your character can take to improve their capabilities. Not yet transcribed.
Modifiers - Features you can add to a trait, usually an advantage, to change the way it works. Not yet transcribed.
Disadvantages - Negative traits that define your character's physical and mental problems, from inconveniencing quirks to crippling flaws. Not yet trancribed.
Skill Notes - General notes on how skills work, including specialties and familiarities.
Skill Modifiers - Modifiers for skills, particularly skills with knowledge that is relevant to a specific place or time.
Skill List - The list of skills available to characters.
Techniques - Want to increase your character's ability with a particular facet of a skill? Here's how.
Magic - Magic in the GURPS system (and as it pertains to Arcydea.)
Spell List - A sample of the spells available to prospective casters.
Jobs - How characters get jobs, hire people, and purchase slaves.
Character Development - How to develop your characters with experience and training.
Time Use Sheets - How characters can make use of their time between adventures.
Combat - How combat works in the GURPS system.
Homebrew Rules - Homebrew rules, advantages, and other things muddling around Aus's brain.
Size and Speed/Range Table - Used for determining how much any of these factors inhibits your ability to act against something.
Combat Modifiers - Summarizes the success rolls and modifiers used to attack and defend.