Azimuth Character Creation FAQ

From GURPSworld Wiki
Revision as of 08:46, 1 February 2011 by Ben (talk | contribs)
Jump to navigation Jump to search

Q: Will TL9 cybernetic enhancements be allowed?

A: I'm inclined to allow them. The cost would be deducted from your starting money ($30,000 is the standard at TL9), and the only cybernetic enhancements I would want open to PCs would be LC4. If you can supply a reason for higher LC enhancements, I'm open to it. I think that any radical alterations to your appearance would be antithetical to the flavor of the game, but subtle modifications are fine. For instance, if you were a Cirque du Soleil performer prior to applying for the Brighter Future Program, it would make sense that you have something like a Gyrobalance. I think up to two major procedures, one major and two minor procedures, or four minor procedures is fine.


Q: How realistic vs. cinematic will this be?

A: The 100 point initial build implies some fairly powerful characters and, as such, I expect the game to trend toward cinematic and even heroic over time. I will also be allowing PCs to spend fatigue points for extra effort, as per the guidelines in Campaigns and Martial Arts.


Q: What advantages are off the table? What about the Luck advantage specifically?

A: In general, I don't want the PCs to start with supernatural or exotic advantages. Everything else is fine. Some of the advantages, such as Patron or Ally, have a lot of variables and would need to have the specifics worked out. In the case of Luck, I think of it more as a meta-game advantage than anything else, so it's OK. Super luck would be too much, though. At present I don't have any restrictions on the number of points you can spend on advantages or disadvantages (or modifying down secondary attributes like Will or Perception), so I'll just be defaulting to the rules of thumb given in the Basic Set for this stuff. For instance, the Basic Set advises that disadvantages should not total to more than -50% of the total character point value. So, -50 in the case of Azimuth, given that it starts out at 100 points. Note, too, that I do not consider buying down secondary attributes to count against that, provided that they are not below average (10) after buying them down. The suggested limitations on this will be in place as well. Ultimately, I'll just make a judgment on a given character if it seems like it would threaten game balance. Or, alternatively, I'll just ratchet up the bad guys to make them even worse. :)


Q: I wasn’t sure about how much / what kinds of equipment we should purchase. $30,000 could go a long way for weapons and armor, but I couldn’t really think of an in-game reason he would have that much hardware, so I bought him a standard $20,000 car instead. Should we prepare equipment with an eye to adventuring, or will there be later opportunities to equip ourselves?


You will have later opportunities to equip yourselves, so if you want to see how things go before you spend much of your money, that is totally fine.

Back to Azimuth Main