Surf Solar
cannot into womynz
- Joined
- Jan 8, 2011
- Messages
- 8,831
A few questions to the people more familiar with GURPS systems than me...
I recently wanted to elaborate on the standard Fallout character creation and looked at some GURPS systems for informations. I was especially interested in the "Advantage/Disadvantage" systems to give another additional layer to the exisiting background/traits/perks/stats/skills system. What also caught my attention were the "Quirks".
Now, I've looked at a lot webpages, but only found contradicting informations with varying stats, descriptions and so on.
Fucking Quirks/(Dis-)Advantages, how do they work?
If I understood correct, Quirks are things like "Fear of Height" "Fear of Dark", "Arachnophobia" and such?
If yes, how would you translate, let's say "Fear of Height" into the Fallout setting? Everytime the character fights on mountain range-maps, he suffers tohitchance penalty, or rather penalties to other stats/skills? Or even no penalties at all, but random chance to refuse to do assigned action?
Furthermore, those Quirks could affect dialogues and lock/unlock certain answers I guess.
(Dis-)Advantages are just Traits divided into Positive/Negative Effects? What are Vows?
When are those Quirks/(Dis-)Advantages applied in character creation? Before allocating Stats/Skills or after?
And last but not least, while I would find it fun and good to have more possibilities to give my character (or NPC) more... character, would players find it boring/too spreadsheet-y, or welcome it?
I recently wanted to elaborate on the standard Fallout character creation and looked at some GURPS systems for informations. I was especially interested in the "Advantage/Disadvantage" systems to give another additional layer to the exisiting background/traits/perks/stats/skills system. What also caught my attention were the "Quirks".
Now, I've looked at a lot webpages, but only found contradicting informations with varying stats, descriptions and so on.
Fucking Quirks/(Dis-)Advantages, how do they work?
If I understood correct, Quirks are things like "Fear of Height" "Fear of Dark", "Arachnophobia" and such?
If yes, how would you translate, let's say "Fear of Height" into the Fallout setting? Everytime the character fights on mountain range-maps, he suffers tohitchance penalty, or rather penalties to other stats/skills? Or even no penalties at all, but random chance to refuse to do assigned action?
Furthermore, those Quirks could affect dialogues and lock/unlock certain answers I guess.
(Dis-)Advantages are just Traits divided into Positive/Negative Effects? What are Vows?
When are those Quirks/(Dis-)Advantages applied in character creation? Before allocating Stats/Skills or after?
And last but not least, while I would find it fun and good to have more possibilities to give my character (or NPC) more... character, would players find it boring/too spreadsheet-y, or welcome it?