Because Mike has expressed an interest in GURPS, I offered to convert a character as a system demo. Who better to convert than my own PC, Miz?
Let’s review who and what Miz is, as a character, setting aside Fabula Ultima rules:
- I can summon an eldritch being called the Arcanum of the Grimoire, which helps me solve mysteries and lets me speak all languages!,
- I can also perform ritual magic such as divinations and prophecies,
- I’m good at studying situations and creatures and figuring out their weaknesses,
- When we’re in town and staying at an inn or tavern, I can overhear interesting gossip and ask questions about what’s going on,
- I travel with a creature called an Acorn Pixie, who helps me in combat. The pixie can slow enemies, make ranged attacks, or even heal people!,
- I carry a thick tome and wear sage’s robes, so I’m not great in physical combat, but I can contribute a little bit. Mostly my pixie will make attacks for me.
Characters start with a certain number of character points (GURPS p. 10). For a “heroic” adventurer, just starting out, 100-200 points is appropriate. Typically, GURPS 4E characters will start around 150 points (p. 487). We’ll target this number as we go.
FabU has four stats: MIG (Might), DEX (Dexterity), Insight (INS), and Willpower (WLP). These almost map onto the GURPS attributes of ST, DX, and IQ. HT (Health) is its own thing, and governs things like Fatigue and disease resistance. In FabU, you can have d6, d8, d10, or d12 in these stats. Let’s make that 9, 10, 13, or 16 in GURPS terms.
ST and HT are 10 points per level. DX and IQ, because they affect skills and other things, are worth more - 20 points per level. Each of these starts at 10, the human average. Attributes are typically written as “AT value [point cost]”, so Miz’s attributes are:
ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 10 [0]
GURPS characters have several secondary characteristics, based on these attributes. Some of these can be increased independently.
Miz’s ST 9 gives him basic damage of Thrust (thr) 1d-2 and Swing (sw) 1d-1 (p. 16). This affects his damage done by melee and muscle-powered ranged weapons.
Hit points (HP) is based on ST, as both strength and durability basically correspond to muscle mass. Miz’s low ST would penalize his HP, so let’s bring it up to human baseline by spending 2 points.
Will and Perception both start at IQ by default, and can be raised for 5 points. Miz’s Will isn’t great (his WLP is lower than his INS in Fabula Ultima), but he’s notably perceptive. So we’ll give him Will 12, Perception 14, for a net cost of zero points.
Fatigue points (FP) are used to track exhaustion. They’re also used as energy by spellcasters when using the default magic rules. We’ll leave these at their starting value of 10.
Basic Speed is your reflexes, quickness, and so on. It’s used to compute Move and combat initiative, and starts as (DX+HT)/4. Miz is nothing special here, and his Basic Speed is the standard value of 5. Likewise, we don’t improve Basic Move, which is Basic Speed rounded down.
Miz’s Basic Lift - the value used to track encumbrance - is 16, based on his ST (p. 17).
The game gives the option of Skinny, Overweight, or Fat to affect build, and Dwarfism or Gigantism to affect height. We’re not doing any of that, so Miz has a typical build - somewhere between 5’1" and 5’11", and 105-165 lbs (p. 18).
At age 13 or so, Miz has close-to-adult scores (his ST might increase to 10 as he grows up, for example). He has a size modifier (SM) of 0 (p. 20).
Miz doesn’t otherwise stand out in terms of his social background (p. 22).
This wraps up the fundamentals. Miz has spent 52 of his 150 points so far. We’ll look at Advantages, Disadvantages, Skills, and magic in other posts.