In preparing for a GURPS campaign, I have heard a lot of complaints that it is difficult to come up with a character concept. Without classes to guide you, you're kind of on your own. Allow me to present you with Aaron's guide to the roleplaying underworld: character ideas for low to mid level modern campaigns.
Wheelman: Don't really want to be combatant, but still love action? Sink some points into a driving skill, and be the main man for high-speed chases and running people over.
Merc: The classic, a character that likes shooting and blowing stuff up.
Career Criminal: Both a degree of skill (forgery, lockpicking, etc.) and a broad number of connections help you in this position. You help at doing illegal things, but can also call in favors when you need it.
Investor: You can sink your points into wealth, and help the group buy a lot more toys, and maybe even a secret base somewhere.
Corporate: Not only do you have a lot of friends in high places, you also have access to capital. The social benefits of both the Investor and the Career Criminal.
Fixer: Unlike the Career Criminal or the Corporate, your only claim to fame is your ability to call in favors. However, in addition to the sheer number of contacts you have, you have the social skills to make your friends count in a pinch.
Politician: Your interpersonal skills are your main asset, and with your leadership, you can make your influence count in a big way.
Techie: You like tinkering, and can repair anything you need to. This repair skill mixed with your inquisitive nature helps you develop beneficial tweaks to your equipment, and even come up with something completely new.
Scout: You are very perceptive, and notice things that allow you to avoid ambushes and traps. Mixed with a competent amount of intelligence, you can be a prime troubleshooter, and defuse stressful situations.
Specialist: Either you do one thing extremely well, or you have some ability in a huge number of things. The depth of your knowledge, in either direction, can have some pretty extraordinary implications.
There you go. Ten ideas to help you think of a character. Each has a different skill set, and each can be made into an interesting and dynamic character in many different ways. Having these keywords allow you to think more in-depth about a certain broad concept, and making your character unique and interesting will be easier. Happy brainstorming!
Thursday, February 02, 2006
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