Power-Ups 9: Alternate Attributes
Back To Basics
GURPS lets you run any campaign¸ of any genre¸ in any setting ‐ that's what "generic" and "universal" promise. Yet one size does not always fit all; sometimes¸ you want a game that's built for the stories you plan to tell and the style of gaming you prefer. You can do this in GURPS by choosing which traits¸ optional rules¸ and supplements to use... but that gets tricky for attributes¸ which the entire system quietly accepts as fundamental.
GURPS Power-Ups 9: Alternate Attributes explores repricing¸ adding¸ subtracting¸ and generally rethinking basic attributes and secondary characteristics. Topics include:
- Examining the many faces of existing stats and deciding what each element is worth so you can price them to better reflect their value and importance in your campaign ‐ whether that means lowering or raising price per level¸ using non-uniform progressions¸ or simply picking numbers you find more pleasing.
- Changing the formulas for secondary characteristics¸ and even doing away with formulas and treating these traits as basic attributes.
- Adding new scores by converting advantages into attributes¸ splitting up existing traits¸ and inventing things wholesale ‐ along with advice on naming it all.
- Getting rid of attributes you don't need without leaving ugly gaps.
- Changing the limits on scores and rethinking baseline values.
- Adjusting everything else ‐ advantages¸ disadvantages¸ skills¸ point budget¸ and all the rules of the game ‐ to accommodate your revisions.
Rebuilding the foundations is a laborious task¸ but GURPS Power-Ups 9: Alternate Attributes does a lot of the heavy lifting for you.