Temp Special GP

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Revision as of 07:21, 22 February 2012 by Peter Knutsen (Talk | contribs)
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This article is for temporary stuff that pertains to the 4th or "Special" GP category.

Overview

This is an overview of all the things that 4th category GPs can be spent on:
Backgrounds

  • Increased Profstat (below-average Profstat is a DisAdvantage and thus compensated for in DPs).
  • Increased Omniskill Threshold.
  • Veteran Points (VP) (characters may also get a very few Veteran Points from being old, but GPs give many more), used to buy Veteran Traits.
  • Increased Home Base, via the Well-Travelled trait (controls what Area Knowledges, Reputatons and Popularities the character may have).
  • Pay GP to be allowed to have Connections, with 2 GP for the first such Connection and 1 GP for each additional one, limited to within the area covered by Well-Travelled, and still having to pay PP to improve the Base OVerall Contact stats. Contact Types are used, like in Modern Action RPG, e.g. a player who wants Skilled Craftsmen, Magic Users and Religious Minorities pays 4 GP, 2 for the first Connction, and 1 for each additional.
  • Linguistic Background otherthan Mono-Lingual (semi-Bilingual, ABCCC), costs 1 DP, while anything better costs 1 or more GP, while disadvantageous Linguistic Backgrounds give compensation in DP).
  • Native Terrain, one or at much higher cost two.

Special GP

  • Luck traits (GP cost is currently dependent on the Faith attribute, but an alternative system might be proposed, where Luck Points are derived from the Faith value).
  • "Tax" for no Flaws (3 GP, plus some DPs), or for having Flaws totalling only 1 Flaw Point (1 GP, plus some DPs).
  • "Tax" for a Species Package with a very high (obscene, or multiple GPs for very obscene) UMF.

More elaboration on the above to come later...

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