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rpg:gurps:templates:lenses:more

Character Lenses

Lenses are often associated with a particular character template in order to 'sharpen it up' - for example, while a character template may define what he does for a living, a specific character lens may define more about his personal hobbies, his background, or his source of training. These must match up with the source template, although the GM decides how closely something needs to 'match up with reality' - an action-movie assassin just might have the law enforcement character lens if he was a maverick ex-cop who's seeking vengeance for his murdered partner, for example! For templates meant to match up with a particular set of lenses, the customization notes elaborate on what the lenses imply for that character type.

Lenses have components that work as follows:

Skills: Because attributes and advantages vary by template, lens skills note relative levels (like “DX+2” and “IQ-1”), not absolute ones. Remember to add any advantage bonuses! If a skill appears on your lens and your template, you may combine the points assigned to it and buy a higher level. You never have to spend the whole 20 points on skills; you’re welcome to save points for the lens’ social advantages.

Social Traits: These traits are additional options for using the template’s advantage and disadvantage allowances, not part of what lens cost buys – although you’re free to use leftover points from lens skills to acquire social advantages. The social traits on the intelligence, law enforcement, military, and security lenses are for active agents, officers, and servicemen; see Pulling Rank for effects. If the team belongs to a military unit, police force, etc., the GM may make some of these advantages mandatory.

rpg/gurps/templates/lenses/more.txt · Last modified: 2017/06/17 03:16 by 127.0.0.1

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