GURPS Horror

I set it in Victorian England.

Backgrounds that come in handy...

Academic: a professor, teacher, or researcher at a university or other center of higher learning. Those who can't do, teach- but their knowledge may be all that makes the difference. Choose a field of study.
Aristocrat: a true aristocrat, either a titled noble or a close relative of one. Zonker of Doonsbury was an English Lord.
Attorney: either honest or a scuzzball. Called solicitors if they represent a particular client, or barristers if they present cases before the court. They can play the role of investigator and legal agent, like Perry Mason.
Child/Adolescent: Under 18 years old. Often runaways, or orphans in a horror setting. Can be either over-curious investigators, or someone with supernatural abilities, like psionics. Scrappy Doo is an example of the former, and Stephen King writes about the latter (poorly, but he still does it anyway).
Clergyman: priest, minister, rabbi, etc. Some are the trained supernatural `troubleshooter' types, like the priest in `The Exorcist'.
Explorer: a person who leads expeditions into parts unknown. Billy's guy Bobbi Engle is one.
Farmer: The isolated rural inhabitant who confronts supernatural phenomena happens all the time, doesn't it?
Journalist: a writer for a newspaper or magazine, either salaried or freelance. Think Lois Lane.
Mystic: an actual practitioner of some arcane or supernatural art, or a charlatan who pretends to be one. Astrologers, palm readers, spiritual healers, stage magicians, pagan priests, witch doctors, psychics, and sorcerers all fall into this category. Brian's guy Dr Strong is an example of someone who's got The Power.
Occultist: someone who investigates the occult and paranormal as a career. Either a true believer or someone dedicated to disproving the supernatural. Peter Venkman is a fine example.
Photographer: A person who takes pictures of interesting people, places, and things and sells them- either salaried or freelance. The paparazzi fit in here.
Policeman: Has the force of law behind him, but loses it when he leaves his jurisdiction, and can't become PROFESSIONALLY involved in an investigation unless a crime is involved. A London Bobby is an example.
Private Investigator: They take cases too unbelievable for the authorities, and stick their noses where they shouldn't. Sherlock Holmes is an example.
Retired Military: Kevin's guy LTC Stroker is an example.
Scientist: The man of science who seriously pursues occult phenomena, either to prove it or to disprove it. Egon of the Ghostbusters is an example.
Student: usually studies under an Academician. You've all been one at one point, or still are.
Undead: You can't start out as one, and if you become one, you've done something wrong.
Werewolves: Ditto.
Writer: writers of horror stories, fiction, or nonfiction are all good choices, since they tend to do research and investigative work when doing a project. HP Lovecraft is an example.

Most come with several advantages, disadvantages, and skills appropriate. Examples...
Aristocrats are often very wealthy, can be quite greedy or intolerant, and are often skilled in savoir-faire.
Attorneys often have wealth and good intuition. They are often skilled with public speaking, law, and diplomacy. Their biggest disadvantage is everyone cheers when werewolves eat them. Many will toss the lawyer to the wolves.
Farmers may have toughness, be stubborn and honest, and have agronomy skill.
Mystics tend to have either magical aptitude or psionic talents if sincere- or charisma and fast-talking for a fraud. Paranoia fits, as does occultism skill. For frauds, they might be skilled in acting, psychology, and sleight of hand.
Occultists tend to be charismatic, often delusional, and are generally skilled in occultism and astronomy.
Private Investigators often have alertness and intuition, tend to make enemies, are skilled in criminology and are streetwise.
Writers could have a good reputation, but suffer from poverty. They are often skilled in writing, literature, and high language ability.

GURPS uses 4 ability scores, pretty self-explanatory.
Strength
Dexterity
IQ
Health

You don't roll these; GURPS uses a point-based system.

Advantages, disadvantages, skills.
Ditto here. You spend points to get advantages and skills, and get extra points for disadvantages you take.
Pretty much any advantage, disadvantage, or skill you can think of can be taken.

There are some that fit in very well with whatever occupation you take- if you take that class I'll assign them to you. If you absolutely hate it, we'll remove it and either replace it with something else, or make some other adjustment.



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Updated 13 Oct 00

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