|
|
I'd like to start with competent runners. So 200 pts with up to 80 points disads and 5 quirks. I can't stress up to enough -- you don't have to take them all. If you take too many disads, your character is going to be rather unplayable.
Again, we're talkin' competent runners. So $10,000 should be adequate. I'm allowing the purchasing of starting wealth at half cost but this means the money you receive is a lump sum, not actual wealth and status (this rule came from an old Roleplayer). Think of it as a stash, or lucky score of some kind.
I feel it complicates the game too much to have to deal with paying points; it also has no flavor (What's this!? <chomp, chomp> A stale cracker!!!?). So you pay for your 'ware with cash.
We're using 'standard' GURPS magic, if there is such a thing. Just about anything you find in GURPS Magic is acceptable. Enchanted Items exist, but are expensive and slow to produce. I'll be surprised if any PC mages are enchanters at all. If anybody runs across a copy of GURPS Voodoo or GURPS Grimoire, I'd be glad to take a look at it and see how it can be fit into the campagin.