Putting It All to Use, Solo Delving into the Unknown
GURPS 3rd Edition Solo Hexcrawl: Rules & Characters
Inspired by the spirit of classic TSR-era exploration, I've launched a solo GURPS 3rd Edition campaign in the vein of old-school Dungeons & Dragons. Below are my house rules for coinage, advancement, and CP rewards—followed by the full roster of my adventuring party. These systems are designed for slow, immersive progression with a focus on survival, discovery, and hard-earned treasure.
Coinage & Economy
Exchange Rates
- 10 copper = 1 silver
- 20 silver = 1 gold
- 4 gold = 1 platinum
Weight of Coins
- 1,000 copper = 1 lb
- 500 silver = 1 lb
- 100 gold = 1 lb
- 50 platinum = 1 lb
Full Conversion Chain
- 10 copper = 1 silver
- 200 copper = 1 gold
- 800 copper = 1 platinum
Character Points (CP) Reward System
Base Awards (Per In-Game Day or Session)
- 1 CP for completing a full in-game day of exploration, survival, or travel.
- +1 CP for each of the following, if applicable:
- Overcoming a significant encounter (combat, trap, or puzzle).
- Accomplishing a goal (finding a ruin, locating a lost item).
- Making a significant discovery (hidden faction, lost NPC, ancient structure).
Treasure-Based CP Awards
- +1 bonus CP for every $1,000 of treasure recovered and returned to a safe location.
- Artifacts and plot-relevant items may yield additional CP at GM discretion.
Roleplaying & Development
- +1 CP for notable roleplay events such as:
- A major sacrifice or risky choice aligned with Disadvantages or traits.
- Establishing ties with a local NPC, faction, or town.
- Discovering something meaningful about the world or their past.
Milestone CP Table (One-Time Bonuses)
Milestone | CP Gained |
---|---|
First combat win | 1 |
10 hexes explored | 1 |
Reach civilization | 1 |
Complete a dungeon or ruin | 3–5 |
Defeat a named NPC or monster | 2–5 |
Finish a story arc | 5–10 |
Discover a world secret | 3–5 |
Note: CP can only be spent once characters return to town or base camp, following downtime for training or reflection.
Adventuring Party
1. Fajor Thistlewood – Human Druid (Neutral)
ST 11, DX 10, IQ 10, HT 11
HP 11, Basic Speed 5.25, Move 5
- Appearance: Handsome [15]
- Strong Will +1 [4]
- Animal Empathy [5]
- Toughness [10]
- Clerical Investment [10]
- Clerical Casting (Plant, Animal, Healing) [15]
- Sense of Duty (Nature) [-15]
- Vow (Neutrality) [-5]
Survival: Survival (Woodlands)-10, Animal Handling-9, Naturalist-9
Combat: Staff-10, Knife-10, Climbing-9
Spells: Beast Soother, Mammal Control, Minor Healing, Plant Growth, and more (12 total)
Point Total: 100 points
2. Flint Coldfoot – Halfling Fighter/Thief (Chaotic Neutral)
ST 12, DX 11, IQ 9, HT 12
HP 12, Basic Speed 6.5, Move 6
- DX +2, HT +1, Acute Senses
- Luck [15], Strong Will +1
- Pacifism (Cannot Kill) [-15]
- Greed, Curious, Gluttony
Lockpicking-12, Traps-11, Pickpocket-12, Climbing-12, Stealth-11, Knife-13, Cooking-11, Brawling-11, Gambling-8
Point Total: 100 points
3. Rubert Braveheart – Human Paladin (Lawful Good)
ST 11, DX 10, IQ 10, HT 9
HP 11, Basic Speed 4.5, Move 4
- Very Handsome [25], Strong Will, Fearlessness
- True Faith, Charisma, Comfortable Wealth
- Faith Healing [30]
- Code of Honor, Vow (Protect Innocents)
Broadsword-11, Shield-11, Leadership-12, Theology-11, Bard-11, Diplomacy-10, Detect Lies-10
Point Total: 100 points
4. Severin Darkstar – Human Mage (Chaotic Neutral)
ST 12, DX 10, IQ 13, HT 12
HP 10, FP 12, Basic Speed 5.5, Move 5
- Magery 1, Eidetic Memory
- Absent-Minded, Curious, Social Stigma (Feared)
Thaumatology-13, Alchemy-12, Staff-10, Occultism-13, Research-14
Fireball, Sleep, Missile Shield, Apportation, Detect Magic, and others (18+ total)
Point Total: 100 points
Stay tuned as this party delves into forgotten ruins, uncovers ancient secrets, and braves the wilderness of a world that doesn't care if they live or die.
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