Putting It All to Use, Solo Delving into the Unknown

Old-School GURPS: Solo Hexcrawl Rules & Party Overview

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 win1
10 hexes explored1
Reach civilization1
Complete a dungeon or ruin3–5
Defeat a named NPC or monster2–5
Finish a story arc5–10
Discover a world secret3–5

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)

Attributes:

ST 11, DX 10, IQ 10, HT 11

HP 11, Basic Speed 5.25, Move 5

Advantages:
  • Appearance: Handsome [15]
  • Strong Will +1 [4]
  • Animal Empathy [5]
  • Toughness [10]
  • Clerical Investment [10]
  • Clerical Casting (Plant, Animal, Healing) [15]
Disadvantages:
  • Sense of Duty (Nature) [-15]
  • Vow (Neutrality) [-5]
Skills & Spells:

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)

Attributes:

ST 12, DX 11, IQ 9, HT 12

HP 12, Basic Speed 6.5, Move 6

Advantages & Racial Traits:
  • DX +2, HT +1, Acute Senses
  • Luck [15], Strong Will +1
Disadvantages:
  • Pacifism (Cannot Kill) [-15]
  • Greed, Curious, Gluttony
Skills:

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)

Attributes:

ST 11, DX 10, IQ 10, HT 9

HP 11, Basic Speed 4.5, Move 4

Advantages:
  • Very Handsome [25], Strong Will, Fearlessness
  • True Faith, Charisma, Comfortable Wealth
  • Faith Healing [30]
Disadvantages:
  • Code of Honor, Vow (Protect Innocents)
Skills:

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)

Attributes:

ST 12, DX 10, IQ 13, HT 12

HP 10, FP 12, Basic Speed 5.5, Move 5

Advantages:
  • Magery 1, Eidetic Memory
Disadvantages:
  • Absent-Minded, Curious, Social Stigma (Feared)
Skills:

Thaumatology-13, Alchemy-12, Staff-10, Occultism-13, Research-14

Spells:

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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