Rules

Initiative

Each turn, roll initiative: S6 BSpeed×4.

Everybody who gets at least 1 success goes, from highest to lowest. (Ties are broken by BSpeed, and then by rolling off.) This is a "pass".

If anyone has more than 8 successes, there will be another pass. Subtract 8, and everybody who has at least 1 left goes, in the same order as the first pass.

Repeat until noone is left with more than 8 successes.

Characters

Races

#char Human
#pack
	SM: 0
0	ST: 10
0	Basic Speed: 5
0	Home TL: 2

#char Dwarf
#pack
	SM: -1
-30	ST: 7
0	Basic Speed: 5
5	Home TL: 3
2	Extended Lifespan: 1
5	DR: 1
30	Martial Trance
-1	Quirk: Cave Adaptation Susceptibility
-15	Alcoholism (Legal)
	+5 IMMODERATION
	-5 VULNERABILITY
	+5 STRAIGHTFORWARDNESS

#char Elf
#pack
	SM: 0
-30	ST: 7
-4	HP: 5
20	Basic Speed: 6
-5	Home TL: 1
15	Unaging
1	Perk: Grasswalk
	+5 IMAGINATION
	+10 ARTISTIC_INTEREST
	+5 INTELLECTUAL_CURIOSITY
	-5 SELF_DISCIPLINE
	-10 ACTIVITY_LEVEL

Skills

Each skill is VH. Skills from regular GURPS can be taken, but are considered to be a tighter zoom level.

The PCs are 50 points, plus the Dwarf racial package.

The other founders are specified by picking their skills - usually just two primary, but possibly on a ten-point system.

Wood

Stone

Animals

Metal

Jewels

Crafts

Fish

Farming

Engineering

Administration

Military

Social

Brokerage

Other

Racial ADS

Martial Trance(30)

On any round when you're in combat with two or more foes, you may enter a martial trance. Roll 1d: if the result is /less than/ the number of foes you face, you enter a martial trance.

This state grants a +4 on all attacks and defenses, and a blindfighting ability - if you have at least one sense unimpaired, you can fight without regard to darkness, or even blindness. You also suffer a mild version of Berserk; you must attack, or make progress toward attacking(reloading a weapon, charging a distant foe, or seeking out more foes if the battle is over).

On any round when no more foes remain, you may leave the martial trance. Roll 1d: on a 1, you leave the trance.

Perk: Grasswalk(1)

You can walk on grass without leaving a trail.

Quirk: Cave Adaptation Susceptibility(-1)

This doesn't mean you have cave adaptation, merely that you're vulnerable to becoming cave-adapted.

Every full 24 hours you spend without any natural sunlight(direct or indirect), roll HT+2. On a failure, you become cave-adapted.

If you're cave-adapted, then you're nauseated(B428) whenever you're in sunlight(direct or indirect). In addition to the usual triggers, sudden exposure to sunlight requires a HT roll to avoid retching. Once you've accumulated a total of 24 hours of this nausea, you can spend 1 character point to cure your cave adaptation - but you still have this quirk.