Creating a
Character
Character points, the four basic attributes, derived statistics, encumbrance, build, wealth, rank, and the full creation checklist — everything to build a character from scratch.
Character Points
Character points are the currency of character creation. Every ability has a listed cost. Abilities that improve your capabilities cost positive points; abilities that reduce them have a negative cost — they give points back to spend elsewhere. A character sheet is the record of every trade you made.
e.g.: 100 (attrs) + 10 (secondary) − 30 (advantages) + 15 (disadv.) = 95 pts used, 55 remaining in a 150-pt game
Points are never destroyed — only traded. Buying ST 12 (+20 pts) and IQ 8 (−20 pts) costs exactly zero net points, yet creates a radically different character from ST 10 / IQ 10.
Starting Points & Power Level
| Point Total | Character Type | Notes |
|---|---|---|
| Under 25 | Small children, animals | Very limited capability |
| 25–50 | Ordinary civilians | Minimal adventuring ability |
| 100–150 | Career adventurers | Most common starting range |
| 150–200 | Skilled veterans | Broadly competent |
| 250+ | Elite specialists | Above-human capability |
| 1,000+ | Godlike beings | Beyond normal play |
The Core Mechanic — 3d6 Roll-Under
Almost every action that could fail resolves by rolling 3d6 and trying to roll equal to or under a target number — usually a skill level or attribute score. Lower is better. Three dice produce a bell curve: 10 and 11 are the most common results, while very high or very low rolls are rare.
| Skill | Success % | Fail % | Reading | Meaning |
|---|---|---|---|---|
| 8 | 25% | 75% | 1-in-4 | Desperate — skill check only when forced |
| 10 | 50% | 50% | Coin flip | Average, untrained — the free baseline |
| 12 | 74% | 26% | 3-in-4 | Trained professional — reliable under pressure |
| 14 | 90% | 10% | 9-in-10 | Expert — rarely fails routine tasks |
| 16 | 98% | 2% | ~99-in-100 | Master-class — fails only on a natural 17–18 |
Going from skill 10 to 12 adds 24% success. Going from 14 to 16 adds only 8%. Each point matters more at the bottom than the top — which means don't neglect your weaknesses.
Hold disadvantages to 50% of starting points. In a 150-point game: no more than −75 pts. Campaign-mandated and racial template disadvantages are exempt.
Character Concept & Types
GURPS has no character classes. You purchase any combination of traits the GM allows. Three starting approaches: describe who the character is and buy stats to match (concept first); browse ability lists and build a story around them (shopping first); or answer biographical questions and let those answers guide spending (biography first).
| Archetype | Key Attributes | Essential Traits |
|---|---|---|
| Warrior | High ST, DX, HT | Combat Reflexes, Hard to Kill; combat skills |
| Scout | Balanced; high Per | Absolute Direction; Survival, Navigation, Tracking |
| Sneak | High DX & IQ; good Per | Night Vision, High Manual Dex.; Stealth, Lockpicking |
| Mouthpiece | High IQ | Charisma, Voice; Fast-Talk, Merchant, Carousing |
| Sage | Very high IQ | Eidetic Memory, Language Talent; Expert Skills, Research |
| Tinkerer | High IQ; useful DX | Gadgeteer, High TL; Engineering, Electronics |
| Wizard | High IQ; extra FP | Magery; as many spells as affordable |
| Specialist | High in relevant attr. | Talent; one skill at 18+ |
| Jack-of-All-Trades | High DX & IQ | Versatile; 1–2 skills from every category |
| Exotic | Racial template base | Racial / supernatural advantages; fewer mundane skills |
These three characters will follow us through every section of Chapter 1, each making different choices. Switch between them to see how the same rules produce entirely different builds.
Aldric Vane spent thirty years as a lecturer in natural philosophy at the University of Aldenmoor. At 58 he is thin, slightly stooped, with ink-stained fingers and the permanently distracted expression of a man doing mental arithmetic during other conversations. His former students remember him for two things: the sharpest mind they ever encountered, and his spectacular inability to remember their names.
He has identified four new astronomical bodies, written the definitive treatise on sympathetic resonance, and twice located the lost tomb of the Mage-Kings using nothing but a library, a set of brass instruments, and what he insists was "obvious deduction." He takes magic seriously as a branch of natural philosophy — he resents the word "wizard" almost as much as he resents being expected to run anywhere.
Every point goes to IQ first. He builds from the inside out: a towering intellect with a body that gets in the way. Physical stats are an inconvenience he works around, not a resource he invests in.
Mira Ashfeld served nine years as a city guard sergeant in the merchant quarter of Calder's Rest before walking away mid-shift when her captain accepted a bribe to look the other way during a warehouse fire with workers still inside. She doesn't talk about whether anyone survived. What she talks about — when she talks at all — is the job in front of her.
She is methodical, direct, and constitutionally unable to leave trouble alone when she spots it. She has a scar along her jaw from a brawl she finished in under six seconds, and a habit of scanning exit routes before she settles her eyes on a person. Three mercenary companies have tried to promote her to command; she's declined all three. She works better when she knows every person in her unit personally.
Mira's build is the baseline. Solid across the board — DX and HT for fighting endurance, Perception sharper than her IQ baseline, enough ST to matter. She is the reference point the other two diverge from.
Vora does not have a surname. In the clan-holds of the Northern Shore, you earn a kenning or you die unnamed, and Vora's is Krak-orm — Bone-breaker — given by the survivors of a river crossing gone wrong, where she held a ford alone for long enough that it shouldn't have been possible. She was twenty-two. She'd been fighting since she was fourteen.
She is enormous by any era's standards: wide-shouldered, rawboned, built like a siege weapon that has learned to walk. She is not stupid — she understands tactics, reads a battlefield quickly, and remembers faces — but book-learning is as foreign to her as a quiet room. She finds other people's emotions difficult to parse and doesn't particularly try. Kindness and cruelty are roughly equivalent abstractions to her; what matters is loyalty, and she is ferociously loyal to those who have earned it.
Vora is the opposite end from Aldric. Nearly every point buys physical capability. IQ is deliberately low — she sees the points as better spent elsewhere, and the GM will back that up every session. She hits things very hard and is very hard to stop.
Creation Checklist
Start with Basic Attributes — everything derives from them. After that, order is flexible; begin wherever your concept is strongest.
- ①Basic Attributes — ST, DX, IQ, HT. Foundation for all other numbers.
- ②Secondary Characteristics — HP, FP, Will, Per, Basic Speed, Basic Move, Dodge. Most default free from attributes.
- ③Build, Age & Appearance — Height, weight, size modifier, optional build traits, aging, looks.
- ④Social Background — Tech Level, languages, cultural familiarity.
- ⑤Wealth & Influence — Wealth level, Status, Rank, Reputation, Privilege.
- ⑥Friends & Foes — Allies, Contacts, Dependents, Enemies, Patrons.
- ⑦Advantages (Ch. 2) — Talents, powers, social benefits. Add Perks (1 pt) for colour.
- ⑧Disadvantages (Ch. 3) — Flaws that return points. Add Quirks (−1 pt) for personality.
- ⑨Skills (Ch. 4) — What your character can actually do. Usually where remaining points land.
The Four Basic Attributes
A score of 10 is free — the human average. Higher scores cost points; lower scores return them. Normal humans cluster at 8–12. Scores above 20 are possible but ask the GM first; ST routinely exceeds 20 for large creatures.
ST and HT cost 10 pts/level. DX and IQ cost 20 pts/level because each level lifts every related skill simultaneously. In a 150-pt game, spending 100+ on IQ alone (Aldric) is viable — but leaves almost nothing for skills without clever disadvantage choices.
IQ 15 costs 100 points alone — more than Mira's or Vora's entire attribute budget. ST 9 and HT 9 recover 20. The tradeoff is visible immediately: Will 15 and Per 15 come free with the IQ purchase, which makes the investment more efficient than it looks. He is physically fragile and slow, but his mind operates at a level normal humans cannot match.
DX 13 is the priority — it touches every combat and athletic skill on the sheet simultaneously. HT 12 adds injury endurance and FP. IQ stays at the free baseline: Mira's street-smarts are hard-earned experience, not raw intellect. No cheap attribute scores to fund expensive ones; she's simply a well-rounded professional.
IQ 8 returns 40 points — which funds ST 16 almost entirely on its own. HT 14 gives her extraordinary endurance and injury recovery. The result is a character who hits with 2d thrust and 3d+2 swing, shrugs off wounds that would incapacitate others, and needs to be reminded how many gold coins are in a stack. She does not consider this a bad trade.
Attribute Scale
For humans, each score carries concrete meaning. For non-humans, each point above or below racial norm represents a 10% deviation.
Secondary Characteristics
Calculated from basic attributes. Each can be adjusted independently at the listed cost without touching the underlying attribute. HP loss does not reduce ST; they are tracked separately.
- Physical durability.
- →Lose ⅓ of HP in one second: Knockdown check
- →Reach 0 HP: Unconscious
- →Reach −HP: Death checks begin
- ■Limit: ±30% of ST (round to nearest)
- Psychological resilience.
- →Resists: fear, hypnosis, interrogation
- →Used for: mind control & terror rolls
- ■Max: 20 · Floor: no more than −4 below IQ
- General alertness & awareness.
- →GM rolls vs. Per for Sense checks
- →Spotting hidden foes, noticing details
- ■Max: 20 · Floor: no more than −4 below IQ
- Energy supply.
- →Spent by: sprinting, spells, disease, missed sleep
- →At ½ FP: halved Speed & ST
- →Reach 0 FP: Collapse (unconscious)
- Reflexes & initiative.
- →Do not round — 5.25 beats 5.00
- →Higher Speed acts first in combat
- →Base for Dodge and Basic Move
- Ground speed in yards/second.
- →Average human: Move 5
- →Reduced by Encumbrance level
- →Sprint = Move × 1.2 (round down)
- Active defense vs. attacks.
- →Roll 3d ≤ Dodge to sidestep
- →−1 per Encumbrance level
- →Can be attempted once per attack
- Max one-handed overhead lift.
- →Sets all Encumbrance thresholds
- →Two-handed carry: up to 2× BL
- →Max carry (X-Heavy): 10× BL
+1 IQ (20 pts) raises every IQ skill, Will, and Per simultaneously.
+1 Will (5 pts) raises only Will.
Buy the attribute for a broad sweep; buy the stat directly when you need a single targeted improvement.
IQ 15 delivers Will 15 and Per 15 entirely for free — a remarkable dividend. One secondary purchase: FP +3 [9 pts] for spellcasting endurance. Dodge 7 is poor; Move 4 is slow. This is precisely why Aldric is never supposed to be in melee range. If he is, something has gone badly wrong.
One secondary adjustment: Per +2 [10 pts]. Years of garrison work in the city's lower quarter sharpened her instincts well past IQ-10 baseline — she spots the tail before she knows she's looking for one. Everything else defaults cleanly. Speed (13+12)÷4 = 6.25 → Move 6, Dodge 9.
One secondary purchase: HP +2 [4 pts] for HP 18. A berserker who goes into battle with ST 16 and HP 16 is a terror; one with HP 18 is nearly impossible to put down before she's finished. Will 8 and Per 8 default from IQ 8 — she will fail social and awareness checks regularly. BL 51 lbs means she barely notices most combat loads.
Damage Table
ST determines Thrust (thr) and Swing (sw) damage. Thrust covers punches, stabs, thrusting weapons. Swing covers axes, clubs, swords used to cut or bash. Weapons apply their own modifiers on top. Record as thr/sw; e.g. ST 12 → 1d-1 / 1d+2.
| ST | Thrust | Swing |
|---|---|---|
| 1–2 | 1d-6 | 1d-5 |
| 3–4 | 1d-5 | 1d-4 |
| 5–6 | 1d-4 | 1d-3 |
| 7–8 | 1d-3 | 1d-2 |
| 9 | 1d-2 | 1d-1 |
| 10 | 1d-2 | 1d |
| 11 | 1d-1 | 1d+1 |
| 12 | 1d-1 | 1d+2 |
| 13 | 1d | 2d-1 |
| 14 | 1d | 2d |
| 15 | 1d+1 | 2d+1 |
| 16 | 1d+1 | 2d+2 |
| 17 | 1d+2 | 3d-1 |
| 18 | 1d+2 | 3d |
| 19 | 2d-1 | 3d+1 |
| 20 | 2d-1 | 3d+2 |
| 21 | 2d | 4d-1 |
| 22 | 2d | 4d |
| 23 | 2d+1 | 4d+1 |
| 24 | 2d+1 | 4d+2 |
| 25 | 2d+2 | 5d-1 |
| ST | Thrust | Swing |
|---|---|---|
| 26 | 2d+2 | 5d |
| 27–28 | 3d-1 | 5d+1 |
| 29–30 | 3d | 5d+2 |
| 31–32 | 3d+1 | 6d-1 |
| 33–34 | 3d+2 | 6d |
| 35–36 | 4d-1 | 6d+1 |
| 37–38 | 4d | 6d+2 |
| 39–40 | 4d+1 | 7d-1 |
| 45 | 5d | 7d+1 |
| 50 | 5d+2 | 8d-1 |
| 55 | 6d | 8d+1 |
| 60 | 7d-1 | 9d |
| 65 | 7d+1 | 9d+2 |
| 70 | 8d | 10d |
| 75 | 8d+2 | 10d+2 |
| 80 | 9d | 11d |
| 90 | 10d | 12d |
| 100 | 11d | 13d |
| 100+ | +1d per 10 ST above 100 | |
Encumbrance & Move
Five levels (0–4) penalise Move and Dodge when carried weight exceeds Basic Lift thresholds. The level number is also a direct penalty to Climbing, Stealth, and Swimming rolls.
| ST | BL (lbs.) | None (0) | Light (1) | Medium (2) | Heavy (3) | X-Heavy (4) |
|---|---|---|---|---|---|---|
| 8–9 | 13–16 | 13–16 | 26–32 | 39–48 | 78–96 | 130–160 |
| 10–11 | 20–24 | 20–24 | 40–48 | 60–72 | 120–144 | 200–240 |
| 12 | 29 | 29 | 58 | 87 | 174 | 290 |
| 13–14 | 34–39 | 34–39 | 68–78 | 102–117 | 204–234 | 340–390 |
| 16 | 51 | 51 | 102 | 153 | 307 | 512 |
Build & Size
Build is a voluntary trait purchase — falling within a weight range doesn't force a build choice.
| Build | Cost | Approx. Weight | Mechanical Effects |
|---|---|---|---|
| Skinny | −5 pts | ≈2/3 avg. | −2 ST vs. knockback; −2 Disguise/Shadowing; HT max 14 |
| Average | 0 pts | Normal | No modifier |
| Overweight | −1 pt | ≈130% | −1 Disguise; +1 Swimming; +1 ST vs. knockback |
| Fat | −3 pts | ≈150% | −2 Disguise; +3 Swimming; +2 ST vs. knockback; HT max 15 |
| Very Fat | −5 pts | ≈200% | −3 Disguise; +5 Swimming; +3 ST vs. knockback; HT max 13 |
Size Modifier (SM)
SM rates your most significant dimension. Positive SM means a larger target (easier to hit in combat), but ST and HP cost less.
| Longest Dimension | SM | Longest Dimension | SM |
|---|---|---|---|
| 0.7 yd (2') | −3 | 1 yd (3') | −2 |
| 1.5 yd (4.5') | −1 | 2 yd (6') — human avg. | 0 |
| 3 yd (9') | +1 | 5 yd (15') | +2 |
| 7 yd (21') | +3 | 10 yd (30') | +4 |
Age & Appearance
Choose any age within your race's lifespan. Aging rolls begin at 50 for humans and occur every ten years thereafter (more frequent with poor HT). Each failed aging roll reduces one attribute by 1.
Appearance
| Appearance Level | Cost | Reaction Modifier |
|---|---|---|
| Horrific | −24 pts | −6 |
| Monstrous | −20 pts | −5 |
| Hideous | −16 pts | −4 |
| Ugly | −8 pts | −2 |
| Unattractive | −4 pts | −1 |
| Average | 0 pts | ±0 |
| Attractive | 4 pts | +1 |
| Handsome / Beautiful | 12 pts | +4 (opp. sex) / +2 (same sex) |
| Very Handsome / Beautiful | 16 pts | +6 / +2 — may draw unwanted attention |
| Transcendent | 20 pts | +6 / +2 — unearthly beauty |
Average build (0 pts), 5'9", ~155 lbs, SM 0. Average appearance (0 pts). Spectacles, ink-stained fingers, the permanently distracted expression of a man who is thinking about something more interesting than the room he's in. No reaction modifier — he reads as harmless and forgettable, which has occasionally saved his life.
Age 58. Aging rolls have already begun (they start at 50). None have failed yet. His player notes this explicitly — each session after a long expedition, there's a small chance of losing a point somewhere. Aldric has learned to take care of himself because no one else will.
Average build (0 pts), 5'7", ~145 lbs, SM 0. Average appearance (0 pts). A scar along her jaw from a bar fight she ended in six seconds. Eyes that settle on exits before faces. She considered spending 4 points on Attractive for the +1 reaction bonus — a professional investment, not a vanity — but decided those points were more useful in Chapter 4 as combat skills.
Age 28. No aging concerns — rolls begin at 50, and she has no intention of reaching 50 at a desk.
Overweight [−1 pt]. Not fat — dense. Wide-shouldered and rawboned, the kind of build that makes armourers recalculate and blacksmiths reassess. 6'1", ~210 lbs, SM 0. The −1 pt goes back into the budget. The mechanical effects (−1 Disguise, +1 ST vs. knockback) fit her perfectly.
Average appearance (0 pts). She is memorable — imposingly so — but not beautiful or hideous. People remember her because of what she does in a fight, not how she looks before it.
Age 24. Has packed more violence into those 24 years than most veterans see in a lifetime.
Social Background
Tech Level (TL)
| TL | Era | Starting Wealth | Representative Tech |
|---|---|---|---|
| 1 | Bronze / Iron Age | $500 | Metal weapons, sailing ships, writing |
| 2 | Medieval (600 AD+) | $750 | Crossbows, castles, plate armour |
| 3 | Renaissance (1450+) | $1,000 | Early firearms, printing press |
| 4 | Age of Sail | $2,000 | Black-powder firearms, ocean trade |
| 5 | Industrial (1730+) | $5,000 | Steam power, rifled guns |
| 6–7 | Early Modern | $10–15k | Tanks, aircraft, nuclear weapons |
| 8 | Digital Age (1980+) | $20,000 | Internet, precision weapons, AI |
| 9–12 | Future | $30k+ | Cybernetics, nanotech, contragravity |
Languages
| Proficiency | Spoken | Written | Combined |
|---|---|---|---|
| Broken | 1 pt | 1 pt | 2 pts |
| Accented | 2 pts | 2 pts | 4 pts |
| Native | 3 pts | 3 pts | 6 pts (first language free) |
TL 3. Latin (Native) — the academic lingua franca [0 pts]. A scholar who reads primary sources needs several languages: French, Accented [4 pts]; Italian, Accented [4 pts]; Greek, Broken spoken only [1 pt] for classical references. Total language investment: 9 pts.
Languages are one of the most efficient ways to give a character intellectual breadth without buying skills. Each language opens up entire categories of information and NPC interactions.
TL 2. Common tongue, Native [0 pts]. Thieves' Cant, Broken spoken [1 pt] — years of garrison work in the lower city bought her enough slang to read a situation, not enough to fool a native speaker. She can signal contacts, read graffiti, and understand rough whispers. That's all she's ever needed it for.
TL 1. Norse (Native) [0 pts]. Frankish, Broken spoken [1 pt] — enough to trade, threaten, and demand surrender. The Northern Shore clans raid Frankish river towns regularly; Vora picked up the important words first. She can't write any language; the concept strikes her as unnecessary. Sagas are spoken.
Wealth
Wealth is relative to the campaign's TL. "Average" costs 0 points. The dollar figures below reference TL 8 ($20,000 average); the GM scales for other eras.
| Level | Cost | Starting $ (TL8) | Lifestyle |
|---|---|---|---|
| Dead Broke | −25 pts | $0 | No job, no assets, only the clothes worn |
| Poor | −15 pts | $4,000 | Menial work only; no well-paying jobs available |
| Struggling | −10 pts | $8,000 | Any job open; doesn't pay well |
| Average | 0 pts | $20,000 | Comfortable working or middle-class life |
| Comfortable | 10 pts | $40,000 | Works for a living; better lifestyle than most |
| Wealthy | 20 pts | $100,000 | Lives very well |
| Very Wealthy | 30 pts | $400,000 | Significant personal fortune |
| Filthy Rich | 50 pts | $2,000,000 | Buys almost anything without considering cost |
Status, Rank & Reputation
Three systems cover formally recognised social standing. They are independent and can coexist.
Status
| Status | Cost | Social Position |
|---|---|---|
| −2 | −10 pts | Serf, slave — always treated badly by higher-Status NPCs |
| −1 | −5 pts | Menial, outcast |
| 0 | 0 pts | Freeman, ordinary citizen — free baseline |
| 1–2 | 5–10 pts | Respected professional, knight, gentry |
| 3–5 | 15–25 pts | Baron through great prince; +3 to +5 reactions from inferiors |
| 6–8 | 30–40 pts | King through god-king; transcends normal social rules |
Rank & Reputation
| System | Cost | Effect |
|---|---|---|
| Rank (coexists with Status) | 5 pts/level | Rank 2–4: +1 Status; Rank 5–7: +2; Rank 8+: +3 |
| Rank (replaces Status) | 10 pts/level | Full Status equivalent — theocracies, strict meritocracies |
| Courtesy Rank | 1 pt/level | Title only — no command authority, no maintenance cost |
| Reputation +4 | 20 pts base | Multiply by: group size (×1/3 to ×1), frequency (×1/3 to ×1) |
| Reputation +1 to +3 | 5–15 pts base | |
| Reputation −1 to −4 | −5 pts / −1 per −1 |
Disadvantages return points — which makes them tempting to stack. The trap is taking flaws you intend to ignore in play. A disadvantage that never comes up costs you nothing and gains you nothing. A flaw that generates real drama earns every point. Take the ones your character would genuinely have.
Struggling [−10 pts]. A retired academic's pension doesn't stretch far. Status 1 [+5 pts] — respected scholars hold minor gentry standing in Renaissance society; the title costs points to maintain appearances he can barely afford. Worth it for the doors it opens.
Disadvantages: Curious (12 or less) [−5] — he investigates interesting phenomena even when the investigation is dangerous or inconvenient; this is not optional, it's structural. Absent-Minded [−15] — forgets mundane obligations, misplaces equipment, doesn't notice the building is on fire. Both will come up constantly. −20 pts returned.
Average wealth (0 pts). Status 0 (0 pts). A working mercenary — not poor, but no fortune. No Rank; she left the garrison before earning formal rank beyond sergeant.
Disadvantages: Sense of Duty (Companions) [−5] — she will not abandon people in her care; it is fundamental to how she operates. Duty (Mercenary Company, 9-or-less, Hazardous) [−10] — owes her current employer and goes when called, even into bad situations. Both come up regularly; neither were chosen for the points. −15 pts returned.
Poor [−15 pts]. Raiders don't accumulate lasting wealth; what's taken is spent, shared, or lost. Status 0 (0 pts). Chieftain's warrior by standing, not a landowner or titled noble.
Disadvantages: Berserk (12 or less) [−10] — in close combat she may enter a berserk state, attacking the nearest target regardless of friend or foe; this is a real risk that she and her companions manage carefully. Bloodlust (12 or less) [−10] — must resist the urge to kill helpless enemies; taking prisoners requires a self-control roll. Both come up in every serious fight. −35 pts returned (incl. Wealth).
Chapter 1 Character Sheets
These sheets show only the decisions made in Chapter 1. Forward links mark the sections covering Advantages, Skills, and Spells — they haven't been spent yet. The budget line at the bottom of each sheet shows what remains.
thr 1d-2 / sw 1d-1 — Enc. 0 (robes, staff, satchel of books ~12 lbs). Dodge 7 — stay out of melee.
Secondary (FP) +9 pts
Languages +9 pts
Wealth (Poor) −10 pts
Status 1 +5 pts
Disadvantages −20 pts
────────────────────────────
Ch. 1 total 74 / 150 · 76 pts remaining for Magery + Spells + Skills
thr 1d-1 / sw 1d+2 — Enc. 1 Light with standard load (Move 4, Dodge 8)
Secondary (Per) +10 pts
Language +1 pt
Disadvantages −15 pts
────────────────────────────
Ch. 1 total 96 / 150 · 54 pts remaining for Advantages + Skills
thr 2d / sw 3d+2 — Enc. 1 Light in full war-kit (Move 5, Dodge 8). BL 51 lbs carries most loads easily.
Secondary (HP) +4 pts
Language +1 pt
Overweight −1 pt
Wealth (Poor) −15 pts
Disadvantages −20 pts
────────────────────────────
Ch. 1 total 69 / 150 · 81 pts remaining for Advantages + Combat Skills