👤 Character Creation

📥 GCS CAMPAIGN RESOURCES

Download the GCS (GURPS Character Sheet) files customized for Shattered Earth.

⚠️ CRITICAL RULE: ALL characters start as mundane humans. NO supernatural abilities at character creation. Magic and psionics don't exist in 2096—yet.

The Piecemeal Build System

Shattered Earth uses a staged character creation process designed to produce well-rounded, organic characters. Rather than dumping every point into a spreadsheet at once, you build your character in layers — each reflecting a different aspect of who they are and where they came from.

This approach prevents the "attribute dump" problem where high-point-total characters end up with sky-high stats and barely any skills. Instead, you'll have a competent, believable person with a real history.

Step 1 — Core Build: 150 Points

Every PC begins with 150 points to spend on attributes, advantages, and skills. This is the baseline — the person you are before your life story fills in the details. A 150-point character is a capable, competent adult: a soldier, a hacker, a doctor, a street operator. Not a superhero, but someone who can pull their weight.

At this stage, focus on the core of your concept: your most important attributes, your signature skills, and any essential advantages that define who you are.

💡 Guideline: At 150 points, aim for no more than 2–3 attributes significantly above average (12–14), a couple of focused skills at solid levels (12–14), and a few key advantages. Don't try to be good at everything yet — that comes in later steps.

Step 2 — Character Blocks: Up to 250 Total Points

After the base 150-point build, you add up to 4 blocks of 25 points each, up to a maximum of 250 total points. You don't have to take all of them — any unspent blocks become part of your reserved in-play pool (see Step 3). Each block represents a distinct facet of your background or capability.

Base Profession

Your core career or trade. The skills, training, and knowledge that define what you do. A soldier's combat training, a doctor's medical expertise, a hacker's technical repertoire.

Elite Profession

Advanced specialization within (or adjacent to) your base profession. Special forces training on top of military service. Surgical specialization on top of medical school. Black-hat expertise on top of IT work.

Deeper Background

Where you grew up, how you were raised, and what shaped you before your career. Street kid, corporate heir, military family, rural survivalist — these experiences leave their mark in unexpected skills and traits.

Everyman Package

A curated package of skills every functioning adult in 2096 should have: basic computer use, navigation, some form of physical fitness, first aid, and a few optional picks. Nobody gets out of the modern world without these fundamentals.

Talents

A package of points invested in one or more natural talents — aptitudes, knacks, or trained capabilities applicable to this PC's concept. Could represent a gifted athlete, a silver-tongued negotiator, a prodigy programmer, or an instinctive fighter.

Arcane Ability

Potential only — no active spellcasting. If your character has the spark for magic, you may take Magery up to level 2 and/or related advantages. No spells may be purchased at character creation. The ability exists dormant, waiting to be unlocked during play.

Psi Ability

Potential only — no active powers. You may take Psionic Talent or a Psi advantage representing latent potential (e.g., Talent for Telekinesis, Empathy, or Telepathy). No active psionic skills or techniques may be purchased yet. Powers awaken during play.

Cybernetic Enhancements

Chrome, wetware, implants. Any cybernetic modifications your character has already undergone before play begins. See the Cybernetics section for available options and their point costs.

Ancestry Traits

Genetic heritage, bloodline quirks, or racial traits — particularly relevant for characters with Atlantean, mutant, or other non-standard ancestry. These traits are passive and physical in nature; no supernatural activation at character creation.

⚠️ Supernatural Blocks (Arcane, Psi, Ancestry): Any supernatural traits must be potential and non-active. You can have Magery 2, but no spells. You can have Psi Talent for Telekinesis, but no TK skill. The power exists as latent potential — it awakens during the campaign when the story calls for it.

Step 3 — In-Play Reserve: At Least 50 Points

After Steps 1 and 2, you must reserve at least 50 points to be spent during the first sessions of the campaign. These are not "banked" advancement points — they represent the parts of your character you haven't fully defined yet.

You may spend up to 10 points per session from this reserve, as you decide how your character develops in play. Maybe you discover a skill from your past that suddenly becomes relevant. Maybe a relationship crystallizes into a proper Ally advantage. Maybe you realize your character is tougher than you initially thought.

💡 Why this works: Characters built all at once, with 300+ points to spend, often end up with inflated attributes and almost no skill points — because spending 300 points optimally is genuinely hard. The piecemeal system produces characters with stories: a base of who they are, layers of what they've done, and room to grow naturally at the table.

Point Budget Summary

Stage Points Notes
Core Build 150 pts Attributes, core skills, key advantages
Character Blocks Up to 250 pts 9 blocks × 25 pts; take as many or few as desired
In-Play Reserve 50 pts minimum Spent 10 pts/session during early campaign
Maximum Total 450 pts 150 + 250 + 50 reserve (but reserve is spent in-play)
Block Taken? Example Spend
Core Build ✓ 150 pts DX 12, PER 12, ST 10; Guns, Stealth, Running
Base Profession ✓ 25 pts Military: Tactics, Leadership, Soldier skills
Elite Profession ✓ 25 pts Special Forces: Explosives, Combat techniques, Infiltration
Deeper Background ✓ 25 pts Street kid: Street Smarts, Pickpocket, Area Knowledge
Everyman ✓ 25 pts Computer, First Aid, Navigation, Driving
Talents ✓ 25 pts Combat Reflexes + boosted weapon skills
Arcane Ability — skipped Not part of this concept
Psi Ability ✓ 25 pts Psi Talent 2 (latent) — something stirs...
Cybernetics — skipped No chrome, staying clean
Ancestry Traits — skipped Fully human baseline
In-Play Reserve 75 pts held To be spent during first 7-8 sessions
TOTAL at Session 1 375 pts 300 spent + 75 in reserve

Before You Build: Ask These Questions

Teams need diverse skillsets. Consider:

  • Combat Specialist: High DX, PER, combat skills. Front-line fighter.
  • Tech Expert: High KN, IN. Hacking, engineering, technical solutions.
  • Infiltrator: High DX, PER, Stealth. Gets in and out unseen.
  • Face/Negotiator: High CH, PR, social skills. Handles people.
  • Support/Medic: Mix of skills. Keeps team functional.
  • Investigator: High PER, IN, knowledge skills. Gathers intel.

You don't have to fit one role perfectly, but knowing your primary function helps focus your build.

Your background determines starting resources and connections:

  • Corporate Employee: Access to corp resources, contacts, equipment. But also obligations (Duty disadvantage).
  • Government Agent: Legal authority, official backing, training. Strict rules and oversight.
  • Military Veteran: Combat training, battlefield experience, military contacts. May have PTSD or injuries.
  • Freelancer: Independence, flexibility, diverse experience. Less resources and backup.
  • Former Criminal: Street contacts, unconventional skills, experience with the underworld. Criminal record, enemies.
  • Academic/Researcher: Specialized knowledge, research access, analytical skills. Less combat training.

Don't try to be good at everything. Specialize and be great at your niche.

  • Exceptional Skill: One thing you're truly excellent at (skill 14–16 at game start)
  • Unique Advantage: Unusual trait that opens opportunities (Eidetic Memory, Danger Sense, etc.)
  • Special Training: Access to techniques or styles others don't have
  • Cutting-Edge Augmentation: Experimental cybernetics or early-access biotech
  • Latent Potential: A whisper of something that shouldn't exist yet...

No one operates in a vacuum. Who can you call?

  • Contacts (advantage): Former colleague, black market dealer, corp insider, government bureaucrat, street informant
  • Allies (advantage): Skilled partner, mentor, friend in a powerful position
  • Enemies (disadvantage, 0 pts): Former employer, rival operative, someone you wronged, an organization that wants what you have

Contacts and enemies create story hooks. The GM will use them.

Why do you do this dangerous work? Motivation examples:

  • Revenge: Someone killed your partner/family/friend. You'll find them.
  • Redemption: You made a terrible mistake. You're trying to make it right.
  • Truth: You discovered something impossible. You need answers.
  • Protection: There's someone/something you must keep safe.
  • Duty: You serve a cause greater than yourself.
  • Greed: This pays extremely well. You have expensive needs.
  • Loyalty: Your team saved you once. You owe them everything.

Character Creation Checklist

Before you finalize your character, verify:

☐ Core build (150 pts) complete
☐ Decided which blocks to take (and noted totals)
☐ At least 50 pts reserved for in-play spending
☐ Disadvantages chosen for story (remember: 0 points!)
☐ At least one thing you're really good at (skill 14+)
☐ Combat skill if you expect to fight (minimum 12)
☐ Attributes make sense for concept (all 10 pts/level)
☐ Can contribute to the team in a meaningful way
☐ Background explains skills and advantages
☐ Have a reason to work with the team
☐ Equipment appropriate for wealth level
☐ Character has goals and motivations
☐ Supernatural traits (if any) are latent/potential only — no active powers