Haha those strips are awesome! Those grappling rules make me die inside. Thank god we've never used them.
As mentioned, it will not be a GURPS ruleset. I dont ,like how GURPS plays at all.
ALso the toughness is a mistype, i was thinking of a different calculation when i wrote that and it slipped my mind. ill go back and change it. It is not just used for bp, but as one poster said for toughness checks for unconciousness, pain etc.
About encumbrance its going to be handlen get aroud very abstractly with more of a space system than calculating weight. While i havnt worked out the full mechanic, ive thinking of a way i cand hat. I know its a problem - it was terrible in traveller, didnt bother with it either.
Depending on the perosanlity score of the character, it will influence the dies final result. For example, lets say you have a character that has the top level of will, and always gives into uncontrollable urges. The gamesmaster can choose when the stat would need to be used, and then would either say it would be a positive or negative characteristic. Lets say, in this case, the character was trying to intimidate another character. A more forward willful personality would be useful, so this is used as a positive modifier, opposed to the character trying to resist.
However, if the character was trying to resist frenzy, that predisposition would obviously be a significant negative modifier. In this way, it allows us to separate the individual player characters easier rather than jsut simple social, intelligence, or will statistics, things that cant be as easily as explained by one stat like physical characteristics. The system keeps it simple but gives the characters more of a feel.
Sorry if there are any mistakes. THis was typed early in the morning and my colour scheme makes the words invisible.
Hopefully thats been of some use.
Ill continue working on adventurer after the current semester finishes in about 2 weeks. Lots of revision to do!