Yes, this is going to be a solo campaign – but if a game is worth doing, it’s worth doing properly, so I’m going to start by laying out some general rules for character creation, just as if there were a whole group.
This is obviously absurd, but also oddly fun, I find.
So, without further ado:
Some House Rules for Character Creation
- Starting Points – PCs will be built on 150 points. They can take a maximum of -40pts in disadvantages, and -5 pts in quirks.
- “Ordinary Person” Templates – Each PC will also gets a free 5-pt “Ordinary Person” package appropriate to their homeland. These 5-pt packages do not count against the 150pt limit (so the PCs are really 155 pts, if you’re counting). This is to encourage the players to create slightly more realistic characters than they sometimes are wont to do, and also to provide for some regional variation between human PCs who hail from different lands. The “ordinary person template is at the bottom of this post I may add some additional versions for building PCs from specific homelands and regions as the game goes on.
- Languages – Language difficulties are rarely fun in play for very long, and GURPS’s “either you know it or you don’t” approach exacerbates this, I find. Thus all PCs will simply be assumed to be fluent in their native language, whatever that is, and knowledge of further languages will be dealt with abstractly. This means that certain skills will be taken to include knowledge of languages that are directly relevant to them. Thus Area Knowledge includes knowledge of the languages spoken in the relevant area – and your skill level will determine how well you speak them, how likely you are to know a particular regional dialect, etc. Similarly, one’s level in skills like Occultism, Thaumatology, or Hidden Lore determines how effective you’ll be at speaking or reading strange, lost languages found in old ruins, the languages of other peoples, and so forth.
The “Ordinary Person” Template (5 pts)
- Claim to Hospitality (Your family home, the home of a close friend, or similar) 
- Area Knowledge (Home town or Home Region)  IQ
- Another 3pts chosen from Current Affairs (any), Gardening, Housekeeping, Panhandling, or Savoir-Faire (High Society or Servant), all (E) IQ ; Cooking, Farming, Heraldry, Merchant, or Professional Skill (any), all (A) IQ-1 ; Leatherworking or Sewing, both (E) DX ; Dancing or Riding (Horse), both (A) DX-1 ; Fishing or Scrounging (E) Per ; Carousing (E) HT 
Note that a character’s homeland may well adjust this template, providing additional skill options, perks, quirks, and so on. As follows:
(More to come!)