Date: Fri, 29 Aug 1997 10:54:01 -0400 () From: Greg Littmann Subject: Fantasy Character Templates 1 GURPS FANTASY CHARACTER TEMPLATES By Greg Littmann (gmlittmn@email.unc.edu) P.S.. I would love to hearfrom you! Some first-time GURPS players are intimidated by the number of choices that the character generation system offers. This is understandable. Any system flexible enough to let you create any character you can imagine is going to be complex enough to take some getting used to. To render it easier to make those first few GURPS characters in a fantasy campaign, I have compiled a number of character templates. These greatly reduce the number of choices that you have to make in order to produce a character - making character generation simpler, if necessarily less flexible. The characters templates listed below are all for 100 point starting characters within a generic fantasy milieu. They follow the standard fantasy-gaming stereo-types, but this is probably inevitable when templates are being relied on. Each character will have four statistics (ST = Strength, DX = Dexterity, IQ = Intelligence, HT = Health), advantages, disadvantages and skills. Statistics above ten will cost points out of the 100, while statistics below ten will give extra points which may be spent on other things. Advantages and skills likewise cost points while disadvantages give points. After each skill, the numerical level at which the skill is known is noted. The higher this number, the better the skill is known. This level will be a function of how many points are spent on the skill and of the level of the statistic upon which the skill is based (almost always DX or IQ). For instance, if a character has a DX of 11 of a Brawling skill of DX+1, then they have a Brawling skill of 12. Similarly, if they have an IQ of 12 and a Physician skill of IQ-2, then they have a Physician skill of 10. Spells are treated as skills in GURPS and the level at which they are known will be based on the number of points spent on them and on the level of the character's IQ. However, the character's level of the Magical Aptitude advantage is also added to skill with spells. A characters skill in Fireball might thus be listed as (IQ -2 +M.A.), meaning that their skill with the Fireball spell is equal to their IQ minus 2, plus their level of Magical Aptitude. Thus, if their IQ were 12 and their Magical Aptitude 1, their skill with Fireball would be 11 (12 -2 +1). 6 human character types have been listed, some of which have sub- types. You may choose from Magical Thief, Mage (Ascetic Mage, Battle Mage, Desert Mage, Healer Mage, Performing Mage, Spy Mage and Wilderness Mage), Ranger, Scout, Thief (Second Story Man, Lockbreaker, Pickpocket, Tomb Robber, Cheat, Sneaking Spy), and Warrior (Foot Soldier, Cavalryman, Archer, Sailor, City Watch, Barbarian). 14 non-human character types have been listed. You may choose from Dwarven Warrior, Elven Archer, Elven Mage, Elven Thief, Elven Warrior, Half-Elven Mage, Half-Elven Thief, Half-Elven Warrior, Halfling Mage, Halfling Thief, Halfling Warrior, Half-Orc Warrior, Hob-Goblin Warrior, Orcish Warrior. Don't be afraid to tinker with the templates! Customize them as much as you feel like as long as you keep the point totals the same. Eventually, when you are comfortable with the GURPS system, you will want to abandon templates altogether and create characters entirely out of your own head. Until then, the easiest way to customize will be to swap advantages for other advantages you like better but which have the same point value, to swap disadvantages for disadvantage you like better but which have the same point value, or just to take more disadvantages so as to get more points to spend. You can also get up to five points for taking quirks. A quirk is a distinctive personality feature about your character such as liking to swim or always wearing red socks. For each quirk you take, up to five, you get a character point - which is a great way to add on a few extra skills to make your character distinctive. Items marked with a C* are found in Compendium I. If you only have the GURPS Basic Set, you will have to pick something else! THE HUMANS MAGICAL THIEF Give the Magical Thief ST 10, DX 13, IQ 13, HT 10. [60 points] Give the Magical Thief the Magical Aptitude 1 Advantage. [15 points] Pick one of these six Disadvantages. A: Kleptomania. [Gives 15 points] B: Cowardice. [Gives 10 points] C: Status -2 (Street-Dweller). [Gives 10 points] D: Poor. [Gives 15 points] E: Low Pain Threshold. [Gives 10 points] F: Greed. [Gives 15 points] Take the following skill package [20 points] 4 points in Climbing (DX+1 =14) 2 points in Stealth (DX = 13) 1 point in Broadsword or Shortsword (DX-1 =12) 1 point in Knife (DX =13) 1 point in Shield (DX =13) 1 point in Running (HT-2 = 7) 1 points in Fast-Talk (IQ-1 =12) 1 points in Holdout (IQ-1 =12) 2 points in Lockpicking (IQ =13) 2 points in Streetwise (IQ =13) 1 points in Survival (Urban) (IQ-1 =12) 1 points in Traps (IQ-1 =12) 1 point in Area Knowledge (Local City) (IQ =13) 1 point in a foreign Language (IQ-1 =12) If you have only the GURPS Basic Set, take spell package A. If you also have GURPS Magic, take spell package A or B. M.A. stands for the Mage's level of Magical Aptitude (1, 2 or 3). Spell Package A. [15 points] Healing College 1 point in Lend Strength (IQ -2 +M.A. =12) 1 point in Recover Strength (IQ -2 +M.A. =12) Light and Darkness College 1 point in Light (IQ -2 +M.A. =12) 1 point in Continual Light (IQ -2 +M.A. =12) 1 point in Darkness (IQ -2 +M.A. =12) 1 point in Blur (IQ -2 +M.A. =12) Making and Breaking College 1 point in Find Weakness (IQ -2 +M.A. =12) 1 point in Weaken (IQ -2 +M.A. =12) 1 point in Shatter (IQ -2 +M.A. =12) Mind Control College 1 point in Fear (IQ -2 +M.A. =12) 1 point in Foolishness (IQ -2 +M.A. =12) 1 point in Daze (IQ -2 +M.A. =12) 1 point in Mass Daze (IQ -2 +M.A. =12) 1 point in Sleep (IQ -2 +M.A. =12) 1 point in Mass Sleep (IQ -2 +M.A. =12) Spell Package B. [15 points] Healing College 1 point in Lend Strength (IQ -2 +M.A. =12) 1 point in Recover Strength (IQ -2 +M.A. =12) Light and Darkness College 1 point in Light (IQ -2 +M.A. =12) 1 point in Continual Light (IQ -2 +M.A. =12) 1 point in Darkness (IQ -2 +M.A. =12) 1 point in Blur (IQ -2 +M.A. =12) 1 point in Hide (IQ -2 +M.A. =12) 1 point in Night Vision (IQ -2 +M.A. =12) 1 point in Invisibility (IQ -2 +M.A. =12) Movement College 1 point in Apportation (IQ -2 +M.A. =12) 1 point in Movement (IQ -2 +M.A. =12) 1 point in Wallwalker (IQ -2 +M.A. =12) Sound College 1 point in Sound (IQ -2 +M.A. =12) 1 point in Silence (IQ -2 +M.A. =12) 1 point in Hush (IQ -2 +M.A. =12) Have you spent a full 100 points yet? If not, you will have to go back and spend a few. Adding a few points to flesh out your skills should do the trick. Add them to skills you already have, or take some new skills - including new spells perhaps! If you add points in skills, you may have to get your G.M. to help you calculate the new skill levels. Finally, pick an equipment package. Unless your character is truly nomadic, pick package A, B or C. However, if the character has the Poor disadvantage, they don't get the $800 worth of domestic property. A. $800 of domestic property. Good quality lockpicks. B. $800 of domestic property. Lockpicks, 20 yards of rope, light hooked grapnel, large knife, leather jacket, $50 cash. C. $800 of domestic property. Cheap shortsword, lockpicks, $10 cash. If, for some reason, your magical thief is truly nomadic, you may pick equipment package D - *unless* the character has the Poor disadvantage, in which case you must pick A, B or C without the $800 of domestic property. D. Good quality lockpicks, 20 yards of rope, light hooked grapnel, large knife, light leather armour, medium shield, shortsword, personal survival basics, 1 person tent, blanket, small wineskin, small backpack, $15 cash. MAGE 1. Pick one of these six sets of stats. A: ST: 11, DX: 10, IQ: 14, HT: 10. [55 points] B: ST: 10, DX: 11, IQ: 14, HT: 10. [55 points] C: ST: 10, DX: 10, IQ: 14, HT: 11. [55 points] D: ST: 9, DX: 12, IQ: 14, HT: 10. [55 points] E: ST: 9, DX: 11, IQ: 14, HT: 11. [55 points] F: ST: 8, DX: 10, IQ: 15, HT: 11. [55 points] 2. Pick A, B or C for your Advantages. A: Magical Aptitude 1 and Animal Empathy. [20 points] B: Magical Aptitude 1 and Literacy. [25 points] C: Magical Aptitude 2. [25 points] 3. Pick one of these six Disadvantages. A: Age. [Gives 3 points per year over 50] B: Odious Personal Habits -2. [Gives 10 points] C: Sense of Duty (Pick One with G.M.). [Gives from 5 to 20 points] D: Very Unfit. [Gives 15 points (C*)] E: Absent-Mindedness. [Gives 15 points] F: Bad Temper. [Gives 10 points] 4. Choose one Skill Package from the choices below. Each package gives a list of non-spell skills, and then lets you choose a package of spell skills to go with them. Each package is paid for separately - although the two together will always cost 30 points. M.A. stands for the Mage's level of Magical Aptitude (1, 2 or 3). If you only have the GURPS Basic Set, choose one Skill Package from Battle Mage, Desert Mage, Healer Mage, Spy Mage and Wilderness Mage. If you also have GURPS Magic, you can also choose from Ascetic Mage and Performing Mage. These packages don't even *begin* to scratch the surface of possible mage-characters, but should be sufficient for beginning players. A. Ascetic Mage [16 points] - Requires GURPS Magic. 1 point in Area Knowledge (Some Desert Area) (IQ) 2 points in Meditation (IQ -2) 2 points in Naturalist (IQ -1) 1 points in Orienteering (IQ -1) 4 points in Physician (IQ) 4 points in Survival (Choose Type) (IQ +1) 2 points in Brawling (DX +1) Take Spell Package Ai. Spell Package Ai [14 points] Body Control College: 1 point in Itch (IQ -2 +M.A.) 1 point in Spasm (IQ -2 +M.A.) 1 point in Pain (IQ -2 +M.A.) 1 point in Stun (IQ -2 +M.A.) 1 point in Clumsiness (IQ -2 +M.A.) 1 point in Dexterity (IQ -2 +M.A.) 1 point in Might (IQ -2 +M.A.) 1 point in Vigor (IQ -2 +M.A.) 1 point in Climbing (IQ -2 +M.A.) 1 point in Paralyze Limb (IQ -2 +M.A.) 1 point in Total Paralysis (IQ -2 +M.A.) 1 point in Fatigue (IQ -2 +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) B. Battle Mage [15 points] 2 points in First Aid (IQ +1) 1 point in a foreign Language (IQ -1) 1 point in another foreign Language (IQ -1) 2 points in Tactics (IQ -1) 2 points in Axe/Mace or Broadsword or Spear (DX) 1 point in Knife (DX) 2 points in Shield (DX +1) 2 points in Sling or Bow (DX -1) 2 points in Spell Throwing (DX +1) If you have only GURPS Basic Set, choose Spell Package Bi, Bii, Biii or Biv. If you have GURPS Magic as well, choose Bi, Bii, Biii, Biv or Bv. Spell Package Bi [15 points] Earth College: 1 point in Seek Earth (IQ -2 +M.A.) 1 point in Shape Earth (IQ -2 +M.A.) 1 point in Earth to Stone (IQ -2 +M.A.) 1 point in Stone to Earth (IQ -2 +M.A.) 1 point in Create Earth (IQ -2 +M.A.) 4 in Stone Missile (IQ +M.A.) 1 point in Earth to Air (IQ -2 +M.A.) 1 point in Earth Vision (IQ -2 +M.A.) Air College: 1 point in Purify Air (IQ -2 +M.A.) 1 point in Create Air (IQ -2 +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) Spell Package Bii [15 points] Fire College: 1 point in Ignite Fire (IQ -2 +M.A.) 1 point in Create Fire (IQ -2 +M.A.) 1 point in Shape Fire (IQ -2 +M.A.) 1 point in Extinguish Fire (IQ -2 +M.A.) 1 point in Heat (IQ -2 +M.A.) 1 point in Cold (IQ -2 +M.A.) 1 point in Resist Fire (IQ -2 +M.A.) 4 points in Fireball (IQ +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) Light and Darkness College: 1 point in Light (IQ -2 +M.A.) 1 point in Continual Light (IQ -2 +M.A.) Spell Package Biii [15 points] Earth College: 1 point in Seek Earth (IQ -2 +M.A.) 1 point in Shape Earth (IQ -2 +M.A.) Air College: 1 point in Purify Air (IQ -2 +M.A.) 1 point in Create Air (IQ -2 +M.A.) 1 point in Shape Air (IQ -2 +M.A.) 1 point in Breathe Water (IQ -2 +M.A.) 1 point in Walk on Air (IQ -2 +M.A.) 2 points in Lightning (IQ -1 +M.A.) Water College: 1 point in Seek Water (IQ -2 +M.A.) 1 point in Purify Water (IQ -2 +M.A.) 1 point in Create Water (IQ -2 +M.A.) 1 point in Destroy Water (IQ -2 +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) Spell Package Biv [15 points] Fire College: 1 point in Ignite Fire (IQ -2 +M.A.) 1 point in Create Fire (IQ -2 +M.A.) 1 point in Shape Fire (IQ -2 +M.A.) 1 point in Extinguish Fire (IQ -2 +M.A.) 1 point in Heat (IQ -2 +M.A.) 1 point in Cold (IQ -2 +M.A.) 1 point in Resist Fire (IQ -2 +M.A.) 1 point in Fireball (IQ -2 +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) Light and Darkness College: 1 point in Light (IQ -2 +M.A.) 1 point in Continual Light (IQ -2 +M.A.) 1 point in Flash (IQ -2 +M.A.) 1 point in Darkness (IQ -2 +M.A.) 1 point in Blur (IQ -2 +M.A.) Spell Package Bv [15 points] Communication and Empathy: 1 point in Sense Foes (IQ -2 +M.A.) Fire College: 1 point in Ignite Fire (IQ -2 +M.A.) 1 point in Create Fire (IQ -2 +M.A.) 1 point in Shape Fire (IQ -2 +M.A.) 1 point in Fireball (IQ -2 +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) Movement College: 1 point in Apportation (IQ -2 +M.A.) Protection and Warning College: 1 point in Sense Danger (IQ -2 +M.A.) 1 point in Watchdog (IQ -2 +M.A.) 1 point in Nightingale (IQ -2 +M.A.) 1 point in Mystic Mist (IQ -2 +M.A.) 1 point in Missile Shield (IQ -2 +M.A.) 1 point in Reverse Missiles (IQ -2 +M.A.) 1 point in Magelock (IQ -2 +M.A.) C. Desert Mage [15 points] 1 point in Area Knowledge (Some Desert Area) (IQ) 1 points in Naturalist (IQ -2) 4 points in Orienteering (IQ +1) 4 points in Survival (Desert) (IQ +1) 1 point in Tracking (IQ -1) 2 points in Hiking (HT) 1 point in Bow or Sling (DX -2) 1 point in Broadsword or Axe/Mace or Spear (DX -1) Take spell package Ci. Spell Package Ci. [15 points] Air College: 1 point in Purify Air (IQ -2 +M.A.) 1 point in Create Air (IQ -2 +M.A.) 1 point in Shape Air (IQ -2 +M.A.) 1 point in Predict Weather (IQ -2 +M.A.) 1 point in Walk on Air (IQ -2 +M.A.) 1 point in Clouds (IQ -2 +M.A.) 1 point in Rain (IQ -2 +M.A.) 1 point in Lightning (IQ -2 +M.A.) Fire College: 1 point in Ignite Fire (IQ -2 +M.A.) Water College: 1 point in Seek Water (IQ -2 +M.A.) 1 point in Purify Water (IQ -2 +M.A.) 1 point in Create Water (IQ -2 +M.A.) 1 point in Destroy Water (IQ -2 +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) D. Healer Mage [15 points] 1 point in Alchemy (IQ -3) 1 point in Botany (IQ -2) 1 point in Diagnosis (IQ -2) 2 points in First Aid (IQ +1) 1 point in Herbary 1 point in Hypnotism (IQ -2) 1 point in Naturalist (IQ -2) 2 points in Physician (IQ -1) 1 point in Physiology (IQ -3) 1 point in Poisons (IQ -2) 1 point in Psychology (IQ -2) 1 point in Surgery (IQ -3) 1 point in Veterinary (IQ -2) If you only have the GURPS Basic Set, choose Spell Package Di. If you also have GURPS Magic, choose Spell Package Di or Dii. Spell Package Di [15 points] Animal Spells: 1 point in Beast-Soother (IQ -2 +M.A.) Communication and Empathy College: 1 point in Sense Life (IQ -2 +M.A.) 1 point in Sense Foes (IQ -2 +M.A.) 1 point in Sense Emotion (IQ -2 +M.A.) 1 point in Persuasion (IQ -2 +M.A.) Water College: 1 point in Seek Water (IQ -2 +M.A.) 1 point in Purify Water (IQ -2 +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Lend Health (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) 1 point in Awaken (IQ -2 +M.A.) 1 point in Minor Healing (IQ -2 +M.A.) 1 point in Major Healing (VH) (IQ -3 +M.A.) Mind Control College: 1 point in Fear (IQ -2 +M.A.) 1 point in Bravery (IQ -2 +M.A.) Spell Package Dii Food College: 1 point in Test Food (IQ -2 +M.A.) 1 point in Decay (IQ -2 +M.A.) Healing College: 1 point in Lend Strength (IQ -2 +M.A.) 1 point in Lend Health (IQ -2 +M.A.) 1 point in Recover Strength (IQ -2 +M.A.) 1 point in Awaken (IQ -2 +M.A.) 1 point in Share Strength (IQ -2 +M.A.) 1 point in Minor Healing (IQ -2 +M.A.) 1 point in Major Healing (VH) (IQ -3 +M.A.) 1 point in Sterilize (IQ -2 +M.A.) 1 point in Cure Disease (IQ -2 +M.A.) 1 point in Neutralize Poison (IQ -2 +M..A.) 1 point in Restoration (VH) (IQ -3 +M.A.) Mind Control College: 1 point in Fear (IQ -2 +M.A.) 1 point in Bravery (IQ -2 +M.A.)