GURPS Fantasy "class" templates (archive) Copyright (c) 1996 by Steven Sharp One of the drawbacks to skill based system is that it is more difficult to generate a character than in a class based system. Some systems such as TORG and ShadowRun provide templates similar to classes which have pre-chosen skills. This makes it easier for the novice to start play. GURPS does not provide templates except in the form of sample characters which could be modified. I thought it might be useful to generate a few templates for general use. The biggest problem was in deciding how much to leave for the player to fill in. I decided to preselect characteristics because they determine so many other things. Customization is entirely in the areas of selecting 40 points of disadvantages and 5 of quirks and selecting additional skills with the unspent points. The templates I have chosen to build are the generic fighter, thief and mage. Unfortunately there is no standard system for priestly characters and mine doesn't fit any of the suggested ones, so I have left that out. I believe I have avoided the use of any house rules in these characters. Steven Sharp SESHARP@COLOSPGS.BITNET or SESHARP@HAPPY.Colorado.EDU -------------------------------------------------------------------------- Generic Fighter 30 pts ST 13 thrust = 1d, swing = 2d-1 45 pts DX 14 -10 pts IQ 9 20 pts HT 12 -------- 85 pts total Speed 6.5 Move 6 (includes Running and medium encumbrance) PD = 6 (4 vs. impale) DR = 5 (3 vs. impale) (includes Toughness) Dodge = 5 Parry = 9 Block = 9 (these include Combat Reflexes) Advantages and Disadvantages 10 pts High Pain Threshold 15 pts Combat Reflexes 10 pts Toughness DR 1 -40 pts Select 40 pts of Disadvantages -5 pts Select 5 Quirks Skills 8 pts Select P/A melee weapon 16 4 pts Shield 16 1 pt Knife 14 2 pts Brawling 15 4 pts Bow 14 OR Crossbow 16 .5 pts Fast-draw arrow 14 (includes +1 for Combat Reflexes) 4 pts Running 12 1.5 pts Select other skills Suggested equipment Chainmail $550 45# Medium Shield $ 60 15# Melee weapon ~$ 60 ~4# Large knife $ 40 1# Crossbow $150 6# Quiver and 10 bolts $ 30 1# Personal Basics $ 5 -- money $105 -- ---- ---- $1000 72# (medium encumbrance) To start with a sword, spend 1 pt from "Select other skills" for one months wages (~$500). A longbow will require $50 extra and save 3.5# weight. -------------------------------------------------------------------------- Generic Thief -10 pts ST 9 thrust = 1d-2, swing = 1d-1 60 pts DX 15 20 pts IQ 12 20 pts HT 12 -------- 90 pts total Speed 6.75 Move 7 (includes Running and light encumbrance) PD = 1 DR = 1 Dodge = 5 Parry = ? Advantages and Disadvantages 10 pts Night Vision 5 pts Double Jointed -40 pts Select 40 pts of Disadvantages -5 pts Select 5 Quirks Skills 2 pts Climbing 18 (includes Double Jointed) 2 pts Acrobatics 14 10 pts Lockpicking 16 default Traps 13 4 pts Stealth 16 default Shadowing 12 4 pts Pickpocket 15 1 pt Escape 16 (includes Double Jointed) 1 pt Running 10 16 pts Select other skills, such as (Physical Skills) Knife, Knife Throwing, Fast-draw Knife, Blackjack, Sleight of Hand, Jumping, Swimming, Lasso, (Mental Skills) Holdout, Lip Reading, Scrounging, Streetwise, Fast-talk, Acting, Detect Lies, Disguise, Poisons, Merchant, Area Knowledge (Note that points spent in physical skills will be more effective since DX is higher than IQ) Suggested equipment (assumes Poverty:Struggling disadvantage) Light leather armor $210 10# Fine large knife $160 1# (or cheap shortsword $160 2#) Small knife $ 30 .5# Rope, 10 yds $ 5 1.5# Grapnel $ 20 3# Lockpicks $ 30 -- Large pouch $ 20 .5# Money $ 25 -- ---- ---- $500 16.5# (light encumbrance) -------------------------------------------------------------------------- Generic Mage -10 pts ST 9 thrust = 1d-2, swing = 1d-1 30 pts DX 13 45 pts IQ 14 -10 pts HT 9 -------- 55 pts total Speed 5.5 Move 5 PD = 0 DR = 0 Dodge = 5 Parry = 8 Advantages and Disadvantages 35 pts Magery 3 10 pts Literate -40 pts Select 40 pts of Disadvantages -5 pts Select 5 Quirks Skills 8 pts Spell Throwing 16 2 pts Staff 12 default Knife 9 35 pts Select desired spells, put 1 pt into all prerequisite spells and prerequisites of prerequisites etc. Spending 1 pt gives skill 15. A few points into other mental skills might be useful also. If a familiar is desired: 5 pts Increased IQ to 7 5 pts Rider Within 5 pts Telepathy -15 pts Mage suffers wounds -------- 0 pts Suggested equipment Clothing Mage staff Powerstone as large as you can afford (costs depend on whether Quick and Dirty enchantment costs are used)