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1992-12-26
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6KB
From: <pitt!CORNELLC.cit.cornell.edu!SESHARP%COLOSPGS.BITNET@idis.lis.pitt.edu>
Subject: GURPS Fantasy "class" templates (archive)
To: anthony@cs.pitt.edu
X-Original-To: anthony@cs.pitt.edu
Status: RO
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)