I've been playing and running GURPS for quite a while now, but I never really bothered with the forums until now. Anyway, this is the template set for my current Steampunk/Biopunk campaign. The starting wealth values on the social lenses assume an effective TL of 7, the Occultist requires Ritual Path Magic and Pyramid #66 (for the magic talents and the speed-casting technique), and the Psychic requires Psionic Powers and Psis. The intent is that a player will choose an occupational template and a social lens, then spend any remaining points on other lenses. Each occupational template also lists a 50 point "Dedicated" lens, for those who just want to be even better at their specialty. Only the first four fit in this post, so the rest will be up soon.
Occupational Templates
Burglar
Spoiler:
ST 10 [0] HP 10 [0] Basic Speed 7.00 [10]
DX 14 [80] Per 12 [0] Basic Move 7 [0]
IQ 12 [40] Will 12 [0]
HT 12 [20] FP 12 [0]
Advantages: 40 points from ST +1 to +3 [10/level], DX +1 or +2 [20/level], IQ +1 or +2 [20/level], Per +1 to +4 [5/level], Basic Speed +1 or +2 [20/level], Basic Move +1 to +3 [5/level], Charisma [5/level], Contacts (Street) [Varies], Danger Sense [15], Daredevil [15], Flexibility or Double-Jointed [5 or 15], High Manual Dexterity [5/level], Intuition [15], Luck [15], Perfect Balance [15], Serendipity [15/level], Signature Gear [1/level], Equipment Bond [1], Weapon Bond [1], or Craftiness [5/level].
Disadvantages: Social Stigma (Criminal Record) [-5]; -35 points from Addiction [Varies], Callous [-5], Code of Honor (Pirate’s) [-5], Compulsive Lying [-15], Cowardice [-10], Dyslexia [-10], Fearfulness 1-5 [-2/level], Greed [-15], Impulsiveness [-10], Kleptomania [-15], Laziness [-10], Loner [-5], Overconfidence [-5], Teratophobia [-15], Selfish [-5], Sense of Duty (Adventuring Companions) [-5], or Trickster [-15].
*Normal use benefits from High Manual Dexterity
**Benefits from Craftiness
^+3 from Flexible, +5 from Double-Jointed
`+1 from Perfect Balance
Dedicated [50]
Attributes: DX +1 [20], IQ +1 [20], Basic Speed -0.25 [-5], Will -1 [-5]
Advantages: 10 points in template advantages
Skills: 10 points spent on increasing skills or additional template skills
Chimaera
Spoiler:
ST 11 [10] HP 11 [0] Basic Speed 6.00 [10]
DX 11 [20] Per 12 [5] Basic Move 6 [0]
IQ 11 [20] Will 11 [0]
HT 11 [10] FP 11 [0]
Advantages: One Morphology Package [50]; 3 Ability Packages [75]; 10 points in HP [2/level], FP [3/level], Per [5/level], Will [5/level], or miscellaneous body parts: Sharp Teeth or Fangs [1 or 2], Blunt Claws, Sharp Claws, or Talons [3, 5, or 8], Tail (Clubbed, Bladed, Stinger, or Prehensile) [5, 6, 8, or10], Horns (Blunt or Sharp) [5 or 8], Fur, Feathers or Scales [1], or Spines (Long or Short) [1 or 3].
Disadvantages: Social Stigma (Valuable Property) [-10]; -30 points from Bad Smell [-10], Bad Temper [-10], Bloodlust [-10], Cannot Speak or Mute [-15 or -25], Chummy or Gregarious [-5 or -10], Cold-Blooded [-5 or -10], Dyslexia [-10], Easy to Read [-10], Frightens Animals [-10], Gluttony [-5], Gullibility [-10], Hidebound [-5], Killjoy [-15], Laziness [-10], Low Empathy [-10], Low Self-Image [-10], Sense of Duty (Adventuring Companions) [-5], Short Attention Span [-10], or Unusual Biochemistry [-5].
Skills: [30] Brawling-13 (DX+2) [4], Wrestling-12 (DX+1) [4], One of Axe/Mace, Two Handed Axe/Mace, Spear, Staff, Whip, or Polearm (all 12 (DX+1) [4]), Flail or Two Handed Flail (Both 11 (DX) [4]), Guns (Pistol or Rifle) (Both 13 (DX+2) [4]), or an additional 4 points in Brawling or Wrestling; Two of Armoury (Body Armor, Melee Weapons, or Small Arms)-12 (IQ+1) [4], Driving (Automobile)-12 (DX+1) [4], First Aid-13 (IQ+2) [4], Housekeeping-13 (IQ+2) [4], Intimidation-12 (Will+1) [4], Leatherworking-13* (DX+2) [4], Machinist-12 (IQ+1) [4], Masonry-13 (IQ+2) [4], Mechanic-12 (Any) (IQ+1) [4], or Sewing-13* (DX+2) [4]; Five of Acrobatics-10 (DX-1) [2], Knot-Tying-12* (DX+1) [2], Pickpocket-10* (DX-1) [2], Scrounging-13 (Per+1) [2], Sleight of Hand-10* (DX-1) [2], Stealth-11 (DX) [2], Riding-11 (DX) [2], Swimming-12 (HT+1) [2], Typing-12 (DX+1) [2], or any skills from the previous lists at one level lower than listed.
*High Manual Dexterity applies to normal use
Dedicated [50]
Advantages: Two additional ability packages [50].
Inventor
Spoiler:
ST 9 [-10] HP 9 [0] Basic Speed 6.00 [0]
DX 12 [40] Per 12 [-10] Basic Move 5 [-5]
IQ 14 [80] Will 14 [0]
HT 12 [20] FP 12 [0]
Advantages: Quick Gadgeteer [50]; 35 points from IQ +1 [20], DX +1 [20], HT +1 to +3 [10/level], Artificer [10/level], Eidetic Memory [5] or Photographic Memory [10], Gizmos [5/level], High Manual Dexterity [5/level], Intuition [15], Luck [15], Single-Minded [5], Signature Gear [1/level], or Versatile [5].
Disadvantages: -40 points from Bad Sight (Mitigator, Glasses -60%) [-10], Code of Honor (Professional) [-5], Curious [-5], Easy to Read [-10], Hard of Hearing [-10], Impulsiveness [-10], Insomniac [-10 or -15], Low Empathy [-20], Overconfidence [-5], Pacifism (Cannot Harm Innocents or Self-Defense Only) [-10 or -15], Sense of Duty (Adventuring Companions) [-5], Stubbornness [-5], Trademark [-5 to -15], Unfit [-5], Workaholic [-5], or Xenophilia [-10].
Skills: Weird Science-13 (IQ-1) [4], Machinist-14 (IQ) [2]; one of Bioengineering (Tissue Engineering), Chemistry, Engineer (Clockwork, Robotics, Artillery, Small Arms, or any Vehicle Type), all -15 (IQ+1) [8], or Surgery-14 (IQ) [8]; Three more of those at the 4 point level; Seven of Armoury (Small Arms, Body Armour, or Vehicular Armor)-14 (IQ) [2], Artillery (Any)-14 (IQ) [2], Driving (any)-12 (DX) [2], Fast-Draw (Long Arm or Pistol)-13 (DX+1) [2], First Aid-15 (IQ+1) [2], Gunner (Any)-13 (DX+1) [2], Guns (Any)-13 (DX+1) [2], Liquid Projector (Any)-13 (DX+1) [2], Physician-13 (IQ-1) [2], Piloting (Autogyro, Glider, Light Airplane, or Lighter-Than-Air)-12 (DX) [2], Research-14 (IQ) [2], Scrounging-13 (Per+1) [2], or Veterinary-13 (IQ-1) [2].
Dedicated [50]
Attributes: IQ +1 [20].
Advantages: 10 points in additional template advantages.
Skills: 20 points spent on template skills.
Occultist
Spoiler:
ST 9 [-10] HP 9 [0] Basic Speed 6.00 [0]
DX 11 [20] Per 11 [-15] Basic Move 5 [-5]
IQ 14 [80] Will 14 [0]
HT 13 [30] FP 13 [0]
Advantages: Ritual Adept [40], Magery 2 [25]; Two levels of a Magical Talent [10]; 25 points from IQ +1 [20], DX +1 [20], HT +1 or +2 [10/level], Per +1 to +3 [5/level], Magery [10/level], Magical Talents [5/level], Magical Traditions [5/level], Improve your Magical Talent 2 to Natural Caster 2 [20], Ritual Mastery [1/ritual], Signature Gear [1/level], Speed-Casting [4/ritual]
Disadvantages: -40 points from Absent-Mindedness [-15], Callous [-5], Curious [-5], Disturbing Voice [-10], Frightens Animals [-10], Guilt Complex [-5], Hemophilia [-30], Jealousy [-10], Loner [-5], Low Pain Threshold [-10], Low Empathy [-20], Low Self-Image [-10], Nightmares [-5], No Sense of Humor [-10], Oblivious [-5], Paranoia [-10], Phantom Voices [-5 to -15], or Shyness [-5, -10, or -20].
Skills: Thaumatology-14 (IQ) [8], Path of Magic-12 (IQ-2) [2]; Two of Path of Body, Path of Crossroads, Path of Chance, Path of Energy, Path of Matter, Path of Mind, Path of Spirit, or Path of Undeath (all 12 (IQ-2) [2]); Occultism-14 (IQ) [2]; Staff-12 (DX+1) [4] or Knife-13 (DX+2) [4], Mental Strength-16 (Will+2) [4], Ten of Dreaming-13 (Will-1) [2], Driving (Automobile)-11 (DX) [2], Esoteric Medicine-10 (Per-1) [2], Exorcism-9 (13 with Dark Walker talent or Clerical Investment) (IQ-5) [2], Fast-Talk-14 (IQ) [2], Fortune-Telling-14 (IQ) [2], Guns (Pistol or Rifle)-12 (DX+1) [2], Hazardous Materials (Magical)-14 (IQ) [2], Innate Attack-12 (DX+1) [2], Intimidation-14 (Will) [2], Research-14 (IQ) [2], Swimming-14 (HT+1) [2], Thrown Weapon (Knife)-12 (DX+1) [2], any skill listed under a Magical Talent you have, or additional Path skills.
Dedicated [50]
Attributes: IQ +1 [20]
Advantages: Magery +1 [10], an additional 20 points in template advantages.