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Almafeta 01-29-2006 06:44 PM

GURPS Redbox
 
Based on a thread in General Discussion, I created these four templates. They're intended for "D&D-style" chargen; that is, choosing X levels from list Y, without having to go through the entire index. I restricted myself to the advantages and disadvantages found in GURPS Lite, except for the priest (who can choose True Faith) and the mage (whose spell lists require GURPS Basic Set).

Anyhow, enjoy. Maybe you can use these to attract some of the local D&Ders into your GURPS games, who knows?

Fighter
Attributes: ST 14, DX 12, IQ 10, HT 12.
Secondary Characteristics: Dmg 1d/2d; BL 39 lbs.; HP 14; Will 10; Per 10; FP 12; Basic Speed 6; Basic Move 6.
Advantages: Select 30 points from among Ambidexterity [5]; +1 or +2 Basic Move [5]; Combat Reflexes [15]; Enhanced Block [5]; Enhanced Dodge [5]; Enahnced Parry (one melee weapon skill) [5]; Enhanced Parry (all) [10]; High Pain Threshold [10]; Military Rank 1 or 2 [5 or 10]; Outdoorsman 1 or 2 [10 or 20]; Resistance to Poison (+3) [5]; and Wealth (Comfortable) [10].
Disadvantages: Select -15 points from among Bad Temper [-10]; Bloodlust [-10]; Greed [-15]; Honesty [-10]; Impulsiveness [-10]; Lecherousness [-15]; and Overconfidence [-5].
Primary Skills: Select 5 skills from among: Brawling, Crossbow, Knife, or Shield @ DX+2 (14); Axe/Mace, Bow, Broadsword, Flail, Polearm, Rapier, Shortsword, Spear, Staff, or Two-Handed Sword @ DX+1 (13); Flail @ DX (12); Leadership @ IQ+1 (11); or Tactics @ IQ (10).
Secondary Skills: Select 5 skills from among: Thrown Weapon (Axe/Mace, Knife, or Spear) @ DX+1 (13); Riding @ DX (12); Camouflage or First Aid @ IQ+1 (11); or Interrogation or Intimidation @ IQ (10).
Background Skills: Select 5 skills from among: Jumping @ DX (12); Climbing @ DX-1 (11); Carousing or Swimming @ HT (12); Hiking @ HT-1 (11); Animal Handling, Armoury (choose type of weapon or armor), Observation, Search, Survival (any one type of wilderness), Tracking @ IQ-1 (9); or any Language (broken, spoken only).

Mage
Attributes: ST 8, DX 9, IQ 13, HT 12.
Secondary Characteristics: Dmg 1d-3/1d-2; BL 12.8 lbs.; HP 8; Will 15; Per 14; FP 12; Basic Speed 5.25; Basic Move 5.
Advantages: Magery 2; plus select 30 points from the following: Animal Empathy [5]; Danger Sense [15]; Empathy [15]; Magery +1 (improves all spells by 1) [10]; +1 or +2 Per [5 or 10]; Status 1 or 2 [5 or 10]; Wealth (Comfortable or Wealthy) [10 or 20]; +1 or +2 Will [5 or 10].
Disadvantages: Select -15 points from the following: Gluttony [-5]; Hard of Hearing [-10]; Hemophobia [-10]; Overconfidence [-5]; and Truthfulness [-5].
Primary Skills: Select 5 skills from among: Occultism @ IQ+1 (14); Diplomacy, Law, Social Sciences (Anthropology, Archaeology, Psychology, or Sociology) @ IQ (13); or any Language (accented, spoken and written)
Secondary Skills: Select 5 skills from among: Savoir-Faire @ IQ+1 (14); Animal Handling, Merchant, Public Speaking, or Research @ IQ (13); Humanities (History, Literature, Philosophy, Theology), Naturalist or Physician @ IQ-1 (12); or any Language (broken, spoken and written; or accented but spoken only)
Background Skills: Select 5 skills from among: Crossbow, Knife, or Thrown Weapon (Knife) @ DX (9); Staff @ DX-1 (8); First Aid @ IQ (13); Writing @ IQ-1 (12); or Natural Science (Astronomy, Biology, Chemistry, or Physics) or Physician @ IQ-2 (11).
Spells: Select 4 spell lists from among the following. Spells are known at a skill of 13 unless otherwise listed.
  • Air: Create Air, Purify Air, Shape Air, Stench, Walk on Air.
  • Body Control: Clumsiness, Hinder, Itch, Pain, Spasm.
  • Earth: Create Earth; Earth to Stone; Seek Earth; Shape Earth; Stone to Earth.
  • Fire: Create Fire, Deflect Energy, Fireball, Ignite Fire, Shape Fire.
  • Healing: Awaken, Lend Energy, Lend Vitality, Major Healing, Minor Healing
  • Mind Control: Command, Daze, Foolishness, Forgetfulness, Sleep.
  • Water: Create Water, Fog, Icy Weapon, Purify Water, Shape Water.

Priest
Attributes: ST 10, DX 10, IQ 12, HT 11.
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10; Will 14; Per 13; FP 11; Basic Speed 5.25; Basic Move 5.
Advantages: Clerical Rank 1 [5]; plus select 55 points from the following: Animal Empathy [5]; Charisma 1 to 4 [5 to 20]; +1 Clerical Rank [5]; Empathy [15]; "Healing Magic" (Magery 2, plus the mage's Healing spell list, all spells at 13) [35]; Resistant to Disease (+8) [5]; Resistant to Poison (+3) [5]; Status 1 to 3 [5 to 15]; True Faith [15]; and Voice [10].
Disadvantages: Select -10 points from the following: Honesty [-10]; Intolerance (one faith, or all heretics) [-5 or -10]; Pacifism (Reluctant Killer or Cannot Harm Innocents) [-5 or -10]; Sense of Duty (faith) [-10]; or Truthfulness [-5].
Primary Skills: Select 5 skills from among: Diagnosis, Diplomacy, Humanities (History, Literature, Philosophy, Theology), Law, Physician, or Social Sciences (Anthropology, Archaeology, Psychology, or Sociology) @ IQ (12); or any Language (accented, spoken and written)
Secondary Skills: Select 5 skills from among: Intimidation, Leadership, Occultism, Public Speaking, Streetwise, or Survival (any one type of wilderness) @ IQ (12); or any Language (broken, spoken and written; or accented but spoken only).
Background Skills: First Aid or Savoir-Faire @ IQ (12); or any Language (broken, spoken only).

Thief
Attributes: ST 10, DX 13, IQ 12, HT 10.
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10; Will 12; Per 12; FP 10; Basic Speed 5.75; Basic Move 5.
Advantages: Select 30 points from the following: +1 Basic Move [5]; Catfall [10]; Charisma 1 to 4 [5 to 20]; Danger Sense [15]; Daredevil [15]; Enhanced Parry (one melee weapon skill) [5]; Flexibility [5]; Luck [15]; +1 or +2 Per [5 or 10]; Perfect Balance [15]; Smooth Operator 1 or 2 [15 or 30]; and Voice [10].
Disadvantages: Select -15 points from the following: Curious [-5]; Gluttony [-5]; Greed [-15]; Jealousy [-10]; Unluckiness [-10]; and Wealth (Struggling or Poor) [-10 or -15].
Primary Skills: Select 5 skills from among: Stealth @ DX+1 (14); Pickpocket @ DX (13); or Fast-Talk, Lockpicking, Search, Shadowing, Smuggling, Tracking, or Traps @ IQ+1 (13)
Secondary Skills: Select 5 skills from among: Climbing @ DX (13); Escape @ DX-1 (12); Acrobatics @ DX-1 (12); Acting, Holdout, Merchant, or Streetwise @ IQ (12); or Forgery or Law @ IQ-1 (11).
Background Skills: Select 5 skills from among: Brawling or Jumping @ DX (13); Carousing @ HT (10); Sex Appeal @ HT-1 (9); Savoir-Faire or Scrounging @ IQ (12); Animal Handling or Gambling @ IQ-1 (11); Diplomacy @ IQ-2 (10); or any Language (broken, spoken only).

Ian Wright 01-29-2006 09:16 PM

Re: GURPS Redbox
 
I was thinking of doing templates like this, partly for kicks and partly for some (Really oldschool) D&D players I know. You beat me to it. Thanks!

Gauthic 01-30-2006 12:06 AM

Re: GURPS Redbox
 
I know, I shouldn't be this lazy, but where are the point costs for these templates?

I could also just be blind this late at night and I'm missing them too :)

Luther 01-30-2006 02:02 AM

Re: GURPS Redbox
 
Quote:

Originally Posted by Ian Wright
I was thinking of doing templates like this, partly for kicks and partly for some (Really oldschool) D&D players I know.

Me too. Thanks!

copeab 01-30-2006 04:20 AM

Re: GURPS Redbox
 
Quote:

Originally Posted by Alliante
I know, I shouldn't be this lazy, but where are the point costs for these templates?

I didn't see them, but the templates look to be in the 150 point range.

Almafeta 01-30-2006 07:26 AM

Re: GURPS Redbox
 
Quote:

Originally Posted by Alliante
I know, I shouldn't be this lazy, but where are the point costs for these templates?

I could also just be blind this late at night and I'm missing them too :)

They all come out to 150. At least, I double-checked, so I hope so... ^^;

LoneWolf23k 01-30-2006 09:31 PM

Re: GURPS Redbox
 
Ok, now we need templates for Barbarians, Bards, Druids, Monks, Paladins, Rangers and Sorcerors. :P

naloth 01-30-2006 09:49 PM

Re: GURPS Redbox
 
Quote:

Originally Posted by LoneWolf23k
Ok, now we need templates for Barbarians, Bards, Druids, Monks, Paladins, Rangers and Sorcerors. :P

Actually IIRC "Redbox" would have Dwarf, Elf, and Halfling as templates instead of professions. I even have it somewhere...

Almafeta 01-31-2006 04:57 AM

Re: GURPS Redbox
 
Quote:

Originally Posted by LoneWolf23k
Ok, now we need templates for Barbarians, Bards, Druids, Monks, Paladins, Rangers and Sorcerors. :P

Working on them. :D

Unfortunately, many of those above will require the use of advantages and disadvantages not in GURPS Lite... which wouldn't be all that bad if we were talking a standalone print product, but we're not. The things not in GURPS Lite which are needed by the Monk template include Trained By A Master and the various wuxia skills; the Ranger template works with GURPS Lite alone.

Monk
Attributes: ST 11, DX 12, IQ 11, HT 11.
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24 lbs.; HP 11; Will 11; Per 11; FP 11; Basic Speed 5.75; Basic Move 5.
Advantages: Trained By A Master, plus select 30 points from the following: Animal Empathy [5]; +1 to +3 Basic Move [5 to 15]; Catfall [10]; Combat Reflexes [15]; Danger Sense [15]; Enhanced Dodge [15]; Enhanced Parry (Knife or bare hands) [5]; Fearlessness (+5) [10]; +1 to +3 Per [5 to 15]; Perfect Balance [15]; and +1 to +3 Will [5 to 15].
Disadvantages: Select -15 points from the following: Code of Honor (monk's) [-15]; Honesty [-10]; Overconfidence [-5]; Pacifism (Reluctant Killer or Cannot Harm Innocents) [-5 or -10]; Truthfulness [-5]; and Wealth (Struggling or Poor) [-10 or -15].
Primary Skills: Select 5 skills from among: Knife or Thrown Weapon (Knife or Shuriken) @ DX+2 (14); Bow or Stealth @ DX+1 (13); Acrobatics, Blowpipe, Flail, Immovable Stance, Karate (gives +1 per die to unarmed damage), Parry Missile Weapons, or Push @ DX (12); Kiai @ HT (11); Breaking Blow, Pressure Points, or Tactics @ IQ (11); Blind Fighting @ Per-1 (10); or Mental Strength @ Will+2 (13).
Secondary Skills: Select 5 skills from among: Jumping @ DX+1 (13); Throwing @ DX (12); Hiking @ HT (11); First Aid @ IQ+1 (12); Animal Handling, Intimidation, Naturalist, or Survival (any one type of wilderness) @ IQ (11); Diagnosis, Humanities (History, Literature, Philosophy, Theology), or Social Science (Anthropology, Archaeology, Psychology, or Sociology) @ IQ-1 (10)
Background Skills: Select 5 skills from among: Climbing @ DX-1 (11); Swimming @ HT (11); Scrounging @ IQ (11); Observation, Occultism, Physician, or Writing @ IQ-1 (10); or Diplomacy @ IQ-2 (9).

Ranger
Attributes: ST 12, DX 11, IQ 11, HT 13.
Secondary Characteristics: Dmg 1d-1/1d+2; BL 28 lbs.; HP 12; Will 11; Per 13; FP 13; Basic Speed 6; Basic Move 6.
Advantages: Select 30 points from the following: Animal Empathy [5]; +1 Basic Move [5]; Catfall [10]; Combat Reflexes [15]; Danger Sense [15]; Enhanced Parry (one melee weapon) [5]; Night Vision (+5) [5]; Outdoorsman 1 to 3 [10 to 30]; and +1 or +2 Per [5 or 10].
Disadvantages: Select -15 points from the following: Bad Temper [-10]; Honesty [-10]; Overconfidence [-5]; Sense of Duty (Wild) [-15]; Truthfulness [-5]; and Wealth (Struggling) [-10].
Primary Skills: Select 5 skills from among: Crossbow, Knife or Thrown Weapon (Axe/Mace, Knife, or Spear) @ DX+2 (13); Bow, Climbing, Rapier, Riding, Spear, Staff, or Stealth @ DX+1 (13); Blowpipe @ DX (12); Swimming @ HT+2 (15); Hiking @ HT (13); Camouflage @ IQ+2 (13); Animal Handling, Naturalist, Observation, Survival (any one type of wilderness), or Tracking @ IQ+1 (12)
Secondary Skills: Select 5 skills from among: Jumping @ DX+1 (12); Broadsword or Shortsword @ DX (11); First Aid or Scrounging @ IQ+1 (12); Holdout, Navigation (Land), or Shadowing @ IQ (11); Diagnosis @ IQ-1 (10)
Background Skills: Select 5 skills from among: Brawling @ DX (11); Acrobatics @ DX-2 (9); Intimidation, Leadership, or Traps @ IQ-1 (10); Natural Sciences (Astronomy, Biology, or Geology) @ IQ-2 (9)

nnnnn 02-20-2006 04:32 PM

Re: GURPS Redbox
 
bump.

Still waiting for more of these... they're great.

nnnnn

demonsbane 07-16-2006 05:35 PM

Re: GURPS Redbox
 
I second it. These templates are verey useful to me.

As would be same iconic monster templates (ooh, Beholders! ahh Balors...!) and why not, some iconic magic items (swords: Frostreaver, Flametongue, Vorpal, armors as elven chain, and so).

Another thing: why to be limited to GURPS Lite? Using full GURPS could be more advantageous, I think.

Cheers,
Demonsbane


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