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#1 |
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Join Date: Dec 2012
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Caravan to Ein Arris is a great way to introduce people to GURPS for free. However, the biggest barrier to entry (in my opinion) in character generation. With the advent of the Dungeon Fantasy templates this barrier was lessened as you could whip out a character that you wanted to play in a half hour easy. What this thread is for is to replicate that. I want to give people access to a ready plug and play of GURPS right off the cuff. No fancy char gen for Ein Arris. Just grab and go.
Since this is a community designed template build centering around Ein Arris please feel free to discus, add to, take away from any templates posted here. Also, please make sure that new players/GM's are aware of these so that when they bust out Ein Arris for their friends they can get to playing without the hassle of making characters the slow way. What I need help with is deciding their attribute scores and how many ranks of skills and advantages to give them. The idea is 125 pt templates. 125 character points plus up to 30 from disadvantages. Listed below are the name of the template, a brief description of their focus in adventuring, how to tweak it, and my list of suitable advantages, disadvantages, and skills. Please help me figure out what is necessary (i.e. what will be on every version of the template) and how to organize the customizable skills (primary, secondary, and background). Diplomat- You are a well respected leader or figure in your society. Your specialty lies in convincing different groups of people to follow your commands or listen to your suggestions. Being rich helps too. Lenses: Administrator: Public speaking focus, diplomacy, knowledge of people, places, and politics. Spy: Using your words deceptively to get information. Look into forgery, holdout, and acting. Dueler: You are a well bred swashbuckler. Cloak and Rapier or Sabre and perhaps some inspirational skills. Attributes ST: 10 DX:10 IQ:12 [40] HT:10 Advantages: Status 2 [10], Wealth (comfortable) [10], Charisma [5] Choose 20 points from the following list. Put left over points into skills. Advantages: Strength [10], Dexterity [20], IQ [20], HT [10], Per [5], Will [5], Allies [variable] (only weaker servants), ambidexterity [5], Appearance [variable], Charisma [5/level], Cultural Adaptability [10], Danger Sense [15], Eidetic Memory [5] OR photographic memory [10], Empathy [5 or 15], Fearlessness [2/level], Flexibility [5 or 15], Indomitable [15], Language Talent [10], Legal Immunity [10], Luck [15 or 30], Status [5/level], Serendipity [15], Signature Gear [variable], Social Chameleon [5], Social Regard [5], Smooth Operator [15/level], Voice [10], Weapon Master (one weapon, no damage bonus -40%) [12]. Honest Face [1], Penetrating Voice [1], Wealth (wealthy) [+10], Languages [varies], or Member of White Sword [15] Disadvantages: Choose -15 from the following: Code of Honor (Gentleman’s) [-10], Code of Honor (Chivalry) [-15], Cowardice [-10], Laziness [-10], Intolerance (peasants or everyone who is not a noble), [-5 or -10], odious personal habits (stuck up noble) [-5], Slow Eater [-10], Slow Riser [-5], Stubbornness [-5], Choose another -15 from the above list or the following: Alcoholism [-15], Near Sighted (mitigated) [-10], Chummy [-5 or -10], Compulsive Lying [-15], Curious [-5],Extra Sleep [-2/level], Honesty [-10], Impulsiveness [-10], Indecisive [-10], Jealousy [-10], Megalomania [-10], Over confidence [-5], Selfish [-5], Sense of Duty (small group) [-5], Skinny [-5], Truthfulness [-5] Skills: Primary: Detect Lies Per/H [4] Per, Diplomacy IQ/H [8] IQ+1, and Savior-Faire (High Society) IQ/E [1] IQ, [4] into Languages of choice. Choose 3 from: Administration IQ/A, Fast Talk IQ/A, Politics IQ/A, OR Public Speaking IQ/A, [4] each at IQ+1; Body Language Per/A [4] at Per+1; Enthrallment Will/H (Captivate, Suggest, Persuade, OR Sway Emotions) [4] at Will; Intimidation Will/A [4] Will+1; Sex appeal HT/A [4] HT+1. Secondary: Animal Handling IQ/A [4] at IQ+1; Acting IQ/A, and Leadership IQ/A, [2] all at IQ; and Riding DX/A [4] DX +1. Choose 5 from: Counterfeiting IQ/H, Cryptography IQ/H, OR Forgery IQ/H [2] all at IQ-1; Merchant IQ/A, Heraldry IQ/A, Holdout IQ/A, Interrogation IQ/A, OR Lockpicking IQ/A, [2] all at IQ; Current Affairs IQ/E (Culture, People, Politics, OR Regional) [2] all at IQ+1;Carousing HT/E [2] at HT+1; Dancing DX/A [2] at DX; Observation Per/A, OR Search Per/A [2] at Per. Or add [2] to a previous skill to raise it one level. Background: Survival (desert) Per/A [2] at Per. Choose 5 from: Cartography IQ/A, Connoisseur IQ/A (Swords, Literature, Wine, Taverns, etc), OR Gambling IQ/A, [1] all at IQ-1. Area Knowledge IQ/E OR First Aid IQ/E, [1] all at IQ. Stealth DX/A OR Throwing DX/A [1] all at DX-1; Fast Draw DX/E [1] at DX; Urban Survival Per/A [1] at Per-1. Or take a previous unchosen skill from Secondary at one level lower. Weapon: Choose one hand to hand combat skill: Boxing DX/A or Wrestling DX/A [2] at DX; OR Judo DX/H or Karate DX/H at [2] DX-1. Choose one Melee weapon package: 1) Axe/Mace DX/A, Broadsword DX/A, Main-Gauche DX/A, Rapier DX/A, Sabre DX/A, Shortsword DX/A, Smallsword DX/A, Whip DX/A, [4] at DX+1; OR Knife DX/E [4] at DX+2; AND Shield (buckler) DX/A or Cloak DX/A, [4] at DX+1, 2) Axe/Mace DX/A, Broadsword DX/A, Main-Gauche DX/A, Rapier DX/A, Sabre DX/A, Shortsword DX/A, Smallsword DX/A, OR Whip DX/A, [8] at DX+2; Choose one Ranged weapon skill: Bow DX/A [2] at DX, Crossbow DX/E or Throwing Weapon (Axe/Mace, Spear, Javelin, or Knife) DX/E [2] both at DX+1, Merchant- You make your living by buying selling goods. Lenses: Shop Owner: Focus on current affairs of business and people and perhaps some good carousing to see where goods are needed most. Spot a good deal with your connoisseur skills and make sure you're not getting swindled with a detect lies or body language. Smuggler: You make your money by getting illicit goods in and out of cities. Focus on smuggling, holdout, and fast talk. Camouflage and Forgery could be helpful as well. Caravan lead: You focus more on the traveling aspect of trade. Add more area knowledge, cartography, and leadership. Along with some animal handling skills, navigation, and weather sense should get you where you need to go. Attributes: ST 10 DX 10 IQ 12 [40] HT 10 Advantages: Merchant Guild [10] and another 40 points Choose from among: ST [10], Dexterity [20], IQ [20], HT [10], Per [5], Will [5], Appearance [variable],Charisma [5/level], Cultural Adaptability [10], Danger Sense [15], Eidetic Memory [5] OR photographic memory [10], Empathy [5 or 15], Indomitable [15], Language Talent [10], Lightning Calculator [2], Luck [15 or 30], Serendipity [15], Signature Gear [variable], Smooth Operator [15/level], Voice [10], Honest Face [1], No Hangover [1], Penetrating Voice [1], Wealth (comfortable) [10], Languages [varies] Disadvantages: Code of Honor (Professional) [-10], Sense of Duty (Merchant Guild) [-5], Choose another -15 from among: Absentminded [-15], Alcoholism [-15], Near Sighted (mititaged) [-10], Bad temper [-10], Bully [-10], Compulsive Spending [-5], Cowardice [-10], Curious [-5], Extra Sleep [-2/level], Gluttony [-5], Greed [-15] , Honesty [-10], Impulsiveness [-10], Indecisive [-10], Jealousy [-10], Kleptomania [-15], Miserliness [-10], Over confidence [-5], Pacifism (cannot harm innocents) [-10], Selfish [-5], Slow Eater [-10], Slow Riser [-5], Stubbornness [-5] Skills: Primary: Animal Handling IQ/A [4] IQ+1; Merchant IQ/A [8] IQ+2; Current Affairs IQ/E (Business) [2] IQ+1; Fast Talk IQ/A [4] IQ+1; Riding DX/A [4] DX+1. Choose 3: Detect Lies Per/H, OR Diplomacy IQ/H, [4] both IQ; Acting IQ/A, OR Body Language Per/A, [4] both IQ+1; Carousing HT/E [4] HT+2. Secondary: Survival (desert) Per/A [2], Choose 6: Counterfeiting IQ/H, Cryptography IQ/H, or Forgery IQ/H, [2] all at IQ-1; Administration IQ/A, Cartography IQ/A, Connoisseur IQ/A (Mercantile Goods, Etc), Holdout IQ/A, Interrogation IQ/A, Leadership IQ/A, Lockpicking IQ/A, Packing IQ/A, Smuggling IQ/A, Streetwise IQ/A, or Teamster IQ/A, [2] all at IQ; Area Knowledge IQ/E, Camouflage IQ/E, Current Affairs IQ/E (News, Culture, People, Politics, Regional), OR Savior-Faire (high society or servant) IQ/E, [2] all at IQ+1; Filch DX/A [2] DX; Intimidation Will/A [2] at Will; Search Per/A [2] at Per. Or 2 points to raise one skill by a level. Background: Choose 5: Geography IQ/H [1] at IQ-2, Gambling IQ/A, Heraldry IQ/A, OR Navigation (land) IQ/A, [1] at IQ-1; First Aid IQ/E [1] at IQ; Observation Per/A, OR Urban Survival Per/A, [1] at Per-1; Scrounging Per/E [1] at Per; Stealth DX/A, OR Throwing DX/A, [1] at DX-1. Fast Draw DX/E [1] at DX. Weapon: Brawling DX/E [1] at DX; and Wrestling DX/A [1] at DX-1. Ranged: choose one. Bow DX/A [2] at DX; Crossbow DX/E or Throwing Weapon (of choice) DX/E [2] at DX+1. Melee Choose one package: 1) Axe/Mace DX/A, Broadsword DX/A, Rapier DX/A, Sabre DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, OR Whip DX/A, [4] at DX+1 Or Knife DX/E, [4] at DX+2; AND Shield (buckler) DX/A, [4] at DX+1. 2) Axe/Mace DX/A, Broadsword DX/A, Rapier DX/A, Sabre DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, OR Whip DX/A, [8] at DX+2 Or Knife DX/E, [8] at DX+3; Last edited by A Ladder; 10-31-2013 at 12:13 PM. |
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#2 |
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Join Date: Dec 2012
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Animal Handler- You know more about the animals you ride and handle than most lovers know about each other.
Lenses: Horsemaster: You take care of the fine bred horses of a local lord. Add some Status and Connoisseur (horses). Savior-Faire (high society) will make sure you don't come across as a uneducated stable hand. Camel Driver- You're tough and ill tempered, but you can get the most stubborn of beasts to move goods better than any other person under the sun. Get levels in teamster and packing to make sure that the goods go where they need to be. Intimidation should be added to scare the beasts of burden (and passengers) into submission. Caravan Lead: Your focus is on getting from point A to point B without getting lost. Navigation, Weather sense, and survival are must haves. Leadership should help in getting others to follow your directions. Attributes: ST DX 10 [0] IQ 12 [40] HT 11 [10] Advantages: Animal empathy [5], Animal Friend 1 [5], Advantages: 30 points to choose from: ST +1 [10], Dexterity +1 [20], IQ +1 [20], HT +1 [10], Per +1[5], Will +1[5], Absolute Direction (+3 to navigation) [5], Animal Friend (talent) [5/level], Alcohol Tolerance [1], Danger Sense [15], Dare Devil [15], Deep Sleeper [1], Fearlessness [2/level], Fit or Very Fit [5 or 15], Hard to Kill [2/level], Hard to Subdue [2/level], High manual dexterity [5/level], High Pain Threshold [10], Indomitable [15], Less sleep [2/level], Lifting ST [3/level], Luck [15 or 30], Status [5/level], Rapid healing or Very Rapid Healing [5 or 15], Reduced Consumption [2/level], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Resistant to Metabolic Hazards (+3) or (+8) [10 or 15]; Signature Gear [variable], Temperature Tolerance 1 or 2 [1/level], Weapon Master (one weapon, no damage bonus -40%) [12]. Wild Talent (Mundane Physical only -20%) [16], No Hangover [1], Penetrating Voice [1], Languages [varies] White Sword [15], Merchant Guild [10], Put leftover points into skills. Disadvantages: Choose -30 points from among: Addiction (Tobacco) [-5], Alcoholism [-15], Bad temper [-10], Bully [-10], Callous [-5], Clueless [-10], Code of Honor (Professional) [-10], Compulsive Carousing [-5], Compulsive Gambling [-5], Easy to Read [-10], Gluttony [-5], Impulsiveness [-10], Jealousy [-10], No Sense of Humor [-10], Odious Personal Habit (Unrefined manners) [-5], Over confidence [-5], Selfish [-5], Sense of Duty (small group) [-5], Slow Riser [-5], Social Stigma (Disowned, Second Class Citizen, or uneducated) [-5] OR (Minority Group) [-10], Stubbornness [-5], Truthfulness [-5] Skills: Primary: Animal Handling IQ/A (primary type) [8] IQ+2, Packing IQ/A [2] IQ, Riding DX/A (type) [4] DX+1, Teamster IQ/A [2] IQ, Veterinary IQ/H [2] IQ-1, Animal Handling IQ/A (other type) [4] IQ+1. Choose 2: Animal Handling IQ/A (other types), or Connoisseur IQ/A (Animal), [4] at IQ+2; Riding DX/A (other type) at DX+1. Secondary: Survival (desert) Per/A [2] at Per, Choose 6: Diplomacy IQ/H, Geography IQ/H, or Naturalist IQ/H, [2] at IQ-1; Cartography IQ/A, Fast Talk IQ/A, Merchant IQ/A, Leadership IQ/A, Navigation (land) IQ/A, Smuggling IQ/A, or Weather Sense IQ/A [2] at IQ; Area Knowledge IQ/E, Current Affairs IQ/E (Business, News, Culture, People, Politics, or Regional), or Savior-Faire (high society or servant) IQ/E, [2] at IQ+1; Carousing HT/E [2] at HT+1; Intimidation Will/A [2] at Will +1, Lasso DX/A, or Stealth DX/A, [2] both at DX; Search Per/A, or Tracking Per/A, [2] both at Per; Scrounging Per/E [2] at Per+1. Or spend 2 points to raise a skill by one level. Background Choose 3 with [1] each.: Climbing DX/A , Camouflage IQ/E, First Aid IQ/E, Forced Entry DX/E, Fast Draw IQ/E, Gambling IQ/A, Interrogation IQ/A, Jumping DX/E, Knot Tying DX/E, Observation Per/A, Throwing DX/A, Weapon: Boxing DX/A [2] at Dx or Brawling DX/E [2] at DX+1; Wrestling or Sumo Wrestling DX/A [4] both at DX+1. Choose one: Axe/Mace DX/A, Bow DX/A, Broadsword DX/A, Polearm DX/A, Lance DX/A, Rapier DX/A, Sabre DX/A, Shield (buckler) DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, or Whip DX/A, [12] all at DX+3. OR Crossbow DX/E, Garrote DX/E, Knife DX/E, or Throwing Weapon DX/E [12] at DX+4. Desert Guide- Regular people get lost in the desert. Not you. You can make sure any group of wily adventurers get to their destination in one piece. Lenses: Hunter: Surviving in the desert is easy. It's finding your prey that takes an expert. Like you. Look into tracking, geography, stealth, and some extra levels of perception. Cartographer: You make sure that people don't get lost or die out in the wild. Navigation, survival, are essential. Geography, and cartography make sure that you never go into unfamiliar terrain and leadership makes sure that others know what you're talking about. Bedouin: You know the secrets of the deep desert and don't like foreigners. Area knowledge, Weather sense, scrounging, survival, and naturalist make you an expert in the world of dunes and sand. Attributes: ST 10 DX 12 [40] IQ 10 HT 11 [10] Advantages: Absolute Direction (+3 to navigation) [5], Outdoorsman 2 [20], Temperature Tolerance 1 [1] Advantages: Choose 30 points from among Acute Senses [2/level], Alcohol Tolerance [1], Combat Reflexes [15], Danger Sense [15], Deep Sleeper [1], Enhanced Dodge, Block, parry [15, 5, 5], Fearlessness [2/level], Fit or Very Fit [5 or 15], Flexibility [5 or 15], Hard to Kill [2/level], Hard to Subdue [2/level], High manual dexterity [5/level], High Pain Threshold [10], Indomitable [15], Less sleep [2/level], Luck [15 or 30], Night Vision [1/level], Rapid healing or Very Rapid Healing [5 or 15], Reduced Consumption [2/level], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Resistant to Metabolic Hazards (+3) or (+8) [10 or 15]; Serendipity [15], Signature Gear [variable], Striking ST [5/level], Striking ST (surprise only -60%) [2/level], Outdoorsman [10/level], Temperature Tolerance 1 or 2 [1/level], Weapon Master (one weapon, no damage bonus -40%) [12]. Wild Talent (Mundane Physical only -20%) [16], No Hangover [1], Languages [varies] White Sword [15]. Put leftover points into skills. Disadvantages: Choose -30 points from among: Addiction (Tobacco) [-5], Alcoholism [-15], Bad temper [-10], Bloodlust [-10], Bully [-10], Callous [-5], Clueless [-10], Code of Honor (Professional) [-10], Compulsive Carousing [-5], Compulsive Gambling [-5], Easy to Read [-10], Gluttony [-5], Loner [-5], Odious Personal Habit (Unrefined manners) [-5], No Sense of Humor [-10], intolerance (urbanites) [-5], Over confidence [-5], Selfish [-5], Sense of Duty (small group) [-5], Shyness [-5 or -10], Skinny [-5], Social Stigma (Disowned, Second Class Citizen, or Uneducated) [-5] OR (Minority Group) [-10], Stubbornness [-5], Truthfulness [-5], Vow (Never sleep indoors) [-10], Wealth (struggling) [-10] Skills: Primary: Navigation (land, plus from absolute direction) IQ/A [2] IQ, and Camouflage IQ/E [2] IQ +1. Area Knowledge IQ/E [4] IQ+1, Survival (desert) Per/A [4] Per +1, Weather Sense IQ/A [4] IQ+1, Tracking Per/A [4] Per+1. Animal Handling IQ/A [4], Riding DX/A [4], Naturalist IQ/H [4] IQ, and Stealth DX/A [4] DX+1. Then, Choose 2 skills to increase by 1 level by adding [4] points to it. Plus whatever bonuses from Outdoorsman. Secondary: Choose 4 at [2] in each: Carousing HT/E, Cartography IQ/A, Geography IQ/H, Intimidation Will/A, Knot Tying DX/E, Leadership IQ/A, Scrounging Per/E, Observation Per/A, Search Per/A, Throwing DX/A. Or raise one skill by a level. Background: Choose 3 at [1] in each: Armory (Melee or Missile Weapons) IQ/A, Climbing DX/A, Current Affairs IQ/E (News, Regional),Escape DX/A, First Aid IQ/E, Forced Entry DX/E, Gambling IQ/A, Jumping DX/E, Fast Draw IQ/E, Weapon: Choose one: Bow DX/A [12] DX+3; Crossbow DX/E, or Throwing Weapon DX/E, [12] at DX+4. Melee: Axe/Mace DX/A, Broadsword DX/A, Sabre DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, or Whip DX/A, [4] at DX+1 OR Garrote DX/E, or Knife DX/E, [4] at DX+2; AND Shield DX/A [4] at DX+1. Axe/Mace DX/A, Broadsword DX/A, Sabre DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, or Whip DX/A [8] at DX+2; OR Garrote DX/E, or Knife DX/E, [8] at DX+3. Unarmed: Brawling DX/E [2] at DX+1, and Wrestling DX/A [2] at DX. Last edited by A Ladder; 10-31-2013 at 01:43 PM. |
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#3 |
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Join Date: Dec 2012
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Entertainer – Let's be honest. People keep you around because you're fun. You can blend in with any crowd and make everyone smile.
Make sure you take plenty of diplomatic skills, current affairs and area knowledge to know what should be the best type of entertainment for a venue, and some savior-faire to know how to act amongst your patrons. Lenses: Circus performer: Animal handling, acrobatics, fire eating, and sleight of hand can impress those who can't hear lovely music. Musician: Musical Ability and/or Voice help keep your audience captivated by your musical instruments or talented singing. Spy Really, your musical talent is just there to make your targets to invite you into their homes. Take holdout, fast-talk, disguise, and search. Thief: Sex appeal or enthrallment with a little bit of forced entry and lockpicking could probably get you something very valuable. Advantages: Acute Senses [2/level], Appearance [variable], Charisma [5/level], Cultural Adaptability [10], Danger Sense [15], Dare Devil [15], Eidetic Memory [5] OR photographic memory [10], Empathy [5 or 15], Fearlessness [2/level], Flexibility [5 or 15], High manual dexterity [5/level], Language Talent [10], Luck [15 or 30], Legal Immunity (Bardic Immunity) [10], Night Vision [1/level], Perfect Balance [15], Serendipity [15], Signature Gear [variable], Social Chameleon [5], Muscial Ability [5/level], Smooth Operator [15/level], Voice [10],Wild Talent (Mundane Physical/Mental only -10%) [18], Honest Face [1], No Hangover [1], Penetrating Voice [1], Languages [varies] Merchant Guild [10] Disadvantages: Absentminded [-15], Addiction (Tobacco) [-5], Alcoholism [-15], Charitable [-15], Chummy [-5 or -10] , Code of Honor (Professional) [-10], Compulsive Carousing [-5], Compulsive Gambling [-5], Cowardice [-10], Curious [-5], Easy to Read [-10], Greed [-15] , Impulsiveness [-10], Indecisive [-10], Jealousy [-10], Kleptomania [-15], Laziness [-10], Over confidence [-5], Pacifism (Reluctant Killer or Cannot Harm Innocents) [-5 or -10], Selfish [-5], Sense of Duty (small group) [-5], Skinny [-5], Slow Eater [-10], Slow Riser [-5], Wealth (struggling) [-10] Skills: Acrobatics DX/H, Acting IQ/A, Animal Handling IQ/A, Area Knowledge IQ/E, Body Language Per/A, Carousing HT/E, Climbing DX/A, Connoisseur IQ/A (Music, Art), Counterfeiting IQ/H, Cryptography IQ/H, Current Affairs IQ/E (Business, News, Culture, People, Politics, Regional), Dancing DX/A, Detect Lies Per/H, Diplomacy IQ/H, Disguise IQ/A Enthrallment Will/H (Captivate, Suggest, Persuade, Sway Emotions), Erotic Art DX/A, Fast Talk IQ/A,Filch DX/A, First Aid IQ/E, Fire Eating DX/A, Forgery IQ/H, Forced Entry DX/E, Gambling IQ/A, Heraldry IQ/A, Holdout IQ/A, Jumping DX/E, Knot Tying DX/E, Lockpicking IQ/A, Muscial Composition IQ/H, Musical Influence IQ/H, Musical Instrument IQ/H, Observation Per/A, Performance IQ/A, Poetry IQ/A, Public Speaking IQ/A, Riding DX/A, Savior-Faire (high society/servant) IQ/E, Scrounging Per/E, Search Per/A, Sex appeal HT/A, Singing HT/E, Sleight of Hand DX/H, Smuggling IQ/A, Stealth DX/A, Streetwise IQ/A, Survival (desert) Per/A, Throwing DX/A, Urban Survival Per/A Weapon: Bow DX/A, Brawling DX/E, Crossbow DX/E,, Fast Draw IQ/E, Garrote DX/E, Judo DX/A, Axe/Mace DX/A, Broadsword DX/A, Knife DX/E, Main-Gauche DX/A , Rapier DX/A, Sabre DX/A, Shield (buckler) DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, Whip DX/A, Sling DX/H, Wrestling DX/A, Throwing Weapon DX/E Thief-You might be an expert at getting things that were formally owned by other people. Or not. That could be just a rumor. Lenses: Burglers go for stealth, forced entry, and lockpicking. Search helps them find the useful goods and lifting strength and filch helps them get it out. Con artist: Make people trust you with a forged document, a clever disguise, some fast talk and a load of luck. Then take their stuff. Smuggler/Fence: Knowing who to bribe and how to get goods in and out of a city is your most important task. Take smuggling, area knowledge, savoir-faire (mafia), and streetwise to know who to take your goods to. Merchant helps you identify the good stuff and observation lets you know when you're being watched. Attributes: ST DX 12 [40] IQ 11 [20] HT Advantages: High manual dexterity [5] Then Choose 30 points from among: Acute Senses [2/level], Ambidexterity [5], Combat Reflexes [15], Cultural Adaptability [10], Danger Sense [15], Dare Devil [15], Eidetic Memory [5] OR photographic memory [10], Empathy [5 or 15], Enhanced Dodge, Block, parry [15, 5, 5], Fearlessness [2/level], Fit or Very Fit [5 or 15], Flexibility [5 or 15], High manual dexterity [5/level], Language Talent [10], Less sleep [2/level], Lifting ST [3/level], Luck [15 or 30], Night Vision [1/level], Perfect Balance [15], Serendipity [15], Signature Gear [variable], Striking ST (surprise only -60%) [2/level],Smooth Operator [15/level], Weapon Master (one weapon, no damage bonus -40%) [12]. Wild Talent (Mundane Physical only -20%) [16], Honest Face [1], No Hangover [1], Languages [varies] White Sword [15], Merchant Guild [10]. Put left overs into skills. Disadvantages: Bloodlust [-10], Chummy [-5 or -10], Code of Honor (Pirate's) [-5], Compulsive Carousing [-5], Compulsive Gambling [-5], Cowardice [-10], Curious [-5], Easy to Read [-10], Greed [-15] , Impulsiveness [-10], Jealousy [-10], Kleptomania [-15], Laziness [-10], Over confidence [-5], Selfish [-5], Shyness [-5 or -10], Skinny [-5], Slow Riser [-5], Social Stigma (Criminal Record, Disowned, Second Class Citizen) [-5] OR (Minority Group) [-10], Stubbornness [-5] Skills: Primary: Filch DX/A [2], Holdout IQ/A [4], Lockpicking IQ/A [4], Merchant IQ/A [2], Pickpocket DX/H [2], Search Per/A [4], Stealth DX/A [8], Streetwise IQ/A [2], Choose 5 with [4] each: Acrobatics DX/H, Acting IQ/A, Body Language Per/A, Climbing DX/A, Counterfeiting IQ/H, Detect Lies Per/H, Disguise IQ/A, Forced Entry DX/E, Forgery IQ/H, Sleight of Hand DX/H, Smuggling IQ/A, Fast Talk IQ/A, Secondary: Animal Handling IQ/A [2], Riding DX/A [2], Survival (desert) Per/A [2], Escape DX/A [2], Choose 4 with [2] each: Camouflage IQ/E, Carousing HT/E, Intimidation Will/A, Observation Per/A, Poisons IQ/H, Savior-Faire (Mafia) IQ/E, Scrounging Per/E, Urban Survival Per/A. Traps IQ/A [2]. Or increase one skill by a level. Background choose 4 with [1]: Current Affairs IQ/E (Business, News, Culture, People, Politics, Regional), First Aid IQ/E, Gambling IQ/A, Jumping DX/E, Knot Tying DX/E, Throwing DX/A, Weapon: Wrestling DX/A [2] at DX. Put [12] into any weapon skills: Bow DX/A, Brawling DX/E, Crossbow DX/E, Fast Draw IQ/E, Garrote DX/E, Axe/Mace DX/A, Broadsword DX/A, Knife DX/E, Main-Gauche DX/A , Rapier DX/A, Sabre DX/A, Shield (buckler) DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, Sling DX/H, Throwing Weapon DX/E, Last edited by A Ladder; 10-31-2013 at 02:07 PM. |
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#4 |
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Join Date: Dec 2012
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Guard – People hire you to hit things. Hit them hard and make sure they keep your friends (or boss) alone.
Lenses: Hired Muscle: Your big and scary. You hurt people to keep them from hurting you. Add gigantism, more strength, and carry a big weapon. Intimidation and your size will keep most people away. Tank: You can take on a mob of poorly armed peasants or a squad of lightly armed guards. Get a shield, some mail armor, and a few levels of temperature tolerance so you don't bake in the sun. The poor reaction you'll get from pedestrians will probably keep them from talking to you. Specialist: You're REALLY good at defeating your opponents in a special way. Add Trained by a Master or Weapon Master and get extra ranks in your primary fighting skill. Attributes: ST 13 [30] DX 11 [20] IQ 10 HT 11 [20] Advantages: High Pain Threshold [10], Then 20 points chosen among Acute Senses [2/level] (hearing/vision only), Ambidexterity [5], Alcohol Tolerance [1], Blunt Claws (Knuckles, Shins) [3], Combat Reflexes [15], Damage Resistance (tough skin -40) 1 or 2 [3 or 6], Danger Sense [15], Dare Devil [15], Deep Sleeper [1], Enhanced Dodge, Block, parry [15, 5, 5], Extra Attack [25], Fearlessness [2/level], Fit or Very Fit [5 or 15], Hard to Kill [2/level], Hard to Subdue [2/level], Indomitable [15], Less sleep [2/level], Lifting ST [3/level], Luck [15 or 30], No Hangover [1], Rapid healing or Very Rapid Healing [5 or 15], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Resistant to Metabolic Hazards (+3) or (+8) [10 or 15]; Signature Gear [variable], Striking ST [5/level], Temperature Tolerance 1 or 2 [1/level], Trained by a Master [30], Trained by a Master (unarmed -33%) [20], Weapon Master (one weapon, no damage bonus -40%) [12]. Languages [varies]. White Sword [15], Merchant Guild [10]. Put left over points into skills. Disadvantages: Choose -30 points from among the following: Addiction (Tobacco) [-5], Alcoholism [-15], Bad temper [-10], Berserk [-10], Bloodlust [-10], Bully [-10], Callous [-5], Clueless [-10], Code of Honor (Soldier's) [-10], Compulsive Carousing [-5], Compulsive Gambling [-5], Gigantism [0], Easy to Read [-10], Gluttony [-5], Honesty [-10], Impulsiveness [-10], Odious Personal Habit (Unrefined manners) [-5], Over confidence [-5], Selfish [-5], Sense of Duty (small group) [-5], Social Stigma (Criminal Record, Disowned, Second Class Citizen, or Uneducated) [-5] OR (Minority Group) [-10], Stubbornness [-5] Skills: Primary: See weapon skills. Secondary: Animal Handling IQ/A [4], Riding DX/A [4], Survival (desert) Per/A [2], Fast Draw DX/E [2], Background: [10] distributed among: Armory IQ/A (Weapons/Armor), Carousing HT/E, Climbing DX/A, Current Affairs IQ/E (News, People, Regional), First Aid IQ/E, Forced Entry DX/E, Gambling IQ/A, Interrogation IQ/A, Intimidation Will/A, Jumping DX/E, , Knot Tying DX/E, Observation Per/A, Search Per/A, Stealth DX/A, Streetwise IQ/A, Throwing DX/A, or Urban Survival Per/A Weapons: Choose either armed or unarmed combat: Unarmed: Put [16] into your primary skill and [8] into your secondary and [4] into other skills or advantages. Choose Boxing DX/A, Brawling DX/E, or Karate DX/H. Then Judo DX/H, Wrestling DX/A or Sumo Wrestling DX/A, Armed: Choose one of these melee skill packages. 1) Axe/Mace DX/A, Broadsword DX/A, Polearm DX/A, Lance DX/A , Main-Gauche DX/A, Rapier DX/A, Sabre DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, or Whip DX/A, [12] all at DX+3. OR Flail DX/H, [12] at DX+2. OR Knife DX/E, [12] at DX+4. AND Shield [4] at DX+1 2) Axe/Mace DX/A, Broadsword DX/A, Polearm DX/A, Lance DX/A , Main-Gauche DX/A, Rapier DX/A, Sabre DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, Whip DX/A, Two Handed Axe/Mace DX/A, or Two Handed Sword DX/A, [16] at DX+5. OR Two handed Flail DX/H, Flail DX/H, [16] at DX+4. OR Knife DX/E [16] ay DX + 6. Ranged: Bow DX/A, [8] at DX+2. OR Crossbow DX/E, or Throwing Weapon DX/E, [8] at DX+3. Then choose [4] to distribute between: Boxing DX/A, Brawling DX/E, Karate DX/H, Judo DX/H, Wrestling DX/A or Sumo Wrestling DX/A. Doctor: You keep people alive. Whether that's from injury, plague, or something they ate. You can make sure those around you won't keel over any time soon. Lenses: Physician: You're a trained doctor and people respect that. Take a level of status or reputation and ranks in physician, diagnosis, and physiology. Add administration, savior faire, and current affairs for how to deal with respected clients. Crooked Doctor: You know the best way to kill someone is to use your knowledge of healing to deny them their life. Holdout, sleight of hand, poisons, pharmacy, and naturalist will give you everything you need to know how to make someone drop dead without every knowing it was you. Medic: Keeping people alive, any way how. Take ranks in every skill that Healer adds to and pump that to the sky! Attributes: ST DX IQ 13 [60] HT Advantages: Healer 1 [10] Then choose 30 points from among: ST +1 [10], DX+1 [20], IQ+1[20], HT +1[10], Per+1 [5], Will +1 [5], Charisma [5], Clerical Investment [5], Cultural Adaptability [10], Eidetic Memory [5] OR photographic memory [10], Empathy [5 or 15], Fearlessness [2/level], Healer [10/level], Indomitable [15], Language Talent [10], Luck [15 or 30], Legal Immunity [10], Status [5/level], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Resistant to Metabolic Hazards (+3) or (+8) [10 or 15]; Signature Gear [variable], Social Regard [5], Wild Talent (Mundane Mental only -20%) [16]. Wealth (comfortable) [10], Languages [varies], Merchant Guild [10], White Sword [15]. Put leftovers into skills. Disadvantages: Choose -30 from among Absentminded [-15], Addiction (Tobacco) [-5], Near Sighted [-10], Bad temper [-10], Bully [-10], Charitable [-15], Code of Honor (Professional) [-5], Code of Honor (Gentleman’s) [-10], Code of Honor (Chivalry) [-15], Cowardice [-10], Easy to Read [-10], Extra Sleep [2/level], Hard of Hearing [-10], Honesty [-10], Laziness [-10], Miserliness [-10], No Sense of Humor [-10], Over confidence [-5], Pacifism (Cannot harm innocents) [-10], Selfish [-5], Sense of Duty (Patients) [-5], Slow Riser [-5], Stubbornness [-5], Truthfulness [-5], Vow (no edged weapons) [-10] Skills: Primary: Diagnosis IQ/H [4], First Aid IQ/E [1], Pharmacy (herbalism) IQ/H [4], Physician IQ/H [4], Physiology IQ/H [4], all ranks at IQ. Plus healer talent. Choose 3 from: Naturalist IQ/H, Poisons IQ/H, or Detect Lies Per/H, [4] at IQ; Administration IQ/A, Body Language Per/A, Diplomacy IQ/H, Fast Talk IQ/A, or Intimidation Will/A [4] at IQ+1. Secondary: Animal Handling IQ/A [2], Riding DX/A [2] DX, Survival (desert) Per/A [2], Choose 4 at [2] each: Current Affairs IQ/E (Business, News, Culture, People, Politics, Regional), Holdout IQ/A, Interrogation IQ/A, Leadership IQ/A, Merchant IQ/A, Religious Ritual IQ/H, Streetwise IQ/A, Sleight of Hand DX/H, Smuggling IQ/A, Veterinary IQ/H Background: Choose 3 at [1] each: Carousing HT/E, Observation Per/A, Search Per/A, Stealth DX/A, Throwing DX/A, Urban Survival Per/A, Weapon: Wrestling DX/A [4] at DX+1. Brawling DX/E, [1] at DX. Choose [4] among: Bow DX/A Crossbow DX/E, Axe/Mace DX/A, Broadsword DX/A, Knife DX/E, Rapier DX/A, Sabre DX/A, Shield (buckler) DX/A, Shortsword DX/A, Smallsword DX/A, Spear DX/A, Staff DX/A, Throwing Weapon DX/E, Last edited by A Ladder; 10-31-2013 at 04:18 PM. |
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#5 |
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Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Please don't edit posts in this thread -- several GURPS trait names either contain or are spam triggers, and every time you edit a post that trips our spam filter, we have to reapprove that post. It's getting tiresome.
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