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Old 01-29-2006, 06:44 PM   #1
Almafeta
 
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Join Date: Aug 2004
Location: Y'know, around.
Default 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).

Last edited by Almafeta; 01-31-2006 at 09:42 AM. Reason: Small alteration to priest template
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