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The primary strength of GURPS is the
flexibility players have in creating
the kind of characters they want.
Unfortunately, this becomes a weakness
when a GM must come up with an NPC
on short notice. The random method on
P.84-85 of the Basic Set isn't good for
creating a specific type of NPC and the
'Divine Fiat' method may create a non-
player character that is either too strong or
weak for his or her (or its...) intended role.
Many systems, such as Star Wars and
Shadowrun, use templates for creating
player characters. While the template
method isn't quite appropriate for making
GURPS PCs, it is well-suited for NPCs. By
using a template, a game master has a bare,
bones framework and a selection of tools to
quickly build an NPC from.
The character types below were.
chosen based on frequency of encounter and
detail required. For example, PCs run into
shopkeepers all the time, but few merchants
need to be described beyond their Merchant
skill and a quirk or two. The templates list
skills and equipment for three distinct type
of genres: Fantasy, Modern and Space,
unless the template is appropriate for only
one genre. Most other genres can handled as
a slight modification of one of these. (For
example, 'low' cyberpuk is virtually identical to Modern.)
Template Advantages, Disadvantages, and Skills
Each template has a list of advantages
and disadvantages common to that type of
character, as well as typical skills and their
levels. For some templates, a particular
advantage or disadvantage may be common
enough that virtually all characters using that
template have it. Such advantages
and disadvantages have a '*' after them, and
have already been figured into the character's
point total (and skill levels, if appropriate).
GMs are encouraged to add and remove
advantages, disadvantages and skills in order
to create a template better suited for their
particular campaigns
Costs of suggested advantages and
disadvantages are provided to speed up
customization of a template. The suggested
totals of advantages and disadvantages are
listed under NOTES in each template, and the
template's point total assumes the full values
have been taken. If desired, addi. tional skills
may be randomly rolled using the table on
p.85 (or whatever - Rob), until all skill points
have been spent.
Quirks
Since there are almost as many quirks
as there are characters, any type of random
quirk table would either be noticeably
incomplete or ponderously long. Also, a good
Fantasy quirk may be silly or unusable in a
Space setting, and vice versa. Therefore, only
the type of quirk is rolled for, with the GM
filling in the details. Each NPC will have 1d-1
quirks. Roll 1d6 on the table below to
determine the type of quirk. The point total
for each template does not include quirks.
1. Like
2. Dislike
3. Goal
4. Belief
5-6. Physical Habit
Cyberwear
None of the templates below include
cyberwear, since it is extremely rare outside
of the cyberpunk genre. However, if
cyberwear is available, several of the
templates below will likely make use of the
technology. Many types of cyberwear
(limbs, for example) could be found with any
character type. Typical implants and
attachments for specific templates are as
follows:
Minstrel: elastic face, silver tongue,
speakers. Police and Patrolmen: any combat-
type
Scholar: eidetic and skill chips
Soldier and Space Marine: any
combattype, and maybe cortex bomb as
well...
Thief. audio dampening
Thug: any combat-type (usually cheap
and unreliable)
Tracker and Ranger: vision and hearing,
airtight seal, gills
The Templates
Thief (Pickpocket or Burglar): 25 pts
ST: 10 DX: 12 IQ: 10 HT: 10
Basic Move: 5
Advantages: Absolute Timing (5)
Alertness +1 (5), Danger Sense (15), Intu,
ition (15), Literate (10).
Disadvantages: Poverty:
Struggline, Status 4, Skinny (-5), Youth (-2
to -6), Cowardice (40), Greed (45),
Kleptomal nia (45), Overconfidence (-10)
Fantasy Skills: Climbing- 12,
Escape 11, FasvTalk. 11, Lockpicking, 13
or Pickpocket- 13, Stealth- 14, Knife- 12.
Modern Skills: as above, but
replace Knife with Guns (pistol) 13, lower
to 12, and add Electronics (Security Systems)- 12.
Space Skills: as Modern, but replace Guns with Beam Weapons.
Fantasy Equipment: two small knee padded armor, lockpicks.
Modern Equipment: cheap hand (.22,32 or.38,) lockpicks.
Space Equipment: cheap laser psionic probe.
Notes: Take 15 points of advantage and 25 points of disadvantages and 7 pts of skills. Not all thieves are armed, and a smarter ones will try to run rather than fight. With slight modification, this template could also be used for spies.
Bravo or Thug 65 pts.
ST: 13 DX: 13 IQ: 9 HT: 11
Basic Move: 6
Advantages: Toughness (10), Combat Reflexes (15), High Pain Threshold (10),
Rapid Healing (5), Alertness + 1 (5).
Disadvantages: Poverty: Struggling*, Bloodlust (.10), Bully (40), Odious Personal Habit (-5), Impulsiveness (-10), Lecherousness (-15), Overconfidence (-10), Duty to Employer on 12, (-5).
Fantasy Skills: Broadsword or Spear 14, Knife 14, Shield 14, Stealth 12.
Modern Skflls: Guns (pistol) 16, Knife 14, Stealth 12.
Space Skills: Beam Weapons (laser 16), Knife 14, Stealth 12.
Fantasy Equipment: spear or cheap broadsword, large knife, small shield, leather armor.
Modern Equipment: cheap and small handgun, switchblade, leather or denim
jacket (with gang colors and insignia, if appropriate.)
Space Equipment: cheap laser pistol, cheap vibroknife, light Kevlar vest.
Notes: Take 15 points of advantages, 40 points of disadvantages and 7 points in
skills. Upgrade weaponry if employed by a wealthy patron (a rich merchant or a powerful drug lord, for example) or if a member of a major gang. Modern and Space Bravos
optionally are -2 to ST but have 20 additional points for skills and advantages.
Guard or Police Officer: 55 pts.
ST: 11 DX: 12 IQ: 10 HT: 11
Basic Move: 5
Advantages: as Bravo, plus Legal
Enforcement Powers (5 or 10).
Disadvantages: as Bravo, but Wealth is
Average and some type of duty (Duty at 15 or less is assumed in the point total) is
mandatory.
Fantasy Skills: Broadsword- 14 or Bow 13 or Crossbow- 15, Spear- 13, Knife- 13,
Spear or Knife Throwing- 12, Shield- 13, Area Knowledge (Beat)- 10.
Modern Skills: Guns (Pistol)- 15, Guns
(Shotgun)- 14, Shortsword- 11 (for baton),
Professional Skill: Security or Law Enforcement- 13, First Aid- 11, Area Knowledge
(Beat)- 10.
Space Skills: replace both Guns skills with Beam Weapons- 16.
Fantasy Equipment: broadsword or longbow with 20 arrows or crossbow (ST
12) with 12 bolts, spear, large knife, heavy
leather armor, pot helm, small shield.
Modern Equipment: M870 shotgun with 2 loads, .38 revolver or Beretta 92
with 5 clips, baton, uniform, Kevlar vest, first-aid kit, handcuffs.
Notes: Take 20 points in advantages, 30 points in disadvantages and 7 points in
skills. Equipment can vary greatly, both by country and situation (a security guard at a
donut shop will usually not be equipped with a shotgun and riot gear, for example.)
Some guards are bribable, most are not. See GURPS Horror, p.99 for more information on bribery.
Soldier (light infantry/cavalry): 65 pts.
ST: 12 DX: 12 IQ: 10 HT: 11
Basic Move: 5
Advantages: as Bravo.
Disadvantages: as Bravo, plus a Duty to Army on 15*.
Fantasy Skills: Spear- 14 or Broadsword- 14, Shield- 14, Riding- 12 or
Running- 10, Knife- 12, Spear or Knife Throwing- 13.
Modern Skills: Guns (Rifle)- 15, Throwing- 12, Professional Skill: Soldier 12, Gunner (Machine Gun or Rocket Launcher)- 13, Running- 10.
Space Skills: replace Guns with Beam Weapons.
Fantasy Equipment: spear or 4 javelins, large knife, small shield, outdoor basics.
Modern Equipment: M-16 (or appropriate assault rifle), light Kevlar vest, 2-3
grenades, large knife (bayonet), outdoor basics.
Space Equipment: blaster rifle or military X-ray laser, combat armor, 2-3
grenades, vibroblade.
Notes: Take 20 points in advantages,
15 points in disadvantages and 8 points in
skills. As an option, modern/space soldiers
have ST 11 but IQ 11. The equipment
above is about the minimum; many soldiers
will have heavier weapons and armor and
most will carry additional non- combat
gear. At least four of the eight skill points
should go into the character's MOS (Military Occupational Specialty).
Space Marine: 85 pts.
ST: 12 DX: 12 IQ: 10 HT: 12
Basic Move: 6
Advantages: Alertness (5 per +1), Combat Reflexes (15), G-Experience (10),
High Pain Threshold (15), Military Rank (5/level), Reputation (varies), Toughness
(10 or 25).
Disadvantages: Extremely Hazardous Duty to Marines*, Bad Temper (-10),
Code of Honor (varies), Overconfident 10), Odious Personal Habits of all sorts.
Skills: Beam Weapons (Blaster)- 15, Beam Weapons (Laser)- 16, Electronic Ops
(Sensors)- 10, First Aid- 10, Free Fall- 13, Knife- 13, PS: Marine- 11, Vacc Suit- 14.
Equipment: Powered Combat Armor, X-ray military laser rifle, large vibroknife
(bayonet), four concussion grenades, two blackout gas grenades and an Infantry Mis-
sile Launcher. Officers (Rank 3 and up) will also carry a sonic blade.
Notes: Take 20 points in Advantages, 20 points in disadvantages and 12 points in
skills. Ten of these skill points should be in the marine's MOS (Military Occupational
Specialty). Typical skills include Driving, Piloting, Gunner, and Electronics. Equip,
ment will vary somewhat by nationality. The Space Marines are the ground arm of
the Navy. They tend to be tough, crude and well-disciplined. See GURPS Space,
p. 17, for more details.
Space Patrolman: 51 pts.
ST: 9 DX: 11 IQ: 11 HT: 10
Basic Move: 5
Advantages: +1 Reputation
Enforcement Powers (5)*, Alert
+0, Combat Reflexes (15),
Sense (10), Contacts (varies), Military
Rank (5/level).
Disadvantages: Duty to Patrol (12 or
less)*, Code of Honor (varies), Sense of
Duty (varies), Honesty (40).
Skills: Area Knowledge (Sector)- 12,
Beam Weapons (Laser). 14, Criminology-
11, Electronics Ops (Sensors) - 11, First
Aid- 11, Judo. 11, Professional Skill: Law
Enforcement- 12, Vacc Suit. 11.
Equipment: reflex armor, heavy laser
pistol (with variable beam and recognition
pad), small vibro-knife.
Notes: Take 20 points in advantages,
20 points in disadvantages and 4 points in
skills. Also select any two of the following
skills: Astrogation. 12, Bard- 12, Driving~
12, Gunnery. 12, Mechanic. 12, Piloting-
12, Stealth, 12, Streetwise. 12. Patrolmen
are basically space cops, but usually have
no authority planetside. See GURPS Space
pp. 17-18 for more details.
Star Ranger: 80 pts
ST: 10DX: 11 IQ: 11 HT: 11
Basic Move: 5
Advantages: +1 Reputation*, Legal
Enforcement Powers (5 points)*, Alertness
(5 per +1), Absolute Direction (5), Combat Reflexes (15), Common Sense (10),
Contacts (varies), G,Experience (10), Military Rank (5/level).
Disadvantages: Duty to Rangers (15 or less)*, Code of Honor (varies), Sense of
Duty (to Rangers, citizens or both), Honesty (40), Overconfident (40), Legalness (5 per Common
Skills: Area Knowledge (Sector), 11, Beam Weapons (Laser)- 14, Criminology.
11, Electronics Ops (Sensors)- 11, First Aid- 12, Free Fall, 11, Knife. 12, PS: Law
Enforcement- 11, Shortsword- 11, Survival (pick one), 12, Survival (pick another)-
13, Tactics- 11, Vacc Suit- 12.
Equipment: exploration suit, laser pistol (with variable beam), laser rifle, small
vibro-knife, vibro-machete (treat as short, sword).
Notes: Take 20 points in Advantages, 20 points in Disadvantages and 6 points in
skills, plus four of the following skills: Driving- 12, Electronics, 11, Exoskeleton- 12,
Mechanic- 12, Meteorology- 12, Piloting-12, Stealth, 12, Streetwise- 12, Tracking 12, Xenobiology, 11, Xenology, 11. A Star Ranger is a cross between a survivalist and
sheriff. See GURPS Space p.18 for more details.
Tracker, Hunter, or Trapper: 65 pts.
ST: 11 DX: 11 IQ: 10 HT: 12
Basic Move: 5
Advantages: Absolute Direction (5
Animal Empathy (5), Immunity to Disease
(10), Rapid Healing (5).
Disadvantages: Odious Personal Habits
(varies), Primitive (,5/TL), Shyness (-5 to -15).
Fantasy Skills: Tracking, 13, Traps.
12, Bow- 11 or Crossbow- 13, Spear- 11
Knife- 11, Area Knowledge. 12, Naturalist 13.
Modern Skills: Tracking- 13, Traps-
12, Guns (Rifle or Shotgun), 14, Knife 11, Area Knowledge- 12, Naturalist. 14.
Space Skills: as Modern, but change Guns to Beam Weapons.
Fantasy Equipment: longbow or cross'
bow (ST 11) with 20 arrows or bolts, la
knife, spear, traps appropriate to prey, outdoor basics.
Modern Equipment: M1903A1 rifle, M870 shotgun with 5 loads, large knife
traps appropriate to prey, outdoor basics.
Space Equipment: laser rifle with 3 power cells, large vibroknife, outdoor
basics.
Notes: Take 15 points of advantages 30 points of disadvantages and 5 points i
skills. Most trackers don't wear armor.
Sage or Scholar: 35 pts.
ST: 9 DX: 10 IQ: 12 HT: 10
Basic Move: 5
Advantages: Literate*, Language Talent (2 per +1), Mathematical Ability (10).
Disadvantages: Absent-Mindedness (-15), Age (-.Vlevel), Bad Sight (-10/-25),
Hard of Hearing (40), Laziness (40), Overconfident (40), Stuttering (40), Stubbornness (-5).
Skills (any): one mental/average skill at 16, one mental average skill at 14, and
four mental/average skills at 12.
Equipment (any): common clothing, plus others as needed.
Notes: Take 10 points in advantages,
25 points in disadvantages and 6 points in
skills. The sage's mental skills should be
chosen from Language (p.54), Professional
(p.58) and Scientific (p.59) skills, plus oth-
ers such as Calligraphy, Writing, Natural.
ist, Area Knowledge, Politics, Strategy and
Teaching. Also, most sages will use
Optional Specialization (see p-43).
Jongleur (minstrel, bard): 45 pts.
ST: 10 DX: 11 IQ: 12 HT: 10
Basic Move: 5
Advantages: Voice (10), Charisma +1
(5), Literacy (10), Musical Ability (1 per +1).
Disadvantages: Wealth: Struggling*,
Lecherousness (-15), Addiction (varies, usually Alcohol at -15).
Skills: Area Knowledge- 12, Bard, 15,
History- 12, Musical Instrument (pick
one)- 14 or Singing- 15, Musical Instrument (pick another)- 12 or Poetry- 13,
Carousing- 13, Performance- 13, Knife- 11.
Equipment: musical instrument (lute, harp, guitar, etc.), common clothing, small knife.
Notes: Take 15 points of advantages,
40 points of disadvantages and 7 points in
skills. A fantasy jongleur is more than just a singer and musician; he is also a traveling historian and gossip spreader, effectively a human newspaper. There is no true modern counterpart to the jongleur, though this template could be used for a modern singer or musician (remove the History skill.)
Hedge Wizard: 75 pts.
ST: 10 DX: 11 IQ: 12 HT: 11
Move: 5
Advantages: Magery*, Animal Empathy (5), Literacy (10), Reputation + 1 (5).
Disadvantages: 1 Wealth: Struggling*, Sense of Duty to Village (40), AbsentMindedness (45), Age (-3/level), Pacifism: Self-Defense Only (45), Combat Paralysis (40).
Skills: Veterinary- 12, First Aid- 12, Naturalist- 13, Agronomy- 12.
Spells:
Option 1: Beast Soother- 13, Master- 12, Beast
Speech- 13, Test Food- 12, Seek Plant- 12, Identify
Plant. 12, Heal Plant- 12.
Option 1a: Shape Plant- 13, Bless Plants~ 12,
Plant Growth. 12, Wither Plant- 12, Mammal
Control- 13, Bird Control- 12, Insect Control- 12.
Option 2: Seek Earth- 12, Purify Air- 12,
Ignite Fire- 12, Seek Water. 12, Find Weakness-
13, Weaken- 13, Restore- 12.
Option 2a: Clean- 12, Rejoin~ 13, Shape
Earth. 12, Reshape- 13, Earth to Stone. 12, Purify
Water- 12, Create Water- 12.
Option 3: Lend Health- 12, Minor Healing-
13, Major Healing- 11, Apportation. 12, Lighten
Burden- 12, Missile Shield- 12, Light- 12.
Option 4: Tell Time- 12, Alarm, 12, Find
Direction- 12, Detect Magic- 12, Aura- 13, Measurement- 12, Sense Life- 13.
Equipment: knife, old robes and boots, two 2-point powerstones.
Notes: Take 15 points of advantages,
30 points of disadvantages, one of the spell
options and 10 points in skills. Note that
Option I requires the Animal Empathy
advantage or additional prerequisites. Also,
option la or Ila may only be chosen if
option I or 11 (respectively) has been cho-
sen first, since the former options build on
the latter ones. Each spell option is worth
20 points. Most hedge wizards don't have
combat spells or skills, but there are always exceptions!
War Wizard: 100 pts.
ST: 11 DX: 12 IQ: 13 HT: 11
Basic Move: 5
Advantages: Magery*, Literate (10),
Combat Reflexes (15). Disadvantages: Duty (Varies), Over-
confidence (40), Bully (40).
Skills: one Average weapon at skill- 13,
another at skill- 12 or an Easy weapon at
skill- 13, Riding- 12, Spell Throwing- 14.
Spells:
Option I: Stone Missile- 15, Create Earth- 12,
Earth to Stone. 12, Shape Earth- 12, Seek Earth- 12.
Option II: Fireball. 15, Create Fire- 12, Shape
Fire- 12, Ignite Fire- 12, Heat- 12.
Option III: Itch. 12, Spasm~ 12, Pain. 13,
Stun- 13, Strike Dumb. 13, Fatigue. 13.
Option IV: Fear- 12, Sense Emotion- 12, Sense
Foes- 12, Terror- 13, Berserker. 13, Foolishness-
12, Daze- 13.
Option V: Sense Life- 12, Purify Air. 12, Test
Food- 12, Lend Strength- 12, Recover Strength, 15.
Option VI: Simple Illusion- 12, Light- 12,
Haste. 12, Apportation~ 12, Wallwalker- 13, Poltergeist- 13, Levitation- 13.
Equipment: one medium melee weapon (sword or spear), large knife, heavy leather
armor, two 3-point powerstones.
Notes: Take 15 point in advantages, 40
points in disadvantages, 8 points in skills
or spells and two spell options (worth 10
points each). Taking a spell option twice
gives a + 1 to each spell level. War Wizards,
either serving with an army or working as
mercenaries, try to strike a balance
between physical and magical attack capabilities.
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