This is a slightly revised version of an article of mine which was published in issue #20 of Shadis magazine in June 1995. I have
gone back and listed point costs for skills to make the templates easier to use. I have also fixed some errors that I found, but there are probably still others out there.

My template system obviously is more limited than what is currently used for GURPS, but remember that this article predated GURPS Wizards by some 3 years. In any case, I was aiming for a way to have quick and dirty NPCs rather than for new players to have an easy way to create PCs.


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  This article is copyright 1995, 2000 by Brandon Cope

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 pp.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' cyberpunk 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, additional skills may be randomly rolled using the table on p.B85 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 noticably 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.
 
 
Roll Quirk Type
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:
 

Minstrel: elastic face, silver tongue, speakers
Police and Patrolmen: any combat-type
Scholar: eidetic and skill chips
Soldier and Space Marine: any combat-type, 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), 35 points

ST: 10   DX: 12   IQ: 10   HT: 10   Basic Move: 5
Advantages: Absolute Timing (5), Alertness +1 (5), Danger Sense (15), Intuition (15), Literate (10)
Disadvantages: Poverty: Struggling*, Status -1, Skinny (-5), Youth (-2 to -6), Cowardice (-10), Greed (-15), Kleptomania (-15), Overconfidence (-10)
Fantasy Skills: Climbing-12 [2], Escape-11 [2], Fast-Talk-11 [4], Lockpicking-13 [4] or Pickpocket-13 [4], Stealth-14 [8], Knife-12 [1]
Modern Skills: as above, but replace Knife with Guns (pistol)-13 [1], lower Stealth to 12 [2], add Electronics (Security Systems)-12 [6]
Space Skills: as Modern, but replace Guns with Beam Weapons
Fantasy Equipment: two small knives, padded armor, lockpicks
Modern Equipment: cheap handgun (.22, .32 or .38), lockpicks
Space Equipment: cheap laser pistol, sonic probe
Notes: Take 15 points of advantages, 25 points of disadvantages, and 5 points in skills. Not all thieves are armed, and smarter ones will try to run rather than fight. With slight modification, this template could also be used for spies.
 

Bravo or Thug, 60 points

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 (-10), Odious Personal Habit (-5), Impulsiveness (-10), Lecherousness (-15), Overconfidence (-10), Duty to Employer on 12- (-5)
Fantasy Skills: Broadsword or Spear-14 [4], Knife-14 [2], Shield-14 [2], Stealth-13 [2]
Modern Skills: Guns (pistol)-16 [8], Knife-14 [2], Stealth-13 [2]
Space Skills: Beam Weapons (lasers)-16 [8], Knife-14 [2], Stealth-13 [2]
Fantasy Equipment: spear or cheap broadsword, large knife, small shield, heavy 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, 30 points of disadvantages and 9 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, 45 points

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 [8], Spear-13 [4], Knife-13 [2], Spear or Knife Throwing-12 [1], Shield-13 [2], Area Knowledge (Beat)-10 [1]
Modern Skills: Guns (Pistol)-15 [4], Guns (Shotgun)-14 [2], Shortsword-11 (for baton) [1], Professional Skill: Security or Law Enforcement-13 [8], First Aid-11 [2], Area Knowledge (Beat)-10 [1]
Space Skills: as modern, but replace both Guns skills with two Beam Weapons skills
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, for more on bribery.
 

Soldier (light infantry/calvalry), 75 points

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 [8], Shield-14 [4], Riding-12 or Hiking-11 [2], Knife-12 [1], Spear or Knife Throwing-13 [2]
Modern Skills: Guns (Rifle)-15 [4], Throwing-12 [4], Professional Skill: Soldier-12 [6], Gunner (Machine Gun or Rocket Launcher)-12 [1], Hiking-11 [2]
Space Skills: as modern, but replace Guns with Beam Weapons
Fantasy Equipment: spear or 4 javelins, large knife, small shield, outdoor basics
Modern Equipment: M-16 or AK-47, 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 Speciality).
 

Space Marine, 85 points

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 [4], Beam Weapons (Laser)-16 [8], Electronic Ops (Sensors)-10 [2], First Aid-10 [1], Free Fall-13 [4], Knife-13 [2], PS: Marine-11 [4], Vacc Suit-14 [8]
Equipment: Powered Combat Armor, X-ray military laser rifle, large vibroknife (bayonet), four concussion grenades, two blackout gas grenades and an Infantry Missile 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 Speciality). Typical skills include Driving, Piloting, Gunner, and Electronics. Equipment will vary somewhat by nationality. The Space Marines are the ground arm of the Navy. They tend to be tough, crude and well-diciplined. See GURPS Space, p.17, for more details.
 

Space Patrolman, 60 points

ST: 10   DX: 11   IQ: 11   HT: 10   Basic Move: 5
Advantages: +1 Reputation*, Legal Enforcement Powers (5)*, Alertness (5 per +1), Combat Reflexes (15), Common Sense (10), Contacts (varies), Military Rank (5/level)
Disadvantages: Duty to Patrol (12 or less)*, Code of Honor (varies), Sense of Duty (varies), Honesty (-10)
Skills: Area Knowledge (Sector)-12 [2], Beam Weapons (Laser)-14 [4], Criminology-11 [4], Electronics Ops (Sensors)-11 [2], First Aid-11 [1], Judo-11 [4], Professional Skill: Law Enforcement-12 [4], Vacc Suit-11 [2]
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 (8 points total): Astrogation-12, Bard-12, Driving-12, Gunnery-12, Mechanic-12, Piloting-12, Stealth-12, Streetwise-12. Patrolmen are basically space cops, but generally have no authority planetside. See GURPS Space pp. 17-18 for more details.
 

Star Ranger, 80 points

ST: 10   DX: 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 (-10), Overconfident (-10)
Skills: Area Knowledge (Sector)-11 [1], Beam Weapons (Laser)-14 [4], Criminology-11 [2], Electronics Ops (Sensors)-11 [2], First Aid-12 [2], Free Fall-11 [2], Knife-12 [2], PS: Law Enforcement-11 [2], Shortsword-11 [2], Survival (pick one)-13 [6], Survival (pick another)-12 [4], Tactics-11 [4], Vacc Suit-12
Equipment: exploration suit, laser pistol (with variable beam), laser rifle, small vibro-knife, vibro-machete (treat as shortsword)
Notes: Take 20 points in Advantages, 20 in Disadvantages, and 6 points in skills, plus four of the following skills: Driving-12 [4], Electronics-11 [4], Exoskeleton-12 [4], Mechanic-12 [4], Meteorology-12, Piloting-12 [4], Stealth-12 [4], Streetwise-12 [4], Tracking-12 [4],  Xenobiology-11 [4], Xenology-11 [4]. A Star Ranger is a cross between a survivalist and sherrif. See GURPS Space p.18 for more details.
 

Tracker, Hunter, or Trapper, 70 points

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 [8], Traps-12 [6] , Bow-11 [4] or Crossbow-13 [4], Spear-10 [1], Knife-11 [1], Area Knowledge-12 [4], Naturalist-13 [10]
Modern Skills: Tracking-13 [8], Traps-12 [6], Guns (Rifle or Shotgun)-14 [4], Knife-11 [2], Area Knowledge-12 [4], Naturalist-14 [12]
Space Skills: as Modern, but change Guns to Beam Weapons
Fantasy Equipment: longbow or crossbow (ST 11) with 20 arrows or bolts, large knife, spear, traps appropriate to prey, outdoor basics
Modern Equipment: M1903A1 rifle or 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 7 points in skills. Most trackers don't wear armor.
 

Sage or Scholar, 30 points

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 (-3/level), Bad Sight (-10/-25), Hard of Hearing (-10), Laziness (-10), Overconfident (-10), Stuttering (-10), Stubbornness (-5)
Skills (any): one mental/average skill at 16 [10], one mental average skill at 14 [6], and four mental/average skills at 12 [2]
Equipment (any): common clothing, plus others as needed
Notes: Take 10 points in advantages, 25 points in disadvantages and 9 points in skills. The sage's mental skills should be chosen from Language (p.B54), Professional (p.B58), and Scientific (p.B59) skills, plus others such as Calligraphy, Writing, Naturalist, Area Knowledge, Politics, Strategy and Teaching. Also, most sages will use Optional Specialization (see p.B43).
 

Jongleur (minstrel, bard), 55 points

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 [1], Bard-15 [8], Oral History-12 [4], Musical Instrument (pick one)-14 [8] or Singing-13 [8], Musical Instrument (pick another)-12 [4] or Poetry-13 [4], Carousing-13 [8], Performance-13 [4], Knife-11 [1]
Equipment : musical instrument (lute, harp, etc.), common clothing, small knife
Notes: Take 15 points of advantages, 40 points of disadvantages and 5 points in skills. Additional performance skills may be found in Pyramid #10. 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. 80 points

ST: 10   DX: 11   IQ: 12   HT: 11   Move: 5
Advantages: Magery*, Animal Empathy (5), Literacy (10), Reputation +1 (5)
Disadvantages: Wealth: Struggling*, Sense of Duty to Village (-10), Absent-Mindedness (-15), Age (-3/level), Pacifism: Self-Defense Only (-15), Combat Paralysis (-10)
Skills: Veterinary-12 [4], First Aid-12 [1], Naturalist-13 [6], Agronomy-12 [2]
Spells:

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 12 points in skills. Note that Option I requires the Animal Empathy advantage or additional prerequisites. Also, option Ia or IIa may only be chosen if option I or II (respectively) has been chosen 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 points

ST: 11   DX: 12   IQ: 13   HT: 11   Move: 5
Advantages: Magery*, Literate (10), Combat Reflexes (15)
Disadvantages: Duty (Varies), Overconfidence (-10), Bully (-10)
Skills: one Average weapon at skill-13 [4], another at skill-12 or an Easy weapon at skill-13 [2], Riding-12 [2], Spell Throwing-14 [4]
Spells:

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 capability.