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.
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:
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: