GURPS Fantasy NPCs
From RPGWiki
| Table of contents |
What is this?
The idea of this project is to provide a standard set of templates (or "packages") which will allow the quick creation of NPC characters in GURPS format. By starting with a basic character of a given race, the GM will select a number of packages to bring that character up to the desired point value.
These packages are heavily influenced by Dungeons and Dragons style fantasy gaming, and to a certain extent are intended to assist in playing that style of game.
There are four types of packages. Developmental and Drawback packages generally represent attribute changes. Professional packages are generally advantages and disadvantages representing a given career. Usually, a character will only have one Professional package. Finally, Training packages include skills and spells provided by specialized training. Most characters will have at least one Training package, and most will have more than one.
There are also levels of packages, representing the general point value of that package. Major packages cost about 50 points. Moderate packages cost about 25 points. Minor packages cost about 10 points. Simple packages are worth about 5 points.
Note that some packages will reference new abilities built from GURPS rules. The statistics for these abilities can be found in the "Package Ability Reference" section.
I have tried to make the names of the packages different from any terms/advantages/disadvantages from the regular GURPS rules, while still being descriptive of what the package offers.
The format for listing packages is as follows:
- Name [point value] -- Individual item (modifiers) [point value], ...
Individual items are listed in the order of Attributes, Advantages, Disadvantages, Skills, Spells.
Assumptions
Packages presented here assume the following are true:
- The "Costs Fatigue" limitation has it's value doubled
- The "Recover Energy" spell is available to all spellcasters, regardless of source (Divine, Arcane, etc.)
Project Goals
Provide templates (in both written and GCA formats) for quickly creating fantasy genre NPCs using the GURPS rules.
Developmental Packages
Minor
- Burly [10] : +1 ST [10], -1 FP [-3], +2 HP [4], Overweight [-1]
- Perceptive [10] : +2 Per [10]
- Willful [10] : +2 Will [10]
Moderate
- Alluring [25] : Appearance (Attractive) [5], Charisma 1 [5], Talent (Smooth Operator) 1 [15]
- Diplomatic [25] : Charisma 1 [5], Social Chameleon [5], Talent (Smooth Operator) 1 [15]
- Healthy [25] : +2 HT [20], Fit [5]
- Light Fingered [25] : +1 DX [20], High Manual Dexterity 1 [5]
- Quick [25] : +1 DX [20], +0.25 Basic Speed (5)
- Smart [25] : +1 IQ [20], +1 Per [5]
- Strong [24] : +2 ST [20], +2 HP [4]
- Studious [25] : +2 IQ [40], -1 HT [-10], Unfit [-5]
Major
- Athlete [51] : +3 HT [30], +2 FP [6], Very Fit [15]
- Brute [50] : +3 ST [30], +1 HT [10], +2 FP [6], +2 HP [4]
- Genius [50] : +2 IQ [40], +1 Per [5], Single Minded [5]
- Nimble [50] : +2 DX [40], +0.5 Basic Speed [10]
- Wiry [50] : +2 ST [20], +1 DX [20], +1 Basic Move [5], +0.25 Basic Speed [5]
Drawback Packages
Minor
- Pushover [-10] : -2 Will [-10]
- Unhealthy, Minor [-10] : -1 HT [-10]
Moderate
- Dim-witted [-25] : -1 IQ [-20], -1 Per [-5]
- Slow [-25] : -1 DX [-20], -0.25 Basic Speed [-5]
- Unhealthy [-25] : -2 HT [-20], Unfit [-5]
Profession Packages
Minor
- Hedge Wizard [11] - Shamans, faith healers, and others who access the Art through ritual rather than spellbooks.
- Ritual Magery 0 [5], Energy Reserve (Magic) 2 [6]
Moderate
- Druid [25] - Priests of Nature
- Animal Empathy [5], Plant Empathy [5], Power Investiture 1 [10], Talent (Animal Friend) 1 [5], Talent (Green Thumb) 1 [5], Vow (Vegetarianism) [-5]
- Duelist [25] - An urban (and urbane) fighter who favors quick strikes and parries over heavy armor and massive weapons.
- Basic Speed +0.25 [5], Ambidexterity [5], Combat Reflexes [15], Enhanced Parry [10], Code of Honor (Gentlemen's) [-10]
- Ranger [25] - A warrior more at home in the open forest than the crowded cities.
- Animal Empathy [5], Absolute Direction [5], Terrain Adaptation (Forest/Dense Forest) [5], Talent (Outdoorsman) [10]
- Rogue [24] - Lives by paying attention to situations more than by the blade.
- Acute Hearing [2], Acute Vision [2], Ambidexterity [5], Enhanced Dodge [15]
- Wizard [24] - Master of the arcane forces.
- Energy Reserve (Magic) 3 [9], Magery 0 [5], Magery 1 [10]
Major
- Cavalier [48] - The consummate mounted warrior, living only to serve their liege.
- Combat Reflexes [15], Enhanced Block (Shield) [5], Hard to Kill 2 [4], Hard to Subdue 2 [4], Status 1 [5], Weapon Master (Knightly Weapons) [30], Fanaticism [-15]
- Paladin, Good [49] - Member of a holy order, bringing divine power to fight against all manner of evil beings and deeds.
- Ally (Warhorse) (Always available, 75% of character points) [12], Aura of Good (See below) [27], Blessed (Heroic Feats: Add HT) [10], Empathy (Sensitive) [5], Fearlessness 2 [4], Healing (Divine, 4/day) [21], Power Investiture [10], Code of Honor (Chivalry) [-15], Honesty (12) [-10], Major Vow (Specific to order) [-10], Selfless (12) [-5]
Training Packages
Simple
- Sailor [5] : Skills (Knot-Tying, Seamanship 4pts)
- Simple Weapons [5] : Skills (Axe/Mace, Knife 2pts, Staff 2pts)
Minor
- Apprentice Fire Evoker (Requires Magery 1) [10] : Spells (Seek Fire, Ignite Fire, Create Fire, Shape Fire, Flame Jet, Fireball, Explosive Fireball 4pts) [10]
- Highlander Weapons [10] : Skills (Axe/Mace 2pts, Broadsword 2pts, Knife, Sling, Two-Handed Sword 4pts) [10]
- Mounted Warrior [10] : Skills (Animal Handling (Horse), Broadsword, Flail, Lance 2pts, Riding (Horse) 4pts, Shield) [10]
- Paladin Spells, Basic [10] : Spells (Armor, Awaken, Aura, Banish, Dispel Magic, Light, Sense Emotion, Sense Foes, Shield, Truthsayer) [10]
- Shaman [10] : Skills (Dreaming, Esoteric Medicine, Fortune Telling (Augury), Path of Knowledge, Path of Weather, Religious Ritual, Ritual Magic, Spell Ritual (Wizard Eye), Spell Ritual (Predict Weather), Spell Ritual (Rain)) [10]
- Sword Fighter [10] : Skills (Broadsword 4pts, Smallsword 2pts, Shield 4pts) [10]
Moderate
- Journeyman Fire Evoker (Requires Magery 2) [25] : Apprentice Fire Evoker [10], Spells (Flame Jet +1pt, Deflect Energy, Heat, Fireproof, Resist Fire, Resist Cold, Flaming Weapon, Flaming Missiles, Flaming Armor 2pts, Warmth, Burning Touch 2pts, Breathe Fire, Essential Flame) [15]
Major
- Master Fire Evoker (Requires Magery 2) [50] : Journeyman Fire Evoker [25], Spells (Seek Air, Create Air, Purify Air, Shape Air, Fire Cloud 4pts, Essential Flame +3pts, Heat +1pt, Burning Touch +2pts, Breathe Fire +3pts, Rain of Fire 2pts, Resist Fire +3pts, Body of Flames) [25]
Package Ability Reference
Aura of Good [27]
- Innate Attack 1d (Burning) [5] +300% [15]: Area Effect (8 yds) +150%, Follow-Up 80%, Malediction (-1/yd) +100%, Persistent (10 s) +40%, Accessibility (Only affects undead and evil outsiders) -30%, Costs Fatigue (1) -10%, Divine -10%, Emanation -20%, Gadget (Holy Symbol) -10%
- Follow-Up: Affliction 1 [10] +17% [12]: Disadvantage (Dread) (Character, 8 yds) +17%
Aura of Evil [29]
Linked effects:
- Affliction 1 [10] +140% [14]: Disadvantage (Low Pain Threshold) +10%, Area Effect (2 yds) +50%, Link +10%, Malediction (-1/yd) +100%, Selective Area +20%, Costs Fatigue (1) -10%, Divine -10%, Emanation -20%, Gadget (Holy Symbol) -10%
- Affliction 1 [10] +150% [15]: Disadvantage (Fearfulness 5) +10%, Area Effect (2 yds) +50%, Link +10%, Malediction (-1/yd) +100%, Selective Area +20%, Divine -10%, Emanation -20%, Gadget (Holy Symbol) -10%
