This page randomly generates GURPS characters for fantasy games. Character templates are based off GURPS Dungeon fantasy, except using the cut-down skill list presented here.
Attribute | Value | Points Spent |
---|---|---|
Strength (ST) | 10 | [0] |
Dexterity (DX) | 14 | [80] |
Intelligence (IQ) | 12 | [40] |
Health (HT) | 11 | [10] |
Attribute | Value | Points Spent |
---|---|---|
Hit Points | 10 | [0] |
Will | 10 | [0] |
Perception | 11 | [5] |
Fatigue Points | 13 | [9] |
Basic Speed | 5.5 | [5] |
Dodge | 8 | [0] |
Basic Move | 5 | [0] |
Name | Level | Control Roll | PointValue | Brief |
---|---|---|---|---|
Appearance | 1 | N/A | [3] | Your good (or bad) appearance changes how people react at +1/level if they would be attracted to you. |
Charisma | 1 | N/A | [5] | +1/level to reaction when using influence skills or actively interacting. |
Flexibility | N/A | N/A | [5] | +3 to climbing or escape rolls, including grapples. Negates penalties for working in tight spaces. |
Luck | N/A | N/A | [15] | Once per hour of play, reroll a dice roll twice and take best of the three rolls. Can also apply to when you are attacked (take the worst roll). |
Magic Resistance | 1 | N/A | [2] | -1/level penalty to skill of spellcasters when they use a spell on you. Also +1/level to any roll for resisting magic. |
Name | Level | Control Roll | PointValue | Brief |
---|---|---|---|---|
Chummy | N/A | N/A | [-5] | Unhappy when alone. -1 to IQ skills when unaccompanied. |
Curious | N/A | CR 12 | [-5] | Rash curiousity. Make a CR when presented with an unfamiliar item or button. Failure means you must examine - push buttons, open doors, etc, even if you KNOW it will be dangerous. You must investigate genuine mysteries. |
Greed | N/A | CR 12 | [-15] | Rash greed. Make a CR when riches are offered. Failure means you'll do whatever it takes to get the payoff. |
Illiteracy | N/A | N/A | [-3] | You don't know how to read or write! |
Odious Personal Habit | N/A | N/A | [-5] | You have some kind of annoying habit, bad hygiene, or poor manners that causes most people to react at -1. |
Outlaw's Code of Honor | N/A | N/A | [-5] | Principles: Always avenge an insult; your buddy's foe is your own; never attack a buddy except in a fair duel. Anything else goes! |
Sense of Duty (Companions) | N/A | N/A | [-5] | You are unable to betray or abandon your companions. (No CR, the GM simply overrules your attempt!) |
Name | Relative Lvl | Effective Lvl | PointsSpent | Description |
---|---|---|---|---|
Acrobatics | DX-2 | 12 | [3] | Climbing, jumping, maintaining balance, etc. |
Administration | IQ-3 | 9 | [1] | Dealing with bureaucracy, financial and legal issues, logistics, etc. |
Animal Handling | IQ-3 | 9 | [1] | IQ Work with, train or ride suitable animals. Can specialize for types of animals, such as Horses or Canines. |
Archery | DX-1 | 13 | [1] | Shooting a bow-and-arrow at a target. |
Athletics | HT-2 | 9 | [3] | Swimming, running long distances, playing sports. |
Bladed Weapons | DX-2 | 12 | [3] | Various knives, swords, axes, spears, glaives. |
Blunt Weapons | DX-3 | 11 | [1] | Clubs, flails, morning stars, nunchucks. |
Craft | IQ-2 | 10 | [3] | Make or repair simple items like clothing, hand tools and furniture. Can specialize in Carpentry, Metalworking, Sculpting, etc. |
Crossbows | DX+2 | 16 | [11] | Shooting a crossbow |
Dancing | IQ-1 | 11 | [1] | |
Firearms | DX-3 | 11 | [1] | All manner of firearms. Includes maintenance skills. |
Intrusion | IQ-3 | 9 | [1] | Picking locks, circumventing traps and security systems. |
Investigation | IQ-3 | 9 | [1] | Spotting important details and asking the right questions. |
Musical Instrument | IQ-1 | 11 | [1] | |
Mysticism | IQ-3 | 9 | [1] | Knowledge of religion, magic and the occult. |
Persuasion | IQ-2 | 10 | [3] | Negotiate, inspire or browbeat others to do what you want. |
Psychology | IQ-2 | 10 | [3] | Understanding other people. |
Puppetry | IQ-1 | 11 | [1] | |
Science (Alchemy) | IQ-3 | 9 | [1] | Knowledge of Alchemy. |
Science (Astronomy) | IQ-3 | 9 | [1] | Knowledge of Astronomy. |
Science (Mathematics) | IQ-3 | 9 | [1] | Knowledge of Mathematics. |
Science (Nature) | IQ-3 | 9 | [1] | Knowledge of Astronomy. |
Singing | IQ+0 | 12 | [3] | |
Stealth | DX-3 | 11 | [1] | Moving silently and concealment. |
Storytelling | IQ-1 | 11 | [1] | |
Streetwise | IQ-2 | 10 | [3] | Knowledge of criminal matters and the underclass. |
Trickery | IQ-1 | 11 | [7] | Confuse, deceive and distract people. |
Unarmed Strikes | DX-1 | 13 | [1] | Training in striking arts, like boxing, or karate. Also improves damage; if you know Unarmed Strikes at DX+0, add +1 damage to unarmed strikes, at DX+1 or more, add +2 damage. |
Wrestling | DX+0 | 14 | [3] | Training in grappling and pinning techniques. Also improves damage; if you know Wrestling at DX+0, add +1 damage to wrestling attacks, at DX+1 or better, add +2 damage. Wrestling attacks include any choke, takedown, neck snap, or limb wrenching style attack. |