Charater Build Information
Most of this is still under construction/being thought over
- PCs will be initially built with 75 build points. Up to 35 points in disadvantages may be selected to increase this.
- I recommend GURPS Character Assistant to help keep track of the character’s details.
- Racial templates should be applied to make a specific character resemble a “classic” D&D race. Even though the base GURPS rules assumes that the “default” race is human, and normally wouldn’t require additional structure, the template given below is designed to “simulate” the choice of a human character in the D&D rules. This is not required, and more “advanced” players may build their human character without using this template. Note: there are many racial templates available from different sources. Many will not be appropriate to the D&D world, but many will be, and may be used in place of the ones given below. If there are more than one template available for a given race (GURPS Fantasy has templates for halflings and dwarves…. but so does Dungeon Fantasy), please check with the GM (me).
- I have created some racial templates with the goal of making the GURPS races resemble, as much as possible, races found in D&D 3.5 and Pathfinder. The “basic” GURPS character is assumed to be human, so the Human template given here doesn’t really need to be used. I include it as a way to try to capture the “spirit” of the D&D/Pathfinder human race.:
- I have also created templates for classes that resemble those found in D&D 3.5 and Pathfinder. Remember that GURPS does not enforce a class structure; these templates are not intended to be rigid, but to provide a structure for the archetypes represented by a class.
- These templates are designed to generate a complete new character. Each racial template is 40 points, and each class template is 60 points. A race/class selection can be played as-is, or customized as the player sees fit. When customizing, care should be taken to not let a character stray too far from the archetype selected.
- In order to keep with the D&D theme, the characters should be built to mostly resemble the archetype classes present in D&D. Steve Jackson games has a series of supplements called Dungeon Fantasy , which provides a lot of good information on how to accomplish this. You won’t be able to use any of the Dungeon Fantasy templates directly, since they are for 250 point characters, but you can get a good idea of which way to go.
- Wizards: Use the super-memorization advantage to buy slots for spells. These slots need to be big enough to hold the spell-skill associated with the spell you cast. For spells found in spellbooks (including your own) or scrolls, ignore any prerequisites referring to another spell; it is assumed that the spell contains its own basic components. If you wish to research a new spell, you will need access to all of the prerequisite spells (including prerequisites of prerequisites as far back as they go). You must meet any Magery prerequisites. Prohibited schools of magic: (under construction). Do not neglect accessory skills (e.g. Innate attack skills for targeting ranged magic)
- Sorcerers: Use the base magic system as written. Spells are skills that you must invest points into. Do not neglect accessory skills (e.g. Innate attack skills for targeting ranged magic). Prohibited schools: same as wizard
- Clerics, Druids, Ranger, Paladins: Use Power Investure instead of Magery. Prohibited schools: (under construction)
- Psionics: This does exist in the Aereth world. However, it is extremely rare. Depending on how the powers manifest themselves, a psionic user may find themselves stigmatized, shunned or ostracized. To a peasant in the field, magic is magic; the reaction will be the same as anyone doing something “mysterious” or otherwise “unnatural”. To another magic user, it is something completely different to their experience, and unless they are extremely open-minded about it, they will react negatively. If you wish to have a character with psionic abilities, discuss it with the GM (me). Psionic game mechanics will be from psionics rules in the Characters rule book, supplemented by the Psionic Powers book, and Dungeon Fantasy 14 .
- A “brand new” character starts with 100 points. Currently, I am working with the idea that each 40-50 build points approximately corresponds to a d20 D&D/Pathfinder character level. There are no mechanics in place to enforce a particular character archetype; for the 40-50 point point assumption to be valid, players will need to make sure they maintain the focus of their character concept. There are some templates in the Dungeon Fantasy supplements that will provide guidance on how to build many of the “familiar” character classes (and class combinations).
- A few (typically between 1 and 5) build points will be given out each gaming session, depending on game progress. These points may be spent right away (on things like skill advancement), but most likely some will need to be saved toward purchasing new advantages, buying off disadvantages, and increasing ability scores. Note that for some advantaged, having the points may not be enough – there will need to be an appropriate in-game storyline as well (e.g. The “Trained By A Master” advantage will require that the character find a Master to train under, spend time learning an ancient martial manuscript, or find some other means to acquire the training). Toward this end, the “Improvement Through Study” rules (Basic Set, pg 292) can be used to gain additional abilities beyond the normal point allotment.
- The GURPS system of advancement allows a nice way to achieve “playable” multi-class characters – a quick dip into another discipline does not weaken existing skills significantly. In general, though, there should be a role-playing justification for the acquisition of skills and abilities radically different from those already possessed by the character. The Dungeon Fantasy supplements also contain advice on “multi-lensed” characters.