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GURPS

Character Templates

These are various character templates found in the Elenium and the Tamuli and are designed to be used with campaigns consisting of 100 point characters.

Pandion Knight (34 pts)
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The Pandion Knights are the elite horsemen of the nation of Elenia. They are feared and respected in Elenia for their military prowess and their magical abilities. The Pandions also have a reputation of being ruthless to their enemies largely do to the rumors which they have spread about themselves. Sparhawk, Kalten, and the rogue knight Martel are all examples of members of this order.

+1 ST (10 pts)
+1 HT(10 pts)
Reputation: +2 reaction to the unfaithful (10 pts)
Reputation: -2 reaction to the unfaithful (-10 pts)
Level 2 (knight) Status (10 pts)
Clerical Investment 1 (5 pts)
Literacy (5 pts)
Patron: Pandion Knights which supply some equipment (20 pts)
Duty: Church (-15 pts)
Duty: Pandion Knights (-15 pts)
Vow: Poverty (must live spartanly, i.e. they can own lands and expensive weapons and armor but do not wear jewels or have other kinds of vulgar wealth) (-2 pts)
Gentleman's Code of Honor (-10 pts)
Riding: DX+1 (4 pts)
Broadsword or Axe/Mace: DX+1 (4 pts)
Lance: DX+1 (4 pts)
Shield: DX+2 (4 pts)
Spear: DX+1 (4 pts)
Heraldry: IQ (2 pts)
Theology (Elene): IQ+4 (1 pt)
Styric: IQ-2 (1 pt)
Intimidation: IQ (2 pts)

Suggested Advantages: Combat Reflexes, Wealth, Status, Clerical Investiture
Suggested Disadvantages: Bad Temper
Suggested Skills: Spells, Bow

Genidian Knight (45 pts)
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Genidian Knights are known as savage warriors from the snowy land of Thalesia. The Genidian knights have the reputation for being Viking-like savages complete with blonde braids, horned helms, looting sprees and berserk fighting. Add this to the fact that these knights face down trolls and ogres their reputation increased even more. Those closer to these knights know that the barbarous veneer camouflages men of great theological learning and the sole knowledge of the non-human tongues of their troll and Ogre neighbors. In addition they are the most brutally democratic of the orders of knights. They choose their own leaders by election and remove incompetent leaders by unified force. Ulath is a Genidian knight.

+2 ST (20 pts)
Reputation: +2 reaction to the unfaithful (10 pts)
Reputation: -2 reaction to the unfaithful (-10 pts)
Level 2 (Knight) Status (10 pts)
Clerical Investment Level 1 (5 pts)
Literacy (5 pts)
Patron: Genidian Knights which supply some equipment (20 pts)
Duty: Church (-15 pts)
Duty: Genidian Knights (-15 pts)
Vow: Poverty (must live spartanly, i.e. they can own lands and expensive weapons and armor but do not wear jewels or have other kinds of vulgar wealth) (-2 pts)
Gentleman's Code of Honor (-10 pts)
Riding: DX+1 (4 pts)
Axe/Mace or Two-Handed Axe/Mace: DX+2 (8 pts)
Shield: DX+2 (4 pts)
Lance: DX (2 pts)
Area Knowledge: Trolls and Ogres (1 pt)
Theology (Elene): IQ+4 (1 pt)
Language: Ogre IQ-1 (1 pt)
Language: Troll IQ-1 (1 pt)
Language: Ancient Thalesian IQ-1 (1 pt)
Styric: IQ-2 (1 pt)
Quirk: Doesn't wear plate armor (-1 pts)

Suggested Advantages: Combat Reflexes, Wealth, Status, Clerical Investiture
Suggested Disadvantages: Berserk
Suggested Skills: Spells

Alcione Knight (40 pts)
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The Deirans were among the first of the Elenes to use steel for weapons and tools. Through the passing years they have kept the lead in making weapons and armor. Currently, they are the only people who have mastered the creation of the massive heavy plate mail armor that gives them a tremendous advantage in any battle. Tynian is an Alcione Knight.

+2 ST (20 pts)
Reputation: +2 reaction to the unfaithful (10 pts)
Reputation: -2 reaction to the unfaithful (-10 pts)
Level 2 (Knight) Status (10 pts)
Clerical Investment 1 (5 pts)
Literacy (5 pts)
Patron: Alcione Knights which supply some equipment (20 pts)
Duty: Church (-15 pts)
Duty: Alcione Knights (-15 pts)
Vow: Poverty (must live spartanly, i.e. they can own lands and expensive weapons and armor but do not wear jewels or have other kinds of vulgar wealth) (-2 pts)
Gentleman's Code of Honor (-10 pts)
Riding: DX+1 (4 pts)
Broadsword or Axe/Mace: DX+1 (4 pts)
Lance: DX+1 (4 pts)
Shield: DX+2 (4 pts)
Armoury: IQ+1 (4 pts)
Theology (Elene): IQ+4 (1 pt)
Styric: IQ-2 (1 pt)
Note: Only Alcione Knights have access to heavy plate armor.

Suggested Advantages: Combat Reflexes, Wealth, Status, Clerical Investiture
Suggested Skills: Spells

Cyrinic Knight (39 pts)
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Cyrinic Knights are known as the builder and destroyers of invincible castles. They are all well versed in siege tactics and siege engines. Some knights like their personal weapons to be as large and as powerful as their siege weapons. The Cyrinic Knight Bevier wielded a huge Lochaber Axe (treat as a Two-Handed Axe) while other knights use two-handed swords as their main weapon.

+1 ST (10 pts)
+1 HT (10 pts)
Reputation: +2 reaction to the unfaithful (10 pts)
Reputation: -2 reaction to the unfaithful (-10 pts)
Level 2 (Knight) Status (10 pts)
Clerical Investment 1 (5 pts)
Literacy (5 pts)
Patron: Cyrinic Knights which supply some equipment (20 pts)
Duty: Church (-15 pts)
Duty: Alcione Knights (-15 pts)
Vow: Poverty (must live spartanly, i.e. they can own lands and expensive weapons and armor but do not wear jewels or have other kinds of vulgar wealth) (-2 pts)
Gentleman's Code of Honor (-10 pts)
Riding: DX+1 (4 pts)
Broadsword or Axe/Mace: DX+1 (4 pts)
Lance: DX+1 (4 pts)
Shield: DX+2 (4 pts)
Gunner (Arbalest, Catapult): DX+1 (4 pts)
Armoury (Siege Engines): IQ (2 pts)
History (Eosian Military): IQ+3 (1 pts)
Theology (Elene): IQ+4 (1 pt)
Styric: IQ-2 (1 pt)

Suggested Advantages: Combat Reflexes, Wealth, Status, Clerical Investiture
Suggested Disadvantages: Fanaticism
Suggested Skills: Spells, Mechanic-, Engineering (Primitive machines)

Notes on Elene Knights: Only men can become knights.

Elene Churchman (10 pts)
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The members of the Elene Clergy are the shepherds to the huge flock of the Elene continent. The clergy is a highly organized entity crossing national boundaries and boasting its own postal system, network of colleges, and military units as well as having places of worship and cloisters for their monks and nuns. The organization of the church allows it to minister to all Elenes for the glory and enrichment of the Elene god.

Clerical Investment Level 1 (5 pts)
Literacy (Elene) (5 pts)
Patron: Elene Church (15 pts)
Duty: Elene Church (-20 pts)
Vow: Chastity (-5 pts)
History (Eosia, Church): IQ+5 (4 pts)
Theology (Elene): IQ+4 (1 pt)

Suggested Advantages: Blessed
Suggested Disadvantages: Fanaticism
Suggested Skills: Politics

Styric Magician (10 pts)
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The mysteries of the Styrics are personified in their powerful magicians. Using their obscure language to channel magic from their one of a thousand foreign gods they tend to make the the typical God fearing Elene nervous. Styrics that live on the Eosian continent have been the target of many hate filled attacks by superstitious Elenes. Usually, the Church Knights, who have many strong ties with the Styrics, protect these people but the Knights cannot be everywhere at once.

-2 ST (-15 pts)
-2 Reaction to Elenes (-5 pts)
Magical Aptitude Level 2 (25 pts)
Clerical Investment Level 1 + 5 pts for spells (10 pts)
Pacifism: cannot kill (-15 pts)
Occultism: IQ (2 pts)
Theology (Styric): IQ+5 (2 pts)
Elene: IQ (2 pts)
Ancient Styric: IQ-2 (1 pt)
Dialect Styric: IQ-2 (1 pt)
Quirk: Will not eat pork (-1 pt)

Suggested Disadvantages: Incompetence, any science

Styric magicians cannot wear metal armor or use steel weapons due to religious restrictions.

See the Magic section for information about Styric magic.

Elene Thieves Guild Member (2 pts)
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Most large cities have some form of thieves guild that controls all illicit activity in that city. The thieves guilds of Eosia need a large and varied pool of talents to carry out their operations. The members of the guild fulfill this need by acting as burglars, con men, pickpockets, fencers, bouncers, embezzlers, enforcers, extortionists, and prostitutes. The average thieves guild is usually held together by intelligent and ruthless people that hold the guilds together with a combination of fear and good business sense. The guilds of different cities are typically very cordial to each other and do a brisk business in fencing goods stolen by other guilds in other cities so the merchandise cannot be traced as easily.

Patron: Local Thieves Guild (6 pts)
Thieves Code (Never forget a debt, Thieves sanctuary, don't operate in another guilds area, never pay for anything) (-10 pts)
Streetwise: IQ (2 pts)
And 4 points in at least one thief/spy type skill, one weapon skill, climbing, jeweler, accounting, fast talk, gambling or merchant

Note: Anyone stealing or encroaching on any other guild activity will be asked to join the guild or be eliminated.

Atan Warrior (84 pts)
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The legends of the Atan giants from the distant east are well known on the Eosian continent. The stories of their strength, speed, and ferocity in battle are not exaggerated. The Atans would be rulers of the world by now except for their need to be subservient to others. This tendency has grown from the genocidal need of the Atans to extract every bit of vengeance from an enemy they possibly can. Now, the masters of the Atans can minimize this race destructive attribute.

(+ 5", +30 lb.)
+2 ST (20 pts)
+2 DX (20 pts)
+3 HT (30 pts)
Combat Reflexes (15 pts)
Rapid Healing (5 pts)
Toughness Level 1 (10 pts)
Social Stigma: Tamul (-5 pts)
Atan Code (must avenge any perceived insult with permission of owner) (-5 pts)
Duty: Owner (-20 pts)
Running: HT (4 pts)
Axe/Mace, Broadsword, Flail: DX or DX-1 (2 pts)
Karate or Judo: DX (4 pts)
Knife: DX (1 pt)
Elene: IQ (1 pt)
Survival (Plains): IQ (2 pts)

Suggested Disadvantages: Berserk

Notes: A player may choose an Atan warrior as a character ONLY if one of the other player characters will accept him as a slave (an Ally advantage of 15 pts for the owner character which goes up as the Atan warrior character gains more points). Only the Atans have developed Karate and Judo and are able to possess those skills.

Elene Mercenary (18 pts)
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Elene mercenaries are found in every corner of Eosia in almost every unit. From Thalesian plunderers to Elene Church soldiers to Rendorish guerrillas.

+1 ST (10 pts)
+1 HT (10 pts)
Mercenaries Code (Do the job while being paid, don't let a companion be left behind, respect a surrender) (-10 pts)
Two 4 point weapons skills (8 pts)

Notes on Elene Mercenaries: Only Lamorks can start out with the Crossbow skill. Elene mercenaries cannot start out with Lance skill. Women can become Elene mercenaries but must take a -5 pts, -1 reaction penalty.

Peloi Horseman (11 pts)
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The Peloi horsemen are the finest light cavalry in the world in probably the best terrain in the world for light cavalry, the plains of eastern Pelosia. Their wild and barbaric customs and manner can frighten those not familiar with their ways but they are loyal friends and faithful followers of the Elene church.

The following stats are for the western Peloi. For eastern Peloi replace the sabre skill with the javelin and buy off the claustrophobia quirk. Riding (Horse): DX+1 (4 pts)
Sabre: DX+1 (4 pts)
Animal Handling: IQ (4 pts)
Quirk: Claustrophobia (-1 pts)


Languages

Several languages are used in the world of the Elenium.

Elene
Styric (very hard)
Ancient Styric (very hard)
Dialect Styric (very hard)
Troll
Ogre
Tamul


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