Arcadia: Templates

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These are some heroic templates for characters in the Arcadia campaign setting. Remember, no player has to choose a template, but it makes character creation much simpler. Also note that heroic templates are not "jobs;" rather they define what kind of role a character plays in a party. Many "jobs" fit easily into a heroic template: soldiers and mercenaries might be Fighters; but so also might be the tough farmer who hunts alien beasts, or the shady street knife fighter, or the arena wrestler.

Heroic templates never expend all of your character points, so there's always room to customize further. There is also quite a deal of flexibility within the actual templates themselves.

Templates

Diplomat

85 points
You are a senator, ambassador, businessman, con artist, actor, or some other sort of smooth operator. You have a way with people and can often negotiate around a situation through words and charm.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 11 [10].
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Smooth Operator 1 [15]. 20 points chosen from among Administrative Ran 1-4 [5 to 20]; Appearance (Attractive or Handsome/Beautiful) [4 or 12]; Charisma 1-4 [5 to 20]; Empathy [15]; Fashion Sense [5]; Legal Immunity [5 to 15]; Sensitive [5]; Smooth Operator 2 [15]; Status 1-4 [5 to 20]; Voice [10]; Wealth (Comfortable) [10].
Disadvantages: -20 points from among Duty [-5 to -20]; Enemies [-5 to -20]; Fanaticism [-15*]; Greed [-15*]; Honesty [-10*]; Jealousy [-10]; Lecherousness [-15*]; Secret [-5 to -20]; Selfish [-5*]; Selfless [-5*].
Primary Skills: Select three skills from among Acting (A) IQ+2 [4]-14†; Fast-Talk (A) IQ+2 [4]-14†; Leadership (A) IQ+2 [4]-14†; Politics (A) IQ+2 [4]-14†; Public Speaking (A) IQ+2 [4]-14†; Detect Lies (H) Per+1 [4]-13†; Diplomacy (H) IQ+1 [4]-13†.
Secondary Skills: Select three skills from among Carousing (E) HT+2 [2]-13†; Administration (A) IQ+0 [2]-12; Disguise (A) IQ+0 [2]-12; Gambling (A) IQ+0 [2]-12; Merchant (A) IQ+0 [2]-12; Performance (A) IQ+0 [2]-12; Propaganda (A) IQ+0 [2]-12; Sex Appeal (A) HT+1 [2]-12†; Law (H) IQ-1 [2]-11.
Background Skills: Select two skills from among Current Affairs (E) IQ+0 [1]-12; Savoir-Faire (E) IQ+0 [1]-12; Connoisseur (A) IQ-1 [1]-11; Intimidation (A) Will+0 [1]-12†; Streetwise (A) IQ+0 [1]-12†; Writing (A) IQ-1 [1]-11; Psychology (H) IQ-2 [1]-10.


* Multiplied for self-control number; see p. 120 of GURPS: Basic Set.
† Includes the +1 bonus for Smooth Operator.

Fighter

85 points
You are a warrior of some kind, be that a soldier, a fistfighter, a mercenary, or anyone else who excels in combat.

Attributes: ST 11 [10]; DX 13 [40]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics: Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 6 [0]; Basic Move 6 [0].
Advantages: Combat Reflexes [15] and one of among Ambidexterity [5]; Charisma 1 [5]; Fit [5]; Military Rank 1 [5]; Rapid Healing [5]; +1 Per [5].
Disadvantages: Select -30 points from among Alcoholism [-15]; Bad Temper [-10*]; Bloodlust [-10*]; Bully [-10*]; Code of Honor [-5 to -15]; Compulsive Carousing [-5*]; Duty [-5 to -15]; Greed [-15*]; Honesty [-10*]; Lecherousness [-15*]; Impulsiveness [-10*]; Overconfidence [-5*]; Sense of Duty [-5]; Social Stigma (Criminal Record) [-5]; Trademark (Simple) [-5].
Primary Skills: Select two skills from among Beam Weapons (E) DX+2 [4]-15; Brawling (E) DX+2 [4]-15; Broadsword (A) DX+1 [4]-14; Karate (H) DX+0 [4]-13.
Secondary Skills: Select two skills from among Fast-Draw (E) DX+2 [2]-15†; Gunner (E) DX+1 [2]-14; Crewman (E) IQ+1 [2]-11; Driving (A) DX+0 [2]-13; Environment Suit (A) DX+0 [2]-13; Soldier (A) IQ+0 [2]; Acrobatics (H) DX-1 [2]-12.
Background Skills: First Aid (E) IQ+0 [1]. Select two skills from among Camouflage (E) IQ+0 [1]-10; Carousing (E) HT+0 [1]-11; Computer Operation (E) IQ+0 [1]-10; Swimming (E) HT+0 [1]-11; Free Fall (A) DX-1 [1]-12; Stealth (A) DX-1 [1]-12; Streetwise (A) IQ-1 [1]-9.


* Multiplied for self-control number; see p. 120 of GURPS: Basic Set.
† Includes the +1 bonus for Combat Reflexes.

Medic

90 points
You have skill in healing people. You could be a doctor, a surgeon, a battlefield medic, or psychologist.

Attributes: ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20; HP 10 [0]; Will 12 [-5]; Per 12 [-5]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Select 10 points from among Eidetic Memory [5]; Healer 1 [10]; High Manual Dexterity 1-2 [5 to 10]; Single-Minded [5]; Wealth (Comfortable) [10].
Disadvantages: Select -20 points from among Bad Sight (Mitigator, glasses, -60%) [-10]; Charitable [-15*]; Easy to Read [-10]; Curious [-5*]; Oblivious [-5]; Stubbornness [-5]; Workaholic [-5]; -1 to Per or Will [-5].
Primary Skills: First Aid (E) IQ+2 [4]-15; Physician (H) IQ+1 [8]-14. Select one skill from among Diagnosis (H) IQ+1 [8]-14; Pharmacy (H) IQ+1 [8]-14; Psychology (H) IQ+1 [8]-14; Surgery (VH) IQ+0 [8]-13. Select one skill from among Diagnosis (H) IQ+0 [4]-13; Pharmacy (H) IQ+0 [4]-13; Psychology (H) IQ+0 [4]-13; Surgery (VH) IQ-1 [4]-12.
Secondary Skills: Select two skills from among Electronics Operation (Medical) (A) IQ+0 [2]-13; Bioengineering (H) IQ-1 [2]-12; Chemistry (H) IQ-1 [2]-12; Hypnotism (H) IQ-1 [2]-12; Physiology (H) IQ-1 [2]-12; Biology (VH) IQ-2 [2]-11.
Background Skills: Select two skills from among Research (A) IQ-1 [1]-12; Forensics (H) IQ-2 [1]-11; Mathematics (H) IQ-2 [1]-11; Poisons (H) IQ-2 [1]-11; Veterinary (H) IQ-2 [1]-11.


* Multiplied for self-control number; see p. 120 of GURPS: Basic Set.

Pilot

80 points
You were born to fly. You are a professional pilot, a smuggler, a mudlark, cadet, space pirate, or explorer.

Attributes: ST 10 [0]; DX 12 [40]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d; BL 20; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0].
Advantages: 3D Spatial Sense [10].
Disadvantages: Select -15 points from among Chummy [-5]; Curious [-5*]; Duty [-5 to -15]; Greed [-15*]; Impulsiveness [-10*]; Loner [-5*]; On the Edge [-15*]; Overconfidence [-5*]; Social Stigma (Criminal Record) [-5]; -1 Will or Per [-5].
Primary Skills: Piloting (A) DX+3 [8]-15†. Select two skills from among Gunner (Beams) DX+2 [4]-14; Spacer (E) IQ+2 [4]-14; Smuggling (A) IQ+1 [4]-13; Navigation (Space) (A) IQ+3 [4]-15†; Shiphandling (H) IQ+0 [4]-12.
Secondary Skills: Select three skills from among Artillery (Guided Missiles) (A) IQ+0 [2]-12; Free Fall (A) DX+2 [2]-14†; Freight Handling (A) IQ+0 [2]-12; Electronics Operation (Sensors) IQ+0 [2]-12; Mechanic (A) IQ+0 [2]-12; Strategy (Space) (H) IQ-1 [2]-11.
Background Skills: Select three skills from among Beam Weapons (E) DX+0 [1]-12; Computer Operation (E) IQ+0 [1]-12; Scrounging (E) Per+0 [1]-12; Driving (A) DX-1 [1]-11; Electrician (A) IQ-1 [1]-11; Electronics Repair (A) IQ-1 [1]-11; Merchant (A) IQ-1 [1]-11; Soldier (A) IQ-1 [1]-11; Streetwise (A) IQ-1 [1]-11.


* Multiplied for self-control number; see p. 120 of GURPS: Basic Set.
† Includes the bonus for 3D Spatial Sense.

Sneak

100 points
You know how to succeed through wits and stealth. You could be a thief, a bounty hunter, a spy, or criminal.

Attributes: ST 9 [-10]; DX 13 [60]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Dmg 1d-2/1d-1; BL 16; HP 10 [2]; Will 12 [0]; Per 13 [5]; FP 10 [0]; Basic Speed 5.75 [0]; Basic Move 5 [0]. Advantages: Select 15 points from among Alternate Identity [5 or 15]; Ambidexterity [5]; Danger Sense [15]; Flexibility [5]; High Manual Dexterity 1-3 [5 to 15]; Luck [15]; Night Vision 5 [5]; Smooth Operator 1 [15]; Zeroed [10]; +1 Per [5].
Disadvantages: Select -30 points from among Alcoholism [-15]; Curious [-5*]; Callous [-5]; Compulsive Gambling [-5*]; Enemies [-5 to -30]; Greed [-15*]; Jealousy [-10]; Light Sleeper [-5]; Overconfidence [-5*]; Secret [-5 to -30]; Social Stigma (Criminal Record) [-5]; Stubbornness [-5]; Trademark [-5 to -15]; Trickster [-15*]; Wealth (Struggling) [-10].
Primary Skills: Select four skills from among Disguise (A) IQ+1 [4]-13; Electronics Operation (A) IQ+1 [4]-13; Filch (A) DX+1 [4]-14; Holdout (A) IQ+1 [4]-13; Lockpicking (A) IQ+1 [4]-13; Observation (A) Per+1 [4]-14; Shadowing (A) IQ+1 [4]-13; Stealth (A) DX+1 [4]-14; Traps (A) IQ+1 [4]-13; Pickpocket (H) DX+0 [4]-13; Computer Hacking (VH) IQ-1 [4]-11.
Secondary Skills: Select three skills from among Beam Weapons (Pistol) (E) DX+1 [2]-14; Fast-Draw (E) DX+1 [2]-14; Forced Entry (E) DX+1 [2]-14; Knife (E) DX+1 [2]-14; Acting (A) IQ+0 [2]-12; Fast-Talk (A) IQ+0 [2]-12; Search (A) Per+0 [2]-13; Acrobatics (H) DX-1 [2]-12; Escape (H) DX-1 [2]-12; Sleight of Hand (H) DX-1 [2]-12.
Background Skills: Select one skill from among Computer Operation (E) IQ+0 [1]-12; Connoisseur (A) IQ-1 [1]-11; Piloting (A) DX-1 [1]-12; Streetwise (A) IQ-1 [1]-11; Urban Survival (A) Per-1 [1]-12; Computer Programming (H) IQ-2 [1]-10.


* Multiplied for self-control number; see p. 120 of GURPS: Basic Set.
† Includes the bonus for 3D Spatial Sense.