Races and classes
There's the standard elves (with neon hair!), dwarves (gruff and robust), humans (flexible and versatile) as well as a dozen other races, all (in my opinion) well represented by mechanically sound GURPS stats. Insect men, cat people, half angels, half-elementals, pixies, gnomes, halflings.. all the standard fantasy tropes.
Classes are also in the same theme, easily recognized by any player of an RPG over the last few decades. Knights (armored warriors, with heavy focus on defensive skills, but still able to dish it out), wizards (using GURPS magic, mages are far less the 'I can kill 3 rooms full of anything, and then I need a long rest' and far more the swiss army knife of problem solving, able to cast repeatedly with very short rests (half an hour; probably just about as long as it takes to loot the bodies) and a spell set permitting manipulation of the elements (such as the walls of the dungeon!) and the senses and perceptions of the enemies.), Clerics (similar power style to mages; cast a few critical spells in battle, and a short rest recovered Fatigue which then permits more delving in fewer stops), Bards, Rogues, Scouts (Rangers), Barbarians (RAWWWRRR!), Elementalists (specialists in an element), Artificers (masters of clockwork and gadgetry) and lots more!
I do require fairly strict adherence to the basic templates, because niche protection is the name of this game, but I'm willing to work with you towards a character conception that veers a little from the basic. Fer instance, Gillam is basically a scout, but chooses to use a pair of pistol crossbows instead of a bow. I have Gurps Character Assistant, but Gurps Character Sheet is easily findable online and is free, offering much of the same utility, but a little less depth.
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