25 point characters

25 point characters, perfect for low level gaming, from the same GURPS forums:

Joe the Warrior
Setting: Fantasy

 ST: 11 [10]; DX: 13 [30]; IQ: 10 [0]; HT: 11 [10]

 Attributes: 50
 Advantages: 0
 Disadvantages: -40
 Skills: 15
 TOTAL: 25

 Advantages: None

 Disadvantages: Bloodlust [-10]; Chummy [-5]; Code of Honor [-10];
 Impulsiveness [-10]; Post Combat Shakes [-5]
 Skills: Armoury (Hand Weapons)-9 [1]; Axe/Mace-12 [1]; Crossbow-13 [1];
 First Aid-10 [1]; Gambling-9 [1]; Knife-13 [1]; Leadership-9 [1];
 Shield-14 [2]; Shortsword-14 [4]; Survival (Woodlands)-9 [1];
 Swimming-13 [1]

 Gear: cheap shortsword (1d-1 imp, 1d+1 cut), small shield (PD 2),
 crossbow (1d+3 imp, SS 12, Acc 4, 1/2 220), quiver w/20 bolts,
 two hatchets (1d+1 cut), large knife (1d-1 imp/cut),
 chainmail armor (PD/DR 3/4),
 personal basics -- medium encumbrance (-2 Move)
 Notes: This NPC is a combatant of reasonably competant breadth and
 depth of  skill.

Jane the Adventuing Mage
Setting: Fantasy

 ST: 10 [0]; DX: 9 [-10]; IQ: 13 [30]; HT: 10 [0]

 Attributes: 20
 Advantages: 23
 Disadvantages: -40
 Skills: 11
 Spells: 11
 TOTAL: 25

 Advantages: Literacy [10]; Magery 2 (Moon Aspected) [13]

 Disadvantages: Albinism [-10]; Code of Honor (Pirate's) [-5];
 Greed [-15]; Low Pain Threshhold [-10]

 Skills: Alchemy-10 [1]; Archaeology-11 [1]; Breath Control-10 [1];
 History-11 [1]; Knife-9 [1]; Literature-11 [1]; Research-12 [1];
 Spell Throwing (Fireball)-11 [4]
 Spells: (1 point @ 13): Sense Life; Sense Foes; Seek Earth;
 Shape Earth; Earth Vision; Ignite Fire; Create Fire; Shape Fire;
 Fireball; Detect Magic; Light

 Gear: Robe, light boots, small knife (1d-3 cut/imp),
 2-point powerstone, 1-point powerstone
 Notes: Spell selection has been oriented toward "dungeon crawling."

Joe the Adventuring Priest
Setting: Fantasy

 ST: 10 [0]; DX: 10 [0]; IQ: 13 [30]; HT: 9 [-10]

 Attributes: 20
 Advantages: 20
 Disadvantages: -40
 Skills: 25
 TOTAL: 25

 Advantages: Clerical Investment [5];
 Patron (Church, 6 or less) [10]; Ritual Aptitude 5 [5]
 Disadvantages: Duty (to church, 12 or less) [-10];
 Low Pain Threshold [-10]; Pacifism (Won't Harm Innocents) [-10];
 Voices [-5]; Vows [-5]

 Skills: Bard-12 [1]; Occultism-12 [1]; Performance/Ritual-12 [1];
 Ritual Magic (Religion)-12 [4]; Spirit Lore-12 [1];
 Staff-9 [2]; Teaching-12 [1]; Theology (Religion)-12 [2]

 Paths and Rituals:
 Path of Knowledge-12 [4]; Aura Reading-12; History-8; Locate-7;
 Read Memories-5; Read Thoughts-5; Scry-6; Veil-9;
 Vision of Luck-9

 Path of Health-12 [4]; Dose-12; Soothe-12; Fertility-10;
 Slumber-9; Vitality-9; Sterility-8; Succor-8; Lust-7;
 Hasten Mount-7; Malaise-7; Warrior's Blessing-6; Evil Eye-5

 Path of Spirit-12 [4]; Banish-8; Bind-9; Exorcise-10; Fetish-7;
 Ghost Sword-8; Lay to Rest-12; Spirit Slave-6; Spirit Trap-8;
 Summon-12

 Gear: Robe, sandals, staff (1d+2 cr swung or 1d cr thrust, parry 6),
 religious symbol (+0 as a spiritual symbol).

 Notes: Ritual Magic and Theology require specializations based on the
 religions available in the campaign. Likewise, the Vow should
 be appropriate to the chosen religion.

Jane the Rogue
Setting: Fantasy

 ST: 10 [0]; DX: 12 [20]; IQ: 12 [20]; HT: 10 [0]

 Attributes: 40
 Advantages: 5
 Disadvantages: -40
 Skills: 20
 TOTAL: 25

 Advantages: Alertness +1 [5]

 Disadvantages: Cowardice [-10]; Glory Hound [-15]; Selfish [-5]

 Skills: Acrobatics-11 [2]; Acting-12 [2]; Boating-11 [1];
 Climbing-12 [2];  Cloak-12 [2]; Fast-Talk-12 [2]; Knife-12 [1];
 Knife Throwing-12 [1]; Lockpicking-12 [2]; Traps-12 [2];
 Stealth-12 [2]; Streetwise-11 [1]

 Gear: large knife (1d-2 cut/imp),
 4 small knives (1d-3 cut/imp, 1/2 dam 5), lockpick kit,
 small cloak (PD 1), light leather armor (PD/DR 1/1),
 normal clothes, small sack

 Notes: This NPC thief is trained in the social and physical
 aspects of the job.

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