Templates and Lenses

All of these templates are in the GCS files provided on the Front Page!

These are a collection of very generalized templates for professions, stereotypes, and whatever. They’re not mandatory in any way and could easily vary in large amounts (e.g. A veteran General Practitioner could easily have Wealthy [ 20 ] instead of Comfortable [ 10 ]; or perhaps he didn’t learn much from his Statistics course, so you drop the point in Mathematics (Statistics). Whatever suits your character).

Boogaloo
Cost: x Points

You’ve prepared your whole life for this. When the apocalypse came, everyone else was left wanting, but you were trained and ready for everything to come.

Attributes: ST 11 [ 7 ]; DX 11 [ 25 ]; IQ 10 [ 0 ]; HT 11 [ 15 ]
Secondary Characteristics: Damage 1d-1/1d+1; BL 25 lbs.; HP 11 [ 0 ]; Will 10 [ 0 ]; Per 11 [ 5 ]; FP 11 [ 0 ]; Basic Speed 5.5 [ 0 ]; Basic Move 5 [ 0 ]
Perks: Dabbler (Climbing DX-3, Hiking HT-2, Swimming HT-2) [ 1 ]
Skills: Armoury (Small Arms) T/8 (A) IQ-1 [ 1 ] – 9; Guns (Any Specialty) (E) DX+1 [ 2 ] – 12; Scrounging (E) Per+0 [ 1 ] – 11; Survival (Any Terrain) (A) Per+0 [ 2 ] – 11;

Recommendations: Fearlessness, Fit, Delusions, Paranoia


Beat Cop
Cost: 35 Points

A normal everyday police officer.

Attributes: ST 11 [ 7 ]; DX 10 [ 0 ]; IQ 10 [ 0 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-1/1d+1; BL 25 lbs.; HP 11 [ 0 ]; Will 10 [ 0 ]; Per 11 [ 5 ]; FP 10 [ 0 ]; Basic Speed 5.0— [ 0 ]; Basic Move 5 [ 0 ]
Advantages: Legal Enforcement Powers 1 (Police) [ 5 ], Rank (Police) 0 [ 0 ]
Perks: Dabber (Detect Lies: Per-4, Forensics: IQ-4, Interrogation: IQ-3, Intimidation: Will-3) [ 1 ], Dabbler (Climbing DX-2, Running HT-2) [ 1 ]
Skills: Area Knowledge (City) (E) IQ+1 [ 2 ] – 11; Brawling (E) DX+0 [ 1 ] – 10; Criminology/TL 8 (A) IQ-1 [ 1 ] – 9; Driving (Automobile) (A) DX-1 [ 1 ] – 9; Guns (Pistol) (E) DX+1 [ 2 ] – 11; Law (Police) (H) IQ-2 [ 1 ] – 8; Observation (A) Per+0 [ 2 ] – 11; Professional Skill (Law Enforcement) (A) IQ + 1 [ 4 ] – 11; Savoire-Faire (Police) (A) IQ+0 [ 2 ] – 10; Search (A) Per-1 [ 1 ] – 10; Wrestling (A) DX-1 [ 1 ] – 9

Recommendations: Fearlessness, Contact, Fit, Streetwise


Police Detective
Cost: 75 Points

Attributes: ST 11 [ 7 ]; DX 10 [ 0 ]; IQ 11 [ 15 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-1/1d+1; BL 25 lbs.; HP 11 [ 0 ]; Will 10 [ 0 ]; Per 12 [ 5 ]; FP 10 [ 0 ]; Basic Speed 5.0 – [ 0 ]; Basic Move 5 [ 0 ]
Advantages: Legal Enforcement Powers 1 (Police) [ 5 ]; Rank (Police) 1 [ 5 ]
Perks: * Dabbler (Climbing DX-2, Running HT-2) [ 1 ]
*Skills:
Acting (A) IQ-1 [ 1 ] – 10; Area Knowledge (City) (E) IQ+1 [ 2 ] – 12; Brawling (E) DX+0 [ 1 ] – 10; Criminology/TL 8 (A) IQ+1 [ 4 ] – 12; Detect Lies (H) Per-1 [ 2 ] – 11; Driving (Automobile) (A) DX-1 [ 1 ] – 9; Fast-Talk (A) IQ+0 [ 2 ] – 11; Forensics/TL 8 (H) IQ-1 [ 2 ] – 10; Guns (Pistol) (E) DX+1 [ 2 ] – 11; Interrogation (A) IQ+1 [ 4 ] – 12; Intimidation (A) Will-1 [ 1 ] – 9; Law (Police) (H) IQ-2 [ 1 ] – 9; Observation (A) Per+0 [ 2 ] – 12; Professional Skill (Law Enforcement) (A) IQ + 1 [ 4 ] – 12; Psychology (H) IQ-1 [ 2 ] – 10; Savoire-Faire (Police) (A) IQ+0 [ 2 ] – 11; Search (A) Per-1 [ 1 ] – 11; Streetwise (A) IQ-1 [ 1 ] – 10; Wrestling (A) DX-1 [ 1 ] – 9; Writing (A) IQ-1 [ 1 ] – 10

Note that for small town police officers, Rank would cost [ 4 ] per level.

Recommendations: Intuition, Fearlessness, Contact, Fit,


FBI Agent
Cost: 127 Points

You currently or used to serve as a Special Agent for the Federal Bureau of Investigations (Or some other similar organization). There were stringent conditions for Special Agents alongside the already difficult competition; you were required to be in great physical shape, you needed good mental fortitude and aptitude, only individuals with BS degrees or better were usually considered, and usually only those in related fields such as Computer Science, Criminology, Accounting, or sometimes Engineering, Sciences, and Mathematics. Past these requirements, you would undergo further training to make you one of the best assets the agency would have.

Attributes: ST 11 [ 7 ]; DX 11 [ 25 ]; IQ 11 [ 15 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-1/1d+1; BL 25 lbs.; HP 11 [ 0 ]; Will 11 [ 5 ]; Per 12 [ 5 ]; FP 10 [ 0 ]; Basic Speed 5.25 – [ 0 ]; Basic Move 5 [ 0 ]
Advantages: Fit [ 5 ]; Legal Enforcement Powers 2 (FBI Agent) [ 10 ]
Perks: * Dabbler (Climbing DX-2, Running HT-2) [ 1 ]—
*Skills:
Acting (A) IQ-1 [ 1 ] – 11; Brawling (E) DX+0 [ 1 ] – 11; Computer Operation/TL 8 (E) IQ+1 [ 2 ] – 12; Criminology (A) IQ+2 [ 8 ] – 13; Detect Lies (H) Per-1 [ 2 ] – 11; Driving (Automobile) (A) DX+0 [ 2 ] – 11; Expert Skill (Computer Security) (H) IQ-2 [ 1 ] – 9; Forced Entry (E) DX+0 [ 1 ] – 11; Forensics/TL 8 (H) IQ+1 [ 8 ] – 12; Guns (Pistol) (E) DX+2 [ 4 ] – 13; Guns (Rifle) (E) DX+1 [ 2 ] – 12; Intelligence Analysis/TL 8 (H) IQ-2 [ 1 ] – 9; Interrogation (A) IQ+1 [ 4 ] – 12; Law (Federal Agent) (H) IQ-2 [ 1 ] – 9; Observation (A) Per+0 [ 2 ] – 12; Savoire-Faire (Police) (E) IQ+1 [ 2 ] – 12; Search (A) Per+0 [ 2 ]; Professional Skill (Special Agent) (A) IQ+1 [ 4 ] – 12; Psychology (H) IQ+0 [ 4 ] – 11; Wrestling (A) DX-1 [ 1 ] – 10; Writing (A) IQ-1 [ 1 ] – 10

It’s highly recommended to mix this template with many of the BS equivalent templates available. In general, this should mean taking 4-8 points in 2-6 related skills alongside 1-2 points in some supporting or pre-requisite skills. Unsurprisingly Special Agents are very high in point cost, so don’t go expecting a lot of wiggle room when making one.
Recommended: Accounting, Computer Programming, Intelligence Analysis, Law, Linguistics, Mathematics (Computer Science), Mathematics (Applied), Languages, Sense of Duty


General Practitioner
Cost: 90 Points

You’ve gotten your Doctorate for some type and specialty of medicine. Perhaps you work as a general practitioner, or maybe something more specialized.

Attributes: ST 10 [ 0 ]; DX 10 [ 0 ]; IQ 12 [ 30 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [ 0 ]; Will 10 [ 0 ]; Per 11 [ 5]; FP 10 [ 0 ]; Basic Speed 5.0 [ 0 ]; Basic Move 5 [ 0 ]
Advantages: Comfortable [ 10 ]; Status 1 [ 5 ]
Skills: Biology (Any optional specialty) (H) IQ-1 [ 2 ] – 11; Chemistry (H) IQ-1 [ 1 ] – 11; Current Affairs (Science and Technology) (E) IQ+0 [ 1 ] – 12; Diagnosis TL/8 (H) IQ+1 [ 8 ] – 13; Electronics Operation (Medical) (A) IQ-1 [ 1 ] – 11; Mathematics (Statistics) (H) IQ-2 [ 1 ] – 10; Pharmacy TL/8 (Synthetic) (H) IQ+0 [ 4 ] – 12; Physician TL/8 (H) IQ+2 [ 12 ] – 14; Physiology TL/8 (Humanlike) (H) IQ+0 [ 4 ] – 12; Research (A) IQ+0 [ 2 ] – 12; Surgery T/8 (VH) IQ-1 [ 4 ] – 11


Physical Therapist
Cost: 90 Points

You’re a specialist doctor that deals with physical recovery and treatment after incidents such as surgery, strokes, or other impairments.

Attributes: ST 11 [ 7 ]; DX 10 [ 0 ]; IQ 12 [ 30 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-1/1d+1; BL 25 lbs.; HP 10 [ 0 ]; Will 10 [ 0 ]; Per 11 [ 5]; FP 10 [ 0 ]; Basic Speed 5.0 [ 0 ]; Basic Move 5 [ 0 ]
Advantages: Comfortable [ 10 ]; Status 1 [ 5 ]
Skills: Biology (Physical Therapy) (H) IQ-1 2 – 11; Chemistry (H) IQ-1 [ 1 ] – 11; Current Affairs (Science and Technology) (E) IQ+0 [ 1 ] – 12; Diagnosis (Physical Therapy) TL/8 (A) IQ+2 [ 8 ] – 14; Electronics Operation (Physical Therapy) (Medical) (E) IQ+0 [ 1 ] – 12; Mathematics (Statistics) (H) IQ-2 [ 1 ] – 10; Pharmacy (Physical Therapy) TL/8 (Synthetic) (A) IQ-1 [ 1 ] – 11; Physician (Physical Therapy) TL/8 (A) IQ+2 [ 8 ] – 14; Physiology TL/8 (Humanlike) (H) IQ+1 [ 8 ] – 12; Research (A) IQ+0 2 – 12


Mechanical Engineer
Cost:


Electrical Engineer
Cost:

Attributes: ST 10 [ 0 ]; DX 10 [ 0 ]; IQ 11 [ 15 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 11 [ 0 ]; Will 10 [ 0 ]; Per 10 [ 0 ]; FP 10 [ 0 ]; Basic Speed 5 [ 0 ]; Basic Move 5 [ 0 ]
Advantages: Comfortable [ 10 ]
Skills: Electrician TL/8 (A) IQ+2 [ 8 ] – 13; Engineer (Electrical) TL/8 (H) IQ+1 [ 8 ] – 12; Mathematics (Applied) TL/8 (H) IQ-1 [ 2 ] – 10; Physics TL/8 (VH) IQ-2 [ 2 ] – 9;


Army Boot Camper
Cost:

Soldier with basic training from boot camp.

Attributes: ST 11 [ 7 ]; DX 10 [ 0 ]; IQ 10 [ 0 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-1/1d+1; BL 25 lbs.; HP 10 [ 0 ]; Will 10 [ 0 ]; Per 10 [ 0 ]; FP 10 [ 0 ]; Basic Speed 5.0 [ 0 ]; Basic Move 5 [ 0 ]
Perks:
Skills: First Aid TL/8 (E) IQ+0 [ 1 ] – 10; Guns TL/8 (Pistol) DX+0 [ 1 ] – 10; Guns TL/8 (Rifle) (E) DX+1 [ 2 ] – 11; Soldier TL/8 (A) IQ+0 [ 2 ] – 10; Throwing (A) DX-1 [ 1 ] – 9


Fence
Cost: 86 Points

You were a career criminal that dealt in stolen goods (Heavily discounted, of course!). The required a complex set of interpersonal skills, contacts, and brains to keep in the business for a long time, but could mean good profits for a well connected and established Fence. You would have a legitimate front, used for meeting with suppliers and buyers and/or for laundering goods, often taking the form of things like taxi drivers, bartenders, or even full shopkeepers (You could possibly even run a shop dedicated to selling these goods off under the alibi of second-hand or damaged goods).

Attributes: ST 10 [ 0 ]; DX 10 [ 0 ]; IQ 12 [ 30 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [ 0 ]; Will 12 [ 10 ]; Per 12 [ 10 ]; FP 10 [ 0 ]; Basic Speed 5.0 [ 0 ]; Basic Move 5 [ 0 ]
Advantages: Contact Group (Criminal Elements) (Skill 12; FoA 12; Somewhat Reliable) [ 10 ]
Perks: One of the following (See GURPs Power-Ups 2): Base†, Brotherhood†, Cheaper Gear†, Forgettable Face, Headhunter, Gangster Swagger, Good with Criminals (don’t stack this with Sensitive, above), or Vehicle†.
Skills: Accounting (H) IQ-1 [ 2 ] – 11; Acting (A) IQ-1 [ 1 ] – 11; Administration (A) IQ-1 [ 1 ] – 11; Area Knowledge (City) (E) IQ+1 [ 2 ] – 13; Carousing (E) HT+1 [ 2 ] – 11; Current Affairs (Business or Regional) TL/8 (E) IQ+0 [ 1 ] – 12; Detect Lies (H) Per-1 [ 2 ] – 11; Fast Talk (A) IQ+1 [ 4 ] – 13; Intimidation (A) Will+0 [ 2 ] – 12; Merchant (A) IQ+1 [ 4 ] – 13; Streetwise (A) IQ+1 [ 4 ] – 13


Black Hat
Cost: 70 Points

Note: I can’t guarantee there will be a large amount of computers during the beginning parts.
Attributes: ST 10 [ 0 ]; DX 10 [ 0 ]; IQ 12 [ 30 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [ 0 ]; Will 10 [ 0 ]; Per 10 [ 0 ]; FP 10 [ 0 ]; Basic Speed 5.0 [ 0 ]; Basic Move 5 [ 0 ]
Skills: Computer Operation/TL 8 (E) IQ+2 [ 4 ] – 14; Computer Programming/TL 8 (H) IQ+1 [ 8 ] – 13; Cryptography/TL 8 (Cryptanalysis) (A) IQ+0 [ 2 ] – 12; Electronic Operation/TL 8 (Communications) (A) IQ+0 [ 2 ] – 12; Electronic Operation/TL 8 (Surveillance) (A) IQ+0 [ 2 ] – 12; Electronics Repair/ TL 8 (Computer) (A) IQ+0 [ 2 ] – 12; Expert Skill (Computer Security) (H) IQ+1 [ 8 ] – 13; Fast-Talk (A) IQ+0 [ 2]; Mathematics/TL 8 (Computer Science) (H) IQ+0 [ 4 ] – 12; Mathematics/TL 8 (Cryptology) (H) IQ-2 [ 1 ] – 10; Research/TL 8 (A) IQ+1 [ 4 ]; Scrounging (E) Per+0 [ 1 ] – 10


Merchant/Shopkeep
Cost: 5 Points

You ran a shop. This could be of many kinds, but this template assumes it’s the kind that lends itself more to on-hands management, whatever that may be.
Attributes: ST 10 [ 0 ]; DX 10 [ 0 ]; IQ 10 [ 0 ]; HT 10 [ 0 ]
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [ 0 ]; Will 10 [ 0 ]; Per 10 [ 0 ]; FP 10 [ 0 ]; Basic Speed 5.0 [ 0 ]; Basic Move 5 [ 0 ]
Skills: Accounting (H) IQ-2 [ 1 ] – 8, Current Affairs/TL 8 (Business) (E) IQ+0 [ 1 ] – 10, Finance (H) IQ-2 [ 1 ], Merchant (A) IQ+0 [ 2 ] – 10,

Recommended: Diplomacy for business owners that dealt with larger professional deals, Law for certain businesses that regularly brush up against it (e.g. gun owners), Wealth advantage and Administration for larger business, Economics and Market Analysis for more focus on the Stock Market (And technically the Independent Income advantage, but that won’t matter in the campaign).


Everyday Citizen
Cost: 5 Points

This is the kind of person that has good competency in many things that people use on a regular day.

Perks: Dabbler (Skills chosen according to Perk rules) [ 1 ]
Primary Skills: * Area Knowledge (Home Town) (E) IQ+0 [ 0 ]; Computer Operation (E) IQ+0 [ 1 ]
*Disadvantages:
Pacifism (Reluctant Killer) [ -5 ]

Add 8 Points split among Hobby Skills, Skills that can be used as a hobby (Like Carpentry), Professional Skill, Expert Skill, and any other skills used as part of their job (11 or 12 is the recommended Skill Level); if you take a template for a profession, you can optionally use that instead. Many templates will overlap with this template (Such as the Driving skill of Beat Cops), usually they stack but use your best judgement.

Recommended: Driving, Current Events, many knowledge skills (Especially for the Dabbler perk) such as Mathematics, Physics, Chemistry, Biology.

Templates and Lenses

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