GURPS Dungeon Fantasy Fighter

Following on from yesterday’s post about random Attributes for GURPS, I’ve had some positive comments which sparked me to have a go at both a different approach to those attribute rolls and new style of random template.

In short, I wanted to create a quick-to-generate “Fighter” for GURPS Dungeon Fantasy (using just the Basic Set plus Dungeon Fantasy 1: Adventurers) inspired by a combination of my recent re-reading of AD&D 2e and my ongoing desire to simplify a route into learning GURPS. I’ve blended my earlier (and rather successful) random Skill, Advantage, and Disadvantage tables with ideas found in the Knight template.

The Fighter

To create a Fighter, begin with ST8, DX8, IQ8, and HT8.

Roll 4d6 and assign one die each to the ST, DX, IQ, and HT attributes, adding to the base value. Total the character points spent from this process. Secondary characteristics are derived from the attributes as normal.

Example: Klaus rolls 4d6 and scores 2, 2, 3, 5. He assigns the 5 to DX (DX 8+5 = 13), the 3 to ST (ST 8+3 = 11), and both the 2 scores to IQ and HT. Klaus has ST 11, DX 13, IQ 10, HT 10. He has spent 70 points.

Gain training in:

Brawling (E) DX+1 [2] or Boxing (A) DX [2]; Knife (E) DX [1] or Fast-Draw (any) (E) DX [1]; Shield (E) DX+2 [4]‡.

One of Crossbow or Thrown Weapon (Axe/Mace or Spear), all (E) DX+1 [2]; Bow or Throwing, both (A) DX [2]; or Sling (H) DX-1 [2].

One of these two sets of options:

  1. One of Axe/Mace, Broadsword, Polearm‡, Shortsword, Spear‡, or Two-Handed Sword‡, all (A) DX+2 [8]; or Flail (H) DX+1 [4].
  2. Two of Axe/Mace, Broadsword, Polearm‡, Shortsword, Spear‡, or Two-Handed Sword‡, all (A) DX+1 [4]; Flail (H) DX [4].

‡ Fighters who prefer two-handed weapons can omit Shield and raise a two-handed combat skill by a level.

Roll 3d6 on the random Skill table and gain those three Skills:

Roll one random Advantage and one random Disadvantage using the following tables:

Equipment will be either one weapon and a shield OR two weapons that the Fighter is trained in, plus a standard pack of basic gear chosen from the Quick Dungeon Equipment Packs I designed for the Dungeons of Thaarl.

Note that I considered doing attributes by rolling 6d6, dropping the highest and lowest, and assigning the remaining four BUT the statistical distribution was so close to just rolling 4d6 that I didn’t think it was worth the extra step.

Hope that makes sense. Let me know what you think in the comments.

Game on!


  1. I’m going to bookmark this page. I was wracking my brain the other day trying to think of how to do a random character generation for GURPS to help transition some players is, and you’ve done all the hard work for me.


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