Continuing from my earlier post, I’m starting with the knowledge that this character will be thrown across parallel worlds in the game to come. That said, I don’t want the character to be too prepared for this eventuality.
Flicking through the pages of GURPS Campaigns, looking at the Infinite Worlds section, I noticed the natural parachronic phenomena section. This reminded me that there’s an option for an inherent ability – I think it’s called “Jumper” – that allows cross-world travel. I feel like I would want to add the “Uncontrollable” limitation to that power, at least at first, but that’s just a first thought. Hmm. I’m as yet undecided as to whether to have the character gain access to a parachronic projector, come in contact with a natural parachronic phenomena, or be built with an inherent power. Maybe I should just randomise that choice. For now, I decide to park the question.

Converting From The Template
Picking up the Tramp template from GURPS Rogues (a Third Edition sourcebook), I decide to begin by building the character JUST using the template. From there, I can see how the conversion to Fourth Edition looks and how many character points it expends. That’ll help me see how the power level pans out too – it’s a 60-point template in the book but I know that it’ll probably cost more in Fourth Edition.
Rather arbitrarily, I decide that the character will be from a modern setting at Tech Level 8. I allocate 100 character points, pitching him at the top end of “Exceptional” given the guidance on B487, and opt for -50 points for Disadvantages and the usual -5 points for Quirks.
Opening up GURPS Character Assistant 4, I restrict myself to the Basic Set at this stage. Oh, and I am referencing the free GURPS Update document to convert the template choices across editions.
Building The Tramp
I plug in the template’s Attributes: ST 11 [10]; DX 12 [40]; IQ 10 [0]; and HT 11 [10].
The template offers 25 points from a range of Advantages. The first pick is Fearlessness 2 [4] because I like the idea of this guy being less phased by stuff around him. I grab Pitiable [5] to give him some positive modifiers on reaction rolls. Opting for a Claim to Hospitality (Tramps) is something I eyeball to be 5 points worth – he’ll be able to mooch aid from fellow tramps anywhere, so that’s quite an edge in certain situations. I figure that Extra Fatigue Points 2 [6] might be handy. To round him out, and because I like the sound of it, I grab Versatile [5] to give him a bonus on creative or inventive tasks.
That all gets balanced out with -25 points of Disadvantages. I immediately like the idea of Compulsive Behavior (Wanderlust, 12 or less) [-10]. Following this, largely because it appeals to me as a good motivation for being a Tramp, I choose Disciplines of Faith (Asceticism) [-15]. I intend to drop the suggestions for self-harm and focus on the idea of giving up the comforts of society to lead a life of self-denial and self-discipline.
Next comes the Primary Skills. There are 8 points to spend and I choose as follows: Driving/TL8 (Automobile), Hiking, Piloting/TL8 (Light Airplane) plus (Helicopter), and Riding (Equines). I am beginning to imagine a guy who was once quiet wealthy or who maybe even has a past connected to aircraft but who has taken to the road in recent years. I find this suggestive as well as recognising that, in the type of game I am proposing, these skills give him some flexibility in play. I put four points into Hiking, given that he’s on foot right now; the rest of the skills get 1 point each.
Secondary Skills first offers 4 points in a range of items. I choose to go for 1 point in each of Panhandling, Philosophy, Scrounging, and Theology. Those seem logical given the above decisions. For the Philosophy, I choose Stoicism; for the Theology, I opt for Christianity. These choices bring a little bit of me to the character in a way that both interests me and feels comfortable enough to roleplay. On top of that, the template gives 2 points on and Area Knowledge (USA); Navigation/TL8 (Land). I think I always imagined him being from America – dunno why.
Finally from the Tramp template, I’ve got some Background Skills to choose. There are 6 points to spend and I decide to spread them across Climbing, Cooking, First Aid TL8 (Human), Meditation, Naturalist (Earth), and Survival (Urban).
That all works out at a total of 79 points in Fourth Edition, which is pretty neat.
Fleshing Him Out
Somewhere along the way an idea popped into my mind. I know it’s a stereotype but I rather like the idea of this guy being ex-Special Forces. Perhaps it was the decision to give him the Piloting skills, I dunno. Anyway, I grabbed the GURPS Spec Ops book off my shelf by way of inspiration. Then the idea died because, frankly, the sheer amount of skills needed to reasonably represent Spec Ops was beyond the limit I’d set myself.
Instead, I flipped through the Rogues book again and found the Smuggler. What if he used to be involved in smuggling? This raised a smile. I still have 21 points to spend and -25 points of Disadvantages open too. Perhaps cherry-picking from this second template could help me flesh him out.
Bearing in mind that, in GURPS, templates are not rules – they are a way to guide character creation but not binding – I decided to start with the skills and pick out flavourful and useful stuff from the Primary Skills on the Smuggler template. New skills that seem relevant include: Fast-Talk, Navigation/TL8 (Air), and Freight Handling. The Secondary Skills yield Acting, Camouflage, Stealth, and any combat weapon skill; on this I opt for Guns/TL8 (Pistol) and Knife.
At this point, looking at the skill values, I realise that the Smuggler increase IQ to 12 for a good reason. I decide to buy that IQ 12 [40] and then balance things out with the remaining Disadvantage points. I am 27 points over and so I need -25 points from Disadvantages and will invoke -2 from Quirks.
The Smuggler template’s Disadvantages are interesting. Code of Honour (Smuggler’s) appeals but seems a bit out of date for this character who is no longer smuggling. Loner (12 or less) [-5] fits the character better, so I grab that. Bad Temper (12 or less) [-10] also seems interesting to add and connects nicely to the original story set-up I initially came up with. For a final choice, I opt outside of the templates and choose Sense of Duty (Christians) [-10] which rounds out the religious tenor I want for this character. For Quirks, I add Code of Honour (Keeps his word) [-1] and Vow (Stay off the booze) [-1] because they are suggestive of the type of person he is. And that levels him out to 100 character points. Nice.
Just need a name. Hopping online, I find name-generator.org.uk/character/ and start clicking the drop downs for options. On a whim, I decide he has a British mother but and American father, and that he’s 48 years old (born in 1971). Click, ten names are thrown up and I choose… James Morrow, aka Jimmy. That’ll do nicely.
Meet James Morrow, ladies and gentlemen.
Click to see the GURPS Character Sheet for James “Jimmy” Morrow
Now to start planning some actual play. Game on!
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