FLUIDIST (BLUE-ROBE)
TemplateMagical Styles: Dungeon Magic · p.33
Open source p.33An experienced, adventuring blue-robe, you’re both
graceful and well-versed in Fluidism – a credit to your
order, fit to enlighten students of your own. Your practical
methods for escaping sticky situations and making ends
meet more than make up for whatever you may lack in
conventional wizardly book-learning. Unlike guildsmen and
academics, you’ve honed your skills in the real world; you
know to come in out of the rain, and are handy with cloak
and wand (or sword, if need be).
Attributes: ST 10 [0]; DX 13 [60]; IQ 15 [100]; HT 11 [10].
Secondary Characteristics: Damage /; BL 20 lbs.; HP
10 [0]; Will 15 [0]; Per 13 [-10]; FP 11 [0]; Basic Speed 6.00
[0]; Basic Move 6 [0].
Advantages: Magery 3 [35]; Magical School Familiarity (Flu-
idism) [1]; and four Magic Perks from the Fluidism list
(p. 7) [4]. • 30 points chosen from among DX or IQ +1
[20], Will or Per +1 to +5 [5/level], FP +1 to +3 [3/level],
Basic Speed +1.00 [20], Basic Move +1 to +3 [5/level],
Absolute Direction [5] or Spatial Sense [10], Ambidex-
terity [5], Energy Reserve 1-10 (Magical) [3/level],
Enhanced Dodge 1 [15], Flexibility [5] or Double-Jointed
[15], Gizmos 1-3 [5/level], High Manual Dexterity 1-4
[5/level], Languages (any) [2-6/language], Luck [15] or
Extraordinary Luck [30], Magery 4, 5, or 6 [10, 20, or 30],
Perfect Balance [15], Serendipity 1 or 2 [15 or 30], Signa-
ture Gear [Varies], or Wild Talent 1 (Retention, +25%;
Focused, Magical, -20%) [21].
Disadvantages: -15 points chosen from among Curious
[-5], Impulsiveness [-10], Intolerance (Elitists and
keepers of secrets) [-5], Kleptomania [-15*], Laziness
[-10], Trickster [-15*], or Wealth (Struggling) [-10].
Fatigue Points and Energy Reserve
To be “legal” for campaigns that don’t use GURPS
Dungeon Fantasy, these templates enforce the standard
secondary characteristic limits on pp. B15-18. In particular,
FP scores are restricted to 30% above HT. In lieu of the “FP
+1 to +10 [3/level]” on the wizard template, these arche-
types get Energy Reserve (Magical) [3/level]. This normally
isn’t a starting option for wizards, but a power-up bought
with earned points, described in GURPS Dungeon Fantasy
3: The Next Level (see also GURPS Powers, p. 119). In a
pure Dungeon Fantasy campaign, the GM should ensure
that all Magery-based casters have access to the same total
FP and ER. However, it would be reasonable to rule that
only stylists may enter play with an ER – a benefit of con-
centrated schooling in magical secrets.
• Another -25 points chosen from among the previous traits
or Absent-Mindedness [-15], Bad Temper [-10*], Clueless
[-10], Combat Paralysis [-15], Cowardice [-10*], Frightens
Animals [-10], Hard of Hearing [-10], Loner [-5*], Low Pain
Threshold [-10], Nervous Stomach [-1], Oblivious [-5],
Overconfidence [-5], Post-Combat Shakes [-5], Sense of
Duty (Adventuring companions) [-5], Skinny [-5], Stub-
bornness [-5], Unnatural Features 1-5 [-1/level], or Weird-
ness Magnet [-15].
Primary Skills: Teaching and Weather
Sense, both (A) IQ [2]-15; Philosophy
(Fluidism) (H) IQ-1 [2]-14; and Thau-
matology (VH) IQ+1 [2]-16†.
Secondary Skills: Two of Acrobatics,
Aerobatics, Aquabatics, or Body Sense,
all (H) DX-1 [2]-12; Swimming (E)
HT+1 [2]-12; or Flight (A) HT [2]-11.
• Cloak (A) DX [2]-13, and either
Shortsword or Smallsword, both (A)
DX [2]-13. • Innate Attack (Beam or
Projectile) (E) DX+1 [2]-14, or both
specialties at (E) DX [1]-13. • Four
of Hazardous Materials (Magical),
Occultism, Research, Speed-Reading,
or Writing, all (A) IQ-1 [1]-14; Natural-
ist (H) IQ-2 [1]-13; Alchemy (VH) IQ-3
[1]-12; Meditation (H) Will-2 [1]-13; or
Survival (any) (A) Per-1 [1]-12.
Background Skills: Eight of Jumping (E)
DX [1]-13; Climbing, Dancing, Filch, or
Stealth, all (A) DX-1 [1]-12; Escape,
Pickpocket, or Sleight of Hand, all (H)
DX-2 [1]-11; First Aid, Gesture, or Sea-
manship, all (E) IQ [1]-15; Hidden Lore
(any), Navigation (any), or Perform-
ance, all (A) IQ-1 [1]-14; Diplomacy or
Ventriloquism, both (H) IQ-2 [1]-13;
Carousing (E) HT [1]-11; Hiking or
Running, both (A) HT-1 [1]-10; Scrounging (E) Per [1]-13; 1
point to raise one of those skills by a level; or 1 point to buy
any unselected secondary skill at the 1-point level.
Spells: Apportation and Haste, both (H) IQ+1 [1]-16†; Create
Fluid, Purify Fluid, Seek Fluid, and Shape Fluid, all (VH) IQ
[1]-15†; and 24 points in additional Fluidism spells (pp. 7-8).
* Multiplied for self-control number; see p. B120.
† Includes +3 for Magery.
Customization Notes
Like any wizard, the Fluidist is defined by his spell
choices. These just happen to go with unorthodox advantage
and skill choices!
The naturalist values Per to be aware of the world, Basic
Move for hiking, and Absolute Direction for navigation. He’s
often Curious and has minimal possessions (low Wealth), and
avoids the crackling magic behind Frightens Animals – though
he may be awkward with people (Bad Temper, Clueless, and/or
Loner). He favors outdoor skills like Climbing, Flight, Hiking,
Naturalist, Navigation, Seamanship, Survival, and Swimming.
His preferred spells concern travel (e.g., Cloud-Walking, Flying
Carpet, Quick March, and Snow Shoes) and manipulating
nature (Create Spring, Current, Rain, Windstorm, etc.).
The philosopher goes for improved IQ and Magery. His per-
sonality mirrors his beliefs, leading to Intolerance of overstruc-
tured thinkers and Impulsiveness in his actions. If any Fluidist
is prone to classic wizardly flaws like Absent-Mindedness,
Combat Paralysis, and Weirdness Magnet, it’s him. He pos-
sesses physical skills because that’s expected, but enjoys schol-
arly disciplines – particularly Alchemy, Hidden Lore (possibly
many sorts!), Meditation, Research, and Writing. His spells
lean toward purely magical concepts; e.g., Control Elemental,
Counterspell, Create Ele-
mental, Dispel Magic,
Divination,
Essential
Air, Essential Water,
Summon
Elemental,
and Ward.
The rogue is the
stereotypical blue-robe,
if not the most common
kind. He goes for DX,
Basic
Speed,
Basic
Move, Enhanced Dodge,
Flexibility, High Manual
Dexterity, and Perfect
Balance – and on the
other side of the ledger,
exhibits traits like Impul-
siveness, Kleptomania,
Laziness,
Overconfi-
dence, and Trickster. His
education ensures a few
mental skills, but his real
love is for stuff like Acro-
batics, Climbing, Escape,
Filch, Jumping, Pick-
pocket, Sleight of Hand,
and Stealth. He wields
decidedly roguish spells,
too: Balance, Freedom,
Grace, Infiltrate, Light Tread, Lockmaster, No-Smell, Undo,
Wallwalker, etc.
Where Fluidists bother with gear, they prefer enchanted
robes for protection (armor is so restrictive!), cloaks to block
blows, wands solid enough to double as weapons (batons or
short staffs), and jade power items (or Powerstones). Cloaks
and robes are inevitably blue-colored.