Character sheet available in the CP2020 Fantasy Hack File Library.
Attributes and Modifiers - Racial modifiers can be handled on a case-by case basis, but in general modifiers to ST and HT can be added 1:1 to BOD, DX can be added to REF, Will Bonuses can be added to COOL, and other advantages and disadvantages from racial packages can be added as appropriate, generally at +1 per 5pts in GURPS. Many special abilities are best modeled using the statistics and descriptions for cybernetics. For example, a race with night vision might be modeled using IR, LI, or THERMO optics. Humans, having no particular special abilities, are somewhat shortchanged. As a compensation, all humans are granted a +2 to LUCK, and a free +2 to any appropriate "Special Ability" that is not their primary one. This represents the cinematic versatility and good fortune of humans in a fantasy setting.
Classes and Special Abilities – There are no specific classes, only broad character concepts. Use special abilities as required to define an appropriate PC concept. Use them as described in the Revised Special Abilities article located elsewhere. Note that according to that variant, most of these abilities can be used in a variety of ways at 1/2 level. Not all are appropriate for a fantasy campaign, specifically Interface and Medtech, so these are removed from the list. Variants of these abilities may be used on a case by case basis.
Arcane Arts - This represents a combination of both aptitude and training for manipulating magical forces. It is a prerequisite for most magic.
Artisanry – This represents skill at crafting and repairing things, whether horseshoes or clockwork golems. It also works as "Jury Rig" in the base rules, and can represent artistic talent, or simple skill with tools.
Authority – This represents the ability of nobles, sheriffs, and city guardsmen to enforce law within their domains and call upon vassals for support. Most landed nobles should take this if they actually reside on their lands and enforce law there.
Charismatic Leadership – This represents the ability of a cleric to lead his flock, or a barbarian khan to call upon his horde. Possibly it could represent the skill of some bards to sway a crowd, or orators and rabble rousers. Great war leaders will often possess this as well.
Combat Sense – This is a basic element for all professional warriors. Most soldiers, armed peasants, or bandits do not usually have this level of training or experience, though knights, samurai, or experienced veterans would qualify. Assassins and ninja-types should consider the variant “Combat Sneak”.
Credibility – This represents the ability to be believed, as a result of both skill and personal reputation. Bards, spies, heralds, professional diplomats and so forth.
Dedication - This represents the connection between a cleric and the deity he or she serves, above and beyond that of a lay believer. It allows one to focus divine energies into blessings and curses, and to dispel unnatural beings and other forces opposed to the cleric's deity.
Family – Membership in a tightly connected but widely spread group, this would be used by nomadic clan members, thieves in a particularly tight guild, something like that.
Resources – Any wealthy merchant or aristocrat could have this, representing their membership in a wealthy family or trading house. It is especially appropriate for nobles who live near a royal court, rather than in a dreary old castle.
Streetdeal – Rogues and anyone with connections to the seamy underbellies of any great city might have this.
Combat Skills - Many technologically oriented skills are no longer appropriate to a fantasy campaign, while other skills require substitution or modification. This is especially true of combat skills, which are detailed here.
1H Melee - Axes, maces, knives, any conventional weapons used in a single hand.
2H Melee - Spears, polearms, two-handed versions of one-handed weapons, and staves.
Archery - Bows and crossbows of all sizes and varieties.
Brawling - Unscientific street-fighting of the common sort, including the use of improvised weapons. The vast majority of combatants use "Brawling" for their fisticuffs and street brawls.
Blackpowder Guns - Pistols and rifles of any lock mechanism, such as matchlock, flintlock, et cetera.
Exotic Weapons - Strange and specialized weapons, like whips, nunchucks, or trick/spring-loaded "ninja" weapons.
Martial Arts - Scientific fighting systems, designed with the "Simplified Martial Arts" rules. In the Aestas setting, all commonly known martial arts, such as those studied by Keller men-at-arms or duelists, are "x2IP". More complex systems are rare, hidden, and often kept as secret lore by their creators.
Siege Weapons - Siege engines like catapults, ballistas, and so forth, as well as cannons, bombards, swivel guns, and such.
Swords - Any variety of swords, from shortswords to greatswords, sabers, estocs, or whatever.
Throwing Weapons - Javelins, spears, throwing axes, shurikens, atl-atls, and slings.
New Skill: "Shield" (REF) - This is the skill of using a shield as a mobile, active means of defense rather than simply as a bit of cover to hide behind. Without it, shields cover the arm, and possibly one other hit location, almost by accident. With it, one can block or parry an incoming attack without having to roll 5+ greater than the attacker's roll, to avoid damaging the arm. Shields add a rather substantial defensive bonus in some cases, but only against melee attacks. Against ranged attacks, they still can provide useful cover. The shield can also be used as a blunt weapon, by striking with either the flat or the rim of the shield. Any time a shield is actively used to defend, any of the user's following attacks that same round are at -3 or more due to "Multiple Actions".