Copyright 2002 by Brandon Cope

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Listed below are five 100-point characters that I may use in a GURPS® demo game in the near future. I have tried to stick to GURPS Lite™ for character creation. The only house rule I used in character creation was to reduce the difficulty of spells by one level (I also chose not to put ½ a point into any skills). To help new players, who are probably only used to class-based systems, I have tried to design each character to a particular role. However, I have also given each character some interesting additional abilities or twists. All characters have certain skills – this is mainly from militia training. I’ve included basic stories for each character.

All the characters are members of a small village’s militia. All the other troops are away in a war on the other side of the kingdom, which is why these characters get sent on a mission together.

Standard Gear: light leather armor (PD/DR 1/1), cheap clothing, hiking boots, belt, canvas knapsack, personal basics (spoon, fork, cup, etc.), tinderbox, 2 quart waterskin, 10 yards of rope, hatchet, simple first aid kit, blanket, 4 days hard tack

GURPS Lite rule changes:
[1] Unbalanced weapons like axes now can be used either to parry or attack in a round; there is no one second wait to Ready the weapon after an attack.


Character #1
Archetype: Agile Fighter
Regular Profession: Carpenter

ST: 11 [10]  --  Basic Damage: 1d+1 swing, 1d+1 thrust
DX: 14 [45]  --  Basic Speed: 6.25, Move: 6
IQ: 10 [0]  --  Will 10, Vision 12, Hearing 7, Smell/Taste 12
HT: 11 [10]

Advantages: Alertness +2 [10]; Charisma +1 [5]; Combat Reflexes [15]

Disadvantages: Duty (to village, 9 or less) [-5]; Hard of Hearing [-10]; Stubbornness [-5]

Skills: Animal Handling-9 [1]; Area Knowledge (Valley)-10 [1]; Brawling-14 [1]; Carpentry-11 [4]; Fast-Talk-10 [2]; First Aid-10 [1]; Knife-14 [1]; Knife Throwing-15 [2]; Leadership-10 [2]; Riding (Horse)-13 [1]; Shield-14 [1]; Shortsword-14 [2]; Spear-14 [2]; Spear Throwing-15 [2]; Stealth-13 [1]

Story: Until a few months ago, you were considered the best warrior in the valley and it seemed likely that you would be transferred to your lord’s personal guard. Fate stepped in while you were fighting bandits and you received a sharp blow to your head that ruined your hearing. Not wanting someone he considered practically deaf, your lord passed you over and selected a long-time rival of yours. You intend to show your lord he made the wrong decision.

Equipment: standard gear, cheap shortsword (1d+1 cut, 1d-1 imp), large knife (1d-1 cut/imp),  6 daggers (1d-2 imp, Max 11), 3 javelins (1d+2 imp, Max 28)


Character #2
Archetype: Strong Fighter
Regular Profession: Mason

ST: 14 [45]  --  Basic Damage: 2d swing, 1d thrust
DX: 11 [10]  --  Basic Speed: 5.5, Move 5
IQ: 10 [0]  --  Will 10, Vision 10, Hearing 10, Smell/Taste 10
HT: 11 [10]

Advantages: Charisma +1 [5]; Danger Sense [15]; High Pain Threshold [10]

Disadvantages: Duty (to Village, 9 or less) [-5]; Laziness [-10]; Truthfulness [-5]

Skills: Area Knowledge (Valley)-10 [1]; Axe/Mace-12 [4]; Brawling-12 [2]; Carousing-10 [1]; Climbing-10 [1]; Crossbow-11 [1]; First Aid-10 [1]; Gambling-9 [1]; Intimidation-10 [2]; Knife-11 [1]; Masonry-12 [2]; Singing-11 [1]; Stealth-11 [2]; Swimming-11 [1]; Two-Handed Axe/Mace-12 [4]

Story: You could have been a great fighter, but you’d rather sleep or stay all night in the tavern. Some people mistake your laziness for cowardice but you’re tough enough to make sure they don’t repeat that mistake.

Equipment: standard gear, great axe (2d+3 cut), large knife (1d+2 cut, 1d imp), mace (2d+3 cr), crossbow (1d+4 imp, Max 350)



Character #3
Archetype: Rogue
Regular Profession: Merchant

ST: 11 [10]  --  Basic Damage: 1d+1 swing, 1d-1 thrust
DX: 13 [30]  --  Basic Speed: 5.75, Move 5
IQ: 12 [20]  --  Will 13, Vision 12, Hearing 12, Smell/Taste 12
HT: 10 [0]

Advantages: Acute Hearing +3 [6]; Empathy [15]; Semi-Literate [5]; Strong Will +1 [4]

Disadvantages: Duty (to Village, 9 or less) [-5]; Gluttony [-5]; Impulsiveness [-10]

Skills: Acting-12 [2]; Area Knowledge (Valley)-13 [2]; Cooking-12 [1]; Crossbow-13 [1]; Dancing-12 [1]; Fast Talk-13 [4]; First Aid-12 [1]; Gambling-12 [2]; Holdout-12 [2]; Knife-13 [1]; Lockpicking-11 [1]; Merchant-12 [2]; Shortsword-14 [4]; Stealth-14 [4]; Traps-12 [2]

Story: Your parents were retired adventurers who decided to settle down in the hole-in-the-wall village and open a general store. Both tried to teach you how to make money the honest way but also taught you some other skills for ‘emergency’ use.

Equipment: standard gear, cheap shortsword (1d+1 cut, 1d-1 imp), 2 small knives (1d-2 cut/imp), crossbow (1d+3, Max 275)


Character #4
Archetype: Mage
Regular Profession: Musician

ST: 10 [0]  --  Basic Damage: 1d swing, 1d-2 thrust
DX: 11 [10]  --  Basic Speed 5.25, Move 5
IQ: 13 [30]  --  Will 13, Vision 13, Hearing 13, Smell/Taste 13
HT: 10 [0]

Advantages: Literacy [10]; Magery 2 [25]; Musical Ability +3 [3]; Status +1 [5]

Disadvantages: Arachnophobia [-5]; Bully [-10]; Duty (to Village, 9 or less) [-5]

Skills: Area Knowledge (Valley)-13 [1]; Carousing-10 [2]; Crossbow-11 [1]; First Aid-13 [1]; Knife-11 [1]; Musical Instrument (Flute)-12 [2]; Musical Instrument (Lute)-12 [2]; Savoire-Faire-13 [1]; Singing-14 [2]; Sex Appeal-10 [2]; Spear-10 [1]; Spell Throwing (Fireball)-12 [2]; Stealth-10 [1]

Spells: Create Fire-14 [1]; Fireball-15 [2]; Haste-14 [1]; Ignite Fire-15 [2]; Lend Health-14 [1]; Lend Strength-14 [1]; Light-15 [2]; Minor Healing-15 [2]; Shape Fire-14 [1]

Story: You were trained by your Lord’s personal mage and as such you feel superior to your neighbors. You sometimes use your standing to try to push most of the villagers around when you don’t get your way – you rarely try this tactic with the other militia members, though. Your musical abilities do make you somewhat popular and you try to attend all the social events you can.

Equipment: standard gear, spear (1d imp, +1 used two-handed), small knife (1d-3 cut/imp), crossbow (1d+2 imp, Max 250), flute



Character #5
Archetype: Woodsman
Regular Profession: Hunter/Scout

ST: 11 [10]  --  Basic Damage: 1d+1 swing, 1d-1 thrust
DX: 12 [20]  --  Basic Speed: 6, Move: 6
IQ: 11 [10]  --  Will 11, Vision 11, Hearing 11, Smell/Taste 11
HT: 12 [20]

Advantages: Absolute Direction [5]; Disease Resistant [5]; Luck [15]; Poison Resistant [5]

Disadvantages: Duty (to Village, 9 or less) [-5]; Overconfident [-10]; Unattractive [-5]

Skills: Animal Handling-10 [1]; Area Knowledge (Valley)-14 [4]; Camoflage-13 [4]; Climbing-12 [2]; Cooking-12 [1]; Crossbow-13 [2]; First Aid-12 [1]; Knife-11 [1]; Naturalist-12 [4]; Spear-12 [2]; Survival (Woodlands)-13 [4]; Swimming-12 [1]; Tracking-12 [2]

Story: You like the woods and prefer them to the village. You know you are a very good hunter and point to situations where you succeeded despite poor odds. You know the terrain in the valley as well as anyone and have sometimes served as a guide for your Lord’s hunting parties.

Equipment: standard gear, crossbow (1d+3 imp, Max 275), spear (1d+1 imp, +1 used two-handed), large knife (1d-1 imp/cut), hatchet (1d+2 cut, skill-7)