Copyright 2000 by Brandon Cope
 

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Sir Richard of Halford

ST: 13 [30] -- Swing 1d+3, Thrust 1d
DX: 14 [45] -- Basic Speed 6.5, Move 6 (3 with armor)
IQ: 11 [10]
HT: 12 [20]

Point Total: 186

Advantages: Ally Group (2-5 members, 12 or less) [20]; Combat Reflexes [15]; High Pain Threshold [10]; Legal Enforcement Powers [15]; Patron (Baron of Arvey, 6-) [5]; Reputation +2 (Megalan non-nobles) [5]; Status +2 [5*]; Wealth (Wealthy) [20];
* one free level from Wealthy

Disadvantages: Code of Honor (Gentleman's, towards Megalans only) [-10, with -50% limitation: -5 final]; Duty (to Baron of Arvey, 9 or less) [-5]; Intolerance (Racial) [-10]; Intolerance (Religious) [-10]; Obsession (bring Baregon and his bandits to justice) [-10]; Repuation -4 (non-human non-Megalans) [-10];

Quirks: Charitable to peasants and beggars; Dislikes pampered nobles and merchants

Skills: Area Knowledge (north-western Megalos)-12 [2]; Axe/Mace-12 [0.5]; Broadsword-16 [8]; Crossbow-14 [1]; Diplomacy-11 [2]; Heraldry-11 [2]; Intimidation-13 [2]; Knife-13 [0.5]; Lance-14 [2]; Leadership-13 [6]; Riding (Horse)-15 [4]; Savior-Faire-13 [0*]; Shield-14 [1]; Tactics-12 [6]; Theology (Catholic/general)-14/8 [1]
* default from Status

Appearance

Sir Richard is a rather imposing figure. He stands 6'2", weighs 170 lbs and has a flowing black moustache. His hair is cut in a conventional bowl style. His armor and weapons are in kept in excellent condition, as one might expect. His personal device features a green griffon on a red and black checkered background.

Equipment

Thrusting broadsword (1d+4 cut, 1d+2 imp, Parry 9), large knife (1d+1 cut, 1d imp, Parry 6), Crossbow (ST 13, 1d+7 imp, 1/2 Dam 260 yds) with 20 bolts, steel corslet on torso (PD 4, DR 5), chainmail on arms and legs (PD 3, DR 4), pot helm (PD 3, DR 4), boots (PD 2, DR 2), gauntlets (PD 2, DR 2), medium shield with personal device (PD 3, hits 7/40), warhorse, tack, outdoor gear as needed

Biography

Sir Richard is a capable and (at least among commoners) well-respected Megalan knight in the north-western reaches of the empire. He is also, for the most part, of conventional Megalan mindset, intolerant of anyone who has the misfortune to not be human or Christian. He is, however, a bit more honorable than the typical Megalan noble (and many knights), which has sometimes gotten him into trouble with the local nobility. He is also very fair in his dealings with the peasants and beggars. His compassion ends at the Megalan border, however. Sir Richard has been known to slaughter the entire populations of villages and burn what was left. Even in such a brutal environment, this shocks many local nobles. The most severe reaction was from his first (and only) wife -- after learning of her husband's debauchery the first time, she entered a nunnery and has remained there since.

Perhaps because of these reasons, as well as his reluctance to play backstabbing politics, he has not advanced in the social order since his knighting some twelve years ago. For his part, Sir Richard blames his inability to bring to justice Baregon's band the most significant blemish on his life. Over the months, the capture of this criminal has become an obsession, distracting him from his holding, which is suffering because of it.

Sir Richard's estate is in the small village of Halford, roughly a day's ride west of Arvey, in the shadows of the Bronze Mountains foothills. The only members of his household, all highly loyal to him (and his Ally Group) are his squire, an armorer, an animal handler (horses, hounds and falcons), a cook and a somewhat mysterious old man the village is a bit afraid of. He does also hire local villagers from time to time to work on his estate. While his estate appears well-kept for someone of his status and wealth, a closer look will reveal signs everywhere that only a minimal amount of effort is spent maintaining the holding.

Encountered

Sir Richard will generally be found in Halford, Arvey or the lands to the south and west, raiding across the border or hunting down criminals.

Canonically

Sir Richard, with the exceptions of the limitation on his Code of Honor and -50 points in disadvantages, is built according to normal GURPS® rules.

What if?

Sir Richard works equally well in a Middle Ages campaign (simply change his Racial Intolerance for Ethnic Intolerance -- he will likely be of Norman blood, himself). He may also make an appearance in a Robin Hood campaign, as well.

All members of his Ally Group are 75+ points - even the cook (who was formerly a member of the Megalan legions). The exact nature of the old man is up to the GM - he could be a fallen priest, a retired mage, etc.

In the Campaign

Aside from chasing down Baregon, Sir Richard can be useful in any campaign set in that region of Yrth. He can be used in adventures of war and of court intrigue (if anyone can motivate him to make an effort). The hardest part of dealing with Sir Richard is that for some characters (and many players) he is a thoroughly unpleasant person to deal with, if run correctly. However, if the PCs are humans of Megalan ancestry, he is useful to have on their side.