This week, we have four characters representing the four major archetypes
of a certain fantasy role-playing game and could possibly be used to introduce
players of that game to GURPS (the only "odd" thing I did was use
ritual magic from GURPS Spirits for the priest). Equipment is only
what the character would be assumed to be carrying on them. Additional
gear may be on a mule or donkey.
ST: 11 [10]; DX: 13 [30]; IQ: 10 [0]; HT: 11 [10]
Advantages: None
Disadvantages: Bloodlust [-10]; Chummy [-5]; Code of Honor [-10]; Impulsiveness [-10]; Post Combat Shakes [-5]
Skills: Armoury (Hand Weapons)-9 [1]; Axe/Mace-12 [1]; Crossbow-13 [1]; First Aid-10 [1]; Gambling-9 [1]; Knife-13 [1]; Leadership-9 [1]; Shield-14 [2]; Shortsword-14 [4]; Survival (Woodlands)-9 [1]; Swimming-13 [1]
Gear: cheap shortsword (1d-1 imp, 1d+1 cut), small shield (PD 2), crossbow (1d+3 imp, SS 12, Acc 4, 1/2 220), quiver w/20 bolts, two hatchets (1d+1 cut), large knife (1d-1 imp/cut), chainmail armor (PD/DR 3/4), personal basics -- medium encumbrance (-2 Move)
Notes: This NPC is a combatant of reasonably competant breadth
and depth of skill.
ST: 10 [0]; DX: 9 [-10]; IQ: 13 [30]; HT: 10 [0]
Advantages: Literacy [10]; Magery 2 (Moon Aspected) [13]
Disadvantages: Albinism [-10]; Code of Honor (Pirate's) [-5]; Greed [-15]; Low Pain Threshhold [-10]
Skills: Alchemy-10 [1]; Archaeology-11 [1]; Breath Control-10 [1]; History-11 [1]; Knife-9 [1]; Literature-11 [1]; Research-12 [1]; Spell Throwing (Fireball)-11 [4]
Spells: (1 point @ 13): Sense Life; Sense Foes; Seek Earth; Shape Earth; Earth Vision; Ignite Fire; Create Fire; Shape Fire; Fireball; Detect Magic; Light
Gear: Robe, light boots, small knife (1d-3 cut/imp), 2-point powerstone, 1-point powerstone
Notes: Spell selection has been oriented toward "dungeon crawling."
ST: 10 [0]; DX: 10 [0]; IQ: 13 [30]; HT: 9 [-10]
Advantages: Clerical Investment [5]; Patron (Church, 6 or less) [10]; Ritual Aptitude 5 [5]
Disadvantages: Duty (to church, 12 or less) [-10]; Low Pain Threshold [-10]; Pacifism (Won't Harm Innocents) [-10]; Voices [-5]; Vows [-5]
Skills: Bard-12 [1]; Occultism-12 [1]; Performance/Ritual-12 [1]; Ritual Magic (Religion)-12 [4]; Spirit Lore-12 [1]; Staff-9 [2]; Teaching-12 [1]; Theology (Religion)-12 [2]
Paths and Rituals: Path of Knowledge-12 [4]; Aura Reading-12; History-8; Locate-7; Read Memories-5; Read Thoughts-5; Scry-6; Veil-9; Vision of Luck-9; Path of Health-12 [4]; Dose-12; Soothe-12; Fertility-10; Slumber-9; Vitality-9; Sterility-8; Succor-8; Lust-7; Hasten Mount-7; Malaise-7; Warrior's Blessing-6; Evil Eye-5; Path of Spirit-12 [4]; Banish-8; Bind-9; Exorcise-10; Fetish-7; Ghost Sword-8; Lay to Rest-12; Spirit Slave-6; Spirit Trap-8; Summon-12
Gear: Robe, sandals, staff (1d+2 cr swung or 1d cr thrust, parry 6), religious symbol (+0 as a spiritual symbol).
Notes: Ritual Magic and Theology require specializations based
on the religions available in the campaign. Likewise, the Vow should be
appropriate to the chosen religion.
ST: 10 [0]; DX: 12 [20]; IQ: 12 [20]; HT: 10 [0]
Advantages: Alertness +1 [5]
Disadvantages: Cowardice [-10]; Glory Hound [-15]; Selfish [-5]
Skills: Acrobatics-11 [2]; Acting-12 [2]; Boating-11 [1]; Climbing-12 [2]; Cloak-12 [2]; Fast-Talk-12 [2]; Knife-12 [1]; Knife Throwing-12 [1]; Lockpicking-12 [2]; Traps-12 [2]; Stealth-12 [2]; Streetwise-11 [1]
Gear: large knife (1d-2 cut/imp), 4 small knives (1d-3 cut/imp, 1/2 dam 5), lockpick kit, small cloak (PD 1), light leather armor (PD/DR 1/1), normal clothes, small sack
Notes: This NPC thief is trained in the social and physical aspects
of the job.