Berghold, Baron Crossguard [300 pt] [GURPS]

Baron Berghold Crossguard [300 pt]

Attributes [120]: ST 10, DX 12 [40], IQ 14 [80], HT 10

HP 10, Will 14, Per 14, FP 10

Social Background: 

TL: 3 [0], Cultural Familiarities: Western (Native) [0], Languages: Anglish (Native) [0]; Arabic (Native) [6]; Latin (Native) [6]

Advantages [152]: Charisma (2) [10], Independent Income (10) [10], Legal Enforcement Powers [5], Magery (3) [30], Magery 0 [5], Sage (2) [20], Smooth Operator (1) [15], Status (+4) [15]*, Wealth (Very Wealthy) [30]

*includes: +1 from ‘Wealth’

Disadvantages [-75]: Code of Honor (Professional) [-5], Curious (6 or less) [-10], Duty (Nobleman) (15 or less (almost always)) (Nonhazardous) [-10], Enemy (Latest rogue necromancer under sanction) (Equal in power to the PC) (9 or less) [-10], Honesty (12 or less) [-10], Pacifism (Cannot Harm Innocents) [-10], Sense of Duty (Empire) (Large Group) [-10], Truthfulness (12 or less) [-5], Vow (Uphold the Laws of Magic) [-5]

Quirks [-5]: Attentive [-1], Dislikes ‘Sloppy’ necromancy [-1], Dislikes delays in magical trials [-1], Habit (Hums when casting spells) [-1], Imaginative [-1]

Packages [0]: Scholar (Fantasy) [0] (modified)

Skills [54]: Administration IQ/A – IQ+0 14 [2], Broadsword DX/A – DX+0 12 [2], Diplomacy IQ/H – IQ+0 14 [2]**, Expert Skill (Political Science) IQ/H – IQ+0 14 [1]***, Heraldry IQ/A – IQ+1 15 [1]***, History (Magical) IQ/H – IQ+0 14 [1]***, Innate Attack (Projectile) DX/E – DX+0 12 [1], Law (Magical) IQ/H – IQ+4 18 [12]***, Literature IQ/H – IQ+0 14 [1]***,Occultism IQ/A – IQ+1 15 [1]***, Philosophy (Western) IQ/H – IQ+0 14 [1]***, Public Speaking IQ/A – IQ+2 16 [1]**/****, Research/TL3 IQ/A – IQ+2 16 [2]***, Riding (Equines) DX/A – DX+0 12 [2], Savoir-Faire (High Society) IQ/E – IQ+2 16 [2]**, Scrounging Per/E – Per+0 14 [1], Shield (Shield) DX/E – DX+0 12 [1], Staff DX/A – DX+0 12 [2], Thaumatology IQ/VH – IQ+5 19 [16]*****, Theology (Christian) IQ/H – IQ+0 14 [1]***, Writing IQ/A – IQ-1 13 [1]

**includes: +1 from ‘Smooth Operator’

***includes: +2 from ‘Sage’

****includes: +2 from ‘Charisma’

*****includes: +3 from ‘Magery’

Spells [54]: Affect Spirits IQ/H – IQ+1 15 [1], Animation IQ/VH – IQ+1 15 [2], Astral Block IQ/H – IQ+1 15 [1], Astral Vision IQ/VH – IQ+1 15 [2], Banish IQ/H – IQ+1 15 [1], Clumsiness IQ/H – IQ+1 15 [1], Colors IQ/H – IQ+1 15 [1], Command Spirit (Specters) IQ/H – IQ+1 15 [1], Continual Light IQ/H – IQ+1 15 [1], Control Zombie IQ/H – IQ+1 15 [1], Create Fire IQ/H – IQ+1 15 [1], Dark Vision IQ/H – IQ+1 15 [1], Death Vision IQ/H – IQ+1 15 [1], Enchant IQ/VH – IQ+1 15 [2], Fear IQ/H – IQ+1 15 [1], Final Rest IQ/H – IQ+1 15 [1], Fireball IQ/H – IQ+1 15 [1], Glow IQ/H – IQ+1 15 [1], Grace IQ/H – IQ+1 15 [1], Ignite Fire IQ/H – IQ+1 15 [1], Infravision IQ/H – IQ+1 15 [1], Itch IQ/H – IQ+1 15 [1], Lend Energy IQ/H – IQ+1 15 [1], Lend Vitality IQ/H – IQ+1 15 [1], Light IQ/H – IQ+1 15 [1], Light Jet IQ/H – IQ+1 15 [1], Mass Zombie IQ/VH – IQ+1 15 [2], Materialize IQ/H – IQ+1 15 [1], Minor Healing IQ/H – IQ+1 15 [1], Purify Air IQ/H – IQ+1 15 [1], Purify Water IQ/H – IQ+1 15 [1], Recover Energy IQ/H – IQ+1 15 [1], Repel Spirits IQ/H – IQ+1 15 [1], See Invisible IQ/H – IQ+1 15 [1], Seek Earth IQ/H – IQ+1 15 [1], Seek Water IQ/H – IQ+1 15 [1], Sense Emotion IQ/H – IQ+1 15 [1], Sense Foes IQ/H – IQ+1 15 [1], Sense Life IQ/H – IQ+1 15 [1], Sense Spirit IQ/H – IQ+1 15 [1], Shape Fire IQ/H – IQ+1 15 [1], Simple Illusion IQ/H – IQ+1 15 [1], Solidify IQ/H – IQ+1 15 [1], Spasm IQ/H – IQ+1 15 [1], Summon Spirit IQ/H – IQ+1 15 [1], Test Food IQ/H – IQ+1 15 [1], Turn Spirit IQ/H – IQ+1 15 [1], Turn Zombie IQ/H – IQ+1 15 [1], Zombie IQ/H – IQ+1 15 [1], Zombie Summoning IQ/H – IQ+1 15 [1]

Stats [120] Ads [152] Disads [-75] Quirks [-5] Skills [54] Spells [54] = Total [300]

Continue reading Berghold, Baron Crossguard [300 pt] [GURPS]

Professor Planck [GURPS 4e]

Professor Planck [250 pt]

Attributes [160]: ST 10, DX 11 [20], IQ 17 [140], HT 10

Advantages [122]: Appearance (Beautiful) [12], Charisma (1) [5], Gadgeteer (Quick) [50], Gizmo (3) [15], Magery (3) [30], Magery 0 [5], Versatile [5]

Disadvantages [-60]: Code of Honor (Comics Code) [-15], Curious (12 or less) [-5], Honesty (12 or less) [-10], Secret Identity (Serious Embarrassment) [-5], Sense of Duty (Humanity) (Entire Race) [-15], Trademark (Uses tech gear as a prop for magic) (Simple) [-5], Truthfulness (12 or less) [-5]

Quirks [-5]: Delusion (I am doing regular science.) [-1], Distractible [-1], Imaginative [-1], Likes Fiddling with electronic and mechanical junk. [-1], Vow (Stay optimistic and friendly.) [-1]

Skills [33]: Boxing DX/A – DX+1 12 [4], Computers! IQ/WC – IQ-3 14 [3], Diplomacy IQ/H – IQ-2 15 [1], Guns/TL8 (Pistol) DX/E – DX+1 12 [2], Inventor! IQ/WC – IQ-2 15 [6], Magic! IQ/WC – IQ+1 18 [6]*, Performance IQ/A – IQ-1 16 [1], Piloting/TL8 (Flight Pack) DX/A – DX+1 12 [3], Scholar! IQ/WC – IQ-3 14 [3], Science! IQ/WC – IQ-3 14 [3], Scrounging Per/E – Per+0 17 [1]

*Includes: +3 from Magery.

Stats [160] Ads [122] Disads [-60] Quirks [-5] Skills [33] = Total [250]

Continue reading Professor Planck [GURPS 4e]

Mearganta [Martial Art] [GURPS 4e]

Meargánta

Skills: Brawling, Wrestling

Techniques (Common): Ground Fighting (Brawling), Headbutt (Brawling), Kicking.

Techniques (Polladh): Aggressive Parry (Brawling), Counterattack (Brawling), Disarm (Brawling), Ear Clap (Brawling), Elbow Strike (Brawling), Jam (Brawling), Knee Strike (Brawling), Two-handed Punch (Brawling), Uppercut (Brawling).

Techniques (Fáscadh): Breakfall (Wrestling), Choke Hold (Wrestling), Drop Kick (Wrestling), Feint (Wrestling), Head Lock (Wrestling), Knee Drop (Wrestling), Leg Grapple (Wrestling), Leg Lock (Wrestling), Trip (Wrestling).

Optional Traits:

Secondary Attributes: Increased HP, Increased Will.

Advantages/Disadvantages: Destiny (required, as long as it’s about how you’re going to die), Hard to Subdue, High Pain Threshold, Rapid Healing.

Skills: Boxing, Karate (note that Brawling will still be necessary, even if the other two skills are available).

Meargánta is a martial art that one might find in worlds where somebody can absolutely and unquestionably learn how they’re going to die.  In this particular case, it comes from a Celtic-themed culture whose members routinely receive geasa which prophesy that they will be killed by a one-handed man with an axe, or something along those lines; this encourages a certain recklessness among those fighters currently not facing their ultimate bane. Meargánta perhaps encourages said fighters to be even more reckless.  Meargánta is a martial art for the grimly stoic; and while it is not deliberately cruel, its fighters tend to be ‘dour.’

Traditionally, all Meargánta initiates are taught the basics of screaming, rushing their opponents, and striking them at very close range, with casual disregard for their own defense.  After this is learned, students of the art will concentrate on either Polladh, which teaches even more ways to hurt people directly; or else Fáscadh, is mostly about to how to have leverage and stress points do the hurting for you.  In either case (or both), defensive techniques are rarely taught. If this is the person who is going to kill you, then why prolong matters?  And if this is not the person who will kill you, why bother?  

There is no cinematic version of Meargánta.  The entire style is a cold-bloodedly pragmatic way to take full mundane advantage of a wondrous condition.  And its practitioners tend to have a personal grudge against the esoteric anyway, as befits people who more or less labor under an unshakeable curse.

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.GURPS is a registered trademarks of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Solomon Grant VIII [GURPS 4e]

Solomon Grant VIII [300 pt]

Attributes [112]: ST 10, DX 10, IQ 15 [100], HT 10, HP 10, Will 15, Per 15, FP 14 [12]

Social Background: 

Cultural Familiarities: Western (Native) [0].

Languages: English (Native) [0]; French (Native/Native) [6].

Advantages [121]: Destiny (Major) [10], Eidetic Memory [5], Magery (3) [30], Magery 0 [5], Patron (Order of the Eagle) (9 or less; Secret; Special Abilities: extensive social or political power) [25], Reputation (Military Writer) (1) (All the time; Almost everyone) [5], Sage (3) [30], Status (+1) [5]

Disadvantages [-65]: Bad Sight (Nearsighted) (Glasses) [-10], Code of Honor (Professional) [-5], 

Curious (6 or less; 12 or less) [-10], Duty (Magician for the Order) (9 or less (fairly often)) [-5], Duty (Teaching) (9 or less (fairly often)) [-5], Fanaticism (The United States of America) [-15], Secret Identity (Utter Rejection) [-10], Truthfulness (12 or less) [-5]

Quirks [-5]: Chauvinistic [-1], Drinks only historical beers [-1], Obsession (Learn everything about American military) [-1], Peppers speech with archaic sayings [-1], Reads most fantasy fiction for laughs [-1]

Continue reading Solomon Grant VIII [GURPS 4e]

Ananeosi [GURPS 4e]

Ananeosi

This mid-level medical corporation provides fertility assistance, primarily in the field of in vitro fertilization and embryonic implantation procedures.  Ananeosi also does cutting-edge research into genetic engineering (as much as any research can be said to be ‘cutting edge’ on Homeline, these days). In terms of operations, the company is not particularly unusual or controversial, for its type.

However, in terms of raw materials, Ananeosi is very avant-garde indeed.  The company specializes in acquiring out-time genetic material for its customers.  It’s not exactly ‘designer babies:’ Ananeosi is at the same TL 8/9 safetech paradigm as the rest of Homeline.  But they can and do accommodate special requests, to the best of their ability.

Continue reading Ananeosi [GURPS 4e]