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]

Scuttle [GURPS 4e]

Scuttle

This martial art is most suitable for those game worlds where every group has their own fighting style.  Pirates in particular would be almost forced to develop something that could counter the inscrutable ways of the ninja; after all, the alternative would be to die in a hail of throwing stars.  That’s hardly profitable!

The primary weapons of Scuttle are a cutlass in the dominant hand, and a knife in the other.  Nets are also used, typically against ninja: the style encourages both dodges and trickery. Also note that a pirate with a hook hand who had been trained in Scuttle can and will use both Aggressive Parry and Hook fairly safely.  These particular techniques are even taught to pirates who still have two hands, on the principle that it saves time later.

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Infinity Thumbnails Revisited: Maxmilian [Quantum 7]

I might be doing something more with this world at a later date, so I thought I’d put it up again in a more accessible form.

Maxmilian [Quantum 7]

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Sue Junkskunk [300 points] [GURPS 4e]

Sue Junkskunk [300 points]

Attributes [140]: ST 11 [10], DX 12 [40], IQ 14 [80], HT 11 [10]

Advantages [149]: Appearance (Attractive) [4], Artificer (4) [40], Business Acumen (1) [10], Charisma (4) [20], Common Sense [10], Single-Minded [5], Smooth Operator (1) [15], Social Regard (Respected) (1) [5], Social Regard (Venerated) (1) [5], Status (+1) [0], Versatile [5], Visualization [10], Wealth (Wealthy) [20]

Perks [1]: Honest Face [1]

Disadvantages [-50]: Bad Sight (Nearsighted) (Glasses) [-10], Code of Honor (Professional) [-5], Curious (12 or less) [-5], Honesty (12 or less) [-10], Obsession (“Fix all of this.”) (Long-Term Goal) (12 or less) [-10], Sense of Duty (Settlement) (Large Group) [-10]

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Two-Fisted Talents for Adventure! [GURPS 4e]

Two-Fisted Talents For Adventure!

Field Explorer

This Talent is for the more energetic sort of archaeologist or researcher.  It covers the skills used to get to and around the ruined temple, rather than why the temple existed in the first place — or why it’s ruined. If the GM wishes to add Gesture, Melee Weapon (Whip), and Traps to the Talent, raise the cost to 10 points/level.

Field Explorer: Area Knowledge, Climbing, Hiking, Jumping, Streetwise, and Survival.  Reaction bonus: students, people inclined to romanticism, anyone you’re currently rescuing. 5 points/level.

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Denver Slipstick [TL4+2]

Denver Slipstick [TL4+2] 

Description: a precisely calibrated and etched aluminum slide rule, with a reversible slide and T-bar.  The slide is actually doubly reversible; turning the slide over deosil, widdershins, and then deosil again will reveal a new set of markings that glow faintly blue and seem to be derived from alchemical symbols and other medieval occult markings.  Needless to say, the Denver Slipstick registers as magical on standard scans.

Use: Aside from the usual benefits of having a slide rule, use of the Denver gives a +1 to all Thaumatology or Ritual Magic rolls (no defaults!).

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Infinity Thumbnail: Mod (Quantum 3) [GURPS 4e]

Mod (Quantum 3)

This timeline has yet to be discovered by Homeline: it’s a combination of a shifted echo and the site of one of Centrum’s greatest parachronic disasters.  Centrum’s been searching for Reality Mod for some time, in fact; it has a quite romantic status among Interworld operatives. The Lost Timeline! An entire Intervention mission, exiled forever from their civilization!  But they’re probably all dead, of course. This all happened decades ago, after all.

But the Intervention mission team is still alive — well, except from the people who died for various reasons, of course.  The survivors and their children are still there, though; and still making Reality Mod safe for Centrum. As the mission team itself defines ‘safe.’  Or, for that matter, ‘Centrum.’ There’s been some cultural drift.

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Called Shot [GURPS 4e]

Called Shot [Protection and Warning]

Regular; Resisted by DX

This spell shifts all attacks to a specific Hit Location on the target.  That Hit Location does not receive extra protection!  Any attempt to aim at a different Hit Location will take double the usual penalty to hit, while aiming at the spell’s designated Hit Location ignores the usual penalty to hit.  Attempting to hit chinks in armor is at an additional -4, before doubling the penalty.

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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]