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