- Height: 4'10''
- Weight: 90 lbs.
- She loves to give and receive hugs and snuggles. This might mean hugging strangers who aren't expecting it.
- She generally assumes that she is bad at anything that doesn't involve music.
- She is sensitive; if someone tells her to go away or makes her feel bad, her next IQ-based roll in their presence is at -2.
- She enjoys misleading and playing tricks with words, but only in good fun, never to harm.
- Often easy to read.
Character Sheet
Abilities
Advantages
Charisma - 5 points/level
You have a natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence – but real charisma is independent of these things. Each level gives +1 on all reaction rolls made by sapient beings with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls; and +1 to Fortune-Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your Charisma does not affect members of extremely alien races.
Glamour - 8 points / level
If you are not a Faerie, you must have Hidden Lore (Faeries) 15+ to know the information on this page.
Pureblood faeries can't take Magery, Power Investiture, or Sorcery. This advantage functions as like Magery 1+, but is only available to those with faerie blood, and you can use your finger as an Implement. You do not need Magery 0 to select this. Otherwise, it is subject to the same enhancements, limitations, and point limits as Magery. You add your Glamour level to your IQ whenever a mage would add Magery, but Glamour and Magery do not stack for this purpose.
Faerie magic is incapable of permanently changing the material world. It only works because it imposes belief on those who witness it. This doesn’t put any spells off limits. Instead, spells that would normally cause a permanent change fail to do so. They don’t have to be maintained, but the subject continues to register as magical as long as the spell is in effect, the spell can be dispelled, and any benefits it grants are mana-dependent.
Spellcasting Rituals: You do not need an Implement, you can draw symbols in the air with your finger.
- Skill 9 or less – Ritual: You're having so much trouble drawing the symbol accurately while also concentrating on making the mana flow, that you have to draw it really big. You need both hands and feet free. You also need to speak the words in a very firm voice. Time: Doubled. Cost: As listed.
- Skill 10-14 – Ritual: You can draw the symbol in in the space of a square foot with relative ease, and the words, spoken softly, flow right off the tongue. Time: As listed. Cost: As listed.
- Skill 15-19 – Ritual: As above if you wish, but the spell is so reflexive to you, that you can go without either the symbol or the words at no penalty. In the case of omitting the symbol drawing, you're simply visualizing the symbol instead of drawing it. You are allowed to move one yard per second while taking the Concentrate maneuver. Time: As listed. Cost: Reduced by 1.
- Skill 20-24 – Ritual: None! The mana flows at the command of a single thought. You simply stare into space as you concentrate. Time: halved, minimum 1. Cost: Reduced by 2.
- Skill 25-29 – Ritual: None. Time: Divided by 4 (round up). Cost: Reduced by 3.
- Skill 30 or more – As above, but for every five levels of skill beyond skill 25 (that is, at levels 30, 35, 40, etc.), halve casting time again (always rounding up) and reduce energy cost by one more point.
Critical Failure Table:
- 3 – Spell fails entirely. Caster takes 1d of injury.
- 4 – Spell is cast on caster. If it’s beneficial, then he’s also stunned (IQ-2 roll to recover).
- 5 – Spell is cast on one of the caster’s companions (roll randomly). If it’s beneficial, then the target is also stunned (IQ-2 roll to recover).
- 6 – Spell is cast on a nearby foe (roll randomly). If it’s harmful, then the target automatically makes any HT rolls required as a result, and is filled with hatred for the caster.
- 7 – The nearest tree or wooden object bursts into flower.
- 8 – Spell is cast on something – anything – other than its intended target. Roll randomly or make an interesting choice.
- 9 – Spell fails entirely. Caster takes 1 point of injury.
- 10 – Spell fails entirely. Caster sees a wondrous vision of a mystical otherworld, and must make an IQ roll or be mentally stunned.
- 11 – A brief rain of golden flowers falls on the caster, or over the target area of an Area spell.
- 12 – Spell produces a weak and useless shadow of the intended effect.
- 13 – Spell produces the reverse of the intended effect.
- 14 – Spell has the reverse of the intended effect, on the wrong target (roll randomly).
- 15 – Spell fails entirely. Caster temporarily forgets the spell. Make an IQ roll after a week, and again each following week, until he remembers. Studying the spell before then is a waste of time.
- 16 – Spell seems to work, but this is only a useless illusion.
- 17 – Spell fails entirely. Caster turns into a wild boar for a week.
- 18 – Spell fails entirely. Caster, his allies, and anyone else nearby are transported to a mystical otherworld, or an angry and powerful faerie is summoned to the scene, or caster loses a point of HT and gains a -10-point Divine Curse somehow related to the spell (GM’s option).
Full text: Glamour
Flexibility - 5 or 15 points
Your body is unusually flexible. This advantage comes in two levels:
Flexibility: You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints. You may ignore up to -3 in penalties for working in close quarters (including many Explosives and Mechanic rolls). 5 points
Double-Jointed: As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on Climbing, Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. 15 points.
Note: 5 points
Voice - 10 points
You have a naturally clear, resonant, and attractive voice. This gives you +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice.
Talent - + Varies
You have a natural aptitude for a set of closely related skills. “Talents” come in levels, and give the following benefits:
- A bonus of +1 per level with all affected skills, even for default use. This effectively raises your attribute scores for the purpose of those skills only; thus, this is an inexpensive way to be adept at small class of skills. (Generalists will find it more cost effective to raise attributes.)
- A bonus of +1 per level on all reaction rolls made by anyone in a position to notice your Talent, if he would be impressed by your aptitude (GM’s judgment). To receive this bonus, you must demonstrate your Talent – most often by using the affected skills.
- A reduction in the time required to learn the affected skills in play, regardless of how you learn them. Whenever you roll for Practice, add your Talent bonus. This has no effect on the point cost of your skills.
You may never have more than four levels of a particular Talent. However, overlapping Talents can give skill bonuses (only) in excess of +4.
To see example talents and guidelines for creating your own, see the full text here: Talent
Note: Musical Influence, Musical Instrument, Singing, Dancing
Character Basics
Social Characteristics
Technology Level (TL) ±5 points per level
In summary, if you come from a place of higher technology level, it costs you points, and if you come from a place of lower technology level, you get points back.Culture
When dealing with an unfamiliar culture, you have -3 to use any skill with a significant cultural component, including Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Intimidation, Leadership, Merchant, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching. To get rid of this penalty, you'll want to get the advantage, "Cultural Familiarity."Language
You are assumed to be able to read and write in the common language. In order to know any more languages, spend points as follows:
Broken: You can recognize important words and understand simple sentences if they are spoken slowly. You have -3 when using skills that depend on language, such as Fast-Talk, Public Speaking, Research, Speed-Reading, Teaching, and Writing. This doubles to -6 for artistic skills that rely on the beauty of the language (Poetry, Singing, etc.). In stressful situations – e.g., encounters involving combat or reaction rolls – you must roll against IQ to understand or make yourself understood in the language. On a failure, you convey no information, but you may try again. Critical failure means you convey the wrong information! For hurried speech, bad phone connections, etc., this roll is at -2 to -8! 2 points/language.
Accented: You can communicate clearly, even under stress. However, your speech and writing are idiosyncratic, and it is obvious that this is not your native language. You have -1when using skills that depend on language, doubled to -2 for artistic skills. You receive no reaction penalty from native speakers, but you will be unable to pass for a native (this can be a major problem for would-be spies!). 4points/language.
Native: You have full mastery of the language, including idioms. You can think in the language. You have no penalty to use skills that depend on language. You start with one language at this level for free. If you buy Native comprehension in a foreign tongue, you can pass for a native speaker. 6points/language.
Wealth ±4 points per level
You have a Wealth stat. It starts at 6. This number represents your ability to buy "cool" things, but other than that, you can have any items that make sense. For more information, see Wealth.
Most characters will leave these values alone, but if you'd like to spend any points here, please use a "note" to indicate how many.
Secondary Characteristics
“Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. You can modify some of them directly: start with the value calculated from your attributes and spend the required points to adjust it away from that base level. This does not affect the related attribute scores. Your character sheet will handle this for you, but if you want to learn how they are calculated, it's detailed below.
Damage (Dmg)
Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: Thrusting damage (abbreviated “thrust” or “thr”) is your basic damag ewith a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier. Swinging damage (abbreviated “swing” or “sw”) is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your ST. The sourcebook has a table that gives the damage die for each value of ST, and your character sheet will take care of this for you.Basic Lift (BL)
Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs, and your character sheet handles that for you. If BL is 10 lbs. or more, round to the nearest whole number; e.g.,16.2 lbs. becomes 16 lbs. The average human has ST 10 and a BL of 20 lbs. Doubling the time lets you lift 2xBL overhead in one hand. Quadrupling the time, and using two hands, you can lift 8xBL overhead. The amount of equipment you can carry – armor, backpacks, weapons, etc. – is derived from BL. The sourcebook describes the calculation and gives a table, but your character sheet will handle this for you.Hit Points (HP) ±2 points per ±1 HP
Hit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For instance, ST 10 gives 10 HP. You can increase HP at the cost of 2 points per HP, or reduce HP for -2 points per HP, no more than three times. You temporarily lose HP when you get hurt. You can also “burn” HP to power certain supernatural abilities. If you lose enough HP, you will eventually fall unconscious; if you lose too many HP, you will die. Lost HP do not reduce ST, despite being based on ST. Injury is often compared to a multiple of your HP; e.g., “2xHP” or “HP/2.” Where this is the case, use your basic HP score in the formula, not your current HP total.Will ±5 points per ±1 Will
Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). By default, Will is equal to IQ. You can increase it at the cost of 5 points per +1, or reduce it for -5 points per -1. You cannot raise Will past 20, or lower it by more than 4, without GM permission. Note that Will does not represent physical resistance – buy HT for that!Perception (Per) ±5 points per ±1 Per
Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something. By default, Per equals IQ, but you can increase it for 5 points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or lower it by more than 4, without GM permission.Fatigue Points (FP) ±3 points per ±1 FP
Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP. You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP, up to three times, excluding FP you gain from templates. Also, while HT is usually limited to 20, there is no such limit on FP.
You burn FP gradually during strenuous activity. Disease, heat, hunger, missed sleep, and the like can also sap FP. You can deliberately “spend” FP to fuel extra effort (seep. 356) and supernatural powers (e.g., magic spells). As well, some attacks cause FP damage instead of or in addition to HP damage. If you lose enough FP, you will slow down or fall unconscious – and if you lose too many, you risk death from overexertion! Lost FP do not reduce HT, despite being based on HT. Fatigue is often compared to some multiple of your FP; e.g., “2xFP” or “FP/2.” Where this is the case, use your basic FP score in the formula, not your current FP total.
Basic Speed (BS) ±5 points per ±0.25 Speed
Your Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed (see Basic Move, below), your chance of dodging an attack, and the order in which you actin combat (a high Basic Speed will let you “out-react” your foes). To calculate Basic Speed, add your HT and DX together, and then divide the total by 4. Do not round it off. A 5.25 is better than a 5! The character sheet handles these calculations for you. You can increase Basic Speed for 5 points per +0.25, or reduce it for -5 points per -0.25, up to ±2.00.Dodge
You must roll under your Dodge on 3d to duck or sidestep an attack. Your Dodge defense equals Basic Speed +3, dropping all fractions. For instance, if your Basic Speed is 5.25, your Dodge is 8. Encumbrance reduces Dodge. The sourcebook gives calculations and tables for this, but your character sheet will take care of it for you.Basic Move (BM) ±5 points per ±1 yard/second
Your Basic Move is your groundspeed in yards per second. This is how fast you can run – or roll, slither, etc. – without encumbrance (although you can go a little faster if you “sprint” in a straight line. Basic Move starts out equal to Basic Speed, less any fractions; e.g., Basic Speed 5.75 gives Basic Move 5. An average person has Basic Move 5; therefore, he can run about 5 yards per second if unencumbered. Your character sheet will handle all of this for you. You can increase Basic Move for 5points per yard/second or reduce it for-5 points per yard/second. For normal humans, training or a sleek build can justify up to 3 yards/second of increased Basic Move, while disability or poor fitness can explain up to 3yards/second of reduced Basic Move.Self Control (SC) ±4 points per level (houseruled)
The following mechanic is a houserule; it's different from what you would find in the sourcebooks.
Many mental disadvantages do not affect you constantly – you may attempt to control your urges. The “default” self-control number is 12: you must roll 12 or less on 3d to avoid giving in to your problem. You can increase or decrease it for 4 or -4 points, respectively. Note that high Will helps you make Fright Checks and resist supernatural emotion control, but it does not improve self-control rolls – not even for disadvantages with effects identical to these things. Mental disadvantages represent an aspect of your personality that you cannot simply will(or reason) away. This is part of what makes them disadvantages!
In circumstances that are likely to trigger your problems, you may opt to roll 3d against your self-control number to see whether your disadvantage actually affects you. If you roll less than or equal to this number, you resist your disadvantage – this time. Otherwise, you suffer the listed effects. This is called a self-control roll. Like all success rolls, self-control rolls are subject to modifiers. You may also roll for self-control any time you feel it makes sense for your situation, and rolling is never required; you can opt to give in if you feel it's what your character would do. The purpose of the roll is to help you when you aren't sure how you want to play it.
Please use a "note" to tell us how many points you would like to spend on some or all of these items. Even if you're leaving them all at 10, please leave a note so that we know you didn't miss a step.
Basic Attributes
What are basic attributes?
Four numbers called “attributes” define your basic abilities: Strength(ST), Dexterity (DX), Intelligence (IQ),and Health (HT).A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level. Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember – negative point values mean you get those points back to spend on something else!
Most characters have attributes in the 1-20 range, and most normal humans have scores in the 8-12 range. Scores above 20 are possible but typically reserved for godlike beings – ask the GM before buying such a value. The exception is ST, which can range significantly beyond 20 even for nor-mal humans. At the other end of the scale, a score of 0 is defined in special cases, but 1 is the minimum score for a human. No one may have a negative score.
For those new to GURPS, a "level" in something typically means to increase it by 1. For instance, for 20 points, you can buy 2 levels of Strength, which gives you a Strength score of 12.
Strength (ST) ±10 points/level
Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. ST directly determines Basic Lift, basic damage, and Hit Points, and affects your character’s Build.Dexterity (DX) ±20 points/level
Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time, p. 17) and Basic Move.Intelligence (IQ) ±20 points/level
Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will and Perception are based on IQ.Health (HT) ±10 points/level
Please use a "note" to tell us how many points you would like to spend on each of the four basic attributes. Even if you're leaving them all at 10, please leave a note so that we know you didn't miss a step.
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