Giola Dìollaid [Pronounced Gull-a Doy-lad]
  1. Characters

Giola Dìollaid [Pronounced Gull-a Doy-lad]

Spookyhat
Giola Dìollaid [Pronounced Gull-a Doy-lad] header image

Giola is a learned Christian monk, who serves the Isle of Luachmhar as a runner between the various communities and the mountain monastery. He also tries his best to serve the people of the island spiritually, offering a listening ear and a comforting hand whenever he finds someone in need. He often stays in Tullach Port for many nights, but returns to The Monastery often to bring supplies and carry messages.

He has a dark secret; he was born a werewolf. Abandoned by his parents and raised by the kind monks due to his terrifying condition, they taught him to keep his emotions within, and to live ascetically. During every full moon, they bind him in his chambers until the night is over, in order to protect the town and himself from what they see as a violent, raging madness. Rarely, he escapes and prowls the night.

His uncontrollable shifts into an anthropomorphic form catch him off guard, and he often makes sudden returns to the monastery in the dead of night, hoping to save others from himself.

When he stays in town, he sleeps in the quarters of the Church.


  • Height: 5'10"
  • Weight: 150 lbs.
  • The Nose Knows
  • Innocent
  • Quirk
  • Quirk
  • Quirk

- Prayer Book -

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Character Sheet


Editing the spreadsheet won't be required of players,
but if you ever want to, here is the edit link.

Title
Spookyhat

Type
PC (Hero)

Races
Werewolf

Age
19

Gender
Male

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.

Note: Giola's native language is Gaelic. He speaks and reads Latin at an Accented level, for 4 points.
Due to his Non-Iconography, Giola cannot understand Runes or pictographs; this includes maps.
The monks shun physical possessions; Giola has reduced his Wealth by 2, for 8 points.

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. 

Note: Giola has lived ascetically in order to increase his Self Control by 1, for 4 points.

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/levelDexterity 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/levelIntelligence 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. 

Note: Giola has increased his IQ by 1 for 20 points.

Combat Skills

Brawling - Skill: DX/E

Defaults: None

This is the skill of “unscientific” unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick. Brawling can also replace DX when you attack with teeth, claws, horns, or other “natural weapons.”

Brawling improves damage: if you know Brawling at DX+2 level or better, add +1 per die to basic thrust damage when you calculate damage with Brawling attacks – punches, kicks, claws, bites, etc. Work out damage ahead of time and record it on your character sheet.

Brawling includes the ability to use the blackjack or sap. An attack with such a fist load is considered a punch at +1 to damage.

When you defend with bare hands, Brawling allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. Brawling parries are at -3 vs. weapons other than thrusting attacks. For more on barehanded parries, see Parrying Unarmed. 

See also: Buying Weapons and Armor

Disadvantages

Revulsion - -5 to -15 points

You have an incapacitating supernatural reaction to an ordinarily innocuous substance. If you touch or breathe the substance, you must immediately make a HT roll. On a failure, you are at -5 to all skills and attributes for the next 10 minutes. If you ingest the substance, you are at -5 to attributes and -10 to all skills and Sense rolls for 10 minutes. Point value depends on the rarity of the substance; please use the "Note" section of your abilities page to detail how this ability works for you and how its point cost was calculated. To do this, you'll want to view the full text here: Revulsion


Note: Giola has a Revulsion towards Wolfsbane, an uncommon herb, granting 5 points.

Non-Iconographic - -10 points

You are incapable of processing abstract images and symbols. Graphical computer interfaces, maps, heraldic devices, and magical runes are completely meaningless to you. Like Dyslexia (p. 134), this is a structural shortcoming of your brain; you cannot normally buy it off.

You cannot learn Cartography, Heraldry, Symbol Drawing, or any similar skill used mainly to design or arrange patterns and symbols. You also cannot use graphical computer interfaces; you are limited to text interfaces and immersive virtual realities. Finally, since you cannot grasp magical symbols, you cannot learn magic save through oral tradition.

Note that you can process text without difficulty, and may learn written languages normally (see Language, p. 23).

Pacifism - - Varies

You are opposed to violence. This cantake two forms.

Reluctant Killer: You get -4 to hit a person (not a monster, machine, etc.) with a deadly attack, or -2 if you can’t see his face. If you kill someone, roll 3d – you’re morose and useless for that many days. -5 points.

Cannot Harm Innocents: You may fight – you may even start fights – but you may only use deadly force on a foe that is attempting to do you serious harm. -10 points.

Note: Giola is a Reluctant Killer

Chummy - -5 or -10 points

You work well with others and seek out company. This trait comes in two levels.

Chummy: You react to others at +2most of the time. When alone, you are unhappy  and  distracted,  and  suffer  a-1 penalty to IQ-based skills. -5 points.

Gregarious: You  usually  react  to others  at  +4.  You  are  miserable when alone, and use IQ-based skills at -2 – or at  -1  if  in  a  group  of  four  or  less.  -10points.

Note: Giola is Chummy

Leverage

Connections with Others - Gain 1 point per connection, unlimited!

Every time a backstory connection is made between you and someone else, you gain a character point.  You can initiate two connections, but there is no limit to how many people can initiate connections with you.

Use the "Note" of this ability to specify who initiated Backstory connections with you.

My Two Backstory Connections - Gain 1 point per connection, up to 2

Every time a backstory connection is made between you and someone else, you gain a character point.  You can initiate two connections, but there is no limit to how many people can initiate connections with you.

Use the "Note" of this ability to specify who you initiated Backstory connections with. If someone you've connected with leaves the game, you can make a new one with someone else, in which case, you gain another point. 

Skills

Area Knowledge - Skill: IQ/E

Default: IQ-4.
This skill represents familiarity with the people, places, and politics of a given region. You usually have Area Knowledge only for the area you consider your “home base.”

Climbing - Skill: DX/A

Default: DX-5. 

This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing (p. 349) for details.

Modifiers: +2 for Brachiator; +3 for Flexibility or +5 for Double-Jointed; +1 for Perfect Balance; a penalty equal to encumbrance level.

Detect Lies - Skill: Per/Hard

Defaults: Perception-6, Body Language-4, or Psychology-4.

This is the ability to tell when someone is lying to you. It is not the same as Interrogation (p. 202); Detect Lies works in a casual or social situation. When you ask to use this skill, the GM rolls a Quick Contest of your Detect Lies skill vs. your subject’s IQ (or Fast-Talk or Acting skill). If you win, the GM tells you whether the subject is lying. If you lose, the GM may lie to you about whether you were lied to . . . or just say, “You can’t tell.”

Modifiers: +1 for Sensitive or +3 for Empathy (p. 51), or -3 for Low Empathy (p. 142); +4 if your subject is Easy to Read (p. 134). If the subject is of a different species, the GM may assess a penalty – see Physiology Modifiers (p. 181).

Diplomacy - Skill: IQ/H

Defaults: IQ-6 or Politics-6.

This is the skill of negotiating, compromising, and getting along with others. You may substitute a Diplomacy roll for any reaction roll in a noncombat situation, as described under Influence Rolls (p. 359).

Unlike other Influence skills, Diplomacy never gives a worse result than if you had tried an ordinary reaction roll. Failure with Fast-Talk or Sex Appeal alienates the subject, but Diplomacy is usually safe.

A successful roll also allows you to predict the possible outcome of a course of action when you are negotiating, or to choose the best approach to take.

If you know Diplomacy at level 20 or better, you get a +2 bonus on all reaction rolls!

Modifiers: +2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157).

First Aid - Skill: IQ/E

Default: IQ-4, Esoteric Medicine, Physician

This is the ability to patch up an injury in the field. Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc.

Restoring HP:

  • If you can treat the injury within minutes of it happening, you can apply bandages etc. and try to stop the bleeding.  A successful check after 1 minute restores 1 HP to the patient. 
  • Regardless of when you get to them, if you care for the patient for 1 hour, during which they are warm, comfortable, calm, and still, make another check when the hour is up.  A successful check restores 1d6-3 HP to the patient.  On a critical success, treat the die as a 6.  On a critical failure, the patient loses 2 HP. 


Hiking - Skill: HT/A

Default: HT-5.

This skill represents training for endurance walking, hiking, and marching. Make a Hiking roll before each day’s march; on a success, increase the distance traveled by 20%.

History - Skill: IQ/H

Default: IQ-6.

Literature - Skill: IQ/H

Default: IQ-6.

Naturalist - Skill: IQ/H

Default: IQ-6.

This skill represents practical knowledge of nature – notably, how to tell dangerous plants and animals from benign ones, how to locate a cave to shelter in; and how to “read” weather patterns to know when to take shelter.

Public Speaking - Skill: IQ/A

Defaults: IQ-5, Acting-5, Performance-2, or Politics-5.

This is general talent with the spoken word. A successful skill roll lets you (for instance) give a good political speech, entertain a group around a campfire, incite or calm a riot, or put on a successful “court jester” act.

Public Speaking includes skill with debate, oratory, and rhetoric, as well as ability with less formal activities such as “punning” and storytelling. Not all speakers possess talent in all of these areas. You may take an optional specialty (p. 169) to represent this.

Modifiers: Any bonus for Charisma (p. 41); +2 for Voice (p. 97); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157); Cultural Familiarity modifiers (p. 23); Language modifiers (p. 24).

Swimming - Skill: HT/E

Default: HT-4.

This is the skill of swimming (on purpose or to keep afloat in emergencies) and lifesaving. Roll against the higher of Swimming or HT to avoid fatigue or injury due to aquatic misfortunes.

Teaching - Skill: IQ/E

Default: IQ-5.

This is the ability to instruct others. If you have Teaching at level 12+, you may act as a teacher for game purposes. For more on teaching and learning, see Improvement Through Study (p. 292).

Modifiers: -3 for Callous (p. 125); -1 to -4 for Shyness (p. 142). Apply both the teacher’s and the student’s Language penalties (p. 24) in the language of instruction.

Theology - Skill: IQ/H

Default: IQ-6.

Writing - Skill: IQ/A

Default: IQ-5
This is the ability to write in a clear or entertaining manner. A successful roll means the work is readable and accurate.

Templates

Werewolf Abilities - Racial Template

  • Alternate Form (wolf) [must change on full moon]You can concentrate for 10 seconds in order to transform into a wolf, and you automatically transform at dusk on a full moon. You have black, brown, grey or white fur, and canid features. The wolf form keeps the same weight as your humanoid form, and is about the height of a large dog. Your traits and numbers all remain the same, but you also gain:
    Nightvision 5, Sharp Claws, Sharp Teeth, ST+2, HT+2, Discriminatory Smell, Quadruped*, Cannot Speak*, No Fine Manipulators*, Social Stigma (Animal)*, Horizontal*, Stress Atavism (Moderate)/Bloodlust, Vulnerability (Silver) x2, Quadruped*, Cannot Speak*, No Fine Manipulators*, Social Stigma (Animal)*, and Horizontal*.
  • Alternate Form (Anthro) [Uncontrollable]You can concentrate for 10 seconds in order to transform into an anthropomorphic wolf, but you shift uncontrollably in stressful situations. You have black, brown, grey or white fur, and canid features. The wolf form keeps the same weight as your humanoid form, and is about the height of a large dog. In this form, you gain the traits and numbers of your Wolf form, except for those marked with asterisks*. You also gain the following traits: Semi-upright, Social Stigma (Monster).
  • Stress Atavism (Moderate)/BloodlustWhile in your Wolf or Anthro forms, you might temporarily “regress” when frightened, angered, fatigued, or injured. Make a self-control roll in those situations. On a failure, you behave like an animal, acting on impulse and instinct.
    Once the stressful situation has passed, make a self-control roll every minute. If friends comfort you, roll at +2. If one of these people has Animal Empathy or Empathy, apply an additional +2. On a success, the attack ends and you return to normal. If you pass out from fatigue or injury before you succeed, you recover automatically when you wake up.
    Moderate: You suffer from all of the above problems, and have trouble understanding commands from others as well: roll vs. IQ to understand a sentence spoken by someone else. If you are attacked or challenged, you must make a self-control roll to avoid acting “on instinct.” When under the effects of Stress Atavism, you want to see your foes dead. In battle, you must go for killing blows, and put in an extra shot to make sure of a downed foe. You must make a self-control roll whenever you need to accept a surrender, evade a sentry, take a prisoner, etc. If you fail, you attempt to kill your foe instead.
  • NumbersTalent +2 (brawling, hiking, climbing, survival, tracking), Per +2
  • Animal EmpathyYou are unusually talented at reading the motivations of animals. When you meet an animal, the GM rolls against your IQ and tells you what you “feel.” This reveals the beast’s emotional state – friendly, frightened, hostile, hungry, etc. – and whether it is under supernatural control. You may also use your Influence skills (see p. 359) on animals just as you would on sapient beings, which usually ensures a positive reaction.
  • Second Sight Those with Second Sight can see things hidden by Feth Fiada and changed by Seeming. This advantage has no effect on other uses of Glamour.
  • Primal DominanceOnce per scene, when you harm someone physically, you gain Leverage on them.
  • Pack Wolf OR Lone WolfWhen someone becomes part of your pack, gain Leverage on each other.
    OR Choose "Give 6 others Leverage on you" at the start of play, or when you gain this advantage.
  • Secret (Werewolf)Being a Werewolf is not the kind of thing one mentions in polite society. In fact, many consider werewolves to be monsters; if your secret is discovered, you will be ostracised by society at large. Courageous or exceptionally kind individuals might provide you with hospitality, on the assumption that your kind are not truly monsters; if you do something to betray this trust, even unintentionally, that individual is unlikely to trust you again, and may even develop a vendetta. As well, brave warriors and thrill-seekers often hunt for werewolves, and you can expect to be quarried by any number of these monster hunters.
  • Infectious Attack You can infect others with your lycanthropy through your Bite attack (in any form, including human!). Anyone you damage this way must roll 3d vs. the HP of injury he received (maximum one roll per day). If he rolls under the damage amount, he becomes infected, and will change into the same kind of creature as you in 2d days, or at the GM’s discretion - unless he ingests Wolfsbane before that time.
  • Sense of Duty (Pack) OR LonerYou feel a strong sense of commitment to members of your ""Pack"". Your pack members gain a +2 to reactions when rolling to see if they trust you in a dangerous situation. However, if you go against your Sense of Duty by acting against the interests of your pack, the GM will penalize you.
    OR You require a great deal of “personal space.” Make a self-control roll whenever anyone lingers nearby, watches over your shoulder, etc. If you fail, you lose your temper and must insult, attack, or otherwise act at that person.
  • Compelled by True Name

Note: Giola has Pack Wolf and Sense of Duty (Pack)

Nuntius - Divine Magic Template

Gabriel is...
Higher Purpose (Spread the Faith)If, in the GM’s judgment, you are unfaltering in your pursuit of your Higher Purpose, you get +1 to all die rolls that pertain directly to the pursuit of your cause. If you deviate from your Higher Purpose, you lose this bonus...  and the GM is free to penalize you for bad roleplaying just as if you had ignored a Code of Honor.
Power Investiture 1 (Messenger)Increasing your PI level will increase your effectiveness with spells and unlock new ones.
Blessed You sometimes receive wisdom from the heavens. After spending at least one hour in prayer, you see visions or witness omens that have some bearing on future events. Work out the details with your GM; for instance, the God of Fire might require you to stare into flames for an hour, after which you hear a voice in the flames. The GM rolls secretly against your IQ to determine whether you gain any useful insight from this experience. The ritual is fatiguing, however; at the end of the hour, you lose 10 FP. As a side benefit, devout Christians sense your special status and react to you at +1.
Charisma +2You 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 (see Influence Rolls, p. 359); 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.
Danger SenseYou can’t depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something’s wrong... The GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger. Please remind us constantly if you have this.
HonestyYou must obey the law, and do your best to get others to do so as well. In an area with little or no law, you do not “go wild” – you act as though the laws of your own home were in force. You also assume that others are honest unless you know otherwise. This is a disadvantage, because it often limits your options! Make a self-control roll when faced with the “need” to break unreasonable laws; if you fail, you must obey the law, whatever the consequences. If you manage to resist your urges and break the law, make a second self-control roll afterward. If you fail, you must turn yourself in to the authorities!
Sense of Duty (Christians), and Sense of Duty (The Downtrodden)You feel a strong sense of commitment toward a particular class of people. You will never betray them, abandon them when they’re in trouble, or let them suffer or go hungry if you can help.

Holy Advantages
Holy is a modifier that you can apply to many of the advantages you take (requires approval).  Holy abilities depend on the possessor living a virtuous life. If  he  transgresses, he loses his power – although his god won’t endanger him  unless  the  sin  is  terrible.  To  recover  his  power,  he  must offer significant penance:  2 wealth, a full month of fasting, a major quest, etc. When a Holy ability requires a roll, add your level of Power Investiture to it.  Making an advantage "Holy" makes it cost 10% less.

Playing a Nuntius
  • You can think of the disadvantages that come with this template as "prerequisites" for the archangel's faith in you. If your character ever develops in such a way that you lose those disadvantages... it won't be pretty. 
  • It costs 35 points to apply this template. 

Unorganised

Leverage - GURPS Rules

Wait for the green light from staff to start figuring out your backstory connections with others. If you have just started working on your character, you're welcome to ignore this section until we tell you it's time for backstory connections. 

Maybe someone just spilled their darkest secret to you, or maybe you save their life and now they feel they owe you. Maybe you caught them doing something suspicious and now they're afraid you might tell on them. Maybe they got drunk and spilled the beans about something juicy. These are all situations where you would gain what's called Leverage. To read more about it, view the full text here: Leverage.