The communion wine burned my throat ... so the church turned me away.  It wasn't fair. I didn't ask for this.  Do you know what else isn't fair? If I hadn't been born into one of the more privileged families, I might have been abandoned or even killed just because of what I am.  Let's not even start talking about what might happen if all of my uncles were to find out what and what that means for our bloodline. I am the firstborn, but I'll never marry and I'll never inherit, no matter what my father thinks.  

[ His name is pronounced with a hard 'C.' ]


  • Height: 5'7''
  • Weight: 150 lbs. 
  • He has a scar on his eyebrow from being kicked by a horse at age 7. He's been nervous around horses ever since.
  • Red-heads are real real cute, and always manage to make his head turn.
  • Religious, even takes communion even though it fucks with him.
  • His smile pulls at one side of his face more than the other, which looks kind of goofy but cute. 
  • TBD

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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
Tetra

Type
PC (Buddy)

Races
Cambion

Families
Clan Raven

Age
22

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.

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: -10 points to Per
-8 points to SC

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: 20 points to DX
20 points to IQ

Combat Skills

Fast-Draw - Skill: DX/E

Fencing - Skill: DX/A

Default DX-5 or "One-handed Melee"-2

Fencing weapons are light, onehanded weapons, usually hilted blades, optimized for parrying. If you have a fencing weapon, you get an improved retreating bonus when you parry – see Retreat (p. 377). Furthermore, you have half the usual penalty for parrying more than once with the same hand (see Parrying, p. 376).

Note that fencing weapons are light and likely to break when used to parry a heavier weapon. They cannot parry flail weapons at all! You must be relatively mobile to capitalize on their speed and maneuverability: all attacks and parries take a penalty equal to your encumbrance level (e.g., Heavy encumbrance gives -3 to hit or to parry).

See also: Buying Weapons and Armor

Knife - Skill: DX/E

Default DX-4 or One-handed Melee-2

Any rigid, hilted blade less than one foot long, from a pocketknife to a bowie knife. A knife has a very small parrying surface, which gives you -1 to your Parry score.

This skill is for stabbing and swinging with a knife.  See also Knife Throwing

Knife Throwing - Skill: DX/E

Default Throwing-2 or DX-4

For throwing any sort of knife. This skill is only for throwing them.  To stab with with them, see Knife.

See also: Buying Weapons and Armor

Disadvantages

Dependency

You must regularly ingest a substance (e.g., a drug or magic potion), touch or carry an object (e.g., a holy shrine or magical amulet), or spend time in an environment (e.g., your coffin or your home country, planet, or plane) in order to survive. If you fail to do so, you start to lose HP and will eventually die.

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: Dependency

Note: Must be submerged in water for at least 6 hours once per week. Lose 1 HP per 6 hours if he can't. -10 points

Quirk - -1 point

A “quirk” is a minor feature that sets you aside from others. It has a negative point value, but it is not necessarily a disadvantage.  Sometimes, we don't have a feel for a character's personality until we do a scene or two with them.  As such, feel free to leave up to 3 of your quirks blank, but be sure to fill them in very soon once you get started.

 You may take up to five quirks at -1 point apiece . . . and if you do, you will have five more points to spend. These do not count against your disadvantage limit!  Quirks are just personality traits; the player is promising to add a bit of personality to the character, and in exchange, the character gets a few points. 

Use the "update" button to list what your (up to) 5 quirks are.  View the full text for more information. Quirk

Note: 1. He has a scar on his eyebrow from being kicked by a horse at age 7. He's been nervous around horses ever since.
2. Red-heads are real real cute, and always manage to make his head turn.
3. Disguises himself in order to go to church, takes communion even though it royally fucks with him.
4. TBD
5. TBD

Guilt Complex - -5 points

You feel personally responsible for those who play a significant role in your life. This includes adventuring companions, employers, subordinates, allies, dependents, and those toward whom you have a Duty or a Sense of Duty. If anything bad happens to someone like this, you will be wracked by anxiety and guilt – even if there was nothing you could have done to avert the disaster.

If the mishap was not your fault, you will suffer the effects of Chronic Depression for (15 - Will) days, minimum one day. If the mishap was your fault, the effects of Chronic Depression will last (20 - Will) days, minimum two days, and you roll at SC-3.

Others may attempt to help you overcome your feelings of guilt by making applicable Influence rolls. The GM is free to modify their rolls, depending on how convincing they sounded. Roleplay it!  On a success, you come out of depression.  Each character can attempt once per day. Others may also spend Leverage on you to reduce the duration by one day for each point of Leverage applied, once per scene.

Selfless - -5 points

You are altruistic and self-sacrificing, and put little importance on personal fame and wealth. You must make a self-control roll to put your needs – even survival – before those of someone else. A Selfless race will have a “hive mentality.”

Impulsiveness - -10 points

You hate talk and debate. You prefer action! When you are alone, you act first and think later. In a group, when your friends want to stop and discuss something, you should put in your two cents’ worth quickly – if at all – and then do something. Roleplay it! Make a self-control roll when-ever it would be wise to wait and ponder. If you fail, you must act.

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: Eucharist and Holy Water, -5 points

Info (Disadvantages) - Information

Click here to browse Disadvantages. When you have found one you like, come back to this page and click "Add Ability" above.

Your character can start with up to -50 of negative points, including Disadvantages and any negative adjustments you want to make to your stats. If a Disadvantage you choose has a variable point cost or features to select, please specify by clicking "Update" on the top right corner of the card.

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.

Note: - Cillian has a thing for redheads. He also has Frightens Animals. He and Darragh swap Leverage on each other.
- Cillian is Dawn's first master. They swap leverage on each other.

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. 

Note: 1. Cillian really looks up to his uncle Panhandle. Panhandle gets 2 Leverage on him.
2. This punkass kid was thrown out of the church because the communion wine burned his throat. Twas Lailah who scruffed him and threw him out by the demands of the clergy... And he's terrified of her. He gives her a Leverage.

Skills

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.

Note: Points assigned to skills as follows:
Fencing 2
Fast-Draw 1
Knife Throwing 1
Knife 1
Climbing 1
Jumping 1
Acrobatics 1
Sex Appeal 1
Carousing 1
Acting 1
Fast-talk 1
Area Knowledge 1
Dancing 1
Merchant 1
Swimming 2

Info (Skills) - Information

  • Any skills you think you might use, add them here. 
  • We recommend putting 1 point each into 10-15 skills, maybe more. 
  • If there are skills you want to be good at, you can put 2, 4, 8, 12, etc. points into them.
  • All Skills
  • Skill Categories
  • Combat Skills (they function the same, but are separated for convenience)
  • Each time you find a skill you like, come back to this page and click "Add Ability" to add it. 

For each skill chosen, please use the "Update" button to indicate how many points you would like to spend.  This will be 1, 2, 4, 8, 12, etc. points. 

Dancing - Skill: DX/A

Default: DX-5.

This is the ability to perform dances appropriate to your own culture, and to learn new dances quickly. Note that certain physical handicaps make this skill effectively impossible!

Modifiers: Cultural Familiarity modifiers (p. 23); -5 if the dance is unfamiliar (a dance is familiar once you have successfully performed it three times).

Jumping - Skill: DX/E

Default: DX

This skill represents trained jumping ability. When you attempt a difficult jump, roll against the higher of Jumping or DX. In addition, you may use half your Jumping skill (round down) instead of Basic Move when calculating jumping distance. See GURPS Rules > Physical Feats > Jumping. 

Acrobatics - Skill: DX/H

Default: DX-6.

This is the ability to perform gymnastic stunts, roll, take falls, etc. This can be handy on an adventure, as tightrope walking, human pyramids, and trapeze swinging all have useful applications. Each trick requires a separate skill roll, at whatever penalties the GM sees fit. If you are performing stunts on a moving vehicle or mount, roll against the lower of Acrobatics and the appropriate Driving or Riding skill.

You may substitute an Acrobatics roll for a DX roll in any attempt to jump, roll, avoid falling down, etc. As well, you may attempt an Acrobatic Dodge in combat – a jump or roll that avoids an attack in a flashy way. Finally, a successful Acrobatics roll will reduce the effective distance of any fall by five yards.

Acrobatic Dodge If you have put at least one point into the Acrobatics skill, you can try a “fancy” dodge once during your turn. You may define this as jumping over a sword blow, cartwheeling away, or whatever else you like. Make an Acrobatics roll before you attempt your Dodge roll. (If flying, roll against Aerobatics instead.) On a success, you get +2 to that Dodge roll. On a failure, you get -2. You can combine this option with a retreat.


Sex Appeal - Skill: HT/A

Default: HT-3.

This is the ability to impress those who are attracted to you or members of your sex. It has as much to do with attitude as it does with looks. If you are not willing to “vamp” someone to get what you want, you won’t have this skill – or want it.

You may substitute an Influence roll against Sex Appeal for any reaction roll made by someone who is attracted to members of your sex; see Influence Rolls (p. 359).

Usually, you may make only one attempt per “target,” although the GM might allow another attempt after a few weeks.

Against PCs: First, ask the other player if your character has done something that the target character could find attractive (please be generous with agreeing to this!).  If they say yes, then roll, and there is no opposing roll.  They may also opt to give you a +1 bonus to this roll if attraction is already there. If you succeed, they respond as they see fit, and you gain Leverage on them.  If it's a critical success, they also must choose one: 1) I give myself to you, 2) I promise something you want, 3) I get embarrassed or flustered and act awkward.

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).

Carousing - Skill: HT/E

Default: HT-4.

This is the skill of socializing, partying, etc. A successful Carousing roll, under the right circumstances, gives you +2 on a request for aid or information, or just on a general reaction. A failed roll means you made a fool of yourself in some way; you get -2 on any reaction roll made by those you caroused with.

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.

Acting - Skill: IQ/A

Defaults: IQ-5, Performance-2, or Public Speaking-5.

This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time. A successful Acting roll lets you pretend to feel something that you do not. The GM may also require an Acting roll whenever you try to fool someone, play dead in combat, etc.

Impersonation is a special type of acting. To impersonate someone, you must first successfully disguise yourself (see Disguise, p. 187) – unless your victims cannot see you!

Note that Acting is not the same Fast-Talk (the art of the “quick con”) or Performance (the skill of screen and stage acting).

Modifiers: +1 for every point of IQ you have over the person you are trying to fool (or the smartest one in the group), or -1 for every point of difference if your victim is smarter than you; -3 for Low Empathy (p. 142); -1 to -4 for Shyness (p. 154); -5 for Truthfulness (p. 159), but only if you are trying to deceive someone. For impersonation only: -5 if you are not well acquainted with your subject; -5 if those you wish to fool are acquaintances of the subject (-10 for close acquaintances).

Fast-talk - Skill: IQ/A

Defaults: IQ-5 or Acting-5.

This is the skill of talking others into doing things against their better judgment. It is not taught (intentionally, that is) in school; you study it by working as a salesman, confidence man, lawyer, etc. In any situation that calls for a reaction roll, you may make an Influence roll against Fast-Talk instead; see Influence Rolls (p. 359). If you have Fast-Talk at level 20 or better, you get +2 on all reaction rolls where you’re allowed to talk!

Note that Fast-Talk differs from Acting (p. 174). In general, Fast-Talk is used to get someone to make a snap decision in your favor, while Acting is used for long-term dissimulation. However, there are situations in which the GM could allow a roll on either skill.

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); -5 for Truthfulness (p. 159). The GM may ask you for details of the story you are using, rather than just let you say, “I’m using Fast-Talk.” Your approach and the plausibility of the story may further modify the roll, at the GM’s discretion.

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.”

Merchant - Skill: IQ/H

Defaults: IQ-5, Finance-6, or Market Analysis-4.

This is the skill of buying, selling, and trading retail and wholesale goods. It involves bargaining, salesmanship, and an understanding of trade practices. It covers all types of merchandise, but many merchants have an optional specialty (p. 169) in a single class of goods.

Make a skill roll to judge the value of any piece of common goods, find out where any commodity is bought and sold, find the local fair market value of any commodity, etc.

When two merchants haggle, the GM may settle it with a Quick Contest. The winner adds or subtracts 10% of fair value, depending on whether he was trying to sell or buy.

If you have this skill at any level, you get +1 on reaction rolls when buying or selling. If you have this skill at level 20 or better, you get +2.

Modifiers: -3 for Gullibility (p. 137); -3 for Low Empathy (p. 142); -1 to -4 for Shyness (p. 154). -3 for illegal goods, unless you have Streetwise at 12+ or specialize in such goods; -2 in an unfamiliar area, until you have had time to familiarize yourself with local market conditions; Cultural Familiarity modifiers (p. 23). These last two modifiers “stack,” and frequently occur together.

Templates

Patronius - Divine Magic Template

Michael is...


Higher Purpose (Protect the Innocent)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 (War)Increasing your PI level will increase your effectiveness with spells and unlock new ones.
Combat ReflexesYou have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls and +2 to Fright Checks. You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun."
Weapon Master (Choose one weapon)Choose a specific weapon, such as "Halberds." When using your favored weapon, add +1 per die to basic thrust or swing damage if you know the relevant weapon skill at DX+1. Add +2 per die if you know that skill at DX+2 or better. You also have half the usual penalty to make a Rapid Strike, or to parry more than once per turn. None of these benefits apply to default use.
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 (Innocents)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 Patronius
  • 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. 

Note: Cillian doesn't even know he is a Patronius yet!
Weapon Talent is with the Saber.

Info (Templates) - Information

Cambion Abilities - Racial Template

  • Magery 0 + Sorcery 1You have innate magic in your blood. The type is your choice!
  • Language TalentYou have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next higher level.
  • DarkvisionYou can see perfectly well even without any light whatsoever, but you can only see in color if there's light. 
  • Aura of Apparently EvilFunctions  and  detects  as  Evil,  regardless  of  true morality, whether this helps (“Enter, Son of Lucifer!”) or hinders  (“Only  injures  beings  of  true  Evil”).
  • Spirit EmpathyYou are in tune with spirits, and receive the benefits of Empathy when dealing with them. You can get a feeling for the general intentions of any spirit you encounter by making a successful IQ roll. As well, your Influence skills (Diplomacy, Sex Appeal, etc.) work normally on spirits, which sets you aside from most mortals. Spirit Empathy does not prevent evil or mischievous spirits from seeking to harm you, but at the GM’s option, it might make it easier to detect and counter their plots.
  • FitYou get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT based skills! You also recover FP at twice the normal rate.
  • LecherousnessYou have an unusually strong desire for romance. Make a self-control roll whenever in more than the briefest contact with an appealing member of the sex you find attractive. If they are very attractive, give yourself -5.  If they are drop-dead gorgeous beyond belief, give yourself -10. If you fail, you must make a “pass,” using whatever wiles and skills you can bring to bear.
  • Supernatural FeaturesYour body temperature runs high, and you're always warm to the touch. Other than that, the look of your supernatural features is up to you, but it should be subtle, and you should be able to pass for human unless someone takes a closer look. Perhaps you have a subtle glow to your eyes, or a halo, that can only be seen in darkness or very dim light. If you want to appear more supernatural than that, you may take an additional Supernatural Features disadvantage.
  • Frightens AnimalsAnimals react to you with fear and aggression. Horses do not permit you to ride them, dogs shy away from you or attack savagely, and your mere scent is enough to panic most creatures. You get -4 on all reaction rolls made by animals. Anyone who sees how animals react to you – and those with Animal Empathy – reacts to you at -1. Note that guards or police with guard animals, “sniffer” dogs, etc. decide how to deal with you based on the animal’s reaction roll, not their own! Observers get +1 on all rolls to deduce your secret!
  • Weakness (blessed areas)If you ever find yourself in an area that is blessed or of high sanctity to Good gods, you take 1d damage per minute.
  • Social Stigma -or- SecretThis depends on how obviously demonic you are.  If you can pass for human, take Secret.  If not, take Social Stigma.
  • NumbersDR+1, DX+1
  • Compelled by True Name

Note: Starting Sorcery spell: Seek Water
Secret
Supernatural features: very subtle webbing between his fingers and toes. It's not very noticeable unless he splays his fingers out.