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Livia wears this Talisman of Healing: 
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Livia's father was a Roman mage, a healer, who shipwrecked and found himself washed up on the shores of Luachmhar.  He might have tried to return home, had he not fallen head over heals (see what I did there?) for the woman who found him.  Livia is now a Slinger like her father before her, and spends a lot of her time studying how to put magic into objects so that others might use it.  If we can find a way to power magical items and take them anywhere, we can improve life for everyone everywhere. Magic can solve any problem.


  • Height: 5'4''
  • Weight: 120 lbs
  • Always carries a Shepherd's Sling.
  • Thinks magic can solve any problem, often overlooks mundane explanations and solutions.
  • Dislikes bugs and creepy crawly things.
  • Shyness
  • Most attracted to men with long, smooth, dark hair. 

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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.

Clover

All familiars have the following characteristics:

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  • The familiar can be assumed to be constantly available, but if it gets far away from you, you can summon it by rolling against Will.  If you succeed, it appears by your side.  If you fail, you cannot try again until the next day. Some of the items described below work only when the familiar is nearby. Define "nearby" to mean "could freely reach its master within 1 minute." 
  • Sympathy: If you are stunned, knocked out, mind-controlled, etc., your Ally is similarly affected. 
  • Special Rapport:  You are linked by a powerful psychic bond; each is aware of the other’s status and becomes badly injured if the other is killed.
  • Granted traits: Each familiar provides a few traits that are marked [GBF]. This means that, while the familiar is nearby, the master has these abilities.  You can reduce the listed cost of the familiar by removing some of these traits, but you cannot remove Ally or Special Rapport. 
  • Further Traits: These are extra GBF traits that you can opt to purchase with your own points at the listed costs.  These have been discounted by 40%, because they only work when your familiar is nearby. 
  • Energy Reserve: extra FP with which to cast spells. Every point of ER that you use drains 1  FP  from  your  familiar.  This  ER  recharges  at  the  same rate  that  your  familiar  recovers  FP;  this  means  your  ER does not recover while your familiar is unable to rest! This varies by the type of familiar and is listed in its entry as ER.  If your familiar's FP increases, this number also increases automatically. 
  • Bestial, Sense of Duty (Master), Speak With Animals (its own family), Special Rapport (Master), Cannot Speak (-15)
  • Telepathic: The familiar understands languages that the master can speak at Accented or better, but can't speak out loud.  Instead, it can project its thoughts directly to its Master from up to 100 miles away.  Your bond with it is so strong, that others can't imitate this signal to falsely pose as your familiar.  
  • Grows over time: The familiar gains points along with you, but at 75%.  For example, if you gain 20 points, then your familiar gains 15. 


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

Title
Tetra

Type
PC (Hero)

Races
Human

Age
22

Gender
Female

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/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. 

Combat Skills

Staff - Skill: DX/A

Default DX-5

Any long, balanced pole without a striking head. This skill makes good use of the staff’s extensive parrying surface when defending, giving +2 to your Parry score. 

See also: Buying Weapons and Armor

Disadvantages

Oblivious - -5 points

You understand others’ emotions but not their motivations. This makes you awkward in situations involving social manipulation. You are the classic “nerd”! You have -1 to use or resist Influence skills: Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex Appeal, and Streetwise.

Obsession - -5 or -10 points

Your entire life revolves around a single goal, an overpowering fixation that motivates all of your actions.

Make a self-control roll whenever it would be wise to deviate from your goal. If you fail, you continue to pursue your Obsession, regardless of the consequences.

Point cost depends on the time needed to realize your goal. A short-term goal (e.g., assassinating someone) is worth -5 points, while a long-term goal (e.g., becoming President) is worth -10 points.

Post-Combat Shakes - -5 points

You are shaken and sickened by combat, but only after it’s over. Make a self-control roll at the end of any battle. It is up to the GM to determine when a battle has truly ended, and he may apply a penalty if the combat was particularly dangerous or gruesome. If you fail, roll 3d, add the amount by which you failed your self-control roll, and look up the result on the Fright Check Table. For instance, if your self-control number is 12 but you rolled a 14, roll 3d+2 on the table. The result from the table affects you immediately!

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

Xenophilia - -10 points

You are instinctively fascinated and attracted by strangers and aliens, no matter how dangerous or frightening they appear to be. Make a self-control roll whenever you meet someone (or something) like this. If you fail, you assume that this person is interested in interacting with you socially. A xenophile finds himself offering drinks to glaring foreign soldiers, making passes at cute vampires, and shaking tentacles with Things Man Was Not Meant To Know while his companions are pointing weapons or running the other way . . . As partial compensation, you get a +2 bonus to Fright Checks when meeting strange creatures. 

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: - Liam just joined the Slingers; Livia is his mentor and friend.

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. Livia really wants to impress Kasey. She gives him 2 Leverage.

Skills

Alchemy - Skill: IQ/VH

Defaults: None.

This is the study of magical transformations and transmutations. In a magical game world, an alchemist would be able to identify concoctions with magical effects (“elixirs”), such as love potions and healing unguents, and prepare them from suitable ingredients. This is a mechanical process, using the mana inherent in certain things; therefore, those without Magery can learn and use Alchemy, and Magery confers no benefit.

Esoteric Medicine - Skill: Per/Hard

Default: Perception-6.

This is the skill of treating illness and injury with techniques grounded in esoteric theory rather than analytical science. It is usually associated with a magical or spiritual tradition. The particulars vary by tradition, but might include acupuncture, massage, alchemical or herbal preparations, or such exercises as breath control and meditation.

This skill might represent Ayurvedic medicine, chi treatment, Hermetic medicine, yin/yang healing, or any other historical or fictional healing discipline. In settings where multiple forms of treatment exist, healers must specialize in one specific tradition.

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 1d6-2 HP to the patient.  On a critical success, treat the die as a 6.  On a critical failure, the patient loses 2 HP. 
  • If you do at least one of the above and then care for the patient for 2 days (spending a few minutes with them every couple of hours), a successful check after the 2 days are over restores 2d6+2 HP.  On a critical success, you learn something; gain a character point which must be spent on Esoteric Medicine.  On a critical failure, the patient is reduced to 1 FP. 

Hidden Lore (Angels) - Skill: IQ/A

Hidden Lore (Demons) - Skill: IQ/A

Hidden Lore (Faeries) - Skill: IQ/A

This skill represents knowledge that is lost, deliberately hidden, or simply neglected. Whatever the reason, the general public is unaware of it. It is only available to those who study it specifically. You must specialize in a particular body of secret knowledge. If you wish to enter play with Hidden Lore skills, you must account for this specific knowledge in your character story. To acquire Hidden Lore in play, you must find a reliable source of relevant information. Also keep in mind that if you're found to be spreading hidden information about powerful creatures, they may not be happy with you...

If you have Cultural Familiarity (Faeries), Savoire-Faire (Faeries), or Hidden Lore (Faeries), let us know so we can reveal the information hidden on this page. 

Hidden Lore (Undead) - Skill: IQ/A

History - Skill: IQ/H

Default: IQ-6.

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. 

Occultism - Skill: IQ/A

Default: IQ-5.

This is the study of the mysterious and the supernatural. An occultist is an expert on ancient rituals, hauntings, mysticism, primitive magical beliefs, psychic phenomena, etc.

Symbol Drawing - Skill: IQ/E

Default: None.

This skill represents the art of drawing magical symbols, which involve Celtic Oghams with Sylvan symbols drawn through them.  This is part of the ritual for casting spells, but no roll for it is required in order to cast spells.  However, your skill level in any spell can never be higher than your skill level in Symbol Drawing. 

In order to use Symbol Drawing to cast spells, you need a way to draw them.  You can always draw them with charcoal/chalk/ink/etc. but that may not be practical on the go.  Instead, you can roll with this skill to create an Implement, a tool that allows the symbols to be drawn in the air.  The process takes one hour and can only be attempted once per day.  Common Implements include wands, staves, rods, little magic rocks, and daggers, but you could use anything you could draw precisely with.  On a success, you can use the Implement to draw symbols in the air and cast spells.  On a critical success, you have a +1 bonus to Symbol Drawing and all spells for the next 24 hours.  On a failure, you fail to attune to the object.  On a critical failure, the object is also destroyed.  Your Implement can only work for you, and you can only have one attuned at a time.

If you speak Sylvan natively you get +1 to this skill (only if it's your first language or if you spent the 6 points it at Native level as a second language). Most people pick up Sylvan as they study Symbol Drawing.

  • If your Symbol Drawing is 12-14, your comprehension level is Broken.  You can understand important words and understand simple sentences if they are spoken slowly. 
  • If your Symbol Drawing is 15-17, your comprehension level is Accented.  You can communicate clearly, even under stress, but you have a heavy accent. 
  • If your Symbol Drawing is 18+, your comprehension level is Native. You can pass for a native speaker.

For more information about communicating in languages you're not quite fluent in, see Social Characteristics

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.

Templates

Spell Slinger - Template

This template is for members of The Slingers.  It costs 2 points. 

Prerequisites: At least one level in a spell-casting ability, Symbol Drawing 12+, IQ 11+

IQ +1This template increases your IQ by 1, but not your Per and Will. The Slingers will make a diligent student out of you, and give you plenty of opportunities to learn. [IQ+1, Per -1, Will -1]
Membership PerksYou know where The Tower is and how to get there, you know some of the organization's secrets, and you have access to the Reliquary for your studies. You also have a Sage looking out for you and wanting you to succeed. You can stay in the Badger Den for free, though that likely means sharing a room. 
Duty (obey my superiors)You have a duty to respect and listen to anyone who outranks you. You report directly to one Sage; this person and those up the chain of command from them can order you.
Wealth -2Although they put you to work and you can somewhat get by, you had to spend a lot of money to get here.