Description


  • Height: 5'11'
  • Weight: 150lbs. 
  • Quirk
  • Quirk
  • Quirk
  • Quirk
  • Quirk

while in his human looks Barnaby is a somewhat short man around 1.65 meters in height (5.4 feet) with skinny legs contrasted by his somewhat defined chest and arms. eye and hair color is identical-bright chestnut color.

Barnaby enjoys his identity as a mage and his cloth choice reflex it with his arm long robe he wears at all times over his clothes.
obscured behind his robe on his left side he wears a family crest he made on his own with a lotus over the diamond in real family crest 

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Backstory connection(Emily)

As part of barnabies training in the academy he was sent to learn smithing from a family that had friendly terms with his teacher.

Thanks to his quick wit and steady hands barnaby acquired skill in smithing quickly and in short time came into friendly competitive terms with the family's daughter Emily a somewhat tomboyish girl always excited to help with her family's business.

Character Sheet


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

Title
gilad

Type
PC (Hero)

Races
Changeling

Age
21

Gender
Male

Character Basics

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. 

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.

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. 

Disadvantages

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.

Light Sleeper - -5 points

You do not sleep as soundly or as easily as most people. Whenever you must sleep in an uncomfortable place, or whenever there is more than the slightest noise, you must make a HT roll in order to fall asleep. On a failure, you can try again after one hour, but you will suffer all the usual effects of one hour of missed sleep.

You usually wake up if there is activity going on around you (but you are stunned unless you have Combat Reflexes). If you wish to continue sleeping, you must fail a Sense roll. If you wake up, you must make HT rolls to get back to asleep, as above. This can occasionally be to your advantage, but the most likely effect is that you miss sleep whenever inconsiderate companions trade watches or return from a night on the town.

Loner - -5 points

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 lash out at that person just as if you had Bad Temper. Loner NPCs always react to others at a penalty.

Overconfidence - -5 points

You believe that you are far more powerful, intelligent, or competent than you really are. You may be proud and boastful or just quietly determined, but you must roleplay this trait.

You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation! Caution is not an option.

You receive +2 on all reaction rolls from young or naive individuals (who believe you are as good as you say you are), but -2 on reactions from experienced NPCs.

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.

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

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

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. 

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.

Skills

Artist - Skill: IQ/H

Default: IQ-6

This skill represents talent at a visual art. A successful roll might let you create a recognizable likeness of a person or an object, or a work beautiful enough to sell (the GM should not allow a default roll for this use!). Time required is up to the GM. Artist is based on IQ, but there are many situations in which the GM could logically ask for a DX-based roll, in which case modifiers for High Manual Dexterity (p. 59) or Ham Fisted (p. 138) would apply. In rare cases, even a ST-based Artist roll might make sense – for instance, to work with a physically tough material. You must specialize in an art form.

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: Artist

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. 

Innate Attack (skill) - IQ/E

This skill represents trained ability with a “built-in” ranged attack: fiery breath, super-powered energy bolts, etc. Learn it to improve your odds of hitting with Afflictions, Bindings, Innate Attacks, magical jets and missiles, and similar attacks that originate from you as opposed to a weapon in your hand. Roll against skill to hit.

You use this skill to direct your attack, not to activate it; therefore, restrictions such as “you cannot be gagged” apply strictly to your ability to make ranged attacks. If you can trigger your attack while restrained, no skill roll is needed to attack your restraints!

You can only learn this skill for ranged attacks. Use Brawlingto improve your odds with abilities that require a touch, or deliver it with a Staff

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

Thaumatology - Skill: (IQ+M)/VH

Templates

Changeling Abilities - Racial Template

UnagingYou'll reach some prime age (probably around 25, your choice) and then stop aging.
Glamour 1
Feth Fiada

You can become invisible at will, but with the following limitations:

  • You must stand very still and close your eyes for three seconds to activate this ability. 
  • You are always visible to faeries and those with Second Sight.
  • If you are in someone's line of sight when you activate this ability to become invisible, they can still see you. 
  • This ability functions as Glamour for the purposes of being dispelled. 
  • There are other ways to see through it.  (Hidden Lore (Faeries)

This ability comes with Second Sight, you don't have to purchase it separately. 

A Promise is a PromiseWhenever someone makes a promise to you (including if it's a deal), they gain a character point. Whenever someone breaks their word to you, you immediately know. You gain a character point, Leverage on them, and take +2 to your next roll to get vengeance.
Seeming

You may not know it yet, but a Seeming was place on you when you were left with your human parents as a baby.

You have an alternate form that passes for human, but with the following limitations:

  • You must stand very still and close your eyes for three seconds to activate this ability. 
  • Faeries and those with Second Sight might notice you are disguised. You get +2 on Disguise rolls when opposed by Second Sight. (Special: If you are not yet aware of what you are, you do not roll for Disguise when someone with Second Sight tries to see the real you.  Instead, they must succeed on their Per roll by at least 5 in order to see the real you.) 
  • If you are in someone's line of sight when you activate this ability, they still see the real you. 
  • This ability functions as Glamour for the purposes of being dispelled. 
  • There are other ways to see through it.  (Hidden Lore (Faeries)

This ability comes with Second Sight, you don't have to purchase it separately. 

Language: Sylvan + NativeYou've learned to speak whatever your parents' native language is at native proficiency. You also know Sylvan innately (also at native proficiency), which you may or may not realize yet.
OddballWhether it's on purpose or not, when something someone else says or does reminds you of how much you wished you weren't such an oddball, gain Leverage on each other.
CapriciousYour moods are totally unpredictable. One minute you are happy and laughing, the next you are ferociously angry or burst into tears. People who know you are extremely wary around you, since they do not know how you will react to anything they do or say, so they react to you at -2. If you are in a position of authority, or have the power to get your own way due to physical or magical power, your subordinates are afraid of you and react at -4. In any stressful or emotionally-charged situation, roll 1d. On an even number, your emotions stay the same. On an odd roll, your emotions become completely different. You may also make this roll whenever you see fit, and the GM can ask for it at any time.
Pointed EarsWhen someone catches a glimpse of you out of the corner of their eye, they could have sworn you have pointed ears...When encountering you with your ears uncovered for the first time, a person may roll against Per-2. On a fail, they don't notice. On a success, they briefly notice, but only out of the corner of their eye. On a critical success, they can see your pointed ears even when looking straight at you. If you confirm for someone that your ears are pointed, or if they learn of your true nature, they can see them permanently.
Secret / Stigma (I know I'm different)
Cold Iron: Vulnerability x3 and Revulsion

You take extra damage from cold iron. Whenever an attack made with a cold iron weapon hits you, the GM applies a special wounding multiplier of x3 to the damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.

Whenever you come in contact with it, 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 it, you are at -5 to attributes and -10 to all skills and Sense rolls for 10 minutes.

Only magic allowed is GlamourYou cannot take any levels of normal Magery, Sorcery, or Power Investiture.
Compelled by True Name
NumbersPer +1, Will+1, Talent +2 ( Camoflage, Climbing, Naturalist, Stealth, Survival, Tracking )

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.

Info (Templates) - Information