1. Characters

Ivy

Rivi

Ivy lived on the streets for most of her life without ever knowing her parents. She lived by stealing from whoever she could. One day, she managed to almost managed to rob a high ranking bounty hunter before getting caught. The bounty hunter was so impressed that he offered her to take her in, which she agrees with. With Ivy being a apprentice of a famous bounty hunter, she earns herself the name "Nightfall" where she specializes in bring her targets alive. But one day after catching a monk, she is called "The poison of this world" and it hits her really hard. So she decides to go rogue and abandon being a Bounty Hunter all together and gets a bounty on her head. She becomes a Cleric named "Ivy" to hide from her brother and sisters that are after her.


  • Height: 5'0''
  • Weight: 100lbs. 
  • Careful, she doesn't seem to really like strangers so it's pretty hard to earn her trust.
  • Warm blooded, she does pretty badly in warmer climate so she tends to stick in colder places.
  • Vain, you may say things about about her but she doesn't seem to really care.
  • Bare minimum, she always completes her job well, but she only does what she is supposed to and nothing more.
  • Quirk

Optional other details. 

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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
Rivi

Type
PC (Hero)

Races
Human

Age
21

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. 

Note: Bought IQ - 20 points

Combat Skills

One-handed Melee - DX/A

Default DX-5

Make a Melee Weapon roll to hit an opponent in combat. You may also use these skills to parry. Your Parry defense is (skill/2) + 3, rounded down.

See also: Buying Weapons and Armor

Disadvantages

Compelled by True Name - - Varies

As described in True Names, you are compelled by your True Name. 

  • This is worth 0 points for humans.
  • This is worth -4 points for angels, demons, faeries, and genies.
  • This is worth -2 points for everyone else. 

Additionally, you can select the following:

  • Stronger Compulsion: When someone uses your True Name to get you to do what they want, you must make a Will roll.  If you succeed, it's your choice whether to do what they said.  If you fail, you must do what they said.  In either case, you get the character point(s) if you do it. (additional -2 points)
  • Stronger Buff: When someone speaks your True Name to make a roll against you, they get an additional +1 to their roll. (additional -2 points)
  • More Damage: When someone speaks your True Name to do more damage against you, they get an additional +1 damage.  (additional -2 points)
  • Stronger Debuff: When someone speaks your True Name to debuff  your next roll against them, you take an extra -1.  (additional -2 points)

Frightens Animals

Incurious - -5 points

You hardly ever notice things unrelated to the business at hand. Make a self-control roll when confronted with something strange. If you fail, you ignore it! You react at -1 to new things.

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

Small - -5 points

You are physically quite small, below average when compared to most humans.  Your height is under 5 feet and your weight is under 120lbs. This gives you -2 ST when you resist knockback.  You get -2 to Disguise and Shadowing. Your HT may not be above 14.

Unnatural Features - -1 point/level

You are superficially “normal” but have one or more disturbing cosmetic features. To qualify for points, these must be unnatural for your parents' race. You must specify the origin of your Unnatural Features: magical curse, rare disease, an ancestor, etc. Unnatural Features need not be unattractive, but they make it easy for others to identify you and hard for you to blend into a crowd. Each level, to a maximum of five levels, gives -1 to your Disguise and Shadowing skills and +1 to others’ attempts to identify or follow you (including their Observation and Shadowing rolls), unless almost everyone else in the crowd happens to share your features.


Workaholic - -5 points

You tend to drive yourself past your limits, and find it hard to relax and turn away from your work. You always work at least half again as long as a normal working day. As such, add 2 to all job rolls, but you must make a Self Control roll to do any Downtime action that benefit your job. This often results in missed sleep. Most people regard you with respect at first (+1 to reaction rolls), but you eventually suffer -1 or -2 to reactions – especially from friends and loved ones who rarely get to spend time with you.

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.

No Sense of Humor - -10 points

You never get any jokes; you think everyone is earnestly serious at all times. Likewise, you never joke, and you are earnestly serious at all times. Others react at -2 to you in any situation where this disadvantage becomes evident.

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.

Slow Riser - -5 points

You are not a “morning person.” For one hour after you awaken from any sleep longer than a one-hour nap, you have -2 on all self-control rolls and -1 to IQ and IQ-based skills. Furthermore, whenever the GM assesses attribute penalties for missed sleep, you suffer an extra -1.


Leverage

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

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

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

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

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

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

Skills

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.

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. 

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. 

Navigation - Skill: IQ/A

Default: IQ-5.

This is the ability to find your position through careful observation of your surroundings and the use of instrumentation. A successful roll tells you where you are or lets you plot a course.

Survival - Skill: IQ/A

Default: IQ-5.

This is the ability to “live off the land,” find safe food and water, avoid hazards, build shelter, etc. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d-4 injury on you and anyone in your care. There are many different types of Survival skill, which must be learned independently.

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. 

Shadowing - Skill: IQ/A

Default: IQ-5.
This is the ability to follow another person through a crowd without being noticed. Roll a Quick Contest every 10 minutes: your Shadowing vs. the subject’s Vision roll. If you lose, you lost the subject; if you lose by more than 5, you were seen.

Body Language - Skill: Per/A

Defaults: Detect Lies -4, or Psychology -4

This is the ability to interpret a person’s facial expressions and body posture in order to gauge his feelings. You can use it like the Empathy advantage (p. 51) or Detect Lies skill (p. 187), but only on a subject you can see. You can also use it to get a rough idea of what a party member is doing or about to do in a situation where he cannot communicate with you directly (for instance, when using Stealth). You can only observe one subject at a time. The ability to read body language in combat is a standard part of any Melee Weapon or unarmed combat skill; see Feint (p. 365).

Modifiers: All Vision modifiers; physiology modifiers (see box); +4 if your subject is Easy to Read (p. 134). Anything that makes the subject harder to “read” gives a penalty: baggy clothing gives -1, a shield or a voluminous cloak gives from -2 to -4, and a mask gives -5 (and makes it impossible to use this skill if you cannot see the rest of the body!).