Fínn Maculín
  1. Characters

Fínn Maculín

Kazimiros

Many who have met him would describe Fínn as mercurial, the roving warrior might one moment be downing ale and singing along with a room full of fellows then the next stone faced and distant as he slaughters everyone around him. The change from the jovial reveler to cold hearted warrior can be as sudden as a heartbeat. Few come to know him as more than a stranger, a drifter who rarely remains anywhere for long. But he is quick to make friends with those he meets when given the opportunity, and just as quick to kill if needed.


Quirks:

  • Almost every inch of his skin is covered in spiraling tattoos of Celtic knotwork with various symbols. The most distinctive is the mark of the Mór-Rhígean above his heart
  • Pick
  • some
  • more
  • quirks!

Appearance: 

  • Height: 6’2
  • Weight: 240
  • Dark red hair shorn on the sides of his head and the rest  tied into a braid that hangs to his neck. His cheeks are bare except for a mustache and long braided goatee.
  • Pale freckled skin
  • Bright green eyes
  • A soft Irish accent 
  • Pic is mostly accurate.

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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
Kazimiros

Type
PC (Hero)

Races
Human

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. 

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

Bloodlust - -10 points

You want to see your foes dead. In battle,  you  must  go  for  killing  blows, and put in an extra shot to make sure of  a  downed  foe.  You  must  make  a self-control roll whenever you need to accept  a  surrender,  evade  a  sentry, take  a  prisoner,  etc.  If  you  fail,  you attempt to kill your foe instead – even if  that  means  breaking  the  law,  com-promising  stealth,  wasting  ammo,  or violating  orders.  Out  of  combat,  you never forget that a foe is a foe.

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)

Fanatacism - -15 points

You believe so strongly in a country, organization, philosophy, or religion that you put it ahead of everything else. You might even be willing to die for it! If the object of your Fanaticism demands obedience to a code of behavior or loyalty to a leader, you oblige willingly and unquestioningly. You must roleplay your unwavering dedication. Fanaticism does not make you mindless or evil. A glaring priest of Set, brandishing his bloody dagger, is a fanatic. But so is a kamikaze pilot, exchanging himself for an aircraft carrier. And so is a patriot who says, “Give me liberty or give me death!” Fanaticism is a state of mind; it is what you are fanatic about that makes the difference.

You get +3 on Will rolls to resist Brainwashing, Interrogation, and supernatural mind control in any situation where failure to resist would lead to betrayal of your cult or organization. On the other hand, you will not hesitate to die for your cause, and will undertake suicide missions “matter-of-factly.”

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


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.

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

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. 

Templates

Pagan Witch - Divine Magic Template

The Abrahamic archangels are not the only beings which grant divine power. Labelled "pagan" by Christians, the vast diversity of spirituality and religion in the world can hardly be covered by a single label. Pagan Witches on Luachmar are the as close as one could get to the Druids of old, and so they serve of the Tuatha Dé Danann, the Celtic gods, and ancestors of the Fae.  There are many such gods, notably Dagda, Morrigan, Lugh, and Cu Chulainn, who serve a variety of roles; but their powers are mostly linked to agriculture, prophecy, and survival.


Power Investiture (Druidic, or as appropriate for patron)Increasing your PI level will increase the effectiveness of your spells and grant access to new ones.
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.
Sense of Duty (Faeries)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.

This page is under construction and we need to fix the formatting. You also get: 

  • Fae Empathy
  • Animal Empathy
  • Talent +2 (Naturalist, Meditation, Hiking, Hidden Lore (Faeries), Survival)
  • Glaisinkyl loves you.  Regardless of your Wealth, you can always find a free meal and a bed in Glaisinkyl.
  • Celtic Code of Honor


Playing a Pagan Witch

  • You can think of the disadvantages that come with this template as "prerequisites" for the deity'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 15 points to apply this template.