Jackson
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Jackson

Aerin (disorientedfey)

Short description of your character goes here. Please write about 50-150 words (no, we're not going to count them) about who your character is and anything another player might need to know about your character while RPing with you.  You don't have to say much about their appearance if the picture says enough, but if they have an accent, any weird mannerisms, anything remarkable about their appearance, any rumors about them floating around, etc., you should include that here. It's also helpful to include a quick snapshot of their personality and where they came from. 


  • Height: 6'3''
  • Weight: 160lbs. 
  • Quirk
  • Quirk
  • Quirk
  • Quirk
  • 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
Aerin (disorientedfey)

Type
Retired

Races
Halfling

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

Quirk - -1 point

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

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

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

Note: - Mild Lunacy: The moon has a dramatic and inconvenient effect on your personality. During the full moon, you are extra emotional and volatile, while on nights of the new moon, you become more passive. While the moon is waxing, you are focused and pleasant; while it is waning, you are apathetic and a little touchy.
-Berserk (Combat): Regular bad temper failures don't trigger the berserk conditions, but in combat, all other triggers apply.
-Mild Sadism: When slighted by someone, make a self control check. On failure, you go out of your way to bring them pain or humiliation for your own pleasure.
-Far-sighted: Things close to your face are slightly fuzzy and out of focus. Discerning letters or intricate details takes 3 times as long as it normally would.
-Short attention span: You're easily distracted if the matters at hand do not interest you. It's especially difficult to focus if you're waiting for a trigger for an extended period, or are listening to someone you don't respect, or who has a particularly dull manner.

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. 

Bad Temper - -10 points

You  are  not  in  full  control  of  your emotions.  Make  a  self-control  roll  in any stressful situation. If you fail, you lose  your  temper  and  must  insult, attack,  or  otherwise  act  against  the cause of the stress.

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.

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.

Pyromania - -5 points

You like fires! You like to set fires, too. For good roleplaying, you must never miss a chance to set a fire, or to appreciate one you encounter. Make a self-control roll whenever you have an opportunity to set a fire.

Stubbornness - -5 points

You always want your own way. Make yourself generally hard to get along with – roleplay it! Your friends may have to make a lot of Fast-Talk rolls to get you to go along with perfectly reasonable plans. Others react to you at -1.

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

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

Halfling Abilities - Racial Template

Language: SylvanYou might not know it yet, but in addition to the language you were raised with, Sylvan is in your blood.
Second Sight

You can only take this advantage with GM approval, or if it comes with a template. 

Those with Second Sight can see things hidden by Feth Fiada and changed by Seeming.  This advantage has no effect on other uses of Glamour. 

Feral GraceWhen you draw upon your most feral manner, echoing the lithe movements of a cat or the voracity of a wolf, exchange Leverage with someone and add 1 to your roll. This can't be used in combat or on job rolls.
Secret / Social StigmaYou know your different and that you've never quite fit in. It could also mean trouble if the wrong sort found out.
Vulnerability: Cold Iron x2You 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 x2 to the damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.
NumbersPer +1, Will +1, Talent +2 ( Camoflage, Climbing, Naturalist, Stealth, Survival, Tracking )
Compelled by True Name

Info (Templates) - Information