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Garan


Our second character this week is an inexperienced jack-of-all-trades, on the road and seeking adventure.


Garan; beginning adventurer

(c) copyright 2001 Brandon Cope

Total Points: 110 Points

Age about 19; 5'7"; 140 pounds; a slight man with pale skin, pale blue eyes, and short black hair - wearing a dark green shirt, tan pants and black boots.

ST 10  [-] - thrust 1d-2, swing 1d
DX 13 [30] - basic speed 6, move 6, dodge 7*
             parry (knife) 7*, parry (shortsword) 8*
IQ 13 [30]
HT 11 [10]
WL 13  [-] - fright check 15*
 *includes bonuses from Combat Reflexes

ADVANTAGES: Combat Reflexes [15]; Literacy [10]; Magical Aptitude [15]; Wealth (Comfortable) [10].

DISADVANTAGES: Appearance (Unattractive) [-5]; Sense of Duty (Friends) [-5]; Shyness (Mild) [-5]; Stubbornness [-5]; Weirdness Magnet [-15].

QUIRKS: Dislikes fruits - except for apples and bananas; Hums while thinking; Likes horses; Dislikes guild wizards; Won't directly use magic for monetary gain. [-5]

SKILLS: Astrology-11 [1]; Brawling-13 [1]; Carousing-10 [.5]; Crossbow-14 [2]; Disguise-12 [1]; Fast Draw (Knife)-14* [.5]; History-11 [1]; Knife-12 [.5]; Lockpicking-12 [1]; Naturalist-12 [2]; Riding (Horse)-12 [1]; Shadowing-12 [1]; Shortsword-13 [2]; Stealth-13 [2]; Streetwise-12 [1]; Tactics-10 [.5]; Theology-11 [1].
 *includes +1 from Combat Reflexes

LANGUAGES: Common (native)-13 [0].

GRIMOIRE*: Create Fire-12 [1]; Fear-12 [1]; Ignite Fire-12 [1]; Light-12 [1]; Persuasion-12 [1]; Purify Water-12 [1]; Seek Water-12 [1]; Sense Emotion-12 [1]; Sense Foes-12 [1]; Simple Illusion-12 [1]; Sound-12 [1].
 *all spells include +1 from Magical Aptitude

EQUIPMENT

Garan is well-equipped, carrying a shortsword (1d-2 impaling, 1d cutting), a large knife (1d-2 impaling/cutting), crossbow (ST 10, 1d+2 impaling, 1/2D 150) with 20 bolts, light leather armour (enchanted with Deflect +1 and Fortify +1, total PD 2, DR 2), one 3-point powerstone, one 2-point powerstone, an ageing riding horse with tack, and assorted outdoor basics.

BIOGRAPHY

Garan is somewhat unusual, the son of two adventurers who have lived long enough to train him. His parents are the moderately well-known mercenary Morgan Stoneweard and the half-elvish bard Lady Ariel Songweaver who retired to - some villagers might say took over - the small village of Trowford along with several former members of their group several years ago.

Unfortunately for Garan, he is not really that good in any particular area of expertise - all the former freebooters had a hand in his education and, to some extent, competed with each other in teaching him. As a result, he knows a little about a lot of things but isn't especially talented in any one field. Fortunately, he did seem to inherit his father's combat instincts and his mother's affinity with magic, which gives him a bit of an edge.

Shortly after he turned 18, Garan's teachers declared him ready for the outside world; each gave him a gift from possessions gained over years of adventuring, and wishing him well on the adventures he'd have of his own. There was, however, another reason for sending Garan off... Over time, the former-adventurers realized that Garan was somehow drawing strange things to their village. What was the good of being retired if you had to deal with weekly rampages of sexually-confused dragons, restless Orcish ghosts, kidnapped Dwarven princesses or infestations of zombie gerbils?

So Garan went on his way, off to begin his adventurers, taking the oddities and weirdness with him.

ENCOUNTERED

Garan will almost certainly be found travelling with 2-4 other adventurers - the PC, perhaps - who will be of roughly the same power level as he is.

Garan is, for the most part, a pleasant person to deal with. He can be a bit stuck in his ways (an artifact of dealing with his parent's friends) and is a little uncomfortable around strangers, but he is loyal to friends.

CANONICALITY

Garan is designed using standard GURPS rules. His Comfortable Wealth primarily represents his starting possessions rather than actual money in pocket, so GMs may prefer to use the Points for Possessions rule (p.Cii17), or Temporary Wealth (p.Cii18), reduce his possessions or not charge any points at all.

WHAT IF?

Garan works for most normal generic, traditional fantasy campaigns.

ADVENTURE IDEAS

Garan is suitable for use as a PC (though his possessions will probably need to be adjusted). He might also be useful as an Ally - he could easily fill the role of a sidekick for a 150-200 point PC, for example. Finally, he might be used by the GM to fill out a party with only a few PCs.

- written by Brandon Cope (copeab@yahoo.com)
- editted and formatted by andi jones (andi@angelwerks.com)

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