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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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