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Jumo


Jumo; entertainer and escaped slave

(c) copyright 2000 Brandon Cope

Total Points: 31 Points

Age 24; 4'6"; 100 pounds; a diminutive man with black hair, brown eyes, dark skin and wearing a painfully colorful outfit.

ST 10  [-] - thrust 1d-2, swing 1d
DX 11 [10] - basic speed 5.5, move 4*, dodge 4
IQ 12 [20]
HT 10  [-]
WL 12  [-]
  *includes -1 for Dwarfism

ADVANTAGES: Musical Ability +3 [3]; Voice [10].

DISADVANTAGES: Alcoholism [-15]; Dwarfism [-15]; Social Stigma (Barbarian) [-15].

QUIRKS: Likes to wear gaudy outfits; Homesick; Hates to see other people not happy; Gets depressed easily; Likes children. [-5]

SKILLS: Acting-13* [0]; Area Knowledge (homeland)-13 [2]; Bard-17** [8]; Bardic Lore-12 [4]; Carousing-11 [4]; Dancing-11 [2]; Juggling-13 [4]; Knife-11 [1]; Musical Intrument (Lute)-15*** [4]; Musical Instrument (Harp)-14*** [2]; Performance-14* [0]; Savoir-Faire (local)-12 [1]; Singing-16**** [2]; Streetwise-12 [2].
  *default from Bard
  **includes +2 for Voice
  ***includes +3 for Musical Ability
  ****includes +2 for Voice and +3 for Musical Ability

LANGUAGES: Native-12 [0]; Local-12 [2].

EQUIPMENT

Jumo can be expected to be dressed in a gaudy minstrel outfit, and carrying six juggling pins, a lute, a small harp, a small (and concealed) knife (1d-3 imp), and about $150 in various coins.

BIOGRAPHY

Jumo was originally a singer and storyteller in his primitive homeland to the south. He never knew his parents, having been abandoned shortly after birth. He was raised by a small group of entertainers, the only ones willing to deal with a "freak" like Jumo. They quicky recognized his speaking and musical abilities and the entire troupe worked hard to train him in those areas. Then - while in his early 20s - he was taken from a coastal village by sea slavers. The slavers sold him off in an old and decadent country to the north, but before he could be branded, he managed to escape. Unfortunately, he was a very long way from his homeland.

He hadn't travelled far when he was taken in by a minor noble family who were opposed to slavery. In exchange for food, shelter and clothing, he entertained their guests. Jumo quickly became friends of the familiy and stayed with them for several years. He gained some notoriety in the region with the nobility, and often times travelled to special events.

Increasingly, however, he grew homesick and tearfully left the family that had shown him so much kindness. On his trek home, he became more depressed as he no longer had anyone familiar to talk to. Although he has been unable to make enough money to support himself, he eventually turned to alcohol to ease his pain.

He has now travelled far enough that his good reputation is effectively gone - no one knows him - and as he has attempted to perform drunk several times (with disasterous results) he may even begin to acquire a poor reputation.

ENCOUNTERED

Jumo is headed southwest, to his home; he has been gone nearly four years now. In towns, he is most likely to be found near taverns at night and the open market during the day. Fortunately, he escaped before the could recieve a slave brand and can thus pass freely.

CANONICALITY

Jumo has -45 rather than the suggested -40 points' worth of Disadvantages, but he otherwise adheres to the standard GURPS rules.

WHAT IF?

Jumo works well in most fantasy settings, as long as there is travel and trade between different cultures. And, of course, slavery in some form or another. Jumo's land and people are considered less sophisticated by the setting's "local" culture, but that is not necessarily true. In historical settings, he works best in ancient times, but can also easily play the role of social outcast in any imperial cultures up through the 18th and 19th centuries.

ADVENTURE SEEDS

Jumo could be used in several ways. First, he could be the not-so merry minstrel the PCs encounter while staying at a village overnight. A desperate party may even hire Jumo (or he could temporarily be working for a PCs patron). Depending on the goals and temperment of the party, it is possible that they could try to help Jumo home (or return him to the slave pens, although "The Ransom of Red Chief" is recommended reading for one way to handle that scenario).

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

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