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Jurak the Tracker


Jurak the Tracker; man of the woodlands

(c) copyright 2000 Brandon Cope

Total Points: 50.5 Points

Age about 50; 5'7"; 150 pounds; a grizzled middle-aged man in worn leather armor, with shaggy black hair, brown eyes, and weathered and tanned skin.

ST 10  [-] - thrust 1d-2, swing 1d
DX 11 [10] - basic speed 5.5, move 5, dodge 5
IQ 11 [10]
HT 11 [10]
WL 11  [-]

ADVANTAGES: Absolute Direction [5]; Absolute Timing [5].

DISADVANTAGES: Duty (tracking for the local lord, 9-) [-5]; Enemy (local Elfin nation, 6-) [-10]; Intolerance (Elves) [-10]; Loner [-5].

QUIRKS: Dislikes cities; Likes to tell people how great nature is. [-2]

SKILLS: Area Knowledge (Lord's lands)-15 [8]; Camouflage-11 [1]; Climbing-10 [1]; Cooking-10 [.5]; Crossbow-12 [2]; Fishing-10 [.5]; Leatherworking-10 [.5]; Naturalist-14 [10]; Survival (Woodlands)-11* [0]; Tracking-18 [16]; Traps/TL3-11 [2]; Weather Sense/TL3-12** [1].
  *default from Naturalist
  **low-TL Meteorology (p.B61), includes +2 for home area

LANGUAGES: Anglish (native)-11 [0].

EQUIPMENT

When working or in the field, Jurak is always equipped with a large knife (1d-2 cut, 1d-2 imp), a ST 10 crossbow (1d+2 imp) with a quiver of 20 bolts, a heavy leather vest and boots (PD 2, DR 2), light leather leggings, arm guards and gloves (PD 1, DR 1), a 60-foot length of rope, a bedroll, a backpack, personal basics, a waterskin and dried rations enough for three days.

BIOGRAPHY

Jurak was born the illegitimate son of a local trapper and young, impressionable townsgirl. During his childhood, his father had little to do with him, and he only got to know the man after his mother died prematurely during an outbreak of "the cough" in his ninth year. He moved in with his father, into a small shack out past the furthest farm from the center of town. Living with his father was not easy; the old man was a sharp-tongued curmudgeon who lived an austere life, and young Jurak found himself immersed in the severe and intolerant culture of the hill-folk... He was trained in the ways of the wilderness, and showed an affinity for tracking. His father taught him the art, as well as the basics of living off the land.

During the years that followed, Jurak spent more nights under the stars than he did under a roof. He and his father often spent weeks at a time in the bush and without venturing into a town, stopping only briefly at the scattered trading posts and merchant way-stations across the region. Spending as much time as he did in the wilds between settlements and towns, it was only natural that Jurak eventually became something of a loner, ultimately becoming uncomfortable around large groups of people.

When Jurak was in his late teens, a group of local Elves caught his father setting traps on the edge of their lands, and executed him on the spot. Jurak has never forgotten this, and his hatred of Elves has grown strong over the years. He has even taken potshots at Elves who encroach on what he perceives as "his" territory, and is reputed to have actually killed a handful. ("Fair is fair," he would likely say with a simple shrug of his shoulders.)

ENCOUNTERED

Currently, Jurak operates in the hilled woodlands around the village he was born in, usually travelling no more than fifty miles from it. He still lives in the same ramshackle hut his father built a couple of miles to the north of town. Travellers aren't unwelcome in his home, but he doesn't greet people warmly either. He is polite but cautious, and is most likely to come off as a reclusive crank. If the conversation turns to Elves, however, a distinctly darker side of Jurak will become evident...

He knows the land exceptionally well, and hires himself out as a guide for $20 per day. Since the region is often crossed by escaped prisoners and fugitives, he periodically assists the local lord's constables in hunting them down. However, if the criminal is an Elf - or the people he is guiding plan to kill Elves - his services are provided at no fee.

CANONICALITY

Jurak is fully compatible with the standard GURPS rules.

WHAT IF?

Jurak works well in just about any other setting with a wilderness. For example, change 'Elves' to 'Indians' and his crossbow skill to Guns (Rifle) and he fits quite easily in an Old West setting. In other fantasy games, Orcs or Goblins could be substituted for Elves. In a somewhat darker, more modern game, he could be an old codger in rural Appalachia, intolerant of any number of other ethnicities, cultures or appearances.

ADVENTURE SEEDS

Gold in Them Thar Hills: The party gets their hands on an old map, which reveals the location of a treasure stolen by bandits over two hundred years ago. Attempting to travel light, the bandits apparently hid the loot in a ruined temple with the intention of going back for it later. However, the gang was caught and its members executed; attempts were made to recover the treasure, but no one could locate the temple. Eventually, it was forgotten. But now the PCs have found out about it. As it happens, the temple is just inside the border of the closest Elfin territory. Jurak has been to the temple several times, but not since the Elves have expanded their boundaries. He would be more that willing to guide the party, and without his help, the PCs are likely to get very lost (or worse, stumble into the realm of the Elves and executed as trespassers or spies).

- written by Brandon Cope (copeab@hotmail.com)
- editting/additional material by andi jones (andi@angelwerks.com)

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