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Dolph Luque; shifty Old West outlaw
(c) copyright 2000 Brandon Cope
Total Points: 55 Points
Age 39; 5'11"; 180 pounds; a grizzled man with glasses, fair
skin, dark hair and blue eyes.
ST 11 [10] - thrust 1d-2, swing 1d+1
DX 12 [20] - basic speed 5.5, move 5, dodge 5
parry
(brawling) 8
IQ 12 [20] - senses 14
HT 10 [-]
WL 12 [-]
ADVANTAGES: Alertness +2 [10]; Fit [5];
Reputation +2 (with underworld, as efficient hitman)
[5].
DISADVANTAGES: Bad Sight (Nearsighted, correctable)
[-10]; Code of Honor (Mercenary) [-5]; Enemy
(law enforcement agencies & bounty hunters, 6-)
[-20]; Gluttony [-5]; Migraines (Common, 8-)
[-10].
QUIRKS: Likes kids; Tends not to shave; Dislikes Mormons.
[-3]
SKILLS: Acting-13 [4]; Agronomy/TL5-11 [1];
Brawling-13 [2]; Criminology/TL5-12 [2];
Disguise-13 [4]; Riding (Horse)-12 [2];
Guns/TL5 (Pistol)-14* [1]; Guns/TL5 (Rifle)-16*
[4]; Fast Draw (Pistol)-12 [1]; Fast-Talk-12
[2]; Intimidation-11 [1]; Knife-13
[2]; Knife Throwing-12 [1];
Lockpicking/TL5-13 [4]; Professional Skill: Law
Enforcement-11 [1]; Stealth-12 [2];
Traps/TL5-12 [2].
*includes +2 for IQ
LANGUAGES: German (native)-12 [0]; English-12
[2].
EQUIPMENT
Luque's typical load-out includes a Bowie knife, Colt Army
.44, Winchester WD .44-40, Sharps Rifle .52 (with a 4x
scope, and using metallic cartridges), first aid kit, 30
feet of cord, lockpicks, military spyglasses, gun cleaning
kits, disguise kit, riding horse, and about $50-150 in
cash.
BIOGRAPHY
Before coming to the United States in 1858 at the age of 22,
Dolph supported himself as a minor actor and thief in his
native Bavaria. In 1863, he was drafted into the Union Army
but saw little action. When the war ended, he was
transferred to a fort in New Mexico, where he was discharged
in 1866. Hard up for work, he took a job as a deputy sheriff
in a local mining town. However, he decided that there was
more money to be made on the other side of the law, and left
law enforcement to work with various gangs. Since then, he
has robbed trains, stagecoaches and banks.
He received a minor head wound during a shoot-out with
Federal Marshals in Colorado in 1871, when he was set up by
an informer. Dolph escaped, and the informer was never seen
again. His long range vision became impaired - though
corrected by wearing glasses - and he suffered from rather
significant migraines, which still occasionally bother him.
Since the shoot-out, he has become more careful about who he
works for, working only for those he has worked for or with
in the past. He will take just about any job, except that he
refuses to do anything that could injure a child. After a
couple of bad experiences in Utah, he tries to stay away
from Mormons.
ENCOUNTERED
Given his talent for acting and disguise, encountering Dolph
Luque might be any one of a wide range of possibilities. But
while he is skilled in the art of social camouflage, he
still has a rather noticeable accent. Therefore, if he takes
on a persona that requires him to speak more than a few
monosyllable words, he usually takes the part of a Prussian
immigrant farmer or veteran of the Franco-Prussian War of
1870.
CANONICALITY
Dolph has -50 points in disadvantages, but is otherwise
designed under the standard GURPS rules.
WHAT IF?
Dolph is intended for a campaign set in the mid 1870's. For
a different period, his background and weaponry will need to
be adjusted.
ADVENTURE SEEDS
Another Hired Hand: If the party are outlaws, Luque might be
hired on as a an extra man. Given his rather unusual spread
of skills, he could be used in a variety of roles: to case a
bank, to be planted on a train, to serve as a sniper - Luque
has no room for that 'code of the West' stuff - or even as
just a burglar.
Wanted, Dead or Alive: The party could be bounty hunters or
lawmen going after the bounty on Luque - currently $250. The
two main problems are that (1) he is probably working with a
gang and (2) he will probably be in disguise. Are they up to
the job?
- written by Brandon Cope (copeab@hotmail.com)
- editted and formatted by andi jones
(andi@angelwerks.com)
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