a prominent citizen. Inns operate the knowledge rolls. Modifiers gener- perilous secrets or a little of both. TL0
along major trade routes, even far ally range from +5 for matters of com- societies rely on Bardic Lore, and TL1
from settled lands, but they become mon knowledge to -5 for obscure societies still use it for many things. By
more rare, often more than a day’s ride points that even scholars usually don’t TL2, the oral tradition is fighting a los-
apart, with large enough staffs to deter know. ing battle with written records.
banditry, and often with walled com-
pounds. These inns will charge high Folklore Consulting a bard requires finding
prices for food and lodging. one. Most bards travel from place to
Folklore is the knowledge of people place. An inn or a minor noble’s court
In communal economies with little who don’t specialize in knowing may have a bard visiting or passing
trade, inns won’t exist. Travelers can things. Part of it is an individual’s accu- through. A major court probably has a
become guests of local residents, pay- mulated life experience; part is the resident bard. Once the bard is locat-
ing with small gifts (roll vs. Savoir- common property of a community; ed, apply the standard reaction rolls
Faire to choose something suitable) part is small secrets passed from par- for requests for information, rolling
and news of the outside world, or they ent to child, or master to apprentice. against the bard’s Bardic Lore skill if
can stay at temples or monasteries. he feels inclined to help.
People in such societies often consider Most times, adventurers don’t need
guests sacred. A host must allow even to go to anyone for folklore. They’re Scribal Records
a sworn enemy, once invited under his folk, as much as anyone else is – they
roof, to leave in peace. These customs can remember folk knowledge with a Written records originally served
may persist for a time while regular roll against IQ. At most, they may find official purposes; they recorded who
trade is developing. Travelers may find it helpful to visit the wisest man in owned which plot of farmland, or the
lodging at monasteries or prosperous their community and ask his advice. terms of a contract, or who had paid
households – or fall into the company On a Good or better reaction, he’ll take his taxes. Professional scribes keep
of robbers and murderers – more an active interest in the question; roll these records. Most scribes are gov-
often than they find actual inns. against his IQ to determine if he ernment employees; some are in pri-
Obtaining lodging calls for a reaction knows anything. vate practice. In either case, they live
roll: Fair for a large household or mostly in cities, starting at TL1.
monastery with spare rooms, Good Adventurers who have traveled to a
for ordinary households. foreign country can’t use IQ to learn Getting a scribe to consult his
about local conditions. Instead, they records requires a Good or better reac-
Cities often have more specialized roll against Area Knowledge, if they tion for any unknown information.
businesses. Restaurants may serve have that skill, with modifiers for dis- The actual consultation requires a
expensive or exotic food and host ban- tance from their native area. Or they Research or Administration roll by the
quets. Large inns or caravanserais look for a local informant. Anyone scribe.
offer lodging. The streets may also be whose profession involves talking with
crowded enough to support wander- a lot of people is a suitable choice – If adventurers are literate, they
ing vendors who sell the local food. If innkeepers and priests, for example. could sneak into an archive and find
a city has religious or recreational Adventurers in their own countries the records they need. Since they
gatherings, food and drink vendors may need similar help with unfamiliar won’t know the filing system, this calls
will often attend them. It’s possible to social strata; finding someone with for a Research-2 roll to locate any-
search for any of these specialized Savoir-Faire or Streetwise will help. thing useful.
types of establishments rather than Usually this consultation calls for a
just looking for “a tavern” or “an inn.” reaction roll; a Neutral response is Scholarly Libraries
good enough to get a chance of helpful
Lodging places in market information, since casual local knowl- At TL2, flexible writing systems
economies actively advertise for cus- edge will be new to visitors. encourage the writing of books that
tomers, giving +5 to rolls to find them. Adventurers who have already been in people read, instead of looking things
Places that are exclusive to a particu- an area for a while may have a up in them. The old bardic traditions
lar clientele are an exception. Contact. start to fade, or transfer to written
scriptures or epics. Somewhat later,
INFORMATION Bardic Lore scholars start to collect libraries. Any
SOURCES city will probably have an educated
In nonliterate societies, people man who has such a library. An impe-
In any setting, people may have develop methods for remembering rial capital, or a city such as
questions and will search for places to information. One of the oldest is writ- Alexandria that specializes in knowl-
get answers. But different kinds of ing poetry about it. Every human cul- edge, may have a great archive with
answers will be available and different ture has the equivalent of “Thirty days tens of thousands of books.
sources will provide them. The kinds hath September.” In nonliterate soci-
of knowledge sources vary with the eties, the skill of Bardic Lore (p. 99) An individual scholar has a library
TL. includes all the sorts of information for his field he consults when answer-
that literate societies put into reference ing any question that isn’t obvious.
Whatever the information source, books. In literate societies, Bardic Lore This doesn’t require a Research roll. If
the obscurity of the question modifies mostly includes archaic information, he has no access to his books, he rolls
which may be obsolete nonsense or against the appropriate skill at -5 (-2 if
he has Eidetic Memory; no modifier if
he has Photographic Memory).
LOCALITIES 99
If that fails, he can go to the best adventurers avoiding official ties may To get into the private residence of a
institutional library available – or come before the rulers to face lawsuits noble, adventurers must pass through
adventurers can go there themselves, or criminal or ecclesiastical charges – one or several guard stations, offering
either asking the help of a librarian or or need to get in, by force or stealth, to a good reason for admission, and
using their own skills. Finding a rele- rescue imprisoned friends. sometimes paying bribes. In cinemat-
vant book calls for a Research roll. ic treatments, sly groups could dis-
This is unmodified for the library of a In historical fantasy settings, the guise themselves as servants and
monastery, school, or town; +1 for the rulers are often landowners. Land is sneak in, or find conveniently
library of a city; and +2 for the library the main source of wealth. It’s also the unguarded tunnels or low walls.
of an imperial capital or a world- most respectable source of wealth. Realistic nobles are often suspicious
renowned institution such as the From Roman senators to feudal lords, enough to close such convenient
Library of Alexandria. the upper classes agreed that a man access routes, or guard them. In less
who makes money in trade dishonors suspicious eras, a noble may invite in
The Printing Press himself. any traveler asking politely, to tell his
story or present his petition for aid.
With the invention of the printing That doesn’t mean the landowners
press, books become far more wide- actually live on their land. In medieval Even in a suspicious and disorder-
spread, as does literacy. The libraries societies, this was common, and it is ly society, though, rulers want their
of great cities and major universities even more so in medieval fantasy. subjects to know where to find them.
grant +(TL/2), rounded down, to However, the rulers of the ancient There is no need to roll to find a cas-
Research skill. Because many copies world often lived in city-states and had tle. Usually a ruler’s court is large
of a book can be produced in a short stewards to manage the land for them. enough to have at least a bonus from
time, the concept of publication date Roman senators had the same prefer- size. The court and the residence are
becomes meaningful, and librarians ence, though they might have huge usually in the same building, but
catalog books and journals partly by estates centered on palatial villas. admission to the court is much easier
when they first appeared. Over a few During the High Middle Ages and to arrange. There may be several dis-
centuries, standardized book cata- Renaissance, European countries tinct areas with progressively higher
loging develops. developed a pattern where minor security. Access to these, if not gained
nobles lived in the villages, but great from Rank or Status, is a type of
The printing press also makes pos- nobles came to the royal court and Security Clearance (p. 130).
sible the rapid growth of science, as attended the king.
the results of scientific research can Dungeons
quickly reach a substantial audience. Feudal societies had a further com-
First publication of a new discovery is plication: their rulers found it hard to In feudal societies, the aristocrats
important to scientific reputation, collect taxes from peasants who rarely are also the judges and law
leading to bitter priority disputes; touched money. Instead, they assigned enforcers. This means that castles
some scientists publish cryptic notes land to their knights; the knight lived and strongholds have dungeons – not
about their findings or put them in on the land and collected rent from abandoned ruins filled with mon-
code. the peasants in exchange for support- sters, treasures, and traps, but well-
ing the king. Naturally, this turned guarded prisons holding criminals,
At the same time, magical theo- from a temporary administrative con- heretics, enemies, or other inconven-
ries draw increased interest, often venience into a permanent right. ient people.
from the same people. Magic may
not have the same standards of pub- The lower ranks of the nobility Imprisonment wasn’t as common
lication as science; public recogni- have just enough wealth to support in historical societies as it is in pres-
tion for magical discoveries might one man, with expensive military gear ent-day societies. Keeping a man
create a bad reputation instead of a and freedom from labor so that he can locked up is expensive. He must be
good one. Hints, incomplete results, practice using it. From the Roman fed, provided for, and prevented from
and codes and ciphers are much Empire through the age of chivalry, escaping. Imprisonment isn’t a com-
more common in books on magic; “expensive military gear” included a mon punishment. Past societies
the uninformed reader usually finds horse trained for the battlefield. favored punishments that could be
them to be gibberish. Earlier, TL1 noblemen owned chariots completed: temporary unpleasant
and chariot ponies, or were supplied experiences such as fines, whippings,
COURTS AND with them by their kings. Above these or public humiliation, or permanent
CASTLES village lords are the upper nobility, injuries such as confiscation of prop-
with enough land to support other erty, mutilation, or death. Imprison-
Adventurers often have to deal with elite warriors as personal retainers – ment was for people who were too
the rulers of their societies. If success- from a handful to a small army. The wealthy and powerful for a convenient
ful enough, they may be the rulers. most powerful noblemen are on the execution – the sort of people who
Less powerful adventurers often work level of the weaker kings. ended up in the Tower of London or
for the rulers, whether as members of the Bastille – or was a temporary
their households, mercenaries, or In disorderly eras, such as the measure, to keep a prisoner available
unacknowledged agents. And even Middle Ages or much of Japanese his- until trial.
tory, nobles live in castles with elabo-
rate fortifications. Cities often grow
nearby important noble residences.
100 LOCALITIES
A prisoner might require interro- Sanctity
gation or punishment, and often this
meant torture. So a dungeon may Some fantasy settings have parallel systems of standard magic and
have a torture chamber nearby, clerical magic, or have only clerical magic. In the same way that stan-
whether equipped with improvised dard magic works differently in environments with lower or higher
devices or with the most sophisticated mana, clerical magic works differently in environments with lower or
implements a twisted mind might higher sanctity. But there are important differences between mana and
devise. A scaffold, headsman’s block, sanctity. The levels of sanctity aren’t simply the levels of mana with dif-
or other place of execution is also like- ferent names.
ly. Any adventurer taken into custody
will probably see such threatening What gives an area sanctity? It may be the actual presence of the god
apparatus, a hint of his fate if he fails (or spirit) to which it’s sacred, or of things that concern the god; for
to cooperate . . . or to escape. example, a dryad inhabiting a tree may sanctify the grove where it
stands. But it may also be regular worship of the god in a certain loca-
HOLY PLACES tion. Or there may be actual ceremonies that can consecrate a place to
a god. In other words, human activity strongly influences the level of
Nearly every settlement has at sanctity, where magery depends mainly on the natural environment.
least one sanctified place; religious
activities take place there, such as Mana levels usually remain the same in areas miles across, or even
prayer and sacrifice. If gods are real, hundreds of miles (see Unevenly Distributed Magic, p. 43). But human
they pay attention to those activities worship usually occupies much smaller areas. The worshippers need to
and places. As a result, shrines and see and hear the ceremony, and a sense of enclosure gives a stronger
temples acquire high sanctity (see feeling of sacredness. So holy areas may be as small as a park, a tem-
Sanctity, below), whether they had it ple, or even an alcove that holds a shrine or relic.
to start with or not. However, they
may start out that way in the first Sanctity, with respect to any particular god, ranges from “holy
place. If a god or spirit frequently ground” down to “cursed ground”:
spends time somewhere, visibly or
invisibly, anyone interested in gain- Very High Sanctity (Holy Ground): Places most strongly consecrated
ing divine notice will go there, and with respect to the god in question: the most ancient temples, sites
the resulting worship will add to its where the god came into the world and performed miracles, etc.
sanctity. It’s also possible to take a
physical relic of the god to a site High Sanctity (Blessed Ground): Natural places where the god’s
intended for a new shrine, letting its power is particularly strong due to his sphere of influence (e.g., a live
holiness become the seed of new volcano, for a fire god). Any location specifically consecrated to that
sanctity. god (e.g., ordinary temples).
Sites of worship have boundaries Normal Sanctity (Neutral Ground): Most places in the world, most of
or enclosures; not only do these mark time (including the temples of other gods that aren’t explicitly opposed
out the limits of sanctified ground, but to the deity in question).
the very act of drawing limits has a
ceremonial effect that enhances sanc- Low Sanctity (Unhallowed Ground): Natural places where the god’s
tity. Typically, each temple’s grounds presence is weak as a result of his sphere of influence (e.g., the sea, for
are a high-sanctity area, or occasional- a fire god); any site of high sanctity to a diametrically opposed deity.
ly a very-high-sanctity area. These
grounds often contain holy objects, No Sanctity (Cursed Ground): Any location explicitly and formally
images of divinity, and items used in desecrated with respect to the god in question; any site of very high
worship. In an empire or other large sanctity to a diametrically opposed deity.
polity, an entire city may have high
sanctity. Several types of human action can affect a place’s sanctity level.
Consecration is a ritual performed by someone with Clerical Invest-
The smallest sites are shrines, usu- ment. It raises a place’s sanctity level from normal to high or very high.
ally built in an alcove or corner of a
house, or in a sheltered place on a city Deconsecration is performed by a priest of the god and reduces a
street or public road. A shrine has no place’s sanctity level from holy or blessed to normal. Desecration is per-
priest assigned to it; an inscription or formed by a priest of an opposed god, and reduces a place’s sanctity.
image shows which god it honors, and Purification removes evil influences and increases an area’s sanctity. If
anyone who passes may stop to pray an opposed god inhabits the hostile place, of course, the purification is
or make an offering. Any village, farm, a desecration from his viewpoint!
or even household may have a shrine.
Only the interior of the shrine is high Pollution is any action that a god finds offensive, performed by any-
sanctity. one, with or without deliberate intent. Minor pollutions can be cleaned
up through ordinary rituals of atonement or purification, which anyone
with Clerical Investment can usually perform; they rarely take a place
to worse than low sanctity. Major pollutions can remove all sanctity;
they’re as bad as intentional desecrations. It can take truly heroic meas-
ures to restore a holy place that has suffered a major pollution.
LOCALITIES 101
Temples and churches are public A sanctum is a private place of wor- illegal, openly acknowledged mages
buildings dedicated to a god. Such a ship, reserved to the use of a cult or will find safety in similar roles.
building will normally house a priest, society. Temples enclose sancta in
either in residence or nearby. A larger secured buildings, build them into If magic is everywhere, it will inte-
temple will have a staff of up to a hidden places, or place them in grate into everyday life. The same is
dozen priests, including one with remote natural areas such as sacred true if enchanted items are common.
Religious Ritual-14 or higher, and may groves where they’re locked or fenced Since anyone, not just a mage, can use
have other personnel. Some religions off. They may also have divine protec- most of them, they may give everyone
have specialized officiants for func- tion to turn away intruders. The access to a few useful spells – or they
tions involving the shedding of blood, ground in a sanctum is high sanctity. may be the jealously guarded preroga-
such as sacrifices and guarding tives of specialized guilds or profes-
against intruders. Any community Priests at high-sanctity sites can sions. Magical academies may also
with more than 100 inhabitants may cast divinely granted spells, if any are exist in the larger cities.
have a temple; any community with available in their faiths, or call on
more than 1,000 may have a large other powers of their god. But in addi- She had graduated already, coming
temple, and one with more than 5,000 tion to this, the god himself may pro- first in English, equal first in Music,
definitely will have. Both the building tect his holy places. Intruders and third in Mathematics, seventh in
and the site it stands on are high sanc- blasphemers may find themselves Science, second in Fighting Arts and
tity. A large temple may have a sacred under supernatural attack by spells fourth in Etiquette. She had also been a
relic. cast by the god, by spirits serving the runaway first in Magic, but that wasn’t
god, or by other supernatural powers. printed on the certificate.
Great temples and cathedrals are Many gods have the power of
important sites for a widespread reli- Affliction on high-sanctity ground. – Garth Nix, Sabriel
gion. In a polytheistic religion, they
will be devoted to the religion’s princi- Temples that are sites of public Magic as Infrastructure
pal god or gods. A great temple may worship gain the same +5 on location
have dozens of priests, or even hun- rolls as courts or castles. “Allied trades” may be found along
dreds, especially in a bureaucratic reli- with magical general practitioners.
gion where many priests have admin- MAGICAL These groups of people know only a
istrative duties. In any case, it will CAPABILITIES few spells, but their services would be
have an internal staff with Admini- useful enough to repay them for learn-
stration skill. High-ranking priests will For an analysis of the levels of ing those spells. In villages, this will
have Politics skill, in addition to some magical capability for settlements of often be the domain of hedge wizards
priests with very high Religious Ritual various sizes, see How Many Mages? (see the Hedge Wizard template,
and Theology. The temple will normal- (p. 103). p. 119). In cities, magical universities
ly be a multi-building complex, often or trade guilds may offer formal train-
in the form of a walled compound. In a setting where magic is rare, ing. Anyone whose (IQ + Magery)
Some great temples are effectively cities won’t normally have mages at all. score is 13 or less will be guided into
independent cities, such as Delphi. Mages may attach themselves to the one of these trades. Here are some
The entire site will be high sanctity, courts of great rulers, live in isolated examples of useful occupations that a
and an inner cell may be very high sites where they pursue personal goals, practitioner with IQ 12 and Magery 0,
sanctity. Great temples usually keep or wander from place to place as their or IQ 11 and Magery 1, can enter with
major relics. services are needed. In a world where no more than 12 points of training:
magic is common but stigmatized or
Entertainer: Sound-12 [4], Simple
Illusion-12 [4], Complex Illusion-12
[4].
Schools for Sorcerers
Schools of magic appear in many fantasy stories, teach it. Magic has to be directly useful; if its main use
from Roke in Ursula Le Guin’s A Wizard of Earthsea to is to enhance nonmagical skills, making warriors bet-
Unseen University in Terry Pratchett’s Discworld series ter warriors or smiths better smiths, then warriors and
to Hogwarts in J.K. Rowling’s Harry Potter series. smiths will learn it during their regular training, not at
Such settings often apply to light fantasy, but are not arcane academies. Finally, enough potential mages
confined to it; Le Guin’s treatment ranges between have to exist so that training them as a group is more
high fantasy and dark fantasy. economical than apprenticing each one to a local wiz-
ard or witch. This can occur either in a high-mana
Schools of magic must meet several conditions to world (or one where Magery is commonplace) where
be viable. It has to be possible to study magic; if magi- most intelligent people can learn magic, or in a nor-
cal is the gift of the gods, or gained through ritual mal-mana world where potential mages travel long
ordeals or freakish accidents, or otherwise more like distances to master their art.
an advantage than a skill, there won’t be schools to
102 LOCALITIES
Firefighter: Ignite Fire-12 [4], Healer: Lend Energy-12 [4], Lend
Extinguish Fire-13 [8]. Vitality-12 [4], Minor Healing-12 [4].
(Requires Empathy or Magery 1.)
Food Tester (very popular at royal
courts!): Test Food-13 [8]. Illuminator: Light-12 [4];
Continual Light-13 [8].
Gardener: Seek Plant-12 [4];
Identify Plant-12 [4]; Heal Messenger: Haste-12 [4]; Quick
Plant-12 [4]. March-13 [8]. (Requires Magery 1.)
Ghostfinder: Death Vision-12 [4]; Witness to Truth of Testimony:
Sense Spirit-13 [8]. (Requires Sense Foes-12 [4], Sense Emotion-12
Magery 1.) [4], Truthsayer-12 [4].
Behind the Curtain: How Many Mages?
A civilization’s magical capabilities depend on how normally spend only 1 point on most spells. Most spells
many people can cast spells, and how well they do it. are IQ/Hard, so that 1 point gets them at IQ + Magery -
2; for example, an enchanter with IQ 15 and Magery 2
In normal-mana or low-mana settings, only people can reach level 15 for 1 point. In the preceding list, add
with Magery can cast spells or use the most potent mag- 2 to each skill level to find the equivalent (IQ + Magery).
ical objects. The setting determines how many people
have Magery. Most fantasy stories treat magically gifted Considering only IQ (and assuming Magery 0 is
people as unusual or even rare. But this doesn’t have to common or unnecessary), every community has people
be true. Nearly all the human beings in a fantasy world with IQ 11-12. In a common-magic setting, every village
could have Magery 0. has a hedge wizard who knows a few basic spells, and
one or two advanced ones. Every town or city has peo-
In some worlds, people can acquire Magery, either ple with IQ 13-14, so at least every small city has a pro-
through special training in meditative exercises, or visu- fessional mage with formal training in intermediate-
alization, or by being magically empowered. Magery level spells. A large city, or a county, duchy, or small
might still be rare, if the cost of gaining it is high . . . but country without medium or large cities, will have peo-
it might also be commonplace. ple with IQ 15-16. A large country will have people with
IQ 17-18, capable of becoming enchanters or affecting
If Magery is rare, anyone with it will learn some the outcome of a battle. People with IQ 19-20 will be
spells. Someone with Magery 1 should learn Lend found somewhere in an entire world, but there will be
Energy first, so he can supply 6 energy per hour to a only a few. If the public tolerates magic, some mages
higher-level spellcaster. If Magery is commonplace, will be world-famous. In low-mana worlds, they may be
some mages will never develop their talents. In particu- capable of making enchanted objects.
lar, those with Magery 0 who aren’t naturally gifted at
casting spells – as measured by IQ and levels of Magery Adding levels of Magery into the calculation
– may prefer to become swordsmen, priests, or garden- improves the odds a bit. Magery is effectively a special-
ers. The same is true for a high-mana setting where ized Talent for working magic; it’s reasonable to sup-
spellcasting doesn’t require Magery 0. Whether people pose, for example, that people with IQ 14 and Magery 1
study spells will depend mostly on the level of skill they are more common than people with IQ 15, but less com-
expect to attain. There are several important skill mon than people with IQ 14. Higher levels of Magery
thresholds: are less common and won’t affect the distribution near-
ly as much. Figuring Magery into the equation means
Skill 10: Spells work only half the time, making them that a community that would otherwise have one mage
marginally useful. They are only for emergencies. of a given type will now have a handful, and a commu-
nity that is marginally too small will now have one. For
Skill 12: Spells usually work; the caster can get a job example, any medium or large city would probably have
as a mage. a single enchanter.
Skill 14: Spells work nearly always and are reliable in Making Magery 0 rare shifts the odds. If one person
a crisis. in 10 has Magery 0, professional wizards will only live
in medium or large cities; if one person in 100, only in
Skill 15: Spells have reduced energy cost, making imperial capitals – or in a less centralized world, in large
them easier to maintain. Enchantment becomes possible. cities that specialize in offering magical services. On the
other hand, training can help overcome this; if magic
Skill 16: Critical failures are rare; the caster is a mas- has useful effects, anyone with Magery 0 may be recruit-
ter mage. ed and taught just two or three useful spells. See Magic
as Infrastructure, p. 102, for some examples.
Skill 20: Spells have substantially reduced energy
cost; enchantment works even in low-mana areas.
Unlike ordinary workers or soldiers, whose jobs
require only a handful of skills, most mages need one or
two dozen spells. This takes enough time to prevent
prolonged study of more than one or two spells. Mages
LOCALITIES 103
CHAPTER SIX
CHARACTERS
A knight of the Table Round should show fear. He had climbed trees and built as they all were, but with a sort
be invincible, ships’ masts, but now, if he stepped of sail reached out flat to each side,
closer to the edge, he could look down like . . .
Succeed where a less fantastic man at Sea Otter’s mast, from many times
would fail: its height. Carefully, he took that one “Wings? Like a bird’s wings?”
step, and then another . . . and there “You have the eyes that see true,
Climb a wall no one else can climb, was his new friend, at the cliff’s very and that’s a rare gift in mortal men,”
Cleave a dragon in record time, edge. Valakal said. “Yes, like the wings of a
Swim a moat in a coat of heavy iron great gliding bird, or like the sails of
mail. Valakal turned, moving casually, your ship. As the wind blows past a
No matter the pain he ought to be and came back toward him. “You’re sail and pushes the ship forward, the
unwinceable; just in time,” he said. “The reavers wind blows past Keen Eyes and push-
Impossible deeds should be his daily ought to be coming into sight today; I es it upward, and so it carries us
fare. was going to have a look for them.” through the air. Us, that is, if you wish
to go out with me!”
– Alan Jay Lerner, Ing shaded his eyes with his hand, “And my weight won’t overburden
“C’est Moi” (from Camelot) and looked out to see. Nothing, not your craft?”
even the top of a sail. “Your eyes are Valakal looked at him appraisingly.
In his stumbling Elvish, Ing said, “I keener than mine,” he said, “if you can “You weigh more than an elf,” he said,
seek Valakal of the Wind.” His own see them coming.” “but not that much more. I think I can
wind was nearly gone; he had just get you back down.”
climbed a quarter-mile on a steep, nar- “Ah, but Elven eyes see over the And so Ing found himself in the
row path cut into the rock. The elf- horizon! And yours can too, my friend. rear seat, as half a dozen elves lifted
woman said something too fast for I’ll show you the secret.” Valakal led the winged craft and ran at full speed
him to follow, and nodded toward the him along the cliff, to where several toward the edge of the cliff.
edge of the great sea cliff. tall, unusually well-muscled elves
stood waiting around . . . what was it?
Drawing near to it, Ing had to Some kind of Elven boat, very lightly
remind himself that a Northman didn’t
104 CHARACTERS
Actually playing a fantasy cam- a certain mix of skills has become advisory and support specialists such
paign starts with creating the charac- customary in both: combat, stealth, as the healer or the scholar can be
ters. Fantasy stories and campaigns and spellcasting, the specialties of useful too, and offer roles for players
commonly emphasize adventure, and warriors, rogues, and wizards. But who want to try something different.
CAMPAIGN STYLES
AND POINT VALUES
Fantasy novels include characters In low fantasy, and in fantasy based sword and sorcery. In a dark fantasy
at a wide range of power levels, often on folklore and fairy tales, point values setting, PCs may need the added points
in the same story. Roleplaying cam- below 100 often work well. An ordi- just for survival! Still higher point val-
paigns generally need a narrower nary man thrown into adventure can ues are possible, but move the cam-
range. Too wide a gap leaves the low- be a 50-point character. In higher fan- paign to the level of epic, with heroes
point-value characters without much tasy, characters built on 100-200 points who can contend with the gods or
to do. But if a campaign will have a work better; the added points can rep- challenge fate. This chapter assumes
standard point value, what should that resent the Rank, Status, and Wealth of that the base for typical characters is
point value be? aristocrats, or the skills of veteran 100 or 150 points, with up to 50 or 75
adventurers such as the heroes of points in disadvantages.
RACIAL TEMPLATES
The following templates define var- man emerging from the shoulders of horses – saddle, harness, stables,
ious fantasy races in GURPS terms. a horse. An average centaur weighs etc. – particularly odious. [-2]
These designs illustrate the creation of about 1,200 lbs. and is 3 hexes long.
races and offer versions of most fanta- Centaurs attack with a variety of Devilfish
sy standards, plus a few more unusual weapons, but can also kick to the
types such as devilfish. GMs should rear (doing thrust as crushing dam- 70 points
feel free to make up additional races age).
to suit the needs of their campaigns. Devilfish are creatures of the
Centaurs are highly mobile, oceans, favoring reef environments,
Not all of these templates are suit- nomadic, and famed for their though they can leave the water for a
able for player characters in every untamed behavior. They own no short time when necessary. Despite
campaign. GMs are free to set charac- more than they can carry, though that their name, they are neither devils nor
ter point limits that make some tem- can be a substantial weight. Centaur fish, but intelligent cephalopods
plates prohibitively expensive, to disal- tribes usually trade for a small range resembling large octopuses. They
low specific templates, or even to for- of goods: beer or wine, salt, and iron communicate by skin pattern changes
bid PCs of any nonhuman race. Some for horseshoes. Many of them have and use those same changes to cast
more powerful templates, such as the traits such as Berserk and spells (see Nonhuman Magic, p. 167).
djinni and dragon, will be unsuitable Compulsive Carousing. However, a Devilfish technology was spawned
in the majority of campaigns. GMs few centaurs became scholars famed from magic; their underwater habitat
can still use such templates to design for their wisdom. One such was prevents them from using fire, which
NPCs that a group of adventurers may Chiron, the tutor of several mythical they regard as a mysterious and dead-
encounter. Greek heroes. ly force. They compete constantly for
status, often based on skill in magic
Because racial templates are com- Attribute Modifiers: ST+8 (Size and rank in magical societies (see
pletely rigid, list them on a character Modifier, -10%) [72]; IQ-1 [-20]; Rank, p. 130). Unlike other cephalo-
sheet as a single trait – for example, HT+2 [20]. pods, they care for their offspring and
“Dwarf [35].” An unusual member of a pass on knowledge and wealth to
race, who lacks a typical racial trait, Secondary Characteristic Modifiers: them.
can have its absence listed as an indi- SM +1; Per+1 [5].
vidual trait on his character sheet; for Devilfish are more or less globular,
example, a dwarf might have “No Advantages: Claws (Hooves) [3]; averaging 4’ in diameter, and weigh
Stubbornness [5].” Enhanced Move 1 (Running) [20]; about 200 lbs. A devilfish’s normal
Extra Legs (Four Legs) [5]; first move in combat is to grapple (at
Centaur Fearlessness 1 [2]. up to +12 if using all his arms); his size
gives him a 1-yard reach. Once he has
90 points Disadvantages: Impulsiveness (12) immobilized the foe he will attempt to
[-10]; Overconfidence (12) [-5]. bite him, inflicting thrust-1 large
A centaur is a six-limbed being piercing damage.
with the head, arms, and torso of a Quirks: Compulsive carousing; Finds
the trappings of domesticated
CHARACTERS 105
From Creature to Character
One source for additional races is animal/creature can be reduced to Dull [-1], a quirk; for sapient ani-
descriptions, whether from the Basic Set (Animals and mals, Cannot Speak [-15 or -25] can be removed (a
Monsters, p. B455), from this book (p. 46), or from a sapient animal’s only distinctive trait is usually Dull).
sourcebook for a particular fantasy world. Abbreviated When increasing IQ, decrease Per bonuses to give the
creature statistics can translate into full racial tem- same final Per score.
plates, allowing creation of characters belonging to
those races. Racial templates can also be used to Superior Horse
define a companion animal that is a PC’s Ally (see
p. 132, Ally or Asset?) or to define the animal form(s) of 75 points
a shapeshifter (see the selkie and werewolf templates
here, for examples). Gods and legendary heroes often have extraordi-
narily gifted horses, such as Odin’s Sleipnir, Alexander
First, turn the creature’s attributes into racial attrib- the Great’s Bucephalus, and Gandalf’s Shadowfax.
ute modifiers. An attribute score above 10 turns into a Such a horse might have the following template.
racial attribute bonus; one below 10 turns into a racial
attribute penalty. The cost is unchanged; for example, Attribute Modifiers: ST +12 (No Fine Manipulators,
DX 8 costs -40 points, so a racial modifier of -2 to DX -40%; Size, -10%) [60]; DX -1 [-20]; IQ -5 [-100]; HT
costs -40 points. +1 [10].
Now, compute the base values for the secondary Secondary Characteristic Modifiers: SM +1; Will +6
characteristics. If the actual secondary characteristics [30]; Per +7 [35]; Basic Move +5 [25].
are higher or lower than this, treat the difference as a
secondary characteristic modifier, at the usual point Advantages: Claws (Hooves) [3]; Combat Reflexes
cost. Animal species usually have IQ 5 or less, but wild [15]; Empathy [15]; Enhanced Move 1 (Ground)
animals usually have Perception 12. For example, a [20]; Fit [5]; Higher Purpose (Devotion to Rider)
tiger has IQ 4 but Per 12; as a template, this would be [5]; Peripheral Vision [15].
IQ -6 [-120] and Per +8 [40].
Disadvantages: Cannot Speak [-15]; Quadruped [-35];
Sort the list of traits into advantages, disadvan- Social Stigma (Valuable Property) [-10].
tages, perks, and quirks. Assign each its appropriate
point value. List meta-traits such as Quadruped with Quirks: Dull. [-1]
their combined point values, either as advantages or as Skills: Brawling-10 (DX+1) [2]; Mount-13 (DX+4) [16].
disadvantages. In a fantasy setting,
a creature may have an Notes: This template is based on the cavalry horse
emblematic trait; include that (see p. B459). IQ is increased by 2 points; HT is
as a racial advantage or disad- increased by 1 point, which gives a Basic Speed of 5.
vantage. Add any other traits
needed to define the species Will and Per bonuses are reduced to
fully. give unchanged final scores of 11
and 12. Increase Basic Move to 10,
Any skills included in the faster than a typical racehorse, to
creature statistics should also reflect the legendary capabilities of
be in the racial template; they superior horses. Include advantages
are either instinctive or learned Fit. Empathy and Higher Purpose,
in childhood by every normal and the adjustment of Mount skill
member of the species. For a to DX+4, reflect the horse’s extraor-
wild animal species, include dinary bond with his rider. Reduce
Survival for its native habitat Hidebound to Dull to reflect superi-
at Per (usually Survival-12). or equine intelligence.
The greatest legendary horses
It’s also possible to create might have even higher point val-
an upgraded version of an ani- ues; raising Fit to Very Fit, giving
mal template, to represent them levels of Hard to Kill, or rais-
either a superior animal or a ing their IQ would be appropriate.
sapient animal. Remove the For a race of sapient horses,
Fixed IQ Taboo Trait, raise the such as the Houyhnhms of Gulliver’s
racial IQ (typically by 1 point for a Travels, keep the same physical
superior animal; at least to IQ 6 for a sapient animal), traits, but raise IQ to 10 or even
and remove or reduce mental disadvantages. For
example, Bestial [-10] can be removed; Hidebound [-5] higher, and remove Cannot Speak,
Dull, and Social Stigma. Among the Houyhnhms, it
was human-shaped beings, the Yahoos, who counted
as (possibly) valuable property!
106 CHARACTERS
Some devilfish join the Abyssals, a Djinn as a race have great magical Dragons have a passion for gems
secretive cult of the deeper oceans, power and often are mighty sorcerers. and precious metals; the reason is
lured by the promise of secret magical This template does not include spells, uncertain. It may be a mating ritual,
power. Abyssals have a Dread of sun- but nearly all djinn know Food and since legends mainly describe male
light and cannot come within three Illusion spells (pp. 169 and 170). They dragons as hoarding. Dragons are
yards of the ocean’s surface by day. are proud by nature, but some are incredibly passionate about their
obedient Muslims. wealth and enraged at losing any of it.
Attribute Modifiers: ST+1 (Size,
-10%) [9]; DX-1 [-20]; IQ+1 [20]; Attribute Modifiers: DX+2 [40]; IQ+2 All dragons are capable of using
HT+1 [10]. [40]; HT+2 [20]. magic, and most learn spells. Their
intelligence may be a byproduct of
Advantages: Absolute Direction (Only Secondary Characteristic Modifiers: their magical natures.
by Day, -20%) [4]; Chameleon 2 SM +1; HP+5 (Size, -10%) [9].
[10]; Constriction Attack [15]; A dragon on this scale weighs 3,000
Doesn’t Breathe (Oxygen Storage Advantages: Alternate Form (Mater- to 5,000 lbs. and has a 30’ wingspan.
When Out of Water, 25¥, -50%) ialized Djinni) [15]; Body of Air His claws inflict thrust cutting or
[10]; Enhanced Move (Water; ¥2; [36]; Doesn’t Eat or Drink [10]; impaling damage; his bite causes
Costs Fatigue, 1 FP/minute, -5%) Invisibility (Carrying Capacity, No thrust-1 impaling damage; and his fiery
[19]; Extra Arms 6 (Extra-Flexible, Encumbrance, +10%; Normally breath does 4d burning damage.
+50%; No Wounding, -50%; Mod- On, +0%; Switchable, +10%) [48];
ifiers apply to normal arms) [60]; Magery 3 [35]; Unaging [15]. Attribute Modifiers: ST+20 (Size,
Flexibility [15]; Injury Tolerance -40%) [120].
(No Neck) [5]; Magery 0 [5]; Night Disadvantages: Dread (Solomon’s
Vision 3 [3]; Sensitive Touch [10]; Seal; Occasional) [-10]; Disturbing Secondary Characteristic Modifiers:
Teeth (Sharp Beak) [1]. Voice [-10]. SM +4; Will+3 [15]; Per+3 [15].
Disadvantages: Cannot Speak (Mute) Quirks: Proud. [-1] Advantages: Burning Attack 4d (Cone,
[-25]; Cold-Blooded (Below 50º) 5 yards, +100%; Limited Use, 6/day,
[-5]; Colorblindness [-10]; Deaf- Materialized Djinni -10%; Reduced Range, ¥1/5, -20%)
ness [-20]; Innumerate [-5]; 200 points [34]; Claws (Long Talons) [11];
Invertebrate [-20]; Selfish (6) [-10]; Discriminatory Smell [15]; DR 6
Semi-Aquatic [0]; Short Lifespan 1 Attribute Modifiers: ST+5 (Size, (Can’t Wear Armor, -40%) [18];
[-10]. -10%) [45]; DX+2 [40]; IQ+2 [40]; Eidetic Memory [5]; Enhanced
HT+2 [20]. Move 1 (Air) [20]; Extra Attack
Quirks: Dislike of fire. [-1] [25]; Extra Legs (Four Legs) [5];
Features: Cannot tell shape of objects Secondary Characteristic Modifiers: Flight (Winged, -25%) [30]; Hard to
SM +1. Kill 5 [10]; Longevity [2]; Magery 1
by touch; Doesn’t Breathe (Gills; [15]; Night Vision 8 [8]; Striker
Breathes Water Only). Advantages: Appearance (Very (Tail; Crushing) [5]; Teeth (Fangs)
Handsome/Beautiful) [16]; Magery [2].
Abyssal 3 [35]; Unaging [15].
0 points Disadvantages: Bad Grip 3 [-15];
Disadvantages: Dread (Solomon’s Gluttony (12) [-5]; Greed (12) [-15];
Secondary Characteristic Modifiers: Seal; Occasional) [-10]; Gigantism Horizontal [-10]; Miserliness (12)
Will +1 [5]. [0]. [-10].
Advantages: Dark Vision [25] replaces Quirks: Proud. [-1] Dwarf
Night Vision; Power Investiture 1
[10]; Pressure Support 2 [10]. Dragon 35 points
Disadvantages: Curious (12) [-5]; 300 points Dwarves are a race of miners, met-
Disciplines of Faith (Asceticism) alworkers, and craftsmen. They live
[-15]; Dread (Sunlight, 3 yards) These dragons are a version of the underground, which is their workplace
[-12]; Fanaticism [-15]. winged, fire-breathing reptiles of and protection from enemies. Dwarves
European myth. This template repre- are small but strong and enduring,
Djinni sents a large, old dragon, more pow- with highly developed combat skills.
erful than the template on p. B261. It They may become alchemists or spe-
247 points is usually a major foe for a team of cialize in enchanting, if they are magi-
heroes, though it might be a Patron cally gifted, but few dwarves practice
Arabic legends say that Allah made or even an Ally for a great hero or other sorts of magic. Many have Magic
men from earth, but djinn from wizard. Resistance.
smokeless fire (see Spirits in the
Material World, p. 30). The natural Dragons eat only meat, and it takes Dwarves might be only 2/3 as tall as
form of a djinni is a cloud of vapor, a lot of it to sustain their huge bodies humans, but they are much longer-
which can be either visible or invisi- and fast metabolisms. A full-grown lived, with a nose for gold and a flair
ble. Djinn can also materialize in the dragon needs a hunting territory with for all forms of craftsmanship.
shape of tall, powerfully built humans a radius of 10 to 20 miles. As a result, Dwarves often live in underground
(determine height and weight accord- dragons are fiercely territorial. Each halls, and their eyes are adapted to dim
ing to the rules for Gigantism, p. B15). male dragon has his mountaintop light. Many dwarves have Miserliness,
When dematerialized they can only domain, from which he watches for but this is not a racial trait.
speak in peculiar breathy whispers. gold, rivals, and threats from human
adventurers, often drawn by his
hoard.
CHARACTERS 107
Attribute Modifiers: HT+1 [10]. and iron weapons are especially Variant Races: This version of
Secondary Characteristic Modifiers: deadly to the faeries. Faeries can faeries is only one interpretation!
wear, handle, or even consume illu- Portraying them as creatures of illu-
SM -1; Will+1 [5]. sions. Many of them are skilled in sion explains their ability to change
Advantages: Alcohol Tolerance [1]; illusion spells and in using Art size and shape, their lack of need for
(Illusion) to shape illusionary objects. food, and various other traits. But
Artificer 1 [10]; Detect Gold other versions are certainly possible:
(Vague, -50%) [3]; Extended Attribute Modifiers: DX+2 [40]. material beings, like elves, who always
Lifespan 1 [2]; Lifting ST +2 [6]; Secondary Characteristic Modifiers: veil themselves in magical illusions, or
Night Vision 5 [5]. true spirits who only take on visible
Disadvantages: Greed (15) [-7]. Per+2 [10]; Will-2 [-10]; Basic form when it suits them.
Speed +0.5 [10].
Elf Advantages: Appearance (Very Ghoul
Handsome/Beautiful) [16]; Cham-
70 points eleon 5 [25]; Doesn’t Eat or Drink 0 points
[10]; Insubstantiality (Carrying
Elves are the quintessential fantasy Capacity: No Encumbrance, +10%; Though as mortal as humans,
race: very similar to humans (and Always On, -50%; Illusionary ghouls are often confused with
cross-fertile with them, in many set- Form, -15%) [36]; Magery 0 undead beings because they need to
tings), but exceptionally beautiful, (Impermanent, Dispelled by Iron, feed on the dead. The only food that
ageless, and naturally magical. Some -20%) [5]; Morph (Cosmetic, -50%) sustains them properly is human
descriptions make them superb [50]; Unaging [15]. flesh, though it doesn’t have to be
artists, while others say that they ulti- Disadvantages: Dependency (Mana, freshly dead. A ghoul who eats other
mately lack creativity; this version Constantly) [-25]; Impulsiveness meat in an emergency must roll vs.
avoids either option, while making (12) [-10]; Vulnerability (Iron, ¥3) HT. On a failure, his HT attribute
them sensitive to the beauty of land- [-30]. decreases by 1; on a critical failure,
scapes and living creatures. Elves nor- Quirks: Annoyed when mortals talk retching incapacitates him (see
mally live in forested areas. They use about them; Keep their promises. p. B429). Ghouls can only regain lost
their magic to enhance the growth [-2] HT with medical care, usually from a
and fertility of their forests. Survival Features: Can use illusionary objects ghoul physician – physicians of other
rolls in an elven forest are at +1 or bet- as if they were substantial; Felt as races seldom study the special dietary
ter. They find clearing the land repug- ghostly touches by material beings; needs of ghouls.
nant, and since elven leaders have cen- Must take on winged shape to
turies of skill in warfare, elven forests move vertically. Ghouls can pass for human, espe-
tend to stay forested. cially if they conceal their sharp
Elves are comparatively slender,
relying on speed and agility more than
raw strength. Determine their height
normally from their ST and add 2”.
Attribute Modifiers: ST-1 [-10]; DX+1
[20].
Secondary Characteristic Modifiers:
Per+1 [5].
Advantages: Appearance (Attractive)
[4]; Magery 0 [5]; Perfect Balance
[15]; Telescopic Vision 1 [5];
Unaging [15]; Voice [10].
Racially Learned Skills: Connoisseur
(Natural Environments) (A) IQ-1
[1]-9.
Faerie
140 points
Faeries are a naturally magical
race. Their bodies are magically
created, with little actual substance
(see Insubstantiality, p. 128). This lets
them change their appearance and
apparent size freely. Many of them
are masters of magic, though their
spells cannot create or change any-
thing substantial (see Nonhuman
Magic, p. 167). Among other things,
the touch of iron dispels faerie magic,
108 CHARACTERS
teeth, but they look slightly unappeal- Cold Iron
ing. A ghoul who has recently eaten
or handled human remains may Accounts of the faeries often say that they are vulnerable to “cold
cover the unpleasant smell by wash- iron.” What that means is widely disputed; some recent sources suggest
ing or using perfumes. native iron metal from meteorites or iron worked without heating it.
A ghoul’s bite inflicts thrust-1 In older literary works, any iron may count as “cold iron.” The word
cutting damage. cold doesn’t define a special type of iron, but describes iron in general,
as “red blood” describes blood in general. Rudyard Kipling’s poem “Cold
Attribute Modifiers: ST+2 [20]. Iron” says that cold iron gained its special powers by being used to nail
Advantages: Acute Taste and Smell 2 Christ to the cross . . . and the Roman legions weren’t using rare mete-
oric iron for executions. This book’s treatment of faeries assumes that all
[4]; Night Vision 5 [5]; Reduced iron hurts faeries and defines iron as Occasional. In a campaign where
Consumption 4 (Cast-Iron Stom- only some special form of iron is effective, it is Rare.
ach, -50%) [4]; Silence 1 [5]; Teeth
(Sharp Teeth) [1]. Advantages: Green Thumb 1 [5]; Enemy (Immediate infernal supe-
Disadvantages: Appearance (Unat- Hard to Kill 4 [8]; Silence 4 [20]. rior, 6 or less; Watcher) [-2]; Odious
tractive) [-4]; Restricted Diet Personal Habit (any) [-5]; Selfish
(Human Flesh; Substitution, Other Disadvantages: Mundane Back- (6) [-10].
Flesh, -50%) [-10]; Secret (Impris- ground [-10]; Overweight [-1].
onment or Exile) [-20]; Skinny [-5]. Variant Race: Bad Temper is only
Quirks: Fond of food and drink; the most common effect of an imp’s
Variant Race: This template repre- Prefers to live underground. [-2] attack. Other sorts of imps can inflict
sents a ghoul who is passing for other disadvantages, usually mental
human. A ghoul who lives in hiding Imp ones such as Bully (12) or Jealousy,
and sneaks out to feed replaces Secret though some imps favor Unlucki-
(Imprisonment or Exile) with Social 125 points ness. Some imps simply have the
Stigma (Monster) [-15], raising racial Difficult Speech meta-trait; they can
template cost to 5 points. Imps are the small change of hell, speak, usually whispering to a single
just capable enough to cause mischief victim, at a cost of 1 FP for each brief
Halfling and frustration. They tempt their mor- utterance.
tal victims into minor sins of anger.
20 points This requires a Quick Contest of the Myrmidon
imp’s Will against the victim’s HT. If
Short and fond of comfort, the imp wins, the target has Bad In ancient Greek myth, the myrmi-
halflings seldom leave their farms, but Temper (12) for one minute per point dons were warriors magically created
those who do sometimes make sur- of success. The imp’s roll is at -1 per from ants. When humans encoun-
prisingly good adventurers, thanks to yard of range. tered a sapient insect race, scholars
natural stealth, superb marksman- gave it the same name. Myrmidons
ship, and resilient health. They’re not Imps can’t physically manifest on look like ants, but stand erect on a sin-
at their best in a stand-up fight, but the material plane and thus their gle pair of legs, using the other two
make fine skirmishers, with thrown actions speak louder than their pairs for manipulation. Like ants or
rocks, slings, bows, crossbows, or appearance. To those who can see termites, they have castes of workers,
even muskets. The ability to move spirits they appear as very small, warriors, and breeders or “queens,”
noiselessly through grass or under- repulsive humanoids, about 18 inches plus an extra caste of “priests” who
brush also helps. Halflings seldom tall, like children with unnaturally preserve the memory of a nest.
seek out a fight. They are fairly egali- nasty expressions. Adventurers are likely to encounter
tarian, with chieftains but no kings. only the first two castes; the others
Many cultures expect chieftains to Attribute Modifiers: ST-8 [-80]; IQ-1 remain hidden inside the communal
give feasts and hand out presents to [-20]. nest.
the guests.
Secondary Characteristic Modifiers: A myrmidon is the same weight as
By choice, halflings live under- SM -4; Per+2 [10]; Basic Speed+1 a human of equal ST. A worker myr-
ground, in shabby burrows or elabo- [20]. midon’s height is also the same; a war-
rate tunnel complexes. The ones who rior myrmidon is 25% taller. Warrior
build aboveground are the poor. Advantages: Affliction 1 (Disadvan- myrmidons have sharp, intimidating
tage: Bad Temper (12), +10%; beaks that inflict thrust-1 large pierc-
An average halfling (ST 5) stands Malediction, +100%) [21]; Infernal ing damage. Either workers or war-
2’8” to 3’ tall and weighs 18 to 29 lbs. Rank 0 (p. 130) [0]; Magical Spirit riors can use weapons, but workers
(This takes Overweight into account.) [80]; Unmanifested Spirit [149]. are ineffective combatants.
Adjust height by 1 to 2” and weight by
2 to 4 lbs. per point of ST above or Disadvantages: Appearance (Ugly)
below 5. [-8]; Callous [-5]; Dread (Holy
Objects) [-10]; Duty (Tempt or
Attribute Modifiers: ST-5 [-50]; DX+1 harass mortals; Nonhazardous;
[20]; HT+2 [20]. 12 or less) [-5]; Enemy (Celestial
hierarchy; 6 or less; Rivals) [-10];
Secondary Characteristic Modifiers:
SM -2; Will+2 [10].
CHARACTERS 109
Worker
0 points Behind the Curtain: Selkie Design
Attribute Modifiers: ST+1 [10]; IQ-1 To illustrate the mechanics of Alternate Form, here are the compu-
[-20]; HT+1 [10]. tations for the point cost of the selkie template. The template cost of the
base form is 89 points; subtracting the point cost for Alternate Form, 13
Racial Advantages: Discriminatory points, leaves 76 points. The point cost of the human form is 80 points,
Taste [10]; DR 2 [10]; Extra Arms 2 an excess of 4 points. The base cost of Alternate Form is 15 points plus
[20]; High Pain Threshold [10]; 90% of 4 points, totaling 19 points. A -35% limitation reduces this to
Payload 6 (Liquids Only, -40%) [4]; 12.35 points, rounding up to 13.
Peripheral Vision (Vulnerable,
-20%) [12]; Social Chameleon [5]; Disadvantages: Appearance (Unat- No Fine Manipulators [-30];
Single-Minded [5]. tractive) [-4]; Bad Temper (12) Semi-Aquatic [0]; Vulnerability
[-10]; Callous [-5]; Disturbing Voice (Iron; ¥2 Damage) [-20].
Disadvantages: Combat Paralysis [-10]; Impulsiveness (12) [-10]; Quirks: Distractible; Sexually attract-
[-15]; Deafness [-20]; Hidebound Sadism (12) [-15]; Unfit (Only by ed to mortals. [-2]
[-5]; Mute [-25]; Selfless (6) [-10]. Day, -20%) [-4]. Skills: Survival (Ocean) (A) Per+1
[4]-13.
Quirks: Sexless. [-1] Quirks: Bowlegged. [-1]
Selkie Human Form
Warrior Selkie 80 points
100 points 90 points Attribute Modifiers: DX+2 [40]; HT+2
[20].
Attribute Modifiers: ST+2 (Size, A selkie is a seal with the peculiar
-10%) [18]; DX+1 [20]; IQ-1 [-20]; ability to remove his skin and turn Advantages: Appearance (Handsome/
HT+3 [30]. into a man. If a selkie’s skin is lost, Beautiful) [12]; Charisma 1 [5];
stolen, or destroyed, he’s trapped in Perfect Balance [15]; Unaging [15].
Secondary Characteristic Modifiers: his mortal form. Selkies are one of the
SM +1; Per+2 [10]. faerie races and share the common Disadvantages: Impulsiveness (12)
weakness of that kindred for iron. [-10]; Vulnerability (Iron; ¥2
Racial Advantages: Combat Reflexes However, their bodies are fully sub- Damage) [-20].
[15]; DR 3 [15]; Extra Arms 2 [20]; stantial in both forms (in contrast to
Extra Attacks 1 [25]; Fearlessness 2 the Faerie template, p. 108). In human Quirks: Sea-aspected moods. [-1]
[4]; High Pain Threshold [10]; form, they’re exceptionally handsome, Skills: Acrobatics (A) DX [2]-12*; Sex
Payload 2 (Liquids Only, -40%) [1]; with graceful movements.
Peripheral Vision (Vulnerable, -20%) Appeal (A) HT+4 [2]-16†.
[12]; Social Chameleon [5]; Single- A selkie in seal form can inflict
Minded [5]; Teeth (Sharp Beak) [1]. thrust-1 cutting damage with his * +1 from Perfect Balance.
teeth. † +4 from Appearance.
Disadvantages: Bloodlust (12) [-10];
Deafness [-20]; Hidebound [-5]; Attribute Modifiers: DX+2 (No Fine Troll
Mute [-25]; Selfless (6) [-10]. Manipulators, -40%) [24]; HT+2
[20]. This version of the troll is based on
Quirks: Sexless. [-1] folklore; for an alternate version, see
Secondary Characteristic Modifiers: GURPS Bestiary. Male and female
Orc Per+2 [10]. trolls have different templates. Female
trolls have almost always studied
-9 points Advantages: Alternate Form (Human magic and are often skilled
Form; Skinbound, DR 1, Repaired enchanters; male trolls rely on
Orcs are to humans what humans by Healing Rolls, SM -4, Can Be strength. Both sexes are larger than
are to elves: short-lived, shortsighted, Stolen by Stealth or Trickery, Does most other humanoid races, though
aggressive, and disliked. All this Not Work for Thief, Unique, -35%) not as large as giants. Their greatest
makes them the natural warrior race [15]; DR 1 [5]; Doesn’t Breathe weakness is turning to stone in sun-
of many fantasy worlds. With short (Oxygen Storage ¥25, -50%) [10]; light. Trolls are incapable of learning
generations and intense territoriality, Enhanced Move 2 (Water; Hand- to read but have retentive memories
orcs have split into many subspecies. ling Bonus +5, +25%) [50]; Fur [1]; and a large body of oral tradition.
These statistics are for an orc the same Nictitating Membrane 1 [1];
weight as a human, but about 2” Penetrating Voice [1]; Perfect Male trolls average 900 to 1,400
shorter because of bowleggedness and Balance [15]; Pressure Support 1 lbs.; female trolls average 400 to 600
a squat overall build. Other breeds [5]; Teeth (Sharp Teeth) [1]; lbs. Increase or decrease weight by
may be larger or smaller. Temperature Tolerance 1 (Cold) 100 lbs. per point of difference from
[1]; Unaging [15]. racial average ST. Both sexes average
Attribute Modifiers: IQ-1 [-20]; HT+1 8 to 9’ tall; the difference is in bulk, not
[10]. Disadvantages: Chummy [-5]; height. Adjust height by 3” per point of
Colorblindness [-10]; Horizontal difference from racial average ST.
Secondary Characteristic Modifiers: [-10]; Impulsiveness (12) [-10];
Basic Speed+0.75 [15].
Advantages: Acute Taste and Smell 2
[4]; Combat Reflexes [15]; Fearless-
ness 2 [4]; Fit (Only at Night, -20%)
[4]; Infravision [10]; Rapid Healing
[5]; Resistant to Disease (+3) [3].
110 CHARACTERS
Male Troll one on p. B262. It doesn’t gain control Pain Threshold [10]; Immunity to
of those it infects with vampirism. Its Metabolic Hazards [30]; Injury
70 points Dread is limited to objects actually Tolerance (No Blood, Unliving)
imbued with divine power, such as a [25]; Night Vision 5 [5];
Attribute Modifiers: ST+10 (Size, consecrated host, though a symbol of Temperature Tolerance 10 [10];
-10%) [90]; IQ-2 [-40]; HT+4 [40]. divine power in the hands of anyone Unaging [15]; Unkillable 2
with True Faith can intimidate it. It (Vulnerability: Wood, -50%) [50];
Secondary Characteristic Modifiers: doesn’t suffer from Draining, as fanta- Vampiric Bite [30].
SM +1; Per+2 [10]. sy vampires often go much longer Disadvantages: Dependency (Coffin
than a day without feeding. It picks up with soil of homeland; Daily) [-60];
Advantages: Acute Hearing 2 [4]; some additional advantages from the Divine Curse (Cannot enter
Amphibious [10]; Breath-Holding Intact Undead meta-trait as well. This dwelling for first time unless
2 [4]; Combat Reflexes [15]; DR 4 version can recover from injury by invited) [-10]; Dread (Garlic)
[20]; Discriminatory Smell [15]; immersion in blood (at the GM’s [-10]; Dread (Holy objects; 5 yards)
Extended Lifespan 1 [2]; Fearless- option, contact with blood may [-14]; Dread (Running water)
ness 4 [8]; Photographic Memory restore 1 HP) or through Vampiric [-20]; Infectious Attack [-5];
(Preparation Required: 1 hour, Bite, which grants the ability to inflict Supernatural Features (No Body
-50%) [5]. thrust-1 cutting damage by biting. Heat*, No Reflection, Pallor*)
[-16]; Uncontrollable Appetite (12)
Disadvantages: Appearance (Ugly; The basic vampire is mainly a com- (Human Blood) [-15]; Weakness
Not to Own Kind, -25%) [-6]; Bad bat monster; for the more mystical (Sunlight; 1d/minute) [-60]; Un-
Temper (12) [-10]; Disturbing Voice powers of vampires, see Vampire Mage healing (Partial) [-20].
[-10]; Dyslexia [-10]; Gluttony (12) below. Quirks: Ages temporarily when unfed.
[-5]; Nocturnal (Permanent [-1]
Paralysis: Turn to Stone, +100%) Attribute Modifiers: ST+9 [90]. Features: Can be turned by those with
[-40]; Odious Racial Habit (Eats Secondary Characteristic Modifiers: True Faith; Sterile.
sapient beings) [-15]; Social Stigma
(Monster) [-15]. HP+6 [12]; Per+2 [10]. * Except after feeding.
Advantages: Acute Taste and Smell 2
Quirks: Code of Honor (Carries out
spoken agreements); Uncongenial. [4]; Doesn’t Breathe [20]; High
[-2]
Features: Night Vision 8 (Visually
impaired by day).
Female Troll
65 points
Attribute Modifiers: ST+5 (Size,
-10%) [45]; IQ-2 [-40]; HT+4 [40].
Secondary Characteristic Modifiers:
SM +1; Per+2 [10].
Advantages: Acute Hearing 2 [4];
Amphibious [10]; Breath-Holding
2 [4]; DR 2 [10]; Discriminatory
Smell [15]; Extended Lifespan 1
[2]; Fearlessness 4 [8]; Magery 4
[45]; Photographic Memory
(Preparation Required: 1 hour,
-50%) [5]; Single-Minded [5].
Disadvantages: Appearance (Ugly;
Not to Own Kind, -25%) [-6];
Disturbing Voice [-10]; Dyslexia
[-10]; Nocturnal (Permanent
Paralysis: Turn to Stone, +100%)
[-40]; Odious Racial Habit (Eats
sapient beings) [-15]; Social Stigma
(Monster) [-15].
Quirks: Proud; Uncongenial. [-2]
Features: Night Vision 8 (Visually
impaired by day).
Vampire
80 points
This vampire, from Eastern
European folklore, differs from the
CHARACTERS 111
Vampire Mage (Sharp Teeth) [1]; Temperature various types of active dead beings
135 points Tolerance 1 [1]; Unkillable 1 [50]. have distinctive sets of traits. These
Disadvantages: Bad Temper (12) are presented here as lenses that can
Some vampires can learn a special [-10]; Berserk (12) [-10]; Infectious be added to a suitable racial template
magical discipline (see Blood Magic, Attack [-5]; Loner (12) [-5]; to represent an undead member of
p. 167) that draws on their peculiar Quadruped [-35]; Vulnerability that race.
nature when working magic. Access to (Silver, ¥3) [-30]; Wild Animal [-30].
spells through this discipline is the Ancestral Spirit
source of many of the more impres- UNDEAD LENSES
sive legendary powers of vampires. 125 points
Ordinary vampires lack those powers, In a fantasy setting, the spirits of
being mainly very dangerous combat- the dead may continue to watch and In ancestor worship, the living
ants in a physical fight. A trained vam- influence the world of the living. honor and propitiate their dead kin-
pire mage has the skill of Ritual Magic Given strong enough motivation or dred, and the dead may retain some
(Vampiric Blood Magic) and spells compulsion, they may even re-enter it power to influence the fates of the liv-
based upon it. as apparitions or walking corpses. ing. For the most part, they retain the
The active dead aren’t truly a race; personal and racial traits they had in
Attribute Modifiers: IQ+2 [40]. racially, a dead man is still a man and life, seldom learning anything new.
Advantages: Magery 0 [5]; Speak With a dead dragon is still a dragon. But The following lens defines their
change of condition:
Animals (Wolves and bats only,
-60%) [10]; Vampire [100].
Features: Magic powered by blood
pool rather than FP (see Blood
Magic, p. 167).
Werewolf
29 points
This is more or less a classic horror
movie werewolf: ferocious, nearly
indestructible but vulnerable to silver
weapons, driven to change under the
full moon, and coming back to human
form with only vague, troubled mem-
ories – the victim may mistake this for
Nightmares. A victim’s bite transmits
this form of lycanthropy, which is why
it’s treated as a racial template.
In wolf form, a werewolf inflicts
thrust-1 cutting damage by biting.
Advantages: Alternate Form (Wolf;
Nuisance Effect: Partial Amnesia,
-10%; Trigger: Full Moon, -40%)
[48].
Disadvantages: Compulsive Behavior
(6) (Lycanthropy; Trigger: Full
Moon, -40%) [-18].
Quirks: Unnatural Feature (Any one
classic mark of lycanthropy). [-1]
Wolf Form
25 points
Attribute Modifiers: DX+2 (No Fine
Manipulators, -40%) [24]; IQ-4
[-80]; HT+2 [20].
Secondary Characteristic Modifiers:
Will+6 [30]; Per+8 [40]; Basic
Move+3 [15].
Advantages: Discriminatory Smell
[15]; DR 1 [5]; Fur [1]; Night Vision
2 [2]; Penetrating Voice [1];
Regeneration (Regular) [25]; Teeth
112 CHARACTERS
Advantages: Honest Face [1]; Features: Can be exorcised; Can be Wight
Unmani-fested Spirit [149]. turned using True Faith.
80 points
Disadvantages: Hidebound [-5]; Lich
Maintenance (Two people; Weekly) Many cultures bury their dead with
[-10]; Odious Personal Habit 105 points grave goods, ranging from a small
(Bossy) [-5]; Sense of Duty sample of their wealth to a vast hoard.
(Family) [-5]. A lich is a powerful wizard or sor- Those especially attached to their
cerer who has used potent spells to goods may return from the dead to
Feature: Able to curse disrespectful transform himself into an undead guard them or avenge their theft. Most
descendants or bless devoted ones. being. The wizard may have deliber- tomb guardians were originally
ately sought death, seeing the undead human, but this lens could apply to
Notes: If you do not receive weekly form as more powerful and less vul- other races; a dragon, for example,
maintenance, a failed HT roll makes nerable, or simply kept the necessary might be unwilling to surrender his
your Invisibility (part of your spells in reserve until he was dying hoard even in death.
Unmanifested Spirit trait) unreliable; from other causes. If his death was at
you may be seen, especially by your the hands of mortal foes, he may be Skeletal wights are only one
descendants and especially in eager for vengeance against them. option; some wights are mummified
moments of crisis. If this doesn’t do instead. That template costs 67 points.
any good, you can curse them with This template does not include The other classic “tomb guardian”
various afflictions: Nightmares and Magery, spells, or other areas of undead, the mummy, is fairly similar.
Unluckiness are common. You can knowledge. The wizard needs to have
also grant blessings to descendants those before he becomes a lich! On the Attribute Modifiers: ST+4 [40]; DX+2
who please you. This ability has no other hand, being undead grants [40]; HT+5 [50].
point cost to you. However, any unique insights into the nature of
descendant who takes you as an Ally death; hence the racial skill modifier. Advantages: Dark Vision [25]; Fatigue
does so with the enhancement Attack 1d (Hazard: Freezing,
“Special Abilities” (+50%). If you grant Attribute Modifiers: ST-1 [-10]; DX+2 +20%; Melee Attack, Reach C,
him benefits such as increased [40]; HT+2 [20]. Cannot Parry, -35%) [9]; Indom-
Fatigue or advantages, these have the itable [15]; Magic Resistance 4 [8];
limitation “Granted by Ancestral Secondary Characteristic Modifiers: Single-Minded [5]; Skeletal
Spirit” (-40%). Similarly, if you inflict HP+3 [6]; FP+3 [9]. Undead [68].
harm on a descendant, he buys you as
an Enemy with the same enhance- Advantages: Doesn’t Sleep [20]; Disadvantages: Dependency (Grave
ment, and buys whatever harm you Skeletal Undead [68]; Unfazeable goods; Daily) [-60]; Disturbing
inflict on him as disadvantages with [15]. Voice [-10]; Frightens Animals
the same limitation. [-10]; Hidebound [-5]; Incurious
Disadvantages: Dependency (Mana; [-5]; Unhealing (Total) [-30];
Ghost common; constantly) [-50]; Fragile Weakness (Sunlight, 1d/5 minutes)
(Unnatural, Mitigator: Potion, [-60].
175 points monthly, -70%) [-15].
Feature: Can be turned using True
A ghost is the spirit of a dead per- Features: Can be turned using True Faith.
son, returned to haunt the living. Faith.
Ghosts are normally invisible, but can
become visible when it serves their Racial Skill Modifiers: +1 to Than-
purposes. Typical ghosts can do no atology [2].
physical or magical harm, but cause
unreasoning terror in witnesses. Player-Designed Races
Ghosts are preoccupied with the cir-
cumstances of their deaths or with In a setting with multiple races, some players will want to define new
other unfinished business from their races for their characters. GMs should approach this idea with caution.
lives and have little interest in any- Racial design allows more freedom than character design. It does not
thing else. limit disadvantages and allows the selection of exotic or supernatural
advantages and disadvantages. This design gives a GM freedom to
Secondary Characteristic Modifiers: describe a race accurately. But this same freedom may allow players to
SM 0; Will +2 [10]. create over-powerful characters.
Advantages: Apparition [2]; Difficult The simplest way to handle this is to limit race creation to the GM.
Speech [21]; Terror [30]; Unman- In a world with only a few intelligent races, this is easily justified.
ifested Spirit [149]. However, a GM may want to create a world where new races crop up
regularly. A different approach may be useful in such a setting: allow
Disadvantages: Flashbacks (Severe) players to choose freely from the lists of racial and super advantages and
[-10]; Hidebound [-5]; Incurious disadvantages, but limit any disadvantages to a total of half the standard
[-5]; Obsession (9) [-15]. starting points – in other words, treat them like character disadvantages.
Quirks: Carries signs of his obsession
or of the manner of his death;
Haunts a specific place. [-2]
CHARACTERS 113
OCCUPATIONAL TEMPLATES
Occupational templates are stan- Attributes: ST 10 [0]; DX 12 [40]; IQ Artificer
dard patterns for adventurers of vari- 10 [0]; HT 10 [0].
ous types. Each specifies appropriate 75 points
attributes, secondary characteristics, Secondary Characteristics: Damage
advantages, disadvantages, and skills. 1d-1/1d+2; BL 20 lbs.; HP 10 [0]; Artificers are the technology spe-
Skills are divided into primary skills, Will 10 [0]; Per 10 [0]; FP 10 [0]; cialists of fantasy worlds. They can’t
which are absolutely necessary; sec- Basic Speed 6 [10]; Basic Move 5 use spells or other forms of magic, but
ondary skills, which are helpful but [0]. they can make devices that seem
not necessarily mastered; and back- equally wonderful and mysterious to
ground skills, which a character could Advantages: Acute Vision 2 [4]; Fit [5]; the untrained, such as singing birds
pick up incidentally in a given occupa- Striking Strength 2 [10]. made from gold, temple doors that
tion or position. Finally, customiza- open by themselves, or Greek fire.
tion notes suggest ways to adapt a Disadvantages: -20 points chosen
template to a different version of the from among Bloodlust [-10*]; Attributes: ST 11 [10]; DX 10 [0]; IQ
underlying concept. Chummy [-5/-10]; Code of Honor 13 [60]; HT 10 [0].
(Soldier’s) [-10]; Duty [-2 to -15];
Most of these templates define Overconfidence [-5*]; Sense of Duty Secondary Characteristics: Damage
actual occupations and have attached (Comrades) [-5]; Stubbornness [-5]; 1d-1/1d+1; BL 24 lbs.; HP 11 [0];
job descriptions. For descriptions of Wealth (Struggling) [-10]. Will 13 [0]; Per 13 [0]; FP 10 [0];
less adventurous jobs, see Jobs, p. 138. Basic Speed 5 [0]; Basic Move 5 [0].
Primary Skills: One 12-point package
The majority of these templates are chosen from the following: Bow Advantages: 15 points chosen from
built on 75 points; they can be used in (A) DX+2 [8]-14 and Fast-Draw among Artificer [10/level]; Flex-
a 100-point campaign with points left (Arrow) (E) DX+2 [4]-14; ibility [5 or 15]; High Manual
over to individualize characters built Crossbow (E) DX+2 [4]-14 and Dexterity [5/level]; Master Builder
on the same template. Upgrades of Fast-Draw (Arrow) (E) DX+3 (p. 132) [5/level]; Military Rank
some templates provide 125-point ver- [8]-15; Fast-Draw (Ammo) (E) [5/level]; Versatile [5]; or Wealth
sions to fit into a 150-point campaign. DX+3 [8]-15 and Guns (Musket) (Comfortable) [10].
A few higher-powered templates have (E) DX+2 [4]-14; Sling (H) DX+2
only 125-point versions. [12]-14; or Thrown Weapon Disadvantages: -30 points chosen
(Spear) (E) DX+4 [12]-16. from among Bad Temper [-10*];
The template system is a conven- Combat Paralysis [-15]; Curious
ience, not a requirement. GMs may Secondary Skills: Hiking (A) HT+1 [-5*]; Hard of Hearing [-10]; Lame
choose not to use templates in their [4]-11; Soldier (A) IQ [2]-10. One of (Crippled Legs) [-10]; Loner [-5*];
campaigns; if they use templates, Camouflage (E) IQ+1 [2]-11 or Missing Digit [-2/-5]; or Workaholic
they may allow characters created Stealth (A) DX [2]-12. On e of Knife [-5].
with and without templates to play (E) DX+1 [2]-13; Shortsword (A)
side by side. Templates give no dis- DX [2]-12; Smallsword (A) DX Primary Skills: Pick one of the fol-
count on point cost and have no [2]-12; or Shortsword (A) DX-1 lowing packages:
game effect that might unbalance [1]-11 and Shield (E) DX [1]-12.
characters. A template is simply a list Artillery: Armoury (Heavy Weapons)
of choices that work well together in Background Skills: Survival (any) (A) (A) IQ-1 [1]-12; Artillery (Catapult)
character creation, designed to lessen Per [2]-10 and one of Brawling (E) (A) IQ-1 [1]-12; Engineer (Artillery)
the work of coming up with well-bal- DX+1 [2]-13; First Aid or Savoir- (H) IQ+1 [8]-14; Gunner (Catapult)
anced characters. Faire (Military), both (E) IQ+1 (E) DX+1 [2]-11.
[2]-11; Armoury (Missile Weapons
Because occupational templates or Small Arms) or Leadership (A) Chemistry: Chemistry (H) IQ+1 [8]-14;
offer choices in character design, actu- IQ [2]-10; or Observation or Explosives (Fireworks) (A) IQ-1
ally listing the template on the charac- Tracking, both (A) Per+2 [2]-12†. [1]-12; Poisons (H) IQ-1 [2]-12;
ter sheet is pointless. Instead, use it as Professional Skill: Glassblowing
a guide to creating the character, and * Multiplied for self-control num- (A) IQ-1 [1]-12.
record all the specific choices of ber; see p. B120.
attributes, advantages, disadvantages, Heavy Equipment: Carpentry (E) IQ+1
skills, and other traits. † Includes +2 from Acute Vision 2. [2]-14; Engineer (Civil) (H) IQ+1
[8]-14; Mechanic (Muscle Engines)
Archer Job Description (A) IQ [2]-13.
75 points Archers serve in the army as light Mechanisms: Engineer (Clockwork)
infantry. (H) IQ+1 [8]-14; Mechanic (Clock-
This template works for any light work) (A) IQ-1 [2]-12; and one of
missile troops who provide support Prerequisites: Weapon skill 12+; HT Lockpicking or Traps (A) IQ-1
to cavalry or heavier infantry. The 10+. [2]-12.
longbow is the classic weapon, but
other options are available. Job Roll: Weapon skill. On critical Secondary Skills: Art (Drawing or
failure, in peacetime, lose job; in Sculpting) (H) IQ-1 [2]-12; Current
wartime, suffer 3d injury. Affairs (Science and Technology)
(E) IQ [1]-13. Either Administra-
Monthly Pay: $340. tion or Leadership (A) IQ-1 [1]-12.
Wealth Level: Struggling. Supports
Status 1.
114 CHARACTERS
Background Skills: One of Astro- Job Description literature often describes assassins’
nomy, Expert Skill (Natural guilds selling their services to the
Philosophy), or Mathematics, all Wealthy patrons often support arti- highest bidder, no questions asked.
(H) IQ-1 [2]-12. Two of Brawling or ficers with monthly salaries. This template is for a professional
Knot-Tying, both (E) DX [1]-10; assassin, whether a loyal guild mem-
Gesture (E) IQ [1]-13; Scrounging Prerequisites: Chemistry, Engineer, ber or a freelancer.
(E) Per [1]-13; Carousing (E) HT or Mechanic 14+.
[1]-10; or Freight Handling (A) Attributes: ST 10 [0]; DX 14 [80]; IQ
IQ-1 [1]-12. Job Roll: Prerequisite skill. On crit- 11 [20]; HT 10 [0].
ical failure, gain -1 Reputation for
* Multiplied for self-control num- low-quality work. Secondary Characteristics: Damage
ber; see p. B120. 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
Monthly Pay: $3,500. 11 [0]; Per 11 [0]; FP 10 [0]; Basic
Upgrade: In a cinematic campaign, Wealth Level: Wealthy. Supports Speed 6 [0]; Basic Move 6 [0].
an artificer may be a Gadgeteer [25 or Status 2.
50] or have Gizmos [5/gizmo]. A Advantages: Single-Minded [5];
chemist with substantial skill in Assassin Wealth (Comfortable) [10]; and 15
Alchemy could produce potions or points chosen from among
other wonders. 125 points Absolute Direction [5] or 3D
Spatial Sense [10], Claim to
Assassins kill people for imperson- Hospitality (Assassins’ Guild) [5],
al reasons, in service to a cause or Contact or Contact Group (Go-
because someone paid them. Fantasy Betweens) [Varies], Fit [5] or Very
Fit [15]; Honest Face [1], Night
Vision [1/level], Smooth Operator 1
[15], or Striking ST [5/level].
Disadvantages: One of Callous [-5] or
Code of Honor (Professional) [-5];
Secret (Possible Death) [-30]; and
-10 points chosen from among
Loner [-5*]; Overconfidence [-5*];
or Trademark [-5 or -10].
Primary Skills: Holdout (A) IQ+2
[8]-13. Either Shadowing (A) IQ+2
[8]-13 or Stealth (A) DX+2 [8]-16.
One of Crossbow, Garrote, Knife,
or Thrown Weapon (Knife or
Shuriken), all (E) DX+2 [4]-16;
Rapier or Smallsword (A) DX+1
[4]-15; or Blowpipe or Sleight of
Hand, both (H) DX [4]-14.
Secondary Skills: Acting (A) IQ+1
[4]-12. One of Savoir-Faire (High
Society or Servant) (E) IQ+2 [4]-13
or Streetwise (A) IQ+1 [4]-12. One
of Armoury or Traps, both (A) IQ+2
[8]-13, or Poisons (H) IQ+1 [8]-12.
One of Guns (Pistol) (E) DX+1
[2]-15 or Cloak or Main-Gauche,
both (A) DX [2]-14.
Background Skills: One of Scroung-
ing (E) Per+1 [2]-12; Climbing
(A) DX [2]-14; Architecture or
Disguise, both (A) IQ [2]-11;
Observation (A) Per [2]-11; or
Cryptography, Forgery, Hidden
Lore (Conspiracies), or Intelligence
Analysis, all (H) IQ-1 [2]-10.
* Multiplied for self-control num-
ber; see p. B120.
CHARACTERS 115
Customization: In a campaign Attributes: ST 11 [10]; DX 12 [40]; IQ Job Description
using techniques, assassins often 10 [0]; HT 11 [10].
know one or more combat techniques. A bandit’s income depends on his
Plausible choices include Choke Hold, Secondary Characteristics: Damage finding victims worth robbing; it fluc-
Dual-Weapon Attack, Feint, Neck 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; tuates a great deal.
Snap, and Off-Hand Weapon Training. Will 10 [0]; Per 11 [5]; FP 11 [0];
In a setting with esoteric skills, assas- Basic Speed 5.75 [0]; Basic Move 5 Prerequisites: Riding 12+; weapon
sins may have been Trained By A [0]. skill 12+.
Master [30], giving them access to
skills such as Invisibility Art, Light Advantages: 20 points chosen from Job Roll: Worse prerequisite skill.
Walk, and Pressure Secrets. Some set- Allies [Varies]; Ambidexterity [5]; On critical failure, suffers 1d of injury.
tings may have magically trained Charisma [5/level]; Combat
assassins. A good configuration is Reflexes [15]; Contacts or Contact Monthly Pay: $600. Adjusted for
One-College Magery specializing in Group (Fences) [Varies]; Daredevil margin of success or failure.
Body Control, Illusion, Light and [15]; Fearlessness [2/level]; or
Darkness, or Movement. Social Regard (Feared) [5/level]. Wealth Level: Average. Supports
Status 0.
Job Description Disadvantages: -30 points chosen
from among Code of Honor Barbarian
In legend and fantasy, assassins are (Highwayman’s or Pirate’s) [-5] or
specialists who do a highly skilled job (Gentleman’s) [-10]; Compulsive 75 points
and get paid for it – enough to let them Behavior (Carousing) [-5* or -10*],
turn down jobs that don’t suit them. (Generosity) [-5*], or (Spendthrift) The half-naked warrior from a
However, they can’t spend their wealth [-5*]; Enemy (Law Enforcement) primitive land is a stereotype in hero-
openly without making themselves [Varies]; Impulsiveness [-10*]; ic fantasy. This version is a midpoint
conspicuous. No matter how much Lecherousness [-15*]; Overconfid- between actual tribal peoples and
they earn, their Status never rises ence [-5*]; Pacifism (Cannot Harm mighty-thewed pulp or cinematic
above 1. Innocents) [-10]; Secret Identity heroes.
[Varies]; Sense of Duty (Comrades)
Prerequisites: Holdout 14+; any one [-5] or (Oppressed People) [-10]; Attributes: ST 12 [20]; DX 11 [20]; IQ
attack skill (including Sleight of Social Stigma (Disowned) [-10]; or 9 [-20]; HT 12 [20].
Hand) 14+. Trademark [-5 to -15].
Secondary Characteristics: Damage
Job Roll: Worse professional skill. Primary Skills: Riding (Horses) (A) 1d-1/1d+2; BL 29 lbs.; HP 12 [0];
On critical failure, wanted by legal DX+1 [4]-13. One of Crossbow or Will 9 [0]; Per 11 [10]; FP 12 [0];
authorities; must flee or be arrested Guns (Pistol), both (E) DX+2 Basic Speed 5.75 [0]; Basic Move 5
and interrogated. [4]-14; or Bow, Broadsword, or [0].
Saber, all (A) DX+1 [4]-13.
Monthly Pay: $2,500. Adjusted for Advantages: Fit [5]; Hard to Kill 2 [4];
margin of success or failure. Secondary Skills: One of Navigation Temperature Tolerance 1 (specify
(Land) (A) IQ [2]-10 or Area Hot or Cold) [1]; and 15 points cho-
Wealth Level: Wealthy. Supports Knowledge (E) IQ+1 [2]-11. One of sen from among Absolute Direc-
Status 1. Intimidation (A) Will+1 [4]-11 or tion [5], Animal Empathy [5],
Leadership (A) IQ+1 [4]-11. One of Animal Friend [5/level], Combat
Bandit Camouflage (E) IQ+1 [2]-11 or Reflexes [15], Fearlessness [2/level],
Stealth (A) DX [2]-12. One of High Pain Threshold [10], Mariner
75 points Brawling (E) DX+1 [2]-13; or 1 [10], Outdoorsman 1 [10], or
Broadsword, Saber, Shortsword, or improving Fit [5] to Very Fit [15].
Of all outlaws, bandits and high- Whip, all (A) DX [2]-12.
waymen attract the most hero wor- Disadvantages: Code of Honor
ship. Anywhere the common people Background Skills: Savoir-Faire (E) (Pirate’s) [-5]; Low TL -1 [-5];
resent the rulers, a bandit may be seen IQ [1]-10. One of Brawling (E) DX Social Stigma (Uneducated) [-5];
as a defender of the poor, like Robin [1]-12; Carousing (E) HT [1]-11; or and -20 points chosen from among
Hood. In a conquered province, the Gambling (A) IQ-1 [1]-9. Alcoholism [-15]; Bad Temper
old aristocrats may actually become [-10*]; Berserk [-10*]; Bloodlust
bandits; in any society, the bandit’s * Multiplied for self-control num- [-10*]; Bully [-10*]; Compulsive
weapons – and often horses – makes ber; see p. B120. Behavior (Carousing) [-5*]; Greed
him look like an aristocrat. Cinematic [-15*]; Impulsiveness [-10*];
heroes such as Zorro may deliberately Upgrade: Masked adventurers Innumerate [-5]; Intolerance
assume the role of bandits for noble playing the role of bandits may have (Civilized People) [-5]; Language
motives. Real bandits are usually less far higher levels of skill, especially in (Native Tongue): Spoken (native)
noble, even if they take advantage of their primary weapons. In a cinematic /Written (None) [-3]; Lecher-
the heroic image. This template campaign, consider making such a ousness [-15*]; Mundane Back-
defines an outlaw who really is honor- bandit a Weapons Master or ground [-10]; No Sense of Humor
able, relying on stealth and conceal- Gunslinger. [-10]; Overconfidence [-5*]; Sense
ment rather than overwhelming force of Duty (Clan or Tribe) [-5];
in his struggle against the ruling class. Stubbornness [-5]; or additional
levels of Low TL [-5/level].
Primary Skills: Survival (any) (A)
Per+2 [8]-13. Pick one of the follow-
ing 12-point packages: Axe/Mace,
116 CHARACTERS
Broadsword, or Spear, all (A) DX+2 Stealth (A) DX [2]-11; Tracking (A) Attributes: ST 10 [0]; DX 11 [20]; IQ
[8]-13, and Shield (E) DX+2 [4]-13; Per [2]-11; Traps (A) IQ+1 [4]-10. 12 [40]; HT 11 [10].
Bow (A) DX+2 [8]-13 and Knife (E) Background Skills: Brawling (E) DX
DX+2 [4]-13; Thrown Weapon [1]-11 and two of Carousing (E) HT Secondary Characteristics: Damage
(Disc) (E) DX+2 [4]-13 and [1]-12, Intimidation (A) Will-1 [1]-8, 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
Shortsword (A) DX+2 [8]-13; or Sex Appeal (A) HT-1 [1]-11. 10 [-10]; Per 12 [0]; FP 11 [0]; Basic
Thrown Weapon (Harpoon) (E) Speed 5.5 [0]; Basic Move 5 [0].
DX+3 [8]-14 and Axe/Mace (A) * Multiplied for self-control num-
DX+1 [4]-12; Thrown Weapon ber; see p. B120. Advantages: Charisma 1 [5]; Musical
(Stick) (E) DX+2 [4]-13 and Spear Ability 2 [10] or Voice [10]; and 15
(A) DX+2 [8]-13; Two-Handed Upgrade: The barbarian heroes of points chosen from among
Axe/Mace (A) DX+3 [12]-14; or sword and sorcery are often built on Appearance (Attractive) [4] or
Two-Handed Sword (A) DX+3 far more than 100 points. Such a hero (Handsome) [12]; Bard [5/level];
[12]-14. might have ST 15 and HT 13, letting Channeling (the Muses or other
Secondary Skills: Pick one of the fol- him inflict much more damage and gods of poetry) [10]; Cultural
lowing packages: making him harder to kill. Adaptability [10]; Eidetic Memory
[5] or Photographic Memory [10];
Desert: Navigation (Land) (A) IQ+2 Bard Language Talent [10]; Legal
[8]-11; Riding (Camel or Horse) (A) Immunity (Bardic Immunity) [10];
DX [2]-11; Stealth (A) DX [2]-11. 75 points Status 1 [5]; or additional levels of
Charisma [5/level].
Plains: Navigation (Land) (A) IQ+1 Bards range from wandering min-
[4]-10; Stealth (A) DX [2]-11. strels who perform in taverns to Disadvantages: -30 points chosen
Tracking (A) Per [2]-11; and one of divinely inspired singers in royal from among Alcoholism [-15]; Bully
Riding (Horse) (A) DX+1 [4]-12, courts or great temples. Legend and [-10*]; Chummy [-5/-10]; Compul-
Running (A) HT+1 [4]-13, or fantasy often show them as specially sive Behavior (Carousing) [-5*];
Teamster (A) IQ+1 [4]-10. privileged. This template can also be Impulsiveness [-10*]; Jealousy [-10];
used to create combat-ready adventur- Lecherousness [-15*]; or Post-
Seafaring: Meteorology (A) IQ+1 ers who sing and tell tales when the Combat Shakes [-5*].
[4]-10; Navigation (Sea) (A) IQ+1 battles are over; for such an adventur-
[4]-10; Seamanship (E) IQ+1 er, use most of the unspent points on Primary Skills: Literature (H) IQ
[2]-10; Swimming (E) HT+1 [2]-13. weapon skills. Light infantry weapons [4]-12; Poetry (A) IQ [2]-12;
such as bows are traditional for bards. Singing (E) HT+3 [2]-14†.
Woodland: Camouflage (E) IQ+1
[2]-10; Climbing (A) DX [2]-11; Secondary Skills: Musical Instrument
(H) IQ-1 [2]-11. Either Hidden
Lore (any) (A) IQ [2]-12 or Expert
Skill (Bardic Lore) (H) IQ-1 [2]-11.
Background Skills: One of Savoir-
Faire (High Society) (E) IQ [1]-12,
Carousing (E) HT [1]-11, or Public
Speaking (A) IQ [1]-12‡. Two of
Area Knowledge, Current Affairs,
or Games (Riddles), all (E) IQ
[1]-12; Connoisseur (Literature,
Music, or Wine), Heraldry, or
Propaganda, all (A) IQ-1 [1]-11;
Observation (A) Per-1 [1]-11; Sex
Appeal (A) HT-1 [1]-10; or
Diplomacy or Religious Ritual,
both (H) IQ [1]-10.
* Multiplied for self-control num-
ber; see p. B120.
† +2 from either Musical Ability or
Voice.
‡ +1 from Charisma.
Customization: Blindness is too
big a disadvantage to fit this template,
and too limiting for adventurers, but
it’s traditional for bards; GMs may
want to have a blind bard NPC. Some
legendary bards acquired “the tongue
that cannot lie” as a supernatural
“gift”; treat this as Truthfulness (6)
[-10].
CHARACTERS 117
Job Description: depending on their skill. In typical Job Roll: Savoir-Faire (High
Wandering Bard fantasy cultures, they have a measure Society). On critical failure, lost court
of prestige, but little real power. position and must go back on the road.
Many bards live on the road,
singing and carrying news. They may Prerequisites: Literature 12+; Monthly Pay: $6,750.
perform at taverns or in royal courts, Musical Instrument 11+; Singing 12+. Wealth Level: Wealthy. Supports
Status 2.
Job Roll: Best prerequisite skill.
Monthly Pay: $1,200. Adjusted for Battle Wizard
margin of success or failure.
Wealth Level: Comfortable. 125 points
Supports Status 1.
A rare breed. Battle wizards can
Job Description: Court Bard master the intellectual intricacies of
magic, but also keep alive – and con-
A few highly regarded bards live in centrate on casting spells – amid the
the households of kings or great chaos of a battle. Having a high
nobles, providing regular entertain- enough skill level to reduce the energy
ment for their courts. cost of spells has a big payoff for them;
high IQ and Magery give them this
Prerequisites: Literature 13+; ability with all Hard spells.
Musical Instrument 12+; Singing 14+.
Attributes: ST 10 [0]; DX 10 [0]; IQ 14
[80]; HT 11 [10].
Secondary Characteristics: Damage
1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
14 [0]; Per 14 [0]; FP 11 [0]; Basic
Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Magery 3 [35]; Military
Rank 2 [10]; Status 1 [0]*; and 15
points chosen from Absolute
Direction [5] or 3D Spatial Sense
[10]; Ally (Bodyguard) [Varies];
Charisma [5/level]; Combat Reflex-
es [15]; Eidetic Memory [5] or
Photographic Memory [10]; Fit [5]
or Very Fit [15]; Language (Accen-
ted/Native) [5]; Single-Minded [5];
Versatile [5], Wealth (Comfortable)
[10]; +1 to Will [5]; or additional
Military Rank [5/level].
Disadvantages: Duty (12 or less)
[-10]; and -40 points chosen from
among Bad Temper [-10†],
Bloodlust [-10†], Callous [-5], Code
of Honor (Soldier’s) [-10], Fanati-
cism [-15], Greed [-15†], Impulsive-
ness [-10†], Overconfidence [-5†],
Post-Combat Shakes [-5†], Pyro-
mania [-5†], Selfish [-5†], Sense of
Duty [-2 to -10], or Workaholic [-5].
Primary Skills: Thaumatology (VH)
IQ [1]-14‡.
Secondary Skills: Navigation (any)
(A) IQ-1 [1]-13. Either Hiking (A)
HT+1 [2]-12 or Riding (A) DX+1
[2]-11. One of Innate Attack (Beam
or Projectile) (E) DX+2 [4]-12 or
Broadsword, Shortsword, or Staff,
all (A) DX+1 [4]-11.
Background Skills: Games (Magical
Challenges) (E) IQ [1]-14; Savoir-
Faire (Military) IQ [1]-14. One of
Administration or Leadership, both
(A) IQ-1 [1]-13; or Engineer
118 CHARACTERS
(Military) or Tactics, both (H) IQ-2 knowledge of a wide range of com- Armor Maker: Deflect (H) IQ+1 [2]-15;
[1]-12. One of Astronomy (Obser- monly used spells can make him unex- Fortify (H) IQ+1 [2]-15; raise one
vational), Hidden Lore (any), pectedly formidable. of these two spells to IQ+2 [4]-16.
Occultism, or Research, all (A) IQ
[2]-14; Cryptography, Mathematics In some campaigns, GMs will want Magical Device Maker: Staff (H) IQ+1
(any), Military Science, Naturalist, to allow enchanters as NPCs only. [2]-15; raise Enchant to IQ+2
or Theology (any), all (H) IQ-1 [8]-16.
[2]-13; Dreaming or Meditation, Attributes: ST 10 [0]; DX 10 [0]; IQ 14
both (H) Will-1 [2]-13; or Alchemy [80]; HT 10 [0]. Weapon Maker: Either Accuracy (H)
(VH) IQ-2 [2]-12. IQ+1 [2]-15 and four Air spells (H)
Spells (all (H) IQ+1 [1]-15‡, except as Secondary Characteristics: Damage IQ [1]-14, or Puissance (H) IQ+1
noted): Lend Energy; Recover 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will [2]-15 and four Earth spells (H) IQ
Energy; and one of the following 14 [0]; Per 14 [0]; FP 10 [0]; Basic [1]-14.
packages: Speed 5 [0]; Basic Move 5 [0].
* Multiplied for self-control num-
Bodyguard: Armor; Great Haste; Advantages: Magery 2 [25]; Single- ber; see p. B120.
Haste; Lend Vitality; Magelock; Minded [5]; and 20 points chosen
Scryguard; Sense Foes; Shield; and from among Ally (Apprentice † +2 from Magery.
either Aura and Detect Magic, or Familiar) [Varies], Contact
Apportation and Deflect Missile, (Business Agent) [Varies], High Customization: A true “lab rat”
Extinguish Fire and Ignite Fire, or Manual Dexterity [5/level], Lang- enchanter can take Magery 2 (One
Sense Emotion and Truthsayer. uage (Accented/Native) [5], Light- College Only: Enchantment, -40%)
ning Calculator [2] or Intuitive [17] and spend the points saved on
Kineticist: Apportation; Armor; Deflect Mathematician [5], Patron (Wea- higher skill with one or more spells.
Missile (H) IQ+2 [2]-16‡; Flight; lthy Buyer) [Varies], Signature
Haste; Levitation; Lighten Burden; Gear (Enchanted Items) [1/level], Job Description
Quick March; Shield. Tenure [5], Versatile [5], Wealth
(Comfortable) [10] or (Wealthy) When possible, an enchanter will
Pyrurge: Continual Light; Create Fire; [20], or Wild Talent (Focused: work to order, preparing something
Deflect Energy; Explosive Fireball; Spells at IQ+Magery, -20%) [16]. that has a buyer waiting. Lacking such
Extinguish Fire; Fireball (H) IQ+1 a buyer, an enchanter will usually
[2]-16; Ignite Fire; Light; Shape Disadvantages: A total of -40 points make the most marketable device he
Fire. chosen from among Absent- knows how to create.
Mindedness [-15]; Code of Honor
* Free from Military Rank 2. (Professional) [-5]; Combat Paraly- Prerequisites: Enchant 15+
† Multiplied for self-control num- sis [-15]; Curious [-5*]; Greed Job Roll: Best spell. On critical fail-
ber; see p. B120. [-15*]; Loner [-5*]; Miserliness ure, lose 3¥ base monthly pay.
‡ +3 for Magery. [-10*]; Wealth (Struggling) [-10]; Monthly Pay: $1,200. Adjusted for
Workaholic [-5]. margin of success or failure.
Job Description Wealth Level: Comfortable. Sup-
Primary Skills: Either Ritual Magic ports Status 1.
An army’s traveling spellcaster is a or Thaumatology (VH) IQ+1
well-paid technical specialist, but not [4]-15†. Hedge Wizard
usually in the chain of command. In a
world where magic is common, he still Secondary Skills: Merchant (A) IQ-1 75 points
earns above average pay, partly reflect- [1]-13. Three of Animal Handling,
ing the risks he takes. Fortune-Telling, Hidden Lore, Not every wizard is a mighty won-
Research, or Teaching, all (A) IQ-1 der-worker or an intellectual giant. In
Prerequisites: (IQ+Magery) 17+. [1]-13; Archaeology, Artist, Astro- a magical setting, some mages are
Job Roll: Best spell. On critical fail- nomy, Jeweler, Mathematics only talented enough to learn a few
ure, suffers 2d of injury. (Applied), Religious Ritual, or basic spells. Some specializations
Monthly Pay: $1,350. Symbol Drawing, all (H) IQ-2 require specific advantages; for exam-
Wealth Level: Comfortable. [1]-12; or Alchemy or Herb Lore, ple, a healer needs either Empathy or
Supports Status 1. both (VH) IQ-3 [1]-11. Magery 1.
Enchanter Background Skills: Accounting (H) Attributes: ST 10 [0]; DX 10 [0]; IQ 12
IQ-2 [1]-12; Hazardous Materials [40]; HT 10 [0].
125 points (A) IQ-1 [1]-13; Occultism (A) IQ-1
[1]-13; Savoir-Faire (High Society Secondary Characteristics: Damage
The enchanter specializes in creat- or Magical) (E) IQ [1]-14. 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
ing magical objects. The wizard is 12 [0]; Per 12 [0]; FP 10 [0]; Basic
more often an Ally or Patron for Spells (all (H) IQ [1]-14†, except as Speed 5 [0]; Basic Move 5 [0].
adventurers than a member of the noted): Analyze Magic; Apporta-
party. He may travel in search of rare tion; Detect Magic; Enchant (VH) Advantages: Magery 0 [5]; Social
magical materials or information, but IQ+1 [4]-15; Identify Spell; Ignite Regard 1 (Feared) [5]; and 15
might also recruit other people for Fire; Lend Energy; Light; Purify points chosen from among Allies
such jobs. On the other hand, his Air; Recover Energy; Seek Earth; (Familiar) [Varies], Animal Em-
Seek Water; Sense Foes; Sound; pathy [5], Empathy [15]; Magery 1
and one of the following packages: [10], Plant Empathy [5], Spirit
Empathy [10], or Unusual
Background [Varies].
CHARACTERS 119
Disadvantages: Wealth (Struggling) Light (H) IQ-1 [2]-11; Purify Water Job Roll: Minor Healing. On critical
[-10]; and -15 points chosen from (H) IQ-1 [2]-11; Seek Plant (H) failure, make Fright Check at -6.
Bully [-10*], Code of Honor IQ-1 [2]-11; Seek Water (H) IQ
(Professional) [-5], Loner [-5*], [4]-12; Sense Foes (H) IQ-1 [2]-11; Monthly Pay: $360. Adjusted for
Pacifism (Reluctant Killer) [-5] or Test Food (H) IQ-1 [2]-11. margin of success or failure.
(Cannot Harm Innocents) [-10], or Healer: Awaken (H) IQ-1 [2]-11;
Sense of Duty (Village) [-5]. Identify Plant (H) IQ-1 [2]-11; Lend Wealth Level: Struggling. Supports
Energy (H) IQ [4]-12; Lend Vitality Status -1.
Primary Skills: Occultism (A) IQ+1 (H) IQ-1 [2]-11; Minor Healing (H)
[4]-13. IQ-1 [2]-11; Seek Plant (H) IQ-1 Holy Man
[2]-11; Stop Bleeding (H) IQ [4]-12;
Secondary Skills: Teaching (A) IQ Test Food (H) IQ-1 [2]-11. 75 points
[2]-12. Three of First Aid or Weatherworker: Create Air (H) IQ-1
Gardening, both (E) IQ+1 [2]-13; [2]-11; Predict Weather (H) IQ+2 The holy man isn’t necessarily an
Hidden Lore, Meteorology, Naviga- [12]-14; Purify Air (H) IQ-1 [2]-11; ordained priest; the gods make their
tion (any), or Professional Skill Shape Air (H) IQ-1 [2]-11; Walk on own choices of who they should favor.
(Midwife), all (A) IQ [2]-12; or Air (H) IQ-1 [2]-11. The mark of the holy man is his pos-
Bardic Lore, Diagnosis, Naturalist, * Multiplied for self-control num- session of supernatural powers and
or Pharmacy (Herbal), all (H) IQ-1 ber; see p. B120. his ability to inspire others to worship
[2]-11. his god.
Job Description
Background Skills: Area Knowledge Holy men often have taken vows of
(Village or Town) (E) IQ [1]-12; People in your village come to you poverty.
Hazardous Materials (A) IQ-1 when they’ve been injured in a fight or
[1]-11; Staff (A) DX-1 [1]-9. in farming accidents. Attributes: ST 10 [0]; DX 10 [0]; IQ 12
[40]; HT 11 [10].
Spells: One of the following lists: Prerequisites: Magery 0; Minor
Healing at 11+. Secondary Characteristics: Damage
Generalist: Extinguish Fire (H) IQ 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
[4]-12; Ignite Fire (H) IQ-1 [2]-11; 14 [10]; Per 12 [0]; FP 11 [0]; Basic
Speed 5.25 [0]; Basic Move 5 [0].
Advantages: Charisma 2 [10]; one of
Blessed [10], Channeling [10],
Medium [10], or Power Investiture
1 [10]; and 15 points chosen from
among Allies (Disciples) [Varies],
Animal Empathy [5], Clerical
Investment [5], Devotion [5/level],
Empathy [15] or Sensitive [5],
Hard to Kill [2/level], Higher
Purpose [5], Language (Scriptural;
Native) [6], Plant Empathy [5],
Reawakened [10], Religious Rank
[5/level], Spirit Empathy [10], True
Faith [15], Voice [10], or additional
levels of Charisma [5/level] or
Power Investiture [10/level].
Disadvantages: -40 points chosen
from among Charitable [-15*];
Disciplines of Faith [-5 to -15];
Fanaticism [-15]; Honesty [-10*];
Pacifism [-5 to -30]; Selfless [-5*];
Sense of Duty [-10 to -20]; Social
Stigma (Excommunicated) [-5]; or
Vow [-5 to -15].
Primary Skills: Public Speaking (A)
IQ+2 [2]-14†; Teaching (A) IQ+1
[4]-13.
Secondary Skills: Religious Ritual
(H) IQ [4]-12. Theology (H) IQ
[4]-12. One 4-point package select-
ed from Detect Lies (H) Per [4]-12,
Hidden Lore (Spirit Lore) (A) IQ+1
[4]-13, Mental Strength (E) Will+2
[4]-16, Persuade (H) Will-1 [2]-13
and Sway Emotions (H) Will-1
[2]-13, or two divinely granted
spells (H) IQ [2]-12‡.
120 CHARACTERS
Background Skills: One of Singing Higher Purpose [5], Independent and Independent Income) and a great
(E) HT [1]-11; Dancing (A) DX-1 Income [1/level], Legal Enforce- title (increased Status), along with
[1]-9; Administration, Architecture, ment Powers [Varies], or increase enhanced Savoir-Faire and other
Poetry, or Writing, all (A) IQ-1 Fit [5] to Very Fit [15]. courtly skills such as Diplomacy.
[1]-11; or Musical Instrument (H) Disadvantages: Code of Honor Finally, he may be a priest or monk,
IQ-2 [1]-10. One of Thanatology (Chivalry) [-15]; and -25 points with such advantages as Blessed,
(H) IQ-2 [1]-10 or Dreaming, chosen from among Compulsive Higher Purpose, or True Faith.
Exorcism, or Meditation, all (H) Behavior (Carousing or Generosi-
Will-2 [1]-12. ty) [-5†], Debt [-1/level], Disciplines Job Description:
of Faith (Monasticism) [-10], Duty Knight Errant
* Multiplied for self-control num- [-2 to -15], Fanaticism [-15], Intol-
ber; see p. B120. erance (Commoners or Unbeliev- A knight errant has neither his own
ers) [-5], Overconfidence [-5†], lands nor a place in a greater noble-
† +2 from Charisma +2. Selfish [-5†], Sense of Duty man’s household. He travels about,
‡ +1 from Power Investiture 1, (Vassals) [-5] or (The weak) [-10], seeking a war to fight in or a quest to
which is a precondition for using such Stubbornness [-5], or Vow [-5 to undertake. At best, he may be a saint-
spells. -15]. ly hero; at worst, he may be an armed
Primary Skills: Lance (A) DX+1 robber – but his sense of honor won’t
Job Description [4]-12; Riding (Horse) (A) DX+1 let him lower himself to physical
[4]-12; Shield (E) DX+1 [2]-12. labor. In a Japanese setting, a ronin (a
Hindu sages, Buddhist monks, and Secondary Skills: Either Axe/Mace or masterless samurai) plays a similar
mendicant friars in medieval Europe Broadsword, both (A) DX [2]-11; role.
all fit this pattern, wandering from Savoir-Faire (E) IQ+1 [2]-11.
place to place teaching and meditat- Background Skills: Heraldry (A) IQ Prerequisites: Status 2+, Lance 12+,
ing, with no more possessions than [2]-10; Leadership (A) IQ [2]-10. and Riding 12+
they can carry. Ascetics live by beg- Two of Brawling or Jumping, both
ging and keep only what they need to (E) DX [1]-11; Carousing or Job Roll: Worst prerequisite. On
survive. Singing, both (E) HT [1]-11; critical failure, suffer 3d of injury.
Games (Tournament Rules) (E) IQ
Prerequisites: Religious Ritual 12+ [1]-10; Dancing (A) DX-1 [1]-10; Monthly Pay: $3,000. Adjusted for
Job Roll: Best spell. On critical fail- Falconry (A) IQ-1 [1]-9; Tracking margin of success or failure.
ure, suffer crisis of faith and lose (A) Per-1 [1]-9; or Religious Ritual
divinely granted powers; to regain or Tactics, both (H) IQ-2 [1]-8. Wealth Level: Wealthy. Supports
them, roll once per month vs. (Will - Status 2.
number of months since crisis). * +1 Status from Wealth.
Monthly Pay: $120. Adjusted for † Multiplied for self-control num- Merchant
margin of success or failure. ber; see p. B120.
Wealth Level: Poor. Supports Status 75 points
-2. Customization: Other combina-
tions of expensive combat gear and Merchants come in many varieties.
Knight aristocratic codes of honor are possi- This template fits somewhere in
ble in non-European-based settings. between the fast-talking man at a little
75 points Examples are the jaguar knights of stall in the marketplace and the mer-
Mesoamerica (Hiking, Broadsword, chant prince whose house is a castle in
A knight is an aristocratic warrior, and Spear Thrower), the samurai all but name. This merchant is rich
able to afford the costliest battle gear of feudal Japan (Bow, Broadsword, enough to engage in long-distance
and the time to practice its use. The Shortsword, and Two-Handed trade, but not rich enough to hire
standard medieval version is a heavy Sword), and mecha operators in other people to journey for him – the
cavalryman. This template defines a anime-based fantasy (Driving (Mecha) kind most likely to have adventures, or
heroic knight who actually lives by the or Suit (Battlesuit), Jumping, and an to create them for other people.
chivalric standards of honor. appropriate weapon skill).
Earnings from his trade venture
Attributes: ST 11 [10]; DX 11 [20]; IQ Upgrades: Several paths can create are not represented by monthly job
10 [0]; HT 11 [10]. a more powerful aristocratic warrior. rolls. The merchant has no earnings
The simplest is to enhance his combat while he’s traveling, but only when he
Secondary Characteristics: Damage skills or the underlying physical attrib- stops to sell his goods, at the end of
1d-1/1d+1; BL 24 lbs.; HP 11 [0]; utes. Alternatively, he may be a leader the journey or along the way. At that
Will 10 [0]; Per 10 [0]; FP 11 [0]; of other knights, with Military Rank point, determine what his goods sell
Basic Speed 5.5 [0]; Basic Move 5 and such skills as Leadership, Tactics, for and what, if anything, he can buy
[0]. and possibly Strategy. He may be a to carry back.
high-ranking aristocrat, with exten-
Advantages: Fit [5]; Status 2 [5]*; sive landholdings (increased Wealth Attributes: ST 10 [0]; DX 10 [0]; IQ 12
Wealth (Very Wealthy) [30] or [40]; HT 11 [10].
Wealth (Wealthy) [20] and
Signature Gear 10 [10]; and 15 Secondary Characteristics: Damage
points chosen from among 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
Charisma [5/level], Combat Re- 12 [0]; Per 12 [0]; FP 11 [0]; Basic
flexes [15], Fearlessness [2/level], Speed 5.25 [0]; Basic Move 5 [0].
CHARACTERS 121
Advantages: Reputation 1 (Keeps his Magery 1 (One College Only: College Friend [5/level], Charisma [5/level],
bargains; All tradesmen; All the of Knowledge, -40%) [11] and the Combat Reflexes [15], Green
time) [2]; Status 1 [0]*; Wealth spells Analyze Magic, Detect Magic, Thumb [5/level], Hard to Kill
(Very Wealthy) [30]; and 20 points and Identify Spell. [2/level], High Pain Threshold [10],
chosen from among Absolute Luck [15], Outdoorsman [5/level],
Direction [5], Allies (Caravan Peasant Adventurer Rapid Healing [5] or Very Rapid
Guards, Sailors, or Junior Partner) Healing [15], Temperature Toler-
[Varies], Business Acumen 75 points ance [1/level], or increasing Fit [5]
[10/level], Charisma [5/level], to Very Fit [15].
Contacts (Bankers, Guildmasters, Not content with life on the farm, Disadvantages: Language (Actual
Innkeepers, or Foreign Merchants) you’ve left home to look for a more native language; Native/None) [-3];
[Varies], Language (Native/Accen- interesting life. Better pay wouldn’t Wealth (Struggling) [-10]; and -30
ted) [5], Language Talent [10], hurt, but money’s not your main moti- points chosen from among
Lightning Calculator [2], addition- vation; you never seem to stay ahead Alcoholism [-15], Berserk [-10*],
al levels of Status [5/level], or despite occasional windfalls. You Chummy [-5 or -10], Compulsive
improving Wealth (Very Wealthy) aren’t an outright bandit or rebel, Behavior (Carousing or Generosity)
[30] to (Filthy Rich) [50]. though you may think you’re as good [-5*], Delusion (All men are equal)
a man as any aristocrat. You remain a [-5], Gluttony [-5*], Ham-Fisted [-5
Disadvantages: Code of Honor simple soul, with the virtues and vices or -10], Impulsiveness [-10*],
(Professional) [-5] and -35 points of common men – on a bigger scale Intolerance [-5 or -10], Laziness
chosen from among Bad Temper than usual. [-10], Lecherousness [-15*],
[-10†], Bully [-10†], Debt [-1/level], Overconfidence [-5*], Pacifism
Gluttony [-5†], Greed [-15†], Attributes: ST 12 [20]; DX 11 [20]; IQ (Cannot Harm Innocents) [-10],
Jealousy [-10], Lecherousness 10 [0]; HT 12 [20]. Sense of Duty (Village) [-5] or (Poor
[-15†], Miserliness [-10†], Odious People) [-10], or Stubbornness [-5].
Personal Habit (Ostentatious dis- Secondary Characteristics: Damage Primary Skills: Brawling (E) DX+2
play of wealth) [-5], Overweight 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; [4]-13; Knife (E) DX+2 [4]-13. One
[-1] or Fat [-3], Selfish [-5†], or Will 10 [0]; Per 11 [5]; FP 12 [0]; of Axe/Mace, Spear, Staff, or Two-
Workaholic [-5]. Basic Speed 5.75 [0]; Basic Move 5 Handed Axe/Mace, all (A) DX+2
[0]. [8]-13.
Primary Skills: Area Knowledge
(Trade Route) (E) IQ+1 [2]-13; Advantages: Fit [5] and 15 points cho-
Merchant (A) IQ+1 [4]-13. sen from Alcohol Tolerance [1],
Animal Empathy [5], Animal
Secondary Skills: Accounting (H) IQ-1
[2]-11. One of Hiking (A) HT [2]-11;
Riding (any) (A) DX [2]-10; or Ship-
handling (Ship) (H) IQ-1 [2]-11.
Background Skills: Leadership (A)
IQ-1 [1]-11. Two of Crossbow, Guns
(any), Knife, or Thrown Spear, all
(E) DX [1]-10; Current Affairs
(Business), Gesture, Savoir-Faire
(High Society, Military, or Servant),
or Seamanship, all (E) IQ [1]-12;
Scrounging (E) Per [1]-12;
Carousing (E) HT [1]-11; Bow or
Staff, both (A) DX-1 [1]-9;
Administration, Connoisseur (Art
or Wine), Fast-Talk, Freight
Handling, Meteorology, Naviga-
tion, Packing, Politics, Public
Speaking, Smuggling, or Street-
wise, all (A) IQ-1 [1]-11; Sling (H)
DX-2 [1]-8; Diplomacy, Finance,
Law, or Veterinary, all (H) IQ-2
[1]-10; or Detect Lies (H) Per-2
[1]-10.
* +1 Status from Wealth.
† Multiplied for self-control num-
ber; see p. B120.
Upgrade: A merchant specializing
in enchanted objects could have
122 CHARACTERS
Secondary Skills: Hiking (A) HT Disadvantages: Code of Honor Advantages: Fit [5]; Higher Purpose
[2]-12; Scrounging (E) Per [1]-11; (Professional) [-5] and -30 points [5]; one of Combat Reflexes [15],
Stealth (A) DX [2]-11. Either chosen from among Absent- Danger Sense [15], or Peripheral
Farming (A) IQ+1 [4]-11 or Mindedness [-15], Bad Sight (Near- Vision [15]; and 15 points chosen
Boating (Sailboat or Unpowered) sighted) [-25], Bad Temper [-10*], from among Ambidexterity [5],
(A) DX [2]-11 and Fishing (E) Bully [-10*], Combat Paralysis Blessed (Heroic Feats) [10],
Per+1 [2]-13. One of Thrown [-15], Curious [-5*], Disciplines of Fearlessness [2/level], Hard to Kill
Weapon (Axe/Mace) (E) DX+2 Faith (Monasticism) [-10], Duty [2/level], Night Vision [1/level],
[4]-13, Bow (A) DX+1 [4]-12, or (Teaching; Nonhazardous) [-5 or Signature Gear [1/level], Single-
Sling (H) DX [4]-11. -10], Indecisive [-10*], Jealousy Minded [5], True Faith [15], or
[-10], Lame (Crippled Legs) [-10], improving Fit [5] to Very Fit [15].
Background Skills: One of Games (E) Loner [-5*], Odious Personal Habit
IQ [1]-10; Carousing (E) HT [1]-12; (Lecturing) [-5], Pacifism [-5 to Disadvantages: Pacifism (Cannot
or Dancing or Sports, both (A) DX- -30], Selfish [-5*], Skinny [-5], Harm Innocents) [-10] and -30
1 [1]-10. One of Carpentry, Leather- Truthfulness [-5*], Unfit [-5] or points from Bloodlust [-10*],
working, or Masonry, all (E) IQ Very Unfit [-15], or Wealth Callous [-5], Compulsive Behavior
[1]-10; or Teamster (A) IQ-1 [1]-9. (Struggling) [-10]. (Generosity) [-5*], Enemy (Specific
One of Meteorology (A) IQ [2]-10; Monster) [Varies], Fanaticism
Tracking (A) Per [2]-11; or Primary Skills: Research (A) IQ [-15], Greed [-15*], Loner [-5*],
Naturalist (H) IQ-1 [2]-9. [2]-14. One of Occultism (A) IQ+4 Nightmares [-5*], No Sense of
[16]-18; Astronomy, Geography, Humor [-10], Obsession [-10*],
* Multiplied for self-control num- History, Linguistics, Literature, Overconfidence [-5*], Sense of
ber; see p. B120. Mathematics, Military Science, Duty (Victims of monsters) [-5],
Natural Philosophy, Philosophy, Stubbornness [5], or Weirdness
Customization: Nothing says a Political Science, or Theology, all Magnet [-15].
woman can’t walk off the farm and go (H) IQ+3 [16]-17; or Thaumatology
adventuring (as in Elizabeth Moon’s (VH) IQ+2 [16]-16. Primary Skills: One of Hidden Lore
Sheepfarmer’s Daughter). In a histori- (any) or Occultism, both (A) IQ+2
cally realistic campaign, such a Secondary Skills: Writing (A) IQ-1 [8]-14; Biology (Zoology), Thana-
woman might have the Goodwife [1]-13. One of Administration, tology, or Theology, all (H) IQ+1
advantage instead of Animal Friend or Public Speaking, or Teaching, all [8]-13; or Weird Science (VH) IQ
Green Thumb – and it could come in (A) IQ-1 [1]-13. Two additional [8]-12. One of Architecture, Inter-
handy in the army. On the other hand, fields of knowledge, from those rogation, Research, or Streetwise,
she might have left home swearing listed as primary skills, at (A) IQ-1 all (A) IQ+1 [4]-13; or Observation
never to cook another pot of porridge. [1]-13, (H) IQ-2 [1]-12, or (VH) or Tracking, both (A) Per+1 [4]-13.
IQ-3 [1]-11. One of Crossbow, Knife, Liquid
Scholar Projector (Flamethrower), or
Background Skills: Two of Brawling Thrown Weapon (Harpoon), all (E)
75 points (E) DX+1 [2]-11; Games or Savoir- DX+2 [4]-14; Bow or Polearm,
Faire (High Society), both (E) IQ+1 both (A) DX+1 [4]-13; or Net (H)
Scholars most often appear as [2]-15; Scrounging (E) Per+1 DX [4]-12.
NPCs, giving cryptic advice to bands [2]-11; or Carousing or Singing,
of adventurers who come to consult both (E) HT+1 [2]-11. Secondary Skills: One of Camouflage
them. But nothing prevents a scholar (E) IQ+1 [2]-13; Stealth (A) DX
from picking up a few combat skills * Multiplied for self-control num- [2]-12; or Disguise (Animal) or
and going out to find his own answers. ber; see p. B120. Shadowing, both (A) IQ [2]-12. One
This template provides a start in that of Forced Entry (E) DX [2]-13;
direction by including a few less Slayer Armoury, Explosives, or Traps, all
sedate skills picked up during the (A) IQ [2]-12; or Poisons (H) IQ-1
scholar’s student days. 125 points [2]-11. One of Acting, Fast-Talk,
Leadership, or Teaching, all (A) IQ
Attribute: ST 10 [0]; DX 10 [0]; IQ 14 Most warriors specialize in fighting [2]-12; or Mind Block (A) Will
[80]; HT 10 [0]. a single race or similar races. The slay- [2]-12.
er specializes in defeating foes with
Secondary Characteristics: Damage extraordinary abilities: gigantic mon- Background Skills: Three of
1d-2/1d; BL 20 lbs.; HP 9 [0]; Will sters, undead, evil sorcerers, or the Brawling, Fast-Draw (Arrow or
14 [0]; Per 10 [-20]; FP 10 [0]; Basic like. Knife), or Knot-Tying, all (E) DX
Speed 5 [0]; Basic Move 5 [0]. [1]-12; First Aid (E) IQ [1]-12;
Attributes: ST 11 [10]; DX 12 [40]; IQ Disguise (A) IQ-1 [1]-11; Intimi-
Advantages: Language (Accented/ 12 [40]; HT 11 [10]. dation (A) Will-1 [1]-11; Running
Native) [5] and 20 points chosen (A) HT-1 [1]-10; or Law or Tactics,
from among Eidetic Memory [5] or Secondary Characteristics: Damage both (H) IQ-2 [1]-10.
Photographic Memory [10], 1d-1/1d+1; BL 24 lbs.; HP 11 [0];
Language Talent [10], Less Sleep Will 12 [0]; Per 12 [0]; FP 11 [0]; * Multiplied for self-control num-
[2/level], Sage [10/level], Single- Basic Speed 5.75 [0]; Basic Move 5 ber; see p. B120.
Minded [5], Status [5/level], or [0].
Wealth (Comfortable) [10].
CHARACTERS 123
Customization: Exorcists have a Alternative Wizards
lot in common with monster slayers,
but their goal is to drive out the Chapter 7 lists many variant forms of magic. To adapt these templates
demon or spirit instead of kill the per- to a campaign that uses such nonstandard magic, total the points in
son whose body it’s possessing. Magery, magic-related skills, and spells, and use the same total to pur-
Replace the primary weapon skill with chase variant magical abilities with comparable effects. GMs should work
Exorcism and substitute Religious out suitable templates when adopting variant magic systems.
Ritual for one of the secondary skills.
Elementalist: Create Air; Create Fire; Thief
Spellcaster Create Water; Ignite Fire; Purify
Air; Purify Water; Seek Earth; Seek 75 points
75 points Water; Shape Air; Shape Earth;
Shape Fire. Thieves live by taking other peo-
This intermediate-level mage is not ple’s property, not by force of arms but
as limited as the hedge wizard, but Mentalist: Daze; Fear; Foolishness; by stealth. If the thief has to fight, the
lacks the extraordinary gifts of the bat- Forgetfulness; Hide Thoughts; job has already gone wrong. This tem-
tle wizard or enchanter. He has Mind-Reading; Mind-Sending; plate emphasizes stealth and conceal-
enough combat skills to give him a Sense Foes; Sense Emotion; ment. Potential victims may provide
chance of surviving a melee, but his Sleep; Truthsayer. safeguards for their valuables, so
main specialty is some category of thieves also have some knowledge of
useful spells. Illusionist: Blur; Complex Illusion; getting past walls, locks, and traps.
Continual Light; Darkness; Hide;
Attributes: ST 9 [-10]; DX 10 [0]; IQ Illusion Disguise; Illusion Shell; Attributes: ST 10 [0]; DX 12 [40]; IQ
13 [60]; HT 11 [10]. Light; Simple Illusion; Silence; 11 [20]; HT 10 [0].
Sound.
Secondary Characteristics: Damage Secondary Characteristics: Damage
1d-2/1d-1; BL 16 lbs.; HP 10 [0]; Choose two spells for advanced 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
Will 13 [0]; Per 10 [-15]; FP 13 [6]; study and raise their level to (H) IQ+2 11 [0]; Per 12 [5]; FP 10 [0]; Basic
Basic Speed 5.25 [0]; Basic Move 5 [4]-14. Speed 5.5 [0]; Basic Move 5 [0].
[0].
* Multiplied for self-control num- Advantages: 20 points chosen from
Advantages: Magery 1 [15] and two of ber; see p. B120. Absolute Direction [5], Acute
Eidetic Memory [5], Language Hearing [2/level], Contact or
(Accented/Native) [5], Single- † +1 for Magery. Contact Group (Fences) [Varies],
Minded [5], Status 1 [5], Versatile Danger Sense [15], High Manual
[5], or +1 to Will [5]. Upgrade: The most economical Dexterity [5/level], Night Vision
way to produce an exceptionally [1/level], Perfect Balance [15], or
Disadvantages: -30 points chosen skilled mage is to raise IQ to 14 and Wealth (Comfortable) [10].
from among Absent-Mindedness Magery to Magery 3; this raises his
[-15], Bad Sight [-25], Bad Temper spells to level 15, reducing their ener- Disadvantages: Secret (Imprison-
[-10*], Curious [-5*], Duty [-2 to gy cost by 1 point. Spend the other 10 ment or Exile) [-20] and -20 points
-15], Gluttony [-5*], Obsession [-5* points on additional spells or miscella- chosen from among Greed [-15*],
or -10*], Secret [-5 to -30], Sense of neous adventuring skills. Overconfidence [-5*], Pacifism
Duty [-2 to -15], or Shyness [-5 to (Cannot Kill) [-15], Trademark [-5
-20]. Job Description to -15], or Wealth (Struggling) [-10].
Primary Skills: Thaumatology (VH) In a world where magic is com- Primary Skills: Observation or
IQ [4]-13†. mon, ordinary mages earn about as Search, both (A) Per+1 [4]-13; and
much as skilled craftsmen. If magic is one of the following skill sets:
Secondary Skills: Three of Games rare, the pay scale will be higher – or
(Magical Challenges) (E) IQ [1]-13; magic may not be a recognized pro- Burglar: Climbing (A) DX+2 [8]-14;
Hidden Lore (any), Occultism, or fession at all. either Forced Entry (E) DX+2
Research, all (A) IQ-1 [1]-12; [4]-14 or Lockpicking (A) DX+1
Astronomy, Cryptography, Expert Prerequisites: Magery 0. [4]-13.
Skill (any), Mathematics (any), Job Roll: Best spell. On critical fail-
Naturalist, or Theology (any), all ure, gain -1 Reputation in your com- Cutpurse/Pickpocket: Shadowing (A)
(H) IQ-2 [1]-11; Dreaming or munity for endangering the public IQ+1 [4]-12; either Pickpocket (A)
Meditation, both (H) Will-2 [1]-11; with your spells. DX+1 [8]-13 or Knife (E) DX+3
or Alchemy (VH) IQ-3 [1]-10. Monthly Pay: $700. Adjusted for [8]-15.
margin of success or failure.
Background Skills: Savoir-Faire Wealth Level: Comfortable. Shoplifter: Filch (A) DX+2 [8]-14;
(High Society or Magical) (E) IQ Supports Status 1. Holdout (A) IQ+1 [4]-12.
[1]-13. One of Knife (E) DX+1
[2]-11; or Riding (any), Short- Secondary Skills: Fast-Talk (A) IQ
sword, or Staff, all (A) DX [2]-10. [2]-11; Streetwise (A) IQ [2]-11;
either Running (A) HT+2 [8]-12 or
Spells (all (H) IQ [1]-12†, except as Stealth (A) DX+2 [8]-14.
noted): Detect Magic; Lend Energy;
and one of the following packages:
124 CHARACTERS
Background Skills: One of Savoir- Job Roll: Worst prerequisite. On reduce Wealth (Very Wealthy) [30]
Faire (High Society or Servant) IQ critical failure, arrested and tried to (Wealthy) [20].
[1]-11; Architecture, Connoisseur, according to local law; reaction roll at Primary Skills: Area Knowledge (E)
Merchant, or Traps, all (A) IQ-1 trial is at -2 due to notoriety. IQ+2 [4]; Law (H) IQ+1 [8]-12;
[1]-10; Urban Survival (A) Per-1 Leadership (A) IQ+3 [8]-14‡.
[1]-11; or Jeweler (H) IQ-2 [1]-9. Monthly Pay: $1,350. Secondary Skills: Riding (A) DX+1
One of Brawling or Knife, both (E) Wealth Level: Comfortable. [4]-12; Shield (E) DX+1 [2]-12;
DX [1]-12. Supports Status 1. Tactics (H) IQ [4]-11. One of
Axe/Mace, Broadsword, Short-
* Multiplied for self-control num- Burglar wants a good job, plenty of sword, or Spear, all (A) DX+2
ber; see p. B120. Excitement and reasonable Reward, [8]-12. Either 4 points in addition-
that’s how it is usually read. You can al weapon skills, or any two of the
Upgrade: Many fictional thieves say Expert Treasure-hunter instead of following spells at (H) IQ [2]-11**,
have a more glamorous image: they Burglar if you like. Some of them do. It’s gained through Power Investiture:
steal jewels and works of art, they all the same to us. Bless Plants, Command, Cure
have the social graces to move in high Disease, Deathtouch, Haste, Major
society while casing their targets, and – J.R.R. Tolkien, The Hobbit Healing, Mind-Sending, Seeker,
they spend the loot on maintaining Sense Foes, or Truthsayer.
that lifestyle. This kind of thief can fit True King Background Skills: Savoir-Faire (E)
well into the right fantasy campaign. IQ [1]-11 and one of Bardic Lore,
Give him Comfortable or better 125 points History, or Military Science, all (H)
Wealth, a few levels of Status, a very IQ [2]-10.
reliable Contact to buy his loot – and Many cultures believe that the
much higher skills in burglary (the rightful ruler of a land has supernatu- * +1 Status free from Wealth.
modus operandi of high-class thieves) ral gifts. These may be conferred by † Multiplied for self-control num-
and social interaction, possibly sup- coronation, anointment, or other cere- ber; see p. B120.
ported by improved DX or IQ. monies, or descend on him when the ‡ Includes +1 from Charisma +1.
previous king dies. Specific abilities 12.
Job Description: Street Thief vary – this template includes some ** Includes +1 from Power
common examples. It’s designed for a Investiture 1.
Pickpockets, cutpurses, and destined king who has not yet claimed
shoplifters make a somewhat precari- his throne. Reigning true kings have Village Sage
ous living, at the mercy of their fences. much higher point costs and aren’t as
Getting caught can mean anything likely to become adventurers. 75 points
from a fine to painful death.
Attributes: ST 11 [10]; DX 11 [20]; IQ You may be your small communi-
Prerequisites: One of Filch-13, 11 [20]; HT 11 [10]. ty’s priest, healer, or soothsayer, or you
Knife-13, or Pickpocket-13; may have just lived a long time and
Streetwise-11. Secondary Characteristics: Damage seen a lot. Your native intelligence has
1d-1/1d+1; BL 24 lbs.; HP 11 [0]; grown into sound judgment; even peo-
Job Roll: Worst prerequisite. On Will 12 [5]; Per 11 [0]; FP 11 [0]; ple who think you’re “unworldly” seek
critical failure, arrested and tried Basic Speed 5.5 [0]; Basic Move 5 out your advice. Village sages are usu-
according to local law. [0]. ally middle-aged or older, but this isn’t
a requirement; some young people are
Monthly Pay: $300. Adjusted for Advantages: Charisma 1 [5]; Indepen- wise.
margin of success or failure. dent Income 5 [5]; Status 2 [5]*;
Wealth (Very Wealthy) [30]; and 20 Attributes: ST 10 [0]; DX 11 [20]; IQ
Wealth Level: Struggling. Supports points chosen from among 13 [60]; HT 10 [0].
Status -1. Appearance [4/12/16], Blessed (The
King’s Two Bodies; see p. 128) [10], Secondary Characteristics: Damage
Job Description: Destiny [Varies], Power Investiture 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will
Art or Jewel Thief [10/level], additional Charisma 13 [0]; Per 13 [0]; FP 10 [0]; Basic
[5/level], or additional Status Speed 5.25 [0]; Basic Move 5 [0].
The elite of the profession special- [5/level].
ize in taking the property of the Advantages: A total of 20 points cho-
wealthy. They have to have the skill to Disadvantages: Code of Honor sen from among Absolute
get past guards, traps, and alarms, the (Chivalry) [-15]; Sense of Duty (His Direction [5], Animal Empathy [5],
knowledge to recognize what’s valu- Country) [-10]; and -25 points cho- Blessed [10], Clerical Investment
able, and the connections to sell it sen from among Berserk [-10†], [5], Eidetic Memory [5] or
without being identified. Their earn- Chronic Pain [Varies], Dependency Photographic Memory [10], Good-
ings still fluctuate, and if caught, they (Native soil; Yearly, Seasonal, or wife (p. 132) [5/level], Healer
usually face the harshest penalties . . . Monthly) [-1, -3, or -10], Destiny [10/level], Longevity [2], Oracle
or, in some settings, a new career in [Varies], Disciplines of Faith [15], Plant Empathy [5], or Social
espionage. (Ritualism) [-5], Fanaticism [-15], Regard (Venerated) [5/level].
Honesty [-10†], Overconfidence
Prerequisites: Stealth 14+; Forced [-5†], Stubbornness [-5], Weirdness
Entry, Lockpicking, or Traps 14+; Magnet [-15], Workaholic [-5], or
Connoisseur 11+.
CHARACTERS 125
Disadvantages: Sense of Duty Secondary Skills: Observation (A) Per Job Description
(Village) [-5]; Wealth (Struggling) [2]-13. One of Body Language or
[-10]; and -25 points chosen from Hidden Lore, both (A) Per [2]-13; You heal work injuries, treat sick
among Bad Sight (Nearsighted) Mimicry (Animal Sounds or Bird children, or soften difficult birth.
[-25], Charitable [-15*], Hard of Calls) (H) IQ-1 [2]-12; Dreaming, You’re mostly paid in kind, and not
Hearing [-10], Lame (Crippled Exorcism, or Meditation, all (H) always promptly.
Legs) [-10], Odious Personal Habit Will-1 [2]-12; or Herb Lore (VH)
(Talks in riddles or allusions) [-5], IQ-2 [2]-11. Prerequisites: Pharmacy or
Pacifism (Cannot Kill) [-15], or -1 Veterinary 12+.
to ST or HT [-10]. Background Skills: Three of Astro-
nomy (Observational), Heraldry, Job Roll: Prerequisite skill.
Primary Skills: Area Knowledge Meteorology, or Occultism, all (A) Monthly Pay: $350. Adjusted for
(Village or Town) (E) IQ+2 [4]-15. IQ-1 [1]-12; or Diagnosis, History, margin of success or failure.
One of Fortune-Telling (A) IQ+1 Law, Naturalist, Psychology, Wealth Level: Struggling. Supports
[4]-14; Tracking (A) Per+1 [4]-14; Theology, or Xenology, all (H) IQ-2 Status -1.
or Pharmacy (Herbal), Religious [1]-11.
Ritual, or Veterinary, all (H) IQ She bent down and turned around
[4]-13. * Multiplied for self-control num- and gave me a wink;
ber; see p. B120.
She said, “I’m going to make it up
right here in the sink.”
It smelled like turpentine; it looked
like Indian ink.
I held my nose, I closed my eyes – I
took a drink.
– Jerry Leiber and Mike Stoller,
“Love Potion Number Nine”
Wardancer
75 points
Wardancers are an analog of Asian
martial artists in the style of more tra-
ditional fantasy: specialists in lightly
armed or unarmed hand-to-hand
combat, relying on speed and coordi-
nation more than strength. They
could be found in cultures modeled
on the Near East, or among elves, or
in any other culture that needs an
exotic flavor. Their official role is as
performers and entertainers, but their
combat skills are real.
Attributes: ST 9 [-10]; DX 14 [80]; IQ
10 [0]; HT 10 [0].
Secondary Characteristics: Damage
1d-2/1d-1; BL 20 lbs.; HP 9 [0]; Will
10 [0]; Per 10 [0]; FP 10 [0]; Basic
Speed 6 [0]; Basic Move 6 [0].
Advantages: Appearance (Attractive)
[4]; Fit [5]; Lifting ST +1 [3]; and 15
points chosen from among Allure
[5/level], Ambidexterity [5], Char-
isma [5/level], Combat Reflexes
[15], Perfect Balance [15];
Visualization [10], or increasing Fit
[5] to Very Fit [15].
Disadvantages: A total of -35 points
chosen from among Code of Honor
(Professional) [-5], Dwarfism [-15],
Jealousy [-10], Overconfidence
[-5*], Pacifism (Cannot Harm
Innocents) [-10], Post-Combat
Shakes [-5*], or Workaholic [-5].
126 CHARACTERS
Why Are These People Together?
A warrior born to a noble family, a cutpurse off the The Pre-Session
city streets, a mage pulled away from his books –
unlikely companions, especially in a society as class- One way to produce a more cohesive set of adven-
bound as most historical ones were. But such odd com- turers is to get the players to work together when devel-
panions are the heroes of many fantasy adventures, in oping them. Sit everyone down in the same place, and
fiction, in film, and in games. You can simply accept ask them to agree on basic character concepts before
them as a given, but what if you want a reason for them anyone begins actual character design. If some con-
to be together? cepts overlap, encourage them to set the characters
apart in some way.
One approach is to say that their world has a recog-
nized status of “professional adventurer.” The younger GMs can take a very active role in directing this
sons of noble warriors, the mages with an urge to wan- process. For a formal organization, provide a list of
der, and the rogues who aren’t too far outside the law roles, with each one’s duties and the skills needed to
can seek their fortunes or work for patrons who need perform them. Or define a common purpose or back-
their talents. ground and ask the players to develop characters who
fit.
A common catastrophe could also bring a group
together. If barbarians or evil wizards invade their It’s also possible to enlist the players to do this job.
native land, or a plague or natural disaster devastates All their characters have to be together for some rea-
their home city, people who normally have nothing to son? Ask them to come up with the reason. If they say
do with each other may cooperate to survive. Just the they’re all scholars looking for rare manuscripts, or
threat of such a disaster may cause a team to form for criminals who had to get out of town in a hurry, or chil-
self-preservation. Imposing a common quest on them is dren at an unpleasant summer camp – take this into
a similar option. account in deciding how to get them into the first
adventure.
If answers such as this aren’t satisfying, don’t allow
such mixed parties. Specify that player characters It’s also helpful to come up with relationships
belong to a king’s court, to the household of a country between characters. If the players have two characters
noble or rich merchant, to a criminal gang, or to a mag- each, GMs can apply this effectively by making one of
ical academy. Send out a military force or a diplomatic them a minor character who’s attached to another play-
mission that includes them, or have them all be crimi- er’s major character. Aristocrat and bodyguard, or sor-
nals and tempt them with unearned wealth. Then cerer and apprentice, or master and servant – all help
require that all the character designs fit their special make a set of adventurers more cohesive.
group.
Primary Skills: Dancing (A) DX * Multiplied for self-control num-
[2]-14; Judo (H) DX-1 [2]-13; ber; see p. B120.
Jumping (E) DX [1]-14.
† Free from default to Dancing-2.
Secondary Skills: Acrobatics (H) DX-
2 [1]-12; Stealth (A) DX-1 [1]-13. Upgrade: In some campaigns, war-
One of Knife (E) DX [1]-14 or dancers may be Trained By A Master,
Cloak, Saber, Smallsword, or Staff, enabling them to learn skills for which
all (A) DX-1 [1]-13. this is a prerequisite.
Background Skills: Body Language Job Description
(A) Per [2]-10; Gesture (E) IQ
[1]-10; Group Performance Wardancers earn their living as
(Choreography) (A) IQ+2 [0]-12†. performers. How much they make
One of Sewing (E) DX+1 [2]-15; depends on how well they perform.
Makeup (E) IQ+1 [2]-11; Erotic Art
or Stage Combat, both (A) DX Prerequisites: Dancing 12+
[2]-14; Connoisseur (Music), or Job Roll: Dancing. On critical fail-
Performance, both (A) IQ [2]-10; ure, suffer 1d of injury.
Carousing or Sex Appeal, both (A) Monthly Pay: $1,200. Adjusted for
HT [2]-10; or Musical Instrument margin of success or failure.
(Drums or Finger Cymbals) IQ-1 Wealth Level: Comfortable. Sup-
[2]-9. ports Status 1.
CHARACTERS 127
ADVANTAGES, DISADVANTAGES,
AND SKILLS
Given the comprehensive treat- Acute Senses Contacts
ment in the GURPS Basic Set,
there’s little need for new advan- see p. B35 see pp. B44-45
tages, disadvantages, or skills in
GURPS Fantasy. However, some In a setting where mana exists, Self-aware magical objects that are
standard traits can be interpreted in anyone with Magery can have Acute kept in a secure place are bought as
specific ways that fit the needs of a Mana Sense. This gives +1/level to Contacts instead of Allies.
fantasy campaign. And it’s also possi- rolls to sense magic, but none of the
ble to modify them to fit a specific other benefits of levels of Magery. Eidetic Memory
campaign with the aid of enhance- Mana-dependent lifeforms should
ments, limitations, and techniques. have it, particularly in low-mana envi- see p. B51
ronments.
APPEARANCE The first level of Eidetic Memory is
Allies a learnable advantage (see Learnable
In a fantasy world with multiple Advantages on p. B294). In historical
sapient races, Appearance can be a see pp. B36-38 fantasy settings, bards, loremasters,
racial trait, as well as a personal one. and wizards may cultivate this ability.
In addition to animals and spirits, See Chapter 9, Roma Arcana, for one
If a level of Appearance is taken at some wizards have supernatural allies example.
the standard point cost, its reaction in the form of self-aware magical
modifiers can apply either to your own objects, or spirits inhabiting magical Eidetic Memory at this level is not
race and races that closely resemble it, objects (often called fetishes; see instantaneous. Memorization of a text
or to the dominant race in your world p. 26). They may also give or sell such requires enough time to recite or read
and races that closely resemble it. If objects to other adventurers. Often it aloud; memorization of an image
they apply to both, treat this as the these can talk; legends include talking requires enough time to sketch it.
Universal enhancement to harps, mirrors, swords, and the like.
Appearance level (+25%). Others may be unable to speak but Insubstantiality
will have minds accessible to telepath-
Example: Orcs have Unattractive ic communication. An object that is see pp. B62-63
appearance (-1 reaction modifier). bought as an ally should be carried
This affects humans and races that along on adventures. Several additional enhancements
resemble humans, such as elves. Orcs and limitations can define the forms of
don’t find other orcs exceptionally Blessed Insubstantiality that occur in fantasy:
unattractive.
see pp. B40-41 Difficult Materialization: Mater-
ADVANTAGES ialization costs you 1 FP/minute
An alternative form of Blessed is instead of 1 FP/second. -20%.
Absolute Direction possible:
Illusory Form: When you demateri-
see p. B34 Armor of Faith: Bought as Luck alize, you don’t become wholly intan-
(Defensive, -20%; Pact, -5%) [11]. The gible. Your body is made out of senso-
In underground exploration, basic standard Pact is a minor Vow. ry impressions such as sights and
Absolute Direction lets you track your sounds. Attacks can harm you in the
position along the length of a tunnel Another version is applicable to same way and with the same limits as
and the branches and forks you have true kings (p. 125) and reflects their for Shadow Form (p. B83): half dam-
taken, in addition to telling you which special bond with their lands: age for physical attacks, full damage
way is north (or the equivalent). 3D for energy attacks, and damage
Spatial Sense gives you a mental map The King’s Two Bodies: Similar to increased 50% for light attacks. -15%.
of where each tunnel is in relation to Special Rapport (see p. B88), but with
the other tunnels. Roll vs. IQ or a country. You are aware of the condi- Projection: When you become
Engineer (Mining) to estimate the tion of the land you rule, regardless of insubstantial, as a spirit or psionic
directions and distances of other tun- distance and without an IQ roll. entity, your body remains behind. It
nels you might reach by digging. If Anything that injures the land injures has no consciousness until you return
you belong to a race with the you, and vice versa. This works by to it. You can move at twice your basic
Tunneling advantage, you can roll vs. analogy and metaphor: if the king is Move score, as if you were flying.
Per for the same purpose. crippled, the army can’t fight; if the Normally you start out where your
queen is barren, the crops will fail. physical body is, but if you have the
Magic or holy ritual that heals you can ability to perceive a distant place, you
heal the land. You are not specifically can materialize there, and if you can
aware of any individuals within the see some immaterial realm such as
land. 10 points. the spirit world, you can enter it. Your
consciousness remains linked to your
body by a “silver cord”; you won’t
128 CHARACTERS
notice physical sensations, but if any- Divided Magery To create a mage who knows a few
thing threatens the linkage between specific spells (see Fixed Magic, p. 161,
your body and your immaterial form, Instead of a single total amount of for one example), reduce the limita-
you’ll be drawn back instantly. This Fatigue applicable to all spells, you tion by 5% per spell after the first. For
includes both attempts at mental or have a separate amount of Fatigue for example, a mage with Three-Spell
spiritual possession of your body, and each college. The sum of these Magery would have a -70% limitation.
any physical injury that requires a HT amounts is your total Fatigue. You can
roll to survive. -50%. only spend each college’s Fatigue on Preparation Required
its own spells. Your level of Magery is
No Vertical Move: Despite being an taken into account in determining In contrast to Ceremonial Magery,
insubstantial entity, you cannot disre- your skill in spells from any college in which increases the time needed to
gard gravity. You must move across a which you have assigned Fatigue cast a spell, Preparation Required
horizontal surface, or a sloping sur- points; it does not affect your skill means that a mage must spend more
face whose slope would not require with spells in other colleges, except time getting ready beforehand, but
Climbing rolls. You still weigh noth- that it always applies to Recover does the actual casting at normal
ing, so you don’t leave footprints, and Energy. If you expend Fatigue on non- speed. There are several ways to inter-
you can walk on surfaces that would magical actions, you can choose pret this. Choose the one that best fits
not support a solid human body, such which college’s Fatigue to spend. your concept.
as the surface of a body of water. -10%. When you regain Fatigue, you can
choose which college’s Fatigue comes The preparation can represent
Invisibility back first. -40%. studying up on the specific spells you
want to use. See Modular Abilities.
see p. B63 Hyperdivided Magery works the
same way, but has Fatigue points The preparation can represent
An astrally projected body (see assigned to single spells instead of sin- assigning Fatigue to the colleges or
Insubstantiality, above) is often invisi- gle colleges. -80%. single spells you expect to use. See
ble. This is represented by the limita- Restructurable Magery.
tion Substantial Only (-10%), the Impermanent Magery
enhancement Switchable (+10%), and The preparation can represent the
a special limitation: Some treatments of magic define performance of a complex ritual, last-
it as incapable of permanently chang- ing minutes or hours, during the first
Only in Spirit Form: You must ing the material world (see Glamour, part of casting the spell. Then you can
become insubstantial to become invis- p. 20). This doesn’t put any spells off put the spell aside for later use. When
ible. -10%. limits. Instead, spells that would nor- actually using the spell, it only
mally cause a permanent change fail requires a Concentrate maneuver. You
Jumper to do so. They don’t have to be main- can only have one spell prepared at a
tained, but the subject continues to time.
see pp. B64-65 register as magical as long as the spell
is in effect, the spell can be dispelled, Restructurable Magery
World-jumpers may visit parallel and any benefits it grants are mana-
worlds. They can also visit other dependent. This is ordinarily a -10% Restructurable Magery is a further
planes that aren’t “parallel worlds” in limitation. If some nonmagical means extension of Divided Magery; it per-
the usual science-fictional sense, in of dispelling the effects is available, mits the reassignment of Fatigue
game settings where such worlds such as prayer or the touch of iron, it capacity among colleges. This
exist – for example, the various sorts becomes a -20% limitation. For more requires an extended period of con-
of magical worlds discussed on details, see Faerie Glamour (p. 168). centration, long enough to be imprac-
pp. 39-45. tical in a hand-to-hand fight. The
One-College Magery value of the limitation depends on
Magery how long the reassignment takes: -8%
In a setting with a different system for 1-minute reassignment, -12% for
see pp. B66-67 of magical colleges, paths, or the like 10-minute reassignment, -20% for 1-
(see Alternate Colleges, p. 160), One- hour reassignment, and -24% for 8-
In addition to the previously College Magery may need a different hour reassignment.
defined limitations on Magery, a GM value as a limitation. The fewer col-
may allow any of the following leges, the less restrictive it is. For Hyperdivided Magery, the lim-
options. Note these do not affect Appropriate limitations are -10% for itations are -16% for 1-minute reas-
Magery 0, which always costs 5 points. two colleges, -20% for three to six, signment, -24% for 10-minute reas-
-30% for seven to 14, -40% for 15 to signment, -40% for 1-hour reassign-
Ceremonial Magery 30, or -60% for more than 30. ment, and -48% for 8-hour reassign-
ment. This form of Restructurable
You don’t have the option of quick One-Spell Magery Magery can help create a mage who
casting. Casting spells must always be starts out an adventure by reading
ceremonial. This takes 10 times as A more drastic restriction than One- specific spells, and then can cast those
long as normal and has all the other College Magery. Your Magery applies spells until he exhausts each spell’s
benefits and restrictions of ceremoni- only to a single spell. This can be gen- Fatigue pool.
al magic. -40%. eralized to Hyperdivided Magery, with
fatigue pools assigned to single spells
Ceremonial Magery often combines instead of single colleges. -80%.
with Solitary Ceremonial Casting
(p. 130) for a net -30% limitation.
CHARACTERS 129
Solitary Ceremonial Casting Behind the Curtain: Cost of Divided
and Restructurable Magery
Normally, ceremonial spellcasting
requires at least two participants. Divided Magery with all Fatigue assigned to a single college is the
(Enchantment is an exception; it can same as One-College Magery. Since One-College Magery is normally a
be done alone.) This advantage per- -40% limitation, so is Divided Magery. The benefit of being able to cast
mits a mage to cast spells ceremonial- spells from more than one college and the restriction of not having
ly by himself. +10%. your entire Fatigue available for any college balance each other, mak-
ing the choice of more or fewer colleges an option that does not affect
Modular Abilities cost. The same reasoning applies to One-Spell Magery and
Hyperdivided Magery.
see p. B71
Restructurable Magery’s cost is determined as follows. First, buy
In a setting where magic involves Divided or Hyperdivided Magery. For example, Divided Magery is a
interaction with spirits, a shaman or -40% limitation on levels of Magery. But then not having the limitation
sorcerer may gain the use of spells is effectively an enhancement. For example, not having Divided
from spirits that are bound to him by Magery is a +40% enhancement. Buy this enhancement with some
some obligation, or that have Slave level of Preparation Required. For example, if it takes 8 hours to
Mentality. This is a new type of restructure Fatigue points, this is a -60% limitation. Taking -60% of the
Modular Abilities: base +40% gives -24%. So where Divided Magery is -40%, making it
Restructurable in 8 hours reduces it to -24. The same Preparation
Spirit Trapping: You have the abili- Required percentages can be applied to the basic limitations for divid-
ty to carry one or more spirits about ing Magery into any number of colleges or into single spells.
with you, and to access certain of their
abilities. If a spirit knows a spell, you Example: Orcs have Night Vision 6 Supernatural beings may have
can tap its knowledge to cast the spell. as a feature. At -6 illumination (rough- their own hierarchies and ranks. The
If it has purely factual knowledge, you ly a moonlit night), they can see per- angels and devils of medieval Catholic
can treat it as a reference work, gain- fectly. At either -3 or -9 they make beliefs and the celestial bureaucracy
ing some number of added points in Vision rolls at -3; under full daylight of Confucianism offer examples. In
the knowledge skill. You cannot con- they make them at -6. In total dark- campaigns set in the material world,
verse with your spirits, even if they are ness, they’re blind. these chains of command seldom mat-
intelligent enough for conversation; ter. But if PCs visit heaven or hell or
you can only issue orders (including Patron appeal to a greater power to send aid,
commands to provide information). Celestial or Infernal Rank makes a
You can gain the services of new spir- see pp. B72-74 real difference. Either type should cost
its by visiting or communicating with 5 points/level.
the spirit plane or by visiting a physi- In addition to gods, spirits can
cal location where spirits manifest serve as patrons. Define them as pow- Rapier Wit
themselves. Cost per spirit: 6 points erful individuals, with base cost 10-20
base + 4 points per point of abilities. points. see p. B79
If your spirits are bound into phys- Rank Ancient Celtic cultures, among oth-
ical objects (see Fetishes and ers, credited bards with the ability to
Familiars, p. 26), and you must create see p. B29 inflict varied curses on anyone who
or acquire a new object to gain a new earns their displeasure. To allow a
spell, this is reduced to 5 points base + In some fantasy settings, mages greater variety of curses, Rapier Wit
3 points per point of abilities. organize into groups with internal can be purchased with any of the spe-
ranks. Sometimes these are just a for- cial modifiers for Affliction. Recovery
Night Vision mality and can be treated as Courtesy takes place as if the target was men-
Rank costing 1 point/level. In a setting tally stunned, whether the modifiers
see p. B71 where large groups of mages com- include stunning or not.
monly work together in ceremonial
As an advantage, Night Vision spellcasting, formal chains of com- Security Clearance
allows sight under low-light condi- mand are important and Magical
tions as well as under normal illumi- Rank should cost 5 points/level. In a see pp. B82-83
nation. If you can see at night better civilization ruled by mages, Magical
than by day, because normal sunlight Rank may translate directly into In many historical societies and
dazzles you, this is a 0-point feature, Status and should cost 10 points/level. historical fantasy settings, security
found for example in orcs and owls.
Specify how many levels of Night
Vision you have, as usual. At that light-
ing level, you can see normally. You
are at -1 to Vision rolls and visually
guided tasks for each level by which
your environment is either dimmer or
brighter. You still can’t see in total
darkness.
130 CHARACTERS
clearance in the modern sense hasn’t Shapeshifting Skinbound: Weres only. You
even been considered. But local assume your alternate form by putting
organizations may have their own see pp. B83-85 on the skin of a creature of that form,
secrets and rules on who keeps them. which is absorbed into your body in
Treat this as half-value Security A fantasy setting requires new spe- the process; or you take off the skin of
Clearance. A great nobleman’s confi- cial limitations to define certain types your base form, which must be kept
dential secretary or personal priest, an of shapeshifters: safe if you are to change back. Buy
inquisitor, or a trusted servant of a either version as a set of gadget limita-
secretive magical guild might have Cannot Memorize Forms: Morphs tions; divide the total value of the lim-
this advantage. only. Once you shift out of an alternate itations by 2, since they only apply in
form, you can only assume it again by one shape. The skin can be either an
See Invisible recopying it from a source of the same organic part of your body, which you
species. -50%. are magically able to separate from
see p. B83 yourself, or a magically created
Linked Changes: Weres only. You device.
The ability to see spirits is a form of and another were are mystically
See Invisible. bound together; when one of you Signature Gear
changes shape, the other must do so
Shadow Form also. This may take either of two see p. B85
forms: synchronized (either both or
see p. B83 neither of you is in your base form) or In some settings, it’s possible to
opposed (when one of you is in his acquire magical objects as Signature
GMs can base this advantage on base form, the other is in his alternate Gear.
types of images other than shadows. form). The forms don’t need to be the
The limits on any kind of visible same species; a man who changes into If magical objects can be pur-
manifestation are movement, a wolf might be linked to a woman chased, base their point value as
manipulation, attack, and defense. who changes into a hawk, or to a wolf Signature Gear on the cost of their
For ease, keep these the same as a that changes into a man. -25%. enchantments. This possibility is com-
shadow, unless explicitly modified mon in low fantasy campaigns.
by an enhancement or limitation. Only When Insubstantial: You can
Some options for modification are only change shape when you’re in If a market for magical items hasn’t
as follows: immaterial form – for example, as a been established, base their point
spirit, or as a projected astral body. value as Signature Gear on the energy
Illusionary Form: You look like a This has several variants. If you have cost to enchant them. Usually this
picture or projected image, with color to become immaterial to change reflects a setting where enchanted
and visual detail. Your gestures and shape, but can retain the changed items are rare and unique, as in many
facial expressions are visible, and if shape when material: -5%. If you high fantasy campaigns. In such a set-
you “speak,” your lips can be read. automatically revert to your base ting, one character point trades for 25
+25%. form when you become material: energy points of enchantment.
-10%. However, the same approach can also
Luminous Form: You look like a apply to a campaign where adventur-
spot or area of projected light on a sur- Required Intermediate Form: Weres ers have so many enchanted items
face. If the surface has pictures or only. Normally, a were with two or that they need servants to carry them.
written words, you can illuminate more Alternate Forms can change In such a setting, the GM should
them. Your light is not bright enough from any form to any other directly. emphasize cinematic adventure over
to dazzle anyone; buy that as an This limitation restricts that freedom. economic calculation. A reasonable
Affliction. +0%. If an Alternate Form cannot change ratio for this kind of campaign is 1,000
back to the base form directly, this is a energy points for 1 character point.
Touch: You still can’t physically -5% limitation. If an Alternate Form
manipulate solid objects, but you can can only be reached from other forms, Some enchanted objects are effec-
touch them, creating a ghostly sense this is a limitation of -10% divided by tively characters – golems, for exam-
of warmth, cold, or pressure. Living the total number of other forms it ple. Buy them as Allies, not as
beings can feel you brush over or past can’t be reached from. Signature Gear.
them with a Touch roll. +0% if always
in effect; +5% if switchable. Examples: A shapeshifter can Regardless of how an enchanted
become either a wolf or a bat, but has item’s character point value is deter-
Reflection: You can only manifest to assume human form in between; mined, characters must pay points for
as an image in a mirror or other each form has one -5% limitation it as Signature Gear when they are first
reflecting surface (such as a body of (-10% divided by two other forms). A created. Once the character is in play,
water). You can move only as far as shapeshifter can go from man to wolf- he can only acquire further enchanted
the surface extends. If you have this man, and from wolfman to wolf, or the items through actions in play. In a high
limitation, you can buy the ability to reverse; the wolf form has a -5% limi- fantasy setting where enchanted
“jump” to a different reflecting surface tation for not being able to become objects aren’t put up for sale, the GM
somewhere else as Teleport. -25%. human directly, and a -5% limitation could require that a character have
for not being accessible from the skill in enchantment or has the
If any variation of Shadow Form is human form, for a total of -10%. Unusual Background “Has enchanter
always on, it becomes a limitation in friend,” typically worth 5 points.
the usual way.
CHARACTERS 131
Single-Minded Sage: Archaeology, Expert Skill, DISADVANTAGES
Geography, Heraldry, Hidden Lore,
see p. B85 History, Law, Literature, Occultism, Addiction
Philosophy, Research, Theology. 10
Being Single-Minded does not help points/level. see p. B122
with complex tasks that require divid-
ed attention. In particular, it doesn’t NEW PERKS The ancient Greeks believed that a
aid spellcasting or enchantment. It’s Named Possession 45: You own mortal could fall victim to nympholep-
still useful to mages who are doing sy, or addiction to the love of a nymph
thaumatological research or to a possession that has been ritually (see the Nymph template on p. 213).
alchemists who are making a single named (see Named Objects, p. 26). By Similar warnings have been given
potion or preparation. itself, this perk grants only the poten- against many other supernatural
tial for gaining magical abilities; any beings, including faeries, vampires,
Talent abilities it actually possesses are succubi and other demons, and even
bought as enchantments using the Lilith herself (p. 54). Nympholepsy is
see pp. B89-91 rules for Signature Gear (p. 131). The usually legal, but could be illegal if
perk is still needed as well, because a religious or magical authorities try to
In fantasy settings, several addi- named object, unlike an ordinary banish such supernatural lovers. It’s
tional skill groups have associated enchanted object, can gain new abili- normally cheap (indeed free, since
Talents: ties in the future. most supernatural beings don’t care
about material wealth) but incapaci-
Allure: Dancing, Erotic Art, Make- Weapon Bond 4: You own a tating or hallucinogenic. -10 points if
up, Sex Appeal, Singing. 5 points/level. legal; -15 points if illegal.
weapon that is uniquely suited to you.
Bard: Heraldry, Literature, Musical Its quality may be no better than nor- A savage place! as holy and
Influence, Poetry, Public Speaking, mal, but when you use it, you are at +1 enchanted
Singing. 5 points/level. to effective skill. This is not a mystical
attunement, but a physical matter of As e’er beneath the waning moon
Devotion: Autohypnosis, Exorcism, balance, fit to your hand, and the like. was haunted
Meditation, Religious Ritual. 5 If the weapon is lost or destroyed, the
points/level. bond doesn’t transfer to a new By woman wailing for her demon
weapon, but a character can acquire a lover.
Goodwife: Cooking, Diagnosis, new Weapon Bond in play.
Gardening, Housekeeping, Sewing. 5 – Samuel Taylor Coleridge,
points/level. You can have a bond to a weapon “Kubla Khan”
of Fine or Very Fine quality, or even to
Mariner: Boating, Crewman, Fre- one of Cheap quality. The price paid Code of Honor
ight Handling, Knot-Tying, Mete- for the weapon reflects the quality but
orology, Navigation, Shiphandling. 10 not your special bond with it. see p. B127
points/level.
Code of Honor (Highwayman’s):
Master Builder: Architecture, This resembles the Gentleman’s Code
Carpentry, Engineer, Forced Entry, of Honor, but permits robbery, usually
Masonry. 5 points/level. only of those with different political or
religious beliefs. Victims deserve cour-
Ally or Asset? teous treatment, which may include
returning goods to those who turn out
A medieval knight’s main skill is mounted combat; he rides a horse of to be on the same side as the high-
a special heavy breed, trained for battle. Such a horse can be a charac- wayman. -5 points.
ter and bought as an Ally during the creation of the knight. On the other
hand, it also has a price – so it could be starting wealth or Signature Not all highwaymen have this Code
Gear. Which way is best? The same question arises for other tame ani- of Honor; many are rude, even to
mals and for inanimate objects such as vehicles. ladies, or are willing to rob anyone
with money or portable assets.
An animal that’s used purely for transportation, carrying a rider or
baggage or hauling a vehicle, is normally bought out of starting wealth. Dependency
Such transportation is cheap, and adventurers probably can afford it. A
mount trained for the battlefield, especially a knight’s warhorse, will be see pp. B130-131
much more expensive. An adventurer whose character concept turns on
mounted combat might acquire his warhorse as Signature Gear. The Many magical creatures have a
same is true of any animal that’s an unusually fine specimen of its breed. Dependency on mana. In a fantasy
All these animals are just animate equipment, though they may be very campaign, this is usually Very
expensive equipment. If their owner puts more value on a beast, having Common (-5 points).
a personal bond with it, and especially if the animal is loyal or has
extraordinary qualities, buy it as an Ally. An animal of a species that isn’t Spirits, and other supernatural
normally tamed or trained, and that can’t be bought in the market, must beings, are often bound to a specific
be an Ally. place. The base value of the
Dependency reflects the size of the
place. An entire physical realm, such
as the land or the oceans or the under-
world, is Very Common (-5 points). An
132 CHARACTERS
environment, such as desert or jungle, Magical Afflictions
or a continent or country is Common
(-10 points). A small physical region, Both in folklore and in fiction, magery and other supernatural talents
such as an island, mountain, or river, such as shamanism and prophecy often link to more visible traits –
or a political region such as a county sometimes harmful and sometimes just noticeable. Players may wish to
or large city, is Occasional (-20 points); follow this concept in creating characters. Suitable traits for a gifted
as a rule of thumb, any area that can character include Addiction to a hallucinogen, Chronic Pain (migraines),
be crossed in a day counts. A single Epilepsy, Klutz, Nightmares (especially for soothsayers), Voices,
site, such as a specific tree or building, Weirdness Magnet, and Distinctive Features (red hair is popular in
is Rare (-30 points). Celtic-influenced settings). Blindness is traditional for bards. Magically
gifted people may also assume the role of the opposite sex, openly (see
Dread Berdaches, p. 57) or in secret, or prefer same-sex relationships. Whether
this is a disadvantage depends on the attitudes held by their cultures.
see pp. B132-133
Dead: You were once a human Temperature Tolerance 10 [10];
Some vampires, lycanthropes, and being or a member of another sapient Unaging [15]. Supernatural Features
other undead suffer the effects of race. Now your life has ended. Either (No Body Heat, Pallor) [-15]. Features:
Dread only when a crucifix is actually you’re visibly not living, or your death Sterile. Some intact corpses have the
shown to them; they can’t sense a con- is on record and can be verified if any- Feature “Will become a rotting
cealed one. A new limitation repre- one checks your identity. You have no corpse,” but others are mystically pre-
sents this: legal right to own property; your heirs served. 95 points.
can take possession of your worldly
Insensitive. You show the usual goods. If you attempt social interac- Rotting Undead: The dead person’s
response to Dread when you actually tion with the living, they react to you body had time to decay before revival,
seen the object you dread, but you at -4; those who encounter you unex- or (in some versions) decayed after
can’t sense it if it’s hidden under cloth- pectedly must make Fright Checks. revival. Doesn’t Breathe [20]; Doesn’t
ing or inside a container. -50%. -20 points. Eat or Drink [10]; High Pain
Threshold [10]; Immunity to
Dread with the Insensitive limita- NEW Metabolic Hazards [30]; Injury
tion does not depend on the wielder of META-TRAITS Tolerance (No Blood, Unliving) [25];
the object having True Faith. Temperature Tolerance 10 [10];
The following combinations of Unaging [15]. Appearance (Mon-
Sense of Duty existing advantages and disadvantages strous; Universal, +25%) [-25]; Bad
can be useful in creating fantasy races Smell [-10]; No Sense of Smell/Taste
see p. B153 or characters, in addition to those list- [-5]; Sexless [-1]; Social Stigma (Dead)
ed on pp. B262-263. They are listed on [-20]. Features: Sterile, Will become a
A supernatural being may have a character sheets as single advantages skeleton. 59 points.
duty, not to a single species or mem- or disadvantages, to save space.
ber of a species, but to all the living Skeletal Undead: The dead person’s
things in a certain place, or even to the Corporeal Undead Traits flesh has mostly or entirely rotted
place itself; the dryad of a sacred grove away; only the bones and teeth
may feel a duty to guard and protect The corporeal undead are the remain, held together by scraps of
that grove. If this applies to all the life material remains of the dead, reani- dried tendons or unseen magic. He’s
in the area, it’s worth -10 points for a mated by some means, usually super- light and fast-moving, but somewhat
small area or -15 for a large one; if it natural. Most corporeal undead have breakable. Basic Speed+1 [20];
only applies to some species (for either Unhealing (Partial) or Doesn’t Breathe [20]; Doesn’t Eat or
example, it might exclude sapient Unhealing (Total); choose one for the Drink [10]; DR 2 [10]; High Pain
beings), reduce this to -5 and -10. racial template. Enhanced ST and HP Threshold [10]; Immunity to
are also common racial traits, and Metabolic Hazards [30]; Injury
Social Stigma many corporeal undead have Tolerance (No Blood, No Brain, No
Disturbing Voice or are Mute. Several Eyes, No Vitals, Unliving) [40];
see pp. B155-156 meta-traits are possible, depending on Temperature Tolerance 10 [10];
the condition of the body: Unaging [15]; Vacuum Support [5].
Certain creatures, such as rats, Appearance (Monstrous; Universal,
roaches, and spiders, have a distinc- Intact Undead: The dead person +25%) [- 25]; Fragile (Brittle) [-15]; No
tive kind of social stigma (see Wugs, recently died and has not decayed sig- Sense of Smell/Taste [-5]; Skinny [-5];
p. 59): nificantly. Doesn’t Breathe [20]; High Social Stigma (Dead) [-20];
Pain Threshold [10]; Immunity to Vulnerability (Crushing Attacks, ¥2)
Vermin: You are regarded, not as Metabolic Hazards [30]; Injury [-30]; Cannot Float [-1]; Sexless [-1].
dangerous, but as creepy and disgust- Tolerance (No Blood, Unliving) [25]; Features: Skull has only 2 total DR,
ing: -2 on all reaction rolls. People will Sterile. 68 points.
be reluctant to touch you and will be
disturbed if you touch them unexpect-
edly. No one will object if they try to
kill you. -15 points.
Certain monsters, and even some
characters, have another distinctive
social stigma:
CHARACTERS 133
Mummified Undead: Whether by Every living thing, or even every stream and
artificial preservation or exposure to a boulder, may have its own spirit; every spell may
dry natural environment, the dead require the aid of a spirit.
person dried out instead of rotting.
The resulting dried tissues catch fire Difficult Speech: You can talk to drops to 19 points, and the cost of Not
easily, the major vulnerability of this physical beings while in your spirit Mute to 20 points. The costs of
type of corporeal undead. Doesn’t form, but it takes a substantial effort: Apparition and Phantasm stay the
Breathe [20]; Doesn’t Eat or Drink 1 FP/minute of speech. 21 points. same.
[10]; High Pain Threshold [10];
Immunity to Metabolic Hazards [30]; Not Mute: You can talk to physical Other Abilities
Injury Tolerance (No Blood, No beings freely while in your spirit form.
Brains, No Vitals, Unliving) [35]; 22 points. Some spirits have other powers
Temperature Tolerance 10 [10]; that enable them to affect the physical
Unaging [15]. Appearance (Mon- Note: The Astral Entity meta-trait world: possessing the bodies of mor-
strous; Universal, +25%) [-25]; Fragile amounts to Unmanifested Spirit [149] tals, manipulating physical objects,
(Combustible) [-5]; Social Stigma and Not Mute [22]. casting spells, or using magical or
(Dead) [-20]. Features: Sterile. 80 other powers. A spirit that can tem-
points. Visibility porarily possess a mortal simply has
Possession (Spiritual, -20%) [80]. This
Spirit Traits To create a spirit that can show does not need definition as a meta-
itself to mortals, take one of the fol- trait; it already is a single trait. For the
In a fantasy setting, spirits may be lowing traits: other two abilities, use the following
nearly everywhere. Every living thing, meta-traits:
or even every stream and boulder, may Apparition: You can become visi-
have its own spirit; every spell may ble, but with great effort; each second Magical Spirit: You are capable of
require the aid of a spirit. But most of visibility costs 1 FP. Invisibility affecting the physical world through
spirits are completely imperceptible, (Usually On, +5%; Substantial Only, magic, psionics, or spiritual powers.
except to other spirits and specially -10%) [38] replaces Invisibility Insubstantiality (Affects Substantial,
gifted mortals. A spirit of this kind (Substantial Only, -10%) [36]. 2 points. +100%; Always On, -50%) [120]
would have the following meta-trait: replaces Insubstantiality (Always On,
Phantasm: You can become visible -50%) [40]. 80 points.
Unmanifested Spirit: You are a when you like, as long as you like.
completely immaterial entity. You can Invisibility (Switchable, +10%; Poltergeist: You can move small
perceive the physical world, but you Substantial Only, -10%) [40] replaces physical objects around while imma-
can’t affect it in any way, and you’re Invisibility (Substantial Only, -10%) terial. To do this you must also have
undetectable to normal physical sens- [36]. 4 points. Magical Spirit. Buy as Telekinesis
es. Your continued existence does not (Melee Attack, reach C, 1, -20%)
depend on anything physical, and you Materialization [4/level].
are immune to physical harm. Doesn’t
Breathe [20]; Doesn’t Eat or Drink To create a spirit that can have SKILLS
[10]; Doesn’t Sleep [20]; Immunity to assume a physical body, take one of
Metabolic Hazards [30]; Insubstan- the following meta-traits: Area Knowledge
tiality (Always On, -50%) [40];
Invisibility (Substantial Only, -10%) Materialization: You can form a see pp. B176-177
[36]; Unaging [15]; and Mute physical body for yourself, for a limit-
(Substantial Only, -10%) [-22]. 149 ed time. This has two versions. In the Characters may have Area
points. (1 FP/second) version, Insubstantiality Knowledge of one or more magical
(Usually On, -40%) [48] replaces realms. Boundaries often have only a
Note: This meta-trait is nearly the Insubstantiality (Always On, -50%) vague or undefined “extent” in any
same as Astral Entity (p. B263), except [40], Invisibility (Substantial Only, physical sense, so classify realms by
that the spirit also cannot speak to -10%; Only in Spirit Form, -10%) [32] the number of beings inhabiting them.
material beings. replaces Invisibility (Substantial Only, Mount Olympus would be compara-
-10%) [36], and Mute (Substantial ble to a city; the Christian Hell would
To create a spirit that can interact Only, -10%; Only in Spirit Form, -10%) be comparable to a planet – usually
with the material world in various [-20] replaces Mute (Substantial Only, the largest “area” a fantasy campaign
ways, take Unmanifested Spirit and -10%) [-22]. 6 points. In the (1 will contain.
one or more additional meta-traits FP/minute) version, Insubstantiality
from the following sets. (Difficult Materialization, -20%) [64] In general, inhabitants of the
is the replacement for Insubstantiality material world have no Area
Speech (Always On, -50%) [40]; the other two Knowledge default for magical
replacements are the same. 22 points. realms. If the magical realm is “close
To create a spirit that can talk to to” the material world and shares its
mortals, take one of the following If you have either of these meta-
meta-traits: traits, the cost of Difficult Speech
134 CHARACTERS
major geographical features, an Area gossip; visits from traveling bards are Hazardous Materials/TL
Knowledge roll will provide knowl- the equivalent of subscribing to a
edge of those purely physical features. news service. see p. B199
In a setting with occasional traffic
between different planes or magical Within a city, especially a large city, Fantasy settings, especially dark
realms, people in the material world apply the usual -1 per day for news of fantasy settings, have some very
will have Area Knowledge of the civic events. unusual hazardous materials. In such
entire system. This knowledge is com- a world, anyone with this skill has a
parable to that of an interplanetary Enthrallment chance to recognize spoiled potions,
state, with knowledge of each plane alchemical waste, magically contami-
being comparable to that of a planet. see pp. B191-192 nated or accursed objects, carcasses
In a Scandinavian fantasy setting, for of unnatural monsters, and the
example, characters might have Area At the GM’s option, Dancing or like. This ordinarily depends on the
Knowledge of the Nine Worlds. Erotic Art may substitute for Public physical senses, but Magery 0 allows
Speaking as prerequisites for the detection of purely supernatural
If the material world has magical Enthrallment skills. “wrongness.”
features, such as varying mana levels,
Area Knowledge will include them for Expert Skill Linguistics
anyone with Magery 0.
see pp. B193-194 see p. B205
Combat Art or Sport
In nonliterate societies, a new In a fantasy setting, Linguistics
see p. B184 expert skill is needed: may have a new required specializa-
tion: Linguistics (Animal). It confers
In a decadent empire, especially Bardic Lore: Knowledge of poems the same benefits for animal lan-
one with an introverted imperial court not for their literary value, but for the guages that the usual form of
(see Imperial Capitals, p. 96), aristo- information they contain. Study Linguistics confers for human lan-
crats may study highly formalized Literature teaches the good stories guages. This skill is only available with
combat techniques for executing and persuasive love songs. Substitutes GM permission. Mimicry-12, special-
impressive formal drills, stylized for Research in a nonliterate society. ized in Animal Sounds or Bird Calls,
duels, or practicing meditative rituals, Can substitute for Diagnosis, or an appropriate form of the Mimicry
but not for staying alive on the battle- Geography (Regional), History, Law, advantage, is a prerequisite.
field. This can fit a low fantasy cam- Naturalist, Occultism, or Theology.
paign, with an aristocratic hero learn- Pharmacy/TL
ing to survive on the frontier, or a light Fortune-Telling
fantasy campaign, where a clash of see p. B213
styles leads to entertaining mishaps. see p. B196
Paracelsus experimented with the
Criminology/TL In a setting with working magic, medicinal use of inorganic substances
some forms of fortune-telling may such as arsenic and mercury during
see p. B186 provide real knowledge of the future, the Renaissance (TL4), and the roots
distant events, or hidden truths. This of his work go back to medieval al-
In a setting where black magic, creates an entirely different skill than chemy. A GM can define this as an
curses, human sacrifice, or the like are the psychologically based readings of early form of Pharmacy (Synthetic).
common, Criminology has a separate nonmagical settings, though it uses
required specialization dealing with the same techniques, such as astrolo- Riding
them: Criminology (Occult). Occult gy or feng shui; see Soothsaying
and conventional criminology default (p. 150). see p. B217
to each other at -4. A conventional
criminologist who fails his occult Games Riding horses became widespread
Criminology roll while investigating a at TL2, but the stirrup was not in com-
magical crime – but who would have see p. B197 mon use until TL3. Riding with and
succeeded at a conventional Crimi- without stirrups are different familiar-
nology roll – will recognize that he In a chivalric setting, tournaments ities within the skill of Riding: Horse
needs to call in a specialist, and vice count as sporting events, and learning (see p. B217). They default to each
versa for an occult Criminologist. their rules counts as a specialization other at -3 . . . the usual -2 and an extra
of Games skill. -1 from what amounts to a TL differ-
Current Affairs/TL ence. Stirrupless riders cannot use the
If dueling is either legal or custom- Lance skill. For more information, see
see pp. B186-187 ary, knowledge of its rules is also a p. 220 in Roma Arcana.
specialization of Games skill. Usually
In many fantasy settings, news not identical to the rules for purely Savoir-Faire
travels slowly. Apply the -1 penalty sporting events, the two skills default
per week instead of per day. to each other at -3. see p. B218
Knowledge obtained from a Current
Affairs roll will be much less current. In a milieu where wizards fight If mages frequently spend time
The standard news medium is local magical duels, knowing the rules for with other mages, this skill has an
such contests is a possible specializa- additional specialization:
tion of this skill. It does not grant any
expertise with casting spells.
CHARACTERS 135
Magical: You can judge another instance, if you had Bow-13 and Learned by thieves, this technique
mage’s rank in magical society, and Chariot Archery-11, the penalties for involves grasping a purse or other
know what degree of deference he archery from a moving vehicle would small item in one hand and cutting
should receive and how to show it. If never reduce your skill below 11, through its strings or cord with the
mages fight magical duels, you know before other modifiers. other. If successfully executed, it
the social protocol of such a duel. leaves the purse in the thief’s posses-
Relative standing is based on Magical Hang From Saddle sion. The GM makes a Per roll for the
Rank (p. 130), if it exists; otherwise, victim. If the Purse Cutting roll’s mar-
on IQ+Magery. Hard gin of success is greater than that for
the Per roll, the victim remains
Thrown Weapon Default: Riding-3. unaware of the theft.
Prerequisite: Riding; cannot exceed
see p. B226 Riding skill -1.
In fantasy settings, another special- This is the trick riding feat of hang- Sharp Turn Hard
ization may be available: ing sideways from one side of a
mount, so that most of the body is not Default: Teamster-1. cannot
Disc: A flat, circular missile, exposed to fire from the other side Prerequisite: Teamster;
thrown with a spinning motion, such (p. B397). This is always slightly more exceed Teamster skill level.
as the Roman discus or the Indian difficult than riding while upright and
chakram. facing forward. Charioteers use this technique to
avoid the penalty for 120º turns. At top
NEW No-Hands Riding speed, a chariot has a turning radius
TECHNIQUES of 2 yards; that is, a charioteer can
Hard execute a 60º turn after moving 2
Chariot Archery yards. A sharp turn increases this to a
Default: Riding-3. 120º turn (or a 60º turn after a yard).
Hard Prerequisite: Riding; cannot exceed Making a sharp turn requires a roll vs.
Riding skill level. Teamster-1 (see Pushing the Envelope,
Default: Bow-6. p. B395). After learning this tech-
Prerequisites: Bow; cannot exceed This skill controls a horse or other nique, a charioteer can make such
Bow skill. suitable mount without reins, bridle, turns without penalty.
or bit, communicating with it through
This technique lets you use a bow posture shifts and knee pressure. It Shoot Backward
effectively while riding in a chariot or substitutes for Riding skill for this
other wheeled vehicle. The modifiers type of riding. Hard
for firing while moving (p. B397) can
never reduce your Bow skill below Purse Cutting Hard Default: Bow-4.
your Chariot Archery level. (Other Prerequisites: Riding and Bow; can-
penalties apply normally.) For Default: Knife-5. not exceed Bow skill level.
Prerequisite: Knife.
This skill allows shooting at a
target to the rear while twist-
ing in the saddle of a mount.
It does not aid in controlling
the mount; roll vs. Riding-1
for that.
Shoot Over Mount
Hard
Default: Bow-4.
Prerequisites: Riding and
Bow; cannot exceed Bow
skill level.
This skill allows shooting
over (or under) a mount
while bending or hanging
over one side, to hit a foe on
the far side. It does not aid in
controlling the mount; roll
vs. Riding-3 or Hang from
Saddle (above) for that.
136 CHARACTERS
Skills and Size Modifiers
Making arms or armor for members of larger or such customers can overcome this difficulty; treat
smaller races is a challenge for an armorer; the fit, each new SM as a new Familiarity.
balance, and other qualities need adjustment in ways
that may not be obvious. Effective Armoury skill is at Using weapons designed for members of larger or
-1 per point of difference in SM between the two smaller races is also harder: -2 to weapons skill per
races. A man making a sword for a halfling (SM -2) point of difference in SM. If the penalty is -10 or
would roll against Armoury-2, and so would a halfling greater, the weapon is simply not usable. This is in
making a sword for a man! The same applies to vari- addition to any problems with required ST. The same
ous other crafts and design skills: Architecture, applies to using tools or other gear. These penalties
Sewing, and even Cooking. Experience in working for reflect sheer difference in physical size and cannot be
bought off (except by changing size).
WEALTH AND STATUS
In most fantasy campaigns, eco- In some fantasy settings, precious Industrial Revolution, the first was
nomic transactions aren’t the main metal seems much more common. more common, especially in rural
focus. Money is simply an important Kings hand out purses filled with gold, areas.
limit on what equipment adventurers and treasures contain vast amounts of
can have (see Equipment, p. 140), a it – a dragon may use his hoard as a Historical fantasy settings often
payoff for their adventures, and the bed. In such a world, the purchasing have a triangular pattern of wealth.
price of a visit to the local tavern. In a power of gold and silver is much lower. Most people are peasants, with a Status
campaign whose characters are active- The $ represents an ounce of silver, and -1 standard of living. Smaller numbers
ly involved in the life of a community, a one-ounce gold piece is worth $20. of people are at Status 0 or higher.
instead of just passing through, their Status 0 is still “average,” but that aver-
wealth and income mainly reflect their Depending on how important his- age includes a few incredibly rich peo-
social position and maintain their sta- torical flavor is to the campaign, GMs ple and many poor ones. Being Status 0
tus. The rules in this section fit that can quote prices in $, silver pieces, pen- makes adventurers better off than most
approach. nies, or the historical or invented name people.
for some commonly used coin. GMs
CURRENCY who want a lot of flavor can use histor- A higher-TL society may have a dia-
AND PRICES ical ratios, such as the medieval 240 mond pattern of wealth. Most people
pennies = 20 shillings = 1 pound (still are average citizens, with a Status 0
In GURPS, the standard unit of cur- used in Great Britain until the late 20th standard of living. Roughly equal num-
rency is always written “$.” This doesn’t century) or Roman coinage (p. 221). bers of people have lower and higher
mean that people in a campaign world Status. Being Status 0 puts adventurers
actually quote prices in dollars. The STATUS AND on the same level as most other people.
dollar may equal any actual coin, COST OF LIVING In some fantasy societies, magic can
weight of precious metal or other com- improve most people’s fortunes enough
modity the GM determines. In GURPS, cost of living defines to produce this pattern of wealth; see
Status. GMs may understand this in Magic and Technology (p. 64).
Most fantasy settings have gold and two different ways. In one approach, a
silver coinage. GURPS offers two stan- person is born into a Status, and that The majority of a peasant farmer’s
dard treatments of such coinage. gives him the obligation to maintain a “income” is food he grows on his own
certain standard of living. If his income farm and eats himself. Out of $300 cost
In a realistic historical economy, a isn’t sufficient, he can borrow money of living, from $150 to $250 is food.
pound of silver is worth $1,000. A typi- (acquiring a Debt), sell his possessions, From 50% to 80% of this is starch:
cal system of coinage uses silver pen- put on a show of wealth he doesn’t have wheat, rice, maize, or another grain, or
nies, smaller than an American dime (acquiring a Secret) or be disgraced potatoes, yams, or another root.
and worth $4, and brass or copper far- (acquiring a bad Reputation), but he Vegetables, fruits, and dairy products
things, worth $1. If pockets haven’t won’t lose his Status. In the other, a per- add a little flavor and nutrition; meat is
been invented, people may carry coins son spends money on the cost of living a luxury. What’s left over pays for fuel,
in their mouths. Gold averages 20 times for a Status and acquires that Status. If clothing, rent, taxes, tithes, and occa-
as valuable as silver, but most people he doesn’t spend enough, his Status sional entertainment or emergencies.
never see gold coins. A lord or king can drops. In most civilizations, the two People at higher Status eat a more var-
become famous as a “ring-giver” for approaches coexist, but before the ied diet and have more to spend on
rewarding his followers with gold rings. things other than food. People at lower
Status wear shabby clothes and some-
times go hungry.
CHARACTERS 137
Life in the Big City wife and children; Status -1 men can organization, or community and
marry only if their wives continue to receive payment for the time they
Transportation is expensive at TL1- work. make available. In all three sorts of
4. (Magic may provide cheaper trans- job, the income from the job depends
portation; if it does, the resulting soci- A man without a wife has lower liv- on meeting some set of requirements.
ety will look more like the modern ing expenses. As a rough average, he
world.) Getting food from the farm to may need only half as much to sup- In GURPS, several features define
the city raises its cost substantially; port himself. But he isn’t really getting each job: the skills or other qualifica-
doubled prices are not uncommon. the same quality of life. Running a tions that must be met to have the job;
Since food constitutes the biggest part household demands heavy work, or the success roll that determines how
of cost of living, city people have a constant supervision of servants. Men well the job is performed; the monthly
higher cost of living. aren’t trained to do this, and working earnings from the job; and the Wealth
men are too busy. An unmarried man level of the job. On a salaried job,
The simplest way to define this is eats poorer food and has no one to income is unaffected by ordinary suc-
as higher Status; the average city care for him if he falls ill. Supporting cess or failure; on a freelance job, each
dweller is Status 0 instead of Status -1. a wife is costly, but it brings a higher point of success or failure increases or
This doesn’t mean he eats any better standard of living. decreases income by 10%.
than the Status -1 peasant. He may eat
worse. But he eats inside city walls. He INCOME In a campaign, most jobs use
may have a larger choice of occupa- occupational templates, and most
tions, or work that is more interesting; In terms of game mechanics, templates have job descriptions
he certainly has a larger selection of GURPS has three basic sources of attached; see the templates earlier in
things to buy and sell, and surround- income: work; investment income and this chapter for examples. Non-
ings that are more interesting. grants; and profits from sales. adventuring jobs don’t require such
detailed description. However, some
Supporting a Family Jobs adventurers may hold such jobs
when not adventuring, and other peo-
In societies at TL1-4, nearly every- Jobs can be defined in various ple around them certainly have these
one marries. Those who don’t are ways. Small farmers and tribal jobs. Here is a short list of jobs of this
mostly slaves, bitterly poor free men, hunters produce things mainly for type for a typical historical fantasy
or people with religious vows. In the their own use, performing whatever setting. (The income levels are for
country, the cost of living for Status -1 tasks this requires. Craftsmen and TL3 settings; adjust them up or down
includes supporting a wife and chil- professionals provide for other peo- for TL1, 2, or 4.)
dren. A man with less is usually con- ple’s needs and receive payment from
sidered too poor to marry. In the city, the people they serve. Servants and Armorer
because of the high price of food, a officials work for a specific person,
man needs to be Status 0 to support a The job of armorer can serve as a
model for most highly skilled artisan
jobs with specialized clienteles.
Armorers specialize in one kind of
weapon or armor (see p. B178). The
Jeweler skill enables them to decorate
their wares for rich buyers.
Prerequisites: Armoury 14+;
Jeweler 11+.
Job Roll: Armoury. On critical fail-
ure, gain -1 Reputation for low-quality
work.
Monthly Pay: $1,000. Adjusted for
margin of success or failure.
Wealth Level: Comfortable.
Supports Status 1.
Beggar
Beggars get “paid” by persuading
other people to give them money,
using such methods as displaying a
physical disadvantage or telling a
story of hardship – or, sometimes, sell-
ing information. City beggars usually
have favorite locations on the streets;
country beggars often roam from vil-
lage to village.
138 CHARACTERS
Prerequisites: Status -2 or lower. income (1d ¥ 10)% for six months; (2) Wealth Level: Average. Supports
Job Roll: Streeetwise. On critical one draft animal (ox, donkey, or Status 0.
failure, beaten severely, suffering 2d horse) dies and must be replaced.
hits. Priest
Monthly Pay: $150. Adjusted for Monthly Pay: $300. Adjusted for
margin of success or failure. margin of success or failure. A priest’s job is to serve his god and
Wealth Level: Poor. Supports Status lead his community in worship. He
-2. Wealth Level: Struggling. Supports isn’t supposed to be openly commer-
Status -1. cial about it. Most priestly incomes
Barmaid take the form of regular salaries. A
Fisherman priest who’s paid a fee for each cere-
Barmaids fetch drinks for tavern mony, or who depends on inspiring
customers, clean empty tables, and A coastal salt-water fisherman worshippers to generosity, may have
sometimes work in the kitchen, but rows or sails out to sea every morning earnings influenced by his margin of
their real job is influencing the cus- and brings his catch in every evening. success or failure.
tomers to spend more and come back. He sells most of it, or his wife does.
Much of their income is in tips. Prerequisites: Religious Ritual 12+;
Prerequisites: Boating 12+; Fishing Theology 11+.
Prerequisites: Savoir-Faire 12+; HT 10+.
Job Roll: Religious Ritual. On criti-
(Servant) 11+ or Sex Appeal 11+. Job Roll: Worse of Boating or cal failure, removed from position for
Fishing. On critical failure, boat is lost blasphemy, heresy, or impiety.
Job Roll: Prerequisite skill. On crit- in a storm and needs replacement.
Monthly Pay: $1,500.
ical failure, job is lost. Monthly Pay: $300. Adjusted for Wealth Level: Comfortable.
margin of success or failure. Supports Status 1.
Monthly Pay: $360. Adjusted for
Wealth Level: Struggling. Supports Smith
margin of success or failure. Status -1.
This job can serve as a model for
Wealth Level: Struggling. Supports Lackey most artisan jobs. In medieval and
later societies, a smith makes much
Status -1. An unmarried gentleman, or a of his money shoeing horses, but his
married one away from his family, skills also cover metalworking in
Courtier needs someone to do housework. general.
That’s the lackey’s job. Laziness, harm-
A courtier spends most of his time less incompetence, crude jokes, and Prerequisites: Smith 12+; ST 12+.
in court, attending his king, queen, or giving way to fear when his master has Job Roll: Smith. On critical failure,
emperor. His earnings come from the to be brave are a lackey’s fringe bene- injured on job, suffering 1d hits as
estate the ruler has granted him, but fits. This is a salaried job, in theory, burns (from hot metal) or crushing
he doesn’t actually live at his estate. but the pay can be irregular. damage (from being kicked by a
Losing the ruler’s favor could mean horse).
losing his land and all the income it Prerequisites: Savoir-Faire (Servant) Monthly Pay: $600. Adjusted for
produces. 12+. margin of success or failure.
Wealth Level: Average. Supports
Prerequisites: Savoir-Faire 14+; Job Roll: Savoir-Faire (Servant). On Status 0.
Status 3+. critical failure, beaten, suffering 1d
hits. Tavernkeeper
Job Roll: Savoir-Faire. On critical
failure, lose favor of ruler; Status Monthly Pay: $350. The tavernkeeper pours the drinks
decreases by 1 and must leave court. Wealth Level: Struggling. Supports that the barmaid serves. Most of his
Status -1. customers are probably regulars, but
Monthly Pay: $13,500. he has to know how to deal with
Wealth Level: Very Wealthy. Mercenary strangers as well. Innkeepers do a sim-
Supports Status 3. ilar job, but have Comfortable wealth
Warriors of many sorts could end and rooms and stable stalls to rent.
Farmer up in a “free company,” fighting for
pay. They have no fixed loyalties, but Prerequisites: Bartender 12+;
Small farmers’ lives fall in between travel from war to war, serving Psychology 11+.
rich landowners with large estates and whichever side pays the most.
poor laborers with no land. They often Honorable mercenaries will not Job Roll: Worse prerequisite skill.
raise one main crop for the market, betray their contracts or their com- On critical failure, tavern damaged by
but grow other crops and keep a few panions. Several occupational tem- major brawl; lose 2¥ monthly income
animals for their own needs. Their plates could fit a character for this from costs of repair, lost sales during
work schedule depends on the grow- role: archer, barbarian, knight errant, repairs, and fines to legal authorities.
ing season; during harvest, they work slayer, or even battle wizard.
to the point of exhaustion and still Monthly Pay: $650. Adjusted for
may not accomplish everything. If Prerequisites: Any weapon skill 12+; margin of success or failure.
their crops fail, they go hungry. HT 10+.
Wealth Level: Average. Supports
Prerequisites: Farming 12+; HT Job Roll: Weapon skill. On critical Status 0.
10+. failure, injured for 2d hits.
Job Roll: Agronomy. On critical fail- Monthly Pay: $700. Adjusted for
ure, one of two things happens: (1) margin of success or failure.
Crops fail because of blight, drought,
or infestation with vermin, reducing
CHARACTERS 139
Independent Income Sales and Profits may buy different trade goods for the
return trip. If that’s not an option, he
In GURPS, Independent Adventurers may come into posses- can just take the money back – but he
Income includes any source of sion of valuable objects during their needs to earn twice as much profit
regular income other than adventures. The previous owners may from his merchandise to make the trip
working. In a fantasy setting, be long dead, or the adventurers may worthwhile.
owning land, getting an kill them during the adventure. If
allowance from one’s family, they’re still alive, the adventurers will To determine the outcome of a
owning a house with rooms to have to break the loot up so that it sale, make a reaction roll for the buyer
rent, and living in a city that can’t be identified, or sell it to a fence or an influence roll for the seller.
gives its citizens free food all who can do so.
count as Independent Income. Peddlers, storekeepers, and other
Some require the recipient to Salable items can be personal pos- small traders usually make many sales
spend a few hours a month col- sessions. A character who has lost his every month. Petty thieves may visit
lecting the income. This isn’t job, or whose investments have failed, their fences every few days with new
considered a job, as long as the may need to sell what he owns to pay loot. Treat this kind of sale as a free-
time involved is modest, and as his expenses. This can be a dramatic lance job with a monthly job roll,
long as no job rolls are scene, as a samurai sells his sword or instead of rolling for each transaction.
required. a wealthy aristocrat parts with his art If the sale comes after a long and dan-
collection. gerous journey, a carefully planned
In most TL1-4 civilizations, theft, or a dungeon crawl – anything
owning land, especially farm- A merchant may buy valuable that could be treated as an adventure
land, is more respectable than objects, take them someplace far away – then a reaction or influence roll
any other form of wealth. It may where they’re rare, and sell them for a determines the proceeds of a sale.
be the only form of wealth that counts higher price. On some trade routes, he
toward Status.
Feudal societies typically share
these attitudes, but the ruler grants
land in exchange for military service.
Instead of living at the royal court, get-
ting paid in money, and buying what
the land produces, the feudal lord lives
on the king’s land and gets a share of
what it yields. As long as the ruler is
strong enough to take the land back
and give it to someone else, the ruler
has Independent Income, which he
assigns to his followers to reward their
service. If the lords can stay on the
land in defiance of the king, the lords
have Independent Income. Similar
arrangements may apply to courtiers
(feudal lords who actually live at
court) or priests whose churches have
land or investment income.
EQUIPMENT
As a rule, characters can spend no “points for equipment” option. The GM equivalent to 10% of the standard start-
more than 20% of their starting wealth may permit the exchange of one char- ing wealth for the campaign ($100 in a
on adventuring gear ($200 for charac- acter point for cash or equipment medieval fantasy campaign), as speci-
ters with average wealth in a typical fied on p. B26.
medieval fantasy setting). The rest
must be spent on land, shelter, furni- A suggested limit on the number of
ture, heavy equipment, and other bulky character points used in this way is 30
items. An exception may be made for points total.
anyone whose starting wealth is Poor,
or for a wanderer with no fixed home, What equipment is available is the
such as a bard or knight errant. GM’s decision. For an average fantasy
campaign, use the lists for the appro-
To start adventurers off better priate TL in the Basic Set. Alterna-
equipped, use the “points for cash” or tively, the GM may devise a new list for
a specific fantasy setting.
140 CHARACTERS
Melee Weapon Table
TL Weapon Damage Reach Parry Cost Weight ST Notes
POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-4) 7 10† [1]
5 9† [2, 3]
1 Gaff thr-1 cut 2,3* 0U $100
5 10 –
3 Fire Lance 1d-1 burn 3-5 -1U $50 – 10† –
SPEAR (DX-5, Polearm-4, or Staff-2)
2 Trident thr+3 (0.5) imp 1 0U $40
0 –
two-handed thr+4 (0.5) imp 1,2*
EXOTIC WEAPONS if it’s too heavy to move. A Quick [2] A rocket tied to the end of a
Contest of ST determines which of pole, with the exhaust used as a
Ancient and medieval civilizations two animate opponents is pulled weapon; divide damage by 4 for each
created some unusual weapons. Not toward the other. The hook also additional 2 yards of range.
all were practical, but they can add inflicts 1 point/second of cutting dam-
color to a historical fantasy campaign. age while pulling the target resisted by [3] Some fire lances have pieces of
DR; when this equals the target’s HP iron embedded in the powder; these
[1] Primarily used by seamen; a or crippling damage for a limb, it has are not effective missiles but add 2 pi
large hook that can catch hold of an cut through the target, freeing it to flee to damage at the normal reach.
enemy vessel, a large fish, or a human or fall.
foe and pull it closer – or climb up it,
Muscle-Powered Ranged Weapons Table
TL Weapon Damage Acc Range Weight RoF Shots Cost ST Bulk Notes
CROSSBOW (DX-4)
2 Repeating crossbow thr+2 imp 4 ¥ 15/¥ 20 10.6/0.6 1 10(20) $500 9 -5 [1]
SPEAR THROWER (DX-5 or Thrown Weapon (Spear)-4)
0 Woomera –– – 2 1 1(1) $40 – – [2]
– – $40 7 -6
w. Spear sw+3 imp 2 ¥1.5/¥2 4
THROWN WEAPON (DISC) (DX-4)
2 Discus thr+2 cr 2 ¥ 4/¥ 6 2 1 1 $50 – -3
¥ 1.5/¥ 2.5 2 1 1 $50 – -2
2 Chakram thr+1 cut 1
[1] The repeating crossbow has a such as ultra-light materials or extreme- animals pulling them, under the control
magazine for its bolts; it requires cock- ly sophisticated, quasi-living structures. of their driver, who walks alongside.
ing between shots (2 seconds) but does Such vehicles are the work of low-tech
not need reloading until the magazine Gadgeteers, such as Daedalus, or of Carroballista: The first version of
is empty. races of brilliant artisans, such as the field artillery, used by the Roman
dwarves. legions: a large scorpion (damage 6d+2
[2] The woomera is a true spear see p. B268) mounted on a wheeled
thrower, larger than the atlatl, which is See the Basic Set for several more base. Two mules pulled it. There is
a dart or javelin thrower. It requires two vehicles appropriate to historical fanta- space in the body for 60 bolts.
hands to ready, but only one hand to sy settings: the chariot (TL1), the
attack. wagon (TL3), the coach (TL4), the Oxcart: The standard farm vehicle
canoe (TL0), the penteconter (TL2), from TL1 through TL5 (though after
VEHICLES and the cog (TL3). TL3 it was supplemented by the horse-
drawn wagon). A yoke of oxen pull it,
These few sample vehicles are useful Land Vehicles and the teamster walks alongside guid-
in historical fantasy settings. Many have ing the oxen; there is no seat in the cart.
historical prototypes; others come from The table of land vehicles includes A fully loaded cart travels at 2 mph for
fiction, legend, or speculation about some “vehicles” that have no steering no more than five hours/day.
unrealized technological possibilities. mechanisms, and often no interior
Some are labeled as TL(n+1), if their occupants. The palanquin is “steered” Palanquin: A luxury vehicle for the
designs include “fantastic” elements by the men who are carrying it; the car- rich, carried about on the shoulders of
roballista and oxcart by the draft four strong men, usually slaves.
Land Vehicles Move LWt. Load SM Occ. DR Range Cost Locations Notes
TL Vehicle ST/HP Hnd/SR HT 2/2 0.145t 0.1t
LIFTING 0/1 12c 2/2* 0.6t 0.3t +1 0+1 1 F $160 4D [1]
1/4* 0.25t 0.05t
1 Palanquin 28†
TEAMSTER -3/3 12c +1 0 1 F $250 2D, O, 2W [1]
-3/2 10c +1 0 4 F $7,000 2D, 3W [1]
1 Oxcart 33†
2 Carroballista 30†
CHARACTERS 141
Water Vehicles ST/HP Hnd/SR HT Move LWt. Load SM Occ.
TL Vehicle 0/2 12c 2.2t +2 2
+2/1 12c 1.2t +2 3
BOATING/TL (SAILBOAT)
+2/1 13c 0.3t +2 2
2 Fishing boat (10’) 100† 0/3 12c 0.2/4 3.2t 0.95t +2 6+1
1.5/8 1.9t
3+1 Elven sailboat (12’) 125† -3/2 11c 2.8t +6 22
-4/3 11c 7t +6 60
BOATING/TL (UNPOWERED) -3/3 12c 21t +8 186+14
-4/4 11c 510t +8 72+50
1+1 Elven riverboat (12’) 70† -3/2 11c 0.05/3 0.425t 94t +8 12
-3/3 12c 0.1/3 1.65t 24t +8 70+70
3 Rowboat (15’) 90† -2/4 13c 27t +7 14
-3/4 12c 14t +7 43
SHIPHANDLING/TL (SHIP) -3/5 12c 620t +8 80+120
1 Eicoseres (50’) 130† 0.05/4 5t
0.1/4 13t
2 Liburnian (60’) 180† 0.1/5 27t
0.1/5 600t
2 Trireme (120’) 290† 0.2/7 128t
0.2/5 60t
3 Crusader ship (118’) 450 0.5/9 42t
0.03/3 64t
3 Dhow (90’) 325† 0.2/7 930t
3 Drakkar (150’) 330†
3+1 Elven sailing ship (90’) 340†
4 Pirate ship (75’) 370†
4 Spanish galleon (150’) 680†
[1] Draft animals are men for the bow and carries a squad of marines. [1] Propelled by paddling, with two
palanquin, oxen for the oxcart, and Propulsion is usually by two rows of paddlers.
mules for the carroballista. oarsmen on each side.
[2] Using oars, with six rowers,
Water Vehicles Pirate Ship: A small sailing craft, fit three per side.
to operate in the Caribbean during the
Most boats and ships in this table Age of Sail. It carries six 9-lb. cannon [3] Using oars, with 20 rowers.
have historical prototypes: at each side and a 3-lb. swivel gun Under sail, Range –, Move 0.2/7 in fair
mounted on the stern rail. wind.
Crusader Ship: The ship that car-
ried many crusaders to the Holy Land Rowboat: An oared watercraft, use- [4] Using oars, with 48 rowers in
and brought supplies to their king- ful for getting about on a river or in a two rows. Under sail, Range –, Move
doms. A galley, rowed by slaves seated harbor. Larger seagoing ships will 0.5/6 in fair wind.
side by side on its benches. carry one or more of these for use in
running errands. Their use as lifeboats [5] Using oars, with 170 rowers in
Dhow: The classic Indian Ocean historically came much later. three rows. Under sail, Range –, Move
merchantman in which Arabian 0.3/6 in fair wind. Has a bronze ram
mariners such as Sinbad made their Spanish Galleon: An early 16th-cen- (+1/die collision damage).
voyages. The design was distinctive, tury version of the classic Age of Sail
with minimal framing members, hull warship, based on the ships of the [6] Using a single square-rigged
planks held together edge to edge by Spanish Armada. Each side has two sail. With all oars manned (15 oars on
sewing, and a very large sail area. 24-lb. guns, two 18-lb. guns, five 10-lb. each side, two men per oar), Range F,
Dhows could not carry enough crew guns, and five 7-lb. guns. Move 0.04/1.
to make more than minor sail adjust-
ments and did not attempt to tack; Trireme: The standard warship of [7] Using a single, very large lateen
instead, they followed the monsoon ancient Greece, with three rows of sail.
winds from west to east and then from oarsmen on each side able to propel it
east to west. at high speed, and a ram at the prow [8] Using a single square-rigged
to shear off other ships’ oars or even sail. With all oars manned (30 men on
Drakkar: A large version of the clas- damage their hulls. Not designed for each side), Range F, Move 0.25/3.
sic Viking longships that terrorized long sea voyages; typically put up on
Europe for centuries. the shore every night. [9] Using sails, in an advanced
Bermuda and jib rig. Armed with a
Eicoseres: A smaller cousin of the In addition, three craft of elven scorpion (see p. B268) mounted on a
penteconter, designed to carry not make are listed; these have advanced platform at the bow.
goods or soldiers but transport mes- sail and hull designs and superior
sages and important passengers. A lightness of construction. Air Vehicles ST/HP
galley with a single row of oars on
each side. Elven Riverboat: A two-man boat TL Vehicle
suited to paddling up or down a river.
Fishing Boat: A small sailing craft PILOTING/TL (GLIDER)
suitable for fishing on the open sea, or Elven Sailboat: A sailing craft with
for a variety of other tasks. an advanced rig that has multiple tri- 2 Glider 20†
angular sails and room for a crew of
Liburnian: A craft typical of the three. PILOTING/TL (LIGHT AIRPLANE)
Roman Empire’s fleet, assigned to
patrolling the Rhine or the Danube. It Elven Sailing Ship: A moderately 4+1 Ornithopter 40
has a scorpion on a platform at the large sailing ship with superb han-
dling and a very large area of sail. PILOTING/TL (LIGHTER-THAN-AIR)
1 Hot Air Balloon 27†
PILOTING/TL (LOW-G WINGS)
1+1 Winged Harness 12†
142 CHARACTERS
DR Range Cost Locations Draft Notes
2– $1,200 M, O 2’
4– $8,100 M, O 1.25’
1F $6,300 O 1’ [1]
2F $1,500 O 1’ [2]
3F $5,900 M, O 3’ [3] [1] Must descend 1/8 yard/turn
5F $13,400 M, O 2’ [4] (Enhanced Move 3) to maintain
10/5 F $56,700 M, O, Su 3’ [5] speed. For calculation of turning
5– $106,000 M, O, Su 7’ [6] radius, Basic Move is 10.
2– $27,000 M, O 5’ [7]
10 – $67,000 M, O 4’ [8] [2] Can use thermal updrafts to
10 – $108,000 2M,O, Su 4’ [9] ascend.
10/5 – $110,000 M, O, Su 4’ [10]
15 – $630,000 3M, 2Su 9’ [11] [3] Powered by a clockwork engine
made of high-strength spring steel.
[10] Using sails, in a gaffsail and jib the pilots are ready to descend and be Also has a ground move on unpow-
rig. Carries six 9-pound cannon per retrieved. ered small wheels, with thrust from
side (see Vehicular Weapons, p. 144). flapping its wings: Move 1/5, Hnd 0/1.
Ornithopter: A creation of fantasy,
[11] Using sails, in a full-rigged this is an airplane with flapping [4] A hot air balloon loses lift as it
configuration. Armed with two 24-lb. wings that generate both lift and cools; this low-tech version carries no
guns, two 18-lb. guns, five 10-lb. thrust. Power comes from a clock- burner or fuel, but must land and rein-
guns, and five 7-lb. guns on each work engine made of high-quality flate after each day’s flight.
side; typically carries 12 rounds of spring steel.
ammunition per gun (a total of 24 [5] Despite the name of the skill,
broadsides). Winged Harness: The means the winged harness is designed for use
Daedalus and Icarus used to escape in 1 G.
Air Vehicles their captivity in Crete: a pair of
artificial wings strapped to the
These aircraft are not historical, flier’s shoulders and powered by his
but some might have been. muscles.
Glider: A very early glider, effective- Petards
ly a manned kite. To launch it, several
strong men raise it above their heads, The petard is a TL3-4 device for breaking down doors. It’s simply a
run toward a cliff edge or parapet, and pot of black powder that can be spiked against a door or hooked over a
heave. protrusion; once it’s in place, the engineer lights the fuse, jumps down,
and gets behind cover as quickly as possible. A typical petard would
Hot Air Balloon: Theoretically weigh 8 lbs., cost $16, and cause 6d ¥ 8 exp damage.
capable of being made by a late Stone
Age empire, this balloon has a leather For ’tis the sport to have the engineer
bag inflated with the smoke from a Hoist with his own petard.
large fire. Once released from its
moorings, it drafts on the wind until – William Shakespeare, Hamlet
Hnd/SR HT Move LWt. Load SM Occ. DR Range Cost Locations Stal Notes
0/2 10c 5/20 0.16t 0.1t +4 11 – $850 Wi 5 [1, 2]
0/2 9c 1/17 0.65t 0.1t +4 1 1 17 $33,500 3W,Wi 5 [3]
–/3 11 0/0 0.35t 0.2t +9 1+1 0/1 12 $75 Go 0 [4]
-1/1 10c 1/5 0.115t 0.1t +4 1 1 F $2,500 O, Wi 5 [5]
CHARACTERS 143
VEHICULAR WEAPONS
Vehicles may carry a variety of prevalent: catapults (mechanical p. 141, for the fire lance, another
weapons heavier than one man can artillery), pyrotechnic weapons, and pyrotechnic weapon.)
transport. Three main groups are guns. (See also Exotic Weapons,
Catapults Damage Acc Range Weight
TL Weapon 4,500/15
45,000/60
ARTILLERY (CATAPULT) (IQ-5, or other Artillery at -4) 180,000/120
2 Onager 18d cr 2 270/330 110/0.9
370/460 200/1.6
3 Trebuchet 63d+63 cr 1 590/740
Weight
3 Trebuchet 123d+123 cr 1
0/4
GUNNER (CATAPULT) (DX-4, or other Gunner at -4) –
–
2 Scorpion 5d imp 3 415/520 0/32
430/540 –
2 Scorpion 6d+2 imp 6 –
Pyrotechnics Damage Acc Range 670/120
TL Weapon
GUNNER (ROCKET) (DX-4, or other Gunner at -4)
3 Rocket (2”) 4d+2 cr 9 150/250
– –
–– 6d exp – –
9
–– spcl. – 150/2,000
– –
3 Rocket (4”) 9d cr –
–– 6d ¥ 8 exp
–– spcl.
LIQUID PROJECTOR (FLAMETHROWER) (DX-4, or other Liquid Projector at -4)
3 Fire Siphon 1d burn 5 15/22
[1] Releases an intense burst of light that illuminates a radius of 190 yards for the 2” rocket or 760 yards for the 4” rocket.
Bombards and Cannon Damage Acc Range Weight
TL Weapon
ARTILLERY (CANNON) (IQ-5, or other Artillery at -4)
3 Bombard, 9” 6d ¥4(0.25) pi++ 1 400/1,500 4,600/41
560/2,100 36,000/330
3 Bombard, 18” 6d ¥8(0.5) pi++ 1 800/3,000 290,000/2,600
3 Bombard, 36” 6d ¥17(0.25) pi++ 1
GUNNER (CANNON) (IQ-5, or other Artillery at -4)
4 Ship’s Gun, 7 lb. 13d¥ pi++ 2 260/980 2,750/9.3
1 130/490 –
– with Chainshot 17d(0.5) cut 2 43/160 –
2 270/1,000
– with Grapeshot 2d-1 pi++ 1 140/500 3,580/12
2 45/170 –
4 Ship’s Gun, 9 lb. 6d¥3 pi++ 2 280/1,000 –
1 140/500
– with Chainshot 6d¥3 (0.5) cut 2 47/170 3,890/13.3
2 300/1,100 –
– with Grapeshot 2d pi++ 1 150/550 –
2 50/180
4 Ship’s Gun, 10 lb. 6d¥3 pi++ 2 320/1200 7,030/24
1 160/600 –
– with Chainshot 6d¥3(0.5) cut 2 53/200 –
1 190/700
– with Grapeshot 2d pi++ – 32/120 9,540/32
–
4 Ship’s Gun, 18 lb. 6d¥4 pi++ –
– with Chainshot 6d¥4(0.5) cut 315/2.7
315/2.7
– with Grapeshot 2d+1 pi++
4 Ship’s Gun, 24 lb. 6d¥4 pi++
– with Chainshot 6d¥4(0.5) cut
– with Grapeshot 2d+2 pi++
4 Swivel Gun, 3 lb. 10d+2 pi++
– with Grapeshot 1d
144 CHARACTERS
[1] A breechloading gun made of Fires stone shot. Requires a crew of [4] A muzzle-loading gun made of
wrought iron, with a fixed mount. six. cast iron, with a carriage. Requires a
Fires stone shot. Requires a crew of crew of six.
two. [3] A breechloading gun made of
wrought iron, with a fixed mount. [5] A muzzle-loading gun made of
[2] A breechloading gun made of Fires stone shot. Requires a crew of cast iron, with a carriage. Requires a
wrought iron, with a fixed mount. 42. crew of eight.
RoF Shots ST Bulk Rcl Cost LC
1 1(60) M -10 – $14,000 1
1 1(240) M -10 – $95,000 1
1 1(360) M -10 – $360,000 1
1 1(30) 45M† -10 – $5,000 2
1 1(35) 65M† -10 – $5,200 2
RoF Shots ST Bulk Rcl Cost LC Notes
1 1 – -10 – $4 1
– – –– – $5 0
– – –– – $5 1 [1]
1 1 – -10 – $32 0
– – – – – $40 0
– – –– – $40 1 [1]
Jet 40 M -10 – $2,800 0
RoF Shots ST Bulk Rcl Cost LC Notes
1 1(40) MM 3 $22,000 0 [1]
1 1(90) MM 3 $180,000 0 [2]
1 1(120) M M 3 $1,400,000 0 [3]
1 1(30) MM 3 $8,500 1 [4]
– – –– – – –
1¥16 1¥16(30) – – – – ––
1 1(30) MM 3 $11,000 1 [5]
– – – – – ––
1¥18 1¥18(30) – – – –– –
1 1(30) MM 3 $12,000 1 [5]
– – –– – – ––
1¥18 1¥18(30) – – – – ––
1 1(30) MM 3 $22,000 1 [6]
– – –– – – –
1¥22 1¥22(30) – – – – ––
1 1(40) MM 3 $29,000 1 [7]
– – –– – – –
1¥25 1¥25(30) – – – – ––
1 1(30) 50M† -7 -3/-10 $2,880 1 [8]
1¥12 1¥12(30) – – – – ––
[6] A muzzle-loading gun made of cast iron, with a carriage. Requires a Requires a crew of three. The larger
cast iron, with a carriage. Requires a crew of 17. recoil figure is for firing it as a hand-
crew of 13. held weapon.
[8] A muzzle-loading gun made of
[7] A muzzle-loading gun made of bronze, mounted on a ship’s rail.
CHARACTERS 145
CHAPTER SEVEN
MAGICAL ARTS
But if you wind up all scorched it.” His eyes turned on her. “Sister, hav- not sure if he whispered back or
You only have yourself to blame; ing had time to think, and the counsel echoed her in his thoughts, now audi-
I don’t recommend you push them of your next friends, do you now wish ble to her. “What is in our minds is all
When their hands are full of flame. to apologize?” we know.”
– Echo’s Children, With only the briefest hesitation, They finished the ritual in a single
“Bin There, Dun That” she said, “I cannot apologize, for it is shared thought, “What is in our minds
not I who am in the wrong.” is real.”
Sister Katharine stepped through
the door into the back corridor, half-lit “Then will you back your words In her mind, Katharine balanced
through high windows by the late with the integrity of your mind?” herself, as Frederick’s mindform
afternoon sun. The third annex, writhed and changed, and a great cat
Brother Frederick had said. She “I will,” she said. “Will Brother with human eyes leaped at her,
counted archways and stepped Frederick do the same?” snarling.
through the third.
Brother Frederick smiled. “I will,” GURPS offers many different ways
They were there waiting for her: he said. “And you’ll regret your inter- to represent magic in terms of game
Brother Frederick and his two friends ference, Sister.” mechanics. However, the point of
– and, she saw, Sister Johanna and involving magic is to tell a certain type
Brother Urban as well. She let out a Timotheus said, “Then let it begin. of story. Before thinking about the
breath she hadn’t known she was Sister Katharine, you are the one chal- game mechanics of magic, think
holding. lenged; you must speak first.” about what purpose it serves. Why
have it in the campaign? What job is it
Brother Timotheus said, “Good, She stepped forward to face doing there that couldn’t be done
we’re all here. Let’s seal the room.” Frederick, looking into his eyes. The without including it? In short, why
other four encircled them.
With the rest, Katharine fixed her run a fantasy campaign in
mind on the thought, “No one is here. “I meet you, mind to mind,” she the first place? The
Nothing is happening. There is no said.
need to come in.” Backed by six minds answers suggest what
and six wills, the thought grew “I meet you, mind to mind,” he sort of magic will
stronger, until it was almost tan- answered. best suit the needs
gible. It wrapped itself of a campaign.
around the alcove, She whispered the
cloaking them and what next words, and was
they meant to do.
Speaking to all of them,
Brother Timotheus said, “Sister
Katharine has seen fit to criti-
cize Brother Frederick’s train-
ing of the new brothers and
sisters. Asked for an apolo-
gy, she has refused to give
146 MAGICAL ARTS
USES OF MAGIC
To start with, who can use magic? up one or two simple tricks, by natural At the GM’s option, using rare and
In some fantasy – and many fantasy talent or advanced study of a nonmag- costly materials to make an object
games – it’s a specialized ability, avail- ical skill. Such abilities can often be may count as a sacrifice, granting
able only to a privileged few, because used quickly, with no elaborate prepa- additional bonuses to effective skill
it’s shrouded in secrecy or it’s a rare rations, but they typically give the user based on the rules for sacrifices
inborn talent. In other settings, most a small edge rather than a dramatic (p. 165). These can exceed the normal
people know certain forms of magic. victory. Fantasy worlds where only limits on Talent bonuses. The material
These may be the same as the magic low magic exists don’t have mages as must actually be used up; crushing
taught by mages, but with a narrower an occupation or character type. rubies to powder would count, but
range of spells or a lower level of skill. studding a sword’s hilt with them
On the other hand, there may be Fantasy worlds don’t have to would not.
entirely different styles of magic, relat- include low magic at all. Letting it
ed to what professional mages do as exist has the effect of making magic Highly skilled people might learn
First Aid is related to Physician, or less arcane, more a part of everyday esoteric skills that go beyond the nor-
Brawling to Karate – the magic of life. This affects the way other forms mal limits of human abilities. The var-
common folk. of magic are perceived; people who ious martial arts skills with Trained By
can do one or two magical things A Master as a prerequisite are exam-
There are three broad categories of themselves won’t regard a sorcerer as ples (see Chi as Magic, p. 157); so are
magical arts, which fit into character an initiate of some mysterious realm, the Enthrallment skills of bards.
concepts in three different ways. Low though they’ll still respect his skills
magic is magic that anybody might and knowledge. GMs may also allow various pro-
pick up, without systematic formal fessions access to actual spells rele-
study, and use in everyday life or One way to use low magic is as a vant to their duties. For example, a
emergencies. High magic is the magic feature of exotic cultures. In the dom- smith might cast Ignite Fire. For a way
of powerful wizards, who can learn a inant culture, supernatural abilities to present this, see Mysteries of the
variety of spells, cast them on a may be unknown, rare and largely Trade (p. 162).
moment’s notice, and have devoted forgotten, or even deliberately sup-
their whole lives to gaining supernatu- pressed; but in other cultures, most Oaths
ral powers. In between is formulaic people still have some unusual tal-
magic, also learned by full-time spe- ents. In a campaign set during the Formally giving one’s word may
cialists through formal study, but not European expansion, the “exotic cul- have magically potent effects. These
designed for a life of adventure, tures” can be the civilizations of Asia, aren’t a Vow, because they’re inde-
because it takes time and requires spe- or tribal peoples anywhere; in a tradi- pendent of the promiser’s will. Treat
cial preparations. If formulaic mages tional genre fantasy setting, they may them as a Destiny acquired during
go on adventures, they need protec- be elves or goblins. play. The point value is always nega-
tion, or need to learn to protect them- tive and is determined by how much
selves by nonmagical methods, just Craft Magic it could cost to carry out the intended
like computer hackers or globetrotting action. An oath has two parties,
archaeologists. In cultures that believe in magic, whose acquired Destinies have equal
most professions require students or values.
Low magical abilities are effective- apprentices to learn special rituals.
ly advantages. Formulaic magic abili- The smith may chant over his iron; the Swearing an oath is a ceremony
ties are effectively technical skills. courtesan may bathe in herb-scented and requires a roll against Law or
High magic abilities are effectively water. In a magical world, these may Religious Ritual. If the roll fails, the
superpowers. actually tap magical energies. For a wording of the oath was defective and
way to present this, see Talents as doesn’t commit the parties to any-
This section surveys various types Magic (p. 160). thing. In some settings, an oath may
of magical arts, noting which ones fall only gain supernatural power in a
into which larger category. It offers A god may favor a holy man with high-sanctity environment; in others,
brief rules for a few of these. For arts superior skills in the god’s domain. If calling the gods to witness it is suffi-
that need more elaborate rules, refer these skills come from the god sharing cient.
to later sections. his secret knowledge, treat this simply
as a Talent. If they come from the What happens if one of the parties
LOW MAGIC god’s supernaturally aiding the holy tries to break the oath? In settings
man, either use the Talents as Magic with very powerful magic, breaking an
Low magic is the magical equiva- rules, or buy the Talent with a Pact oath may actually be impossible. The
lent of home remedies. In a magical limitation. At the GM’s discretion, oath may change the course of events
world, even people who haven’t stud- divinely granted Talent up to +4 may to fulfill its terms, or act as a mental
ied magic and don’t call themselves combine with natural Talent up to +4, compulsion. People who die with
wizards or magicians may have picked letting some holy men go beyond the oaths unfulfilled may be unable to
limits of mortal talent. rest, turning into ghosts or corporeal
undead.
MAGICAL ARTS 147
Alternatively, an oathbreaker may Man Proposes,
be magically punished. In some cases, God Disposes
he gains a disadvantage whose point
value is twice that of the acquired A worshipper may want to make a request of a god or other super-
Destiny. In effect, the negative points natural being. In a world where gods exist, they may answer such
for both his Destiny and that of the requests. If the worshipper has a special relationship with the god, rep-
other party (who is released from his resented by an advantage such as Contact or Patron, follow the rules for
own obligations) appear on his char- the advantage to determine the result. If not, treat it as an NPC reaction.
acter sheet in a new form. Most worshippers’ appeals are either requests for aid or requests for
information.
Single Spells
What level of success is required depends on how active the god is. In
Another form of low magic is the a world where miracles are rare, only an Excellent reaction will bring aid
ability to use a single spell, not learned or information. In a world where they’re common, a Very Good reaction
by studying magic, but instinctive, or is sufficient. A Good reaction is sufficient only in a world where gods
learned under stress, or picked up and mortals interact all the time. However, where common divine favors
informally as a knack – in any case, are, divine punishments are equally common.
bought as an advantage instead of as a
skill. See Fixed Magic. Reaction roll modifiers may apply:
True Faith +1 if from a worshipper with Clerical Investment
+2 if from the highest ranked priest in an organized group of wor-
True Faith is effectively a low shippers (not cumulative with above)
magic version of priestly magic. +3 if from a worshipper with True Faith (not cumulative with above
Anyone can have it, priest or layman. two)
It requires no rituals, skills, or special +1 if in contact with a holy relic
training, and it grants only very spe- -3 if on cursed ground (unless it is cursed because of pollution and
cialized benefits. The worshipper’s the prayer is for vengeance on the polluters!)
belief in the god is so strong and con- -2 if on unconsecrated ground (sanctity Normal or lower; see p. 101)
stant that the god is always present in -1 if made in a temporarily consecrated site (see page 149)
the worshipper’s spirit, and anything
that fears the god is driven away by its It’s not a good idea for mortals to attempt influence rolls against
presence. gods; gods usually have much stronger Will and are often Indomitable.
At the GM’s option, True Faith may Similar methods work for negotiation with spirits or with demons.
grant the ability to bless others. Such With demons, the usual situation is either a commercial transaction or
blessings usually have a protective potential combat. A much wider variety of transactions is possible with
effect, which lasts until it is first actu- spirits. Tests of loyalty are not appropriate for gods, who don’t become
ally used and then is lost. Examples of servants, or for demons, who never give more than an outward imitation
suitable effects are a single use of of loyalty. For other spirits, they may be suitable.
Armor of Faith (p. 128) or protection
from the next demonic attack result- information. In some, adventurers definitely formulaic magic. In terms
ing from critical failure in spellcasting have to guard formulaic mages whose of GURPS mechanics, any magical
(see p. B236). special skills are needed in the field. If ability that has some level of
a formulaic mage does become an Preparation Required, or takes as
FORMULAIC adventurer, he usually relies on mun- long as if it did (a minute or more),
MAGIC dane combat skills, rather than magic, counts as formulaic magic. Magic
when the fighting starts. Think of an that takes no longer than a single
Formulaic magic is the magic of adventure hero who’s an archaeolo- Concentrate maneuver is definitely
many legends and stories, based on gist, engineer, or surgeon – his profes- high magic; it’s fast and convenient
secret knowledge and elaborate ritu- sion may be useful in its own right, enough to use in combat.
als. Formulaic mages are profession- but it’s not how he survives “in the
als, but not usually professional field.” Ceremonial magic, taking a mini-
adventurers. Their magic isn’t quick mum of 10 seconds, is usually formu-
or portable. The wizardly foes of pulp The boundary between formulaic laic magic, not only because of the
fantasy swordsmen were often of this magic and high magic isn’t sharp. time, but because of other inconven-
type, able to fill their home bases The biggest single issue is how long iences such as needing two or more
with mystical traps or conjure up it takes to work magic. Magic that casters.
mighty forces to send against the needs an hour or more to perform,
hero, but not at their best in face-to- such as communing with a god (see Several specific types of supernatu-
face combat. the Blessed advantage on p. B40) ral abilities are normally carried out
or quick and dirty enchantment, is as formulaic magic.
In many campaigns, adventurers
go to formulaic mages for help or
148 MAGICAL ARTS