TDL 4 GURPS Classes de personnages

, par MiKaël Navarro

Les classes de personnages de la série Terres de Légende sous forme de templates pour GURPS 4e.

Ci-dessous des classes de personnages librement composés à partir de GURPS Fantasy (p116), GURPS Dungeon Fantasy, GURPS Dungeon Fantasy on the Cheap (par gurpsland) et GURPS Fantasy Folk (par gurpsland).

Knight [150]

 Attributes [70] : ST 12 [20] ; DX 12 [40] ; IQ 10 [0] ; HT 11 [10].

 Secondary Characteristics [-10] : Dmg 1d/2d-1 ; BL 29 lbs ; HP 12 [0] ; Will 10 [0] ; Per 10 [0] ; FP 11 [0] ; Basic Speed 5.00 [-15] ; Basic Move 6 [5].

 Advantages [70] : Combat Reflexes [15], High Pain Threshold [10] and Status 2 [10*].

Another 35 points chosen from among ST +1 to +6 [10/level], DX +1 to +3 [20/level], HT +1 to +6 [10/level], HP +1 to +4 [2/level], Basic Speed +1 or +2 [20 or 40], Alcohol Tolerance [1], Charisma [5/level], Enhanced Block 1 [5], Enhanced Parry 1 (One Melee Weapon skill) [5], Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level], Higher Purpose [5], Independent Income [1/level], Legal Enforcement Powers [Varies], Luck [15], Penetrating Voice [1], Rapid Healing [5], Recovery [10], Signature Gear [Varies], Striking ST 1 or 2 [5 or 10], Wealth (Wealthy) [20], Weapon Bond [1], or Weapon Master [20].

 Disadvantages [-35] : -20 points chosen from among Bad Temper [-10*], Bloodlust [-10*], Code of Honor (Pirate’s, Soldier’s, or Chivalry) [-5, -10, or -15], Debt [-1/level], Disciplines of Faith (Monasticism) [-10], Duty [-2 to -15], Obsession (Slay some specific type of monster) [-5*], One Eye [-15], Sense of Duty (Nation) [-10], Vow (Never refuse a challenge to combat) [-10], or Wounded [-5].

Another -15 points chosen from among those traits or Bully [-10*], Compulsive Carousing or Generosity [-5*], Fanaticism [-15], Greed [-15*], Honesty [-10*], Intolerance (Commoners or Unbelievers) [-5], Lecherousness [-15*], Overconfidence [-5*], or Sense of Duty (Adventuring companions or Vassals) [-5] or (The weak) [-10].

 Primary Skills [38] : Brawling (E) DX+1 [2]-13 or Boxing (A) DX [2]-12 ; Fast-Draw (any) (E) DX [1]-13† ; Knife (E) DX [1]-12 ; Shield (E) DX+2 [4]-14‡ ; and Sumo Wrestling or Wrestling, both (A) DX [2]-12.

One of Crossbow or Thrown Weapon (Axe/Mace or Spear), all (E) DX+2 [4]-14 ; Bow or Throwing, both (A) DX+1 [4]-13 ; or Sling (H) DX [4]-12.

One of these three sets of options :

  • One of Axe/Mace, Broadsword, Polearm‡, Shortsword, Spear‡, or Two-Handed Sword‡, all (A) DX+6 [24]-18 ; or Flail (H) DX+5 [24]-17.
  • Two of Axe/Mace, Broadsword, Polearm‡, Shortsword, Spear‡, or Two-Handed Sword‡, all (A) DX+3 [12]-15 ; or Flail (H) DX+2 [12]-14.
  • Three of Axe/Mace, Broadsword, Lance, Polearm‡, Riding (Horse), Shortsword, Spear‡, or Two-Handed Sword‡, all (A) DX+2 [8]-14 ; or Flail (H) DX+1 [8]-13.

 Secondary Skills [13] : Armoury (Body Armor or Melee Weapons) and Connoisseur (Weapons), both (A) IQ+1 [4]-11 ; Leadership (A) IQ+1 [1]-11 ; and Strategy and Tactics, both (H) IQ-1 [2]-9.

 Background Skills [4] : Four of Forced Entry (E) DX [1]-12 ; Climbing or Stealth, both (A) DX-1 [1]-11 ; Dancing (A) DX-1 [1]-11 ; Falconry (A) IQ-1 [1]-9 ; First Aid, Gesture, or Savoir-Faire (High Society), all (E) IQ [1]-11 ; Gambling, Heraldry, or Streetwise, all (A) IQ-1 [1]-9 ; Carousing or Singing, both (E) HT [1]-11 ; Games (Tournament Rules) (E) IQ [1]-10 ; Hiking (A) HT-1 [1]-10 ; Intimidation (A) Will-1 [1]-9 ; Scrounging (E) Per [1]-10 ; Observation (A) Per-1 [1]-9 ; or Religious Ritual (H) IQ-2 [1]-8.

* Multiplied for self-control number ; see p. B20.

† Includes +1 for Combat Reflexes.

‡ Knights who prefer two-handed weapons can omit Shield ans raise a two-handed combat skil by a level.

Barbarian [150]

 Attributes [75] : ST 15 (Size†, -10%) [45] ; DX 11 [20] ; IQ 10 [0] ; HT 11 [10].

 Secondary Characteristics [-3] : Dmg 1d+1/2d+1 ; BL 45 lbs ; HP 16 (Size†, -10%) [2] ; Will 10 [0] ; Per 11 [5] ; FP 11 [0] ; Basic Speed 5.00 [-10] ; Basic Move 6† [0].

 Advantages [70] : High Pain Threshold [10] and Outdoorsman 3 [30].

A further 30 points chosen from among ST +1 to +3 [9/level], HT +1 to +3 [10/level], Per +1 to +6 [5/level], Absolute Direction [5], Acute Senses (any) [2/level], Alcohol Tolerance [1], Animal Empathy [5], Animal Friend 1-4
[5/level], Combat Reflexes [15], Discriminatory Smell [15], Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level], Lifting ST 1-3 [3/level], Luck [15] or Extraordinary Luck [30], Magic Resistance [2/level], Rapid Healing [5] or Very Rapid Healing [15], Recovery [10], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Signature Gear [Varies], Striking ST 1 or 2 [5 or 9†], Temperature Tolerance 1 or 2 (specify Hot or Cold) [1 or 2], or Weapon Bond [1].

 Disadvantages [-40] : Gigantism [0] and Social Stigma (Minority Group) [-10].

Another -10 points chosen from among Easy to Read [-10], Gullibility [-10*], Language : Spoken (Native)/Written (None) [-3], Low TL 1 or 2 [-5 or -10], Odious Personal Habit (Unrefined manners) [-5], Phobia (Machinery) [-5*], or Wealth (Struggling) [-10].

A further -20 points chosen from among the previous traits or Alcoholism [-15], Appearance (Unattractive or Ugly) [-4 or -8], Bad Temper [-10*], Berserk [-10*], Bloodlust [-10*], Bully [-10*], Code of Honor (Pirate’s) [-5], Compulsive Carousing [-5*] or Phobia (Crowds) [-15*], Gluttony [-5*], Greed [-15*], Ham-Fisted 1 or 2 [-5 or -10], Horrible Hangovers [-1], Impulsiveness [-10*], Innumerate [-5], Intolerance (Civilized People) [-5], Lecherousness [-15*], Mundane Background [-10], No Sense of Humor [-10], Overconfidence [-5*], or Sense of Duty (Adventuring companions, Clan or Tribe) [-5], Stubbornness [-5].

 Primary Skills [21] : Survival (any) (A) Per-1 [1]-13‡.

One of Thrown Weapon (Axe/Mace, Harpoon, Spear, or Stick) (E) DX+2 [4]-13 ; or Bolas, Bow, Spear Thrower, or Throwing, all (A) DX+1 [4]-12.

And, one of these four melee skills packages :

  • One of Axe/Mace, Broadsword, or Spear, all (A) DX+2 [8]-13, and Shield (E) DX+3 [8]-14.
  • Flail (H) DX+1 [8]-12 and Shield (E) DX+3 [8]-14.
  • One of Polearm, Spear, Two-Handed Axe/Mace, or Two-Handed Sword, all (A) DX+4 [16]-15.
  • Two-Handed Flail (H) DX+3 [16]-14.

 Secondary Skills [17] : Brawling (E) DX [1]-11 ; Mimicry (Animal Sounds or Bird Calls) and Naturalist, both (H) IQ-2 [1]-11‡ ; Hiking (A) HT-1 [1]-10 ; and Fishing (E) Per [1]-14‡.

Pick one of the following packages :

  • Desert : Navigation (Land) (A) IQ+2 [8]-15‡ ; Riding (Camel or Horse) (A) DX [2]-11 ; Stealth (A) DX [2]-11.
  • Plains : Navigation (Land) (A) IQ+1 [4]-14‡ ; Stealth (A) DX [2]-11. Tracking (A) Per [2]-14‡ ; and one of Riding (Horse) (A) DX+1 [4]-12, Running (A) HT+1 [4]-11, or Teamster (A) IQ+1 [4]-11.
  • Seafaring : Meteorology (A) IQ+1 [4]-11 ; Navigation (Sea) (A) IQ+1 [4]-14‡ ; Seamanship (E) IQ+1 [2]-11 ; Swimming (E) HT+1 [2]-12.
  • Woodland : Camouflage (E) IQ+1 [2]-14‡ ; Climbing (A) DX [2]-11 ; Stealth (A) DX [2]-11 ; Tracking (A) Per [2]-13‡ ; Traps (A) IQ+1 [4]-11.
  • Iceland : Navigation (Land) (A) IQ+1 [4]-14‡ ; Tracking (A) Per [2]-14‡ ; Traps (A) IQ+1 [4]-11 ; Skiing (H) HT-1 [2]-10.

 Background Skills [10] : Animal Handling (any), Disguise (Animals), and Weather Sense, all (A) IQ [2]-10 ; and Intimidation (A) Will [2]-10.

Two of Forced Entry (E) DX [1]-11 ; First Aid or Gesture all (E) IQ [1]-10 ; Carousing (E) HT [1]-10 ; Intimidation (E) HT [1]-10 ; Lifting (A) HT-1 [1]-9 ; Observation (A) Per-1 [1]-10 or Sex Appeal (A) HT-1 [1]-9.

* Multiplied for self-control number ; see p. B20.

† Includes effects of Gigantism (p. B20).

‡ Includes +3 for Outdoorsman.

Wizard [150]

 Attributes [60] : ST 10 [0] ; DX 10 [0] ; IQ 13 [60] ; HT 10 [0].

 Secondary Characteristics [-11] : Dmg 1d-2/1d ; BL 20 lbs ; HP 10 [0] ; Will 12 [-5] ; Per 10 [-15] ; FP 13 [9] ; Basic Speed 5.00 [0] ; Basic Move 5 [0].

 Advantages [65] : Magery 3 [35].

30 points chosen from among DX +1 [20], IQ +1 [20], Will +1 to +5 [5/level], FP +1 to +10 [3/level], Eidetic Memory [5] or Photographic Memory [10], Gizmos 1-3 [5/level], Intuition [15], Language Talent [10], Languages (any) [2-6/language], Luck [15] or Extraordinary Luck [30], Magery 4, 5, or 6 [10, 20, or 30], Mind Shield [4/level], Signature Gear [Varies], Spirit Empathy [10], or Wild Talent 1 (Retention, +25% ; Focused, Magical, -20%) [21].

 Disadvantages [-35] : -15 points chosen from among Curious [-5*], Frightens Animals [-10], Obsession (Become the world’s most powerful wizard, a lich, etc.) [-10*], Pyromania [-5*], Skinny [-5], Social Stigma (Excommunicated)† [-10], Unfit [-5] or Very Unfit [-15], Unnatural Features 1-5 [-1/level], or
Weirdness Magnet [-15].

Another -20 points chosen from among the previous traits or Absent Mindedness [-15], Bad Temper [-10*], Clueless [-10], Combat Paralysis [-15],
Cowardice [-10*], Hard of Hearing [-10], Klutz [-5] or Total Klutz [-15], Loner [-5*], Low Pain Threshold [-10], Nervous Stomach [-1], Oblivious [-5], Overconfidence [-5*], Post Combat Shakes [-5*], Sense of Duty Adventuring companions) [-5], or Stubbornness [-5].

 Primary Skills [13] : Hidden Lore (Demons, Magic Items, Magical Writings, or Spirits) and Occultism, both (A) IQ [2]-13 ; Alchemy (VH) IQ [8]-13 ; and Thaumatology (VH) IQ-3 [1]-13‡.

 Secondary Skills [19] : Hazardous Materials (Magical), Research, Speed-Reading, Teaching, and Writing, all (A) IQ-1 [1]-12 ; and Meditation (H) Will-1 [2]-11.

Either Shield (Buckler) (E) DX+2 [4]-12 and Smallsword (A) DX+1 [4]-11, or Staff (A) DX+2 [8]-12.

One of Innate Attack (any) or Thrown Weapon (Dart) (E) DX+2 [4]-12 ; Throwing (A) DX+1 [4]-11 ; or Sling (H) DX [4]-12.

 Background Skills [9] : Nine of Fast-Draw (Potion) (E) DX [1]-10 ; Climbing or Stealth, both (A) DX-1 [1]-9 ; Body Sense (H) DX-2 [1]-8 ; First Aid, Gesture, or Savoir-Faire (High Society), all (E) IQ [1]-13 ; Cartography or Hidden Lore (any other) (A) IQ-1 [1]-12 ; Diplomacy, Physiology (monster
type), or Strategy, all (H) IQ-2 [1]-11 ; Hiking (A) HT-1 [1]-9 ; or Scrounging (E) Per [1]-10.

 Spells [30] : Choose 30 wizardly spells, which will be either (H) IQ-2 [1]-14 or (VH) IQ-3 [1]-13 with the +3 for Magery.

* Multiplied for self-control number ; see p. B20.

† Means that helpful clerical spells (such as healing) work at -3 on you. Harmful ones aren’t affected !

‡ Includes +3 for Magery.

Cleric [150]

 Attributes [70] : ST 10 [0] ; DX 11 [20] ; IQ 12 [40] ; HT 11 [10].

 Secondary Characteristics [-10] : Dmg 1d-2/1d ; BL 20 lbs ; HP 10 [0] ; Will 12 [0] ; Per 12 [0] ; FP 11 [0] ; Basic Speed 5.00 [-10] ; Basic Move 5 [0].

 Advantages [80] : Clerical Investment [5] and Power Investiture 3 [30].

25 points in Holy abilities (p. 22) ; put leftovers into spells.

A further 20 points chosen from among additional Holy abilities or ST +1 or +2 [10 or 20], DX +1 [20], IQ +1 [20], HT +1 or +2 [10 or 20], Will +1 to +4 [5/level], FP +1 to +6 [3/level], Fearlessness [2/level] or Unfazeable [15], Healer 1 or 2 [10 or 20], Languages (any) [2-6/language], Luck [15], Mind Shield [4/level], Power Investiture 4 or 5 [10 or 20], Resistant to Disease (+3) or (+8) [3 or 5], or Signature Gear [Varies].

 Disadvantages [-50] : One of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10].

Another -15 points chosen from among those traits or Disciplines of Faith (Ritualism or Mysticism) [-5 or -10], Fanaticism [-15], Intolerance (“Evil” religions) or (All other religions) [-5 or -10], Vow (Chastity or Vegetarianism) [-5], or Wealth (Struggling or Poor) [-10 or -15].

A further -25 points chosen from either of the two previous lists or Charitable [-15*], Compulsive Generosity [-5*] or Miserliness [-10*], Gluttony [-5*], Overconfidence [-5*], Overweight [-1] or Fat [-3], Selfless [-5*], Sense of Duty (Adventuring companions) [-5], Stubbornness [-5], Truthfulness [-5*], or Weirdness Magnet [-15].

 Primary Skills [24] : Esoteric Medicine (Holy) (H) Per [4]-12 and Exorcism (H) Will [4]-12.

One of Innate Attack (any) (E) DX+2 [4]-13 ; Throwing (A) DX+1 [4]-12 ; or Sling (H) DX [4]-11.

One of these three melee skills packages :

  • One of Axe/Mace or Broadsword, both (A) DX+2 [8]-13, and Shield (E) DX+2 [4]-13.
  • Flail (H) DX+1 [8]-12 and Shield (E) DX+2 [4]-13.
  • Staff (A) DX+3 [12]-14.

 Secondary Skills [11] : First Aid (E) IQ [1]-12 ; Hidden Lore (Demons, Spirits, or Undead), Occultism, Public Speaking, and Teaching, all (A) IQ-1 [1]-11 ; Diagnosis, Theology, and Religious Ritual, all (H) IQ-2 [1]-10 ; Surgery (VH) IQ-2 [2]-10 ; and Meditation (H) Will-2 [1]-10.

 Background Skills [5] : Five of Climbing or Stealth, both (A) DX-1 [1]-10 ; Gesture, Panhandling, or Savoir-Faire (High Society), all (E) IQ [1]-12 ; Research or Writing, both (A) IQ-1 [1]-11 ; Hiking (A) HT-1 [1]-10 ; Crounging (E) Per [1]-12 ; or Observation or Search, both (A) Per-1 [1]-11.

 Spells [20) : Choose 20 clerical spells, which will be either (H) IQ-2 [1]-13 or (VH) IQ-3 [1]-12 with the +3 for Power Investiture.

* Multiplied for self-control number ; see p. B20.

Druid [150]

 Attributes [50] : ST 10 [0] ; DX 10 [0] ; IQ 12 [40] ; HT 11 [10].

 Secondary Characteristics [5] : Dmg 1d-2/1d ; BL 20 lbs ; HP 10 [0] ; Will 12 [0] ; Per 13 [5] ; FP 11 [0] ; Basic Speed 5.00 [-5] ; Basic Move 6 [5].

 Advantages [75] : Green Thumb 1 [5] and Power Investiture 3 (Druidic) [30].

20 points in Druidic abilities (p. 22) ; put leftovers into spells.

A further 20 points chosen from among additional Druidic abilities or IQ +1 [20], HT +1 or +2 [10 or 20], Per +1 to +4 [5/level], FP +1 to +6 [3/level],
Animal Friend 1-4 [5/level], Green Thumb 2-4 [5/level], Healer 1 or 2 [10 or 20], Intuition [15], Luck [15], Mind Shield [4/level], Outdoorsman 1 or 2 [10 or 20], Power Investiture (Druidic) 4 or 5 [10 or 20], Resistant to Disease (+3) or (+8) [3 or 5], Signature Gear [Varies], or Spirit Empathy [10].

 Disadvantages [-45] : -20 points chosen from among Disciplines of Faith (Ritualism or Mysticism) [-5 or -10], Sense of Duty (Wild nature) [-15], Vow (Vegetarianism) [-5], Vow (Never sleep indoors) [-10], or Wealth (Struggling or Poor) [-10 or -15].

A further -25 points chosen from among the previous traits or Intolerance (Urbanites) [-5], Loner [-5*], No Sense of Humor [-10], Odious Personal Habit (“Dirty hippy”) [-5], Overconfidence [-5*], Phobia (Crowds) [-15*], Phobia (Fire) [-5*], Phobia (Machinery) [-5*], Stubbornness [-5], or Weirdness Magnet [-15].

 Primary Skills [26] : Esoteric Medicine (Druidic) (H) Per [4]-13 ; Herb Lore (VH) IQ-1 [4]-12† ; and Naturalist (H) IQ-1 [2]-12†.

One of Innate Attack (any) or Thrown Weapon (Spear or Stick), all (E) DX+2 [4]-12 ; Bolas, Lasso, or Throwing, all (A) DX+1 [4]-11 ; or Blowpipe, Net, or Sling, all (H) DX [4]-10.

One of these two melee skills packages :

  • One of Axe/Mace, Broadsword, Shortsword, or Spear, all (A) DX+2 [8]-12, and Shield (E) DX+2 [4]-12.
  • One of Spear or Staff, both (A) DX+3 [12]-13.

 Secondary Skills [11] : Camouflage (E) IQ [1]-12 ; Animal Handling (any), Disguise (Animals), Hidden Lore (Elementals, Faeries, or Nature Spirits), and Weather Sense, all (A) IQ-1 [1]-11 ; Mimicry (Animal Sounds or Bird Calls), Pharmacy (Herbal), Religious Ritual (Druidic), Theology (Druidic), and Veterinary, all (H) IQ-2 [1]-10 ; and Survival (any) (A) Per-1 [1]-12.

 Background Skills [8] : Climbing and Stealth, both (A) DX [2]-10 ; and Hiking (A) HT-1 [1]-10.

Three of Knife (E) DX [1]-10 ; First Aid or Gesture, both (E) IQ [1]-12 ; Animal Handling (any other), Hidden Lore (any other), or Teaching, all (A) IQ-1 [1]-11 ; Diagnosis or Poisons, both (H) IQ-2 [1]-10 ; or Observation (A) Per-1 [1]-12.

 Spells [20] : Choose 20 druidic spells, which will be either (H) IQ-2 [1]-13 or (VH) IQ-3 [1]-12 with the +3 for Power Investiture (Druidic).

* Multiplied for self-control number ; see p. B20.

† Includes +1 for Green Thumb.

Elementalist [150]

 Attributes [70] : ST 10 [0] ; DX 10 [0] ; IQ 13 [60] ; HT 11 [10].

 Secondary Characteristics [-2] : Dmg 1d-2/1d ; BL 20 lbs ; HP 10 [0] ; Will 13 [0] ; Per 12 [-5] ; FP 12 [3] ; Basic Speed 5.00 [-5] ; Basic Move 6 [5].

 Advantages [73] : 20 points chosen from among DX +1 [20], IQ +1 [20], HT +1 to +3 [10/level], Will +1 to +6 [5/level], FP +1 to +10 [3/level], Eidetic Memory [5] or Photographic Memory [10], Fearlessness [2/level], Intuition [15], Languages (Any) [2-6/language], Luck [15], Medium (Specialized, Elemental Entities, -50%) [5], Wild Talent 1 (Retention, +25% ; Focused, Magical, -20%) [21], additional Elemental abilities [Varies], or additional levels of Elemental Influence (see below for ini- tial level) [8/level or 10/level].

One of these two core advantages packages (put leftovers into spells, pp. 11-12) :

  • Elemental Influence 3 (One Element) [24] ; Spirit Empathy (Accessibility, One element only, -20% ; Specialized, Elementals, -50%) [3] ; and 26 points in Elemental abilities (p. 10).
  • Elemental Influence 3 (All Elements) [30] ; Spirit Empathy (Specialized, Elementals, -50%) [5] ; and 18 points in Elemental abilities (p. 10).

 Disadvantages [-45] : -20 points chosen from among Curious [-5*], Loner [-5*], Oblivious [-5], Obsession (Become the world’s most powerful elementalist, leader of an elemental army, etc.) [-10*], Pyromania [-5*], Social Stigma (Excommunicated)† [-10], Stubbornness [-5], Unnatural Features 1-5 [-1/level], or Weirdness Magnet [-15].

Another -25 points chosen from among the previous traits or Appearance
(Unattractive) [-4], Bad Temper [-10*], Callous [-5], Clueless [-10], Disciplines of Faith (Ritualism) [-5], Easy to Read [-10], Frightens Animals [-10], Hard of Hearing [-10], Impulsiveness [-10*], Megalomania [-10], No Sense of Humor [-10], Odious Personal Habits (Willfully obscure) [-5], Overconfidence [-5*], Sense of Duty (Adventuring companions or Friendly elemental spirits) [-5], Skinny [-5], or Unfit [-5].

 Primary Skills [8] : Hazardous Materials (Magical) (A) IQ [2]-15 ; Hidden Lore (Elementals) (A) IQ+1 [4]-16 ; and Occultism (A) IQ [2]-15.

 Secondary Skills [14] : Three of Prospecting or Research, both (A) IQ [2]-15 ; Psychology (Elementals) (H) IQ-1 [2]-14 ; or Alchemy or Thaumatology, both (VH) IQ-2 [2]-13.

Two of Shield (Buckler) or Innate Attack (Any), both (E) DX+2 [4]-14 ; Axe/Mace, Shortsword, Staff, or Throwing, all (A) DX+1 [4]-13 ; or Sling (H) DX [4]-12.

 Background Skills [6] : Six of Fast-Draw (Potion) or Thrown Weapon (Dart), both (E) DX [1]-12 ; Climbing or Stealth, both (A) DX-1 [1]-11 ; First Aid or Gesture, both (E) IQ [1]-15 ; Cartography, Hidden Lore (Secret Writings), peed-Reading, Teaching, or Weather Sense, all (A) IQ-1 [1]-14 ; Diplomacy, Expert Skill (Natural Philosophy), Philosophy, or Theology, all (H) IQ-2 [1]-13 ; Hiking (A) HT-1 [1]-11 ; Intimidation (A) Will-1 [1]-14 ; Meditation (H) Will-2 [1]-13 ; Scrounging (E) Per [1]-14 ; or Observation or Search, both (A) Per-1 [1]-13.

 Spells [16] : Choose 16 elementalist spells, which will be either (H) IQ-2 [1]-16 or (VH) IQ-3 [1]-15 with the +3 for Elemental Influence.

* Multiplied for self-control number ; see p. B20.

† Helpful clerical spells (such as healing) work at -3 on you. Harmful ones aren’t affected !

Thief [150]

 Attributes [90] : ST 10 [0] ; DX 13 [60] ; IQ 11 [20] ; HT 11 [10].

 Secondary Characteristics [5] : Dmg 1d-2/1d ; BL 20 lbs ; HP 10 [0] ; Will 11 [0] ; Per 12 [5] ; FP 11 [0] ; Basic Speed 6.00 [0] ; Basic Move 6 [0].

 Advantages [40] : Flexibility [5] ; High Manual Dexterity 1 [5] ; and Perfect Balance [15].

A further 15 points chosen from among DX +1 [20], IQ +1 [20], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic Move +1 or +2 [5 or 10], Ambidexterity
[5], Catfall [10], Combat Reflexes [15], Danger Sense [15], Enhanced Dodge 1 or 2 [15 or 30], Gizmos 1-3 [5/level], High Manual Dexterity 2-4 [5/level], Honest Face [1], Luck [15] or Extraordinary Luck [30], Night Vision 1-9 [1/level], Peripheral Vision [15], Serendipity [15/level], Signature Gear [Varies], Striking ST 1 or 2 (Only on surprise attack, -60%) [2 or 4], Wealth (Comfortable or Wealthy) [10 or 20], or improve Flexibility [5] to Double-Jointed [15] for 10 points.

 Disadvantages [-40] : One of Greed (12) [-15], Kleptomania (12) [-15], or Trickster (12) [-15].

One of Callous [-5], Code of Honor (Pirate’s) [-5], or Curious (12) [-5].

A further -20 points chosen from either of the two previous lists or Bad
Temper [-10*], Bloodlust [-10*], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Compulsive Lying [-15*], Compulsive Spending [-5*], Cowardice [-10*], Laziness [-10], Lecherousness [-15*], Loner [-5*], One Eye [-15], Overconfidence [-5*], Post-Combat Shakes [-5*], Sense of Duty (Adventuring companions) [-5], Skinny [-5], or Social Stigma (Criminal Record) [-5].

 Primary Skills [27] : Forced Entry (E) DX [1]-13 ; Climbing (A) DX-1 [1]-16†‡ ; Filch (A) DX [2]-13 ; Stealth (A) DX+3 [12]-16 ; Escape (H) DX-2 [1]-14† ; Pickpocket (H) DX-1 [2]-13§ ; and Lockpicking and Traps, both (A) IQ+1 [4]-12.

 Secondary Skills [18] : Acrobatics (H) DX-2 [1]-12‡ ; Sleight of Hand (H) DX-2 [1]-12§ ; Gesture (E) IQ [1]-11 ; Holdout, Shadowing, Smuggling, and Streetwise, all (A) IQ [2]-11 ; and Search and Urban Survival, both (A) Per [2]-12.

One of Rapier, Saber, Shortsword, or Smallsword, all (A) DX-1 [1]-12.

One of Shield (Buckler) (E) DX [1]-13 ; Cloak or Main-Gauche, both (A) DX-1 [1]-12 ; or raise main sword skill to DX [2]-13.

One of Crossbow or Thrown Weapon (Knife), both (E) DX [1]-13 ; Bow or Throwing, both (A) DX-1 [1]-12 ; or Sling (H) DX-2 [1]-11.

 Background Skills [10] : Brawling (E) DX [1]-13 ; Gambling (A) IQ-1 [1]-10 ; and Carousing (E) HT [1]-11.

Another 7 points spent on any previous skill, or on Fast-Draw (any) or Garrote, both (E) DX [1]-13 ; First Aid, Panhandling, or Seamanship (E) IQ [1]-11 ; Cartography, Connoisseur (any), Disguise, Fast-Talk, or Merchant, all (A) IQ-1 [1]-10 ; Counterfeiting, Forgery, or Poisons, all (H) IQ-2 [1]-9 ; Hiking (A) HT-1 [1]-10 ; Scrounging (E) Per [1]-12 ; or Lip Reading or Observation, both (A) Per-1 [1]-11.

* Multiplied for self-control number ; see p. B20.

† Includes +3 for Flexibility.

‡ Includes +1 for Perfect Balance.

§ Includes +1 for High Manual Dexterity.

Assassin [150]

 Attributes [60] : ST 11 [10] ; DX 12 [40] ; IQ 10 [0] ; HT 11 [10].

 Secondary Characteristics [0] : Dmg 1d/2d-1 ; BL 24 lbs ; HP 11 [0] ; Will 11 [5] ; Per 11 [5] ; FP 11 [0] ; Basic Speed 5.00 [-15] ; Basic Move 6 [5].

 Advantages [60] : Combat Reflexes [15] and Striking ST 2 [10].

A further 35 points chosen from among ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20], Per +1 to +6 [5/level], Basic Speed +1 [20], Basic Move +1 or +2 [5 or 10], Ambidexterity [5], Catfall [10], Danger Sense [15], Enhanced Dodge 1 or 2 [15 or 30], Flexibility [5] or Double-Jointed [15] ; Fit [5] or Very Fit [15] ; Gizmos 1-3 [5/level], Honest Face [1], Luck [15] or Extraordinary Luck [30], Magic Resistance [2/level], Night Vision 1-9 [1/level], Perfect Balance [15] ; Peripheral Vision [15], Serendipity 1 [15], Signature Gear [Varies], Striking ST 1 to 4 (Only on surprise attack, -60%) [2/level], Wealth (Comfortable or Wealthy) [10 or 20] ; or Weapon Bond (any) [1].

 Disadvantages [-50] : Bloodlust (12) [-10] and Callous [-5].

 35 points from Bad Temper [-10*], Code of Honor (Pirate’s or Stays Bought) [-5], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Compulsive Spending [-5*], Greed [-15*], Lecherousness [-15*], Loner [-5*], Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5], Skinny [-5], Social Stigma (Criminal Record) [-5], or Vow (Always complete the mission) [-10].

 Primary Skills [45] : Fast-Draw (Knife) (E) DX+1 [1]-16† ; Garrote (E) DX+2 [4]-17 ; Knife (E) DX+3 [8]-18 ; Poisons (H) IQ+1 [8]-12 ; Stealth (A) DX+2 [8]-17 ; Traps (A) IQ+1 [4]-12 ; and Wrestling (A) DX+1 [4]-16.

One of Crossbow, Thrown Weapon (Knife), or Thrown Weapon (Shuriken), all (E) DX+3 [8]-18 ; Bow or Throwing, both (A) DX+2 [8]-17 ; or Blowpipe DX+1 [8]-16.

 Secondary Skills [27] : Brawling (E) DX [1]-15 ; Forced Entry (E) DX [1]-15 ; Gesture (E) IQ [1]-11 ; Holdout, Shadowing, Smuggling, and Streetwise, all (A) IQ+1 [4]-12 ; and Search and Urban Survival, both (A) Per [2]-12.

One of Broadsword, Rapier, Saber, Shortsword, or Smallsword, all (A) DX+1 [4]-16.

 Background Skills [8] : 8 points spent on any primary or secondary skill, or on First Aid, Panhandling, or Seamanship, all (E) IQ [1]-11 ; Cartography, Connoisseur (any), Disguise, Fast-Talk, or Merchant, all (A) IQ-1 [1]-10 ; Counterfeiting or Forgery, both (H) IQ-2 [1]-9 ; Hiking (A) HT-1 [1]-11 ; Scrounging (E) Per [1]-12 ; or Lip Reading or Observation, both (A) Per-1 [1]-11.

* Multiplied for self-control number ; see p. B20.

† Includes +1 for Combat Reflexes.

Bientôt... martial artist

Scout [150]

 Attributes [60] : ST 11 [10] ; DX 12 [40] ; IQ 10 [0] ; HT 11 [10].

 Secondary Characteristics [15] : Damage 1d-1/1d+1 ; BL 24 lbs. ; HP 11 [0] ; Will 10 [0] ; Per 12 [10] ; FP 11 [0] ; Basic Speed 6.00 [5] ; Basic Move 6 [0].

 Advantages [60] : Heroic Archer [20] and Outdoorsman 2 [20].

20 points chosen from among ST +1 or +2 [10 or 20], DX +1 [20], HT +1 or +2 [10 or 20], Per +1 to +4 [5/level], Basic Speed +1 [20], Basic Move +1 to +3 [5/level], Absolute Direction [5], Acute Vision [2/level], Combat Reflexes [15], Danger Sense [15], Fit [5] or Very Fit [15], High Pain Threshold [10], Luck [15], Night Vision 1-9 [1/level], Outdoorsman 3 or 4 [10 or 20], Peripheral Vision [15], Rapid Healing [5], Signature Gear [Varies], Weapon Bond [1], or Weapon Master (Bow) [20].

 Disadvantages [-50] : -15 points chosen from among Bloodlust [-10*], Callous [-5], Greed [-15*], Honesty [-10*], Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5], or Stubbornness [-5].

Another -35 points chosen from among the previous traits or Code of Honor (Pirate’s or Soldier’s) [-5 or -10], Intolerance (Urbanites) [-5], Loner [-5*], No Sense of Humor [-10], Odious Personal Habit (“Unwashed bushwhacker”) [-5], Paranoia [-10], Phobia (Crowds) [-15*], Social Stigma (Disowned) [-5], Vow (Never sleep indoors) [-10], or Vow (Own no more than what can be carried) [-10].

 Primary Skills [35] : Bow (A) DX+4 [16]-16 ; Camouflage (E) IQ+1 [2]-13† ; Fast-Draw (Arrow) (E) DX [1]-12 ; Observation (A) Per [2]-12 ; and Tracking (A) Per [2]-14†.

One of these two melee skills packages :

  • One of Broadsword, Shortsword, or Spear, all (A) DX+2 [8]-14, and Shield (E) DX+2 [4]-14.
  • One of Broadsword, Shortsword, Spear, or Staff, all (A) DX+3 [12]-15.

 Secondary Skills [22] : Climbing and Stealth, both (A) DX-1 [1]-11 ; Gesture (E) IQ+1 [2]-11 ; Cartography, Shadowing, and Traps, all (A) IQ+1 [4]-11 ; Navigation (Land or Sea) (A) IQ-1 [1]-11† ; Mimicry (Bird Calls) (H) IQ-1 [2]-11† ; Hiking (A) HT [2]-11 ; and Survival (any) (A) Per-1 [1]-13†.

 Background Skills [8] : 8 points in improved primary or secondary skills, or Brawling, Fast-Draw (any other), Garrote, Jumping, Knife, or Knot-Tying, all (E) DX [1]-12 ; Boating (Unpowered), Riding (Horse), Throwing, or Wrestling, all (A) DX-1 [1]-11 ; First Aid or Seamanship, both (E) IQ [1]-10 ; Armoury (Missile Weapons), Prospecting, or Weather Sense, all (A) IQ-1 [1]-9 ; Swimming (E) HT [1]-11 ; Running (A) HT-1 [1]-10 ; Skiing (H) HT-2 [1]-9 ; or Search (A) Per-1 [1]-11.

* Multiplied for self-control number ; see p. B20.

† Includes +2 for Outdoorsman.