CHARACTERS

Last update: Sat. December 1 2006

Cautions for Building Characters in Shigan

Character Points

In GURPS Shigan (4th edition), the PCs' allowed point value is 150 points, and PCs can take up to -75 point of disadvantages and quirks. This enables the PCs to survive "rather cinematic" world like Shigan.

Basic Attributes

In GURPS Shigan, Lifting ST and Striking ST (see GURPS Update , P.2) is treated as Strength with limitations (point reductions written as percentages). So, Lifting ST is "Strength (Only for Basic Lift, -70%)" (3 points/level) and Striking ST is "Strength (Only for Attack, -50%)" (5 points/level). Point cost is not changed, but now they can be "improved" as attributes (see GURPS Lite , P.17.).
Otherwise, there are no changes.

Secondary Characteristics

They can be set as in GURPS Update , P.3, and can be "improved" like attributes (see GURPS Lite , P.17.).

Social Background

Ñona can be divided into four areas (Açade, Käles, Ösis and Tès) by languages and cultures. PCs are familiar to one of the cultures, speak and write one language at Native level and learned Common Ösish (common language set by Ösis empire; for game purposes, it is identical to English) at Broken level for free.
Each locals also have their own Sign languages (called "Koboltish" in Common Ösish), but Common Ösish do not. So, PCs can gain an extra point by Deafness or Mute (for lack of "Koboltish (Common Ösish)"), and now Deafness is a disadvantage of -21 points and Mute becomes -26 points. (For details, see GURPS Update , P.4)
In Ñona, there are some wandering tribes. Their cultures are very similar to each other (treat their cultures as one culture) but far from other cultures (treat as "alien" culture). However, they do not have their own language, and use one local language and Common Ösish, both at Accented level. This feature is 0 point, but changes Deafness cost to -22 points, and Mute to -27 points.

Advantages

For 150 point characters, the advantages in GURPS Lite (4th edition) may not be enough. So, it is a good idea to introduce some advantages in GURPS Lite (3rd edition) , GURPS Lite (for WWII) and GURPS Lite (for Transhuman Space) with GURPS Update modifier.

New or Modified Advantages

Less Sleep
2 points/level
In GURPS Shigan (4th edition), average humans sleep 8 Hours in 1 Day, and half level of Less Sleep is available -every point reduces sleep by 30 minutes.

Sharp Teeth
1 point
In GURPS Shigan (4th edition), Sharp Teeth does thrust/cutting damage (via Brawling) but cannot grapple by biting.

Talent
Some more things to be talented:
Noble Roamers:
5 points/level
Skill bonuses: Animal Handling, Combat Art, Naturalist, Physician, Public Speaking and Savoir-Faire.
Reaction bonus: Anyone at Status 1+.

Temperature Tolerance
1 point/level
In GURPS Shigan (4th edition), "comfort zone" of a normal human is between 35 °F and 90 °F. And the bonus granted by the advantage may be split.

Example: Crea has HT 13 and Temperature Tolerance 2. Her "comfort zone" is increased by 13×2=26 °F, and paid 3 °F to lower and 23 °F to higher. Now she has the "comfort zone" of 35-3=32 °F (0 °C) to 90+23=113 °F (45 °C).

Disadvantages

For 150 point (with "disadvantage cap" of -75 points) characters, the disadvantages in GURPS Lite (4th edition) is not enough at all. Thus, the GM should introduce some disadvantages in GURPS Lite (3rd edition) , GURPS Lite (for WWII) and GURPS Lite (for Transhuman Space) with GURPS Update modifier.

Control Number

In GURPS Lite (4th edition) , all "disadvantages with asterisk" are rolled against 12 to control the urges. But this target number can be modified. Every 3 points penalty for self-control rolls of the disadvantage give the PCs extra 50% character points, and vice versa. (In GURPS Shigan, the self-control number must be 6 or more and 15 or less.)

Example 1: Max has a Bad Temper disadvantage. If it has a control number of 12 (written as (12)), Max can gain 10 points. He can gain extra 5 (=10×50%) points at (9) or 10 points at (6), but it is only worth -5 points at (15).

Example 2: Susan has an Overconfidence disadvantage. It is -10 points at (6), -7 points at (9), -5 points at (12), and -2 point at (15). (All fractions are dropped off.)

In GURPS Shigan, Phobias are the exception. By taking Phobias (6), the PCs can gain twice as much as the Phobias (12) or 10 extra points, whichever is more.

Example 3: Joe has a Phobia (Darkness). If it is worth -15 points at (12). If he can control the Phobia only in 6 or less, he can gain 15×2=30 points, but not 15+10=25 points.

Example 4: Tina has a Phobia (Spiders). She can gain 5 points by taking the number of 12. If her self-control number is 6, it is worth -5-10=-15 points, but not -5×2=-10 points.

New or Modified Disadvantages

Extra Sleep
-2 points/level
In GURPS Shigan (4th edition), average humans sleep 8 Hours in 1 Day, and half level of Extra Sleep is available -every point gain increases sleep by 30 minutes.

Phobias
Some more things to be afraid of:
Being Alone (Autophobia): -15 points at (12)
Crowds (Demophobia): -15 points at (12)
Cats (Ailurophobia): -5 points at (12)
Dead bodies (Necrophobia): -10 points at (12)
Dogs (Cynophobia): -5 points at (12)
Enclosed spaces (Claustrophobia): -15 points at (12)
Fire (Pyrophobia): -10 points at (12)
Loud noises (Brontophobia): -10 points at (12)
Open spaces (Agoraphobia): -15 points at (12)
Psionic powers (Psionophobia): -10 points at (12)
(Notes: No psi is known in Ñona, but this affects any supernormal powers, including magic.)
Sex (Coitophobia): -5 points at (12)
(Notes: The GM should pay a great care not to harass the PCs with this Phobia.)
Strange and unknown things (Xenophobia): -15 points at (12)
Water (Aquaphobia): -5 points at (12)
(Notes: This does not affect water to drink.)
Weapons (Hoplophobia): -20 points at (12)

Vulnerability
In GURPS Shigan, only doubling damage is available. And in Ñona, fire/heat or wood damage are as common as crushing damage (-30 points at ×2), and vacuum and wind-based attacks are now occasional attacks (-20 points at ×2).

Weakness
In GURPS Shigan, it is available only for sunlight (1D damage per 30 minutes; -15 points).

Quirks

The game master should allow PCs to take 0 point disadvantages as quirks (-1 point).

Skills

Note that the new skill difficulty (VH: Very Hard) is added in GURPS Shigan, as in full GURPS .
For details, see GURPS Update , P.18.

Controlling Features

GURPS Lite (4th edition) says that skills like Intimidation, Scrounging, Survival or Tracking are all IQ-based. In GURPS Shigan, however, Intimidation is Will-based and the other three are Perception-based, as in full GURPS . And the GM may require skill rolls based on other attributes or secondary characteristics. (e.g., The PC is required DX-based Survival roll for igniting the fire by flint-sparking.)
For more details, see GURPS Update , P.18-23.

Improving Skills with Defaults

In GURPS Shigan, some skills (like Innate Attack ) may have as high default level as "bought". In such a case, treat it as "the point was already paid (up to default level) for free".
For more details about defaults, see the list .

Example: In GURPS Shigan, Innate Attack (DX/E) has a default of DX (1-point level). To buy the skill, DX+1 needs 2-1=1 point, DX+2 needs 4-1=3 points, and so on.

New or Modified Skills

Combat Art or Sport (Variable)
Defaults: Equivalent combat skill-3 (or its defaults)

This is not one skill but several; for every combat skill (e.g., Broadsword), there is a corresponding Art or Sport version (e.g., Broadsword Art (or Sport)). In GURPS Shigan (4th edition), these two are treated as the same skill -combat skills used for exercise, but not lethal intent.
Note that every combat skill defaults to equivalent Combat Art or Sport-3.

Innate Attack (DX/Easy)
Default: DX

This is the ability to hit any innate attacks or magic. (Note that the success roll is also required for some innate attacks and all spells.)

Magic

In GURPS Shigan (4th edition), there are two kinds of magic -Innate Magic and Spell Magic.
Innate Magic are treated as advantages with limitations and enhancements (point increases written as percentages), but can be "bought" later on (see
GURPS Lite , P.17.). All Innate Magic must include "Mana Sensitive" limitation (-10%), which means the powers are dependent on Mana and cannot be "cast" in no Mana area (the GM must set where the no Mana area is), but no roll is needed to "cast". (Of course, Innate Attack roll is required to hit hostile magic to the enemy.)
Spell Magic are treated as skills, all of which are IQ/Hard or IQ/Very Hard. The spells well-known in Ñona are in below: Create Fire, Daze, Detect Magic, Fireball, Foolishness, Haste, Ignite Fire, Lend Energy (called "Lend Strength" in GURPS Lite (3rd edition) ), Lend Vitality (called "Lend Health" in GURPS Lite (3rd edition) ), Light, Minor Healing, Shape Fire and Sleep. (For more details and explanations of the spells, see GURPS Lite (3rd edition) , P.30-31.)

Cautions for Spell Magic in GURPS Shigan (4th edition)

  1. In Shigan, most areas are in high Mana.
  2. The spell's energy cost must be paid from FP and "ST points" should be read as "Fatigue Points".
  3. The spell's energy cost is reduced by ((Spell's level)-10)/5. (All fractions are dropped and the minimum reduction is 0.) This does not let the energy cost to below 0.
  4. All "Resisted by IQ" must be treated as "Resisted by Will".

Samples of Innate Magic

Breathe Fire
2 points/1D damage of the breath
Energy cost to cast: 2 FP

The caster expels crowd of flame, doing burning damage. Innate Attack roll is needed to hit the victim. This attack is treated as a melee attack at a reach of 1 yard. This magic is only cast 10 times in 1 Day.

(Details: Burning Attack with Costs Fatigue (2 FP; -10%), Limited Use (10/Day, -10%), Mana Sensitive (-10%), and Melee Attack (Reach 1, No Parry; -30%))

Clumsiness
2 points
Energy cost to cast: 3 FP

The caster must touch the subject. ( Innate Attack roll is needed.) The victim must make HT roll or becomes clumsy (-1 DX). The duration is the margin of failure of the resistance roll in minutes (minimum 1 minute). This magic is only cast 10 times in 1 Day.

(Details: Affliction 1 with Attribute Penalty (-1 DX; +10%) enhancement and Contact Agent (-20%), Costs Fatigue (3 FP; -15%), Limited Use (10/Day, -10%), Mana Sensitive (-10%) and Melee Attack (Reach C, No Parry; -35%) limitations)

Control Hair
10 points
Energy cost to cast: 1 FP/second

Controls the caster's hair as a natural weapon in emergency. The hair must be longer than 1 yard. The weapon has a reach of 1 yard and is used in Brawling. Its basic damage is thrust/impaling, but damage bonuses are doubled.

(Details: Striker (Hair/Spear; Impaling) with Long (+1 only; +75%) enhancement and Costs Fatigue (1 FP/second; -10%), Emergency Only (-30%) and Mana Sensitive (-10%) limitations)

Death Touch
5 points/1D damage
Energy cost to cast: 4 FP

The caster must touch the subject. ( Innate Attack roll is needed.) The victim must make HT-1 roll or suffers crushing damage. The damage is totally magical; it does no knockback or "blunt trauma", but any protection gets 1/5 DR. This magic is only cast 10 times in 1 Day.

(Details: Crushing Attack with Armor Divisor ((5); +150%) enhancement and Contact Agent (-20%), Costs Fatigue (4 FP; -20%), Limited Use (10/Day, -10%), Mana Sensitive (-10%), No Blunt Trauma (-20%), No Knockback (-10%) and Melee Attack (Reach C, No Parry; -35%) and Resistible (HT-1; -25%) limitations)

Exhaust
2 points/1D lost of the fatigue
Energy cost to cast: 4 FP

The caster must touch the subject. ( Innate Attack roll is needed.) The subject becomes very unfit. While the magic lasts (five Hours), the victim must make HT-1 roll every Hour or loses fatigue. The success in the first roll means the magic is resisted and does not need further roll. This magic is only cast 10 times in 1 Day.

(Details: Fatigue Attack with Cyclic (1 Hour, 5 cycles, Resistible; +40%) enhancement and Contact Agent (-20%), Costs Fatigue (4 FP; -20%), Limited Use (10/Day, -10%), Mana Sensitive (-10%), Melee Attack (Reach C, No Parry; -35%) and Resistible (HT-1; -25%) limitations)

Fear
6 points
Energy cost to cast: 3 FP

The caster's visage turns into that of a horrific monster for three seconds. Anyone who sees it must roll for Fright Check immediately. This magic is only cast 10 times in 1 Day.

(Details: Terror with Costs Fatigue (1 FP/second; -10%), Limited Use (10/Day, -10%), Mana Sensitive (-10%) and Reduced Duration (3 seconds; -50%) limitations)

Flight
10 points
Energy cost to cast: 1 FP/second

Lets the caster fly in emergency. The flight doubles Move but halves Dodge.

(Details: Flight with Clumsy (Halves Dodge; -25%), Costs Fatigue (1 FP/second; -10%), Emergency Only (-30%) and Mana Sensitive (-10%) limitations)

Healing Perfume
30 points
Energy cost to cast: 1 FP/second

The caster releases magical perfumes. Anyone within a yard (including the caster) may breathe them in, unless wearing a sealed armor, etc., and heals 1 HP per second. The caster becomes clumsy (halves Dodge) while emanating the smell. This magic is only cast 10 times in 1 Day.

(Details: Regeneration (Very Fast) with Area Effect (1 yard; +25%) enhancement and Clumsy (Halves Dodge; -25%), Costs Fatigue (1 FP/second; -10%), Emanation (-20%), Limited Use (10/Day, -10%), Mana Sensitive (-10%) and Sense-Based (Smell; -20%) limitations)

Hermaphromorph
1 point
Energy cost to cast: 2 FP

Lets the caster change biological sex. The process takes 8 Hours, during which the caster becomes intersexual.

(Details: Hermaphromorph with Costs Fatigue (2 FP; -10%), Mana Sensitive (-10%) and Preparation Required (8 Hours; -60%) limitations)

Inflame
6 points/1D damage of the flame
Energy cost to cast: 4 FP

Coats the subject with flaming liquid. The caster must touch the subject. ( Innate Attack roll is needed.) The liquid sticks and continues to burn for 3 seconds, doing the listed burning damage per second. Sealed armor protects fully against the damage. This magic is so complex that it must be prepared before casting. The preparation is some form of ritual, taking eight Hours and irritates the caster.

(Details: Burning Attack with Cyclic (1 second, 3 cycles; +200%) enhancement and Contact Agent (-20%), Costs Fatigue (4 FP; -20%), Mana Sensitive (-10%), Melee Attack (Reach C, No Parry; -35%), Not Against Sealed (-30%), Nuisance Effect (Bad Temper while preparing; -5%) and Preparation Required (8 Hours; -60%) limitations)

Magic Bullet
3 points/1D damage of the bullet
Energy cost to cast: 2 FP

The caster shoots a "Magic Bullet" that does piercing damage. Innate Attack roll is needed to hit the victim. This attack is treated as a melee attack at a range of 4 yards.

(Details: Piercing Attack with Costs Fatigue (2 FP; -10%), Mana Sensitive (-10%) and Melee Attack (Reach 1-4, No Parry; -20%) limitations)

Pestilence
1 points/1D damage of the disease
Energy cost to cast: 4 FP

This magic causes the victim, who must be bit and wounded by the caster, to catch magical disease. The disease has the stats written below. (For details, see GURPS Lite , P.32.)
Resistance Roll: HT-1; Delay: 1 Hour; Cycles: 4 cycles, 1 Hour interval, roll for HT-1
This magic is only cast 10 times in 1 Day.

(Details: Toxic Attack with Cyclic (1 Hour, 4 cycles, Resistible; +30%) enhancement and Blood Agent (-40%), Costs Fatigue (4 FP; -20%), Follow-UP (Teeth; 0%), Limited Use (10/Day, -10%), Mana Sensitive (-10%) and Resistible (HT-1; -25%) limitations)

Recover HP
20 points
Energy cost to cast: 3 FP

The caster recovers 3 HP in 3 seconds. This magic is only cast 10 times in 1 Day.

(Details: Regeneration (Very Fast) with Costs Fatigue (1 FP/second; -10%), Limited Use (10/Day, -10%), Mana Sensitive (-10%) and Reduced Duration (3 seconds; -50%) limitations)

Strike Blind
6 points
Energy cost to cast: 3 FP

The caster must touch the subject. ( Innate Attack roll is needed.) The victim must make HT roll or becomes blind. The duration is the margin of failure of the resistance roll in minutes (minimum 1 minute). This magic is only cast 10 times in 1 Day.

(Details: Affliction 1 with Disadvantage (Blindness; +50%) enhancement and Contact Agent (-20%), Costs Fatigue (3 FP; -15%), Limited Use (10/Day, -10%), Mana Sensitive (-10%) and Melee Attack (Reach C, No Parry; -35%) limitations)

Strike Deaf
3 points
Energy cost to cast: 3 FP

The caster must touch the subject. ( Innate Attack roll is needed.) The victim must make HT roll or becomes deaf. The duration is the margin of failure of the resistance roll in minutes (minimum 1 minute). This magic is only cast 10 times in 1 Day.

(Details: Affliction 1 with Disadvantage (Deafness; +20%) enhancement and Contact Agent (-20%), Costs Fatigue (3 FP; -15%), Limited Use (10/Day, -10%), Mana Sensitive (-10%) and Melee Attack (Reach C, No Parry; -35%) limitations)

Water Jet
2 points/1D damage of the jet
Energy cost to cast: 2 FP

Lets the caster shoot a jet of water (that does crushing damage) from one finger. Innate Attack roll is needed to hit the victim. This attack is treated as a melee attack at a reach of 1 yard, but cannot be parried. This magic is only cast 10 times in 1 Day.

(Details: Crushing Attack with Costs Fatigue (2 FP; -10%), Limited Use (10/Day, -10%), and Mana Sensitive (-10%) and Melee Attack (Reach 1, No Parry; -30%) limitations)

Equipments

In Ñona, one person's average "starting wealth" is $10,000, and PCs can spend up to 20% ($2,000 in average) for "adventuring" gears.

Equipment Availability

For armors in GURPS Lite (4th edition) , only Cloth Armor, Leather Armor, and Flak Jacket are available in Ñona. (Other armors are outdated or not introduced.)
In Ñona, all melee or missile weapons and shields in GURPS Lite (4th edition) are available for "art (or sport)", and any blades are in fine quality (+1 to damage) for its excellent metallurgy (the cost is unchanged).
The improvement in explosives enables people to buy any guns listed in GURPS Lite (4th edition) . But the Gunpowder Guild sets so strict restrictions on guns or other explosives that PCs cannot buy most of other guns or any explosives, except shots. (Every shot costs 1% of the gun's cost.)

New Equipments

Armors
ArmorDRCostWeightNotes
Anti-Explosive8$11,70039Sealed, DR 98 against explosives
Half Plate9$12,90043
Light Plate10$14,10047
Heavy Plate13$17,70059

Knife (DX-4 or Shortsword-3)
TLWeaponDamageCostWeightSTNotes
6Kitchen Knifethr imp$30-5 Fine Quality

orsw-2 cut--5
6Mechanic Kitthr imp$20026 Good Quality

orsw-2 cut--6 Improvised Weapon
6Stilettothr imp$60-6 Fine Quality
6Plug Bayonetthr+1 imp$150-6 Fine Quality, without Rifle

Spear (DX-4, Polearm-4 or Staff-2)
TLWeaponDamageCostWeightSTNotes
6Rifle with Bayonetthr+1 imp+$150+09 Fine Quality, requires two hands

Guns (Pistol) (DX-4, Guns (LAW)-4, Guns (Rifle)-2, Guns (Shotgun)-2 or Guns (SMG)-2)
TLWeaponDamageAccRangeWeightRoFShotsSTCostNotes
6Holdout Pistol, .322D pi1125/15001.0/0.235+1 (3)9$200

Explosives (Gunpowder)

In GURPS Shigan, all explosives are under control of the Gunpowder Guild. But some manages explosives from shots. The powder made by the Gunpowder Guild is so powerful that a mere 100 grain does 1D-3 damage. For this, treat every shot contains 5×(the shot's damage in dice) grain of gunpowder.

Miscellaneous

Assume weight is negligible if not listed.

Candle, $2, ¼ lbs.
(Lasts four Hours.)
Cloth $0.4.
(Can bundle up to 15 lbs.)
First Aid Kit $5, 1 lb.
(Good Quality, +1 to First Aid.)
Mechanic Kit $200, 2 lbs.
(Minimum requirement for mechanic, -2 to Mechanics. Can be used as improvised weapon. See
Knife .)
Personal Basics $5.
(Minimum equipment for camping, no penalty to Survival.)
Paper $0.01.
(For writing or drawing, per sheet.)
Quill Pen $5.
(May cost more.)
Rations $50, 2 lbs.
(For one man-week's supply.)
Surgical Kit $100, 2 lbs.
(Good Quality, +1 to First Aid and Surgery.)
Whetstone $10.
(For sharpening tools and weapons.)
Wineskin $10.
(Holds one gallon of liquid.)

Templates

Competent Soldier 35 points

Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 10 [0]

Secondary Characteristics: SM 0; Dmg 1D-2/1D; BL 24; HP 11 [0]; Will 10 [0] Per 10 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 (6 if Gigantism) [0]

Advantages: Talent (Noble Roamers) 4 [20]; and a total of 5 points in any of additional FP 1 [3]; additional HP [2/level]; additional Perception 1 [5]; additional Will 1 [5]; Ambidexterity [5]; Appearance (Average or Attractive) [0 or 4]; Charisma 1 [5]; Fearlessness [2/level]; Flexibility [5]; Hard to Kill [2/level]; Languages [Varies]; Night Vision [1/level]; Resistant (Disease or Poison) [Varies]; or Status 1 [5];

Disadvantages: A total of -15 points in any of Code of Honor (Gentleman's) [-10]; Duty (12 or less (may be non-hazardous)) [-10 or -5]; Gigantism [0] (Note: This trait increases Basic Move by 1 and saves 10% of the ST cost.); Honesty [-10*]; Impulsiveness [-10*]; Overconfidence [-5*]; Pacifism (Reluctant Killer or Cannot Harm Innocents) [-5 or -10]; Phobias [Varies]; Sense of Duty [Varies]; Truthfulness [-5*]; or Vow [Varies];

Primary Skills: Guns/TL6 (Pistol) (E) DX+4 [4]-14; Guns Art/TL6 (Pistol) (E) DX+6 [4]-16;

Secondary Skills: Savoir-Faire (E) IQ+4 [1]-14;

Background Skills: A total of 6 points in any of Animal Handling (IQ/H); Hiking (HT/A); Naturalist (IQ/H); Public Speaking (IQ/A); Riding (DX/A); or Survival (Per(IQ)/A);

Elite Guard 90 points

Attributes: ST 14 (Size, -10%)/22 (Only for Basic Lift, -70%; Size, -10%) [52]; DX 10 [0]; IQ 10 [0]; HT 10 [0]

Secondary Characteristics: SM +1; Dmg 1D/2D; BL 97; HP 14 [0]; Will 10 [0] Per 10 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 6 [0]

Advantages: Talent (Noble Roamers) 4 [20]; and a total of 20 points in any of additional FP [3/level]; additional HP [2/level]; additional Perception [5/level]; additional Will [5/level]; Combat Reflexes [15]; Daredevil [15]; Enhanced Defenses [Varies]; Fearlessness [2/level]; Hard to Kill [2/level]; High Pain Threshold [10]; Languages [Varies]; Luck [Varies]; Night Vision [1/level]; Resistant (Disease or Poison) [Varies]; or Wealth [Varies];

Disadvantages: Gigantism [0]; and a total of -30 points in any of Bloodlust [-10*]; Code of Honor [Varies]; Gluttony [-5*]; Greed [-15*]; Intolerance [Varies]; Obsession [Varies]; Overconfidence [-5*]; Phobias [Varies]; Sense of Duty [Varies]; Truthfulness [-5*]; or Vow [Varies];

Primary Skills: Shield (E) DX+4 [4]-14; Shield Art (E) DX+6 [4]-16; Staff (A) DX+3 [4]-13; Staff Art (A) DX+5 [4]-15;

Secondary Skills: Brawling (E) DX [1]-10;

Background Skills: A total of 7 points in any of Acrobatics (DX/H); Combat Art (Varies); Climbing (DX/A); Gunner (DX/A); Guns (DX/E); Hiking (HT/A); Jumping (DX/E); Leadership (IQ/A); Naturalist (IQ/H); Navigation (IQ/A); Observation (IQ/A); Savoir-Faire (IQ/E); Survival (Per(IQ)/A); Swimming (HT/E); Tactics (IQ/H); or Throwing (DX/A);

"Physical" Mage 100 points

Attributes: ST 10/19 (Mana Sensitive, -10%; Only for Attack, -50%; Size, -10%) [27]; DX 10/12 (Mana Sensitive, -10%) [36]; IQ 10 [0]; HT 10/12 (Mana Sensitive, -10%; Not for Fatigue, -30%) [12]

Secondary Characteristics: SM +1; Dmg 2D-1/3D+1 (1D-2/1D); BL 20; HP 10 [0]; Will 10 [0] Per 10 [0]; FP 10 [0]; Basic Speed 6.00 (5.00) [0]; Basic Move 7 (6) [0]

Advantages: Talent (Noble Roamers) 4 [20]; and a total of 20 points in any of additional FP [3/level]; additional HP [2/level]; additional Perception [5/level]; additional Will [5/level]; Ambidexterity [5]; Combat Reflexes [15]; Daredevil [15]; Fearlessness [2/level]; Hard to Kill [2/level]; High Pain Threshold [10]; Innate Magic [Varies]; Languages [Varies]; Luck [Varies]; Night Vision [1/level]; or Resistant (Disease or Poison) [Varies];

Disadvantages: Gigantism [0]; and a total of -30 points in any of Code of Honor [Varies]; Gluttony [-5*]; Honesty [-10*]; Impulsiveness [-10*]; Intolerance [Varies]; Lecherousness [-15*]; Obsession [Varies]; Overconfidence [-5*]; Pacifism [Varies]; Sense of Duty [Varies]; Truthfulness [-5*]; or Vow [Varies];

Primary Skills: Karate (H) DX+2 [4]-14; Karate Art (H) DX+4 [4]-16;

Secondary Skills: Innate Attack (E) DX+1 [1]-13;

Background Skills: A total of 6 points in any of Acrobatics (DX/H); Climbing (DX/A); Hiking (HT/A); Jumping (DX/E); Leadership (IQ/A); Naturalist (IQ/H); Navigation (IQ/A); Savoir-Faire (IQ/E); Survival (Per(IQ)/A); Swimming (HT/E); Tactics (IQ/H); or Throwing (DX/A);

"Spell" Mage 120 points

Attributes: ST 10 [0]; DX 10 [0]; IQ 15 [100]; HT 10 [0]

Secondary Characteristics: SM 0; Dmg 1D-2/1D; BL 20; HP 10 [0]; Will 15 [0] Per 15 [0]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5 [0]

Advantages: Magery 3 [35]; and a total of 5 points in any of additional FP 1 [3]; additional HP [2/level]; additional Perception 1 [5]; additional Will 1 [5]; Appearance (Average or Attractive) [0 or 4]; Charisma 1 [5]; Fearlessness [2/level]; Flexibility [5]; Hard to Kill [2/level]; Languages [Varies]; Night Vision [1/level]; Resistant (Disease or Poison) [Varies]; or Status 1 [5];

Disadvantages: A total of -40 points in any of Bad Sight [-10]; Code of Honor [Varies]; Curious [-5*]; Honesty [-10*]; Pacifism [Varies]; Sense of Duty [Varies]; Truthfulness [-5*]; Unluckiness [-10*]; or Vow [Varies];

Primary Skills: Innate Attack (E) DX+2 [3]-12;

Secondary Skills: None;

Background Skills: A total of 4 points in any of Anthropology (IQ/H); Archaeology (IQ/H); Astronomy (IQ/H); Biology (IQ/VH(H)); Chemistry (IQ/H); Diagnosis (IQ/H); Fast-Talk (IQ/A); First Aid (IQ/E); Geology (IQ/H); History (IQ/H); Literature (IQ/H); Mathematics (IQ/H); Merchant (IQ/A); Occultism (IQ/A); Philosophy (IQ/H); Physician (IQ/H); Physics (IQ/VH(H)); Psychology (IQ/H); Research (IQ/A); Savoir-Faire (IQ/E); Sociology (IQ/H); Tactics (IQ/H); Theology (IQ/H); or Writing (IQ/A);

Spells: Create Fire (H) IQ+1 [1]-16; Daze (H) IQ+1 [1]-16; Detect Magic (H) IQ+1 [1]-16; Fireball (H) IQ+1 [1]-16; Foolishness (H) IQ+1 [1]-16; Haste (H) IQ+1 [1]-16; Ignite Fire (H) IQ+1 [1]-16; Lend Health (H) IQ+1 [1]-16; Lend Strength (H) IQ+1 [1]-16; Light (H) IQ+1 [1]-16; Minor Healing (H) IQ+1 [1]-16; Shape Fire (H) IQ+1 [1]-16; Sleep (H) IQ+1 [1]-16;

"Vampiric" Mage 80 points

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

Secondary Characteristics: SM 0; Dmg 1D-1/1D+1; BL 24; HP 11 [0]; Will 10 [0] Per 10 [0]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]

Advantages: Sharp Teeth [1]; and a total of 50 points in any of additional FP [3/level]; additional HP [2/level]; additional Perception [5/level]; additional Will [5/level]; Appearance (Attractive or above) [Varies]; Catfall [10]; Charisma [5/level]; Danger Sense [15]; Double-Jointed [15]; Fearlessness [2/level]; Flexibility [5]; Hard to Kill [2/level]; Innate Magic [Varies]; Languages [Varies]; Luck [Varies]; Night Vision [1/level]; Perfect Balance [15]; Resistant (Disease or Poison) [Varies]; or Status [5/level];

Disadvantages: A total of -50 points in any of Aquaphobia [-5*]; Bad Temper [-10*]; Bloodlust [-10*]; Code of Honor (Gentleman's) [-10]; Greed [-15*]; Jealousy [-10]; Odious Personal Habit (Drink blood) [-15]; Overconfidence [-5*]; Pyrophobia [-10*]; Vulnerability (Fire/heat or wood; wounding ×2) [-30]; or Weakness (Sunlight; 1D damage per 30 minutes) [-15];

Primary Skills: Innate Attack (E) DX+2 [3]-14;

Secondary Skills: Brawling (E) DX [1]-12;

Background Skills: A total of 5 points in any of Area Knowledge (IQ/E); Camouflage (IQ/E); Carousing (HT/E); Climbing (DX/A); Criminology (IQ/A); Diplomacy (IQ/H); Disguise (IQ/E); Escape (DX/H); Explosives (IQ/A); Fast-Talk (IQ/A); Forgery (IQ/H); Gambling (IQ/A); Holdout (IQ/A); Intimidation (Will(IQ)/A); Law (IQ/H); Lockpicking (IQ/A); Pickpocket (DX/H); Savoir-Faire (IQ/E); Scrounging (Per(IQ)/E); Search (IQ/A); Shadowing (IQ/A); Smuggling (IQ/A); Stealth (DX/A); Streetwise (IQ/A); Savoir-Faire (IQ/E); Tracking (IQ/A); or Traps (IQ/A);

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