EarwigHolyWarrior CampanhaLyla
EarwigHolyWarrior CampanhaLyla
DX 11 [ 20 ] Will 12 [ 5 ]
DR
DR TL: 3 [ 0]
IQ 11 [ 20 ] Per 11 [ 0 ] Eyes
Eyes
Eyes 00 Cultural Familiarities
Neck
Neck 0
0
CURRENT Neck
Skull
07
Skull
Skull 7
70
Face
Face 0
HT 12 [ 20 ] FP 12 [ 0 ] Face
Torso
Torso
0
5/3*
5/3*
Torso
Groin
Groin 5/3* 0
0
Arms
Groin 03
Arms
Hands 3
0
BASIC LIFT 29 DAMAGE Thr 1d-1 Sw 1d+2 Arms
Hands 30
Legs 3
BASIC SPEED 6 [ 5 ] BASIC MOVE 6 [ 0 ] Hands
Legs
Feet 0
3*3
ENCUMBRANCE MOVE DODGE
PARRY Reaction Modifiers
None (0) = BL 29 BM x 1 6 Dodge 10
58
Light (1) = 2 x BL BM x 0.8 4 Dodge - 1 9 Appearance:
87
Medium (2) = 3 x BL BM x 0.6 3 Dodge - 2 8 10 Status: +0
174 BM x 0.4 2
Heavy (3) = 6 x BL Dodge - 3 7 Other: +0
290 BM x 0.2 1
X-Heavy (4) = 10 x BL Dodge - 4 6 Broadsword Conditional: +1 from 'Honesty' when honesty becomes known,
BLOCK +3 from 'Honesty' when a question of honor or trust is
MOVEMENT None Light Medium Heavy X-Heavy
involved, +2 from 'Sense of Duty (Adventuring companions)'
Ground Move 6 4 3 2 1 when in dangerous situations if Sense of Duty is known, +2
Water Move 1 0 0 0 0 10 from 'Sense of Duty (Good entities)' when in dangerous
situations if Sense of Duty is known, +1 from 'Close to
TEMPLATES AND METATRAITS
Guard (Dungeon Fantasy) [ 0] Shield (Shield) Heaven' when Any fellow ''religious professional''
SKILLS
SKILLS
SKILLS
ADVANTAGES AND PERKS Name
Name
Name Level
Level
Level Relative Level
Relative
Relative Level
Level
Close to Heaven 1 [ 5] Armoury/TL3 (Melee
Armoury/TL3 (Melee Weapons)
Weapons) 10 10 IQ-1
IQ-1 1 ]]
[[[ 1
1
Armoury/TL3
Brawling
(Melee 10
11
IQ-1
DX+0
]
1 ]]
Combat Reflexes [ 15 ] Brawling
Weapons)
Roll to Punch: 11, Roll to Bite: 11, Roll to Kick: 9
11 DX+0 [[ 1
Roll to9 Punch: 11, Roll to Bite: 11, Roll to Kick: 9
High Pain Threshold [ 10 ] Parry:
Brawling
Parry: 9 11 DX+0 [ 1]
Roll to ignore pain: 15 Broadsword 13 DX+2 [ 8 ]
Broadsword
Roll to
Parry: 10 Punch: 11, Roll to Bite: 11, Roll 13
to Kick: 9 DX+2 [ 8 ]
Higher Purpose (Slay Undead) 1 [ 5] Parry:
Parry: 109
Climbing 10 DX-1 [ 1 ]
Holiness 2 [ 10 ] Climbing
Broadsword
Diplomacy 10
13
10 DX-1
DX+2
IQ-1 [[ 1
2 ]]
8
Holy Might Resistant to Evil Supernatural Powers (+8[ 9 ] Diplomacy
Esoteric
Parry: 10 Medicine (Holy) 10
9 IQ-1
Per-2 [[ 2
1 ]]
Esoteric
ClimbingMedicine (Holy)
Exorcism 9
11
10 Per-2
Will-1
DX-1 [[ 1
1 ]]
to resist) (Holy)
Exorcism
Includes: +1 from 'Close to Heaven' 11 Will-1 [ 1 ]
Holy Might True Faith (Holy; Turning) [ 23 ] Diplomacy
Conditional:
Includes: +1-4from
from 'Close
'Exorcism' 10Blessed, PowerIQ-1
when user doesn't possess
to Heaven' Investiture, or True [ 2 ]
Faith, -4 from 'Exorcism' when on Yrth
Trading Character Points for Money ($500) [ 1] Esoteric
Conditional: -4Medicine
from 'Exorcism' (Holy)
when user doesn't 9possess Blessed,
Per-2
Power [ 1 ]
Fast-Draw (Sword)
Investiture, or True Faith, -4 from 'Exorcism' when 12 DX+1 [ 1 ]
Sacrificial Block [ 1] Exorcism
Includes: +1 from 'Combat Reflexes' 11on Yrth Will-1 [ 1 ]
Fast-Draw
Includes:Lore
Hidden (Sword)
(Undead
+1 from 'Close Lore)
to Heaven' 12
10 DX+1
IQ-1 [[ 1
1 ]]
Sacrificial Parry [ 1] Includes: +1 from 'Combat Reflexes'
Intimidation 11doesn't possess
Conditional: -4 from 'Exorcism' when user Will-1
Blessed, [ 1 ]
Shield-Wall Training [ 1] Hidden Lore (Undead Lore)
Knife
10 IQ-1 [ 1 ]
Power Investiture, or True Faith, -4 from11 DX+0
'Exorcism' when on Yrth [ 1 ]
Shtick (Foes slain personally can’t rise as undead) [ 1 ] Intimidation
Parry: 8 11 Will-1 [ 1 ]
Fast-Draw
Knife (Sword) 12
11 DX+1
DX+0 [[ 1
1 ]]
Meditation Will-1
Includes: +1 from
Parry: 8 +1 from
Includes: 'Close 'Combat
to Heaven' Reflexes'
DISADVANTAGES AND QUIRKS Hidden Lore (Undead
Meditation
Physiology/TL3 (Undead) Lore) 10
11
10 IQ-1
Will-1
IQ-1 [ 12 ]
Code of Honor (Soldier's) [ -10 ] Psychology
Intimidation (Undead)
Includes: +1 from 'Close to Heaven' 9
11 IQ-2
Will-1 [[ 11 ]]
Honesty (12 or less) [ -10 ] Physiology/TL3
Religious
Knife Ritual (Alma) (Undead) 10
11 IQ-1
IQ-1
DX+0 [[ 2
11 ]]
Pacifism (Cannot Harm Innocents) [ -10 ] Psychology (Undead)
Includes: +1 from 'Close
Parry: 8
to Heaven' 9 IQ-2 [ 1 ]
Savoir-Faire
Religious (High(Alma)
Ritual Society) 11
10 IQ+0
IQ-1 [[ 1 ]]
1
Selfless (12 or less) [ -5 ] Meditation
Shield 11 Will-1 [[ 12 ]]
Includes: (Shield)
+1 from 'Close to Heaven' 12 DX+1
Sense of Duty (Adventuring companions) [ -5 ] Includes:
Block: 10 +1 from 'Close to Heaven'
Savoir-Faire (High Society) 11 IQ+0 [[ 1 ]]
Sense of Duty (Good entities) -10 Survival (Woodlands)
Physiology/TL3 10 Per-1 1
[ ] Shield
Swimming (Shield) (Undead) 10
12
12
IQ-1
DX+1
HT+0 [[[ 2
2
1
]]
]
Attentive [ -1 ] Psychology
Block: 10 (Undead)
Conditional: -2 from 'Encumbrance Penalty' 9 IQ-2 [ 1 ]
Broad-Minded [ -1 ] Survival
Religious(Woodlands)
Tactics Ritual (Alma) 10
10
10 Per-1
IQ-1
IQ-1 [[ 1
1
2 ]]
Likes Animals [ -1 ] Swimming
Theology
Includes: +1(Alma)
from 'Close to Heaven' 12
10 HT+0
IQ-1 [[ 1
1 ]]
Conditional:
Includes: -2 from
+1 from 'Close'Encumbrance
to Heaven' Penalty'
Nosy [ -1 ] Savoir-Faire (High Society)
Tactics
Wrestling 11
10 IQ+0
IQ-1
DX-1 [[ 1
1 ]]
2
Responsive [ -1 ] Shield
Theology
Parry: 9 (Shield)
(Alma) 12
10 DX+1
IQ-1 [[ 2
1 ]]
Block:
Includes:10
+1 from 'Close to Heaven'
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GURPS Character Assistant 4
HAND WEAPONS
HAND
HAND WEAPONS
WEAPONS
Qty Weapon
Qty
Qty Weapon
Weapon Damage
Damage
Damage Reach
Reach
Reach Lvl(Pry)
Lvl(Pry) ST
ST
Lvl(Pry)ST Notes
Notes
Notes Cost
Cost
Cost Weight
Weight
Weight
Brawling
Brawling
Brawling
Punch 1d-2 cr C 11 (9)
Punch
Punch 1d-2
1d-2crcr
cr C
C 11 (9)
11 (No)
(9)
CHARACTER SHEET Bite
Bite 1d-2
1d-2 cr C
C 11
11 (No)
Earwig, the Sentinel Bite
Kick 1d-2crcr
1d-1 C
C,1 11(No)
9 (No)
Kick 1d-1 cr C,1 9 (No)
1 Kick
Dagger 1d-1
1d-2 cr
imp C,1
C 9
11(No)
(8) 5 [1] 20 .25
1
1
Dagger
Large Shield, Light
1d-2 imp C 11 (8) 5 [1] 20
68
.25
10
1
1 Dagger
Large Shield, Light 1d-2 imp C 11 (8) 5 [1] 20
68 .25
10
Bash 1d-1 cr 1 12 (No)
1 Large
Bash Shield, Light1d-1
Rush slam+3cr cr 1
1 12 (No)
12 (No) 68 10
1 Bash
Rush
Longsword 1d-1 cr cr
slam+3 1 (No)
12 (No) 280 4
1 Longsword
Rush
1H Swing slam+3
1d+3 cut cr 1
1 12 (10)
13 (No) 10 280 4
1H Thrust
1H Swing
1 Longsword 1d+3 cut
1d+1 imp 1
1, 2 13 (10)
13 (10) 10
10 280 4
1H Swing
1H Thrust
2H Swing 1d+1
1d+3 imp
1d+3cutcut 1,
1 2
1 13(8)(10)
9
13 (10) 10
9†
10
2H Thrust
2H Swing 1d+3 cut
1d+2 imp 1
1, 2 (8)
9 (8) 9†
9†
1H Thrust 1d+1 imp 1, 2 13 (10) 10
RANGED WEAPONS
Qty Weapon Damage Acc Range RoF Shots Lvl ST Bulk Rcl LC Notes Cost Weight
1 Dagger 1d-2 imp 0 6 / 12 1 T(1) 7 5 -1 - 4 20 .25
CHARACTER NOTES
Advice: You can observe and advise your friends.
Choose one companion to aid. On his turn, he can listen
to you - or ignore you! If he listens, make your Tactics
(text truncated to fit space)
POINTS SUMMARY
Attributes/Secondary Characteristics [ 90 ]
Advantages/Perks/TL/Languages/ [ 82 ]
Cultural Familiarity
Disadvantages/Quirks [ -55 ]
Skills/Techniques [ 33 ]
Other [ ]
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GURPS Character Assistant 4
DESCRIPTION Singing to taunt foes smart enough to understand insults (IQ 6+).
Take a Concentrate maneuver and roll a Quick Contest of skill
Quando era um bebê, fui abandonado na porta de um templo da against the higher of the monster's IQ or Will. If you win, that foe
Alma. decides to attack you from now on. A tie means it continues to
Fui adotado e educado por eles, o que despertou minha fight as it was. If you lose, it targets a hurt or otherwise vulnerable
curiosidade sobre a Alma, o Vazio e a Essência. party member! Win, lose, or tie, if you roll a critical success, your
Para descobrir mais, entrei para um grupo conhecido como Asas mark also makes an All-Out Attack on its next turn.
da Liberdade. Guerreiros Sagrados que exploram o reino do You can try Intimidation to drive off an intelligent monster, but
submundo. not one with IQ 0-5, Indomitable, and/or Unfazeable (which
Descobrimos pistas de um grande Templo da Alma, onde muitas excludes animals, golems, undead, most plantmonsters, many
respostas poderiam ser encontradas, mas em uma dessas viagens, demons, etc.). Roll dice as above. If you win, that foe attacks
o grupo foi brutalmente assassinado por um bando de mortos- somebody other than you next turn, and must move away from
vivos e por pouco ou talvez por intervenção divina, fui poupado e you to do so (so if you step between it and a friend, you can
consegui voltar. protect your friend) - and if you rolled a critical success, it must
Me recuperei dos meus ferimentos, estudei mais a fundo no make a Will roll or flee the battle. If you tie or lose, though, it
templo e prometi a mim mesmo encontrar os segredos da Alma em wants your lungs!
nome dos meus irmãos que se sacrificaram por isso e pelo bem da
sociedade. Loot
Acabei me juntando a um bando louco o bastante para viajar
comigo de volta às perigosas terras do submundo. Superior Weapons and Armor: Roll against an appropriate
Armoury specialty to spot better-than-average arms and armor,
NOTES including such properties as "balanced," "dwarven," and
"meteoric."
Advice: You can observe and advise your friends. Choose one
companion to aid. On his turn, he can listen to you - or ignore Blessed Items: A Perception roll with bonus equal to Holiness or
you! If he listens, make your Tactics roll. The result affects all his Power Investiture lets those with either trait spot a blessed (or
attack and defense rolls that turn: +2 on a critical success, +1 on a cursed) item. A cleric can take four hours to pray to his god and
success, -1 on a failure, or -2 on a critical failure. Reroll each turn. get the full details by making a Religious Ritual roll. Critical
If multiple people try to advise a fighter, he chooses whose advice failure triggers any curse present.
to take, and only that person may roll
Exploiting Weaknesses
Crafting: Heroes with Armoury can start with ordinary arms and
armor of their own making - anything listed in the Basic Set, but Dungeon denizens often have bizarre flaws. Some weaknesses
no fine swords, magic items, etc. Materials and labor consume require a skill roll to discover - and it's more fun if the players
starting cash equivalent to list cost, but roll against skill: any don't know these initially! If the players forget a weakness, they
success reduces the price by 20%, while any failure means wastage must roll again unless somebody in the party has Eidetic Memory.
that adds 10%. Use whatever specialty (Body Armor, Melee
Weapons, or Missile Weapons) suits the item. Higher Purposes: Heroes with such Higher Purpose advantages
as "Slay Demons" or "Slay Undead" get +1 on all attack and
Climbing: Most dungeon-sized climbs require one Climbing roll, damage rolls against the relevant foes, and to all active defenses
at no modifier for a steep slope, -2 for a rope straight up, or -3 for and resistance rolls against those monsters.
a vertical wall (no penalty with climbing spikes). Failure means a
fall from halfway up; critical failure means a fall from the top. Supernatural Flaws: A delver who has a suitable Hidden Lore
specialty can ask the GM to roll against skill in secret when
Pull-Up: Make a ST-based Climbing roll to pull yourself up onto combat begins. For every two points of success, the GM will
anything you can reach: your height plus 1.5'. On a failure, you disclose one form of Dread, Fragile, Revulsion, Susceptible,
hang there and may retry, paying 1 FP per repeated attempt. Uncontrollable Appetite, Vulnerability, Weakness, or similar
Critical failure means a strained arm (crippled for 30 minutes) and disadvantage that the monster possesses. Failure reveals nothing.
a fall - bad, if you're trying to recover from another failed stunt. Critical failure means the GM lies!
Water Hazards: It's possible to swim across water - make a Turning Undead: A hero who has True Faith (Turning) may
Swimming roll, with the usual consequences for failure (p. B354). take a Concentrate maneuver and roll a Quick Contest of Will
Most water in dungeons has Things That Bite, and then you're with any undead or evil spirit he can see (roll just once for a mob
stuck using Water Move (Basic Move/5), while your combat skills with uniform Will). A blessed or high holy symbol gives +1 or +2,
can't exceed your DX-based Swimming level. respectively. If he wins or ties, the monsters can't come closer to
him than yards equal to margin of victory, minimum one yard;
Taunt and Bluster those that are closer must move away. This lasts while he
concentrates and for 1d seconds afterward.
Delvers often want to draw the aggression of monsters away from
allies - especially wimpy allies. Many skills work for this: Animal Vitals: A successful roll against a suitable Physiology specialty
Handling to provoke dumb animals, a suitable Psychology will reveal where to find the equivalent of the brain, vitals, etc., on
specialty to distract things that have a psychology, Religious a creature for which this isn't obvious - assuming it has such areas!
Ritual to aggravate evil monsters (especially demons), and
[Link] v4.0.423
GURPS Character Assistant 4
Seeking Guidance: If the players are merely at a loss for what to Even with the above tricks - especially with those tricks, for failed
do next, they may make a Meditation roll to seek enlightenment crooks - money can be tight. These next few measures may help.
(popular with martial artists), or a Theology roll to decide "What A PC can try each of them once while in town before each
would my deity do?" Success means the GM gives a small hint - adventure, or one of them daily while awaiting a quest (see
nothing as clear as magic divination, just a cryptically worded Finding a Quest, below).
shove in the right direction. This has the benefit of making
contemplative PCs actually seem contemplative. Bumming, Busking, and Haranguing: Adventurers can beg,
[Link] v4.0.423
GURPS Character Assistant 4
Finding a Quest
Finding a Sponsor
Once the party has a quest, it may be possible to get more money
for gear by finding a backer. The group must appoint one
mouthpiece to approach potential sponsors. He can try
SavoirFaire to seek merchant or noble backing, Streetwise to get
the support of the Thieves' Guild, or Writing to compose an
academic proposal to the Wizards' Guild or a temple. Apply any
Charisma bonus.
Failure or critical failure means no backing. Any success gives
each adventurer an equipment allowance: gear (not cash) worth
$100 times margin of success, minimum $100 apiece. The catch is
that the group owes the sponsor future loot worth triple the total
allowance (a 200% return). The backer may settle for an artifact
of special significance regardless of its value - which usually means
it's worth more than the party realizes!
Foraging
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