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Rha, 500-point Eliminator


Drachenfal, 150-point Merchant


Weyland, 100-point Archer


Crawford, 50-point Grave Digger


Robert LaBrosse, 75-Point Satanist


Henry Marx, 200-point Zombie Killer


Jane Doe, 250-point "Deprogrammer"


Phoenix Faust, 50-Point Navigator


Ancona, 600-point Lich


Mr. Pig, 0-Point Junkyard Owner


Billy Dawson, 0-Point Kid


The Shadowman, 100-point Stalker


Artis Whyte, 100-point Acid Mage


Eve Alabaster, 100-point Gorgon


Morgah, 650-point Dragon

Rha
500-point Eliminator


ST: 25 [150]
DX: 15 [60]
IQ: 12 [20]
HT: 15/35 [60]


Advantages
Acute Hearing +2 [4]
Barbed tail — striker that does +2 damage [20]
Combat Reflexes [15]
Discriminatory Smell [15]
Extra Hit Points +20 [100]
Fearlessness +3 [6]
High Pain Threshold [10]
Increased Speed +2 [50]
Patron — Baron Wasteland, single powerful individual, 6 or less [8]
Regeneration — 1 hit/hour [25]
Single-Minded [5]
Toughness DR 11 [33]
Unusual Background [10]
Weapon Master — katana [20]

Disadvantages
Addicted to nicotine [-5]
Duty to Baron Wasteland, 15 or less [-15]
Extremely Hazardous Duty [-20]
Intolerance [-10]
Mute [-25]
Reputation: -8 with anyone who has heard of the Baron, always recognized [-20]
Sadism [-15]
Terminal Illness: one week [-100]
Ugly [-10]

Combat Skills
Axe/Mace-14 [1], Battlesuit/TL10-12 [2], Beam Weapons/TL9-17 [1], Bolas-14 [1], Bow-15 [4], Brawling-15 [1], Broadsword-14 [1], Crossbow-15 [1], Fast-Draw (katana)-16 [2], Force Sword-14 [1], Garrote-15 [1], Guns-17 [1], Jitte/Sai-14 [1], Katana-21 [40], Knife-15 [1], Knife Throwing-15 [1], NBC Warfare/TL8-11 [1], Polearm-14 [1], Precognitive Parry-17 [14], Shortsword-14 [1], Shield-16 [2], Spear-14 [1], Sumo Wrestling-14 [13], Tonfa-13 [1], Two-Handed Axe/Mace-14 [1], Two-Handed Sword-15 [2], Wrestling-14 [1]

Other Skills
Body Sense-13 [1], Jumping-15 [1], Shadowing-15 [8], Swimming-15 [1], Tracking-17 [12]


Speed: 9.5 Dodge: 9 Move: 9 Attributes: 290
Block: 8 PD/DR: 0/11 Parry: 14 Advantages: 321
Thrust: 2d+2 Swing: 5d-1 Age: unknown Disadvantages: -220
Hearing: 14 Sm/Taste: 12 Vision: 12 Skills: 109

Designed for: An "alternate worlds" campaign

Background
      Rha is an interdimensional assassin. He is the servant of Baron Wasteland, one of the most notorious wormhole mages. (A wormhole is a gate between alternate worlds. But you knew that.)
      Rha is a magically vat-grown mutant orc. He is huge and green, covered with a leathery hide and sparse hair. He has a tail, he can sense danger, he tracks by smell, and he is mute.
      Once he is grown from his alchemical vat, he has one week before he melts into a blob of green goo. The Baron cannot grow a new Rha without at least a drop of this goo. (He often sends out someone else — like the PCs, maybe — the perform the "simple" task of finding the goo and bringing some of it back to the lab.)
      Rha does not have any inherent wormholing powers. He must be outfitted with a magic item, gadget, or enchantment to get to his prey. When he is on the hunt, he never kills other people and he avoids property damage. The target, however, is always killed with the most pain and violence possible.
      He has been trained by martial arts masters from many other worlds. He carries a special TL11 hyperdense katana (see p. 65 of GURPS Ultra-Tech 2).






Drachenfal
150-Point Merchant

ST: 6 [-30]
DX: 8 [-15]
IQ: 16 [80]
HT: 8 [-15]

Advantages
    Diplomatic Immunity [20]
    Business contacts: six very wealthy men, base 4 points each, available 9 or less, usually reliable [48]
    Military contacts: three men at the Joint Chiefs-level of power, base 4 points each, available 9 or less, completely reliable [36]
    Reputation as one of the most powerful men in the world — reactions are +6, known to a small group of people, recognized sometimes [5]
    Favors from Millennial Order members: If the Order was a Patron, it would be worth 40 points. Drachenfal has three favors, worth 8 points each [24]
    Filthy Rich [50]
    High Technology [20]
    Ally: Ellison is built on 125 points. He appears almost all the time [30]

Disadvantages
   Callous [-6]
    Mild phobia of fire [-5]
    Greed [-15]
    Miserliness [-10]
    Crippled (confined to a wheelchair) [-35]
    Secrets: his secret society membership, his past, his special gadgets, stealing ancient artifacts, his occult knowledge, etc. Instead of listing these separately, they are combined into one big Secret [-60]

Skills
Archaeology-16 [4], Economics-14 [1], History-16 [4], Diplomacy-14 [1], Detect Lies-14 [1], Computer Op-15 [.5], Occultism-16 [2], Occultism (occult geography)-15 [1], Electronics Op-14 [.5], Politics-15 [1], Merchant-17 [4], Law-14 [1], Guns (pistol)-10 [1], Savoir-Faire-15 [.5], Anthropology-13 [.5], Pyramidology-14 [1], History (esoteric)-16 [4]


Speed: 4 Dodge: 4 Move: n/a Attributes: 20
Block: n/a PD/DR: n/a Parry: n/a Advantages: 233
Thrust: 1d-4 Swing: 1d-4 Age: 66 Disadvantages: -131
Hearing: 16 Sm/Taste: 16 Vision: 16 Skills: 28


Designed for: A modern day campaign or a time travel campaign

Background
      Drachenfal is a collector of ancient artifacts. He is also a millionaire, an arms dealer, and a smuggler. He lives in half a dozen different mansions, but his headquarters is in Austria.
      He is a member of the Millennial Order, a secret society of the world's most powerful men. They socialize, share information and occult secrets, and help each other with special problems.
      He has many secrets, including Nazi collaboration, sponsoring tomb-robbers to gather artifacts, and an arsenal of ultra-tech gadgets. (He is a character for modern day campaigns. His gadgets are limited to TL8 . . . and a time machine.)
      He has a personal assistant named Ellison.

Other Versions of Drachenfal
      You can cut him down to size by adding a Howard Hughes-like drug addiction, exotic medication for various health problems, cancer (Terminally Ill), or another physical disadvantage like epilepsy. You can make him slightly crazy (more mental disadvantages), and reduce him from Filthy Rich to just plain Wealthy.
      These disadvantages can be used to lower his overall value, or to raise his skill levels.
      Another way to change him is to add a few supernatural advantages. He would make a good modern day wizard, a man who can cast a few spells in a world where no one thinks magic exists. (This would add yet another Secret . . .)






Weyland
100-Point Archer

ST: 11 [10]
DX: 13 [30]
IQ: 9 [-10]
HT: 12 [20]

Advantages
    Attractive [5]
    Acute Vision +1 [2]
    Sniper Sense — Weyland's upper limit for Aiming is +13 [10]
    Charisma +2 [10]
    Rapier Wit [5]
    No Hangover [5]

Disadvantages
    Gregarious [-10]
    Sense of Duty to friends [-5]
    Alcohol Intolerance [-1]

Quirks
    Womanizer
    Overconfident
    Compulsive carouser

Skills
Carousing-13 [4], Bow-15 [16], Bard-10 [4], Broadsword-12 [1], Knife-14 [2], Fast-Draw Arrow-14 [2], Savoir-Faire (military)-10 [2], Riding (horse)-12 [1]


Speed: 6.25 Dodge: 6 Move: 6 Attributes: 50
Block: n/a PD/DR: 0/0 Parry: 6 Advantages: 37
Thrust: 1d-1 Swing: 1d+1 Age: 24 Disadvantages: -16
Hearing: 9 Sm/Taste: 9 Vision: 10 Skills: 32


Designed for: A typical fantasy campaign

Background
      Weyland is a mercenary archer, designed for a typical fantasy campaign. He is not particularly bright or useful. As an archer, he is mediocre — until he gets a few seconds to aim. Then his arrows always hit their mark.
      His most endearing trait is his dedication to having lots of fun. Although he can be serious when he has to, he likes to drink, ridicule people he doesn't like, and make passes at women.
      He can be a useful NPC, added to a small group of player characters.

Variant #1: The Spellcaster [125 points]
      In addition to carousing and shooting arrows at people, Weyland is a mediocre "hedge wizard." He knows the following spells at level 10: Weaken, Seek Water, Ignite Fire, Purify Air, Seek Earth, Find Weakness, Test Food, Cook, Create Fire. These spells add 18 character points.
      He has 2nd-level sun-aspected Magery, limiting his spellcasting to hours when the sun is in the sky. (Compendium I, p. 40.) This costs 13 points.
      Get rid of Rapier Wit or a level of Charisma. Lower his Knife skill to 13.

Variant #2: The Veteran [200 points]
      Weyland is twenty years older. He's overcome a few minor compulsions and made a name for himself as the greatest archer in the kingdom.
      Increase all of his attributes by 1. This costs 45 points (and automatically raises all of his skill levels by 1). Raise his Bow level to 20, adding 32 more points.
      Get rid of all three quirks. Give him comfortable Wealth [10]. Add a Reputation: +4 in the area where he lives (he's always recognized) [10].






Crawford
50-Point Grave Digger

ST: 13 [30]
DX: 10 [0]
IQ: 9 [-10]
HT: 12/14 [20]

Advantages
Extra Hit Points +2 [10]
Fearlessness +3 [6]
High Pain Threshold [10]
Immunity to Disease [10]
Night Vision [10]
True Faith [20] — this costs an extra 5 points because he doesn't really have a religion, just a single Vow. If the Vow is ever broken, his True Faith protection is gone.

Disadvantages
Illiterate [-10]
Necrophiliac [-15]
Vow: cannot kill [-15]
Secret: no one knows about his True Faith, even him [-10]
Loner [-5]
Bad Temper [-10]
Light Sleeper [-5]
Missing digit [-2]

Skills
Lifting-13 [4]
Two-Handed Axe/Mace-11 [4]
Brawling-12 [4]
Area Knowledge (all local graveyards)-11 [4]


Speed: 5.5 Dodge: 5 Move: 5 Attributes: 40
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 66
Thrust: 1d Swing: 2d-1 Age: 33 Disadvantages: -72
Hearing: 9 Sm/Taste: 9 Vision: 9 Skills: 16


Designed for: A modern day horror campaign

Equipment:
Shovel: damage is swing+2 (cutting). Reach is 1 with one hand, 2 with two hands. Takes 1 turn to ready

Background
      Walt Crawford has a special relationship with the dead. On the one hand, he easily falls in love with naked female corpses. On the other hand, he is haunted by the idea that he might lose his temper some day and kill someone. He has run into a few zombies and at least one vampire, but they always turn away from him — he doesn't know that his personal vow against murder protects him from the undead.
      This character was created using the template on p. 98 of GURPS Undead.






Robert LaBrosse
75-Point Satanist

ST: 10 [0]
DX: 10 [0]
IQ: 14 [45]
HT: 10 [0]

Advantages
Ally (evil spirit, 150 points, 9 or less) [10]
Clerical Investment [5]
Divine Favor (from Satan, 9 or less) [25]

Disadvantages
Duty (to his evil master, 12 or less) [-10]
Fanaticism [-15]
Stubbornness [-5]

Quirks
Begins every conversation with a question

Skills
Performance/Ritual-14 [2], Sacrifice-14 [4], Theology (his cult)-14 [4], Thanatology-12 [1], Occultism-14 [2], Spirit Lore-15 [4], Law-14 [4]


Speed: 5 Dodge: 5 Move: 5 Attributes: 45
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 40
Thrust: 1d-2 Swing: 1d Age: 43 Disadvantages: -30
Hearing: 14 Sm/Taste: 14 Vision: 14 Skills: 21


Designed for: Any modern day campaign

Background
      Robert LaBrosse is a high priest in a notorious European satanic cult. The cult is small, but it has members in every country on the continent. LaBrosse's home base is an old Christian church in Luxembourg, equally close to the French and German borders.
      The template for this character comes from p. 96 of GURPS Undead.

Variants
      The Beast. Turn LaBrosse into a supernatural overlord by adding the following advantages: Destiny [15]; Strength 40 [180]; Dexterity 14 [45]; Health 15 [60]; +28 hit points [140]; Clerical Magic (three colleges, +3 spellcasting bonus) [30]; Instant Regeneration [100]; Acute Hearing +5 [10], High Pain Threshold [10]. Get rid of the quirk. Exchange Spirit Lore and Law for Intimidation-17. This makes him worth 666 points. Eeeeeek!
      The Fraud. Or cut him down to size and turn him into a charlatan. Get rid of Thanatology, Theology, Ally, Divine Favor, and Duty. Add a 10-point Delusion (thinks he is the leader of a satanic cult) and a 5-point Odious Personal Habit: acts like he's the leader of a satanic cult. (Should he get both of these?) New value: 30 points.






Henry Marx
200-Point Zombie Killer

ST: 11 [10]
DX: 11 [10]
IQ: 13 [30]
HT: 13 [30]

Advantages
Alertness +4 [20]
Unfazeable [15]
Strong Will +5 [20]

Snatcher — After a minute of concentration, Henry can make an IQ roll to "snatch" an object (as described in the Compendium I, p. 45). He is limited to gadgets that emulate necromantic spells. Any roll of 14 or more is a failure. A success costs 2 Fatigue. [65]

Disadvantages
Stubbornness [-5]
Compulsive Behavior (seek out undead creatures and kill them) [-15]
Odious Personal Habit: filthy (he never voluntarily washes himself or his clothes) [-10]

Skills
Armoury (Occult Weaponry)-14 [4]
Occultism (undead)-16 [8]
Guns-14 [2]
Electronics Operation (weird gadgets)-16 [8]
Demolition-13 [2]
Traps-13 [2]
Law-13 [4] (used to be a lawyer)


Speed: 6 Dodge: 6 Move: 6 Attributes: 80
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 120
Thrust: 1d-1 Swing: 1d+1 Age: 31 Disadvantages: -30
Hearing: 17 Sm/Taste: 17 Vision: 17 Skills: 30


Designed for: A horror campaign

Background
      Henry is a mercenary. He advertises as a zombie-hunter, but he'll track and kill any undead creature that's bothering a client. When there's no one hiring, he goes out looking for undead creatures and kills them anyway. He can't resist.
      To do his job, he relies on the special machines that he pulls from his pockets. On an assignment, he pulls out one after another, each with a different power. Some of them interlock with others, creating a complex contraption that he skillfully operates.

Henry's Gadgets
      After looking at the TLs for psionic technology, I decided that all of Henry's gadgets are TL9. Since he is limited to five pounds per gadget, they cannot be powered by anything larger than a C cell. Two possible gadgets are described below.
      Detector. Detects ghosts, spirits, undead, and other supernatural creatures. (From the Sense Spirit spell on page 72 of GURPS Magic.) The spell has two prerequisites, so it weighs half a pound. Eight cubic inches in size.
      With a successful ElecOp roll, the gadget scans the surrounding area. It uses half a point of energy for every yard of the area's radius. It has five C cells, good for 75 charges. A critical success gives him details about the detected creatures.
      Zombie Repeller. Does 1d damage to all zombies, skeletons, and mummies that are in the area of effect. (Based on the Turn Zombie spell on page 47 of Undead.) In addition, roll one die for each undead in the area — on a 1, it runs away and not come back for a full day.
      It is about the size of a shoe box, weighs 1.75 lbs, and holds six C cells (90 charges). It uses two charges for every yard of radius in the circle of effect. Henry has to operate it for four seconds before making his ElecOp roll.

Variants
      If you want a 150-point version of Henry, reduce his HT to 12, get rid of Alertness, lower his Strong Will to +1, and get rid of Law.






Jane Doe
250-Point "Deprogrammer"

ST: 11 [10]
DX: 13 [30]
IQ: 15 [60]
HT: 13 [30]

Advantages
Fit [5], Daredevil [15], Zeroed [10], Alertness +2 [10], Single-Minded [5]

Disadvantages
Secret [-20], Obsessed [-15], Addicted to nicotine [-5], Paranoia [-10], Nightmares [-5]

Tech Skills
Artificial Intelligence-20 [14], Computer Hacking-17 [16], Computer Operation-19 [8], Computer Programming-17 [8], Electronics (computers)-16 [6], Electronics (security systems)-16 [6], Electronics Op (computers)-17 [6], Mathematics-13 [1]

Other Skills
Acting-15 [2], Area Knowledge (Earth)-16 [2], Demolition-18 [8], Detect Lies-15 [4], Disguise-16 [4], Driving (car)-14 [4], Escape-14 [8], Fast-Talk-14 [1], First Aid-15 [1], Guns (pistol)-16 [2], Guns (rifle)-15 [1], Holdout-16 [4], Knife-13 [1], Lockpicking-16 [4], Motorcycle-13 [1], Stealth-15 [8], Streetwise-15 [2], Swimming-15 [4], Traps-16 [4]


Speed: 6.5 Dodge: 6 Move: 6 Attributes: 130
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 45
Thrust: 1d-1 Swing: 1d+1 Age: 24 Disadvantages: -55
Hearing: 17 Sm/Taste: 17 Vision: 17 Skills: 130


Designed for: A cyberpunk, Black Ops, near-future campaign


Background
      Jane Doe destroys computers that are on the verge of sentience. She is haunted by visions of AIs enslaving humanity. Maybe she's seen too many movies.
      By using the internet and traveling, she searches for signs that a mainframe is about to "go AI." Sometimes it's part of an experiment to create an artificial intelligence. In most cases, however, the owners of the computer have no idea what is about to happen. Either way, Jane will sneak in and blow it up.

Variants
      Jane Doe was designed with a couple of Black Ops templates. She was inspired by The Matrix and Aeon Flux. Her skill levels are a little high, but that's because she works alone. You could make her part of an underground organization, or give her a computer-geek partner who does the tracking for her. You could add an Enemy: a cult that worships AIs and wants them to take over.
      The Secret Patron. She might be the unwitting tool of an AI. Somewhere in the world, a self-aware computer is secretly using Jane to destroy potential rivals.
      Just Another Nut. Maybe it's all in her head. Give her a Major Delusion. You can dump most of the tech skills, too, since she's not really searching for anything.






Phoenix Faust
50-Point Starship Navigator

ST: 7 [-20]
DX: 10 [0]
IQ: 11 [10]
HT: 12 [20]

Advantages
Alertness +2 [10]
Attractive [5]
Intuitive Mathematician [25]
3D Spatial Sense [10]

Disadvantages
Cyber-Rejection [-10]
Partial Amnesia — doesn't know what happened before the experiment [-10]
Secret: what happened to her before the experiment, and who was responsible [-30]
Unnatural Feature — "webbing" (the veins on her bald head) [-5]

Quirks
Horrible hangovers from alcohol [-1]
Extremely fertile [-1]

Skills
Astrogation-16 [12], Area Knowledge (galaxy)-22 [22], Elec Op (scanners)-12 [4], Beam Weapons (neural)-12 [2], Beam Weapons (laser)-12 [2], Guns (needler)-12 [2], Computer Op-11 [1], Diplomacy-10 [2]


Speed: 5.5 Dodge: 5 Move: 5 Attributes: 10
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 50
Thrust: 1d-3 Swing: 1d-3 Age: 22 Disadvantages: -55
Hearing: 13 Sm/Taste: 13 Vision: 13 Skills: 47


Designed for: Any science fiction campaign involving space travel. Best used as a member of a starship crew.

Background
      Phoenix Faust is the product of a top secret experiment in a star-spanning science fiction campaign. She doesn't know exactly what they did to her or why, but the result was a loss of hair on her head (replaced by weird crisscrossing veins) and the ability to astrogate without a computer. She would like to know more about the experiment that created her, and her previous life. (Her Secret is a secret to her, as well as everyone else.)
      Her astrogation ability allows her to plot a course for star travel, including hyperspace jumps and FTL flight, by concentrating and rolling successfully against her Astrogation skill. She doesn't need an astrogation computer. This makes her an invaluable (if slightly strange) starship crew member, so that's where she'll be encountered.
      Her 3D Spatial Sense gives her a +2 to Astrogation rolls. As an Intuitive Mathematician, she also has Absolute Direction, Mathematical Ability, and Lightning Calculator for no extra cost.

Astrogation
      Astrogation is described on page 26 of GURPS Space, second edition. It is used to chart a course through the stars (including jump zones and warps, if FTL travel includes those methods) and to determine how long the trip will take. Phoenix can make these determinations after just one turn of concentration; computers take a few minutes . . . sometimes hours. The sidebar on page 26 lists some results from failed astrogation rolls. Check it out.






Ancona
600-point Lich

ST: 9 [-10]
DX: 12 [20]
IQ: 8 [-15]
HT: 12 [20]

Advantages
Dark Vision [25]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Extra Fatigue +6 [18]; High Pain Threshold [10]; Immunity to Disease [10]; Immunity to Poison [15]; Injury Tolerance (no blood, no brain, no impaling bonus, no vitals) [35]; Magery 3 [35]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]; Vacuum Support [40]; World Sight [10]

Disadvantages
      Dependency (potion; rare, monthly) [-30]; Disturbing Voice [-10]; Eunuch [-5]; Fragile [-20]; Hideous Appearance [-20]; Inconvenient Size (skeletal) [-10]; No Sense of Smell/Taste [-5]; Social Stigma (dead) [-20]; Unhealing [-30]; Unliving (mitigated by potion, monthly, -70%) [-15]
      The potion is prepared by the locals and left at the entrance to the tomb every month. The ingredients are rare by global standards, but common in the local area.

Skills
      Group skill bonus: +1 for the first five skills [6]
      Demon Lore-11 [6], Occultism-11 [6], Spirit Lore-10 [4], Thanatology-9 [4], Theology (local religions)-9 [4], Meditation-13 [28], Dreaming-10 [16], Lucid Dreaming-14 [12]

Spells
      All at level 15 except Major Healing (which is level 12). This includes bonus for Magery. 12 points each.
      Aura, Beast-Soother, Beast Summoning, Clouds, Cure Disease, Death Vision, Detect Magic, Lend Health, Lend Strength, Insect Control, Lightning, Major Healing, Minor Healing, Neutralize Poison, Pestilence, Predict Weather, Rain, Reptile Control, Seek Water, Purify Water, Create Water, Destroy Water, Purify Air, Create Water, Breathe Water, No-Smell, Sense Danger, Sense Foes, Sense Life, Sterilize, Summon Spirit, Steal Health, Steal Strength


Speed: 6 Dodge: 6 Move: 6 Attributes: 35
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 268
Thrust: 1d-2 Swing: 1d-1 Age: ? Disadvantages: -165
Hearing: 8 Sm/Taste: n/a Vision: 8 Skills: 86


Background
      Ancona lives in a deep tomb in Brazil. He is a former shaman who rescued his own spirit from death by becoming a lich. The spell that turned him into a member of the undead softened his mind, making him no smarter than a child.
      Once a month, he emerges from his tomb at night and walks through the local village. The villagers leave a potion for him that he needs to survive. In return, he protects the people in the area.
      To create this character, I used the lich template from p. 70 of GURPS Undead and the shaman template from p. 110 of GURPS Wizards.






Mr. Pig
0-Point Junkyard Owner

ST: 9 [-10]
DX: 7 [-20]
IQ: 8 [-15]
HT: 14 [45]

Advantages
      Awareness — as described on p. 33 of the Compendium I (the 35-point version), except the range is roughly ten miles and the base roll is IQ+10 [75]
      Acute Hearing +7 [14]
      Sonar Vision [0]
      Deep Sleeper [5]
      Imperturbable [10]

Disadvantages
Bad Temper [-10], Blind [-50], Fat [-20], Glutton [-5], Hunchback [-10], Lazy [-10], Ugly [-10], Unfit [-5]

Quirks
Hates animals [-1]
Eats a steady diet of beans and diet soft drinks [-1]

Skills
Mind Block-15 [16]
Mechanic-8 [2]


Speed: 5.25 Dodge: 5 Move: 5 Attributes: 0
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 104
Thrust: 1d-2 Swing: 1d-1 Age: 35 Disadvantages: -120
Hearing: 15 Sm/Taste: 8 Vision: n/a Skills: 18


Designed for: A modern horror campaign.


Background
      Lytton Pig is a blind, obese man who lives in and runs a huge junkyard. Ordinarily, you wouldn't think anyone would want to visit him. But Mr. Pig has a special sense that many PC investigators will find valuable.
      Mr. Pig can sense the ripples in the ocean of mana around him. The range of sensation is great — any magic event, person, creature, or item within ten miles can be detected. The greater the range, the harder it is for him to sense it. But the bigger the event, the more powerful the magical being, or the greater the magic item, the more detail he gains about it.
      In addition to his sense of mana disturbances, he can "see'' using sonar. Mr. Pig mumbles and hums when he wants to see things around him, sending out sound waves that bounce back and describe his environment. Although he is blind, it is hard to sneak up on him.
      Unfortunately for visitors, Mr. Pig is a grotesque degenerate. He is ugly and mean-spirited. Thanks to his lack of sight and laziness, he has a rich inner life — he spends his days daydreaming angry and loathsome fantasies. His Mind Block skill is based on the inability of most telepaths to penetrate these thick and furious visions. Anyone who tries to read his mind must make an immediate Fright Check.

In the Campaign
      Mr. Pig is a man PC investigators seek out when they need information. In a modern day campaign that focuses on horror, psionics, magic, paranormal events, or any other kind of present-day weirdness, he can be very useful. Bring him a case of Diet Coke and a can of beans and he might tell you about the secret Satanic ritual that took place in town last week. Or, he can sense the aura of an NPC and tell the PCs that he is really a werewolf.






Billy Dawson
0-Point Kid

ST: 6 [-30]
DX: 8 [-15]
IQ: 10 [0]
HT: 9/6 [-10]

Advantages
Patrons — mom and dad, appear on 12 or less [base 5 points, doubled to 10]
Zeroed [10]
Ability to Bring His Imaginary Friends to Life [150]

Disadvantages
Dead Broke [-25], Social Stigma [-10], Reduced Hit Points -3 [-15], Bad Sight [-10], Short [-5], Clueless [-10], Gullible [-10], Coward [-10], Shy [-5], Mild phobia of being alone [-15]

The Short disadvantage is just like Dwarfism (p. B28) except that the character is not a genetic dwarf. He has a -1 to Move and he jumps as if his ST is reduced by 4. There are no restrictions on his Appearance and he can grow out of the disadvantage naturally, so the value is -5 instead of -15.

Quirks
none

Skills
none


Speed: 4.25 Dodge: 3 Move: 3 Attributes: -55
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 170
Thrust: 1d-4 Swing: 1d-4 Age: 8 Disadvantages: -115
Hearing: 10 Sm/Taste: 10 Vision: 10 Skills: 0


Background
      Billy Dawson is a shy, lonely kid. He is the only child of a couple who rarely spend time with him. As a result, he has created a lot of imaginary friends to play with.
      But Billy's imaginary friends are real. The talking purple monkeys, the dino-men, the four-armed magician — whatever he imagines shows up when no one else is around. Sometimes people will hear these visitors and investigate. They might catch a glimpse of one of his playmates, or find evidence of them after they are gone. But no one has discovered Billy's secret. Not yet.

Friends From Another World
      Billy has the power to search the alternate realities for the person or creature he wants to play with and bring them to his home reality. He doesn't know he has a link to alternate worlds, but he knows these special playmates are from somewhere else. He simply thinks about it for a moment, concentrates, and (usually) an imaginary friend appears. (Roll 3d. On a 3 or 4, Billy fails. Otherwise, the friend appears and Billy loses 1 Fatigue point.)
      If one of the playmates knows he is being seen by someone other than Billy, he will instantly disappear. The only way to spy on one of them for any length of time is to make sure they don't know you are watching. Billy can send them away instantly at any time.
      Although his imaginary friends look very different, they act the same. They are eager to play with Billy and entertain him. They teach him fun things, too, from normal activities like drawing pictures to weird, otherworldly stuff like building an electric engine out of a toaster. None of his imaginary friends will hurt him, knowingly endanger him, or scare him. They don't want to be around anyone else, either.
      They can stay for up to eight hours. Most are gone after two or three. Half of them are return visits — Billy has a select group of favorites that he cycles through.






The Shadowman
100-point Stalker

ST:11 [10]
DX: 11 [10]
IQ: 12 [20]
HT: 14 [45]

Advantages
Resurrection — can't come back if strangled to death [105]
Body of Air [50]

Disadvantages
Jinxed [-60]
Obsession — follow person, chosen at random [-15]
Low Empathy [-15]
Bestial [-10]
Amnesia [-25]
No Shadow [-10]
Unnatural Feature — face shrouded in shadow [-10]
Mute [-25]

Skills
Shadowing-19 [16]
Scrounging-15 [6]
Tracking-15 [8]


Speed: 6.25 Dodge: 6 Move: 6 Attributes: 85
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 155
Thrust: 1d-1 Swing: 1d+1 Age: unknown Disadvantages: -170
Hearing: 12 Sm/Taste: 12 Vision: 12 Skills: 30


Designed for: A modern-day horror campaign.

Background
      The Shadowman is a wraith in human form. He fixates on a character and follows him everywhere, bringing bad luck. If he is captured, he will turn to vapor and escape. If he's killed, he will be reborn and find someone else to follow. He does not know who he is or how he became the Shadowman.






Artis Whyte
100-point Acid Mage

ST:10 [0]
DX: 10 [0]
IQ: 13 [30]
HT: 11 [10]

Advantages
Magery 3 [35]
Literacy [10]

Disadvantages
Overconfident [-10]
Colorblind [-10]
Easy to Read [-10]

Skills
Alchemy/TL3-12 [4]
Physics/TL3-11 [1]
Shortsword-9 [1]
Sex Appeal-11 [2]

Spells
         Acid spells: Create Acid-15 [2], Resist Acid-20 [12], Acid Jet-15 [2], Spit Acid (VH)-15 [4], Acid Ball-15 [2], Rain of Acid-15 [2], Essential Acid (VH)-15 [4]
         Prerequisites for acid spells [9]: Create Water-14, Create Earth-14, Earth to Stone-14, Shape Earth-14, Seek Earth-14, Purify Water-14, Seek Water-14, Shape Water-14, Water Jet-14


Speed: 5.25 Dodge: 5 Move: 5 Attributes: 40
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 45
Thrust: 1d-2 Swing: 1d Age: 25 Disadvantages: -30
Hearing: 13 Sm/Taste: 13 Vision: 13 Skills: 8


Designed for: A TL3 fantasy campaign.

Background
      Artis is an elemental mage, a master of the College of Acid. This is part of the college of water, but it also has close ties to the college of fire. See pp. 36-37 of Grimoire for details.

Using the Spells
Acid spells have an emphasis on attacks. Some are used to damage inanimate objects. Others are used in combat . . . .
      Create Acid makes a gallon or more acid, either in a container or as a ball that immediately drops to the ground.
      Resist Acid is an "always on" spell for Artis — he casts it before he uses his other acid spells and maintains it without cost.
      Acid Jet, Spit Acid, and Acid Ball are combat spells. They allow Artis to shoot acid from his finger, squirt acid from his mouth, or throw a ball of acid at a target. Rain of Acid is no different; it is an Area version of Acid Jet.
      Essential Acid is a more powerful version of Create Acid. It is three times as strong as normal acid. This spell costs twice as much energy to cast as Create Acid.






Eve Alabaster
100-point Gorgon

ST:8 [-20]
DX: 11 [10]
IQ: 10 [0]
HT: 13 [45]

Advantages
      Turn Flesh to Stone (knack) — Her skill level is 10 (adding in the +2 for Magery). She pays 1 ST per hex, must touch the subject, and needs 1 second of Concentration. The subject cannot resist with a HT roll. This knack is Always On and it is limited to adult humans. [3 points]
      Turn Stone to Flesh (knack) — Her skill level is 10, the cost is 10 ST per hex, a second of Concentration is required, she must touch the subject, and the knack cannot be resisted. [4 points]
      The Gift — She gets 1dx2 energy when she successfully Intimidates another character. The skill use is a minor limitation, so the Gift is worth 9 points.
      Magery 2 [25]
      Voice [10]
      Attractive [5]
      Infravision [10]

Disadvantages
Albino [-10]
Severe Shyness [-10]
Truthfulness [-5]
Weak Will -1 [-8]
Secret — she is a gorgon [-30]

Quirks
Curious about what goes on in the village, slightly superstitious. [-3]

Skills
Area Knowledge (local mountains)-17 [14], Jeweler-10 [4], Hypnotism-14 [12], Mountain Survival-16 [14], Weather Sense-12 [6], Intimidation-13 [8], Animal Handling (wild birds)-16 (+5 added for optional specialization) [6]


Speed: 5.75 Dodge: 5 Move: 5 Attributes: 35
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 66
Thrust: 1d-3 Swing: 1d-2 Age: 31 Disadvantages: -63
Hearing: 11 Sm/Taste: 11 Vision: 11 Skills: 64



Designed for: A TL3 fantasy campaign.


Background
      Eve Alabaster lives in a mountain hideaway within a day's ride of the local fantasy village. The villagers have legends about her but no one really knows if she is real.
      She is pale and pretty, polite to visitors, and always tells the truth. Her home is full of her jewelry, clothing pilfered from the village, modest furniture . . . and a dozen statues. Each of the statues is of a person, full-sized and amazingly lifelike.
      Obviously, the statues are people Eve Alabaster has turned to stone. Sometimes she does it in self-defense, sometimes accidentally. She is a special kind of gorgon, a woman with a kind of Midas touch. Anyone she touches turns to a statue, even if she doesn't want them to.
      This power only works on adult humans. It doesn't work on the wild birds who keep her company. It also doesn't work on any creatures that live in the mountains with her. Since her power won't protect her from the creatures (orcs, lizard men, and other intelligent beasts), she has spent the last decade learning all the local mountain passes, trails, tunnels, and who lives in them. She has made her peace with every local denizen she can.
      If Eve is encountered by the player characters, they will first discover her strange and beautiful voice. If they threaten her, she will try to Intimidate them. If that doesn't work, she will flee through a secret tunnel or turn them to stone. Her escapes work best at night or underground because she can see in the dark.






Morgah Morgah
650-point Dragon

ST: 34/15 [60]
DX: 13 [30]
IQ: 10 [0]
HT: 15/36 [60]

Advantages
Enhanced Strength +19 [127], Extra Hit Points +20 [100], Alertness +6 [30], Cast Iron Stomach [15], Combat Reflexes [15], Extra Encumbrance [5], Striker tail [5], +3 hexes [15], Enhanced Move +2 [20], Wings (cannot hover) [24], High Pain Threshold [10], Infravision [15], Regeneration (one hit per hour) [25], Unaging [15], Talons [40], Fangs [10], Breathe Fire, 4d, 9 hexes [100], DR 30 [90], Fear Aura [25], Transformation [15]

Disadvantages
Monstrous appearance [-25], No Fine Manipulators [-30], Horizontal [-10], Inconvenient Size [-10], Secret: she is really a cursed human [-10], Cold Blooded [-5], Sleepy, 90% of the time [-35], Uncontrolled Change (value adjusted for -5 reaction penalty from appearance) [-60], Flashbacks [-20]

Skills
Flight (winged)-14 [4]


Speed: 7 Dodge: 7 Move: 9 Attributes: 150
Block: n/a PD/DR: 0/30 Parry: n/a Advantages: 701
Thrust: Swing: Age: unknown Disadvantages: -205
Hearing: 16 Sm/Taste: 16 Vision: 16 Skills: 4


Designed for: A fantasy campaign.

Background
      Morgah sleeps in a cave overlooking a large Medieval village. Occasionally it wakes up and flies overhead, looking for cattle and sheep to eat. The villagers are terrified of it.
      Once a month, on a randomly-selected day, Morgah transforms into Hannah, a local villager who disappeared a few years ago. She was once the apprentice of a local witch; something happened between the two of them and Hannah was cursed.
      When the dragon transforms, Hannah tries to find a cure. She knows from past experience that she has only twenty-four hours. As Morgah, she has no memories of being human.
      Except when Morgah is scared. If the dragon fails a fright check, it is paralyzed by flashbacks of being Hannah. This lasts 3d minutes.

Fear Aura
      This advantage was created by Robert Knop, presented in All of the Above #35. A character with a fear aura causes a fright check when he does something aggressive or makes a public display of his strength. Unlike the Intimidation skill, a fear aura is natural.
      The basic value is 10 points. All fright checks are at +3. To lower the +3 bonus, add 5 points to the advantage value for every -1. For example, if the fright check is at +2, the value is raised to 15 points. If the fright check is at +1, the value is 20 points. And so on.

In the Campaign
      The player characters can get involved in a number of ways. They might be dragon-hunters — for a fee, they will save the villagers from the dragon.
      Or, they might be locals who are trying to find Hannah. The trail of clues leads to the dragon.
      To end the curse, the PCs will have to find out what caused it. Maybe a spell backfired. Or, the witch might have intentionally cursed Hannah for some reason.




ART CREDITS: Dan Smith is responsible for Billy and Mr. Pig. Artis Whyte is by Tim Bradstreet. Ancona is by Jeff Dee. Eve and Phoenix are photographs I downloaded and altered. Phoenix is Christina Applegate . . . Robert LaBrosse is an illustration from GURPS Religion that I changed a bit. Henry Marx is by RK Post, from an RPG book called "Witchcraft".... Dan Smith drew Crawford....and Rha. All hail Dan!!!