Robot Advantages
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PART TWO
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William James Osterling, 0-point Walking Time Bomb


EF Kurtz, 100-point Graverobber


Molly Armstrong, 50-point Sleuth


Dr Helix, 50-point Zombie Master


The Khan Brothers, 250-point Bodyguards


Finch, 50-point Urban Scout


Conrad Swibel, 100-point Roboticist


Cazador, 125-point Gunslinger


Malthus Nails, 200-point Dragonslayer



William James Osterling
0-point Walking Time Bomb

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

Advantages
Unremarkable appearance [5]
Two Allies, each worth about 100 points, appear on 9 or less [10]

Disadvantages
Bad Temper [-10]
No Sense of Humor [-10]
On the Edge [-15]
Secret: used to stalk Maureen Stapleton (serious embarassment) [-5]
Delusion: the world is controlled by the "oligarchs" [-5]
Obsession: overthrowing the oligarchs [-5]
Struggling wealth [-10]

Quirks
Never finishes a book
Interrupts anyone he disagrees with
News junkie who hates "the media"

Skills
Guns (rifles)-12 [1]
Guns (pistols)-12 [1]
Professional Skill: Janitor-10 [1]
Conspiracy Theory-10 [4]
Demolition-10 [1]


Speed: 5.25 Dodge: 5 Move: 5 Attributes: 40
Block: n/a PD/DR: 0/0 Parry: n/a Advantages: 15
Thrust: 1d-1 Swing: 1d+1 Age: 29 Disadvantages: -60
Hearing: 11 Sm/Taste: 11 Vision: 11 Skills: 8


Designed for: A modern day conspiracy campaign

Background
      William James Osterling is ready now. He used to be just another dupe, a guy who watched television all day and believed what he was seeing. Sure, he still watches TV every day, but he can see through the lies of the liberal media. This country is falling apart. The take-over has been going on for years. You can call it creeping socialism or creeping fascism, but it's all the same — some day soon, they'll take your guns and declare martial law. What could stop them?
      He's never amounted to much. He got out of high school and found out that, because he's white and male, he was at the bottom of the list when he tried to get into college. His low test scores didn't help, either. He shrugged it off and got a job. He worked on campus as a janitor. The place was crawling with Marxist professors and overgrown teenagers studying multiculturalism. He felt lucky he never became a student.
      Then he got a job at the new prison. It was a medium-security place, where they stuck the small-time dope dealers, the punks, and the stick-up artists with three strikes against them.
      He went to a few militia meetings, but those guys were pathetic. Most of them, anyway. Although he didn't say much, he found a few guys that saw things the same way he did. They've formed their own group, a group without a name or a leader. They've spent the last year preparing. Now they're ready to strike back.






EF Kurtz
100-Point Graverobber

ST: 10 [0]
DX: 11 [10]
IQ: 16 [80]
HT: 13 [30]

Advantages
Fearlessness +4 [8], Gadgeteer [25], Intuition [15], Longevity [5], Night Vision [10], Single-Minded [5]

Disadvantages
Bad Smell [-10], Obsessed: find the secrets of death [-15], Megalomania [-10], Nocturnal [-10], Pallor [-10], Reclusive [-10], Secret: where he lives [-20], Secrets: some of his darkest discoveries [-30], Voices [-5], Workaholic [-5]

Quirks
Scared of the police
Won't hurt or deliberately scare children
Whistles while he works

Skills
    All skills are at campaign TL. Kurtz uses some important Scientific skills by default.
    Alchemy-12 [.5], Architecture (crypts and mausoleums)-15 [1], Area Knowledge (Europe)-15 [.5], Chemistry-13 [.5], Hidden Lore (reanimation)-14 [.5], Intimidation-14 [.5], Occultism-14 [.5], Physician-13 [.5], Physiology-14 [2], Prof Skill: Exhumation-15 [1], Thanatology-23 [18], Thaumatology-12 [.5], Weird Science-19 [12]

Languages
English-14 [.5], French-14 [.5], German-16 [0], Hungarian-15 [1]


Speed: 6 Dodge: 6 Move: 6 Attributes: 120
Block: n/a PD/DR: n/a Parry: n/a Advantages: 68
Thrust: 1d-2 Swing: 1d Age: unknown Disadvantages: -125
Hearing: 16 Sm/Taste: 16 Vision: 16 Skills: 40


Designed for: Any horror campaign

Background
      Ernst Flemming Kurtz was the ultimate grave robber, a self-taught and driven scientist who tried to understand the secrets of death. He was an expert at examining graveyards, exhuming graves, dissecting corpses, and studying the decay of human and animal bodies. By night, he would secretly invade coffins and mausoleums, transporting the contents to a hidden laboratory before the sun rose.
      He was born on January 1st, 1800, in Austria. He died just before midnight on the last day of 1899. In his early twenties, when he developed an obsession with graves and corpses, he was persecuted and convicted.
      His views of exhumation and corpses ranged from legitimate scientific facts to demented, occultist ramblings. He believed in many of the 19th century superstitions about death and burial, but he rejected others, seemingly at random. He thought that science and witchcraft were just two sides of the same coin.
      His best-known theory, that corpses could be revived with the right combination of chemical injections and electric charges, was widely discussed by his contemporaries. The theory inspired Mary Shelley's famous novel.

Encountering Kurtz
      Characters who meet EF Kurtz will find that he has an air of absolute authority and genius. He can be very courteous and has been known to crack a joke or two, even at his own expense. When he works, however, he is deadly serious.

In the Campaign
      If he is encountered after the 1800s, he will either be undead, immortal, or living a second lifetime after some sort of rebirth. The character described here is the 19th Century version; update him accordingly for the 20th Century.
      Kurtz is not necessarily alone. He might have an assistant or two, a shadowy patron for his work, or he could run a simple network of graverobbers and occult researchers. He will definitely be living outside the law, in partial or total secrecy.
      To get a better idea of what Kurtz is like, use examples from film and literature. Stephen King's Apt Pupil has a Kurtz-like character. Michael Palin's character in Brazil is even better — although he's a professional torturer, he can still be very pleasant outside the office. And the there's Max Von Sydow as Brewmeister Smith in Strange Brew.






Molly Armstrong
50-Point Sleuth

ST: 7 [-20]
DX: 7 [-20]
IQ: 13 [30]
HT: 10 [0]

Advantages
Librarian's Intuition [5]   (see below)
Reputation with local law enforcement: +3, all the time [7.5]
Reputation with City's leaders: +3, 10 or less [2.5]

Disadvantages
Dependent: her son Jordan, worth 0-points, appears 9 or less [-16]
Missing Digit: right index finger, this forces her to use a gun (which is rare) with her off-hand [-2]
Isomniac [-10]
Secret: how she lost her finger [-5]

Quirks
Encourages everyone to write their autobiography
Walks for one hour every morning
Undiscriminating

Skills
Administration-15 [6], Area Knowledge (city)-20 [14], Area Knowledge (library)-20 [14], Detect Lies-11 [1], Hidden Lore (city)-20 [16], Intelligence Analysis-16 [10], Professional Skill: Law Enforcement-13 [4], Research-20 [16]


Speed: 4.25 Dodge: 4 Move: 4 Attributes: -10
Block: n/a PD/DR: 0/0 Parry: 6 Advantages: 15
Thrust: 1d-3 Swing: 1d-3 Age: 51 Disadvantages: -33
Hearing: 13 Sm/Taste: 13 Vision: 13 Skills: 81


Designed for: Any modern day campaign

Background
      Molly Armstrong is the director of the municipal library. She is a peerless researcher and part-time detective. Molly is always reading, locating a resource of some kind, or acquiring new books and documents for the shelves.
      Unlike every other library in the world, the City's municipal library doesn't get rid of old books. Molly has located several warehouse-sized basements, storage rooms, and other places to put the things that would normally have been removed for lack of space. As a result, the library is packed with nearly hidden (but also very large) "special collections" areas.
      In her spare time, she helps the local police department with tough cases. It's mostly research, but she does get out occasionally to visit crime scenes and interview suspects. She has a very high success rate — as far as the local detectives are concerned, she should get a paycheck from the police department.

Librarian's Intuition
      This is the ability to sense the location of the right information in a library. The prerequisite is Area Knowledge for that library. To use it, make a Research or IQ roll when the search begins. A success means that you found the best possible resource in the library for the information you are seeking.

In the Campaign
      To include Molly in the campaign, first decide what city she is in. It must be a modern city, but it doesn't have to be a global capitol. Instead of New York or London, it could be Detroit, Indianapolis, or Vancouver.
      In the campaign, Molly can be a contact, a significant NPC, a Dependent, or an Ally.






Dr. Helix
50-point Zombie Master

ST: 8 [-15]
DX: 9 [-10]
IQ: 11 [10]
HT: 8 [-15]

Advantages
Ally Group (his zombies): 100 people, 9 or less [30]
Charisma +7 [35]
Intuition [15]
Telepathy, Power 23. Only works through live broadcast television, and only after watching Dr. Helix for at least ten minutes (-90%) [11.5]

Disadvantages
Addiction to nicotine [-5]
Crippled Leg [-15]
Flashbacks, 2d seconds [-5]
Megalomania [-10]
Partial Amnesia [-10]
Skinny [-5]
Ugly [-10]

Quirks
Wears the same clothes for weeks
Loves theological debates

Skills
Fast-Talk-12 [4]
Suggest-26 [34]
Telereceive-12 [6]
Telesend-12 [6]
Video Production-9 [.5]


Speed: 4.25 Dodge: 1 Move: 1 Attributes: -30
Block: n/a PD/DR: n/a Parry: n/a Advantages: 91.5
Thrust: 1d-2 Swing: 1d-3 Age: unknown Disadvantages: -60
Hearing: 11 Sm/Taste: 11 Vision: 11 Skills: 50.5


Designed for: Any modern day campaign.

Background
      Dr. Helix is the host of a UHF television show in Kingston, Ontario, broadcast from his home at 2 am. The show resembles a psychadelic "Pee Wee's Playhouse," dominated by the good doctor's lengthy monologues on anything that happens to pass through his fevered brain. His ugly face, relentless charisma, and quick tongue make for a captivating show.
      Anyone who watches for more than ten minutes will be attacked with psionic Suggestions. Dr. Helix rarely makes direct commands, so the Suggestions are always vague. In the past year, he has developed a dedicated following. His zombies are 75-point characters, mostly bored students from western Ontario and Detroit. A few of them have found his studio and serve him personally. The rest just tune in every night and wait for orders.
      Dr. Helix doesn't know where these powers came from, he doesn't understand them very well yet, and he's just starting to think about what he's going to do. He's already become megalomaniacal — things can only get worse.
      He was once a heavy drug abuser. The drugs permanently damaged his memory, caused severe hip damage in one leg, and they cause periodic seizures (complete with flashbacks). His flashbacks help him recall fragmentary pieces from his past.

Variants
      If you want Dr. Helix to be a little more powerful, add Mesmerize [35]. Increase his HT to 10 and he'll be a 100-point character.






The Khan Brothers
250-point Bodyguards

      The three Khan brothers are mercenary bodyguards. Although they operate individually, they are always hired together. No one has ever seen more than one brother at a time.
      That's because only one of them exists at a time. Every day at dawn, the current Khan turns into one of his brothers. Takeya transforms into Tondo. The next day, Tondo becomes Taru. Then Taru becomes Takeya, completing the circle.
      The brothers share a single memory. Each one knows what the other two did in the previous 48 hours. They are like-minded about their work, although each one has his own opinions and tactics.
      So far, they have kept this strange transformation a secret. A few of their employers have suspected something, but no one has figured it out yet.
      All three of them are quiet and professional. They are perceptive, quick to react in combat situations, and hard to frighten. They are preceded by their reputation and have a knack for being in the right place at the right time. Each brother has a couple of specialties that set him apart from the other two.


ST: 15   [60]
DX: 15   [60]
IQ: 12   [20]
HT: 13   [30]

Advantages
    Multiple Forms: At dawn, Takeya turns into Tondo (along with his clothes and weapons). The transformation takes 1d minutes. [6 points]
    Alertness +2 [10]
    Combat Reflexes [15]
    Serendipity [15]
    Reputation on the street as the best bodyguard money can buy: +4 reaction with large class of people, recognized all the time [10]
    Imperturbable [10]
    Silence +2 [10]

Disadvantages
Split Personality [-15]
Secret: transforms into his brother [-10]
Duty to his current employer, 15 or less [-15]

Skills
Karate-15 [4], Judo-15 [4], Stealth-15 [2], Tactics-13 [6], Detect Lies-14 [8], Shadowing-14 [6], Intimidation-13 [4], Streetwise-13 [4], Holdout-13 [4], Intelligence Analysis-11 [2]

Takeya is a master of martial arts. His Silence advantage allows him to sneak up on almost anyone.

Takeya Khan
Spd: 7 Dodge: 8 Move: 7 Atts: 170
Block: n/a PD/DR: n/a Parry: 10 Ads: 76
Thr: 1d+1 Sw: 2d+1 Age: 35 Dis: -40
Hear: 14 Sm/T: 14 Vis: 14 Skill: 44


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

Advantages
  Multiple Forms: At dawn, Tondo turns into Taru. 1d minutes [6]
  Alertness +4 [20]
  Combat Reflexes [15]
  Serendipity [15]
  Reputation on the street as the best bodyguard money can buy: +4 reaction with large class of people, recognized all the time [10]
  Imperturbable [10]

Disadvantages
Split Personality [-15]
Overweight [-5]
Secret: transforms into Taru [-10]
Duty to his current employer [-15]

Skills
Brawling-15 [2], Boxing-16 [8], Wrestling-15 [4], Stealth-15 [4], Tactics-13 [6], Detect Lies-14 [8], Body Language-15 [10], Intelligence Analysis-12 [4], Shadowing-13 [4], Intimidation-14 [6], Streetwise-13 [4], Holdout-13 [4]

Tondo is a boxer, wrestler, and an expert at reading body language.

Tondo Khan
Spd: 7 Dodge: 8 Move: 7 Atts: 155
Block: n/a PD/DR: n/a Parry: 10 Ads: 76
Thr: 1d Sw: 2d Age: 35 Dis: -45
Hear: 16 Sm/T: 16 Vis: 16 Skill: 64


ST: 12   [20]
DX: 15   [60]
IQ: 12   [20]
HT: 13   [30]

Advantages
  Danger Sense (+3 to the roll) [30]
  Multiple Forms: At dawn, Taru turns into Takeya (along with his clothes and weapons). 1d minutes. [6 points]
  Alertness +2 [10]
  Combat Reflexes [15]
  Serendipity [15]
  Reputation as best bodyguard money can buy: +4 with large class of people, always recognized [10]
  Imperturbable [10]
  Ambidexterity [10]

Disadvantages
Split Personality [-15]
Secret: transforms into his brother [-10]
Duty to his current employer, 15 or less [-15]

Skills
Holdout-13 [4], Stealth-15 [2], Intelligence Analysis-12 [4], Shadowing-14 [6], Tactics-13 [6], Intimidation-14 [6], Shortsword (butterfly swords)-17 [8], Traps-13 [4], Detect Lies-14 [8], Streetwise-14 [6]

Taru is a swordsman. With his acute sense of danger, he is never caught off-guard.

Taru Khan
Spd: 7 Dodge: 8 Move: 7 Atts: 130
Block: n/a PD/DR: n/a Parry: 8 Ads: 106
Thr: 1d Sw: 1d+2 Age: 35 Dis: -40
Hear: 14 Sm/T: 14 Vis: 14 Skill: 54


Designed for: Modern day or cyberpunk campaign

Notes on Multiple Forms
      As described in p. 62 of the Compendium I, the cost is 5 points for each additional form. Normally, the cost is paid by the form with the highest value, but I decided to split it evenly among the brothers.
      The transformation takes 1d minutes. This lowers the advantage cost by -20%. The transformation includes an absorptive change — the brother's clothes and weapons transform with his body. This adds +100% to the cost (50% for medium encumbrance, doubled because the change works both ways).
      The final value is 18 points, or 6 points per brother. (That's a base 10 points with modifiers that add up to +80%.)

Notes on Split Personality
      As described on p. B37, characters with the 15-point version of Split Personality are largely unaware of each other, interpret their shared memory differently, and have different names. The brothers have the second and third qualities, but not the first. They are fully aware of each other's existence.
      The 10-point version is for a set of personalities that are facets of a single individual. I think the 15-point version is more appropriate.

Variants
      You could turn the brothers into a single, delusional character. Give him the 10-point version of Split Personality and get rid of Multiple Forms. Some of the differences between the brothers will require a creative explanation (Takeya's tattoos and Tondo's belly, for example).
      There is plenty of room to improve the design of these characters. To justify their reputation as the best bodyguards money can buy, they need more skills and higher skill levels. But their character-point values are already high. They need one or two high-value disadvantages — maybe a Vulnerability, an Enemy, or a Dependency. That will lower their value, or you could use the extra points to improve their skills.
      The brothers share their injuries. If Takeya loses 3 hits, for example, Tondo wakes up with the same loss. Natural healing takes place after each full day, so roll against the current brother's basic HT just before the transformation. Tondo might wake up with a 2-hit loss instead of 3.
      If you give each brother Non-Reciprocal Damage (p. 41) [30], their injuries are not transferred.
      If you give each brother Reciprocal Rest (p. 43), none of them need sleep. That's a major benefit for just 15 points.
      Once a year, for exactly three days, all of the brothers exist at the same time. This is a random event. In the past, it has led to lucky opportunities. There was a time when their secret was about to be exposed. At that time, they were suddenly able to appear together. They don't know why it happened.
      Finally, you can add an origin for the brothers. Did they start transforming from birth? Is it a curse? Is there a cure? It is possible that they don't know the answers to these questions. The search for answers could form the basis of an adventure or short campaign.






Finch
50-point Urban Scout

ST: 7 [-20]
DX: 11 [10]
IQ: 11 [10]
HT: 9 [-10]

Advantages
Collected [5]
Night Vision [10]
Absolute Direction [5]
Three street contacts: connected, 9 or less, completely reliable [18]

Disadvantages
Unattractive [-5]
Status -1 [-5]
Sense of Duty to employers and contacts [-5]
Unnatural feature: pointy ears, face resembles a goblin [-5]
Struggling wealth [-10]
Xenophilia [-5]

Skills
Area Knowledge (city)-20 [18], Hidden Lore (city)-16 [12], Fast-Talk-10 [1], Merchant-10 [1], Knife-12 [2], Shadowing-11 [2], Holdout-11 [1], Streetwise-15 [10], Survival (urban)-14 [8], Filch-11 [2]


Speed: 5 Dodge: 5 Move: 5 Attributes: -10
Block: n/a PD/DR: n/a Parry: 6 Advantages: 38
Thrust: 1d-3 Swing: 1d-3 Age: unknown Disadvantages: -35
Hearing: 11 Sm/Taste: 11 Vision: 11 Skills: 57


Designed for: A fantasy or time-travel campaign.

Background
      Finch is a half-goblin who lives in a Medieval fantasy city. He was designed as an escort for player character in the Gateway Hotel adventure. When he meets them, he immediately guesses that they are from a distant place. That doesn't bother him. For some reason, he's comfortable around everyone, from elves to time-travellers.
      He works as a freelance guide and contact, selling his knowledge of the city's history, layout, and citizens to the highest bidder. If you want to know the city's secrets, that costs extra.






Conrad Swibel
100-point Roboticist

ST: 7 [-20]
DX: 7 [-20]
IQ: 16 [80]
HT: 7 [-20]

Advantages
Lightning Calculator [5]
Mathematical Ability [10]
Photographic Memory [25]
High Technology: he has TL8 skills in a TL7 world [20]
Wealthy [20]

Disadvantages
Compulsive organizer [-5]
Coward [-10]
Gullible [-10]
Honest [-10]
Sleepwalker [-5]
Obsession: robots [-5]
OPH: hyperactive [-5]
Secret: Funded by huge high-tech firm (serious embarrassment if discovered) [-5]

Quirks
Would rather ride a bicycle than drive a car
Has an electric Model T Ford

Skills
Chemistry/TL7-15 [2], Comp Prog/TL7-16 [4], Comp Prog/TL8-17 [2], Electronics (computers)/TL8-18 [8], Elec Op (computers)/TL8-19 [8], Engineering (robotics)/TL8-20 [12], Mathematics-17 [6], Mechanic (robotics)/TL8-20 [10], Metallurgy/TL7-14 [1], Physics/TL7-16 [4]


Speed: 3.5 Dodge: 3 Move: 3 Attributes: 20
Block: n/a PD/DR: n/a Parry: n/a Advantages: 80
Thrust: 1d-3 Swing: 1d-3 Age: 31 Disadvantages: -55
Hearing: 17 Sm/Taste: 17 Vision: 17 Skills: 57


Designed for: A TL7 campaign.

Background
      Conrad Swibel designs and builds TL8 robots in his home in the suburbs of a major city. He is the stereotypical genius — photographic memory, computer-quick brain, obsessive, hyperactive about his latest ideas, and physically weak. He thinks of himself as an ethical entrepreneur.
      Conrad is gullible. He doesn't know his own Secret. When he started his work years ago, a man known known only as "Mr. Louis" offered to act as his patent agent. He's worked with Conrad ever since. Conrad's mechnical parts come from catalogues provided by Mr. Louis, too.
      Mr. Louis is actually the agent of a multi-billion-dollar high-tech firm that has been registering Conrad's patents in the company's name. The catalogue orders are filled by the firm and the money he lives on is drawn from company accounts. (His wealth advantage reflects the amount of money he can spend in a month, not his net worth.) Although Conrad has become suspicious of this arrangement, Mr. Louis and the firm have been able to avoid detection so far.

In the Campaign
      Conrad is smart enough to keep his work away from the general public, but not smart enough to keep visitors away from his ultra-tech workshops — if the PCs visit, they'll get a complete tour.
      Any TL8 robot listed in GURPS Robots could have been designed by Conrad. His creations have a higher rate of malfunction than a usual TL8 robot, but are otherwise perfectly useful. If you want ideas for new robot gadgets, use the Robot Component article.
      How will he react when he finds out he's been duped all these years? It's anyone's guess. He might get depressed, fight the firm, or shrug his shoulders and get back to work.
      Then again, maybe he knows exactly what's going on. Maybe Mr. Louis is a double agent, using the firm's money and technological resources to fund Conrad's genius while he and Conrad plot to get the patents back.






Cazador
125-point Gunslinger

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

Advantages
    Light Hangover [2]
    Danger Sense [15]
    Acute Vision +6 [12]
    Hard to Kill: +5 on HT rolls to stay alive [25]
    Increased Speed +4, can't be used in more than one gunfight (or brawl) per month. This lowers the cost by 75% (see Conditional Advantages) [25]

Disadvantages
    Reputation as an assassin who can't be bought off, never quits, and can't be killed: -4, large class of people, recognized 10 or less [-5]
    Compulsion: very superstitious (see below) [-15]
    Code of Honor (mercenary) [-10]
    Trademark: slices off both trigger fingers from his victims [-10]
    Enemy: McKellan brothers, two gunslingers who are chasing down Cazador because he killed their father. Base -10 points, appear 9 or less [-10]
      Cazador is Mexican. GURPS Old West lists this as a 10-point Social Stigma. [-10]

Skills
Fast-Draw (pistol)-15 [4]
Guns (pistol)-16 [4]
Guns (rifle)-16 [4]
Riding (horse)-15 [8]
Tracking-18 [16]
Survival (desert)-13 [6]
Survival (plains)-13 [6]
Streetwise-13 [6]
Knife-14 [2]


Speed: 5.75 Dodge: 5 Move: 5 Attributes: 50
Block: n/a PD/DR: n/a Parry: n/a Advantages: 79
Thrust: 1d-2 Swing: 1d Age: 36 Disadvantages: -60
Hearing: 11 Sm/Taste: 11 Vision: 17 Skills: 56


Designed for: An Old West campaign.

Background
      For a price, Cazador will track down and kill any man. In an Old West campaign, he has a reputation as a kind of mythic figure — if his victims find out that Cazador is coming, they will hide, disguise themselves, change their identities, or hire guards to protect them.
      But Cazador has never failed. He's hard to kill, he can sense danger, and he's a careful tracker. He paces himself as he chases his prey, following clues using Tracking and Streetwise, slowly closing in. When he finishes the job, he cuts off the victim's trigger fingers to bring back to his employer as evidence.
      Cazador is so superstitious, he's almost crazy. Although some of his beliefs are familiar, his long list of superstitions is too complex for anyone else to understand. The color red, for example, is bad luck — except when it is surrounded by gray or black. Red is never bad luck at night. Loading a gun with your eyes closed is good luck, but not if you are alone. Unless you are outside. What if you load a gun at night, alone, while wearing red? Only Cazador knows if that is good or bad luck.

Variants
      If you want to make him supernatural (and effectively immortal), add Unaging, increase his Hard to Kill level to +10, and give him Immunity to Disease. This raises his value to 175 points.
      In this version, he might attract a few admirers — maybe even a few followers. His complex list of superstitions will seem more like secret occult knowledge and less like an insane fixation.
      Give him this Achilles Heel: He does not know about his own past. He has a version of Amnesia that allows him to remember the last few months, but he has no recollection of his personal history. (This is not the first character I've written with this trait. See Phoenix Faust and the Shadowman for two other examples.)
      If Cazador wants to know about his past, a hunted character can do some detective work to save himself. By the time Cazador finds him, he could tell the hunter what he's found, triggering memories. This might be enough to convince Cazador to spare the character's life.
      One final variant is to give him a Secret: He has never been hired to kill. In reality, he's just plain nuts. He wanders for months, pretending that he's tracking someone. At some point he gets sick of travelling, so he picks someone at random, kills them, and pretends that he's completed his mission.






Malthus Nails
200-point Dragonslayer

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

Advantages
    High Technology: he has TL4 skills in a TL3 world [20]
    Cannot be killed by a dragon. This is a type of Immune to Death advantage [25]
    Gadgeteer [25]


Disadvantages
    Reputation -5 with dragons. Dragons with human-level intelligence have heard of him. All dragons can sense him — he smells like a dragon-killer [-8]
    Enemy: the Dragon Cult, appears 9 or less [-30]
    Trademark [-10]
    Overconfidence [-10]
    Workaholic [-5]

Skills

Engineer/TL4 (primitive machines)-14 [4]
Engineer/TL4 (bombs and traps)-13 [2]
Mechanic/TL4 (wagon)-14 [2]
Mechanic/TL4 (small gadgets)-13 [1]
Carpentry-15 [2]
Broadsword-14 [2]
Shield-14 [1]
Net-15 [8]
Lasso-14 [2]
Gunner/TL4 (catapult)-15 [1]
Teamster-14 [2]
Swimming-14 [1]
Armoury/TL4-14 [2]
Traps/TL4-14 [2]
Zoology (dragons)-15 [6]


Speed: 7 Dodge: 7 Move: 7 Attributes: 155
Block: 7 PD/DR: n/a Parry: 7 Advantages: 70
Thrust: 1d Swing: 2d Age: 34 Disadvantages: -63
Hearing: 14 Sm/Taste: 14 Vision: 14 Skills: 38


Designed for: A TL3 fantasy campaign

Background
      Malthus Nails was designed as the focal point of a new fantasy campaign. He's a dragon-slayer, but he needs help. The players in the new campaign design characters who can join forces with Malthus. He has no magic ability, so he could use the assistance of a sorcerer or two. He needs a good tracker, someone who can deal with the locals (good Social skills), an archer, someone with special knowledge of dragons (the Hidden Lore skill), and an engineering assistant. A thief would come in handy, too.
      They travel to villages that need protection from dragons. They strike a deal, they hunt their prey, and then they kill (or drive away) the dragon. Then it's on to the next village . . .
      As they travel, they are hunted, harassed, and attacked by the Dragon Cult. The cultists will make secret contacts with the PCs and try to explain why killing dragons is wrong. If that doesn't work, they will try to kill the PCs.
      If the players get tired of working in Malthus' shadow, the Game Master can conveniently kill him. The players can do it without him — or dump the dragon-killing business altogether and continue their adventures together. By the time he dies, they might not want to kill dragons any more. (Maybe the Dragon Cult convinced them that Malthus is the villain, not the hero.)
     Malthus Nails is a fun character, but not very original. Just look at the dragonslayer character on page 108 of GURPS Warriors and you'll see. (He's also a combination of Conrad Swibel and Cazador — he's a hunter who uses high technology to catch his prey.)
      Malthus is a charmed man: he cannot be killed by a dragon. He suspects that this is true, but he isn't sure. Maybe a mage figure it out and tell him.





ART CREDITS: William James Osterling is by Mark Zingarelli, from a book called Who Shot JFK? The Khan brothers were illustrated by Frank Quitely (from issue #1 of Gangland). The EF Kurtz photo is a famous author — I can't remember who. (Is it the guy who wrote Tobacco Road? No. Maybe it's Eugene O'Neill.) And the photo of Molly Armstrong? I have no idea. That photo was on my hard drive for years before I used it. I do remember where Finch came from: the same comic book as the Khan brothers. (But illustrated by Tim Bradsteet, in this case.) Conrad Swibel was drawn by Brian Bolland. I think the illustration comes from an issue of A1 (a British anthology comic book). Cazador was drawn by Moebius. Malthus Nails is a scan from an old GURPS book, GURPS Humanx. I think the artist is Denis Loubet.