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Legend of the Sea Wraith [IRC]

Started by Humabout, April 13, 2014, 11:39:01 AM

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Humabout

Legend of the Sea Wraith
Legend holds that the crew of the Sea Wraith were once brigands and raiders who discovered that by turning their sights on the enemies of civilization, they could reap even greater rewards than any amount of pillaging could yield from peasant towns. Driven by their own lust for wealth and power, these raiders-turned-antiheroes became explorers and, most importantly, protectors of humanity.

At its core, hack and slash gaming is all about killing monsters, taking their stuff, and growing more powerful.  While role playing certainly has its place and greatly enhances such games, at the end of the day, it's all about the loot.
This game centers around the group of raiders – be they pirates, highwaymen, reavers, or otherwise – who founded the legend of the Sea Wraith.  Their tale begins after they have become capable adventurers thanks to years of hooliganism, and having recently struck on the notion of attacking monsters instead of people, decide to begin looking for an inhuman target to raid.
[note]System: GURPS 4e.
Location: #thecbg_rp
When: Sundays, exact time TBA.[/note]
The Cast
Players should choose one of the following pregenerated characters below.  I don't mind some tweaking, but this should be done in a timely manner prior to the game's commencement via Personal Message or contacting me directly via Google Talk.

Berserker
Large, strong, and unpredictable – these define you.  Where others rely on skill at arms, you muster brute strength through your profound connection with the chaotic emotions roiling beneath your thick hide.  They let you shrug off blows that would otherwise fell a man while cleaving warriors from brow to groin with your long axe.
[spoiler=Statistics]
Attributes:  ST 17; DX 13; IQ 10; HT 13.
Secondary Characteristics:  Damage 1d+2/3d-1; BL 58 lbs.; HP 22; Will 10; Per 12; FP 13; Basic Speed 6.00; Basic Move 7†.
Advantages:  Combat Reflexes; Enhanced Dodge 1; Enhanced Parry (Two-Handed Axe/Mace); Fit; High Pain Threshold; Luck; Resistant to Poison (+3); Unfazeable.
Disadvantages:  Appearance (Unattractive); Bad Temper (15); Bloodlust (12); Compulsive Carousing (15); Gigantism; Illiterate; Impulsiveness (15); Sense of Duty (Adventuring Companions); Social Stigma (Unpredictable and Dangerous).
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Skills:  Animal Handling (Canines) (A) IQ – 10; Boating (Unpowered) (A) DX-1 – 12; Bow (A) DX+1 – 14; Brawling (E) DX – 13; Camouflage (E) IQ+1 – 11; Carousing (E) HT – 13; Disguise (Animals) (A) IQ – 10; Fishing (E) Per+4 – 14‡; Gesture (E) IQ – 10; Hiking (A) HT-1 – 12; Intimidation (A) Will+1 – 11; Navigation (Land) (A) IQ – 10; Running (A) HT-1 – 12; Seamanship (E) IQ –10; Stealth (A) DX – 13; Survival (Woodlands) (A) Per – 12; Swimming (E) HT – 13; Two-Handed Axe/Mace (A) DX+4 – 17; Weather Sense (A) IQ – 10; Wrestling (A) DX – 13.
† Includes effects of Gigantism. Rolls to hit you are at +1. You may use oversized weapons and must buy extra-large armor.
Equipment:  $880, 79 lbs.
•   Arrows x20 [Quiver] $40, 2 lbs.
•   Backpack [Torso] Holds 40 lbs. $60, 3 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Boots [Feet] DR 2. $80, 3 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   Hatchet [Belt] Damage sw cut. $40, 2 lbs.
•   Hip Quiver [Torso] Holds up to 20 arrows. $15, 1 lb.
•   Large Knife [Torso] Damage sw-2 cut, thr imp. $40, 1 lb.
•   Light Layered Leather Jacket [Torso, Arms] DR 2*. $180, 22.5 lbs.
•   Long Axe [Torso] Damage sw+3 cut. $75, 6 lbs.
•   Medium Heavy Shield [Left Hand] DB 2. $60, 14 lbs.
•   Ordinary Clothing [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
•   Personal Basics [Backpack] $5, 1 lb.
•   Rations x12 [Backpack] $24, 6 lbs.
•   Regular Bow [Torso] Damage thr+1 imp. $100, 2 lbs.
•   Rope, 3/8" (10 yards) [Backpack] Supports 300 lbs. $5, 1.5 lbs.
•   Sack [Backpack] Holds 40 lbs. $30, 3 lbs.
•   Torch x2 [Backpack] $6, 2 lbs.
•   $120 in coin.
[/spoiler]

Bladestorm Warrior
Where the weapon master specializes in a single weapon and the veteran is a jack-of-all-weapons, you have mastered the art of fighting with two weapons simultaneously – specifically, the sword, the axe, and the thrown spear.
[spoiler=Statistics]
Where the weapon master specializes in a single weapon and the veteran is a jack-of-all-weapons, you have mastered the art of fighting with two weapons simultaneously – specifically, the sword, the axe, and the thrown spear.
Attributes:  ST 14; DX 14; IQ 10; HT 13.
Secondary Characteristics:  Damage 1d/2d; BL 39 lbs.; HP 14; Will 10; Per 10; FP 13; Basic Speed 6.00; Basic Move 6.
Advantages:  Ambidexterity; Axe Bind; Combat Reflexes; Enhanced Dodge 1; Enhanced Parry 1 (All Weapons); Extra Attack 1; Fit; Luck.
Disadvantages:  Code of Honor (Pirate's); Disciplines of Faith (Mysticism); Honesty (12); Overconfidence (12); Sense of Duty (Adventuring Companions).
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Skills:  Armoury (Melee Weapons) (A) IQ+1 – 11; Axe/Mace (A) DX+3 – 17; Brawling (E) DX+1 – 15; Broadsword (A) DX+3 – 17; Connoisseur (Weapons) (A) IQ+1 – 11; Fast-Draw (Axe and Sword) (E) DX+1 – 15†; Hiking (A) HT-1 – 12; Intimidation (A) Will-1 – 9; Knife (E) DX – 14; Seamanship (E) IQ – 10; Stealth (A) DX-1 – 13; Swimming (E) HT –13; Tactics (H) IQ – 10; Thrown Weapon (Axe/Mace) (E) DX+2 – 16; Thrown Weapon (Spear) (E) DX+2 – 16; Wrestling (A) DX – 14.
Equipment:  $2,025, 37.9 lbs.
•   Axe [Torso] Damage sw+2 cut. $50, 4 lbs.
•   Backpack [Torso] Holds 40 lbs. $60, 3 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Boots [Feet] DR 2. $80, 3 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   Heavy Mail Armor [Torso] DR 5/3*. $1,200, 18 lbs.
•   Javelin x2 [Torso] Damage thr+1 imp. $60, 4 lbs.
•   Light Mail Skirt [Legs on 2/5] DR 3/1*. $225, 5.4 lbs.
•   Light Mail Sleeves [Arms] DR 3/1*. $250, 6 lbs.
•   Ordinary Clothing [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
•   Personal Basics [Backpack] $5, 1 lb.
•   Pot Helm [Skull] DR 4. $210, 2.5 lbs.
•   Rations x12 [Backpack] $24, 6 lbs.
•   Rope, 3/8" (10 yards) [Backpack] Suports 300 lbs. $5, 1.5 lbs.
•   Sack [Backpack] Holds 40 lbs. $30, 3 lbs.
•   Thrusting Broadsword [Torso] Damage sw+1 cut or thr+2 imp. $600, 3 lbs.
•   Torch x2 [Backpack] $6, 2 lbs.
•   $165 in coin.
[/spoiler]

Hunter
At home in the wilderness, you are the go-to person for traveling by foot.  You can get any party from point A to point B safely.  While other combatants could best you in close combat, you make optimal use of your speed and significant skill at archery to pepper them before they can ever reach you.
[spoiler=Statistics]
Attributes:  ST 13; DX 14; IQ 11; HT 12.
Secondary Characteristics:  Damage 1d/2d-1; BL 34 lbs.; HP 13; Will 11; Per 14; FP 12; Basic Speed 7.00; Basic Move 7.
Advantages:  Acute Vision 2; Combat Reflexes; Heroic Archer; Night Vision 1; Outdoorsman 2.
Disadvantages:  Callous; Code of Honor (Pirate's) ; Greed (12); Odious Personal Habit (Unwashed bushwhacker); Paranoia; Sense of Duty (Adventuring Companions); Social Stigma (Criminal);
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Skills:  Boating (Unpowered) (A) DX-1 – 13; Bow (A) DX+4 – 18; Camouflage (E) DX+3 – 14†; Cartography (A) IQ+1 – 12; Climbing (A) DX-1 – 13; Fast-Draw (Arrow) (E) DX – 14; First Aid (E) IQ – 11; Gesture (E) IQ+1 –12; Hiking (A) HT – 12; Jumping (E) DX – 14; Knot-Tying (E) DX –14; Mimicry (Bird Calls) (H) IQ+1 –12†; Observation (A) Per – 14; Seamanship (E) IQ – 11; Shadowing (A) IQ+1 – 12; Spear (A) DX+3 –17; Staff (A) Spear-1 – 16; Stealth (A) DX-1 – 13; Survival (Woodlands) Per+1 –15†; Swimming (E) HT – 12; Throwing (A) DX-1 – 13; Tracking (A) Per+2 – 16†; Traps (A) IQ+1 – 12; Weather Sense (A) IQ-1 – 10; Wrestling (A) DX-1 – 13.
† Includes +2 for Outdoorsman.
Equipment:  $945, 52.8 lbs.
•   Arrows x20 [Quiver] $40, 2 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Camouflage Heavy Cloak [Torso] DB 2. Forest Pattern; +1 to Stealth. $150, 5 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   Hip Quiver [Torso] Holds up to 20 arrows. $15, 1 lb.
•   Light Layered Cloth Vest [Torso] DR2*. $150, 12 lbs.
•   Longbow [Torso] Damage thr+2 imp. $200, 3 lbs.
•   Moccasins [Feet] DR 1*. +1 to Stealth. $40, 1 lb.
•   Ordinary Clothing [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
•   Personal Basics [Sack] $5, 1 lb.
•   Pot Helm [Skull] DR4. $210, 2.8 lbs.
•   Rations x12 [Sack] $24, 6 lbs.
•   Rope, 3/8" (10 yards) [Sack] Suports 300 lbs. $5, 1.5 lbs.
•   Sack [Torso] Holds 40 lbs. $30, 3 lbs.
•   Spear [Torso] Damage thr+3 imp. $40, 4 lbs.
•   Torch x2 [Sack] $6, 2 lbs.
•   $55 in coin.
[/spoiler]

Man-at-Arms
The opposite of the weapon master, you are a generalist – any weapon he picks up is deadly in your hands!  Able to stow impossible amounts of weaponry on your person, you are a veritable Swiss army knife of the pointy, stabby, and slashy.
[spoiler=Statistics]
Attributes:  ST 14; DX 14; IQ 10; HT 13.
Secondary Characteristics:  Damage 1d/2d; BL 39 lbs.; HP 14; Will 10; Per 10; FP 13; Basic Speed 7.00; Basic Move 7.
Advantages:  Born Soldier 2; Combat Reflexes; Fearlessness 2; High Pain Threshold; Luck; Payload 5 (Exposed, -50%; Weapons Only, -30%); Weapon Generalist*.
Disadvantages:  Appearance (Unattractive); Callous; Code of Honor (Pirate's); Horrible Hangovers; Paranoia; Selfishness (12); Sense of Duty (Adventuring Companions).
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Skills:  Armoury (Melee Weapons) (A) IQ+1 – 11; Axe/Mace (A) DX+2 – 16; Brawling (E) DX+1 – 15; Broadsword (A) DX+2 – 16; Carousing (E) HT – 13; Connoisseur (Weapons) (A) IQ+1 – 11; Crossbow (E) DX+2 – 16; Fast-Draw (Sword) (E) DX – 14; Gesture (E) IQ – 10; Hiking (A) HT-1 –12; Scrounging (E) Per – 12†; Search (A) Per+0 – 10; Shield (E) DX+2 – 16; Soldier (A) IQ+3 – 13†; Spear (A) DX+2 –16; Stealth (A) DX+0 – 14; Tactics (H) IQ  – 10†; Throwing (A) DX-1 – 3; Wrestling (A) DX – 14.
* You can use any weapon you hold in your hand as though you have the appropriate skill for that weapon at DX+0 – 14.  This does not allow you to float that skill to other attributes, default other skills from that one, or buy up that skill from DX+0.
† Includes +2 from Born Soldier.
Equipment:  $3,090, 102.2 lbs.; 19.5 lbs. in payload and 79.7 lbs counting toward encumbrance.
•   Axe [Payload] Damage sw+2 cut. $50, 4 lbs.
•   Backpack [Torso] Holds 40 lbs. $60, 3 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Bolts x20 [Quiver] $40, 2lbs.
•   Boots [Feet] DR 2. $80, 3 lbs.
•   Broadsword [Payload] Damage sw+1 cut or thr+2 imp. $600, 4 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   Crossbow [Payload] Damage thr+4 imp. $150, 6 lbs.
•   Dueling Halberd [Payload] Damage sw+4 cut or sw+3 imp or thr+3 imp. $120, 10 lbs.
•   Heavy Mail Armor [Torso] DR5/3*. $1,200, 18 lbs.
•   Hip Quiver [Torso] Holds up to 20 arrows. $15, 1 lb.
•   Large Knife [Payload] Damage sw-2 cut or thr imp. $40, 1 lbs.
•   Light Mail Aventail [Neck] DR 3/1*. $25, 0.3 lbs.
•   Light Mail Gauntlets [Hands] DR 3/1*. $50, 0.6 lbs.
•   Light Mail Sleeves [Arms] DR 3/1*. $250, 6 lbs.
•   Medium Heavy Shield [Left Hand] DB 2. $60, 14 lbs.
•   Ordinary Clothing [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
•   Personal Basics [Backpack] $5, 1 lb.
•   Pot Helm [Skull] DR 4. $210, 2.8 lbs.
•   Rations x12 [Backpack] $24, 6 lbs.
•   Rope, 3/8" (10 yards) [Backpack] Suports 300 lbs. $5, 1.5 lbs.
•   Sack [Backpack] Holds 40 lbs. $30, 3 lbs.
•   Spear [Payload] Damage thr+2 imp or thr+3 imp. $40, 4 lbs.
•   Torch x2 [Backpack] $6, 2 lbs.
•   $410 in coin.
[/spoiler]

Priest
You are a holy man dedicated to a chaotic and powerful sea god.  Your prayers protect ships from storms, calm seas, and heal the injured.  Where the sorceress is limited by her own personal power, you are capable of tremendous miracles, if you can bend the ear of your deity.
[spoiler=Statistics]
Attributes:  ST 12; DX 12; IQ 12; HT 12.
Secondary Characteristics:  Damage 1d-1/1d+2; BL 29 lbs.; HP 12; Will 12; Per 12; FP 12; Basic Speed 6.00; Basic Move 6.
Advantages:  Clerical Investment; Divine Favor 10; Faster Prayers; Power Investiture 3.
Disadvantages:  Callous; Code of Honor (Pirate's); Disciplines of Faith (Ritualism); Fanaticism; Gluttony (12); Impulsiveness (15); Sense of Duty (Adventuring Companions); Skinny.
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Skills:  Axe/Mace (A) DX+2 – 14; Boating (Sailboat) (A) DX – 12; Breath Control (H) HT-2 – 10; Diagnosis (H) DX-2 – 10; Esoteric Medicine (Holy) (H) Per-2 – 10; Exorcism (H) Will – 12; First Aid (E) IQ – 12; Fishing (E) Per – 12; Hidden Lore (Undead) (A) IQ – 12; Meditation (H) Will-2 – 10; Navigation (Sea) (A) IQ – 12; Occultism (A) IQ-1 – 11; Public Speaking (A) IQ-1 – 11; Religious Ritual (H) DX-2 – 10; Seamanship (E) IQ+1 – 13; Shield (E) DX+2 – 14; Survival (Island/Beach) (A) Per – 13; Swimming (E) HT – 12; Teaching (A) IQ-1 – 11; Theology (H) DX-2 – 10; Thrown Weapon (Harpoon) (E) DX+2 – 14; Weather Sense (A) IQ – 12.
Learned Prayers: Final Rest; Holy Touch; Lay on Hands; Protection from Evil (Enhanced); Rinse; Walk on Water.
Equipment:  $985, 82 lbs.
•   Axe [Belt] Damage sw+2 cut. $50, 4 lbs.
•   Backpack [Torso] Holds 40 lbs. $60, 3 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Boots [Feet] DR 2*. $80, 3 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   First Aid Kit [Backpack] $50, 2 lbs.
•   Harpoon [Torso] Damage thr+5 imp. $60, 6 lbs.
•   Holy Symbol [Sack] $50, 1 lb.
•   Holy Water x2 [Sack] $15, 2 lbs.
•   Light Leather Pants [Legs] DR 2*. $120, 15 lbs.
•   Light Leather Sleeves [Arms] DR 2*. $80, 7.5 lbs.
•   Ordinary Clothing [Torso, Arms, Leg] Initially free; replacement cost is $120. $0, 2 lbs.
•   Personal Basics [Backpack] $5, 1 lb.
•   Rations x12 [Backpack] $24, 6 lbs.
•   Rope, 3/8" (10 yards) [Backpack] Suports 300 lbs. $5, 1.5 lbs.
•   Sack [Torso] Holds 40 lbs. $30, 3 lbs.
•   Light Scale Armor [Torso] DR3/2. $320, 16 lbs.
•   Torch x2 [Backpack] $6, 2 lbs.
•   $15 in coin.
[/spoiler]

Reaver
Raider, pillager, pirate, reaver – these names all strike fear into the hearts of your victims. Captain of your own ship, you are an able tactician, leader, and sailor.  Comfortable on any boat or ship, you good with a spear, but even better at the helm. When the party needs to get somewhere, you are the man for the job.
[spoiler=Statistics]
Attributes:  ST 13; DX 14; IQ 10; HT 13.
Secondary Characteristics:  Damage 1d/2d-1; BL 34 lbs.; HP 13; Will 10; Per 10; FP 13; Basic Speed 7.00; Basic Move 7.
Advantages:  Absolute Direction; Absolute Direction; Acute Vision 1; Alcohol Tolerance; Born Captain 4*; Breath-Holding 1;  Charisma 1; Combat Reflexes; Luck; Naval Training; Patron (Snekke; 9 or less); Perfect Balance.
Disadvantages:  Bloodlust (15); Chummy; Code of Honor (Pirate's); Greed (15); Impulsiveness (12); Odious Personal Habit (Superstitious); Sense of Duty (Crew and Companions).
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Skills:  Boating (Sailboat) (A) DX+3 – 17†; Boating (Unpowered) (A) DX+3 – 17†; Brawling (E) (E) DX – 14; Climbing (A) DX+1 – 15‡; Connoisseur (Ships) (A) IQ-1 – 9; Fast-Draw (Sword) (E) DX – 14; Freight Handling (A) IQ+3 – 13†; First Aid (E) IQ – 10; Gesture (E) IQ – 10; Hiking (A) HT-1 – 12; Jumping (E) DX – 14; Knot-Tying (E) DX+4 – 18†; Leadership (A) IQ+3 – 13†; Navigation (Sea) (A) IQ+3 – 13†; Scrounging (E) Per – 10; Seamanship (E) IQ+4 – 14†; Shield (E) DX+3 – 17; Shiphandling (A) IQ+4 – 14†; Spear (A) DX+3 – 17; Stealth (A) DX-1 – 13; Strategy (H) IQ+2 – 12†; Survival (Island/Beach) (A) Per+4 – 14†; Swimming (E) HT+4 – 17†; Tactics (H) IQ+2 – 12†; Thrown Weapon (Harpoon) (E) DX+4 – 19†; Weather Sense (A) IQ+3 – 13†; Wrestling (A) DX – 14.
* Born Captain: Boating, Freight Handling, Knot-Tying, Leadership, Navigation (Sea), Seamanship, Shiphandling, Strategy, Survival (Island/Beach), Swimming, Tactics, Weather Sense.
† Includes +4 from Born Captain.
Equipment:  $2,500, 63 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Boots [Feet] DR 2. $80, 3 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   Harpoon  [Torso] Damage thr+5 imp. $80, 6 lbs.
•   Heavy Mail Armor [Torso] DR5/3*. $1,200, 18 lbs.
•   Large Knife [Torso] Damage sw-2 cut or thr imp. $40, 1 lb.
•   Light Mail Sleeves [Arms] DR 2*. $250, 6 lbs.
•   Ordinary Clothing [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
•   Personal Basics [Sack] $5, 1 lb.
•   Pot Helm [Skull] DR 4. $210, 2.5 lbs.
•   Rations x12 [Sack] $24, 6 lbs.
•   Rope, 3/8" (10 yards) [Sack] Suports 300 lbs. $5, 1.5 lbs.
•   Sack [Torso] Holds 40 lbs. $30, 3 lbs.
•   Spear [Torso] Damage thr+2 imp or thr+3 imp. $40, 4 lbs.
•   Torch x2 [Sack] $6, 2 lbs.
[/spoiler]

Sorceress
Where others rely on physical combat, you rely on magic to defeat your foes, but unlike the sea priest, your magic is your own. Your spells are limited in scope, but great in power, and you can improvise minor cantrips with little difficulty.  Your tradition follows that of the warrior goddess of love, fertility, and warriors slain in combat.
[spoiler=Statistics]
Attributes:  ST 10; DX 12; IQ 13; HT 11.
Secondary Characteristics:  Damage 1d-2/1d; BL 20 lbs.; HP 10; Will 15; Per 10; FP 14; Basic Speed 6.00; Basic Move 6.
Advantages:  Intuition; Luck; Magery 2; Sorcerous Empowerment 5.
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Disadvantages:  Bad Temper (12); Curious (12); Frightens Animals; Sense of Duty (Adventuring Companions); Stubbornness.
Skills:  Alchemy (VH) IQ – 13; Fast-Draw (Potion) (E) DX – 12; Hidden Lore (Demons) (A) IQ – 13; Hidden Lore (Spirits) (A) IQ-1 – 11; Innate Attack (Beam) (E) DX+2 – 14; Intimidation (A) Will-1 –9; Knife (E) DX – 12; Meditation (H) Will-1 – 11; Occultism (A) IQ – 13; Physiology (Demons) (A) IQ-1 – 11; Psychology (Demons) (H) IQ-2 – 10; Research (A) IQ-1 – 11; Savoir-Faire (High Society) (E) IQ –12; Speed-Reading (A) IQ-1 – 12; Staff (A) DX+2 – 14; Stealth (A) DX – 12; Swimming (E) HT – 11; Teaching (A) IQ-1 – 12; Thaumatology (VH) IQ-2 – 11; Writing (A) IQ-1 – 12.
* Innate Attack 6d (Crushing; Costs 2 FP/Use, -10%; Double Knockback, +20%; Explosive 1, +50%; Magic, -10%; Overhead, +30%; Short Range, -10%; Takes Recharge, 5 seconds, -10%).
Known Spells: Cat Whisperer; Flame of the Heart's Desire; Slaughtered Sense; Swan Flight; Terrible Beauty.
Equipment:  $895, 43.5 lbs.
•   Backpack [Torso] Holds 40 lbs. $60, 3 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Boots [Feet] DR 2*. $80, 3 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   Fine Decorated Quarterstaff [Torso] Damage sw+2 cr, thr+2 cr. Decorated with extensive relief (+4 CF) and set with $430 worth of gems; provides 6 FP as a power item. $530, 4 lbs.
•   Ordinary Clothing [Torso, Arms, Legs] Initially free; replacements cost is $120. $0, 2 lbs.
•   Padded Cloth Armor [Torso] DR 1*. $50, 6 lbs.
•   Padded Cloth Sleeves [Arms] DR1*. $25, 3 lbs.
•   Personal Basics [Backpack] $5, 1 lb.
•   Rations x12 [Backpack] $24, 6 lbs.
•   Rope, 3/8" (10 yards) [Backpack] Suports 300 lbs. $5, 1.5 lbs.
•   Sack [Torso] Holds 40 lbs. $30, 3 lbs.
•   Scribe's Kit [Backpack] $50, 2 lbs.
•   Torch x2 [Backpack] $6, 2 lbs.
•   $105 in coin.

Cat Whisperer
Sorcerous Empowerment Prerequisite: 1.
Sorcery Cost: 2 points.

You understand cats. Whenever you encounter a feline, the GM rolls against your IQ plus Magery level and tells you what you "feel" about its emotional state and whether it is under any sort of supernatural control. If you decide to, you can also communicate with cats by simply speaking with them. They will respond accordingly with their IQ, but this can still reveal valuable information.  Lastly, you can use any Influence skills you have on cats.

Statistics: Animal Empathy (Magical, -10%; Specific, Felines, -60%) [2] + Speak with Animals (Magical, -10%; Specific, Felines, -60%) [8].

Flame of the Heart's Desire
Sorcerous Empowerment Prerequisite: 2.
Sorcery Cost: 5 points.
You can engender such a burning lust within the hearts of others that it literally consumes them from the inside out.  You must spend 1 FP and take a Concentrate maneuver to engage in some sort of visually enticing or provocative act directed at your intended target. He can only be affected if he is able to see you. Roll a Contest of Wills with your target. Add your Magery level to this roll and subtract the number of yards to your victim; your target adds any levels of Magic Resistance he may have.  If you win, your target takes 3d burning damage that ignores all DR as his lust wells up and consumes him from within.

Statistics: Burning Attack 3d (Accessibility, Only on Living Feeling Beings, -20%; Costs 1 FP per Use, -5%; Magical, -10%; Malediction 1, +100%; Sense-Based, -20%.) [22].

Slaughtered Sense
Sorcerous Empowerment Prerequisite: 1.
Sorcery Cost: 3 points.

You can perceive and speak with the spirits of those slain in battle. Not only can you sense when such ghosts are near, you can see them and call them to you. Add your Magery level to any Vision rolls to notice the ghosts of the slain.
Lastly, you can sense the general intentions of any slain ghost you encounter with a successful roll against IQ + your Magery level, and can use your Influence skills on them normally.

Statistics: Medium (Magical, -10%; Specific, Ghosts of Those Slain in Battle, -75%) [6] + See Invisible (Ghosts) (Accessibility, Ghosts of Those Slain in Battle, -25%; Magical, -10%) [10] + Spirit Empathy (Magical, -10%; Specific, Ghosts of Those Slain in Battle, -75%) [2].

Swan Flight
Sorcerous Empowerment Prerequisite: 2.
Sorcery Cost: 4 points.

You sprout magnificent swan wings and can fly like a bird. You gain Air Move equal to twice your Basic Move and can fly so long as you maintain a speed of at least half our Basic Move.  In order to take off, you must have an open area with a radius equal to twice your height. If your wings are ever crippled, you cannot fly.
Casting Swan Flight costs 1 FP for the first minute of use, plus another FP per two additional minutes.

Statistics: Flight (Cannot Hover, -15%; Costs 1 FP per Minute, -5%; Magical, -10%; Winged, -25%) [18].

Terrible Beauty
[ Sorcerous Empowerment Prerequisite: 5.
[ Sorcery Cost: 11 points.

You take on the unbearable glory of beauty personified for an instant.  To use this ability, you must take a Concentrate maneuver and spend 2 FP. Anyone able to see you must make an immediate Fright Check at -3 and roll the results on the Awe and Confusion Check Table (see GURPS Powers[/i], p. 85).

Statistics: Terror 4 (Awe) (Costs 2 FP per Use, -5%; Magical, -10%; Requires Concentrate Maneuver, -15%; Selective Area, +20%) [51].
[/spoiler]

Thief - Llum
Light, nimble, and shifty, you dance through the shadows largely avoiding direct confrontation.  You really shine when it comes to getting the party into and out of locked rooms and past deadly traps.  You're none too bad at social manipulation and navigating the underworld back in town, either.
[spoiler=Statistics]
Attributes:  ST 11; DX 15; IQ 1; HT 11.
Secondary Characteristics:  Damage 1d-1/1d+1; BL 24 lbs.; HP 11; will 13; Per 14; FP 11; Basic Speed 6.00; Basic Move 7.
Advantages:  Danger Sense; Flexibility; High Manual Dexterity 1; Luck; Perfect Balance.
Disadvantages:  Code of Honor (Pirate's); Greed (12); Overconfidence (12); Sense of Duty (Adventuring Companions); Skinny; Social Stigma (Criminal Record).
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Skills:  Acrobatics (H) DX-1 – 14‡; Brawling (E) DX – 15; Carousing (E) HT – 11; Climbing (A) DX+3 – 18†‡; Escape (H) DX+2 – 17†; Fast-Draw (Sword) (E) DX – 15; Fast-Talk (A) IQ-1 – 13; Filch (A) DX – 15; Forced Entry (E) DX –15; Gambling (A) IQ-1 – 12; Gesture (E) IQ – 13; Holdout (A) IQ – 13; Lockpicking (A) IQ+1 – 14; Merchant (A) IQ-1 – 13; Pickpocket (H) DX – 15§; Scrounging (E) Per – 14; Seamanship (E) IQ – 13; Search (A) Per – 14; Shadowing (A) IQ – 13; Shield (Buckler) (E) DX+1 – 16; Shortsword (A) DX – 15; Sleight of Hand (H) DX-1 – 14§; Smuggling (A) IQ – 13; Stealth (A) DX+3 – 18; Streetwise (A) IQ – 13; Throwing (A) DX-1 – 14; Traps (A) IQ+2 – 15; Urban Survival (A) Per – 14.

† Includes +3 for Flexibility.
‡ Includes +1 for Perfect Balance.
§ Includes +1 for High Manual Dexterity.
Equipment:  $1,000, 73.5 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   Light Buckler [Torso] DB 1. $30, 3 lbs.
•   Lockpicks, Basic [Sack] $50, 0.1 lb.
•   Long Knife [Torso] Damage sw-1 cut, thr imp. $120, 1.5 lbs.
•   Medium Layered Cloth Armor [Torso] DR 3. $350, 20 lbs.
•   Medium Layered Cloth Leggings [Legs] DR 2*. $150, 12 lbs.
•   Ordinary Clothing [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
•   Personal Basics [Sack] $5, 1 lb.
•   Rations x12 [Sack] $24, 6 lbs.
•   Rope, 3/8" (10 yards) [Sack] Supports 300 lbs. $5, 1.5 lbs.
•   Sack x2 [Torso] Holds 40 lbs. $60, 6 lbs.
•   Shoes [Feet] DR 1*. $40, 2 lbs.
•   Spy's Horn [Sack] $100, 2 lbs.
•   Torch x2 [Sack] $6, 2 lbs.
[/spoiler]

Weapon Master
You really know how to use a two-handed sword! What you forfeit in versatility, you make up for with sheer skill. You make maximum use of your mobility and agility in combat to avoid and deflect attacks while cleaving through skulls like a keel through water.
[spoiler=Statistics]
Attributes:  ST 12; DX 15; IQ 10; HT 13.
Secondary Characteristics:  Damage 1d/2d; BL 29 lbs.; HP 12; Will 10; Per 10; FP 13; Basic Speed 7.00; Basic Move 7.
Advantages:  Combat Reflexes; Enhanced Dodge 2; Enhanced Parry 3 (Two-Handed Sword); Luck; Striking ST 2; Weapon Bond (Thrusting Greatsword); Weapon Master (Thrusting Greatsword).
Disadvantages:  Chummy; Code of Honor (Pirate's); Greed (15); Impulsiveness (15); Lecherousness (15); Obsession ("Become the best swordsman in the world!"); Overconfidence (12); Sense of Duty (Adventuring Companions).
Quirks: Not Defined; Not Defined; Not Defined; Not Defined; Not Defined.
Skills:  Acrobatics (H) DX – 15; Carousing (E) HT – 13; Fast-Draw (Knife and Sword) (E) DX+1 – 16†; Gambling (A) IQ – 10; Hiking (A) HT-1 – 12; Judo (H) DX – 15; Jumping (E) DX – 15; Karate (H) DX – 15; Seamanship (E) IQ – 10; Stealth (A) DX-1 – 14; Streetwise (A) IQ – 10; Throwing (A) DX –15; Two-Handed Sword (A) DX+5 – 20;
†Includes +1 for Combat Reflexes.
Equipment: $2,590, 48.3 lbs.
•   Backpack [Torso] Holds 40 lbs. $60, 3 lbs.
•   Blanket [Torso] $20, 4 lbs.
•   Boots [Feet] DR 2. $80, 3 lbs.
•   Canteen [Torso] $10, 3 lbs.
•   Large Knife [Payload] Damage sw-2 cut or thr imp. $40, 1 lbs.
•   Light Mail Armor [Torso] DR3/1*. $1,200, 12 lbs.
•   Ordinary Clothing [Torso, Arms, Legs] Initially free; replacement cost is $120. $0, 2 lbs.
•   Personal Basics [Backpack] $5, 1 lb.
•   Pot Helm [Skull] DR 4. $210, 2.8 lbs.
•   Rations x12 [Backpack] $24, 6 lbs.
•   Rope, 3/8" (10 yards) [Backpack] Suports 300 lbs. $5, 1.5 lbs.
•   Sack [Backpack] Holds 40 lbs. $30, 3 lbs.
•   Thrusting Greatsword [Torso] Damage sw+3 cut or thr+3 thr. $900, 7 lbs.
•   Torch x2 [Backpack] $6, 2 lbs.
•   $380 in coin.
[/spoiler]

Note that all characters include Sense of Duty (Adventuring Companions) or a similar SoD that includes your fellow party members.  This is to induce some cohesiveness in the party.  Similarly, the pervasive Code of Honor (Pirate's) amounts to not taking flak from anyone, always backing your mates except in a declared and open duel.  This gives you some points for having at least some scruples.
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Starfall:  On the Edge of Oblivion

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