Saturday, February 29, 2020

The Deities and the Powers for their Clerics and Paladins

The Deities
The Energy associated with the deities is Will.

Liestra (Goddess of Life)
Colors: Green and Blue
Holy Places: Grove Shrines, Supplicant Farms Happily married to Sothe. Supplanter of Lathra the tyrantess of the living. Liestra is the goddess of spring, fertility, farming, and children. Along with this, she has a domain that includes all living kinds. She does not personally precede over every waking kinds' life.

Sothe (God of Death)
Colors: Black and White
Holy Places: Graveyards, Mausoleums
Anima: Gargoyles and Reapers Happily married to Liestra. Destroyer of the original god of death, Xyz the Primordial. Sothe is the god of funerals, graves, mourning, and the natural rest of living kinds. He is an opponent of necromancy but there are exceptions that apparently by his will his agents on earth have made including the Lusmians and their ancestor court of spirits along with toleration of the Court of the Night and the Viscount as a necessary evil as the Samdirian nation acts as a sort of house arrest for the necromantic monsters. He detests unnatural death and that includes unlawful murder (the "unlawful" is debated), warmongering, and anything that would cause death before its natural time that was not meant as a kindness or a mercy. He helps the dead to reach their proper place in the afterlife and is one of the few guards against devils claiming the souls of their victims, but not their worshippers. However, even his rescues are not perfect and while he has a 100% accuracy of gaining the animus, the thinking sapient portion of the soul, the essence can still be lost and used by the woelhtriv to increase their power. He does accept ex-woelhtriv worshippers into his arms but, as divined by his prelates over the centuries, they must repent and serve penance for their actions by following the ways laid out by Prythe.

Alar (God of Conflict)
Colors: Red and White
Holy Places: Coliseums, Tournament Grounds The God of Conflict born from the union of Liestra and Sothe. Alar is multifaceted much like the Twins. He has multiple sects determining whether he is a god of war, a god battle, a god of struggle, or all the above or only a few. His virtues are bravery, honor, loyalty, sacrifice, . Strategists, warriors, mercenaries, and nobles often seek his grace during battle. There are multiple organizations dedicated to him. One includes the Alarian Temple, his main organized religion. One is the Alarian Order and its multiple chapters that are independent groupings with their own beliefs, ideologies, and methods. Another is the Firmament, a crusader state formed out of the Companions of Saint Bromae, a chapter of the Alarian Order. Alar and Liestra often compete for the position of deity with the largest influence on the world while Sothe watches their competition with a knowing smile.
The Conflict of Two Sects in 0 PR
The Aggregationists and the Reconciliationists
These were the dominant sects of the Alarian Temple in the last stretches of Epoch 0 from -186 to -1  ON and in the beginning of Epoch 1 in 0 PR until 22 PR. They were constantly at odds The core disagreement between the sects is what is Alar's true domain: The Aggregationists argues that war is a just and virtuous endeavour that ensures strength of will, body, and soul and that evils in the world can be quelled and truly controlled with the complete militarization of culture, society, and the state. In this way, a society prepared for war secures peace. They point toward the toleration of the Scale Princes of Skalovia as something the nations and the Alarian temple were not willing to combat, along with a closer example in the Blood Struggle of the Wakamotojin in -7 PR to -18 PR which involved genocidal struggles between different bestial kinds under the decree of the emperor during the Harrowing, a great famine in isolated Wakamoto that could have been avoided by the emperor preparing for the famine. The nobility of his court could not act against him and with the role of Alarians gathering the military leaders of the nation against the emperor and forcing him to provide for the common folk and thus disallowing any impetus to enact the Blood Struggle. Reconciliationists wish to follow the philosophy of the Great Unburdening and remove Alarian influence from secular courts. They point toward the falsely justified creation of the Holy Firmament crusader state founded in eastern Aizarin as the end result of the Aggregationist's ideology. That state was formed over very dubious claims of true heresy from the Wadahli union. The Reconciliationists also argue that it took equitianists (who are not looked well upon and confined to Wakunan and the Uhlionic State for much of Epoch 1 (0 PR-273 PR) to overthrow the Scale Princes due to the greed and complacency of not only secular kingdoms but also the temples. It took a madman in the form of the Scarlet Prophet and the Host of Bloody Tears to act against them and they attempted a bloody genocidal war against all dragonkin in Skalovia. That is the sort of thing that Aggregationists would repeat if they got their way. Wakamoto also exhibited that sort of genocidal behavior endemic to Aggregationist world view and the closest thing that possibly would have worked is if they had unified the military leaders of Wakamoto against the emperor and overthrown them. Which would have taken them more manpower and further decreased the grain. When, if the isolationist nation would have let the outside world know, there may have been the possibility of sending out Liestrite and Sothian clerics to talk to the emperor and bless their crops when their onmyodo could not. The acquisition of power in this case would have been deleterious to the people and possibly caused future problems with the ability of military leaders to just essentially perform a coup when other ways would be possible to save the now dead kinds. Reconciliationists are secularist and seek non-satist methods to enact their god's will which they believe includes engaging in conflict resolution, encouraging and enforcing laws of war, and support for nations against abominable forces such as the undead and the woehltriv among others. Aggregationists believe in the gathering of power in the name of Alar to form efficient and orderly martial states. Aggregationists will be one of the precursor groups to Tierianists.


Astres (God of Stars)
Colors: Gold and Grey
Holy Places: Workshops, Factories, Academies God of knowledge, travelers, stars, smithing, flame, combustion, craftsmen, and later industry, gunpowder, mechanisms, and magitek. She is an extremely minor god until around the first few decades of 0 PR where her influence will explode but keep her in the 4th place of importance behind Liestra, Alar, and Sothe. She was the subject of the Great Uhlionic Blasphemy that allowed the birth of Genastres and allowed the combined knowledge of proto-gunpowder weaponry and proto-industry to collate in one person. This allowed Uhlion's followers to experiment over the course of many decades to advance gunpowder weaponry from an extremely niche field to the forefront of warfare. Along with this, Genastres held the knowledge of mechanisms allowing for industrialized manufacturing and societies that could be taken advantage of using magitek but not the base knowledge needed to mundanely use it without great experimentation and working. Industry and Gunpowder advanced her influence across the world except in Skalovia whose inhabitants benefitted the most from their domains.

Prythe (God of Law)
Colors: Copper and Gold
Holy Places: Courthouses
Anima: Confessors The god of justice, courts, the written law, prisons, enforcers, and prisoners. His agents often work with Alarian ones when dealing with warcrimes. His paladins are known as arbiters and they work closely with state enforcers to pursue criminals. Prythe's law concerns itself more with a law than most states' where there is a sort of universalism they pursue. Murders, thefts, and assaults are to be tried by his agents when able to determine the severity of a crime and the judgment carried forward. Multiple sects exist of Prythe, one which gained massive prominence being the cult of the Dominion, an extremely legalistic sect that called for a worldwide totalitarian police state to ensure order and decency. They rose to prominence with the (first) Liresku Revolution against the old Dai Empire. Their use of angyls, creatures born of the aspects of the god they worship, were key to not only triumphing over the old empire but then consolidating their power over Liresku. There are multiple sects of Prythe that decry the Dominion essentially forming an oppressive, repressive, authoritarian, and totalitarian legalistic state that has a universal poor reputation that unanimously beats out the Uhlionic Republic even in the midst of one of their Terrors for being an awful state.

Dhaegoth and Vhaegoth (Twin Gods of Order or Chaos depending on the worshipper)

While thought of as Urkain gods, the two actually existed before the Urkain based on anthropological findings on the Grusch Archipelago. Vhaegoth represents mundane craftsmanship, honor, loyalty, perseverance, and peace. Dhaegoth self-sacrifice, duty, order, and valor. They are interesting in that they actually overlap with other deities' domains but often seem to have different aspects of those domains.

Xys (The Old God of Death and Chaos)
They called him the Primordial and he went by the name of Xyz. Where Sothe was orderly, he was a chaotic half formed mess of entropy. It's said he was where the fear of the dark for many Kinds came from. There's a legend that Sothe was essentially a type of angyl or daemon of his formed from an ordered mass of his essence and he struck him down and split him forever. However, pieces of him might remain. In Xatlaxa, while the Velasian pantheon has taken root here, there were ancient worshippers of his that wanted to see him in all of his ungulating glory.

There is no god of magic and if someone tells you there is, that is actually a Woehltriv or one of its worshippers.

Power Investiture Guaranteed Spells per Level of Power Investiture

A GM can add more spells for a character to learn based on relative power levels. These spells are gained automatically.

Prerequisites Required to receive Automatically Gained Spells

Blessed (Heroic Feats) [10] B41
Disciplines of Faith (Pick one Appropriate except for Monasticism) B132


Boons Automatically Gained per Power Investiture
All Clerics/Paladins
Bless (M129)


Spell Lists that have Power Investiture per Godly Domain
(That a paladin/cleric must learn)
The Pentaphany (M stands for GURPS MAGIC)
All
Plannar Summons (M82)
Life/Spring (Liestra)
Bless Plant (M87), Body Reading (M88), Boost (Health) (M37) Cleansing (M94), Create Food (M79), Cure Disease (M91), Detect Poison (M89), Distill (M79), Essential Food (M79), Healing Slumber (M94), Instant Neutralize Poison (M92), Instant Regeneration (M93), Instant Restoration (M93), Lend Energy (M89), Lend Vitality (M89), Major Healing (M91), Minor Reading (M91), Neutralize Poison (M92), Preserve Food (M79), Purify Food (M79), Purify Water (M184), Regeneration (M93), Rejuvenate (M163), Relieve Addiction (M92), Relieve Paralysis (M93), Remove Contagion (M90), Remove Curse (M126), Resist Disease (M91), Relieve Addiction (M92), Resist Poison (M91), Seek Food (M78), Sense Life (M45) Stop Bleeding (M91), Restoration (M93), Restore Hearing (M92), Restore Sight (M92), Restore Speech (M93), Stop Paralysis (M93), Stop Spasm (M35), Test Food (M78), Vigor (M37)
Death/Winter (Sothe)
Astral Block (M224), Banish (M), Cold (M74), Cool (M195), Ethereal Body (M146), Fear (M139), Freeze (M185), Frost (M193), Hail (M195), Icy Missiles (186), Materialize (M150), Repel Spirits (M158), Resurrection (M94), Sense Spirit (M149), Solidify (M151), Turn Spirit (M151)
War (Alar)
Blade Turning (M168), Boost (Strength) (M37), Bravery (M134), Catch Missile (M168), Catch Spell (M123), Distant Blow (M144), Enhance (Strength) (M, Force Dome (M170), Force Wall (M170), Jump (M143), Iron Arm (M169), Might (M37), Missile Shield (M168), Quick March (M144), Utter Dome (M170), Utter Wall (M170), Vigil (M138)
Law (Prythe)
Alarm (M100), Ancient History (M106), Avoid (M140), Armor (M167), Block (M166), Boost (Intelligence) (M3&) Bright Vision (M111), Compel Truth (M47), Concussion (M26), Dark Vision (M111), Daze (M134), Disorient (M135), Hawk Vision (M111), Increase Burden (143), Keen Sense (M133), Know True Shape (M106), Lesser Geas (M140), Missile Shield (M168), Oath (M138), Seeker (M105), Sleep (M135), Watchdog (M167), Wisdom (M37)
Stars/Industry (Astres)
Cadence (M39) more to come

Others
The Twin Gods 
Bravery (M134), Cadence (M39) more to come

Devil Worship and the Powers of Pactsworn

Devils
Devils, or Woehltriv are powerful beings that can bestow power upon mortals in exchange for their worship. They live in the Tithing Realms, a place outside space and time that they take residence in and hold their collections of souls in. Devils are similar to the gods in that they often embody big concepts. The difference is that what they embody does not change over time and devils are not manifestations of belief but rather individuals or a collective of souls that changed themselves into new, hellish forms. It varies in how they descend to their thrones in the Realms. It could have been done by large rituals, key moments of focus, curses gone awry, or any other number of means. More importantly to the mortals of Tys is that they exist and can offer them power, influence, wealth, health, immortality, and any object of avarice to the mortal kins by easy means. It just costs their souls and following the demands of their patrons. 
Devils generally seek to expand their influence on the mortal plane in order to own certain domains. These "domains" include love, magic, war, gold, tech, hate, and any general concept that influences the world even if it doesn't seem like a thing one can "own". Unlike mortals, they cannot influence the gods through their beliefs. However, they can cause indirect parasitic effects by affecting their gods worshippers. Hence, one will never see a full nation that lines up for temples of Gor and sacrificing children as conventionally as one would see a Liestrite pass out the communion of the lillies. However, a temple full of high clerics that pay homage to Baelioph under the guise of tending to the flock of a legitimate deity may exist. Devils generally seek subtle means to place the world upon an axis that turns on their word without the kins of the world knowing. Or at least give the power to their worshippers so the masses don't know or don't care.

Favor (Writer's Note: Advantage Patron added at a discount using a limitation as a possible secondary thing to buy with the initiation and/or to be discounted for the pact debt.)
Every worshipper that goes through a ritual of initiation into the service of their patron gains the Blessed advantage in GURPS Characters. The ritual of initiation is generally a three-hour process where an acolyte of a current blessed of a devil binds their soul to the devil's service. Blesseds gain Favor by inducting newly blessed. Favor is a sort of currency that advances one through tiers granting them power. This gives them the Very Blessed [30] and Heroic Feats [10] forms of Blessed on B41 for a cumulative 40 CR. The character can use their character points to purchase them together at full price with no strings attached where it is assumed that the character is already a devout worshipper that will carry out their master's wishes without prodding. Alternatively can purchase them BUT also gain the Pact modifier on B113 and must take the Disciplines of Faith disadvantages of at least -15 points worth but for a total of -30 Character Points making the buy-in only 10 CR. An easy combo choosing the Mysticism [-10] discipline where essentially the worshipper has to "check-in" with their patron regularly to have them check their progress along with choosing the Ritualism [-5] discipline to where the character has to prove themselves through action, word, and thought to their patrons. Now unlike the stuffy, sometimes ascetic, and overbearing deities often Ritualism is not something that is a constant thought but rather something the worshipper has to do depending on the devil. The large discount the pact causes is due to the fact that not following the pact can have the one who agreed to pact be hurt by the patron for 50% of their HP once per day due to the devil's limited reach into the material world but still having a grip on his pactee's soul. For minor transgressions. Outright refusal to uphold the pact can cause the patron to take the soul of the one who bought into the contract in 5d6 days meaning permanent and irreversible death for the signer. Along with penalties upon the blessed who initiated them. Favor Tiers Earning favor caused one to gain points in their favor pool
  • 0-30 Minimally
  • 31-70 Moderately
  • 71-99 Highly
  • 100 Maximally

All devils have a basic set of favor tier rewards on top of giving Very Blessed and Heroic Feats advantages to their blessed along with specific devil-based rewards.
Minimally Power Investiture 1
Moderately Power Investiture 2
Highly Power Investiture 3
Maximally Power Investiture 4
How to Gain Favor
  • Perform Ritual 1-5 Favor depending on the severity and what the devil prefers. This can happen only once weekly and may be the pact condition needed to not be punished
    • Example: Baba Neyaga
      • Sacrificing one infant 1
      • Sacrificing one newborn 2
      • Sacrificing the seventh newborn of a seventh son 3
      • Sacrificing the newborns of a village 4
      • Sacrificing village of newborns with the blades of their fathers in the night of the twin eclipses also known as the witching hours 5
    • (Note in this example, while quantity seems better, generally, it will have diminishing returns. The quality of an act and circumstances give more favor
  • Perform Acts 1-5 Favor
    • Example: Baelioph
      • Convince someone to perform an action deleterious to them against their better judgment 1
      • Convince someone to perform an action that is deleterious to their family 2
      • Convince someone to perform an action that is deleterious to their tribe/village 3
      • Convince someone to perform an action that is deleterious to their city 4
      • Convince someone to perform an action that is deleterious to their nation 5
    • (Note again that while this looks purely quantitative, certain qualities of the actions can have more favor doled out by GMs based upon certain elements like targets, victims, cultural/religious/societal significance, and the like. If the one person kills a kinsman and that haunts them for an extended period of time, that would be rewarded with 2 points rather than just killing a random person and feeling guilty which would still be 1 point. An act deleterious to their nation means the effect was isolated in their nation. If say, someone caused a war between two nations, that would be worth 1.5x5 (7 dropping fraction). Multiple nations of 3 or more, 2x5 (10). The Gm may use these types of multipliers to reward players for their creativity, but keep to 3x as the very max for the largest embodiments of their patron's work on their chosen domains.
  • Slay Rival Pactsworn/Blessed of other Devils 10 Favor
  • Slay Rival Pactsworn/Blessed of the Deities 5 Favor
How to Lose Favor
  • Be reluctant to perform a request -3
  • Be overly noticeable in action -5 (for example committing arson on a temple of Sothe and painting "Baelioph Rules Your Tongues!" on their broken iconography)
  • Overuse ritual in short period of time (within a week) -5
  • Outright refuse the patron -10 (and the 50% HP reduction if Moderately to Maximally favored and permanent death if Minimally favored)
  • Kill fellow blessed of the same patron the character has -20 (and the 50% HP reduction if Moderately to Maximally favored and permanent death if Minimally favored)
How to Burn Favor for Advantages
Sometimes, devils may allow use of power that doesn't benefit them but may lead to payoff in the future. Their blessed can use this to perform certain acts or save themselves in certain situations
  • Escaping Death -20 Favor. Any situation that would result in certain death for the blessed can see the blessed miraculously escape. The GM or the player can come up with a series of events, no matter how unlikely or possibly supernatural they are. A horde of passing monsters intentionally or unintentionally park themselves between the dying and his opponents. An ally shows up at just the right time to take the blessed away. So on.
  • Devilish Luck -5 Favor. The blessed can act as if they have the Lucky B66 Advantage for one day. Standard Luck costs -5, but one can spend favor at -12 favor or -25 favor to get Extraordinary Lucky and Ridiculous Luck respectively.
  • Hellish Feats -5 Favor. The blessed can use the Heroic Feat blessing B40 one more time per each burning of favorr
Known Devils and Rewards (Writer Note: Power Investiture and/or True Faith as one of the possible bonuses to flesh out)
Pactsworn and Blessed (those that are invested in without a pact) gain the spells under each favor as investiture spells (being able to add the advantage bonus, no prerequisites, having to spend Character Point(s) on them, etc) per tier.
  • Baelioph - The Lying Devil. Gives his followers the ability of silver tongues and the ability to easily accrue influence through their charm. His followers make others unwitting thralls through exposed contact, slowly bending their minds to Baelioph's chosen.
    • Mechanically
      • Minimal Favor
      • Gains the Voice, Telecommunication Advantages for Free
      • Gains the Smooth Operator 1 Advantage for Free
      • Gains the Charisma 1 Advantage for Free
      • Charm (M139), Foolishness (M134), Fascinate (M135), Weaken Will (M136), Dream Sending (M45), Dream Projection (M46), Avoid (M140), Nightmare (M140)
      • Moderate Favor
      • Gains the Smooth Operator 2 Advantage for Free
      • Gains the Charisma 3 Advantage for Free
      • Gains the Xeno-Adaptability Advantage for Free
      • Command (B251), Daze (M134), Loyalty (M136), Emotion Control (M137), Oath (M138),  Lesser Geas (M141), Compel Lie (M137), False Memory (M139), Suggestion (M140), 
      • High Favor
      • Gains the Smooth Operator 3 Advantage for Free
      • Gains the Charisma 5 Advantage for Free
      • Mindlessness (M137), Permanent Forgetfulness (M138), Ecstasy (M139), Mass Suggestion (M141)
      • Maximum Favor
      • Gains the Smooth Operator 4 Advantage for Free
      • Gains the Charisma 9 Advantage for Free
      • Enslave (M141), Great Hallucination (M141), Great Geas (M141)
      • Gain the Voice advantage for free, and Mind Control over one subject when succeeding social checks over ten different subject of similar intelligence (in a max difference range of 1) who have to pass an IQ or Willpower check. So ten Alarian peasants will gain a Baelioph worshipper one mind-controlled slave but not an Alarian knight but five Alarian knights charmed will give one Alarian knight mind-controlled to the user. In tiers of five, the number under control rises with multiplying twice the previous tier's amount until it reaches the max amount of subjects influenced and thus will catch up over time.
      • Ex: Tier 1 (10): 1; Tier 2 (20): 2; Tier 3 (30): 4; Tier 4 (40): 8; Tier 5 (50):16; Tier 6 (60): 32; Tier 7 (70) 64; Tier 8 (80): 80 and so on.
  • Baba Nagaya - The Witch Queen. She of the crones that sacrifice the blood of innocents in the night of the world. Baba Neyaga is the devil of witches, but not their sire nor their patron. While the hagswood witches of Skalovia are animists that find spirits in the world and use the secrets they know to materialize their powers, the Neyaga crones boil in their cauldrons vast malefic brews and bring pestilence and stillbirth to the world. They have often been confused. Neyaga Fallow can be found in witch communities and they are found by the blue and green streaks across paled skin. A vast majority are accepted into the Hagswood covens (or their Uhlion Republic designations, communes), but those that choose to turn their backs on the hags along with her worshippers can use their sire's powers to cast magicks without fatigue and raise undead figures of history along with monsters.
    • Mechanically
      • Minimal Favor
      • Itch (M35), Flame Jet (M73), Blur (M113), Identify Spell (M102), Astral Vision (M105), Hawk Vision (M111), Clean (M116), Mystic Mark (M119)
      • Moderate Favor
      • Pain (M36), Frailty (M37), Fire Cloud (M75), Strike Barren (M41), Analyze Magic (M102), Invisible Wizard Eye (M104), Blackout (M112), Darkness (M112), Ruin (M118), Pentagram (M124), Curse (M129), Bind Spirit (M158), Steal Youth (M158), Explosive Lightning (M196)
      • Gains the Speak with Animals and the Speak with Plants Advantages
      • High Favor
      • Fumble (M38), Strike Blind (M38), Choke (M40), Wither Limb (M40), Control Limb (M40), Burning Death (M76), Body of Shadow (M114), Explode (M118), Catch Spell (M123), Spellguard (M127), Summon Demon (M155) (Summon Marrow Fiend), Entrap Spell (M157), Steal Beauty (M159)
      • Maximum Favor
      • Disintegrate (M120), Total Paralysis (M40), Corpulence (M43), Decapitation (M42),
      • No energy costs for magic and hour-long rituals can be done to make allies with use of certain sacrifices. The moon must be out for the free casting to occur, unless it is the Witching Night where the moons Tol and Cyr eclipse together against the sun. The sacrifices are good for a week's time ingame and then must be ritually done again (no random murders) to keep the allies.
  • Nickie "Marlowe" Price - The Crossroads King. Nicky's origins are a little fuzzy. There are numerous stories that claim them to be one of the greatest gamblers of the old Elvish Dominion. Some attribute to them to be the inspiration behind the story of Saint Jack of Spades, an Alarian legend about a cunning trickster who performed magnificent feats using only the gift of the gab. They (because they often can manifest as male or female) seem to come from every nation, region, and culture on earth depending on who witnesses them. This name is written down from a Thralish adventurer's encounter with them. Every one of his witnesses has seen these unified characteristics: A stagger to put Orcinian bravosi to shame, a persuasive way about them that it could corrode the slickest talkers' silver tongues, and a winning smile that melts the hearts of poets. Nickie's modus operandi is to strike deals with mortals in order to grow their hoard of souls. They can have other agendas and are known as a wildcard among the Tithe Realms. While multiple devils want overall control of a domain or gods, Price likes things to be up in the air and running on dice rolls. He enjoys keeping other devils down and preventing them from reaching their goals or even raising weaker ones up. In the mortal plane, he enjoys chaos and stability in equal measure because either state gives new opportunities for bargains to be struck.
    • Nickie is known as the crossroads king because their servants often literally meet those willing to strike a deal at crossroads. Some of his followers do not take this literally, and their master is often found in backroom card games, in the tents of generals, or in the courts of kings. Nickie Price can give youth, knowledge, wealth, fame, or power in exchange for the other party's soul. Unlike Baba Neyaga, he doesn't accept souls second-hand. He finds they aren't worth as much if they didn't volunteer for their damnation. As said before, Price can also accept favors. This may be out of a genuine want or just to butter up the other person to give up their soul later.
      • Mechanically
        • Minimal Favor
        • Gains the Luck
        • Gains the Extended Lifespan 1 Advantage for Free
        • Moderate Favor
        • Gains the Extraordinarily Lucky Advantage for Free
        • Gains the Danger Sense Advantage for Free
        • Gains the Extended Lifespan 3 Advantage for Free
        • Gains the Rapid Healing Advantage for Free
        • High Favor
        • Gains the Ridiculously Lucky Advantage for Free
        • Gains the Extended Lifespan 5 Advantage for Free
        • Gains the Serendipity Advantage for Free
        • Gains the Intuition Advantage for Free
        • Maximum Favor
        • Gains the Super Lucky Advantage for Free
        • Gains the Unaging Advantage for Free
        • Resurrection (M94)

Friday, February 28, 2020

RoF Animals, Monsters, NPCs

Much of these animals, monsters, and NPCs will be filled out either via quick and dirty simplified mook profiles like GURPS Martial Arts suggests for npc types with their ST, DX, IQ, HT, Basic Speed, Basic Move, and Main Attacks given along with equipment and gear (or possible salvage for animals and monsters) or full NPC profiles and templates. Obviously the latter is much harder so expect the former first and then possibly the latter to be made.
Guidelines
Attributes Assume the Baseline number is 10 for ST, DX, IQ, and HT unless stated otherwise
Combat Stats Prioritize Combat stats under Jobs over any other category
Using Monsters and NPCs Outside this List One can use pretty much all monsters found in either GURPS materials, GURPS Repository, or other homebrew. RoF was a medieval high fantasy setting that relatively changed only recently in the lore.
NPCs including named NPCs but this list is mainly composed of what would be considered "monsters"

Animals
Draco-turtle
Weyr (Horse and goat amalgamation)
WAR WEYR
STATSSECONDARY STATS
ST24HP24PER11
DX9FP12Will11
IQ3SPD9Move9[7]
HT12Dodge9
WeaponSkillDMGACCRNG/RCHSHOTS
Hooves122d-1_C,1_
cr
Horns122d+3_C_
cr
Extra SkillsExtra InfoTraits
Mount 13SM +1BadCombat Domestic
Brawling 12(3 hexes)TemperReflexesAnimal
Climbing 12Enhanced(GroundHooves
Move 1Speed 18)
PeripheralQuadrupedTemperature
VisionTolerance 4
Weak BiteCost
7,000
Demi-Drake
Ndege (Wakunansi Bird Mounts)

Monsters
Monsters refer to those animated creatures that seem to be made of aeth. Their anatomies and physiologies tend to look realistic to a degree and almost all bleed but they are unnatural additions to whatever environment they inhabit. They are also unanimously malevolent, seeking to harm sapient kinds. It is unknown how they come to be and their numbers seem to pop up almost spontaneously. However, certain failed magical rituals have also caused the summoning of monsters inadvertently, so there is theorizing they may be purposefully put places. However, there have been remains of dead monsters in places where they cannot leave such as crevices and some of these have no way these monster would naturally be there. So intent is also in question. Regardless, adventurers, monster hunting organizations, clerics, paladins, law enforcement, and militaries are in opposition to them and hunt them down. There seems to be no end to them, but their numbers can be quelled and possibly eliminated for a time.
Skalovian
Drekavac
Tugarins
Rokita
Boruta
Bukavacs
Thrakian
Dunnie
Fuath
Coblynau
Caoranach
Stoor
Wakunansi
Eloko
Kishi
Mbwiri
Obayifo
Obanje
Towawungo
Southern Xatlaxan
Tlahuelpuchi
Wihwin
Chaneque
Amaru
Kharisiri
template
ST DX HT  HP 10 Basic Speed 5 Basic Move 5 Weapon 1d6 Acc RoF Shots ST Bulk Rcl Cost LC

Skill
Epoch 0
(-?-0 PR) Equivalently Teched from ? BC-1332 AD (GURPS TL 0-4)
Epoch 1 
(0-288 PR) Equivalently Teched from 1756 AD to 1840 AD (GURPS TL 5)

Uhlion Republican Equitianist State NPCs
Assume all URA NPCs are Kobolds at SM-1 unless stated otherwise
UR Prole 20 Points
The proles of the Republic enjoy a much greater quality of life and amount of freedom than the vast enthralled kobolds of the Principalities. Each is required to attend the kibbutz, a boarding school that has the resources and facilities to raise hatchlings, infants, and the like from birth and educate them in multiple subjects. Upon graduation, most will be assigned jobs based on their talents in the schooling system and they are free to further educate themselves in the University of Zurikau to join academia or enter highly skilled professions. As a result of this education, Skalovians in the first Epoch of Flame are some of the most well-educated populations in the world. Many work in agriculture or manufacturing and enjoy medical benefits and leisure time built into the constitution of the nation.
"Equity, Unity, and Justice."- Equitianist pillars first written down by Sylvyras Zelien, founder of Equitianism in -221 ON. Found on plaques of settlement council buildings and kibbutzes.
(ST 8 assumes a kobold prole, other kinds have their respective stats.)
STATSSECONDARY STATS
ST8HP8PER10
DX10FP9Will10
IQ10SPD4.75Move4[3]
HT10Dodge7[6]

WeaponSkillDamagePen ModRange
Fist101d6-31xc
Disadvantages Attentive [-1],  Broad-Minded [-1], Congenial [-1], Dull [-1], Humble [-1]
Skills Choose up to 25 points from Machinist 12 [8] OR Farming 12 [8], Area Knowledge 12 [4], History 10 [4], Mathematics 10 [4], Carpentry 13 [4],
Gear Full set of clothes (Button-up shirt and trousers, socks, shoes, belt) $50 4 lb, Coveralls $20 1 lb, Council ID card (Laminated Paper) (Not required but monthly check-up will incur fine of $20 if not able to show; helps census data and Provisional Law Enforcement) $2 0.0 lb, $20 on hand in Republican Taigues.

UR Provo 40 Points
Provisional officers are law enforcement officers of the Republic, assigned by the local Union Councils of each Union Seat. They have the legal powers to arrest, imprison, and use force to maintain justice in Skalovia.
"Police, don't move! Comrade, you have violated the law of the commons and are under arrest!"
STATSSECONDARY STATS
ST9HP9PER10
DX10FP9Will10
IQ10SPD4.75Move4[3]
HT9Dodge7[6]
Combat
WeaponSkillDamagePen ModRange
Light Club (Provo Baton)121d6+1 cr1x1
Advantage Law Enforcement (Local Jurisdiction) [5]
Disadvantage Duty [-2], Careful [-1], Dull [-1]
Skills Broadsword (for Light Club counted under Broadsword in GURPS B272 for some reason) [+2] Criminology +1 [4], Current Affairs +0 [1], Detect Lies +0 [4], Interrogation +0 [2]Observation +1 [4], Search +1 [4], ST +1 [10]
Gear URES Provo Uniform $160 12.5 lb, Badge $5 0.1 lb, Boots $80 3 lb, Club $5 3 lb, 3x Handcuffs $120 total 0.5 lb

  • Total Inventory Weight 19.01
  • Total Inventory Value $370
Sub-NPC - UR Escalation Squad Provo 65 Points
Escalation Provisional Officers are fast acting heavily armed units meant to go into missions involving hostage rescue, monstrous threats, and criminal activity where deadly force is needed to defend the people.
STATSSECONDARY STATS
ST11HP11PER10
DX11FP12Will10
IQ10SPD5.75Move5[4]
HT12Dodge9[8]
DR 10 Torso
Weapon
SkillDamagePen ModRangeAmmoShots
.50 Danilovsky Musket123d6 pi+1.5x100/1,1000101(40)
Bayonet121d6+3 Imp2x1,2*
Dueling Halberd
Advantage Law Enforcement (Local Jurisdiction) [5], Combat Reflexes [15], Fit [5]
Disadvantage Duty [-5]
Skills Criminology 11 [4], Current Affairs 10 [1], Detect Lies 10 [4], Interrogation 10 [2], Musket 12 [4]Observation 11 [4], Search 11 [4], Staff 12 [8]
Gear URES Provo Uniform $160 12.5 lb, Steel Corselet $600 12 lbs, Badge $5 0.1 lb, Boots $80 3 lb, 10x Musket Balls $5 0.25 lb, Dansky Musket $350 7/0.025 lb, Bayonet $30 1.1lb, 3x Handcuffs $120 total 0.5 lb

URA Lineman 40 Points
It is required of each man and woman in the republic to serve in the military for a varying number of years based on need. This allows the URA its vast manpower but also indoctrinates those young adults of the nation into building comradery with their fellow kinds. Those that return from their service can be called again in times of great need and the origin and beginnings of the URA as a liberatory force and a defensive force with the Undead War instilled a great sense of patriotism and respect for the armed forces in the people. However, that patriotism would wane with the First Terror and the failed Gromdal war, and would not be seen again until the victorious nation rose back into prominence in the Great Grush War.
"BLYSKAAA!" Common rallying cry that uses the name of a revolutionary hero.
(Use SM -2 for Kobold or Dwarves)

STATSSECONDARY STATS
ST9HP8PER10
DX11FP9Will10
IQ10SPD5Move5[4]
HT9Dodge8[7]
DR 2 Torso
Combat
WeaponSkillDamagePen ModRangeAmmoShots
.50 Danilovsky Musket123d6 pi+1.5x100/1,1000101(40)
Bayonet121d6+1 Imp2x1,2*
Disadvantage Duty [-10]
Skills Hiking +1 [4], Musket +2 [4], Observation +2 [8], Packing +1 [4], Soldiery +2 [8], Spear +2 [8], ST +1 [10], Survival +1 [4] 
Gear URES Army Uniform $160 12.5 lb, Boots $80 3 lb, 10x Musket Balls $5 0.25 lb, Dansky Musket $350 7/0.025 lb, Bayonet $30 1.1lb 


  • Total Inventory Weight 23.85 
  • Total Inventory Value $625


URA Artillery Crewman 58 Points
The first artillery crewman of the revolution were engineers of foreign lands, sympathetic to the downtrodden cause of the Skalovian kobolds. In the multiyear stalemate that resulted at the Bloody Swathe, their skills were passed to those kobolds now living the Free Territories of the northwest. Skalovian artillery is one of the most terrifying things on the battlefield and its use against the enemies of the people were exemplified against the devastated mercenary Blue Host that attempted to put down the revolution in its final days.
HP 8 [-4] Move 5 DR 1 Dodge 8
IQ 11 [20]
WEAPONSKILLDAMAGEACCPEN MODRANGEAMMOSHOTS
.23 Danilovsky Pistol121d6+1 pi+11.5x70/800101(20)
Large Knife101d1-22xC
Kotetsyn 12-Pounder166d6x5 pi++ (Round Shot)22x400/2,000301(30)
or6d [3d-1] cr ex (Explosive Shot)21x40
Spakosa Mortar Mk 1165d6 cr ex21x100*/1,600451 (20)*Refers to Minimum Range, not 1/2D
Disadvantage Duty [-10]
Skills Armoury (Heavy Weapons) 13 [8], Artillery/TL 5 16 (Cannons) [20], Forward Observer/TL 5 15 [16], Mathematics 13 [8]
Gear Artillery Crewman Uniform, Ramrod, 10x Pistol Balls, .56 Dansky Pistol, Large Knife, Spy Glass, Compass, Map

URA Infantry Heavy Weapon Specialist
The history of heavy weapon specialists started at camp Blyska, formerly known as the Bloody Swathe, when Holowitz's magitek designs had produced new, rare, and devastating weapons that could rend precise bloody holes in the horrid abominations known as chainbound, pierce through a dragon's natural armor, and demoralize a retinue of scalebound through searing flames. These would turn out to be the prototypes for proper anti-armor cannons and flamethrowers that could be mobilized with a team which could place the piercers and candles on tripods and moving them to where they would be the most devastating.
STATSSECONDARY STATS
ST12HP12PER10
DX11FP12Will10
IQ10SPD5.75Move5[4]
HT12Dodge8[7]
WeaponSkillDMGACCRNG/RCHSHOTS
Danilovsky 111d+1 170/8001(20)
Pistol 0.23pi+
Piercer145d+6(3)4110/4001(5)
imp
Skalovian 141d6+30201x10s
Candle(Jet)
DR 1Torso

URA Hussar

Hussars were born of those revolutionaries that stole the weyrs, horses, and other mounts of the equine class of Dragonborn during the revolution. While never being able to match the fully barded and plate armored warrior class, they acted as mounted harassers and dragoons against the tyrannical forces of the Principalities. Their equipment would be updated and organized to continue to be fast moving harassers and shock troops.
STATSSECONDARY STATS
ST11HP11PER11
DX11FP11Will11
IQ11SPD5.5Move5[4]
HT11Dodge8[7]
WeaponSkillDMGACCRNG/RCHSHOTS
Lance131d+2_4_(16)LT71
imp
Danilovsky 111d+1 170/8001(20)
Pistol 0.23pi+
Sabre131d+2_1_
cut
DR 10Torso
WAR WEYR
STATSSECONDARY STATS
ST24HP24PER11
DX9FP12Will11
IQ3SPD9Move9[7]
HT12Dodge9
WeaponSkillDMGACCRNG/RCHSHOTS
Hooves122d-1_C,1_
cr
Horns122d+3_C_
cr
Extra SkillsExtra InfoTraits
Mount 13SM +1BadCombat Domestic
Brawling 12(3 hexes)TemperReflexesAnimal
Climbing 12Enhanced(GroundHooves
Move 1Speed 18)
PeripheralQuadrupedTemperature
VisionTolerance 4
Weak BiteCost
7,000

URA Rifle Scout
Rifle Scouts were born of the kobold partisans armed in deeply entrenched Scale Prince territory. Armed with Danilovsky muskets, they would conduct raids and guerilla attacks upon the Principalities traveling baggage trains and armies to harry them as they approached the Northwestern Front. They were officially adopted as reconnaissance and long range harasser agents with the newly designed Vorakh rifle. The scouts would imitate the ways of their predecessors and serve as long range support and officer hunters. 

STATSSECONDARY STATS
ST11HP11PER12
DX12FP11Will12
IQ12SPD5.75Move5[4]
HT11Dodge8[7]
WeaponSkillDMGACCRNG/RCHSHOTS
Vorakh Rifle 164d+13110/1,2001(60)
.60 Flintlockpi+
Danilovsky 121d+1 170/8001(20)
Pistol 0.23pi+
DR 2Torso
Extra Skills
Camouflage 14
Stealth 14
Survival 14
URA Crisis Squaddie 
Crisis Squads were an innovation by the military general Antov Vorakh (the same one that designed the Vorakh Rifle) in the dire need to find suitable counters to the Undead Confederation's invasion in 10 PR. They were to be a heavily armored tidal wave of a formation that would be able to fight and barrel past hordes of zombies to get to the masters that controlled them. They persisted as shock elements in the URA and in the future will progress from the bill and pistol to the trenchgun and grenade.
(Grenadier)

STATSSECONDARY STATS
ST12HP11PER12
DX12FP11Will12
IQ10SPD6Move6[5]
HT12Dodge10[8]
WeaponSkillDMGACCRNG/RCHSHOTS
Dueling Bill151d6+4_1,2*_
Danilovsky 121d+1 170/8001(20)
Pistol 0.23pi+
4x on PersonSkillDMGFUSERNG/RCH
Black Powder 133d cr(3-5)42
Bombex [1d]
4x on Personpi+
DR 2Head
DR 10Torso
DR 4FLegs
DR 2*Boots

URES Officer
This represents a non-commisioned officer that leads his regiments at the front lines, marching with them and leading them. They are trained at Fort Blyska, the birthplace of modern battle doctrine, and taught how to be leaders of their fellow comrades in order to defend the Republic from threats.
Whistle Screech "Over the top, with me!"
(Use SM -1 for Kobold or Dwarves)
ST 9 DX 10 IQ 9 HT 11
HP 10, Move 5, DR 2, Dodge 8
STATSSECONDARY STATS
ST10HP12PER12
DX11FP11Will12
IQ12SPD5.75Move5[4]
HT11Dodge8[7]
WeaponSkillDMGACCRNG/RCHSHOTS
Danilovsky 131d+1 170/8001(20)
Pistol 0.23pi+
Sabre131d+1 1
cut
DR 5FTorso
Disadvantage Duty [-10]
Skills Diplomacy +0 [4] Hiking +1 [4], Leadership +2 [4], Musket +2 [4], Observation +2 [8], Packing +1 [4], Soldiery +2 [8], Spear +2 [8], ST +1 [10], Survival +1 [4], Tactics +2 [12] 
Gear URES Army Uniform $160 12.5 lb, Boots $80 3 lb, 10x Musket Balls $5 0.25 lb, Dansky Musket $350 7/0.025 lb, Bayonet $30 1.1lb, Map $20 0.1 lb, Whistle $3 0.1 lb Total Inventory Weight 24.05 Total Inventory Value $648


Kvoretz Mages

Kvoretz Mages are those generalized magic users whose skills are put toward the good of the people by their utility use. They are often found on the factory floor or at various camps serving the purpose of facilitating work and using their abilities to accomplish productive things. Often in construction, one can find a Kvoretz mage lifting up great big carved stones to set them in place where it would be dangerous for a common worker to do so. Mages can find themselves in a number of different jobs and professions where their generalized knowledge learned from the Kvoretz Institute will be specialized. Each mage is instilled with a deep sense of duty to the nation and people and they are told to never take their abilities as proof of supremacy. They are to follow the Equilibratist maxim in all things: "From each according to their ability, to each according to their needs".
STATSSECONDARY STATS
ST9HP13PER12
DX10FP15Will13
IQ11SPD5Move5[4]
HT10Dodge8[7]
SpellSkillCostMaintainDMGTime to CastDur
Apportation141-4+ lbsCost_1s1 min
Grease1433_1s10 min
Haste14(2-6)Half Cost_2s1 min
Light Burden143(25%)-5(50%)Half Cost Rnd Up_3s10 min
Locksmith1422_1s1 min
Slow Fall141 per 50 lbs (Min 2)Half Cost_1s1 min
Manipulate144 per 10 lbs3 per 10 lbs_3s1 min
Undo14* M145*_1s_
Traits
VowDuty (NationMagery 1PatronSense of Duty
(Kvoretz Oath)12-) (Kvoretz)(Skalovia)
Extra Skills
Alchemy 13Innate Attack12Mechanics12
Chemistry13Literature10Observation13
Diplomacy12Masonry12Philosophy12
Geographhy11Mathematics12Physics12
Politics13Thaumatology12
Psychology12
Savoir-Faire (Apparatchik)14
Sociology12

Kvoretz Prefect

Kvoretz Prefects are the most elite special agents of the Ministry of Magicks in Skalovia. Each are picked from the most promising candidates of the Institute and are rigorously tested and tried to become magical detectives that can defend the people against magical criminals, monsters, cultists, regressive clerics, and devil spawn. Their skills are honed to become defenders of the people and are taught their duty and responsibility to the common kinds from day one of their training. Created by ex-Arcanian Dasili Geria (aka Daelas Pearl), they were made to be apolitical agents that could not turn the nation into a magocratic free-for-all like his hated home. Throughout history, however, they will be prevalent as actors in major political events such as their secretive resistance against Ural Kaitov in the First Terror. They are often supported by a retinue of comrades, both magical and mundane, along with having the resources of Kvoretz available to them. Furthermore, they are proper law enforcement officials and can requisition provos and local police help for their activities. They are also one of the few professions trusted with mind-bending effects such as charm spells. The use of charm spells is forbidden in Skalovia on pain of death by special decree of the Kvoretz founder, and those suspected of having performed such a felony will be tried via magical analysis and truth compelling by a prefect before they are summarily executed. Each are staunch Equilibratists and they take the maxim "From each according to their ability, to each according to their need" very seriously.
"Lightning burns on the walls, shattered crystals, and ozone in the air. Devils..."

STATSSECONDARY STATS
ST11HP17PER13
DX12FP18Will16
IQ14SPD6Move6[5]
HT12Dodge10[9]
WEAPONSSkillDMGACCRNG/RCHSHOTS
Danilovsy Pistol 151d1170/8001(20)
.23 Flintlock
Carries 4
DR 4Torso, Groin, Arms, Legs
SpellSkillCostMaintainDMGTime to CastDur
Analyze Magic178__1 hr1 hr
Ball of Lightning172 to 6Half Cost1d1-1 per every 2 pts1s to 3s1 min
Banish1742_1s1 min
Compel Truth1742_1s5 min
Entombment1710#__3sPermanent
Explosive Fireball172 to 2x Magery#_1d per 2 pts of energy1s to 3sInstant
Detect Magic172__5sInstant
Hide Thoughts1731_1s10 min
Lockmaster173__10sPerm
Mind-Sending1744_4s1 min
Haste17(2-6)Half Cost_2s1 min
Seek Magic176__10sInstant
Utter Wall174 per yardCost_1s1 min
This is not a complete list but a mixture of offensive, modulatory, and detective skills a prefect would have that a GM can quickly reference.
Assume the Prefect has the pre-requisites and they can use those spells required to have the spells listed via GURPS magic rules.
Traits
VowCombat Duty (NationDanger Sense
(Kvoretz Oath)Reflexes12-) 
Magery 3Legal EnforcementPatron
Powers(Kvoretz)
Security Sense of DutyWorkaholic
Clearance(Skalovia)
Extra Skills
Alchemy 12Diplomacy14Law15
Body Language14Geographhy14Literature12
Chemistry12Guns (Pistol)15Masonry14
Detect Lies14Innate Attack15Mathematics14
Mechanics13Occultism13Psychology14
Meditation15Philosophy13Riding 12
Naturalist12Physics12Savoir-Faire (Apparatchik)14
Observation15Politics13Search14
Sociology14
Thaumatology14
URA Hagcorps Witch 75 Points
URA Commissar 75 Points
URA Lieutenant 90 Points
URA General 150 Points
URA Apparatchik 125 Points
-27-28 PR URES Figures
Piotr Dansky 175 Points (Green Dragonborn)
Gagrin Yagresslov 200 Points (Blue Kobold)
Leonid Holowitz 200 Points (Klasttic Human)
Comrade-Logistician Grenr Stoyakev 200 Points (Skalovian Dwarf)
Comrade-Quartermaster Janna Ukiatev 200 Points (Green Kobold)
Micromanager and anal retentive
General Ural Kaitov 200 Points (Red Kobold)
Mage Leader Dasili Geria 250 Points (Silver Dragonborn)
General Alexei Zukhayev Goravich 400 Points (Black Scaled Dragon)
Commissar Snovi Goravich 150 Points (White Scaled Kobold)
Sergeant Nikita Goravich (Red Scaled Dragonborn)
Commissar Savo Goravich (White Scaled Winged Male Kobold with Black Streaks), now Political Officer, later Academic Anthropologist
Baki Goravich (Black Scaled Male Dragonborn with White Streaks and two giant Teardrop White Patterns on his eyes), Alienist.
Saromna Goravich (Maroon Scaled Female Dragon), University Student, later Institute Prefect
Borya Goravich (Maroon Furred Male Kobold with Wings), Lawyer
Voice, Charisma, Talent (Smooth Operator)
Zofia Goravich (Red Furred Female Kobold), Cartographer
Semyon Goravich (Black Furred Winged Magic Blooded Male Kobold with Red Patterns all over his body) Council Leader (Mayor)
Brure Goravich (Black Scaled Winged Magic Blooded Male Dragonborn with White Streaks running up the front of his body) Institute Prefect
Shurov Goravich (Black Furred Winged Male Dragonborn with White Patterns all over his body) Monster Hunter
Anov Goravich (Maroon Furred Female Kobold) Propaganda Painter, Provo Sketch Artist, Dancer
Blyska the Brave 300 Points
Dalfr the Vengeful 400 Points
General Uhlion 500 Points
28 PR URES Figures
Captain Riza Sokolovsky 100 Points
Major Kinziru Maraduk 75 Points
Premier Ural Kaitov 250 Points
Council Head Snovi Goravich 200 Points


Old Skalovian Scale Prince Remnant NPCs
Dragonborn Noble 60 Points
Scalebound 75 Points
Chainbound 200 Points
Quickpad Monk of Gor 150 Points
Abbot of Gor 250 Points
Scaleprince Thrawl 250 Points
Scaleprince 400 Points

Undead Invasion NPCs
Zombies 15 Points
Skeletons 40 Points
Necromancer 250 Points
Lich 300 Points
Raised Vaulkr the Miserly 500 Points
Raised Hruimdr the Terrible 600 points
(Can re-use Old Skalovian Scale Prince Remnants with the raised dead of the Skalovian Revolution. Use with modifications to demonstrate their undead natures.)

Klastte NPCs
Klasttic Citizen 30 Points
Klasttic Lineman 40 Points
Klasstic Artilleryman 55 Points
Patrizina Cavalry 60 Points
Patrizine Officer 75 Points
King Juren Schalzich 250 Points

Lusmian NPCs
Lusmian Longbowmen 40 Points
Lusmian Mage 60 Points
Aspirants 60 Points
Fellows 75 Points
Lusmian Mater/Pater 100 Points
(Low) Paragons 200 Points
High Paragons 300 Points
Exemplar 500 Points

Marikhorian NPCs
Marikhorian peasant
Legion Mercenary
Pugilist
Diestro
Hoplite
Duellante
Pavise Crossbowmen
Arbalest Crossbowman
Tercio
Condotierri
Cataphract
Prelate Prince
Merchant Prince
Aristocratic Prince

Shonanite NPCs
Shonanite Townsman
Shonanite Khatir
Shonanite Shofet
Shonanite Oligarch

Tarkarian NPCs
Tarkarian Villager
Tarkarian Hunter
Tarkarian Guard
Tarkarian Stalker
Tarkarian Warrior
Tarkarian Chief

Thrakian NPCs
Thrakian citizen
Thrakian slave
Thrakian overseer
Thrakian slaver
Thrakian bobby
Thrakian lineman
Thrakian grenadier
Thrakian cavalryman
Thrakian ranger
Thrakian Representative
Thrakian Consul

Wakunan Unity State NPCs
Wakunansi Citizen 30 Points(Usually gnoll)
Wakunansi Trooper 35 Points
Wakunansi Major 70 Points
Ess'Wunn Monastery Monk 125 Points
Premiers Arh'Kae'Oh 150 Points

Adventurer NPCs
Exceldius Core
Joanna Hume
Vaulk Lukal
Thales "Mercury-Temper"
Yaela Quartz
Nahatwa
Simon Merse
Tezecu

Abil-Kisu

Stats
ST + 4
DX + 3
HT + 3
HP + 5

Advantages
Combat Reflexes 15
High Pain Threshold 10
Unfazeable 15
Weapon Master (Highlander) 30  (Claymore, Shield, Broadsword, Bow)

Disadvantages
Bloodlust -10
Sense of Duty - Vaulk's Band-10

Skills
Armory - Body Armory IQ/Ave
Armory - Melee Weapons IQ/Ave
Body Language Per/Ave
Bow DX/Ave
Brawling DX/Easy
Carousing HT/Easy
Climbing DX/Ave
First Aid IQ/Easy
Forced Entry DX/Easy
Gambling IQ/Ave
Hiking HT/Ave
Intimidation Qill/Ave
Knot Tying DX/Easy
Melee Weapon
Broadsword DX/Ave
Two Handed Sword DX/Ave
Packing IQ/Ave
Power Blow Will/Hard
Running HT/Ave
Shield DX/Easy
Soldier IQ/Ave
Survival Per/Ave
Swimming HT/Easy
Wrestling DX/Ave




Rashad - Desert Ranger, Quiet, Sardonic

Stats
ST + 2
DX + 4
IQ + 2
Per +2

Advantages
Combat Reflexes 15
Danger Sense 15
Outdoorsman 10

Disadvantages
Light Sleeper -5
Loner -5
Shy - Mild -5
Workaholic -5

Skills
Acrobatics DX/Hard
Body Language Per/Ave
Bow DX/Ave
Brawling DX/Easy
Camouflage IQ/Easy
Climbing DX/Easy
Escape DX/Hard
Fast Draw - Arrow DX/Easy
First Aid IQ/Easy
Guns - Musket DX/Easy
Herb Lore IQ/VH
Hiking HT/Ave
Knot Tying DX/Easy
Melee Weaponry - Shortsword DX/Ave
Naturalist IQ/Hard
Observation Per/Ave
Packing IQ/Ave
Riding DX/Ave
Running HT/Ave
Search Per/Ave
Sewing DX/Easy
Shadowing IQ/Ave
Stealth DX/Ave
Survival Per/Ave
Tracking Per/Ave
Traps IQ/Ave




Nahatwa - Cleric

Stats
ST + 2
DX + 2
IQ + 4
FP + 3

Advantages
Blessed 10
Charisma 5
Clerical Investment 5
Empathy 15
Healing: Faith 36
Intuition 15
Power Investiture 2 20
Religious Rank 5
Social Regard 1 5
Unfazeable 15

Disadvantages
Disciplines of Faith 5-15
Sense of Duty (church)?

Skills
Acting IQ/Ave
Body Language Per/Ave
Detect Lies Per/Hard
Diagnosis IQ/Hard
Diplomacy IQ/Hard
Dreaming Will/Hard
Esoteric Medicine Per/Hard
Exorcism Will/Hard
First Aid IQ/Easy
Fortune-Telling - Augery IQ/Ave
Herb Lore IQ/VH
Hiking HT/Ave
Interrogation IQ/Ave
Leadership IQ/Ave
Meditation Will/Hard
Melee Weapon - Axe/Mace DX/Ave
Mind Block Will/Ave
Naturalist IQ/Hard
Observation Per/Ave
Occultism IQ/Ave
Public Speaking IQ/Ave
Sewing DX/Easy
Teaching IQ/Ave
Theology IQ/Hard

Exceldius Employees
Klauv
Telris
Veni
Tyric


Criminal NPCs
Smuggler 30 Points
Scourer 50 Points
Cultist 40 Points


The Tiers NPCs

Epoch 2 (288-549)
Equivalently Teched from 1840s to 1930s (GURPS TL 6)



Criminal NPCs
Wing Mafioso
ST 9 [-10] DX 11 [20] HT 0 HP 12 [4] Basic Speed 5 Basic Move 5 Quatli .402 Revolver 1d6+2 pi+ (1.5 pen mod) Acc 1 100/1,000 2.2/0.23 RoF 3 Shots 6(5i) ST 9 Bulk -1 Rcl 3 Cost 250 LC 3

Guns (Pistol) Skill 11
WeaponDamageAccRangeWeightRoFShotsSTBulkRclCostLCPen Mod
Quatli Revolver, .4021d6+2 pi+1100/10002.2/0.2336(5i)9-1325031.5x
Clothes $200 (Flat Cap $20, Tweed Jacket $40, Cotton Button-Up Shirt $30, Woolen Black Trousers with Suspenders $40Wool Socks $10, Lace-Up Pointed Leather Shoes $60) 2lbs
6 rounds+6 in the chamber 2.76 lbs $9.2, cigarette case 0.1 $20, 7 Cigarettes $1 -, $1d-4d in loose money.

Epoch 3 (549-Now)
Equivalently Teched from 1940s to ? (GURPS TL 7)