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)



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