TEXT: An e23 Sourcebook for GURPS
  ®
  STEVE JACKSON GAMES
  Stock #37-0320
  Version 1.0 – July 2011
  ®
  Written by JASON “PK” LEVINE
  Illustrated by DAN SMITH and JACOB WALKER
  MONSTER
  HUNTERS4
  SIDEKICKS
  TM
  TM
  
  Special Thanks: Paige Holden
  Master of Magic: Thomas Weigel
  GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Monster Hunters, Sidekicks, e23, and the names of all
  products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
  GURPS Monster Hunters 4: Sidekicks is copyright © 2011 by Steve Jackson Games Incorporated. All rights reserved.
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  INTRODUCTION . . . . . . . . . 3
  How to Use This Book. . . . . . . . . . 3
  Recommended Books . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . 3
  1. SIDEKICK
  TEMPLATES . . . . . . . . . 4
  Motivation. . . . . . . . . . . . . . . . . . . . 5
  Niche Substitution . . . . . . . . . . . . . 5
  STANDARD SIDEKICKS . . . . . . . . . .5
  Brother . . . . . . . . . . . . . . . . . . . . . . 5
  Fixer. . . . . . . . . . . . . . . . . . . . . . . . . 6
  Using GURPS Action. . . . . . . . . . . 7
  Geek. . . . . . . . . . . . . . . . . . . . . . . . . 7
  Gifted. . . . . . . . . . . . . . . . . . . . . . . . 8
  Appropriate Action Heroes. . . . . . . 9
  Gunman . . . . . . . . . . . . . . . . . . . . 10
  Magician . . . . . . . . . . . . . . . . . . . . 11
  Quick-and-Dirty
  Charm Creation . . . . . . . . . . . . 11
  Muscle . . . . . . . . . . . . . . . . . . . . . . 12
  Occultist . . . . . . . . . . . . . . . . . . . . 13
  Scout . . . . . . . . . . . . . . . . . . . . . . . 14
  Whitecoat . . . . . . . . . . . . . . . . . . . 14
  LOW-END ALLIES . . . . . . . . . . . .15
  Tough Guy. . . . . . . . . . . . . . . . . . . 16
  Wise Guy. . . . . . . . . . . . . . . . . . . . 16
  2. USING SIDEKICKS. . . . 17
  . . . AS ALLIES . . . . . . . . . . . . . . .17
  More Than an Advantage . . . . . . 17
  Trust and Motivation . . . . . . . . . . 17
  Money . . . . . . . . . . . . . . . . . . . . . . 18
  Self-Preservation . . . . . . . . . . . . . 18
  . . . AS JUNIOR HUNTERS . . . . . . .18
  Junior Hunters . . . . . . . . . . . . . . . 19
  Mixed Power Levels . . . . . . . . . . . 19
  Scaling for Monsters . . . . . . . . . . . 19
  . . . AS CHAMPIONS . . . . . . . . . . .20
  Caster. . . . . . . . . . . . . . . . . . . . . . . 21
  Upgrading the Gifted. . . . . . . . . . . 21
  Enhanced . . . . . . . . . . . . . . . . . . . 21
  Monstrous. . . . . . . . . . . . . . . . . . . 21
  Mystic . . . . . . . . . . . . . . . . . . . . . . 22
  Overman . . . . . . . . . . . . . . . . . . . . 22
  Psychic. . . . . . . . . . . . . . . . . . . . . . 22
  INDEX . . . . . . . . . . . . . . 23
  CONTENTS
  2
  CONTENTS
  GURPS System Design T STEVE JACKSON
  GURPS Line Editor T SEAN PUNCH
  Managing Editor T PHILIP REED
  e23 Manager T STEVEN MARSH
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  JUSTIN DE WITT
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  VICKY “MOLOKH” KOLENKO
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  with B refer to that book, not this one.
  About GURPS
  
  Scott leaned back into the couch cushion, rubbing his tem-
  ples. “I really don’t get it. That’s three times this month alone.”
  Brad continued to pace. “No kidding. We show up, and the
  lair’s cleaned out. At least it wasn’t an ambush this time.”
  “Small favors.”
  “There’s got to be a common thread, here. Something –”
  Danielle started, before her sentence was interrupted by a knock
  at the door.
  The four teammates exchanged confused glances for a long
  moment. Finally, Everett shrugged and strode over to open the
  door. The young blonde woman there was just turning to leave.
  “Oh, good, you guys are here. I knew my info wasn’t off!”
  Everett blinked. There was something familiar about her.
  Change the hair, add some piercings, remove the fancy designer
  clothes . . . “Anna?”
  “In the flesh! And out of the chains, thankfully. Sorry to just
  show up, but I owe you guys for saving me from those demons
  last year.”
  Danielle walked over. “How did you find this place?”
  “That’s your whole problem – I could find you. Right now,
  there are only a few snitches who really know about y’all, and
  they’re getting rich selling tip-offs. But it’s only a matter of time
  until one gets stupid, spills too much info to the wrong person,
  and the entire underworld has your number.”
  “Wait,” Brad interrupted. “Someone’s selling information . . .
  about us?”
  Everett frowned. “If that’s true, how did you get the info?”
  “We all have our talents. You kill monsters. I find things out.”
  Anna smiled. “Frankly, I think your job is a bit harder.”
  Everyone needs a hand sometimes. Even the mightiest
  champion can be in only one place at a time, and having some-
  one you can trust to watch your back is invaluable. A hunter
  can truly live or die by the quality of his sidekicks.
  GURPS Monster Hunters 4: Sidekicks continues the
  series’ focus on hunting as a team, by offering a selection of
  templates for sidekicks and junior hunters. While these
  recruits are low-powered compared to a typical champion,
  each is a skilled hunter in his own right – trained and trustwor-
  thy enough to do any team proud.
  HOW TO USE THIS BOOK
  All of the sidekicks in this supplement would be a valuable
  asset to any monster-hunting team. There are several ways to
  use them, however – as NPCs or PCs!
  Sidekicks Can Be Allies
  Every champion template offers the option of a 200-point
  Ally, and the sidekicks in this book can fill that role admirably.
  Allies are a reasonably priced way to cover gaps in the team’s
  knowledge or abilities; a group lacking religious skill can bring
  in a brother (pp. 5-6), one without a social expert can recruit a
  fixer (pp. 6-7), and so on. There are even a couple of low-end,
  100-point Allies for champions on a budget! A sidekick can be
  a way not only to bulk up the team, but to do so in a specific,
  useful way.
  Sidekicks Can Be Junior Hunters
  Some groups may balk at the thought of playing 400-point
  champions . . . or maybe somebody just wants to be an under-
  dog. For those gamers, these templates also represent an alter-
  native to the ones in GURPS Monster Hunters 1: Champions.
  Because these sidekicks represent real heroes – not comic
  relief! – gamers can play a 200-point “junior hunter” without
  sacrificing competence. Sidekicks offers advice for both the
  GM running a low-powered game and the GM running one
  with mixed power levels, including some unique approaches
  that specifically take advantage of each dynamic.
  Sidekicks Can Be Champions
  While the templates in this book are set at 200 points, it’s
  relatively easy to “bump them up” to the 400-point range, to
  put them on equal footing with the other champions. Chapter
  2 includes a selection of 200-point lenses for just this purpose.
  Did you want to play a psi, but dreamed of being a burly
  bruiser instead of a brain? Then take the muscle template
  (pp. 12-13) and add the psychic lens (p. 22)! Inhumans already
  have seven primary skill sets to choose from, but Sidekicks
  more than doubles that; each of the templates in Chapter 1 can
  be turned into an inhuman champion with almost no effort.
  Sidekicks significantly expands the range of hunters available
  for a standard Monster Hunters game, in a balanced and sim-
  ple manner.
  RECOMMENDED BOOKS
  The templates found in Sidekicks are designed to comple-
  ment and support those from Champions, using the rules
  found in GURPS Monster Hunters 2: The Mission. While the
  GM can run a game using these templates instead of the ones
  from Champions, he’ll still need Champions for its details on
  magic, powers, races, and gear. Chapter 1 includes rules for
  adapting the templates from both GURPS Action 1: Heroes
  and GURPS Action 3: Furious Fists; readers looking for fur-
  ther sidekicks will thus find those books useful.
  ABOUT THE AUTHOR
  Rev. Jason “PK” Levine is seeking employment with an
  established monster-hunting team in the northern Georgia
  area. His references include Steve Jackson Games, where he is
  currently employed as the Sidekick GURPS Line Editor, and
  the Church of the SubGenius, a spiritual movement for which
  he regularly rants and raves. His skills include extensive toy
  knowledge, experience herding cats and dogs, and an unortho-
  dox-yet-delicious cooking style. Please contact him at the
  attached number with information regarding salary, benefits,
  and average number of limbs lost per teammate per month.
  INTRODUCTION
  INTRODUCTION
  3
  
  “. . . and she traded the info to Kelly, who has a connection to
  most of the vamps on the north side.”
  Brad’s fingers were a blur on the laptop, as his custom clue-
  association software hungrily devoured the new information.
  “That totally fits the pattern and would explain the ambush from
  six weeks ago.”
  “Convenient . . . how it all checks out,” Everett mused.
  The room fell silent for a moment. Indignation passed over
  Anna’s face for a moment, then faded. “Look, Everett, I get the need
  for some healthy paranoia. But honestly, I just want to help.”
  “There’s a disconnect here, for me,” Everett said. “Last time we
  saw you, you didn’t even know demons existed until one kid-
  napped you. Now you know the local clan names, their alliances,
  and more. That’s a bit of a jump.”
  “Not really. Street networking is what I do. Trading rumors
  with snitches, my client base, the homeless . . .”
  “Client base?” Danielle raised an eyebrow. “What exactly do
  you do for a living?”
  “Sales.” Anna’s tone of voice
  made the period in that sentence
  clear. Danielle obviously consid-
  ered pressing the issue for a
  moment, but decided to let it drop.
  “Anyway,” Anna continued,
  “the fact that I didn’t know
  about demons and vampires
  and voodoo just meant that a lot
  of things didn’t add up. After you
  rescued me, and I learned every-
  thing I could about the super-
  natural and occult, it actually
  made things easier! The stuff I
  used
  to
  think
  was
  random
  weirdness now makes sense.
  Honestly, once you know vam-
  pires exist, it’s not that hard to
  find out what kind of informa-
  tion they’re buying and selling.”
  “And right now, they’re buying
  and selling . . . us.”
  “Exactly.
  The
  underworld
  knows that you guys exist, but
  they
  don’t
  have
  any
  details.
  Someone’s managed to get those
  details; I just don’t know who.”
  “I think I might.” Everyone fell silent as Brad spun the laptop
  around to face them. “When you add Anna’s intel to ours, look
  who shows up in the middle.”
  As was done in Champions, the sidekicks here are designed
  using character templates. To create a sidekick quickly, simply
  choose an appropriate template, make any necessary choices,
  and copy the given traits onto a character sheet. Each sidekick
  may take up to five quirks; the points acquired from these may
  be spent on anything the GM approves of.
  Each template occupies its own niche as a sidekick – the
  fixer is uniquely a “face man,” the magician is the only caster,
  etc. – but it may overlap with one of the templates from
  Champions. For example, in a group with a sage (Champions,
  p. 15), an occultist (p. 13) becomes somewhat redundant. This
  is intentional, so that a team without a sage can add an
  occultist to partially cover that gap in their knowledge; see
  Niche Substitution (p. 5) for more suggestions. Of course, a
  team with a sage may still want an
  occultist because of the redun-
  dancy; there are several situations
  under which a backup can be use-
  ful! If one fails at a roll, the other
  may be able to succeed; if the party
  has to split up, they can keep one
  knowledge expert with each group.
  If either the sage or occultist dies (an
  unfortunately common job hazard!),
  the team doesn’t lose access to all of
  their occult lore.
  Sidekicks are assumed to be
  human; only the gifted (pp. 8-10)
  has an “inhuman-blooded” option
  that allows for actual exotic traits.
  However, any sidekick can have
  weak ties to the supernatural – as
  long as they’re added for flavor, not
  function. A muscle (pp. 12-13) Ally
  may represent a vampire’s ghoul
  companion, a magician (pp. 11-12)
  may be 1/16 demon on his mother’s
  side, and so on. As long as there are
  no additional supernatural traits
  being added to the template, this
  sort of thing is just a special effect
  . . . and a fun one!
  CHAPTER ONE
  SIDEKICK
  TEMPLATES
  SIDEKICK TEMPLATES
  4
  
  MOTIVATION
  The same general urges drive all hunters, regard-
  less of power level. Thus, all of the standard templates
  in this chapter use the 15-point motivational lenses
  from pp. 6-9 of Champions. However, unusual char-
  acter concepts may necessitate a unique reason for
  fighting; e.g., a gifted with Bioenhancement may have
  an engineered Dependency on compounds that can
  only be derived from certain monsters. The GM must
  approve any such change to the motivational lens’
  mandatory -15-point disadvantage.
  Every template includes the option of taking Sense
  of Duty (One hunter or Teammates) [-2 or -5]. The for-
  mer is intended solely for sidekicks purchased as NPC
  Allies; it represents the Ally feeling particularly close
  to and protective of the PC champion. The latter can
  be taken by NPCs or PCs, as it represents anyone who
  cares deeply about the team as a whole.
  Niche Substitution
  If a small team lacks a particular type of champion, adding one
  or more sidekicks can help take up the slack. Use this table to deter-
  mine what kinds of sidekicks your team may need.
  If You Lack a . . .
  Consider a . . .
  Commando
  Gunman or Scout
  Crusader
  Brother or Gifted
  Experiment
  Geek or Gifted
  Inhuman
  Gifted or Occultist
  Psi
  Gifted
  Sage
  Occultist or Magician
  Sleuth
  Fixer, Scout, or Whitecoat
  Techie
  Geek or Whitecoat
  Warrior
  Muscle
  Witch
  Magician
  SIDEKICK TEMPLATES
  5
  These 200-point templates cover a wide range of talents use-
  ful to a Monster Hunters game.
  BROTHER
  200 points
  You are one of the faithful. Whether a priest, a houngan, or
  simply a village “wise woman,” your religious knowledge
  makes you a valuable asset to any team. While you have no
  actual mystical powers, your piety may grant you a few minor
  supernatural blessings. Although you can hold your own in a
  fight, your knowledge of The Enemy is more valuable than
  your ability to slay them personally.
  Attributes: ST 11 [10]; DX 11 [20]; IQ 13 [60]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 14 [5]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [5];
  Basic Move 6 [0].
  Advantages: Close to Heaven 2 [10]. • One of the 15-point
  lenses from Champions (pp. 6-9). • Another 15 points cho-
  sen from among Blessed [Varies], Clerical Investment [5],
  Close to Heaven 3-4 [5/level], Higher Purpose (Defend the
  Faith) [5], Prophetic Dreams [5], Serendipity [15/level], or
  True Faith [15]. • A further 25 points chosen from among
  the previous traits or DX +1 [20], Autotrance [1], Brave [1],
  Charisma [5/level], Combat Reflexes [15], Common Sense
  [10], Contact Group (Clergy, etc.; Skill-12, 15, or 18; 9 or
  less; Somewhat Reliable) [5, 10, or 15] or (Local spirits, etc.;
  Supernatural) [10, 15, or 20], Contacts (Local priest, etc.;
  Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6] or
  (Outcast angel, etc.; Supernatural) [4, 6, or 8], Extra Life 1
  [25], Fearlessness [2/level] or Unfazeable [15], High Pain
  Threshold [10], Luck [15], Patrons [10 or 20], Signature
  Gear [Varies], Voice [10], or Wealth [Varies].
  Disadvantages: -15 points chosen from among Charitable
  [-15*], Code of Honor (Professional) [-5], Curious [-5*], Dis-
  ciplines of Faith [Varies], Fanaticism (Religious) [-15], Hon-
  esty [-10*], Intolerance (Religious) [-5 or -10], Sense of Duty
  (One hunter or Teammates) [-2 or -5], or Vow (Never kill a
  human) [-10]. • Another -20 points chosen from among the
  previous traits or Absent-Mindedness [-15], Bad Sight (Mit-
  igator, Glasses, -60%) [-10], Easy to Read [-10], Gluttony
  [-5*], Gullibility [-10*], Nightmares [-5*], Oblivious [-5],
  Odious Personal Habit (Dirty) [-5], Social Stigma (Second-
  Class Citizen or Minority Group) [-5 or -10], Stubbornness
  [-5], Truthfulness [-5*], Wealth [Varies], or Workaholic [-5].
  Primary Skills: Exorcism (H) Will+1 [2]-15†‡; Occultism (A)
  IQ [2]-13; and Theology (Abrahamic, Shamanic, or Voodoo)
  (H) IQ+1 [2]-14†. • Three of Public Speaking or Research,
  both (A) IQ [2]-13; Naturalist or Pharmacy (Herbal)§, both
  (H) IQ-1 [2]-12; Religious Ritual (same as Theology) (H)
  IQ+1 [2]-14†; Meditation (H) Will+1 [2]-15†; or Esoteric
  Medicine (H) Per-1 [2]-12. • 6 points spent on skills from
  Know Thy Enemy (Champions, p. 16).
  Secondary Skills: Two of Brawling or Knife, both (E) DX+2
  [4]-13; or Axe/Mace, Broadsword, Saber, Shortsword, Spear,
  Staff, Whip, or Wrestling, all (A) DX+1 [4]-12. • Two of Cross-
  bow, Guns (Pistol, Rifle, Shotgun, or SMG), Liquid Projector
  (Sprayer or Squirt Gun), Thrown Weapon (Axe/Mace, Knife,
  or Spear), all (E) DX+1 [2]-12; or Throwing (A) DX [2]-11.
  • Four of Stealth (A) DX [2]-11; Interrogation or Leadership,
  both (A) IQ [2]-13; Psychology or Tactics, both (H) IQ-1
  [2]-12; Intimidation (A) Will [2]-14; Body Language or Obser-
  vation, both (A) Per [2]-13; or Detect Lies (H) Per-1 [2]-12.
  Background Skills: Four of Fast-Draw (any) (E) DX [1]-11;
  Driving (Automobile or Motorcycle) (A) DX-1 [1]-10; Area
  Knowledge (any), Computer Operation, or Current Affairs
  (Regional), all (E) IQ [1]-13; Administration, Animal Han-
  dling (any), Fast-Talk, Photography, Speed-Reading, Teaching,
  or Writing, all (A) IQ-1 [1]-12; Archaeology or Law (Liturgi-
  cal), both (H) IQ-2 [1]-11; or Scrounging (E) Per [1]-13.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 from Close to Heaven.
  ‡ Never used at -4, even if you lack holy traits.
  § Requires Naturalist prerequisite.
  STANDARD SIDEKICKS
  
  Customization Notes
  The brother (or sister, if you prefer) meshes well with the
  clergy lens (Champions, pp. 7-8); use the lens to acquire
  Clerical Investment, Contacts, etc. – then use the points in the
  template to add personal abilities. You don’t have to be a
  member of the clergy, of course! This template fits any pious
  student of religion, from an enlightened mobster (criminal)
  to a “rent-a-houngan” (hired gun).
  Most brothers can be classified into one of two types:
  Social: You enjoy interacting with others, and care about how
  society perceives you. You may lead a congregation, or you may
  simply be aware that you’re a reflection of your faith. For advan-
  tages, consider Charisma, Clerical Investment, Voice, and mun-
  dane Contacts. When it comes to skills, look at Current Affairs,
  Psychology, Public Speaking, Religious Ritual, and Teaching.
  Antisocial: Society’s expectations mean nothing to you. All
  that matters is your faith – social mores be damned. This fits the
  wild-eyed street preacher, the shaman living in a filthy apart-
  ment, and so on. Shunning the world tends to enhance spiritu-
  alism, so for advantages, load up on blessings from the first list,
  along with Autotrance, Fearlessness, and supernatural Contacts.
  For skills, poor mystics will want Esoteric Medicine, Meditation,
  and Scrounging; those with a “natural” bent will benefit from
  Animal Handling, Naturalist, and Pharmacy.
  Your Theology gives you knowledge of certain types of ene-
  mies. For your Know Thy Enemy skills (Champions, p. 16), it’s
  best to choose those that relate to different supernatural foes, to
  maximize your role as an expert. For example, if you have
  Theology (Shamanic), you already know about free-willed spir-
  its and ghosts, so it makes sense to pick up skills related to
  other supernatural foes (e.g., demons or zombies).
  FIXER
  200 points
  You know this town, you know its people, and you know its
  dirty little secrets. If someone needs to locate a person, place,
  or thing, you either know where it is, or you know someone
  who knows someone who does. When an investigation calls for
  working the streets or talking to witnesses, you’re a natural fit
  for the job – and if the team has a dedicated driver, it’s proba-
  bly you. Others might have twitchier reflexes, but nobody
  knows the streets like you do!
  Attributes: ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  13 [6]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: One of the 15-point lenses from Champions
  (pp. 6-9). • Another 30 points chosen from among ST +1
  [10], HP +1 or +2 [2/level], Absolute Direction [5], Appear-
  ance [Varies], Charisma [5/level], Combat Reflexes [15],
  Contact Group (Gangs, underworld societies, etc.; Skill-12,
  15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15], Con-
  tacts (Cops, snitches, etc.; Skill-12, 15, or 18; 9 or less; Usu-
  ally Reliable) [2, 4, or 6], Driver’s Reflexes 1-4 [5/level]†,
  Extra Life 1 [25], Fearlessness [2/level] or Unfazeable [15],
  Honest Face [1], Luck [15], Patrons [10 to 30], Smooth
  Operator [15/level], Voice [10], or Wealth [Varies].
  Disadvantages: -15 points chosen from among Compulsive
  Carousing [-5*], Compulsive Gambling [-5*], Lecherousness
  [-15*], Sense of Duty (One hunter or Teammates) [-2 or -5],
  Trickster [-15*], Vow (Never kill a human) [-10], or Wealth
  [Varies]. • Another -20 points chosen from among the previ-
  ous traits or Alcoholism [-15], Callous [-5], Compulsive
  Snooping [-5*], Curious [-5*], Impulsiveness [-10*], Jealousy
  [-10], Kleptomania [-15*], Overconfidence [-5*], Post-Com-
  bat Shakes [-5*], Selfish [-5*], or Xenophilia [-10*].
  Primary Skills: Area Knowledge (any local) and Current
  Affairs (Regional), both (E) IQ [1]-14; Fast-Talk, Interroga-
  tion, Occultism, and Streetwise, all (A) IQ [2]-14; and
  Carousing (E) HT+1 [2]-13. • Three of Area Knowledge
  (any not yet chosen), Current Affairs (any not yet chosen),
  or Savoir-Faire (any), all (E) IQ [1]-14. • Three of Acting or
  Shadowing, both (A) IQ [2]-14; Diplomacy or Psychology,
  both (H) IQ-1 [2]-13; Sex Appeal (A) HT [2]-12; Intimidation
  (A) Will [2]-14; Urban Survival (A) Per [2]-14; or Detect Lies
  (H) Per-1 [2]-13.
  Secondary Skills: Brawling (E) DX+1 [2]-13 and Wrestling
  (A) DX [2]-12. • 4 points spent on skills from Know Thy
  Enemy (Champions, p. 16). • One of Crossbow, Guns
  (Pistol, Rifle, Shotgun, or SMG), or Liquid Projector
  (Flamethrower, Sprayer or Squirt Gun), all (E) DX+2
  [4]-14; or Throwing (A) DX+1 [4]-13. • Two of the follow-
  ing 4-point training packages:
  1. Administration and Merchant, both (A) IQ [2]-14.
  2. Boating (Motorboat) (A) DX+1 [4]-13.
  3. Disguise (A) IQ [2]-14 and Forgery (H) IQ-1 [2]-13.
  4. Driving (Automobile, Heavy Wheeled, or Motorcycle) (A)
  DX+1 [4]-13.
  5. Piloting (Glider, Helicopter, Light Airplane or Ultralight) (A)
  DX+1 [4]-13.
  6. Stealth (A) DX+1 [4]-13.
  7. One of Knife (E) DX+2 [4]-14 or Axe/Mace, Broadsword,
  Saber, Shortsword, or Staff, all (A) DX+1 [4]-13.
  Background Skills: Three of Fast-Draw (any) (E) DX [1]-12;
  Filch (A) DX-1 [1]-11; Computer Operation (E) IQ [1]-14;
  Connoisseur (any), Gambling, Holdout, Leadership, Public
  Speaking, or Smuggling, all (A) IQ-1 [1]-13; or Body Lan-
  guage or Observation, both (A) Per-1 [1]-13.
  * Multiplied for self-control number; see p. B120.
  † A Talent (p. B89) benefiting Boating, Driving, Piloting and
  Submarine. Reaction bonus: passengers; gamblers betting on
  you at the Grand Prix.
  Customization Notes
  The fixer’s abilities revolve around social engineering (The
  Mission, pp. 8-9), with a focus on interviews, getting the word
  on the street, and using Contacts. In many ways, Contacts
  define a fixer; you should have two Contacts or one Contact
  Group at a minimum. The remainder of your traits should be
  determined largely by what kind of fixer you are:
  Combatant: A fixer is a talker, not a fighter; you have a decent
  ranged weapon skill, plus hand-to-hand training for emergen-
  cies, but you avoid the front line in a battle. To change this
  assumption, try to save points for extra ST, Combat Reflexes, or
  both. Then, in secondary skills, use option 7 to add melee train-
  ing . . . and possibly option 6 to give you a chance to sneak up
  on the bad guys. When taking background skills, be sure to add
  every applicable Fast-Draw specialty; Observation can also be
  useful for sizing up a situation before moving in.
  SIDEKICK TEMPLATES
  6
  
  Social Animal: Every fixer has a decent selection of social
  skills, but you’re a master of manipulation. In addition to your
  Contacts, grab a mix of Appearance, Charisma, Smooth Oper-
  ator, and Voice. Consider Acting, Detect Lies, Diplomacy,
  Intimidation, and Sex Appeal for primary skills. For secondary
  skills, options 1 and 3 can complement your con games. In
  background skills, Body Language, Connoisseur, Gambling,
  Leadership, and Public Speaking all fit the concept.
  Wheel Man: This is a natural fit for someone who knows the
  streets as well as you do, but you want Driver’s Reflexes (all
  four levels, if possible) for extreme driving. Load up on Area
  Knowledge specialties, and grab Shadowing – it’s as useful in a
  car as on foot! In secondary skills, you can select option 4 twice
  if you want to be good at handling multiple ground vehicles,
  though some paramilitary-styled teams find themselves on
  boats or planes just as often. In background skills, Connoisseur
  (Vehicles) fits – and don’t overlook Smuggling.
  It is possible to fall into more than one of these categories,
  but the more you generalize your abilities, the less effective
  you’ll be at each! One of the easiest ways to add versatility is
  to choose a lens with the traits you want. For example, being
  an accidental hero is a quick way to improve your attributes,
  while the avenger lens improves your occult knowledge and
  combat skill. When in doubt, consider criminal; its traits
  mesh very well with this template, and it doesn’t actually
  require you to break the law, just to “spend time in back alleys
  and the shadows.”
  GEEK
  200 points
  You handle tech support for the team – which is far more
  complex than it sounds. Given the range of activities involved
  in hunting monsters, this can involve hacking databases,
  tuning car engines, hand-crafting silver bullets, analyzing
  strange energies, and much more! You’re a fair hand at using
  all of this tech as well, of course. After all, the right tools can
  be a crucial factor in a successful hunt.
  Attributes: ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  13 [6]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: One of the 15-point lenses from Champions
  (pp. 6-9). • Another 25 points chosen from among ST +1
  [10], HP +1 or +2 [2/level], Absolute Timing [2], Artificer 1-2
  [10/level], Born to Be Wired 1-4 [5/level]†, Combat Reflexes
  [15], Contact Group (Online community, etc.; Skill-12, 15,
  or 18; 9 or less; Somewhat Reliable) [5, 10, or 15], Contacts
  (Engineer, hacker, etc.; Skill-12, 15, or 18; 9 or less; Usually
  Reliable) [2, 4, or 6], Eidetic Memory [5] or Photographic
  Memory [10], Equipment Bond [1], Extra Life 1 [25], Fear-
  lessness [2/level] or Unfazeable [15], Gizmos [5/gizmo],
  High Manual Dexterity [5/level], High Pain Threshold [10],
  Luck [15], Patrons [10 or 20], Signature Gear [Varies], Ver-
  satile [5], or Wealth [Varies].
  Disadvantages: -15 points chosen from among Absent-Mind-
  edness [-15], Appearance [Varies], Bad Sight (Mitigator,
  Glasses, -60%) [-10], Clueless [-10], Curious [-5*], Impul-
  siveness [-10*], Oblivious [-5], Odious Personal Habit (Poor
  hygiene) [-5], Sense of Duty (One hunter or Teammates) [-2
  or -5], Short Attention Span [-10*], Shyness [Varies], Stub-
  bornness [-5], Wealth [Varies], or Workaholic [-5].
  • Another -20 points chosen from among the previous
  traits or Charitable [-15*], Easy to Read [-10], Greed [-15*],
  Gullibility [-10*], Honesty [-10*], Jealousy [-10], Klutz [-5],
  Low Self-Image [-10], No Sense of Humor [-10], Overweight
  [-1] or Skinny [-5], Post-Combat Shakes [-5*], or Vow
  (Never kill a human) [-10].
  SIDEKICK TEMPLATES
  7
  As discussed in Sidekicks in Action (Champions, p. 19),
  the templates from GURPS Action 1: Heroes and GURPS
  Action 3: Furious Fists can be modified to fit into the
  “sidekick mold.” This requires three simple changes, repro-
  duced here for convenience:
  1. Reduce either DX or IQ by one level. Alternatively,
  drop both ST and HT by one level, though this may impact
  the sidekick’s survivability. Your choice must not reduce
  any attribute below 10.
  2. Remove Luck and add it to the advantage options. The
  champion, not Fate, is supposed to look out for the sidekick.
  3. Add one of the -15-point disadvantages from Why We
  Fight (Champions, p. 7).
  The only issue with this method is that the template
  ends up with an unusually high disadvantage load: -65
  points before quirks, as opposed to the -50 points assumed
  in Sidekicks. If the GM feels this is a problem, he may add
  these additional steps:
  4. Delete -15 points in other disadvantages.
  5. Either spend 15 fewer points on advantages or repeat
  Step 1 and spend 5 additional points on advantages. In the
  latter case, you may target a different attribute (e.g., if you
  reduced DX in Step 1, you may reduce IQ for Step 5); your
  choice must not reduce any attribute below 10.
  Either method will produce a 200-point sidekick, which
  is comparable to the choices in this chapter . . . in theory.
  It’s important to realize that the Action templates were cre-
  ated for a non-supernatural setting. As such, they have no
  Occultism, no Know Thy Enemy skills, little to no melee
  weapon training, and so on – all of which represents a seri-
  ous lack of preparation in the art of monster hunting!
  Thus, an Action-based sidekick is best used to represent a
  skilled “normal” who has only recently been introduced to
  the secret underbelly of the world. Players should consider
  carefully before deciding to play one as a junior hunter
  (pp. 18-20) or full champion (pp. 20-22); an undertrained
  PC can cause more issues than an undertrained Ally can!
  For more advice regarding specific Action roles, see
  Appropriate Action Heroes (p. 9).
  Using GURPS Action
  
  Primary
  Skills:
  Computer Operation (E) IQ+1 [2]-15;
  Occultism (A) IQ [2]-14; and Research (A) IQ [2]-14. • Four
  of Armoury (Body Armor, Melee Weapons, Missile Weapons,
  or Small Arms), Electronics Operation (Comm, Psychotron-
  ics, Scientific, or Security), Electronics Repair (Comm, Com-
  puters, Psychotronics, Scientific, or Security), or Mechanic
  (Automobile, Clockwork, Gasoline Engine, Motorcycle, or
  Wheeled), all (A) IQ [2]-14; or Computer Programming or
  Engineer (Automobiles, Electrical, Electronics, Psychotron-
  ics, or Small Arms)‡, both (H) IQ-1 [2]-13. • One of Com-
  puter Hacking§, Physics‡, or Weird Science, all (VH) IQ
  [8]-14; or spend 8 points to add or improve any primary skills
  from the previous two lists.
  Secondary Skills: 4 points spent on skills from Know Thy Enemy
  (Champions, p. 16). • Four of Brawling or Forced Entry,
  both (E) DX+1 [2]-13; Climbing, Stealth, or Wrestling, all (A)
  DX [2]-12; Fast-Talk, Lockpicking, Photography, Speed-
  Reading, or Traps, all (A) IQ [2]-14; Intelligence Analysis (H)
  IQ-1 [2]-13; Scrounging (E) Per+1 [2]-15; or Lip Reading,
  Observation, or Search, all (A) Per [2]-14. • Two of Beam
  Weapons (Projector), Guns (Pistol, Rifle, Shotgun, or SMG),
  or Liquid Projector (Flamethrower, Sprayer, or Squirt Gun),
  all (E) DX+2 [4]-14. • One of Crossbow or Knife, both (E)
  DX+1 [2]-13; Axe/Mace, Broadsword, Saber, Shortsword, or
  Throwing, all (A) DX [2]-12; or spend 2 points to add another
  ranged weapon skill from the previous list, at -1 skill.
  Background Skills: Five of Fast-Draw (Pistol or Long Arm) (E)
  DX [1]-12; Driving (Automobile, Heavy Wheeled, or Motor-
  cycle) (A) DX-1 [1]-11; Area Knowledge (any), Current
  Affairs (any), or First Aid, all (E) IQ [1]-14; Administration,
  Explosives (Demolition), Holdout, Merchant, Teaching, or
  Writing, all (A) IQ-1 [1]-13; Mathematics (Applied) (H) IQ-2
  [1]-12; or Swimming (E) HT [1]-12.
  * Multiplied for self-control number; see p. B120.
  † A Talent (p. B89) benefiting Computer Hacking, Com-
  puter Operation, Computer Programming, Electronics Repair
  (Computers), and – in games that use them – Cryptography
  and Expert Skill (Computer Security). Reaction bonus: hack-
  ers; people buying stock in your dot-com.
  ‡ Requires Mathematics (Applied) prerequisite, from back-
  ground skills.
  § Requires Computer Programming prerequisite.
  Customization Notes
  Decide early on what your focus will be – if you’ll even have
  one! By giving up your final (8-point) primary skill choice, you
  can free up enough points to add a wide range of low-level
  skills, becoming a real jack-of-all-tech. Specializing in just one
  or two areas can make you more effective, however.
  Analyst: You’re an expert at figuring out how things work.
  Grab a few Engineer specialties; Electronics Operation (Scien-
  tific), to use cutting-edge lab tools; and either Physics or Weird
  Science, depending on whether you wear normal spectacles or
  tinted goggles. For other skills, Intelligence Analysis, Observa-
  tion, Photography, and Scrounging all fit your perceptive image.
  Armorer: Keeping the team’s weapons and armor up to snuff
  is your top priority. Take as many specialties of Armoury as you
  can, possibly alongside Electronics Repair – either Comm (for
  team radios), Psychotronics (for the fun weapons), or both. For
  secondary skills, ranged weapons make sense, but be sure to grab
  Fast-Draw as a background skill to be quick with your guns.
  Hacker: The online world is your playground! You need Com-
  puter Programming and Computer Hacking; also consider Elec-
  tronics Repair (Computers) and Engineer (Electronics) to be a
  true expert. In secondary skills, both Fast-Talk and Scrounging
  can help you obtain passwords – via social engineering and
  Dumpster diving, respectively.
  Mechanic: For some teams, vehicles are important. A range
  of Mechanic skills is all you need, but adding Engineer (Auto-
  mobiles) will mark you as a true automotive expert. When
  picking out background skills, don’t overlook Driving!
  Because you are not a Gadgeteer, any Engineer skills you
  take are intended for analysis, not invention. After studying an
  appropriate type of device for 1d¥10 (not 1d) minutes, you may
  use the Analysis rules on p. 25 of The Mission. As stated there,
  you may substitute Weird Science when analyzing any super-
  natural or futuristic tech.
  For the geek, it often makes sense to choose your advan-
  tages after your skills, to make the maximum use of Talents.
  Artificer is a natural addition if you take several specialties of
  Armoury, Electronics Repair, Engineer, or Mechanic. Born to
  Be Wired is a logical choice for any hacker. When it comes to
  other advantages, remember that Contacts and Contact
  Groups can represent both local folks and online communities
  – even non-hackers often have many “Internet friends” willing
  to provide useful information.
  GIFTED
  200 points
  You possess inherent supernatural power. You may be able
  to wield it actively, or it might be more subtle, infusing you and
  governing your life – either way, it makes you something rare
  and special. You lack the training and experience that most of
  the other sidekicks have, but you more than make up for this
  by being able to do extraordinary things.
  Attributes: ST 11 [10]; DX 12 [40]; IQ 12 [40]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: One of the 15-point lenses from Champions
  (pp. 6-9). • Another 70 points spent on special abilities (see
  Customization Notes, below); spend any leftover points on
  Combat Reflexes [15], Extra Life [25], Fearlessness [2/level]
  or Unfazeable [15], Luck [15], Patrons [10 to 40], Prophetic
  Dreams [5], Signature Gear [Varies], or Wealth [Varies].
  Disadvantages: -15 points chosen from among special disad-
  vantages (see Customization Notes, below), Appearance
  [Varies], Clueless [-10], Enemies [Varies], Flashbacks
  [Varies], Low Self-Image [-10] or Overconfidence [-5*],
  Nightmares [-5*], Odious Personal Habit (Arrogant) [-5],
  Sense of Duty (One hunter or Teammates) [-2 or -5], Stub-
  bornness [-5], Vow (Never kill a human) [-10], or Wealth
  [Varies]. • Another -20 points chosen from among the pre-
  vious traits or Absent-Mindedness [-15], Bad Sight (Mitiga-
  tor, Glasses, -60%) [-10], Bad Temper [-10*], Berserk [-10*],
  Bully [-10*], Charitable [-15*], Chummy [-5] or Gregarious
  [-10] or Loner [-5*], Curious [-5*], Guilt Complex [-5], Gulli-
  bility [-10*], Impulsiveness [-10*], Overweight [-1] or
  Skinny [-5], Manic-Depressive [-20], No Sense of Humor
  [-10], Paranoia [-10], Shyness [Varies], or Xenophilia [-10*].
  SIDEKICK TEMPLATES
  8
  
  Primary Skills: Occultism (A) IQ [2]-12. • 4 points spent on
  skills from Know Thy Enemy (Champions, p. 16). • Five of
  Climbing or Stealth, both (A) DX [2]-12; Acrobatics, Body
  Sense, or Escape, all (H) DX-1 [2]-11; Armoury (Melee
  Weapons or Small Arms), Interrogation, Photography,
  Research, Shadowing, Soldier, or Streetwise, all (A) IQ
  [2]-12; Running (A) HT [2]-12; Intimidation (A) Will [2]-12;
  Meditation (H) Will-1 [2]-11; Body Language, Observation,
  Search, or Tracking, all (A) Per [2]-12; Esoteric Medicine
  (H) Per-1 [2]-11; or spend 2 points on another Know Thy
  Enemy skill.
  Secondary Skills: Brawling (E) DX+1 [2]-13 and Wrestling (A)
  DX [2]-12. • Two of Crossbow, Guns (Pistol, Rifle, Shotgun,
  or SMG), Knife, Liquid Projector (Flamethrower, Sprayer,
  or Squirt Gun), or Thrown Weapon (Axe/Mace, Knife, or
  Spear), all (E) DX+2 [4]-14; or Axe/Mace, Broadsword,
  Saber, Shortsword, Spear, Two-Handed Axe/Mace, or Two-
  Handed Sword, all (A) DX+1 [4]-13.
  Background Skills: Four of Forced Entry, Knot-Tying, or
  Jumping, all (E) DX [1]-12; Area Knowledge (any), Cam-
  ouflage, Computer Operation, Current Affairs (any), First
  Aid, Gesture, or Housekeeping, all (E) IQ [1]-12; Carous-
  ing or Swimming, both (E) HT [1]-12; or Scrounging (E)
  Per [1]-12.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  Unlike the other templates in this book, the gifted focuses
  almost exclusively on supernatural abilities. This means that
  the type of special powers chosen will have a larger effect on
  the sidekick than any other decision.
  Empowered (Bioenhancement): You have the Bioenhance-
  ment power (Champions, pp. 40-42). Spend your special abil-
  ity points on its abilities, Talent, and special skills. Because
  your Talent and abilities are bought from the same pool of
  points, you must carefully balance “training” with “raw
  power.” You must take Unusual Biochemistry [-5] as one of
  your disadvantages.
  Empowered (Mysticism): As for Empowered (Bioenhance-
  ment), above, but you have the Mysticism power (Champions,
  pp. 42-45). Instead of Unusual Biochemistry, you must take one
  of Disciplines of Faith (Mysticism) [-10], Sense of Duty (Coreli-
  gionists) [-10], or Vow (Help those in need who ask) [-10].
  Empowered (Psi): As for Empowered (Bioenhancement),
  above, but you have some combination of psionic powers
  (Champions, pp. 45-48). The need to balance the cost of abili-
  ties and Talent means that it’s very easy to stretch yourself too
  thin if you take multiple powers; try to stick to one or two at
  the most. You have no mandatory disadvantages, but you may
  take Addiction (Psi-Boost) [-15], Compulsive Snooping [-5* or
  -10*], or Supersensitive [-15] if you wish.
  Seventh Son of a Seventh Son: There’s nothing unusual
  about you, personally . . . but your circumstances of birth are
  another story. You are a child of Fate, destined to play an
  important part in the story of the world. (You don’t have to pick
  the chosen one lens, but it certainly fits!) This manifests as
  amazing charm, extreme luck, or both; spend your special abil-
  ity points on Appearance [Varies], Charisma 1-5 [5/level],
  Danger Sense [15], Daredevil [15], Destiny [5 to 15], Extra Life
  [25/life], Luck [15] or Extraordinary Luck [30] or Ridiculous
  Luck [60], Serendipity [15/level], Smooth Operator [15/level],
  Voice [10], or Wild Talent [20/level]. You have no special disad-
  vantage options.
  SIDEKICK TEMPLATES
  9
  Using GURPS Action (p. 7) offers rules for turning the
  templates from Heroes and Furious Fists into useful side-
  kicks. However, because those templates were written for
  their own series, not all are a perfect fit for Monster
  Hunters; some may fill an unimportant role, be eclipsed by
  one of the choices in this book, or outright clash with the
  setting. Some specific comments:
  Assassin: A viable choice, but it’s rare for a hunt to lend
  itself to long-range sniping. Consider whether the scout
  (p. 14) would work better.
  Big Guy: An alternative to muscle (pp. 12-13), but his
  focus on unarmed combat makes him less effective in a fight.
  Cleaner: A useful role – but only briefly, in the aftermath
  of a fight. Consider a whitecoat (pp. 14-15) instead.
  Demolition Man: A poor fit! Any team that needs a ded-
  icated “blowing stuff up” guy will be exposed quickly.
  Face Man: Similar to the fixer (pp. 6-7), and as useful,
  but with a focus on personal charisma instead of street and
  underworld knowledge.
  Fast Guy: See Big Guy (above).
  Hacker: A reasonable choice, but there may not be
  enough hacking to justify a dedicated expert. Consider a
  computer-oriented geek (pp. 7-8) instead.
  Infiltrator: Useful for getting into difficult-to-access
  places. Choose an infiltrator or traceur (below); you don’t
  need both.
  Investigator: As a “mini-sleuth,” he can be quite useful,
  but his lack of supernatural knowledge means certain clues
  may go overlooked!
  Medic: A solid support role. Read the whitecoat (pp. 14-
  15) to know your options, then decide between them.
  Ninja: Good with archaic weapons and stealth, the ninja
  makes a nice compromise between muscle (pp. 12-13) and
  the scout (p. 14).
  Shooter: Choose between the shooter, who excels at gun
  use, and the gunman (pp. 10-11), who has more experience
  with the supernatural.
  Traceur: See Infiltrator (above).
  Weapon Master: An effective alternative to muscle
  (pp. 12-13), with more melee weapon training but less
  supernatural knowledge.
  Wheel Man: If you expect many car chases (e.g., pursu-
  ing or fleeing from weres), this is a great choice. If not, con-
  sider a driving-oriented fixer (pp. 6-7).
  Wire Rat: Hunting monsters rarely calls for electronic
  surveillance. A geek (pp. 7-8) will likely fill this role better.
  Appropriate Action Heroes
  
  Inhuman-Blooded: Although you are primarily human, at
  least a part of you is something else. For example, you might be
  a vampire’s ghoul companion, or cousin to a line of genetic
  lycanthropes. Pick one inhuman racial template (Champions,
  pp. 49-51), and spend your special ability points on any posi-
  tive traits (attribute bonuses, advantages, skills, etc.) from that
  template. If you choose lycanthrope, also select a were-form;
  while you cannot afford to buy the Alternate Form trait itself,
  you may add traits from the were-form as well as the base tem-
  plate. There are no mandatory disadvantages, but you may add
  any of the racial template’s negative traits (attribute penalties,
  disadvantages, etc.) to your disadvantage options.
  Example: A werebear-blooded gifted could spend his special
  ability points on any positive traits from either the lycanthrope
  template or the werebear lens. That is, he could buy any of ST
  +1 to +12 [10/level], DX +1 [20], HT +1 to +3 [10/level], Per +1
  [5], Animal Empathy [5], Claws (Blunt) [3], DR 1-5 (Tough
  Skin, -40%) [3/level], Fur [1], High Pain Threshold [10], Immu-
  nity to Transformation [5], Regeneration (Slow, Regular, or
  Fast; Cannot heal damage from silver, -10%) [9, 23, or 45], and
  Teeth (Sharp) [1]. This sidekick may also add Basic Speed -0.25
  [-5], Bad Grip 1 [-5], Cannot Speak [-15], Ham-Fisted 1-2
  [-5/level], Infectious Attack [-5], Lunacy [-10], Semi-Upright
  [-5], and Vulnerability (Silver ¥2, ¥3, or ¥4) [-10, -15, or -20] to
  his disadvantage options. While many of the disadvantage
  options (particularly Cannot Speak and Semi-Upright) will
  make the gifted stand out in human society, it’s worth noting
  that Claws, Fur, Teeth, and (to some degree) DR will have the
  same effect, as none of these advantages are switchable!
  Your Know Thy Enemy skills can represent standard hunt-
  ing knowledge, but they can also be a way to cover awareness
  of your own abilities. For example, Expert Skill (Psionics) and
  Physics (Paraphysics) are not part of this template, but a gifted
  with psionics could make those his Know Thy Enemy choices.
  Of course, it’s just as valid to play a gifted with no deep under-
  standing of what he is!
  Because this template offers so few “normal” advantages
  and skills, it’s important to consider your motivational lens
  carefully. All lenses add additional advantages – but one (acci-
  dental hero) offers a few different attribute boosts, while sev-
  eral (avenger/atoner, criminal, hired gun, law enforcement,
  philanthropist, and soldier) can help beef up your skills.
  GUNMAN
  200 points
  You excel at downing your foes in a hail of bullets. While
  you have a preferred firearm, you’re proficient with almost
  anything with a trigger and trained well enough to know just
  where to shoot most supernatural foes. Some monsters can
  ignore bullets, but you have no problem transitioning to a
  melee weapon (perhaps a bayonet!) when necessary, to take
  ’em out the old-fashioned way.
  Attributes: ST 11 [10]; DX 14 [80]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 7.00
  [10]; Basic Move 7 [0].
  Advantages: Quick Reload (Magazine or Revolver) [1]. • One
  of the 15-point lenses from Champions (pp. 6-9). • Another
  25 points chosen from among ST +1 or +2 [10/level], DX +1
  [20], IQ +1 [20], Will +1 or +2 [5/level], Per +1 or +2 [5/level],
  Combat Reflexes [15], Danger Sense [15], Daredevil [15],
  Dual Shooting (any) [5], Extra Life 1 [25], Fearlessness
  [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Gun-
  slinger [25], High Pain Threshold [10], Luck [15], Off-Hand
  Weapon Training [1/skill] or Ambidexterity [5], Patrons [10
  or 20], Signature Gear [Varies], Trademark Move [1/move],
  Wealth [Varies], or Weapon Bond [1/weapon].
  Disadvantages: -15 points chosen from among Bad Temper
  [-10*], Berserk [-10*], Bloodlust [-10*], Code of Honor (Sol-
  dier’s) [-10], Flashbacks [Varies], Greed [-15*], Honesty
  [-10*], Impulsiveness [-10*], Overconfidence [-5*], Sense of
  Duty (One hunter or Teammates) [-2 or -5], Vow (Never kill
  a human) [-10], or Wealth [Varies]. • Another -20 points
  chosen from among the previous traits or Alcoholism [-15],
  Bully [-10*], Callous [-5], Jealousy [-10], Nightmares [-5*],
  Oblivious [-5], Odious Personal Habits [-5 to -15], Stub-
  bornness [-5], Truthfulness [-5*], or Wounded [-5].
  Primary Skills: Fast-Draw (Ammo) (E) DX [1]-14 and Fast-
  Draw (Pistol or Long Arm) (E) DX [1]-14. • One specialty of
  Guns (Pistol, Rifle, Shotgun, or SMG) (E) DX+4 [12]-18.
  The other three specialties all default to (E) DX+2 [0]-16.
  • One of Crossbow or Liquid Projector (Flamethrower,
  Sprayer, or Squirt Gun), both (E) DX+2 [4]-16. • Two of
  Brawling, Knife, or Thrown Weapon (any), all (E) DX+1
  [2]-15; Axe/Mace, Boxing, Broadsword, Shortsword, Spear,
  Throwing, or Wrestling, all (A) DX [2]-14, or Judo or
  Karate, both (H) DX-1 [2]-13.
  Secondary Skills: First Aid (E) IQ+1 [2]-12 and Occultism (A)
  IQ+1 [4]-12. • 4 points spent on skills from Know Thy
  Enemy (Champions, p. 16). • Three of Climbing or Stealth,
  both (A) DX [2]-14; Acrobatics (H) DX-1 [2]-13; Armoury
  (Small Arms), Holdout, Interrogation, or Soldier, all (A) IQ
  [2]-11; Intelligence Analysis or Tactics, both (H) IQ-1 [2]-10;
  Hiking or Running, both (A) HT [2]-12; or Observation,
  Tracking, or Urban Survival, all (A) Per [2]-12.
  Background Skills: Three of Jumping (E) DX [1]-14; Driving
  (Automobile or Motorcycle) (A) DX-1 [1]-13; Area Knowl-
  edge (any), Camouflage, Computer Operation, Current
  Affairs (any), or Gesture, all (E) IQ [1]-11; Gambling (A)
  IQ-1 [1]-10; or Carousing or Swimming, both (E) HT [1]-12.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  Depending on the lens you take, this template can represent
  anyone from a police officer (law enforcement) to a gang mem-
  ber (criminal) to a rifleman (soldier). Use the lens traits and
  skills to add some personalization; the ability to shoot well
  shouldn’t be the only interesting thing about your adventurer!
  SIDEKICK TEMPLATES
  10
  I’ve got demon blood in me, Dean.
  This disease pumping through my veins
  and I can’t ever rip it out or scrub it
  clean. I’m a whole new level of freak!
  – Sam, in Supernatural #4.4
  
  Unless you can find some extra points for advantages (e.g., by
  taking the hired gun or operative lens), you’re probably going to
  want more of them than you can afford. Gunslinger is tempting
  but expensive; if you select it, be sure to take advantage of it by
  using a variety of highly accurate weapons and making use of
  acrobatic maneuvers as often as possible. Otherwise, try to find
  room for Combat Reflexes – the bonus to active defenses and
  Fright Checks is great, and all of your Fast-Draw skills go up.
  After choosing your primary weapon,
  your secondary skills offer the most cus-
  tomization. Acrobatics and Tactics will help
  you the most in the middle of battle – but
  Climbing, Intelligence Analysis, Observation,
  and Stealth can give you an edge before the
  fight even starts. Running, Tracking, and
  Urban Survival are indispensable for pur-
  suits, and Holdout lets you move through a
  crowd without scaring anyone. If you don’t
  take Wealth as an advantage, consider
  Armoury; in the long run, it can save you a
  lot of money on special ammo.
  MAGICIAN
  200 points
  You have studied the ways of thaumatol-
  ogy, and can bend the laws of physics to your
  will! Of course, it does require time . . . your
  fastest spells take at least a minute, which
  means that you rely heavily on charms that
  you’ve created foresightedly. If the situation
  does allow you to take several minutes to
  work a ritual – or if you can draw upon your
  teammates’ energy for assistance – you can
  almost always craft a custom casting that
  will help significantly.
  Attributes: ST 10 [0]; DX 10 [0]; IQ 14 [80];
  HT 14 [40].
  Secondary
  Characteristics:
  Damage
  1d-2/1d; BL 20 lbs.; HP 13 [6]; Will 14 [0];
  Per 14 [0]; FP 14 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: Magery 2 [25]. • One of the 15-
  point lenses from Champions (pp. 6-9).
  • Another 20 points chosen from among
  DX +1 [20], IQ +1 [20], FP +1 to +3 [3/level],
  Brave [1], Combat Reflexes [15], Fearless-
  ness [2/level] or Unfazeable [15], Gizmos
  1 [5], Languages [2-6/language], Luck
  [15], Magery 3-4 [10/level], Magic Resist-
  ance
  (Improved,
  +150%)
  [5/level],
  Prophetic Dreams [5], Ritual Mastery
  [1/ritual], Signature Gear [Varies], Single-
  Minded [5], or Wealth [Varies].
  Disadvantages: -15 points chosen from
  among Appearance [Varies], Bad Sight
  (Mitigator, Glasses, -60%) [-10], Clueless
  [-10], Curious [-5*], Impulsiveness [-10*],
  Odious Personal Habit (Uses arcane “tech-
  nobabble”) [-5], Overconfidence [-5*],
  Sense of Duty (One hunter or Teammates)
  [-2 or -5], Unluckiness [-10] or Weirdness Magnet [-15], Vow
  (Never kill a human) [-10], or Wealth [Varies]. • Another -20
  points chosen from among the previous traits or Per -1 to -3
  [-5/level], Absent-Mindedness [-15], Bully [-10*], Charitable
  [-15*], Easy to Read [-10], Gluttony [-5*], Greed [-15*], Gulli-
  bility [-10*], Honesty [-10*], Loner [-5*], Low Pain Threshold
  [-10], Post-Combat Shakes [-5*], Shyness [Varies], Stubborn-
  ness [-5], or Trickster [-15*].
  SIDEKICK TEMPLATES
  11
  Quick-and-Dirty
  Charm Creation
  When a caster wants to make charms during downtime, the GM may
  wish to condense the process down to as few rolls as possible. Since ritu-
  als either fail spectacularly or succeed, the real questions are whether the
  casting was a critical failure, and if not, whether it had any quirks. To
  determine these two things, first use the rules in Champions to determine:
  1. The caster’s effective skill for the ritual in question – including any
  penalty for using multiple Paths in a ritual, charm-creation bonus from a
  workspace kit, energy-gathering bonus from a place of magical potency,
  etc. If this is 6 or less, game it out in detail; don’t use these rules.
  2. How much ambient energy the ritual will require. This doesn’t
  include energy to be obtained from sources like mana reserve and FP.
  Compare this to the safe threshold on the table below; e.g., if a caster with
  skill 12 needs to gather 13 energy, he’s exceeding twice his safe threshold.
  Effective Skill
  Safe Threshold
  Effective Skill
  Safe Threshold
  7
  1
  15
  11
  8
  2
  16
  15
  9
  3
  17
  29
  10
  4
  18
  42
  11
  5
  19
  55
  12
  6
  20
  65
  13
  7
  21
  75
  14
  9
  +1
  +10
  Once that is known, roll 3d on the table below to see if the charm ritual
  ended in success or critical failure. Apply the following modifiers:
  Modifiers: -2 if the caster used no ambient energy, -1 if he used up to half
  his safe threshold, 0 if he used up to his safe threshold, +1 if he exceeded
  his safe threshold, +2 for exceeding twice his safe threshold, +3 for more
  than three times the safe threshold, and so on.
  Roll
  Result
  15 or less
  Success! Now roll for quirks (see below).
  16
  Critical failure based on half the spell’s energy.
  17 or more
  Critical failure based on the spell’s full energy.
  If you succeeded, make a second roll against effective skill, applying the
  reverse of the critical failure modifier above; e.g., +2 for no ambient energy.
  Success means the charm has no quirks! Otherwise, it has one quirk, plus
  another quirk for every two full points by which the roll failed.
  Example: Sabrina (effective skill 15) must gather 26 energy to create a
  charm. This exceeds twice her safe threshold, so she rolls 3d+2 on the table
  above to check for a critical failure. The result is 11 – success! She then
  checks for quirks against an effective skill of 13 (the +2 modifier from
  above is reversed to -2 and applied to her skill of 15). Unfortunately, she
  rolls a 15, failing by 2, which means her charm has two quirks.
  
  Primary Skills: Occultism (A) IQ-1 [1]-13 and Thaumatology
  (VH) IQ [8]-14. • Choose one Path skill at (VH) IQ [8]-14;
  two more Paths at (VH) IQ-1 [4]-13; and the remaining six
  Paths at (VH) IQ-3 [1]-11. • Either Archaeology (H) IQ-2
  [1]-12 or Hidden Lore (Sacred Places) (A) IQ-1 [1]-13.
  Secondary Skills: 4 points spent on non-witch-related skills
  from Know Thy Enemy (Champions, p. 16). • One of
  Breath Control (H) HT-1 [2]-13; Esoteric Medicine (H) Per-1
  [2]-13; Innate Attack (any) (E) DX+1 [2]-11; Meditation (H)
  Will-1 [2]-13; Stealth (A) DX [2]-10; or 2 points spent on
  another skill from Know Thy Enemy. • Two of Brawling,
  Crossbow, Guns (Pistol or SMG), Knife, or Liquid Projector
  (Sprayer or Squirt Gun), all (E) DX+2 [4]-12; or Axe/Mace,
  Broadsword, Saber, Shortsword, Staff, or Wrestling, all (A)
  DX+1 [4]-11.
  Background Skills: Three of Area Knowledge (any), Current
  Affairs (any), Computer Operation, First Aid, Gesture, or
  Housekeeping, all (E) IQ [1]-14; Architecture, Holdout,
  Research, Speed-Reading, Teaching, or Writing, all (A) IQ-1
  [1]-13; Carousing or Swimming, both (E) HT [1]-14; or
  Scrounging (E) Per [1]-14.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  For spellcasting, your personal energy reserves are impor-
  tant. Gathering ambient energy takes five times as long as tap-
  ping a reserve and is riskier – especially if you’re not using one
  of the paths you’ve specialized in. Thus, when choosing advan-
  tages, consider adding at least one more level of Magery (for
  the mana reserve) or some FP. Don’t spend all of your points on
  energy, though; you want the bonuses that Ritual Mastery and
  Signature Gear (Grimoire collection) can provide.
  Your choice of Path skills is the big one – the difference
  between a skill of 14 and a skill of 11 is huge when gathering
  ambient energy or dealing with the -5 penalty to work a spell
  quickly. Path of Magic should be one of your three highest, as
  you’ll be relying heavily on charms – all of which require a
  Lesser Control Magic effect. For the others, when reading
  their descriptions (Champions, pp. 32-33), pay the most
  attention to the Lesser effects, as you’ll rarely want to expend
  the energy required for a Greater one. The advice under the
  witch’s Customization Notes (Champions, p. 21) may prove
  useful as well.
  Magical study is demanding, leaving you with little other
  knowledge. Use your lens choice to add some sort of real-world
  expertise. For example, avenger, criminal, law enforcement, or
  soldier would improve your combat effectiveness.
  Charms are the only way for you to cast quick and reliable
  magic. Be sure to familiarize yourself with Quick-and-Dirty
  Charm Creation (p. 11), as you’ll want to take advantage of the
  downtime between adventures. Remember that you can have
  up to (Thaumatology + Magery) charms ready simultaneously;
  keep a list of your current charms next to your character sheet.
  MUSCLE
  200 points
  You’re a tough, no-nonsense fighter, ready to drive back the
  forces of evil with a mix of muscle and steel. While you prefer
  a particular type of weapon, you’re trained in several options –
  from unarmed combat through melee weapons to ranged
  hardware. While you aren’t necessarily the brains of the team,
  you are familiar with your supernatural foes . . . after all, you
  have to know what you’re fighting to put it down properly.
  Attributes: ST 13 [30]; DX 14 [80]; IQ 10 [0]; HT 13 [30].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP
  15 [4]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 7.00 [5];
  Basic Move 6 [0].
  Advantages: One of the 15-point lenses from Champions
  (pp. 6-9). • Another 25 points chosen from among ST +1 or
  +2 [10/level], HP +1 to +3 [2/level], Will +1 or +2 [5/level],
  Per +1 or +2 [5/level], Combat Reflexes [15], Danger Sense
  [15], Daredevil [15], DR 1-2 (Tough Skin, -40%) [3 or 6],
  Enhanced Parry 1 (One Weapon or All Weapons) [5 or 10],
  Extra Attack 1 [25], Extra Life 1 [25], Fearlessness [2/level]
  or Unfazeable [15], High Pain Threshold [10], Improvised
  Weapons [1/skill], Lifting ST 1-2 [3 or 6], Luck [15], Off-
  Hand Weapon Training [1/skill] or Ambidexterity [5],
  Patrons [10 or 20], Rapid Healing [5] or Regeneration
  (Slow) [10], Signature Gear [Varies], Striking ST 1-2 [5 or
  10], Wealth [Varies], Weapon Bond [1/weapon], or Weapon
  Master (One Weapon or Two Weapons) [20 or 25].
  Disadvantages: -15 points chosen from among Bad Temper
  [-10*], Berserk [-10*], Charitable [-15*], Flashbacks
  [Varies], Impulsiveness [-10*], Nightmares [-5*], Oblivious
  [-5], On the Edge [-15*], Overconfidence [-5*], Sense of
  Duty (One hunter or Teammates) [-2 or -5], Shyness
  [Varies], Stubbornness [-5], Vow (Never kill a human) [-10],
  or Wealth [Varies]. • Another -20 points chosen from
  among the previous traits or Appearance [Varies], Bully
  [-10*], Callous [-5], Curious [-5*], Gluttony [-5*], Honesty
  [-10*], No Sense of Humor [-10], Social Stigma (Criminal
  Record) [-5], or Truthfulness [-5*].
  Primary Skills: One of Knife (E) DX+3 [8]-17 or Axe/Mace,
  Broadsword, Saber, Shortsword, Spear, Two-Handed
  Axe/Mace, or Two-Handed Sword, all (A) DX+2 [8]-16.
  • Three of Brawling (E) DX+2 [4]-16; Boxing, Staff, Sumo
  Wrestling, Tonfa, Whip, or Wrestling, all (A) DX+1 [4]-15;
  Acrobatics, Karate, or Judo, all (H) DX [4]-14; or spend 4
  points to take any unchosen skill from the previous list, at
  -1 skill. • Two of Crossbow, Guns (Pistol, Rifle, Shotgun, or
  SMG), Liquid Projector (Flamethrower, Sprayer, or Squirt
  Gun), or Thrown Weapon (any), all (E) DX+1 [2]-15; or
  Bolas, Bow, or Throwing, all (A) DX [2]-14.
  Secondary Skills: First Aid (E) IQ+1 [2]-11 and Occultism (A)
  IQ+1 [4]-11. • 4 points spent on skills from Know Thy
  Enemy (Champions, p. 16). • Four of Fast-Draw (any),
  Forced Entry, or Jumping, all (E) DX+1 [2]-15; Climbing or
  Stealth, both (A) DX [2]-14; Camouflage or Gesture, both
  (E) IQ+1 [2]-11; Holdout (A) IQ [2]-10; or Hiking, Lifting, or
  Running, all (A) HT [2]-13.
  Background Skills: Four of Driving (Automobile or Motorcy-
  cle) (A) DX-1 [1]-13; Area Knowledge (any) or Current
  Affairs (any), both (E) IQ [1]-10; Armoury (Melee Weapons)
  (A) IQ-1 [1]-9; Carousing or Swimming, both (E) HT [1]-13;
  Breath Control (H) HT-2 [1]-11; or Scrounging (E) Per
  [1]-10.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  This template can represent any close-range fighter, from a
  street thug to a refined martial artist. Your advantage choices
  will say more about you than any other decision.
  SIDEKICK TEMPLATES
  12
  
  Quick Guy: For fast defensive reactions, get either Combat
  Reflexes (to avoid incoming attacks) or Danger Sense (to out-
  wit ambushers and backstabbers). For quicker offense, spend
  all of your points on Extra Attack 1 and carve a path through
  your foes!
  Strong Guy: With a mix of extra ST, Lifting ST, and Striking
  ST, you’ll do more damage and be able to carry more armor
  and weapons without slowing down. The weapon specialist
  (below) does more damage with his weapon of choice, but you
  inflict grievous injuries with all attacks.
  Tough Guy: You’re able to soak up damage, and every hit
  you take is one that your teammates don’t have to! Grab some
  mix of extra HP, DR, High Pain Threshold, and Regeneration.
  Weapon Specialist: Take Enhanced Parry and Weapon Master
  for a single weapon. This considerably limits your effectiveness
  when you’re not using your weapon of choice, but the damage
  bonus, easier Rapid Strikes, and improved parries mean that
  you’re twice as deadly when you do use it!
  When selecting skills, choose one or two unarmed combat
  skills at the most. Barehanded attacks are rarely powerful
  enough to hurt monsters, so these are mainly for backup in
  case you drop or lose your weapons.
  OCCULTIST
  200 points
  Your knowledge of the supernatural is vast and accurate.
  You may be a respected researcher, a wild-eyed conspiracy the-
  orist, or anything in between; what matters is that you know
  the truth and are willing to do something about it. You can han-
  dle yourself in a fight, but your favorite part of the hunt is com-
  ing back with even more information about Their weaknesses.
  Attributes: ST 11 [10]; DX 11 [20]; IQ 14 [80]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00 [5];
  Basic Move 6 [0].
  Advantages: One of the 15-point lenses from Champions
  (pp. 6-9). • Another 30 points chosen from among DX +1
  [20], Brave [1], Combat Reflexes [15], Common Sense [10],
  Contact Group (Reformed monsters, local coven, etc.;
  Skill-12, 15 or 18; Supernatural; 9 or less; Somewhat Reli-
  able) [10, 15, or 20], Contacts (Spirit, shaman, etc.; Skill-12,
  15, or 18; Supernatural; 9 or less, Usually Reliable) [4, 6, or
  8], Eidetic Memory [5] or Photographic Memory [10],
  Equipment Bond [1/item], Fearlessness [2/level] or Unfaze-
  able [15], Gizmos 1-3 [5/gizmo], Higher Purpose (Acquire
  Knowledge) [5], Intuition [15], Language Talent [10], Lan-
  guages [2-6/language], Luck [15], Patrons [10 to 30],
  Prophetic Dreams [5], Signature Gear [Varies], Single-
  Minded [5], or Wealth [Varies].
  Disadvantages: -15 points chosen from among Absent-Mind-
  edness [-15], Bad Sight (Mitigator, Glasses, -60%) [-10],
  Charitable [-15*], Clueless [-10], Curious [-5*], Honesty
  [-10*], Oblivious [-5], Obsession (Learn a particular secret)
  [-5*], Post-Combat Shakes [-5*], Sense of Duty (One hunter
  or Teammates) [-2 or -5], Shyness [Varies], Skinny [-5], Stut-
  tering [-10], Vow (Never kill a human) [-10], Wealth
  [Varies], Workaholic [-5], or Xenophilia [-10*]. • Another
  -20 points chosen from among the previous traits or Alco-
  holism [-15], Appearance [Varies], Bad Temper [-10*], Cal-
  lous [-5], Flashbacks [Varies], Lecherousness [-15*],
  Nightmares [-5*], No Sense of Humor [-10], Overconfi-
  dence [-5*], Stubbornness [-5], or Truthfulness [-5*].
  Primary Skills: Occultism and Research, both (A) IQ+1 [4]-15.
  • 16 points spent on at least four different skills from Know
  Thy Enemy (Champions, p. 16). • Four of Armoury (Melee
  Weapons or Small Arms) or Photography, both (A) IQ
  [2]-14; Intelligence Analysis, Psychology, or Tactics, all (H)
  IQ-1 [2]-13; Observation (A) Per [2]-14; Meditation (H)
  Will-1 [2]-13; Esoteric Medicine (H) Per-1 [2]-13; or 2 points
  spent on another Know Thy Enemy skill.
  Secondary Skills: One of Crossbow, Guns (Pistol, Rifle, Shot-
  gun, or SMG), or Liquid Projector (Flamethrower, Sprayer,
  or Squirt Gun), all (E) DX+2 [4]-13. • Three of Brawling or
  Knife, both (E) DX+1 [2]-12; Axe/Mace, Boxing, Broad-
  sword, Rapier, Saber, Shortsword, Staff, Stealth, Whip, or
  Wrestling, all (A) DX [2]-11; or spend 2 points to take one of
  the skills from the previous list, at -1 skill.
  Background Skills: Five of Knot-Tying (E) DX [1]-11; Driving
  (Automobile, Heavy Wheeled, or Motorcycle) (A) DX-1
  [1]-10; Area Knowledge (any), Computer Operation, Cur-
  rent Affairs (any), First Aid, Gesture, or Housekeeping, all
  (E) IQ [1]-14; Architecture, Criminology, Electronics Oper-
  ation (Scientific), Holdout, Speed-Reading, Teaching,
  Traps, or Writing, all (A) IQ-1 [1]-13; Chemistry or Foren-
  sics, both (H) IQ-2 [1]-12; or Search (A) Per-1 [1]-13.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  While your skills may be what you’re best known for, don’t
  overlook your advantages. Supernatural Contacts and Contact
  Groups are an excellent source of information, extra DX and
  Combat Reflexes can make you better in a fight, Languages
  make occult libraries more useful and may allow you to eaves-
  drop on bad guys, and Intuition and Prophetic Dreams are
  both helpful when a case appears to be stymied.
  Your first big skill choice is which Know Thy Enemy options
  to take. You will have at least four to eight of them, so try to
  cover as many different types of foes as possible; it’s usually
  better to spread yourself a bit thin than to try and master
  knowledge of just one enemy. (For that, add the avenger lens!)
  You can cannibalize your remaining primary skills for more
  Know Thy Enemy options, but only do that if you’re certain you
  won’t need any of these useful traits: Armoury and Esoteric
  Medicine are key support roles; Observation and Tactics can
  keep you out of ambushes; and any of the remaining skills will
  aid an investigation.
  Your combat options focus on ranged attacks, as those are
  slightly safer than melee. Try to take a variety of up-close skills
  – learning only melee weapons or only unarmed combat may
  leave you in a bad tactical position at some point. Don’t over-
  look Stealth as you scan through the available skills; some-
  times not being noticed is the best way to stay alive!
  SIDEKICK TEMPLATES
  13
  Drive back the forces of
  evil with muscle and steel.
  
  SCOUT
  200 points
  You specialize at moving quickly and quietly – slipping in
  and out of a place like a ghost, leaving no trace behind.
  During an investigation, you’re the one who can get into
  hard-to-reach areas, whether sneaking into a crime scene or
  scaling up to a second-story window to retrieve an important
  record. When approaching a lair, you’re all about recon –
  staying ahead of the rest of the team so you can sneak up on
  anything dangerous. Once combat starts, you’re quick to find
  a perch and start sniping.
  Attributes: ST 11 [10]; DX 14 [80]; IQ 11 [20]; HT 12 [20].
  Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP
  15 [8]; Will 11 [0]; Per 13 [10]; FP 12 [0]; Basic Speed 7.00
  [10]; Basic Move 7 [0].
  Advantages: One of the 15-point lenses from Champions
  (pp. 6-9). • Another 20 points chosen from among IQ +1
  [20], Absolute Direction [5], Acute Senses (any) [2/level],
  Combat Reflexes [15], Craftiness 1-4 [5/level], Danger Sense
  [15], Eidetic Memory [5] or Photographic Memory [10],
  Fearlessness [2/level] or Unfazeable [15], Flexibility [5] or
  Double-Jointed [15], Luck [15], Night Vision [1/level],
  Patrons [10 or 20], Peripheral Vision [15], Signature Gear
  [Varies], Single-Minded [5], or Wealth [Varies].
  Disadvantages: -15 points chosen from among Callous [-5],
  Curious [-5*], Impulsiveness [-10*], Kleptomania [-15*],
  Lecherousness [-15*], Loner [-5*], Post-Combat Shakes [-5*],
  Selfish [-5*], Sense of Duty (One hunter or Teammates) [-2 or
  -5], Shyness [Varies], Stubbornness [-5], Trickster [-15*], Vow
  (Never kill a human) [-10], or Wealth [Varies]. • Another -20
  points chosen from among the previous traits or Alcoholism
  [-15], Flashbacks [Varies], Greed [-15*], Jealousy [-10], Night-
  mares [-5*], No Sense of Humor [-10], Overconfidence [-5*],
  Paranoia [-10], or Xenophilia [-10*].
  Primary Skills: Stealth (A) DX+2 [8]-16. • Eight of Forced
  Entry or Jumping, both (E) DX+1 [2]-15; Climbing (A) DX
  [2]-14; Acrobatics or Escape, both (H) DX-1 [2]-13; Camou-
  flage (E) IQ+1 [2]-12; Animal Handling (Dogs), Electronics
  Operation (Security), Holdout, Lockpicking, Photography,
  Shadowing, Soldier, or Traps, all (A) IQ [2]-11; or Body Lan-
  guage, Lip Reading, Observation, Search, Tracking, or
  Urban Survival, all (A) Per [2]-13.
  Secondary Skills: Occultism (A) IQ [2]-11. • 4 points spent
  on skills from Know Thy Enemy (Champions, p. 16). • Two
  of Crossbow, Guns (Pistol, Rifle, Shotgun, or SMG), or Liq-
  uid Projector (Squirt Gun), all (E) DX+1 [2]-15; or take just
  one, at +1 skill. • Two of Brawling, Knife, or Thrown
  Weapon (any), all (E) DX+1 [2]-15; Axe/Mace, Bolas, Box-
  ing, Broadsword, Saber, Shortsword, Staff, Throwing, or
  Wrestling, all (A) DX [2]-14; or Judo or Net, both (H) DX-1
  [2]-13.
  Background Skills: Four of Fast-Draw (any) or Knot-Tying,
  both (E) DX [1]-14; Driving (Automobile or Motorcycle) or
  Filch, both (A) DX-1 [1]-13; Sleight of Hand (H) DX-2
  [1]-12; Area Knowledge (any), Computer Operation, Cur-
  rent Affairs (any), First Aid, Gesture, or Housekeeping, all
  (E) IQ [1]-11; Acting, Architecture, or Disguise, all (A) IQ-1
  [1]-10; Swimming (E) HT [1]-12; Running (A) HT-1 [1]-11;
  or Scrounging (E) Per [1]-13.
  * Multiplied for self-control number; see p. B120.
  Customization Notes
  While you occupy a fairly specific niche (“sneaky person
  who can access any area, regardless of difficulty”), there are
  many ways by which this can be accomplished. If the wide
  number of skill choices is overwhelming, consider sticking to
  one of these types of scout:
  Searcher: You prefer the straightforward and direct method:
  Get into an area, don’t be seen, and learn as much as you can.
  Animal Handling, Electronics Operation, Forced Entry, and
  Lockpicking can get you into most places. While there, use
  Soldier, Traps, or both to stay safe, and Observation, Search,
  and Tracking to collect information.
  Snake: You’re comfortable belly-crawling behind a low wall
  or climbing a tall one. When you need to get inside a place, you
  can go through a door, a window, or even a vent – it’s all the same
  to you. Pick up Flexibility (or Double-Jointed) to take advantage
  of the +3 (or +5) to Climbing and Escape. For other skills, grab
  Camouflage and Forced Entry, and consider Acrobatics, Elec-
  tronics Operation, Jumping, Lockpicking, Search, and Traps.
  Spider: You specialize in scrambling up, on top of, or over
  things. You can use Parkour to get onto a building’s roof or a
  cave’s ledge in less time than most people could figure out a
  viable route. Acrobatics, Climbing, and Jumping are all essen-
  tial. After that, consider Escape to squeeze into cracks, Urban
  Survival to identify which buildings are easiest to climb, and
  Running (from background skills) for speed. If you take both
  Climbing and Escape, consider adding Flexibility or Double-
  Jointed for the skill bonus.
  Spotter: You don’t always have to get close, especially if you
  can get the same information from a distance. Acute Vision is
  a must, Eidetic or Photographic Memory ensures you won’t
  forget anything, Night Vision is perfect for low-light condi-
  tions, and Peripheral Vision makes it look like you’re not star-
  ing. Body Language, Lip Reading, Shadowing, and Tracking
  are all excellent for stalking subjects; Observation and Urban
  Survival can tell you much about areas; and Photography can
  capture it all and more, if you use the right film!
  Spy: Sometimes, walking right in is the easiest method.
  Craftiness, Luck, and Acting (from your background skills) can
  get you access, but be sure to take Animal Handling to put
  guard dogs at ease, Holdout to keep humans at ease, Body Lan-
  guage and Observation to spot weak points in the guard rota-
  tion, Lip Reading to steal pass phrases, and at least one of
  Electronics Operation or Lockpicking to access the interesting
  places, once in.
  WHITECOAT
  200 points
  Some call you “doc,” others say “egghead,” and a few use the
  more-accurate “forensic scientist.” As long as they say it with
  respect, you’re okay with all three. You are a student of the
  human body and mind, which serves you well with everything
  from analyzing a crime scene to patching up a nasty laceration.
  SIDEKICK TEMPLATES
  14
  Slip into a place quickly
  and quietly, like a ghost.
  
  You can inflict damage as well – with gusto! – but your true
  strengths lie in the time before and after a good fight.
  Attributes: ST 10 [0]; DX 11 [20]; IQ 14 [80]; HT 12 [20].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  13 [6]; Will 14 [0]; Per 14 [0]; FP 12 [0]; Basic Speed 6.00 [5];
  Basic Move 6 [0].
  Advantages: Healer 2 [20]. • One of the 15-point lenses from
  Champions (pp. 6-9). • Another 25 points chosen from
  among ST +1 [10], DX +1 [20], HT +1 or +2 [10/level], HP
  +1 or +2 [2/level], Combat Reflexes [15], Common Sense
  [10], Contacts (Coroner, hospital administrator, etc.;
  Skill-12, 15, or 18; 9 or less; Usually Reliable) [2, 4, or 6],
  Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3
  [5/gizmo], Healer 3-4 [10/level], Intuition [15], Luck [15],
  Patrons [10 or 20], Resistant [Varies], Sensitive [5] or
  Empathy [15], Signature Gear [Varies], or Wealth [Varies].
  Disadvantages: -15 points chosen from among Charitable
  [-15*], Chummy [-5] or Gregarious [-10], Compulsive
  Snooping [-5*], Curious [-5*], Guilt Complex [-5], Honesty
  [-10*], Post-Combat Shakes [-5*], Sense of Duty (One
  hunter or Teammates) [-2 or -5], Vow (Never kill a human or
  Never refuse a request for medical aid) [-10], or Wealth
  [Varies]. • Another -20 points chosen from among the pre-
  vious traits or Alcoholism [-15], Bad Temper [-10*], Easy to
  Read [-10], Greed [-15*], Nightmares [-5*], No Sense of
  Humor [-10], Overconfidence [-5*], Selfish [-5*], Stubborn-
  ness [-5], Truthfulness [-5*], or Workaholic [-5].
  Primary Skills: Criminology (A) IQ [2]-14; Forensics (H) IQ
  [4]-14; Diagnosis, Physician, and Psychology, all (H) IQ+1
  [2]-15†; Surgery (VH) IQ [2]-14†; Search (A) Per [2]-14; and
  Esoteric Medicine (H) Per [1]-14†. • Five of Administra-
  tion, Electronics Operation (Medical), Hazardous Materials
  (Biological), Interrogation, or Research, all (A) IQ [2]-14;
  Bioengineering (any), Chemistry, Intelligence Analysis, or
  Poisons, all (H) IQ-1 [2]-13; Pharmacy (Synthetic) or Veteri-
  nary, both (H) IQ+1 [2]-15†; Biology (VH) IQ-2 [2]-12; Body
  Language or Observation, both (A) Per [2]-14; or Detect Lies
  (H) Per-1 [2]-13.
  Secondary Skills: Occultism (A) IQ-1 [1]-13. • 4 points spent on
  skills from Know Thy Enemy (Champions, p. 16). • One of
  Crossbow, Guns (Pistol, Rifle, Shotgun, or SMG), or Liquid
  Projector (Flamethrower, Sprayer, or Squirt Gun), all (E)
  DX+2 [4]-13. • Two of Brawling or Knife, both (E) DX+1
  [2]-12; Axe/Mace, Boxing, Broadsword, Saber, Shortsword,
  Staff, Throwing, or Wrestling, all (A) DX [2]-11; or Acrobat-
  ics or Judo, both (H) DX-1 [2]-10.
  Background Skills: Four of Fast-Draw (any) (E) DX [1]-11;
  Driving (Automobile) or Stealth, both (A) DX-1 [1]-10; Area
  Knowledge (any), Computer Operation, Current Affairs
  (any), Gesture, or Housekeeping, all (E) IQ [1]-14; Merchant,
  Teaching, or Writing, all (A) IQ-1 [1]-13; Diplomacy or Natu-
  ralist, both (H) IQ-2 [1]-12; Swimming (E) HT [1]-12; or
  Scrounging (E) Per [1]-14.
  * Multiplied for self-control number; see p. B120.
  † Includes +2 from Healer.
  Customization Notes
  You can take apart dead bodies and fix up live ones, which
  means your life will rarely be dull – every good Monster
  Hunters game has plenty of corpses and injuries! When choos-
  ing your advantages and primary skills, it may be helpful to
  think of them as falling into the following two categories.
  Forensic Scientist: The main focus here is on investigation,
  particularly into murders and similar crimes. Contacts and
  Intuition fit this role especially well. For skills, look to Admin-
  istration, Body Language, Chemistry, Detect Lies, Intelligence
  Analysis, Observation, Poisons, and Research.
  Medical Doctor: This role is all about healing others and fig-
  uring out what’s wrong with them. Further levels of Healer are a
  given, and Sensitive or Empathy fits. Consider Bioengineering,
  Biology, Electronics Operation, Hazardous Materials, Pharmacy,
  Poisons, and Veterinary as skills – and note that most are useful
  for investigation as well as simple medicine!
  You can achieve impressive results by focusing on just one
  category. A “pure forensic scientist” whitecoat is almost as
  useful as a sleuth (Champions, p. 17) at most crime scenes,
  while a “pure medical doctor” one can keep the team alive
  through almost anything. However, since both sub-roles are
  so useful, it often makes the most sense to maintain a balance
  between them.
  While it may not seem like you’re granted many Know Thy
  Enemy choices, realize that you already have several: Cryptids
  can be identified with Biology and Veterinary; lycanthropes fit
  Veterinary; parasites are a disease for the purpose of Biology
  and Diagnosis; rogue experiments are vulnerable to Bioengi-
  neering, Biology, Chemistry, and Pharmacy; and all rogue
  humans (but especially psis) are covered by Psychology.
  SIDEKICK TEMPLATES
  15
  Allies worth 200 points are already fairly “low-end” by
  Monster Hunter standards, but there are two cases in which it
  makes sense to go even lower – all the way down to 100 points:
  1. The criminal lens (Champions, p. 8) offers “crew or gang
  member” Allies built on only 25% of the hunter’s points. At the
  GM’s option, any champion may be able to buy the same Ally
  advantage, for an inexpensive alternative to the standard side-
  kicks in this chapter.
  2. Using the guidelines under As Junior Hunters (pp. 18-20),
  it’s possible for players to use the 200-point templates in this
  chapter as PCs – and, as for any PC, these junior hunters can
  have their own sidekicks! The advantage Ally (Sidekick; Built
  on 50%; 12 or less, 15 or less, or Constantly) [4, 6, or 8] should
  be considered part of each standard sidekick template, but only
  when used as a PC.
  For simplicity, the vast array of possible 100-point Allies has
  been condensed into the following two options. The GM
  should feel free to adjust these templates heavily, to fit his own
  vision and that of the player. Unlike the standard sidekicks,
  they don’t use the full lenses from Champions (see Motivation,
  p. 5), just the same reasons to fight.
  LOW-END ALLIES
  
  TOUGH GUY
  100 points
  Essentially a stripped-down version of the muscle (pp. 12-
  13), you excel at fighting and other physical feats. A tough guy
  NPC is a simple and inexpensive way for hunters to add some
  combat effectiveness to the team.
  Attributes: ST 13 [30]; DX 12 [40]; IQ 10 [0]; HT 12 [20].
  Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP
  15 [4]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6.00 [0];
  Basic Move 6 [0].
  Advantages: 15 points chosen from among ST +1 [10], HP +1
  to +3 [2/level], Will +1 or +2 [5/level], Per +1 or +2 [5/level],
  Combat Reflexes [15], Danger Sense [15], Daredevil [15],
  DR 1-2 (Tough Skin, -40%) [3 or 6], Fearlessness [2/level] or
  Unfazeable [15], High Pain Threshold [10], Improvised
  Weapons [1/skill], Lifting ST 1-2 [3 or 6], Luck [15], Off-
  Hand Weapon Training [1/skill] or Ambidexterity [5],
  Patrons [10], Rapid Healing [5] or Regeneration (Slow)
  [10], Signature Gear [Varies], Striking ST 1-2 [5 or 10],
  Wealth [Varies], or Weapon Bond [1/weapon].
  Disadvantages: One of the -15-point disadvantages from Why
  We Fight (Champions, p. 7). • Another -25 points chosen
  from among Appearance [Varies], Bad Temper [-10*],
  Berserk [-10*], Bully [-10*], Callous [-5], Charitable [-15*],
  Curious [-5*], Flashbacks [Varies], Gluttony [-5*], Honesty
  [-10*], Impulsiveness [-10*], Nightmares [-5*], No Sense of
  Humor [-10], Oblivious [-5], On the Edge [-15*], Overconfi-
  dence [-5*], Sense of Duty (One hunter or Teammates) [-2 or
  -5], Shyness [Varies], Social Stigma (Criminal Record) [-5],
  Stubbornness [-5], Truthfulness [-5*], Vow (Never kill a
  human) [-10], or Wealth [Varies].
  Primary Skills: One of Knife (E) DX+3 [8]-15 or Axe/Mace,
  Broadsword, Saber, Shortsword, Spear, Two-Handed
  Axe/Mace, or Two-Handed Sword, all (A) DX+2 [8]-14.
  • Two of Brawling (E) DX+2 [4]-14; Boxing, Staff, Sumo
  Wrestling, Tonfa, Whip, or Wrestling, all (A) DX+1 [4]-13;
  Acrobatics, Karate, or Judo, all (H) DX [4]-12; or spend 4
  points to take any unchosen skill from the previous list, at
  -1 skill. • Two of Crossbow, Guns (Pistol, Rifle, Shotgun, or
  SMG), Liquid Projector (Flamethrower, Sprayer, or Squirt
  Gun), or Thrown Weapon (any), all (E) DX+1 [2]-13; or
  Bolas, Bow, or Throwing, all (A) DX [2]-12.
  Secondary Skills: Occultism (A) IQ-1 [1]-9. • 2 points to buy
  one skill from Know Thy Enemy (Champions, p. 16).
  • Three of Fast-Draw (any), Forced Entry, or Jumping, all
  (E) DX+1 [2]-13; Climbing or Stealth, both (A) DX [2]-12;
  Camouflage or Gesture, both (E) IQ+1 [2]-11; Holdout (A)
  IQ [2]-10; or Hiking, Lifting, or Running, all (A) HT [2]-12.
  Background Skills: Two of Driving (Automobile or Motorcy-
  cle) (A) DX-1 [1]-11; Area Knowledge (any) or Current
  Affairs (any), both (E) IQ [1]-10; Armoury (Melee Weapons)
  (A) IQ-1 [1]-9; Carousing or Swimming, both (E) HT [1]-12;
  Breath Control (H) HT-2 [1]-10; or Scrounging (E) Per
  [1]-10.
  * Multiplied for self-control number; see p. B120.
  WISE GUY
  100 points
  You’re a fairly intelligent person whose brains are more
  valuable than his combat prowess. Even more so than the
  tough guy, above, this template demands customization – play-
  ers who add wise guys as Allies will be looking for a specific
  area of expertise.
  Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 11 [10].
  Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
  13 [6]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 5.00
  [-5]; Basic Move 6 [5].
  Advantages: 25 points chosen from among DX +1 [20], IQ +1
  [20], HT +1 or +2 [10/level], HP +1 or +2 [2/level], Will +1 or
  +2 [5/level], Per +1 or +2 [5/level], Combat Reflexes [15],
  Eidetic Memory [5] or Photographic Memory [10], Fearless-
  ness [2/level] or Unfazeable [15], Languages [2-6/language],
  Luck [15], Patrons [10 or 20], Prophetic Dreams [5], Signa-
  ture Gear [Varies], Wealth [Varies], Wild Talent 1 [20], or
  any Talent [Varies].
  Disadvantages: One of the -15-point disadvantages from Why
  We Fight (Champions, p. 7). • Another -20 points chosen
  from among Absent-Mindedness [-15], Alcoholism [-15],
  Appearance [Varies], Bad Sight (Mitigator, Glasses, -60%)
  [-10], Bad Temper [-10*], Callous [-5], Charitable [-15*],
  Curious [-5*], Honesty [-10*], No Sense of Humor [-10],
  Overconfidence [-5*], Post-Combat Shakes [-5*], Sense of
  Duty (One hunter or Teammates) [-2 or -5], Shyness
  [Varies], Skinny [-5], Stubbornness [-5], Stuttering [-10],
  Truthfulness [-5*], or Wealth [Varies].
  Primary Skills: Occultism and Research, both (A) IQ [2]-13.
  • 16 points spent on any IQ-, Will-, or Per- based skills from
  Suitable Skills (Champions, pp. 27-28), including at least
  one skill from Know Thy Enemy (Champions, p. 16).
  Secondary Skills: One of Crossbow, Guns (Pistol, Rifle, Shot-
  gun, or SMG), or Liquid Projector (Flamethrower, Sprayer
  or Squirt Gun), all (E) DX+2 [4]-12; or Throwing (A) DX+1
  [4]-11. • Two of Brawling or Knife, both (E) DX+1 [2]-11;
  or Axe/Mace, Broadsword, Saber, Shortsword, Stealth, or
  Wrestling, all (A) DX [2]-10.
  Background Skills: Six of Area Knowledge (any), Computer
  Operation, Current Affairs (any), First Aid, Gesture, or
  Housekeeping, all (E) IQ [1]-13; Administration, Holdout,
  Speed-Reading, Teaching, Traps, or Writing, all (A) IQ-1
  [1]-12; Carousing or Swimming, both (E) HT [1]-11; or
  Scrounging (E) Per [1]-13.
  * Multiplied for self-control number; see p. B120.
  SIDEKICK TEMPLATES
  16
  It must be really hard when all your friends have, like, superpowers. Slayer, werewolf,
  witches, vampires, and you’re, like, this little nothing. You must feel like Jimmy Olsen.
  – Cordelia, in Buffy the Vampire Slayer #3.13
  
  The five hunters walked slowly down the dirt road, a single
  plume of smoke rising in the distance behind them. Everett lent
  Brad a shoulder as he limped. “Are you going to be okay?”
  “Yeah,” Brad said, wincing. “Ironic that they only broke
  through my ward, when I’m the one who made them all.”
  “No complaints here,” Scott replied. “The individual wards
  saved our butts back there. Those and the iron. If we hadn’t
  realized we were up against a faerie queen . . .”
  “Those little flitters alone would’ve devoured us. Or worse.”
  Danielle turned toward Anna. “Thanks. Without everything you
  knew, we would’ve been dealing with this situation blind.”
  Anna just nodded.
  Danielle shared a glance with Scott, then put a hand on Anna’s
  shoulder. “Listen, I know it can be a lot to take in when you’re not
  used to slaying monsters. The screams, the pain, the threat of death
  . . . it’s not for everyone. It’s important to focus on how many peo-
  ple you’re saving. They’re the reason this is all worth it.”
  “For what it’s worth, you were pretty great out there for a
  newbie,” Scott added. “You kept a cool head, which is the most
  important thing, and you’re a pretty good shot! You should
  be proud.”
  Brad looked over, obviously concerned. “So, Anna, how are
  you feeling?”
  “Feeling?” The young woman thought the question over for
  a long moment, then looked up. “I feel . . . awesome!” She
  grinned. “Every time I smacked, shot, or stepped on one of
  those ugly little things, I felt like I mattered. Like I’m making
  up for every stupid mistake I’ve made in my own life.” She
  looked at Danielle. “You’re right. It is worth it. I’m bleeding,
  covered in guts, I think my nose is broken, and I feel great.”
  Brad, Danielle, and Scott smiled, relieved. Everett remained
  inscrutable. Anna retreated back into thought for several
  minutes, before breaking the silence. “Can we do that again
  some time?”
  The templates in Chapter 1 are not meant to stand alone.
  Each is designed to be integrated into a Monster Hunters
  game in one of three possible ways . . .
  USING SIDEKICKS
  17
  Every template in Champions offers the option of a side-
  kick as an Ally – and for good reason! Sidekicks are an inexpen-
  sive and easy way to bolster a team’s numbers. In a gaming
  group with only a few players, adding Allies may be the only
  way to successfully take on some of the more dangerous mon-
  sters. In a one-on-one game (with the GM and a single player),
  Allies are necessary to build an actual team!
  A typical sidekick is worth 50% of the champion’s point
  value; thus, the standard templates in Chapter 1 are all 200
  points. As the champion grows, so does the sidekick, maintain-
  ing this ratio. For every two character points that a champion
  earns, his Ally automatically earns one; e.g., an experienced,
  431-point champion will have a 215-point sidekick. The GM
  decides how to spend these points.
  MORE THAN AN ADVANTAGE
  It’s important to remember that Allies are NPCs – and are
  thus part of the GM’s domain, not the player’s. The player
  chooses the template and lens, and may specify a few things
  that are crucial (e.g., “I want this fixer to be an amazing driver
  and have mostly criminal and street skills”), but it is the GM
  who creates the character.
  The GM controls the Ally in play, as he would any NPC. He
  should take the sidekick’s disadvantages and experiences into
  account when doing so, treating the Ally as a person, not just a
  faceless resource to be drawn upon. However, because the
  player did pay for the Ally, the GM should be open to sugges-
  tions regarding the sidekick’s actions. If the player wants the
  Ally to do something that’s in character and makes sense, the
  GM should go along with it unless he has a good reason not to.
  Portraying an Ally requires the GM to walk the line between
  “realistic NPC” and “useful advantage”; when in doubt, it’s bet-
  ter to err on the side of “useful advantage.”
  TRUST AND MOTIVATION
  The players don’t have to spend points on Allies. A simple
  “help wanted” ad and some spare cash is all that’s needed to
  add an NPC to the team (Hirelings, p. B517) . . . but an Ally
  offers a level of trust that no mercenary can match.
  . . . AS ALLIES
  CHAPTER TWO
  USING
  SIDEKICKS
  
  For one thing, the players can trust that the GM won’t kill
  off the Ally just to make a point. Random NPCs are always fod-
  der for violence in a horror game; The Mission (p. 29) even
  suggests as much! An Ally, meanwhile, represents an invest-
  ment on the part of the player; one thing that he’s buying is the
  right to have his Ally treated as an integral part of the game.
  Thus, everyone can rest assured that the GM won’t start off an
  adventure by having an Ally murdered in his sleep – where a
  hireling would have no such protection.
  More important, the hunter can trust in his Ally’s loyalty. He
  can count on the Ally to watch his back, and doesn’t have to
  worry about intentional betrayal. While an Ally isn’t immune to
  mind control, blackmail, etc., he will never turn on his friend or
  master by choice. However, even this unwavering loyalty doesn’t
  mean the Ally automatically places the needs of the hunter
  above his own! An Ally can take actions that cause problems or
  accidentally endanger the group, especially if his disadvantages
  come into play: A sidekick with Greed may make a side deal to
  bring back part of a certain monster for extra cash, one with
  Sense of Duty (Humanity) may refuse to join an attack if inno-
  cents would be at risk, and Compulsive Thrill-Seeking can lead
  to trouble being stirred up even when monsters aren’t involved.
  MONEY
  Few sidekicks are Dead Broke;
  they contribute their own funds, and
  must be equipped just like everyone
  else. The details depend on which
  type of budgeting (Champions,
  p. 53) applies to the Ally.
  Patrons: If the Ally shares a
  Patron with other members of the
  team, he counts as a member for the
  purpose of the budget; e.g., if three
  PCs and two sidekicks all have the
  same Patron (Modest Budget), the
  five of them start off with $50,000 to
  spend. The GM should be very care-
  ful that the Ally isn’t being used as a
  “cash sponge”; if a disproportionate
  amount of the budget is being spent
  on PCs, the GM has the right to
  insist
  that
  Allies
  and
  PCs
  be
  equipped separately.
  Wealth: The sidekick’s starting
  cash goes to purchase his gear. Any
  leftover funds are retained as cash
  . . . for the Ally, not the PC!
  Either way, the sidekick makes the usual $2,000 per month,
  modified by Wealth. As with starting funds, this cash should go
  primarily toward replenishing any equipment the Ally expended
  on the last hunt. If it’s insufficient to cover that, the sidekick asks
  his PC for financial assistance – and if the champion can’t or
  won’t make up the difference, the Ally’s frequency of appearance
  drops by one step (Constantly becomes 15 or less, 15 or less
  becomes 12 or less, and so on) for the next hunt, because he’s
  busy working at a side job to pay the bills! Conversely, if the side-
  kick has more than enough money to replace his gear, make a
  reaction roll. He’s willing to loan the PC a percentage of his
  remaining cash equal to 5% times the roll (maximum 90%).
  SELF-PRESERVATION
  Monster hunting is no profession for a coward, so sidekicks
  are just as rough and ready as any champion – but that doesn’t
  mean they’re suicidal. Noble sacrifices are an important part of
  this genre (see A Good Day to Die on p. 20 of The Mission), but
  it’s the PCs who are supposed to make them! There’s little nobil-
  ity in tossing a weaker follower into the path of an oncoming
  werebear. Thus, while a sidekick should be played as being will-
  ing to take the same crazy risks as the other hunters, the GM
  should not let him be treated as cannon fodder.
  Of course, sidekicks do die; it’s an occupational hazard in
  this profession. When this hap-
  pens, there are two ways to
  arrange a miraculous recovery
  (Champions, p. 31):
  1. The GM can have the side-
  kick spend 25 of his own points.
  (If the sidekick has the Mysti-
  cism power, this becomes 23
  points.) These points may come
  from unspent character points or
  destiny points; sidekicks do not
  normally have wildcard skills,
  and thus will have no wildcard
  bonus points.
  2. The PC can spend points
  equal to the cost of the Ally
  advantage to bring the sidekick
  back from the dead. (There is no
  discount for either person hav-
  ing Mysticism.) These points
  must
  be
  unspent
  character
  points or – if the GM agrees that
  a particular wildcard skill was
  instrumental in saving or restor-
  ing the Ally’s life – bonus points
  from that wildcard skill. The PC
  may not use destiny points, as
  Destiny is specific to the hunter, not his sidekicks!
  These two methods may not be combined – either the NPC
  sidekick pays the full price, or the PC champion does.
  USING SIDEKICKS
  18
  . . . AS JUNIOR HUNTERS
  The heroes from Champions are the best of the best, with
  training and abilities that allow them to face dangers no nor-
  mal person could survive. However, anyone who prefers
  hunters who aren’t quite as “over-the-top” will find the
  templates in Chapter 1 useful for building more realistic PCs.
  This can be used to run an entire game of 200-point junior
  hunters, or one in which some PCs are 400-point champions
  while others are 200-point sidekicks.
  
  JUNIOR HUNTERS
  The templates from Chapter 1 can all be monster hunters in
  their own right. Each is a competent, well-trained hero; after
  all, GURPS considers 200 points to be right on the edge
  between “heroic” and “larger-than-life” (p. B487)! Thus, a
  Monster Hunters GM may want the players to build PCs using
  the templates from Sidekicks instead of Champions.
  This is a viable approach to the game, but it does modify
  some of its fundamental assumptions. The most important is
  the power level of the threats they’ll be facing; the monsters in
  The Enemy are designed for 400-point PCs. The GM needs to
  take the advice and guidelines under Scaling for Monsters
  (below) into account!
  A more subtle ramification of lowering the power level is that
  the junior hunters may no longer be the best choice for dealing
  with a particular threat. Once the GM tones down the monsters
  for survivability, they start to become the kind of thing that mun-
  dane organizations could feasibly deal with. When a team of
  semi-realistic heroes coexists with SWAT teams and similar
  resources, it can be very tempting to call in the cavalry instead of
  dealing with the situation personally. If they do so successfully,
  it may eventually raise the question, “Why are we dealing with
  these monsters when the authorities can handle them just fine?”
  The simplest fix is to establish that no one will believe the
  hunters if they do try to call in help . . . but this may motivate
  some groups to focus on obtaining and delivering proof of the
  problem instead of dealing with it themselves! (Not to men-
  tion that there’s nothing preventing them from calling 911
  and reporting the vampire lair as a meth lab!) This isn’t neces-
  sarily a problem, but it drastically limits the focus of the game,
  as “investigating, hunting, catching, and confronting mon-
  sters” becomes “only investigating monsters.” In the long run,
  the best tactic may be an out-of-game agreement between the
  GM and players: “Your PCs need to deal with these threats
  because they’re the protagonists; it’s a monster-hunting game,
  not a National-Guard-calling one.”
  MIXED POWER LEVELS
  Many fictional hunter teams are built around one or two
  powerful champions and their retinue of faithful sidekicks. In
  a small group, this is a perfect use for Allies (pp. 17-18), but
  in a large group, some people may wish to play these side-
  kicks! The GM should never force this, as many gamers con-
  sider it unfair to start with fewer points than other players –
  but if someone wants to play a sidekick instead of a full
  champion, it can be a lot of fun!
  The key to running a mixed game is to ensure that spotlight
  time is distributed equally among all of the PCs. This is easiest if
  each sidekick specializes in one or two unique areas of expertise
  – areas upon which the champion PCs agree not to impinge. For
  example, a 200-point fixer in a group of 400-point champions
  will still fill a vital role if he’s the only one with Carousing, Savoir-
  Faire (Mafia), and Streetwise, and a geek hacker is invaluable if
  no one else on the team is a computer expert. Because it’s easier
  for a 400-point champion to accidentally run roughshod over a
  niche, the order in which the PCs are created matters. The fol-
  lowing method is usually the most fair.
  1. Each person openly chooses the template and lens he
  wants to play.
  2. The sidekick players create their characters, making it
  clear which niches they wish to fill. The players should avoid
  choosing niches that a given champion can’t help but overrun;
  e.g., if another player has declared that he’ll be playing a sleuth
  (Champions, p. 17), there’s no way that a sidekick can be the
  only “forensics expert,” as the sleuth’s Detective! will automat-
  ically include that.
  USING SIDEKICKS
  19
  Most monsters from The Enemy include a rough con-
  version between the size of the hunter team and the num-
  ber of monsters that will make for a fair fight. Sidekicks
  require special consideration for these purposes; while
  they are less effective than a full champion at most tasks,
  simply having another body can make a significant differ-
  ence in a fight. Even a weak teammate contributes an extra
  attack each turn, numerical superiority makes it possible
  to get behind opponents for surprise attacks, and bullets do
  the same damage no matter who’s firing them.
  The GM should gauge how effective each sidekick is
  in a fight, relative to a full champion. Broadly considered,
  the gunman, muscle, and scout can be thought of as
  “combatants”; the brother, fixer, geek, magician, occultist,
  and whitecoat are more “noncombatants”; and the status
  of the gifted depends completely upon which special abil-
  ities he has. This is a very subjective divide, however;
  the GM needs to look at the attributes, advantages, and
  skills taken by each individual! Among other possibilities,
  a sidekick who relies on guns will be closer to a champion
  in potency than one who relies on muscle-powered
  weapons, as the latter are tied much more closely to per-
  sonal ability.
  As a general rule, a noncombatant sidekick counts as
  1/2 of a champion, while a combatant counts as 3/4. (For
  Low-End Allies, pp. 15-16, count the tough guy as 1/2 and
  the wise guy as 1/4.) These values are only for the purpose
  of estimating how many monsters to throw at the group;
  use them in other calculations at your peril!
  Example: Paige is running a game with mixed power
  levels (see above). Two PCs are 400-point champions, one
  of whom has a 200-point geek sidekick. The two remaining
  PCs are 200-point junior hunters: a gifted and a scout.
  While the geek isn’t a combat specialist, she uses heavy
  weapons and wears lots of armor; thus, the GM considers
  her a combatant. The gifted specializes in ESP, making
  him more of a noncombatant investigator. The scout stays
  lightly equipped but is an excellent shot, and thus a com-
  batant. Thus, Paige thinks of this team as a group of 2 +
  3/4 + 1/2 + 3/4 = 4 champions; if a monster description sug-
  gests that “two to three foes per champion” is fair, she
  would pit the team against eight to 12 such monsters.
  Scaling for Monsters
  
  3. The champion players create their characters; in doing
  so, they must try to avoid any of the niches that the sidekicks
  explicitly staked out. This will only affect the traits for which
  the champion has a choice, not any mandatory ones; e.g., if a
  sidekick already called dibs on being the team’s hacker, a techie
  (Champions, p. 18) would still
  take the mandatory Computer
  Operation, but he shouldn’t
  choose Computer Program-
  ming or Computer Hacking.
  Similarly, in a game involv-
  ing dark conspiracies and
  plots
  (The
  Mission,
  pp. 34-35), the GM should be
  careful not to overlook the
  sidekick. For example, if the
  current “big bad” takes issue
  with a particular member of
  the team, he should be as
  likely to focus on a PC sidekick
  as on a champion. After all, he
  doesn’t know their point val-
  ues – and would probably pick
  on the “weak links” if he did!
  Troupe-Style Play
  One interesting way to
  emulate the “lone hero and
  his group of trusty sidekicks”
  dynamic
  in
  a
  roleplaying
  game is via troupe-style play.
  First, all of the players collec-
  tively build a single 400-point champion. Everyone should
  come to an agreement on which template to use, which traits
  to choose, and so on – voting if necessary. Once the champion
  is created, everyone builds a 200-point sidekick. Then, each
  player takes turns playing the champion, switching between
  adventure; while a particular player is the champion, his
  sidekick character is assumed to be off doing something else.
  For example, in a group of five players, the team will always
  consist of a single champion and four sidekicks – but the per-
  son playing the champion, and which four (out of five) side-
  kicks are in play, will vary from adventure to adventure.
  A variant of this approach is to have everyone build a 400-
  point champion and a 200-point side-
  kick, then choose to play whichever
  role seems most suited to a particu-
  lar hunt. Because the champion will
  tend to have a wider range of skills
  and abilities than the sidekick, it’s
  important to make the two hunters
  as different as possible; that way,
  there will often be a reason to play
  the weaker one. After all, there are
  adventures for which it makes more
  sense to play a fixer sidekick (pp. 6-7)
  than it does to play a warrior cham-
  pion (Champions, p. 19).
  Optional Rule:
  Plot Protection
  There should be no need to “bal-
  ance” PC sidekicks and PC champi-
  ons in a mixed party; players who
  choose to be sidekicks should do so
  willingly, because they think it will be
  fun to roleplay. But if the GM feels
  that the junior hunters deserve more
  of a break, he may rule that when
  they return from the dead as a mirac-
  ulous recovery (Champions, p. 31), it
  only costs 12 points instead of 25. (This becomes 10 points for
  sidekicks with Mysticism.) There is some justification for this:
  Monsters tend to focus their killing blows on the “real” heroes,
  leaving the sidekicks be once they’re down . . . thus, quite often,
  the blow that looked like it killed the sidekick actually just
  knocked the wind out of him. Players should assume that this
  rule is not in effect unless the GM explicitly says it is.
  USING SIDEKICKS
  20
  Players enamored of the sidekick templates don’t have to
  settle for being junior hunters (pp. 18-20). Adding one of the
  following 200-point lenses to a template from Chapter 1 will
  produce a unique 400-point champion. The resultant charac-
  ter will be comparable to one of the “standard” hunters from
  Champions, but with a flavor all its own. For example, a
  scout (p. 14) with the psychic lens (p. 22) will be comparable
  in mental power to a psi (Champions, p. 14), but the two will
  have entirely different skill sets and attitudes.
  Simply build a character using one of the templates in
  Chapter 1, and then add one of the lenses below. If any skills
  overlap, combine the points spent on both; leftover points
  can be spent on traits offered by the template or lens. In gen-
  eral, templates and lenses may be mixed freely, but gifted
  (pp. 8-10) requires special attention; see Upgrading the Gifted
  (p. 21) for details.
  Potential PCs
  One easy way to introduce a new player to an established
  group is to have him take over an existing NPC sidekick,
  upgraded with one of these lenses. This avoids the issue of how
  to introduce a new PC, and allows for a smooth transition
  between the old gaming group and the new, larger one.
  Because the enhanced lens (p. 21) simply improves the side-
  kick’s overall competency, its effects can be glossed over; the
  effects of the other lenses can be similarly handwaved . . . but
  it may be more fun to game them out in play.
  Example: Ted has just joined a four-person gaming group,
  swelling its numbers to five. The existing team consists
  of four PC champions and two NPC sidekicks: Andy (a geek)
  and Cheyenne (a scout). Ted decides to play Cheyenne.
  . . . AS CHAMPIONS
  
  He wants to add the overman lens (p. 22) to her char-
  acter sheet, raising her power level from 217 points to
  417. Before he does so, the GM runs an adventure in
  which the group confronts a rogue corporation, and
  Cheyenne (played by Ted) is kidnapped by the R&D
  department! By the time she’s reunited with the rest of
  the team, she has all of these strange new abilities . . .
  and is more than happy to turn them against the peo-
  ple who did this to her!
  This method avoids any drastic changes to the
  team dynamic. The unusual incident can go a long
  way toward explaining any minor changes in person-
  ality – now that a player is controlling the sidekick
  instead of the GM. As a bonus, the new player gets
  welcomed to the group with an entire adventure that
  revolves around him!
  CASTER
  +200 points
  You can work fast, effective rituals – creating nearly
  any magical effect you can think of! This lens works
  best with templates that end up with IQ 12-14. If your
  IQ is higher, you’ll need to add further levels of Magery.
  If it’s lower, consider swapping out Ritual Adept for another +2
  to IQ; your spells will be slower, but at least you’ll be able to
  cast them successfully! You can add this template to a magi-
  cian (pp. 11-12), but it’s much easier to create a witch
  (Champions, p. 20) instead.
  Attributes: IQ +2 [40].
  Advantages: Combat Reflexes [15]; Luck [15]; Magery 5 [55];
  and Ritual Adept [40]. • Another 10 points chosen from
  among the template’s advantage options or HT +1 [10], FP
  +1 to +3 [3/level], Ally (Sidekick; Built on 50%; 12 or less, 15
  or less, or Constantly) [4, 6, or 8], Autotrance [1], Brave [1],
  Fearlessness [2/level], Languages [2-6/language], Magery 6
  [10], Magic Resistance (Improved, +150%) [5/level]†, Mind
  Shield [4/level], Prophetic Dreams [5], Ritual Mastery [1/rit-
  ual], Sensitive [5], Signature Gear (Grimoires, workspace
  kits, etc.) [Varies], Single-Minded [5], or Wealth [Varies].
  Disadvantages: -20 points chosen from among the template’s
  disadvantage options or Appearance [Varies], Bad Sight
  (Mitigator, Glasses, -60%) [-10], Clueless [-10], Curious
  [-5*], Impulsiveness [-10*], Intolerance (Anyone closed-
  minded about the supernatural) [-5], Magical Susceptibility
  [-3/level]†, Odious Personal Habit (Uses arcane “techno-
  babble”) [-5], Overconfidence [-5*], Unluckiness [-10] or
  Weirdness Magnet [-15], Vow (Never kill a human) [-10],
  or Wealth [Varies].
  Skills: Thaumatology (VH) IQ+1 [12]. • Choose one Path skill
  at (VH) IQ+1 [12]; another Path at (VH) IQ [8]; one more
  Path at (VH) IQ-1 [4]; and the remaining six paths at (VH)
  IQ-3 [1]. • One of Archaeology (H) IQ-2 [1]; Hidden Lore
  (Sacred Places) (A) IQ-1 [1]; or Research (A) IQ-1 [1]. • One
  of Breath Control (H) HT-1 [2]; Esoteric Medicine (H) Per-1
  [2]; Innate Attack (any) (E) DX+1 [2]; or Meditation (H)
  Will-1 [2].
  * Multiplied for self-control number; see p. B120.
  † Magic Resistance and Magic Susceptibility are mutually
  incompatible.
  ENHANCED
  +200 points
  This is a “general improvement” lens, which increases the
  overall competence of the template without changing its flavor.
  In effect, this lens reimagines the template as a champion rather
  than a sidekick.
  Attributes: ST +2 [20]; DX +2 [40]; IQ +2 [40]; HT +2 [20].
  Secondary Characteristics: HP +4 [8].
  Advantages: Combat Reflexes [15] and Luck [15]. • Either DX
  +1 [20] or IQ +1 [20]. • Another 30 points chosen from
  among the template’s advantage options or Ally (Sidekick;
  Built on 50%; 12 or less, 15 or less, or Constantly) [4, 6, or
  8], Fearlessness [2/level] or Unfazeable [15], High Pain
  Threshold [10], Extra Life 1 [25], Magic Resistance [2/level],
  Patrons [10 to 30], Prophetic Dreams [5], Resistant [Varies],
  Signature Gear [Varies], or Wealth [Varies].
  Disadvantages: -20 points chosen from among the template’s
  disadvantage options or Bad Temper [-10*], Flashbacks
  [Varies], Impulsiveness [-10*], Overconfidence [-5*], Sense
  of Duty (Teammates) [-5*], Vow (Never kill a human) [-10],
  or Wealth [Varies].
  Skills: Spend another 12 points to add or improve any skills
  from the template.
  * Multiplied for self-control number; see p. B120.
  MONSTROUS
  +200 points
  The inhuman template from Champions (p. 13) is essen-
  tially a 200-point character template plus a 200-point racial
  package, which is exactly what results from adding this lens to
  one of the templates from Chapter 1. Thus, this combination is
  ideal for creating an inhuman champion who doesn’t fall into
  one of the seven “subject-matter expert” categories offered in
  the standard inhuman template.
  USING SIDEKICKS
  21
  Upgrading the Gifted
  The gifted template (pp. 8-10) can be given the caster or
  enhanced lens without issue. Any other lens requires explicit GM
  permission, due to the odd results that can occur. Some guidelines:
  • The GM should be very careful before allowing an empow-
  ered gifted to add the mystic, overman, or psychic lens. If the
  powers match, this represents a champion who is incredibly
  focused on his power, to the exclusion of everything else; such a
  lopsided character can be devastated if something impairs his
  power. If the powers are different, this runs the risk of crossing
  into another template’s niche.
  • A “seventh son’s” charm- and fortune-related abilities gener-
  ally mix well with any of the other lenses. If a lens offers Luck [15],
  those 15 points may be spent to add or improve any of the special
  abilities suggested for that archetype.
  • An inhuman-blooded gifted cannot add the monstrous lens.
  At best, this would result in (e.g.) a “vampire with some vampire
  blood in him,” which is silly. At worst, this would involve mixing
  inhuman races, which is not possible.
  
  Advantages: Either Combat Reflexes [15] or Luck [15].
  Disadvantages: Reputation -4 (Traitor; Your race; 10 or less)
  [-5]. • Another -15 points chosen from among the sidekick
  template’s disadvantage options or Enemies [Varies], Flash-
  backs [Varies], Guilt Complex [-5], Low Self-Image [-10],
  Nightmares [-5*], Paranoia [-10], Vow (Never kill a human)
  [-10], or Wealth [Varies].
  Skills: Choose two skills listed for your race in Know Thy Enemy
  (Champions, p. 16), each at the 2-point level. (If only one skill
  is listed, take it at the 4-point level.) • Spend 1 point to add
  or improve any skill from the sidekick template.
  Special Abilities: Choose a 200-point racial template from
  Champions (pp. 49-51).
  * Multiplied for self-control number; see p. B120.
  MYSTIC
  +200 points
  You have the power of Mysticism (Champions, pp. 42-45),
  and some knowledge of supernatural enemies. This lens can fit
  any template, but before adding it to a brother (pp. 5-6), con-
  sider simply making a crusader (Champions, p. 10) instead.
  Attributes: IQ +2 [40].
  Secondary Characteristics: Will +2 [10].
  Advantages: Combat Reflexes [15]; Luck [15]; and Mysticism
  Talent 2 [10]. • Another 40 points chosen from among ST
  +1 to +3 [10/level], DX +1 or +2 [20/level], IQ +1 or +2
  [20/level], or HT +1 or +2 [10/level]. • A further 5 points
  chosen from among the template’s advantage options or
  Charisma 1 [5], Clerical Investment [5], Close to Heaven 1
  [5], Higher Purpose (Defend the Faith) [5], Mysticism Tal-
  ent 3 [5], or Prophetic Dreams [5].
  Disadvantages: One of Disciplines of Faith (Mysticism) [-10],
  Sense of Duty (Coreligionists) [-10], or Vow (Help those in
  need who ask) [-10]. • Another -10 points chosen from
  among the template’s disadvantage options or Curious [-5*],
  Honesty [-10*], Intolerance (Religious) [-5 or -10], Selfless
  [-5*], Wealth [Varies], or Vow (Never kill a human) [-10].
  Skills: Exorcism (H) Will [4] and Theology (Abrahamic,
  Shamanic, or Voodoo) (H) IQ [4]. • Either Religious Ritual
  (same as Theology) (H) IQ-1 [2] or 2 points spent on a skill
  from Know Thy Enemy (Champions, p. 16) related to spiri-
  tual or undead foes.
  Special Abilities: 75 points in Mysticism abilities; put leftovers
  into template advantages or lens skills.
  * Multiplied for self-control number; see p. B120.
  OVERMAN
  +200 points
  You are a biological creation or upgrade, but instead
  of being put through a fitness regimen and trained to
  understand your own mind and body, you took a differ-
  ent path. While you have been granted the power of
  Bioenhancement (Champions, pp. 40-42), you lack the
  deep, fundamental understanding of it that the experi-
  ment (Champions, p. 11) has.
  Attributes: ST +2 [20]; DX +2 [40]; IQ +2 [40]; HT +2 [20].
  Advantages: Bioenhancement Talent 2 [10]; Combat
  Reflexes [15]; and Luck [15].
  Disadvantages: Unusual Biochemistry [-5]. • Another -15
  points chosen from among the template’s disadvantage
  options or Berserk [-10*], Callous [-5], Flashbacks
  [Varies], Low Self-Image [-10] or Overconfidence [-5*],
  Mistaken Identity [-5], Nightmares [-5*], Vow (Never
  kill a human) [-10], or Wealth [Varies].
  Special Abilities: 60 points in Bioenhancement abilities;
  put leftovers into template advantages or the skills
  Autohypnosis or Body Control.
  * Multiplied for self-control number; see p. B120.
  PSYCHIC
  +200 points
  You
  have
  extensive
  psionic
  abilities
  (Champions,
  pp. 45-48), though these don’t explicitly define your experience
  and expertise, as for the psi (Champions, p. 14). Instead, you
  use your powers to augment your standard abilities (e.g., a
  scout may use Teleportation for the ultimate backstab).
  Attributes: IQ +3 [60].
  Advantages: Combat Reflexes [15] and Luck [15]. • Another
  20 points in psionic Talent(s). • A further 10 points chosen
  from among the template’s advantage options, Parapsychol-
  ogist 1-2 [5/level], or the skills below.
  Disadvantages: -20 points chosen from among the template’s
  disadvantage options or Absent-Mindedness [-15], Addic-
  tion (Psi-Boost) [-15], Bully [-10*], Compulsive Snooping
  [-5* or -10*], Flashbacks [Varies], Overconfidence [-5*],
  Supersensitive [-15], Trickster [-15*], Vow (Never kill a
  human) [-10], or Wealth [Varies].
  Skills: Optionally, spend some of the advantage points (above)
  on any of Body Sense (H) DX-1 [2], Expert Skill (Psionics)
  (H) IQ-1 [2], Mental Strength (E) Will+1 [2], Mind Block (A)
  Will [2], or spend 2 points for +1 to any of these skills.
  Special Abilities: 100 points in psionic abilities; put leftovers
  into template advantages or lens skills.
  * Multiplied for self-control number; see p. B120.
  USING SIDEKICKS
  22
  I Remember When . . .
  For an interesting approach to a campaign, build all of the
  hunters using the templates in Chapter 1, then add one of these
  lenses – and keep both character sheets. This allows the GM to
  mix things up by running “flashback” adventures in which the
  team are still junior hunters, using their 200-point versions
  without the champion lenses. Of course, if anyone dies in one
  of these adventures, the GM is obligated to handwave his sur-
  vival . . . otherwise, there’s no way the experienced, 400-point
  version of the same hunter could be alive today!
  They did something to me. I barely
  feel human anymore.
  – Alice,
  in Resident Evil: Apocalypse
  
  Adventures, flashback, 22.
  Allies, 3; 100-point, 15-16; 200-point, 5-15; as
  NPCs, 17; equipping, 18; improving, 17; in
  teams, 5; killing off, 18; miraculous
  recovery, 18; motivations, 18; Patrons and,
  18; Wealth and, 18; see also Characters.
  Analyst character type, 8.
  Armorer character type, 8.
  Brother template, 5-6.
  Caster lens, 21.
  Champions, see Characters, Monster Hunters,
  Templates.
  Characters, building junior versions, 22;
  creation order, 19-20; modifying Action
  templates, 7; motivation, 5; selecting
  Action templates, 9; upgrading existing,
  20-21; see also Allies, Templates.
  Charm creation, 11.
  Combatant character type, 6.
  Death, miraculous recovery, 18, 20.
  Enhanced lens, 21.
  Equipment, analyzing, 8.
  Fixer template, 6-7.
  Geek template, 7-8.
  Gifted template, 8-10; upgrading, 21.
  Gunman template, 10-11.
  GURPS Action, 7, 9; Action 1: Heroes, 3, 7;
  Action 3: Furious Fists, 3, 7; Monster
  Hunters, 3, 5, 9, 15, 17, 19; Monster
  Hunters 1: Champions, 3-22; Monster
  Hunters 2: The Mission, 3, 6, 8, 18, 20;
  Monster Hunters 3: The Enemy, 19.
  Hacker character type, 8.
  Inhuman-blooded character type, 10.
  Junior hunters, 3, 18-20.
  Magician template, 11-12.
  Mechanic character type, 8.
  Miraculous recovery, 18, 20.
  Monster hunters, junior, 18-20; team
  composition, 5; see also Allies, Characters.
  Monsters, scaling for, 19.
  Monstrous lens, 21.
  Muscle template, 12-13.
  Mystic lens, 22.
  Occultist template, 13.
  Overman lens, 22.
  Patrons advantage, Allies and, 18.
  Plot protection optional rule, 20.
  Power levels, adjusting threats for, 19; mixed,
  19-20.
  Psychic lens, 22.
  Scout template, 14.
  Sidekicks, see Allies, Characters.
  Social animal character type, 7.
  Team composition, 5.
  Templates, 5-16; 100-point, 15-16; 200-point,
  5-15; from Action, 7, 9; upgrading, 3,
  20-22.
  Tough guy template, 16.
  Troupe-style play, 20.
  Wealth advantage, Allies and, 18.
  Wheel man character type, 7.
  Whitecoat template, 14-15.
  Wise guy template, 16.
  INDEX
  23
  INDEX
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Monster Hunters 4 - Sidekicks (v1.0) (oef).pdf