TEXT: Being a Collection of Templates of Various Interesting Professions,
  albeit Non-Adventuring Ones, for use with the Generic Universal
  Roleplaying System™ published by Steve Jackson Games, though In
  No Way affiliated with or endorsed by That Company
  
  Being a Collection of Templates of Various Interesting Professions,
  albeit Non-Adventuring Ones, for use with the Generic Universal
  Roleplaying System™ published by Steve Jackson Games, though In
  No Way affiliated with or endorsed by That Company
  Compiled and Edited by Brian C. Smithson
  Written by Michele Armellini, Thomas Barnes, Kim Bernard, Ryan Crisp, Donal Fallon, Andrea Kotter,
  Phil Masters, Duff McCourt, Jason Morningstar, David Morgan-Mar, Eric Nail, Jamie Revell, Matt
  Riggsby, Brian C. Smithson, Michael Suileabhain-Wilson and Kieran Turley
  Historical Folks is © 2003 by Brian C. Smithson. All rights reserved. Art copyright www.clipart.com. This document may be distributed provided it is offered
  free of charge and is not altered or abridged in any way.
  The material presented here is the original creation or the authors, intended for use with the GURPS system from Steve Jackson Games. This material is not
  official and is not endorsed by Steve Jackson Games. GURPS is a registered trademark of Steve Jackson Games. This material is used here in accordance with the SJ
  Games online policy.
  
  Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
  The Templates  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
  Actor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
  Alchemist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
  Animal Handler  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
  Apothecary  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
  Apprentice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
  Architect  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
  Armorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
  Artisan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
  Artist  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
  Astronomer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
  Athlete . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
  Banker  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
  Barbarian  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
  Barber  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
  Barkeep  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
  Barmaid  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
  Beekeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
  Beggar  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25
  Boatman  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
  Brewer/Distiller/Vintner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
  Brothel Keeper  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28
  Builder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
  Bureaucrat  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
  Butcher  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31
  Caravan Leader  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
  Cartographer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33
  Charioteer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
  Clock-maker  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35
  Clothworker  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
  Commander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
  Concubine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
  Cook  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  Courtesan  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Courtier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41
  Diplomat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
  Diver  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
  Diviner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
  Domestic Servant  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
  Explorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
  Feudal Nobleman  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
  Firefighter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
  Fisherman  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
  Gardener  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
  Gatherer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
  Government Inspector  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52
  Guildmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
  Herald  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
  Herder  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55
  Hermit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
  Hunter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .57
  Innkeeper . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58
  Interpreter  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59
  Jailer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60
  Jester  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61
  Jeweler  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
  Judge  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
  Laborer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
  Lawyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
  Leatherworker  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
  Locksmith  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .67
  Majordomo  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
  Masseur  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69
  Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
  Messenger  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71
  Midwife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
  Miller . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73
  Miner . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
  Minstrel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
  Monk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76
  Mortician  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77
  Mourner  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
  Noblewoman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79
  Nurse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80
  Page  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
  Palace Eunuch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
  Pariah . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83
  Peasant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84
  Perfumer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
  Philosopher  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
  Physician  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87
  Pilgrim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
  Policeman  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89
  Politician  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
  Potter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91
  Priest  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
  Professor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93
  Ranger  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94
  Royal Advisor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
  Ruler  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96
  Sailor  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .97
  Scavenger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98
  Scholar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
  Scrivener  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100
  Shaman  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101
  Smith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
  Soldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
  Squire  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104
  Storyteller  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105
  Street Kid  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
  Sycophant  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107
  Tax Collector  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
  Teamster  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .109
  Thatcher  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110
  Tinker  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .111
  Torturer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
  Tour Guide  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113
  Town Crier  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
  Vendor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115
  Vermin Catcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
  Woodcutter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
  Writer  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118
  Table of Contents
  2
  
  With the introduction of character templates to the GURPS line,
  new players no longer have to feel overwhelmed at the sheer magnitude
  of options involved in character creation. Character templates can guide
  them through step by step. GURPS Wizards devotes itself entirely to
  templates, and its successors, GURPS Warriors and GURPS Rogues, com-
  plete coverage of most of the “adventurous” character types.
  Wizards, warriors and rogues . . . That coves everyone, right?
  Wrong! A cry went out from GURPS fans for a template book that
  would cover everyone else. Where could a player turn to create a black-
  smith, a shepherd or a scholar? Enter this book.
  GURPS Historical Folks
  follows in the spirit of
  Rogues,Warriors and Wizards,
  but instead of providing
  templates for ultra-compe-
  tent adventurers, this book
  covers members of everyday
  professions at Tech Levels 0-
  3. By keeping the point
  totals low, these templates
  may be used “as-is” for char-
  acters in low-powered games
  or by GMs to create “aver-
  age” members of the profes-
  sions in a matter of seconds. Of course, players in higher-point-value
  campaigns can still use these templates as the basis for more powerful
  characters.
  Using This Book
  Historical Folks contains 116 templates, each with a description of
  the character type, a list of appropriate advantages, disadvantages and
  skills (along with an explanation of why these were chosen), and a few
  ideas on how to customize the template to different campaigns or set-
  tings. Each template is accompanied by a sample character that the GM
  can use as a “generic” member of the profession.
  A few other notes:
  • For the most part, these templates
  are designed to work in a low-
  powered campaign (50 points or
  less) or as a basis for higher-
  point-value characters.
  • The sample characters are derived
  from the templates and not neces-
  sarily constrained by them. These
  characters may be used as “gener-
  ic” members of their professions,
  but they are not boring characters,
  and GMs should be sure to read
  over them before dropping them
  into a game.
  A few new rules and clarifications are necessary to bring these
  “mundane” occupations to a GURPS campaign.
  About the Compiler
  Brian C. Smithson is a graphic artist and freelance writer
  living in Bossier City, Louisiana (in the “Texas half” of the state.)
  Brian is responsible for such GURPS landmarks as the creation of the
  Regurgitation maneuver (p. WWii100) and stats for the Big Bad
  Wolf. Were his roommate not allergic to cats, Brian would no doubt
  have two of them.
  Introduction
  3
  
  Advantages
  Ally Group; Claim to Hospitality 
  see p. CI19 and 21
  Either or both of these advantages may represent medieval guild
  membership. Such membership is often a nebulous concept, however, so
  guild members in some areas may have no advantage beyond the legal
  right to ply their trade. Some guilds require a Duty (usually money) or
  a Code of Honor (see below) from members.
  Literacy 
  see p. B21
  Illiteracy is assumed to be the norm for these templates.
  Therefore, if a character type requires Literacy, that is a mandatory, 10-
  point advantage. Sample characters may vary from this rule depending
  on the status of Literacy in their home culture.
  Disadvantages
  Bad Back 
  see p. CI80
  Constant repetition of the same motions (hammer on anvil, saw
  through tree trunk, etc.) causes many tradesmen to suffer back ailments.
  Code of Honor 
  see p. B31
  Some tradesmen follow the Professional Code of Honor for -5
  points. This requires them to do only their best work no matter what, to
  support their guild and its laws (if such exist), and to be honest in
  dealings with others.
  Merchants or other who sell goods might follow their own Code
  of Honor for -5 points. This code mandates that a deal is a deal, debts
  must be paid and contracts honored. Cheating a client is unacceptable.
  Dependents 
  see p. B38
  Almost any low-tech template could offer Dependents, but the
  disadvantage appears only on those templates where Dependents are a
  likely outcome of the job (e.g., courtesans), a possible reason to take
  the job (e.g., mourners) or an extremely common feature of the job
  (e.g., cloth workers).
  Ignorance 
  see p. CI78
  In most low-tech societies, women who do not know at least one
  of Needlecraft, Sewing, Spinning or Weaving receive this disadvantage.
  Social Stigma 
  see p. B27
  Historically, women in most (though not all) societies beyond
  the hunter/gatherer level have suffered some form of Social Stigma.
  Therefore, those templates specifically intended for women feature a
  mandatory Social Stigma for -5 points. In many societies, the point
  value for this stigma should increase.
  Youth 
  see p. B29
  Early civilizations did not have child labor laws; many “trades-
  men” were actually young children. However, GURPS Basic Set only
  allows up to three levels of Youth which creates problems for those
  wishing to create very young characters.
  4
  
  Therefore, Youth may be taken at further levels. This represents
  the fact that the character must buy attributes up from the “Children”
  table on p. B14. As the character ages and buys off levels of Youth, the
  attributes rise accordingly until they reach 10 at age 15. These values
  change for non-human characters, of course.
  Skills
  Animal Handling 
  see p. B46
  Historically, most people take an optional specialization of this
  skill (p. B43). Such specialization does count as a prerequisite for
  Packing or Teamster, but only with the beast in question.
  Farmers and herders selectively breed animals as part of their
  day-to-day living, so Animal Handling is also the skill of animal hus-
  bandry. Familiarity penalties (p. B43) certainly apply.
  Freight Handling/TL 
  see p. B46
  For teamsters, sailors and boatmen, the ability to safely and
  quickly load and unload cargoes is of vital importance; a mistake can
  cause a cart to topple or a vessel to capsize! Therefore, Freight
  Handling may be taken by characters before TL6. Loading cargo on a
  beast of burden requires Packing (p. B46) instead.
  Psychology 
  see p. B62
  True psychology is rudimentary at early Tech Levels, so GMs
  may wish to forbid the skill to early characters in non-cinematic games.
  Weaving                                     see p. CI137
  The vast majority of societies use
  Weaving as a Physical/Easy skill rather than
  Mental/Easy, so that difficulty is used
  throughout this book whenever Weaving is
  offered.
  New Skills
  Beekeeping (Mental/Average)       Defaults to IQ-5
  See p. RU40.
  Butcher (Mental/Average)          Defaults to IQ-5
  This skill allows one to slaughter ani-
  mals quickly and easily while maintaining the
  maximum amount of edible meat. Cooking
  might allow you to pull meat off of bones, but
  cooks are not butchers.
  This skill also covers knowledge of cul-
  tural taboos that, if violated, make meat ritual-
  ly unclean or inedible. Treat meat preparation
  taboos as Cultural Familiarities (p. B43). A
  priest with Performance/Ritual skill may still be needed to bless the
  meat, however.
  Childcare (Mental/Easy) 
  Defaults to IQ-2
  This is the Professional Skill of tending children and caring for
  babies. A childcare worker understands children both physically and
  psychologically. Most parents never raise this skill above default level,
  but professional nannies and childcare workers usually put points in it,
  if only through “on the job” training (p. B82 and B193).
  Execution (M/E) 
  Defaults to IQ-3
  This is the skill of both torture and execution. A skilled execu-
  tioner knows how to operate and maintain torture and execution equip-
  ment such as pillories, guillotines, racks, etc., as well as how to execute
  in the quickest and most painless – or slowest and most painful – way
  possible. Note that this skill is only necessary for specialized torture or
  execution methods; beating someone senseless or throwing him off a
  cliff are just as effective and don’t require this skill.
  This is not Interrogation (p. B66). Most torture is performed for
  reasons other than extracting confessions. However, interrogators may
  use this skill to gain the bonuses described on p. B66.
  In some settings, executioners often take an optional specializa-
  tion of this skill (p. B43). For example, a hangman would take
  Execution specialized in hangings.
  5
  
  6
  Milling (Mental/Average) 
  Defaults to IQ-5
  This is the skill of operating a mill. Such structures are typically
  used to grind grain into flour, but they may also be used to full cloth,
  tan leather or perform other useful tasks. This skill also allows the
  miller to perform basic maintenance on the mill, but Mechanic
  (Millwork) is needed for complex
  repairs.
  Mortician (Mental/Average) 
  Defaults to IQ-5, (other Mortician)-
  4 or Thanatology-5
  See p. UN109.
  Sewing (Physical/Easy) 
  Defaults to DX-4 or Needlecraft-2
  This is the ability to sew
  or mend garments, linens,
  draperies or other useful objects
  appropriate to one’s culture. It is
  not the same as Professional Skill
  (Fashion Design) which is the
  skill of developing new and inno-
  vative forms of clothing; however,
  a fashion designer would need
  Sewing to actually create clothing
  he’d designed.
  Spinning (Physical/Easy) 
  Defaults to DX-2
  This is the craft of creat-
  ing thread from fiber. This
  requires no equipment (the spin-
  ner’s palm and a smooth surface
  can suffice), but a spindle and
  distaff speed the process consid-
  erably, and a spinning wheel even
  more. Skill at spinning is almost
  universal among low-tech women
  as it is simple and can be done
  while chatting, watching the chil-
  dren or doing other common
  tasks.
  Thatching (Mental/Easy) 
  Defaults to IQ-3
  This is the ability to build
  structures from reeds and grass.
  In some societies, thatching is the
  primary means of construction;
  in others, thatchers work side-by-
  side with carpenters and masons
  (often as roofers).
  
  The Templates
  “When you do the common things in
  life in an uncommon way, you will
  command the attention of the world.”
  - George Washington Carver
  
  In some societies, actors forge a link to the gods by dressing as
  supernatural beings and acting out religious scenes or rituals; in others,
  they’re simply entertainers. Though they’re often disdained by those who
  work “normal” jobs, audiences flock to performances, thus proving the
  actors’ cultural importance.
  Design Notes
  Attributes: No bonuses are needed.
  Advantages: Absolute Timing helps in dances, and scripts require
  Literacy. Other advantages help impress the audience.
  Disadvantages: Actors are often stigmatized, leading some to relish
  the limelight and company. Some prefer tried and true methods to dra-
  matic innovation. Other disadvantages are common among performers.
  Primary Skills:The actor must be able to perform. Other skills rep-
  resent various types of drama.
  Secondary Skills:These represent other tasks an actor may perform,
  such as Cyphering to help keep time in dances.
  Background Skills: These cover various “behind the scenes” activi-
  ties or represent areas of knowledge an actor might pick up on the side.
  Actor [20 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 15 points chosen from among Absolute
  Timing [5]; Ally Group (troupe) [varies]; Charisma [5/level]; Literacy or
  Semi-Literacy [10 or 5]; Musical Ability [1/level]; Patron [varies];
  Reputation [varies]; Versatile [5] and Voice [10].
  Disadvantages: A total of -15 points chosen from: Cowardice [-10];
  Congenial, Chummy or Gregarious [-1, -5 or -10]; Disciplines of Faith
  [varies]; Dull, Hidebound or Obdurate [-1, -5 or -10]; Duty [varies];
  Glory Hound [-15]; Jealousy [-10]; Poverty [varies]; Proud [-1];
  Reputation [varies]; Social Stigma [varies] and Status [-5/level].
  Primary Skills: Performance (M/A) IQ+2 [6]-12 and 6 points in
  <I>one<I> of Bard (M/A); Dancing (P/A); Professional Skill
  (Puppetry) (M/A) or Singing (P/E; HT).
  Secondary Skills: A total of 5 points in any of: Acting (M/A);
  Bardic Lore (M/H); Combat/Weapon Art (varies); Cyphering (M/E);
  Directing (M/H); Gesture (M/E); Musical Instrument (any) (M/H);
  Performance/Ritual (any) (M/A); Savoir-Faire (M/E); Stage Combat
  (P/A) and further Primary Skills.
  Background Skills A total of 3 points in
  any of: Acrobatics (P/H); Area Knowledge
  (M/E); Artist (M/H); Carpentry (M/E);
  Choreography (M/A); Craft  (Puppet
  Making) (M/A); Disguise (M/A); Engineer
  (special effects equipment)/TL (M/H); Fight
  Choreography (M/A); Hairdressing (M/A); Juggling
  (P/E); Literature (M/H); Make-Up/TL (M/E);
  Mechanic (special effects equipment)/TL (M/A);
  Musical Composition (M/H); Musical Notation
  (M/E); Needlecraft (P/A); Philosophy (any) (M/H);
  Poetry (M/A); Sewing (P/E); Scene Design (M/A);
  Sculpting (P/A); Theology (M/H); Woodworking (P/A) and
  Writing (M/A).
  Customization Notes
  • Non-puppeteer East Asian actors should take Singing or
  Dancing as a Primary Skill; Greek actors should take Bard or
  Singing. Medieval and Roman actors may choose any listed skill.
  • Background Skills vary with culture. For example, oriental
  drama rarely features much scenery, so Stage Design is gener-
  ally inappropriate. However, Medieval drama emphasizes
  scenery and costume, so Scene Design and Sewing are 
  good choices.
  • Rarely, an actor may gain celebrity constituting Reputation
  and Wealth. Most times, however, actors are Struggling at best.
  – Brian C. Smithson
  GURPS Japan
  Kanenuma Teruse (20 points)
  Age 22; 5’8”, 130 lbs.; a slender Japanese man
  with shaved forehead, dressed in noh garb.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Literacy [5]; Patron (samurai; 9-)
  [10]; Versatile [5].
  Disadvantages: Chummy [-5]; Duty (samurai; non-
  hazardous; 12-) [-5]; Odious Personal Habit (talking
  about his “talents”) [-5]; Reputation -3 (non-conform-
  ist, from courtiers) [-5]; Struggling [-10].
  Quirks: Disdains physical labor; Enjoys playing tengu; Fancies himself a play-
  wright; Prefers kyogen to noh; Wants a reputation as a ladies’ man [-5].
  Skills: Bardic Lore-11 [4]; Cyphering-11 [1]; Dancing-12 [4]; Directing-
  10 [1]; Leadership-12 [4]; Musical Instrument (taiko)-10 [1]; Performance-13
  [6]; Sculpting (masks)-9/14 [1]; Singing-12 [2]; Writing-11 [1].
  Languages: Japanese (native)-11 [0].
  Equipment: Costumes, masks.
  When a family feud turned ugly, Teruse joined a traveling noh troupe. They
  made their way into the patronage of a samurai, and they frequently perform
  for him. Teruse is growing tired of the same plays each night, though, and he
  has staged a few of his own. This causes a minor court scandal each time, which
  suits Teruse just fine – he’s still provincial at heart.
  Actor
  8
  
  Proto-chemist, philosopher,
  mystic . . . the alchemist is all
  these. He seeks perfection of
  mind, body and spirit through
  laboratory work, spiritual pursuits
  and meditation on symbology.
  Goals vary by culture and range
  from transforming lead into 
  gold, creating medicines or 
  obtaining immortality.
  Design Notes 
  Attributes: Alchemists are thinkers, so we raise IQ to 11. 
  Advantages: Alchemists often rely on wealthy patrons (perhaps
  seeking immortality or medicines for themselves) or independent wealth.
  They may plumb ancient texts for secrets, and they commonly write trea-
  tises of their own (Literacy). Some societies respect them as great schol-
  ars (Reputation). Other advantages help in the laboratory.
  Disadvantages: Alchemists may be ostracized for being strange, or
  worse, condemned as heretics (Reputation, Excommunicated). The soli-
  tary life can handicap social abilities.
  Primary Skills:
  Chemistry, Philosophy, Naturalist and
  Meditation are all important to the alchemist.
  Secondary Skills: More esoteric alchemists might know
  Theology or Occultism while more practical ones learn Metallurgy
  and Medical Skills. Celestial alignments are important to some exper-
  iments, so we include Astrology. Measuring and creating precise for-
  mulas requires Cyphering and Distilling.  
  Background Skills: Alchemists rely on symbols and drawings
  during the course of their work, so we include Artist. Glassblowing
  and Pottery allow the alchemist to create some of his own equipment.
  Research and Writing help to find and pass on knowledge.
  Alchemist [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: A total of 10 points chosen from: Acute
  Taste/Smell [2/level]; Less Sleep [3/level]; Lightning Calculator [5];
  Literacy or Semi-Literacy [10 or 5]; Mathematical Ability [10];
  Patron [varies]; Reputation [varies]; Resistant to Poison [5]; Single-
  Minded [5]; Status [5/level]; Temperature Tolerance [1/level] and
  Wealth [varies]. 
  Disadvantages: A total of -15 points chosen from: Absent-
  Mindedness [-15]; Bad Smell [-10]; Curious [-5 to -15];
  Excommunicated [-5 or -10]; Loner, Reclusive or Uncongenial [-5, -
  10 or -1]; Obsession [-5 to -15]; Odious Personal Habit [-5 to -15];
  Reputation [varies];  Shyness [-5 to -15]; Stubbornness [-5]; Unfit or
  Very Unfit [-5 or -15] and Workaholic [-5]. 
  Primary Skills:
  Chemistry/TL (M/H) IQ+1 [6]-12;
  Philosophy (any) (M/H) IQ [4]-11 and a total of 2 points in any of:
  Naturalist (M/H) and Meditation (M/VH)
  Secondary Skills: A total of 5 points in any of:
  Astrology/TL 
  (M/H); 
  Cyphering 
  (M/E);
  Diagnosis/TL (M/H); Distilling (M/A); Herbalist/TL
  (M/H); Metallurgy/TL (M/H); Occultism (M/A);
  Pharmacy/TL (M/H); Poisons (M/H); Theology
  (M/H) and further Primary Skills.
  Background Skills: A total of 3 points in any of:
  Artist (M/H); Glassblowing (P/H); Pottery (M/A);
  Research (M/A) and Writing (M/A).
  Customization Notes
  • Some alchemists are also renowned healers or sorcerers. Characters may
  wish to combine this template with that of the Physician (p. 87) or
  Diviner (p. 44).
  • Even in fantasy worlds, alchemists such as this might exist, exploring
  the frontiers of chemical- rather than magical-based science. However,
  for an alchemist with truly supernatural abilities, see p. WI16.
  – Kieran Turley
  GURPS China
  Ko Pan (25 points)
  Age 55; 4’11”, 98 lbs.; a rail-thin Chinese gentleman of advanc-
  ing years with a long, thin beard, waist-length, gray hair and six-inch
  fingernails, usually dressed in ornate silk robes.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Single-Minded [5]; Less Sleep 2 [6]; Literacy [10].
  Disadvantages: Age 55 [-15]; Obsession (obtain immortality) [-
  10]; Shyness (mild) [-5]; Unfit [-5]. 
  Quirks: Kowtows far too much; Looks at his shoes when meeting
  new people; Prefers simple foods; Slightly agoraphobic; Tugs hair from
  his beard when bored [-5].
  Skills:
  Astrology/TL3-12 [6]; Chemistry/TL3-13 [8];
  Cyphering-10 [1/2]; Herbalist/TL3-12 [6]; Meditation-11 [4];
  Metallurgy/TL3-11 [3 1/2]; Philosophy (Taoism)-12 [6].
  Languages: Mandarin Chinese (native)-11 [0].
  Equipment: Lab equipment, healing supplies.
  Ko Pan’s life is in crisis. In recent years the practice of wai tan,
  chemical alchemy, has fallen into disfavor (mainly due to the poisoning
  of many patients). Ko Pan lost his patron and his faith in the ancient
  ways of his youth. He knows his death is near, so he has turned to nei
  tan alchemy. By balancing yin and yang forces through meditation, gym-
  nastic and sexual exercises, Ko Pan hopes to achieve immortality.
  9
  Alchemist
  
  Animal handlers range from the common (e.g., drovers, groomsmen
  and mahouts) to the unusual (e.g., bear baiters, bird trainers and flea circus
  proprietors). All these jobs require the absolute understanding – and con-
  trolling – of animal behavior; this, in turn, require sensitivity, patience 
  and experience.
  Design Notes
  Attributes: Intelligence and sensitivity are useful, so we choose IQ 11. 
  Advantages: Handlers often have Patrons and Reputations to uphold.
  Training and overseeing animals requires patience and discipline (Strong
  Will, Less Sleep). Handlers often interact with dangerous creatures
  (Fearlessness, Common Sense) and shrug off bites (Toughness, High 
  Pain Threshold).  
  Disadvantages: Some disadvantages represent devotion to animals and
  to the trade (Stubbornness, Obsession, Sense of Duty). Others reflect a
  poorly respected profession.  
  Primary Skills: Animal Handling is essential.
  Secondary Skills: These differ with circumstances and occupation.
  While stable owners might have Area Knowledge and Merchant, masters of
  hunting hounds have Naturalist and Veterinary.
  Background Skills: These vary widely; those listed are only sugges-
  tions. A mahout has Riding (elephant) and possibly Packing, while a travel-
  ing entertainer with a menagerie of monkeys might add Performance.  
  Animal
  Handler 
  [20 points] 
  Attributes:
  ST
  10 [0]; DX 10 [0]; IQ
  11 [10]; HT 10 [0]. 
  Advantages:
  A
  total of 10 points cho-
  sen from: Alertness
  [5/level]; 
  Animal
  Empathy 
  [5];
  Common Sense [10];
  Fearlessness [2/level]
  or Composed [5];
  High Pain Threshold
  [10]; 
  Less 
  Sleep
  [3/level]; 
  Patron
  [varies]; 
  Reputation
  [5/level]; 
  Single-
  Minded [5]; Strong
  Will [4/level] and 
  Toughness [varies]. 
  Disadvantages: A
  total of -15 points
  chosen from: Duty [varies]; Loner
  or Uncongenial [-5 or -1];
  Obsession 
  [-5 
  to 
  -15];
  Overconfidence [-10]; Pacifism
  [varies]; 
  Poverty 
  [varies];
  Reputation [varies]; Sense of Duty
  [varies]; Shyness [-5 to -15]; Social
  Stigma [varies]; Stubbornness [-5]
  and Truthfulness [-5].
  Primary Skill:
  Animal Handling
  (M/H) IQ+1 [6]-12.
  Secondary Skills: A total of 5 points in
  any of: Agronomy/TL (M/A); Area Knowledge (any)
  (M/E); 
  Herbalist/TL 
  (M/H); 
  Merchant 
  (M/A);
  Naturalist/TL (M/H) and Veterinary/TL (M/H).
  Background Skills: A total of 4 points in any of: Butcher (M/A);
  Hiking (P/A; HT); Leatherworking (M/E); Mimicry (type) (P/H; HT);
  Packing (M/H); Performance (M/A); Riding (type) (P/A); Teamster
  (M/A); Tracking (M/A)  and further Secondary Skills.
  Customization Notes
  • An optional specialization of Animal Handling (p. B43) is a good way to
  save points for a character who only deals with a specific type of creature.
  • Handlers of large animals (such
  as 
  farriers) 
  often 
  need 
  improved ST.
  • Handlers often breed animals
  with an eye to improving the
  species as a whole. Animal
  Handling covers such tasks, but
  familiarity 
  penalties 
  (p. 
  B43) apply.
  • There are numerous defaults 
  to Animal Handling and 
  Naturalist among the suggested 
  skills. Teamster and Packing
  require Animal Handling as 
  a prerequisite.
  • Falconers substitute Falconry
  (M/A) for Animal Handling in
  Primary 
  Skills 
  (Animal
  Handling becomes a Secondary
  Skill). Optionally, falconry may
  be treated as an optional special-
  ization of Animal Handling.
  • Herders are essentially animal
  handlers, but because of their
  commonness through history,
  they 
  warrant 
  their 
  own 
  template (p. 55).
  – Jason Morningstar
  GURPS Aztecs
  Axayàcatl (20 points)
  Age 41; 5’4”, 155 lbs.; a plump merchant dressed in a greasy maguey-fiber
  loincloth and cloak, unadorned save for a turquoise bracelet.
  ST 10 [0]; DX 11 [10]; IQ 10 [0]; HT 9 [-10].
  Basic Speed 5; Move 5. 
  Dodge 5.
  Advantages: Comfortable [10]; Patron (noble customers; 6-) [8]; Reputation
  +1 (skilled breeder) [5].  
  Disadvantages: Odious Personal Habit (self-deprecating) [-5]; Overweight [-
  5]; Sense of Duty (noble customers) [-10].
  Quirks: Devoted to Huitzilopochtli; Dreams of supplying the imperial court;
  Dresses below his station; Refuses to eat puppies; Treats his dogs like people [-5]. 
  Skills: Animal Handling-12 [8]; Broadsword-10 [1]; Carousing-9 [2];
  Merchant-11 [4]; Naturalist-9 [2]; Savoir-Faire-10 [1]; Shield-10 [1/2];
  Veterinary/TL1-10 [3 1/2].
  Language: Náhuatl (native)-10 [0]. 
  Equipment: Walking stick, fiber collars and leads. 
  Axayàcatl is a wealthy dog breeder, with large kennels of both Xoloitzcuintli
  and Itzcuintli.Well-bred Xoloitzcuintli are in great demand for ritual sacrifice, partic-
  ularly during ceremonies honoring Huitzilopochtli. Itzcuintli, a species of hairless
  dog, are prized for their meat. Axayácatl has a successful business catering to sev-
  eral noble families in his home town of Iztapalapa and nearby Tenochtitlán.
  Animal Handler
  10
  
  As the creator of drugs, potions, antidotes and poultices, the
  apothecary is the ancient equivalent of the pharmacist. He may be found
  in different guises in wide-ranging societies, but his primary role is always
  as a purveyor of medicines for his customers’ ailments.
  Design Notes
  Attributes: The apothecary is usually
  quite intelligent and well-educated, so we
  increase IQ by 1.
  Advantages: He may attend the
  rich and powerful, and he makes a good
  living at his trade. Recipes and instruc-
  tions for use are usually written down
  and require concentration. The apothecary
  typically enjoys some standing, and he
  might be a member of a guild.
  Disadvantages: The apothecary might be
  unwilling to try new ideas, relying instead on tried and
  trusted recipes. Having seen suffering on a daily basis for so long,
  he may be inured to the problems of others. On the other hand, the
  apothecary may follow a Code of Honor or some sort or feel obligated
  to help those who need him.
  Primary Skills: The apothecary knows the basics of identifying and
  treating illness with pills and poultices.
  Secondary Skills: He is a merchant, so he should be skilled in the
  day-to-day running of a shop. He may also know poisons or basic labo-
  ratory procedures.
  Background Skills: He usually grows at least some of the herbs he
  requires himself, and he sometimes finds himself treating the most
  important patients or even animals.
  Apothecary [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: A total of 10 points chosen from: Claim to Hospitality
  [1 to 10]; Single-Minded [5]; Literacy or Semi-Literacy [10 or 5];
  Patron [varies]; Status [5/level] and Wealth [varies]. 
  Disadvantages: A total of -15 points chosen from: Callous [-6];
  Code of Honor [-5 to -15]; Duty (non-hazardous)
  [varies]; Hidebound or Obdurate [-5 or -
  15]; Humble or Selfless [-1 or -10];
  Proud, Selfish or Self-Centered [-
  1, -5 or -10]; Sense of Duty [-5
  to -15] and Stubbornness [-5]. 
  Primary 
  Skills:
  Diagnosis (M/H)-12 IQ+1
  [6] 
  and 
  <I>either<I>
  Herbalist/TL 
  (M/H)
  IQ+1 [6]-12 <I>or<I>
  Pharmacy/TL (M/H) IQ+1
  [6]-12.
  Secondary Skills: A total of 5
  points in any of: Chemistry/TL
  (M/H); Cyphering (M/E); Merchant
  (M/A); Poisons (M/H) and further Primary Skills. 
  Background Skills: A total of 3 points in any of: Agronomy/TL
  (M/A); Area Knowledge (any) (M/E); Gardening (M/E); Politics
  (M/A); Savoir-Faire (M/E) and Veterinary/TL (M/H).
  Customization Notes
  • The choice between Pharmacy and Herbalist largely depends on the
  character’s culture, though the two skills can co-exist. Pharmacists gen-
  erally deal with various ingredients not easily gathered by one person,
  so they tend to congregate in cities, while herbalists serve in rural areas.
  The Physician (p. 87) is a more patient-oriented healer.
  • Some apothecaries specialize in a particular kind of medicine (see p.
  B43). For example, an apothecary in a settlement of aging Roman vet-
  erans might produce only painkillers.
  • To create a poison specialist, substitute Poisons for Herbalist or
  P h a r m a c y .
  Depending on his
  clientele, such a char-
  acter may need to
  take Streetwise and 
  a Secret.
  – Kieran Turley
  GURPS Arabian Nights
  Saleh Abu Malek (20 points)
  Age 28; 5’6”, 140 lbs.; a bearded Arab man with
  short hair and expressive eyes, dressed in immaculate
  robes. 
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5; Move 5. 
  Dodge 5.
  Advantages: Literacy [10]; Status 1 [5]; Reputation
  +1 (generous and holy) [5]. 
  Disadvantages: Code of Honor (professional ethics)
  [-5]; Compulsive Behavior (bathing) [-5]; Selfless [-10]. 
  Quirks: Always wears lavender perfume; Likes ani-
  mals; Likes stories; Proud of his beard; Wishes for adven-
  ture [-5]. 
  Skills:
  Area Knowledge (Jerusalem)-11 [1];
  Diagnosis/TL3-11 [4]; Herbalist/TL3-10 [2];
  Merchant-11 [2]; Pharmacy/TL3-12 [6].
  Languages: Arabic (native)-11 [0]. 
  Equipment: Writing implements; apothecary’s kit.
  Saleh is a respected apothecary with a shop in
  Jerusalem. He could go further if he would only pay
  attention to his shop, but he spends at least three hours
  a day at the bathhouse, and he frequently gives away cures
  to those unable to afford them.
  Apothecary
  11
  
  When schools teaching actual job skills are rare (historical primary
  and secondary schooling consists of literacy, basic mathematics, and lit-
  tle else), a child hoping to become a tradesman
  has to start off as an apprentice.
  Apprenticeship typically begins
  in the very early teens, though
  anywhere from seven to fifteen is
  possible (or even younger if the
  child is apprenticed to a family
  member). Money may change
  hands; the parents may pay the
  craftsman to train their child, or
  the craftsman may pay the par-
  ents to compensate them for the
  loss 
  of
  the 
  child.
  The apprentice is a full-
  time worker. He does menial
  work at first: sweeping, washing
  and running errands. At the
  same time, he learns his craft
  by observing his master and
  doing increasingly important
  small tasks related to the main
  work. He ceases to be an appren-
  tice when he’s ready to work on his
  own, a determination left up to his mas-
  ter or a committee of working craftsmen, and usually the occasion of cer-
  emony and celebration. However, the determination can be a point of
  contention, with a hot-headed young man yearning to be free of the rule
  of an old codger.  
  Design Notes
  Attributes: Like his master, an apprentice is likely smart or nimble.  
  Advantages: However, he has little going for him save room and
  board and the promise of a useful education.  
  Disadvantages: Apprentices are very much subject to all the prob-
  lems of youth.  
  Primary Skills: An apprentice has some skill in his future profes-
  sion, but not much.  
  Secondary Skills: He probably knows his way around, perhaps bet-
  ter than his master, if he runs many errands.  
  Background Skills: He may have prior knowledge of another trade,
  or he may be trained in the school of hard knocks.
  Apprentice [5 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 15 points chosen from: +1 to DX or IQ
  [10]; Literacy or Semi-Literacy [10 or 5]; Patron [varies]; Pitiable [5]
  and Sanctity [5].
  Disadvantages: A total of -15 points chosen from: Bad Temper [-
  10]; Curious [-5 to -15]; Distractible or Short Attention Span [-1 or -
  10]; Impulsiveness [-10]; Laziness [-10]; Overconfidence [-10]; Poverty
  [varies]; Stubbornness [-5] and Youth 
  [-2/level].
  Primary Skills: A total of 2 points in any
  appropriate Craft or Professional Skill
  (varies).  
  Secondary Skills: A total of 2 point in any
  of: Area Knowledge (any) (M/E) or
  Streetwise (M/A).
  Background Skills: A total of 1 point in any
  of: Agronomy/TL (M/A); Brawling (P/E)
  and any Craft Skill (varies).
  Customization Notes
  • This template reflects a very young
  apprentice. An older apprentice resembles
  the Artisan template (p. 15).
  –  Matt Riggsby
  GURPS Middle Ages 1
  Edgar, the wainwright’s boy (15 points)
  Age 10; 4’8”, 80 lbs.; a gangly boy with straw-colored hair and
  green eyes.
  ST 7 [0]; DX 9 [0]; IQ 9 [10]; HT 8 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Patron (master, 12 -) [20]; Semi-Literacy [5].
  Disadvantages: Laziness [-10]; Youth (10) [-12].
  Quirks: Likes to catch frogs, then let them go indoors [-1].
  Skills: Brawling-10 [1]; Carpentry-9 [1]; Streetwise-8 [1].
  Languages: Middle English (native)-9 [0]. 
  Equipment: Wooden tops, small knife, cloth bag for frogs.
  To call Edgar the bane of his master’s existence would, of
  course, be exaggerating. He’s a clever boy, he knows his letters as
  well as can be expected, and he seems to be taking well to his cho-
  sen trade. However, like many boys of his age, he seems disinclined
  to apply himself properly. He’s not willfully disobedient, but if he
  is left alone for too long, he always seems to make his way to a quiet
  corner or the banks of the river, and if he goes out for an errand,
  there’s no telling how long it will take for him to come back.
  Apprentice
  12
  
  For most of history, architects, or as they are usually known, master
  builders, are working craftsmen in the building trade, usually masons (but
  occasionally carpenters) who have worked their way to a position of
  respect. They are also administrators who hire and coordinate crews of
  masons, carpenters and other craftsmen. The master builder works out
  the overall building design in cooperation with the sponsors of the build-
  ing, although precise details of decoration and construction are left to
  subordinates and the work crew itself.
  Design Notes
  Attributes: Anyone reaching this status is probably smarter than
  average.  
  Advantages: As a senior craftsman, a master builder has some
  Wealth and Status in his community, and more often than not, he’s liter-
  ate. He often relies on his reputation for his next job.
  Disadvantages: An architect may be old, partly disabled by accidents
  (lifting rocks with rope cranes is a hazardous job), or may have disadvan-
  tages associated with craftsmen . . . and people used to getting their way.  
  Primary Skills: In addition to his primary craft skills, the architect
  must be able to design.  
  Secondary Skills: In addition to artistic skills, he must coordinate
  labor and have some knowledge of subsidiary trades. Mathematics may
  be a trade secret. 
  Background Skills: Finally, the architect must be able to sell his
  services to the wealthy people who can afford them.
  Master Builder [60 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: Comfortable [10]; Literacy [10]; Status 2 [10] and a
  total of 10 points chosen from: Reputation [varies]; Versatile [5] and fur-
  ther Wealth [varies].
  Disadvantages: A total of -20 points chosen from: Age [-3/year],
  Bad Back [varies]; Bad Sight [varies]; Bad Temper [-10]; Dependents
  [varies]; Greed [-15]; Hidebound [-5]; Missing Digit [-2 or -5];
  Obdurate [-10]; One Eye [-15]; One Hand [-15]; Stubbornness [-5];
  Proud, Selfish or Self-Centered [-1, -5 or -10] and Workaholic [-5]. 
  Primary Skills:
  Architecture/TL (M/H) IQ+1 [6]-12;
  <I>either<I> Carpentry (M/E) IQ+3 [6]-14 and Masonry (P/E) DX
  [1]-10 <I>or<I> Carpentry (M/E) IQ [1]-11 and Masonry (P/E)
  DX+3 [6]-13; and Cyphering (M/E) IQ+1 [2].
  Secondary Skills: Administration (M/A) <I>or<I> Leadership
  (M/A) IQ+1 [4] -12; Artist (M/H) IQ-1 [2]-10; Mathematics
  (M/H) IQ-1 [2]-10; Sculpting (P/A) DX [2]-10 <I>or<I>
  Woodworking (P/A) DX [2]-10  and total of 4 points in any of:
  Merchant (M/A); Savior-Faire (M/E) and Thatching (M/E).
  Background Skills: A total of 3 points in any of: Area Knowledge
  (any) (M/E); Theology (M/H) and
  further Secondary Skills.
  Customization Notes
  • Because of Status, the architect gets
  Savior-Faire at IQ+2 for free.  
  – Matt Riggsby
  Medieval Italy
  Carlo Buoncampo (25 points)
  Age 50; 5’2”, 130 lbs.; a slightly stout Italian, bald but bearded.
  ST 10 [0]; DX 10 [10]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Literacy [10]; Status 2 [10].  
  Disadvantages: Bad Sight (farsighted, correctable) [-10]; Bad Temper [-10]; Workaholic [-5]. 
  Quirks: Carries yardstick as a cane and pokes at everything with it [-1].
  Skills: Administration-13 [6]; Architecture/TL3-13 [6]; Area Knowledge (Florence)-10
  [1/2]; Area Knowledge (Napoli)-10 [1/2]; Area Knowledge (Rome)-11 [1]; Carpentry-11
  [1]; Masonry-13 [8]; Merchant-12 [4]; Sculpting-12 [6].
  Languages: Italian (native)-11 [0]. 
  Equipment: Surveying equipment, account books.
  Older and slower but at least more knowledgeable than in his youth (see p. 29), Carlo
  has reached the top of his profession by dint of unceasing effort. Despite a legendary
  temper, he is a solidly competent mason, an able administrator and an unstoppable
  force on the work site. Working all over southern and central Italy, his churches and
  villas have proved both sturdy and attractive. He may never direct the construction
  of a grand cathedral, but he’s still got many a nobleman’s home or chapel in him.
  Architect
  13
  
  Armorers make weapons, shields and
  armor and range from Neolithic flint knappers,
  slave laborers in Roman arms factories to
  revered Japanese swordsmiths. By late TL3, well-
  known armorers supervise huge factories and
  supply arms to kings.
  Design Notes
  Attributes: Regular physical labor makes
  the armorer strong, so we raise ST to 12.
  Advantages: Armorers might have a good
  Reputation, noble Patrons and Wealth. Physical labor makes Fit possible.
  They learn to ignore small cuts and burns suffered while working with
  metal and near a forge.
  Disadvantages: Hard of Hearing (or bad Reputation from the
  neighbors) might result from the noise of hammer on the anvil. Years of
  breathing dust or fumes can cause Unfit. Various Social Disadvantages
  represent craftsmen more at home with tools than people.
  Primary Skills: Armoury is mandatory.
  Secondary Skills: Merchant and Cyphering help sell goods. Artist,
  Blacksmith and Woodworking allow the armorer to sketch plans and
  work with different materials. Accounting and Administration allow him
  to run a large shop or oversee a factory. Scrounging and Naturalist find
  raw materials, and Savoir-Faire helps him to deal with noble clientele.
  Background Skills: Armorers may travel, thus learning Area
  Knowledge and other skills. An armorer might learn to use the goods
  he makes.
  Armorer [30 points]
  Attributes: ST 12 [20]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: +1 to DX or IQ
  [10]; Fit [5]; High Pain Threshold
  [10]; Literacy or Semi-Literacy [10 or
  5]; Patron [varies], Reputation [varies];
  Single-Minded [5]; Status [5/level];
  Temperature Tolerance [1/level] and
  Wealth [varies].
  Disadvantages:
  A 
  total 
  of
  -15 points chosen from: Bad Back
  [varies]; Bad Temper [-10]; Hard of
  Hearing [-10]; Odious Personal Habits
  [-5 to -15]; Overconfidence [-10];
  Reputation [varies]; Stubbornness [-5];
  Unfit [-5] and Workaholic [-5].
  Primary Skills: Armoury/TL (M/A) IQ+2 [6]-12.
  Secondary Skills: A total of 5 points in any of: Accounting
  (M/H); Administration (M/A); Artist (M/H); Blacksmith/TL
  (M/A); Cyphering (M/E); Leatherworking (M/E); Mechanic
  (Locks)/TL (M/A); Mechanic (Simple Machines)/TL (M/A);
  Merchant (M/A); Metallurgy/TL (M/H); Naturalist (M/H); Savoir-
  Faire (M/E); Sewing (P/E); Scrounging (M/E); Tanning (P/A) and
  Woodworking (P/A).
  Background Skills: A total of 4 points in any of: Animal Handling
  (M/H); Area Knowledge (any) (M/E); Buckler (P/E); Fast-Talk
  (M/A); Heraldry (M/A); Hiking (P/A; HT); Riding (any) (P/A);
  Shield (P/E); Teamster (any) (M/A) and any Weapon Skill (varies).
  Customization Notes
  • Armorers may be warriors as well, so this template can be combined
  with one from GURPS Warriors.
  • An independent armorer is also a merchant (p. 70) or a vendor (p. 115).
  • An optional specialization of Armoury (p. B43) can make the armor-
  er very good in a specific niche.
  – Thomas Barnes
  GURPS Imperial Rome
  Brennus Flavius (20 points)
  Age 35; 5’10”, 170 lbs.; a pale-skinned, clean-shaven Gaul with
  green eyes and dark hair cut in Roman fashion, dressed in dirty
  clothes and a traveler’s cloak.
  ST 12 [20]; DX 10 [0]; IQ 12 [20]; HT 0 [0].
  Basic Speed 5.5; Move 5.
  Dodge 5.
  Advantages: High Pain Threshold [10].
  Disadvantages: Code of Honor (Barbarian) [-10]; Duty (patron,
  6-) [-2]; Horrible Hangovers [-1]; Social Stigma (Outsider) [-15];
  Struggling [-10]; Stubbornness [-5].
  Quirks: Dislikes gladiatorial games; Uncomfortable with Roman
  culture; Wipes his hands on his tunic; Wishes he could get beer;
  Worships Celtic and Roman gods interchangeably [-5].
  Skills: Armoury/TL2 [2]-12; Artist-10 [1]; Blacksmith/TL2 [1]-
  10; Brawling-11 [2]; Broadsword-10 [2]; Cyphering-12 [1];
  Leatherworking-11 [1/2]; Merchant-12 [2]; Metallurgy/TL2-10 [1];
  Savoir-Faire-11 [1/2]; Shield-10 [1]; Tanning-10 [1]; Tactics-10 [1].
  Languages: French Gallic (native)-12 [0]; Latin-12 [2].
  Equipment: Personal basics, light club.
  Brennus Flavius was captured during one of Caesar’s campaigns
  in Northern France then sold to a gladiatorial “stable.” He repaired
  arms and armor there for 11 years until his owner fell on hard times
  and freed him. He now works for his former master and occasionally
  does a little dirty work on his behalf. At heart, though, Brennus real-
  ly just wants to go home. He drowns his sorrows with wine, which
  does not agree with him, though he claims he doesn’t have problems
  with beer. If only he could find it.
  Armorer
  14
  
  The professional craftsman is first and foremost a city-dweller; few
  villages or small towns can supply him with enough customers to support
  himself. Unlike peasants and poorer city-dwellers, artisans often have
  significant political rights as a consequence of guild membership. For
  most artisans, this means something like a preferred legal position and
  the right to vote. Artisans also have responsibilities. Specifically, they face
  disciplinary action from their guild if they sell substandard merchandise,
  must pay dues and special taxes, and must bring up the next generation
  of craftsmen.
  An 
  artisan
  usually sup-
  ports 
  not
  just his fami-
  ly, but also a
  handful 
  of
  apprentices
  (p. 12).
  Design
  Notes
  Attributes: An artisan is probably smart and perhaps nimble.  
  Advantages: A professional craftsman may be a respected member
  of his community and have an education. He probably knows at least the
  rudiments of literacy. Single-Minded and Versatile help him create 
  his wares.  
  Disadvantages: He may also be pushy, ambitious, mindful of his
  privileges or just weighed down by his obligations. Bad Back is a common
  result of a life of exacting work.
  Primary Skills: An artisan must have a demonstrated ability to work
  his craft, whatever that may be.  
  Secondary Skills: He is also an independent businessman.  
  Background Skills: He may also have some political ability or a broad-
  er understanding of his craft.
  Artisan [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 20 points chosen from: +1 to IQ or DX
  [10]; Ally Group [varies]; Claim to Hospitality [1 to 10]; Literacy or
  Semi-Literacy [10 or 5]; Manual Dexterity [+3/level]; Reputation
  [varies]; Single-Minded [5]; Status [varies]; Versatile [5] and 
  Wealth [varies].
  Disadvantages: A total of -15 points chosen from: Bad Back [varies];
  Bad Temper [-10]; Code of Honor (Professional) [-5]; Dependents
  [varies]; Greed [-15]; Stubbornness [-5] and Workaholic [-5].
  Primary Skills: A total of 10 points in any Craft and Professional
  Skills, with at least one skill at 12.
  Secondary Skills: A total of 6 points in any of: Administration
  (M/A) and Merchant (M/A).
  Background Skills: A total of 4 points in any of: Politics (M/A);
  Savior-Faire (M/A) and any supporting skills appropriate to specializa-
  tion (varies).
  Customization Notes
  • This template represents a “generic” craftsman and leaves
  many skills undefined. Several other templates in this
  book represent specific types of artisans; be sure to con-
  sult them when creating an artisan character.
  – Matt Riggsby
  GURPS Middle Ages 1
  Thomas Wainwright (30 points)
  Age 40; 5’10”, 155 lbs.; a stocky, mostly bald man with
  hazel eyes and pale, ruddy skin, often covered with 
  wood shavings.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Comfortable [10]; Semi-Literacy [5].
  Disadvantages: Code of Honor (Professional) [-5]; Dependent
  (apprentice, acquaintance, 12-) [-12]; Workaholic [-5].
  Quirks: Only attends midnight mass [-1].
  Skills: Administration-10 [2]; Animal Handling (oxen)-
  9/14 [2]; Carpentry-13 [4]; Cyphering-11 [1]; Mechanic (wag-
  ons)/TL3-12 [4]; Merchant-12 [4]; Teamster (oxen)-11 [2].
  Languages: Middle English (native)-11 [0]. 
  Equipment: Carpentry tools, leather apron
  Thomas the wainwright is sometimes called the busiest man
  in London by his friends. Up before dawn, he works without
  break until well after sundown. In fact, he keeps himself so busy
  during daylight hours that he doesn’t bother to go to church until
  well after dark, maintaining that God created light for a reason.
  Even on Sunday, he can be found polishing, planing, and doing
  other delicate work. But his busy schedule does appear to be pay-
  ing off. His work isn’t fancy, but people who know these things
  go to Thomas for a good, sturdy wagon that won’t develop a wob-
  ble or cracks during changes in the weather. He drives a hard but
  fair bargain and provides good value for money.
  Artisan
  15
  
  Artists create religious works, propaganda and portraiture. Rulers
  pay masters of popular styles to tutor their craftsmen, and conquerors
  and missionaries bring art and artists with them. Most all cultures place
  strict rules on artistic representation from which few deviate.
  Design Notes
  Attributes: Artists must be astute, so we raise IQ to 11.
  Advantages: Artists may enjoy renown and reliable commissions
  (Reputation, Wealth and Patron). Text often accompanies art (Literacy).
  Other advantages aid in the artistic process.
  Disadvantages: Some disadvantages represent an artist’s commit-
  ment to his work (Obsession and Workaholic) or strict adherence to
  canon (Hidebound and Obdurate). Solitary work can handicap social
  abilities (Loner and Shyness). Other disadvantages represent the “artistic
  temperament.”
  Primary Skills: Even sculptors draw out plans, so we require Artist.
  Artists need one of Mosaics, Production Artist or Sculpting, depending
  on specialty. Canons require Cyphering.
  Secondary Skills: A range of
  skills represent various artistic media. 
  Background Skills: Creating art
  for religion or propaganda allows
  artists to pick up some of these
  disciplines. Artists also erect scaf-
  folding (Carpentry), create paints
  (Dyeing), 
  travel 
  (Area
  Knowledge), judge other’s works
  (Appreciate Beauty) and under-
  stand anatomy (Physiology/TL).
  Artist [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Advantages: A total of 10 points chosen from: Acute Vision
  [2/level]; Less Sleep [3/level]; Lightning Calculator [5]; Literacy or
  Semi-Literacy [10 or 5]; Manual Dexterity [3/level]; Mathematical
  Ability [10]; Patron [varies]; Reputation [varies]; Single-Minded [5];
  Versatile [5] and Wealth [varies].
  Disadvantages: A total of -15 points chosen from: Bad Temper [-
  10]; Hidebound [-5]; Jealousy [-10]; Loner or Uncongenial [-5 or -1];
  Obdurate [-10]; Obsession [-5 to -15]; Odious Personal Habits [-5 to
  -15]; Shyness [-5 to -15];  Stubbornness [-5] and Workaholic [-5].
  Primary Skills: Artist (M/H) IQ+1 [6]-12; Cyphering (M/E) IQ
  [1]-11 and a total of 4 points in any of: Mosaics (M/A); Professional
  Skill (Production Artist) (M/A) and Sculpting (P/A).
  Secondary Skills: A total of 5 points in any of: Blacksmith/TL
  (M/A); Calligraphy (P/A); Cartography/TL (M/A); Glassblowing
  (P/H); Illumination (P/A); Jeweler/TL (M/H); Picture-Writing
  (M/H); Pottery (M/A); Tattooing (M/A); Weaving (P/E);
  Woodworking (P/A) and further Primary Skills.
  Background Skills: A total of 4 points in any of: Appreciate Beauty
  (M/VH); Architecture/TL (M/A); Area Knowledge (M/E);
  Carpentry (M/E); Dyeing (M/A); Glassblowing (P/H);
  Performance/Ritual (any) (M/A); Philosophy (any) (M/H);
  Physiology (any)/TL (M/VH); Professional Skill (Advertising)/TL
  (M/A) and Theology (M/H).
  Customization Notes
  • Don’t forget that Calligraphy and Illumination both default to Artist-2!
  • In some societies, sculptors come from backgrounds as masons. Use the
  Builder template (p. 29) but emphasize Sculpting skill and advantages
  listed above.
  • Characters can save points by taking an optional specialization (p. B43)
  of a Primary Skill, such as a Muslim artist specializing in abstraction,
  since representational artwork was often outlawed in much of Arabia.
  – Brian C. Smithson
  Medieval France
  Thierry le Taillereur (25 points)
  Age 52; 5’3”, 138 lbs.; a ruddy Frenchman with shoulder-length
  brown hair, a bushy mustache and a dour expression, usually dressed in
  a workman’s tunic and apron.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Manual Dexterity +3 [9]; Reputation +3 (talented
  artist, from artists) [5]; Status 1 [5].
  Disadvantages: Age (52) [-6]; Bad Temper [-10]; Obdurate [-10];
  Workaholic [-5].
  Quirks: Dislikes heights; Feels guilty when he swears; Outdoor
  enthusiast; Skeptical of youth; Strokes his mustache while thinking [-5].
  Skills: Appreciate Beauty-10 [4]; Architecture/TL3-11 [2]; Area
  Knowledge (France)-11 [1]; Artist-15* [6]; Carpentry-11 [1];
  Cyphering-12 [2]; Masonry-12 [2]; Sculpting-15* [4].
  *Includes +3 for Manual Dexterity.
  Languages: Old French (native)-11 [0].
  Equipment: Hammers and chisels, stylus and parchment.
  Thierry le Taillereur (“the Carver”) has contributed to several
  French cathedral projects, and although he prefers the styles of his
  youth, he has forced himself to learn the “Gothic” style. He is current-
  ly working on the cathedral project in Chartres where he leads a small
  work team. The others respect him, but his unhealthy work ethic and
  taciturn manner irritate them. As far as Thierry is concerned, the young-
  sters could learn a thing or two about good art.
  Artist
  16
  
  Astronomers are an impor-
  tant part of many ancient soci-
  eties, for they are able to deter-
  mine religious calendars and
  predict the seasonal rising of
  rivers. From at least Babylonian
  times, the sister art of astrology
  has also been used to predict
  more nebulous events and deter-
  mine auspicious days for various
  undertakings. Therefore, both
  astronomers and astrologers
  often find themselves employed
  in royal courts or temples.
  Design Notes
  Attributes: Astronomy is a complex subject, so we raise IQ to 11.
  Advantages: As educated specialists, all astronomers are Literate. We
  also provide advantages useful to someone who must work at night and
  which reflect the status of astronomers in ancient societies.
  Disadvantages: We provide a range of disadvantages to reflect the
  stereotypical “ivory tower” academic and a possible Duty to a patron.
  Primary Skills:We provide sufficient skill in Mathematics to prop-
  erly utilize spheri-
  cal geometry and
  to derive astro-
  nomical tables, as
  well as skill in
  Astronomy itself.
  S e c o n d a r y
  S k i l l s :
  Astronomers are
  likely employed as
  navigators 
  or
  astrologers in addi-
  tion to, or instead
  of, their ostensible
  profession, 
  and
  they often need a
  knowledge of reli-
  gious cosmology
  ( P h i l o s o p h y ,
  Theology) and the
  ability 
  to 
  read
  ancient texts in for-
  eign languages.
  Background
  Skills: We provide
  a range of skills
  that reflect a gener-
  al academic back-
  ground and some skills useful in the manufacture of pre-
  telescopic astronomical instruments.
  Astronomer [35 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; 
  HT 10 [0]. 
  Advantages: Literacy [10] and a total of 10 points
  chosen from: Acute Vision [2/level]; Clerical Investment
  or Religious Rank [5/level]; Less Sleep [3/level];
  Mathematical Ability [10]; Night Vision [10]; Patron
  [variable] and Status [5/level].
  Disadvantages: A total of -15 points chosen from:
  Age [-3/year]; Attentive [-1]; Clueless [-10]; Curious [-
  5/level]; Duty [variable]; Hidebound [-5]; Insomniac [-
  10]; Loner [-5]; Overweight [-5]; Selfish or Self-Centered
  [-5 or -10]; Stubbornness [-5]; Unfit [-5] and Workaholic [-5].
  Primary Skills: Astronomy/TL (M/H) IQ+1 [6]-12 and
  Mathematics (M/H) IQ+1 [6]-12 <I>or<I> Astronomy/TL (M/H)
  IQ-1 [2]-10; Astrology/TL (M/H) IQ+1 [6]-12 and Mathematics
  (M/H) IQ [4]-11.
  Secondary Skills: A total of 5 points in any of: Abacus (M/A);
  Fortune-Telling (M/A); Language (varies); Navigation/TL (M/H);
  Philosophy (any) (M/H); Theology (M/H) and further Primary Skills.
  Background Skills: A
  total of 3 points in any of:
  Artist (M/H); Blacksmith/TL
  (M/A); Calligraphy (P/A);
  Diagnosis/TL 
  (M/H);
  History (M/H); Literature
  (M/H); Naturalist (M/H);
  Occultism 
  (M/A);
  Physics/TL 
  (M/H);
  Physiology 
  (any)/TL
  (M/VH); Politics (M/A);
  Research (M/A); Teaching
  (M/A); Woodworking (P/A)
  and Writing (M/A).
  Cu s tomization
  Notes
  • Common 
  market-place
  astrologers generally have lit-
  tle understanding of true
  astronomy. Treat such charac-
  ters as diviners (p. 44).
  – Jamie Revell
  GURPS Arabian Nights
  Farid ibn-Musa (35 points)
  Age 38; 5’7”, 185 lbs.; a portly man with graying black hair and a short beard.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.0; Move 4.
  Dodge 4.
  Advantages: Literacy [10]; Patron (mosque, 9-) [10].
  Disadvantages: Duty (to mosque, non-hazardous, 12-) [-5]; Overweight [-5].
  Quirks: Checks and rechecks his calculations almost obsessively; Cheerful;
  Disbelieves all astrology; Kind-hearted; Splutters when annoyed [-5].
  Skills: Abacus-10 [1]; Astronomy/TL3-12 [6]; Calligraphy-9 [1]; History-9
  [1]; Mathematics-12 [6]; Research-10 [1]; Theology-11 [4].
  Languages: Arabic (native)-12 [0].
  Equipment: Quadrant, cross-staff, hour-glasses, geometrical instruments, astro-
  labe, astronomy books.
  Farid is a muwaqqit, an astronomer employed at a mosque to calculate the cor-
  rect times for prayer, the dates of the lunar Islamic calendar and other related duties.
  Of a naturally scholarly bent, he turned his back on a potentially high-paying astro-
  logical post in order to take this more secure religious position. Like many muwaqqit,
  his interests range across the whole field of astronomy, and he is always hungry for
  any information about Greek or Indian innovations. He sometimes lends his expert-
  ise for little or no charge to those who convince him of the justice of their cause.
  17
  Astronomer
  
  Virtually every culture plays sports for ceremony, recreation, exercise
  or spectacle. Even the lowliest peasant enjoys a ball game, and the king
  himself might be an avid archer. When competitions are common or
  rewards substantial, professional athletes can thrive.
  Design Notes
  Attributes: Intense training grants athletes some bonuses.
  Advantages: Fitness comes with the athletes’ lifestyle, and toned
  bodies can grant Appearance. Some advantages keep athletes on their
  toes, and others represent their role as celebrities. Promising newcomers
  might have Patrons.
  Disadvantages: These reflect athletes as team players or glory
  hounds. Strict adherence to rules might indicate Honesty; throwing
  matches purposefully Secret. Disciplines of Faith are appropriate in reli-
  gious competitions.
  Primary Skills: Athletes must be competent in at least one sport.
  Secondary 
  Skills:
  Professional fighters might know
  Body Language or  Intimidation.
  Leadership helps to coordinate a
  team, and Performance helps to
  put on a good show. Knowing rules
  and customs requires Savoir-Faire
  (Dojo) or Tournament Law.
  Background Skills: Athletes
  frequently travel between competi-
  tions (Area Knowledge). First Aid
  helps to mend injuries while
  Gesture helps communicate with
  teammates secretly. Carousing and
  Bard reflect athletes accustomed to
  parties and speeches to fans. Some
  athletes learn more combat-effec-
  tive versions of their skills.
  Athlete [40 points]
  Attributes: ST 10 [0]; DX
  10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: Fit [5]; a total of
  20 points chosen from: +1 or +2
  to ST, DX or HT and a total of
  15 points chosen from: Acute
  Senses 
  [2/level]; 
  Alertness
  [5/level]; Ally Group (teammates)
  [varies]; Animal Empathy [5];
  Appearance [varies]; Charisma
  [5/level]; Combat Reflexes [15];
  Daredevil [15]; Extra Fatigue
  [3/level]; 
  Patron 
  [varies];
  Reputation [varies]; upgrade Fit to Very Fit [10] and Wealth [varies]. 
  Disadvantages: A total of -15 points chosen from: Chummy or
  Congenial [-5 or -1]; Disciplines of Faith [varies]; Enemy (rival) [varies];
  Glory Hound or Overconfidence [-15 or -10]; Honesty [-10]; Jealousy
  [-10]; Proud, Selfish or Self-Centered [-1, -5 or -10]; Secret (corrupt)
  [varies] and Workaholic [-5].
  Primary Skills: A total of 8 points in any of: Boating (P/A); Bow
  Sport (P/H); Boxing Sport (P/A); Bullfighting (P/A); Judo Sport
  (P/H); Jumping (P/E); Karate Sport (P/H); Lifting (P/H; ST);
  Riding (any) (P/A); Running (P/H; HT); Skating (P/H); Skiing
  (P/H); Spear Throwing Sport (P/E); Sports (any) (P/A); Sumo
  Wrestling Sport (P/A); Swimming (P/E); Throwing (P/H) and
  Wrestling Sport (P/A), with at least one skill at level 12.
  Secondary Skills: A total of 5 points in any of: Body Language
  (M/H); Intimidation (M/A); Leadership (M/A; ST); Performance
  (M/A); Savoir-Faire (Dojo) (M/E); Tournament Law (any) (M/E) and
  further Primary Skills.
  Background Skills: A total of 2 points in any of: Area Knowledge
  (any) (M/E); Bard (M/A);
  Carousing (P/A; HT); First
  Aid/TL (M/E); Gesture (M/E)
  and any non-Sport version of a
  Combat/Weapon 
  Primary 
  Skill (varies).
  Customization Notes
  • Professional athletes are histori-
  cally rare. For a skilled amateur,
  remove the mandatory attribute
  adjustment and choose only one
  or two Primary Skills at about
  level 10. Amateurs likely have
  another job and should meet at
  least the Primary Skill
  requirements of
  another tem-
  plate.
  Older
  a t h -
  l e t e s
  o f t e n
  become trainers. Such char-
  acters might have lower
  physical attributes with
  more skill in Teaching,
  Savoir-Faire (Dojo) and
  Tournament Law.
  – Brian C. Smithson
  GURPS India
  Apurva Thakar (25 points)
  Age 24; 5’11”, 210 lbs.; a clean-shaven Gujarati man
  dressed in tight-fitting clothes.
  ST 12 [20]; DX 10 [0]; IQ 9 [-10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Attractive [5]; Fit [5]; Reputation +1 
  (champion) [5].
  Disadvantages: Glory Hound [-15]; Selfish [-5].
  Quirks: Enjoys bachelorhood; Laughs after victory;
  Nominally religious; Smiles constantly; Trying to learn to
  sign his name [-5].
  Skills: Agronomy-8 [1]; Carousing-9
  [1]; Lifting-13 [8]; Performance-8 [1];
  Tournament Law (weightlifting)-
  10 [2]; Wrestling Sport-10 [2].
  Languages:
  Gujarati
  (native)-9 [0].
  Apurva 
  always 
  enjoyed
  wrestling and weightlifting, but after he won three
  amateur competitions in one year, he decided to
  go professional. Apurva has so far maintained his
  winning streak and made ends meet. He’s begin-
  ning to wonder if he’s receiving outside help,
  though; a well-known criminal has attended sev-
  eral matches, and rumors claim the man is fixing
  the competitions. For now, though, Apurva is
  relishing his stardom.
  Athlete
  18
  •
  
  Bankers and money changers make the life of a traveling merchant
  possible by exchanging foreign money or holding on to currency for safe-
  keeping and for investment. They might also loan money. Of course, all
  of these actions are only
  done at a substantial
  interest rate. By the
  Middle Ages, a thin line
  separated the banker
  from the usurer, who
  charges higher rates and
  might belong to an eth-
  nic or religious minority.
  The banker’s activity can
  fuel economic growth,
  and even kings might be
  indebted to him.
  Design Notes
  Attributes: The banker needs to be bright and aware, so we require
  IQ 11.
  Advantages: Bankers are generally better off than most, so
  Comfortable Wealth is required. The banker needs to be able to read, and
  Mathematical Ability is useful. Contacts, Reputation and Status are also
  possible.
  Disadvantages: The stereotypical banker suffers from Greed,
  Miserliness or Selfish, but good bankers might have Honesty or Sense of
  Duty. They were never popular and might be a member of a minority
  group (Enemy, Reputation, Social Stigma, Status).
  Primary Skills: Finance is the Professional Skill of banking, lend-
  ing and money-changing. Cyphering and Merchant are also required.
  Secondary Skills: Accounting lets the banker keep records, Area
  Knowledge lets him know his clients, and Administration and Economics
  are useful. Social skills are needed to deal with the public. 
  Background Skills: Politics and Law help the banker find a job and
  keep it. Forgery and Streetwise are for a different set of clients. Gambling
  is for calculating odds.
  Banker [35 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11
  [10]; HT 10 [0].
  Advantages: Comfortable [10]; Literacy
  [10] and a total of 10 points chosen from:
  Common Sense [10]; Contacts [varies]; Lightning
  Calculator [5]; Mathematical Ability [10];
  Reputation [varies]; Single-Minded [5]; Status
  [5/level] and further Wealth [varies].
  Disadvantages: A total of -25 points cho-
  sen from: Enemy [varies]; Greed [-15]; Honesty [-
  10]; Incurious [-5]; Miserliness [-10]; Proud,
  Selfish or Self-Centered [-1, -5 or -10]; Reputation [varies];  Sense of
  Duty (to clients) [-5 to -10]; Social Stigma [-5 to -20]; Status [-5/level]
  and Workaholic [-5].
  Primary Skills: Cyphering (M/E) IQ+1 [2]-12; Merchant (M/A)
  IQ-1 [1]-10 and Professional Skill (Finance) (M/H) IQ [6]-12.
  Secondary Skills: A total of 6 points in any of: Abacus (M/A);
  Accounting (M/H); Administration (M/A); Area Knowledge (any)
  (M/E); Diplomacy (M/H); Detect Lies (M/H); Economics (M/H);
  Fast-Talk (M/A); Savoir-Faire (M/E) and further Primary Skills.
  Background Skills: A total of 5 points in any of: Forgery/TL
  (M/H); Gambling (M/A); Languages (varies); Law (M/H);
  Mathematics (M/H); Politics (M/A) and Streetwise (M/A).
  Customization Notes
  • Usurers are typical-
  ly members of reli-
  gious or ethnic
  minorities, 
  and
  thus should have
  Social 
  Stigma.
  They almost uni-
  versally have a bad
  Reputation, as well.
  • For 
  a 
  money
  changer, 
  add
  Metallurgy/TL,
  possibly 
  special-
  ized (p. B43) in
  currency, 
  to
  Primary Skills.
  – Michele Armellini
  Ancient Persia
  Aristarchos Agathos (30 points)
  Age 44; 5’2”, 130 lbs.; a lame, bald Greek with
  small black eyes.
  ST 9 [-10]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 2; Move 2.
  Dodge 2.
  Advantages: Contact (local smuggler, street, connect-
  ed, usually reliable, 9-) [6]; Lightning Calculator [5];
  Literacy [10]; Wealthy [20].
  Disadvantages: Greed [-15]; Lame (crippled leg) [-
  15]; Miserliness [-10].
  Quirks: Acts like a salesman; Discreet; Dislikes bar-
  barians; Loves figs; Suspicious [-5].
  Skills: Administration-11 [2]; Area Knowledge
  (Aegean)-11 [1]; Detect Lies-11 [4]; Economics-10 [2];
  Fast-Talk-13 [6]; Gambling-11 [2]; Law (minting regu-
  lations)-9/15 [2]; Merchant-12 [4]; Metallurgy/TL1-
  11 [4]; Professional Skill (Finance)-12 [6]; Savoir-
  Faire-12 [2].
  Languages: Greek (native)-11 [0].
  Aristarchos was a sea-faring merchant until he
  injured his leg. When his city became part of a Persian
  satrapy, he seamlessly adapted and went on doing busi-
  ness as usual, charging his usual percentage. He’s hawk-
  eyed, and he never accepts a debased or “shaven” coin,
  not to mention a fake! When his greed gets the better of
  him, he’s careful not to cheat too much, and especially
  not with powerful or savvy merchants.
  Banker
  19
  
  Although fantasy barbarian tribes often include elite warriors (see p.
  WA24-27), most tribesmen are of less heroic stature. This template
  describes a more “typical” fantasy barbarian, albeit one from a tribe that
  possesses a strong warrior ethos.
  Design Notes
  Attributes: Barbarians lead a strenuous life, so we raise ST
  to 11.
  Advantages: We provide advantages suitable for a
  member of a warrior culture, especially those which
  emphasize physical hardiness and brawn.
  Disadvantages: By definition, barbarians have less
  technology than their neighbors, so we provide a level of
  Primitive, as well as disadvantages that reflect the typical warrior attitude
  as well as cultural differences from more “civilized” peoples.
  Primary Skills: A barbarian must be able to survive in harsh envi-
  ronments and fight with the traditional weapons of his people.
  Secondary Skills: We provide skills for stalking and tracking ani-
  mals for food as well as those suitable for more nomadic tribes.
  Background Skills:These skills allow the barbarian to be self-reliant.
  Barbarian [10 points]
  Attributes: ST 11 [10]; DX 10 [0]; IQ 10
  [0]; HT 10 [0]. 
  Advantages: A total of 10 points chosen
  from: +1 to ST, DX or HT [10]; Alcohol
  Tolerance [5]; Alertness [5/level]; Ally
  Group (tribe or clan) [varies]; Disease
  Resistant [5]; Fit [5]; High Pain
  Threshold [10]; Rapid Healing [5]
  and Toughness [varies].
  Disadvantages: Primitive (-1
  TL) 
  [-5]; 
  Social 
  Stigma
  (Barbarian) [-15] and -10 points
  chosen from: Bloodlust [-10];
  Bully [-10]; Callous [-6];
  Odious Personal Habit (odd
  cultural behavior) [varies];
  Overconfidence [-10]; Phobia
  (superstitious omens) [varies];
  further levels of Primitive [-
  5/level] and Uneducated [-5].
  Primary Skills: Survival (any) (M/A) IQ+2 [6]-12 and a total of
  4 points in any of: Axe/Mace (P/A); Bow (P/H);
  Broadsword (P/A); Shield (P/E); Spear (P/A) and
  Spear Throwing (P/E).
  Secondary Skills: Stealth (P/A) DX [2]-10 and a
  total of 4 points in any of: Animal Handling (M/H);
  Camouflage (M/A); Hiking (P/A; HT); Knife (P/E);
  Riding (P/A); Running (P/H) and Tracking (M/A).
  Background Skills: A total of 4 points in any of:
  Boating (P/A); Brawling (P/E); Climbing (P/A);
  Cooking (M/E); any Craft Skill (varies);  First Aid/TL
  (M/E); Fishing (M/E); Mimicry (any) (P/H);
  Traps/TL (M/A) and Weather Sense/TL (M/A).
  Customization Notes
  • This template represents a barbarian character in a
  “civilized” land. Many of
  these disadvantages
  (Primitive, Social Stigma) are not appropriate for a
  barbarian in his home culture. 
  • Characters created from this template will primarily
  be typical male fantasy barbarians or women from
  egalitarian or “Amazon” tribes. For more realistic bar-
  barians, use the Gatherer (p. 51) Hunter (p. 57) or
  Scavenger (p. 98) templates, or simply add Primitive
  and Social Stigma to a template such as the Peasant (p.
  84) or Herder (p. 55).
  – Jamie Revell
  GURPS Fantasy
  Gurklesh Green-Tusks (25 points)
  Age 19; 5’5”, 150 lbs.; a young, dark-skinned, hairy orc with discolored teeth,
  dressed in dirt-stained leathers.
  ST 11 [10]; DX 11 [10]; IQ 8 [0]; HT 12/13 [0].
  Basic Speed 6; Move 6.
  Dodge 6.
  Advantages: Acute Hearing +2 [-]; Alertness +1 [5]; Fit [5].
  Disadvantages: Bloodlust [-10]; Intolerance [-]; Orc [-10]; Primitive -1 [-5];
  Reputation -3 (orc) [-]. 
  Quirks: Belches loudly after eating; Carries “lucky” knucklebones; Never wash-
  es; Performs victory “dances” after battle; Thinks metal armor is for the weak.
  Skills: Axe/Mace-11 [2]; Brawling-12 [1]; Camouflage-10 [4]; Climbing-11
  [2]; First Aid/TL2-9 [2]; Hiking-12 [1]; Shield-11 [1]; Spear Throwing-13 [4];
  Stealth-12 [4]; Survival-11 [8]; Tracking-10 [6].
  Languages: Orcish (native)-8 [0].
  Equipment: Axe, two throwing spears, medium wooden shield, “lucky” knuckle-
  bones, necklace of animal teeth.
  Gurklesh belongs to a remote tribe of orcs that has little contact with advanced
  civilization. Though they can work iron, they possess none of the advances com-
  mon to the mainstream societies of Yrth. Gurklesh is a typical tribesman, and he
  uses his skills to bring down big game more frequently than he uses them to kill sen-
  tient foes. Despite how little he knows of civilized peoples, he hates them, believ-
  ing them to be soft and cowardly, hiding behind walls of stone and suits of iron.
  Barbarian
  20
  
  Barbers, naturally, cut hair, but they do much more by providing a
  place for their customers to discuss news, philosophy or gossip. In some
  cultures, barbers perform a number of medical
  duties in addition to cutting hair, acting as
  herbalists or surgeons.
  Design Notes
  Attributes: Barbers have
  no particular strengths or
  weaknesses in this area.
  Advantages:
  Cutting
  hair is a social profession, so
  barbers can benefit from
  some Charisma. Fashion
  Sense keeps stylists ahead
  of the trends. Surgeon-
  barbers need strong stomachs
  and nerves (Cool, Composed).
  Barbers frequently have loyal apprentices or slaves to help
  them in their work (Allies).
  Disadvantages: Some cultures consider the touching of bodily flu-
  ids or hair to be unclean (Reputation) and reserve such activities for
  minority groups (Social Stigma). Surgeon-barbers may become removed
  from the suffering of others (Callous). Barbers may come to resemble
  their high-class clientele.
  Primary Skills: Hairdressing is the obvious professional skill.
  Secondary Skills: Barbers are usually found operating shops
  (Cyphering, Merchant). In many societies, they have secondary duties as
  herbalists or surgeons (Herbalist, Diagnosis, Surgery).
  Background Skills: Barbers are constantly exposed to new people
  and so might come to know their surroundings quite well (Area
  Knowledge, Languages). Other skills make barbers lively conversational-
  ists or allow them to treat diverse clientele (Bard, Savoir-Faire). Some
  may use their tools for more than cutting hair (Knife).
  Barber [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 10 points chosen from: Allies or Ally Group
  [variable]; Charisma [5/level]; Cool, Composed or Collected [1 or 5];
  Fashion Sense [5] and Manual Dexterity [3/level].
  Disadvantages: A total of -10 points chosen from: Callous [-6];
  Chummy [-5]; Extravagance [-10]; Proud, Selfish or Self-Centered [-1, -
  5 or -10]; Reputation (unclean) [varies]; Social Stigma [varies];
  Stubbornness [-5]; Unfit [-5] and Workaholic [-5].
  Primary Skills: Professional Skill (Hairdressing) (M/A) [6]-12.
  Secondary Skills: A total of 5 points in any of: Cyphering (M/E);
  Diagnosis/TL (M/H); Herbalist/TL (M/H); Merchant (M/A);
  Surgery/TL (M/H) and further Primary Skills. 
  Background Skills: A total of 4 points in any of: Area Knowledge
  (any) (M/E); Bard (M/A); Knife (P/E); Languages (varies); Philosophy
  (any) (M/H) and Savoir-Faire (M/E).
  Customization Notes
  • Medical skills are common among
  Dark Ages, Medieval and Arab bar-
  bers, but not Classical ones. East
  Asian barbers commonly have
  Herbalist instead.
  • Dressing the hair of high-status
  women is typically a duty of
  slaves or servants. See the
  Domestic Servant (p. 45). 
  – Kieran Turley
  GURPS Greece
  Telemicus the Barber (25 points)
  Age 52; 5’3”, 130 lbs.; a slim Athenian with shoulder-length,
  well-oiled brown hair, clean-shaven with a welcoming smile,
  dressed in an average-quality toga (so as not to outshine his cus-
  tomers).
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Charisma +2 [10]; Reputation +1 (pleasant fel-
  low, from male Athenians) [5]; Status 1 [5]. 
  Disadvantages: Workaholic [-5]. 
  Quirks: Constantly fiddles with objects; Dabbles in politics;
  Gestures too much when speaking; Grins stupidly when nervous;
  Likes fine art [-5]. 
  Skills: Area Knowledge (Athens)-12 [4]; Bard-9 [1];
  Merchant-10 
  [2]; 
  Politics-10 
  [2]; 
  Professional 
  Skill
  (Hairdressing)-12 [6]. 
  Languages: Greek (native)-10 [0]. 
  Equipment: Shears; oils; combs; brushes.
  Telemicus feels like the happiest man in the world; his bar-
  bershop is the social hub where many of Athens’ movers and shak-
  ers gather to hear the latest rumors and gossip. Telemicus wishes
  he could go into politics, but for all his popularity he is not a great
  orator and simply cannot seem to sit still for long. Perhaps that
  Plato fellow that comes in from time to time can help . . . .
  Barber
  21
  
  In most every society, people go to taverns to see familiar faces, have
  fun and exchange rumors; the barkeep provides all three. He keeps the
  customers happy, keeps them buying drinks and makes sure things don’t
  get out of hand. Sometimes he prepares food, as well, though larger pubs
  usually keep a cook on staff.
  Design Notes
  Attributes: We make no change to attributes; bar-
  keeps are average people. 
  Advantages: Barkeeps are generally friendly and talkative,
  and they offer good advice (Charisma, Sensitive, Common Sense).
  They have to keep their calm when things do get out of hand
  (Composed, Collected). Alcohol Tolerance is helpful – it’s not uncom-
  mon for the barkeep to have a few pints with the patrons, and no one
  wants a drunk barkeep. Good, friendly barkeeps can become well known
  and trusted among locals and travelers (Contacts, Reputation). A bounc-
  er may be an Ally.
  Disadvantages: Spending all day or night in a pub can lead to a par-
  ticular fondness of food, drink and carousing (Compulsive Carousing,
  Overweight, Gluttony). Barkeeps are usually social creatures (Chummy). 
  Primary Skills: Bartender is required. The barkeep’s responsibilities
  don’t always end at alcohol, so Cooking and Beverage-Making may be
  necessary.
  Secondary Skills: Barkeeps are usually knowledgeable about the area
  and other random facts (Area Knowledge, History, Literature), and  lan-
  guages common to travelers come in handy. Patrons appreciate a barkeep
  who knows how to have a good time (Carousing, Gambling). In order to
  handle money, barkeeps need Cyphering. 
  Background Skills: Despite the barkeep’s best intentions, barroom
  brawls do happen, and they can quickly turn nasty. For this reason, we
  choose Diplomacy, Intimidation and combat skills. Distilling may be
  learned on the side.
  Barkeep [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 10 points chosen from: Alcohol Tolerance
  [5]; Allies [varies]; Charisma [5/level]; Collected  or Composed [5];
  Common Sense [10]; Contacts [varies]; Literacy or Semi-Literacy [10 or
  5]; Reputation [varies] and Sensitive [5]. 
  Disadvantages: A total of -5 points chosen from: Chummy [-5];
  Compulsive Carousing [-5]; Gluttony [-5];
  Overweight [-5] and Unfit [-5].
  Primary
  Skills: Bartender
  (M/A) IQ+2 [6]-
  12; 
  Cyphering
  (M/E) IQ [1]-10 and
  a total of 3 points in
  any 
  of: 
  Beverage-
  Making (M/E) and
  Cooking (M/E). 
  Secondary Skills: A total of 5
  points 
  in 
  any 
  of: 
  Area
  Knowledge 
  (any) 
  (M/E);
  Carousing (P/A; HT); Gambling (M/A); History (M/H); Languages
  (varies) and  Literature (M/H).
  Background Skills: A total of 5 points in any of: Brawling (P/E);
  Diplomacy (M/H); Distilling (M/A); Intimidation (P/E); Short Staff
  (P/H); Staff (P/H) and Wrestling (P/A).
  – Duff McCourt
  GURPS Imperial Rome
  Vitius (25 points)
  Age 38; 5’3”, 190 lbs.; a short, round, balding man with
  full, red cheeks, rarely seen without his worn woolen cap.
  ST 10 [0]; DX 9 [-10]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 4.75; Move 2. 
  Dodge 2. 
  Advantages: Charisma +2 [10]; Reputation +2 (from travel-
  ers, as a good bartender and listener) [5]. 
  Disadvantages: Chummy [-5]; Fat [-10]. 
  Quirks: Always polishes mugs while listening (even if they’re
  clean); Never goes without his cap; Trouble with names [-3]. 
  Skills: Area Knowledge (Pompeii)-14 [6]; Bartender-15
  [10]; Beverage Making-12 [2]; Brawling-9 [1]; Carousing-9 [1];
  Cooking-11 [1]; Cyphering-11 [1]; History-11 [4]. 
  Languages: Latin (native)-11 [0]; Italian Gallic-11 [2]. 
  Equipment: Woolen cap, knife.
  Vitius is a clear, entertaining speaker with a lot of knowl-
  edge. As he has gotten older, however, he’s realized that the less
  he talks, the more people consider him a great conversationalist.
  Vitius has become a favorite listening ear for Pompeii locals
  and travelers across the Roman Empire, and when he does
  speak, the advice is invariably valuable. In fact, it is often
  overlooked that Vitius is also an excellent bartender.
  Barkeep
  22
  
  Where there are
  people to buy drinks,
  there are also people to
  serve them. Taverns, tea-
  houses, inns and other
  establishments 
  often
  employ women to take
  care of the customers.
  At times, a tavern girl is
  almost 
  synonymous
  with a prostitute (under
  Roman law, a barmaid
  couldn’t be charged with adultery; sex with customers was considered
  part of the job), but elsewhere she might be just as chaste as anybody else.
  Often there is little else that she can do for a living; barren fields,  a poor
  household or familial obligations might keep her in unglamorous work,
  or she might simply have no skills to offer a potential employer. The bar-
  maid mingles with the rougher elements of society, or at least respectable
  elements in less guarded, restrained moments, so she might know more
  than their humble position implies.
  Design Notes
  Attributes: A barmaid is generally average.  
  Advantages: A barmaid might have some person-
  al charm, or at least physical or mental durability, par-
  ticularly when it comes to alcohol. Night Vision helps
  in a dimly lit tavern.
  Disadvantages: However, barmaids are usually
  poor with little status.  
  Primary Skills: First and foremost, a barmaid
  serves drinks.
  Secondary Skills: She might also make the fare
  her tavern serves, help customers have fun, or entice
  customers to spend money on additional services.  
  Background Skills: A barmaid also knows how to
  raise a little money on the side.
  Barmaid [0 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0];
  HT 10 [0]. 
  Advantages: A total of 10 points chosen from:
  Alcohol Tolerance [5]; Appearance [varies]; Charisma
  [5/level]; Less Sleep [3/level]; Light Hangover [3];
  Night Vision [10]; No Hangover [5] and Strong 
  Will [4/level].
  Disadvantages: Social Stigma (Second-Class
  Citizen) [-5]; Struggling [-10] and a total of -10
  points chosen from: Alcohol-Related Quirks [-1];
  Broad-Minded [-1]; Chummy or Gregarious [-5 or -
  10]; Ignorance [-5/skill]; Incompetence [-1/skill]; further
  Poverty [varies]; Reputation [varies]; higher Social Stigma
  [varies]; Status [-5/level]; Undiscriminating [-1];
  Uneducated [-5]; Unfit [-5] and Youth [-2/level].
  Primary Skills: Professional Skill (Server) (M/E)
  IQ+2 [4]-12.
  Secondary Skills: A total of 6 points in any of:
  Bartender (M/A); Beverage-Making (M/E); Carousing
  (P/A; HT); Cooking (M/E); Distilling (M/A); Sex
  Appeal (P/A) and Streetwise (M/A).
  Background Skills: A total of 5 points in any of: any
  Craft Skill (varies); Gambling (M/A); Gardening (M/E);
  Needlework (P/A); Pickpocket (P/H); Sewing (P/E); Spinning
  (P/E) and Weaving (P/E).
  Customization Notes
  • In specialized, upper-class establishments, barmaids may add skills like
  Savior-Faire and Tea Ceremony to the list of Secondary Skills.  
  – Matt Riggsby
  GURPS Middle Ages 1
  Bridget O’Hara (0 points)
  Age 20; 5’2”; 130 lbs.; a sturdily built woman with a pale complexion, brown
  eyes and long red hair.
  ST 9 [-10]; DX 10 [0]; IQ 10 [0]; HT 11 [10]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Charisma +1 [5]; No Hangover [5].
  Disadvantages: Reputation -2 (fallen woman) [-10]; Social Disease [-5]; Social
  Stigma (Second-Class Citizen) [-5]; Struggling [-10].
  Quirks: Dresses and addresses herself as though she were married [-1].
  Skills: Bartender-11 [4]; Carousing-11 [2]; Cooking-11 [2]; Professional Skill
  (Server)-12 [4]; Sex Appeal-10 [1]; Streetwise-11 [4]; Weaving-11 [2].
  Languages: Gaelic (native)-10; Middle English-10 [2].
  Equipment: Small knife, capacious apron.
  Bridget is a nice girl, really. An orphan when she was brought back from Ireland
  by a passing knight, she found herself adrift in a foreign country and was lucky to
  find mostly honest work serving mugs of beer. She’s not notably pretty, but she’s
  sweet and knows how to show the men who come into Edmund’s tavern in Cornwall
  a good time – too good a time, at least once, which left her with a persistent prob-
  lem which prevents her from being as physically affectionate as she once was, at least
  with patrons who know her well enough. She knows how people look at her, so she
  tries to wrap herself in an air of at least moderate respectability, dressing modestly
  and introducing herself as “Mistress O’Hara.” Patrons usually play along, even if
  most people call her a jumped-up strumpet behind her back.
  Barmaid
  23
  
  Even 
  prehistoric
  humans collect wild honey,
  but it takes permanent set-
  tlements to support profes-
  sional 
  apiculturalists.
  Beekeepers in most cultures
  must endure countless
  stings, but Mayan beekeep-
  ers enjoy stingless bees! No
  matter what his culture, the
  beekeeper’s honey finds its
  way into everything from
  food and drink to medicine
  and make-up, and his wax
  in everything from sealant
  to lost-wax sculpture. In
  fact, the great utility of wax
  and honey make the bee-
  keeper a respected citizen
  in any society.
  Design Notes
  Attributes: Generally, beekeepers are average people with average
  attributes.
  Advantages: Acute senses help a beekeeper locate wild hives and
  sample their offerings. Animal Empathy adds to Beekeeping skill. Some
  advantages help resist the inevitable sting. A good beekeeper may devel-
  op a Reputation.
  Disadvantages: Beekeeping is not a hard life, and it is often done
  alone, so we offer various physical and social disadvantages. Some bee-
  keepers may become too attached to their honey or its products
  (Gluttony, Addiction).
  Primary Skills: Beekeeping skill covers hive location, management
  and basic construction.
  Secondary Skills: Beekeepers must place their hives near pollen
  sources (Agronomy, Area Knowledge, Gardening). Some beekeepers may
  learn advanced construction techniques related to hivemaking
  (Carpentry, Pottery, Weaving). Beekeepers must sell their wares
  (Cypering, Merchant). Honey is commonly used in religious rituals
  (Performance/Ritual, Sacrifice).
  Background Skills: Beekeepers may gain some skill in producing
  various products from their honey and wax.
  Beekeeper [15 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: Acute Hearing
  [2/level]; Acute Taste and Smell [2/level]; Animal Empathy [5]; High
  Pain Threshold [10]; Reputation [varies]; Resistant to Poison [5] and
  Toughness [varies].
  Disadvantages: A total of -10 points chosen from: -1 to any
  Attribute [-10]; Addiction (psychoactive honey) [varies]; Gluttony [-5];
  Loner or Uncongenial [-5 or -1]; Oblivious [-3]; Odious Personal
  Habits [-5 to -15]; Poverty [varies]; Shyness [-5 to -15] or Unfit [-5].
  Primary Skills: Beekeeping (M/A) IQ+2 [6]-12.
  Secondary Skills: A total of 6 points in any of: Agronomy/TL
  (M/A); Area Knowledge (M/E); Carpentry (M/E); Cyphering (M/E);
  Gardening 
  (M/E); 
  Merchant 
  (M/A); 
  Naturalist 
  (M/H);
  Performance/Ritual (any) (M/A); Pottery (M/A); Sacrifice (M/H) or
  Weaving (P/E).
  Background Skills: A total of 3 points in any of: Beverage-Making
  (M/E); Cooking (M/E); Distilling (M/A); Dyeing (M/A); Herbalist
  (M/H); Pharmacy/TL (M/H); Professional Skill (Chandler) (M/A);
  Professional Skill (Mortician) (M/A) or Sculpting (P/A).
  Customization Notes
  • Beekeepers usually share the Status of farmers, so be sure to check indi-
  vidual worldbooks.
  • In primitive societies without beekeeping, someone might still seek out
  wild honey. Use the Gatherer template (p. 51) for such a character.
  • In some cultures, beekeepers drive their bees from hive to hive. See the
  Herder template (p. 55) for ideas on how to customize such a beekeeper.
  – Brian C. Smithson
  Ancient Maya
  Nicteha (0 points)
  Age 33; 5’0”, 110 lbs.; a Mayan man dressed only in a loincloth
  and sandals, often with a dazed of unfocused expression.
  ST 9 [-10]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Acute Taste and Smell +2 [4]; Animal Empathy [5].
  Disadvantages: Addiction (psychoactive honey, cheap, hallucino-
  genic, legal) [-15].
  Quirks: Always saves a bit of balch<\#142> for himself; Hates
  being barefoot; Scared of being bitten by flies; Thinks his psychoactive
  honey lets him see the gods [-4].
  Skills: Agronomy/TL1-9 [1]; Beverage-Making-10 [1]; Carpentry-
  10 [1]; Distilling-10 [2]; Gardening-11 [2]; Performance/Ritual
  (Maya)-10 [2]; Professional Skill (Beekeeping)-13* [1].
  *Includes +4 from Animal Empathy.
  Languages: Quich<\#142> (native)-10 [0].
  Equipment: Various beekeeping tools.
  Though he enjoys beekeeping just fine, Nicteha enjoys the benefits
  even more. There’s always the balch<\#142> he brews, of course, but
  then there’s the honey itself. When Nicteha’s bees visit his flowers, the
  honey they produce has unusual side effects. His wife worries that he
  eats too much of the strange honey, but Nicteha sees it as a portal to
  the gods . . . .
  24
  Beekeeper
  
  Beggars are a consistent feature of urban life, and in low-tech soci-
  eties with limited “safety nets,” falling to this state is all too easy. Many
  religions encourage charity, but this is unreliable and often begrudged,
  while laws against vagrancy can be harsh. This template represents a char-
  acter who has lasted a while on the streets and picked up some basic sur-
  vival skills.
  Design Notes
  Attributes: Increases here would suggest someone who could do
  better than begging, but we allow some optional improvements.
  Advantages: A beggar with real advantages could probably escape
  this state, but we include some possibilities for color.
  Disadvantages: A beggar is (almost) by definition
  penniless and socially despised. He may have authentic
  mental, social or physical problems, or have been
  battered by hardship. He may be addicted to some
  cheap escape from his misery.
  Primary Skills: Beggars must know how to
  beg and survive on the street or in the woods
  between villages.
  Secondary Skills: Living on the streets
  or back-roads implies knowing their layout.
  Background Skills: A down-and-out
  may have to escape unwanted attention or
  assaults and may resort to petty crime.
  Faked injuries or witty backchat can earn
  some extra coins.
  Beggar [-40 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: +1 to DX or
  HT [10]; Alertness [5/level]; Deep Sleeper [5]; Disease-Resistant or
  Immunity to Disease [5 or 10]; Pitiable [5]; Rapid Healing [5] and
  Toughness [varies].
  Disadvantages: Dead Broke [-25]; Status -2 [-10] and a total of
  -25 points chosen from: -1 or -2 to any Attribute [-10 or -15]; Absent-
  Mindedness [-15]; Addiction [varies]; Age [-3/level]; Alcoholism [-15
  or -20]; Appearance [varies]; Bad Back [-15 or -25]; Bad Smell [-10];
  Bowlegged [-1]; Careful, Edgy or Paranoia [-1, -5 or -10]; Compulsive
  Lying [-15]; Confused [-10]; Distractible or Short Attention Span [-1
  or -10]; Dull [-1]; Flashbacks [-5 to -20]; Hunchback [-10 or -15];
  Incurious [-5]; Indecisive [-10]; Lame [varies]; Laziness [-10]; Low
  Self-Image [-10]; Manic-Depressive [-20]; Missing Digit [-2 or -5];
  Mute [-25]; Nightmares [-5]; Odious Personal Habits [-5 to -15];
  One Arm [-20]; One Eye [-15]; One Hand [-15]; Skinny [-5]; further
  Status [-5/level]; Stuttering [-10]; Uneducated [-5]; Unfit [-5];
  Unluckiness [-10] and Voices [-5 to -15].
  Primary Skills: Panhandling (M/E) IQ+1 [2]-11 and Survival
  (urban or woodlands) (M/A) IQ-1 [1]-9.
  Secondary Skills: Area Knowledge (M/E) IQ [1]-10.
  Background Skills: A total of 6 points in any of: Acting (M/A);
  Brawling (P/E); Fast-Talk (M/A); Filch (P/A); Holdout (M/A); Knife
  (P/E); Make-Up/TL (M/E); Pickpocket (P/H); Running (P/H;
  HT); Scrounging (M/E); Starglazing (P/E); Stealth (P/A); Streetwise
  (M/A) and further Primary or Secondary Skills.
  Customization Notes
  • Worse physical disadvantages than listed above (such as Blindness) are pos-
  sible. A beggar who used to be something else probably has residual skills.
  • Well-off cynics like to believe that many beggars are fakes, or that they
  are organized and trained by someone. This view
  implies higher Wealth and skills, and perhaps a
  Patron.
  • Some beggars act as spotters or look-out
  men for low-grade criminals (justifying
  Contacts). If such exist, they may be asso-
  ciated with underworld “guilds.”
  – Phil Masters
  GURPS Arabian Nights
  Blind Muqla (-60 points)
  Age 30; 5’7”, 130 lbs.; a ragged, blind city
  Arab.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Disease-Resistant [5]; Pitiable [5]; Secret Patron
  (courtier, 6-) [3].
  Disadvantages: Blindness [-50]; Careful [-1]; Dead Broke [-25];
  Status -2 [-10]; Undiscriminating [-1].
  Quirks: Dislikes cats; Enjoys telling jokes; Likes Turkish music [-3].
  Skills: Agronomy/TL3-8 [1/2]; Area Knowledge (Baghdad)-11
  [2]; Bard-12 [6]; Fast-Talk-11 [4]; Panhandling-11* [1 1/2]; Survival
  (urban)-10 [2].
  *Defaults from Fast-Talk.
  Languages: Arabic (native)-10 [0].
  Equipment: Walking-stick, begging-bowl.
  Born a peasant, Muqla was blinded in an accident and ended up on
  the streets of Baghdad. He has a fair memory and turn of phrase, and
  one passer-by always gives generous alms in exchange for jokes and street
  tales. In fact, this fellow is the Caliph’s court storyteller, and those jokes
  and tales are currently the court’s favorite entertainment.
  Beggar
  25
  
  Because crossing a river on a boat or line ferry is simpler and cheap-
  er than building a bridge, and anchoring in a harbor is safer and cheaper
  than mooring at a wharf, the boatman makes his living carrying passen-
  gers and goods, especially at port and island cities. Boatmen often own
  their vessel and propel it by rowing, poling, pulling on a line or, less
  often, sailing.
  Design Notes
  Attributes: Rowing and pulling give the boatman ST 11.
  Advantages: Fit is common, and Alertness and Acute Senses are use-
  ful. Absolute Direction is invaluable on foggy days and Absolute Timing
  during tides. A ferry owner can be a key local figure (Contacts, Favors,
  Reputation).
  Disadvantages: Boatmen may be poor with low Status and burdened
  with Dependents; they might even be slaves. Harbor boatmen are often
  thought to be greedy and dishonest (Reputation). Certain ferry operators
  have an around-the-clock Duty. Various mental flaws seem to go with the job.
  Primary Skills: The boatman needs Boating and Area Knowledge
  – boatmen know their waters.
  Secondary Skills: Boatmen are often self-employed and must nego-
  tiate with clients (Merchant). Freight Handling is for stacking cargo
  without unbalancing the vessel (critical failure may capsize the boat! See
  p. VE150). Navigation is helpful for large harbors. Weather Sense and
  Sailor have their applications, too.
  Background Skills: Swimming may seem primary, but not all those
  who work over water can get in it. We also provide Seamanship (covering
  experience with larger vessels), Carpentry (for repairs) and Jumping.
  “Taxi” boatmen can have many kinds of
  customers (Savoir-
  Faire, Streetwise).
  Boatman [25 points]
  Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: Absolute Direction
  [5]; Absolute Timing [5]; Acute Hearing or Vision [2/level]; Alertness
  [5/level]; Contacts [varies]; Favor [varies]; Fit [5]; Manual Dexterity
  [3/level] and Reputation [varies].
  Disadvantages: A total of -15 points chosen from: Bad Temper [-
  10]; Dependents [varies]; Duty (non-hazardous) [varies]; Greed [-15];
  Loner or Uncongenial [-5 or -1]; Odious Personal Habits [-5 to -15];
  Phobia (mild claustrophobia) [-15]; Poverty [varies]; Reputation
  [varies]; Social Stigma [varies] and Status [-5/level].
  Primary Skills: Area Knowledge (river/harbor and landings)
  (M/E) IQ+1 [2]-12 and Boating (P/A) DX+2 [8]-12.
  Secondary Skills: A total of 6 points in any of: Freight
  Handling/TL (M/A); Merchant (M/A); Navigation/TL (M/H);
  Sailor/TL (M/A) and Weather Sense/TL (M/A).
  Background Skills: A total of 4 points in any of: Carpentry (M/E);
  Jumping (P/E); Savoir-Faire (M/E); Seamanship/TL (M/E);
  Streetwise (M/A); Survival (any) (M/A) and Swimming (P/E).
  Customization Notes
  • A ferryman might take Merchant specialized in transit fares (see p.
  B43), but a harbor boatman might be a full-fledged peddler, selling
  fresh water, vegetables and other goods to ship crews (see the Vendor,
  p. 115, for ideas).
  • A boatman gets Weather Sense +2 in his own area.
  – Andrea Kotter
  Byzantine Empire
  Georgios (30 points)
  Age 26; 5’9”, 155 lbs.; a tall, broad-shouldered, tanned man
  with long black hair and a peaceful expression, bare-chested.
  ST 11 [10]; DX 11 [0]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5, Parry 5.
  Advantages: Acute Vision +3 [6]; Fit [5]; Strong Will +1 [4];
  Unfazeable [15].
  Disadvantages: Honesty [-10]; Loner [-5]; Pacifism (self-
  defense only) [-15]; Struggling [-10].
  Quirks: Dislikes horses; Fatalistic; Loves his job; Modest;
  Thinks he’s a good singer [-5].
  Skills: Area Knowledge (Constantinople’s harbors and
  docks)-11 [2]; Boating-13 [8]; Fishing-10 [1]; Freight
  Handling/TL3-11 [4]; Knife-12 [2]; Sailor/TL3-10 [2];
  Streetwise-10 [2]; Survival (urban)-9 [1]; Swimming-11 [1];
  Weather Sense/TL3-10 [2].
  Languages: Byzantine Greek (native)-10 [0].
  Equipment: Small knife.
  Georgios works on a lighter in the Hormisdas Harbor. His
  mates and employer think he’s a dependable, competent crewman
  and a good man, if a bit weird (he’s way too honest and actually
  likes his work). Nothing ever bothers him, and he keeps to him-
  self. Some peg him as an easy mark, but they soon discover that
  he can fend for himself in the seediest docks.
  Boatman
  26
  
  Brewers, distillers and vintners have created alcoholic beverages since
  before recorded history. By providing beer, wine and hard liquor, distillers
  have served the needs of religions, communities without ready access to
  clean water and carousers the world over.
  Design Notes
  Attributes: Creating alcoholic
  drinks and repeatedly achieving the
  same results requires a good mem-
  ory, so we raise IQ to 11.
  Advantages: Any beverage
  maker finds Acute Taste and Smell
  helpful.  An experienced brewer,
  distiller or vintner may acquire
  Alcohol Tolerance, and a popular
  one may enjoy a Patron, Wealth or
  Reputation.
  Disadvantages:
  A 
  drink
  maker may be obsessed with his
  work (Workaholic) or afraid to abandon traditional methods of pro-
  duction (Obdurate). He may also owe a Duty to a guild or Patron. Greed
  and Miserliness are flaws stereotypically attributed to drink sellers.
  Alcoholism is particularly destructive. Brewers are frequently women
  (Social Stigma).
  Primary Skills: All brewers, distillers and vintners must know how
  to make alcoholic beverages (Distilling).
  Secondary Skills: Storing drinks (and maintaining vessels) requires
  Pottery or Cooperage. Agronomy or Beekeeping is necessary for the
  drink maker to identify or grow useable raw materials. Merchant is use-
  ful to most drink makers, and Theology may be necessary if they supply
  religious institutions. A distiller needs to know Glassblowing, Blacksmith
  or Mechanic to build and maintain his still. Cyphering is necessary for
  dealing with large quantities of inventory and money.
  Background Skills: Distillers might know how to make specific
  drinks (Beverage Making, Bartender). Trade with foreign merchants
  allows brewers, distillers and vintners to learn about foreign lands and
  languages.
  Brewer/Distiller/Vintner [10 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Advantages: A total of 10 points chosen from: Acute Taste and
  Smell [2/level]; Alcohol Tolerance [5]; Contacts [varies]; Light
  Hangover [2]; No Hangover [5]; Patron [varies]; Reputation
  [varies] and Wealth [varies].
  Disadvantages: A total of -15 points chosen from: Alcoholism
  [varies]; Alcohol-Related Quirks [-1]; Duty [varies]; Greed [-15];
  Incurious, Obdurate or Staid [-1, -10 or -5]; Miserliness [-10];
  Social Stigma [varies] and Workaholic [-5].
  Primary Skills: Distilling (M/A) IQ+1 [4]-12. 
  Secondary Skills: Either Agronomy/TL (M/A) IQ-2 [1/2]-9
  or Beekeeping (M/A) IQ-2 [1/’2]-9; either Cooperage (M/E) IQ-
  1 [1/2]-10 or Pottery (M/A) IQ-2 [1/2]-9 and a total of 5 points
  chosen from: Blacksmith/TL (M/A); Cyphering (M/E);
  Glassblowing (P/H); Mechanic (distilling equipment)/TL (M/A);
  Merchant (M/A) and Theology (M/H).
  Background Skills: A total of 5 points chosen from: Animal
  Handling (M/H); Area Knowledge (any) (M/E); Language (varies);
  Packing (M/H); Sailor/TL (M/A); Seamanship/TL (M/E) and
  Teamster (any) (M/A).
  Customization Notes
  • Drink makers can save points by specializing Distilling in a particular
  beverage, such as mead or ale.
  – Eric Nail
  GURPS Egypt
  Kha’y (25 points)
  Age 35; 5’5”, 140 lbs.; an Egyptian male with weathered skin,
  wine-stained hands; straight black hair, dark brown eyes and a ready
  smile, dressed in a workman’s linen kilt.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]
  Basic Speed 5; Move 5.
  Dodge 5
  Advantages: Comfortable [10]; Acute Taste and Smell +2 [6];
  Patron (father, 9-) [10].
  Disadvantages: Dependent (wife, loved one, 6-) [-12]; Sense of
  Duty (to family and family business) [-5].
  Quirks Enjoys watching sunsets; Laughs readily; Likes small
  children; Nervous in deep water; Plays Senet in his spare time [-5].
  Skills: Agronomy/TL1-10 [1]; Area Knowledge (Lower
  Egypt)-11 [1]; Cyphering-10 [1/2]; Distilling-12 [4]; Merchant-
  12 [4]; Seamanship/TL1-10 [1/2]; Theology-9 [1].
  Languages: Egyptian (native)-11 [0]; Phoenician-10 [1].
  Equipment:Wine jars, sealing and pottery clay, scrubbing brush,
  syphon tubes, mixing paddles, fermentation vessels and clay stamps
  for marking containers. 
  Kha’y grew up in his father’s vast wineries where he learned the
  art of the vintner. He is pleased with his life, especially his beauti-
  ful wife, but sometimes he wishes he, rather than his older brother,
  would inherit control of the family estates when his father dies.
  Kha’y is curious about the world and often volunteers for jobs that
  will bring him into contact with people from other cultures. His
  wife is pressuring him to start a family, but Kha’y secretly yearns to
  travel the world, something a large family would make impossible.
  27
  Brewer/Distiller/Vintner
  
  The brothel keeper owns and manages a house of prostitution. He
  usually lives in the brothel and collects a portion of his employees’ earn-
  ings (sometimes a large portion); in turn, the prostitutes gain protection
  and a place to work and sleep. This job doesn’t discriminate by sex, and
  the keeper could be from virtually any strata of society: clergyman, noble,
  freeman, ex-slave or ex-prostitute.
  Design Notes
  Attributes: There are no particular attribute requirements for 
  this profession. 
  Advantages: Brothel keepers are usually wealthy and may have some
  degree of Status. The brothel gives ample opportunity to gain blackmail
  material on individuals (Contacts, Favor, Unwilling Ally). An ex-prosti-
  tute might still be quite attractive
  (Appearance), and employees or a
  bouncer might be an Ally. Brothels
  often have odd hours, so Less
  Sleep is handy.
  Disadvantages: In some cases
  the brothel keeper may be a social
  outcast 
  (Social 
  Stigma,
  Reputation). He is probably more
  liberal in his thinking (Broad-
  Minded), possibly to the point of
  perversion 
  (Sadism,
  Lecherousness). Depending on
  how he treats his employees, the
  brothel keeper may suffer from
  Bully and Callous or Charitable
  and Sense of Duty.
  Primary Skills: Merchant
  and Administration allow for the
  day-today running of the brothel. 
  Secondary Skills: Knowledge
  of local laws and procedures helps
  the shadier brothels (Law). Wise
  brothel keepers can stop a fight
  with a glance and know what’s
  happening 
  on 
  the 
  streets
  (Intimidation, Streetwise). Savoir-
  Faire comes in useful when deal-
  ing with high-class clients.
  Background Skills: Keepers
  might pick up a thing or two from
  their employees (Sex Appeal, Fast-Talk, Carousing). Brothel keepers can
  learn a lot just from chatting with clients and listening at keyholes (Area
  Knowledge, Politics).
  Brothel Keeper [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 15 points chosen from: Ally or Ally Group
  (possibly Unwilling) [varies]; Appearance [varies]; Contacts [varies];
  Favors [varies]; Less Sleep [3/level]; Reputation [varies]; Status [5/level]
  and Wealth [varies]. 
  Disadvantages: A total of -15 points chosen from: Broad-Minded
  [-1]; Bully [-10]; Callous [-6]; Charitable [-15]; Chummy or Gregarious
  [-5 or -10]; Greed [-15]; Lecherousness [-10]; Odious Personal Habit [-
  5 to -15]; Reputation [varies]; Sadism [-10]; Sense of Duty [-5 to -15]
  and Social Stigma [varies]. 
  Primary Skills: Administration (M/A) IQ+2 [6]-12; Cyphering
  (M/E) IQ+2 [4] and Merchant (M/A) IQ+2 [6].
  Secondary
  Skills: A total of 5
  points in any of:
  Law 
  (M/H);
  Intimidation (M/A;
  ST); Savoir-Faire
  ( M / E ) ;
  Streetwise (M/A)
  and 
  further
  Primary Skills. 
  Background
  Skills: A total of
  4 points in any of:
  Area Knowledge
  (any) 
  (M/E);
  Carousing 
  (P/A;
  HT); 
  Courtesan
  (M/A); 
  Fast-Talk
  (M/A); 
  Politics
  (M/A); Professional
  Skill 
  (Prostitute)
  (M/A) and Sex Appeal
  (M/A; HT).
  Customization
  Notes
  • Owners of high-class establishments (where one might find courtesans
  – see p. 40) are more likely to have additional skills such as Artist, Bard,
  Singing, Musical Instrument and Philosophy (along with Teaching to
  pass them on to the employees).
  – Kieran Turley
  GURPS Imperial Rome
  Quintus Lucundis (23 points)
  Age 32; 5’4”, 130 lbs.; an olive-skinned, clean-shaven man
  with short black hair and a slight squint, commonly dressed in
  a simple, white tunic.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Wealthy [10]; Less Sleep 1 [3]; Status 1 [0]. 
  Disadvantages: Lecherousness [-10]. 
  Quirks: Fantasizes about citizenship; Loves gladiatorial
  matches; Nasty sense of humor; Pretends to like slaves; Swears
  oaths by Venus [-5]. 
  Skills: Administration-12 [6]; Area Knowledge (Pompeii)-
  10 [1]; Fast Talk-10 [2]; Intimidation-10 [2]; Law-9 [2]; Merchant-
  12 [6]; Politics-10 [2]; Savoir-Faire-12 [0]; Sex Appeal-10 [2]; Streetwise-10
  [2].
  Languages: Latin (native)-10 [0]. 
  Equipment: Sap. 
  Quintus is an ex-slave who gained his freedom by saving his master from
  assassination. He used the money he had saved to buy a small house in
  Pompeii and convert it into a brothel. Quintus has made a fortune from his
  business (especially since he started using slaves), but what he really wants is
  status and prestige. He intends to save enough to sponsor a gladiatorial spec-
  tacle at the arena and hopefully have his name remembered for generations.
  Brothel Keeper
  28
  
  From pyramids to cathedrals, no great building can exist without
  somebody to put it together. Masons and carpenters are similar in a num-
  ber of ways. They both build
  things, and unlike most
  tradesmen, they both are
  mobile. You can only build so
  many churches and keeps in
  one town before you have to
  move on, so the builder lives
  in one place for a while, then
  moves on as his projects fin-
  ish. On the other hand, a large
  project like a cathedral or
  mausoleum can employ a
  builder and a generation or
  two of descendants. Members
  of the lower classes usually
  build their own homes, so
  professional 
  builders 
  are
  largely employed by the upper
  and middle classes to build
  urban homes, country estates, fortifications and public buildings such as
  churches and guild halls.
  Design Notes
  Attributes: A builder is,
  generally, an average man, but
  he may be a little stronger or
  more dextrous than average.  
  Advantages: Depending
  on local legalities, a builder
  may benefit from guild mem-
  bership, 
  although 
  guild
  organization is rather nebu-
  lous. He may be well known.
  Disadvantages:
  A
  builder may be a greedy busi-
  nessman, a stiff-necked pro-
  fessional or just a man with a
  family or apprentices to take
  care of.  
  Primary 
  Skills:
  Masonry is necessary for a
  mason and Carpentry for a
  carpenter.  
  Secondary Skills:
  A
  working craftsman also has a
  bit of skill with delicate,
  artistic work: Sculpting for a
  mason, Woodworking for a
  carpenter.  
  Background Skills: Because a builder is usually an independent
  businessman, he has the skills to run a small shop or sell his labor.
  Because he travels, he may also know a great deal about
  a number of different places. Some skills are 
  allied trades.
  Builder [5 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT
  10 [0]. 
  Advantages: A total of 10 points chosen from: + to
  DX or ST [10]; Ally Group [varies]; Claim to
  Hospitality [varies] and Reputation [varies].
  Disadvantages: A total of -15 points chosen from:
  Bad Back [varies]; Dependents [varies]; Greed [-15];
  Honesty [-10]; Proud, Selfish or Self-Centered [-1, -5
  or -10]; Stubbornness [-5] and Workaholic [-5].
  Primary Skills: Masonry (P/E) DX+2 [4]-12 or
  Carpentry (M/E) IQ+2 [4]-12.
  Secondary Skills: Sculpting (P/A) DX [2]-11 or
  Woodworking (P/A) DX [2]-11
  Background Skills: A total of 4
  points in any of: Administration
  (M/A); Area Knowledge (any);
  Blacksmith/TL 
  (M/A);
  Leadership (M/A); Lifting (P/H;
  ST); 
  Mechanic 
  (simple
  machines)/TL (M/A); Merchant
  (M/A) and Thatching (M/E).
  Customization Notes
  • Masons and carpenters often spe-
  cialize (see p. B43). For example,
  a carpenter may work exclusively
  as a joiner, cooper or framer,
  while a mason might work exclu-
  sively as a quarry-man or builder.
  • Village carpenters specialize in
  making farm implements and like-
  ly have some skill in Agronomy.
  Such carpenters often work in
  concert with smiths (p. 102). 
  – Matt Riggsby
  Medieval Italy
  Carlo Buoncampo (15 points)
  Age 27; 5’2”, 130 lbs.; a slightly stout Italian man with olive skin,
  prematurely balding and clean-shaven.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: None.  
  Disadvantages: Dependent (apprentice, acquaintance, 9-) [-6];
  Stubbornness [-5]; Workaholic [-5]. 
  Quirks: Tries to impress his “betters” with technical talk [-1].
  Skills: Area Knowledge (Rome)-11 [1]; Area Knowledge (Napoli)-
  11 [1]; Masonry-13 [4]; Merchant-11 [2]; Sculpting-12 [2].
  Languages: Roman Italian (native)-10 [0]. 
  Equipment: Hammers, chisels, level.  
  It’s a good time to be a mason. Carlo has been up and down
  Southern Italy, his young apprentice Marco in tow, working on churches
  with the wealth flowing from church and private coffers, and he has
  already seen more than many of his relatives ever will. Carlo is a good
  man at heart, but ambitious and very conscious of his prerogatives as a
  member of his guild, such as they are. He is also thoroughly dedicated to
  his work and can usually be found carefully chipping, polishing and
  aligning stones from dawn to dusk.
  Builder
  29
  
  Bureaucrats, though often vilified as inefficient time servers, run the
  state machine. Both autocratic and elected rulers need managers to write
  reports, count coins and take care of tiresome details. Often bureaucrats
  have something that sets them apart as a caste: they might be freed slaves
  in imperial Rome, clerics (p. 92) in Medieval Europe or eunuchs (p. 82)
  in Asia. Unless his superior chooses a hands-on approach, a bureaucrat
  can unofficially wield considerable power.
  Design Notes
  Attributes: Bureaucrats should be
  bright (in theory) but can get by with
  average attributes.
  Advantages:
  The job requires
  Administrative Rank and Literacy.
  Accounting bureaucrats benefit from
  Lightning Calculator and Mathematical
  Ability. They often rely on connections to
  get things done (Contacts, Favor).
  Disadvantages: Bureaucrats may
  have typical flaws (Bully, Laziness,
  Stubbornness). Hidebound or Odious
  Personal Habit represent pedantry. Since
  they often manage state funds, money-
  related disadvantages can be interesting.
  Physical disadvantages are also possible.
  Primary Skills: Administration is
  required. Depending on their main tasks,
  bureaucrats may need Accounting, Law
  or Politics.
  Secondary Skills: A bureaucrat may
  have to deal with the public (Social
  skills), with archives and reports
  (Calligraphy, Research, Writing), and
  with the state economy (Economics).
  Background Skills: These may rep-
  resent the broader knowledge of a
  bureaucrat and his ability in gathering
  information and haggling; Forgery is use-
  ful for corrupt bureaucrats.
  Bureaucrat [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: Administrative Rank 1 [5]; Literacy [10] and a total of
  15 points chosen from: further Administrative Rank [5/level]; Contacts
  [varies]; Favor [varies]; Lightning Calculator [5]; Mathematical Ability
  [10]; Patron [varies]; Reputation [varies]; Status [5/level]; Strong Will
  [4/level] and Wealth [varies].
  Disadvantages: A total of -20 points chosen from: Bully [-10];
  Delusion [varies]; Enemy [varies]; Eunuch [-5]; Greed [-15]; Hidebound
  [-5]; Honesty [-10]; Laziness [-10]; Miserliness [-10]; Obdurate [-10];
  Reputation [varies]; Secret (corrupt) [varies]; Sense of Duty [-5 to -20];
  Social Stigma [-5 to -20]; Stubbornness [-5] and any Physical
  Disadvantage [varies].
  Primary Skills: Administration (M/A) IQ+2 [6]-12 and a total of
  4 points in any of: Accounting (M/H); Law (M/H) and 
  Politics (M/A).
  Secondary Skills: A
  total of 6 points in any
  of: Area Knowledge
  (M/E); 
  Calligraphy
  (P/A); 
  Diplomacy
  (M/H); 
  Economics
  (M/H); 
  Fast-Talk
  (M/A); 
  Research
  (M/A); 
  Savoir-Faire
  (M/E); 
  Writing
  (M/A) and further
  Primary Skills.
  Background Skills: A
  total of 4 points in any
  of: 
  Astrology/TL
  (M/H); Detect Lies
  (M/H); Forgery/TL
  (M/H); 
  Heraldry
  (M/A); 
  History
  (M/H); Interrogation
  (M/A); 
  Languages
  (varies); Mathematics
  (M/H); 
  Merchant
  (M/A) 
  and
  Performance/Ritual
  (any) (M/A).
  – Michele Armellini
  GURPS Egypt
  Sinhue the Scribe (30 points)
  Age 24; 5’1”, 155 lbs.; a plump, serious young man with olive
  skin, black hair and long, ink-stained fingers.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Administrative Rank 1 [5]; Literacy [10];
  Reputation +1 (Scribe) [5]; Scribal Powers* [15].
  *Equivalent of Status 3; see p. EG80.
  Disadvantages: Honesty [-10]; Obsession (reach a top position at
  court) [-10]; Overweight [-5]; Workaholic [-5].
  Quirks: Annoyed by incompetence; Dislikes the military;
  Gourmet tastes; Little sense of humor; Zealous [-5].
  Skills: Accounting-10 [2]; Administration-13 [6]; Calligraphy-
  10 [2]; Cooking-11 [1]; History-10 [2]; Law-10 [2]; Merchant-11
  [2]; Research-10 [1]; Savoir-Faire-13* [0]; Writing-11 [2].
  *Free from Status.
  Languages: Egyptian (native)-11 [0].
  Equipment: Stylus, papyri, ink jars.
  Sinhue is zealous, deadly earnest, honest . . . and obsessively
  ambitious. After years of training, he’s now enjoying his respected
  status as a scribe. But he has two problems. First, he’s been posted as
  deputy manager for a stone quarry very far from court; he should be
  leaving for the deep South in a few days. Second, he can barely con-
  ceive adulation, corruption or even favors: he believes he’ll have a bril-
  liant career just through honest hard work. It’s difficult to imagine
  what will happen if (or when) he’s proven wrong.
  Bureaucrat
  30
  
  Butchers slaughter animals and prepare the
  meat for human consumption. This is difficult
  work because many religions place strict guidelines
  on meat preparation. Handled incorrectly, meat
  may be considered inedible, negating the efforts of
  hunters, trappers and butchers alike.
  Design Notes
  Attributes: Butchers must be strong, so we
  raise ST to 11.
  Advantages: Slaughtering is strenuous work,
  so butchers may be Fit. Some butchers earn the
  respect of their community (Reputation), which
  can lead to Wealth. They are also able to make
  Contacts among the people they serve. In cultures
  that greatly enjoy food or attach religious signifi-
  cance to how meat is prepared, butchers may enjoy
  increased Status. Fearlessness and Unfazeable help
  keep the butcher from flinching.
  Disadvantages: Butchers may have Odious
  Personal Habits (such as being gore-stained) while
  others may grow Callous because of the nature of
  their job. They may be considered ritually unclean
  or impure (Reputation). Butchers who work alone
  for long periods of time may become Loners or
  Workaholics. Greed or Miserliness apply to butch-
  ers who over-emphasize financial concerns.
  Slaughtering is a smelly job, so Anosmia may actually be useful!
  Primary Skills: Butchers must be able to determine the edibility of
  animals and to cut and prepare their meat in a way acceptable to their
  community, so Butcher is mandatory. 
  Secondary Skills: Merchant skill is useful for dealing with cus-
  tomers and, depending on the culture served, Performance/Ritual may
  be necessary for proper preparation of meat. Animal Handling helps deal
  with recalcitrant or terrified beasts. Cyphering is necessary if the butch-
  er routinely deals with large numbers of animals.
  Background Skills: Butchers usually stay in one place, so Area
  Knowledge in a home area is likely.They might also learn rudimentary
  herding or hunting skills through association with their meat suppliers.
  Other skills allow the butcher to determine the edibility of exotic species
  (Naturalist, Poisons, Veterinary, Zoology) or use the meat 
  (Cooking, Sacrifice).
  Butcher [25 points]
  Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 10 [0]
  Advantages: A total of 15 points chosen from: Contacts [varies];
  Fearlessness [2/level]; Fit [5]; Reputation [varies]; Status [5/level];
  Unfazeable [15] and Wealth [varies].
  Disadvantages: A total of -15 points chosen from: Callous [-6];
  D e p e n d e n t s
  [varies]; Greed [-
  15]; 
  Loner 
  or
  Uncongenial [-5 or
  -1]; Miserliness [-
  10]; No Sense of
  Smell/Taste [-5];
  Odious 
  Personal
  Habits [-5 to -15];
  Reputation (unclean)
  [varies] 
  and 
  Workaholic [-5].
  Primary Skills: Butcher
  (M/A) IQ+2 [6]-12.
  Secondary Skills: A total of 10
  points chosen from: Animal Handling
  (M/H); Cyphering (M/E); Merchant (M/A)
  and Performance Ritual (any) (M/A).
  Background Skills: A total of 5 points chosen from: Area
  Knowledge (any) (M/E); any Combat/Weapon Skill (varies); Cooking
  (M/E); Naturalist (M/H); Physiology (animal type)/TL (M/H);
  Poisons (M/H); Riding (any) (P/A); Sacrifice (M/H); Stealth (P/A);
  Tracking (M/A); Veterinary/TL (M/H) and Zoology/TL (M/H).
  – Eric Nail
  Ancient Israel
  Joab, son of Hosea (15 points)
  Age 18; 5’9”, 142 lbs.; a tanned, wiry Hebrew with curly brown hair and hazel eyes;
  usually dressed in robes and a leather apron.
  ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5; Move 5
  Dodge 5
  Advantages: Fit [5]; Reputation +2 (skilled and honest butcher, from local towns-
  people) [5].
  Disadvantages: Callous [-6]; Dependent (wife, loved one, 6-) [-12]; Workaholic [-5].
  Quirks: Fingers the tassels on his robe when thinking; Keeps the Sabbath faithfully;
  Shy about speaking in public; Trying to grow a beard; Worries about Roman influence on
  Hebrew way of life [-5].
  Skills: Butcher-12 [6]; Merchant-12 [6]; Performance/Ritual (Hebrew)-11 [4];
  Animal Handling-9 [2]; Area Knowledge (Hebron)-10 [2]; Veterinary/TL2-9 [2].
  Languages: Hebrew (native)-10 [0]; Latin-9 [1].
  Equipment: Knives, chopping blocks, whetstone, tubs for salting meat.
  Joab lives in Hebron where he was recently married. He just finished an apprentice-
  ship to his uncle, a successful butcher in Jerusalem, who taught him Shecita, the complex
  rules governing how kosher meat must be handled and prepared, before being allowed to
  go into business for himself. The people of the city seem to respect him so far, but Joab
  is still a bit unsure of himself.
  Butcher
  31
  
  Caravan leaders guide convoys from settle-
  ment to settlement. Much like ship captains, car-
  avan leaders are respected figures whose expert-
  ise is relied upon to bring their caravans safely
  to their destinations.
  Design Notes
  Attributes: Caravan leaders must be
  smart to survive, so we choose IQ 11.
  Advantages:They sometimes enjoy ele-
  vated fame and Status. They’re usually weath-
  er-hardened with a nose for danger, and with
  experience, they can gain a rapport with animals, a
  good sense of direction and a network of friends.
  Of course, a certain amount of natural Charisma
  never hurts.
  Disadvantages: Caravan leaders may live for the trail, spurn-
  ing friends and developing irascible personalities. A Code of Honor
  to always aid fellow caravaneers and to leave oases and inns in good shape
  is common. A single bad trip can ruin a Reputation.
  Primary Skills: Knowing the terrain ahead
  and how to deal with it is a caravan leader’s job
  so we require Survival and Area Knowledge.
  Most caravaneers ride, and knowledge of
  nature is sometimes necessary.
  Secondary Skills: Animals are integral to
  caravans, so skill dealing with them are
  important. Skill at Languages helps in for-
  eign territory. Leadership keeps the caravan
  together.
  Background Skills: Bandits and wild ani-
  mals are common on the trail, making at
  least moderate proficiency in combat and
  First Aid useful. Hunting skills help when
  food spoils. Navigational ability is priceless
  when traveling unfamiliar trails.
  Caravan Leader [30 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: A total of 15 points chosen from: +1 to HT [10];
  Absolute Direction [5]; Acute Senses [2/level]; Alertness [5/level];
  Animal Empathy [5]; Charisma [5/level]; Claim to Hospitality [1 to
  10]; Contacts [varies]; Danger Sense [15]; Extra Fatigue [3/level]; Fit
  or Very Fit [5 or 15]; Less Sleep [3/level]; Reputation [varies]; Status
  [5/level]; Temperature Tolerance [1/level] and Toughness [varies].
  Disadvantages: A total of -15 points chosen from: Bad Temper [-
  10]; Callous [-6]; Code of Honor [-5 to -15]; Loner or Uncongenial
  [-5 or -1]; Proud, Selfish or Self-Centered [-1, -5 or -10]; Reputation
  [variable]; Sense of Duty (caravan) [-5]; Stubbornness [-5] and
  Workaholic [-5]. 
  Primary Skills: Area Knowledge (caravan route) (M/E) [2]-12;
  Survival (any) (M/A) [2]-11 and a total of 8 points in any of: further
  Area Knowledge (any) (M/E); Naturalist (M/H); Riding (any)
  (P/A); further Survival (any) (M/A) and Weather Sense/TL (M/A).  
  Secondary Skills: A total of 4 points in any of: Animal Handling
  (M/H); Languages (varies); Leadership (M/A; ST); Packing (M/A);
  Veterinary/TL (M/H) and further Primary Skills. 
  Background Skills: A total of 4 points in any of: any
  Combat/Weapon Skill (varies); First Aid/TL (M/E); Fishing
  (M/E); Navigation/TL (M/H); Orienteering/TL (M/A); Shield
  (P/E); Tracking (M/A) and Traps/TL (M/A).
  Customization Notes
  • Caravans also employ Animal Handlers (p. 10) and Laborers (p. 64).
  Virtually anyone might find himself traveling with a caravan, but
  Merchants (p. 70) and Pilgrims (p. 88) are most common.
  – Kieran Turley
  GURPS China
  Lai Chang (25 points)
  Age 30; 5’3”, 120 lbs.; a wiry, weather-beaten man with a pony-
  tail on his shaved head, wearing travel-stained clothes.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Absolute Direction [5]; Alertness +1 [5]; Charisma
  +1 [5]; Temperature Tolerance 1 [1].
  Disadvantages: Alcoholism [-10]; Reputation -2 (“Bad Luck Lai”)
  [-10]. 
  Quirks: Dislikes being ordered around; Hates camels; Laughs for
  no reason; Prefers the outdoors; Thinks silk is for women [-5]. 
  Skills: Animal Handling-10 [2]; Area Knowledge (Silk Road)-13
  [4]; Area Knowledge (Western China)-12 [2]; Axe/Mace-11 [4];
  Naturalist-11 [4]; Riding (horse)-11 [4]; Survival (desert)-12 [4].
  Languages: Tang Chinese (native)-11 [0]. 
  Equipment: Horse; riding gear; hand axe.
  Chang was a renowned caravaneer until a run of bad luck five
  years ago when for two years straight bandits destroyed almost every
  caravan he lead, leaving only Chang to tell the tale. Rumors circulated
  that Chang was bad luck or in league with the brigands. Nobody want-
  ed to hire “Bad Luck Lai,” and Chang took to drowning his sorrows
  in wine. Lai could probably still be a great caravan leader if only given
  the opportunity.
  32
  Caravan Leader
  
  Cartographers produce
  maps based on observa-
  tion, calculation and the
  accounts 
  of
  others.
  Professionals 
  find
  employment under a wide
  range 
  of
  powerful
  patrons, since detailed
  maps help decide borders,
  taxation and other impor-
  tant matters. Others set
  up shop independently,
  supplying travelers and
  adventurers with maps of
  faraway places.
  Design Notes
  Attributes: Cartography is a cerebral profession, so we raise IQ to 11.
  Advantages: Cartographers may gain Reputation and Wealth from
  powerful Patrons. Mapmaking requires lettering and difficult mathemat-
  ical calculations (Literacy, Lightning Calculator). Vision and guesswork
  also play a part (Absolute Direction, Acute Vision).
  Disadvantages: Cartographers may be Jealous of others’ work or
  success. If maps are proven inaccurate, cartographers may be discredited
  (Reputation). Duties to local rulers are another possibility.
  Primary Skills: Cartography is, of course, required, but Surveying,
  Cyphering and Mathematics may also be needed.
  Secondary Skills: In addition to being useful tools, maps are often
  works of art (Artist, Calligraphy, Illumination). An understanding of the
  terrain the cartographer draws may emerge (Area Knowledge).
  Orienteering and Navigation allow the cartographer to take the field on
  occasion.
  Background Skills: Cartographers often encounter foreigners and
  so might learn foreign Languages. Many run shops selling maps
  (Merchant), and others create their own inks and paints (Dyeing).
  Cartographer [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: A total of 10 points chosen from: Absolute Direction
  [5]; Acute Vision [2/level]; Lightning Calculator [5]; Literacy or Semi-
  Literacy [10 or 5]; Manual Dexterity [3/level]; Mathematical Ability
  [10]; Patron [varies]; Reputation [varies] and Wealth [varies]. 
  Disadvantages: A total of -15 points chosen from: Duty [varies];
  Hidebound or Obdurate [-5 or -15]; Jealousy [-10]; Loner, Reclusive or
  Uncongenial [-5, -10 or -1] and Reputation [varies]. 
  @TEXT-CSTATS:<B>Primary Skills:<B> Cartography/TL (M/A)
  [4]-12 and a total of 7 points in any of: Cyphering (M/E); Mathematics
  (M/H) and Surveying/TL (M/A).
  Secondary Skills: A total of 5 points in any of: Area Knowledge
  (any) (M/E); Artist (M/H); Calligraphy (P/A); Illumination (P/A);
  Navigation/TL (M/H); Orienteering/TL (M/A) and further 
  Primary Skills.
  Background Skills: A total of 4 points in any of: Dyeing (M/A);
  Languages (varies) and Merchant (M/A).
  Customization Notes
  • Characters would do well to make use of the fact that Calligraphy and
  Illumination both default to Artist-2 since many ancient maps feature
  beautifully rendered lettering.
  • Because maps are often created based on second- or third-hand
  accounts and guesswork, truly competent cartographers should possess
  Literacy and skill at Cyphering to create accurate maps.
  • Surveyors are similar to cartographers, yet distinctive enough to war-
  rant their own template. See p. 00.
  – Kieran Turley
  Empire of Aksum, Ethiopia
  Abba Zagwe (25 points)
  Age 26; 5’8”, 138 lbs.; a slim North African with short
  brown hair, sun-burnt skin and a contemplative gaze, usually
  dressed in simple garb that protects him from the sun.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 11 [10]. 
  Basic Speed 5; Move 5. 
  Dodge 5.
  Advantages: Acute Vision +1 [2]; Literacy [10]; Status 1 [5]. 
  Disadvantages: Curious [-10]; Loner [-5]; Sense of Duty (the
  empire) [-10]. 
  Quirks: Always carries a spear although he cannot use it;
  Exercises every morning; Often draws in the dirt; Proud of his
  nation; Prefers to travel by foot [-5]. 
  Skills: Area Knowledge (Aksum Empire)-12 [2]; Artist-10
  [2]; 
  Cartography/TL2-12 
  [4]; 
  Cyphering-12 
  [2];
  Surveying/TL2-11 [2]; Navigation/TL2-10 [2].
  Languages: Ge’ez (native)-11 [0]; Amharic-12 [4]. 
  Equipment: Spear; drawing and mapmaking materials.
  Abba Zagwe is the cartographer to the Emperor of Aksum,
  Ezana. Zagwe’s duties involve mapping the borders of the
  expanding empire so that Ezana can properly divide and tax it.
  Nevertheless, Zagwe hates his job. He longs to travel the empire
  himself, as he can’t fight the urge to find out just what is out there
  firsthand. If it were not for his sense of obligation to his nation,
  Zagwe might have left to chase the setting sun years ago. For the
  time being, though, he eagerly awaits contact from surveyors and
  travelers whose tales he uses to create his maps.
  Cartographer
  33
  
  Charioteers drive light horse-drawn carriages. Because chariots are a
  safer and more stately way of exploiting horse power than early saddles,
  some charioteers serve royalty for war, hunting and ceremonial proces-
  sions. Other charioteers are athletes (see p. 18) in popular races – so
  popular that they give star status to charioteers and even spark riots.
  Design Notes
  Attributes: We need no special attributes.
  Advantages: Animal Empathy is useful. Some advantages help in
  risky situations (Alertness, Combat Reflexes, Collected). A racer might
  be rich and famous, and Peripheral Vision helps him keep an eye on his
  competition. The king or team owner may be a Patron.
  Disadvantages: A king’s charioteer may have various duties to his
  lord while a sportsman might be treated like a gladiator (Duty, Status,
  Social Stigma). Both might have other problems, including
  Impulsiveness, Overconfidence or Glory Hound. Staple bad-guy chario-
  teers have Bloodlust or Bully.
  Primary Skills:The charioteer needs Teamster (with a required spe-
  cialization) and its prerequisite, Animal Handling. 
  Secondary Skills: Riding, Tactics and Veterinary are helpful. Whip
  or another weapon skill is common. Performance is useful in the circus
  and Tracking on the hunt.
  Background Skills: A war charioteer will need other weapon skills
  and First-Aid, while a circus charioteer can use Area Knowledge,
  Brawling and Streetwise. They both might be able to repair 
  their chariots.
  Charioteer [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 25 points chosen from: Alertness [5/level];
  Animal Empathy [5]; Collected or Composed [5]; Combat Reflexes
  [15]; Daredevil [15]; Fearlessness [2/level]; Fit [5]; Luck [15]; Patron
  [varies]; Peripheral Vision [15]; Reputation [varies]; Toughness [10/25];
  and Wealth [varies].
  Disadvantages: A total of -20 points chosen from: Bloodlust [-10];
  Bully [-10]; Code of Honor [-5 to -15]; Duty [varies]; Impulsiveness [-
  10]; On the Edge [-15]; Overconfidence or Glory Hound [-10 or -15];
  Poverty [varies]; Sense of Duty [-5 to -20]; Social Stigma [-5 to -20];
  Status [-5/level]; Uneducated [-5] and Vow [varies].
  Primary Skills: Animal Handling (specialize, see p. B43) (M/H)
  IQ [1]-7/13 and Teamster (same specialization) (M/A) IQ+2 [6]-12.
  Secondary Skills: A total of 7 points in any of: Leatherworking
  (M/E); Performance (M/A); Riding (any) (P/A); Shortsword (P/A);
  Spear (P/A); Tactics (M/H); Tracking (M/A); Veterinary/TL (M/H)
  and Whip (P/A).
  Background Skills: A total of 6 points in any of: Area Knowledge
  (any) (M/E); Brawling (P/E); any Combat/Weapon Skill (varies);
  First-Aid/TL (M/E); Gambling (M/A); Knife (P/E); Mechanic (char-
  iots)/TL (M/A); Spear Throwing (P/E) and Streetwise (M/A).
  Customization Notes
  • Remember that a high Animal Handling skill gives good defaults for
  Riding and Veterinary.
  • Most charioteers have Teamster (horses), though early ones might have
  Teamster (donkeys) or (onagers). For more exotic team animals, see p.
  90-100 of GURPS Discworld Also.
  • For chariot maneuvers, see p. LT52 and LT75.
  – Michele Armellini
  GURPS Celtic Myth
  Olwen (25 points)
  Age 20; 5’7”, 132 lbs.; a red-haired, limber young man trying to
  grow a mustache; wearing checkered trousers and a cheap wristband.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 6*, Parry 6* (Knife), 9* (Brawling).
  * Includes +1 for Combat Reflexes.
  Advantages: Animal Empathy [5]; Combat Reflexes [15]; Patron
  (King Fediad, 6-) [5].
  Disadvantages: Code of Honor (Celtic) [-10]; Destiny (minor) [-
  5]; Duty (to King, 15-) [-15]; Stuttering [-10].
  Quirks: Excitable; Hates having to talk; Loves races; Restless;
  Thin skin [-5].
  Skills: Animal Handling-15* [4]; Brawling-12 [2]; Carousing-9
  [1]; 
  Knife-12 
  [2]; 
  Leatherworking-12 
  [2]; 
  Mechanic
  (chariots)/TL2-11 [2]; Spear-11 [2]; Tactics-10 [2]; Teamster (hors-
  es)-17* [6]; Whip-11 [2].
  *Includes +4 for Animal Empathy.
  Languages: Gaelic (native)-11 [0].
  Equipment: Knife, whip, leather scraps.
  Olwen is the young but gifted charioteer and kennel keeper of
  King Fediad. He likes his job; he’s more at ease with animals than
  with people, who often tease him for his stuttering (because of this,
  he is used to fights). Olwen, however, doesn’t know he’s fated to fail
  at some key turn of events. Maybe his speech problem will prevent
  him from uttering a critical warning . . . .
  Charioteer
  34
  
  Low-tech clock-making requires an unusual combination of talents.
  First, it calls for considerable practical skills; a clock is like-
  ly the most complex gadget in the clock-maker’s society.
  However, it is also bleeding-edge science, embodying physics
  and applied mathematics. However, many low-tech scholars
  disdain practical skills, and few craftsmen receive an aca-
  demic education. A scholar might find other people to
  work from his designs, but this template assumes that the
  clock-maker does at least some of the building himself.
  Clocks are often built for ritual purposes (plotting
  horoscopes, scheduling religious services), so the template
  includes optional features appropriate to a priest, monk 
  or astrologer.
  Design Notes
  Attributes: Good IQ is required. Good DX would be
  nice, but a craftsman can get by with Manual Dexterity.
  Advantages: Manual Dexterity is mandatory, as is
  Literacy. Clock-making may also bring prestige or a little wealth. Other
  options reflect ritual activities or technical aptitude.
  Disadvantages: These reflect either the mild eccentricity that might
  drive this choice of career, or that possible ritual/priestly background.
  Primary Skills: The basis for this job is some mixture of theory 
  and application.
  Secondary Skills: These are based on what the character has picked
  up along the way. In the absence of pre-existing clocks, astronomy pro-
  vides the best available source of chronometric information.
  Background Skills: These are things that a craftsman, scientist,
  priest, monk or astrologer might happen to have studied.
  Clock-maker [70 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 13
  [30]; HT 10 [0].
  Advantages:
  Literacy [10]; Manual
  Dexterity +2 [6] and a total of 15 points chosen
  from: Administrative Rank [5/level]; Clerical
  Investment [5/level]; Less Sleep [3/level];
  Lightning Calculator [5]; extra Manual Dexterity
  [3/level]; Mathematical Ability [10]; Patron
  [varies]; Single-Minded [5]; Status [5/level] 
  and Versatile [5].
  Disadvantages: A total of -15 points cho-
  sen from: Absent-Mindedness [-15]; Attentive [-1];
  Clueless [-10]; Curious or Staid [-5 to -15; or -1];
  Disciplines of Faith [varies]; Dreamer [-1]; Duty
  [varies]; Oblivious [-3]; Obsession [-5 to -15];
  Poverty [varies]; Shyness [-5 to -15]; Stubbornness
  [-5]; Unfit [-5] and Workaholic [-5].
  Primary Skills: Cyphering (M/E) IQ [1]-13 and either Engineer
  (clockwork)/TL (M/H) IQ+1 [6]-14 and Mechanic (clockwork)/TL
  (M/A) IQ [2]-13 or Engineer (clockwork)/TL (M/H) IQ-1 [2]-12
  and Mechanic (clockwork)/TL (M/A) IQ+2 [6]-15.
  Secondary Skills: Astrology (M/H) IQ-1 [2]-12; Mathematics
  (M/H) IQ-2 [1]-11 and Carpentry (M/E) IQ [1]-13.
  Background Skills: A total of 11 points in any of: Abacus (M/A);
  Appreciate Beauty (M/VH); Architecture/TL (M/A); Artist (M/H);
  Blacksmith/TL (M/A); Climbing (P/A); Engineer (other specializa-
  tions)/TL (M/H); Languages (varies); Masonry (P/E); Mechanic (other
  specializations)/TL 
  (M/A); 
  Metallurgy 
  (M/H)/TL;
  Performance/Ritual (any) (M/A); Philosophy (any) (M/H); Teaching
  (M/A); Theology (M/H);
  Woodworking (P/A) and fur-
  ther Primary or Secondary Skills.
  Cu s tomization
  Notes
  • True clocks are at the limits
  of TL3 technology; realisti-
  cally, this template should be
  unavailable at lower tech lev-
  els. In cinematic games,
  Gadgeteer 
  or 
  High
  Technology might be added.
  – Phil Masters
  Late Medieval Germany
  Brother Martin (85 points)
  Age 37; 5’7”, 150 lbs.; a stocky, one-eyed German
  monk.
  ST 13 [30]; DX 11 [10]; IQ 13 [30]; HT 10 [0].
  Basic Speed 5.25; Move 2.
  Dodge 2.
  Advantages: Literacy [10]; Manual Dexterity
  +2 [6]; Patron (Abbot, 12-) [20].
  Disadvantages: Disciplines of Faith (monasti-
  cism) [-10]; Duty (to Abbot, non-hazardous, 15-)
  [-10]; Lame (crippled leg) [-15]; One Eye [-15].
  Quirks: Dislikes remembering his military
  career; Has a stern conscience; Jokes about clocks
  to the novices [-3].
  Skills:
  Astrology/TL3-12 
  [2];
  Blacksmith/TL3-14 [4]; Brawling-11 [1];
  Carpentry-14 
  [2]; 
  Cyphering-14 
  [2];
  Engineer/TL3 (clockwork)-12 [2]; Gunner/TL3
  (cannon)-13 
  [2]; 
  Mathematics-11 
  [1];
  Mechanic/TL3 
  (clockwork)-15 
  [6];
  Mechanic/TL3 
  (wagons)-14 
  [4];
  Metallurgy/TL3-11 [1]; Polearm-10 [1]; Savoir-
  Faire (Military)-13 [1]; Theology-12 [2].
  Languages: German (native)-13 [0]; Latin-12 [1].
  Equipment: Small hammers, tongs, pry-bars, etc.
  Martin became a soldier to get away from
  farming and an artilleryman to get away from
  hand-to-hand combat. Then, the week after the
  army he was in sacked a church, Martin’s cannon
  blew up, leaving him maimed. He took that as a
  sign from God and joined a monastery. Now, he
  finds his quick mind called on by his abbot, who’s
  obsessed with these new-fangled clocks.
  Clock-maker
  35
  
  Turning raw materials into fabric involves many steps: spinners cre-
  ate yarn, weavers turn yarn into cloth (alternatively, felters boil and beat
  fibers together), fullers soak and beat cloth to thick-
  en it and remove grease, and embroiderers add fin-
  ishing touches. Dyers color fabric at various stages 
  of production.
  Design Notes
  Attributes: All are left at 10.
  Advantages:
  Ambidexterity and Manual
  Dexterity are invaluable to spinners and weavers, and
  High Pain Threshold protects against needles. Good
  workers gain Reputations. Clothmaking is arduous,
  so Less Sleep and Single-Minded are useful. Large
  groups often work together and grow close (Ally
  Group, Claim to Hospitality). Access to rare materi-
  als may make someone wealthy. Other advantages
  pertain to aged “spinstresses.”
  Disadvantages: Clothworkers are usually female
  with a Social Stigma. When merchants control the
  industry, clothworkers may suffer Poverty and low Status. Other disad-
  vantages fit the “spinstress” image or reflect the tedious, social and seden-
  tary aspects of the job. Dye vats are hot and may stain skin, and smelly
  chemicals may make Anosmia useful to dyers and fullers!
  Primary Skills: Several skills cover the stages of cloth production.
  Secondary Skills: Clothworkers might shear sheep (Animal
  Handling), grow fibrous plants (Agronomy), raise silkworms
  (Sericulture), run factories (Administration) or sell wares (Merchant).
  Background Skills: Some skills cover finishing touches or allied
  trades. Clothworkers pass the time gossiping (Carousing) or singing.
  Naturalist allows dyers to find pigments.
  Clothworker [10 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10
  [0]; HT 10 [0].
  Advantages: A total of 10 points chosen
  from: Ally Group [varies]; Ambidexterity [10];
  Claim to Hospitality [1 to 10]; Common Sense
  [10]; Fashion Sense [5]; High Pain Threshold [10];
  Less Sleep [3/level]; Pitiable [5]; Reputation
  [varies]; Sanctity [5]; Single-Minded [5];
  Temperature 
  Tolerance 
  [1/level] 
  and 
  Wealth [varies].
  Disadvantages: A total of -15 points cho-
  sen from: Age [-3/year]; Attentive [-1]; Bad Back
  [varies]; Chummy or Gregarious [-5 or -10];
  Dependents [varies]; Dull or Hidebound [-1 or -
  5]; No Sense of Smell/Taste [-5]; Nosy [-1];
  Obdurate [-10]; Poverty [varies]; Social Stigma
  [varies]; Unfit or Very Unfit [-5 or -15]; Unnatural
  Feature [-5] and Workaholic [-5].
  Primary Skills: A total of 8 points includ-
  ing <I>one<I> of Craft (Felting or Fulling) (M/E) IQ+2 [4]-12;
  Dyeing (M/A) IQ+2 [6]-12; Needlecraft (P/A) DX+2 [6]-12; Sewing
  (P/E) DX+2 [4]-12; Spinning (P/E) DX+2 [4]-12 or Weaving (P/E)
  DX+2 [4]-12 and the remainder spent on further Primary Skills.
  Secondary Skills: A total of 4 points in any of: Administration
  (M/A); Agronomy/TL (M/A); Animal Handling (M/H); Cyphering
  (M/E); Merchant (M/A); Professional Skill (Sericulture) (M/A) and
  further Primary Skills.
  Background Skills: A total of 3 points in any of: Appreciate Beauty
  (M/VH); Area Knowledge (M/E); Carousing (P/A; HT);
  Featherworking (M/A); Leatherworking (M/E); Naturalist (M/H);
  Picture-Writing (M/H); Professional Skill (Fashion Design or Milling)
  (M/A); Savoir-Faire (M/E)
  and Singing (P/E; HT).
  Customization
  Notes
  • Dyers may also gain some
  skill in Fishing, Naturalist,
  Beekeeping or Prospecting to
  help find dyeing ingredients.
  – Brian C. Smithson
  Sub-Saharan Africa
  Nigesa, wife of Wambua (5 points)
  Age 18; 5’8”, 140 lbs.; a striking Masai woman,
  tall and thin with closely cropped hair, dressed in
  bright red clothing.
  ST 8 [-15]; DX 10 [0]; IQ 10 [0]; HT 9 [-10].
  Basic Speed 4.75; Move 4.
  Dodge 4.
  Advantages: Acute Vision +4 [8]; Beautiful [15];
  Single-Minded [5].
  Disadvantages: Social Stigma (Valuable Property)
  [-10]; Unnatural Feature (red-stained hands) [-5].
  Quirks: Annoyed by children; Brags about the
  cloth she dyes; Prefers bloodless milk; Talks to her-
  self; Tries to hide her stained hands [-5].
  Skills: Animal Handling (cattle)-6/12 [1/2];
  Area Knowledge (tribal territory)-12 [4]; Carpentry
  (hutbuilding)-8/14 [1/2]; Cooking-9 [1/2];
  Dyeing (red dye)-8/14 [1]; Naturalist-7 [1/2];
  Needlecraft-12 [8]; Spinning-10 [1]; Survival
  (plains)-12 [6].
  Languages: Masai (native)-10 [0].
  Equipment: Cloth, beads, dyeing supplies.
  Nigesa has a fabulous eye for color, so her hus-
  band, Wambua, allows her to stay home most of the
  day to prepare clothing and body paint for the tribe.
  Wambua is gaining respect throughout the tribe, and
  Nigesa suspects he will soon take a second wife. She
  is subtly spreading rumors about his lack of sexual
  prowess in the hopes of keeping him to herself.
  Clothworker
  36
  
  Commanders lead soldiers and plan and coordinate operations.
  They are often the only ones capable of maintaining unity in ragtag
  bands of followers.
  Design Notes
  Attributes: Commanders generally excel in something.
  Advantages: Besides Military Rank, commanders often have other
  status. Ally soldiers and Patron superiors are possible. Bravery, charisma
  and the ability to gauge morale are useful. Other advantages represent a
  skilled planner or warrior.
  Disadvantages: Duty is necessary. Some disadvantages are side-
  effects of a stressful job, a warrior’s life or patriotism. Some command-
  ers are “by-the-book” – or plunderers.
  Primary Skills: Commanders lead men and administer operations.
  One of Strategy or Tactics is necessary.
  Secondary Skills: Commanders fight and train. Knowing terrain
  and getting there quickly are crucial. “Pep talks,” dealing with enemies or
  politicians, or supplementing Strategy and Tactics require other skills.
  Background Skills:These are learned campaigning or represent fur-
  ther specialties.
  Commande r
  [50 points]
  Attributes: ST 10
  [0]; DX 10 [0]; IQ 10
  [0]; HT 10 [0].
  Advantages: +1 to
  any 
  attribute 
  [10];
  Military Rank 3 [15]
  and a total of 15 points
  chosen from: +1 to any
  attribute 
  [10];
  Administrative 
  Rank
  [5/level]; Ally or Ally
  Group 
  [varies];
  Charisma 
  [5/level];
  Collected or Composed
  [5]; Combat Reflexes
  [15]; Common Sense
  [10]; Danger Sense [15];
  Daredevil [15]; Empathy
  or Sensitive [15 or 5];
  Fearlessness [2/level];
  Fit [5]; Imperturbable
  [10]; Intuition [15];
  Literacy 
  or 
  Semi-
  Literacy [10 or 5]; fur-
  ther 
  Military 
  Rank
  [5/level]; Patron [varies]; Reputation [varies]; Single-Minded [5]; Status
  [5/level]; Unfazeable [15]; Versatile [5] and Wealth [varies].  
  Disadvantages: Duty (to superior, 12-) [-10] and a total of -20
  points chosen from: Alcoholism [-15 or -20]; Bad Temper [-10];
  Bloodlust [-10]; Bully [-10]; Callous [-6]; Chummy or Gregarious [-5 or
  -10]; Code of Honor [-5 to -15]; Duty (increased frequency or
  Extremely Hazardous) [varies]; Edgy or Paranoia [-5 or -10]; Enemies
  [varies]; Fanaticism [-15]; Greed [-15]; Hidebound [-5]; Intolerance [-5
  or -10]; Obsession [-5 to -15]; Overconfidence or Glory Hound [-10 or
  -15]; any Physical Disadvantage [varies]; Proud, Selfish or Self-Centered
  [-1, -5 or -10]; Reputation [varies] and Sense of Duty [-5 to -20].
  Primary Skills: Administration (M/A) IQ+2 [6]-12; either
  Intimidation (M/A) ST+2 [6]-12 or Leadership (M/A) ST+2 [6]-12
  and either Strategy (M/H) IQ+2 [8]-12 orTactics (M/H) IQ+2 [8]-12.
  Secondary Skills: A total of 6 points in any Combat/Weapon Skill
  (varies) and a total of 8 points in any of: Area Knowledge (any) (M/E);
  Bard (M/A); Carousing (P/A; HT); further Combat/Weapon skills
  (varies); Cyphering (M/E); Fast-Talk (M/A); Diplomacy (M/H);
  Heraldry (M/A); Hiking (P/A; HT); Intelligence Analysis/TL
  (M/H); Navigation/TL (M/H); Orienteering/TL (M/A); Politics
  (M/A); Psychology (M/H); Riding (any) (P/A); Savoir-Faire (M/E);
  Savoir-Faire (Military) (M/E); Teaching
  (M/A); Weather Sense/TL (M/A) and
  further Primary Skills.
  Background Skills: A total of 6
  points in any of: Armoury/TL (M/A);
  Camouflage (M/E); Cooking
  (M/E); 
  Cryptanalysis/TL
  (M/H); 
  Cryptography/TL
  (M/H); Detect Lies (M/H); First
  Aid/TL (M/E); History (M/H);
  Interrogation 
  (M/A); 
  Languages
  (varies); Scrounging (M/E); Survival
  (any) (M/A) and Writing (M/A).
  Customization Notes
  • Lower-level commanders are generally
  Soldiers (p. 103) with Military Rank.
  • Commanders are often Bureaucrats
  (p. 30), Feudal Noblemen (p. 47),
  Politicians (p. 90) or Rulers (p. 96),
  as well. Naval commanders should be
  competent Sailors (p. 97).
  • Military Rank often grants free Status
  (see p. CI29).
  – Brian C. Smithson
  GURPS China
  Xin Zang (55 points)
  Age 29; 5’9”, 155 lbs.; a tanned Chinese man with
  a thin beard.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Charisma +1 [5]; Composed [5];
  Military Rank 3 [15].
  Disadvantages: Duty (to Sun Ce, 12-) [-
  10]; Overconfidence [-10]; Sense of Duty
  (to Suns) [-10].
  Quirks: Sarcastic [-1].
  Skills: Administration-12 [4]; Area
  Knowledge (Wu)-11 [1]; Brawling-13 [6]; Carousing-
  12 [1]; First Aid-11 [1]; Intimidation-12 [4];
  Leadership-12 [4]; Orienteering-10 [1]; Polearm-
  12 [8]; Riding (horse, stirrupless)-10 [2];
  Scrounging-11 [1]; Survival (plains)-11 [2]; 
  Tactics-12 [6].
  Languages:Wu Chinese (native)-11 [0].
  Equipment: Polearm, horse.
  Xin Zang joined a peasant rebellion for an excuse to plun-
  der. When Sun Ce defeated him, however, he accepted a com-
  mand under the warlord and traded his greed for a sense of duty.
  He now fights happily for the conquests of his lord.
  Commander
  37
  
  Wealthy men often keep concubines, women with whom they might
  have sex but to whom they aren’t necessarily married. Though primarily
  intended as a companion or sexual
  partner, a concubine is often (over-
  romanticized pictures of harems
  aside) a more-or-less productive
  member of the household; she
  cares for children, cooks, sews
  clothing, tends gardens and small
  animals and practices “womanly”
  arts. She might be young and pret-
  ty, but she is functionally equiva-
  lent to any full-fledged wife in a
  sexist society – only with much
  lower status.
  Large harems, particularly
  those belonging to important
  rulers, can breed fierce internal
  politics as senior concubines ruthlessly work to keep their prestige and
  the favor of their consort. However, with isolation and a daily routine of
  housework, harem inmates are often mostly motivated by boredom.
  Design Notes
  Attributes: Attributes are generally average, although a man might
  have a preference for a certain look (e.g., low HT and ST for small, wil-
  lowy women).  
  Advantages: Concubines likely have physical beauty or an indefin-
  able attractiveness. Their consort may be rather fond of them.  
  Disadvantages: Concubines are, at best, valuable property.  
  Primary Skills: Good concubines are alluring before all else.  
  Secondary Skills: They are also capable of performing a range of
  household tasks or providing entertainment.  
  Background Skills: Long-time harem inmates acquire skills in run-
  ning a household and holding their own position, or perhaps more spe-
  cialized skills.
  Concubine [10 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: Total of 15 points chosen from: Appearance [varies];
  Charisma [5/level]; Patron [varies]; Pitiable [5] and Sanctity [5].
  Disadvantages: Social Stigma (Valuable Property) [-10] and a total
  of -10 points chosen from: Bad Temper [-10]; Bully [-10]; Dependents
  [varies]; Gullibility [-10]; Intolerance [-5 or -10]; Jealousy [-10]; Phobia
  (mild squeamishness) [-10]; Proud, Selfish or Self-Centered [-1, -5 or -
  10]; Sense of Duty [varies]; Unfit [-5] and Youth [-2/level].
  Primary Skills: Sex Appeal (P/A; HT) HT+1 [4]-11 and
  Carousing (P/A) HT [2]-10.
  Secondary Skills: A total of 5 points in any of: Animal Handling
  (M/H); Childcare (M/E); Cooking (M/E); Dancing (P/A); Gardening
  (M/E); Musical Instrument (any) (M/H); Needlecraft (P/A); Savoir-
  Faire (M/E); Sewing (P/E); Singing (P/E; HT); Spinning (P/E) and
  Weaving (P/E).
  Background Skills: A total of 4
  points in any of: Administration
  (M/A); Bard (M/A); Erotic Art
  (P/H) and Politics (M/A).
  Customization Notes
  • In the popular Western image where
  a concubine is more eye-candy than
  a working member of the house-
  hold, she might have Extra Sleep [-
  3/level],  Laziness [-10] and possi-
  bly 
  the 
  Enthrallment 
  skill
  (M/VH) to keep her consort
  beguiled with stories all night.  
  • Male concubines are rare, but are not unheard-of. They use the 
  same template.  
  – Matt Riggsby
  GURPS Arabian Nights
  Mihrumah al-Jamila [0 points]
  Age 19; 4’10”, 90 lbs.; a petite Arab women with smooth skin
  and long, shiny hair, dressed in fine clothing with much jewelry.
  ST 9 [-10]; DX 11 [10]; IQ 10 [0]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Attractive [5]; Charisma +2 [10]
  Disadvantages: Shyness (mild) [-5]; Social Stigma (Valuable
  Property) [-10].
  Quirks: Bites her hair when nervous; Uses lots of spice 
  when cooking [-2].
  Skills: Carousing-10 [2]; Cooking-11 [2]; Gardening-11
  [2]; Needlecraft-11 [2]; Sex Appeal-11 [4].
  Languages: Persian (native)-10 [0].
  Equipment: Needles, pins and thread.
  Small, pretty and quiet, Mihrumah is the twelfth concubine
  and the newest addition to the harem of the emir of Shaktapur,
  part of a gift from the caliph in Baghdad. As such, she has been
  lost in the shuffle. The emir is elderly and usually busy with his
  current favorite, so he has little time for Mihrumah. The other
  women of the harem find her pleasant enough, but her reticence
  is making it hard for her to truly make friends. For her part,
  Mihrumah hopes that her service to the household will get her
  noticed, vastly underestimating her own personal charm.
  Concubine
  38
  
  Since dining is the
  high point of the day in
  many cultures, cooks are
  often highly skilled and
  sought-after professionals.
  A good cook on staff can
  win 
  prestige 
  for 
  his
  employer, since a profes-
  sionally prepared and pre-
  sented meal might seal
  deals and win friends.
  Bakers 
  are 
  specialized
  cooks, dealing primarily
  with bread-based products,
  pastries and pies. Where
  the cook forms the heart of
  an inn or private residence,
  the baker frequently works
  out of his own shop.
  Design Notes
  Attributes:
  Cooks
  need no increases. 
  Advantages:
  Cooks
  should have an idea of
  what is good to eat and a
  tolerance for alcohol (fre-
  quently used and consumed while cooking).
  Working in a hot kitchen requires stamina. A
  good cook never lacks for sponsors, and cooks
  can be quite famous in their own right. Guild
  membership may bring benefits for bakers.
  Disadvantages: Cooks can work into old age
  if they direct kitchen staff to do the harder jobs
  (though their notorious tempers can earn them
  bad Reputations from the help). Constant contact
  with food and alcohol can cause disadvantages
  related to them. Cooks have certain Duties con-
  cerning the kitchen, meals or guild regulations.
  Primary Skills: Cooking is the obvious choice.
  Secondary Skills: Cooks may organize the
  kitchen staff and stores, buy food or run a shop
  or inn. The presentation of the meal is often as
  important as the cooking itself. Cooks may be in
  charge of producing beverages as well as meals.
  Butcher and Milling are intrinsically linked with
  preparing meat and bread, respectively. Cooks
  should be able to make a good impression on guests and patrons.
  Background Skills: The kitchen can be a dangerous place, so cooks
  may know how to deal with injuries. Cooks may travel, and some may be
  deft with a knife.
  Cook [15 points]
  Attributes: ST 10 [0];
  DX 10 [0]; IQ 10 [0]; 
  HT 10 [0]. 
  Advantages: A total of
  15 points chosen from: Acute
  Taste/Smell 
  [2/level];
  Alcohol Tolerance [5]; Ally
  Group [varies]; Claim to
  Hospitality [1 to 10]; Extra
  Fatigue [3/level]; Patron
  [varies]; Reputation [varies]
  and 
  Temperature 
  Tolerance [2/level]. 
  Disadvantages: A total
  of -15 points chosen from:
  Age [-3/year]; Alcoholism [-
  10 or -15]; Alcohol-Related
  Quirks [-1]; Bad Temper [-
  10]; Bully [-10]; Code of
  Honor (professional ethics)
  [-5]; Duty (non-hazardous)
  [varies]; Fat or Overweight [-
  10/-20 or -5]; Gluttony [-5]
  and Lecherousness [-10]. 
  Primary 
  Skills:
  Cooking (M/E) [4]-12.
  Secondary Skills: A total of 6 points in
  any of: Administration (M/A); Artist (spe-
  cialized in food presentation; see p. B43)
  (M/H); Beverage-Making (M/E); Butcher
  (M/A); Cyphering (M/E); Distilling
  (M/A); 
  Merchant 
  (M/A); 
  Milling
  (M/A); Professional Skill (Server) (M/E);
  Savoir-Faire (M/E) and Savoir-Faire
  (Servant) (M/E. 
  Background Skills: A total of 5 points in
  any of: Area Knowledge (any) (M/E); First
  Aid/TL (M/E); Languages (varies); Knife
  (P/E) and Knife Throwing (P/E).
  Customization Notes
  • Bakers can save 3 1/2 points by taking
  Cooking 
  (Baking)-9/14 
  for 
  only 
  1/2 point.
  – Donal Fallon
  GURPS Imperial Rome
  Casius Marcus Lucius (25 points)
  Age 40; 5’7”, 200 lbs.; an obese Roman with short, greasy brown hair
  and a continual leer on his unshaven face, usually dressed in a stained tunic
  and apron.
  ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5.
  Advantages: Acute Taste/Smell +2 [4]; Alcohol Tolerance [5]; Reputation
  +3 (from Roman senators, as a gifted chef) [5]. 
  Disadvantages: Bad Temper [-10]; Lecherousness [-10]; Overweight [-5]. 
  Quirks: Dislikes the army; Misquotes Plato; Rubs his stomach when talk-
  ing to people; Spits in senators’ food; Tells stories of his time in Gaul [-5]. 
  Skills: Administration-12 [2]; Area Knowledge (Gaul)-13 [2]; Artist
  (food presentation)-11/16 [4]; Bartender-12 [2]; Cooking-15 [6]; Detect
  Lies-10 [1]; Knife-10 [1]; Merchant-12 [2]; Savoir-Faire-12 [1]. 
  Languages: Latin (native)-12 [0]. 
  Equipment: Knife.
  Casius was a soldier in Gaul when he discovered his knack for cooking
  and his food-loving commander ordered the inept soldier from the front lines.
  Once in Rome, Casius entered the service of his commander, now a senator,
  and earned a fine reputation in the city. Casius’ terrible temper and lecherous
  behavior towards the slaves are largely ignored due to his great talent.
  Cook
  39
  
  Not all paid “companions” are harlots; affluent societies give rise to
  more sophisticated professionals, too. Such women primarily offer enter-
  tainment and companionship in addition to (or instead of) sex. The
  ladies are often cultured and might be rich and influential, or
  they may simply be women with expensive tastes who can pass
  as ladies and entertain high-class guests. They often accept
  costly gifts from their “customers” rather than cash payments.
  Design Notes
  Attributes: High HT is useful, but not compulsory.
  Advantages: Appearance is a boon, but a courtesan
  may attract men through other assets. Courtesans aren’t
  loners and may achieve Wealth and Status. Acquiring a
  Patron is often a major goal. Resistance to diseases
  helps when one has many sexual partners.
  Disadvantages: Courtesans often have humble
  origins, and they may become courtesans due to
  Laziness or lack of self-esteem. Vices are common,
  and Dependents and Social Disease are job hazards. 
  Primary Skills: Courtesan is required; Sex
  Appeal lures customers. Savoir-Faire is needed in
  high society.
  Secondary Skills: Carousing, Fast-Talk and
  Make-Up are useful; Erotic Art covers special
  techniques.
  Background Skills: These add a touch of
  class. Others represent “woman’s work” done on the side.
  Courtesan [20 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 25 points chosen from: +1 or +2 to HT
  [10 or 20]; Ally [varies]; Appearance [varies]; Charisma [5/level];
  Contacts [varies]; Disease-Resistant or Immunity to Disease [5 or 10];
  Double-Jointed [5]; Empathy or Sensitive [15 or 5]; Fashion Sense [5];
  Favor [varies]; High Pain Threshold [10]; Musical Ability [1/level];
  Patron [varies]; Reputation [varies]; Status [5/level]; Voice [10] and
  Wealth [varies].
  Disadvantages: A total of -20 points chosen from: Alcoholism [-15
  or -20]; Chummy or Gregarious [-5 or -10]; Dependents [varies]; Duty
  (non-hazardous) [varies]; Gullibility [-5]; Jealousy [-10]; Laziness [-10];
  Lecherousness [-15]; Low Self-Image [-10]; Poverty [varies]; Reputation
  [varies]; Secret [varies]; Social Disease [-5]; further Social Stigma
  [varies]; Status [-5/level]; Sterile [-3] and Weak Will [-8/level].
  Primary Skills: A total of 10 points in any of: Acting (M/A);
  Courtesan (M/A); Savoir-Faire (M/E) and Sex-Appeal (M/A; HT).
  Secondary Skills: A total of 5 points in any of: Area Knowledge
  (any) (M/E); Carousing (P/A; HT); Erotic Art (P/H); Make-Up/TL
  (M/E); Fast-Talk (M/A) and further Primary Skills.
  Background Skills: A total of 5 points in any of: Appreciate Beauty
  (M/VH); Bard (M/A); Dancing (P/A); Fast-Talk (M/A); Gambling
  (M/A); Games (any) (M/E); Musical Instrument (M/H); Performance
  (M/A); Sewing (P/E); Singing (P/E; HT); Spinning (P/E) and
  Weaving (P/E).
  Customization Notes
  • Hetairai and geisha have access to additional advantages: Literacy
  or Semi-Literacy [10 or 5]; Manual Dexterity [3/level] and
  Musical Ability [1/level]. They may have skills from: Artist
  (M/A); Calligraphy (P/A); Flower Arranging (M/E);
  Literature (M/H); Origami (M/E); Performance (M/A);
  Philosophy (any) (M/H); Poetry (M/A) and Tea
  Ceremony (M/H). See p. GR68 and JA56-57 for more
  information. 
  • For a common street prostitute, see p. RO88-91.
  – Andrea Kotter
  GURPS Greece
  Phano (35 points)
  Age 24; 5’4”, 122 lbs.; a slender woman with black hair and
  eyes, wearing a gauze tunic.
  ST 9 [-10]; DX 10 [0]; IQ 12 [20]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Beautiful [15]; Charisma +2 [10]; Patron (Theophrastes,
  9-) [10]; Reputation +3 (refined hetaira, from aristocracy) [5].
  Disadvantages: Duty (to Theophrastes, non-hazardous, 12-) [-5];
  Obsession (gaining influence) [-10]; Reputation -2 (uppity, meddlesome
  slave, from average citizens) [-5]; Status -4 [-20]. 
  Quirks: Dainty; Devious; Loves poetry; Nosy; Oversleeps [-5].
  Skills: Acting-12 [2]; Area Knowledge (Athens)-12 [1]; Courtesan-
  12 [2]; Dancing-10 [2]; Fast-Talk-12 [2]; Make-Up/TL1-12 [1];
  Musical Instrument (flute)-11 [2]; Philosophy (Classical)-10 [1];
  Poetry-12 [2]; Savoir-Faire-12 [1]; Sex-Appeal-12 [4]; Singing-12 [2].
  Languages: Greek (native)-12 [0].
  Phano served as flute player and “companion” at banquets until the
  powerful Theophrastes noticed her. Now she entertains and impresses his
  guests with her beauty and intelligence; her sexual duties are now restrict-
  ed to Theophrastes and his best friend, Aristeides. Phano is ambitiously
  building a reputation with important people. Since Theophrastes isn’t
  easily manipulated, she’s trying to convince Aristeides to buy her. Then
  he’ll become her tool.
  Courtesan
  40
  
  Where there’s wealth and power, there’s inevitably hangers-on. Such
  courtiers may be nobility who don’t stand to inherit, poor nobles with no
  power or position, career functionaries, socialites, mistresses, wealthy
  merchants who can afford to hobnob with aristocrats or anybody who
  manages to engage the interest of the powerful. They act as a sort of
  “celebrity entourage,” providing support and companionship in return
  for reflected glory and access to powerful friends. They may deliver sen-
  sitive letters, back their patron up in a fight, make arrangements for par-
  ties or make sure rooms and carriages are ready by ordering the servants
  around. They do the work of flunkies, but they do it with grace and style.  
  Design Notes
  Attributes: Being quick on one’s feet or in one’s mind
  is a great advantage, but by no means mandatory.  
  Advantages: A courtier already has some position
  and may also have more status, wealth, friends or charm.  
  Disadvantages: A courtier can have any number of
  vices. Indeed, the point of getting wealth and power may be to
  indulge them freely.  
  Primary Skills:To be successful, a courtier must first
  and foremost be charming and agreeable.  
  Secondary Skills: A courtier must also be useful, if
  only as a sporting partner or casual entertainer. Male courtiers
  may have to serve as soldiers in times of war.  
  Background Skills:There are a number of other social
  skills a courtier can have to make his mark and advance himself.
  Courtier [20 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: +1 to DX or IQ [10]; Status 1 [5] and a total of
  10 points chosen from: Appearance [varies]; Charisma
  [5/level]; Contacts [varies]; Fashion Sense [5]; Patron [varies];
  further Status [5/level] and Wealth [varies].  
  Disadvantages: A total of -20 points chosen from: Compulsive
  Behavior [-5 to -15]; Duty [varies]; Greed [-15]; Intolerance [-5 to -15];
  Laziness [-10]; Lecherousness [-15]; Overconfidence [-10] and
  Reputation [varies].  
  Primary Skills: Carousing (P/A) HT+1 [4]-11.
  Secondary Skills: A total of
  6 points in any of: any
  Combat/Weapon Skill (varies); Fast Talk (M/A); Gambling (M/A);
  Musical Instrument (any) (M/H); Needlecraft (P/A); Sports (any)
  (P/A); Sewing (P/E) and Sex Appeal (M/A; HT). 
  Background Skills: A total of 5 points in any of: Acting (M/A);
  Appreciate Beauty (M/VH); Dancing (P/A); Politics (M/H) and
  Streetwise (M/A).
  Customization Notes
  • Because of Status, courtiers get Savior-Faire at IQ+2 for free.  
  • Since courtiers are the footsoldiers of court intrigue, they are less like-
  ly to acquire personal enemies than their patrons. However, if they are
  companions to someone with enemies, they may effectively have the
  same enemy, albeit at a lower frequency of appearance and corre-
  spondingly lower cost.
  • Courtiers differ from sycophants (p. 107) because they are actually
  friends of their lord while sycophants are merely toadies. The two may
  overlap to some degree. 
  – Matt Riggsby
  Medieval France
  Christian de Tournais (30 points)
  Age 25; 5’9”, 150 lbs.; a handsome man with a goatee, dressed in fine
  clothing.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Attractive [5]; Status +2 [10]. 
  Disadvantages: Compulsive Carousing [-5]; Lecherousness [-15]. 
  Quirks: Boasts about non-existent estates; Collects ribbons, locks of hair,
  and mementos of his “conquests;”Tries to suppress yawns in public [-3].
  Skills: Carousing-11 [4]; Fast-Talk-12 [4]; Fencing-11 [2];  Gambling-11
  [2]; Savoir-Faire-13* [0]; Sex Appeal-11 [4]; Streetwise-11 [2].
  *Free from Status.  
  Languages: Old French (native)-11 [0].
  Christian grew up in Paris, the son of a scandalously libertine mother and
  a profligate father. Since inheriting the withered remains of his father’s mort-
  gaged estates and the full measure of his mother’s appetites, he has made a liv-
  ing as a hanger-on to people more powerful than he. Currently, he’s a drinking
  companion of the Abbe Malraux, a powerful clergyman who regards his vows
  as a suggestion rather than a rule. Christian is always on hand to pour the wine,
  arrange introductions to pretty girls and shout at the servants. Someday, he
  hopes to persuade the Abbe to help him recover his family’s lost estates. He’s
  not a bad man, but he’s more than a little shallow.
  Courtier
  41
  
  Diplomats are rare in early times and might only be courtiers or mer-
  chants familiar with a foreign culture. The wartime diplomat’s job isn’t cov-
  eted; enemies occasionally signal rejection of terms by killing the emissaries!
  Design Notes
  Attributes: Diplomats must be intelligent, so we choose IQ 12.
  Advantages: As government representatives, diplomats have. Some
  advantages allow them to make good impressions. Some cultures may
  grant them Claim to Hospitality or Diplomatic Immunity. Literacy is
  handy for communicating home.
  Disadvantages:
  Deadly politics
  qualifies the diplomat for Duty. Some
  disadvantages represent personal drives or
  feelings 
  of
  cultural 
  superiority.
  Diplomats in foreign lands often have
  Social Stigma or bad Reputation.
  Primary Skills: Diplomats need
  Diplomacy, Savoir-Faire and the lan-
  guage of their host country.
  Secondary Skills: Social and com-
  munication skills are useful, administrative skills allow the running of an
  embassy, and business skills help in trade negotiations. Espionage skills
  might be crucial.
  Background Skills:These allow safe travel or represent former occupations.
  Diplomat [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 10 [0].
  Advantages: Status 1 [5] and 15 points chosen from: Administrative
  Rank [5/level]; Appearance [varies]; Charisma [5/level]; Claim to
  Hospitality [1 to 10]; Contacts [varies]; Danger Sense [15]; Diplomatic
  Immunity [10]; Empathy or Sensitive [15 or 5]; Favors [varies]; Intuition
  [15]; Language Talent [2/level]; Literacy or Semi-Literacy [10 or 5];
  Military Rank [5/level]; Patron [varies]; Reputation [varies]; Sanctity
  [5]; further Status [5/level]; Voice [10] and Wealth [varies].
  Disadvantages: Duty (employer, 6-) [-2 points] and -15 points cho-
  sen from: Code of Honor [-5 to -15]; increased Duty [varies];
  Fanaticism [-15]; Intolerance [-5 to -10]; Jealousy [-10]; Odious
  Personal Habits [-5 to -15]; Overconfidence [-10]; Pacifism [varies];
  Reputation [varies]; Sense of Duty [varies] and Social Stigma [varies].
  Primary Skills: Diplomacy (M/H) IQ [4]-12; Language (M/A)
  IQ [2]-12 and Savoir-Faire (M/E) IQ [1]-12.
  Secondary Skills: 9 points in any of: Accounting (M/H); Acting
  (M/A); Administration (M/A); Bard (M/A); Calligraphy (P/A);
  Carousing 
  (P/E; 
  HT); 
  Cryptanalysis/TL 
  (M/H);
  Cryptography/TL (M/H); Cryptology/TL (M/H); Cyphering
  (M/E); Detect Lies (M/H); Falconry (M/A); Fast-Talk (M/A);
  Heraldry (M/A); History (M/H); Intelligence Analysis/TL
  (M/H); Interrogation (M/A); further Languages (varies); Law
  (M/H); Leadership (M/A); Psychology (M/H); Sex Appeal
  (M/A; HT); Singing (P/E; HT) and Writing (M/A).
  Background Skills: 6 points in any of: Animal Handling
  (M/H); Area Knowledge (any) (M/E); any Combat/Weapon
  Skill (varies); Forgery/TL (M/H); Games (any) (M/E); Hiking (P/A;
  HT); Merchant (M/A); Packing (M/A); Politics (M/A); Riding (any)
  (P/A); Streetwise (M/A); Tactics (M/H); Teamster (any) (M/A) and
  Theology (M/H).
  Customization Notes
  • Ambassadors from powerful empires might function as viceroys with
  administrative, political and financial skills.
  – Thomas Barnes
  Medieval France
  Fulk de Chalones (40 points)
  Age 20; 5’8”, 160 lbs.; a clean-shaven Frenchman with shoul-
  der-length blonde hair and blue eyes, dressed in a sideways tabard
  that hides his missing arm.
  ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Charisma +1 [5]; Claim to Hospitality (heralds) [5];
  Diplomatic Immunity [20]; Language Talent +1 [2]; Literacy [10];
  Status 1 [5].
  Disadvantages: Broad-Minded [-1]; Code of Honor (herald’s) [-
  5]; Duty (employer, 6-) [-2]; Honesty [-10]; Odious Personal Habit
  (stickler for protocol) [-5]; One Arm [-15].
  Quirks:
  Describes designs in heraldic terms; Dislikes
  Englishmen; Enjoys fish, especially eel; Fashion-conscious; Swears by
  St. Germain [-5].
  Skills: Area Knowledge (France)-12 [1]; Artist-10 [1]; Bard-12
  [2]; Broadsword [1/2]-8; Calligraphy-10 [1 1/2]; Cyphering-12
  [1]; Diplomacy-12 [4]; Fast Talk-11 [1]; Heraldry-12 [2]; History
  (French nobility)-9/14 [1]; Riding (Horse)-9 [1]; Savoir Faire-14
  [0]; Tactics-10 [1]; Tournament Law (jousts)-12 [1].
  Languages: Old High French (native)-13* [0]; Medieval Latin-
  12* [1]; Middle English-12* [1]; Old High German-12* [1]
  * Includes +1 for Language Talent.
  Equipment: Horse, painting and writing equipment.
  Fulk couldn’t become a knight because he was born with one
  arm, nor a priest as he’s the only son. He impressed the Count of
  Anjou who took him into his service as a pursuivant. He’s since been
  entrusted with messages between the warring armies of England and
  France. He’s still unsure of his skills, so he’s careful to do things “by
  the book.”
  42
  Diplomat
  
  Diving is dangerous but
  rewarding, as it affords access to
  the treasures of the sea – seafood,
  sponges, shells, pearls and more.
  Nevertheless, many divers work
  only part-time, since waters are
  often too cold or barren during
  most of the year.
  Design Notes
  Attributes: Holding one’s
  breath (p. B91) is governed by
  HT, so we raise this to 12.
  Advantages: Peripheral Vision helps eyesight while using an awk-
  ward reed snorkel. Other advantages help the diver find his way, stay
  under longer, avoid problems and remain calm in dangerous situations.
  Disadvantages: Solitary work can cause social abilities to suffer.
  Constant exposure to saltwater can lower
  Appearance, and water pressure can dam-
  age hearing.
  Primary Skills: Divers know their
  territory and how to move about under-
  water. Breath-Holding is mandatory.
  Secondary Skills: Divers gain famil-
  iarity with ocean life (Naturalist, Fishing)
  and sell their booty (Merchant). Team
  members communicate through Gesture.
  Background Skills: Some divers go
  out to sea before submerging (Boating).
  They must make and maintain their
  equipment and tend to injuries, and they
  may learn to use their tools as weapons.
  Diver [35 points]
  Attributes: ST 10 [0]; DX 10 [0];
  IQ 10 [0]; HT 12 [20].
  Advantages: A total of 15 points
  chosen from: +1 to any Attribute [10];
  Absolute Direction [5]; Acute Vision
  [2/level]; Breath-Holding [2/level];
  Collected or Composed [5]; Common
  Sense [10]; Extra Fatigue [3/level]; Fit
  or Very Fit [5 or 15]; Peripheral Vision
  [15]; Single-Minded [5]; Strong Will
  [4/level]; 
  Temperature 
  Tolerance
  [1/level] and Wealth [varies].
  Disadvantages: A total of -20
  points chosen from: Appearance [varies];
  Attentive [-1]; Careful [-1]; Gullibility [-
  10]; Hard of Hearing [-10]; Loner or
  Uncongenial [-5 or -1]; Oblivious [-3];
  Odious Personal Habits [-5 to -15];
  Shyness [-5 to -15]; Stubbornness [-5]
  and Uneducated [-5].
  Primary Skills: Area Knowledge
  (underwater coasts) (M/E) IQ+2 [4]-
  12; Breath Control (M/VH) IQ [4]-10;
  Survival (Ocean) (M/A) IQ [2]-10 and
  Swimming (P/E) DX+2 [4]-12.
  Secondary Skills: A total of 3
  points in any of: Fishing (M/E); Gesture
  (M/E); 
  Merchant 
  (M/A) 
  and 
  Naturalist (M/H).
  Background Skills: A total of 3
  points in any of: Armoury/TL (M/A); Boating (P/A); Cooking
  (M/E); First Aid/TL (M/E); Knife (P/E); Net (P/H); Netmaking
  (P/E); Scrounging (M/E); Sewing (P/E); Spear (P/A); Spinning
  (P/E); Sports (Diving) (P/A) and  Weaving (special).
  Customization
  Notes
  • The Diver is in many ways
  the underwater equivalent
  of the Gatherer (p. 51); see
  that template for further
  ideas.
  • Divers are often used in
  military capacities; com-
  bine this template with one
  from GURPS Warriors for
  such a character.
  • Breath-Holding is extremely
  useful, and players should
  seriously consider taking 
  as many levels as the 
  GM allows.
  • There is some evidence
  that experimental diving
  equipment was developed
  in late TL3. At the GM’s
  option, Hard-Hat Diving
  may substitute for Breath-
  Holding in this era.
  – Brian C. Smithson
  GURPS Japan
  Kiyotomo no Shirihama (10 points)
  Age 27; 5’1”, 102 lbs.; a lean Japanese woman, tanned and
  weathered, with long, black hair tied under a kerchief.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 12 [20].
  Basic Speed 5.5; Move 5.
  Dodge 5.
  Advantages: Breath-Holding 2 [4]; Composed [5]; Fit [5];
  Temperature Tolerance 1 [1].
  Disadvantages: Dependent (daughter, loved one, 6-) [-16];
  Illiteracy [-5]; Loner [-5]; Odious Personal Habit (coarse man-
  ners) [-5]; Social Stigma (Valuable Property) [-10]; Status -1 [-
  5]; Stubbornness [-5]; Unattractive [-5].
  Quirks: Henpecks her husband; Likes cold water; Loves the
  sea; Not superstitious; Proud to be an ama [-5].
  Skills: Agronomy/TL3-10 [1]; Area Knowledge (underwa-
  ter Shirahama coasts)-12 [2]; Breath Control-12 [12]; Cooking-
  11 [1]; Fishing-11 [1]; Merchant-10 [1]; Netmaking-10 [1];
  Scrounging-11 [1]; Survival (Ocean)-11 [2]; Swimming-12 [4].
  Languages: Japanese (native)-11 [0].
  Equipment: Net, knife.
  Kiyotomo is an ama, a female diver of Japan. During much
  of the year, Kiyotomo watches her daughter and helps tend the
  farm, but in diving season, she joins the ama in free-diving for
  seafood, shells and pearls. Kiyotomo loves the freedom of the vast,
  frigid sea, and she is extremely proud of her underwater prowess.
  Her husband worries that she is not quite feminine enough . . .
  just not when she is around.
  43
  Diver
  
  Diviners foretell the future or
  interpret the gods’ will. They take
  many forms, from oracles to wise
  women to priests, but if real divina-
  tion is impossible, their rituals are
  empty and they are either charlatans
  exploiting gullibility and supersti-
  tion or deluded mystics victimized
  by their own misperceptions.
  Design Notes
  Attributes: Diviners must be astute, so we raise IQ to 11.
  Advantages: Diviners may be clerics (Clerical Investment, Status,
  Legal Immunity, Patron). Charisma, Empathy, Luck and Sensitive help
  impress others and gain good “readings.” Reputation is possible.
  Disadvantages:True believers have Delusions or Split Personality and
  may see visions as a result of drug addiction, Flashbacks, Nightmares or
  Voices. Fakes may have Compulsive Lying, Enemy, Greed, Laziness, Selfish
  or Trickster. Clerics have disadvantages common among the religious.
  Primary Skills: Performance/Ritual covers the motions. Charlatans
  have Acting and Fast-Talk; others have Bard and Theology.
  Secondary Skills: Various divination methods require additional
  skills. Bard, Poetry and Writing help deliver impressive prophecies.
  Background Skills: Area Knowledge and Psychology are use-
  ful. Fortune Telling, Hidden Lore, Occultism and Savoir-Faire
  complete the character. A real show-off might have other skills.
  Diviner [30 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Advantages: A total of 20 points chosen from: Charisma
  [5/level]; Clerical Investment [5/level]; Danger Sense [15];
  Empathy or Sensitive [15 or 5]; Intuition [15]; Legal Immunity [5
  to 20]; Literacy or Semi-Literacy [10 or 5]; Luck [15]; Patron
  [varies]; Pious [5]; Reputation [varies]; Sanctity [5]; Status [5/level] 
  and Voice [10].
  Disadvantages: A total of -20 points chosen from: Addiction
  [varies]; Compulsive Lying [-15]; Delusion [varies]; Disciplines of Faith
  [varies]; Duty [varies]; Enemy [varies]; Extravagance [-10]; Fanaticism [-
  15]; Flashbacks [-5 to -20]; Greed [-15]; Laziness [-10]; Nightmares [-
  5]; Obsession [-5 to -15]; Reputation [varies]; Secret [varies]; Selfish [-
  5]; Split Personality [-10 or -15]; Trickster [-15]; Voices [-5 to -15] and
  Vow [-5 to -15].
  Primary Skills: Performance/Ritual (any) (M/A) IQ+1 [4]-12
  and a total of 6 points in any of: Acting (M/A); Bard (M/A); Fast-Talk
  (M/A) and Theology (M/H).
  Secondary Skills: A total of 5 points in any of: Astrology (M/H);
  Bard (M/A); Dancing (P/A); Literature
  (M/H); 
  Oral 
  Literature 
  (M/H);
  Metallurgy/TL (M/H); Poetry (M/A); Rune-
  Lore (M/VH); Singing (P/E; HT); Writing
  (M/A); 
  Zoology 
  (M/H) 
  and 
  further 
  Primary Skills.
  Background Skills: A total of 5 points in
  any of: Area Knowledge (any) (M/E); Fast-Talk
  (M/A); Fortune Telling (M/A); Hidden Lore
  (any) (M/A); Occultism (M/A); Philosophy
  (any) (M/H); Mimicry (human speech) (P/H);
  Psychology (M/H); Savoir-Faire (M/E); Snake
  Charming (M/A) and Ventriloquism (M/H).
  Customization Notes 
  • Mythical oracles and prophets are Blessed and
  often have Pious, Reputation and Sanctity – but
  their gift may cause Blindness, Destiny, Duty,
  Enemy, Jinxed, Obsession, Unluckiness, Cursed
  or Vow. Other supernatural diviners might have
  the Divination spell (p. M55) or Precognition
  (p. B174). Also see the Seer template 
  (p. WI104).
  – Michele Armellini
  GURPS Imperial Rome
  Sibylla Antiqua (5 points)
  Age 53; 5’1”, 105 lbs.; a small, old woman in rags with deep black eyes and white hair.
  ST 8 [-15]; DX 10 [0]; IQ 11 [10]; HT 9 [-10].
  Basic Speed 4.75; Move 4.
  Dodge 4.
  Advantages: Charisma +2 [10]; Danger Sense [15]; Luck [30]; Reputation +1 (pow-
  erful prophetess) [5]; Sensitive [5].
  Disadvantages: Age (53) [-9]; Delusion (she speaks for the god) [-5]; Disciplines of
  Faith (Asceticism) [-15]; Extravagance [-10]; Social Stigma (Second-Class Citizen) [-5];
  Vow (never lie about visions) [-5].
  Quirks: Preaches the benefits of monasticism; Never hurried; Touches people before
  talking to them; Tries to be unpredictable; Unassuming [-5].
  Skills: Acting-13 [6]; Area Knowledge (Faesulae)-11 [1]; First-Aid/TL2-11 [1];
  Fortune Telling-12 [4]; Herbalist/TL2-10 [2]; Naturalist-10 [2]; Performance/Ritual
  (soothsaying)-12 [2]; Poetry-12 [4]; Singing-10 [2].
  Languages: Latin (native)-11 [0].
  Equipment: Bones, herbs.
  Sybilla the hag lives in a cave near Faesulae where she tells fortunes. She believes her
  self-induced “visions” are messages from “the god” (she never says which god), but thanks
  to a combination of extraordinary perceptions, sheer luck, convincing rituals and common
  superstition, her clients are almost always satisfied. On rare occasions, her danger sense
  worked as a warning for others, too, contributing to her fame.
  44
  Diviner
  
  Household servants perform simple but unglamorous tasks their
  masters deem too tedious or objectionable: sweeping, laundry, emptying
  chamber pots, setting tables, making beds, dressing the family,
  etc. They enjoy little job security; some might
  travel with their masters, but many are sim-
  ply dismissed until the lord returns home.
  Wealthy families often employ dozens
  of servants, but even the most elab-
  orate manors cram them into
  small (often communal) quarters.
  The job isn’t coveted and offers
  little leisure time, but it is often
  the only choice for those seeking
  to escape a peasant’s life.
  Design Notes
  Attributes: Servants need no attributes over 10.
  Advantages: Servants might bond with one another (Ally) or with
  their master (Patron). They rise early and retire late (Less Sleep).
  Sensitive helps give that personal touch, and Sanctity reflects the servants’
  “invisibility.” Other advantages represent the popular, stiff-lipped image
  of the servant.
  Disadvantages: Domestics are on call most of the time (Duty). They
  aren’t rich or influential
  (Struggling, Status). Other
  disadvantages represent a
  naïve peasant upbringing
  (Gullibility, 
  Ignorance,
  Uneducated), a willingness
  to serve (Humble, Sense of
  Duty) or a lack of physical
  activity 
  (Fat, 
  Unfit).
  Servants are often slaves
  (Social Stigma).
  Primary 
  Skills:
  Servants must know how 
  to serve.
  Secondary 
  Skills:
  Specialized servants likely
  do most of the cooking and
  animal tending, but a
  domestic might be asked to
  help. They are often entrust-
  ed with the household
  shopping 
  (Cyphering,
  Merchant) or gardening.
  Savoir-Faire is useful when
  most everyone is your better.
  Background 
  Skills:
  Servants are often women
  who may sew for their mas-
  ter or prostitute on the side. Domestics might travel about town or
  abroad (Area Knowledge), and they might help in the fields (Agronomy).
  Senior servants might run their masters’ affairs (Administration).
  Carousing reflects the servants’ most popular pastime.
  Domestic Servant [-15 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10
  [0]; HT 10 [0].
  Advantages: A total of 10 points chosen
  from: Ally [varies]; Common Sense [10];
  Composed [5]; Less Sleep [3/level]; Patron
  [varies]; Sanctity [5]; Sensitive [5] and
  Unfazeable [15]. 
  Disadvantages: Duty (to master, non-haz-
  ardous, 12-) [-5]; Status -1 [-5]; Struggling [-
  10] and a total of -15 points chosen from:
  Age [-3/year]; Chummy or Gregarious [-5 or -10]; Dependent [varies];
  Dull or Hidebound [-1 or -5]; higher frequency of Duty [varies]; Fat or
  Overweight [varies or -5]; Gullibility [-10]; Humble [-1]; Ignorance [-
  5/skill]; Low Self-Image [-10]; Odious Personal Habits [-5 to -15]; fur-
  ther Poverty [varies]; Sense of Duty [varies]; Shyness [-5 to -15]; Social
  Stigma [varies]; further Status [-5/level]; Uneducated [-5]; Unfit [-5]
  and Youth [-2/year]. 
  Primary Skills:
  Savoir-Faire
  (Servant) (M/E) IQ+2 [4]-12.
  Secondary Skills: A total of 3
  points in any of: Animal Handling
  (M/H); 
  Beverage-Making 
  (M/E);
  Cooking (M/E); Cyphering (M/E);
  Gardening (M/E); Merchant (M/A);
  Professional Skill (Server) (M/E) and
  Savoir-Faire (M/E). 
  Background Skills: A total of 3
  points in any of: Administration (M/A);
  Agronomy/TL (M/A); Area Knowledge
  (any) (M/E); Carousing (P/A; HT);
  Sewing (P/E); Sex Appeal (M/A; HT);
  Spinning (P/E) and Weaving (P/E).
  Customization Notes
  • This template is perfectly suited for the
  stay-at-home wife of a wealthy merchant
  or noble, as well. Housewives swap nega-
  tive for positive Status and suffer no
  Poverty or Duty.
  – Brian C. Smithson
  Inca
  Samyukta (-5 points)
  Age 16; 5’2”, 95 lbs.; a pretty Inca girl wearing a simple
  tunic.
  ST 8 [15]; DX 10 [0]; IQ 12 [20]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Attractive [5]; Empathy [15].
  Disadvantages: Duty (to Zopahua, non-hazardous, 12-) [-5];
  Gullibility [-10]; Humble [-1]; Social Stigma (Second-Class
  Citizen) [-5]; Status -3 [-15].
  Quirks: Secretly hates Zopahua [-1].
  Skills: Animal Handling-10 [1]; Beverage-Making-12 [1];
  Cooking-12 [1]; Savoir-Faire (Servant)-12 [1]; Sewing-10 [1];
  Spinning-10 [1]; Weaving-12 [1].
  Languages:Inca (native)-12 [0].
  Samyukta hated Zopahua from the day he bought her. The
  merchant ostensibly purchased her to cook and tend house, but
  she knows it’s only a matter of time until he forces her to per-
  form less agreeable “duties.” So far, Zopahua’s only preyed on her
  gullibility to get her into embarrassing situations, but Samyukta’s
  hidden a knife under her mattress, just in case.
  45
  Domestic Servant
  
  Low-tech explorers journey across unknown terrain to seek out new
  resources or territories, to increase the glory of their patrons, or, most
  often, for sheer personal gain. Foreign cultures are often little more than
  obstacles, and most can only be seen as completely alien.
  Design Notes
  Attributes: Explorers come from all
  walks of life, so we leave all stats at 10.
  Advantages: Explorers need the
  means to undertake the expense of
  exploration (Status, Wealth, Patron).
  Maps usually require Literacy. Sharp
  wits, caution, friends, physical fitness, an
  uncanny sense of direction or an under-
  standing of alien cultures also contribute
  to success.
  Disadvantages: Explorers often
  have strong beliefs and abrasive personal-
  ities. Various motivators drive them to
  leave home, but Greed is perhaps the most common.
  Primary Skills: Explorers must find their way. Other skills cover the
  actual traveling.
  Secondary Skills: Climbing and Swimming help the independent
  traveler pass difficult terrain. First Aid, Tracking and Traps help keep the
  explorer alive. Expedition heads have Leadership.
  Background Skills: Long
  journeys allow some facility with
  Naturalist, Animal Handling and
  Packing. 
  Academic 
  sidelines
  include Astronomy, Research and
  Diplomacy. Savoir-Faire is useful
  to avoid offending foreign sensi-
  bilities and Fast-Talk for when
  they 
  already 
  have 
  been.
  Experienced 
  explorers 
  know
  Languages and Area Knowledge.
  Explorer [25 points]
  Attributes: ST 10 [0]; DX
  10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 20
  points chosen from: +1 or +2 to
  any Attribute [10 or 20];
  Absolute Direction [5]; Acute
  Senses 
  [2/level]; 
  Alertness
  [5/level]; Ally or Ally Group
  [varies]; Charisma [5/level];
  Claim to Hospitality [1 to 10];
  Common Sense [10]; Contacts
  [varies]; Danger Sense [15]; Disease-Resistant or Immunity to Disease [5
  or 10]; Fit or Very Fit [5 or 15]; Literacy or Semi-Literacy [10 or 5];
  Patron [varies]; Single-Minded [5]; Status [5/level]; Wealth [varies];
  Language Talent [2/level] and Temperature Tolerance [1/level];.
  Disadvantages: A total of -20 points cho-
  sen from: Curious [-5 to -15]; Fanaticism [-
  15]; Greed [-15]; Gullibility [-10];
  Intolerance [-5 or -10]; Obsessions [-5 to -
  15]; Overconfidence or Glory Hound [-10
  or -15]; Proud, Selfish or Self-Centered [-1,
  -5 or -10]; Sense of Duty [-5 to -15];
  Stubbornness [-5] and Workaholic [-5].
  Primary Skills: Either Navigation/TL
  (M/H) [8]-12 or Orienteering/TL (M/A)
  [8]-13; Survival (any) (M/A) [4]-11 and a
  total of 2 points in one of: Boating (P/A);
  Hiking (P/A; HT); Riding (any) (P/A);
  Seamanship/TL (M/E) and Teamster
  (any)* (M/A).
  Secondary Skills: A total of 6 points in
  any of: Climbing (P/A); First Aid/TL
  (M/E); Fishing (M/E); Leadership (M/A; ST); Swimming (P/E);
  Tracking (M/A); Traps/TL (M/A) and further Primary Skills.
  Background Skills: A total of 5 points in any of: Animal Handling
  (M/H); Area Knowledge (any) (M/E); Astronomy/TL (M/H);
  Cartography/TL (M/A); Diplomacy (M/H); Fast-Talk (M/E);
  Languages (varies); Naturalist (M/H); Packing (M/A); Research (M/A)
  and Savoir-Faire (M/E). 
  *Requires 
  Animal
  Handling.
  Customization
  Notes
  • Seagoing 
  explorers
  should probably meet
  the requirements of the
  Sailor template (p. 97),
  as well.
  • Depending on their
  goals, explorers may
  need further skills (e.g.,
  Merchant for a trader,
  Prospecting for a specu-
  lator or Theology for a
  missionary).
  – Donal Fallon
  Mongolia
  Huang (23 points)
  Age 21; 5’9”; 152 lbs.; a lean, weather-beaten Mongol warrior, obvi-
  ously more used to the saddle than the ground.
  ST 10 [0]; DX 11 [10]; IQ 10 [0]; HT 10 [0]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Absolute Direction [5]; Alertness +2 [10]; Fit [5]. 
  Disadvantages:
  Bowlegged [-1]; Curious [-10]; Loner [-5];
  Overconfidence [-10]; Proud [-1]. 
  Quirks: Calls all his horses “Firelight”; Carries a “lucky” waterskin;
  Dislikes cities; Suspicious of Christians; Won’t buy foreign maps [-5]. 
  Skills: Animal Handling-9 [2]; Bow-12 [8]; Broadsword-10 [1];
  Climbing-10 
  [2]; 
  First 
  Aid/TL2-11 
  [2]; 
  Naturalist-9 
  [2];
  Orienteering/TL2-12 [4]; Riding (horse)-12 [4]; Survival (steppe)-10 [2]. 
  Languages: Mongol (native)-10 [0].
  Equipment: Horse; bow; scimitar; “lucky” waterskin.
  Huang has proven his valor several times in battle with his bow, but his
  talent really shines as a long-range scout. He happily roams the steppes of
  Central Asia, reporting home only rarely.
  Explorer
  46
  
  Rulers who lack bureaucratic machinery to administer an entire
  kingdom often transfer some authority to feudal noblemen, typically in
  return for tax revenues and military service. In turn, these noblemen may
  delegate power to lesser noblemen, and so on. The nobleman becomes a
  government in miniature.
  Feudal lords emphasize their martial functions, but they are admin-
  istrators and judges, too, assessing taxes and hearing court cases. As the
  owners of vast farmlands, they are ultimately important farmers whose
  decisions strongly influence how peasants till their own fields. Balancing
  their martial, agricultural and judicial duties is not an easy task.
  Design Notes
  Attributes: Noblemen enjoy adequate food and exercise which leave
  them in good physical condition.  
  Advantages: Noblemen have status and (usually) money.  
  Disadvantages: However, they may be coarse or arrogant (feudal
  armies are notoriously hard to control on the battlefield) despite their
  obligations. Duty is required.
  Primary Skills:Their most important skills are those of the battlefield.  
  Secondary Skills: However, some real-
  ize they must provide leadership and direc-
  tion, too.  
  Background Skills: Noblemen also
  have time to develop skills in their favorite
  amusements.
  Feudal Nobleman [25
  points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ
  10 [0]; HT 10 [0]. 
  Advantages: +1 ST or +1 HT [10];
  Status +2 [10] and a total of 10 points cho-
  sen from: Ally Group [varies]; Charisma
  [5/level]; Heir [5]; Literacy or Semi-
  Literacy [10 or 5]; Patron [varies];
  Reputation [varies]; further Status [5/level]
  and Wealth [varies].  
  Disadvantages: Duty (to lord, 9-) [-5]
  and a total of -20 points in any of
  Compulsive Behavior (particularly carousing
  or gambling) [varies]; Bad Temper [-10];
  Bully [-10]; Code of Honor [-5 to -15];
  Impulsiveness [-10]; Overconfidence [-10];
  Selfish or Self-Centered [-5 or -10] and
  Sense of Duty [-5 to -20].  
  Primary Skills: Riding (horse) (P/A)
  DX+1 
  [4]-11 
  and 
  6 
  points 
  in
  Combat/Weapon Skills (varies).  
  Secondary Skills: A total of 6 points in any of: Administration
  (M/A); Agronomy/TL (M/A); Law (M/H); Leadership (M/A);
  Strategy (M/H) and Tactics (M/H).
  Background Skills: A total of 4 points in any of: Carousing (P/A;
  HT); Falconry (M/A); Gambling (M/A); Heraldry (M/A) 
  and Tracking (M/A)
  Customization Notes
  • Given their rambunctious hobbies and dangerous occupation, an older
  or somewhat unlucky feudal nobleman may have disadvantages result-
  ing from physical injury, such as One Eye, Lame and missing or per-
  manently disabled limbs.  
  • In some cases, a nobleman could avoid a Duty to his lord by paying
  tribute or sending someone to fight in his stead.  
  • As feudal systems break down, feudal lords may turn their physical
  resources to trade, coming to resemble merchants (p. 70), or leave the
  countryside for the big cities, coming to resemble politicians (p. 90) or
  courtiers (p. 41).  
  – Matt Riggsby
  GURPS Middle Ages 1
  Roger of Coverly (45 points)
  Age 32; 5’11”; 165 lbs.; a tall, lean man with a narrow face, a
  number of scars, and hair going gray prematurely.  
  ST 11 [10]; DX 11 [10]; IQ 10 [0]; HT 11 [10]. 
  Basic Speed 5.5; Move 5. 
  Dodge 5. 
  Advantages: Comfortable [10]; Status 2 [10].
  Disadvantages: Bad Temper [-10]; Duty (to liege lord, 9-)
  [-5]; Impulsiveness [-10].
  Quirks: Avid hunter; Keeps his sword polished; Smashes
  his mug after a particularly good ale [-3].
  Skills:
  Agronomy/TL3-10 [2]; Brawling-12 [2];
  Broadsword-12 [4]; Law-9 [1]; Leadership-10 [2]; Riding
  (horse)-12 [4]; Shield-12 [2]; Tactics-9 [2]; Tracking-11 [4].
  Languages: Middle English (native)-11 [0]. 
  Equipment: Mail suit, broadsword, large shield, trusty warhorse.
  Roger is largely typical of his class: bluff, blustery and
  always ready for a fight. He’s vaguely aware that he should be
  taking care of his small holdings (a village and some fields in the
  English Midlands), but he’s easily frustrated and really only has
  patience for two things: fighting and hunting. He’s the veteran of
  several small battles and has been able to develop his tendency to
  shout angrily into something resembling a leadership style. Every
  week, he mediates disputes between feuding peasants or hears
  requests for permission to marry or for relief from taxes. But as
  soon as he can, he’s off to the woods to hunt.
  Feudal Nobleman
  47
  
  In wooden cities, fires are a constant hazard. Most cultures let fires
  run their course or fight them with volunteer bucket brigades, but some,
  like Ancient Rome, employ true firefighters, publicly or privately run
  gangs who often extort money from unlucky blaze victims before ren-
  dering services. The Roman vigiles, a highly efficient corps of firefight-
  er/watchmen, represent the epitome of ancient firefighting potential.
  Fantasy cities might use professional firefighters as well.
  Design Notes
  Attributes: Firefighters need decent but not exceptional attributes.
  Advantages: Advantages help the firefighter detect a blaze, get to the
  scene quickly, make quick decisions and actually fight the fire. Other
  advantages help heal burns quickly or prevent them altogether.
  Disadvantages: Firefighters are prone to some noble disadvantages
  such as Code of Honor and Guilt Complex. On the other hand, some
  refuse to act until a victim hands over money or property (Callous,
  Greed). Other disadvantages reflect injuries suffered on the job.
  Primary Skills: One skill covers the basics of firefighting.
  Secondary Skills: The firefighter must get to the scene quickly,
  avoid smoke inhalation and keep his equipment in order.
  Background Skills: A firefighter might learn techniques to allow
  more daring rescues (Climbing, Firewalking, Lifting). Other skills reflect
  experience with buildings (Architecture), working as a team (Leadership)
  or helping burn victims (First Aid). An adventurous firefighter might use
  his axe or hooked pole as a weapon. An unscrupulous one might 
  learn Intimidation.
  Firefighter [15 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 15 points chosen from: +1 to any attribute
  [10]; Absolute Direction [5]; Acute Senses [2/level]; Alertness [5/level];
  Ally Group (fellow firefighters) [varies]; Breath-Holding [2/level];
  Common Sense [10]; Composed or Cool [5 or 1]; Danger Sense [15];
  Daredevil [15]; Intuition [15]; Legal Enforcement Powers [5 to 15];
  Night Vision [10]; Rapid Healing [5]; Reputation [varies]; Temperature
  Tolerance [1/level] and Toughness [varies].
  Disadvantages: A total of -15 points chosen from: Appearance
  [varies]; Bad Back [varies]; Callous [-6]; Careful [-1]; Code of Honor [-
  5 to -15]; Duty [varies]; Greed [-15]; Guilt Complex [-5]; Missing Digit
  [-2 or -5]; Reputation [varies] and Sense of Duty [varies].
  Primary Skills: Professional Skill (Firefighting) (M/A) IQ+2 [6]-12.
  Secondary Skills: A total of 5 points in any of: Area Knowledge
  (M/E); Breath Control (M/VH); Mechanic (Fire Engine)/TL (M/A)
  and Teamster (any) (M/A)*.  
  Background Skills: A total of 4 points in any of: Architecture/TL
  (M/A); Axe/Mace (P/A); Climbing (P/A); Fire Walking (M/E); First
  Aid/TL (M/E); Intimidation (M/A); Leadership (M/A); Lifting
  (P/H; ST) and Shortsword (P/A).
  *Requires Animal Handling-12.
  Customization Notes
  • Asphyxiation by smoke can be simulated by tear gas (p. B132) and the
  asphyxiation rules (p. B91). 
  • For an example of a primitive fire engine, see p. LT62.
  – Brian C. Smithson
  Comic Fantasy
  Sooty Dalrimple (35 points)
  Age 43; 5’9”, 150 lbs.; a thick, ruddy man
  with thinning red hair, a bulbous nose, squinty
  eyes and a perpetually soot-covered face.
  ST 11 [10]; DX 10 [0]; IQ 12 [20]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Acute Taste and Smell +2 [4];
  Cool [1]; Night Vision [10]; Status 1 [5].
  Disadvantages: Bad Back [-15]; Greed [-15];
  Reputation (cold-hearted) [-5]; Unattractive [-5].
  Quirks: Asks for more money for fires caused by
  utter stupidity; Careful; Soft spot for children [-3].
  Skills:
  Animal Handling-12 [4]; Area
  Knowledge (Chime Hollow)-12 [1]; Fire Walking-
  10 [1]; First Aid/TL3-12 [1]; Lifting-10 [2];
  Mechanic (fire engine)/TL3-11 [1]; Merchant-10
  [1/2]; Professional Skill (Firefighting)-13 [4];
  Teamster (mules)-12* [3 1/2].
  *Defaults from Animal Handling.
  Languages: Chimean (native)-12 [0].
  Equipment: Axe, buckets, fire cart with water
  pump, ladder, hooked pole.
  When Sooty Dalrimple’s home was destroyed
  in a blaze, he bought a powerful water pump,
  mounted it to a cart and formed a one-man fire
  department. Since Chime Hollow is too small to
  employ him officially, Sooty takes “donations”
  from fire victims. He is not above moving slowly
  until he receives such a donation, though, and he is
  always careful to remind victims that he does have
  operating expenses . . . .
  Firefighter
  48
  
  Any culture that knows the sea knows it can be a
  source of food. While  commercial fishing often
  involves ships, in some places and times, people live
  by fishing off a small boat, seashore or riverbank
  using lines or nets, alone or in small groups.
  Design Notes
  Attributes:
  Nothing is mandato-
  ry, although we permit
  optional 
  improve-
  ments.
  Advantages:
  Fishermen might be
  robust, deft, sharp-
  witted, healthy or sen-
  sible. Other possibili-
  ties reflect hard work
  and sea air.
  Disadvantages: Fishermen may be naïve, stolid or surly. Beach-front
  fishing especially may be hard and lonely, with little income or social
  position. 
  Primary Skills: One skill defines this job; others may be necessary.
  Secondary Skills: Fishermen should know their territory and be
  able to repair equipment.
  Background Skills: Fishermen might be able to get a good price
  for a catch and may get onto or into the water occasionally. They may
  learn to navigate, scrounge up supplies, use nets as weapons or recog-
  nize local wildlife.
  Fisherman [5 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: +1 to any
  Attribute [10]; Common Sense [10]; Deep Sleeper [5]; Disease-
  Resistant or Immunity to Disease [5 or 10]; Fit [5]; Night Vision
  [10]; Pitiable [5]; Rapid Healing [5] and Single-Minded [5].
  Disadvantages: A total of -15 points chosen from: Appearance
  [varies]; Attentive [-1]; Bad Smell [-10]; Dull or Hidebound [-1 or -
  5]; Gullibility [-10]; Humble [-1]; Incurious or Staid [-5 or -1];
  Jealousy [-10]; Loner or Uncongenial [-5 or -1]; Low Self-Image [-
  10]; Oblivious [-3]; Odious Personal Habits [-5 to -15]; Phobias
  (mild demophobia or claustrophobia) [-15]; Poverty [varies]; Shyness
  [-5 to -15]; Skinny [-5]; Status [-5/level]; Stubbornness [-5];
  Truthfulness [-5] and Uneducated [-5].
  Primary Skills: Fishing (M/E) IQ+2 [4]-12.
  Secondary Skills: Area Knowledge (fishing grounds) (M/E) IQ
  [1]-10 and Netmaking (P/E) DX [1]-10.
  Background Skills: A total of 4 points in any of: Cooking
  (M/E); Lifting (P/H; ST); Merchant (M/A); Naturalist (M/H);
  Navigation/TL (M/H); Net (P/H); Scrounging (M/E); Stone
  Knapping (M/A); Survival (island/beach) (M/A); Swimming (P/E);
  Weather Sense/TL (M/A) and further Primary and Secondary Skills.
  Customization Notes
  • At TL0, sea-going vessels are mostly unknown, and shore fishermen are
  probably as well-off as most (Average Wealth, Status 0). By TL3, beach
  fishing is marginal with reduced Wealth and Status almost certain,
  while sea-going fishing fleets travel impressive distances.
  • Small-craft fishermen add Boating (P/A) DX+2 [8]-12; sea-going
  fishermen add Seamanship/TL (M/E) IQ+2 [4]-12 and Sailor/TL
  (M/A) IQ+1 [4]-11. Fishing with divers, trained animals, poisons or
  explosives requires other skill sets.
  • Fishermen in folklore often find magic rings, djinn bottles, talking fish
  and other wonders in their nets. Destiny and other weird, fate-related
  advantages may be appropriate.
  – Phil Masters
  Arabian Nights
  Farid ibn Farrukh Abu-Farrukh (0 points)
  Age 43; 5’6”, 135 lbs.; a nondescript city Arab with a lined face and
  salt-stained clothes.
  ST 10/11 [3]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Deep Sleeper [5]; Pitiable [5]; Single-Minded [5].
  Disadvantages: Dependent (son, “friend,” 12-) [-12]; Dependent (wife,
  loved one, 6-) [-12]; Humble [-1]; Status -1 [-5]; Struggling [-10].
  Quirks: Always talking about family history [-1].
  Skills: Area Knowledge (fishing grounds)-11 [2]; Fishing-14 [8];
  Netmaking-11 [2]; Survival (island/beach)-8 [1/2]; Swimming-9 [1/2].
  Languages: Arabic (native)-10 [0].
  Equipment: Nets, gutting knife, baskets to carry his catch.
  The son and grandson of fishermen, Farid never expected to be any-
  thing else. He has become a good fisherman, but it is not a life in which a man
  may grow rich. His son, Farrukh, has noticed this, and refuses to learn fish-
  ing. This distresses Farid, but the boy, who has started to run with a gang of
  rogues, seems to think he has a destiny. Of course, he may be right – but not
  all destinies are good.
  (Farid’s wife Badra rarely gets into trouble, so Farid rarely has to worry
  about her. Farrukh does get into trouble, but Farid has given up trying to save
  him from more than the worst of it.)
  49
  Fisherman
  
  Gardens in the broadest sense date to the beginning of small-scale
  agriculture, and decorative gardening is as old as royal palaces and great
  houses, going back millennia in Egypt and China. However, little is
  known about gardening as a profession before the explosion of literacy
  at TL4. This template represents a plausible working low-tech gardener
  with some knowledge of technical details, not an upper-class hobbyist
  (and not the artistic landscape gardeners who appear at
  TL4 or TL5).
  Design Notes
  Attributes: Gardening is healthy outdoor work, but
  there isn’t much other reason to modify attributes.
  Advantages: The gardener is an ordinary fellow, but
  we allow something here for personalization.
  Disadvantages: Some gardeners are monks or similar
  mystics. Their secular counterparts do not usually find
  their work overpaid. Otherwise, here too, the options
  given are mostly for flavor. The Gardener may be a little
  too stolid or may have chosen outdoor work for personal
  reasons.
  Primary Skills: Gardening represents the necessary
  core skills of the occupation.
  Secondary Skills: We assume that the Gardener has
  one specific focus to his work. He may have a broad knowledge of prac-
  tical plant-growing, of botany or of nature generally, he may grow plants
  mostly for medical or decorative use, or he may just be employed for
  heavy lifting.
  Background Skills: These mostly represent possible uses for mate-
  rials and tools found around a garden.
  Gardener [10 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10
  [0]; HT 11 [10].
  Advantages: Any one of Composed; Deep
  Sleeper; Disease-Resistant; Fit; Pious; Plant
  Empathy; Sanctity or Single-Minded [all 5].
  Disadvantages:
  Disciplines of
  Faith
  (Monasticism or Mysticism) [-10] or
  Struggling [-10] and -5 points from:
  Attentive [-1]; Dull or Hidebound [-1 or -5];
  Incurious or Staid [-5 or -1]; Loner or
  Uncongenial [-5 or -1]; Oblivious [-3]; fur-
  ther Poverty [varies]; Shyness [varies] and
  Status [-5/level].
  Primary 
  Skills:
  Gardening (M/E) 
  IQ+2 [4]-12.
  Secondary Skills: One of Agronomy
  (M/A) IQ [2]-10; Botany/TL (M/H) IQ-1 [2]-9;
  Flower Arranging (M/E) IQ+1 [2]-11; Herbalist/TL
  (M/H) IQ-1 [2]-9; Herbary/TL (M/VH) IQ-2 [2]-8;
  Lifting (P/H; ST) ST-1 [2]-9 or Naturalist (M/H) IQ-
  1 [2]-9.
  Background Skills: A total of 4 points in any of:
  Appreciate Beauty (M/VH); Axe/Mace (P/A);
  Camouflage (M/E); Carpentry (M/E); Masonry (P/E);
  Polearm (P/A); Scrounging (M/E); Staff (P/H);
  Surveying/TL (M/A); Throwing (P/H) and further
  Secondary Skills.
  Customization Notes
  • Professional gardeners can range from dull-witted
  laborers to elegant artists, but the best of them will be
  thoughtful and observant; raising IQ is not unreason-
  able.
  • A lifetime of work in one field can build impressive
  skill levels. A head gardener is often a highly capable fel-
  low, respected in his miniature kingdom.
  • In some empires, the stolid, reliable, brawny palace gar-
  deners double as guards or even executioners. To repre-
  sent this, add some ST, a Duty, and some combat skills.
  – Phil Masters
  GURPS Middle Ages I
  Brother Cedric (65 points)
  Age 44; 5’8”, 155 lbs.; A quiet, sun-browned monk, his habit usually stained
  with soil.
  ST 11 [10]; DX 10 [0]; IQ 12 [20]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Disease-Resistant [5]; Literacy [10]; Manual Dexterity +2 [6].
  Disadvantages: Disciplines of Faith (Monasticism) [-10]; Shyness (Mild) [-5].
  Quirks: Dislikes cats; Likes to listen quietly to travelers’ tales [-2].
  Skills: Agronomy/TL3-10 [1/2]; Cyphering-12 [1]; Gardening-14 [4];
  Herbalist/TL3-11 [2]; Herbary/TL3-12 [8]; Masonry-10* [1/2]; 
  Theology-9 [1/2].
  *Includes +2 for Manual Dexterity.
  Languages: Middle English (native)-12 [0]; Latin-10 [1/2].
  Equipment:Good selection of simple gardening tools.
  Brother Cedric took his vows as a monk when young and now looks after the
  garden and herbarium of an English monastery on a major pilgrimage route
  (which means that, despite his shyness, he meets a fair number of interesting pil-
  grims). The garden is used for religious contemplation, and Cedric keeps it very
  well. He also works closely with the monastery’s physicians, who tend to any trav-
  elers who have taken ill, and hence he has acquired a fair working knowledge of
  healing herbs and medicines.
  50
  Gardener
  
  Food gathering has been the greater part
  of subsistence for most of human history.
  While hunting returns high-quality protein, it’s
  often hit-or-miss. Gatherers – women, in most
  societies – keep the group alive when hunters
  return empty-handed.
  Design Notes
  Attributes: Gathering does not demand
  exceptional attributes. 
  Advantages: A social activity like hunting, gathering can bring a
  good Reputation or high Status to the lucky or diligent. Successful gath-
  erers are often Alert or Single-Minded, and a High Pain Threshold is
  always valuable in a TL0 setting.
  Disadvantages: Beyond social disadvantages, anything that might
  hinder the food-collection effort is a serious problem for a gatherer.
  Absent-Mindedness, Impulsiveness and Gluttony are all appropriate, and
  many gatherers have one or more
  Dependents as well.
  Primary Skills: Gatherers
  rely on Area Knowledge and
  Survival to locate food sources
  and collect them safely. Multiple
  specializations of Survival are
  for more nomadic groups, or
  those living in areas with wide
  seasonal extremes.
  Secondary Skills: These
  skills relate to practical experi-
  ence and specialties based on the
  local environment. Others are
  possible; for example, if birding
  cliffs abound, gatherers may
  have Climbing to collect eggs,
  and coastal gatherers might 
  have Boating.
  Background Skills:Village
  life includes learning essential
  crafts and those skills needed to
  tend to the medicinal and cere-
  monial needs of the community.
  Gatherer [10 points]
  Attributes: ST 10 [0]; DX
  10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10
  points chosen from: Acute
  Senses 
  [2/level]; 
  Alertness
  [5/level]; Single-Minded [5];
  High Pain Threshold [10]; Reputation
  [varies] and Status [5/level].
  Disadvantages: A total of -15 points cho-
  sen 
  from: 
  Absent-Mindedness 
  [-15];
  Compulsive Behavior [-5 to -15]; Curious [-5
  to -15]; Dependent [varies]; Gluttony [-5];
  Impulsiveness 
  [-10]; 
  Overweight 
  [-5];
  Reputation [varies]; Selfish or Self-Centered [-
  5 or -10]; Sense of Duty [varies]; Status [-
  5/level]; Workaholic [-5] and Youth [-2/level].
  Primary Skills: Area Knowledge (village
  surroundings) 
  (M/E) 
  IQ+2 
  [4]-12 
  and 
  Survival 
  (any) 
  (M/A) IQ+2 [6]-12.
  Secondary Skills: A total of 3 points in any of: Botany/TL
  (M/H); Climbing (P/A); Fishing (M/E); Knife (P/E); Naturalist
  (M/H); Survival (further specializations) (M/A); Swimming (P/E);
  Traps/TL (M/A) and Weather Sense/TL (M/A).
  Background Skills: A total of 2 points in any of: Bow and Palette
  (P/A); Carpentry (M/E); Cooking (M/E); Herbalist (M/H);
  Needlecraft 
  (P/A);
  Netmaking (P/E); Oral
  Literature 
  (M/H);
  Performance/Ritual
  (any) (M/A); Sewing
  (P/E); Spinning (P/E)
  and Thatching (M/E).
  Customization
  Notes
  • Don’t 
  forget 
  that
  Survival defaults to
  Naturalist -3 and that
  TL0 Weather Sense
  includes a +2 in the
  local area.
  • Secondary 
  Skills
  depend 
  on 
  local
  resources, 
  and
  Background Skills are
  culture-specific.
  • See p. LT12 for
  advanced gathering rules.
  – Jason Morningstar
  Pre-Contact Nova Scotia
  Napuskwa (10 points)
  Age 54; 5’5”, 150 lbs.; a grey-haired, weathered old woman with facial
  tattoos, dressed in doeskin and wearing a sinew necklace of copper ornaments.
  ST 9 [-10]; DX 10 [0]; IQ 12 [20]; HT 9 [-10].
  Speed 4.5; Move 4.
  Dodge 4.
  Advantages: Reputation +1 (wise elder, from villagers) [5]; Status 1 [5].
  Disadvantages: Age (54) [-12]; Gluttony [-5]; Sense of Duty (village) [-5].
  Quirks: Hides morsels of food for later; Horrible gossip; Loves children;
  Messy eater; Scandalous flirt [-5].
  Skills: Acting-11 [1]; Area Knowledge (village surroundings)-13 [2]; Area
  Knowledge (Algonkian nations)-11 [1/2]; Botany/TL0-10 [1]; Bow and
  Palette-10 [2]; Carousing-8 [1]; Cooking-12 [1]; Diplomacy-11 [2]; Fast
  Talk-11 [1]; Herbalist-12 [4]; Knife-10 [1]; Merchant-10 [1/2]; Needlecraft-
  9 [1]; Oral Literature-12 [4]; Performance/Ritual (Micmac)-11 [1]; Savoir-
  Faire-14* [0]; Survival (woodlands)-12 [2]; Weather Sense/TL0-11 [1];
  Weaving-10 [1].
  * Free from Status.
  Languages: Micmac (native)-12 [0]; Algonkian Trade Pidgin-11 [1/2].
  Equipment: Personal tools, dentalium necklace, assorted medicinal herbs.
  Napuskwa (“Strings Beads”) is an Algonkian Micmac from southern
  Nova Scotia. Her sharp tongue and keen wit have outlasted two husbands, and
  at age 54, she is simply “Grandmother” to the village. She makes the most of
  this arrangement, inviting herself to share meals and “borrowing” food from
  younger women. After a hunt, she has a knack for being the first to greet the
  hunters and to graciously accept their gifts. Napuskwa has seen and done many
  things, and her tribe tolerates her, and ultimately respects her, for her wisdom.
  51
  Gatherer
  
  When empires are large and communications bad, rulers often
  appoint investigators to remote provinces to
  insure that local governors aren’t trying to
  usurp their sovereign. Such “king’s eyes”
  may have bureaucratic, military or clerical
  backgrounds and travel in small groups.
  They are often auditors, royal representa-
  tives or spies – and often all of the above.
  Design Notes
  Attributes: Inspectors must be savvy
  and alert, so we select IQ 11.
  Advantages: Government inspectors
  are powerful men; Legal Enforcement
  Powers are required, and Status and Rank
  are likely. Other advantages help get the job
  done or represent various perks.
  Disadvantages: Duty is required, and
  Enemies are possible. Dedicated inspectors
  may have Code of Honor, Fanaticism or Sense of Duty. Other disad-
  vantages fit the archetype, and Paranoia may be reasonable! Some inspectors
  work undercover (Secret).
  Primary Skills: Inspectors are bureaucrats (Administration, Law).
  They extract information (Detect Lies, Interrogation, Intimidation) and
  analyze it (Intelligence Analysis, Politics).
  Secondary Skills: We offer social skills and possible specialties the
  inspector may take.
  Background Skills: Inspectors may have an upper-class education or
  some combat skills. 
  Government Inspector [50 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; 
  HT 10 [0].
  Advantages: Legal Enforcement Powers [10]; a total
  of 20 points chosen from: Administrative, Military or
  Religious Rank [5/level], Patron [varies] and Status
  [5/level]; and a total of 15 points chosen from: Acute
  Senses [2/level]; Alertness [5/level]; Ally [varies]; Ally
  Group [varies]; Contacts [varies]; Language Talent
  [2/level]; further Legal Enforcement Powers [varies];
  Legal Immunity [varies]; Less Sleep [3/level]; Literacy
  or Semi-Literacy [10 or 5]; further Rank [5/level];
  Single-Minded [5]; further Status [5/level]; Strong
  Will [4/level] and Wealth [varies].
  Disadvantages: Duty (to government or lord, 12-) [-
  10] and a total of -20 points chosen from: Callous [-
  6]; Code of Honor [-5 to -20]; higher frequency of
  Duty [-5]; Edgy or Paranoia [-5 or -10]; Enemy
  [varies]; Fanaticism [-15]; Intolerance [-5 or -10];
  Obsession [-5 to -15]; Reputation [varies]; Secret [varies]; Sense of Duty
  [-5 to -20]; Stubbornness [-5] and Workaholic [-5].
  Primary Skills: A total of 4 points in any of: Administration
  (M/A); Law (M/H) and Politics (M/A); and a total of 8 points in any
  of: Detect Lies (M/H); Interrogation (M/A); Intimidation (M/A) and
  Intelligence Analysis/TL (M/H).
  Secondary Skills: A total of 8 points in any of: Accounting
  (M/H); Acting (M/A); Area Knowledge (any) (M/A); Diplomacy
  (M/H); Riding (any) (P/A); Savoir-Faire (M/E); Writing (M/A) and
  further Primary Skills.
  Background Skills: A total of 5 points in any of: any
  Combat/Weapon 
  Skill
  (varies); Cryptography/TL
  (M/H); 
  Cyphering
  (M/E); Fast-Talk (M/A);
  Forgery/TL 
  (M/H);
  Heraldry 
  (M/A); 
  History 
  (M/H) 
  and
  Languages (varies).
  Customization
  Notes
  • Some inspectors might
  come form backgrounds
  as bureaucrats (p. 30),
  feudal noblemen (p. 47)
  or priests (p. 92).
  – Andrea Kotter
  Ancient Persia
  Dashak, son of Cyarxes (45 points)
  Age 36; 5’7”, 145 lbs.; a black-haired Mede with
  glaring eyes, wearing a bejeweled court dress.
  ST 9 [-10]; DX 9 [-10]; IQ 12 [20]; HT 10 [0].
  Basic Speed 4.75; Move 4.
  Dodge 4.
  Advantages:
  Administrative Rank 4 [20];
  Comfortable [10]; Legal Enforcement Powers [10];
  Literacy [10]; Patron (Darius, 6-) [8]; Single-Minded
  [5]; Status 2* [5].
  * Includes +1 from Administrative Rank.
  Disadvantages: Duty (to Darius, 12-) [-10];
  Intolerance (corrupt officials) [-5]; Paranoia [-10];
  Reputation -3 (ruthless, from officials) [-7]; Sense of
  Duty (to Darius) [-5]; Workaholic [-5].
  Quirks: Dislikes horses; Distrusts Greeks; Hard-
  nosed; Sensitive about his clumsiness; Stiff [-5].
  Skills: Accounting-11 [2]; Administration-12
  [2]; Area Knowledge (Western Satrapies)-13 [2];
  Detect Lies-12 [4]; History-11 [2]; Intelligence
  Analysis/TL2-11 
  [2]; 
  Interrogation-12 
  [2];
  Intimidation-12 [2]; Law-11 [2]; Savoir-Faire-14 [0];
  Shortsword-8 [1]; Writing-11 [1].
  Languages: Persian  (native)-12 [0]; Greek-12 [2].
  Equipment: High-class traveling gear.
  As a minor Mede noble, Dashak discarded his
  military career for obvious reasons. Now a feared
  “king’s eye,” his relentlessness in eradicating conspira-
  cies and corruption has earned him the patronage of
  the king. He patrols the western satrapies with a small
  retinue of bodyguards and slaves to closely oversee the
  satraps and their administrations. Even for a king’s
  eye, Dashak might be a bit too zealous. Subtlety and
  diplomacy definitely aren’t his forte.
  52
  Government Inspector
  
  Guildmasters, managers of guilds, typically rise from the ranks of
  the guild itself. Important qualifications include being a master (see the
  Artisan, p. 15) and demonstrating a high level of skill. Ultimately, how-
  ever, the other masters of the guild select their leader (after payment of
  appropriate fees, of course). Sometimes, this results in generational con-
  flicts as older masters refuse to elevate junior guildsmen in order to pre-
  serve their own power.
  The masters typically act as a committee when performing guild
  business, though they might elect chairmen or treasurers to handle
  administrative tasks. Within the guild, the power of the masters is near-
  ly absolute. The masters have sole authority to induct new members, dis-
  cipline troublemakers and collect taxes levied on the guild by civic and
  regional rulers. The power and status of guildmasters outside the guild
  depends on the power of the guild itself. In some societies, guilds are
  organized largely to make tradesmen easier to tax, the guilds themselves
  holding little power. In others, guilds are powerful players in civic poli-
  tics. Like modern unions, they can and do inconvenience rulers by strik-
  ing, and guildmasters are often guaranteed seats on advisory councils.
  Design Notes
  Attributes: A guildmaster is probably smarter than average.  
  Advantages: He is certainly literate, and he probably has a certain
  standing in the community, well-placed friends and some money.  
  Disadvantages: However, he may be very mindful of his station. He
  may be responsible for a large, demanding family or workshop, or he may
  just be getting fat, lazy and worn-down in his old age. 
  Primary Skills: A guild master must be a skilled craftsman, but he can
  make up for lack of technical skills with a measure of political ability.  
  Secondary Skills: He must also be a successful businessman.  
  Background Skills: Finally, he may have supporting technical or
  social abilities
  Guildmaster [40 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: Literacy [10]; Status 1 [5] and a total of 15 points
  chosen from: Allies or Ally Group [varies]; Claim to Hospitality [1 to
  10]; Contacts [varies]; Reputation [varies]; further Status [5/level] and
  Wealth [varies].  
  Disadvantages: A total of -25 points chosen from: Age [-3/year];
  Bad Back [varies]; Bad Sight [varies]; Bad Temper [-10]; Code of Honor
  (Professional) [-5]; Dependents [varies]; Fat or Overweight [-10, -20 or
  -5]; Greed [-15]; and Stubbornness [-5]. 
  Primary Skills: A total of 14 points in any of: any Craft Skill
  (varies); Politics (M/H) and any Professional Skill (varies), with at least
  two skills at 12.
  Secondary Skills: A total of 7 points in any of: Administration
  (M/A) and Merchant (M/A).
  Background Skills: A total of 4 points in any of: Diplomacy
  (M/H); Fast Talk (M/A); Law (M/H); Savior-Faire (M/E) and sup-
  porting skills from another template.
  – Matt Riggsby
  GURPS Middle Ages 1
  Edelbert of Liverpool (25 points)
  Age 48; 5’11”, 180 lbs.; a large, pale man with thinning
  brown hair and coarse features.
  ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 9 [-10]. 
  Basic Speed 4.75; Move 3. 
  Dodge 3. 
  Advantages: Comfortable [10]; Literacy [10]; Status 2 [10].
  Disadvantages: Bad Temper [-10]; Fat [-10]; Greed [-15]
  Quirks: Never drinks beer on the grounds that it is made
  with inferior water [-1].
  Skills: Administration-13 [4]; Fast-Talk-11 [1]; Law-12 [4];
  Merchant-13 [4]; Politics-13 [4]; Spinning (rope making)-
  11/16 [4]
  Languages: English (native)-12 [0]. 
  Equipment: Writing implements.  
  Edelbert is a mean one to cross. He’s not the most senior
  member of the cordwainers’ guild, but he’s one of the most ambi-
  tious. He’s also got a terrible temper and has been known to hurl
  crockery, bits of wood and anything else that comes to hand at
  those who displease him. It’s not surprising that he does it to ser-
  vants and apprentices (beating apprentices comes with the terri-
  tory); the remarkable part is that he does it to colleagues and
  other tradesmen as well. Strangely enough, he seems to get away
  with it more often than not. When he’s calmed down, he’s got a
  sharp mind for compromise and knowledge of law and custom
  which keeps him on top.
  53
  Guildmaster
  
  Heralds are tournament referees and pageant organizers hired to
  proclaim the praises of their employers. They wear tabards embroidered
  with their lords’ coats of arms, or if
  freelance, with the arms of
  past
  patrons.
  Design Notes
  Attributes: Tournament organization requires
  intelligence, so we raise IQ to 11.
  Advantages: As masters of ceremonies, heralds find
  Voice and Charisma useful. Successful heralds may have
  Reputations or Patrons.
  Disadvantages: Heralds have the low Status and
  Poverty of other wanderers. Attachment to a noble house-
  hold may constitute a Duty. Many heralds follow a unique
  Code of Honor that requires them to keep secrets, bear
  messages even at personal risk, encourage nobles to settle dif-
  ferences non-violently, refrain from spying, truthfully record
  battle outcomes, bury fallen nobles, and help impoverished
  nobles get home.
  Primary Skills: Heraldry is mandatory, of course.
  Area Knowledge gets them from tourney to tourney,
  and Tournament Law lets them referee. Since they
  literally shout the praises of their employer, heralds also have Bard.
  Secondary Skills: Savoir-Faire, Fast Talk and Diplomacy allow her-
  alds to deal with nobles. Cyphering and Language skills are part of their
  basic education. Artist allows them to draw heraldic designs. Other skills
  let them double as actors or musicians.
  Background Skills: Heralds travel constantly, so they may have
  Riding, Hiking and survival skills. By associating with knights and sol-
  diers, they can pick up combat skills.
  Herald [15 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Advantages: A total of 15 points chosen from: +1 IQ [10];
  Charisma [5/level]; Language Talent [2/level]; Literacy or Semi-Literacy
  [10 or 5]; Patron [varies]; Reputation [varies]; Sanctity [5] and Voice
  [10]. 
  Disadvantages: Status -1 [-5]; Struggling [-10] and -15 points cho-
  sen from: Alcoholism [varies]; Code of Honor (Herald) [-5]; Duty
  [varies]; Gluttony [-5]; Greed [-15]; Jealousy [-10]; Odious Personal
  Habits [-5 to -15]; Overconfidence [-10]; Pacifism [varies]; Sense of
  Duty [varies] and further Poverty [varies].
  Primary Skills: Bard (M/A) IQ [2]-11; Heraldry (M/A) IQ+1
  [4]-12 and Tournament Law (Jousts) (M/E) IQ+1 [2]-12.
  Secondary Skills: Area Knowledge (area of operations) (M/E) IQ
  [1]-11; Savoir-Faire (M/E) IQ [1]-11 and 5 points in any of: Acting
  (M/A); Administration (M/A); Artist (M/H); Calligraphy (P/A);
  Cyphering (M/E); Diplomacy (M/H); Fast-Talk (M/A); Languages
  (varies); Musical Instrument (any) (M/H); Performance (M/A); Poetry
  (M/A) and Singing (P/E; HT).
  Background Skills: 5 points in any of: Animal Handling (M/H);
  Carousing (P/A; HT); any Combat/Weapon Skill (varies); Hiking
  (P/A; HT); Riding (any) (P/A); Scrounging (M/E); Streetwise
  (M/A); Survival (any) (M/A) and Tactics (M/H).
  Customization Notes
  • Unscrupulous heralds might have Thief/Spy Skills, espe-
  cially Filch, Detect Lies and Intelligence Analysis.
  • By the 13th century, some heralds had become well-to-do
  diplomats; use the Diplomat template (p. 42) for such a
  herald.
  • Many non-European cultures had professional praise-
  singers. They have the culturally appropriate skill (such
  as Bardic Lore) instead of Heraldry.
  – Thomas Barnes
  Medieval France
  Jean Va-Nu-Pied (15 points)
  Age 25; 5’4”, 145 lbs.; a clean-shaven Frenchman with shoul-
  der-length brown hair and blue eyes, wearing ragged, once-fashion-
  able clothes and a cloak painted with the arms of former employers.
  ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 11 [10].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Charisma +1 [5]; Voice [10].
  Disadvantages: Alcoholism [-15]; Code of Honor (Herald) [-
  5]; Poor [-15]; Status -1 [-5].
  Quirks: Dislikes his nickname; Likes pageantry; Looking for a
  patron; Opportunistic; Tries to dress fashionably [-5].
  Skills: Area Knowledge (France)-13 [2]; Bard-15 [2];
  Brawling-10 [1]; Carousing-10 [1]; Cyphering-13 [2]; Diplomacy-
  14 [2]; Fast-Talk-12 [2]; Heraldry-12 [2]; Hiking-10 [1];
  Performance-12 [1/2]; Savoir-Faire-13 [1/2]; Singing-12 [1];
  Streetwise-12 [2]; Tournament Law (Jousts)-12 [1].
  Equipment:Personal basics, small knife.
  Jean sees the fad for tournaments as his ticket to a good job in
  a noble household, but so far he has had no luck. He got his nick-
  name (“barefoot”) when he had to pawn his shoes before a tour-
  nament to pay his tavern bill. The incident made the lords remem-
  ber his name, but that’s not the impression he wants to make.
  54
  Herald
  
  Herders have tended flocks since the dawn of
  animal domestication. Most herders are nomadic,
  roaming as the seasons dictate, but permanent set-
  tlements also support beasts and their keepers.
  Herders are usually respected members of their
  communities, and in some societies, they may be
  members of the upper classes.
  Design Notes
  Attributes: High attributes are not required, so
  we leave them alone.
  Advantages: Animal Empathy is obviously use-
  ful. Herders must be alert for predators and bandits.
  Owning several animals can make a herder 
  quite wealthy.
  Disadvantages: Herders often feel an obliga-
  tion toward their animals or their owners. Time
  alone can handicap social skills. Some cultures give
  herding duties to children.
  Primary Skills: Herders must be able to herd their animals or com-
  mand dogs and horses to do it for them. Moving from pasture to pasture
  requires knowledge of their layout and location.
  Secondary Skills: Herders
  travel long distances, and they
  must be able to defend their ani-
  mals from brigands and predators.
  Various outdoor skills aid in long-
  distance travel. Counting the ani-
  mals in the herd requires
  Cyphering.
  Background Skills: Herders
  must avoid overgrazing the land
  (Agronomy), 
  build 
  pens
  (Carpentry and Masonry), dress
  out slaughtered animals (Butcher
  or Cooking) and sell them
  (Merchant), ensure the future of
  their herds (Breeding),  locate lost
  animals (Tracking) and survive
  their journeys. Ample free time
  allows the herder to learn other
  skills, as well.
  Herder [20 points]
  Attributes: ST 10 [0]; DX
  10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 15
  points chosen from: Absolute
  Direction [5]; Acute Vision
  [2/level]; Alertness [5/level]; Animal Empathy
  [5]; Danger Sense [15]; Extra Fatigue [3/level];
  Fit [5]; Less Sleep [3/level]; Status [5/level]
  and Wealth [varies].
  Disadvantages: A total of -20 points cho-
  sen from: Bowlegged [-1]; Careful or Edgy [-1
  or -5]; Code of Honor (pay for lost animals) [-
  5]; Duty (to herd owners) [varies]; Guilt
  Complex [-5]; Loner or Uncongenial [-5 or -
  1]; Oblivious [-3]; Odious Personal Habits [-5
  to -15]; Phobia (mild claustrophobia or demo-
  phobia) [-15]; Sense of Duty (herd) [-5];
  Shyness [-5 to -15] and Youth [-2/level].
  Primary Skills: Animal Handling (M/H)
  IQ+2 [8]-12 and Area Knowledge (pastures)
  (M/E) IQ+2 [4]-12.
  Secondary Skills: Hiking (P/A; HT) HT
  [2]-10 or Riding (any) (P/A) DX [2]-10 and
  a total of
  6 points in any of: any
  Combat/Weapon Skill (varies); Cyphering
  (M/E); Naturalist (M/H); Orienteering
  (M/A); Veterinary/TL (M/H) and Weather Sense/TL (M/A). 
  Background Skills: A total of 5 points in any of: Agronomy/TL
  (M/A); Butcher (M/A); Carpentry (M/E); Cooking (M/E); Craft
  (Tent 
  Making) 
  (M/A);
  Masonry (P/E); Merchant
  (M/A); Musical Instrument
  (any) 
  (M/H); 
  Packing
  (M/A); Sacrifice (M/H);
  Sewing (P/E); Spinning
  (P/E); 
  Survival 
  (any)
  (M/A); Tracking (M/A);
  Weaving (P/E) and further
  Secondary Skills.
  Customization
  Notes
  • Herders enjoy a great deal
  of free time. Virtually any
  skill may be justified pro-
  vided it is self taught (see p.
  B83).
  • This template can be com-
  bined with several others in
  this book to create nomadic
  versions of those jobs.
  – Brian C. Smithson
  Ancient Israel
  Ribqah (30 points)
  Age 11; 4’7”, 70 lbs.; a bright-eyed Hebrew girl with long, black
  hair, dressed in shepherd garb.
  ST 7 [0]; DX 9 [0]; IQ 9 [10]; HT 9/7 [0].
  Basic Speed 4.5; Move 4.
  Dodge 4.
  Advantages: Alertness +2 [10]; Animal Empathy [5]; Musical
  Ability +3 [3]; Patron (father, 15-) [30]; Pitiable [5].
  Disadvantages: Sense of Duty (flock) [-5]; Shyness (mild) [-5];
  Social Stigma (Valuable Property) [-10]; Youth (11 years) [-14].
  Quirks: Collects pretty rocks; Frightened about marriage; Names
  her sheep after her friends; Nervous in crowds; Wants a dog [-5].
  Skills: Animal Handling-13 [4]; Area Knowledge (pastures)-12
  [6]; Cyphering-8 [1/2]; Hiking-8 [1]; Musical Instrument (harp)-11
  [2]; Sling-7 [1]; Spinning-8 [1/2]; Veterninary/TL2-11 [1].
  Languages: Hebrew (native)-9 [0].
  Equipment: Harp, sling and pellets, walking stick.
  Although her friends complain about herding, Ribqah enjoys the
  time she spends with her father’s sheep and goats since she gets to be
  alone and practice her harp. Ribqah knows her parents are arranging
  her marriage, and the thought frightens her to no end. But she tries not
  to dwell on the future; she’s got sheep to look after and music to play.
  55
  Herder
  
  Hermits are solitary ascetics who spend their
  time fasting, praying, meditating, performing peni-
  tence or sacrifice and receiving those who seek
  blessings or advice. Unlike ascetic monks,
  hermits isolate themselves from virtually
  all contact, even from fellow devotees.
  Design Notes
  Attributes: Severe asceticism makes hermits
  weak and sickly, so we lower ST and HT to 9. However, their contem-
  plative lifestyle gives them added wisdom, so we raise IQ to 11.
  Advantages: Hermits often exhibit rigorous self-discipline (Strong
  Will, Single-Minded), and the pious often admire them as holy
  (Reputation).  Studying religious texts requires Literacy. Some are
  ordained clerics or demonstrate great piety and commitment (Pious,
  Pitiable, Sanctity). Visitors may be Contacts.
  Disadvantages: Ascetics remove themselves from worldly cares to
  gain a closer understanding of the supernatural (Disciplines of Faith,
  Vows). The ravages of isolation and starvation can bring about other dis-
  advantages. 
  Primary Skills: Asceticism requires controlling one’s thoughts and
  appetites (Meditation) as well as basic survival (Survival, Panhandling).
  Theology or Philosophy is appropriate for hermits continu-
  ing a lifelong path to enlightenment.
  Secondary Skills: Wilderness living may give greater
  understanding of nature, and years of training might
  grant other skills (Literature, Performance/Ritual,
  Sacrifice). Training followers requires Teaching.
  Background Skills: Most hermits come from anoth-
  er background, so Craft or Professional Skills are
  appropriate. Over time, they may develop a knack for
  speaking extemporaneously or for “analyzing”
  pilgrims (Psychology).
  Hermit [25 points]
  Attributes: ST 9 [-10]; DX 10 [0]; IQ 11 [10]; HT 9 [-10]. 
  Advantages: A total of 40 points chosen from: Clerical Investment
  [5/level]; Contacts [varies]; Literacy or Semi-Literacy [10 or 5]; Pious
  [5]; Pitiable [5]; Reputation [varies]; Sanctity [5] and Strong Will
  [4/level]. 
  Disadvantages: Discipline of Faith (Asceticism) or Vows [-15] and
  a total of -20 points chosen from: Age [-3/year]; Appearance [varies];
  Charitable [-15]; Loner, Reclusive or Uncongenial [-5, -10 or -1]];
  Odious Personal Habits [-5 to -15] and Skinny [-5]. 
  Primary Skills: Meditation (M/H) IQ+1 [6]-12;
  either Panhandling (M/E) IQ+1 [2]-12 or Survival (any)
  (M/A) IQ [2]-11 and either Philosophy (any) or Theology
  (both M/H) IQ+1 [6]-12.
  Secondary Skills: A total of 8 points in any of: Area
  Knowledge (any) (M/E); Botany/TL (M/H); Herbalist/TL
  (M/H); 
  Literature 
  (M/H); 
  Naturalist 
  (M/H);
  Performance/Ritual (any) (M/A); Sacrifice (M/H); Teaching
  (M/A); Zoology/TL (M/H) and further Primary Skills.
  Background Skills: A total of 4 points in any of:
  Agronomy/TL (M/A); Bard (M/A); any Craft Skill (varies);
  Fishing (M/E); any Professional Skill (varies) and 
  Psychology (M/H).
  Customization Notes
  • Many stories about ascetics grant them various supernatural
  abilities such as Blessed or Divine Favor. Animal Empathy or
  Beast-Kin also fit the legendary archetype.
  • Some hermits may simply be extremely reclusive, in hiding, or
  even wizards. Such characters should take advantages such as
  Alertness, Awareness, Collected, Composed or Magery and
  disadvantages like Poverty, Vow, Secret or Enemy. They may
  be secretly keeping an eye on someone (Sense of Duty), and
  Bad Temper is particularly in character. Non-religious her-
  mits might have more Knowledge Skills, Staff or spells.
  – Ryan Crisp
  Byzantine Syria
  Gregorius the Stylite (25 points) 
  Age 35; 5’5”, 125 lbs.; a thin, weathered man who looks much older
  than he is, dressed in a tattered hair shirt. 
  ST 9 [-10]; DX 10 [0]; IQ 11 [10]; HT 9 [-10]. 
  Basic Speed 4.5; Move 4. 
  Dodge 4. 
  Advantages: Literacy [10]; Pious [5]; Pitiable [5]; Reputation +2 (holy,
  from Beroeans) [5]; Strong Will +3 [12]. 
  Disadvantages: Discipline of Faith (Asceticism) [-15]; Odious Personal
  Habit (never bathes) [-5]; Skinny [-5]; Unattractive [-5]; Uncongenial [-1].
  Quirks: Laments past sins; Leans on chin when preaching; Rubs hands
  when meditating [-3]. 
  Skills: Bard-11 [2]; Meditation-13 [8]; Literature (Biblical)-10/14 [4];
  Merchant-11 [2]; Panhandling-13 [4]; Performance/Ritual (Christian)-12
  [4]; Theology-12 [6].
  Languages: Syriac (native)-11 [0]; Greek-11 [2]. 
  Equipment: Chamber pot.
  Though once a crooked merchant, when Gregorius visited a hermit
  who lived atop a column, he found himself entranced by the man’s words –
  and fearing for his own soul. Gregorius returned to Beroea, erected his own
  column and began a new life. He now meditates on God, eating only what
  he can beg from the people below. 
  56
  Hermit
  
  The wilderness is a punishing environment, and those who rely on
  it for sustenance must be tough, resourceful and alert. By venturing out,
  the hunter faces not only elusive prey but also unpredictable weather, dif-
  ficult terrain and
  even tribal ene-
  mies should he
  stray too far.
  D e s i g n
  Notes
  Attributes:
  Clumsy hunters
  go hungry, so we
  raise DX to 11. 
  A d v a n t a g e s :
  Hunters must be prepared for long voyages and sudden crises (Extra
  Fatigue, Collected, Composed). They are probably alert (Acute Vision,
  Alertness). Good hunters have Reputation or Status in the village.
  Disadvantages: Hunters may develop compulsions of phobias relat-
  ed to their hazardous occupation. Tight-knit hunting parties may lead to
  social problems (Gregarious, Guilt Complex, Selfless, Overconfidence).
  Primary Skills: Expertise with a preferred weapon is crucial;
  Tracking and Stealth are equally important. Hunters need Area
  Knowledge and Survival to find game and stay alive on the hunt.
  Secondary Skills: The wide range of hunting styles makes these
  numerous – not all are appropriate for every environment and culture.
  Background 
  Skills:
  These
  reflect life in the community, social
  interaction and gathering experience.
  Hunter [30 points]
  Attributes: ST 10 [0]; DX 11
  [10]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 15
  points chosen from: Acute Senses
  [2/level]; 
  Alertness 
  [5/level];
  Collected or Composed [5]; Extra
  Fatigue [3/level]; Fit [5]; High Pain
  Threshold [10]; Reputation [varies];
  Status [5/level] and Versatile [5].
  Disadvantages: A total of -15
  points chosen from: Bad Back [-15];
  Chummy or Gregarious [-5 or -10];
  Compulsive Behavior [varies]; Glory
  Hound or Overconfidence [-15 or -
  10]; Guilt Complex [-5]; Humble or
  Selfless [-1 or -10]; Motion Sickness
  [-10]; Overweight [-5]; Phobia [varies] and Sense of Duty [varies].
  Primary Skills: Area Knowledge (any) (M/E) IQ [1]; any Weapon
  Skill (varies) [4]; Stealth (P/A) DX+1 [4]; Survival (any) (M/A) IQ
  [2] and Tracking (M/A) IQ+2 [6].
  Secondary Skills: A total of 5 points in any of: Animal Guise
  (M/A); Animal Handling (M/H); Armoury (any)/TL (M/A);
  Boating (P/A); Bolas (P/A); Bow (P/H); Camouflage (M/E);
  Fishing (M/E); Harpoon (P/H); Hiking (P/A; HT); Knife (P/E);
  Mimicry (any) (P/H; HT); Naturalist (M/H); Navigation/TL
  (M/H); Net (P/H); Orienteering (M/A); Poisons (M/H); Running
  (P/H; HT); Spear (P/A); Spear Thrower (P/A); Swimming (P/E)
  and Throwing (P/H).
  Background Skills: A total of 3 points in any of: Bow and Palette
  (P/A); Butcher (M/A); Carpentry (M/E); Cooking (M/E);
  Herbalist (M/H); Needlecraft (P/A); Netmaking (P/E); Oral
  Literature (M/H); Performance/Ritual (any) (M/A); Scrounging
  (M/E); Seamanship/TL (M/E); Sewing (P/E); Shipbuilding/TL
  (M/H); Stone Knapping (M/A); Thatching (M/E) and Weather
  Sense/TL (M/A).
  Customization Notes
  • Survival defaults to Naturalist-3 and Weather Sense includes a +2 in
  the local area.
  • Maritime hunters can substitute Boating and Harpoon for Stealth and
  Tracking as Primary Skills.
  • See p. LT12 for advanced hunting rules.
  – Jason Morningstar
  Kodiak, Alaska, 1765
  Nataqqurnat (35 points)
  Age 20; 5’2”, 144 lbs.; a stocky, muscular
  man with an ivory labret in his lower lip, wearing
  a weasel-skin shirt and leather leggings beneath a
  parka of animal intestine.
  ST 10 [0]; DX 11 [10]; IQ 10 [0]; HT 11 [10].
  Basic Speed 5.5; Move 5.
  Dodge 5.
  Advantages: Reputation +2 (good kayak-
  maker, from hunters) [5]; Versatile [5].
  Disadvantages: Guilt Complex [-5]; Phobia
  (being alone at sea) [-10].
  Quirks: Collects driftwood for boat making;
  Critical of his work; Humble; Nervous hunter;
  Pro-Russian. [-5]
  Skills: Boating-12 [4]; Harpoon-11 [4]; Area
  Knowledge (Shelikov Strait)-10 [1]; Knife-10
  [1/2]; Mimicry (animal sounds)-10 [2]
  Scrounging-11 [2]; Stealth-10 [1]; Survival
  (ocean)-9 [1]; Swimming-10 [1/2]; Weather
  Sense/TL0-8 [1/2]; Shipbuilding/TL0-12 [8]
  Languages: Koniag (native)-10 [0]; Russian-8
  [1/2].
  Equipment: Kayak, paddles, lines, floats, har-
  poons, tools, Russian baubles.
  Nataqqurnat is a Kioniag hunter and kayak
  maker. He invests a piece of himself in every boat
  he makes and blames himself whenever a villager
  comes to harm in one. He is an affable but nerv-
  ous young man with a well-known terror of being
  separated from a hunting party. Recently, an
  explorer named Stepan Glotov made contact with
  the Koniagmuit and taught Nataqqurnat Russian.
  Nataqqurnat is thrilled to act as an intermediary
  between the two groups, though Glotov seems
  strangely obsessed with sea otters . . . .
  Hunter
  57
  
  Innkeepers provide safe lodging to travelers – in theory. In reality,
  inns are usually quite spartan and may be dens of cut-throats; sensible
  travelers likely lodge elsewhere. Innkeepers often employ a small staff or
  servers, cooks, grooms and bouncers.
  Design Notes
  Attributes: No bonuses are needed.
  Advantages: Innkeepers need to identify trouble-makers, and a loyal
  bouncer may be an Ally. Other advantages help burn the midnight oil, get
  some sleep on a rowdy night or interact with patrons. Innkeepers may
  become quite wealthy.
  Disadvantages: Innkeepers are often reputed to be greedy or miser-
  ly. Inn keeping isn’t physical labor, so they may be Unfit or Fat, and they
  might fall prey to the services they provide (Alcoholism, Gluttony). The
  dangerous nature of many inns may cause Edgy, and interacting with rau-
  cous strangers can lead to Hard of Hearing, Xenophilia or Chummy.
  Dishonest innkeepers have a Secret.
  Primary Skills: Innkeepers need Administration to run a business
  and Cyphering and Merchant to sell lodging.
  Secondary Skills: Inns often offer more than just rooms. Travelers
  may be foreigners, so Languages are handy.
  Background Skills: Innkeepers might build and
  repair the inn or defend themselves during brawls.
  Some skills represent further services the inn
  may provide or allow innkeepers to inter-
  act and carouse with patrons.
  Innkeeper [15 points]
  Attributes: ST 10 [0]; DX 10 [0] ; IQ
  10 [0]; HT 10 [0].
  Advantages: A total of 15 points
  chosen from: Absolute Timing [5];
  Alcohol Tolerance [5]; Alertness
  [5/level]; Allies [varies]; Danger
  Sense [15]; Deep Sleeper [5]; Disease-
  Resistant or Immunity to Disease [5 or
  10]; Empathy or Sensitive [15 or 5]; Less
  Sleep [3/level]; Light Hangover [2]; Literacy or
  Semi-Literacy [10 or 5]; Night Vision [10]; No
  Hangover [5] and Wealth [varies].
  Disadvantages: A total of -20 points chosen from:
  Alcoholism [-15 or -20]; Alcohol-Related Quirks [-1];
  Broad-Minded or Xenophilia [-1 or -5 to -15]; Careful or
  Edgy [-1 or -5]; Chummy or Gregarious [-5 or -10]; Fat or
  Overweight [-10, -20 or -5]; Gluttony [-5]; Greed [-15];
  Hard of Hearing [-10]; Miserliness [-10]; Reputation
  [varies]; Secret [varies]; Stubbornness [-5]; Unfit or Very
  Unfit [-5 or -15] and Workaholic [-5].
  Primary Skills: Administration (M/A) IQ+2 [6]-12; Cyphering
  (M/E) IQ+2 [4]-12 and Merchant (M/A) IQ [2]-10.
  Secondary Skills: A total of 5 points in any of: Accounting
  (M/H); Agronomy/TL (M/A); Animal Handling (M/H); Beverage-
  Making (M/E); Cooking (M/E) and Language (varies).
  Background Skills: A total of 3 points in any of:  Area Knowledge
  (any) (M/E); Bartender (M/A); Brawling (P/E); Carpentry (M/E);
  Carousing (P/A; HT); Diplomacy (M/H); Distilling (M/A); Fast-Talk
  (M/A); First Aid/TL (M/E); Gambling (M/A); Packing (M/H);
  Masonry (P/E); Savoir-Faire (M/E); Singing (P/E; HT); Tea
  Ceremony (M/H); Thatching (M/E); Veterinary/TL (M/H) and any
  Weapon Skill (varies).
  Customization Notes
  • This template assumes that others tend bar, cook and serve food. If the
  innkeeper does it all, see the Barkeep (p. 22), Barmaid (p. 23) and
  Cook (p. 39) for more ideas.
  – Brian C. Smithson
  Innkeeper
  58
  GURPS China
  Lady Wang (5 points)
  Age 69; 4’11”; 98 lbs.; a frail, old woman with few teeth, dressed in a gray
  robe.
  ST 9 [-10]; DX 9 [-10]; IQ 12 [20]; HT 9 [-10].
  Basic Speed 4.5; Move 4.
  Dodge 4.
  Advantages: Ally (bouncer, 12-) [10]; Longevity [5];
  Pitiable [5]; Reputation +1 (aged) [5]; Sensitive [5].
  Disadvantages: Broad-Minded [-1]; Hard of
  Hearing [-10]; Unfit [-5]; Social Stigma
  (Valuable Property) [-10]; Ugly [-10].
  Quirks: Bows a lot; Claims her inn
  was once visited by Sanzang; Hates dealing
  with horses [-3].
  Skills: Accounting-11 [2]; Administration-13 [4]; Animal
  Handling-11 [2]; Beverage-Making-12 [1]; Cooking-13 [2]; Cyphering-12
  [1]; Fast-Talk-10 [1/2]; Merchant-12 [2]; Packing-11 [2]; Professional Skill
  (Advertising)/TL3-10 [1/2]; Sewing-10 [2].
  Languages: Mandarin (native)-12 [0].
  The Wang Inn has been in Lady Wang’s family for generations, and tradition
  states that Tang Sanzang, the Buddhist pilgrim, once lodged there with his disciples.
  Lady Wang emphasizes this “fact,” and it’s paying off; her inn is now the most vis-
  ited in several provinces. She even has an old chest, rumored to be where the pil-
  grims slept, in her cellar, that she shows for a small fee. The inn’s not much, but the
  renewed business is helping to improve the accommodations considerably.
  
  Interpreters are often retainers (or even slaves) of those who need
  them: noblemen, governors, merchants and generals traveling among, rul-
  ing over, doing business with, or fighting against foreigners. Negotiations
  often require immediate verbal interpreting, a task requiring intense lan-
  guage training; correspondence means written translations. Interpreters
  also serve as language teachers or secretaries.
  Design Notes
  Attributes: High IQ is useful, but we can get by with Language Talent.
  Advantages: Most interpreters will have Language Talent. Literacy
  or Semi-Literacy are common. A feeling for people and for different cul-
  tures is a boon (Empathy, Sensitive, Cultural Adaptability). Characters
  who grow up in bi- or trilingual households have an Unusual
  Background!
  Disadvantages: An interpreter might be attracted to foreign cultures
  (Curious, Xenophilia). He might be considered an inferior by his
  employers 
  (Duty,
  Primitive, 
  Social
  Stigma, 
  Status).
  Overconfidence is
  dangerous in delicate
  negotiations.
  Primary Skills:
  We require at least
  one language, but
  many 
  interpreters
  are fluent in another
  and 
  have 
  basic
  knowledge of a cou-
  ple 
  more. 
  Sign
  Language 
  and
  Teaching may be
  important.
  S e c o n d a r y
  Skills: Interpreters
  may know foreign
  Literature, Research,
  Writing and social
  skills.
  B a c k g r o u n d
  Skills: Bard helps con-
  vey a meaning with elo-
  quence. 
  Interpreters
  may have the skills of a
  secretary or traveler.
  Interpreter
  [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: Language Talent +1 [2] and a total of 25 points cho-
  sen from: Acute Hearing [2/level]; Alertness [5/level]; Collected [5];
  Cultural Adaptability [25]; Empathy or Sensitive [15 or 5]; further
  Language Talent [2/level]; Literacy or Semi-Literacy [10 or 5]; Patron
  [varies]; Unusual Background [varies] and Versatile [5].
  Disadvantages: A total of -20 points chosen from: Curious [-5 to -
  15]; Duty [varies]; Overconfidence [-10]; any Physical Disadvantage
  [varies]; Primitive [-5/level]; Social Stigma [varies]; Status [-5/level] and
  Xenophilia [-5 to -15].
  Primary Skills: Either Language (M/A) IQ+2 [6]-12 or Language
  (M/H) IQ+1 [6]-11; and a total of 5 points in any of: other Languages
  (varies); Sign Language (any) (M/A) and Teaching (M/A).
  Secondary Skills: A total of 3 points in any of: Diplomacy (M/H);
  Gesture (M/E); Literature (M/H); Research (M/A); Savoir-Faire
  (M/E); Writing (M/A) and further Primary Skills.
  Background Skills:
  A total of
  4 points in any of:
  Administration (M/A); Area Knowledge (M/E); Bard (M/A);
  Calligraphy (P/A); Hiking (P/A; HT) and Riding (any) (P/A).
  Customization
  Notes
  • Some interpreters, such
  as a native enslaved by
  invaders and forced to
  learn their language,
  might lack Language
  Talent.
  • Linguistics (M/VH) is
  useful to an interpreter,
  but historically it does
  not become available
  until TL5. However,
  GMs might allow it 
  in 
  a 
  cinematic 
  or 
  fantasy campaign.
  – Michele Armellini
  GURPS Fantasy
  Ibrahim ibn Abbas (20 points)
  Age 41; 5’5”, 135 lbs.; an ordinary-looking,
  expressionless Arab, conservatively dressed in an
  immaculate jallabiyah and small turban.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 9 [-10].
  Basic Speed 4.75; Move 4.
  Dodge 4.
  Advantages: Acute Hearing +2 [4]; Language
  Talent +2 [4]; Literacy [10]; Status 1 [5].
  Disadvantages: Color-Blindness [-10]; Curious
  [-10]; Xenophilia [-5].
  Quirks:
  Avid reader; Dignified; Loves
  Sahudese poetry; Speaks softly; Wants to travel [-
  5].
  Skills: Administration-11 [2]; Area Knowledge (Tredroy)-11 [1]; Bard-10 [1];
  Law-9 [1]; Literature-11 [4]; Savoir-Faire-13** [0]; Writing-11 [2].
  Languages: Arab (native)-13* [2]; Anglish-12* [1]; Ladino-12* [1]; Latin-12*
  [1]; Maimaiyu-12* [1]; Patois-13* [1]; Sahudese-14* [6].
  *Includes +2 for Language Talent.
  *Free from Status.
  Equipment: Stylus and parchment.
  Ibrahim discovered his talent as a child. With it came an insatiable curiosity,
  especially for foreign infidel things, a fascination that has often gotten him punished
  by his teachers. Now he’s a clerk of the Tredroy City Law Court, but he mainly works
  as a court interpreter. He’s settled into a peaceful routine, working for a secular court,
  reading his beloved foreign scrolls – and becoming a lukewarm Muslim. A month ago,
  his father died; and lately, Ibrahim has found himself reading the Qu’ran and think-
  ing about the Hajj.
  Interpreter
  59
  
  In many ancient cultures prisons are few – dismemberment, exile
  and death are preferred methods of dealing with criminals. Jails are fre-
  quently small and run-down with the jailer as the sole employee. In turn,
  most jailers and dungeon guards are bitter men who enjoy the discomfort
  of their prisoners and the power their position affords them; the jailer
  who shows any compassion is a rare gem (at least where the criminals are
  concerned). Often despised by local criminals, a jailer’s job can be a dan-
  gerous one.
  Design Notes
  Attributes: Jailers should be large and intimidating, which indicates
  ST or HT. 
  Advantages: Jailers must always be alert in case of an attempted
  escape (Alertness, Acute Senses, Night Vision). Less Sleep is handy
  because shifts are long. They should also be able to keep their calm
  under pressure (Composed, Fearlessness). At later tech levels, jailers
  may file paperwork, making Literacy necessary. 
  Disadvantages: Jailers frequently work day and night to keep crim-
  inals off the street (Duty, Workaholic). They often have bad
  Reputations among the underworld. Other disadvantages pertain to the
  temperaments mentioned above.
  Primary Skills: Jailers are trained in Holdout to prevent concealed
  weapons and illegal items from entering the prison. They often question
  prisoners, as well.
  Secondary Skills: Jailers usually have some skill at weapons or com-
  bat in case of an attempted jailbreak.
  Background Skills: Jailers may pick up a variety of skills since they
  are frequently responsible for operating and maintaining the jail alone.
  Jailer [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: Either +1 ST [10] or +1 HT [10] and a total of 15
  points chosen from: Acute Senses [2/level]; Alertness [5/level];
  Composed [5]; Fearlessness [2/level]; Less Sleep [3/level]; Literacy or
  Semi-Literacy [10 or 5] and Night Vision
  [10]. 
  Disadvantages: A total of -20
  points chosen from: Bully [-10];
  Callous [-6]; Duty [varies]; Honesty [-
  10]; Intolerance [-5 or -10]; Loner or
  Uncongenial 
  [-5 
  or 
  -1]; 
  No 
  Sense of Humor [-10]; Overweight 
  [-5]; 
  Reputation 
  [varies] 
  and  Workaholic [-5]. 
  Primary 
  Skills:
  Holdout
  (M/A) IQ+2 [6]-12 and a total of
  5 points in any of: Diplomacy
  (M/H); Interrogation (M/A) and
  Intimidation (M/A). 
  Secondary Skills: A total of 4
  points in any of: Brawling
  (P/E); 
  Crossbow 
  (P/E);
  Short-Staff
  (P/H); 
  Staff
  (P/H); Whip (P/A) and
  Wrestling (P/A). 
  Background Skills: A
  total of 4 points in any of:
  Administration 
  (M/A);
  Cooking (M/E); Execution
  (M/E); First Aid/TL (M/E);
  Professional Skill (Locksmith)/TL
  (M/A); Law (M/H); Professional Skill
  (Law 
  Enforcement) 
  (M/A) 
  and
  Tattooing (M/A).
  – Duff McCourt
  Jailer
  60
  GURPS Middle Ages 1
  Patrick “Paddy” O’Leary  (25 points)
  Age 31; 5’6”, 158 lbs.; a short, stocky Irishman with tangled
  red hair and a large friendly smile, usually dressed in simple wool
  and leather.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5.
  Advantages: Alertness +2 [10]; Night Vision [10]; Reputation +1
  (fair and friendly man) [5]; Sensitive [5]. 
  Disadvantages: Duty (to community, 12-) [-10]; Honesty [-10]; One
  Eye [-15]. 
  Quirks: Constantly sings pub songs; Laughs heartily at the smallest
  joke; Treats the prisoners like equals [-3]. 
  Skills: Brawling-10* [2]; Cooking-10 [1]; Diplomacy-12 [8];
  Holdout-12 [6]; Interrogation-10 [2]; Short Staff-8* [2]; Singing-11 [1]. 
  *Includes -1 for One Eye. 
  Languages: Gaelic (native)-10 [0]; Middle English-9 [1]. 
  Equipment: Crossbow, bolts, short staff, key ring.
  Paddy treats his prisoners with uncommon fairness, and many of
  them in fact consider him a friend. A few years back, a prisoner put out
  Paddy’s left eye in an escape attempt, earning the convict the enmity of all
  of his fellow inmates. Paddy, however, never held it against him. Although
  not a heavy drinker, Paddy is a common face at the local pubs where he
  goes to relax, have a pint or two and sing a few songs.
  
  In virtually every society, jesters, or fools, make others laugh.
  Because they may speak their mind without fear of retribution, some vol-
  untarily become jesters. Many fools, however, are mentally of physically
  handicapped individuals given into the care of the nobility by their 
  poor parents.
  Design Notes
  Attributes: No improvements are necessary.
  Advantages: Jesters enjoy a comfortable lifestyle and a verbal free-
  dom not unlike Bardic Immunity. They are often considered good luck
  since their deformities and sarcasm are thought to draw bad fortune from
  others. They may have talents
  for impressing and performing,
  and a bond can form between a
  fool and his lord.
  Disadvantages: Jesters are
  viewed as little more than pets
  of their lords (Social Stigma,
  Status). Bully or Laziness might
  lead someone to become a fool.
  Various mental and physical
  handicaps represent a “natural”
  fool. Since they are at the beck
  and call of a master, Duty 
  is required.
  Primary Skills: These rep-
  resent duties jesters might need
  to perform.
  Secondary Skills: These
  reflect jesters as entertainers and
  supplement their Primary Skills.
  Background Skills: These
  allow fools to interact with (and
  subtly influence) the nobility.
  Jester [-5 points]
  Attributes: ST 10 [0]; DX
  10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages:
  Bardic
  Immunity [10]; Comfortable
  [10] and a total of 15 points
  chosen from: +1 to DX [10];
  Charisma [5/level]; Musical Ability [1/level]; Patron [varies]; Pitiable
  [5]; Rapier Wit [5]; Reputation [varies]; Sanctity [5] and Versatile [5].
  Disadvantages: Duty (to lord, non-hazardous, 12-) [-5]; Social
  Stigma (Valuable Property) [-10]; Status -1 [-5] and a total of -30
  points chosen from: -1 or -2 to IQ [-10 or -15]; Appearance [varies];
  Bowlegged [-1]; Broad-Minded or Undiscriminating [-1]; Bully [-10];
  Cannot Learn [-30]; Clueless [-10]; Compulsive Behavior [-5 to -15];
  Confused [-10]; Dwarfism [-15]; Gullibility [-10]; Hunchback [-10];
  Ignorance [-5/skill]; Impulsiveness [-10]; Incompetence [-1/skill];
  Klutz [-5 or -15]; Laziness [-10]; Oblivious [-3]; Odious Personal
  Habits [-5 to -15]; further Status [-5/level]; Short Attention Span [-10];
  Stuttering [-10]; Truthfulness [-5] and Uneducated [-5].
  Primary Skills: A total of 5 points in any of: Acrobatics (P/H);
  Bard (M/A); Performance (M/A) and Punning (M/A).
  Secondary Skills: A total of 3 points in any of: Dancing (P/A);
  Juggling (P/E); Musical Instrument (any) (M/H); Poetry (M/A) and
  Singing (P/E; HT).
  Background Skills: A total of 2 points in any of: Acting (M/A);
  Carousing (P/A; HT); Diplomacy (M/H) and Fast-Talk (M/A).
  Customization Notes
  • Families might give up handicapped
  individuals for virtually any defi-
  ciency; only some disadvantages are
  listed above. Villagers  might also
  keep an “idiot.” Such individuals are
  peasants (p. 84) with disadvantages
  chosen from above.
  • This template is biased toward jesters as courtly servants, but even TL0
  cultures have fools. Such individuals have no Social Stigma or 
  negative Status.
  • The idea that the jester had to make his lord laugh daily or face execu-
  tion is a myth, but it may be true in some games. Treat this as Extremely
  Hazardous Duty.
  – Brian C. Smithson
  GURPS India
  Ibhanan Vamana (-5 points)
  Age 23; 3’7”, 90 lbs.; an Indian dwarf with an over-
  sized mustache and nose, dressed in a motley collection
  of cast-off noble clothing.
  ST 8 [-15]; DX 12 [20]; IQ 11 [10]; HT 9 [-10].
  Basic Speed 5.25; Move 4.
  Dodge 5.
  Advantages: Bardic Immunity [10]; Charisma +1
  [5]; Comfortable [10]; Rapier Wit [5]; Reputation +1
  (lucky) [5]; Sanctity [5].
  Disadvantages: Duty (to lord, non-hazardous, 5-);
  Dwarfism [-15]; Impulsiveness [-10]; Social Stigma
  (Valuable Property) [-10]; Status -3 [-15]; Ugly [-10].
  Quirks: Annoyed by staring; Flirtacious; Ridicules the king;
  Wonders about his parents [-4].
  Skills: Acrobatics-11 [2]; Bard-10 [1]; Carousing-9 [2];
  Musical Instrument (punji)-10 [2]; Punning-12 [4]; Singing-9
  [1].
  Languages: Hindi (native)-13 [2].
  Equipment: Punji, props.
  Ibhanan never knew the peasants who gave him up; instead,
  the dwarf jester of Pataliputra raised him as his son until his
  death. Ibhanan now entertains the king. At times, he resents the
  looks of revulsion that inevitably follow him, but he also relishes
  the verbal freedom his position grants. He thinks the king’s a fool
  and tells him such on a daily basis.
  Jester
  61
  
  Jewelers are metalsmiths who work primarily with gold and silver or
  who work as lapidaries and cut gemstones. In addition to actually mak-
  ing jewelry, they may find
  employment as assayers determin-
  ing the purity of metals and as
  supervisors of national mints.
  They are generally only found in
  larger cities.
  Design Notes
  Attributes: Jewelers are typi-
  cal craftsmen, so we leave all
  attributes at 10.
  Advantages: Jewelers are like-
  ly to be relatively well off, and they
  need good hand-eye coordination.
  Other advantages are suitable for
  skilled and artistic craftsmen.
  Disadvantages:
  Jewelers
  share those disadvantages com-
  mon among other craftsmen.
  Primary Skills: Jeweler is the
  obvious primary skill.
  Secondary Skills: A jewel-
  er must be able to sell his wares.
  Other skills are associated with
  other aspects of the jeweler’s
  profession.
  Background Skills: These
  relate to business (Accounting),
  goldsmithing, 
  metallurgy
  (Blacksmith, 
  Chemistry,
  Prospecting), the evaluation of
  old jewelry (History) and the
  incorporation 
  of
  heraldic
  designs 
  into 
  trinkets 
  and coinage.
  Jeweler [25 points]
  Attributes: ST 10 [0]; DX
  10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: Comfortable
  [10]; Manual Dexterity +1 [3]
  and a total of 10 points chosen
  from: Acute Vision [2/level];
  Literacy or Semi-Literacy [10
  or 
  5]; 
  Patron 
  [varies];
  Reputation [varies]; Single-
  Minded [5]; Versatile [5] and
  further Wealth [varies].
  Disadvantages: A total of -15 points chosen from: Bad Back
  [varies]; Bad Temper [-10]; Code of
  Honor
  (Professional) [-5]; Dependents [varies]; Greed [-15];
  Stubbornness [-5] and Workaholic [-5].
  Primary Skills:
  Jeweler/TL (M/H)
  IQ+1 [6]-12.
  Secondary Skills: Merchant (M/A) IQ
  [2]-10 and a total of 6 points in any of: Appreciate
  Beauty (M/VH); Cyphering (M/E); Metallurgy/TL
  (M/H); Sculpting (P/A) and Woodworking (P/A).
  Background Skills: A total of 3 points in
  any of: Accounting (M/H); Blacksmith/TL (M/A);
  Chemistry/TL (M/H); Heraldry (M/A); History
  (M/H) and Prospecting (M/A).
  Customization Notes
  • A lapidary might specialize Jeweler in gemcutting. A
  professional assayer swaps Jeweler with Metallurgy. 
  • A coin maker (including a counterfeiter!) should
  concentrate his points on Metallurgy, Cyphering
  and perhaps Accounting. He would also have
  Contacts (political or criminal. See the Banker (p.
  19) for more ideas.
  – Jamie Revell
  GURPS Middle Ages 1
  Samuel the Goldsmith (30 points)
  Age 42; 5’7”, 185 lbs.; a slightly pudgy, bearded man, balding with gray-
  ing hair, dressed in merchant’s clothes.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5; Move 4.
  Dodge 5.
  Advantages: Comfortable [10]; Literacy [10]; Manual Dexterity +2 [6].
  Disadvantages: Overweight [-5]; Social Stigma (Minority Group) [-10].
  Quirks: Hates getting dirty; Slightly avaricious; Talkative; Wary around
  strangers; Wishes he had children.
  Skills: Accounting-9 [2]; Blacksmith/TL3-7 [1]; Chemistry/TL3-8 [1];
  Jeweler/TL3-13 [10]; Merchant-11 [4]; Metallurgy/TL3-10 [4.
  Languages: English (native)-10 [0]; Hebrew-10 [2].
  Equipment: A few gold and silver ingots, forging and engraving tools, par-
  tially completed items being made on commission.
  Samuel is a member of the Jewish community in medieval London, a
  worker in precious metals who makes decorative items for nobles, wealthy
  merchants and their wives. His own wife died of illness ten years ago, and
  though he never remarried, he regrets that he has never been blessed with chil-
  dren and that he has no one to whom he can pass the family business. His sta-
  tus as a practicing Jew often makes life difficult for him, and, although he is
  generally affable, he has the sense to be cautious around strangers until he is
  sure they are not zealots or others who might wish him harm.
  62
  Jeweler
  
  Judges administer justice and decide court cases. Those dealing with
  civil cases might be arbitrators who use their authority or rely on laws,
  precedents or a sense of equity to induce settlements. Criminal proceed-
  ings are often inquisitorial; judge and prosecutor can be the same person.
  Judges might be appointed, elected, drawn at random,
  chosen for their moral standing, learning, social status,
  or even old age! In many cultures, the ruler himself is a
  judge; medieval noblemen (p. 47) had judicial powers.
  Design Notes
  Attributes: A judge should be intelligent, but often
  other considerations influence his appointment.
  Advantages: Status 1 is required. Judges might
  have direct enforcement powers, Legal Immunity or
  Clerical Investment. Judges relying on their personal
  authority might have Charisma. Literacy, Reputation
  and Favors are common, and Advantages such as
  Common Sense, Empathy or Intuition are helpful.
  Disadvantages: A judge’s job might be a Duty.
  Honesty and Sense of Duty make for upstanding
  judges, but others have Bad Temper, Bloodlust, Bully or Secret (corrupt).
  Many judges are feared (Reputation). Stubbornness is common, and an
  intolerant judge might be biased.
  Primary Skills: Even primitive judges have Law, so it’s required.
  Detect Lies is vital. Interrogating the accused is often a judge’s task.
  Secondary 
  Skills:
  Diplomacy 
  and
  Merchant help the judge make settlements.
  Some judges are fond of precedents (Research).
  Criminology and Psychology are useful but are
  subject to GM approval, since they are rudi-
  mentary at early TLs.
  Background Skills: Judges are often
  learned in other subjects. Local magistrates have
  Area Knowledge.
  Judge [30 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10
  [0]; HT 10 [0].
  Advantages: Status 1 [5] and a total of 25
  points chosen from: Charisma [5/level];
  Clerical Investment [varies]; Common Sense
  [10]; Empathy or Sensitive [15 or 5]; Favor [varies]; Intuition [15]; Legal
  Enforcement Powers [5 to 15]; Legal Immunity [varies];
  Literacy or Semi-Literacy [15 or 5]; Reputation [varies];
  Single-Minded 
  [5]; 
  Wealth 
  [varies] 
  and 
  further 
  Status [5/level].
  Disadvantages: A total of -20 points chosen from:
  Age [-3/level]; Bad Temper [-10]; Bloodlust [-10]; Bully [-
  10]; Code of Honor [-5 to -15]; Hidebound [-5]; Honesty [-
  10]; Intolerance [varies]; Reputation [varies]; Secret [varies];
  Sense of Duty [-5 to -20] and Stubbornness [-5].
  Primary Skills: Cyphering (M/E) IQ+2 [4]; Law
  (M/H) IQ+2 [8]-12 and a total of 8 points in any of: Detect
  Lies (M/H) and Interrogation (M/A).
  Secondary Skills: A total of 6 points in any of:
  Criminology/TL (M/A); Diplomacy (M/H); Intimidation
  (M/A); Merchant (M/A); Psychology (M/H) and 
  Research (M/A).
  Background Skills: A total of 5 points in any of:
  Area Knowledge (any) (M/E); Body Language (M/H);
  History (M/H); Literature (M/H); Performance/Ritual
  (any) 
  (M/A); 
  Philosophy 
  (any) 
  (M/H) 
  and 
  Theology (M/H).
  Customization Notes
  • Randomly appointed judges probably have no Law knowl-
  edge, and politically appointed judges and basic arbitrators
  may have it at a low level. 
  – Michele Armellini
  Ancient Babylon
  Ish-Eribam (35 points)
  Age 54; 5’1”, 118 lbs.; a bald, wrinkled old man wearing a white gown.
  ST 8 [-15]; DX 10 [0]; IQ 13 [30]; HT 9 [-10].
  Basic Speed 4.75; Move 4.
  Dodge 4.
  Advantages: Charisma +1 [5]; Empathy [15]; Reputation +2 (fair and
  shrewd judge, from local people) [5]; Status 2 [10].
  Disadvantages: Age (54) [-12]; Hard of Hearing [-10]; Honesty [-10].
  Quirks: Annoyed when people shout; Clucks when disapproving; Dislikes
  bureaucrats; Dislikes liars; Loves the countryside [-5].
  Skills: Agronomy/TL1-14 [4]; Area Knowledge (Warad)-14 [2];
  Cyphering-13 [1]; Detect Lies-17* [4]; Diplomacy-15 [8]; Law-14 [6];
  Merchant-12 [1]; Naturalist-12 [2]; Theology-13 [4].
  *Includes +4 for Empathy.
  Languages: Babylonian (native)-13 [0].
  Equipment: None.
  Ish-Eribam is one of the town elders who traditionally act as judges.
  Nowadays his sons take care of the farm, while the other elders mainly defer
  to him – everybody knows you can’t lie to Ish-Eribam. He’s fair, and he’s got
  a knack for people; strangers who underestimate him are in for a surprise. Ish-
  Eribam thinks it a shame that Hammurabi’s edicts have made the way for
  court bureaucrats to progressively reduce the jurisdiction of the elders’ coun-
  cil. He refuses to admit that he also feels jealous that they ar all literate.
  63
  Judge
  
  The laborer is the engine of the pre-industrial world, an unskilled
  common man or slave who performs any task that requires a strong back
  or no particular skill. Depending on his exact duties, he may go by any
  of several names: dockworker, wood hauler, litter bearer and quarryman
  are a few, but there are countless others. One thing remains constant,
  however: his tasks require little more than the strength to perform them.
  Design Notes
  Attributes: A life or hard labor may grant some increases here, but
  nothing is certain. Few if any of the laborer’s duties require any intelli-
  gence, so we include the option of lowering IQ. 
  Advantages:These make laborers veritable “workhorses,” able to toil
  for long hours and under any conditions. Laborers may be under the pro-
  tection of an employer or master (Patron).
  Disadvantages: Laborers are never rich, and they are nearly always
  from the lower classes, so we require Poverty and a reduction in Status.
  Few of them innovate, content instead to simply do what they’re told
  (Hidebound). They may resist changes to age-old techniques or personal
  habits (Incurious, Stubbornness), or they may simply work themselves too
  hard (Workaholic). Laborers often hail from a stigmatized group, or their
  work itself may be shunned (Social Stigma, Uneducated, Reputation).
  Primary and
  Secondary Skills:
  Unskilled labor is,
  well, unskilled.
  Background
  Skills: Laborers
  can pick up the
  rudiments of any
  skill they help
  perform, so we
  offer some com-
  mon 
  ones.
  Workers 
  often
  migrate from job
  to job, learning
  Hiking and Area
  Knowledge in the
  process, and knowing who is in charge and how to act towards them helps
  further a career (Savoir-Faire). Other skills represent favorite off-hours
  pursuits (Carousing, Streetwise).
  Laborer [5 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 10 points chosen from: +1 to ST or HT
  [10]; Acute Senses [2/level]; Common Sense [10]; Extra Fatigue
  [3/level]; Fit [5]; High Pain Threshold [10]; Less Sleep [3/level];
  Manual Dexterity [3/level]; Patron [varies]; Single-Minded [5] and
  Temperature Tolerance [1/level].
  Disadvantages: Status -1 [-5]; Struggling [-10] and a total of -10
  points chosen from: -1 to IQ [-10]; Dull or Hidebound [-1 or -5]; Duty
  (non-hazardous) [varies]; Ignorance [-5/skill]; Incurious or Obdurate [-
  5 or -10]; Odious Personal Habits [varies]; further Poverty [varies];
  Social Stigma [varies]; further Status [-5/level]; Stubbornness [-5];
  Uneducated [-5] and Workaholic [-5].
  Primary and Secondary Skills: None.
  Background Skills: A total of 5 points in any of: Agronomy/TL
  (M/A); Animal Handling (M/H); Area Knowledge (any) (M/E);
  Carousing (P/A; HT); any Craft Skill (varies); Hiking (P/A; HT);
  Lifting (P/H; ST); any Professional Skill (varies); Savoir-Faire (M/E);
  Savoir-Faire (Servant) (M/E); Streetwise (M/A) and Survival 
  (Urban) (M/A).
  Customization Notes
  • Physical labor takes its toll, and as a laborer ages, disadvantages such as
  Bad Back and Lame are real possibilities. Such injuries virtually elimi-
  nate a man’s usefulness as a laborer, so he may find himself a Beggar (p.
  25) – or starving to death.
  – Donal Fallon
  GURPS Azteks
  Mazatl (-20 points)
  Age 20; 5’4”, 130 lbs.; a muscled Aztec man with short hair,
  calloused hands and a continual scowl, dressed only in a loincloth.
  ST 12 [20]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5.
  Advantages: Fit [5]. 
  Disadvantages: Duty (to master, non-hazardous, 15-) [-10];
  Incurious [-5]; Poor [-15]; Status -3 [-15].
  Quirks: Dislikes frivolity; Exercises every morning; Likes tak-
  ing orders; Likes the feel of dirt under his toes; Takes satisfaction
  in physical labor [-5]. 
  Skills:
  Agronomy/TL1-8 
  [1/2]; 
  Area 
  Knowledge
  (Tenochtitlán)-9 [1/2]; Lifting-12 [4].
  Languages: Náhuatl (native)-10 [0].
  Mazatl was a simple farmer, but he was enslaved for failing to
  pay his debts and forced into service as a litter bearer for a wealthy
  priest. Mazatl knows he retains the right to buy back his freedom,
  but he’s actually come to enjoy his unthinking lifestyle. His master
  has recognized Mazatl’s talent and dedication and has ordered spe-
  cial treatment for the ex-farmer.
  Laborer
  64
  
  Lawyers offer legal counsel and represent their clients in civil and
  penal cases or in other dealings. Most importantly, they speak for their
  clients, a critical task when lawsuits can be decided by jurors who favor a
  convincing, entertaining speech over laws and precedents. In lands where
  political trials aren’t uncommon, the state’s fortunes can depend on the
  eloquence of an attorney. Good lawyers are worthwhile investments
  wherever the judicial system is formalized or complex.
  Design Notes
  Attributes:The intellectual and social nature of the job requires IQ 11.
  Advantages: Literacy is required. Lawyers may exploit their person-
  al charm (Appearance, Charisma, Voice), become famous (Reputation)
  or enjoy Status and Wealth. They can usually count on “friends” (Ally,
  Contact, Favors).
  Disadvantages: Good lawyers may have Sense of Duty to their
  clients. Others may fall prey to Alcoholism, Greed, Secret or Selfish.
  Some societies disdain them as pretentious. Orators love being on-stage
  (Glory Hound). Minor physical flaws are possible.
  Primary Skills:We require Bard and Law. Diplomacy, Fast-Talk and
  Writing are also key.
  Secondary Skills: Detect Lies, Gesture, Research and Savoir-Faire
  all aid an attorney. Lawyers often have a traditional education 
  (History, Literature).
  Background Skills: Lawyers are political creatures (Politics) who
  know their city (Area Knowledge). They may specialize in criminal cases
  (Criminology, Streetwise). They may know their own language very well.
  Lawyer [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; 
  HT 10 [0].
  Advantages: Literacy [10] and a total of 10 points chosen from:
  Ally [varies]; Appearance [varies]; Charisma [5/level]; Contacts [varies];
  Favor [varies]; Less Sleep [3/level]; Reputation [varies]; Sensitive [5];
  Single-Minded [5]; Status [5/level]; Voice [10] and Wealth [varies].
  Disadvantages: A total of -25 points chosen from: Alcoholism [-15
  or -20]; Bad Temper [-10]; Compulsive Lying [-15]; Glory Hound [-15];
  Greed [-15]; Jealousy [-10]; Paranoia [-10]; any Physical Disadvantage
  [varies]; Reputation [varies]; Secret (corrupt) [varies]; Selfish [-5]; Sense
  of Duty (to clients) [-5 to -10] and Workaholic [-5].
  Primary Skills: Bard (M/A) IQ+1 [4]-12; Law (M/H) IQ [4]-11
  and a total of 4 points in any of: Diplomacy (M/H); Fast-Talk (M/A)
  and Writing (M/A).
  Secondary Skills: A total of 4 points in any of: Detect Lies (M/H);
  Gesture (M/E); History (M/H); Literature (M/H); Research (M/A);
  Savoir-Faire (M/E) and further Primary Skills.
  Background Skills: A total of 4 points in any of: Area Knowledge
  (M/E); Criminology/TL (M/A); Language (native) (M/A); Merchant
  (M/A); Philosophy (any) (M/H); Politics (M/A); Psychology (M/H);
  Streetwise (M/A) and Theology (M/H).
  Customization Notes
  • Lawyers usually specialize in a specific branch of Law (see p. B43).
  • Criminology and Psychology were intuitive and rudimentary at early
  tech levels, and GMs may choose to forbid them.
  • Behind a flashy speaker, there is often a bookish researcher; see the
  Scholar template (p. 99) for further customization ideas. 
  – Michele Armellini
  GURPS Imperial Rome
  Gaius Flavius Dentatus (20 points)
  Age 25; 5’9”, 155 lbs.; a tall young man with
  brown hair and eyes, wearing an elegant toga.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Charisma +2 [10]; Status 4 [20].
  Disadvantages: Glory Hound [-15]; Greed [-15];
  Sense of Duty (to family and clients) [-10].
  Quirks: Dislikes upstarts; Fastidious; Loves arguing;
  Slightly jealous; Superstitious [-5].
  Skills: Area Knowledge (Rome)-12 [2]; Bard-15*
  [6]; Fast-Talk-12 [4]; Gesture-11 [1]; Law-12 [6];
  Literature-10 [2]; Politics-11 [2]; Savoir-Faire-13** [0].
  *Includes +2 for Charisma.
  **Free from Status.
  Languages: Latin (native)-12 [1]; Greek-10 [1].
  Equipment: Law scrolls.
  Gaius belongs to an impoverished branch of the
  Flavii. His family could not afford the expenses to give
  him a standard political career, and with only average
  wealth they are definitely risking their status due to the
  census laws. He has been looking for the usual solutions
  (the right marriage or patronage), but meanwhile, he’s
  put his skill in rhetoric to the study of law. For now, he’s
  still too young, obscure and unconnected. But, unbe-
  knownst to him, some top players have noticed both his
  skill and his obvious need for money, so maybe he’ll
  soon receive an offer he can’t refuse.
  Lawyer
  65
  
  Man has used leather as a material since the Stone Age to make such
  wide-ranging items as saddles, shoes and boots, bags and flasks, bagpipes,
  bookbinding, raincoats, armor and wall hangings. Leatherworkers can
  vary from humble cordwainers to skilled artisans working with dec-
  orative stamps and gilding.
  Design Notes
  Attributes: Tanning is a smelly profession that
  requires a strong stomach, so we raise HT to 11.
  Advantages:We provide some options to rep-
  resent a skilled craftsman and the resistance to the
  foul chemicals in the tannery.
  Disadvantages: In many societies, leather-
  workers are looked down on as unclean, so we pro-
  vide options that reflect this alongside some typical
  of craftsmen. No Sense of Smell/Taste is almost an
  advantage for a leather worker!
  Primary Skills: Tanning and Leatherworking
  are the principle skills of the trade.
  Secondary Skills: Leatherworkers need to
  sell their wares, and we add skills useful for using
  leather as decoration and for finding those rare
  tanning agents not covered by the Tanning skill.
  Leather is sometimes tanned in a mill.
  Background Skills: A leather worker might learn some skills by
  helping to line armor (Armory), preparing riding tack (Animal
  Handling) or working with tanning agents (Chemistry). Some skills are
  of general use to a craftsman.
  Leather worker [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10]. 
  Advantages: A total of 10 points chosen from: Manual Dexterity
  [3/level]; Reputation [varies]; Resistant to Poison [5]; Semi-Literacy [5];
  Single-Minded [5]; Versatile [5] and Wealth [varies].
  Disadvantages: A total of -15 points chosen from: Bad Back
  [varies]; Bad Smell [-10]; Hidebound [-5]; No Sense of Smell/Taste [-
  5]; Poverty [varies]; Social Status [-5/level]; Social Stigma [varies];
  Uncongenial [-1] and Workaholic [-5].
  Primary Skills: Leatherworking (M/E) IQ+2 [4]-12 and Tanning
  (P/A) DX+2 [8]-12.
  Secondary Skills: Merchant (M/A) IQ [2]-10 and a total of 3
  points in any of: Artist (M/H); Blacksmith/TL (M/A); Carpentry
  (M/E); Dyeing (M/A); Jeweler/TL (M/H); Naturalist (M/H) and
  Professional Skill (Milling) (M/A).
  Background Skills: A total of 3 points in any of: Animal Handling
  (M/H); Appreciate Beauty (M/VH); Area Knowledge (any) (M/E);
  Armoury/TL (M/A); Chemistry/TL (M/H); Cyphering (M/E);
  Sewing (P/E) and Woodworking (P/A).
  Customization Notes
  • The job of the early chandler, working with animal fat and
  tallow, is similar to that of a leather worker. Remove skills
  related to skilled craftsmanship and add Professional Skill
  (Chandler) to create such a character.
  • Specialist parchment makers should concentrate on the
  Tanning skill.
  – Jamie Revell
  GURPS Fantasy
  Cynewulf Uruksson (20 points)
  Age 29; 5’6”, 145 lbs.; a stocky dark-haired man with
  dusky skin and obvious orcish heritage, usually wearing a leather
  tunic over plain linen clothing and fine boots.
  ST 10 [0]; DX 10 [0]; IQ 10 [10]; HT 12/13 [15].
  Basic Speed 5.5; Move 5. 
  Dodge 5. 
  Advantages: Acute Hearing +2 [-]; Half-Orc [0]; Semi-
  Literacy [5]; Single-Minded [5]. 
  Disadvantages: Appearance (Unattractive) [-5]; Reputation -2
  (Half-Orc) [-]; Status -1 [-5]; Struggling [-10].
  Quirks: Dislikes physical confrontation; Keeps a large, mangy
  dog and uses its dung to soften leather; Likes the taste of horse-
  meat; Resents his poverty; Thinks of himself as fully human [-5].
  Skills: Area Knowledge (Minder)-10 [1]; Artist-9 [1];
  Brawling-10 [-]; Carpentry-10 [1]; Cyphering-10 [1]; Dyeing-9
  [1]; Leatherworking-12 [4]; Merchant-10 [2]; Tanning-12 [4].
  Languages: Anglish (native)-10 [0].
  Equipment: Punches, half-moon knives, pommels and other
  tools, leather trade goods.
  The child of two half-orc parents, Cynewulf has only ever
  known the human society of Cardiel. He is more intelligent and
  sensitive than most of his fellows, so rather than becoming a thug
  or mercenary, he apprenticed to learn a trade that few humans
  wanted. He recently acquired his own shop when the previous
  owner died of consumption, and he is determined to work hard to
  prove himself the equal of anyone else in Minder.
  Leatherworker
  66
  
  Lockmakers find work in even bronze-age societies, and their wares
  can be quite sophisticated by TL3 (combination locks appear as early as
  medieval China). Locksmiths might also design cunning traps, secret
  doors and other security measures, especially in fantasy campaigns.
  Design Notes
  Attributes: Locksmithing is an often intricate and technical craft, so
  we raise IQ to 11.
  Advantages: We provide Manual Dexterity so that our locksmith
  can work with intricate mechanisms, and we offer a selection of advan-
  tages suitable to a skilled craftsman.
  Disadvantages: Locksmiths suffer from many of the same problems
  as other craftsmen. Unscrupulous locksmiths may have patrons more
  interested in breaking security than in keeping it (Secret).
  Primary Skills: A locksmith’s primary job is to make and 
  repair locks.
  Secondary Skills: We provide skills related to the construction of
  locks and other mechanisms (Blacksmith, Lockpicking, Mechanic, Traps)
  or the locksmith’s role as a tradesman (Cyphering, Merchant).
  Background Skills: We provide skills for working with wooden
  chests and door frames and with traditional high-fantasy “poison needle”
  traps. Some locksmiths also find their skills in demand in the under-
  world, so we offer Streetwise.
  Locksmith [30 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Advantages: Manual Dexterity +1 [3] and 10 points chosen from:
  Acute Vision [2/level]; Literacy or Semi-Literacy [10 or 5]; Patron
  [varies]; Reputation [varies]; Resistant to Poison [5]; Versatile [5] and
  Wealth [varies].
  Disadvantages: A total of -15 points chosen from: Bad Temper [-
  10]; Code of Honor (Professional) [-5]; Dependents [varies]; Greed [-
  15]; Secret [varies]; Stubbornness [-5] and Workaholic [-5].
  Primary Skills: Professional skill (Locksmith)/TL (M/A) IQ [2]-12.
  Secondary Skills: A total of 4 points in any of: Blacksmith/TL
  (M/A); Cyphering (M/E); Lockpicking/TL (M/A); Mechanic
  (mechanical 
  devices)/TL 
  (M/A); 
  Merchant 
  (M/A) 
  and 
  Traps/TL (M/A).
  Background Skills: A total of 1 point in any of: Carpentry (M/E);
  Poisons (M/H); Streetwise (M/A) and Woodworking (P/A).
  – Jamie Revell
  GURPS Fantasy
  Anric Trel (40 points)
  Age 34; 5’10”, 140 lbs.; a slim, intense-looking man with
  dark hair and a short beard.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Literacy [10]; Manual Dexterity +1 [3]; Resistant
  to Poison [5]; Versatile [5].
  Disadvantages: Low Empathy [-15]; Miserliness [-10].
  Quirks: Abstemious; Constantly drums his fingers when
  thinking hard; Dresses in gray; Keeps his workbench meticulously
  tidy; Naturally cautious [-5].
  Skills:
  Cyphering-11 [1]; Lockpicking/TL3-13 [4];
  Mechanic (mechanical devices)/TL3-14 [8]; Poisons-11 [4];
  Professional Skill (Locksmith)/TL3-14 [8]; Traps/TL3-16 [12].
  Languages: Anglish (native)-11 [0].
  Equipment: Fine tools, grindstones, skeleton keys, lockpicks,
  wire, half-finished devices of all kinds.
  Anric is a specialist designer of burglar alarms, trapped locks
  for treasure chests and the like. A thorough professional, he avoids
  socializing with his clients and is not picky about who he works
  for so long as they can pay. If offered the chance to fill an under-
  ground maze with complicated and lethal devices for any reason,
  he would leap at the intellectual challenge, but he is too mindful
  of his own personal safety to join a party which might want to use
  his expertise to disarm similar traps planted by someone else
  (though he might be willing to give verbal advice).
  Locksmith
  67
  
  The majordomos is his master’s chief servant who runs the house-
  hold, manages the estates, provisions the court and offers advice.
  Design Notes 
  Attributes: Managing the affairs of a large household requires keen
  intelligence, so we raise IQ to 11. 
  Advantages: These vary depending on whether the majordomo is
  merely a head servant or the lord’s chief administrator. The job may
  require Literacy in order to manage the estate or serve as a judge, and
  working for an important person can bring various Contacts. 
  Disadvantages: The majordomo owes a Duty to his master. Other
  disadvantages represent common personality traits, and physical defects
  are possible.
  Primary Skills: A majordomo is, above all, the chief administrator
  of a lord’s household, so we require Administration. Leadership may
  come into play in stressful situations. Diplomacy and some form of
  Savoir-Faire may be helpful for dealing with people.
  Secondary Skills: Seneschals are familiar with their lord’s estates,
  and perhaps even the surrounding region. Skills like Law might be nec-
  essary depending on assigned duties. As the chief estate manager and
  organizer of provisions, other skills may be necessary (Agronomy,
  Cyphering, Scrounging). 
  Background Skills: These are common among the well-to-do or
  those who serve them.
  Majordomo [20 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: A total of 15 points chosen from: Administrative Rank
  [5/level]; Contacts [varies]; Literacy or Semi-Literacy [10 or 5]; Patron
  [varies] and Status [5/level]. 
  Disadvantages: Duty (to lord, non-hazardous, 12-) [-5] and a total
  of -15 points chosen from: Bad Temper [-10]; Compulsive Behavior [-5
  to -15]; Miserliness [-10]; any Physical Disadvantage [varies]; Sense of
  Duty [-5 to -15]; Stubbornness [-5] and Workaholic [-5]. 
  Primary Skills: Administration (M/A) IQ+1 [4]-12 and a total of
  4 points in any of: Diplomacy (M/H); Leadership (M/A; ST); Savoir-
  Faire (M/E) and Savoir-Faire (Servant) (M/E).
  Secondary Skills: A total of 9 points in any of: Agronomy/TL
  (M/A); Area Knowledge (any) (M/E); Cyphering (M/E); Law (M/H);
  Scrounging (M/E) and further Primary Skills. 
  Background Skills: A total of 3 points in any of: Carousing (P/A;
  HT); Heraldry (M/A); Knife (P/E); Politics (M/A) and Riding 
  (any) (P/A).
  Customization Notes
  • Few majordomos attain Status and Rank above 1 or 2. Keep in mind
  that many societies grant free Status based on Rank (see p. CI29).
  • In medieval Europe, majordomos (often called “seneschals”) are fre-
  quently knights, as well. Use the Feudal Nobleman template (p. 47) but
  be sure to take all mandatory advantages, disadvantages and skills of
  this template.
  – Ryan Crisp
  Medieval France
  Drogo of Rennes (25 points)
  Age 35; 5’8”, 165 lbs.; a Breton with brown
  eyes and black hair of average length, sporting
  a large mustache, a serious expression and a
  mail coat.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5.00; Move 5. 
  Dodge 5 Parry 5. 
  Advantages: Contact (business, skill 12, usu-
  ally reliable) [2]; Contact (military, skill 18,
  somewhat reliable) [3]; Patron (Count of
  Anjou, 9-) [10]; Status 1 [5].
  Disadvantages: Duty (Count of Anjou, 12-,
  non-hazardous) [-5]; Miserliness [-10];
  Reputation -1 (stubborn miser, from house-
  hold) [-2]; Stubbornness [-5]; Workaholic [-5]. 
  Quirks: Always wears his mail shirt; Doesn’t
  like games; Iron-fisted; Wants to please his father [-4].
  Skills: Administration-12 [4]; Agronomy-11 [2];
  Area Knowledge (Count of Anjou’s manors)-12 [2];
  Diplomacy-10 [2]; Knife-12 [2]; Law-11 [4];
  Leadership-11 [2]; Riding (horse)-11 [2]; Savoir-
  Faire (Servant)-13 [4]; Scrounging-12 [2]. 
  Languages: Old French (native)-11 [0]. 
  Equipment: Knife, mail shirt, pants, staff. 
  Drogo runs the household and manors of the
  Count of Anjou. He travels about the estates direct-
  ing and administering the planting, the harvest and
  the storage of food, and he sometimes deals with legal
  issues. Over the years, Drogo has made some impor-
  tant contacts who allow him to provide the count with
  good advice and rare goods. Although he has earned a
  reputation for being strict and miserly, Drogo is fair,
  and the household respects him as a hard worker. To
  Drogo’s chagrin, he has never learned to read, and his
  reliance on clerics to help keep records has become a
  bone of contention as the count has butted heads with
  the local bishop on a few occasions.
  68
  Majordomo
  
  Most human cultures practice some form of massage. This systemat-
  ic manipulation of the body has proven healthful and pleasurable in many
  places and times. The social role of the masseur, however, varies widely,
  from doctor to prostitute.
  Design Notes
  Attributes: Although
  massage is a physical art,
  the masseur must also mas-
  ter technique and theory.
  We choose DX and IQ 11.
  Advantages: Massage
  demands fine motor skills
  (Double-Jointed, Manual
  Dexterity) and endurance
  to work physically while
  concentrating mentally for
  hours on end (Extra
  Fatigue, Fit, Single-Minded). Masseurs benefit from an attunement to
  clients (Empathy, Sensitive).
  Disadvantages: Masseurs often have a commitment to others’ well-
  being (Sense of Duty, Pacifism, Charitable, Selfless, Chummy). In some
  places, they are poorly-paid and not respected (Struggling, Reputation).  
  Primary Skills:
  All masseurs have basic massage skills
  (Massage, Physiology).
  Secondary Skills: Cultures have different views of massage, but
  most approaches are covered by one of three paradigms: massage as med-
  icine, massage as personal service and massage as sex work. We provide
  skill sets for each of these.
  Background Skills: Traveling masseurs may learn Area Knowledge
  and Hiking in their travels. Masseurs may also learn to read body lan-
  guage through their work.  Some massage techniques are based in esoteric
  teachings; masseurs from these traditions may have skill in
  Meditation or Philosophy.
  Masseur [20 points]
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Advantages: A total of 15 points chosen from:
  Double-Jointed [5]; Empathy or Sensitive [15 or 5]; Extra
  Fatigue [3/level]; Fit or Very Fit [5 or 15]; Manual Dexterity
  [3/level]; Reputation [varies] and Single-Minded [5].
  Disadvantages: A total of -30 points chosen from:
  Charitable [-15]; Chummy or Gregarious [-5 or -10]; Pacifism
  [-15 or -30]; Poverty [varies]; Reputation [varies]; Selfless [-
  10]; Sense of Duty [-5 to -20] and Social Disease [-5].
  Primary Skills: Professional Skill (Massage) (P/A)
  DX+1 [4]-12 and Physiology (any) (M/VH) IQ-1 [2]-9.
  Secondary Skills: Courtesan (M/A) IQ [2]-11; Sex Appeal (M/A;
  HT) HT-1 [1]-9 and Erotic Art (P/H) DX-1 [2]-10 or Botany (M/H)
  IQ-1 [2]-10;  Diagnosis/TL (M/H) IQ-2 [1]-9 and Herbalist/TL
  (M/H) IQ-1 [2]-10 or Politics (M/A) IQ-1 [1]-10; Poisons (M/H)
  IQ-1 [2]-10 and Savoir-Faire (Servant) (M/E) IQ+1 [2]-12.
  Background Skills: A total of 4 points in any of: Body Language
  (M/H); Detect Lies (M/H); Diplomacy (M/H); Hiking (P/A; HT);
  Meditation (M/H); Philosophy (any) (M/H) and Psychology (M/H).
  Customization Notes
  • Cinematic Lens: [25 points]: Some peo-
  ple ascribe almost mystical potency
  to massage techniques. Raise IQ to
  12 
  [10], 
  Professional 
  Skill
  (Massage) to 13 [+2]. Add Chi
  Treatment (M/H) IQ [4]-12;
  Muscle Reading (M/VH) IQ-2
  [2]-10; Pressure Points (M/H) IQ-
  2 [1]-10 and Yin/Yang Healing
  (M/H) IQ+1 [4]-13 to Secondary
  Skills. Change Meditation to the
  cinematic 
  M/VH 
  skill 
  in
  Background Skills.
  • In Japan, masseurs are traditionally
  blind. In India, masseurs are 
  often eunuchs.
  – Michael Suileabhain-Wilson
  GURPS Greece
  Thrasybulus (20 points)
  Age 44; 5’4”, 125 lbs; a sallow Greek man
  with short-cropped black hair and a neatly-
  trimmed beard, wearing a fresh chiton.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Fit [5]; Manual Dexterity +2
  [6]; Sensitive [5].
  Disadvantages: Chummy [-5]; Pacifism (can-
  not kill) [-15]; Sense of Duty (to sick and
  injured) [-10].
  Quirks: Insists on discussing philosophy
  with clients [-1].
  Skills: Botany/TL1-10 [2]; Detect Lies-9
  [1]; Diagnosis/TL1-9 [1]; Diplomacy-10 [2];
  Herbalist/TL1-10 [2]; Professional Skill
  (Massage)-14* [4]; Philosophy (Pythagorean)-9
  [1]; Physiology/TL1-9 [2].
  *Includes +2 from Manual Dexterity.
  Languages: Greek (native)-11 [0].
  Equipment:
  Herbs and aromatic oils,
  Pythagorean texts.
  Thrasybulus is a Syracusan physician dedi-
  cated to the art of massage. He believes firmly in
  what Hippocrates said, “The physician must be
  acquainted with many things but assuredly with
  anatripsis (massage) . . . for rubbing can bind a
  joint that is too lose, or loosen a joint that is too
  hard.” Many of Syracuse’s substantial citizens
  call on him when ailing, though his tendency to
  wax eloquent on matters of life, truth, and
  meaning throughout his treatments taxes the
  patience of some.
  Masseur
  69
  
  Between those who make things and those who use them are the
  merchants. Such middlemen are relatively rare; most people sell directly
  to consumers. Merchants usually aren’t well-liked; they
  produce nothing material themselves and are at least
  potentially dishonest (they are sometimes even prohibit-
  ed from holding public offices restricted to “honest”
  men!). However, merchants are unparalleled in their
  ability to make money, associating them with the rich
  and powerful. A wealthy man might employ or finance a
  merchant to the mutual advantage of both; each makes
  money, and the financier avoids the dirty business 
  of commerce.
  Although they might maintain a presence at home,
  merchants travel more than most, as their function is to
  go where goods are and take them where they aren’t.
  Most travel between a handful of cities, but a few trav-
  el vast distances.
  Design Notes
  Attributes: A merchant should be at least a little smarter than aver-
  age, so we raise IQ to 11.  
  Advantages: Merchants are usu-
  ally literate (contracts are among the earli-
  est written documents), and they benefit
  from 
  prominent 
  associations 
  or 
  personal wealth.  
  Disadvantages: On the other
  hand, a merchant may be distrusted by his
  society or fall victim to his own greed.  
  Primary Skills: A merchant
  must, first and foremost, be able to trade
  goods, so Merchant is required.  
  Secondary Skills: He must also
  be able to run a small organization and deal
  with different types of people. 
  Background Skills: Depending
  on his training, a merchant may have some
  small abilities as a shipper, a politician or a
  craftsman, and he may know something
  about foreign lands.
  Merchant [30 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: Literacy [10] and a total of 10 points chosen
  from: Ally Group [varies]; Contacts [varies]; Merchant Rank
  [5/level]; Patron [varies] and Wealth [varies].  
  Disadvantages: A total of -15 points chosen from: Code of
  Honor (merchant) [-5]; Greed [-15]; Miserliness [-10];
  Reputation [varies] and Social Stigma [varies].
  Primary Skills: Cyphering (M/E) IQ+1 [2]-12 and
  Merchant (M/A) [4] IQ+1-12.  
  Secondary Skills: A total of 5 points in any of: Abacus
  (M/A); Accounting (M/H); Administration (M/A); Carousing
  (P/A; HT); Fast-Talk (M/A); Savoir-Faire (M/E) and
  Streetwise (M/A).
  Background Skills: A total of 4 points in any of: Area
  Knowledge (any) (M/E); any Craft Skill (varies); Economics
  (M/H); Law (M/H); Packing (M/H); Politics (M/A);
  Professional Skill (Finance) (M/H); Seamanship/TL (M/E)
  and Teamster (any) (M/A).
  Customization Notes
  • A successful merchant might start taking on skills and advan-
  tages listed in the Feudal Nobleman template (p. 47).
  • Realistically, Market Analysis (see GURPS Traveller: Far Trader p.
  100) does not become available until TL4. It may be available
  to merchants in a cinematic game, at the GM’s option.
  – Matt Riggsby
  Ancient Akkad
  Eshki of Nuzi (25 points)
  Age 33; a thin, dark-skinned man with a braided beard.  
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Comfortable [10]; Literacy [10]; Patron (queen, 6-) [10]. 
  Disadvantages: Greed [-15]; Reputation -2 (dishonest) [-10];  Sense
  of Duty (queen of Nuzi) [-5]. 
  Quirks: Boastful; Claims to have visited Egypt; Feigns injury to get
  out of packing duties; Plays the flute despite no musical ability; Quick
  with a grin [-5].
  Skills: Accounting-10 [2]; Animal Handling-12 [6]; Area Knowledge
  (Anatolia)-11 [2]; Fast-Talk-12 [4]; Merchant-12 [4]; Packing-9 [1];
  Teamster (oxen)-11 [2]. 
  Languages: Akkadian (native)-10 [0]. 
  Equipment: Seals, small knife.  
  Eshki thinks of himself as a man who is going places. The son of an
  ox-driver, he spent his early years traveling in caravans from his home in
  northern Mesopotamia to the distant lands of southern Anatolia. He
  acquired a talent for separating people from their gold and silver, and so
  became a merchant in the employ of the queen of Nuzi. Eshki now leads
  the caravans he once accompanied as a packer and driver. While he serves
  his queen loyally, he is more concerned with the percentage of profit he
  gets to keep. He has a real passion for bartering and is happiest when he
  is using his considerable abilities to make a profit.
  70
  Merchant
  
  Every culture employs messengers to bear news, orders, and mail
  across country. Depending on the culture, messengers might travel day
  and night (using the sun and the stars to navigate), or they might stick to
  day travel (covering roughly 35 miles per day if on horseback). The mes-
  sages they carry vary from simple news carried from town
  to town to personal letters or official decrees. Even when
  carrying messages between enemies,
  messengers are specially protected
  from attack by law. Nevertheless,
  their job can be hazardous, and
  they are usually armed – some even
  possess powers of arrest.
  Design Notes
  Attributes: Messengers must be fit, so we raise HT to 11.
  Advantages: Legal Immunity represents the protected legal status of
  messengers. Animal Empathy helps when handling mounts, while
  Absolute Direction and Fit assist while traveling. Some messengers have
  Legal Enforcement Powers, and some are literate to various degrees.
  Disadvantages: Duty represents potentially dangerous travel. Their
  legal status might cause Overconfidence. Honesty and Truthfulness are
  desirable in messengers. Carousers or loners might enjoy the 
  traveling lifestyle.
  Primary Skills: Area Knowledge of their route is essential to mes-
  sengers. We offer several skills representing various means by which mes-
  sengers might travel.
  Secondary Skills: An assortment of weapon skills allow messengers
  to defend themselves on the road. Navigation is useful if traveling off-
  road by night.
  Background Skills: Animal and survival skills come in handy if
  crossing wilderness. Crying news to the public uses Bard skill. Dealing
  with nobles is aided by Heraldry and Savoir-Faire.
  Messenger [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
  Advantages: Legal Immunity [5] and a total of 10 points chosen
  from: Absolute Direction [5]; Animal Empathy [5]; Claim to Hospitality
  [1 to 10]; Fit [5]; Legal Enforcement Powers
  [varies]; and Literacy or Semi-Literacy [10 or 5].
  Disadvantages: Duty (to employer, 12-) [-
  10]; and a total of -10 points chosen from:
  Compulsive Carousing [-5]; Honesty [-10]; Loner
  or Uncongenial [-5 or -1]; Overconfidence [-10];
  Sense of Duty [varies]; and Truthfulness [-5].
  Primary Skills: Area Knowledge (any)
  (M/E) IQ+1 [2]-11 and one of: Boating (P/A)
  DX+2 [8]-12; Hiking (P/A; HT) HT+2 [8]-13;
  Riding (any) (P/A) DX+2 [8]-12; Running (P/H; HT) HT+1 [8]-12;
  Skiing (P/H) DX+1 [8]-11; or Teamster (any) (M/A) IQ+3 [8]-13*.
  * Requires Animal Handling.
  Secondary Skills: A total of 6 points in any of: Broadsword (P/A);
  Knife (P/E); Navigation/TL (M/H); Orienteering/TL (M/A);
  Shortsword (P/A); Staff (P/H); and further Primary Skills.
  Background Skills: A total of 4 points in any of: Animal Handling
  (M/H); Bard (M/A); First Aid/TL (M/E); Heraldry (M/A); Savoir-
  Faire (M/E); Survival (any) (M/A); Veterinary/TL (M/H); and fur-
  ther Secondary Skills.
  Customization Notes
  • Additional points might be spent on raising Fit to Very Fit.
  – David Morgan-Mar
  GURPS Vikings
  Skuli the Swift (25 points)
  Age 26; 5’8”, 152 lbs.; a dark-blond Viking with a full beard
  and a battle scar on his right forearm, dressed in typical 
  farming clothes.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Absolute Direction [5]; Fit [5]; Legal Immunity [5];
  Reputation +1 (trustworthy messenger) [5].
  Disadvantages: Code of Honor (Viking) [-10]; Duty (to liege
  and kin, 12-) [-10]; Overconfidence [-10].
  Quirks: Ashamed he may be a coward; Curses Loki’s name when
  angry; Dislikes axes; Enjoys skiing through the forest; Tries to avoid
  fights [-5].
  Skills: Area Knowledge (Cambridge)-11 [2]; Bard-9 [1];
  Boating-10 [2]; Brawling-11 [2]; Broadsword-11 [4]; Games
  (Hnefatafl)-10 [1]; Knife-10 [1]; Navigation/TL3-9 [2]; Shield-12
  [4]; Skiing-11 [8]; Survival (Forest)-10 [2].
  Languages: Old Norse (native)-10 [0]; Anglo-Saxon-9 [1].
  Equipment: Sword; shield; knife; skis.
  Though Skuli is technically a farmer by trade, he enjoys nothing
  more than skiing. Because of this, his jarl has employed him several
  times to deliver messages to nearby villages, which has earned him a
  reputation as a good courier. Although not a strong fighter, he has the
  usual Viking combat training, which saved him once when he was
  attacked by an axe-wielding hunter from a rival village. He would
  rather avoid fighting, so he uses his messenger duties to get out of
  combat situations without alerting people to what he fears is shame-
  ful cowardice.
  71
  Messenger
  
  Childbirth is especially dangerous for women in pre-industrial soci-
  eties, so midwives have always been important. Midwives are usually
  women, and the traditional archetype presents them as wise and generous
  crones, often possessed of semi-magical skills.
  Design Notes
  Attributes: Midwifery requires
  both knowledge and wisdom, so we
  raise IQ to 11.
  Advantages:We choose advantages
  that reflect the esteem in which good
  midwives are often held (Reputation),
  the caring nature of their profession
  (Pious, Sensitive), talent (Manual
  Dexterity) and wisdom (Common
  Sense, Strong Will).
  Disadvantages: We provide disad-
  vantages that emphasize the role as
  healer and reflect the “mysterious old
  woman” archetype. Midwives may be low-status servants or even slaves.
  Primary Skills: Midwives must have a good knowledge of child-
  birth (an optional specialization of Herbalist) and must be able to calm
  a woman in labor.
  Secondary Skills: We
  provide a range of other med-
  ical and medical-related skills.
  Performance/Ritual allows
  the midwife to perform any
  necessary religious rites over a
  newborn and Childcare lets
  her care for it.
  Background Skills: We
  provide general skills that a
  servant or “wise woman”
  might possess.
  Midwife 
  [15
  points]
  Attributes: ST 10 [0];
  DX 10 [0]; IQ 11 [10]; 
  HT 10 [0].
  Advantages: A total of
  10 points chosen from:
  Common Sense [10]; Disease-
  Resistant [5]; Literacy or
  Semi-Literacy [10 or 5];
  Manual Dexterity [3/level];
  Pious [5]; Reputation [varies];
  Sanctity [5]; Sensitive [5] and Strong Will [4/level].
  Disadvantages: Social Stigma (Second-Class Citizen) [-5] and -15
  points chosen from: Age [-3/level]; Appearance [varies]; Cannot Harm
  Innocents [-10]; Charitable [-15]; Humble or Selfless [-1 or -5];
  Pacifism [varies]; Poverty [varies]; Reputation (witch) [varies]; Sense of
  Duty [varies]; further Social Stigma
  [varies]; 
  Status 
  [-5/level] 
  and 
  Stubbornness [-5].
  Primary 
  Skills:
  Fast-Talk
  (M/A) IQ [2]-11 and Herbalist (child-
  birth)/TL (M/H) IQ-3 [1/2]-7/13.
  Secondary Skills: A total of 7
  points in any of: Childcare (M/E);
  Diagnosis/TL (M/H); First Aid/TL
  (M/E); 
  Herbary/TL 
  (M/VH);
  Performance/Ritual 
  (any) 
  (M/A);
  Physiology (any)/TL (M/VH); Psychology
  (M/H) and Surgery/TL (M/VH).
  Background Skills:
  5 1/2
  points chosen from: Area Knowledge (any)
  (M/E); Cooking (M/E); Fortune-Telling
  (M/A); Naturalist (M/H); Occultism (M/A); Poisons (M/H); Savoir-
  Faire (Servant) (M/E); Sewing (P/E); Spinning (P/E); Veterinary/TL
  (M/H); Weather Sense/TL (M/A) and Weaving (P/E).
  Customization
  Notes
  • To depict a midwife
  with magical knowl-
  edge, add skills such as
  Hidden Lore (M/VH)
  and 
  Ritual 
  Magic
  (M/VH) to Secondary
  Skills, or consult the
  Diviner template (p.
  44) as a guideline.
  • Many 
  pre-industrial
  “midwives”
  in 
  fact
  treated women for the
  full range of medical
  conditions, while male
  doctors dealt only with
  male patients. For this
  sort of midwife, use 
  the Physician template
  (p. 87).
  – Jamie Revell
  GURPS Fantasy
  Petunia Gribble (25 points)
  Age 55; 3’10”, 120 lbs.; a somewhat wizened halfling woman with long
  gray hair, blue eyes and a stooped gait.
  ST 7 [0]; DX 10 [-10]; IQ 11 [10]; HT 11 [0].
  Basic Speed 5.25; Move 4.
  Dodge 4.
  Advantages: Bow +2 [-]; Common Sense [10]; Reputation +1 (good neigh-
  bor) [-]; Silence 1 [-]; Sling +2 [-]; Throwing +2 [-].
  Disadvantages: Age (55) [-15]; Code of Honor (hospitality) [-]; Gluttony
  [-]; Reduced Move (running) -1 [-].
  Quirks: Dislikes traveling by water; Dislikes working with men; Inclined
  towards pagan beliefs; Scrupulously clean; Sees no value in literacy [-4].
  Skills: Area Knowledge (Teridar)-10 [1/2]; Diagnosis/TL3-10 [2]; Fast-
  Talk-13 [6]; First Aid/TL3-12 [2]; Herbalist (childbirth)/TL3-9/15 [2];
  Naturalist-8 [1/2]; Occultism-9 [1/2]; Physiology (halfling)/TL3-9 [2];
  Psychology-12 [6]; Sewing-9 [1/2]; Stealth-11 [-]; Veterinary/TL3-10 [2].
  Languages: Anglish (native)-10 [0].
  Equipment: Soothing compresses and balms.
  Petunia has served as a midwife in the Megalan city or Teridar for more
  years than most people can remember. She works mainly amongst the common
  people, demanded as much by human women as by her fellow halflings. Despite
  her idiosyncrasies, her community (a great portion of which she helped bring
  into the world) loves her. She is a spinster with no children of her own, but she
  loves to spend time with the toddlers of her clients and neighbors.
  72
  Midwife
  
  While others may
  grind their own grain, millers
  do it professionally in a mill
  and run their own operation.
  Design Notes
  Attributes:
  All are 
  left at 10.
  Advantages:
  Millers
  might be wealthy or respected,
  and they can make powerful
  connections. Mills can be
  dangerous, so Common Sense
  and Alertness are appropriate.
  Disadvantages: Millers might have a Social Stigma or a Duty to an
  unpopular patron. They might follow professional ethics, feel a Sense of
  Duty to an employer or community, or suffer disadvantages prevalent
  among working men. They are often reputed to be greedy, especially
  when they have a monopoly on milling.
  Primary Skills: Milling is a required skill.
  Secondary Skills: Some skills allow for repairing or building mills.
  Fast-Talk, Savoir-Faire and Diplomacy let millers deal with customers.
  Other skills help sell grain, run a business or represent crafts performed
  in mills.
  Background Skills: Some skills are common among peasants or rep-
  resent other trades performed in a mill. Unscrupulous millers might steal
  grain or flour from their customers. Even genteel millers might have a few
  less genteel skills!
  Miller [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 15 points chosen from: +1 or +2 to ST or
  IQ [10 or 15]; Alertness [5/level]; Common Sense [10]; Contacts
  [varies]; Favors [varies]; Literacy or Semi-Literacy [10 or 5]; Patron
  [varies]; Reputation [varies] and Wealth [varies].
  Disadvantages: A total of -15 points chosen from: -1 to DX or HT
  [-10]; Age [-3/year]; Alcoholism [varies]; Bad Temper [-10]; Code of
  Honor [-5 to -15]; Duty [varies]; Fat or Overweight [-10, -20 or -5];
  Greed [-15]; Honesty [-10]; Jealousy [-10]; Miserliness [-10]; Odious
  Personal Habits [-5 to -15]; Reputation [varies]; Sense of Duty [varies]
  and Stubbornness [-5].
  Primary Skills: Milling (M/A) IQ+2 [6].
  Secondary Skills: A total of 5 points in any of: Accounting (M/A);
  Administration (M/A); Animal Handling (M/H); Carpentry (M/E);
  Cyphering (M/E); Diplomacy (M/H); Fast-Talk (M/A); Mechanic
  (Millwork)/TL (M/A); Merchant (M/A); Packing (M/H); Savoir-
  Faire (M/E); Teamster (any) (M/A) and Thatching (M/E).
  Background Skills: A total of 4 points in any of: Agronomy/TL
  (M/A); Armoury/TL (M/H); Blacksmith/TL (M/A); Boating
  (P/A); Carousing (P/A HT); any Combat/Weapon Skill (varies); Craft
  (Fulling) (M/E); Distilling (M/A); Filch (P/A); Hiking (P/A; HT);
  Holdout (M/A); Leadership (M/A); Metallurgy/TL (M/H); Riding
  (any) (P/A); Scrounging (M/E); Sex Appeal (M/A; HT); Sleight of
  Hand (P/H); Streetwise (M/A); Survival (any) (M/A); Swimming
  (P/E) and Weather Sense/TL (M/A).
  Customization Notes
  • Millers generally have no more than a level of Wealth or Status.
  • In animal- or slave-powered mills, millers have either Leadership or
  Animal Handling. In water- or windmills, millers have Mechanic,
  Weather Sense and possibly Swimming or Boating.
  • Industrial mill owners combine this template with the Armorer (p. 14),
  Artisan (p. 15) or Smith (p. 102).
  – Thomas Barnes
  GURPS Middle Ages 1
  Walter le Miller (25 points)
  Age 47; 5’8”, 170 lbs.; an overweight man with brown eyes
  and gray hair, dressed in dusty clothes.
  ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Literacy [10].
  Disadvantages: Code of Honor (Merchant’s) [-5]; Duty (to
  lord, 9-)[-5]; Honesty [-10]; Miserliness [-10]; Overweight [-5].
  Quirks: Claims his miserliness is religious; Pious; Simple;
  Tired of war; Whistles while he works [-5].
  Skills: Accounting [1/2]-9; Agronomy/TL3 [1/2]-10;
  Animal Handling [4]-12; Area Knowledge (village) [1]-12;
  Boating [1]-9; Bow [1]-8; Carpentry [1/2]-11; Cyphering [4]-
  14; First Aid/TL3 [1/2]-11; Knife [1/2]-9; Holdout [1/2]-
  10; Leadership [1/2]-10; Mechanic (millwork)/TL3 [2]-12;
  Merchant [6]-14; Professional Skill (Miller) [6]-14; Riding
  (donkey) [1]-10; Savoir-Faire [1]-12; Staff [1]-8; Streetwise
  [1/2]-10; Survival (woodlands) [1]-11; Swimming [1]-10;
  Teamster (donkeys) [1/2]-10; Weather Sense/TL3 [1/2]-10.
  Languages: Middle English (native)-12 [0].
  Equipment: Leather apron, tools.
  Walter’s mill sits on a river separating the territory of rival
  barons. The fords are closely watched, so Walter’s lord has
  coerced him into using his mill as a safehouse for spies waiting
  for the morning ferryman. Walter has learned more than he ever
  wanted to know about running a safehouse. The war has been
  ruinous and he just wants it to end.
  73
  Miller
  
  Mines are obviously vital as a source of metal, but they can also pro-
  vide coal, salt and vermilion, and even the most primitive cultures bene-
  fit from flint quarries. Mining is a hazardous and laborious profession,
  and miners may be anything from skilled arti-
  ficers to lowly slaves and prison gangs.
  Design Notes
  Attributes: Mining is arduous and phys-
  ically demanding, so we raise both ST and
  HT to 11.
  Advantages: We supply a range of
  advantages that reflect physical fitness or
  make it easier to survive in the often deadly
  environment of pre-industrial mines.
  Disadvantages: In most cultures, miners
  are underpaid, low-status members of society
  or even criminals or prisoners of war
  (Reputation or Social Stigma). They do,
  however, tend to support their fellows in
  times of danger
  (Chummy, Code
  of Honor).
  P r i m a r y
  Skills:
  Miners
  must be able to
  climb 
  through
  vertical 
  shafts
  and move heavy
  loads of ore or
  buckets of seep-
  age water.
  Secondary
  Skills:
  Miners
  have to operate
  and 
  repair
  machinery 
  for
  load lifting, ore
  preparation and
  water 
  drainage
  ( C a r p e n t r y ,
  M e c h a n i c ,
  Woodworking),
  survive in remote
  l o c a t i o n s
  (Survival) 
  and
  handle pack ani-
  mals 
  (Animal
  H a n d l i n g ,
  Packing). Many
  also have knowl-
  edge of the theo-
  ry behind mining (Geology, Prospecting). Stone quarrymen need
  Masonry.
  Background Skills: We provide skills that allow miners to repair
  their own tools and equipment or reflect the rough-
  and-tumble life of a mining camp.
  Miner [30 points]
  Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT
  11 [10].
  Advantages: A total of 10 points chosen from:
  Alertness [5/level]; Common Sense [10]; Cool or
  Composed [1 or 5]; Fit [5]; Literacy or Semi-Literacy
  [10 or 5]; Night Vision [10]; Rapid Healing [5];
  Resistant to Poison [5]; Strong Will [4/level] and
  Toughness [varies].
  Disadvantages: A total of -15 points chosen from:
  Chummy or Gregarious [-5 or -10]; Code of Honor
  (any) [-5 to -15]; Duty [varies]; Hidebound [-5];
  Poverty [varies]; Reputation [varies]; Social Stigma
  [varies] and Status [-5/level].
  Primary Skills: Climbing (P/A) DX+1
  [4]-11 and Lifting (P/H; ST) [4]-11.
  Secondary Skills: A total of 4 points in
  any of: Animal Handling (M/H); Carpentry
  (M/E); Geology/TL (M/H); Masonry
  (P/E); Mechanic (mining machinery)/TL
  (M/A); Packing (M/A); Prospecting (M/A);
  Survival (any) (M/A) and Woodworking
  (P/A).
  Background Skills: A total of 3 points in
  any of: Axe/Mace (P/A); Blacksmith/TL
  (M/A); Brawling (P/E); Carousing (P/A;
  HT); Engineer (mining)/TL (M/H); First
  Aid/TL (M/E); Leatherworking (M/E) and
  Metallurgy/TL (M/H).
  Customization Notes
  • Miners built on more points are still fairly
  reasonable; many miners have skills at 12 or
  more in Climbing, Lifting and Prospecting,
  for example. Danger Sense [15] and Very Fit
  [15] are useful if more points are available.
  • On the other hand, fewer points are appro-
  priate for slave miners. Such characters have
  fewer technical skills and likely suffer Poverty,
  Social Stigma or Reputation (convicted crim-
  inal or war prisoner) and Status of up to -4.
  – Jamie Revell
  GURPS Fantasy
  Goran Khazakul (70 points)
  Age 59; 4’4”, 270 lbs.; a heavily built, young dwarven man with
  brown hair, dressed in a plain tunic, usually carrying a heavy hammer.
  ST 13/15 [10]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
  Basic Speed 5.25; Move 4.
  Dodge 4.
  Advantages: Alertness +1 [5]; DR 1 [-]; Craft Skills +3 [-];
  Extended Lifespan 1 [-]; Extra Encumbrance [-]; Fit [5]; Hard to Kill
  +1 [-]; Longevity [-].
  Disadvantages: Chummy [-5]; Greed [-]; Miserliness [-]; Reduced
  Move -1 [-]; Struggling [-10].
  Quirks: Dislikes Orcs; Doesn’t miss being around women; Never
  shaves beard; Superstitious; Suspicious of Elves and Goblins [-2].
  Skills: Axe/Mace-11 [0]; Brawling-10 [1]; Carousing-12 [4];
  Carpentry-13 [1]; Climbing-11 [3 1/2]; Geology/TL3-9 [2];
  Lifting-13 [4]; Mechanic (mining)/TL3-11 [1/2]; Merchant-10 [0];
  Metallurgy/TL3-8 [1].
  Languages: Dwarvish (native)-10 [0].
  Equipment: Set of hammers, pick, chisels and wedges, shovel, lamp.
  Goran works at a remote dwarven silver mine where he helps
  maintain the pumps and winches in addition to cutting the metal
  nuggets from the rock face. He is unusually congenial for a dwarf, and
  he likes to spend his free time drinking with his buddies. He is gener-
  ally suspicious of strangers, however, especially if he thinks they might
  be looters after his silver . . . .
  74
  Miner
  
  Minstrels provide musical entertainment and often compose their
  own music and lyrics. They help keep their civilization’s culture alive
  when few people can read. Traveling minstrels also spread news
  and new ideas. Ballads often portray minstrels as romantic,
  wandering, likeable rogues – of course, they write the ballads
  themselves!
  Design Notes
  Attributes: Minstrels need HT 11 for singing and
  playing wind instruments. 
  Advantages: Minstrels rely on fame and protec-
  tors (Reputation, Patron). Some of them are espe-
  cially gifted (Musical Ability, Voice). Personal charm
  (Appearance, Charisma) contributes to their success.
  Some cultures grant minstrels Bardic Immunity.
  Disadvantages: Minstrels enjoy company and the
  limelight (Chummy, Glory Hound). They tend nevertheless to be indi-
  vidualistic or eccentric (Delusion, Extravagance, Overconfidence, Selfish,
  Self-Centered) and prone to excesses (Alcoholism, Compulsive
  Carousing, Lecherousness) and a troubled life (Enemy, Impulsiveness,
  Jealousy, Poverty). Compulsive Behavior (satirizing) and Truthfulness can
  make life interesting.
  Primary Skills: A minstrel needs to be able to play an instrument
  and sing. Bard, Bardic Lore, Performance and Poetry round him out.
  Secondary Skills: Minstrels may compose their own music (Musical
  Composition, Musical Notation). They are often accomplished in sever-
  al instruments and may know foreign languages. Minstrels often know
  their culture’s literary heritage (Literature, Oral Literature).
  Background Skills: Minstrels are social animals (Carousing, Savoir-
  Faire, Sex-Appeal). If they are wanderers they know how to take care of
  themselves (Area Knowledge, Hiking or Riding, Survival).
  Minstrel [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10]. 
  Advantages: A total of 15 points chosen from: Appearance [varies];
  Bardic Immunity [10]; Charisma [5/level]; Language Talent
  [2/level]; Literacy or Semi-Literacy [10 or 5]; Musical
  Ability [1/level]; Patron [varies]; Reputation [varies];
  Versatile [5] and Voice [10]. 
  Disadvantages: A total of -25 points chosen from:
  Alcoholism [-15 or -20]; Chummy [-5]; Compulsive
  Behavior (satirizing) [-5]; Compulsive Carousing [-5];
  Delusion [-1 to -15]; Enemy [varies]; Extravagance [-
  10]; Glory Hound or Overconfidence [-15 or -10];
  Impulsiveness [-10]; Jealousy [-10]; Lecherousness [-
  15]; Poverty [varies]; Self-Centered or Selfish [-10 or -
  5]; Status [-5/level] and Truthfulness [-5].
  Primary Skills: Musical Instrument (any) (M/H)
  IQ+2 [8]-12, Singing (P/E; HT) HT+1 [2]-12, and a
  total of 4 points in any of: Bard (M/A), Bardic Lore
  (M/H); Performance (M/A) and Poetry (M/A).
  Secondary Skills: A total of 6 points in any of: Dancing (P/A);
  Languages (varies); Literature (M/H) or Oral Literature (M/H);
  Musical Composition (M/H); another Musical Instrument (M/H) and
  Musical Notation (M/E).
  Background Skills: A total of 5 points in any of: Area Knowledge
  (M/E); Carousing (P/A; HT); Fast-Talk (M/A); Hiking (P/A; HT);
  Riding (any) (P/A); Savoir-Faire (M/E); Sex-Appeal (M/A; HT);
  Streetwise (M/A) and Survival (any) (M/A).
  Customization Notes
  • Musical Ability is not mandatory, but it’s very common among minstrels.
  • Any secondary musical instrument should be rather different from the
  primary one; for similar instruments, the minstrel can rely on defaults.
  – Michele Armellini
  Medieval Italy
  Pinuccio Mercanti (20 points)
  Age 24; 5’9”, 145 lbs.; a tall, pale young man with long unkempt
  brown hair and intent hazelnut eyes, wearing colorful attire.
  ST 9 [-10]; DX 10 [0]; IQ 11 [10]; HT 11 [10]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Charisma +1 [5]; Musical Ability +3 [3]; Patron
  (Conte Malatesta, 6-) [5]; Voice [10].
  Disadvantages: Compulsive Carousing [-5]; Impulsiveness [-10];
  Lecherousness [-15].
  Quirks: Attracted to noble girls; Loves Provençal authors; Never
  seen without his lute; Slightly lazy; Somewhat vain [-5]. 
  Skills:
  Area Knowledge(Florence)-11 [1]; Bard-12 [1];
  Carousing-11 [2]; Dancing-11 [4]; Literature (Proven<\#141>al
  poetry)-8/14 [1]; Musical Instrument (Lute)-15 [6]; Musical
  Instrument (Pipe)-12 [1]; Poetry-11 [2]; Sex-Appeal-12 [1]; Savoir-
  Faire-12 [1/2]; Singing-15 [1/2]. 
  Languages: Tuscan Italian (native)-11 [0]; Provençal-11 [2]. 
  Equipment: His beloved lute. 
  Pinuccio is a member of the Malatesta household; he entertains
  the family and guests. He’s gifted and knows it; his talent earned him
  a comfortable position and a chance to frequent feasts and banquets
  and to meet higher-class people. Unfortunately he’s a commoner, and
  all those noble girls are already betrothed! For now, he only flirts with
  them and makes love to the housemaids; but sooner or later he may
  end up in trouble . . . .
  75
  Minstrel
  
  Monks are part of many religious traditions, and many people retire
  to or spend part of life in a monastery. Monks can
  be warrior knights, martial artists, mendicant
  preachers or cloistered healers sworn to silence.
  Design Notes
  Attributes: Contemplation grants IQ 11.
  Advantages: Literacy and Reputation are
  common. Monks can expect hospitality. Survival-
  related advantages aid mendicants and ascetics;
  others reflect contemplation or proselytizing.
  Abbots have Religious Rank.
  Disadvantages: Monks swear vows, disci-
  plines and duties. “Good” disadvantages occur, as
  do Fanaticism and Intolerance. Sequestered
  lifestyles lead to social disadvantages. 
  Primary Skills: These vary by order.
  Secondary Skills: Monks preach, sing, speak
  religious languages or practice craft or academic skills. 
  Background Skills: Monks might practice trades before entering
  holy orders. Some pursue community involvement.
  Monk [30 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10];
  HT 10 [0].
  Advantages: A total of 15 points chosen from:
  Ally Group [varies]; Autotrance [5]; Charisma
  [5/level]; Claim to Hospitality [1 to 10]; Common
  Sense [10]; Disease-Resistant or Immunity to Disease
  [5 or 10]; Empathy or Sensitive [15 or 5]; High Pain
  Threshold [10]; Higher Purpose [5]; Intuition [15];
  Legal Immunity [varies]; Less Sleep [3/level];  Literacy
  or Semi-Literacy [10 or 5]; Patron [varies]; Pious [5];
  Pitiable [5]; Rapid Healing [5]; Religious Rank
  [5/level]; Reputation [varies]; Sanctity [5]; Status
  [5/level]; Strong Will [4/level] and Voice [10].
  Disadvantages: A total of -15 points chosen from:
  Disciplines of Faith [varies] and Vows [-1 to -15] and
  -15 points chosen from Charitable [-15]; Clueless [-
  10]; Compulsive Behavior [-5 to -15]; Duty [varies];
  Fanaticism [-15]; Gullibility [-10]; Hidebound or
  Obdurate [-5 or -10]; Honesty [-10]; Intolerance [-5
  or -10]; Oblivious [-3]; Pacifism [-15 or -30]; Poverty
  [varies]; Sense of Duty [-5 to -20]; Shyness [-5 to -15];
  Skinny [-10 points]; Stubbornness [-5]; Truthfulness [-
  5] and Unfit [-5].
  Primary Skills: A total of 5 points in any of:
  Administration (M/A); any Artistic, Craft, Knowledge,
  Medical or Scientific Skill (varies); Theology (M/H);
  Singing (P/E; HT); Languages (varies); Meditation (M/H) and
  Musical Instrument (any) (M/H).
  Secondary Skills: A total of 5 points in any of: Agronomy/TL
  (M/A); Animal Handling (M/H); Area Knowledge (any) (M/E); Bard
  (M/A); Calligraphy (P/A); Hiking (P/A; HT); Panhandling (M/E);
  Riding (any) (P/A); Teaching (M/A); Teamster (any) (M/A); Writing
  (M/A) and further Primary Skills.
  Background Skills: A total of 5 points in any of: Accounting
  (M/H); Astronomy/TL (M/H); Cyphering (M/E); Diplomacy
  (M/H); Fast Talk (M/A); Fishing (M/E); Herbalist/TL (M/H); Law
  (M/H); Naturalist (M/H); Politics (M/A); Savoir-Faire (M/E);
  Survival (any) (M/A) and further Primary and Secondary Skills.
  Customization Notes
  • Few people are raised monks; choose Background Skills from another
  template – particularly Feudal Nobleman (p. 47), Scholar (p. 99),
  Scrivener (p. 100) and Martial Artist (p. WA88) – for someone who
  started out in another profession. Solitary monks are hermits (p. 56).
  • Skills vary by order. Nuns might have Singing, while Inquisitors have
  Detect Lies and Interrogation. Mendicants have Panhandling and
  Survival. An abbot might have Administration and Politics.
  – Thomas Barnes
  Medieval Italy
  Fra Guido (30 points)
  Age 45; 5’5”, 150 lbs.; a stocky, tonsured Italian wearing a cord-belted robe.
  ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Animal Empathy [5]; Charisma +1 [5]; Claim to Hospitality (fel-
  low monks) [5]; Reputation +2 (holy man, among Christians) [5]; Sanctity [5].
  Disadvantages: Disciplines of Faith (asceticism) [-10]; Dead Broke [-15];
  Honesty [-10]; Reputation -2 (bad-tempered miser, 7-) [-2].
  Quirks: Claims he’s fat; Jovial; Talks to animals; Tells stories about Francis;
  Wishes he could read [-5].
  Skills: Agronomy/TL3-12 [2]; Animal Handling-12 [1]; Area Knowledge
  (Italy)-12 [1]; Bard-12 [1]; Cyphering-11 [1/2]; Distilling-12 [1]; Merchant-12
  [2]; Panhandling-11 [1/2]; Savoir Faire-12 [1/2]; Singing-8 [1/2]; Staff-8 [1];
  Survival (Hills)-11 [1]; Teamster-14 [2]; Theology-10 [2].
  Languages: Roman Italian (native)-11 [0].
  Equipment: Staff.
  While traveling to Assisi, Guido encountered St. Francis, experienced an
  epiphany and joined his order. He’s returned home to improve the spiritual lot of
  his neighbors, and his demeanor shocks those who remember him as a tight-fisted
  haggler. Some doubt his sincerity, but Guido never lacks for food and shelter.
  76
  Monk
  
  Morticians treat dead bodies to prevent decay, for religious reasons
  or for sanitation. By performing necessary funeral rituals and arrange-
  ments, they free the family of the deceased to mourn. Morticians often
  hold positions of respect within their communities, because they provide
  an invaluable service to both the living and the deceased.
  Design Notes
  Attributes: A good memory helps, but only average intellect 
  is required.
  Advantages: Undertakers may enjoy the respect of their communi-
  ty (Clerical Investment, Status, Reputation) or acquire considerable
  Wealth. Literacy is helpful, especially in cultures where prayers must be
  learned. When preparing a body is a religious rite, they may have Pious,
  Religious Rank or Sanctity. Immunity to Disease is helpful when prepar-
  ing victims of illness.
  Disadvantages: Some cultures view morticians as ritually unclean
  (Reputation) and may reserve such positions for a specific caste (Social
  Stigma). Undertakers might feel obligated to help the families of the
  deceased or the spirits of the dead (Sense of Duty); in some societies,
  they may be required to (Duty). They may become obsessive (Workaholic),
  and smelly chemicals can
  cause Bad Smell. Little con-
  tact with the living causes
  social handicaps.
  Primary 
  Skills:
  Morticians must treat or
  preserve the dead in a cultur-
  ally or religiously acceptable
  way, so Mortician (with a
  mandatory specialization by
  religion or culture) is
  required.
  Secondary 
  Skills:
  Morticians often need skills
  to produce and decorate
  burial wrappings. Astrology
  or Naturalist may be needed
  to auspiciously time rituals.
  Background 
  Skills:
  Morticians may learn rudi-
  mentary Physiology and reli-
  gious skills. They may build
  coffins, sarcophagi and other
  burial items. Savoir-Faire
  helps deal with the bereaved.
  M o r t i c i a n  
  [10 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: +1 to IQ [10];
  Clerical 
  Investment 
  or
  Religious Rank [5/level];
  Disease-Resistant 
  or
  Immunity to Disease [5 or
  10]; Literacy or Semi-
  Literacy [10 or 5]; Pious [5];
  Reputation [varies]; Sanctity
  [5]; Status [5/level] and
  Wealth [varies]. 
  Disadvantages: A total
  of -15 points chosen from:
  Anosmia [-5]; Bad Smell [-
  10]; 
  Code 
  of
  Honor
  (Professional) [-5]; Duty
  [varies]; Low Empathy [-15];
  No Sense of Humor [-10];
  Reputation (unclean) [varies];
  Sense of Duty [varies]; Social
  Stigma (varies) and Workaholic [-5].
  Primary Skills: Mortician (any)/TL (M/A) IQ+2 [6].
  Secondary Skills: A total of 5 points in any of: Artist (M/H);
  Astrology/TL 
  (M/H);
  Calligraphy (P/A); Naturalist
  (M/H) and Weaving (special).
  Background Skills: A total of 4
  points in any of: Blacksmith/TL
  (M/A); 
  Craft 
  (Perfumery)
  (M/H); Jeweler/TL (M/H);
  Performance/Ritual (any) (M/A);
  Physiology (any)/TL (M/VH);
  Savoir-Faire (M/E); Thanatology
  (M/H); Theology (M/H) and
  Woodworking (P/A).
  Customization Notes
  • If the undead exist, morticians
  become 
  <I>extremely<I>
  important – a slip-up during
  burial rites might prevent a
  corpse 
  from 
  staying
  dead!
  Shoddy morticians may gain
  powerful enemies . . .
  • On the other hand, unscrupu-
  lous morticians might supply
  corpses to necromancers or
  other shady individuals.
  – Eric Nail
  Comic Fantasy
  Kain Vorek (20 points)
  Age 43; 5’9”, 145 lbs; a pale, slender man with shoulder-length
  gray hair and light blue eyes, wearing indigo robes.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Literacy [5]; Reputation +2 (sympathetic, from those
  undead against their will) [5]; Status 1 [5].
  Disadvantages: Reputation -2 (killer, from those enjoying undeath)
  [-5]; Sense of Duty (to undead) [-10].
  Quirks: Dislikes horses; Enjoys watching storms roll in; Morbid
  sense of humor; Soft-spoken; Visits home often [-5].
  Skills: Area Knowledge (Chime Hollow)-10 [1/2]; Calligraphy-11
  [4]; Mortician (Chimean)/TL3-12 [4]; Occultism-11 [2];
  Thanatology-11 [4].
  Languages: Chimean (native)-11 [0]; Chime Totem-9 [1/2].
  Equipment: Embalming supplies, pigments and brushes, travel gear.
  What’s an undead to do when it’s tired of the nightly grind and
  wants to end it all? Call Kain Vorek, undead euthanizer.
  Kain Vorek has always felt sympathy for the undead (those that did-
  n’t ask to be undead, at least). While others fight them with fire and
  magic, Vorek offers a kinder, gentler service: for a small fee, he performs
  the proper funeral rites to allow his clients final rest. Undead either love
  him or hate him.
  Mortician
  77
  
  Families and communities pay professional mourners to take part in
  funeral rites and corteges and to express the grief of their patrons. The
  mourners do so in traditional and
  forceful forms, such as chanting
  funeral hymns or crying aloud; in
  ancient Greece they sometimes even
  pluck their hair or inflict token
  wounds on themselves to express their
  grief. Elsewhere they may improvise
  or declaim poetry about the deceased
  and his ancestors. The fact that their
  sorrow isn’t as sincere as the relatives’
  isn’t relevant. Rather, they are viewed
  as unappealing but necessary features
  of any funeral.
  Design Notes
  Attributes: Mourners need no
  outstanding attributes; however, HT can’t fall below 10.
  Advantages: No advantages are required, but Musical Ability and
  Voice help with rituals and dirges, Empathy or Sensitive when dealing
  with distraught relatives, and Reputation for finding jobs. High Pain
  Threshold is a boon for mourners who have to hit themselves!
  Resistance to diseases is invaluable when mourning those who died
  from them.
  Disadvantages: Mourning isn’t a popular profession, but some-
  one might choose it to support Dependents or to escape Poverty. The
  dreariness of it can take its toll (Callous, Extravagance, Odious
  Personal Habits). In certain societies, mourners are shunned (Social
  Stigma, Status).
  Primary Skills: Performance/Ritual is required. Acting and
  Singing help.
  Secondary Skills: Bard, Oral Literature and Musical Instrument
  are appropriate for elaborate, traditional forms of mourning.
  Theology is useful for observing burial precepts. Dancing and Poetry
  are sometimes necessary. Mourners sometimes use Make-Up. In cer-
  tain cultures a mourner’s tasks include preparing the body.
  Background Skills: Mourners can pick up a few other skills,
  including, most importantly, Savoir-Faire.
  Mourner [20 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 15 points chosen from: Empathy or
  Sensitive [15 or 5]; High Pain Threshold [10]; Immunity to Disease
  or Disease-Resistant [10 or 5]; Musical Ability [1/level]; Reputation
  [varies] and Voice [10].
  Disadvantages: A total of -15 points chosen from: Callous [-6];
  Dependents [varies]; Extravagance [-10]; Odious Personal Habits [-5
  to -15]; Poverty [varies]; Social Stigma [varies] and Status [-5/level].
  Primary Skills: Performance/Ritual (any) (M/A) IQ+1 [4]-11
  and a total of 6 points in any of: Acting (M/A) and Singing (P/E; HT).
  Secondary Skills: A total of 6 points in any of: Bard
  (M/A); Dancing (P/A); Oral Literature (M/H); Make-
  Up/TL (M/E); Musical Instrument (any) (M/H);
  Poetry (M/A); Mortician (any) (M/A); Theology
  (M/H).
  Background Skills: A total of 4 points in any of:
  Bardic Lore (M/H); Carousing (P/A; HT); Performance
  (M/A); Savoir-Faire (M/E) and further Secondary Skills.
  Customization Notes
  • Players can optimize by utilizing the defaults between
  Acting, Bard,  Performance and Performance/Ritual.
  – Michele Armellini
  GURPS Imperial Rome
  Caecilia Laurentia (15 points)
  Age 24; 5’1”, 120 lbs.; a small, thin plebeian woman with olive com-
  plexion, black hair and bags under her eyes, wearing an off-white tunic.
  ST 9 [-10]; DX 10 [0]; IQ 11 [10]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Acute Hearing +1 [2]; Disease-Resistant [5]; Voice [10].
  Disadvantages: Dependent (child, 6-) [-12]; Incompetence (Cooking)
  [-1]; Social Stigma (Second-Class Citizen) [-5]; Struggling [-10].
  Quirks: Dislikes alcoholics; Dislikes her work; Likes trinkets; Moved
  by dead children; Superstitious. [-5]
  Skills: Acting-12 [4]; Area Knowledge (Rome)-12 [2]; Dancing-10
  [2]; Make-Up/TL2-12 [2]; Musical Instrument (Pipe)-10 [2];
  Performance/Ritual (Roman burial rituals)-14** [3]; Savoir-Faire-14*
  [2]; Singing-14* [2]; Theology-10 [2].
  *Includes +2 from Voice.
  **Defaults from Acting; +2 from Voice.
  Languages: Latin (native)-11 [0].
  Caecilia’s first two children died of illness, and her worthless-alco-
  holic husband left her to raise her third child alone. For a while, she
  scraped together a living by singing in taverns, but the customers always
  expected more than a song from a tavern girl. She discovered she could
  make a neater profit with her outstanding voice. Although she dislikes
  mourning, she is determined to support her child. She dreams of one day
  being summoned by patricians as an entertainer at their banquets, instead
  of their funerals.
  78
  Mourner
  
  In societies with limited women’s rights, the daughters of nobles
  may have very different skills from their brothers. The noblewoman may
  play many roles: the scheming power behind the throne, the perfect queen
  serving as the object of platonic love, the spunky nobleman’s daughter,
  and, of course, the ever-popular “damsel in distress!”
  Design Notes
  Attributes: Noblewomen are born into their “profession,” so they
  tend to be unremarkable. We leave all attributes at 10.
  Advantages: We require a minimum level of Status and add further
  advantages to reflect a privileged birth (Heir, Patron, Wealth) and the fic-
  tional ideal of the damsel (Appearance, Pious, Sensitive).
  Disadvantages: Besides the obvious Social Stigma, we provide dis-
  advantages that reflect both an aristocratic upbringing and the imagined
  weaknesses and temperament of the “fairer sex.”
  Primary Skills: A noblewoman is a vital part of courtly life, so
  Savoir-Faire is essential.
  Secondary Skills: We provide the skills neces-
  sary for a woman’s life in refined society.
  Background Skills: Noblewomen are
  often surprisingly widely read, and
  they often manage their husbands’
  estates when the men are away
  fighting. Other social skills are less
  essential but common.
  Noblewoman [20 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ
  10 [0]; HT 10 [0]. 
  Advantages: Status 2 [10] and 15 points
  chosen from: Ally [varies]; Ally Group
  [varies]; Appearance [varies]; Charisma
  [5/level]; Empathy or Sensitive [15 or 5];
  Fashion Sense [5]; Heir [5]; Literacy or
  Semi-Literacy [10 or 5]; Patron [varies];
  Pious [5]; Pitiable [5]; Sanctity [5]; further
  Status [5/level] and Wealth [varies].
  Disadvantages: Social Stigma (valu-
  able property) [-10] and -15 points cho-
  sen from: Charitable [-15]; Duty (to
  husband or family) [varies]; Congenial,
  Chummy or Gregarious [-1, -5 or -10]; Gullibility [-10]; Honesty [-
  10]; Intolerance [-5 or -10]; Jealousy [-10]; Pacifism [varies]; Proud,
  Selfish or Self-Centered [-1, -5 or -10]; Shyness [-5 to -15]; Unfit or
  Very Unfit [-5 or -15] and Weak Will [-8/level].
  Primary Skills: Savoir-Faire (M/E) IQ+4 [4]-14.
  Secondary Skills: A total of 10 points in any of: Carousing (P/A;
  HT); Chess (M/E); Dancing (P/A); Falconry (M/A); Games (any)
  (M/E); Literature (M/H); Needlecraft (P/A); Riding (any) (P/A);
  Sewing (P/E) and Spinning (P/E).
  Background Skills: A total of 6 points in any of: Administration
  (M/A); Appreciate Beauty (M/VH); Cyphering (M/E); Diplomacy
  (M/H); History (M/H); Languages (varies); Law (M/H); Musical
  Instrument (any) (M/H); Poetry (M/A); Politics (M/A); Sex Appeal
  (M/A); Singing (P/E; HT) and Theology (M/H).
  Customization Notes
  • This template specifically covers those noblewomen who have no lands
  of their own nor equal status to men. Combine with the Feudal
  Nobleman template (p. 47) for settings where this is not the case.
  – Jamie Revell
  GURPS Camelot
  Lady Eleanor (25 points)
  Age 21; 5’7”, 130 lbs.; a slender, pale-skinned woman with long
  blond hair and green eyes, delicately perfumed and dressed in the very
  latest fashion.
  ST 10 [0]; DX 10 [0]; IQ 10 [10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Beautiful [10]; Charisma +1 [5]; Comfortable [10];
  Fashion Sense [5]; Status 2 [10].
  Disadvantages: Charitable [-15]; Social Stigma (valuable proper-
  ty) [-10]; Unluckiness [-10].
  Quirks: Attracted to martial prowess as much as to physical
  appearance; Likes songbirds and moonlit walks; Pretends to faint at
  the sight of blood; Sets her suitors challenges; Somewhat naïve [-5].
  Skills: Appreciate Beauty-8 [1]; Carousing-9 [1]; Dancing-10
  [2]; Games (backgammon)-10 [1]; Musical Instrument (harp)-9 [2];
  Needlecraft-10 [2]; Poetry-9 [1]; Riding (horse)-11 [4]; Savoir-
  Faire-14 [4]; Singing-11 [2].
  Languages: English (native)-10 [0].
  Equipment: Collection of beautiful dresses, jewelry and perfume.
  The daughter of a minor noble, Lady Eleanor spends her time
  at court and visiting tournaments to admire the handsome knights
  demonstrating their skills. She believes in the ideals of romantic love,
  and so asks her suitors to prove their prowess at combat, poetry and
  following the chivalrous code before she even considers a relationship
  (let alone marriage). Unfortunately, she is both innocent and acci-
  dent prone, so much so that she attracts countless cunning sorcerers,
  wicked knights and the like who hold her for ransom or use her as
  bait to entice heroic suitors into diabolical traps.
  79
  Noblewoman
  
  Nurses tend children, and wet nurses breast-feed and take care of
  babies. Wet nurses are usually hired only when a mother cannot provide
  milk herself, though wealthy women sometimes hire them for 
  social reasons.
  Design Notes
  Attributes: No bonuses are necessary, but some societies believe that
  a nurse’s health passes through her milk to the child, which may prevent
  lowered HT.
  Advantages: These help her watch children, represent personal con-
  tacts 
  or 
  a 
  good
  Reputation 
  as 
  a 
  loyal servant. 
  Disadvantages:
  Nurses share the Social
  Stigma of most females
  and the Status and
  Poverty of
  servants.
  Charges 
  are
  Dependents. Other dis-
  advantages 
  represent
  personal vices, lack of
  adult social contact and
  a sedentary lifestyle.
  Primary 
  Skills:
  Nurses 
  need
  Professional 
  Skill
  (Childcare) and Savoir-
  Faire (Servant).
  Secondary Skills:
  Social skills allow nurs-
  es to deal with charges
  and employers. Nurses
  might educate or enter-
  tain 
  children.
  Psychology is cinematic
  but useful.
  B a c k g r o u n d
  Skills: Nurses have cul-
  turally 
  appropriate
  “womanly”
  skills.
  Others 
  represent 
  a
  peasant or city upbring-
  ing. Less genteel nan-
  nies might have less
  “womanly” skills!
  Wet 
  Nurse 
  [-35 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 15 points chosen from: Alertness [5/level];
  Common Sense [10]; Contacts [varies]; Empathy or Sensitive [15 or 5];
  Favors [varies]; Less Sleep [3/level]; Patron [varies]; Reputation [varies]
  and Sanctity [5].
  Disadvantages: Dependent (incompetent, friend, 12-) [-32]; Social
  Stigma (Second-Class Citizen) [-5]; Status -1 [-5]; Struggling [-10] and
  a total of -15 points chosen from: -1 to any attribute [-10]; Alcoholism
  [varies]; Appearance [varies]; Bad Temper [-10]; Charitable [-15];
  Clueless [-10]; Dependent (increased frequency or loved one) [varies];
  Fat or Overweight [-10/-20 or -5]; Gullibility [-10]; Lecherousness [-
  10]; Odious Personal Habits [-5 to -15];
  Sense of Duty [varies]; further Social
  Stigma [varies]; further Status [-5/level];
  Stubbornness [-5]; Unfit [-5] and fur-
  ther Poverty [varies].
  Primary 
  Skills:
  Childcare
  (M/E) IQ+2 [4] and Savoir-Faire
  (Servant) (M/E) IQ+2 [4].
  Secondary Skills: A total of 5
  points in any of: Bard (M/A);
  Diplomacy 
  (M/H); 
  Fast-Talk
  (M/A); First Aid/TL (M/E);
  Herbalist/TL 
  (M/H); 
  Oral
  Literature (M/H); Psychology
  (M/H); Singing (P/E; HT) and
  Teaching (M/A).
  Background Skills: A
  total of 4 points in any of:
  Acting 
  (M/A);
  Agronomy/TL 
  (M/A);
  Animal Handling (M/H); Area
  Knowledge (any) (M/E); Brawling
  (P/E); Carousing (P/A; HT); Filch
  (M/E); Gambling (M/A); Hiking
  (P/A; 
  HT); 
  Languages 
  (varies);
  Merchant (M/A); Needlecraft (P/A);
  Occultism (M/A); Scrounging (M/E);
  Sewing (P/E); Sex Appeal (M/A; HT);
  Spinning (P/E); Streetwise (M/A);
  Survival 
  (any) 
  (M/A); 
  Weather
  Sense/TL (M/A) and Weaving (P/E).
  Customization Notes
  • Nurses don’t make “adventuring” PCs,
  but they can be amusing characters in
  campaigns set in castles or manors.
  – Thomas Barnes
  Comic Fantasy
  Annis Crumple (25 points)
  Age 35; 5’4”, 180 lbs.; a plump, rosy-
  cheeked woman with frizzy, red hair, simply
  dressed.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Alcohol Tolerance [5];
  Attractive [5]; Charisma +1 [5];
  Empathy [15]; Patron (princess, 6-) [5];
  Reputation +3 (power behind the
  throne, among courtiers and servants)
  [5]; Sanctity [5].
  Disadvantages: Dependent (princess,
  12-) [-24]; Fat [-10]; Gullibility [-10];
  Social Stigma (Second-Class Citizen) [-5]; Status
  -1 [-5]; Struggling [-10].
  Quirks: “Baby talks” constantly; Blind to people’s faults; Conceals
  “earthy” sensibilities; Patient; Hard drinker [-5].
  Skills: Agronomy/TL3-10 [1]; Area Knowledge (palace surround-
  ings)-11 [1]; Bard-13 [4]; Carousing-12 [8]; Diplomacy-10 [2]; First
  Aid/TL3-11 [1]; Gambling-10 [1]; Occultism-10 [1]; Oral Literature
  (Folk Tales)-9/15 [2]; Professional Skill (Childcare)-14 [6];
  Psychology (Child)-12/18 [2]; Savoir-Faire (Servant)-13 [4]; Sex
  Appeal-10 [2]; Singing-10 [1]; Spinning-10 [1]; Weaving-10 [1].
  Languages: Gully (native)-11 [0].
  Equipment: Toys and candy.
  Annis was hired as the royal wet nurse of Gully Bluff Castle after
  the queen died in childbirth. Annis essentially raised the child as she saw
  fit, and when the king died, he left his daughter as his heir. The princess
  is a precocious brat who’d rather play than run a kingdom. She respects
  and trusts nobody but Annis, and she only attends to matters of state
  when Annis can wheedle her into doing so. Annis is the de facto power
  behind the throne, though she remains unaware of this.
  Nurse
  80
  
  The sons of noblemen wishing to become knights must begin their
  training as pages. The training typically begins at age seven and contin-
  ues for six years, during which the
  boys learn the ways of the court,
  serve noblewomen and begin
  their academic educa-
  tion, all necessary
  skills before they
  can begin com-
  bat training as
  squires.
  Design
  Notes
  A t t r i bu t e s :
  Because 
  the
  position is hered-
  itary, we assume that
  pages are typical children for
  their age and set the attributes accordingly. We set the default at thir-
  teen years old, the maximum age for a page.
  Advantages: Pages are drawn from families of high status, so we
  require Status 1. Other advantages reflect their training and noble
  background.
  Disadvantages: Pages are at the service of their adult masters, and
  they are still children.
  Primary Skills: Until they become squires and start their weapon
  training, the most important things pages must learn are courtesy 
  and etiquette.
  Secondary Skills:We provide the sort of skills that a page might
  be taught as part of his courtly training.
  Background Skills:We provide some skills that a page might pick
  up in his spare time, through working as a servant, by observation or
  for fun.
  Page [0 points]
  Attributes: ST 8 [0]; DX 10 [0]; IQ 9 [0]; HT 9 [0]. 
  Advantages: Status 1 [5] and a total of 10 points chosen from:
  Charisma [5/level]; Heir [5]; Literacy or Semi-Literacy [10 or 5];
  Patron [varies]; Pitiable [5]; Sanctity [5]; further Status [5/level] and
  Wealth [varies].
  Disadvantages: Duty (to masters, non-hazardous, 12-) [-5]; Youth
  (13) [-10] and -10 points chosen from: Curious [-5]; Distractible or
  Short Attention Span [-1 or -10]; Gullibility [-10]; Impulsiveness [-
  10]; Intolerance [varies]; Jealousy [-10]; Klutz [-5]; Laziness [-10];
  Selfish [-5]; Sense of Duty [varies] and Stubbornness [-5].
  Primary Skills: Savoir-Faire (M/E) IQ+1 [2]-10.
  Secondary Skills: A total of 5 points in any of: Animal Handling
  (M/H); Dancing (P/A); Heraldry (M/A) and Riding (any) (P/A).
  Background Skills: A total of 3 points in any of: Bow (P/H);
  Games (any) (M/E); Falconry (M/A); Literature (M/H); Politics
  (M/A); Scrounging (M/E) and Sports (any) (P/A).
  Customization Notes
  • Younger pages must take additional levels of Youth (to a maximum of
  11 levels [-22]) accompanied by the appropriate reductions in attrib-
  utes (see p. B14).
  – Jamie Revell
  Page
  GURPS Fantasy
  Findumiel (35 points)
  Age 13; 5’6”, 110 lbs.; A teenage elven girl with large, green eyes
  and long, blond hair tied into braids, dressed in a somewhat masculine
  style.
  ST 7 [0]; DX 11 [0]; IQ 10 [0]; HT 9 [0].
  Basic Speed 5.0; Move 5.
  Dodge 5.
  Advantages: Attractive [-]; Bard +2 [-]; Combat Reflexes [-]; Elf
  [40]; Heir [5]; Magery 1 [-]; Musical Ability +2 [-]; Savoir-Faire +2
  [-]; Semi-Literacy [5]; Status 1 [5]; Unaging [-].
  Disadvantages: Code of Honor (live elegantly) [-]; Duty (to mas-
  ters, non-hazardous, 12-) [-5]; Impulsiveness [10]; Sense of Duty
  (Nature) [-]; Youth (13) [-10].
  Quirks: Easily excited; Hates cooking; Hero worships local
  knights; Tomboy; Wears her hair tied into braids rather than loose [-5].
  Skills: Animal Handling-9 [2]; Dancing-11 [2]; Falconry-10 [2];
  Games (checkers)-9 [1/2]; Heraldry-10 [2]; Literature-7 [1/2];
  Savoir-Faire-14 [0].
  Languages: Elvish (native)-10 [0].
  Equipment: Uniform with heraldic design, gold bangle (a gift from
  her mother).
  The daughter of wood elf nobles, Findumiel serves as a page at
  the court of the local elven king. Since elves do not discriminate on
  grounds of gender, there is nothing unusual about her sex, but even so,
  she is currently going through a “phase” of imitating the male knights
  and squires more than their female counterparts. She thinks she knows
  better than most grown-ups, and she often gets herself involved in
  adventures due to her habit of jumping into situations without think-
  ing. She has not yet mastered any magic . . . .
  81
  
  Palace servants are often castrated to ensure the paternity of the
  ruler’s children. Procedures are gruesome, and mortality rates are high.
  Nevertheless, some volunteer for it; eunuchs enjoy a secure income and
  the opportunity for influence.
  Design Notes
  Attributes: Surviving castration requires good health, but many
  eunuchs became sickly afterward. We leave attributes alone.
  Advantages: Eunuchs often have the ear of the ruler and
  enjoy opportunity for Status and Wealth. Young eunuchs may
  be Attractive with a beautiful Voice. Alertness aids in harem
  guarding.
  Disadvantages: Eunuch is required, of course, and such
  men are never part of mainstream society (Social Stigma).
  Other Social Stigmas may be appropriate to reflect
  foreign birth. Castration causes deformities, poor
  health and emotional problems. Eunuchs may be ugly or
  develop vices, though some develop matronly qualities.
  Primary Skills: Eunuchs are expected to know how to serve
  and to organize palace affairs.
  Secondary Skills: Eunuchs may perform any number of duties in
  the palace. Harem guards may need some skill with weapons.
  Background Skills: Life at court allows eunuchs to pick up
  several useful skills.
  Palace Eunuch [0 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT
  10 [0].
  Advantages: Administrative Rank 1 [5]
  and a total of 15 points chosen from: further
  Administrative Rank [5/level]; Alertness
  [5/level]; Appearance [varies]; Claim to
  Hospitality [1 to 10]; High Pain Threshold
  [10]; Literacy or Semi-Literacy [10 or 5];
  Patron [varies]; Rapid Healing [5]; Sanctity [5];
  Security Clearance [varies]; Sensitive [5]; Status
  [5/level]; Voice [10] and Wealth [varies].
  Disadvantages: Eunuch [-5]; Social Stigma (minori-
  ty group) [-10] and a total of -20 points chosen from:
  Addiction [varies]; Appearance [varies]; Compulsive
  Gambling [-5 to -15]; Disturbing Voice [-10]; Duty
  [varies]; Extravagance [-10]; Fat or Overweight [-10 to -
  20; or -5]; Low Self- Image [-10]; Odious Personal Habits
  [-5 to -15]; Overweight [-5]; Reputation [varies]; Responsive [-1]; Self-
  Centered or Selfish [-10 or -5]; Selfless [-10]; Sense of Duty [-5 to -20];
  further Social Stigma [varies]; Unfit [-5] and Youth [-2/level].
  Primary Skills: Administration (M/A) IQ+1 [4]-11 and Savoir-
  Faire (Servant) (M/E) IQ+2 [4]-12
  Secondary Skills: A total of 4 points in any of: Abacus (M/A);
  Accounting (M/H); Broadsword (P/A); Cooking (M/E); Cyphering
  (M/E); Performance/Ritual (any) (M/A); Politics (M/A); Savoir-Faire
  (M/E) and Teaching (M/A).
  Background Skills: A total of 3 points in any of: Acting (M/A);
  Diplomacy (M/H); Fast-Talk (M/A); Gambling (M/A); Philosophy
  (any) (M/H); Shortsword (P/A); Theology (M/H) and further
  Secondary Skills.
  Customization Notes
  • Many cultures recognize “born eunuchs” who may be naturally impo-
  tent men or homosexuals. Such men do not suffer the physical disad-
  vantages of this template, though impotent men are Sterile.
  • It is quite possible for a young eunuch’s positive Appearance and Voice
  to slip into Unattractiveness and Disturbing Voice in adulthood.
  • Some cultures grant free Status for high levels of Administrative Rank.
  – Brian C. Smithson
  GURPS China
  Zhang Zhong (5 points)
  Age 32; 5’4”, 175 lbs.; a beardless Chinese man with ageless
  features, wide hips and noticeable breasts.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 9 [-10].
  Basic Speed 4.75; Move 4.
  Dodge 4.
  Advantages: Administrative Rank 3 [15]; Literacy [10];
  Patron (emperor; 9-) [15]; Status 2 [5].
  Disadvantages: Disturbing Voice [-10]; Edgy [-5]; Eunuch [-
  5]; Overweight [-5]; Secret (skimming profits) [-20]; Selfish [-5];
  Social Stigma (Minority Group) [-10]; Unattractive [-5].
  Quirks: Misses sex; Soft-spoken; Takes offense to mention of
  his “deficiency” [-3].
  Skills: Accounting-14 [10]; Acting-10 [1]; Administration-
  13 [6]; Agronomy/TL2-10 [1]; Calligraphy-10 [2]; Cyphering-
  12 [2]; Politics-10 [1]; Savoir-Faire (Servant)-13 [0].
  Languages: Chinese (native)-11 [0].
  Zhang Zhong was a farmer who dreamed of wealth and sta-
  tus. When he paid a surgeon to emasculate him, he saw it as a
  step in the right direction.
  Zhang worked through several menial positions at court
  until he joined the eunuchs who organized the emperor’s nights
  with his concubines. Zhong cultivated a friendship with his lord
  and earned a position as his personal accountant. He has since
  begun skimming from the imperial coffers, and with word that
  peasants are rebelling over eunuch corruption, he is understand-
  ably edgy at times.
  Palace Eunuch
  82
  
  Every society has outcasts. Whether they’re rejected for disease or
  accident of birth, powerful social forces such as strict taboos and rigid
  laws keep these
  pariahs 
  from
  “contaminating”
  society. Outcasts
  (like the untouch-
  ables in India)
  often serve useful,
  if menial, roles,
  while others (like
  medieval lepers)
  are segregated or
  hounded 
  from
  place to place.
  D e s i g n
  Notes
  Attributes: No changes are needed.
  Advantages: Pariah’s stick together (Ally, Ally Group, Claim to
  Hospitality). They are almost always Pitiable and may possess Sanctity,
  depending on the culture. Strong Will, Composed and Alertness help
  when almost everyone hates you.
  Leprosy deadens nerve endings
  (High Pain Threshold).
  Disadvantages:
  Outcasts
  suffer from Social Stigma and
  perhaps mental and social prob-
  lems related to status. Guilt
  Complex and Low Self-Image
  reflect the outcast’s self-percep-
  tion, while Disowned and
  Excommunicated are tangible
  results of exclusion. Status and
  Reputation penalties are appro-
  priate, and a Social Disease (like
  leprosy) may be the root cause.  
  Primary Skills: Pariahs
  often ply a trade reserved for
  them (usually a grim one, like
  handling the dead). Others sur-
  vive by Panhandling. 
  Secondary Skills: Daily life
  requires a set of skills in com-
  mon with beggars and thieves,
  Area Knowledge, Streetwise,
  Fast Talk and Stealth being the
  most important.  
  Background Skills: A wide
  range of backgrounds are possi-
  ble. Pariahs forced onto the open road may have Hiking and Camouflage,
  while those who need to interact with “polite” society may have Disguise
  (as may those who take to panhandling).
  Pariah [5 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10
  [0]; HT 10 [0]. 
  Advantages: A total of 10 points chosen
  from: Alertness [5/level]; Ally [varies]; Ally Group
  [varies]; Claim to Hospitality [varies]; Composed [5];
  High Pain Threshold [10]; Pitiable [5]; Sanctity [5];
  Strong Will [4/level] and Unusual Background [10].
  Disadvantages: Social Stigma (Outsider)
  [-15] and a total of -10 points chosen from: Appearance
  [varies]; Disowned [-5]; Excommunicated [-5]; Guilt
  Complex [-5]; Light Sleeper [-5]; Low Self-Image [-10];
  Nightmares [-5]; Poverty [varies]; Reputation [varies];
  Sense of Duty [varies]; Shyness [varies]; Social Disease [-
  5]; Status [-5/level] and Unfit [-5].  
  Primary Skills: A total of 4 points in either any Craft Skill (varies)
  or Panhandling (M/E) IQ+2 [4].
  Secondary Skills: A total of 3 points in any of: Area Knowledge
  (any) (M/E); any Craft or Social Skill (varies); Fast Talk (M/A); First
  Aid/TL (M/E); Gesture (M/E);
  Scrounging (M/E); Stealth (P/A);
  Streetwise (M/A) and Survival
  (any) (M/A). 
  Background Skills: A total of 3
  points in any of: Agronomy/TL
  (M/A); 
  Camouflage 
  (M/E);
  Disguise (M/A); Hiking (P/A;
  HT) and further Secondary Skills.
  Customization Notes 
  • While the pariah’s Social Stigma
  gives a -3 reaction penalty in
  most encounters, it grants a +1
  bonus from members of the pari-
  ah’s subculture. 
  • A pariah who survives by panhan-
  dling might use the Beggar tem-
  plate (p. 25) as well.
  • A rare pariah may have an aristo-
  cratic origin; substitute a Social
  Skill for a Craft Skill as Primary
  and, at GM’s discretion, add
  Unusual Background.   
  – Jason Morningstar
  GURPS Middle Ages 1
  Nob Tulles (10 points) 
  Age 19; 5’5”, 125 lbs.; A rangy young man wearing a ragged
  green tunic, mantle and beaver hat.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Ally Group (Brothers of St. Lazarus, medium-
  sized, 6-) [10]; Composed [5].  
  Disadvantages: Guilt Complex [-5]; Social Disease [-5]; Social
  Stigma (Outsider) [-15]; 
  Quirks: Bites his lip when thinking; Forgets to ring his hand-
  bell; Insists he’s not a leper; Talks about his family incessantly;
  Thinks the Brothers are idiots [-5]. 
  Skills: Agronomy/TL3-9 [1]; Area Knowledge (Reading)-10
  [1]; Disguise-9 [1]; Fast Talk-9 [1]; Pottery-12 [6]; Scrounging-10
  [1]; Stealth-10 [2]; Streetwise-10 [2].
  Language: Middle English (native)-10 [0]. 
  Equipment: A handbell (for warning passerby of his presence).
  Nob Tulles was a potter’s apprentice before a bad skin rash
  sent him to the leper hospital in Dartford, England, with a mob at
  his heels. The transition was jarring, and Nob still hasn’t come to
  grips with his new life.  He left behind a wife and infant and miss-
  es them terribly. His “leprosy” is not immediately obvious, but his
  manner of dress tells the whole story.
  Pariah
  83
  
  From the dawn of agriculture to well into modern times, peasants
  have outnumbered everybody else by as much as 20 to one. Peasants are
  farmers who feed themselves and provide excess crops to someone else,
  typically as tax, rent or tribute to a temple
  or nobleman. They may sell leftovers for
  cash or useful goods. Despite poverty and
  low status, peasants endure as specialists
  in taking care of themselves. While not so
  skilled as full-time professionals, they can
  build their own houses, make their own
  clothes, supplement their crops with for-
  aged and hunted food and take care of
  most other needs.
  Design Notes
  Attributes: Peasants are the epitome
  of average, but long workdays may leave
  some in better physical condition than
  contemporary urban professionals.  
  Advantages: Peasant have little in
  their favor save fellow peasants, but they
  do tend to stick together in the face of
  outside interference.  
  Disadvantages: Peasants are, as a rule, poor, and they are likely to
  have family obligations. Farmers may spend long hours in the field or
  develop nasty habits.
  Primary Skills: The peasant lifestyle is, first and
  foremost, centered around farming, so Agronomy is
  required. Peasants also tend to be extremely familiar
  with their home area.
  Secondary Skills: A peasant also has a smattering of
  Craft Skills.  
  Background Skills: A peasant may also have a bit of
  knowledge 
  of
  all 
  manner 
  of
  useful, 
  if
  surprising, fields.
  Peasant [5 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; 
  HT 10 [0]. 
  Advantages: A total of 10 points chosen from: +1 to
  ST or HT [10]; Ally Group [varies]; Animal
  Empathy [5]; Claim to Hospitality [1 to 10];
  Common Sense [10] and Plant Empathy [5].
  Disadvantages: A total of -20 points chosen from: -
  1 to DX or IQ [-10]; Dependents [varies]; Odious
  Personal Habits [-5 to -15]; Poverty [varies]; Social Stigma [varies];
  Status [-5/level]; Uneducated [-5] and Workaholic [-5].
  Primary Skills: Agronomy/TL (M/A) [6]-12 and Area
  Knowledge (M/A) [2]-10.
  Secondary Skills: A total of 4 points in any of: Animal Handling
  (M/H); Beekeeping (M/A); Carpentry (M/E); Cooking (M/E); any
  Craft Skill (varies); Distilling (M/A); First Aid/TL (M/E);
  Masonry (P/E); Pottery (M/A); Sewing (P/E); Spinning (P/E);
  Weather Sense/TL (M/A) and Weaving (P/E).
  Background Skills: A total of 3 points in any of: Bard (M/A);
  Brawling (P/E); any Combat/Weapon Skill (varies); Herbalist/TL
  (M/H); Law (M/H); Naturalist (M/H); Survival (any) (M/A);
  Theology (M/H); Tracking (M/A) and Veterinary/TL (M/H).
  Customization Notes
  • Any practical Craft Skill is appropriate as a Secondary Skill, though
  metalworking is relatively hard to pick up and is handled by special-
  ists (see the Smith, p. 102).
  • Peasant women might also use the Clothworker template (p. 36).
  • Farmers beyond the reach of civilization (Neolithic Europe, pre-
  contact Papua/New Guinea) suffer less oppression and taxation
  than their “civilized” cousins. Such farmers have fewer disadvantages
  and no negative Status.
  – Matt Riggsby
  GURPS Middle Ages 1
  Paul Plowman (-75 points)
  Age 26; 5’5”, 150 lbs.; a somewhat bulky man with close-cropped
  curly brown hair, usually wearing a long, shapeless black tunic.
  ST 11 [10]; DX 9 [-10]; IQ 10 [0]; HT 11 [10]. 
  Basic Speed 4.75; Move 4. 
  Dodge 4. 
  Advantages: Ally Group (fellow villagers) [5].
  Disadvantages: Dependents (four children, loved ones, 6-) [-64];
  Dependent (wife, loved one, 9-) [-24]; Reputation -1 (as a rake) [-5];
  Status -1 [-5]; Struggling [-10].
  Quirks: Feels guilty for telling dirty jokes, but does it anyway [-1].
  Skills: Animal Handling-9 [2]; Agronomy/TL3-12 [6]; Area
  Knowledge (village)-12 [4]; Bardic Lore (dirty jokes)-8/14 [2];
  Carpentry-11 [2]; Law-8 [1]; Survival (woodlands)-10 [2].
  Languages: Middle English (native)-10 [0]. 
  Equipment: A few small farming tools.
  Paul gives the impression of being slow, although he isn’t much
  different from his neighbors. Despite a few trips to some larger towns
  and a number of neighboring villages to sell grain or see relatives, Paul
  is happy now to stay home with his wife and raise his four surviving
  children. He had a bit of a reputation as a rake as a youngster, which
  he’s now trying to live down. Fathering a baby every year isn’t helping.
  84
  Peasant
  
  When bathing is rare and spoiled food common, perfumers keep
  things smelling good.Their clients use fragrances for purposes as far rang-
  ing as religious rituals to patrician banquets, and since a pleasant smell is
  associated with high status, perfumers are valued craftsmen and natural
  inhabitant of the world of aristocracy.
  Design Notes
  Attributes: No exceptional attributes are necessary.
  Advantages:With rich and influential clients, perfumers may obtain
  Reputation, Status and Wealth. Literacy allows them to study texts on the
  craft. Acute Smell and Versatile help create new and unusual fragrances,
  and Single-Minded and Temperature Tolerance help pass the hours in a
  stuffy laboratory.
  Disadvantages: Incense is important to many rituals, and perfumers
  may be religious men with Disciplines of Faith. Those who spend too
  much time in the workshop may acquire a Bad Smell. Perfumery
  is not physical work, so they may be Unfit. Responsive helps in
  tailor-making fragrances. Some scents may have drug-like effects leading
  to Addiction. Some disadvantages represent perfumers who emulate
  high-class clientele, and others are common among craftsmen.
  Primary Skills: Perfumery, a Craft Skill, allows perfumers to iden-
  tify fragrances, find basic ingredients and create perfumes.
  Secondary Skills: Some of these help perfumers find or grow exot-
  ic ingredients. Others cover extended knowledge of parts of perfumery
  (Distilling) or creation of vessels to hold fragrances (Glassblowing,
  Pottery). Perfumers must also sell their creations.
  Background Skills: Various medical skills use many of the same
  herbs as Perfumery. Perfumers may gain familiarity with other uses of
  their wares (Cooking, Performance/Ritual).
  Perfumer [15 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: Acute Taste and
  Smell [2/level]; Literacy or Semi-Literacy [10 or 5]; Reputation
  [varies]; Single-Minded [5]; Status [5/level]; Temperature
  Tolerance [1/level]; Versatile [5] and Wealth [varies].
  Disadvantages: A total of -10 points chosen from:
  Addiction [varies]; Attentive [-1]; Bad Smell [-10];
  Disciplines of Faith [varies]; Extravagance [-10]; Proud,
  Selfish or Self-Centered [-1, -5 or -10]; Unfit or Very
  Unfit [-5 or -15] or Workaholic [-5].
  Primary Skills:
  Craft (Perfumery) (M/H) 
  IQ+2 [8]-12. 
  Secondary Skills: A total of 4 points in any of:
  Agronomy/TL (M/A); Appreciate Beauty (M/VH);
  Area Knowledge (local wilds) (M/E); Botany/TL
  (M/H); Cyphering (M/E); Distilling (M/A);
  Gardening (M/E); Glassblowing (P/H); Merchant
  (M/A); Naturalist (M/H); Pottery (M/A) and Savoir-
  Faire (M/E).
  Background Skills: A total of 3 points in any of: Chi
  Treatment (M/H); Cooking (M/E); Herbalist
  (M/H); 
  Performance/Ritual 
  (any) 
  (M/A);
  Professional Skill (Massage) (M/A); Theology (M/H);
  Yin-Yang Healing (M/H) and Zoology/TL (M/H).
  Customization Notes
  • Perfume may be classified into cheap, good, fine and very fine.
  Cheap perfume gives no Reaction Bonuses but may be
  used to mask body odor and other unpleasant smells.
  Good perfume gives its wearer a +1 Reaction Bonus from
  anyone who smells it; fine a +2 bonus, and very fine a +3
  bonus. Strong perfume causes -1 to the wearer’s Smell
  rolls, regardless.
  – Brian C. Smithson
  Byzantine Empire
  Demetrios Manuel Sgouros (15 points)
  Age 27; 5’6”, 120 lb.; an ashen-faced Byzantine
  man with curly dark hair and beard, dressed in an
  embroidered red tunic, a jeweled collar and a blue
  cloak, smelling of strong perfume.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Acute Taste and Smell +2 [4]; Semi-
  Literacy [5]; Status 1 [5].
  Disadvantages: Extravagance [-10]; Unfit [-5].
  Quirks: Always wears perfume; Meticulously trims
  his beard; Refers to himself in the third person [-3].
  Skills: Appreciate Beauty-8 [2]; Area Knowledge
  (Constantinople)-10 [1]; Craft (Perfumery)-12 [8];
  Cyphering-10 [1]; Distilling-10 [2]; Glass Blowing-9 [2];
  Herbalist/TL3-9 [2]; Merchant-9 [1]; Savoir-Faire-12* [0].
  *Free from Status.
  Languages: Byzantine Greek (native)-10 [0].
  Equipment: Countless perfumes, incenses and unguents.
  Demetrios makes a modest living in the bazaars of Constantinople by talk-
  ing patricians into purchasing new and exotic fragrances. Only now it seems like
  the whole world’s gone to war, and these “Crusaders” just don’t make good cus-
  tomers. Rumor has it that the Arabs are mad about fragrances, though, so
  Demetrios is thinking about tagging along with a band of knights on their way
  to the Holy Land.
  Perfumer
  85
  
  While most early thinkers who study the universe are priests (p. 92),
  some low-tech cultures have a class of secular scholars. In such societies,
  “philosophy” encompasses mathematics and theoretical science as well as
  ethics, linguistic analysis or metaphysics.
  Design Notes
  Attributes: “Real” philosophers
  (as opposed to casual students)
  need brains; anything else is
  peripheral. (Of course, this may
  be a specialized sort of intelligence.)
  Advantages:
  Philosophy 
  is
  sedentary work for educated folk,
  implying Status. To live, philoso-
  phers may need a Patron, devoted
  paying pupils, private wealth or a
  place in a temple. However, none
  of these are mandatory, so we provide other options.
  Disadvantages: Many stock “intellectual” disadvantages may apply
  but are somewhat comic. More seriously, some philosophers get into
  trouble for radical thinking.
  Primary Skills: There’s just one defining skill.
  Secondary Skills: Most philosophers teach, lecture or become
  involved in government or a fairly “intellectual” career.
  Background Skills: Many philosophers have a broad base of
  knowledge. Some are involved in society; some prefer solitude, perhaps
  even living as hunters; others are involved in the arts or politics.
  Philosopher [40 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 10 [0].
  Advantages: Status 1 [5]; Literacy [10] and a total of 15 points
  chosen from: +1 to IQ [10]; Ally Group (pupils) [varies]; Clerical
  Investment [5/level]; Collected, Composed or Cool [5 or 1]; Pious [5];
  Reputation (great thinker) [varies]; Sanctity [5]; Single-Minded [5];
  Strong Will [4/level]; Versatile [5] and Wealth [varies].
  Disadvantages: A total of -20 points chosen from: -1 or -2 to ST,
  DX or HT [-10 or -15]; Absent-Mindedness [-15]; Age [-2/level];
  Appearance [varies]; Attentive or Distractible [-1]; Curious [-5 to -15];
  Disciplines of Faith [varies]; Fat or Overweight [varies]; Honesty [-10];
  Humble [-1]; Imaginative [-1]; Indecisive [-10]; Intolerance (rival
  schools) [-5]; Klutz [-5 to -15]; Laziness [-10]; Oblivious [-3]; Odious
  Personal Habits [-5 to -15]; Pacifism [varies]; Reputation (dangerous
  radical) [varies]; Solipsist [-10]; Staid [-1]; Stubbornness [-5];
  Truthfulness [-5]; Skinny [-5]; Stuttering [-10]; Undiscriminating [-1];
  Unfit or Very Unfit [-5 or -15] and Workaholic [-5].
  Primary Skills: Philosophy (any) (M/H) IQ [4]-12.
  Secondary Skills: One of Administration (M/A) IQ [2]-12; Bard
  (M/A) IQ [2]-12; Herbalist/TL (M/H) IQ-1 [2]-11; Law (M/H)
  IQ-1 [2]-11; Teaching (M/A) IQ [2]-12 or Theology (M/H) IQ-1
  [2]-11.
  Background Skills: A total of 4 points in any of: Anthropology
  (M/H); Appreciate Beauty (M/VH); Astronomy/TL (M/H);
  Diagnosis/TL (M/H); Fast-Talk (M/A); History (M/H); Languages
  (varies); Literature (M/H); Mathematics (M/H); Naturalist (M/H);
  Poetry (M/A); Psychology (M/H); Research (M/A); Survival (any)
  (M/A); Tracking (M/A); Writing (M/A); Zoology/TL (M/H) and
  further Secondary Skills.
  Customization Notes 
  • Philosophers vary enormously, partly because of cultural differences
  but also because they tend to be opinionated individualists. On the
  other hand, some schools generate stereotypes who try to live accord-
  ing to the same ideals.
  • In many societies where philosophers appear, Literacy or Semi-Literacy
  are the norm, rather than Illiteracy as assumed by this template.
  – Phil Masters
  GURPS Imperial Rome
  Quintus Mancinus Pertinax (75 points)
  Age 28; 5’4”, 100 lbs.; A thin, rangy Roman with a precise
  manner.
  ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5; Parry 4.
  Advantages: Pious [5]; Status 4 [15]; Wealthy [20].
  Disadvantages: Chauvinistic [-1]; Intolerance (Christians and
  Gnostics) [-5]; Skinny [-5]; Truthfulness [-5].
  Quirks: Cares about people’s culture, not their birthplace; Enjoys
  mild exercise; Intellectually devoted to Neoplatonism; Mild sense of
  duty to Rome [-4].
  Skills: Administration-12 [2]; Bard-11 [1]; History-9 [1/2];
  Law-10 [1]; Literature-10 [1]; Philosophy (Neoplatonism)-14 [8];
  Politics-13 [4]; Psychology-9 [1/2]; Riding (horse, stirrupless)-9
  [1]; Savoir-Faire-14* [0]; Shortsword-9 [1]; Wrestling Sport-10 [2].
  *Free from Status.
  Languages: Latin (native)-13 [1]; Greek-12 [2].
  Equipment: Sword (at home); dagger, writing-kit.
  Quintus is a late 3rd-century Roman who plays politics by day
  and studies what he calls “Platonic” philosophy in the evenings. He
  believes intellectually that the universe “emanates” from “the One”
  at a higher level of reality, but despises Christianity as “Asiatic super-
  stition.” He considers Graeco-Roman culture superior but tries to
  honor genuine intelligence whenever he meets it.
  86
  Philosopher
  
  In settings where magical healing is not widely available, those able to
  treat sickness and heal injuries are always in great demand. Such healers
  vary from village herbalists to royal physicians, and practices from blood-
  letting to acupuncture.
  Nonetheless, 
  doctors
  have held high status or
  wealth in most societies,
  and they were often
  among the most educated
  and skilled people in
  their communities.
  Design Notes
  A t t r i b u t e s :
  Medicine is an intellectu-
  ally demanding profession, so we raise IQ to 11.
  Advantages: We provide a range of advantages related to the role of
  physicians within the community, as well as some which are helpful in
  their job.
  Disadvantages: We provide disadvantages to reflect a “caring” per-
  sonality, as well as those which reflect a more mercenary type.
  Primary Skills:We provide the skills necessary to diagnose and treat
  sickness at the relevant Tech Level.
  Secondary Skills:We provide a range of skills related to knowledge
  of the human body and of the herbs used to treat illness. We also
  acknowledge that many doctors were also surgeons.
  Background Skills:We provide skills that reflect the broad academ-
  ic nature of medical education.
  Physician [30 points]
  Attributes: ST
  10 [0]; DX 10 [0];
  IQ 
  11 
  [10]; 
  HT 10 [0]. 
  Advantages:
  A
  total of 15 points
  chosen from: Clerical
  Investment 
  or
  Religious 
  Rank
  [5/level]; 
  Disease-
  Resistant 
  or
  Immunity to Disease
  [5 or 10]; Empathy
  or Sensitive [15 or 5];
  Literacy or Semi-
  Literacy [10 or 5];
  Patron 
  [varies];
  Reputation [varies];
  Sanctity [5]; Status
  [5/level]; Strong Will [4/level] and Wealth [varies].
  Disadvantages: A total of -15 points chosen from: Cannot Harm
  Innocents [-10]; Charitable [-15]; Code of Honor [-5 to -15]; Greed [-
  15]; Overconfidence [-10]; Pacifism [varies]; Selfish [-
  10]; Selfless [-5]; Sense of Duty [varies] and 
  Vow [varies].
  Primary Skills: Diagnosis/TL (M/H) IQ+1 [6]-
  12 and Herbalist/TL (M/H) IQ+1 [6]-12.
  Secondary Skills: A total of 5 points in any of:
  Alchemy/TL (M/VH); Herbary/TL (M/VH);
  Naturalist (M/H); Physiology (any)/TL (M/VH);
  Poisons (M/H); Professional Skill (Massage) (P/A);
  Psychology (M/H); Surgery/TL (M/VH) and
  Thanatology (M/H).
  Background Skills: A total of 3 points in any of:
  Astrology/TL 
  (M/H); 
  Botany/TL 
  (M/H);
  Chemistry/TL (M/H); Cyphering (M/E); Literature
  (M/H); Mathematics (M/H); Occultism (M/A); Philosophy (any)
  (M/H); Physics/TL (M/H); Research (M/A); Theology (M/H);
  Veterinary/TL (M/H) and Zoology/TL (M/H).
  Customization Notes
  • In a realistic campaign, Oriental medicine falls under Herbalist.
  However, in a campaign with esoteric elements, replace Herbalist with
  Chi Treatment (M/VH) and list Herbalist as a optional Secondary
  Skill or replace both with Yin-Yang Healing (M/H).
  • In some eras, surgeons and doctors are separate professions; to reflect a sur-
  geon in such a setting, switch the places of the Herbalist and Surgery skills.
  – Jamie Revell
  GURPS Egypt
  Mestnusen (45 points)
  Age 54; 5’8”, 135 lbs.; a thin, bald Egyptian man
  dressed in clean white robes, often with a scowl on his face.
  ST 10 [0]; DX 10 [0]; IQ 12 [20]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Comfortable [10]; Literacy [10]; Status 3
  [15].
  Disadvantages: Age (54) [-12]; Greed [-15]; Sense of
  Duty (to patients) [-5].
  Quirks: Dislikes dogs; Distrusts magical healing;
  Flicks imaginary dirt from his robes; Hates teaching;
  Regards all foreign doctors as inferior [-5].
  Skills: Botany/TL2-10 [1]; Chemistry/TL2-10 [1];
  Diagnosis/TL2-14 
  [8]; 
  Herbalist/TL2-14 
  [8];
  Mathematics-9 [1/2]; Physiology/TL2-10 [2]; Poisons-
  12 [4]; Thanatology-11* [1 1/2]; Theology-10 [1].
  *Defaults from Diagnosis.
  Languages: Egyptian (native)-12 [0].
  Equipment: A wide collection of healing herbs and
  medical tracts.
  Mestnusen works as a doctor in the great city of
  Thebes. Like most of his counterparts, he practices only
  herbal and dietary medicine, and has no skill as a surgeon.
  A fastidious and fussy man, Mestnusen takes joy in the
  comforts that his wealth and status bring him, and he is
  motivated more by the fees he collects than by compassion
  for the sick. He avoids the poor as much as he can,
  although he treats his own slaves reasonably well.
  Nonetheless, he is a dependable and practical man when it
  comes to his paying patients, and he can be relied upon to
  do his best for them.
  Physician
  87
  
  Pilgrims set forth, often poorly equipped, for dangerous journeys
  spurred by their faith, vows, penance or a hope in the healing powers of
  the destination. Their journeys can last years, supported only by alms
  from fellow believers. Sometimes, religious leaders call for special pil-
  grimages, but routes to famous shrines are always well-trodden paths.
  Often, a pilgrimage might be the only chance someone has to leave
  his home.
  Design Notes
  Attributes: We need no outstanding attributes. 
  Advantages: Pilgrims often enjoy respect. Other advan-
  tages indicate profound faith. They might be Single-Minded,
  and they travel in groups. Other advantages, such as Alertness,
  Absolute Direction and Fit, are helpful for travelers.
  Disadvantages: Many disadvantages might explain the
  journey (Delusion, Disciplines of Faith, Fanaticism, Obsession,
  Vow). Poverty, Status and Religious Intolerance are also com-
  mon. Shrines often have a fame for healing, so Physical
  Disadvantages are widespread among pilgrims.
  Primary Skills: We require Hiking, as pilgrims walk enor-
  mous distances. Orienteering, Panhandling and Survival are often
  critical.
  Secondary Skills: These stem from the pilgrim’s actual profession
  (what he does when he’s not traveling). More specialized skills represent
  the “professional” pilgrim (verging on the tramp) who may never
  hold any job.
  Background Skills: Languages, Performance/Ritual, Singing
  and Theology are common, and other skills can be learned
  on the road.
  Pilgrim [20 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; 
  HT 10 [0].
  Advantages: A total of 15 points chosen from:
  Absolute Direction [5]; Acute Senses [2/level]; Alertness
  [5/level]; Ally [varies]; Ally Group [varies]; Claim to
  Hospitality [1 to 10]; Fit [5]; Legal Immunity [varies];
  Pious [5]; Pitiable [5]; Reputation [varies]; Sanctity [5]
  and Single-Minded [5].
  Disadvantages: A total of -20 points chosen from:
  Delusion [-1 to -15]; Disciplines of Faith [varies];
  Fanaticism [-15]; Hidebound or Obdurate [-5 or -15];
  Intolerance [-5/-10]; Obsession [-5 to -15]; any Physical
  Disadvantage [varies]; Poverty [varies]; Status [-5/level]; Stubbornness
  [-5] and Vow [-1 to -15].
  Primary Skills: Hiking (P/A; HT) HT+1 [4]-11; and a total of 6
  points in any of: Orienteering (M/A); Panhandling (M/E) and
  Survival (any) (M/A).
  Secondary Skills: A total of 5 points in any of: Area Knowledge
  (any) (M/E); Fishing (M/E); Naturalist (M/H); Scrounging
  (M/E); Staff (P/H); Streetwise (M/A) and Traps/TL (M/A).
  Background Skills: A total of 10 points in any of: the skills con-
  cerning the pilgrim’s main profession (see the relevant template);
  Boating (P/A); First-Aid/TL (M/E); Languages (varies);
  Performance/Ritual (any) (M/A); Riding (any) (P/A); Running
  (P/H; HT); Seamanship/TL (M/E); Singing (P/E); Streetwise
  (M/A); Theology (M/H) and Weather Sense/TL (M/A).
  Customization Notes
  • This template can also represent someone who’s sedentary now but
  has seen far-away places and gained unusual skills.
  • Use this template for a pilgrim who has been on the road for a time.
  Beginning pilgrims are simply members of another profession with
  no specialized traveling skills.
  • Boating, Riding or Seamanship may substitute for Hiking. The vast
  majority of pilgrims walk, however, and only the more wealthy ones
  can afford a mount or boat.
  – Michele Armellini
  Medieval Spain
  Marie du Tailleur (25 points)
  Age 29; 4’11”, 102 lbs.; a small, frail-looking woman with black
  hair and eyes, dressed modestly.
  ST 9 [-10]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Ally (husband, 15-) [15]; Pitiable [5]; Single-
  Minded [5]; Strong Will +1 [4].
  Disadvantages: Compulsive Generosity [-5]; Intolerance (infidels) [-
  5]; Obsession (bear a child) [-15]; Sterile [-3]; Vow (pilgrimage) [-10].
  Quirks: Adventurous; Demure; Dislikes cities; Loves children;
  Loves fishing [-5].
  Skills: Cooking-12 [2]; First-Aid/TL3-11 [1]; Fishing-12 [2];
  Hiking-11 [4]; Merchant-11 [2]; Naturalist-10 [2]; Needlecraft-12
  [4]; Panhandling-12 [2]; Scrounging-12 [2]; Singing-11 [2]; Survival
  (woodlands)-12 [4]; Weather Sense/TL3-11 [2].
  Languages: French (native)-11 [0].
  Equipment: Staff, blanket, outdoor basics.
  Marie and her husband, Jean, left Rouen two years ago for
  Santiago de Compostela. Marie desperately wants a child, and she
  believes a pilgrimage and helping the poor will be the solution. She
  prefers the wandering life to her old role as the tailor’s wife, but she
  worries about what Jean will do if St. James can’t work a miracle.
  Pilgrim
  88
  
  Policemen keep the peace and enforce the laws of their employers
  (usually a particular church, government, military or community). Most
  patrol a specific area (often the city gates), and call in the aid of fellow offi-
  cers, local citizens or even professional soldiers once a problem is spotted.
  Other duties may include calling out the time and watching for fires.
  Design Notes
  Attributes: We leave these at normal levels.
  Advantages: Legal Enforcement Powers define lawmen. Some
  advantages help them detect disturbances or deal with criminals. Others
  represent personal connections or social roles.
  Disadvantages: Duty represents the danger the lawman faces and
  Cowardice a possible reaction to it. Honesty or Bully might lead some-
  one to pursue the career. Other disadvantages are side effects of work-
  ing in teams (Chummy, Gregarious) and investigating crime (Careful,
  Nosy). Lawmen are rarely wealthy (often working part-time) and may
  be drawn from foreign stock. They can
  develop Enemies.
  Primary Skills: The policeman
  must know his turf and how to enforce
  the law. He must defend himself
  and others.
  Secondary Skills: These help to
  find and deal with criminals or 
  rowdy crowds.
  Background Skills: The police-
  man must deal with superiors and may
  serve governmental or military func-
  tions. Other skills allow for more
  adventurous pursuits or for the mainte-
  nance of equipment.
  Policeman [20 points]
  Attributes: ST 10 [0]; DX 10
  [0]; IQ 10 [0]; HT 10 [0].
  Advantages: Legal Enforcement
  Powers [5] and a total of 15 points
  chosen from: +1 to any attribute [10];
  Absolute Direction [5]; Absolute
  Timing [5]; Acute Senses [2/level];
  Alertness [5/level]; Ally Group
  [varies]; Cool, Collected or Composed
  [1 or 5]; Combat Reflexes [15];
  Contacts [varies]; Danger Sense [15];
  Intuition 
  [15]; 
  further 
  Legal
  Enforcement Powers [varies]; Military
  Rank [5/level]; Night Vision [10];
  Patron [varies]; Reputation [varies];
  Sanctity [5] and Status [5/level].
  Disadvantages: Duty (to employer or community, 9-) [-5] and a
  total of -15 points chosen from: Bully [-10]; Cannot Harm Innocents [-
  10]; Careful [-1]; Charitable [-15]; Chummy or Gregarious [-5 or -10];
  Code of Honor [-5 to -
  15]; Cowardice [-10];
  increased Duty [varies];
  Enemies 
  [varies];
  Honesty [-10]; Nosy [-
  1]; 
  Pacifism 
  [varies];
  Poverty [varies]; Secret
  [varies]; Sense of Duty
  [varies] and Social Stigma
  [-5 to -15].
  Primary Skills: Area
  Knowledge 
  (patrol)
  (M/E) IQ+2 [4]-12;
  Professional Skill (Law
  Enforcement) 
  (M/A)
  IQ+2 [6] and a total of 4
  points in any Combat/Weapon 
  Skill (varies).
  Secondary Skills: A total of 6
  points in any of: Criminology/TL
  (M/A); 
  Detect 
  Lies 
  (M/H);
  Interrogation 
  (M/A); 
  Law 
  (M/H); Leadership (M/A); Shield 
  (P/E); 
  Streetwise 
  (M/A) 
  and 
  Tracking (M/A).
  Background Skills: A total of 4
  points in any of: Administration
  (M/A); 
  Armoury/TL 
  (M/A);
  Climbing (P/A); Fast-Talk (M/A);
  Holdout 
  (M/A); 
  Intimidation
  (M/A); Politics (M/A); Running
  (P/H; HT); Savoir-Faire (M/E);
  Savoir-Faire (Military) (M/E) and
  Tactics (M/H).
  Customization Notes
  • Early policemen are often soldiers
  (see p. 103) with the extra duty of
  keeping the peace. Others are the
  personal bodyguards of rulers or
  nobles. Feudal lords (p. 47) are often
  expected to serve as policemen in
  their lands.
  – Brian C. Smithson
  GURPS Middle Ages 1
  Archambaud Walker (30 points)
  Age 22; 5’9”, 140 lbs.; a slender, bearded man with
  blond hair and pale skin, dressed in a well-kept tunic and
  leggings.
  ST 11 [10]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Alertness +1 [5]; Legal Enforcement
  Powers [5]; Reputation +1 (respected keeper of the
  peace) [5].
  Disadvantages: Cowardice [-10]; Duty (to his com-
  munity, 9-) [-5]; Honesty [-10].
  Quirks: Constantly licks his lips; Fastidious; Hums;
  Sensitive about his illegitimacy; Sore loser [-5].
  Skills: Area Knowledge (Dover)-12 [2]; Detect Lies-
  10 [2]; Interrogation-11 [2]; Law-10 [2]; Politics-10
  [1]; Professional Skill (Law Enforcement)-12 [4];
  Savoir-Faire-11 [1]; Shortsword-11 [2].
  Languages: Middle English (native)-11 [0].
  Equipment: Cudgel, jail keys.
  Archambaud’s father, a minor lord, appointed him
  the constable of Dover. He’s proved a quick study, and
  he’s gained the respect of the citizens of the town. He
  walks the streets by day and leaves the walls to the watch-
  men at night. Things have been relatively peaceful under
  his watch, so Archambaud’s not sure what he might do if
  he encounters a violent criminal . . . .
  Policeman
  89
  
  From the Boules of Classical Greece to the senates and councils of
  Rome, a council of legislators, rather than a single ruler, might govern a
  city or town (and even autocrats might be advised by a council of popu-
  lar representatives). Whether chosen by election, lot or inheritance, their
  day-to-day work is often much like that of a modern, democratically
  elected representative – theoretically, anyway. In practice, ancient politi-
  cians often maintain a grand public front, work for the good of their
  constituency (their families, members of their social class, etc.) and
  squabble amongst themselves while producing little actual legislation.
  However, some politicians are selfless champions of their country.
  Design Notes
  Attributes: A politician is at least a little smarter than the people
  around him.  
  Advantages: A politician certainly has Status and probably Wealth.
  He may also possess personal charm and connections. In some cities,
  office-holders serve judicial functions as well.  
  Disadvantages: On the other hand, he probably also has familial
  obligations or must answer to the people he represents. He may have
  other personality flaws which come from being too used to power. He
  may simply be in poor physical condition from a sedentary occupation.  
  Primary Skills: A politician needs to juggle political alliances and
  deal with the machinery of government, so Politics is required.  
  Secondary Skills: He is also likely to have skills he can use to appeal
  to individuals or the people as whole.  
  Background Skills: A politician may need to be a judge, lawyer,
  diplomat or even a general.
  Politician [35 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: Literacy [10]; Status 2 [10] and a total of 20 points
  chosen from: Ally Group [varies]; Contacts [varies]; Legal
  Enforcement Powers [5]; further Status [5/level] and Wealth [varies].  
  Disadvantages: A total of -30 points chosen from: -1 to ST, DX or
  HT [-10]; Age [-3/year]; Bad Temper [-10]; Bully [-10]; Dependents
  [varies]; 
  Fat 
  or
  Overweight [-10 to
  -20, or -5];  Greed
  [-15]; Sense of
  Duty [-5 to -20];
  Stubbornness [-5]
  and Unfit [-5].
  Primary Skills:
  Politics 
  (M/A)
  IQ+1 [4]-12.
  S e c o n d a r y
  Skills: Either Bard
  (M/A) IQ+1 [4]-
  12 or
  Fast-Talk
  (M/A) IQ+1 [4]-
  12.
  B a c k g r o u n d
  Skills: A total of 7
  points in any of:
  Administration
  (M/A); Diplomacy (M/H); Law (M/H); Leadership (M/A);
  Strategy (M/H) and further Secondary Skills.
  Customization Notes
  • Many politicians may come from backgrounds as merchants (p. 70),
  military leaders (see GURPS Warriors), noblemen (p. 47) or other
  careers where they might gain wealth and power.
  – Matt Riggsby
  Medieval Italy
  Giovanni Grosso (25 points)
  Age 47; 5’4’; 198 lbs.; an enormously fat man with pale, almost
  hairless skin and piercing blue eyes, usually richly dressed. 
  ST 10 [0]; DX 9 [-10]; IQ 12 [20]; HT 10 [0]. 
  Basic Speed 4; Move 4. 
  Dodge 4. 
  Advantages: Comfortable [10]; Literacy [10]; Status 4 [20].
  Disadvantages: Dependent (wife, loved one, 6-) [-16]; Fat [-10];
  Gluttony [-5]; Stubbornness [-5].
  Quirks: Demands that everyone in sight sit down and join him
  for meals; Hates the outdoors; Prefers riding donkeys to horses,
  despite the comical appearance [-3].
  Skills: Administration-13 [4]; Bard-13 [4]; Law-11 [2];
  Merchant-12 [2]; Politics-13 [4].
  Languages: Venetian Italian (native)-12 [0]. 
  Equipment: Paper and writing utensils, a few small bags of snacks.
  Giovanni “the Fat” is one of the lesser but more congenial lights
  of the Venetian government. A junior son of a salt-trading family,
  Giovanni has found his niche in the government and is frequently
  called on to lead committees and nominating bodies that carry out
  much of the government’s activities and make most of the decisions.
  While not innately charming, Giovanni is adept enough at oratory
  that his positions usually receive more than a fair hearing (a good
  thing, since once taken, Giovanni’s positions are hard to change). His
  hard-headedness is usually made up for by his love of food. He is
  known for having large, exquisite meals and stuffing the people
  around him until they can hardly walk. Even away from the table, he
  usually has small stores of delicacies about his person.
  Politician
  90
  
  Pottery originated in the Neolithic (mid-TL0), and has been used
  through most of history to make containers, statuary, friezes and ritual
  objects. Most early potters are women, though more men become
  involved after the introduction of the potter’s wheel.
  Design Notes
  Attributes: Pottery is a common and unexceptional craft so we leave
  all attributes at average levels. 
  Advantages: Potters need to be good with their hands (Manual
  Dexterity) and creative (Versatile). Especially at early TLs, they may need
  to tend hot kilns for long periods (Temperature Tolerance, Less Sleep).
  Disadvantages: We provide some disadvantages that are common to
  craftsmen and acknowledge that many potters may be poor or low-status
  members of society.
  Primary Skills: Potters must sculpt with clay and make and fire
  pots.
  Secondary Skills: We provide a range of skills for selling wares
  (Merchant, Cyphering), decorating pots (Artist, Dyeing), preparing spe-
  cial glazes (Chemistry), finding suitable clay (Prospecting) and con-
  structing and maintaining kilns (Masonry,
  Wickerwork).
  Background Skills: We add some skills
  related to craftsmanship, knowledge of clay
  and the types of things which may be illus-
  trated on items of pottery.
  Potter [20 points] 
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10
  [0]; HT 10 [0]. 
  Advantages: A total of
  10 points chosen from:
  Less Sleep [3/level];
  M a n u a l
  D e x t e r i t y
  [ 3 / l e v e l ] ;
  Reputation
  [ v a r i e s ] ;
  S i n g l e -
  Minded [5];
  Temperature
  To l e r a n c e
  [1/level]; Versatile [5] and
  Wealth [varies].
  Disadvantages: A total of -10 points chosen from: Attentive [ 1];
  Hidebound [-5]; Poverty [varies]; Social Stigma [varies]; Status [-
  5/level] and Workaholic [-5].
  Primary Skills: Pottery (M/A) IQ+2 [6]-12 and Sculpting (P/A)
  DX+1 [4]-11.
  Secondary Skills: A total of 6 points in any of: Artist (M/H);
  Chemistry/TL (M/H); Craft (Wickerwork) (M/A); Cyphering
  (M/E); Dyeing (M/A); Masonry (P/E); Merchant (M/A); Prospecting
  (M/A) and Streetwise (M/A).
  Background Skills: A total of 4 points in any of: Appreciate Beauty
  (M/VH); Area Knowledge (any) (M/E); Carpentry (M/E);
  Geology/TL (M/H); Lifting (P/H; ST); Naturalist (M/H); Theology
  (M/H) and Woodworking (P/A).
  Customization Notes 
  • The manufacture of bricks and tiles is generally an unskilled profes-
  sion; the Laborer template (p. 64) is therefore more appropriate than
  the one provided here.
  – Jamie Revell
  GURPS Greece
  Teisias the Potter (25 points)
  Age 25; 5’6”, 135 lbs.; a man with curly dark hair and a
  short beard, looking somewhat younger than his true age.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Basic Speed 5.0; Move 5. 
  Dodge 5.
  Advantages: Manual Dexterity +1 [3]; Reputation +1 (up-
  and coming potter, among local craftsmen) [2]; Versatile [5].
  Disadvantages: Social Stigma (Second-Class Citizen) [-5].
  Quirks: Admires the beauty of the local countryside;
  Fascinated by centaurs; Flirts with young women; Hums tunes
  while he works; Somewhat idealistic [-5].
  Skills: Appreciate Beauty-9 [2]; Area Knowledge (Athens)-
  10 [1]; Artist-12 [6]; Cyphering-10 [1]; Lifting-8 [1];
  Merchant-10 [2]; Pottery-13* [6]; Sculpting-13* [4]; Streetwise-
  9 [1]; Theology-8 [1].
  *Includes +1 from Manual Dexterity.
  Languages: Greek (native)-10 [0]. 
  Equipment: Potters wheel, brushes, styluses and other tools.
  Teisias is a member of the metik (foreign craftsman) class liv-
  ing in the Kerameikos quarter of Athens. A relatively young man,
  he recently moved to the district from a nearby city-state, because
  of the great reputation that it holds for craftsmanship, especially
  pottery. Not yet an equal of the greatest craftsmen of the quar-
  ter, he nonetheless has a natural talent for making and painting
  amphorae and pots that only promises to grow with time and
  practice. He prefers to paint his pots with mythological illustra-
  tions, and he would love to meet some of the centaurs that so
  often adorn his work.
  91
  Potter
  
  Priests vary from state officials to sequestered mystics, but all rep-
  resent believers to the divine and interpret the divine for believers. This
  requires demands on both: priests ask gods to bless believers and believ-
  ers to follow moral codes.
  Design Notes
  Attributes: Priests are wise and strong
  willed – or at least canny enough to fake it.
  We choose IQ 11.
  Advantages: Priests must be recog-
  nized as such, so we require Clerical
  Investment. Other advantages represent
  social standing, personal charm or willful-
  ness. Many priests read or write 
  religious texts.
  Disadvantages: Priests must follow
  strict codes, so we require Vows or
  Disciplines of Faith. Other disadvantages
  represent social commitments, a “good”
  nature or a sedentary profession. Priests
  often suffer from the vices they preach
  against, and some rely on addictive hallucinogens to contact the divine.
  Fanaticism and Intolerance are common, and if gods don’t exist, priests
  have Delusions.
  Primary Skills: Priests know
  the rituals and theory of their reli-
  gion (though some priests may
  know one and not the other). This
  often involves sacrifices to the gods.
  Secondary Skills: These allow
  for preaching and tending to the
  spiritual needs of the community.
  Others represent specific rituals
  (Astrology, Dancing, Exorcism,
  Singing). Priests often study
  Philosophy and sacred languages.
  Background 
  Skills:
  Administration helps organize the
  church. Priests also serve as diplo-
  mats, healers, repositories of wis-
  dom 
  or 
  men 
  of
  letters.
  Intimidation can win converts, and
  Politics and Savoir-Faire can help
  someone gain ordination.
  Priest [20 points]
  Attributes: ST 10 [0]; DX 10
  [0]; IQ 11 [10]; HT 10 [0].
  Advantages:
  Clerical
  Investment [5] and a total of 15 points chosen from: +1 to IQ [10];
  Charisma [5/level]; further Clerical Investment [5/level]; Common
  Sense [10]; Empathy or Sensitive [15 or 5]; Legal Immunity [varies];
  Literacy or Semi-Literacy [10 or 5]; Patron [varies];
  Pious [5]; Reputation [varies]; Single-Minded [5];
  Status [5/level]; Strong Will [4/level]; Voice [10] and
  Wealth [varies].
  Disadvantages: A total of -10 points chosen from:
  Disciplines of Faith [varies] and Vows [varies] and -15
  points chosen from: Addiction [varies]; Age [-
  3/year]; Charitable [-15]; Delusions [-1 to -15]; fur-
  ther Disciplines of Faith or Vows [varies]; Duty
  [varies]; Fanaticism [-15]; Greed [-15]; Honesty [-
  10]; Intolerance [-5 or -10]; Pacifism [varies]; Poverty
  [varies]; Sense of Duty [varies]; Stubbornness [-5];
  Truthfulness [-5] and Unfit [-5].
  Primary Skills: A total of 8 points in any of:
  Performance/Ritual (any) (M/A); Sacrifice (M/H)
  and Theology (M/H).
  Secondary Skills: A total of 4 points in any of: Area
  Knowledge (any) (M/E); Astrology/TL (M/H);
  Bard (M/A); Dancing (P/E); Exorcism (M/H);
  Fast-Talk (M/A); Languages (varies); Musical
  Instrument (any) (M/H); Occultism (M/A); Philosophy (any) (M/H);
  Picture-Writing (M/H); Singing (P/E; HT) and Teaching (M/A).
  Background Skills: A total of 3
  points in any of: Administration
  (M/A); Detect Lies (M/H);
  Diagnosis/TL 
  (M/H);
  Diplomacy (M/H); First Aid/TL
  (M/E); Herbalist/TL (M/H);
  History (M/H); Intimidation
  (M/A); Law (M/H); Leadership
  (M/A; ST); Literature (M/H);
  Meditation 
  (M/H); 
  Poetry
  (M/A); 
  Politics 
  (M/A);
  Psychology (M/H); Research
  (M/A); Savoir-Faire (M/E) and
  Writing (M/A).
  Customization Notes
  • Theoretically, shamans (p. 101)
  derive divine favor through per-
  sonal experiences, while priests
  are “official” godly representa-
  tives. Realistically, the line often
  blurs.
  • For a wizard with divine powers,
  see p. WI88 or GURPS Religion.
  – Brian C. Smithson
  GURPS Fantasy
  Neviene (20 points)
  Age 228; 5’10”, 140 lbs.; a tanned elf-woman dark hair and
  eyes, wearing a cotton jerkin and breeches.
  ST 7 [-15]; DX 11 [0]; IQ 11 [0]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Attractive [-]; Bard +2 [-]; Charisma +4 [20];
  Clerical Investment [5]; Combat Reflexes [-]; Elf [40]; Musical
  Ability +2 [-]; Savoir-Faire +2 [-]; Sensitive [5]; Unaging [-].
  Disadvantages: Code of Honor (live elegantly) [-]; Delusion
  (divinely chosen) [-15]; Fanaticism (self) [-15]; Intolerance
  (Religious) [-10]; Megalomania [-10]; Sense of Duty (followers)
  [-10]; Sense of Duty (nature) [-]; Vow (poverty) [-15].
  Skills: Area Knowledge (forests)-12 [2]; Dancing-10 [1];
  Herbalist/TL3-10 [2]; Naturalist-9 [1]; Performance/Ritual
  (pagan)-12 [4]; Sacrifice-11 [4]; Singing-12 [1].
  Languages: Elvish (native)-11 [0].
  Equipment: Staff, herbs.
  Human disdain for nature appalled Neviene, but “pagan”
  cults did too little. Neviene began her own Mother Nature cult,
  and now she’s determined to protect her god – whatever the cost.
  Priest
  92
  
  In many societies, teachers are tradesmen like any other. Highly
  skilled teachers can have their own guilds (“university” is originally
  another name for “guild;” only later does it apply specifically to schools).
  Professors are distinct from other teachers in that they teach near-adults
  who have already gained a basic grounding in literacy and perhaps math-
  ematics, rhetoric and theology.
  Design Notes
  Attributes: Professors are somewhat smarter than average.
  Advantages: Literacy is required for professors. They may also enjoy
  Status, school or guild membership, or a group of loyal and perhaps
  wealthy students. Academic Rank may apply in highly structured schools.
  Disadvantages: Professors usually live financially precarious lives.
  They may be pedants and intellectual bullies, unpopular with authorities
  for contro-
  v e r s i a l
  opinions, or
  simply old.  
  P r i m a r y
  S k i l l s :
  Most pro-
  fessors spe-
  cialize 
  in
  one 
  area,
  usually an
  academic
  topic such
  as literature
  or philoso-
  phy rather
  than 
  a
  “practical”
  one 
  like
  law, medi-
  cine 
  or
  r h e t o r i c
  (which are
  taught with
  a 
  heavy 
  theoretical
  bent).
  Secondary
  Skills: The
  ability to teach is important (though not so much as the ability to
  demonstrate knowledge). “Course material” is generally heavily rooted in
  a body of more general sources such as ancient philosophers or religious
  works, so professional scholars knows at least a little Philosophy,
  Literature or Theology.  
  Background Skills: A “life of the mind” might encourage various
  skills of self-expression. Physical and social sciences and humanities do
  not exist as separate disciplines, but a scholar may end up with any aca-
  demic skill as a result of his studies.
  Professor [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: Literacy [10] and a total of 5 points chosen from:
  Academic Rank [5/level]; Ally Group (students) [varies]; Patron (Guild)
  [varies] and Status [5/level]. 
  Disadvantages: A total of
  -15 points chosen from: -1 or -
  2 to ST, HT or DX [-10 or -
  15]; Age [-3/level]; Bad Sight
  [varies]; Bully [-10]; Odious
  Personal Habit
  (excessively
  pedantic) [-5];
  P o v e r t y
  [varies] 
  and
  Re putation
  [varies]. 
  P r i m a r y
  Skills: One of
  Law (M/H)
  IQ+1 [6]-12;
  L i t e r a t u r e
  (M/H) IQ+1 [6]-12; Philosophy (M/H) IQ+1 [6]-
  12; Physician/TL (M/VH) IQ [6]-10 or Theology
  (M/H) IQ+1 [6]-12. 
  Secondary Skills: Teaching (M/A) IQ [2]-11 and a
  total of
  3 points in any of: Literature (M/H);
  Philosophy (M/H) and Theology (M/H).  
  Background Skills: A total of 4 points in any of:
  Abacus (M/A); any Academic Skill (M/H); Bard
  (M/A); Calligraphy (M/A); Cyphering (M/E);
  Languages (varies) and Writing (M/A).
  Customization Notes 
  • In societies that prize excellent handwriting, such as
  China and Medieval Arabia, Calligraphy (M/A)
  IQ+1 [4]-12 becomes a primary skill.  
  • In medieval Western Europe, Latin (M/A) IQ+1 [4]-
  12 becomes a primary skill.  
  • Academics is heavily rooted in memorization of basic texts (the Qu’ran,
  Aristotle, etc.), so a scholar with Eidetic Memory has a huge advantage.  
  • Tenure is a modern invention, but professors in a cinematic or fantasy
  campaign may have the advantage.
  – Matt Riggsby
  GURPS Arabian Nights
  Abdullah al-Hassan ibn-Tartufa (10 points)
  Age 60; 5’4”, 128 lbs.; an elderly, dark-skinned, bald man with
  an enormous beard, usually dressed in robe, turban and shawl.
  ST 9 [-10]; DX 9 [-10]; IQ 12 [20]; HT 10 [0]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Literacy [10]; Status 1 [5].
  Disadvantages: Age (60) [-30]; Bad Sight (nearsighted, cor-
  rectable) [-10]. 
  Quirks: Speaks in convoluted, flowery sentences [-1].
  Skills: Calligraphy-12 [16]; Literature-12 [4]; Teaching-12 [2];
  Theology-15 [10]; Writing-12 [2].
  Languages: Arabic (native)-12 [0]; Persian-12 [2]. 
  Ibn-Tartufa can usually be found in a madrasa in Tunis, teach-
  ing the Qu’ran to vaguely interested students, squinting at corre-
  spondence from far-off colleagues, and responding in exquisitely-
  written missives. Ibn-Tartufa is an excellent scholar, and he has
  memorized not only the Qu’ran in its entirety, but also a number of
  important commentaries, although with his advancing age, he
  sometimes misremembers the occasional passage. He has long prac-
  tice in being a pillar of his community and works very hard to prac-
  tice the virtues expected of him. As a result, he is a very serious
  man, even severe, but ultimately kind at heart (if a bit dull).
  Professor
  93
  
  Rangers guard hunting grounds from poachers and protect the
  wildlife. They sometimes organize their masters’ hunts, prevent other
  unauthorized exploitation (e.g., wood-cutting, gathering, fishing), and
  tend the land.
  Design Notes
  Attributes: The rangers’ rugged
  life requires DX and IQ 11.
  Advantages: Foresters often have
  keen senses, an uncanny sense of direc-
  tion or a feeling for animals. They may
  be healthy or a part of a government
  hierarchy.
  Disadvantages: Rangers may pre-
  fer solitude (Loner, Reclusive, Shyness)
  or the outdoors (Demophobia, Claustrophobia). Poachers might repre-
  sent  Enemies (or bad Reputation if they have the locals’ sympathy!).
  Some foresters abuse their powers for their own gain (Secret).
  Primary Skills: Foresters know their turf. Naturalist, Tracking and
  missile weapons are also essential.
  Secondary Skills: Rangers may train dogs (Animal Handling), and
  they know their antagonists’ ways (Traps).
  Background Skills: Rangers must patrol their forest or marsh.
  Ranger [40 points]
  Attributes: ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Advantages: A total of 15 points chosen from: +1 HT [10];
  Absolute Direction [5]; Acute Senses [2/level]; Administrative
  Rank [5/level]; Alertness [5/Level]; Animal Empathy [5];
  Danger Sense [15]; Fit or Very Fit [5 or 15]; Legal Enforcement
  Powers [5 to 15]; Night Vision [10]; Patron [varies] and Status
  [5/level].
  Disadvantages: A total of -15 points chosen from: Bad Smell
  [-10]; Bad Temper [-10]; Code of Honor (Hunter’s) [-5]; Duty
  [varies]; Enemy [varies]; Honesty [-10]; Intolerance (poachers)
  [-5]; Loner or Reclusive [-5 or -10]; Odious Personal Habits [-
  5 to -15]; Phobia (mild claustrophobia or demophobia) [-15];
  Reputation [varies]; Secret (corrupt) [varies]; Sense of Duty  [-
  5] and Shyness [-5 to -15].
  Primary Skills: Area Knowledge (M/E) IQ+1 [2]-12 and a
  total of 7 points in at least two of: Naturalist (M/H); Tracking
  (M/A) and any missile-weapon skill (varies).
  Secondary Skills: A total of 7 points in any of: Animal Handling
  (M/H); Camouflage (M/E); Knife (P/E); Mimicry (animal sounds)
  (P/H; HT); Professional Skill (Law Enforcement) (M/A); Stealth
  (P/A); Survival (woodlands or swampland) (M/A); Traps/TL
  (M/A); Veterinary/TL (M/H) and Weather Sense/TL (M/A).
  Background Skills: A total of 4 points in any of: Boating (P/A);
  Botany/TL (M/H); Butcher (M/A); Climbing (P/A); Cooking
  (M/E); First-Aid/TL (M/E); Hiking (P/A; HT); Law (M/H);
  Leatherworking (M/E); Running (P/H; HT) and Swimming (P/E).
  Customization Notes
  • A ranger may take Law with an optional specialization, such as hunt-
  ing regulations.
  • A gamekeeper’s Patron won’t appear often and his Enemies will usu-
  ally not be powerful.
  • Many rangers possess the Hunter’s Code of Honor for -5 points:
  Give quarry a fair chance, be humane to prey, avoid killing indiscrim-
  inately, don’t waste any game and avoid unbalancing the environment.
  • A simple huntsman follows the same template, without the options
  of Administrative Rank, Legal Enforcement Powers, Patron, Law or
  Law Enforcement.
  – Michele Armellini
  Medieval Italy
  Cecco del Frate (30 points)
  Age 32; 5’1”, 122 lbs.; a quiet
  man with piercing blue eyes and
  bushy brown hair and beard, wear-
  ing a green cloak.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Alertness +1 [5]; Animal Empathy [5]; Legal
  Enforcement Powers [5].
  Disadvantages: Code of Honor (hunter’s) [-5]; Intolerance
  (poachers) [-5]; Phobia (mild demophobia) [-15].
  Quirks: Dislikes intruders; Laconic; Loves tales about St.
  Francis; Moves silently; Wary [-5].
  Skills: Area Knowledge (forest)-12 [2]; Animal Handling-13*
  [1]; Bow-12 [8]; Climbing-10 [1]; First-Aid/TL3-11 [1]; Law
  (hunting regulations)-8/14 [1]; Naturalist-9 [1]; Hiking-9 [1];
  Stealth-11 [2]; Survival (woodlands)-11 [2]; Tracking-11 [2]; Traps-
  11 [2]; Veterinary/TL3-13* [1].
  *Includes +4 for Animal Empathy.
  Languages: Tuscan Italian (native)-11 [0].
  Equipment: Large knife, bow, backpack with camping essentials.
  Monks don’t hunt, but monasteries may own woods; Cecco is
  the gamekeeper for a monastery, and he loves it. He hunts for him-
  self and for the abbot’s table, but sparingly. He lets farmers gather
  firewood for themselves and for the monastery, but he makes sure
  they don’t hunt game or fell trees. He pursues poachers, and he
  rounds out by treating cattle. But the monastery is about to sell the
  basically unproductive woods to a count who’s famous for his spec-
  tacular hunts . . . .
  94
  Ranger
  
  Monarchs may believe in their divine appointment, but only crazy
  monarchs think they can rule without advice.
  While some advisors are nobility, others come to court via the
  priesthood, or even as slaves. Sometimes, they are members of minority
  or oppressed groups; such groups may have unique traditions of educa-
  tion, or rulers may feel safer with advisors who can’t hope to grab the
  throne for themselves. In fantasy games, advisors may be wizards.
  Design Notes
  Attributes: The talents required imply
  good IQ.
  Advantages: A place at court means
  Status and Wealth, and advantages that
  impress others help advisors gain and hold
  such a position, as do Patrons, or Allies such
  as other courtiers or loyal guards.
  Disadvantages: This job is a Duty, and
  any advisor worth discussing has Enemies.
  Other disadvantages are entirely possible.
  Primary Skills: These enable one to
  speak safely to the ruler.
  Secondary Skills: These ensure that
  one’s suggestions should be useful.
  Background Skills: These fit the sort of people who become advi-
  sors.
  Royal Advisor [75 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [30]; HT 10 [0].
  Advantages: Status 4* [15]; Wealthy [20]; one of Charisma +2;
  Reputation +2 (wise advisor) or Voice [all 10]; and a total of 20 points
  chosen from: Administrative Rank [5/level]; Ally [varies]; Ally Group
  [varies]; Appearance [varies]; Clerical Investment [5/level]; Common
  Sense [10]; Contacts [varies]; Cool [1]; Empathy or Sensitive [15 or 5];
  Intuition [15]; Legal Immunity [varies]; Literacy [10]; Military Rank
  [5/level]; Patron [varies]; Pious [5]; Sanctity [5] and further mandatory
  Advantages [varies].
  *Includes +1 for Wealthy.
  Disadvantages: Duty (12- or 15- if non-
  hazardous) [-10]; Enemy [-10] and a total
  of -15 points chosen from: -1 or -2 to ST,
  DX or HT [-10 or -15]; Age [-3/level];
  Bully [-10]; Careful, Edgy or Paranoia [-1,
  -5 or -10]; Code of Honor [-5 to -15];
  Dull or Hidebound [-1 or -5]; Greed [-15];
  Eunuch [-5]; Extravagance [-10]; Jealousy
  [-10]; Proud, Self-Centered or Selfish [-1, -
  10 or -5]; Reputation [varies]; Responsive
  [-1]; Secret [varies]; Social Stigma [varies];
  Staid [-1]; Unfit or Very Unfit [-5 or -15];
  Weak Will [-8/level] and Workaholic [-5].
  Primary Skills: Diplomacy (M/H) IQ
  [4]-13 and Savoir-Faire (M/E) IQ+2 [0]-
  15*.
  *Free from Status.
  Secondary Skills: Any two of Administration (M/A) IQ [2]-13;
  Area Knowledge (local lands) (M/E) IQ+1 [2]-14; Detect Lies (M/H)
  IQ-1 [2]-12; Intelligence Analysis/TL (M/H) IQ-1 [2]-12; Law
  (M/H) IQ-1 [2]-12 and Strategy (M/H) IQ-1 [2]-12.
  Background Skills: A total of 7 points in any of: Accounting
  (M/H); Acting (M/A); Appreciate Beauty (M/VH); Bard (M/A);
  Calligraphy (P/A); Carousing (P/A;
  HT); any Combat/Weapon Skill (varies);
  Dancing (P/A); Falconry (M/A); Fast-
  Talk (M/A); Games (any noble) (M/E);
  Heraldry (M/A); History (M/H);
  Intimidation (M/A); Languages (varies);
  Poisons 
  (M/H); 
  Politics 
  (M/A);
  Psychology (M/H); Riding (any) (P/A);
  Savoir-Faire (Military) (M/E); Sports
  (any noble) (P/A); Teaching (M/A);
  Theology (M/H); Tournament Law (any)
  (M/E); Tracking (M/A); Writing (M/A)
  and further Secondary Skills.
  Customization Notes
  • Rank may give bonuses to Status in the
  character’s setting (see p. CI29).
  – Phil Masters with Brian C. Smithson
  GURPS Atlantis
  Pelagios  (60 points)
  Age 54; 5’6”, 125 lbs.; A thin, white-
  haired Atlantean wearing opulent robes and a
  neatly curled beard.
  ST 9 [-10]; DX 10 [0]; IQ 13 [30]; HT 9 [-10].
  Basic Speed 5.5; Move 5.
  Dodge 5; Parry 5; Block 5.
  Advantages: Clerical Investment 4 [20];
  Literacy [10];  Reputation +2 (wise advisor)
  [10]; Status 5 [15]; Wealthy [20].
  Disadvantages: Age (54) [-12]; Duty (to
  Emperor, non-hazardous, 15-) [-10]; Enemy
  (military faction, 6-) [-10]; Jealousy [-10].
  Quirks: Always looking for the “symbol-
  ism” in things [-1]; Nominal pacifist.
  Skills: Administration-13 [2]; Bard-12
  [1]; Detect Lies-12 [2]; Diplomacy-13 [4];
  Performance/Ritual 
  (Poseidon)-14 
  [4];
  Politics-13 [2]; Savoir-Faire-15 [0]; Theology-
  13 [4].
  Languages: Atlantean (native)-13 [0].
  Equipment: Wooden staff.
  Pelagios parlayed his high position within
  the priesthood of Poseidon into a close friend-
  ship with the emperor himself. When his friend
  died, Pelagios served as regent for his friend’s
  son, the current emperor, Poseidophilios of
  Atlantis (p. AT80). Now that the emperor is
  grown, Pelagios serves as his spiritual advisor
  and personal augur. Certain factions have
  grown weary of the great demands Pelagios
  places on the emperor. And the priest’s outspo-
  ken disdain for the Atlantean military has not
  earned him any friends.
  Royal Advisor
  95
  
  “Ruler” is a peculiar occupation that incorporates vast advantages
  but may be acquired by sheer accident. This template assumes an adult
  ruler who has achieved the position by birth, conquest, politics, or
  usurpation.
  Design Notes
  Attributes:These aren’t guaranteed to be exceptional, although we’ll
  allow some options.
  Advantages: Status 5 is the minimum to qualify as an independent
  ruler; high Wealth is also implicit. Everything else is optional.
  Disadvantages: Most rulers have some kind of problems; ruling
  itself may represent a Duty.
  Skills: All we can really do here is provide a list of options.
  Conquerors have strategic abilities, politicians have social talents, dutiful
  aristocrats are administrators of sorts, and decadent parasites know how
  to have fun. Weapons training is common, but may be merely for sport.
  Ruler [65 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: Status 5* [20]; Wealthy [20]; and a total of 30 points
  chosen from: +1 to any Attribute [10]; Ally or Ally Group [varies];
  Appearance [varies]; Charisma [5/level]; Claim to Hospitality [varies];
  Clerical Investment [5]; Fearlessness [2/level]; Fit [5]; Literacy [varies];
  Luck [varies]; Reputation [varies]; further Status [5/level]; and further
  Wealth [varies].
  *Includes +1 for Wealthy.
  Disadvantages: A total of -20 points chosen from: -1 to any
  Attribute [-10]; Age [-3/year]; Bad Temper [-10]; Bully [-10]; Callous [-
  6]; Careful, Edgy, or Paranoia [-1, -5, or -10]; Chauvinistic or
  Intolerance [-1 to -15]; Code of Honor [-5 to -15]; Compulsive
  Carousing [-5 to -10]; Compulsive Spending [-5 to -15]; Cowardice [-
  10]; Dependents [varies]; Distractible [-1]; Dull or Hidebound [-1 or -
  5]; Duty (usually non-hazardous) [varies]; Enemy [varies]; Extravagance
  [-10]; Fat or Overweight [-10 to -20, or -5]; Gluttony [-5]; Guilt
  Complex [-5]; Indecisive [-10]; Jealousy [-10]; Lecherousness [-15];
  Overconfidence or Glory Hound [-10 or -15]; Proud, Selfish, or Self-
  Centered [-1, -5, or -10]; Reputation [varies]; Sense of Duty [-5 to -20];
  Staid [-1]; Stubbornness [-5]; Unfit or Very Unfit [-5 or -15]; Weak Will
  [-8/level]; or Youth [-2/year].
  Skills: Savoir-Faire (M/E) IQ+2 [0]-12*; and a
  total of 15 points in any of: Administration (M/A);
  Agronomy/TL (M/A); Animal Handling (M/H);
  Appreciate Beauty (M/VH); Area Knowledge (own lands)
  (M/E); Bard (M/A); Carousing (P/A; HT); any
  Combat/Weapon Skill (varies); any Combat/Weapon
  Sport skill (varies); Dancing (P/A); Diplomacy (M/H);
  Falconry (M/A); Gambling (M/A); Games (any) (M/E);
  Heraldry 
  (M/A); 
  History 
  (M/H); 
  Intelligence
  Analysis/TL (M/H); Intimidation (M/A); Languages
  (any) (varies); Law (M/H); Leadership (M/A); Politics
  (M/A); Riding (P/A); Sacrifice (M/H); Savoir-Faire
  (Military) (M/E); Sports (any played by the nobility);
  Strategy (M/H); Tactics (M/H); Theology (M/H);
  Tournament Law (M/E); or Tracking (M/A).
  *Free from Status.
  Customization Notes 
  • Major NPCs probably have better attributes and more
  personalized details; dramatic convention makes rulers
  colorful, even if they’re unpleasant.
  • Rulers come from diverse backgrounds. See the
  Bureaucrat (p. 30), Commander (p. 37), Courtier (p. 41),
  Feudal Nobleman (p. 47), Politician (p. 90), and Royal
  Advisor (p. 95) templates for further customization ideas.
  • Some rulers may be young children with minimal abilities.
  In those cases the important
  figures are regents 
  or councilors.
  – Phil Masters with Brian C. Smithson
  GURPS Atlantis
  Aristedes of Autochthesa (65 points)
  Age 68; 5’4”, 130 lbs.; a frail old man
  with a long, white beard, wearing expensive
  clothing and jewelry.
  ST 8 [-15]; DX 9 [-10]; IQ 12 [20];
  HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5; Parry 4 (sword); Block 4.
  Advantages: Charisma +1 [5]; Claim to
  Hospitality (Atlantean aristocracy) [8]; Literacy [10]; Luck [15]; Reputation
  +3 (venerable poet-king) [15]; Status 6 [25]; Very Wealthy [30].
  Disadvantages: Age (68) [-54]; Duty (to Autochthesa; non-hazardous) [-5];
  Edgy [-5]; Reputation -3 (among the pious, for his tolerance) [-5]; Unfit [-5].
  Quirks: Speaks in poetic terms; Tolerant [-1].
  Skills: Administration-12 [2]; Animal Handling-12 [4]; Bard-12 [2];
  Diplomacy-13 [6]; History-9 [1/2]; Knife-10 [2]; Lasso-10 [4]; Politics-13
  [4]; Poetry-12 [2]; Riding (horse, stirrupless)-9 [2]; Sacrifice-10 [1]; Savoir-
  Faire-14 [0]; Shield-9 [1]; Shortsword-7 [1/2]; Spear-9 [2]; Spear Throwing-9
  [1]; Teamster (horses)-8 [0]; Theology-12 [4].
  Languages: Atlantean (native)-10 [0].
  Equipment: Fine weapons, armor and chariot.
  Aristedes of Autochthesa (p. AT76) is one of the few remaining represen-
  tatives of the elder generation of Atlantean rulers. He is revered for his piety but
  scorned for his toleration of witch cults in his lands. His days are certainly num-
  bered, and a growing group of hangers-on has sprung up around his sons.
  Ruler
  96
  
  As explorers and merchants brave the high seas in search of new
  opportunities, sailors do the hard work of getting them there. Seamen
  raise and lowers sails, row galleys, repair equipment, maintain vessels,
  load and unload goods and per-
  haps help steer ships. If the ship
  is attacked, they usually are
  expected to defend it. However,
  sailors often have ample free
  time. They are generally common
  men with common tastes, but
  unlike most, their lives are noth-
  ing but travel. Since they are usu-
  ally far from home, and therefore
  not in danger of hurting anyone’s
  reputation, they are often seen as
  unruly. They can also make a con-
  siderable amount of money on
  the side by engaging in trade on their own. In fact, sailors often carry a
  small bag of goods which they sell and trade at each new port.
  Design Notes
  Attributes: A good sailor is hardy or light on his feet.  
  Advantages: Far from home most of
  the time, sailors tend to stick by their
  mates.  
  Disadvantages: Sailors have a repu-
  tation for superstition and indulging in
  all manner of vices.  
  Primary Skills: A sailor can perform
  shipboard functions and usually look out
  for himself in low society.  
  Secondary Skills: A sailor might
  specialize in other useful functions.  
  Background Skills: He might be an
  ambitious trader or simply have picked up
  a little knowledge in his travels.
  Sailor [30 points]
  Attributes: ST 10 [0]; DX 10 [0];
  IQ 10 [0]; HT 10 [0]. 
  Advantages: +1 to ST, DX or HT
  [10]; Ally Group (shipmates; 9-) [10]
  and 10 points chosen from: Absolute
  Direction [5]; higher frequency for Ally
  Group [varies]; Fit [5] and Toughness
  [varies].
  Disadvantages: A total of
  -20
  points chosen from: Alcoholism [-15 or -
  20]; Chummy or Gregarious [-5 or -10];
  Code of Honor [-5 to -15]; Compulsive Behavior (superstitions) [-5 to
  -15];  Compulsive Carousing [-5 to -10]; Greed [-15]; Lecherousness [-
  15]; Odious Personal Habits [-5 to -15]; Poverty [varies] and Reputation
  [varies].
  Primary Skills: Climbing (P/A)
  DX+1 [2]-10; Sailor/TL (M/A) [6]-12
  and Seamanship/TL (M/E) [4]-12.
  Secondary Skills: A total of 5
  points in any of: Boating (P/A); Brawling
  (P/E); 
  Carpentry 
  (M/E); 
  any
  Combat/Weapon Skill (varies); Cooking
  (M/E); Jumping (P/E); Lifting (P/H;
  ST); 
  Navigation/TL 
  (M/H);
  Shiphandling/TL (M/H); Streetwise
  (M/A) and further Primary Skills.
  Background Skills: A total of 3
  points in any of: Area Knowledge (any)
  (M/E); Carousing (P/A; HT); any Hobby Skill (varies); Languages
  (varies); Merchant (M/A); Survival (island/beach) (M/A) and
  Swimming (P/E).
  Customization Notes
  • Seamen do not necessarily
  need Sailor skill. A charac-
  ter with only Seamanship
  may be educated at man-
  ning a ship, but he lacks
  familiarity with ship lay-
  out, port protocols and
  shipboard terms. Other
  seamen likely look down
  on such an individual until
  he earns some skill in
  Sailor.
  • Traditionally, a “pilot” is a
  guide through shallow
  waters who keeps a ship
  from running aground on
  sandbars as it approaches a
  port. Such a character has
  Area Knowledge for a spe-
  cific off-shore area.
  • Hobby skills historically
  common among sailors
  include 
  Dancing,
  Gambling, 
  Musical
  Instrument, Sculpting and
  Woodworking.
  – Matt Riggsby
  Medieval Italy
  Giancarlo of Brindisi (35 points)
  Age 28; 5’ 4”, 140 lbs.; a solid, sunburned Italian with a
  shaved head.
  ST 12 [20]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Ally Group (crewmates, 9-) [10].
  Disadvantages: Alcoholism [-15].
  Quirks: Orders drinks for everybody, even if he can’t pay;
  Swears very creative oaths [-2].
  Skills: Area Knowledge (Constantinople)-10 [1]; Brawling-
  11 [2]; Broadsword-10 [2]; Climbing-11 [4]; Sailor/TL3-12
  [6]; Seamanship/TL3-12 [4]; Streetwise-10 [2].
  Languages: Italian (native)-10 [0]; Greek-9 [1].
  Giancarlo is just another face in the crowd to the wealthy
  merchants with whom he sails, but he’s often a favorite of the
  crew. When he isn’t in his cups, he’s a good man in a fight or in
  impromptu wrestling and bare-knuckle matches. When he’s been
  drinking, he’s quite friendly and stands the house a round or two
  until he’s thrown out. And while most sailors can turn the air
  blue, Giancarlo has a special gift for blasphemy which endears him
  to the rougher sort.
  Sailor
  97
  
  The scavenger lives by his wits and providence. While the job can be
  viewed as the urban counterpart to the gatherer (p. 51), it also covers
  truly primitive groups who neither hunt nor gather. A scavenger has to
  work hard to keep his belly full by taking what has been left behind –
  either by his more prosperous brethren or by animals higher on the food
  chain.
  Design Notes
  Attributes: Scavenging requires no remarkable traits. Like gathering,
  it is a default human condition.
  Advantages: A scavenger needs to be observant (Acute Vision,
  Alertness) and ready to claim a good find, even in dangerous conditions
  (Composed or Collected). Sometimes working in pairs or teams, scav-
  engers may have an Ally or Ally Group. Scavengers are usually Single-
  Minded.
  Disadvantages: Some disadvantages reflect the often solitary nature
  of the scavenger (Shyness, Loner) while others stem from the need for
  persistence (Selfish, Stubbornness, Workaholic). A scavenger is always
  looking for new sources of food and materiel (Curious, Impulsiveness).
  Being dependent on the castoffs of others, an urban scavenger often suf-
  fers from some degree of Poverty.
  Primary Skills: Scrounging, Area Knowledge and Survival are
  the key skills for the Scavenger; he needs to know where to find
  the good stuff and how to get it. Survival (with a specialty in the
  local area, or possibly Urban) reflects the scavenger’s ability to
  stay alive, either on the margins of civilization or in his native
  wilderness.
  Secondary Skills: These skills are primarily interpersonal; nec-
  essary for interacting with – or avoiding – others.
  Background Skills: Urban and rural scavengers diverge most in
  background skills. Those most useful in the city (Gambling,
  Merchant and Savoir-Faire) are of little use to wilderness scav-
  engers, who have outdoor skills (Hiking, Weather Sense)
  instead.
  Scavenger [15 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: Acute Vision
  [2/level]; Alertness [5/level]; Ally or Ally Group [varies];
  Composed or Collected [5]; Reputation [varies] and Single-
  Minded [5].
  Disadvantages: A total of -15 points chosen from: Absent-
  Mindedness [-15]; Curious [-5 to -15]; Loner [-5]; Impulsiveness
  or Laziness [-10]; Poverty [varies]; Selfish [-5]; Shyness [-5 to -
  15]; Stubbornness [-5] and Workaholic [-5].
  Primary Skills: Area Knowledge (local area) (M/E) IQ+2
  [4]-12; Scrounging (M/E) IQ+2 [4]-12 and Survival (any)
  (M/A) IQ [2]-10.
  Secondary Skills: A total of 3 points in any of: Intimidation
  (M/A); Merchant (M/A); Naturalist (M/H); Stealth (P/A)
  and Streetwise (M/A).
  Background Skills: A total of 3 points in any of: Bard (M/A);
  Camouflage (M/E); any Craft Skill (varies); Gambling (M/A);
  Hiking (P/A; HT); Holdout (M/A); Savoir-Faire (M/A) and
  Weather Sense/TL (M/A).
  Customization Notes
  • Flint Sparking (P/E) or Bow and Palette (P/A) are two obvious choic-
  es for the TL0 scavenger.
  – Jason Morningstar
  Colonial Australia
  Nanbarray (5 points)
  Age 19; 5’7”, 145 lbs.; a lean aborigine with
  red ochre-painted shoulders, missing a front tooth
  and wearing a possum-skin cloak over ragged sailor’s
  slops.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 9 [-10].
  Basic Speed 4.75; Move 1.
  Dodge 1.
  Advantages: Alertness +1 [5]; Disease Resistant
  [5].
  Disadvantages: Curious [5]; Lame (crippled leg) [15]; Loner [5].
  Quirks: Enjoys scandalizing the colonists; Fascinated by guns; Feigns
  ignorance of English; Loves the smell of roses; Won’t drink alcohol [-5].
  Skills: Area Knowledge (Eora lands)-15 [10]; Area Knowledge
  (Sydney colony)-10 [1]; Camouflage-11* [1]; Leatherworking-10 [1];
  Scrounging-14 [8]; Stealth-11 [4]; Streetwise-8 [1/2]; Survival (Desert)-
  13 [8]; Throwing Stick-10 [1].
  * Defaults from Survival.
  Languages: Eora Cadigal (native)-10 [0]; English-8 [1/2].
  Nanbarray, an Eora Cadigal aborigine, lives on the outskirts of the
  English penal colony at Sydney. The years haven’t been kind to the Cadigal
  – the colonists brought alcohol, smallpox and bigotry with them, and
  Nanbarray’s band has been decimated, his immediate family wiped out,
  and many Cadigal forced inland. A crippled leg and a healthy curiosity
  compelled him to linger at the rough edges of the settlement, learning the
  language and strange ways of the English. Nanbarray has become adept at
  acquiring colonial castoffs, which he fashions into traditional tools or
  trades with his remaining kinsmen.
  Scavenger
  98
  
  Scholars are scientists and philosophers, and often both, since early
  scholarly careers require less specialization than today. They might be
  clerics, researchers or original thinkers and experimenters. Most rely on
  patronage and teaching, and some scholars establish their own schools.
  These academies might also serve as secret lodges, holding arcane mys-
  teries and hidden lore . . . .
  Design Notes
  Attributes: Scholars must be bright.
  Advantages: Literacy is required. Scholars
  need a Patron, Tenure or independent Wealth.
  Several advantages are typical of the mentally alert.
  They  may enjoy other social benefits.
  Disadvantages: Curious is highly appropriate. Many
  disadvantages are typical of academicians. Scholars may
  be old men with ailments.
  Primary Skills: Scholars need Research and a range
  of other scientific specialties.
  Secondary Skills: Philosophy or Theology provide
  a basic background, and secondary fields of research 
  are possible.
  Background Skills: Administration is for run-
  ning a school. Area Knowledge, Languages and
  Literature are common, and Writing, Bard and
  Teaching are useful for spreading knowledge.
  Scholar [40 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Advantages: Literacy [10] and a total of 20 points chosen from:
  Alertness [5/level]; Charisma [5/level]; Imperturbable [10]; Intuition
  [15]; Language Talent [2/level]; Less Sleep [3/level]; Lightning
  Calculator [5]; Mathematical Ability [10]; Patron [varies]; Reputation
  [varies]; Single-Minded [5]; Status [5/level]; Tenure [5]; Versatile [5]
  and Wealth [varies].
  Disadvantages: A total of -30 points chosen from: Absent-
  Mindedness [-15]; Age [-3/level]; Bad Sight [-10 or -25]; Bad Temper
  [-10]; Clueless [-10]; Curious [-5 to -15]; Delusion [-1 to -15]; Hard of
  Hearing [-10]; Loner [-5]; Oblivious [-3]; Obsession [-5 to -15];
  Reputation [varies]; Shyness [-5 to -15]; Stubbornness [-5]; Truthfulness
  [-5] and Workaholic [-5].
  Primary Skills: Cyphering (M/E) IQ+1 [2]-12; Research (M/A)
  IQ [2]-11 and a total of 13 points in any of: Alchemy/TL (M/VH);
  Astrology/TL (M/H); Botany/TL (M/H); Chemistry/TL (M/H);
  Herbalist/TL (M/H); Mathematics (M/H); Naturalist (M/H);
  Physics/TL 
  (M/H); 
  Physiology 
  (any)/TL 
  (M/VH) 
  and 
  Zoology/TL (M/H).
  Secondary Skills: 2 points in either of Philosophy (any) (M/H) or
  Theology (M/H) and a total of 6 points in any of: Architecture/TL
  (M/A); Cryptology/TL (M/H); Hidden Lore (any) (M/A); History
  (M/H); Occultism (M/A) and further Primary Skills.
  Background Skills: A total of 7 points in any of: Abacus (M/A);
  Administration (M/A); Area Knowledge (any) (M/E); Bard (M/A);
  Languages (varies); Literature (M/H); Teaching (M/A) and 
  Writing (M/A).
  Customization Notes
  • Eidetic Memory is appropriate for more cinematic scholars.
  • Illiterate scholars are possible if their whole civilization is illiter-
  ate. Such characters likely possess Oral Literature (M/H).
  • For specific types of scholars (such as the scholastic monk or
  the scholastic professor), combine this template with another
  from this book.
  – Michele Armellini
  GURPS Imperial Rome
  Aretha of Mytilene (25 points)
  Age 38; 5’5”, 128 lbs.; a pale woman with curly black hair
  and inquisitive eyes, modestly dressed.
  ST 9 [-10]; DX 10 [0]; IQ 12 [20]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Mathematical Ability [10]; Patron (museum, 6-) [5];
  Reputation +3 (talented astronomer, from scholars) [5]; Status 1 [5].
  Disadvantages: Curious [-10]; Enemy (Patriarch Cyril, 6-) [-5];
  Reputation -4 (witch, from Christian fanatics) [-10]; Social Stigma
  (Second-Class Citizen) [-5]; Truthfulness [-5]; Workaholic [-5].
  Quirks: Always asking questions; Hates ignorance; Loves books;
  Night owl; Stoic [-5].
  Skills: Astrology/TL2-17* [8]; History (science)-9/15 [1];
  Literature-10 [1]; Mathematics-16 [6]; Philosophy (Stoic)-11 [2];
  Physics/TL2-12 [4]; Research-12 [2]; Teaching-13 [4]; Theology-11
  [2]; Writing-12 [2].
  Languages: Greek (native)-12 [0]; Latin-12 [2].
  Equipment: Astrological tables and always a scroll or two.
  Scholars still flock to the Museum and Library of Alexadria, but
  now Christian orthodoxy is more important than intellectual specula-
  tion. Hypatia, the mathematician and philosopher, well-known both
  for her knowledge and beauty, hand-picked Aretha for the Museum.
  Aretha is a talented astronomer and, in order to succeed among men,
  a strenuous researcher and a happy spinster. Unfortunately, being a
  freethinker, an astronomer, a night owl and an unmarried woman,
  she’s acquired the same enemies as Hypatia: Alexandria’s Patriarch and
  fanatics. They might not be ready to attack the renowned Hypatia, but
  they might start a bit lower – with Aretha.
  Scholar
  99
  
  When illiteracy is the norm, the scrivener makes his living off the
  sheer fact that he can read and write. He works in a mar-
  ket square, writing letters and agreements for those who
  can’t (and, being more cultured than his clients, offering
  stylistic advice!). In late medieval times, the scrivener may
  be authorized as a notary public and can officially authen-
  ticate deeds, testaments and affidavits.
  Design Notes
  Attributes: We won’t need outstanding Attributes.
  Advantages: The scrivener must have Literacy. Acute
  Vision and Manual Dexterity help produce the docu-
  ments, and notaries are distinguished professionals
  (Reputation, Status, Wealth).
  Disadvantages: Being a lapsed cleric may be a bad
  Reputation or Secret. While a notary may be wealthy, a
  simple scribe may be Struggling. Hidebound, Honesty, Incurious, No
  Sense of Humor and Stubbornness are in character, and Curious or Nosy
  can be dangerous!
  Primary Skills:
  Writing is the only
  requirement, 
  but
  Calligraphy 
  and
  Merchant are useful.
  S e c o n d a r y
  Skills: Illumination,
  Research and social
  skills can be handy.
  B a c k g r o u n d
  Skills:
  A cultured
  background is com-
  mon 
  (Literature,
  Poetry, Languages).
  Shady scriveners may
  also be forgers.
  Sc ri ve ne r
  [20 points]
  Attributes:
  ST
  10 [0]; DX 10 [0]; IQ
  10 [0]; HT 10 [0].
  A d v a n t a g e s :
  Literacy [10] and a
  total of 10 points
  chosen 
  from:
  Alertness [5/level];
  Acute 
  Vision
  [2/level]; 
  Manual
  Dexterity [3/level] and Reputation [varies].
  Disadvantages: A total of -20 points cho-
  sen from: Curious or Nosy [-5 to -15, or -1];
  Dependents 
  [varies]; 
  Hidebound 
  [-5];
  Honesty [-10]; Incurious [-5]; No Sense of
  Humor [-10]; any Physical Disadvantage
  [varies]; Reputation [varies]; Secret (lapsed
  cleric) [varies]; Struggling [-10] and
  Stubbornness [-5].
  Primary Skills: Writing (M/A) IQ+2
  [6]-12 and a total of 4 points in any of:
  Calligraphy (P/A) and Merchant (M/A).
  Secondary Skills: A total of 5 points in
  any of: Diplomacy (M/H); Heraldry (M/A);
  Illumination (P/A); Research (M/A); Savoir-
  Faire (M/E) and further Primary Skills.
  Background Skills: A total of 5 points in
  any of: Forgery (M/H); History (M/H);
  Languages (varies); Literature (M/H); Poetry (M/A) and 
  Teaching (M/A).
  Customization Notes
  • Notary public (+30 points). Add: Status 2
  [10]; Wealth (Comfortable) [10] and
  10 points chosen from: Contacts
  [varies]; Reputation [varies]; Strong
  Will [4/level] and higher Wealth. Add -
  10 points chosen from: Miserliness [-
  10]; Sense of Duty [varies]; Workaholic
  [-5] and any Physical Disadvantage.
  Add 6 points in the following addition-
  al Primary Skills: Law (M/H) and
  Professional Skill (Finance) (M/H).
  Add to the following Secondary and
  Background Skills: 2 points in Research
  (M/A), 1 in Savoir-Faire (M/E) and 1
  in a Language (varies).
  • Clerical employee (+5 points). Add 5
  points in any of the Advantages above
  or in any of the following: Lightning
  Calculator [5] and Single-Minded [5].
  Replace the Primary Skill selection
  with: Administration (M/A) IQ+1
  [4]-11; Writing (M/A) IQ [2]-10 and
  a total of 4 points in any of: Accounting
  (M/H); Calligraphy (P/A) and
  Merchant (M/A).
  – Michele Armellini
  Dark Ages Italy
  Stephanus Romanus (5 points)
  Age 29; 5’1”, 115 lbs.; a small man with curious brown eyes, wear-
  ing a stained tunic.
  ST 8 [-15]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5, Parry 6 (staff).
  Advantages: Literacy [10].
  Disadvantages: Curious [-10]; Enemy (Arian clergy, 6-) [-5];
  Reputation -1 (lapsed Catholic monk) [-5]; Struggling [-10].
  Quirks: Boasts about being a “Roman”; Easily bullied; Feels guilty
  about abandoning the church; Talkative; Uneasy around dogs [-5].
  Skills: Calligraphy-11 [4]; Illumination-10 [2]; Law-10 [2];
  Literature-11 [4]; Performance/Ritual (Catholic)-11 [2]; Research-11
  [2]; Savoir-Faire-11 [1]; Scrounging-11 [1]; Singing-11 [2]; Staff-8
  [1]; Survival (swamplands)-11 [2]; Teaching-11 [2]; Theology-11 [4];
  Writing-13 [6].
  Languages: Latin (native)-11 [0]; Germanic-10 [1]; Greek-10 [1].
  Equipment: Stylus, parchment, staff.
  Stephanus was a bishop’s secretary, but he left when the routine got
  dull. He found work as a scrivener (often asking clients too many ques-
  tions); illiterate land-owners needed petitions for the convoluted
  administration in Italy. Now that the Lombards have arrived and Gisulf
  has established a duchy, Stephanus is eager to work for him. But Gisulf
  already has secretaries, and these are not only clerics, but also Arians –
  and they have no love for Stephanus.
  Scrivener
  100
  
  Shamans act as intermediaries between the mortal and spirit worlds
  and fill roles of healer, lore-keeper and counselor. Shamanism may be
  hereditary or a unique calling; often, those with some remarkable feature
  or disability find themselves in the role by default.
  Design Notes
  Attributes: Shamans must be clever and observant. We
  choose IQ 11.
  Advantages: These concern community, personal pres-
  ence or social standing. High Pain Threshold, Intuition and
  Strong Will help the shaman through initiation and ordeals.
  Autotrance has obvious uses.
  Disadvantages:Various physical and mental disad-
  vantages are appropriate, as are those related to the
  duties of the role itself.
  Primary Skills: The core skills are social: enthralling
  audiences (Bard), behaving appropriately (Savoir-Faire)
  and conducting rituals (Rituals and Ceremonies).
  Secondary Skills: Shamanic practices vary
  widely, so these vary by role: healer, mediator,
  magician and hunt leader. Shamans, depending on
  culture, might have responsibilities in any or all of
  these areas.
  Shaman [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 11 [10];
  HT 10 [0].
  Advantages: A total of 20 points chosen from: Ally Group [varies];
  Appearance [varies]; Autotrance [5]; Charisma [5/level]; Clerical
  Investment [5/level]; Empathy or Sensitive [15 or 5]; High Pain
  Threshold [10]; Intuition [10]; Patron [varies]; Pious, [5]; Reputation,
  [5/level]; Status [5/level]; Strong Will [4/level] and Voice [10].
  Disadvantages: A total of -30 points chosen from: Addiction
  [varies]; Albinism [-10]; Compulsive Behavior [-5 to -15];
  Disciplines of Faith [varies]; Duty [varies]; Dwarfism [-
  15]; Epilepsy [-30]; Eunuch [-5]; Extravagance [-10];
  Fanaticism [-15]; Hunchback [-10 or -15]; Loner or
  Reclusive [-5 or -10]; Selfish [-5]; Sense of Duty, [-5 to
  -20]; Split Personality [-5 to -10] and Vow [varies].
  Primary Skills: Bard (M/A) IQ+1 [4]-12; Rituals
  and Ceremonies (M/H) IQ+1 [6]-12; Savoir-Faire
  (M/E) IQ [1]-11 and a total of 5 points in any of:
  Acting (M/A); Artist (M/H); Bardic Lore (M/H);
  First Aid/TL (M/E); Herbalist (M/H); Meditation (M/H)
  and Occultism (M/A).
  Secondary Skills: A total of 5 points in any of: healing skills:
  Diagnosis/TL (M/H), Tattooing (M/A); social skills:
  Diplomacy (M/H), Intimidation (M/A) and Politics (M/A);
  performance skills: Dancing (P/A), Mimicry (any) (P/H;
  HT), Musical Instrument (any) (M/H), Singing (P/E; HT),
  Sleight of Hand (P/H) and Ventriloquism (M/H); or outdoor
  skills: Area Knowledge (any) (M/E), Naturalist (M/H) and
  Weather Sense/TL (M/A).
  Background Skills: A total of 4 points in
  skills from the Hunter (p. 57) or Gatherer
  (p. 51) templates.
  Customization
  Notes
  • This template repre-
  sents a TL0 shaman; in
  higher-technolog y
  s o c i e t i e s ,
  Performance/Ritual
  and Theology replace
  Rituals 
  and
  Ceremonies.
  • For 
  a 
  magic-using
  shaman, see p. WI108.
  – Jason Morningstar
  GURPS Dinosaurs
  Wao’ano (30 points)
  Age 39; 4’11”, 130 lbs.; a wizened, tattooed
  Neanderthal missing both right eye and arm below the
  elbow, wearing a deer cape over leather leggings.
  ST 10 [-15]; DX 10 [10]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Ally Group (family, 9-) [10]; High
  Pain Threshold [10]; Pitiable [5]; Reputation +2
  (magical) [10]; Single-Minded [5]; Status 1 [5].
  Disadvantages: Neanderthal Man [-5]; One Arm [-
  20]; One Eye [-15]; Sense of Duty (to his band) [-5];
  Sense of Duty (to religious beliefs) [-]; Short 
  Lifespan 1 [-].
  Quirks: Carries a polished mammoth’s tooth; Gives
  unwanted hunting advice; Laughs about his injuries;
  Monopolizes the fire’s warmth; Talks in his sleep [-5].
  Skills: Acting-10 [1]; Area Knowledge (Zagros
  Mountains)-11 [1]; Bard-12 [4]; Bow and Palette-9
  [1]; First Aid/TL0-12 [2]; Herbalist/TL0-11 [4];
  Naturalist-11 [4]; Politics-10 [1]; Rituals and
  Ceremonies-12 [6]; Savoir-Faire-13 [0]*; Spear-10 [2];
  Survival (mountains)-10 [1]; Tattooing-10 [1];
  Weather Sense/TL0-11 [2].
  * Free from Status.
  Languages: Zagros Neanderthal (native)-11 [0].
  Equipment: Herbs, fire-starting tools.
  Wao’ano is the shaman for a band of Neanderthal
  hunter-gatherers living around Shanidar Cave, in the
  Zagros Mountains of Iraq. Mauled by a cave bear on a
  hunt when he was 18, Wao’ano lost an eye and most of
  his right arm. He miraculously survived and became an
  apprentice to the old shaman, who soon died. Although
  he is no hunter, Wao’ano gets along quite well for him-
  self, using his teeth in place of a missing hand to
  accomplish most daily tasks.
  Shaman
  101
  
  Many villages host a blacksmith to repair old tools and make a few
  new ones. The job is part-time for the smith, with most work done dur-
  ing the winter when the heat of the forge is more welcome and his own
  fields don’t need tending. Because smithing appears somewhat mystical to
  most societies (the skills take surprisingly long to acquire and the process
  looks arcane to outsiders), the smith and his shop may be regarded with
  a touch of superstitious awe. Though rarely great artists or full-time pro-
  fessionals, blacksmiths are vital craftsmen.
  Design Notes
  Attributes: Blacksmiths are proverbially strong, so high ST is in order. 
  Advantages: Village smiths are leading members of their communi-
  ties and may also be a bit more durable.  
  Disadvantages: Despite a possible lack of social abilities, smiths
  may be stuffy and arrogant if they enjoy power too much, or silent and
  retiring if they don’t enjoy it enough. They likely have family ties. Smiths
  are often little more than peasants with little wealth. The noise of ham-
  mer on anvil can damage hearing and annoy neighbors.
  Primary Skills: Blacksmith is necessary, but part-time smithing
  requires part-time farming, too. 
  Secondary Skills: Smiths may
  have additional skills depending
  on the social and technologi-
  cal 
  environment. 
  For
  example, a TL3 smith
  must 
  shoe 
  horses.
  Rarely, a smith may
  need to find and smelt
  his own metal from ore. 
  Background Skills: A
  smith is likely to be a
  repository of local gos-
  sip and may acquire
  some skill in swaying
  others’ opinions or sell-
  ing his wares. He often
  deals with carpenters.
  S m i t h  
  [25 points]
  Attributes: ST 12 [20]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: Total of 10 points chosen from among: +1 HT [10];
  High Pain Threshold [10]; Reputation +1 (lucky or magical) [5]; Single-
  Minded [5]; Status [5/level]; Temperature Tolerance [1/level] and
  Toughness [varies].
  Disadvantages: A total of -15 points chosen from: Bad Back
  [varies]; Bad Temper [-10]; Dependents [varies]; Hard of Hearing (-10];
  Jealousy [-10]; Loner [-5]; Odious Personal Habits [-5 to -15];
  Reputation [varies]; Shyness [-5 to -10]; Stubbornness [-5] and
  Struggling [-10]. 
  Primary Skills: Agronomy/TL (M/A) IQ [2]-10; Blacksmith/TL
  (M/A) IQ+1 [4]-11. 
  Secondary Skills: A total of 2 points in any of: Animal Handling
  (M/H); Armoury/TL (M/A); First Aid/TL (M/E); Jeweler/TL
  (M/H); Professional Skill (Locksmith) and Prospecting (M/A).
  Background Skills: A total of 2 points in any of: Area Knowledge
  (any) (M/E); Carpentry (M/E); Leadership (M/A) and 
  Merchant (M/A).
  – Matt Riggsby
  GURPS China
  Mang Tze (35 points) 
  Age 32; 5’8”, 185 lbs.; a blocky, tanned Chinese with a
  shaven head and perpetually singed eyebrows, often smiling, and
  usually wearing a thick leather apron.
  ST 12 [20]; DX 11 [10]; IQ 10 [0]; HT 10 [0]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Status 1 [5]; Toughness 1 [10]. 
  Disadvantages: Odious Personal Habit (constant singing) [-
  5]; Stubbornness [-5]; Struggling [-10]. 
  Quirks: Determined; Friendly and talkative; Often goes
  shirtless; Treats his donkey like a person [-4].
  Skills: Agronomy/TL2-11 [4]; Animal Handling-9 [2];
  Area Knowledge (village and surrounding area)-10 [1];
  Blacksmith/TL2-11 [6]; First Aid/TL2-10 [1].
  Languages: Chinese (native)-10 [0]. 
  Equipment: Hammers, tongs, chisels and punches, anvil.  
  “No Stopping” Mang is well known as the most cheerful
  man for miles around despite the poverty of his village. In the
  summer, he hums songs to his donkey as he plows his fields. In
  the winter, he sings songs to the accompaniment of a hammer on
  hot metal. He doesn’t sing particularly well, but he does know
  most of the words. Besides, he’s responsible for keeping the vil-
  lage’s plowshares in good shape and mending the occasional
  cooking pot, shovel or knife, so who would say anything against
  him? The villagers are perhaps a bit overindulgent with Mang’s
  refusal to let anything stop him. Sparks flying from the forge
  don’t bother him at all, and once he sets his mind to something,
  there’s no letting go.
  Smith
  102
  
  Tribal warriors, citizen infantrymen and levied peasants do their
  share of fighting, but professional soldiers’ only job is war. They might
  be mercenaries, but even patriots and faithful men-at-arms need pay
  (often loot or rewards in conquered
  lands). In peacetime, soldiers’ tasks
  include marching, garrisoning and
  training; in wartime, marching,
  killing and dying. Common soldiers
  are often expendable, but generals
  can’t make history without them.
  Design Notes
  Attributes: Weapons training
  raises ST; DX 10 is a minimum.
  Advantages: Many advantages are tailor-made for fighters. Soldiers
  rely on comrades (Ally, Ally Group) and might serve as police.
  Disadvantages: Duty is required. The job takes a toll on many sol-
  diers leading to vices and a cold or harsh manner. Scars and battle
  wounds are common, and soldiers aren’t rich. Other disadvantages are
  common among men-at-arms.
  Primary Skills:Weapon skills are necessary. Military training means
  disciplined drills. Troopers need
  Hiking or Riding.
  Secondary Skills: Soldiers
  handle secondary weapons. First-
  Aid and Survival are common
  among veterans.
  Background 
  Skills:
  Armoury, other weapons, Savoir-
  Faire (Military), Scrounging (for
  looting) and other skills are 
  also useful.
  Soldier [25 points]
  Attributes: ST 11 [10]; DX
  10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 20
  points chosen from: Ally or Ally
  Group [varies]; Combat Reflexes
  [15]; 
  Danger 
  Sense 
  [15];
  Fearlessness [2/level]; Fit [5];
  High Pain Threshold [10]; Legal
  Enforcement Powers [5/10];
  Manual 
  Dexterity 
  [3/level];
  Rapid 
  Healing 
  [10] 
  and
  Toughness [varies].
  Disadvantages: Duty [-5 to -
  15] and -20 points chosen from:
  Alcoholism 
  [-15 
  or 
  -20];
  Appearance [varies]; Bad Temper [-10]; Berserk [-15]; Bloodlust [-10];
  Callous [-6]; Chummy or Gregarious [-5 or -10]; Code of Honor [-5 to
  -15]; Compulsive Behavior [-5 to -15]; Cowardice [-10]; Dependents
  [varies]; Flashbacks [-5 to -20];
  Lecherousness [-15]; Low Empathy
  [-15]; Missing Digit [-2 or -5];
  Obdurate [-10];  Odious Personal
  Habits [-5 to -15]; One Eye [-15];
  Overconfidence [-10]; Post-Combat
  Shakes [-5]; Poverty [varies]; Sense of
  Duty [-5 to -20] and Youth 
  [-2/level].
  Primary Skills: Tactics (drill)
  (M/H) IQ-2 [1]-7/13; 4 points in
  any of: Knife (P/E); Hiking (P/A;
  HT) and Riding (any) (P/A); and 4
  points in either any two-handed Weapon Skill (varies) or in any Weapon
  Skill (varies) and Shield (P/E). 
  Secondary Skills: A total of 6 points in any of: Brawling (P/E) or
  another appropriate unarmed Combat Skill (varies); First-Aid/TL
  (M/E); Survival (any) (M/A) and any Weapon Skill (either more points
  in primary ones, or others).
  Background Skills: A total of 5 points in any of: Armoury/TL;
  further Combat/Weapon Skills
  (varies); Heraldry (M/A); Running
  (P/H; 
  HT); 
  Savoir-Faire
  (Military) (M/E); Scrounging
  (M/E) and further Tactics (M/H).
  Customization Notes
  • This template represents a
  “generic” low-tech warrior. For
  more specialized templates, see
  GURPS Warriors.
  • Sergeant (+15 points).
  Add
  Military Rank 2 [10]; -5 points
  from the Disadvantages above;
  Leadership (M/A) IQ [2]-10;
  Orienteering (M/A) IQ-1 [1]-9; 3
  points in Tactics and 4 points in any
  skills, including at least 1 point in
  Scrounging (M/E). Higher-rank-
  ing officers are often nobles (p. 47);
  but good officers have Leadership,
  Strategy and Tactics.
  – Michele Armellini
  Medieval France
  Balilla Belin (20 points)
  Age 24; 5’5”, 145 lbs.; a broad-shouldered man with slick
  black hair and staring eyes.
  ST 11 [10]; DX 11 [10]; IQ 9 [-10]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5; Parry 5 (knife).
  Advantages: Acute Vision +3 [6]; Fearlessness +2 [4]; Fit
  [5]; Toughness +1 [10].
  Disadvantages: Bad Temper [-10]; Duty (to the army, 12-) [-
  10]; Enemy (Tino’s friends, 9-) [-10]; Gullibility [-5].
  Quirks: Dislikes knights; Hates bad weather; Loves wine;
  Rude; Speaks incoherently [-5].
  Skills: Brawling-12 [2]; Crossbow-14 [8]; First-Aid/TL3-
  10 [2]; Hiking-11 [2]; Knife-12 [2]; Scrounging-9 [1];
  Shortsword-11 [2]; Tactics (drill)-6/12 [1].
  Languages: Genoese Italian (native)-9 [0].
  Equipment: ST13 crossbow, quiver, bolts, large knife,
  padded-cloth gambeson and cap.
  Genoese crossbowmen are here to deal with the longbow-
  men harassing French knights. Balilla is good at this, but now he
  has personal enemies too. In a drunken brawl, he killed the most
  popular soldier in his company, thereby losing his allies and gain-
  ing enemies. And even a dull soldier knows a battle is the place for
  settling scores.
  Soldier
  103
  
  Squires serve as assistants to medieval knights while training to enter
  knighthood themselves. Typically, this lasts about three years prior to
  adulthood, but the precise details vary. Indeed, some squires are actually
  life-long professionals, content never to be knighted.
  Design Notes
  Attributes: Squires undertake much physical training to prepare
  themselves for knighthood, so we raise ST and DX to 11.
  Advantages: Squires are drawn from families of high status, so we
  require Status 1. Other advantages reflect their training and noble back-
  ground.
  Disadvantages: A squire automatically has a Duty to those who are
  training him and we also provide disadvantages which reflect both chival-
  ry and a sense of aristocratic superiority.
  Primary Skills: As trainee knights, squires must be able to ride and
  fight with weapons appropriate to their culture.
  Secondary Skills: We provide the skills necessary to work as a
  knight’s assistant, including setting up camp, handling horses and trans-
  porting a bulky kit.
  Background Skills: We provide a range of skills to represent the
  squire’s study of social and
  martial arts.
  Squire [30 points] 
  Attributes: ST 11 [10];
  DX 11 [10]; IQ 10 [0]; 
  HT 10 [0]. 
  Advantages: Status 1 [5]
  and 10 points chosen from:
  Ally [varies]; Fit [5]; Heir [5];
  High Pain Threshold [10];
  Literacy or Semi-Literacy [10
  or 
  5]; 
  Patron 
  [varies]; 
  further 
  Status 
  [5/level];
  Toughness [varies] and 
  Wealth [varies].
  Disadvantages: Duty
  (to liege lord, 12-) [-10] and -15 points chosen from: Code of
  Honor [-5 to -15]; Intolerance [-5 or -10]; Jealousy [-10];
  Overconfidence [-10]; Selfish or Self-Centered [-5 or -10]; Sense
  of Duty [varies] and Youth [-2/level].
  Primary Skills: Riding (any) (P/A) DX [2]-11 and 6 points
  chosen from: Axe/Mace (P/A); Broadsword (P/A); Lance
  (P/A) and Shield (P/E).
  Secondary Skills: 6 points chosen from: Animal Handling
  (M/H); Cooking (M/E); Packing (M/A); Savoir-Faire (M/E);
  Savoir-Faire (Servant) (M/E) and Survival (any) (M/A).
  Background Skills: 6 points chosen from: Armoury/TL
  (M/A); Bow (M/H); Carousing (P/A; HT); Dancing (P/A);
  Heraldry (M/A); Politics (M/A); Tactics (M/H) and
  Tournament Law (any) (M/E).
  Customization Notes
  • If he intends to be knighted, the squire should strive to meet
  the skill requirements of the Knight template (p. WA28).
  • Samurai and other aristocratic warriors do not have a position
  directly equivalent to squire. To reflect a trainee in such a cul-
  ture, replace the Secondary Skills listed with 3 points in
  Combat/Weapon Skills, Leadership (M/A) or Savoir-Faire
  (M/E) and spend 3 further points on Background Skills.
  Squires and trainees make useful sidekicks for PC knights in
  any culture.
  – Jamie Revell
  GURPS Middle Ages 1
  Edmund of Rochester (25 points)
  Age 16; 5’8”, 140 lbs.; a lean young man with fashionably cut dark
  hair, brown eyes and a pimply face.
  ST 11 [10]; DX 11 [10]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Literacy [10]; Status 1 [5].
  Disadvantages: Code of Honor (Chivalric) [-15]; Duty (to liege lord,
  12-) [-10]; Youth (14) [-4].
  Quirks: Bookish; Flirts with young noblewomen at every opportuni-
  ty; Idealist; Thinks he’s more attractive to girls than he actually is; Tries to
  impress by using overly flowery language [-5].
  Skills: Animal Handling-8 [1]; Armory/TL3-10 [2]; Axe/Mace-10
  [1]; Broadsword-12 [4]; Carousing-10 [2]; Dancing-10 [1]; Heraldry-10
  [2]; Lance-11 [2]; Poetry-9 [1]; Riding (horse)-12 [4]; Savoir-Faire-12
  [0]; Shield-11 [1]; Survival (woodlands)-9 [1].
  Languages: Middle English (native)-10 [0]; Norman French-10 [2].
  Equipment: Chainmail hauberk with padded cloth undercoat, helmet,
  kite shield, broadsword, axe and dagger.
  The son of a Norman knight in late 11th century England,
  Edmund has been fostered to another knight as a squire in order to com-
  plete his own training. Although he has some aptitude for the ways of
  war, he enjoys his time at court more than his time on the practice
  grounds. He is, however, entirely loyal to his master and believes passion-
  ately in the codes of chivalry and the romanticized ideals of the poets and
  troubadours. He is a little frustrated by his lack of progress towards
  knighthood since he hopes one day to adventure in far-off lands.
  Squire
  104
  
  Storytellers play an important role in pre-literate societies by pre-
  serving history and legends through their tales. Even after the advent of
  writing, they remain one of the most popular forms of entertainment in
  both noble and peasant
  circles. They constantly
  build their repertoire and
  might travel far and wide
  to learn new stories and
  spread their favorite tales.
  Storytellers 
  practically
  invented the “cliffhanger”
  – what better way to
  ensure repeat business
  than to keep the audience
  begging for more?
  Design Notes 
  A t t r i b u t e s :
  Storytellers must have
  excellent memories, so we
  increase IQ to 11.
  Advantages: In pre-
  literate cultures, story-
  tellers are highly respect-
  ed, and in later times, the
  best are famous and might
  even entertain royalty
  (Status, 
  Reputation,
  Patron). In literate soci-
  eties, many storytellers
  draw 
  from 
  literature
  (Literacy). Other advan-
  tages help to make the
  storyteller a more engaging entertainer. 
  Disadvantages: Storytellers are also found in the bottom strata of soci-
  ety (Poverty, Status). Other disadvantages are common among performers.
  Primary 
  Skills:
  Storytellers are fundamentally
  performers, so we require Bard.
  They draw their material from
  many places, including history,
  literature and religion.
  Secondary Skills: Versatile
  storyteller are equally at home
  at court or in a pub (Savoir
  Faire, Carousing). Writing and
  Poetry allow the best to com-
  pose their own material or elab-
  orate on the old.
  Background Skills: These
  represent the great depths to
  which a storyteller might delve in his search for new stories.
  Storyteller [25 points]
  Attributes: ST 10 [10]; DX 10
  [0]; IQ 11 [10]; HT 10 [0]. 
  Advantages: A total of
  15
  points chosen from: Bardic Immunity
  [10]; Charisma [5/level]; Literacy or
  Semi-Literacy [10 or 5]; Patron [varies];
  Reputation [varies]; Status [5/level];
  Versatile [5] and Voice [10].
  Disadvantages: A total of -15
  points chosen from: Congenial, Chummy
  or Gregarious [-1, -5 or -10]; Compulsive
  Carousing [-5 or -10]; Edgy [-5]; Poverty
  [varies]; Proud [-1]; Status [-5/level] and
  Stubbornness [-5].
  Primary Skills: Bard (M/A)
  IQ+1 [4]- 12 and a total of 6 points in
  any of: Bardic Lore (M/H); History
  (M/H); 
  Literature 
  (M/H); 
  Oral
  Literature (M/H) and Theology (M/H).
  Secondary Skills: A total of 3
  points in any of: Acting (M/A);
  Carousing (P/A; HT); Performance
  (M/A); Poetry (M/A); Savoir Faire
  (M/E) and Writing (M/A).
  Background Skills: A total of 2
  points in any of: Area Knowledge (any)
  (M/E); Hidden Lore (M/H); Languages
  (varies); Occultism (M/A); Performance/
  Ritual (M/A) and Research (M/A).
  Customization Notes
  • If more points are available, Eidetic
  Memory is invaluable to a story-
  teller, subject to GM approval.
  • In some cultures, storytellers might
  be punished or killed for telling
  objectionable or heretical tales.
  These storytellers generally have
  high skill in the subject their perse-
  cutors find objectionable (such as
  Theology during the Inquisition).
  They do not have Bardic Immunity.
  – Duff McCourt
  Sub-Saharan Africa
  Od-Oghee  (25 points) 
  Age 35; 5’7”, 128 lbs.; a dark, haggard man with a shaved
  head and tribal tattoos covering much of his body.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5.
  Advantages: Status 1 [5]; Voice [10].
  Disadvantages: Migraine [-10]; Stubbornness [-5].
  Quirks: Doesn’t fear death, just the loss of knowledge; Very
  fond of children [-2].
  Skills: Bard-14* [4]; Bardic Lore-10 [2]; History-12 [6];
  Performance-13 [1]; Rituals and Ceremonies-10 [2]; Spear-9 [1];
  Survival (jungle)-10 [1]. 
  * Includes +2 for Voice. 
  Languages: Bantu (native)-11 [0].
  Equipment: Spear.
  Od-Oghee is a very troubled man. He truly has a love of his
  tribe’s noble history, and he fears that it may be lost. None of the
  children have shown enough talent or interest to warrant Od-
  Oghee making an apprentice of him. With the headaches getting
  worse each season, he’s convinced that the gods will take him before
  long and, quite frankly, the shaman has admitted that he agrees. In
  the meantime, Od-Oghee continues to tell his stories every day in
  the hopes that at least some of the tales will outlive him.
  Storyteller
  105
  
  The life of the street kid has not changed much over the past two
  thousand years. Often an orphan, the child of a prostitute or a runaway
  from an abusive home, the street kid fights in the streets for
  his mere survival. An unfortunate number of street kids
  are doomed to an early grave, but those who do survive
  often become beggars, thieves, musicians or artists.
  Design Notes
  Attributes: Street kids must be quick of
  body and wit to escape capture by the law (not
  to mention ordinary citizens), so we raise DX
  and IQ to 11. They never seem to be properly
  nourished, so we lower HT to 9. 
  Advantages: It’s important that the street
  kid notice the law before they notice him
  (Acute Senses). Street kids encounter the
  underground from a very early age 
  (Patron, Contacts).
  Disadvantages:Youth is an obvious selec-
  tion, but a street kid may be old enough to be
  considered an adult. Street kids are, almost without
  exception, penniless outcasts (Poverty, Status). Other
  disadvantages stem from growing up in the gutter or reflect children 
  in general.
  Primary Skills: In order to survive, the street kid
  must quickly learn the rules of his environment
  (Streetwise). He needs an intimate knowledge of hiding
  places and escape routes (Area Knowledge).
  Secondary Skills: These allow for the street kid to
  scrape out a living through art, music or thievery.
  Background Skills: Growing up in rough company
  allows the street kid to pick up several unusual skills.
  Street Kid [0 points]
  Attributes: ST 10 [0]; DX 11 [10]; IQ 11
  [10]; HT 9 [-10]. 
  Advantages: A total of 15 points chosen
  from: Acute Hearing [2/level]; Acute
  Vision [2/level]; Composed [5]; Contacts
  [varies]; Less Sleep [3/level]; Luck [15];
  Manual Dexterity [3/level]; Patron
  [varies] and Pitiable [5]. 
  Disadvantages:
  Poor [-15];
  Status -3 [-15] and a total of -10 points
  chosen from: Addiction [varies]; Curious [-5
  to -10]; Distractible or Short Attention Span [-1 or -10];
  Impulsiveness [-10]; Laziness [-10]; Loner or Uncongenial [-
  5 or -1]; Overconfidence [-10]; Phobias [varies]; further
  Poverty [varies]; Skinny [-5]; further Status [-5/level];
  Stubbornness [-5] and Youth [-2/level]. 
  Primary Skills: Area Knowledge (any) (M/E) IQ+1
  [2]-12; Streetwise (M/A) IQ+1 [4]-12 and a total of 4
  points in any of: Panhandling (M/E); Scrounging (M/E)
  and Stealth (P/A). 
  Secondary Skills: A total of 3 points in any of:
  Artist (M/H); Filch (P/A); Holdout (M/A); Musical
  Instrument (any) (P/A); Pickpocket (P/H) and Singing
  (P/E; HT).
  Background Skills: A total of 2 points in any of:
  Knife (P/E); Knife Throwing (P/E); Lockpicking/TL
  (M/A); 
  Sling 
  (P/H); 
  Tattooing 
  (M/A) 
  and 
  Traps/TL (M/A).
  Customization Notes 
  • Remember that very young characters must raise stats from
  those on p. B14.
  • The street kid-turned-hero is a popular character in litera-
  ture and folklore, so this template can very easily be used as
  a basis for a PC in a higher-point-value game.
  – Duff McCourt
  GURPS Egypt
  Redetep (5 points)
  Age 15; 5’, 88 lbs.; a mangy boy with unkempt hair, a mischievous grin
  and a slightly wild look in his eye.
  ST 9 [-10]; DX 11 [10]; IQ 11 [10]; HT 9 [-10]. 
  Basic Speed 5; Move 5. 
  Dodge 5. 
  Advantages: Acute Hearing +2 [4]; Manual Dexterity +3 [9]; Musical
  Ability +3 [3]; Patron (old thief, 9-) [10].
  Disadvantages: Poor [-15]; Curious [-5]; Skinny [-5]; Status -3 [-15];
  Youth (15) [-2]. 
  Quirks: Almost always singing or playing the flute; Loves exploring [-2]. 
  Skills: Area Knowledge (Memphis)-13 [4]; Holdout-10 [1]; Musical
  Instrument (flute)-14 [4]; Panhandling-11 [1]; Pickpocket-13 [2]; Singing-
  13 [2]; Sling-9 [1]; Stealth-12 [4]; Streetwise-13 [6].  
  Languages: Egyptian (native)-11 [0]. 
  Equipment: Hand-carved flute, sling and several stones. 
  Redetep has been on the street his whole life. He was taken in when he
  was very young by Kohen, an aging cat-burglar who recognized the boy’s
  potential as a thief. Redetep, however, has other plans. He dreams of being a
  great musician, perhaps one day even playing in Pharoah’s court. Redetep
  spends his days in the market place playing his flute and singing for coins,
  only picking pockets when the days take is particularly bad.
  Street Kid
  106
  
  Powerful people like to be praised, and sycophants do so on a regu-
  lar basis. Sycophants are parasites who flatter the rich in hopes of per-
  sonal gain. Their position depends not only on the credibility of their
  flattery but also on their patrons’ whims; it can be a dangerous job. Some
  toadies don’t fool their lords but are kept around so the lord can have fun
  at their expense. Anybody can pay lip-service, obtain a reward and
  move on, but sycophants live off boot-licking.
  Design Notes
  Attributes:
  Only 
  average 
  attributes 
  are needed.
  Advantages: Patron is possible, but
  some lords support their sycophants with-
  out caring for them. Common Sense,
  Intuition and Luck are useful in such an
  unstable job, as are good looks and an
  attractive Voice. Empathy allows toadies
  to be attuned to their masters.
  Disadvantages: A non-hazardous Duty
  is required. Greed, Laziness or Low Self-Image
  might drive sycophants. Toadies may have per-
  sonality 
  flaws 
  (Compulsive 
  Behavior,
  Delusions, Jealousy). Sometimes sycophants
  cannot escape their predicament (Poverty, Social
  Stigma, Uneducated) or lack the drive to look for
  an escape (Weak Will).
  Primary Skills: Sycophants need Acting 
  for convincing flattery. Other Social Skills are 
  equally important.
  Secondary Skills: Parasites should be able to entertain their patrons,
  if barely. Some sycophants
  have a secondary job, nor-
  mally a sinecure granted by
  the patron.
  Background 
  Skills:
  These represent other wiles.
  S y c o p h a n t  
  [10 points]
  Attributes: ST 10 [0];
  DX 10 [0]; IQ 10 [0]; 
  HT 10 [0].
  Advantages: A total of
  20 points chosen from:
  Appearance 
  [varies];
  Common 
  Sense 
  [10];
  Composed [5]; Empathy or
  Sensitive [15 or 5]; Intuition
  [15]; Luck [15]; Patron [varies] and Voice [10].
  Disadvantages: Duty (to lord, non-hazardous, 12-) [-5]; and a total
  of -20 points chosen from: Alcoholism [-15 or -20]; Chummy or
  Gregarious [-5 or -10]; Compulsive Behavior [-5 to -
  15]; Cowardice [-10]; Delusion [-1 to -15]; Dull [-
  1]; Gluttony [-5]; Greed [-15]; Jealousy [-10];
  Laziness [-10]; Low Self-Image [-10]; Poverty
  [varies]; Reputation [varies]; Social Stigma
  [varies]; Uneducated [-5] and Weak Will [-8/level].
  Primary Skills: Acting (M/A) IQ+1 [4]-
  11 and a total of 4 points in any of: Carousing
  (P/A); Diplomacy (M/H); Fast-Talk (M/A) and
  Savoir-Faire (M/E).
  Secondary Skills: A total of 4 points in any of: Appreciate
  Beauty (M/VH); Bard (M/A); Dancing (P/A); Performance
  (M/A) and Singing (P/A).
  Background Skills: A total of 3 points in any of: Gambling (M/A);
  Games (any) (M/E); Lip Reading (M/A); Poetry (M/A); Scrounging
  (M/E) and Sex-Appeal (M/A).
  Customization Notes
  • This point allocation prevents sycophants from being exceptional at
  anything; they’re not any kind of serious professional! However, syco-
  phants often improvise, so take note of defaults (e.g., Acting-11 
  gives Performance-9).
  • Sycophants with sinecures should add to Secondary Skills:
  Administration (M/A); Politics (M/A); Professional Skill (any)
  (varies); or any skill, with GM’s permission.
  – Michele Armellini
  Medieval France
  Philippe Le Blanc (10 points)
  Age 32; 5’6”, 162 lbs.; a pale, chubby man with
  brown hair, thick lips and little chin, wearing sub-
  dued colors.
  ST 9 [-10]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Acute Taste & Smell +2 [4];
  Attractive [5]; Luck [15]; Semi-Literacy [5].
  Disadvantages: Duty (to Roland, non-hazardous,
  12-) [-5]; Jealousy [-10]; Laziness [-10]; Reputation
  -1 (toadie) [-5].
  Quirks: Fancies himself a brilliant talker; Loves
  fine wines; Loves gambling; Slightly gluttonous;
  Somewhat squeamish [-5].
  Skills: Acting-12 [6]; Appreciate Beauty-9 [4];
  Bard-9 [1]; Carousing-10 [2]; Cooking-12 [4];
  Gambling-10 [2]; Literature-8 [1]; Poetry-9 [1];
  Savoir-Faire-10 [1]; Sex-Appeal-10 [2].
  Languages: French (native)-10 [0]; Latin-10 [2].
  Equipment: Dice.
  Philippe is a failed student who, years ago, drift-
  ed into the circle of Roland Grosmain, a liberal but
  ignorant upstart merchant. He’s become Roland’s
  resident “expert” on fine wines, cuisine and even lit-
  erature and poetry, and on occasion, he lazily over-
  sees the kitchen. But his main task is to take part in
  banquets, giving the conversation a veneer of bril-
  liance and culture, and to tell Roland how fine he and
  all his things truly are. His few free hours spent gam-
  bling do little to salve the jealousy he feels toward
  Roland, but he sees no way out.
  Sycophant
  107
  
  Tax collectors gather revenue by visiting cities, towns, estates or
  homes. Taxes, which are often paid in kind rather than coin, range from
  head-count tax (making the col-
  lectors essentially census takers as
  well), land and building tax (tax
  liability might be determined by
  anything from the number of
  rooms to the number of win-
  dows) and all sorts of other
  levies. Collectors might also sit at
  provincial or city borders to col-
  lect customs duties on goods
  passing through the region. Tax
  collectors are universally unpopu-
  lar, and there is often little regu-
  lation to keep them from skim-
  ming funds or engaging in other
  sketchy practices.
  Design Notes
  Attributes: No bonus-
  es are required. 
  Advantages: In some
  societies the job of a tax
  collector 
  brings 
  added
  Status or rank in the gov-
  ernment bureaucracy. The
  tax collector’s employer
  might serve as a Patron.
  Other advantages may be
  useful depending on the
  exact job and society. 
  Disadvantages:
  Tax
  collectors are never popular,
  so Reputation is mandatory.
  Low Status may come with
  the job, especially where
  slaves do the collecting.
  Some tax collectors are bul-
  lies who enjoy their work
  too much, and the job can
  make one Callous. A cor-
  rupt tax collector has a
  Secret. Greed is common.
  Primary Skills: All
  one really needs to take peo-
  ple’s money in the name of
  the government is the abili-
  ty to count it (Cyphering).
  Secondary 
  Skills:
  Collecting taxes may require
  extra pressure or coercion for unwilling contributors (Brawling, Detect
  Lies; Intimidation) – as well as skill at diffusing hostile situations
  (Diplomacy; Fast-Talk; Savoir-Faire). Accounting and
  Abacus may be necessary to keep track of the money
  and tax records. Area Knowledge serves the door-to-
  door collector.
  Background Skills: Any of these skills are useful for
  a more bureaucratic tax collector or customs official.
  Tax Collector [10 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT
  10 [0]. 
  Advantages: A total of 20 points chosen from:
  Administrative Rank [5/level]; Lightning Calculator
  [5]; Literacy or Semi-Literacy [10 or 5]; Mathematical
  Ability [10]; Patron [varies] and Status [5/level]. 
  Disadvantages: Reputation (tax collector) [-5] and a
  total of -15 points chosen from: Bully [-10]; Callous [-
  6]; Greed [-15]; further Reputation [varies]; Secret
  (corrupt) [varies] and Status [-5/level].
  Primary 
  Skills:
  Cyphering
  (M/E) IQ+2 [4]-12.
  Secondary Skills: A total of 4
  points in any of: Abacus (M/A);
  Accounting (M/A); Area Knowledge
  (any) 
  (M/E); 
  Brawling 
  (P/E);
  Diplomacy (M/H); Detect Lies
  (M/H); 
  Fast-Talk 
  (M/A);
  Intimidation (M/A) and Savoir-Faire
  (M/E). 
  Background Skills: A total of 2
  points in any of: Economics (M/H);
  Law (M/H); Mathematics (M/H);
  Merchant 
  (M/A); 
  Professional 
  Skill 
  (Finance) 
  (M/H) 
  and 
  Research (M/A).
  Customization Notes
  • Treat a bureaucratic tax counter (rather
  than collector) as a Bureaucrat (p. 30)
  or a Banker (p. 19).
  – Ryan Crisp
  GURPS Imperial Rome
  Oxylos, son of Ephaphos (25 points) 
  Age 40; 5’5”, 145 lbs.; a dark-haired, well-tanned Greek-
  Syriac, dressed in a dark-blue tunic. 
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0].  
  Basic Speed 5.0; Move 5. 
  Dodge 5. 
  Advantages: Status 1 [5]; Patron (tax farmer) [10]; Literacy [5].
  Disadvantages: Reputation -2 (tax collector) [-10]; Callous [-6];
  Odious Personal Habit (perfumes to excess) [-5].
  Quirks: Devotee of Bacchus; Bathes often; Spits when he
  swears; Thinks he looks best in blue [-4].
  Skills: Accounting-12 [6]; Abacus-12 [4]; Cyphering-12 [2];
  Merchant-12 [4]; Intimidation-11 [2].
  Languages: Greek (native)-11 [0]; Latin-11 [2]. 
  Equipment: Papyrus, quill, ink, abacus. 
  Oxylos is a publican who spends his days at the customs post
  outside the city of Antioch collecting entry tolls from merchants.
  His employer, a tax farming company, has bought the right to col-
  lect the tolls in this region from the local Roman governor. Oxylos
  started there when he was still a teenager. Though he is noted for his
  quick abacus work in calculating tolls, his co-workers shun him for
  the excessive perfume he wears. His callous attitude, developed out
  of necessity, has not made him many friends in Antioch, so he
  spends most of his free time with fellow publicans either at the pub-
  lic baths or participating in the rituals of Bacchus.
  108
  Tax Collector
  
  Teamsters drive carts and wagons
  pulled by horses, mules or oxen. They live
  on the road while co-ordinating the efforts
  of several animals, tending them and the
  carriage, loading the freight and finding
  their way. Jams of food-carrying wagons
  aren’t unheard of in the streets of large
  cities. Civilian teamsters often carry impor-
  tant supplies to armies; they may also carry
  important passengers.
  Design Notes
  Attributes: Outstanding Attributes aren’t required, but HT and ST
  are helpful (for stamina and cargo-handling).
  Advantages: Animal Empathy is useful.
  Teamsters may become Fit or Very Fit on the
  road. Other advantages come in handy.
  Disadvantages: The teamster’s harsh
  lifestyle may take a toll, both physically and
  mentally, leading to Bad Back, Bad Temper, Bad
  Smell and Odious Personal Habits such as
  swearing. Driving a cart is usually low-paid work
  with low Status; the teamster might even be a
  slave. Other flaws and vices often accompany
  the job. 
  Primary Skills: We need Teamster (with a
  required specialization) and it’s prerequisite, Animal Handling. 
  Secondary Skills: A teamster needs Freight Handling to load cargo,
  and he may travel a normal route (Area Knowledge) and sell goods
  (Merchant). Intimidation, Whip or another Weapon Skill may be learned
  to survive on the road.
  Background Skills: The animals may need treatment, and the car-
  riage repairs. Teamsters may know how to pack animals, too. Streetwise
  is common among wagon drivers.
  Teamster [20 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 15 points chosen from: +1 or 2 to ST or
  HT [10 or 15]; Absolute Direction [5]; Acute Senses [2/level];
  Alertness [5/level]; Animal Empathy [5]; Fit or Very Fit [5 or 15]; High
  Pain Threshold [10] and Strong Will [4/level].
  Disadvantages: A total of -15 points chosen from: Alcoholism
  [varies]; Bad Back [varies]; Bad Smell [-10]; Bad Temper [-10]; Bully [-
  10]; Callous [-6]; Laziness [-10]; Odious Personal Habits [-5 to -15];
  Poverty [varies]; Selfish or Self-Centered [-5 or -10]; Social Stigma
  [varies]; Status [-5/level]; Stubbornness [-5] and Uneducated [-5].
  Primary Skills: Animal Handling (specialize) (M/H) IQ-2 [1]-
  7/12 and Teamster (same specialization) (M/A) IQ+2 [6]-12.
  Secondary Skills: Freight Handling/TL (M/A) IQ [2]-10 and a
  total of 6 points in any of: Area Knowledge (any) (M/E); Intimidation
  (M/A); Merchant (M/A); Whip (P/A) or another one-handed Weapon
  Skill (varies).
  Background Skills: A total of 5 points in any of: Knife (P/E);
  Leatherworking (M/E); Mechanic (wagons)/TL (M/A); Packing
  (M/H); Streetwise (M/A) and Veterinary/TL (M/H).
  Customization Notes
  • Riding defaults to Animal Handling -3.
  – Michele Armellini
  GURPS Fantasy
  Vitus “the Whip” (25 points)
  Age 19; 5’11”, 157 lbs.; a brawny, yellow-toothed half-orc
  with brownish hair and an aggressive expression, wearing a hood-
  ed cloak.
  ST 11 [10]; DX 11 [10]; IQ 10 [10]; HT 11/12 [0].
  Basic Speed 5.25; Move 5.
  Dodge 5, Parry 4 (knife, whip).
  Advantages: Acute Hearing +2 [-]; Contact (local thug, con-
  nected, somewhat reliable; 9-) [2]; Fit [5]; Half-Orc [0]; High
  Pain Threshold [10].
  Disadvantages: Bad Smell [-10]; Bad Temper [-10]; Odious
  Personal Habit (swearing) [-5]; Reputation -2 (Half-Orc) [-];
  Struggling [-10]; Unattractive [-5].
  Quirks: Always wears a hood; Belligerent; Dislikes dogs;
  Fears Penitentines; Helps runaway boys [-5].
  Skills: Animal Handling (mules)-9 [2]; Area Knowledge
  (Megalos City)-12 [4]; Brawling-11 [-]; Freight Handling/TL3-
  10 [2]; Knife-11 [1]; Intimidation-9 [1]; Packing (mules)-8/13
  [2]; Streetwise-9 [1]; Teamster (mules)-12 [6]; Whip-12 [4].
  Languages: Anglish (native)-10 [0].
  Equipment: Knife, whip, cloak.
  Vitus was raised by his human grandfather, a harsh wagon
  driver who never spoke about Vitus’ mother and orc father. At 14,
  Vitus ran away and wandered to Megalos City where he lived on
  the street until he found employment thanks to the training his
  grandfather gave him. He works for a contractor with a fleet of
  wagons that moves foodstuffs for the city governor. Vitus doesn’t
  particularly care for his job, but he knows every back alley and
  he’s good with the reins and the whip. He is used to being
  scorned, but he has heard sailors’ tales about a land where there
  are no Penitentines and non-humans aren’t hated.
  109
  Teamster
  
  Thatching, the use straw or grass as building material, is as old as
  the first permanent settlements. Using whatever material is common to
  their area, thatchers create walls and roofs that are weather- and vermin-
  proof, long lasting, efficient and
  lightweight. Thatchers complement
  other builders (see p. 29) and cre-
  ate everything from wattle-and-
  daub huts to the elegant reed roofs
  of manor houses.
  Design Notes
  Attributes: Thatchers spend
  their days coaxing difficult materi-
  als into shape, often on steeply-pitched roofs. We raise DX to 11.  
  Advantages: Alertness and Manual Dexterity are common. Being Fit
  is an obvious choice, and the job is easier with Ambidexterity and Acute
  Vision. Thatchers may acquire a Patron or Ally Group.  
  Disadvantages: Dangerous labor may lead to physical handicaps.
  Social disadvantages like Loner and Hidebound are appropriate.
  Thatchers might have a Duty (or Sense of Duty), and various phobias
  (particularly acrophobia!) cause interesting problems.  
  Primary Skills: Thatching skill is required, but Climbing and
  Carpentry also help.
  Secondary Skills: Knife, First Aid and Weather Sense come with the
  territory. Depending on the area, a thatcher might also be a merchant 
  or mason.  
  Background Skills: As a skilled tradesman, the thatcher may be an
  administrator, teacher or crew leader for large jobs. If he cultivates or
  selects and gathers his own materials, he’ll have Naturalist or Agronomy.
  Thatcher [20 points]
  Attributes: ST 10 [0]; DX 11 [10]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 10 points chosen from: Acute Vision
  [2/level]; Alertness [5/level]; Ally Group [varies];
  Ambidexterity [10]; Fit [5]; Manual Dexterity [3/level];
  Patron [varies]; Reputation [varies] and Single-Minded [5].
  Disadvantages: A total of -15 points chosen from:
  Bad Back [varies]; Compulsive Behavior [-5 to -15]; Dull
  or Hidebound [-1 or -5]; Duty [varies]; Ignorance
  (Carpentry) [-5]; Klutz [-5]; Laziness [-10]; Loner or
  Uncongenial [-5 or -1]; Missing Digit [-2 or -5];
  Overconfidence [-10]; Phobias [varies]; Poverty [varies];
  Reduced Manual Dexterity [-3/level]; Sense of Duty
  [varies] and Workaholic [-5].
  Primary Skills: Climbing (P/A) DX [2]-11;
  Carpentry (M/E) IQ [1]-11 and Thatching (M/E) IQ+2 [2]-12.
  Secondary Skills: A total of 5 points in any of: Area Knowledge
  (any) (M/E); First Aid/TL (M/E); Knife (P/E); Masonry (P/E);
  Merchant (M/A); Sculpting (P/A); Weather Sense/TL (M/A);
  Woodworking (P/A) and further Primary Skills.
  Background Skills: A total of 5 points in any of: Administration
  (M/A); Agronomy/TL (M/A); Artist (M/H); Leadership (M/A);
  Naturalist (M/H); Savoir-Faire (M/E); Teaching (M/A) and further
  Secondary Skills.
  Customization Notes 
  • Manual Dexterity provides a bonus to Thatching; Reduced Manual
  Dexterity has the opposite effect.
  • Swap Agronomy, Area Knowledge and Naturalist with the Primary
  Skills to create a reed-cutter. The Peasant template (p. 84) is appropri-
  ate for a seasonal reed-grower.
  • In addition to common carpentry tools, thatchers use a variety of spe-
  cialized 
  hooks,
  shears and knives.
  In a fight, a
  thatcher 
  might
  choose an eaves
  knife (treat as a
  large knife with a
  long handle that
  renders 
  it 
  ineffective 
  in 
  close combat).  
  – Jason Morningstar
  Sub-Saharan Africa
  Mhipi (20 points)
  Age 27; 5’8”, 145 lbs.; a tall, intense man with pleas-
  ant facial scars and mud-caked fingernails.
  ST 10 [0]; DX 11 [10]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5.25; Move 5. 
  Dodge 5. 
  Advantages: Manual Dexterity +2 [6]; Reputation +2
  (skilled thatcher, from everyone in Mapungubwe) [5].
  Disadvantages: Dependent (Rufaro, loved one, 6-) [-
  12]; Odious Personal Habit (mercilessly browbeats
  apprentices) [-5]; Workaholic [-5].
  Quirks: Afraid of snakes; Dislikes working alone;
  Leaves business matters to Rufaro; Loves grasshoppers
  raw; Selects his own materials [-5]. 
  Skills: Agronomy/TL1-10 [1]; Area Knowledge
  (Mapungubwe)-11 [1]; Area Knowledge (Limpopo
  Valley)-10 [1/2]; Artist-11 [1]*; Carpentry-10 [1/2];
  Climbing-12 [4]; Craft (Thatching)-16 [6]*; First
  Aid/TL1-10 [1/2]; Knife-10 [1/2]; Naturalist-8 [1/2];
  Scrounging-10 [1/2].
  * +2 from Manual Dexterity.
  Languages: Shona-11 (native) [0].
  Equipment: A set of iron thatching tools.
  Mhipi is a Shona thatcher living in Mapungubwe, a
  prosperous trade center on the Limpopo river. His friends
  mockingly call him mabvinziswa, “one who thatches poor-
  ly”, because he is one of the most skilled craftsmen in the
  region. Although notoriously difficult to work with on the
  job, he is a font of knowledge and often courted by fami-
  lies wishing to apprentice a son to him.
  Thatcher
  110
  
  Tinkers are traveling
  repairmen who work with
  pots, pans, and other com-
  mon items. They usually
  come from poorer classes or
  stigmatized 
  backgrounds,
  and because they are not wel-
  comed into large organiza-
  tions like guilds, they must be
  self-reliant and free to jour-
  ney to find work or evade the
  law. Despite this, tinkers have
  the enviable advantage of free
  movement, 
  unlike 
  their
  sedentary customers.
  Design Notes
  Attributes: To keep up with their work and avoid getting into trou-
  ble, tinkers may be a bit sharper or sturdier than average.
  Advantages: Tinkers need to get along with others and sell their
  work. They might be regarded well by customers, especially on regular
  routes.
  Disadvantages: A life of traveling is disdained by most low-tech
  cultures, and a life of smithing can cause physical problems. Most tin-
  kers own no more than what they can take on the road with them. 
  Primary Skills: Tinkers use the Blacksmith skill to work with a
  variety of non-precious metals with nothing more than a basic anvil
  and some tools. They have to handle wagons and the beasts that pull
  them, and they have to sell their services.
  Secondary Skills: Some tinkers broaden their clientele by learn-
  ing other crafts. Many learn defensive abilities, especially in dangerous
  regions. Information about their route is useful (Area Knowledge).
  Background Skills:Tinkers also gain skill at working with diverse
  customers. With time and travel, tinkers can learn a bit of healing and
  survival. They need to keep up their wagons and animals, and they have
  opportunity to learn multiple languages.
  Tinker [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 15 points chosen from: +1 to ST, IQ, or
  HT [10]; Animal Empathy [5]; Charisma [5/level]; Claim to
  Hospitality [1 to 10]; Reputation [varies]; Sensitive or Empathy [5 or
  15]; Versatile [5]; and Voice [10]. 
  Disadvantages: A total of -15 points chosen from: Bad Back
  [varies]; Hard of Hearing [-10]; Odious Personal Habits [-5 to -15];
  Poverty [varies]; Reputation [varies]; Social Stigma [varies]; and Status
  [-5/level].
  Primary Skills: Blacksmith/TL (M/A) IQ+2 [6]-12 and a total of 8
  points in any of: Animal Handling (M/H); Cyphering (M/E);
  Merchant (M/A); and Teamster (any) (M/A).
  Secondary Skills: A total of 6 points in any of: Area Knowledge
  (any) (M/E); Carpentry (M/E); any Combat/Weapon Skill (varies);
  Leatherworking (M/E); Pottery (M/A); Sewing (P/E); Woodworking
  (P/A); and further Primary Skills.
  Background Skills: A total of 5 points in any of: Bard (M/A);
  Detect Lies (M/H); Diplomacy (M/H); Fast-Talk (M/A); First
  Aid/TL (M/E); Languages (varies); Mechanic (wagons)/TL (M/A);
  Naturalist (M/H); Packing (M/H); Savoir-Faire (M/E); Survival (any)
  (M/A); Veterinary/TL (M/H); and further Secondary Skills.
  Customization Notes
  • A tinker might find Naturalist preferable to any particular type of
  Survival if he travels through a variety in terrain types. 
  – Kimara Bernard
  Medieval Germany
  Mattaius of Ulm (30 points) 
  Age 31; 5’7”, 160 lbs.;  A tall, firm-framed man with dark gray
  hair and blue eyes.
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5; Move 5. 
  Dodge 5.
  Advantages: Charisma +2 [10]; Versatile [5]. 
  Disadvantages: Reputation -2 (renegade apprentice; 7-) [-3];
  Sense of Duty (family) [-5]; Social Stigma (Second-Class Citizen)
  [-5]; Stubbornness [-5].
  Quirks: Doting husband and father [-1]; Thinks he speaks
  French really well [-1].
  Skills: Animal Handling-12 [6]; Area Knowledge (Bavaria)-12
  [2]; 
  Area 
  Knowledge 
  (Eastern 
  Switzerland)-11 
  [1];
  Blacksmith/TL3-13 [6]; First Aid/TL3-10 [1/2]; Knife-9 [1/2];
  Leatherworking-11 [1]; Merchant-12 [4]; Survival (woodlands)-11
  [2]; Teamster (mules)-10 [1]. 
  Languages: Bavarian German (native)-11 [0]; Old French-10 [1]. 
  Equipment: Wagon; mules; anvil; hammers; nails. 
  In his youth, Mattaius fled an abusive trademaster but was
  caught and branded as him a runaway apprentice, banished from the
  cities forever. He has found some success as a tinker traveling the
  Eastern Alps by summer and Southern Bavaria by winter. His eldest
  son has begun to train under his father. The younger children are
  still too young to worry about their future, but Matthaius hopes
  they won’t follow in his footsteps.
  Tinker
  111
  
  Torturers extract confessions, solicit secrets, punish criminals, deter
  law-breakers, and sometimes torture for “fun,” though they typically
  work for others such as monks or policemen. Punishment is often a prel-
  ude to execution, another torturer duty.
  Torturers take pains to keep their occupa-
  tion secret – there’s a reason for that
  trademark hood.
  Design Notes
  Attributes: Torture is strenuous, so
  we require ST 12.
  Advantages: Some advantages help
  torturers stay focused and energized for
  long sessions. Witnessing torture is
  frightening, so we offer advantages to
  offset Fright Checks. Night Vision helps
  in dark cells.
  Disadvantages: It takes a callous man to devote his life to torture,
  and the job is dangerous (Duty). Torturers are reviled, leading to Secret
  or Reputation. Other disadvantages reflect harm inflicted on social abil-
  ities and “evil” traits that might lead a man to such a profession.
  Primary Skills:Torture covers the operation of various pain-inflict-
  ing devices. Threats alone are often as effective of torture itself, so
  Intimidation is needed. Various weapons are tools of the trade.
  Secondary Skills: These cover other meth-
  ods of roughing up a prisoner.
  Background Skills: The torturer might
  brand criminals, create and maintain his equip-
  ment or know advanced techniques or the skills
  of his employers. Performance lets him put on
  a good show at public executions.
  Torturer [15 points]
  Attributes: ST 12 [20]; DX 10 [0]; IQ 10
  [0]; HT 10 [0].
  Advantages: A total of 15 points chosen
  from: Collected or Composed [5]; Extra
  Fatigue [3/level]; Fearlessness [2/level]; Fit or
  Very Fit [5 or 15]; Night Vision [10]; Single-
  Minded [5]; Toughness [varies] and Unfazeable [15].
  Disadvantages: Callous [-6]; Duty (to employer, 9-) [-5] and a total
  of -30 points including Reputation -2 [-10] or Secret (torturer) [-5] and
  the remainder chosen from: Bad Temper [-10]; Bully [-10]; Enemies
  [varies]; Fanaticism [-15]; Intolerance [-5 to -10]; Low Empathy [-
  15]; No Sense of Humor [-10]; Oblivious [-3]; Odious Personal
  Habits [-5 to -15]; Overweight [-5]; Sadism [-15]; Shyness [-5 to -
  15]; Solipsist [-10]; Status [-5/level] and Stubbornness [-5].
  Primary Skills: Execution (M/E) IQ+2 [4]-12; Intimidation
  (M/A) IQ [4]-11 and 4 points in one of Two-Handed Axe/Mace
  (P/A); Two-Handed Sword (P/A) or Whip (P/A).
  Secondary Skills: A total of 5 points in any of: Brawling (P/E);
  Garrote (P/E); Knife (P/E); Lifting (P/H); Wrestling (P/A) and
  further Primary Skills. 
  Background Skills: A total of 4 points in any of: any Craft Skill
  (varies); Detect Lies (M/H); Engineer (torture equipment)/TL
  (M/H); Holdout (M/A); Interrogation (M/A); Law (M/H);
  Mechanic (torture equipment)/TL (M/A); Performance (M/A);
  Performance/Ritual (any) (M/A); Physiology (any)/TL
  (M/VH); Philosophy (any) (M/H); Poisons (M/H); Tattooing
  (M/A) and Theology (M/H).
  Customization Notes
  • This template assumes the torturer assists another, probably a
  policeman (p. 89), jailer (p. 60), monk (p. 76) or priest (p. 92).
  Combine with one of those for an official who tortures 
  prisoners himself.
  • Torturers might learn maneuvers instead of high weapon skills,
  such as Hit Location for beheadings.
  – Brian C. Smithson
  GURPS Russia
  Artemon Nizkiy (30 points)
  Age 36; 5’10”, 160 lbs.; an imposing man with a bushy, black
  beard and hazel eyes, dressed all in black.
  ST 12 [20]; DX 10 [0]; IQ 9 [-10]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Ally Group (fellow oprichniki, 9-) [30]; Comfortable
  [10]; Legal Enforcement Powers [15]; Unfazeable [15].
  Disadvantages: Callous [-6]; Duty (to tsar, 12-) [-10]; Fanaticism
  (to tsar) [-15]; Reputation -4 (as an evil madman) [-20]; Sadism [-15];
  Stubbornness [-5].
  Quirks: Carries broom and dog’s head as symbols of his office; No
  sex drive; Sleepy drinker; Spits on victims’ bodies; Won’t harm cats.
  Skills: Brawling-10 [1]; Execution-12 [6]; Intimidation-11 [6];
  Lifting-10 [1]; Mechanic (torture equipment)-10 [4]; Riding (horse)-
  10 [2]; Two-Handed Axe/Mace-9 [1]; Whip-11 [4]; Wrestling-9 [1].
  Languages: Russian (native)-9 [0].
  Equipment: Axe, whip, broom, severed dog’s head.
  When Ivan IV formed the oprichniki, his personal bodyguards and
  ministers, Artemon “the Vile” was an obvious choice. Already renown
  for his cruelty, Artemon took to Ivan’s cause with glee. He now travels
  about doing Ivan’s dirty work. His company recently put an entire vil-
  lage to death. Artemon loved every minute of it.
  Torturer
  112
  
  Tour guides make their living by showing foreigners local sites.
  Guides rely on wealthy individuals living fairly nearby, since even rela-
  tively small voyages take copious amounts of time under ancient condi-
  tions. Most tour guides loiter at busy ports or near city entrances search-
  ing for anyone who looks foreign or rich (preferably both) – then they
  pounce. In many ways guides are like beggars, only they offer some service
  (albeit often of dubious value) for the
  money they request.
  Design Notes
  Attributes: Tour guides are fairly unspectacular.
  Advantages: Some of these make tour guides entertaining hosts
  (Charisma, Sensitive, Voice) or help them deal with foreigners (Language
  Talent). Others serve the more dishonest tour guides who dupe clients
  into buying from overpriced shops or flat out lie to them (Contacts,
  Sanctity). Absolute Direction helps guides navigate labyrinthine cities
  and bazaars.
  Disadvantages: These represent motives for pursuing this profes-
  sion, such as fascination with foreigners or simple greed or laziness. Tour
  guides are rarely wealthy or respected.
  Primary Skills:Tour guides either need to know about their area or
  have the ability to fake such knowledge.
  Secondary Skills: These represent various means for conducting
  tours (Boating, Hiking, Riding, Teamster) or skill at dealing with
  foreigners (Gesture, Languages, Savoir-Faire). More engaging guides
  have Bard.
  Background Skills: Good guides know something of the
  Architecture and History of their area. Cyphering and Merchant let
  them haggle for their price, and Weather Sense lets them plan tours
  for appropriate times. Tour guides make little money, and they may
  find themselves begging or picking pockets during slow periods.
  Tour Guide [10 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: A total of 10 points chosen from: Absolute Direction
  [5]; Charisma [5/level]; Claim to Hospitality [1 to 10]; Contacts
  [varies]; Language Talent [2/level]; Sanctity [5]; Sensitive [5]; 
  and Voice [10]. 
  Disadvantages: A total of -15 points chosen from: Broad-Minded
  [-1]; Compulsive Lying [-15]; Congenial or Chummy [-1 or -5];
  Greed [-15]; Ignorance [-3/skill]; Laziness [-10]; Poverty [varies];
  Reputation [varies]; Status [-5/level]; Social Stigma [varies];
  Undiscriminating [-1]; and Youth [-2/level]. 
  Primary Skills: A total of 6 points in any of: Acting (M/A);
  Area Knowledge (any) (M/E); and Fast-Talk (M/A).
  Secondary Skills: A total of 5 points in any of: Bard (M/A);
  Boating (P/A); Gesture (M/E); Hiking (P/A; HT); Languages
  (varies); Orienteering/TL (M/A); Riding (any) (P/A); Savoir-
  Faire (M/E); Teamster (M/A)*; and further Primary Skills.
  *Requires Animal Handling.
  Background Skills: A total of
  4 points in any of:
  Architecture/TL (M/A); Cyphering (M/E); History
  (M/H); Merchant (M/A); Panhandling (M/E);
  Pickpocket (P/H); Streetwise (M/A); and Weather
  Sense/TL (M/A).
  Customization Notes
  • Most dishonest tour guides do no more than steer
  tourists to expensive shops that pay the guide a cut.
  More sundry con artists (who might seek only to mug
  tourists in an out-of-the-way location) should spend
  points on Fast-Talk, Intimidation, Streetwise, and
  Combat/Weapon Skills.
  – Brian C. Smithson
  GURPS Egypt
  Kembat (10 points)
  Age 20; 5’6”, 140 lbs.; a bare-chested Egyptian man with a ready
  smile that reveals two missing teeth.
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5.
  Advantages: Charisma +2 [10]; Language Talent +2 [4].
  Disadvantages: Laziness [-10]; Struggling [-10].
  Quirks: Broad-Minded; Flamboyant; Nurses drinks; Spends too
  much on girls; Worships Mercury [-5].
  Skills: Acting-11 [4]; Area Knowledge (Giza)-11 [2]; Area
  Knowledge (Alexandria)-11 [2]; Bard-10 [2]; Pickpocket-10 [4];
  Riding (donkey)-11 [4]; Streetwise-9 [1]; Weather Sense/TL2-9 [1].
  Languages: Egyptian (native)-10 [0]; Greek-11 [1];
  Latin-11 [1].
  Kembat knew a peasant’s life wasn’t for him,
  and as a teen-ager, he fled to Alexandria where he
  picked pockets for a time. He came to know the
  shopkeepers fairly well, and soon some of them
  offered him cuts of their profits if he would
  “guide” Roman tourists to their shops. He soon
  expanded his tour to the Pyramids at nearby Giza,
  and now he is surviving with just enough dis-
  honesty to be palatable.
  Tour Guide
  113
  
  In times before newspapers, town criers perform the service of
  informing the public of news and government proclamations. The earli-
  est criers are messengers who run from town to town announcing news.
  In medieval times, criers perform as spokesmen for the king and enjoy
  legal protection such that harming them is an act of treason. Criers are
  often court officials, sometimes elected, and perform other duties relat-
  ed to their position. After reading proclamations, they nail copies to
  posts or the walls of public buildings.
  Design Notes
  Attributes: Town criers have no particular outstanding attributes.
  Advantages: Criers must be literate to read news and proclamations.
  Legal Immunity represents their special legal protection. Other advan-
  tages relate to their position in society (Administrative Rank, Status) or
  enhance their role of disseminating information (Charisma, Voice).
  Disadvantages: Criers might be old, and years of shouting can dull
  the ears (Hard of Hearing) or lead to a persistently loud voice (Odious
  Personal Habit). Legal protection might cause Overconfidence. Honesty
  is a desirable characteristic in an officer of the royal court. Other traits
  fit the crier stereotype (Overweight, Stubbornness).
  Primary Skills: Bard skill is used to project the voice and 
  enunciate clearly.
  Secondary Skills: Administration is required for the bureaucratic
  aspects of the job. A crier probably knows his home town well (Area
  Knowledge). Further skills represent other court duties.
  Background Skills: A crier may pick up some Diplomacy, Savoir-
  Faire, and Heraldry at court.
  Town Crier [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: Legal Immunity [5]; Literacy [10]; and a total of 10
  points chosen from: Administrative Rank
  [5/level]; Charisma [5/level]; Status
  [5/level]; and Voice [10].
  Disadvantages: A total of -15 points
  chosen from: Age [-3/year]; Fat or
  Overweight [varies or -5]; Hard of
  Hearing [-10]; Honesty [-10];
  Odious Personal Habit (Speaks
  Loudly) [-5]; Overconfidence [-
  10]; 
  Stubbornness 
  [-5]; 
  and Unfit [-5].
  Primary Skills: Bard (M/A)
  IQ+2 [6]-12.
  Secondary 
  Skills:
  Administration (M/A) IQ [2]-10
  and a total of 4 points in any of:
  Area Knowledge (any) (M/E);
  Cyphering (M/E); Law (M/H);
  Politics (M/A); and Writing (M/A).
  Background Skills: A total of 3
  points in any of: Diplomacy (M/H);
  Heraldry 
  (M/A); 
  Savoir-
  Faire 
  (M/E); 
  and 
  further 
  Secondary skills.
  Customization Notes
  • This template represents a medieval crier. A more ancient crier should
  be based on the Messenger template (p. 71).
  • Legal Immunity and Literacy make point costs tight in this template.
  Consider using any additional points to raise HT (representing hearty
  lungs) or IQ (enhancing mental skills).
  – David Morgan-Mar
  GURPS Middle Ages 1
  Rodney Maugham (20 points)
  Age 34; 5’7”, 192 lbs.; a slightly flabby Englishman with a ruddy
  complexion, dressed in traditional town crier uniform, with tricorn hat
  ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Administrative Rank 1 [5]; Charisma +1 [5]; Legal
  Immunity [5]; Literacy [10]; Status 1 [5].
  Disadvantages:<B> Bully [-10]; Gluttony [-5]; Obsession
  (Improve social status) [-5]; Overconfidence [-10]; Overweight [-5];
  Stubbornness [-5].
  Quirks: Ambitious; Aware of social status; Enjoys beer;
  Fastidiously neat; Prefers poultry to red meat [-5].
  Skills: Administration-10 [2]; Area Knowledge (Cambridge)-10
  [1]; Bard-12 [6]; Cyphering-10 [1]; Diplomacy-9 [2]; Fast-Talk-10
  [2]; Law-9 [2]; Politics-11 [4]; Savoir-Faire-12 [0]; Writing-11 [4].
  Languages: Middle English (native)-11 [1].
  Equipment: Handbell; satchel of scrolls; quills; ink; hammer; nails.
  Appointed by Henry VIII, Rodney Maugham is the town crier of
  Cambridge. He enjoys his job but most of all enjoys the social pres-
  tige which it brings. Although not particularly bright, Rodney has been
  absorbing the workings of court and plans to get himself elected to
  positions of higher responsibility, and consequently status. His obses-
  sion with social standing makes him snub people of lower status, but
  he has just enough charisma and social skills to smooth over most
  problems this causes. He is not the ideal bureaucrat, but he is just stub-
  born enough that he may succeed in his quest.
  Town Crier
  114
  
  Any town or city has at least a few vendors, and larger cities have a
  great many. Such peddlers are mobile retailers, selling water, snacks, trin-
  kets or other small, cheap goods to passers-by. The street vendor’s trade
  is similar to the merchant’s, but on  a much smaller scale. For obvious
  economic reasons, street vendors are found where the crowds are: market
  squares, main streets, near palaces and court buildings where they circu-
  late through the crowd or set up shop in a comfortable corner; they may
  also travel door to door. Vendors provide convenience. That is, they sell
  a drink of water or a skewer of grilled fish here and now so that the cus-
  tomer doesn’t have to run home and back.
  Cities are small and money scarce, so profit margins are thin in a
  very competitive environment. Nevertheless, the work is ultimately easy
  and can be done by children, the infirm and the very old, often part-time
  to supplement other household incomes. All one needs is a small store of
  goods (often bought from a supplier each morning), a little equipment
  (say, a large waterskin and a few cups, a brazier and a little wood, or just
  a tray or blanket on which to display wares) and a willingness to 
  sell aggressively.
  Design Notes
  Attributes: A vendor may be smarter than average or, or if the
  job requires carrying heavy gear, stronger or more durable, though this
  is not certain.
  Advantages: A peddler may have friends, determination or an atten-
  tion-getting voice.  
  Disadvantages: Street
  vendors can suffer from a
  range of physical problems,
  and they aren’t likely
  wealthy or distinguished.  
  Primary Skills: A ven-
  dor must convince people to
  buy his wares –  even if that
  requires some duplicity.  
  Secondary Skills: A
  good street vendor really
  knows his way around and
  can take care of himself
  on the streets.  
  Background Skills: If
  he prepares his own wares (for
  example, carves trinkets or
  cooks sausages), he may have a
  little skill in the relevant area.
  Vendor [10 points]
  Attributes: ST 10 [0]; DX 10
  [0]; IQ 10 [0]; HT 10 [0]. 
  Advantages: A total of 10 points chosen from: +1 to any Attribute
  [10]; Contacts [varies]; Strong Will [4/level] and Voice [10].
  Disadvantages: A total of -15 points chosen from: Age [-3/level];
  Greed [-15]; any Physical Disadvantage (varies); Poverty [varies]; Status
  [-5/level] and Youth [-2/year].  
  Primary Skills: Fast-Talk (M/A) IQ+1 [4]-11 and Merchant
  (M/A) IQ+1 [4]-11.  
  Secondary Skills: A total of 5 points in any of: Area Knowledge
  (any) (M/E); Streetwise (M/A) and further Primary Skills.
  Background Skills: A total of 2 points in any of: Beverage-Making
  (M/E); Cooking (M/E); any Craft Skill (varies) and further Primary
  and Secondary Skills.
  Customization Notes
  • Vendors and peddlers differ from merchants in that they deal with no
  more goods than they can carry themselves or in a small cart. Use the
  Merchant (p. 70) for dealers in large quantities of goods.
  – Matt Riggsby
  GURPS Arabian Nights
  Ahmad the Fritter Man (15 points)
  Age 43; 5’4”; 85 lbs.; a rail-thin man with black skin, a
  shaved head and a perpetual smile.  
  ST 10 [0]; DX 10 [0]; IQ 11 [10]; HT 10 [0]. 
  Basic Speed 5; Move 2. 
  Dodge 2. 
  Advantages: Voice [10].
  Disadvantages: Lame (crippled leg) [-15]; Skinny [-5].
  Quirks: Attributes made-up proverbs to the Qu’ran [-1].
  Skills: Area Knowledge (Tunis)-11 [1]; Cooking-11 [1];
  Fast-Talk-13 [6]; Merchant-13 [6]; Streetwise-11 [2].
  Languages: Arabic (native)-10 [0]. 
  Equipment: Brazier, bundle of wood, pots of ingredients,
  cooking implements.
  Ahmad is a fixture in the square in front of the emir’s palace.
  Every dawn, he limps to his preferred spot (it’s sunny and warm
  in the cool early morning but becomes shaded during the hot
  afternoon) and sets up a fire and pan on a broken paving stone.
  For the rest of the day, he advertises his fried bean cakes to any-
  body who will listen (with his voice, that’s a lot of people). He
  never budges from his spot until sundown, but he happily talks
  about city rumors – all the while selling his fritters.
  115
  Vendor
  
  Towns and cities are havens for mice and rats, and fields for moles
  and other burrowers. Vermin catchers make a career out of ridding clients
  of these pests. Many use ferrets, cats, or even weasels to find vermin and
  dogs to kill them, while some employ poisons or traps. Despite the
  menial nature of the
  work, vermin catch-
  ers are held in high
  regard and often
  make good money,
  since their services
  are vital.
  D e s i g n
  Notes
  Attributes:Vermin catchers have no particularly outstanding attributes.
  Advantages: Good senses help a catcher notice signs of vermin.
  Advantages of health and navigation come in handy for dealing with typ-
  ical environments where vermin are found. A successful catcher may
  enjoy 
  a 
  positive
  Reputation or Wealth.
  Disadvantages:
  Constantly dealing with
  vermin may result in Bad
  Smell or a Missing
  Digit. The job may
  adversely affect social
  function 
  (Callous,
  Loner, Uncongenial) or
  attract particular per-
  sonality types (Careful,
  Dull, Sadism). Skinny
  people are able to 
  crawl 
  into 
  vermin 
  hiding 
  places. 
  Poor 
  success rates may result
  in Poverty.
  Primary 
  Skills:
  Depending on methods
  employed, a catcher needs
  at least one of Animal
  Handling, Poisons, or
  Survival (Urban).
  Secondary Skills:
  Catchers must have a
  knife handy to dispatch
  trapped animals and a
  pole, spear, or forked
  stick to poke into hiding
  places. They use Area
  Knowledge to find jobs,
  Merchant to hawk their services, and Cyphering to count their wages.
  Carpentry allows the building of traps, and First Aid comes in handy in
  the field.
  Background Skills: Depending on background, a vermin catcher
  might need to interact with nobles (Savoir-
  Faire), treat his animals (Veterinary), climb
  into infested attics, or scrounge for trap parts.
  Vermin Catcher [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10
  [0]; HT 10 [0].
  Advantages: A total of 15 points chosen
  from: Absolute Direction [5]; Acute Hearing
  [2/level]; Acute Vision [2/level]; Alertness
  [5/level]; Disease-Resistant or Immunity to
  Disease [5 or 10]; Night Vision [10]; Rapid Healing [5]; Reputation
  [varies]; and Wealth [varies] [10].
  Disadvantages: A total of -15 points chosen from: Bad Smell [-10];
  Callous [-6]; Careful [-1]; Dull [-1]; Loner or Uncongenial [-5 or -1];
  Missing Digit [-2 to -5]; Poverty [varies];
  Sadism [-15]; and Skinny [-5].
  Primary Skills: One of: Animal Handling
  (M/H) IQ+2 [8]-12; Poisons (M/H)
  IQ+2 [8]-12; or Survival (Urban) (M/A)
  IQ+3 [8]-13.
  Secondary Skills: Knife (P/E) DX+1
  [2]-11; either Polearm (P/A) DX [2]-10 or
  Spear (P/A) DX [2]-10; and a total of 8
  points in any of: Area Knowledge (any)
  (M/E); Carpentry (M/E); Cyphering
  (M/E); First Aid/TL (M/E); Merchant
  (M/A); and further Primary Skills.
  Background Skills: A total of 5 points in
  any of: Climbing (P/A); Savoir-Faire (M/E);
  Scrounging (M/E); Veterinary/TL (M/H);
  and further Secondary Skills.
  Customization Notes
  • Because many of the vermin catcher’s skills
  and advantages are useful in combat and
  urban subterfuge, catchers sometimes per-
  form assassinations on the side or when
  times are tough. Add points to DX,
  weapons, and additional Thief/Spy skills
  for an effective assassin.
  – David Morgan-Mar
  GURPS Middle Ages 1
  Bertram Ratter (25 points)
  Age 23; 5’6”, 102 lbs.; a very thin, young Englishman with
  dark hair and brown eyes, missing the thumb of his left hand.
  ST 10 [0]; DX 11 [10]; IQ 10 [0]; HT 11 [10].
  Basic Speed 5.25; Move 5.
  Dodge 5.
  Advantages: Comfortable [10]; Disease-Resistant [5].
  Disadvantages: Loner [-5]; Missing Digit (Thumb) [-5];
  Secret (Assassin) [-20]; Skinny [-5].
  Quirks: Dislikes animals; Eats sparingly; Irreligious; Tempted
  by money; Unrepentant [-5].
  Skills: Area Knowledge (Cambridge)-11 [2]; Climbing-11
  [2]; Cyphering-10 [1]; First Aid/TL3-10 [1]; Knife-12 [2];
  Merchant-10 [2]; Poisons-12 [8]; Savoir-Faire-11 [2];
  Scrounging-10 [1]; Spear-11 [2]; Stealth-12 [4]; Streetwise-9
  [1]; Survival (Urban)-10 [2].
  Languages: Middle English (native)-10 [0].
  Equipment: Knife; sharpened pole; poisoned baits; rat traps.
  Bertram has hated animals ever since a dog gnawed off his
  left thumb. He apprenticed to a rather unpleasant rat catcher who
  specialized in poisons and traps. When his master slighted a vis-
  count, the noble paid Bertram to poison his master’s food.
  Bertram soon found himself running the business. He enjoys
  making extra cash and has begun to seek out commissions for
  further assassinations.
  Vermin Catcher
  116
  
  The brave and heroic woodcutter, isolated in his forest cottage, is a
  staple of fantasy and fairy tale, but this depiction does have some basis
  in truth. In the real world, woodcutters and timberwrights are essential
  professionals, since they provide the raw materials for ships and build-
  ings, and they clear the
  land 
  for 
  agricultural
  development.
  Design Notes
  Attributes: Felling
  trees is an arduous profes-
  sion, so we raise ST to 11.
  A d v a n t a g e s :
  Traditionally, woodcut-
  ters are physically resilient
  and stoic. We also provide
  advantages useful to someone living in a remote location. Plant Empathy
  adds to Forestry skill.
  Disadvantages: We provide disadvantages that reflect the woodcut-
  ter’s solitary lifestyle and his often lowly position in society.
  Primary Skills: The most important skills for a woodcutter are
  those concerned with selecting appropriate trees (Forestry), felling them
  and chopping them into raw timber (Axe/Mace).
  Secondary Skills:Woodcutters must be able to sur-
  vive in the wilds (Survival) and be wise in the ways of the
  forest (Naturalist). Other skills help the woodcutter sell
  his lumber.
  Background Skills:We provide further skills allowing
  self-reliance and some knowledge of working with wood.
  Woodcutter [25 points]
  Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0]; 
  HT 10 [0]. 
  Advantages: A total of 10 points chosen from:
  Absolute Direction [5]; Alertness [5/level]; Animal
  Empathy [5]; Cool or Composed [1 or 5]; Extra Fatigue
  [3/level]; Fit [5]; High Pain Threshold [10]; Plant
  Empathy [5] and Toughness [varies].
  Disadvantages: A total of -15 points chosen from:
  Bad Back [varies]; Dull or Hidebound [-1 or -5]; Loner,
  Reclusive or Uncongenial [-5, -10 or -1]; Low Empathy
  [-15]; Odious Personal Habits [-5 to -15]; Phobia (mild
  Claustrophobia or Demophobia) [-15]; Poverty [varies];
  Shyness [-5 to -15]; Status [-5/level]; Uneducated [-5]
  and Workaholic [-5].
  Primary Skills: Axe/Mace (P/A) DX+1 [4]-11
  and Professional Skill (Forestry) (M/A) IQ+2 [6]-12.
  Secondary Skills: Survival (Woodlands) (M/A) IQ
  [2]-10 and a total of 4 points in any of: Area Knowledge
  (local forest) (M/E); Carpentry (M/E); Cyphering (M/E); Merchant
  (M/A); Naturalist (M/H) and Woodworking (P/A).
  Background Skills: A total of 4 points in any of: Armoury (bows
  and arrows)/TL (M/A); Brawling (P/E); Bow (P/H); Camouflage
  (M/E); Climbing (P/A); Cooperage (M/E); First
  Aid/TL (M/E); Hiking (P/A); Knife (P/E);
  Leatherworking (M/E); Professional Skill (Charcoal
  Burning) (M/A); Stealth (P/A); Tracking (M/A);
  Traps/TL (M/A) and Weather Sense/TL (M/A).
  Customization Notes
  • Charcoal burning (converting wood into charcoal) is
  another significant profession carried out in the depths
  of the forest. For a professional burner, replace
  Professional Skill (Forestry) with (Charcoal Burning)
  and make Axe/Mace an optional Secondary Skill.
  Reduce Background Skills to only 3 points for a 20-
  point character. For advanced rules on charcoal burning,
  see p. LT39.
  – Jamie Revell
  GURPS Fantasy
  Jack o’ the Forest
  Age 40; 5’11”, 160 lbs.; a hefty, weather-beaten man with long blond hair
  and blue eyes.
  ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Basic Speed 5; Move 5.
  Dodge 5; Parry 5 (Knife).
  Advantages: Toughness (DR1) [10].
  Disadvantages: Struggling [-10]; Uneducated [-5].
  Quirks: Finds towns dirty and unpleasant; Hates wolves; Likes children;
  Taciturn; Wears a feather in his cap. 
  Skills: Area Knowledge (local forest)-11 [2]; Axe/Mace-11 [4]; Climbing-10
  [2]; Knife-10 [1]; Naturalist-10 [4]; Professional Skill (Forestry)-11 [4]; Stealth-
  10 [2]; Survival (Woodlands)-11 [4]; Tracking-10 [2].
  Languages: Anglish (native)-10 [0].
  Equipment: Large axe, smaller hatchets, saw, large knife, lumber.
  Jack lives in a large forest on the outskirts of Caithness. He makes a meager
  living selling lumber to settlements on the edge of the forest, but generally he
  keeps to himself in his isolated hut. Nonetheless, he helps those in trouble, so
  long as they act respectfully. His wife was killed by a pack of starving wolves eight
  years ago, so he bears a particular enmity towards these creatures now, and he
  buries himself in manual work to expunge the painful memories.
  Woodcutter
  117
  
  When writing for purposes other than religion and administration
  is common, writers create transcriptions of oral myths, poetry to be
  declaimed or dramas to be enacted. Other authors write treatises to
  inform and train, while others pen fiction strictly for entertain-
  ment. Writers often rely on patrons or other unrelated income,
  because, as the Romans said, “poems don’t give you bread.”
  Design Notes
  Attributes: Above-average IQ is recommended but
  not compulsory.
  Advantages: Literacy is required. A Patron is impor-
  tant, and Reputation helps gain new ones. Voice is price-
  less for public readings. Intuition and Empathy represent
  remarkable insight. 
  Disadvantages: Unsuccessful authors may be poor
  and shunned. Writers are usually Curious and often
  Glory Hounds, and they may feel more at ease with
  books than with people (Loner, Shyness).
  Stereotypical poets may have Absent-Mindedness, Jealousy or Obsession. 
  Primary Skills: Authors need some skill in Writing or Poetry and
  possibly in a professional or scientific skill for technical treatises. Good
  writers know their language very well.
  Secondary Skills: Authors know masters and competitors
  (Literature, Appreciate Beauty, Research). Bard is needed for declama-
  tion.
  Background Skills: Philosophy, Theology and History are common
  subjects. Some writers (not necessarily the best) are socially apt. They
  sometimes round out with Teaching or other jobs. Eclectic authors may
  learn a bit of just about anything.
  Writer [25 points]
  Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].
  Advantages: Literacy [10] and a total of 15 points chosen from:
  Empathy or Sensitive [15 or 5]; Fashion Sense [5]; Intuition [15];
  Language Talent [2/level]; Patron [varies]; Reputation [varies];
  Single-Minded [5]; Versatile [5] and Voice [10].
  Disadvantages: A total of -20 points chosen from: Absent-
  Mindedness [-15]; Bad Temper [-10]; Curious [-5 to -15];
  Glory Hound or Overconfidence [-15 or -10]; Jealousy [-10];
  Loner [-5]; Obsession [-5 to -15]; Poverty [varies]; Reputation
  [varies]; Shyness [-5 to -15] and Truthfulness [-5].
  Primary Skills: A total of 10 points in any of:
  Poetry (M/A); Language (native) (M/A); any Professional
  or Scientific Skill (varies) and Writing (M/A).
  Secondary Skills: A total of 6 points in any of:
  Appreciate Beauty (M/VH); Bard (M/A); Languages
  (varies); Literature (M/H); Oral Literature (M/H) and
  Research (M/A).
  Background Skills: A total of 4 points in any of:
  Administration (M/A); Area Knowledge (any)
  (M/E); Diplomacy (M/H); Heraldry (M/A);
  History (M/H); any Mental Skill (with GM permis-
  sion) (varies); Philosophy (any) (M/H); Savoir-Faire (M/E); Teaching
  (M/A) and Theology (M/H).
  Customization Notes
  • Many writers specialize (p. B43) in their Poetry, Writing and 
  Literature skills.
  • Many writers come from other backgrounds; look to other templates
  for ideas in such cases. For example, a medieval hagiography compiler
  might also be a monk (p. 76), and a Greek speechwriter might also be
  a lawyer (p. 65). Dramatists are usually actors (p. 8).
  – Michele Armellini
  GURPS Imperial Rome
  Marcus Rufus Appianus (15 points)
  Age 26; 5’5”, 128 lbs.; a thin, red-haired, bleary-eyed young
  man with a fashionable haircut wearing a fine, crumpled tunic.
  ST 8 [-15]; DX 10 [0]; IQ 11 [10]; HT 10 [0].
  Basic Speed 5.00; Move 5.
  Dodge 5.
  Advantages: Attractive [5]; Fashion Sense [5]; Reputation +2
  (fashionable poet, high society) [5]; Status 3 [15].
  Disadvantages: Compulsive Carousing [-5]; Glory Hound [-
  15]; Jealousy [-10]; Reputation -4 (poetaster and plagiarist, from
  cultured people, 10-) [-3].
  Quirks: Distractible; Hates physical exercise; Never leaves
  Rome; Slightly lecherous; Touchy [-5].
  Skills: Area Knowledge (Rome)-12 [2]; Bard-12 [4];
  Carousing-11 [4]; Hidden Lore (Orphic mysteries)-11 [2]; Law
  (civil)-10/16 [4]; Literature (erotic poetry)-8/14 [1]; Poetry-10
  [1]; Politics-11 [2]; Savoir-Faire-13 [0]; Sex-Appeal-10 [2];
  Writing-12 [4].
  Languages: Latin (native)-12 [1]; Greek-10 [1].
  Equipment: Scrolls of his poetry.
  Marcus is a lawyer of Equestrian status, but above all he’s a
  trendy social animal and a fashionable poet. His delightfully
  scandalous verses are the latest fad among well-to-do ladies. For
  a learned minority he’s a bad poet (a “poetaster”) and a tasteless
  plagiarist of much better authors, but who cares? Marcus is now
  busily looking for a patron, since all the time he spends partying,
  declaiming, socializing and writing (in that order) doesn’t earn
  much. But the fame is nice!
  Writer
  118
  
  They’re the backbone of civilization. Builders. Bureaucrats. Peasants. Artisans. But, sadly, most
  roleplaying games ignore these so-called “common” professions.
  Historical Folks remedies this problem by presenting 116 character templates, each detailing a 
  different low-tech occupation. Accompanying each template are design advice and customization notes 
  to allow for everything from “average” professionals to high-powered adventurers.
  Templates Include . . . .
  • Government officials of all ranks, including the diplomat, policeman, ranger, royal advisor, ruler
  and tax collector . . .
  • Hard-working folks such as the armorer, butcher, builder, fisherman, sailor and woodcutter . . .
  • Exotic character types drawn from history, such as the concubine, mortician, palace eunuch,
  sycophant, torturer and mourner . . .
  • And folks popular in fiction and legend, such as the barmaid, guildmaster, jester, minstrel, squire
  and innkeeper.
  Each template is accompanied by a completed character example, providing 116 ready-to-use
  characters for the GM on the go!
  From the ranks of the commoners a hero shall rise . . . .
  
  Historical Folks
  Historical Folks
  Conversion for use with GURPS  Fourth Edition
  ®
  Conversions written by Jeff Klein and Infornific and compiled and edited by Rev. Pee Kitty
  The original Historical Folks supplement was compiled and edited by Brian C. Smithson
  and can be found at http://meekmok.com/sassy/ghf/
  Historical Folks is ©Copyright 2003 by Brian C. Smithson. GURPS is a registered trademark of Steve Jackson Games. All rights
  reserved. The material presented here is an adaptation of original creations intended for use with the GURPS system from Steve
  Jackson Games. The material is used here in accordance with the SJ Games online policy.  This document uses freeware fonts from
  http://www222.pair.com/sjohn /fonts.htm  and freeware clipart from http://www.godecookery.com/clipart/clart.htm
  Version 1.03, 3/19/07. The current version of this document can always be found on MyGURPS, at http://www.mygurps.com
  Please direct any errata or comments to pkitty@mygurps.com
  
  Table of Contents
  Introduction and Notes . . . .2
  Clock­maker . . . . . . . . . . . . .15
  Judge . . . . . . . . . . . . . . .26
  Potter  . . . . . . . . . . . . 38
  Actor  . . . . . . . . . . . . . . . . . . . .4
  Clothworker . . . . . . . . . . . . . 15
  Laborer . . . . . . . . . . . . .26
  Priest . . . . . . . . . . . . .38
  Alchemist . . . . . . . . . . . . . . . . 4
  Commander . . . . . . . . . . . . .16
  Lawyer  . . . . . . . . . . . . . 27
  Professor  . . . . . . . . . 39
  Animal Handler . . . . . . . . . . .5
  Concubine  . . . . . . . . . . . . . .16
  Leatherworker . . . . . . .27
  Huntsman/Ranger .39
  Apothecary . . . . . . . . . . . . . . .5
  Cook . . . . . . . . . . . . . . . . . . . .17
  Locksmith  . . . . . . . . . . 27
  Royal Advisor . . . . . 40
  Apprentice . . . . . . . . . . . . . . . 5
  Courtesan . . . . . . . . . . . . . . . 17
  Majordomo  . . . . . . . . .28
  Ruler . . . . . . . . . . . . . 40
  Architect/Master Builder. . .6
  Courtier . . . . . . . . . . . . . . . . .17
  Masseur  . . . . . . . . . . . .28
  Sailor . . . . . . . . . . . . .41
  Armorer  . . . . . . . . . . . . . . . . . 6
  Diplomat . . . . . . . . . . . . . . . .18
  Merchant . . . . . . . . . . . 29
  Scavenger . . . . . . . . .41
  Artisan . . . . . . . . . . . . . . . . . . .7
  Diver  . . . . . . . . . . . . . . . . . . . 18
  Messenger . . . . . . . . . . 29
  Scholar . . . . . . . . . . . 41
  Artist  . . . . . . . . . . . . . . . . . . . .7
  Diviner  . . . . . . . . . . . . . . . . . 19
  Midwife  . . . . . . . . . . . . 29
  Scrivener  . . . . . . . . . 42
  Astronomer  . . . . . . . . . . . . . .7
  Domestic Servant  . . . . . . . .19
  Miller  . . . . . . . . . . . . . . 30
  Shaman  . . . . . . . . . . 42
  Athlete . . . . . . . . . . . . . . . . . . .8
  Explorer . . . . . . . . . . . . . . . . .20
  Miner  . . . . . . . . . . . . . . 30
  Smith  . . . . . . . . . . . . 43
  Banker . . . . . . . . . . . . . . . . . . .8
  Feudal Nobleman . . . . . . . . 20
  Minstrel  . . . . . . . . . . . . 31
  Soldier . . . . . . . . . . . .43
  Barbarian  . . . . . . . . . . . . . . . .9
  Firefighter . . . . . . . . . . . . . . .20
  Monk . . . . . . . . . . . . . . .31
  Squire . . . . . . . . . . . . 45
  Barber . . . . . . . . . . . . . . . . . . . 9
  Fisherman  . . . . . . . . . . . . . . 21
  Mortician . . . . . . . . . . . 32
  Storyteller  . . . . . . . . 45
  Barkeep . . . . . . . . . . . . . . . . . .9
  Gardner . . . . . . . . . . . . . . . . .21
  Mourner . . . . . . . . . . . . 32
  Street Kid . . . . . . . . . 45
  Barmaid  . . . . . . . . . . . . . . . . .10
  Gatherer  . . . . . . . . . . . . . . . .21
  Noblewoman  . . . . . . . 33
  Sycophant  . . . . . . . .46
  Beekeeper  . . . . . . . . . . . . . . . 10
  Government Inspector  . . . 22
  Nurse/Wet Nurse . . . . 33
  Tax Collector . . . . . . 46
  Beggar . . . . . . . . . . . . . . . . . . . 11
  Guildmaster . . . . . . . . . . . . . 22
  Page . . . . . . . . . . . . . . . .34
  Teamster  . . . . . . . . . 46
  Boatman . . . . . . . . . . . . . . . . .11
  Herald . . . . . . . . . . . . . . . . . . 23
  Palace Eunuch  . . . . . . 34
  Thatcher . . . . . . . . . .47
  Brewer/Distiller/Vintner . . .12
  Herder . . . . . . . . . . . . . . . . . . 23
  Pariah . . . . . . . . . . . . . . 34
  Tinker  . . . . . . . . . . . .47
  Brothel Keeper  . . . . . . . . . . . 12
  Hermit . . . . . . . . . . . . . . . . . .23
  Peasant . . . . . . . . . . . . .35
  Torturer  . . . . . . . . . .48
  Builder  . . . . . . . . . . . . . . . . . . 12
  Hunter . . . . . . . . . . . . . . . . . .24
  Perfumer  . . . . . . . . . . . 35
  Tour Guide . . . . . . . .48
  Bureaucrat . . . . . . . . . . . . . . . 13
  Innkeeper . . . . . . . . . . . . . . . 24
  Philosopher . . . . . . . . . 36
  Town Crier . . . . . . . .49
  Butcher . . . . . . . . . . . . . . . . . . 13
  Interpreter  . . . . . . . . . . . . . .25
  Physician . . . . . . . . . . . 36
  Vendor  . . . . . . . . . . .49
  Caravan Leader . . . . . . . . . . .14
  Jailer . . . . . . . . . . . . . . . . . . . .25
  Pilgrim  . . . . . . . . . . . . . 37
  Vermin Catcher  . . . 49
  Cartographer . . . . . . . . . . . . . 14
  Jester  . . . . . . . . . . . . . . . . . . .25
  Policeman . . . . . . . . . . 37
  Woodcutter  . . . . . . .50
  Charioteer  . . . . . . . . . . . . . . . 14
  Jeweler . . . . . . . . . . . . . . . . . .26
  Politician . . . . . . . . . . . 38
  Writer  . . . . . . . . . . . .50
  Introduction
  Collecting  templates  from  over  a dozen  authors,  Historical  Folks  was  originally  slated  to  be  an
  official  GURPS supplement.  After  its  compilation,  Steve  Jackson  Games  decided  not  to  go forward  with
  the  book  and  the  rights  reverted  back  to  Brian  C. Smithson.  Brian  decided  to  make  this  supplement
  freely  available  to  the  gaming  community  and  spent  many  hours  turning  the  rough  draft  into  a
  professional  quality  sourcebook,  which  has  been  downloaded  and  used  by countless  GURPS players.
  This  book  updates  the  templates  from  Historical  Folks  to  make  them  compatible  for  use  with  GURPS
  Fourth  Edition.  It is not  a standalone  product,  as  none  of the  design  notes,  customization  notes,  or
  sample  characters  have  been  copied  over.  Rather,  think  of this  as  an  appendix  to  the  original,  updating
  it to  the  newest  edition  of GURPS. 
  Conversion Notes
  Advantages
  Languages (p. B23)
  In many  of the  templates  herein,  languages  are  listed  with  the  skills  instead  of with  the  advantages.
  This  is intentional;  characters  are  as  likely  to  pick  up  a “background  language”  as  they  are  a
  “background  skill”, for  example,  and  the  two  are  learned  in the  same  manner.
  Illiteracy  is very  common  at  lower  TLs. Though  it it is not  explicitly  listed  as  a disadvantage  in any
  template  here,  any  character  made  with  these  rules  should  consider  lowering  their  Written  proficiency
  in their  native  language  to  Accented,  Broken,  or  None  (for  - 1, - 2, or  - 3 points  respectively.)
  2
  
  Perks (p. B100)
  Any template  which  includes  the  Honest  Face perk  can  substitute  Above  Suspicion  or  Below  Suspicion
  instead.  The  game  effect  is the  same,  but  it is a social  perk  instead  of a physical  one.  The  social  standing
  of the  character  makes  them  more  likely  to  be  overlooked  when  accusations  begin  flying.
  Talents (p. B89)
  Many  of these  templates  make  judicious  use  of Talents,  including  two  new  ones:
  Detail- Oriented: Accounting,  Administration,  Heraldry,  Law, Research,  and  Savoir- Faire.  Bonus  from
  bureaucrats,  accountants,  and  the  fastidious.  5 points/level.
  Thespian:  Acting,  Performance,  Public  Speaking,  and  Sex Appeal.  Bonus  from  actors,  performers,  and
  those  looking  to  hire  them.  5 points/level.
  This  conversion  also  references  several  Talents  from  GURPS Fourth  Edition  sourcebooks:
  Allure,  Bard, Devotion,  Mariner,  Master  Builder  and  Sage  are  Talents  from  GURPS Fantasy  (p. 132).
  Talker  and  Tough  Guy  are  Talents  from  GURPS Mysteries  (p. 108).
  Disadvantages
  In all templates,  a * next  to  the  point  cost  of a disadvantage  (e.g., “Bad Temper  [- 10*]”) means  that
  the  value  should  be  modified  for  the  self- control  number  as  per  p. B120.
  Code of Honor (p. B127)
  Huntsman:  Give quarry  a fair  chance,  be  humane  to  prey,  avoid  killing  indiscriminately,  don't  waste
  any  game  and  avoid  unbalancing  the  environment .- 5 points.
  Social Stigma (p. B155)
  Untouchable: You are  an  outcast,  unclean  and  doomed  to  live
  on  the  edge  of society.  Others  react  to  you  at  - 3. The  exception
  is those  who  share  your  plight;  they  have  no  reaction  penalty
  and  may  (at the  GM's discretion)  react  at  a +2  bonus.  On the
  bright  side,  you  have  +3  on  reaction  and  influence  rolls  to
  convince  someone  to  leave  you  alone.  - 15  points.
  Skills
  Several  templates  make  reference  to  “craft  skills”. Per
  GURPS Skill Categories  (a free  supplement  from
  http://e23.sjgames.com),  this  refers  to  Artist  (Pottery,  Sculpting,
  or  Woodworking)  (IQ/H), Carpentry  (IQ/E), Jeweler/TL  (IQ/H),
  Leatherworking  (DX/E), Masonry  (IQ/E), Sewing/TL  (DX/E), and
  Smith/TL  (any) IQ/A. For  the  purpose  of this  conversion,  it
  should  also  include  Armoury/TL  (any) (IQ/A) and  any
  appropriate  Professional  Skill (DX/A  or  IQ/A).
  Every  new  skill introduced  in Historical  Folks  converts  to  an
  appropriate  Professional  Skill (DX/A  or  IQ/A). The  exception  is
  Beekeeping,  which  becomes  Animal  Handling  (Bees).
  Cooking (p. B185)
  Note  that  most  characters  will take  this  skill with  the
  optional  specialization  for  their  own  culture  (e.g., a Roman
  would  have  Cooking  (Roman)), making  it an  IQ/E skill.
  3
  
  Actor [25 points]
  Adapted by Infornific from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10
  [0]; FP 10  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  Absolute  Timing  [2]; Allure  [5/level];
  Ally Group  [varies]; Bard  [5/level]; Charisma  [5/level]; Musical  Ability  [5/level];
  Patron  [varies]; Reputation  [varies]; Smooth  Operator  [15/level]; Thespian
  [5/level]; Versatile  [5] and  Voice [10] 
  Disadvantages:  A total  of - 15  points  chosen  from  Cowardice  [- 10]; Compulsive
  Behavior  (Seeks  Publicity) [- 5*]; Congenial,  Chummy  or  Gregarious  [- 1, - 5 or
  - 10]; Disciplines  of Faith  [varies]; Dull, Hidebound  or  Incurious  [- 1, - 5 or  - 5*];
  Duty  [varies]; Jealousy  [- 10]; Overconfident  [- 5*]; Wealth  [varies]; Proud  [- 1];
  Reputation  [varies]; Social Stigma  [varies]  and  Status  [- 5/level].
  Primary  Skills: Performance  (A) IQ+2  [8]- 12  and  one  of  Dancing  (A) DX+2  [8]- 12,
  Public  Speaking  (A) IQ+2  [8]- 12, Professional  Skill (Puppetry)  (A) IQ+2  [8]- 12,
  or  Singing  (E) HT+3  [8]- 13
  Secondary  Skills: A total  of 5 points  in Acting  (IQ/A); Combat  Art  (any) (varies); Gesture  (IQ/E); Group
  Performance  (Directing)  (IQ/A); Musical  Instrument  (IQ/H); Religious  Ritual  (IQ/H); Savoir- Faire
  (IQ/E); Stage  Combat  (DX/A) and  further  primary  skills.
  Background  Skills: A total  of 4 points  in any  of Acrobatics  (DX/H); Area  Knowledge  (IQ/E); Artist  (any)
  (IQ/H); Carpentry  (IQ/E); Disguise  (IQ/A); Engineer  (Special  Effects  Equipment)  (IQ/H); Group
  Performance  (Choreography)  (IQ/A); Group  Performance  (Fight  Choreography)  (IQ/A); Hair  Dressing
  (IQ/A); Hobby  Skill (Juggling)  (DX/E); Literature  (IQ/H); Makeup/TL  (IQ/E); Mechanic  (Special  Effects
  Equipment)  (IQ/A); Musical  Composition  (IQ/H); Philosophy  (IQ/H); Poetry  (IQ/A); Professional  Skill
  (Puppet  Making) (IQ/A); Sewing  (DX/E); Sex Appeal  (HT/A); Theology  (IQ/H) and  Writing  (IQ/A).
  Alchemist [40 points]
  Adapted by Infornific from a template by Kieran Turley
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per  11  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Acute  Taste/Smell  [2/level]; Less  Sleep  [2/level]; Lightning
  Calculator  [2]; Mathematical  Ability  +1  [10]; Patron  [varies]; Reputation  [varies]; Resistant  to  Poison
  +3  or  +8  [5 or  8]; Sage  [10/level]; Single- Minded  [5]; Status  [5/level]; Temperature  Tolerance  [1/level]
  and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  taken  from  Absent  Mindedness  [- 15]; Bad Smell  [- 10]; Curious
  [- 5*]; Intolerance  [- 5 or  - 10]; Loner  or  Uncongenial  [- 5* or  - 1]; Obsession  [- 5 to  - 15]; Odious
  Personal  Habit  [- 5 to  - 15]; Reputation  [varies]; Shyness  [varies]; Social Stigma  (Excommunicated)  [- 5
  or  - 10]; Stubbornness  [- 5]; Unfit  or  Very Unfit  [- 5 or  - 15] and  Workaholic  [- 5].
  Primary  Skills: Chemistry/TL  (H) IQ+1  [8]- 12; Philosophy  (any) (H) IQ [4]- 11  and  a total  of 2 points  in
  Naturalist  (IQ/H) and  Meditation  (IQ/H).
  Secondary  Skills: A total  of 7 points  in any  of Astrology  (IQ/H); Diagnosis/TL  (IQ/H); Metallurgy  (IQ/H);
  Occultism  (IQ/A); Pharmacy/TL  (Herbalist)  (IQ/H); Poisons  (IQ/H); Professional  Skill (Distilling)
  (IQ/A); Theology  (IQ/H) and  further  primary  skill.
  Background  Skills: A total  of 4 points  in Artist  (any) (IQ/H); Professional  Skill (Glassblowing)  (DX/A);
  Research  (IQ/A) and  Writing  (IQ/A).
  4
  
  Animal Handler [20 points]
  Adapted by Infornific from a template by Jason Morningstar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  from  increased  IQ [20/level], HT [10/level], HP [2/level], Per [5/level], or  Will
  [5/level]; Animal  Empathy  [5]; Animal  Friend  [5/level]; Combat  Reflexes  [15]; Common  Sense  [10]; Danger
  Sense  [15]; Fearlessness  [2/level]; High  Pain  Threshold  [10]; Less  Sleep  [2/level]; Outdoorsman  [10/level];
  Patron  [varies]; Rapid  Healing  or Very Rapid  Healing  [5 or  15]; Reputation  [varies]; Resistant  to  Poison  +3  or
  +8  [5 or 8] and  Single- Minded  [5].
  Disadvantages:  A total  of - 20  chosen  from  Duty  [varies]; Loner  or Uncongenial  [- 5* or - 1]; Obsession  [- 5 to
  - 15]; Overconfidence  [- 5*]; Pacifism  [varies]; Wealth  [varies]; Reputation  [varies]; Sense  of Duty  [varies];
  Shyness  [varies]; Social Stigma  [varies]; Stubbornness  [- 5] and  Truthfulness  [- 5*].
  Primary  Skills: Animal  Handling  (any) (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 7 points  in any  of further  Animal  Handling  (any) (IQ/A); Area  Knowledge  (any)
  (IQ/E); Farming  (IQ/A); Merchant  (IQ/A); Naturalist/TL  (IQ/H); Pharmacy/TL  (Herbalist)  (IQ/H) and
  Veterinary/TL  (IQ/H).
  Background  Skills: A total  of 5 points  in any  of Hiking  (HT/A); Leatherworking  (DX/E); Mimicry  (IQ/H); Packing
  (IQ/A); Performance  (IQ/A); Professional  Skill (Butcher)  (IQ/A); Riding  (DX/A); Survival  (Per/A); Teamster
  (any) (IQ/A); Tracking  (Per/A)  and  further  Secondary  skills.
  Apothecary [35 points]
  Adapted by Infornific from a template by Kieran Turley
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  in +1  IQ [20]; Claim  to  Hospitality  [1 to  10]; Healer  [10/level]; Patron  [varies];
  Single- Minded  [5]; Status  [5/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Callous  [- 5]; Code  of Honor  [- 5 to  - 15]; Duty
  (Nonhazardous)  [varies]; Hidebound  [- 5]; Humble  or  Selfless  [- 1 or - 5*] Incurious  [- 5*]; Proud  or Selfish  [- 1
  or - 5*]; Sense  of Duty  [- 2 to  - 15] and  Stubbornness  [- 5] 
  Primary  Skills: Diagnosis  (H) IQ+2  [12]- 12  and  Pharmacy/TL  (H) IQ+2  [12]- 12.
  Secondary  Skills: A total  of 4 points  in any  of Chemistry/TL  (IQ/H); Merchant  (IQ/A); Poisons  (IQ/H) and
  further  Primary  skills.
  Background  Skills: A total  of 2 points  from  Area  Knowledge  (any) (IQ/E); Farming  (IQ/A); Gardening  (IQ/E);
  Physician/TL  (IQ/H); Politics  (IQ/A); Savoir  Faire  (High  Society) (IQ/E) and  Veterinary  (IQ/H).
  Apprentice [10 points]
  Adapted by Infornific from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  in +1  DX or  IQ [20]; Artificer  [10/level]; Gifted  Artist  [5/level]; High  Manual
  Dexterity  [5/level]; Honest  Face [1]; Master  Builder  [5/level]; Mathematical  Ability [10/level]; Patron  [varies]
  and  Pitiable  [5].
  Disadvantages:  A total  of - 15  chosen  from  Bad Temper  [- 10*]; Curious  [- 5*]; Distractible  or Short  Attention
  Span  [- 1 or  - 10*]; Impulsiveness  [- 10*]; Laziness  [- 10]; Overconfidence  [- 5*]; Wealth  [varies]; Social Stigma
  (Youth)  [- 5]; Stubbornness  [- 5] and  - 1 ST [- 10].
  Primary  Skills: A total  of 2 points  in an  appropriate  Craft  or  Professional  skill.
  Secondary  Skills: A total  of 2 points  in any  or Area  Knowledge  (IQ/E) or Streetwise  (IQ/A).
  Background  Skills: One  of Brawling  (E) DX [1]- 10; Farming  (A) IQ- 1 [1]- 9 or a craft  skill (varies) [1].
  5
  
  Architect / Master Builder [60 points]
  Adapted by Infornific from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Comfortable  Wealth  [10]; Status  +1  [5]; and  35  points  chosen  from  +1  IQ [20]; Artificer
  [10/level]; Business  Acumen  [10/level]; Gifted  Artist  [5/level]; Master  Builder  [5/level]; Mathematical
  Ability  [10/level]; Reputation  [varies]; further  Status  [5/level]; Versatile  [5] and  further  Wealth
  [varies].
  Disadvantages:  A total  of - 25  points  chosen  from  Bad Back [- 15
  or  - 25]; Bad Sight  [- 10  or  - 25]; Bad Temper  [- 10*]; Greed
  [- 15*]; Hidebound  [- 5]; Incurious  [- 5*]; Missing  Digit  [- 2 or
  - 5]; One  Eye [- 15]; One  Hand  [- 15]; Proud  or  Selfish  [- 1 or
  - 5*]; Stubbornness  [- 5]; Workaholic  [- 5] and  - 1 ST or  HT
  [- 10].
  Primary  Skills: Architecture/TL  (A) IQ+2  [8]- 12; Carpentry  (E) IQ
  [1]- 10; Masonry  (E) IQ [1]- 10  and  +3  to  either  Carpentry  or
  Masonry  [7].
  Secondary  Skills: Either  Administration  (A) IQ [4]- 11  or
  Leadership  (A) IQ [4]- 11; Artist  (Sketching)  (H) IQ- 1 [2]- 9;
  Artist  (either  Sculpting  or Woodworking ) (H) IQ- 1 [2]- 9;
  Mathematics  (H) IQ- 1 [2]- 9 and  a total  of 4 points  in any  of
  Merchant  (IQ/A); Professional  Skill (Thatching)  (IQ/A) and
  Savoir- Faire  (High  Society) (IQ/E).
  Background  Skills: A total  of 4 points  in any  of Accounting
  (IQ/H); Area  Knowledge  (IQ/E); Forced  Entry  (DX/E);
  Philosophy  (any) (IQ/H); Theology  (IQ/H) and  further
  Secondary  skills.
  Armorer [30 points]
  Adapted by Infornific from a template by Thomas Barnes
  Attributes: ST 11  [10]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 1/1d+1;  BL 24  lbs; HP 11  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  chosen  from  +1  DX or  IQ [20]; Artificer  [10/level]; Fit [5]; High  Pain
  Threshold  [10]; High  Manual  Dexterity  [5/level]; Patron  [varies]; Reputation  [varies]; Single- Minded
  [5]; Status  [5/level]; Temperature  Tolerance  [1/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15]; Bad Temper  [- 10*]; Hard  of Hearing
  [- 10]; Odious  Personal  Habits  [- 5 to  - 15]; Overconfidence  [- 5*]; Reputation  [varies]; Stubbornness
  [- 5]; Unfit  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Armory/TL  (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 4 points  in any  of Accounting  (IQ/H); Administration  (IQ/A); Artist  (Drawing
  or  Woodworking)  (IQ/H); Leatherworking  (DX/E); Mechanic/TL  (Locks  (IQ/A); Mechanic/TL  (Simple
  machines)  (IQ/A); Merchant  (IQ/A); Metallurgy/TL  (IQ/H); Naturalist  (IQ/H); Professional  Skill
  (Tanner)  (IQ/A); Savoir  Faire  (High  Society  or  Military)  (IQ/E); Sewing  (DX/E); Scrounging  (Per/E) and
  Smith  (Iron)  (IQ/A).
  Background  Skills: A total  of 3 points  in any  of Animal  Handling  (any) (IQ/A); Area  Knowledge  (any)
  (IQ/E); Fast  Talk  (IQ/A); Heraldry  (IQ/A); Hiking  (HT/A); Riding  (DX/A); Teamster  (any) (IQ/A) and  any
  Melee  Weapon  (DX/varies).
  6
  
  Artisan [25 points]
  Adapted by Infornific from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  in +1  to  DX or  IQ [20]; Ally Group  [varies]; Artificer  [10/level]; Business
  Acumen  [10/level]; Claim  to  Hospitality  [1 to  10]; High  Manual  Dexterity  [5/level]; Master  Builder  [5/level];
  Reputation  [varies]; Single- Minded  [5]; Status  [5/level]; Versatile  [5] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  of Bad Back [- 15]; Bad Temper  [- 10*]; Code  of Honor  (Professional)  [- 5];
  Greed  [- 15*]; Missing  Digit [- 2 or - 5]; One  Eye [- 15]; One  Arm  [- 15]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: A total  of 12  points  in any  Craft  or  Professional  skills  with  at  least  one  skill at  12. 
  Secondary  Skills: A total  of 5 points  in any  of Administration  (IQ/A) and  Merchant  (IQ/A).
  Background  Skills: A total  of 3 points  in any  of Politics  (IQ/A); Savoir- Faire  (High  Society) (IQ/E) and  any
  supporting  skills  appropriate  to  Primary  skills.
  Artist [30 points]
  Adapted by Infornific from a template by Brian C. Smithson 
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 25  points  in +1  IQ [20]; Acute  Vision  [2/level]; Artificer  [10/level]; Gifted  Artist  [5/level];
  High  Manual  Dexterity  [5/level]; Less  Sleep  [2/level]; Lightning  Calculator  [2]; Mathematical  Ability
  [10/level]; Patron  [varies]; Reputation  [varies] Single- Minded  [5]; Versatile  [5] and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  Bad Temper  [- 10*]; Compulsive  Behavior  (Seeks  Publicity)
  [- 5*]; Hidebound  [- 5]; Incurious  [- 5*]; Jealousy  [- 10]; Loner  or Uncongenial  [- 5* or  - 1]; Obsession  [- 5 to
  - 15]; Shyness  [varies]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Artist  (any) (H) IQ+2  [12]- 12.
  Secondary  Skills: A total  of 10  points  in any  of Artist  (other)  (IQ/H); Cartography  (IQ/A); Jeweler/TL  (IQ/H);
  Professional  Skill (Glassblowing  or  Weaving) (DX/A); Professional  Skill (Production  Artist)  (IQ/A); Smith
  (Iron) (IQ/A) and  further  Primary  skills .
  Background  Skills: A total  of 3 points  in any  of Architecture/TL  (IQ/A); Area  Knowledge  (IQ/E); Carpentry
  (IQ/E); Connoisseur  (IQ/A); Philosophy  (any) (IQ/H); Physiology  (IQ/VH); Professional  Skill (Dyer) (IQ/A);
  Propaganda  (IQ/A); Religious  Ritual  (IQ/H) and  Theology  (IQ/A).
  Astronomer [40 points]
  Adapted by Infornific from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per 11  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Acute  Vision  [2/level]; Clerical  Investment  [5]; Language  Talent
  [10]; Less  Sleep  [2/level]; Mathematical  Ability  [10/level]; Night  Vision  [1/level]; Patron  [varies]; Sage
  [10/level] and  Status  [5/level].
  Disadvantages:  A total  of - 15  points  from  Attentive  [- 1]; Clueless  [- 10]; Curious  [- 5*]; Duty  [varies];
  Hidebound  [- 5]; Insomniac  [- 10  or - 15]; Loner  [- 5*]; Overweight  [- 1]; Selfish  [- 5*]; Stubbornness  [- 5]; Unfit
  or Very Unfit  [- 5 or - 15] and  Workaholic  [- 5].
  Primary  Skills: Either  Astronomy/TL  (H) IQ+1  [8]- 12  and  Mathematics  (H) IQ+1  [8]- 12  or Fortune  Telling
  (Astrology) (H) IQ+1  [8]- 12, Astronomy  (H) IQ [4]- 11  and  Mathematics  (H) IQ [4]- 11.
  Secondary  Skills: A total  of 6 points  in any  of Languages  (special); Navigation/TL  (IQ/A); Philosophy  (any)
  (IQ/H); Theology  (any) (IQ/H) and  further  points  in Primary  skills.
  Background  Skills: A total  of 3 points  in any  of Artist  (any) (IQ/H); Diagnosis  (IQ/H); History  (IQ/H); Literature
  (IQ/H); Naturalist  (IQ/H); Occultism  (IQ/A); Physics/TL  (IQ/H); Physiology  (IQ/VH); Politics  (IQ/A); Research
  (IQ/A); Smith  (Iron) (IQ/A); Teaching  (IQ/A) and  Writing  (IQ/A)
  7
  
  Athlete [40 points]
  Adapted by Infornific from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Fit [5]; a total  of  20  points  chosen  from  increased  ST [10/level], DX [20/level], or  HT
  [10/level]; and  an  additional  15  points  chosen  from  additional  increased  attributes  [varies]; Acute
  Senses  [2/level]; Ally Group  [varies]; Animal  Empathy  [5]; Appearance  [varies]; Charisma  [5/level];
  Combat  Reflexes  [15]; Daredevil  [15]; Patron  [varies]; Perfect  Balance  [15]; Reputation  [varies];
  upgrade  Fit to  Very Fit [10] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  from  Chummy  or  Congenial  [- 5 or  - 1]; Compulsive  Behavior  (Seeks
  Publicity) [- 5*]; Disciplines  of Faith  [varies]; Enemy  (Rival) [varies]; Honesty  [- 10*]; Jealousy  [- 10];
  Overconfidence  [- 5*]; Proud  or  Selfish  [- 1 or  - 5*]; Secret  (Corrupt)  [varies]  and  Workaholic.
  Primary  Skills: 8 points  in any  of the  following:  Boating  (DX/A); Boxing  Sport  (DX/A); Bow Sport  (DX/A);
  Bullfighting  (DX/A); Judo  Sport  (DX/H); Jumping  (DX/E); Karate  Sport  (DX/H); Lifting  (HT/A); Riding
  (any) (DX/A); Running  (HT/A); Skating  (DX/H); Skiing  (DX/H); Spear  Throwing  Sport  (DX/E); Sports
  (any) (DX/A); Sumo  Wrestling  Sport  (DX/A); Swimming  (HT/E); Throwing  (DX/A) and  Wrestling  Sport
  (DX/A), with  at  least  one  skill at  12.
  Secondary  Skills: A total  of 5 points  in any  of Body  Language  (Per/A); Games  (Appropriate  Sport)  (IQ/E);
  Intimidation  (Will/A); Leadership  (IQ/A); Performance  (IQ/A); Savoir  Faire  (Dojo) (IQ/E) and  further
  points  in Primary  skills  .
  Background  Skills: A total  of 2 points  in any  of Area  Knowledge  (IQ/E); Bard  (IQ/A); Carousing  (HT/E);
  First  Aid/TL  (IQ/E) and  Gesture  (IQ/E).
  Banker [40 points]
  Adapted by Infornific from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per  11  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages: Comfortable  Wealth  [10] and  10  points  in any  of
  Business  Acumen  [10/level]; Common  Sense  [10]; Contacts
  [varies]; Lightning  Calculator  [2]; Mathematical  Ability  [10/level];
  Reputation  [varies]; Single- Minded  [5]; Status  [5/level] and
  further  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  from  Enemy  [varies]; Greed
  [- 15*]; Honesty  [- 10*]; Incurious  [- 5*]; Miserliness  [- 10*]; Proud
  or  Selfish  [- 1 or  - 5*]; Reputation  [varies]; Sense  of Duty  (Clients)
  [- 5 or  - 10]; Social Stigma  [varies]; Status  [- 5/level] and
  Workaholic  [- 5].
  Primary  Skills: Merchant  (A) IQ- 1 [1]- 10  and  Finance  (H) IQ+1  [8]-
  12.
  Secondary  Skills: 6 points  in any  of Accounting  (IQ/H);
  Administration  (IQ/A); Area  Knowledge  (IQ/E); Diplomacy
  (IQ/H); Detect  Lies  (Per/H); Economics  (IQ/H); Fast  Talk  (IQ/A);
  Savoir  Faire  (High  Society) (IQ/E) and  further  Primary  skills.
  Background  Skills: 5 points  in any  of Forgery  (IQ/H); Gambling
  (IQ/A); Languages  (special); Law (IQ/H); Mathematics  (IQ/H);
  Politics  (IQ/A) and  Streetwise  (IQ/A).
  8
  
  Barbarian [20 points]
  Adapted by Infornific from a template by Jamie Revell
  Attributes: ST 11  [10]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 1/1d+1;  BL 24  lbs; HP 11  [0]; Will 10  [0]; Per 11  [5]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  ST [10/level], HT [10/level], HP [2/level], Per [5/level]
  or Move [5/level]; Alcohol  Tolerance  [1]; Ally Group  (Tribe  or  Clan) [varies]; Animal  Friend  [5/level]; Fit [5];
  Hard  to  Kill [2/level]; High  Pain  Threshold  [10]; Outdoorsman  [10/level]; Rapid  Healing  [5] and   Resistant  to
  Disease  +3  or +8  [5 or 8].
  Disadvantages:  Low TL - 1 [- 5]; Social Stigma  (Barbarian)  [- 10] and  - 10  points  from  Bloodlust  [- 10*]; Bully
  [- 10*]; Callous  [- 5]; Odious  Personal  Habit  [- 5 or - 10]; Overconfidence  [- 5*}; Phobia  [varies] and  further
  levels  of Low TL [- 5/level].
  Primary  Skills: Survival  (any) (A) Per+1  [4]- 12  and  a total  of 6 points  in any  of Axe/Mace  (DX/A); Bow (DX/A);
  Broadsword  (DX/A); Shield  (DX/E); Spear  (DX/A) and  Spear  Throwing  (DX/E).
  Secondary  Skills: Stealth  (A) DX [2]- 10  and  a total  of 4 points  in any  of Animal  Handling  (any) (IQ/A);
  Camouflage  (IQ/E); Hiking  (HT/A); Knife  (DX/E); Riding  (DX/A); Running  (HT/A) and  Tracking  (Per/A).
  Background  Skills: A total  of 4 points  in any  of Boating  (DX/A); Brawling  (DX/E); Climbing  (DX/A); Cooking
  (IQ/A); any  craft  skill (caries); First  Aid/TL (IQ/E); Fishing  (IQ/E); Mimicry  (IQ/H); Traps  (IQ/A) and  Weather
  Sense  (IQ/A).
  Barber [15 points]
  Adapted by Infornific from a template by Kieran Turley
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Allies  or Ally Group  [varies]; Charisma  [5/level]; Fearlessness
  [2/level]; Fashion  Sense  [5]; Gifted  Artist  [5/level] and  High  Manual  Dexterity  [5/level].
   Disadvantages:  A total  of - 10  points  chosen  from  Callous  [- 5]; Chummy  [- 5]; Compulsive  Behavior
  (Extravagant)  [- 10*]; Proud  or Selfish  [- 1 or - 5*]; Reputation  [varies]; Social Stigma  [varies]; Status  [- 5/level];
  Stubbornness  [- 5]; Unfit  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Professional  Skill (Hairdressing)  (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 4 points  in Diagnosis  (IQ/H); Merchant  (IQ/A); Pharmacy/TL  (Herbalist)  (IQ/H) and
  Surgery  (IQ/VH).
  Background  Skills: A total  of 3 points  in any  of Area  Knowledge  (IQ/E); Bard  (IQ/A); Knife  (DX/E); Languages
  (Special); Philosophy  (any) (IQ/H) and  Savoir  Faire  (High  Society  (IQ/E).
  Barkeep [25 points]
  Adapted by Infornific from a template by Duff McCourt
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Alcohol  Tolerance  [1]; Allies  [varies]; Business  Acumen
  [10/level]; Charisma  [5/level]; Common  Sense  [10]; Contacts  [varies]; Fearlessness  [2/level]; Reputation
  [varies]; Sensitive  [5]; Talker  [5/level] and  Tough  Guy [5/level].
  Disadvantages:  - 5 points  in any  of Chummy  [- 5]; Compulsive  Carousing  [- 5*]; Fat, Overweight  or Very Fat [- 3,
  - 1 or - 5]; Gluttony  [- 5*] and  Unfit  [- 5].
  Primary  Skills: Bartender  (A) IQ+2  [8]- 12  and  Cooking  (A) IQ+1  [4]- 11.
  Secondary  Skills: A total  of 4 points  in any  of Area  Knowledge  (IQ/E); Carousing  (HT/E); Gambling  (IQ/A);
  History  (IQ/H); Languages  (special) and  Literature  (IQ/H).
  Background  Skills: A total  of 4 points  in any  of Brawling  (DX/E); Diplomacy  (IQ/H); Intimidation  (Will/A);
  Professional  Skill (Distiller) (IQ/A); Short  Sword  (DX/A); Staff  (DX/A) and  Wrestling  (DX/A).
  9
  
  Barmaid [0 points]
  Adapted by Infornific from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  Will [5/level]; Alcohol  Tolerance  [1]; Allure
  [5/level]; Appearance  (Attractive)  [4]; Charisma  [5/level]; Less  Sleep  [2/level]; No Hangover  [1] and
  Talker  [5/level].
  Disadvantages:  Social  Stigma  (Second  Class  Citizen)  [- 5]; Struggling  [- 10] and  total  of - 10  points  from
  Alcohol- Related  Quirks  [- 1 each]; Broad  Minded  [- 1]; Chummy  or  Gregarious  [- 5 or  - 10];
  Incompetence  [- 1 per  skill]; further  Wealth  [varies]; Reputation  [varies]; Social Stigma  (Uneducated)
  [- 5]; Social Stigma  (Youth)  [- 5]; Status  [- 5/level]; Undiscriminating  [- 1] and  Unfit  [- 5].
  Primary  Skills: Professional  Skill (Server)  (A) IQ+1  [4]- 11.
  Secondary  Skills: A total  of 6 points  in any  of  Bartender  (IQ/A); Carousing  (HT/E); Cooking  (IQ/A);
  Professional  Skill (Distiller)  (IQ/A); Savoir  Faire  (Servant)  (IQ/E); Sex Appeal  (HT/A) and  Streetwise
  (IQ/A).
  Background  Skills: A total  of 5 points  in any  of Artist  (Needlecraft)  (IQ/H); Gambling  (IQ/A); Gardening
  (IQ/E); Pickpocket  (DX/H); Professional  Skill (any  craft)  (IQ/A); Professional  Skill (Spinning  or
  Weaving) (DX/A) and  Sewing  (DX/E).
  Beekeeper [15 points]
  Adapted by Infornific from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  HP [2/level] or  Per  [5/level]; Acute  Hearing
  [2/level]; Acute  Taste  and  Smell  [2/level]; Animal  Empathy  [5]; Animal  Friend  [5/level]; Goodwife
  [5/level]; Hard  to  Kill [2/level]; High  Pain  Threshold  [10]; Rapid  Healing  [5]; Reputation  [varies]  and
  Resistant  to  Poison  +3  or  +8  [5 or  8].
  Disadvantages:  A total  of - 10  points  from  any  of - 1 to  ST or  HT [- 10]; Addiction  (Psychoactive  Honey)
  [varies]; Gluttony  [- 5*]; Loner  or  Uncongenial  [- 5* or  - 1]; Oblivious  [- 5]; Odious  Personal  Habits  [- 5
  to  - 15]; Wealth  [varies]; Shyness  [- 5 or  - 10] or  Unfit  [- 5].
  Primary  Skills: Animal  Handling  (Bees) (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 4 points  in any  of Area  Knowledge  (any) (IQ/E); Artist  (Pottery)  (IQ/H);
  Carpentry  (IQ/E); Farming  (IQ/A); Gardening  (IQ/E); Merchant  (IQ/A); Naturalist  (IQ/H); Professional
  Skill (Weaving) (DX/A) and  Religious  Ritual  (IQ/H).
  Background  Skills: A total  of 3 points  in any  of Artist  (Sculpting)  (IQ/H); Cooking  (IQ/A); Pharmacy/TL
  (IQ/H) and  Professional  Skill (Chandler,  Distiller,  Dyer,  or  Mortician)  (IQ/A).
  10
  
  Beggar [-40 points]
  Adapted by Reverend Pee Kitty from a template by Phil Masters
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  HT [10/level] or  Per  [5/level]; Deep  Sleeper  [1];
  Resistant  to  Disease  +3  or  +8  [3 or  5]; Pitiable  [5] and  Rapid  Healing  [5].
  Disadvantages:  Dead  Broke  [- 25]; Status  - 2 [- 10] and  a total  of - 25  points  chosen  from  reduced  DX
  [- 20/level], IQ [- 20/level], ST [- 10/level]  or  HT [- 10/level]; Absent- Mindedness  [- 15]; Addiction
  [varies]; Alcoholism  [- 15  or  - 20]; Appearance  [varies]; Bad Back [- 15  or  - 25]; Bad Smell  [- 10]; Careful
  or  Paranoia  [- 1 or  - 10]; Compulsive  Behavior  [varies]; Confused  [- 10]; Distractible  or  Short  Attention
  Span  [- 1 or  - 10]; Flashbacks  [varies]; Hunchback  [- 10]; Incurious  [- 5]; Indecisive  [- 10]; Lame  [varies];
  Laziness  [- 10]; Low Self- Image  [- 10]; Manic- Depressive  [- 20]; Missing  Digit  [- 2 or  - 5]; Mute  [- 15  or
  - 25]; Nightmares  [- 5]; Odious  Personal  Habits  [- 5 to  - 15]; One  Arm  [- 20]; One  Eye [- 15]; One  Hand
  [- 15]; Phantom  Voices  [- 5 to  - 15]; Skinny  [- 5]; Social Stigma  [varies]; Stuttering  [- 10];  Unfit  or  Very
  Unfit  [- 5 or  - 15] and  Unluckiness  [- 10].
  Primary  Skills: Panhandling  (E) IQ+1  [2]- 11  and  either  Survival  (Woodlands)  (A) Per- 1 [1]- 9 or  Urban
  Survival  (A) Per- 1 [1]- 9.
  Secondary  Skills: Area  Knowledge  (Town)  (E) IQ [1]- 10.
  Background  Skills: A total  of 6 points  in any  of  Acting  (IQ/A); Brawling  (DX/E); Counterfeiting  (IQ/H);
  Fast- Talk  (IQ/A); Filch  (DX/A); Holdout  (IQ/A); Make- Up (IQ/E); Pickpocket  (DX/H); Running  (HT/H);
  Scrounging  (Per/E); Stealth  (DX/A) and  Streetwise  (IQ/A).
  Boatman [25 points]
  Adapted by Infornific from a template by Andrea Kotter
  Attributes: ST 11  [10]; DX 10  [0]; IQ 10  [0]; HT 10
  [0].
  Secondary  Characteristics: Dmg  1d- 1/1d+1;  BL
  24  lbs; HP 11  [0]; Will 10  [0]; Per  10  [0]; FP 10
  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  10  points  chosen  from  any  of
  increased  FP [3/level] or  Per  [5/level]; Absolute
  Direction  [5]; Absolute  Timing  [2]; Acute
  Hearing  or  Vision  [2/level]; Contacts  [varies];
  Favors  [varies]; Fit [5]; High  Manual  Dexterity
  [5/level]; Mariner  [10/level]; Reputation
  [varies]  and  Tough  Guy [5/level].
  Disadvantages:  A total  of - 15  points  chosen  from
  Bad Temper  [- 10*]; Claustrophobia  [- 15*];
  Duty  (Non- hazardous)  [varies]; Greed  [- 15*];
  Loner  or  Uncongenial  [- 5* or  - 1]; Odious
  Personal  Habits  [- 5 to  - 15]; Wealth  [varies]; Reputation  [varies]  and  Status  [- 5/level].
  Primary  Skills: Area  Knowledge  (River/Harbor/Landings)  (E) IQ+2  [4]- 12  and  Boating  (Sailboat  or
  Unpowered)  (A) DX+2  [8]- 12.
  Secondary  Skills: A total  of 5 points  in any  of Freight  Handling/TL  (IQ/A); Merchant  (IQ/A); Navigation
  (IQ/A); Seamanship/TL  (IQ/E) and  Weather  Sense  (IQ/A).
  Background  Skills: A total  of 3 points  in any  of Carpentry  (IQ/E); Jumping  (DX/E); Savoir- Faire  (Servant)
  (IQ/E); Streetwise  (IQ/A); Survival  (any) (Per/A)  and  Swimming  (HT/E).
  11
  
  Brewer / Distiller / Vintner [20 points]
  Adapted by Infornific from a template by Eric Nail
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per 11  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Acute  Smell [2/level]; Alcohol  Tolerance  [1]; Contacts  [varies]; No
  Hangover  [1]; Patron  [varies]; Reputation  [varies] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  from  Alcoholism  [- 15  or - 20]; Alcohol- related  Quirks  [- 1 each]; Duty
  [varies]; Greed  [- 15*]; Incurious  or  Staid  [- 5* or - 1]; Miserliness  [- 10*]; Social Stigma  [varies] and
  Workaholic  [- 5].
  Primary  Skills: Professional  Skill (Distiller) (A) IQ+1  [4]- 12.
  Secondary  Skills: Either  Animal  Handling  (Bees) (A) IQ- 1 [1]- 10  or Farming  (A) IQ- 1 [1]- 10; either  Artist
  (Pottery) (H) IQ- 2 [1]- 9 or Professional  Skill (Cooper)  IQ- 1 [1]- 10; and  a total  of 5 points  chosen  from
  Mechanic/TL  (Distilling  Equipment)  (IQ/A); Merchant  (IQ/A); Professional  Skill (Glassblower)  (DX/A);
  Religious  Ritual  (IQ/H) and  Smith  (Iron) (IQ/A).
  Background  Skills: A total  of 4 points  chosen  from  Animal  Handling  (any) (IQ/A); Area  Knowledge  (any) (IQ/E);
  Languages  (special); Packing  (IQ/A); Professional  Skill (Bartender)  (IQ/A); Seamanship  (IQ/E) and  Teamster
  (any) (IQ/A).
  Brothel Keeper [25 points]
  Adapted by Infornific from a template by Kiernan Turley
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  Allure  [5/level]; Allies  [varies]; Appearance  [varies]; Contacts
  [varies]; Favors  [varies]; Less  Sleep  [2/level]; Reputation  [varies]; Status  [5/level]; Talker  [5/level]; Tough  Guy
  [5/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Broad  Minded  [- 1]; Bully [- 10*]; Callous  [- 5]; Chummy  or
  Gregarious  [- 5 or - 10]; Greed  [- 15*]; Lecherousness  [- 15*]; Odious  Personal  Habit  [- 5 or  - 15]; Reputation
  [varies]; Sadism  [- 15*]; Sense  of Duty  [varies] and  Social Stigma  [varies].
  Primary  Skills: Administration  (A) IQ+2  [8]- 12  and  Merchant  (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 5 points  in Intimidation  (Will/A); Law (IQ/H); Savoir  Faire  (High  Society  or  Servant)
  (IQ/E); Streetwise  (IQ/A) and  further  Primary  skills.
  Background  Skills: A total  of 4 points  in any  of Area  Knowledge  (IQ/E); Carousing  (HT/E); Fast  Talk (IQ/A);
  Politics  (IQ/A); Professional  Skill (Prostitute)  (IQ/A) and  Sex Appeal  (HT/A).
  Builder [5 points]
  Adapted by Infornific from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  +1  ST [10]; Allies  [varies]; Artificer  [10/level]; Claim  to
  Hospitality  [varies]; Fit [5]; High  Manual  Dexterity  [5/level]; Master  Builder  [5/level]; and  Reputation  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15  or  - 25]; Duty  (Family) [varies]; Greed  [- 15*];
  Honesty  [- 10*]; Missing  Digit [- 2 or - 5]; Proud  or Selfish  [- 1 or - 5*]; Stubborness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Carpentry  (E) IQ+2  [4]- 12  or  Masonry  (E) IQ+2  [4]- 12.
  Secondary  Skills: Artist  (Sculpting)  (H) IQ- 1 [2]- 9 or Artist  (Woodworking)  (H) IQ- 1 [2]- 9.
  Background  Skills: A total  of 4 points  in any  of Administration  (IQ/A); Area  Knowledge  (IQ/E); Lifting  (HT/A);
  Mechanic  (Construction)  (IQ/A); Merchant  (IQ/A); Professional  Skill (Thatching)  (IQ/A) and  Smith  (Iron)
  (IQ/A).
  12
  
  Bureaucrat [15 points]
  Adapted by Infornific from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0]
  Advantages:  Administrative  Rank  1 [5] and  15  points  chosen  from  increased  Will [5/level]; further
  Administrative  Rank  [5/level]; Allies  [varies]; Contacts  [varies]; Detail- Oriented  [5/level]; Eidetic
  Memory  [5 or  10]; Favors  [varies]; Lightning  Calculator  [2]; Mathematical  Ability  [10/level]; Patron
  [varies]; Reputation  [varies]; Sage  [10/level]; Status  [5/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  any  of Bully [- 10*]; Delusion  [varies]; Enemy  [varies];
  Greed  [- 15*]; Hidebound  [- 5]; Honesty  [- 10*]; Incurious  [- 5*]; Laziness  [- 10]; Miserliness  [- 10*];
  Neutered  [- 1 plus  a possible  Social Stigma]; Reputation  [varies]; Secret  [varies]; Sense  of Duty  [varies];
  Social Stigma  [varies]; Stubbornness  [- 5]; and  any  physical  disadvantage  [varies].
  Primary  Skills: Administration  (A) IQ+2  [8]- 12  and  a total  of 4 points  from  any  of Accounting  (IQ/H);
  Law (any) (IQ/H) and  Politics  (IQ/A).
  Secondary  Skills: A total  of 5 points  in any  of Area  Knowledge  (IQ/E); Artist  (Calligraphy)  (IQ/H);
  Diplomacy  (IQ/H); Economics  (IQ/H); Fast  Talk  (IQ/A); Research  (IQ/A); Savoir- Faire  (High  Society  or
  Bureaucracy)  (IQ/E); Writing  (IQ/A) and  further  Primary  skills.
  Background  Skills: A total  of 3 points  in any  of Detect  Lies  (Per/H); Forgery  (IQ/H); Fortune- Telling
  (Astrology)  (IQ/A); Heraldry  (IQ/A); History  (any) (IQ/H); Interrogation  (IQ/A); Languages  (special);
  Mathematics  (IQ/H); Merchant  (IQ/A) and  Religious  Ritual  (IQ/H).
  Butcher [25 points]
  Adapted by Infornific from a template by Eric Nail
  Attributes: ST 11  [10]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 1/1d+1;  BL 24  lbs; HP 11  [0]; Will 10
  [0]; Per  10  [0]; FP 10  [0]; Basic Speed  5.00
  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  in any  of
  the  following:  Contacts  [varies];
  Fearlessness  [2/level]; Fit [5]; Reputation
  [varies]; Status  [5/level]; Unfazeable  [15]
  and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen
  from  Callous  [- 5]; Greed  [- 15*]; Loner  or
  Uncongenial  [- 5* or  - 1]; Miserliness
  [- 10*]; No Sense  of Smell/Taste  [- 5];
  Odious  Personal  Habits  [- 5 to  - 15];
  Reputation  (Unclean)  [varies]  and
  Workaholic  [- 5].
  Primary  Skills: Professional  Skill (Butcher)
  (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 5 points  chosen  from  Animal  Handling  (any)
  (IQ/A); Merchant  (IQ/A) and  Religious  Ritual  (any) (IQ/H).
  Background  Skills: A total  of 2 points  chosen  from  any  Melee  Weapon
  (varies); Area  Knowledge  (any) (IQ/E); Cooking  (IQ/A); Naturalist  (IQ/H);
  Physiology/TL  (Animals)  (IQ/VH); Poisons  (IQ/H); Riding  (DX/A); Stealth
  (DX/A); Tracking  (Per/A); Veterinary/TL  (IQ/H) and  Zoology  (IQ/H).
  13
  
  Caravan Leader [40 points]
  Adapted by Infornific from a template by Kieran Turley
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per 11  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  HT [10/level], HP [2/level], FP [3/level] or Per [5/level];
  Absolute  Direction  [5]; Acute  Senses  [2/level]; Animal  Empathy  [5]; Animal  Friend  [5/level]; Charisma
  [5/level]; Claim  to  Hospitality  [1 to  10]; Contacts  [varies]; Danger  Sense  [15]; Fit or Very Fit [5 or 15]; Hard  to
  Kill [2/level]; Less  Sleep  [2/level]; Outdoorsman  [10/level]; Reputation  [varies]; Status  [5/level] and
  Temperature  Tolerance  [1/level].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Temper  [- 10*]; Callous  [- 5]; Code  of Honor  [varies];
  Loner  or Uncongenial  [- 5* or - 1]; Proud  or  Selfish  [- 1 or  - 5*]; Reputation  [varies]; Sense  of Duty  (Caravan)
  [- 5]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Area  Knowledge  (Caravan  Route) (E) IQ+1  [2]- 12; Survival (any) (A) Per [2]- 11  and  a total  of 8
  points  in any  of Area  Knowledge  (other)  (IQ/E); Naturalist  (IQ/H); Riding  (any) (DX/A); Survival  (other)
  (Per/A)  and  Weather  Sense  (IQ/A).
  Secondary  Skills: A total  of 4 points  in any  of Animal  Handling  (any) (IQ/A); Languages  (special); Leadership
  (IQ/A); Packing  (IQ/A); Veterinary/TL  (IQ/H) and  further  primary  skills.
  Background  Skills: A total  of 4 points  in any  Melee Weapon  (varies); First  Aid/TL (IQ/E); Fishing  (IQ/E);
  Navigation  (IQ/A); Shield  (DX/E); Tracking  (Per/A)  and  Traps/TL  (IQ/A).
  Cartographer [35 points]
  Adapted by Jeff Klein from a template by Kieran Turley
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Absolute  Direction  [5]; Acute  Vision  [2/level]; High  Manual
  Dexterity  [5/level]; Lightning  Calculator  [5]; Mathematical  Ability  [10/level]; Patron  [varies]; Reputation
  [varies] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Duty  [varies]; Hidebound  [- 5]; Incurious  [- 5*]; Jealousy  [- 10];
  Loner  or Uncongenial  [- 5* or - 1] and  Reputation  [varies].
  Primary  Skills: Cartography/TL  (A) [4]- 12  and  Mathematics  (Surveying)/TL (H) [8]- 11.
  Secondary  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E); Artist  (any) (IQ/H); Mathematics
  (any)/TL (IQ/H); Navigation  (any)/TL (IQ/A) and  further  Primary  Skills.
  Background  Skills: 3 points  total  in Languages  (special); Merchant  (IQ/A) or  Professional  Skill (Dyer) (IQ/A).
  Charioteer [30 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 25  points  chosen  from  increased  Per [5/level]; Animal  Friend  [5/level]; Combat  Reflexes
  [15]; Daredevil  [15]; Fearlessness  [2/level]; Fit [5]; Luck [15]; Patron  [varies]; Peripheral  Vision  [15];
  Reputation  [varies] and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  Bloodlust  [- 10*]; Bully [- 10*]; Code  of Honor  [- 5 to  - 15];
  Duty  [varies]; Impulsiveness  [- 10*]; On the  Edge  [- 15*]; Overconfidence  [- 5*]; Wealth  [varies]; Sense  of Duty
  [varies]; Social Stigma  (any) [varies]; Status  [- 5/level]; and  Vow [varies].
  Primary  Skills: Animal  Handling  (any) (A) IQ+1  [4]- 11  and  Teamster  (same)  (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 7 points  in any  of Leatherworking  (DX/E); Performance  (IQ/A); Riding  (any) (DX/A);
  Shortsword  (DX/A); Spear  (DX/A); Tactics  (IQ/H); Tracking  (Per/A); Veterinary/TL  (IQ/H) and  Whip  (DX/A).
  Background  Skills: A total  of 6 points  in any  of any  Melee Weapon  (varies); Area  Knowledge  (any) (IQ/E);
  Brawling  (DX/E); First- Aid/TL (IQ/E); Gambling  (IQ/A); Knife (DX/E); Mechanic  (Chariots)/TL  (IQ/A); Spear
  Throwing  (DX/E) and  Streetwise  (IQ/A).
  14
  
  Clock-Maker [55 points]
  Adapted by Jeff Klein from a template by Phil Masters
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  High  Manual  Dexterity  +2  [10] and  a total  of 15  points  chosen  from  Administrative  Rank
  [5/level]; Clerical  Investment  [5]; Less  Sleep  [2/level]; Lightning  Calculator  [5]; additional  High  Manual
  Dexterity  [5/level]; Mathematical  Ability  [10/level]; Patron  [varies]; Single- Minded  [5]; Status  [5/level]
  and  Versatile  [5].
  Disadvantages:  A total  of - 15  points  chosen  from  Absent- Mindedness  [- 15]; Attentive  [- 1]; Clueless
  [- 10]; Curious  [- 5*]; Disciplines  of Faith  [varies]; Dreamer  [- 1]; Duty  [varies]; Oblivious  [- 5];
  Obsession  [- 5 to  - 10]; Wealth  [varies]; Shyness  [varies]; Stubbornness  [- 5]; Unfit  [- 5] and  Workaholic
  [- 5].
  Primary  Skills: Either  Engineer  (Clockwork)/TL  (H) IQ+1  [8]- 12  and  Mechanic  (Clockwork)/TL  (A) IQ [2]-
  11 or  Engineer  (Clockwork)/TL  (H) IQ- 1 [2]- 10  and  Mechanic  (Clockwork)/TL  (A) IQ+2  [8]- 13.
  Secondary  Skills: Astronomy  (H) IQ- 1 [2]- 12; Mathematics  (any) (H) IQ- 2 [1]- 9 and  Carpentry  (E) IQ [1]-
  11.
  Background  Skills: A total  of 11  points  in any  of Architecture/TL  (IQ/A); Artist  (any) (IQ/H); Climbing
  (DX/A); Connoisseur  (any) (IQ/A); Engineer  (other)/TL  (IQ/H); Languages  (special); Masonry  (IQ/E);
  Mechanic  (other)/TL  (IQ/A); Metallurgy  (IQ/H)/TL; Religious  Ritual  (any) (IQ/H); Philosophy  (any)
  (IQ/H); Smith  (any) (IQ/A); Teaching  (IQ/A); Theology  (IQ/H) and  further  Primary  or  Secondary  Skills.
  Clothworker [10 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Ally Group  [varies]; Ambidexterity  [10]; Artificer
  [10/level]; Claim  to  Hospitality  [1 to  10]; Common  Sense  [10]; Fashion  Sense  [5]; Gifted  Artist
  [5/level]; High  Manual  Dexterity  [5/level]; High  Pain  Threshold  [10]; Honest  Face [1]; Less  Sleep
  [2/level]; Pitiable  [5]; Reputation  [varies]; Single- Minded  [5]; Temperature  Tolerance  [1/level] and
  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Attentive  [- 1]; Bad
  Back [- 15  or  - 25]; Chummy  or  Gregarious  [- 5 or  - 10]; Dependents
  [varies]; Dull or  Hidebound  [- 1 or  - 5]; Incurious  [- 5*]; No Sense  of
  Smell/Taste  [- 5]; Nosy  [- 1]; Wealth  [varies]; Social Stigma  [varies];
  Unfit  or  Very Unfit  [- 5 or  - 15]; Unnatural  Features  [- 1/level] and
  Workaholic  [- 5].
  Primary  Skills: Any one  of Artist  (Needlecraft)  (H) IQ+1  [8]- 11,
  Professional  Skill (Dyer,  Felting,  or Fulling) (A) IQ+2  [8]- 12,
  Professional  Skill (Spinning  or Weaving) (A) DX+2  [8]- 12  or  Sewing
  (E) DX+3  [8]- 13.
  Secondary  Skills: A total  of 4 points  in any  of Administration  (IQ/A);
  Animal  Handling  (Silkworms  or  other)  (IQ/A); Farming/TL  (IQ/A);
  Merchant  (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 3 points  in any  of Area  Knowledge  (IQ/E);
  Carousing  (HT/E); Connoisseur  (any) (IQ/A); Artist  (Featherworking)
  (IQ/H); Leatherworking  (DX/E); Naturalist  (IQ/H); Professional  Skill (Fashion  Design  or  Milling) (IQ/A);
  Savoir- Faire  (any) (M/E) and  Singing  (HT/E).
  15
  
  Commander [60 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Military  Rank  2 [10]; a total  of 20  points  spent  on  increasing  attributes;  and  a total  of 15
  points  chosen  from  Administrative  Rank  [5/level]; Allies  [varies]; Charisma  [5/level]; Combat
  Reflexes  [15]; Common  Sense  [10]; Danger  Sense  [15]; Daredevil  [15]; Empathy  or  Sensitive  [15 or  5];
  Fearlessness  [2/level]; Fit [5]; Intuition  [15]; further  Military  Rank  [5/level]; Patron  [varies]; Reputation
  [varies]; Single- Minded  [5]; Status  [5/level]; Unfazeable  [15]; Versatile  [5] and  Wealth  [varies].
  Disadvantages:  Duty  (Superiors,  12- ) [- 10] and  a total  of - 20  points  chosen  from  Alcoholism  [- 15  or
  - 20]; Bad Temper  [- 10*]; Bloodlust  [- 10*]; Bully [- 10*]; Callous  [- 5]; Chummy  or  Gregarious  [- 5 or
  - 10]; Code  of Honor  [- 5 to  - 15]; Duty  (Increased  Frequency  or  Extremely  Hazardous)  [varies];
  Enemies  [varies]; Fanaticism  [- 15]; Fearfulness  or  Paranoia  [- 2/level  or  - 10]; Greed  [- 15]; Hidebound
  [- 5]; Intolerance  [- 5 or  - 10]; Obsession  [- 5 to  - 10]; Overconfidence  [- 5*]; any  physical  disadvantage
  [varies]; Proud  or  Selfish  [- 1 or  - 5]; Reputation  [varies]  and  Sense  of Duty  [varies].
  Primary  Skills: Administration  (A) IQ+2  [8]- 12; either  Intimidation  (A) Will+2  [8]- 12  or Leadership  (A)
  IQ+2  [8]- 12; and  either  Strategy  (any) (H) IQ+2  [12]- 12  or Tactics  (H) IQ+2  [12]- 12.
  Secondary  Skills: A total  of 4 points  in any  Melee  Weapon  (varies)  and  a total  of 8 points  in any  of Area
  Knowledge  (any) (IQ/E); Carousing  (HT/E); further  Melee  Weapons  (varies); Diplomacy  (IQ/H); Fast-
  Talk  (IQ/A); Heraldry  (IQ/A); Hiking  (HT/A); Intelligence  Analysis/TL  (IQ/H); Navigation  (any)/TL
  (IQ/A); Politics  (IQ/A); Public  Speaking  (IQ/A); Psychology  (IQ/H); Riding  (any) (DX/A); Savoir- Faire
  (Military  or  any) (IQ/E); Teaching  (IQ/A); Weather  Sense  (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 5 points  in any  of Armoury  (any)/TL  (IQ/A); Camouflage  (IQ/E); Cooking
  (IQ/A); Cryptography/TL  (IQ/H); Detect  Lies (Per/H); First  Aid/TL  (IQ/E); History  (IQ/H); Interrogation
  (IQ/A); Languages  (special); Scrounging  (Per/E); Survival  (any) (Per/A)  and  Writing  (IQ/A).
  Concubine [10 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will
  10  [0]; Per  10  [0]; FP 10  [0]; Basic Speed  5.00  [0]; Basic Move 5
  [0].
  Advantages:  Total  of 15  points  chosen  from  Allure  [5/level];
  Appearance  [varies]; Charisma  [5/level]; Honest  Face [1]; Patron
  [varies]; and  Pitiable  [5].
  Disadvantages:  Social  Stigma  (Valuable  Property)  [- 10] and  a total
  of - 10  points  chosen  from  Bad Temper  [- 10*]; Bully [- 10*];
  Dependents  [varies]; Gullibility  [- 10*]; Intolerance  [- 5 or  - 10]; Jealousy  [- 10]; Squeamish  [- 10*];
  Proud  or  Selfish  [- 1 or  - 5]; Sense  of Duty  [varies]  and  Unfit  [- 5].
  Primary  Skills: Sex Appeal  (A) HT+1  [4]- 11  and  Carousing  (E) HT [1]- 10.
  Secondary  Skills: A total  of 6 points  in any  of  Animal  Handling  (any) (IQ/A); Artist  (Needlecraft)  (IQ/H);
  Cooking  (IQ/A); Dancing  (DX/A); Gardening  (IQ/E); Musical  Instrument  (any) (IQ/H); Professional  Skill
  (Childcare)  (IQ/A); Professional  Skill (Spinning  or  Weaving) (DX/A); Savoir- Faire  (any) (IQ/E); Sewing
  (DX/E) and  Singing  (HT/E).
  Background  Skills: A total  of 4 points  in any  of Administration  (IQ/A); Erotic  Art  (DX/A); Public  Speaking
  (IQ/A) and  Politics  (IQ/A).
  16
  
  Cook [20 points]
  Adapted by Jeff Klein from a template by Donal Fallon
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  FP [3/level]; Acute  Taste/Smell  [2/level]; Alcohol
  Tolerance  [1]; Allies  [varies]; Claim  to  Hospitality  [1 to  10]; Patron  [varies]; Reputation  [varies] and
  Temperature  Tolerance  [1/level].
  Disadvantages:  A total  of - 15  points  chosen  from  Alcoholism  [- 15  or  - 20]; Alcohol- Related  Quirks  [- 1 each];
  Bad Temper  [- 10*]; Bully [- 10*]; Code  of Honor  (Professional  Ethics) [- 5]; Duty  (Nonhazardous)  [varies]; Fat
  or Overweight  [- 5, - 10  or - 1]; Gluttony  [- 5*] and  Lecherousness  [- 10*].
  Primary  Skills: Cooking  (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 7 points  in any  of Administration  (IQ/A); Artist  (Culinary) (IQ/H); Merchant  (M/A);
  Professional  Skill (Butcher,  Distiller,  Miller, or Server) (IQ/A) or  Savoir- Faire  (High  Society  or Servant)  (IQ/E).
  Background  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E); First  Aid/TL (IQ/E); Languages
  (special); Knife  (DX/E) and  Thrown  Weapon  (Knife) (DX/E).
  Courtesan [10 points]
  Adapted by Jeff Klein from a template by Andrea Kotter
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 25  points  in any  of increased  HT [10/level]; Allure  [5/level]; Ally [varies]; Appearance
  [varies]; Charisma  [5/level]; Contacts  [varies]; Resistant  to  Disease  +3  or +8  [3 or  5]; Flexibility  [5]; Empathy
  or Sensitive  [15 or 5]; Fashion  Sense  [5]; Favor  [varies]; High  Pain  Threshold  [10]; Musical  Ability [5/level];
  Patron  [varies]; Reputation  [varies]; Status  [5/level]; Thespian  [5/level]; Voice [10] and  Wealth  [varies].
   Disadvantages:  A total  of - 20 points  chosen  from  - 1 or - 2 Will [- 5 or  - 10]; Alcoholism  [- 15  or - 20]; Chummy
  or Gregarious  [- 5 or - 10]; Dependents  [varies]; Duty  (Nonhazardous)  [varies]; Gullibility  [- 10*]; Jealousy
  [- 10]; Laziness  [- 10*]; Lecherousness  [- 15*]; Low Self- Image  [- 10]; Wealth  [varies]; Reputation  [varies];
  Secret  [varies]; Social Disease  [- 5]; further  Social Stigma  [varies] and  Status  [- 5/level].
  Primary  Skills: A total  of 10  points  in any  of Acting  (IQ/A); Professional  Skill (Prostitute)  (IQ/A); Savoir- Faire
  (any) (IQ/E) and  Sex- Appeal  (HT/A).
  Secondary  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E); Carousing  (HT/E); Erotic Art
  (DX/A); Make- Up/TL (IQ/E); Fast- Talk  (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 5 points  in Artist  (Calligraphy)  (IQ/H); Connoisseur  (any) (IQ/A); Dancing  (DX/A);
  Fast- Talk (IQ/A); Gambling  (IQ/A); Games  (any) (IQ/E); Musical  Instrument  (IQ/H); Performance  (IQ/A);
  Public Speaking  (IQ/A); Sewing  (DX/E); Singing  (HT/E) and  Professional  Skill (Spinning  or Weaving) (DX/A).
  Courtier [30 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  1 [5] and  a total  of 30  points  chosen  from  increased  DX  [20/level] or IQ [20/level];
  Appearance  [varies]; Charisma  [5/level]; Contacts  [varies]; Fashion  Sense  [5]; Patron  [varies]; Smooth
  Operator  [15/level]; further  Status  [5/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  in any  of Compulsive  Behavior  [varies]; Duty  [varies]; Greed  [- 15*];
  Intolerance  [- 5 to  - 10]; Laziness  [- 10]; Lecherousness  [- 15*]; Overconfidence  [- 5*] and  Reputation  [varies].
  Primary  Skills: Carousing  (E) HT+2  [4]- 12.
  Secondary  Skills: A total  of 6 points  in any  of Artist  (Needlecraft)  (IQ/H); any  Melee Weapon  (varies); Fast  Talk
  (IQ/A); Gambling  (IQ/A); Musical  Instrument  (any) (IQ/H); Sports  (any) (DX/A); Sewing  (DX/E) and  Sex
  Appeal  (HT/A).
  Background  Skills: A total  of 5 points  in any  of Acting  (IQ/A); Connoisseur  (any) (IQ/A); Dancing  (DX/A);
  Politics  (IQ/H) and  Streetwise  (IQ/A).
  17
  
  Diplomat [30 points]
  Adapted by Jeff Klein from a template by Thomas Barnes
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10
  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  1 [5] and  15  points  chosen  from  Administrative  Rank  [5/level];
  Appearance  [varies]; Charisma  [5/level]; Claim  to  Hospitality  [1 to  10]; Contacts  [varies];
  Danger  Sense  [15]; Diplomatic  Immunity  [20]; Empathy  or  Sensitive  [15 or  5]; Favors
  [varies]; Honest  Face [1]; Intuition  [15]; Language  Talent  [10]; Military  Rank  [5/level];
  Patron  [varies]; Reputation  [varies]; Smooth  Operator  [15/level]; further  Status  [5/level];
  Voice [10] and  Wealth  [varies].
  Disadvantages:  Duty  (Employer,  6- ) [- 2 points]  and  - 15  points  chosen  from  Code  of Honor
  [- 5 to  - 15]; Duty  (Increased  Frequency)  [varies]; Fanaticism  [- 15]; Intolerance  [- 5 to  - 10];
  Jealousy  [- 10]; Odious  Personal  Habits  [- 5 to  - 15]; Overconfidence  [- 5*]; Pacifism
  [varies]; Reputation  [varies]; Sense  of Duty  [varies]  and  Social Stigma  [varies].
  Primary  Skills: Diplomacy  (H) IQ+1  [8]- 12; Savoir- Faire  (E) IQ+1  [2]- 12; and  8 points  in
  Languages.
  Secondary  Skills: 8 points  in any  of Accounting  (IQ/H); Acting  (IQ/A); Administration  (IQ/A);
  Artist  (Calligraphy)  (IQ/H); Carousing  (HT/E); Cryptography/TL  (IQ/H); Detect  Lies
  (Per/H); Falconry  (IQ/A); Fast- Talk  (IQ/A); Heraldry  (IQ/A); History  (IQ/H); Intelligence
  Analysis/TL  (IQ/H); Interrogation  (IQ/A); further  Languages  (special); Law (any) (IQ/H);
  Leadership  (IQ/A); Public  Speaking  (IQ/A); Psychology  (IQ/H); Sex Appeal  (HT/A); Singing
  (HT/E) and  Writing  (IQ/A).
  Background  Skills: 5 points  in any  of Animal  Handling  (any) (IQ/A); Area  Knowledge  (any)
  (IQ/E); any  Melee  Weapon  (varies); Forgery/TL  (IQ/H); Games  (any) (IQ/E); Hiking  (HT/A);
  Merchant  (IQ/A); Packing  (IQ/A); Politics  (IQ/A); Riding  (any) (DX/A); Streetwise  (IQ/A);
  Tactics  (IQ/H); Teamster  (any) (IQ/A) and  Theology  (IQ/H).
  Diver [35 points]
  Adapted by Infornific and Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 12  [20].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10
  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  ST [10/level], HT [10/level], FP
  [3/level] or  Will [5/level]; Absolute  Direction  [5]; Acute  Vision  [2/level]; Fearlessness
  [2/level]; Common  Sense  [10]; Fit or  Very Fit [5 or  15]; Peripheral  Vision  [15]; Single-
  Minded  [5]; Temperature  Tolerance  [1/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  Appearance  [varies]; Attentive  [- 1];
  Careful  [- 1]; Gullibility  [- 10*]; Hard  of Hearing  [- 10]; Loner  or  Uncongenial  [- 5* or  - 1];
  Oblivious  [- 5]; Odious  Personal  Habits  [- 5 to  - 15]; Shyness  [varies]; Stubbornness  [- 5*]
  and  Social Stigma  (Uneducated)  [- 5].
  Primary  Skills: Area  Knowledge  (Underwater  Coasts)  (E) IQ+2  [4]- 12; Breath  Control  (H) HT
  [4]- 12; Survival  (any  aquatic)  (A) Per  [2]- 10; and  Swimming  (E) HT [1]- 12.
  Secondary  Skills: A total  of 5 points  in any  of Fishing  (Per/E); Gesture  (IQ/E); Merchant
  (IQ/A) and  Naturalist  (IQ/H).
  Background  Skills: A total  of 4 points  in any  of Armoury/TL  (IQ/A); Boating  (DX/A); Cooking
  (IQ/A); First  Aid/TL  (IQ/E); Knife  (DX/E); Net  (DX/H); Professional  Skill (Spinning,
  Netmaking  or  Weaving) (DX/A); Scrounging  (Per/E); Sewing  (DX/E), Spear  (DX/A) and
  Sports  (Diving) (DX/A).
  18
  
  Diviner [30 points]
  Adapted by Jeff Klein from a template by Thomas Barnes
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 30  points  chosen  from  increased  IQ [20/level]; Charisma  [5/level]; Clerical
  Investment  [5]; Danger  Sense  [15]; Empathy  or  Sensitive  [15 or  5]; Honest  Face [1]; Intuition  [15]; Legal
  Immunity  [5 to  20]; Luck  [15]; Patron  [varies]; Reputation  [varies]; Smooth  Operator  [15/level]; Social
  Chameleon  [5]; Status  [5/level] and  Voice [10].
  Disadvantages:  A total  of - 20  points  chosen  from  Addiction  [varies]; Compulsive  Lying  [- 15*]; Delusion
  [varies]; Disciplines  of Faith  [varies]; Duty  [varies]; Enemy  [varies]; Fanaticism  [- 15]; Flashbacks
  [varies]; Greed  [- 15*]; Laziness  [- 10*]; Nightmares  [- 5*]; Obsession  [- 5 to  - 10]; Reputation  [varies];
  Secret  [varies]; Selfish  [- 5*]; Split  Personality  [- 15*]; Trickster  [- 15*]; Voices  [- 5 to  - 15] and  Vow [- 5
  to  - 15].
   Primary  Skills: Fortune  Telling  (any) (A) IQ+1  [4]- 11  and  a total  of 6 points  in
  any  of Acting  (IQ/A); Fast- Talk  (IQ/A); Public  Speaking  (IQ/A); Religious  Ritual
  (any) (IQ/H) and  Theology  (IQ/H).
   Secondary  Skills: A total  of 5 points  in any  of Astrology  (IQ/H); Biology
  (Zoology)/TL  (IQ/H); Public  Speaking  (IQ/A); Dancing  (DX/A); Literature
  (IQ/H); Metallurgy/TL  (IQ/H); Poetry  (IQ/A); Singing  (HT/E); Symbol- Drawing
  (Rune- Lore) (IQ/H); Writing  (IQ/A) and  further  Primary  Skills.
   Background  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E);
  Fast- Talk  (IQ/A); Hidden  Lore  (any) (IQ/A); Occultism  (IQ/A); Philosophy  (any)
  (IQ/H); Mimicry  (Human  Speech)  (IQ/H); Psychology  (IQ/H); Savoir- Faire  (any)
  (IQ/E) and  Ventriloquism  (IQ/H).
  Domestic Servant [-15 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Ally [varies]; Common  Sense  [10]; Fearlessness  [2/level];
  High  Manual  Dexterity  [5/level]; Honest  Face [1]; Less  Sleep  [2/level]; Patron  [varies]; Sensitive  [5] and
  Unfazeable  [15].
  Disadvantages:  Duty  (Master;  Nonhazardous,  12- ) [- 5]; Status  - 1 [- 5]; Struggling  [- 10]; and  a total  of - 15
  points  chosen  from  Chummy  or  Gregarious  [- 5 or  - 10]; Dependent  [varies]; Dull  or  Hidebound  [- 1 or
  - 5]; higher  frequency  of Duty  [varies]; Fat or  Overweight  [- 5, - 10  or  - 1]; Gullibility  [- 10*]; Humble
  [- 1]; Low Self- Image  [- 10]; Odious  Personal  Habits  [- 5 to  - 15]; further  Wealth  [varies]; Sense  of Duty
  [varies]; Shyness  [- 5 to  - 15]; Social Stigma  [particularly  Uneducated  or  Ignorance]; further  Status  [- 5/
  level] and  Unfit  [- 5].
  Primary  Skills: Savoir- Faire  (Servant)  (E) IQ+2  [4]- 12.
  Secondary  Skills: A total  of 3 points  in any  of Animal  Handling  (any) (IQ/A); Cooking  (IQ/A); Gardening
  (IQ/E); Merchant  (IQ/A); Professional  Skill (Server)  (IQ/A) and  Savoir- Faire  (other)  (IQ/E).
  Background  Skills: A total  of 3 points  in any  of Administration  (IQ/A); Area  Knowledge  (any) (IQ/E);
  Carousing  (HT/E); Farming/TL  (IQ/A); Professional  Skill (Spinning  or  Weaving) (DX/A); Sewing  (DX/E)
  and  Sex Appeal  (HT/A).
  19
  
  Explorer [25 points]
  Adapted by Jeff Klein from a template by Donal Fallon
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  in increased  attributes  [varies]; Absolute  Direction  [5]; Acute  Senses  [2/level];
  Allies  [varies]; Charisma  [5/level]; Claim  to  Hospitality  [1 to  10]; Common  Sense  [10]; Contacts  [varies];
  Danger  Sense  [15]; Fit or Very Fit [5 or 15]; Language  Talent  [10]; Patron  [varies]; Resistant  to  Disease  +3  or
  +8  [3 or 5]; Single- Minded  [5]; Status  [5/level]; Temperature  Tolerance  [1/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  Curious  [- 5*]; Fanaticism  [- 15]; Greed  [- 15*]; Gullibility
  [- 10*]; Intolerance  [- 5 or - 10]; Obsession  [- 5 to  - 10]; Overconfidence  [- 5*]; Proud  or Selfish  [- 1 or - 5*];
  Sense  of Duty  [varies]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Navigation  (any)/TL (A) IQ+2  [8]- 12; Survival  (any) (A) Per+1  [4]- 11; and  2 points  in one  of
  Boating  (any) (DX/A); Hiking  (HT/A); Riding  (any) (DX/A); Seamanship/TL  (IQ/E) and  Teamster  (any) (IQ/A).
  Secondary  Skills: A total  of 6 points  in any  of Climbing  (DX/A); First  Aid/TL (IQ/E); Fishing  (Per/E); Leadership
  (IQ/A); Swimming  (HT/E); Tracking  (Per/A); Traps/TL  (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 5 points  in any  of Animal  Handling  (any) (IQ/A); Area  Knowledge  (any) (IQ/E);
  Astronomy/TL  (IQ/H); Cartography/TL  (IQ/A); Diplomacy  (IQ/H); Fast- Talk  (IQ/E); Languages  (speciall);
  Naturalist  (IQ/H); Packing  (IQ/A); Research/TL  (IQ/A) and  Savoir- Faire  (any) (IQ/E).
  Feudal Nobleman [25 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  +2  [10] and  a total  of 20  points  chosen  from  increased  attributes  [varies]; Allies  [varies];
  Charisma  [5/level]; Patron  [varies]; Reputation  [varies]; further  Status  [5/level] and  Wealth  [varies].
  Disadvantages:  Duty  (Lord, 9- ) [- 5] and  a total  of - 20  points  in any  of Compulsive  Behavior  (Carousing,
  Gambling,  or other)  [varies]; Bad Temper  [- 10*]; Bully [- 10*]; Code  of Honor  [- 5 to  - 15]; Impulsiveness
  [- 10*]; Overconfidence  [- 5*]; Selfish  [- 5*] and  Sense  of Duty  [varies].
  Primary  Skills: Riding  (Horse) (A) DX+1  [4]- 11  and  6 points  in Melee Weapons  (varies).
  Secondary  Skills: A total  of 6 points  in any  of Administration  (IQ/A); Farming/TL  (IQ/A); Law (IQ/H);
  Leadership  (IQ/A); Strategy  (any) (IQ/H) and  Tactics  (IQ/H).
  Background  Skills: A total  of 4 points  in any  of Carousing  (HT/E); Falconry  (IQ/A); Gambling  (IQ/A); Heraldry
  (IQ/A) and  Tracking  (Per/A)
  Firefighter [25 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  chosen  from  increased  attributes  [varies]; Absolute  Direction  [5]; Acute  Senses
  [2/level]; Allies  (Fellow Firefighters)  [varies]; Common  Sense  [10]; Fearlessness  [2/level]; Danger  Sense  [15];
  Daredevil  [15]; Intuition  [15]; Legal Enforcement  Powers  [5 to  15]; Night  Vision  [1/level]; Rapid  Healing  [5];
  Reputation  [varies] and  Temperature  Tolerance  [1/level].
  Disadvantages:  A total  of - 15  points  chosen  from  Appearance  [varies]; Bad Back [- 15  or - 25]; Callous  [- 5];
  Careful  [- 1]; Code  of Honor  [- 5 to  - 15]; Duty  [varies]; Greed  [- 15*]; Guilt  Complex  [- 5]; Missing  Digit [- 2 or
  - 5]; Reputation  [varies] and  Sense  of Duty  [varies].
  Primary  Skills: Professional  Skill (Firefighting)  (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 7 points  in any  of Area  Knowledge  (IQ/E); Breath  Control  (HT/H); Forced  Entry
  (DX/E); Mechanic  (Fire Engine)/TL (IQ/A) and  Teamster  (any) (IQ/A).
  Background  Skills: A total  of 5 points  in any  of Architecture/TL  (IQ/A); Axe/Mace  (DX/A); Climbing  (DX/A);
  First  Aid/TL (IQ/E); Intimidation  (Will/A); Leadership  (IQ/A); Lifting  (HT/A) and  Shortsword  (DX/A).
  20
  
  Fisherman [5 points]
  Adapted by Jeff Klein from a template by Phil Masters
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 10  points  chosen  from  +1  ST or  HT [10]; Animal  Friend  [5/level]; Common  Sense  [10];
  Deep  Sleeper  [5]; Resistant  to  Disease  or Immunity  to  Disease  [5 or 10]; Fit [5]; Night  Vision  [1/level];
  Pitiable  [5]; Rapid  Healing  [5] and  Single- Minded  [5].
  Disadvantages:  A total  of - 15  points  chosen  from  Appearance  [varies]; Attentive  [- 1]; Bad Smell [- 10];
  Claustrophobia  [- 15*]; Demophobia  [- 15*]; Dull or  Hidebound  [- 1 or  - 5]; Gullibility  [- 10*]; Humble  [- 1];
  Incurious  or Staid  [- 5* or - 1]; Jealousy  [- 10]; Loner  or Uncongenial  [- 5* or - 1]; Low Self- Image  [- 10];
  Oblivious  [- 5*]; Odious  Personal  Habits  [- 5 to  - 15]; Wealth  [varies]; Shyness  [varies]; Skinny  [- 5]; Status  [- 5/
  level]; Stubbornness  [- 5] and  Truthfulness  [- 5*].
  Primary  Skills: Fishing  (E) Per+2  [4]- 12.
  Secondary  Skills: Area  Knowledge  (Fishing  Grounds)  (E) IQ [1]- 10  and  Knot- Tying  (E) DX [1]- 10.
  Background  Skills: A total  of 4 points  in any  of Cooking  (IQ/A); Lifting  (HT/A); Merchant  (IQ/A); Naturalist
  (IQ/H); Navigation  (any)/TL (IQ/H); Net (DX/A); Scrounging  (Per/E); Survival  (Island/Beach)  (Per/A);
  Swimming  (HT/E); Weather  Sense  (IQ/A) and  further  Primary  and  Secondary  Skills.
  Gardener [10 points]
  Adapted by Jeff Klein from a template by Phil Masters
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 11  [10].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.25  [0]; Basic Move 5 [0].
  Advantages:  A total  of 5 points  chosen  from  Deep  Sleeper  [1]; Fearlessness  2 [4]; Fit [5]; Green  Thumb  [5/level];
  Honest  Face [1]; Resistant  to  Disease  +3  or  +8  [3 or 5]; Single- Minded  [5] or Social Chameleon  [5].
  Disadvantages:  Either  Disciplines  of Faith  (Monasticism  or  Mysticism)  [- 10] or Struggling  [- 10] and  - 5 points
  from  Attentive  [- 1]; Dull or Hidebound  [- 1 or - 5]; Incurious  or Staid  [- 5* or - 1]; Loner  or Uncongenial  [- 5*
  or - 1]; Oblivious  [- 5]; further  Wealth  [varies]; Shyness  [varies] and  Status  [- 5/level].
  Primary  Skills: Gardening  (E) IQ+2  [4]- 12.
  Secondary  Skills: One  of Farming  (A) IQ [2]- 10; Biology/TL  (Botany) (H) IQ- 1 [2]- 10; Professional  Skill (Florist)
  (IQ/A) IQ [2]- 10; Pharmacy/TL  (Herbal) (H) IQ- 1 [2]- 9; Lifting  (A) HT- 1 [2]- 9 or Naturalist  (H) IQ- 1 [2]- 9.
  Background  Skills: A total  of 4 points  in any  of Connoisseur  (any) (IQ/A); Axe/Mace  (DX/A); Camouflage  (IQ/E);
  Carpentry  (IQ/E); Masonry  (IQ/E); Polearm  (DX/A); Scrounging  (Per/E); Staff  (DX/A); Mathematics/TL
  (Surveying) (IQ/H); Throwing  (DX/A) and  further  Secondary  Skills.
  Gatherer [15 points]
  Adapted by Jeff Klein from a template by Jason Morningstar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 10  points  chosen  from  increased  Per [5/level]; Acute  Senses  [2/level]; Single- Minded  [5];
  High  Pain  Threshold  [10]; Reputation  [varies]; and  Status  [5/level].
  Disadvantages:  A total  of - 15  points  chosen  from  Absent- Mindedness  [- 15]; Compulsive  Behavior  [varies];
  Curious  [- 5*]; Dependent  [varies]; Gluttony  [- 5*]; Impulsiveness  [- 10*]; Overweight  [- 1]; Reputation  [varies];
  Selfish  [- 5*]; Sense  of Duty  [varies]; Status  [- 5/level]; and  Workaholic  [- 5].
  Primary  Skills: Area  Knowledge  (Village  Surroundings)  (E) IQ+2  [4]- 12, Scrounging  (E) Per+1  [2]- 11  and
  Survival  (any) (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  4 points  in Biology/TL  (Botany) (IQ/H); Climbing  (DX/A); Fishing  (Per/E); Knife  (DX/E);
  Naturalist  (IQ/H); Survival (other)  (Per/A); Swimming  (HT/E); Traps/TL  (IQ/A) and  Weather  Sense  (IQ/A).
  Background  Skills: A total  of 2 points  in any  of Artist  (Needlecraft)  (IQ/H); Carpentry  (IQ/E); Cooking  (IQ/A);
  Pharmacy/TL  (Herbal) (IQ/H); Knot  Tying  (DX/E); Literature  (Oral) (IQ/H); Professional  Skill (Spinning)
  (DX/A); Professional  Skill (Thatching)  (IQ/A); Religious  Ritual  (any) (IQ/H) and  Sewing  (DX/E).
  21
  
  Government Inspector [50 points]
  Adapted by Jeff Klein from a template by Andrea Kotter
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [5]; Per  11  [5]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Legal Enforcement  Powers  [10]; a total  of 20  points  chosen  from  Administrative,  Military  or
  Religious  Rank  [5/level], Patron  [varies]  and  Status  [5/level]; and  a total  of 15  points  chosen  from
  Increased  Per  [5/level] or  Will [5/level]; Acute  Senses  [2/level]; Allies  [varies]; Contacts  [varies];
  Language  Talent  [10]; further  Legal Enforcement  Powers  [varies]; Legal Immunity  [varies]; Less  Sleep
  [2/level]; further  Rank  [5/level]; Single- Minded  [5]; further  Status  [5/level]; Talker  [5/level]; Tough
  Guy [5/level]; and  Wealth  [varies].
  Disadvantages:  Duty  (Government  or  Lord; 12  or  less)  [- 10] and  a total  of - 20  points  chosen  from
  Callous  [- 5]; Code  of Honor  [varies]; Duty  (Increase  Frequency  to  15  or  less)  [- 5]; Fearfulness  [- 2/
  level]; Enemy  [varies]; Fanaticism  [- 15]; Intolerance  [- 5 or  - 10]; Obsession  [- 5 or  - 10]; Paranoia  [- 10];
  Reputation  [varies]; Secret  [varies]; Sense  of Duty  [varies]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: A total  of 4 points  in any  of Administration  (IQ/A); Law (any) (IQ/H) and  Politics  (IQ/A);
  and  a total  of 8 points  in any  of Detect  Lies  (Per/H); Interrogation  (IQ/A); Intimidation  (Will/A) and
  Intelligence  Analysis/TL  (IQ/H).
  Secondary  Skills: A total  of 8 points  in any  of Accounting  (IQ/H); Acting  (IQ/A); Area  Knowledge  (any)
  (IQ/E); Diplomacy  (IQ/H); Riding  (any) (DX/A); Savoir- Faire  (any) (IQ/E); Writing  (IQ/A) and  further
  Primary  Skills.
  Background  Skills: A total  of 5 points  in any  of any  Melee  Weapon  (varies); Cryptography/TL  (IQ/H);
  Fast- Talk  (IQ/A); Forgery/TL  (IQ/H); Heraldry  (IQ/A); History  (any) (IQ/H) and  Languages  (special).
  Guildmaster [40 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  1 [5] and  a total  of  15  points  chosen  from  Allies  [varies]; Claim  to  Hospitality
  [varies]; Contacts  [varies]; Reputation  [varies]; further  Status  [5/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 25  points  chosen
  from  Bad Back [- 15  or  - 25]; Bad Sight  [- 10
  or  - 25]; Bad Temper  [- 10]; Code  of Honor
  (Professional)  [- 5]; Dependents  [varies];
  Fat, Overweight,  or  Very Fat [- 3, - 1 or  - 5];
  Greed  [- 15*]; and  Stubbornness  [- 5].
  Primary  Skills: A total  of 14  points  chosen
  from  any  Politics  (IQ/A) and  any  craft
  skills  (varies), with  at  least  two  skills  at  12.
  Secondary  Skills: A total  of 7 points  in any  of
  Administration  (IQ/A), Merchant  (IQ/A),
  and  further  Primary  Skills.
  Background  Skills: A total  of 4 points  in any
  of Diplomacy  (IQ/H); Fast  Talk  (IQ/A); Law
  (any) (IQ/H); Savior- Faire  (Guild) (IQ/E)
  and  supporting  skills  from  another
  template.
  22
  
  Herald [25 points]
  Adapted by Jeff Klein from a template by Thomas Barnes
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per 11  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  Charisma  [5/level]; Honest  Face [1]; Language  Talent  [10]; Patron
  [varies]; Reputation  [varies] and  Voice [10].
  Disadvantages:  Status  - 1 [- 5]; Struggling  [- 10] and  - 15  points  chosen  from  Alcoholism  [- 15  or - 20]; Code  of
  Honor  (Herald)  [- 5]; Duty  [varies]; Gluttony  [- 5*]; Greed  [- 15*]; Jealousy  [- 10]; Odious  Personal  Habits  [- 5 to
  - 15]; Overconfidence  [- 5*]; Pacifism  [varies]; Sense  of Duty  [varies] and  further  Wealth  [varies].
  Primary  Skills: Public Speaking  (A) IQ [2]- 11; Heraldry  (A) IQ+1  [4]- 12  and  Games  (Jousts)  (E) IQ+1  [2]- 12.
  Secondary  Skills: Area  Knowledge  (any) (E) IQ [1]- 11; Savoir- Faire  (any) (E) IQ [1]- 11; and  5 points  in Acting
  (IQ/A); Accounting  (IQ/H); Administration  (IQ/A); Artist  (any) (IQ/H); Diplomacy  (IQ/H); Fast- Talk  (IQ/A);
  Languages  (special); Musical  Instrument  (any) (IQ/H); Performance  (IQ/A); Poetry  (IQ/A) and  Singing  (HT/E).
  Background  Skills: 5 points  in Animal  Handling  (any) (IQ/A); Carousing  (HT/E); Melee  Weapon  (varies); Hiking
  (HT/A); Riding  (any) (DX/A); Scrounging  (Per/E); Streetwise  (IQ/A); Survival  (any) (Per/A) and  Tactics  (IQ/H).
  Herder [20 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0] DX 10  [0] IQ 10  [0] HT 10  [0]
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  FP [3/level] or Per [5/level]; Absolute  Direction  [5];
  Acute  Vision  [2/level]; Animal  Friend  [5/level]; Danger  Sense  [15]; Fit [5]; Less  Sleep  [3/level]; Status  [5/level]
  and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  Bowlegged  [- 1]; Careful  [- 1]; Claustrophobia  [- 15*];
  Demophobia  [- 15*]; Fearfulness  [- 2/level]; Code  of Honor  (Pay for  lost  animals)  [- 5]; Duty  (Herd  owners)
  [varies]; Guilt  Complex  [- 5]; Loner  [- 5*]; Uncongenial  [- 1]; Oblivious  [- 5]; Odious  Personal  Habits  [- 5 to
  - 15]; Sense  of Duty  (Herd) [- 5]; and  Shyness  [varies].
  Primary  Skills: Animal  Handling  (any) (A) IQ+2  [8]- 12  and  Area  Knowledge  (Pastures)  (E) IQ+2  [4]- 12.
  Secondary  Skills: Either  Hiking  (A) HT [2]- 10  or Riding  (any) (A) DX [2]- 10  and  a total  of 6 points  in any  Melee
  or Missile  Weapon  (varies); Naturalist  (IQ/H); Navigation  (Land)/TL (IQ/A); Veterinary/TL  (IQ/H) and  Weather
  Sense  (IQ/A).
  Background  Skills: A total  of 5 points  in any  of Carpentry  (IQ/E); Cooking  (IQ/A); Farming/TL  (IQ/A); Masonry
  (IQ/E); Merchant  (IQ/A); Musical  Instrument  (any) (IQ/H); Packing  (IQ/A); Professional  Skill (Butcher  or Tent-
  Making) (IQ/A); Professional  Skill (Spinning  or Weaving) (DX/A); Religious  Ritual  (Sacrifice) (IQ/H); Sewing
  (DX/E); Survival (any) (Per/A); Tracking  (Per/A); and  further  Secondary  Skills.
  Hermit [25 points]
  Adapted by Jeff Klein from a template by Ryan Crisp
  Attributes: ST 9 [- 10]; DX 10  [0]; IQ 11  [20]; HT 9 [- 10].
  Secondary  Characteristics: Dmg  1d- 2/1d- 1; BL 16  lbs; HP 9 [0]; Will 10  [0]; Per 10  [0]; FP 9 [0]; Basic Speed
  4.75  [0]; Basic Move 4 [0].
  Advantages:  A total  of 30  points  chosen  from  increased  Will [5/level]; Clerical  Investment  [5]; Contacts  [varies];
  Honest  Face [1]; Pitiable  [5]; Reputation  [varies]; Social Chameleon  [5].
  Disadvantages:  Either  Disciplines  of Faith  (Asceticism)  [- 15] or a Great  Vow [- 15] and  a total  of - 20  points  in
  Appearance  [varies]; Charitable  [- 15*]; Loner  [- 5*]; Intolerance  (all) [- 10]; Uncongenial  [- 1]; Odious  Personal
  Habits  [- 5 to  - 15] and  Skinny  [- 5].
  Primary  Skills: Meditation  (H) IQ+1  [8]- 12; either  Panhandling  (E) IQ+1  [2]- 12  or Survival  (any) (A) IQ [2]- 11;
  and  either  Philosophy  (any)  (H) IQ+1  [8]- 12  or Theology  (any) (H) IQ+1  [8]- 12.
  Secondary  Skills: A total  of 8 points  in any  of Area  Knowledge  (any) (IQ/E); Biology/TL  (IQ/VH); Pharmacy/TL
  (Herbal) (IQ/H); Literature  (IQ/H); Naturalist  (IQ/H); Religious  Ritual  (any) (IQ/H); Religious  Ritual  (Sacrifice)
  (IQ/H); Teaching  (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 4 points  in any  of Farming/TL  (IQ/A); Fishing  (Per/E); Public Speaking  (IQ/A);
  Professional  Skill (any) (varies); Psychology  (IQ/H) and  any  craft  skill.
  23
  
  Hunter [45 points]
  Adapted by Jeff Klein from a template by Jason Morningstar
  Attributes: ST 10  [0]; DX 11  [20]; IQ 10  [0]; HT 10  [0].
  Secondary  Attributes: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0];
  Will 10  [0]; Per  11  [5]; FP 10  [0]; Basic Speed  5.25  [0];
  Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  FP
  [3/level] or  Per  [5/level]; Acute  Senses  [2/level];
  Fearlessness  (2 or  3) [4 or  6]; Fit [5]; High  Pain
  Threshold  [10]; Reputation  [varies]; Status  [5/level] and
  Versatile  [5].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15]; Chummy  or  Gregarious  [- 5 or  - 10];
  Compulsive  Behavior  (any) [varies]; Overconfidence  [- 5*], Guilt  Complex  [- 5]; Humble  or  Selfless  [- 1
  or  - 5*]; Motion  Sickness  [- 10]; Overweight  [- 5]; Phobia  [varies]  and  Sense  of Duty  [varies].
  Primary  Skills: Area  Knowledge  (any) (E) IQ [1]- 10; 4 points  in any  Melee  Weapon  skill (varies); Stealth
  (A) DX+1  [4]- 11; Survival  (any) (A) Per- 1 [1]- 10  and  Tracking  (A) Per+1  [4]- 12.
  Secondary  Skills: A total  of 4 points  in any  of Disguise/TL  (IQ/A); Animal  Handling  (any) (IQ/A);
  Armoury/TL  (any) (IQ/A); Boating/TL  (DX/A); Bolas  (DX/A); Bow (DX/A); Camouflage  (IQ/E); Fishing
  (Per/E); Thrown  Weapon  (Harpoon)  (DX/H); Hiking  (HT/A); Knife  (DX/E); Mimicry  (Animal  Sounds  or
  Bird  Calls) (IQ/H); Naturalist  (IQ/H); Navigation/TL  (Land  or  Water)  (IQ/H); Net  (DX/H); Poisons/TL
  (IQ/H); Running  (HT/A); Spear  (DX/A); Spear  Thrower  (DX/A); Swimming  (HT/E) and  Throwing
  (DX/A).
  Background  Skills: A total  of 2 points  in any  of Carpentry  (IQ/E); Cooking  (IQ/A); Pharmacy/TL  (Herbal)
  (IQ/H); Artist  (Needlecraft)  (IQ/H); Knot- tying  (DX/E); Literature  (IQ/H); Religious  Ritual  (any) (IQ/H);
  Scrounging  (Per/E); Seamanship/TL  (IQ/E); Sewing  (DX/E); Engineer/TL  (Ships)  (IQ/H); Professional
  Skill (Butcher  or  Thatching)  (IQ/A) and  Weather  Sense  (IQ/A).
  Innkeeper [15 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  Per  [5/level]; Absolute  Timing  [5]; Alcohol
  Tolerance  [1]; Allies  [varies]; Business  Acumen  [10/level]; Danger  Sense  [15]; Deep  Sleeper  [1];
  Resistant  to  Disease  +3  or  +8  [3 or  5]; Empathy  or  Sensitive  [15 or  5]; Less  Sleep  [2/level]; Night
  Vision  [1/level]; No Hangover  [1]; Smooth  Operator  [15/level]; and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  Alcoholism  [- 15  or  - 20]; Alcohol- Related  Quirks  [- 1
  each]; Broad- Minded  or  Xenophilia  [- 1 or  - 10*]; Careful  [- 1]; Chummy  or  Gregarious  [- 5 or  - 10]; Fat
  or  Overweight  [- 3, - 5 or  - 1]; Fearfulness  [2/level]; Gluttony  [- 5*]; Greed  [- 15*]; Hard  of Hearing
  [- 10]; Miserliness  [- 10*]; Reputation  [varies]; Secret  [varies]; Stubbornness  [- 5]; Unfit  or  Very Unfit
  [- 5 or  - 15] and  Workaholic  [- 5].
  Primary  Skills: Administration  (A) IQ+2  [8]- 12  and  Merchant  (A) IQ [2]- 10.
  Secondary  Skills: A total  of 6 points  in any  of  Accounting  (IQ/H); Animal  Handling  (any) (IQ/A); Cooking
  (IQ/A); Farming/TL  (IQ/A) and  Languages  (special).
  Background  Skills: A total  of 4 points  in any  of Area  Knowledge  (any) (IQ/E); Brawling  (DX/E); Carpentry
  (IQ/E); Carousing  (HT/E); Diplomacy  (IQ/H); Fast- Talk  (IQ/A); First  Aid/TL  (IQ/E); Gambling  (IQ/A);
  Packing  (IQ/A); Masonry  (IQ/E); Meditation  (Tea Ceremony)  (Will/H); Professional  Skill (Bartender,
  Distiller,  or  Thatching)  (IQ/A); Savoir- Faire  (any) (IQ/E); Singing  (HT/E); Veterinary/TL  (IQ/H) and  any
  Melee  Weapon  skill  (varies).
  24
  
  Interpreter [30 points]
  Adapted by Infornific from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Language  Talent  [10] and  a total  of 20  points  chosen  from  increased  Per [5/level]; Acute  Hearing
  [2/level]; Cultural  Adaptability  [10], Cultural  Familiarity  [1 each]; Empathy  or Sensitive  [15 or  5]; Patron
  [varies]; Fearlessness  [2/level]; Sage [10/level]; Smooth  Operator  [15/level]; Talker  [5/level] and  Versatile  [5].
  Disadvantages:  A total  of - 20  points  chosen  from  Curious  [- 5*]; Duty  [varies]; any  physical  disadvantage
  [varies]; Primitive  [-  5/level]; Social Stigma  [varies]; Status  [- 5/level] and  Xenophilia  [- 10*].
  Primary  Skills: One  Language  at  Native/Native  fluency  [4] and  a total  of 8 points  in any  of other  Languages
  (special) and  Teaching  (IQ/A). Remember  to  apply  the  discount  from  Language  Talent!
  Secondary  Skills: A total  of 4 points  in any  of Diplomacy  (IQ/H); Gesture  (IQ/E); Literature  (IQ/H); Research
  (IQ/A); Savoir  Faire  (High  Society) (IQ/E); Writing  (IQ/A) and  further  Primary  skills.
  Background  Skills: A total  of 4 points  in any  of Administration  (IQ/A); Area  Knowledge  (any) (IQ/E); Artist
  (Calligraphy)  (IQ/H); Hiking  (HT/A); Public- Speaking  (IQ/A) and  Riding  (any) (DX/A).
  Jailer [25 points]
  Adapted by Jeff Klein from a template by Duff McCourt
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 11  [5]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Either  +1  ST [10] or +1  HT [10]; and  a total  of 15  points  in increased  Per [5/level]; Acute  Senses
  [2/level]; Fearlessness  [2/level]; Less  Sleep  [2/level]; Night  Vision  [1/level]; and  Tough  Guy [5/level].
  Disadvantages:  A total  of - 20  points  chosen  from  Bully [- 10*]; Callous  [- 5]; Duty  [varies]; Honesty  [- 10*];
  Intolerance  [- 5 or  - 10]; Loner  or Uncongenial  [- 5* or - 1]; No Sense  of Humor  [- 10]; Overweight  [- 1];
  Reputation  [varies] and  Workaholic  [- 5].
  Primary  Skills: Search  (A) Per+1  [4]- 12  and  a total  of 5 points  in any  of Diplomacy  (IQ/H); Interrogation  (IQ/A)
  and  Intimidation  (Will/A).
  Secondary  Skills: A total  of 2 points  in any  of Brawling  (DX/E); Crossbow  (DX/E); Professional  Skill (Execution)
  (IQ/A); Shortsword  (DX/A); Staff  (DX/A); Whip  (DX/A) and  Wrestling  (DX/A).
  Background  Skills: A total  of 3 points  in any  of Administration  (IQ/A); Artist  (Body Art) (IQ/H); Cooking  (IQ/A);
  First  Aid/TL (IQ/E); Law (any) (IQ/H) and  Professional  Skill (Law Enforcement  or Locksmith)  (IQ/A).
  Jester [5 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Bardic  Immunity  [10]; Comfortable  Wealth  [10] and  a total  of 15  points  chosen  from  Charisma
  [5/level]; Honest  Face [1]; Musical  Ability  [5/level]; Patron  [varies]; Pitiable  [5]; Rapier  Wit [5]; Reputation
  [varies]; Smooth  Operator  [15/level]; Talker  [5/level]; Thespian  [5/level] and  Versatile  [5].
  Disadvantages:  Duty  (Lord,; Nonhazardous;  12  or less) [- 5]; Social Stigma  (Valuable  Property)  [- 10]; Status  - 1
  [- 5] and  a total  of - 20  points  chosen  from  - 1 IQ [- 20]; Appearance  [varies]; Bowlegged  [- 1]; Broad- Minded
  or Undiscriminating  [- 1]; Bully [- 10*]; Clueless  [- 10]; Compulsive  Behavior  [varies]; Confused  [- 10*];
  Dwarfism  [- 15]; Gullibility  [- 10*]; Hunchback  [- 10]; Social Stigma  (Ignorant)  [- 5/skill]; Social Stigma
  (Uneducated)  [- 5]; Impulsiveness  [- 10*]; Incompetence  [- 1/skill]; Klutz  [- 5 or  - 15]; Laziness  [- 10];
  Oblivious  [- 5]; Odious  Personal  Habits  [- 5 to  - 15]; further  Status  [- 5/level]; Short  Attention  Span  [- 10*];
  Stuttering  [- 10]; and  Truthfulness  [- 5*].
  Primary  Skills: A total  of 5 points  in any  of Acrobatics  (DX/H); Public Speaking  (IQ/A) and  Performance  (IQ/A).
  Secondary  Skills: A total  of 3 points  in any  of Dancing  (DX/A); Hobby  Skill (Juggling) (DX/E); Musical
  Instrument  (any) (IQ/H); Poetry  (IQ/A) and  Singing  (HT/E).
  Background  Skills: 2 points  total  in Acting  (IQ/A); Carousing  (HT/E); Diplomacy  (IQ/H) and  Fast- Talk  (IQ/A).
  25
  
  Jeweler [25 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 10  [0]' DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0]
  Advantages:  Comfortable  [10]; High  Manual  Dexterity  +1  [5] and  a total  of 10  points  chosen  from  Acute  Vision
  [2/level]; Artificer  [10/level]; Gifted  Artist  [5/level]; Patron  [varies]; Reputation  [varies]; Single- Minded  [5];
  Versatile  [5] and  further  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15  or  - 25]; Bad Temper  [- 10*]; Code  of Honor
  (Professional)  [- 5]; Dependents  [varies]; Greed  [- 15*]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Jeweler/TL  (H) IQ+1  [8]- 12.
  Secondary  Skills: Merchant  (A) IQ [2]- 10  and  a total  of 4 points  in any  of Artist  (Sculpture  or  Woodworking)
  (IQ/H); Connoisseur  (IQ/A) and  Metallurgy/TL  (IQ/H).
  Background  Skills: A total  of 3 points  in any  of Accounting  (IQ/H); Smith  (any) (IQ/A); Chemistry/TL  (IQ/H);
  Heraldry  (IQ/A); History  (any) (IQ/H) and  Prospecting  (IQ/A).
  Judge [30 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  1 [5] and  a total  of 25  points  chosen  from  Charisma  [5/level]; Clerical  Investment  [varies];
  Common  Sense  [10]; Empathy  or Sensitive  [15 or 5]; Favor  [varies]; Intuition  [15]; Legal Enforcement  Powers
  [5 to  15]; Legal Immunity  [varies]; Reputation  [varies]; Single- Minded  [5]; Wealth  [varies] and  further  Status
  [5/level].
  Disadvantages:  A total  of - 20  points  chosen  from  Bad Temper  [- 10*]; Bloodlust  [- 10*]; Bully [- 10*]; Code  of
  Honor  [- 5 to  - 15]; Hidebound  [- 5]; Honesty  [- 10*]; Intolerance  [varies]; Reputation  [varies]; Secret  [varies];
  Sense  of Duty  [varies] and  Stubbornness  [- 5].
  Primary  Skills: Law  (Local Criminal) (M/H) IQ+2  [12]- 12  and  a total  of 8 points  in any  of Detect  Lies (Per/H)
  and  Interrogation  (IQ/A).
  Secondary  Skills: A total  of 6 points  in any  of Criminology/TL  (IQ/A); Diplomacy  (IQ/H); Intimidation  (Will/A);
  Merchant  (IQ/A); Psychology  (IQ/H) and  Research  (IQ/A).
  Background  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E); Body Language  (Per/A); History
  (any) (IQ/H); Literature  (any) (IQ/H); Religious  Ritual  (any) (IQ/H); Philosophy  (any) (IQ/H) and  Theology
  (any) (IQ/H).
  Laborer [5 points]
  Adapted by Jeff Klein from a template by Donal Fallon
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0];
  FP 10  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  in any  of increased  ST [10/level], HT [10/level] or FP [3/level]; Acute  Senses
  [2/level]; Common  Sense  [10]; Fit [5]; High  Pain  Threshold  [10]; Less  Sleep  [2/level]; High  Manual  Dexterity
  [5/level]; Patron  [varies]; Single- Minded  [5]; Temperature  Tolerance  [1/level]; and  Tough  Guy [5/level].
  Disadvantages:  Status  - 1 [- 5]; Struggling  [- 10] and  a total  of - 10  points  chosen  from  Dull or Hidebound  [- 1 or
  - 5]; Duty  (Nonhazardous)  [varies]; Incurious  [- 5*]; Odious  Personal  Habits  [varies]; further  Wealth  [varies];
  Social Stigma  (Ignorant,  Uneducated  or  other)  [varies]; further  Status  [- 5/level]; Stubbornness  [- 5]; and
  Workaholic  [- 5].
  Primary  and Secondary  Skills: None
  Background  Skills: A total  of 5 points  in any  of Animal  Handling  (any) (IQ/A); Area  Knowledge  (any) (IQ/E);
  Carousing  (HT/E); Farming/TL  (IQ/A); Hiking  (HT/A); Lifting  (HT/A); Professional  Skill (any) (varies); Savoir-
  Faire  (Servant  or other)  (IQ/E); Streetwise  (IQ/A); Survival  (Urban)  (Per/A) and  any  craft  skill.
  26
  
  Lawyer [35 points]
  Adapted by Infornific from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per 11  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  15  points  chosen  from  any  of Allies  [varies]; Appearance  [varies]; Bard  [5/level]; Contacts  [varies];
  Empathy  or Sensitive  [15 or 5]; Favor  [varies]; Less  Sleep  [2/level]; Reputation  [varies]; Single- Minded  [5];
  Smooth  Operator  [15/level]; Status  [5/level]; Talker  [5/level]; Voice [10] and  Wealth  [varies].
  Disadvantages:  A total  of - 25  points  chosen  from  Alcoholism  [- 15  or - 20] Bad Temper  [- 10*]; Compulsive
  Behavior  (Lying) [- 15*]; Compulsive  Behavior  (Seeks  Publicity) [- 5*]; Enemy  [varies]; Greed  [- 15*]; Jealousy
  [- 10]; Overconfident  [- 5*]; Paranoia  [- 10]; any  physical  disadvantage  [varies]; Proud  or  Selfish  [- 1 or - 5*];
  Reputation  [varies]; Secret  (Corrupt)  [varies]; Sense  of Duty  (Clients)  [- 5] and  Workaholic  [- 5]
  Primary  Skills: Law (any) (H) IQ+1  [8]- 12; Public- Speaking  (A) IQ+1  [4]- 12  and  a total  of 4 points  in any  of
  Diplomacy  (IQ/H); Fast  Talk (IQ/A) and  Writing  (IQ/A).
  Secondary  Skills: A total  of 5 points  in any  of Detect  Lies (Per/H); Gesture  (IQ/E); History  (any) (IQ/H);
  Literature  (IQ/H); Research  (IQ/A); Savoir  Faire  (High  Society) (IQ/E) and  further  Primary  skills.
  Background  Skills: A total  of 4 points  in any  of Area  Knowledge  (IQ/E); Criminology/TL  (IQ/A); Language
  (special); Merchant  (IQ/A); Philosophy  (any) (IQ/H); Politics  (IQ/A); Psychology  (IQ/H); Streetwise  (IQ/A) and
  Theology  (any) (IQ/H).
  Leatherworker [15 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  +1  HT [10]; Artificer  [10/level]; Gifted  Artist  [5/level]; High
  Manual  Dexterity  [5/level]; Reputation  [varies]; Resistant  to  Poison  (+3) [5]; Single- Minded  [5]; Versatile  [5]
  and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15  or  - 25]; Bad Smell [- 10]; Hidebound  [- 5]; No
  Sense  of Smell/Taste  [- 5]; Wealth  [varies]; Status  [- 5/level]; Social Stigma  [varies]; Uncongenial  [- 1] and
  Workaholic  [- 5].
  Primary  Skills: Leatherworking  (E) DX+2  [4]- 12  and  Professional  Skill (Tanner)  (A) IQ+2  [8]- 12.
  Secondary  Skills: Merchant  (IQ/A) IQ [2]- 10  and  a total  of 3 points  in any  of Artist  (any) (IQ/H); Carpentry
  (IQ/E); Jeweler/TL  (IQ/H); Naturalist  (IQ/H) Professional  Skill (Dyer or Miller) (IQ/A) and  Smith  (Iron) (IQ/A).
  Background  Skills: A total  of 3 points  in any  of Animal  Handling  (any) (IQ/A); Area  Knowledge  (any) (IQ/E);
  Armoury/TL  (Body Armor)  (IQ/A); Artist  (Woodworking)  (IQ/H); Chemistry/TL  (IQ/H); Connoisseur  (any)
  (IQ/A); and  Sewing  (DX/E).
  Locksmith [10 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  High  Manual  Dexterity  +1  [5] and  10  points  chosen  from  Acute  Vision  [2/level]; Artificer
  [10/level]; Patron  [varies]; Reputation  [varies]; Resistant  to  Poison  (+3) [5]; Versatile  [5] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Temper  [- 10*]; Code  of Honor  (Professional)  [- 5];
  Dependents  [varies]; Greed  [- 15*]; Secret  [varies]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Professional  skill (Locksmith)/TL  (A) IQ+1  [4]- 11.
  Secondary  Skills: A total  of 5 points  in any  of Lockpicking/TL  (IQ/A); Mechanic  (Simple  Devices)/TL (IQ/A);
  Merchant  (IQ/A); Smith  (Iron) (IQ/A) and  Traps/TL  (IQ/A).
  Background  Skills: A total  of 1 point  in any  of Artist  (Woodworking)  (IQ/H); Carpentry  (IQ/E); Poisons/TL
  (IQ/H); and  Streetwise  (IQ/A) or further  Primary  or Secondary  Skills.
  27
  
  Majordomo [25 points]
  Adapted by Jeff Klein from a template by Ryan Crisp
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10
  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic Speed  5.00  [0];
  Basic Move 5 [0].
  Advantages: A total  of 10  points  chosen  from
  Administrative  Rank  [5/level]; Contacts  [varies]; Detail-
  Oriented  [5/level]; Patron  [varies]  and  Status  [5/level].
  Disadvantages:  Duty  (Lord; Nonhazardous;  12  or  less)  [- 5]
  and  a total  of - 15  points  chosen  from  Bad Temper
  [- 10*]; Compulsive  Behavior  [varies]; Miserliness  [- 10*];
  any  physical  disadvantage  [varies]; Sense  of Duty
  [varies]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Administration  (IQ/A) IQ+1  [4]- 12  and  a
  total  of 4 points  in any  of Diplomacy  (IQ/H); Leadership
  (IQ/A) and  Savoir- Faire  (Servent  or  other)  (IQ/E).
  Secondary  Skills: A total  of 9 points  in any  of Accounting
  (IQ/H); Area  Knowledge  (any) (IQ/E); Farming/TL  (IQ/A);
  Law (any) (IQ/H); Scrounging  (Per/E) and  further
  Primary  Skills.
  Background  Skills: A total  of 3 points  in any  of Carousing
  (HT/E); Heraldry  (IQ/A); Knife  (DX/E); Politics  (IQ/A) and
  Riding  (any) (DX/A).
  Masseur [40 points]
  Adapted by Jeff Klein from a template by Michael Suileabhain-Wilson.
  Attributes: ST 10  [0]; DX 11  [20]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  FP [3/level]; Allure  [5/level]; Empathy  or
  Sensitive  [15 or  5]; Fit or  Very Fit [5 or  15]; Flexibility  [5]; High  Manual  Dexterity  [5/level]; Reputation
  [varies]  and  Single- Minded  [5].
  Disadvantages:  A total  of - 30  points  chosen  from  Charitable  [- 15*]; Chummy  or  Gregarious  [- 5 or  - 10];
  Pacifism  [varies]; Wealth  [varies]; Reputation  [varies]; Selfless  [- 10*]; Sense  of Duty  [varies]; and  Social
  Disease  [- 5].
  Primary  Skills: Professional  Skill (Massage)  (A) DX+1  [4]- 12  and  Physiology  (H) IQ- 1 [2]- 10.
  Secondary  Skills: Either  Erotic  Art  (A) DX- 1 [1]- 10, Sex Appeal  (A) HT- 1 [1]- 9 and  Streetwise  (A) IQ [2]-
  11 or Diagnosis/TL  (H) IQ- 2 [1]- 9, Naturalist  (H) IQ- 1 [2]- 10  and  Pharmacy/TL  (Herbal) (H) IQ- 1 [2]-
  10  or Politics  (A) IQ- 1 [1]- 10; Poisons  (H) IQ- 1 [2]- 10  and  Savoir- Faire  (Servant)  (E) IQ+1  [2]- 12.
  Background  Skills: A total  of 4 points  in any  of Body  Language  (Per/A); Detect  Lies (Per/H); Diplomacy
  (IQ/H); Hiking  (HT/A); Meditation  (IQ/H); Philosophy  (any) (IQ/H) and  Psychology  (IQ/H).
  Cinematic  Lens  [+29  points]: Some  people  ascribe  almost  mystical  potency  to  massage  techniques.  Raise
  IQ to  12  [20] and  Professional  Skill (Massage)  to  13  [+4]. Add  Esoteric  Medicine  (H) Per+1  [4]- 13;
  Muscle  Reading  (VH) IQ- 2 [2]- 10; and  Pressure  Points  (H) IQ- 2 [1]- 10  to  Secondary  Skills. Note  that
  Muscle  Reading  will be  covered  in the  upcoming  GURPS Martial  Arts  and  the  difficulty  and  skill  level
  is subject  to  change  upon  its  release.
  28
  
  Merchant [30 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Allies  [varies]; Contacts  [varies]; Merchant  Rank  [5/level]; Patron
  [varies] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Code  of Honor  (Professional)  [- 5]; Greed  [- 15*]; Miserliness
  [- 10*]; Reputation  [varies] and  Social Stigma  [varies].
  Primary  Skills: Merchant  (A) [4] IQ+1- 12.
  Secondary  Skills: A total  of 6 points  in any  of Accounting  (IQ/H); Administration  (IQ/A); Carousing  (HT/E);
  Fast- Talk (IQ/A); Savoir- Faire  (any) (IQ/E) and  Streetwise  (Per/A).
  Background  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E); any  Craft  Skill (varies); Economics
  (IQ/H); Law (any) (IQ/H); Packing  (IQ/A); Politics  (IQ/A); Market  Analysis  (IQ/H); Seamanship/TL  (IQ/E) and
  Teamster  (any) (IQ/A).
  Messenger [40 points]
  Adapted by Jeff Klein from a template by David Morgan-Mar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 11  [10].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.25  [0]; Basic Move 5 [0]
  Advantages:  Legal Immunity  [5] and  a total  of 10  points  chosen  from  Absolute  Direction  [5]; Animal  Friend
  [5/level]; Claim  to  Hospitality  [1 to  10]; Fit [5]; and  Legal Enforcement  Powers  [varies].
  Disadvantages:  Duty  (Employer;  12  or  less) [- 10] and  a total  of - 10  points  chosen  from  Compulsive  Carousing
  [- 5*]; Honesty  [- 10*]; Loner  or Uncongenial  [- 5* or - 1]; Overconfidence  [- 10*]; Sense  of Duty  [varies]; and
  Truthfulness  [- 5*].
  Primary  Skills: Area  Knowledge  (any) (E) IQ+1  [2]- 11  and  one  of Boating  (A) DX+2  [8]- 12; Hiking  (A) HT+2  [8]-
  13; Riding  (any) (A) DX+2  [8]- 12; Running  (A) HT+2  [8]- 13; Skiing  (A) DX+2  [8]- 12  or Teamster  (any) (A)
  IQ+2  [8]- 12.
  Secondary  Skills: A total  of 6 points  in any  of Broadsword  (DX/A); Knife  (DX/E); Navigation/TL  (any) (IQ/A);
  Shortsword  (DX/A); Staff  (DX/A) and  further  Primary  Skills.
  Background  Skills: A total  of 4 points  in any  of Animal  Handling  (any) (IQ/A); First  Aid/TL  (IQ/E); Heraldry
  (IQ/A); Public Speaking  (IQ/A); Savoir- Faire  (any) (IQ/E); Survival  (any) (Per/A); Veterinary/TL  (IQ/H) and
  further  Secondary  Skills.
  Midwife [10 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  Will [5/level]; Common  Sense  [10]; High  Manual
  Dexterity  [5/level]; Honest  Face [1]; Reputation  [varies]; Resistant  to  Disease  +3  or +8  [3 or 5]; Sensitive  [5];
  and  Social Chameleon  [5].
  Disadvantages:  - 20  points  chosen  from  Appearance  [varies]; Charitable  [- 15*]; Humble  or Selfless  [- 1 or - 5*];
  Pacifism  [varies]; Wealth  [varies]; Reputation  (Witch) [varies]; Sense  of Duty  [varies]; Social Stigma  (Second-
  Class  Citizen  or other)  [varies]; Status  [- 5/level] and  Stubbornness  [- 5].
  Primary  Skills: Fast- Talk  (A) IQ+1  [4]- 11  and  Physician  (Childbirth)/TL  (A) IQ [2]- 10.
  Secondary  Skills: A total  of 8 points  in any  of Diagnosis/TL  (IQ/H); First  Aid/TL (IQ/E); Housekeeping  (IQ/E);
  Pharmacy  (Herbal)/TL (IQ/H); Religious  Ritual  (any) (IQ/H); Physiology  (any)/TL (IQ/H); Psychology  (IQ/H)
  and  Surgery/TL  (IQ/VH).
  Background  Skills: A total  of 6 points  in Area  Knowledge  (any) (IQ/E); Cooking  (IQ/A); Fortune- Telling  (any)
  (IQ/A); Naturalist  (IQ/H); Occultism  (IQ/A); Poisons  (IQ/H); Professional  Skill (Spinning  or Weaving) (DX/A);
  Savoir- Faire  (Servant)  (IQ/E); Sewing  (DX/E); Veterinary/TL  (IQ/H) and  Weather  Sense  (IQ/A).
  29
  
  Miller [20 points]
  Adapted by Jeff Klein from a template by Thomas Barnes
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 20  points  chosen  from  increased  ST [10/level], IQ [20/level]  or  Per  [5/level];
  Artificer  [10/level]; Common  Sense  [10]; Contacts  [varies]; Favors  [varies]; Patron  [varies]; Reputation
  [varies]  and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  - 1 HT [- 10]; Alcoholism  [varies]; Bad Temper  [- 10*];
  Code  of Honor  [- 5 to  - 15]; Duty  [varies]; Fat, Overweight  or  Very Fat [- 3, - 1 or  - 5]; Greed  [- 15*];
  Honesty  [- 10*]; Jealousy  [- 10]; Miserliness  [- 10*]; Odious  Personal  Habits  [- 5 to  - 15]; Reputation
  [varies]; Sense  of Duty  [varies]  and  Stubbornness  [- 5].
  Primary  Skills: Professional  Skill (Miller) (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 4 points  in any  of Accounting  (IQ/H); Administration  (IQ/A); Animal
  Handling  (any) (IQ/A); Carpentry  (IQ/E); Diplomacy  (IQ/H); Fast- Talk  (IQ/A); Mechanic  (Millwork)/TL
  (IQ/A); Merchant  (IQ/A); Packing  (IQ/A); Professional  Skill (Thatching)  (IQ/A); Savoir- Faire  (any)
  (IQ/E); and  Teamster  (any) (IQ/A).
  Background  Skills: A total  of 4 points  in any  of Armoury/TL  (Body  Armor)  (IQ/A); Boating  (any) (DX/A);
  Carousing  (HT/E); any  Melee  Weapon  skill (varies); Farming/TL  (IQ/A); Filch  (DX/A); Hiking  (HT/A);
  Holdout  (IQ/A); Leadership  (IQ/A); Metallurgy/TL  (IQ/H); Smith  (Iron)  (IQ/A); Professional  Skill
  (Distilling  or  Fulling) (IQ/A); Riding  (any) (DX/A); Scrounging  (Per/E); Sex Appeal  (HT/A); Sleight  of
  Hand  (DX/H); Streetwise  (IQ/A); Survival  (any) (Per/A); Swimming  (HT/E) and  Weather  Sense  (IQ/A).
  Miner [30 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 11  [10].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.25  [0]; Basic Move 5 [0].
  Advantages: A total  of 20  points  chosen  from  increased  ST [10/level], FP
  [3/level], Per  [5/level] or  Will [5/level]; Common  Sense  [10]; Fearlessness
  [2/level]; Fit [5]; Night  Vision  [1/level]; Rapid  Healing  [5]; Resistant  to  Poison
  (+3)  [5]; and  Tough  Guy [5/level].
  Disadvantages:  A total  of - 15  points  chosen  from  Chummy  or  Gregarious  [- 5
  or  - 10]; Code  of Honor  (any) [- 5 to  - 15]; Duty  [varies]; Hidebound  [- 5];
  Wealth  [varies]; Reputation  [varies]; Social Stigma  [varies]  and  Status  [- 5/
  level].
  Primary  Skills: Climbing  (A) DX+1  [4]- 11  and  Lifting  (A) HT+1  [4]- 12.
  Secondary  Skills: A total  of 4 points  in any  of Animal  Handling  (any) (IQ/A);
  Artist  (Woodworking)  (IQ/H); Carpentry  (IQ/E); Geology  (any)/TL  (IQ/H);
  Masonry  (IQ/E); Mechanic  (Mining)/TL  (IQ/A); Packing  (IQ/A); Prospecting
  (IQ/A); and  Survival  (any) (Per/A).
  Background  Skills: A total  of 3 points  in any  of Axe/Mace  (DX/A); Brawling
  (DX/E); Carousing  (HT/E); Engineer  (Mining)/TL  (IQ/H); First  Aid/TL  (IQ/E);
  Leatherworking  (DX/E); Metallurgy/TL  (IQ/H); and  Smith  (Iron)  (IQ/A).
  30
  
  Minstrel [25 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 25  points  chosen  from  increased  IQ [20/level] or  HT [10/level]; Appearance
  [varies]; Bardic  Immunity  [10]; Charisma  [5/level]; Language  Talent  [10]; Musical  Ability  [5/level];
  Patron  [varies]; Reputation  [varies]; Thespian  [5/level]; Versatile  [5] and  Voice [10].
  Disadvantages:  A total  of - 25  points  chosen  from  Alcoholism  [- 15  or  - 20]; Chummy  [- 5]; Compulsive
  Behavior  (any) [varies*]; Compulsive  Carousing  [- 5*]; Delusion  [varies]; Enemy  [varies];
  Overconfidence  [- 10*]; Impulsiveness  [- 10*]; Jealousy  [- 10]; Lecherousness  [- 15*]; Wealth  [varies];
  Selfish  [- 5*]; Status  [- 5/level] and  Truthfulness  [- 5].
  Primary  Skills: Musical  Instrument  (any) (H) IQ+1  [8]- 11; Singing  (HT/E) HT+1  [2]- 12; and  a total  of 4
  points  in any  of Literature  (IQ/H); Performance  (IQ/A); Poetry  (IQ/A) and  Public  Speaking  (IQ/A).
  Secondary  Skills: A total  of 6 points  in any  of  Dancing  (DX/A); Languages  (special); Musical  Composition
  (IQ/H) and  Musical  Instrument  (other)  (IQ/H).
  Background  Skills: A total  of 5 points  in any  of Area  Knowledge  (IQ/E); Carousing  (HT/E); Fast- Talk
  (IQ/A); Hiking  (HT/A); Riding  (any) (DX/A); Savoir- Faire  (IQ/E); Sex- Appeal  (HT/A); Streetwise  (IQ/A)
  and  Survival  (any) (Per/A).
  Monk [15 points]
  Adapted by Jeff Klein from a template by Thomas Barnes
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0];
  FP 10  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  Allies  [varies]; Autotrance  [1];
  Charisma  [5/level]; Claim  to  Hospitality  [1 to  10]; Common  Sense  [10]; Detail
  Oriented  [5/level]; Empathy  or  Sensitive  [15 or  5]; High  Pain  Threshold  [10];
  Higher  Purpose  [5]; Honest  Face [1]; Increased  Will [5/level]; Intuition  [15]; Legal
  Immunity  [varies]; Less  Sleep  [2/level]; Patron  [varies]; Pitiable  [5]; Rapid  Healing
  [5]; Religious  Rank  [5/level]; Reputation  [varies]; Resistant  to  Disease  +3  or  +8  [3
  or  5]; Social Chameleon  [5]; Status  [5/level]; and  Voice [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Disciplines  of Faith  [varies]  and
  Vows  [- 1 to  - 15]; and  - 15  points  chosen  from  Charitable  [- 15*]; Clueless  [- 10];
  Compulsive  Behavior  [varies]; Duty  [varies]; Fanaticism  [- 15]; Gullibility  [- 10*];
  Hidebound  or  Incurious  [- 5]; Honesty  [- 10*]; Intolerance  [- 5 or  - 10]; Oblivious
  [- 5]; Pacifism  [- 15  or  - 30]; Wealth  [varies]; Sense  of Duty  [varies]; Shyness  [- 5 to
  - 15]; Skinny  [- 10  points]; Stubbornness  [- 5]; Truthfulness  [- 5*] and  Unfit  [- 5].
  Primary  Skills: A total  of 8 points  in any  of Administration  (IQ/A); Artist  (any)
  (IQ/H); Expert  Skill (any) (IQ/H); Languages  (special); Meditation  (IQ/H); Musical
  Instrument  (any) (IQ/H); Physician/TL  (IQ/H); Singing  (HT/E);  Theology  (IQ/H)
  and  any  craft  skill.
  Secondary  Skills: A total  of 6 points  in any  of  Animal  Handling  (any) (IQ/A); Area  Knowledge  (any)
  (IQ/E); Farming/TL  (IQ/A); Hiking  (HT/A); Panhandling  (IQ/E); Public  Speaking  (IQ/A); Riding  (any)
  (DX/A); Teaching  (IQ/A); Teamster  (any) (IQ/A); Writing  (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 6 points  in any  of  Accounting  (IQ/H); Astronomy/TL  (IQ/H); Diplomacy
  (IQ/H); Fast  Talk  (IQ/A); Fishing  (Per/E); Pharmacy/TL  (Herbal) (IQ/H); Law (any) (IQ/H); Naturalist
  (IQ/H); Politics  (IQ/A); Savoir- Faire  (Monastery  or  other)  (IQ/E); Survival  (any) (Per/A)  and  further
  Primary  and  Secondary  Skills.
  31
  
  Mortician [10 points]
  Adapted by Jeff Klein from a template by Eric Nail
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Clerical  Investment  [5]; Honest  Face [1]; Resistant  to
  Disease  +3  or  +8  [3 or  5]; Reputation  [varies]; Religious  Rank  [5/level]; Social Chameleon  [5]; Status
  [5/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Smell  [- 10]; Code  of Honor  (Professional)  [- 5];
  Duty  [varies]; No Sense  of Humor  [- 10]; No Sense  of Smell/Taste  [- 5]; Reputation  (Unclean)  [varies];
  Sense  of Duty  [varies]; Social Stigma  (varies)  and  Workaholic  [- 5].
  Primary  Skills: Professional  Skill (Mortician)  (IQ/A) IQ+1  [4]- 11.
  Secondary  Skills: A total  of 4 points  in any  of Artist  (any) (IQ/H); Naturalist  (M/H); and  Writing  (IQ/A).
  Background  Skills: A total  of 7 points  in any  of Expert  Skill (Thanatology)  (IQ/H); Jeweler/TL  (IQ/H);
  Religious  Ritual  (any) (IQ/H); Physiology  (any)/TL  (IQ/H); Smith  (Iron)  (IQ/A); Professional  Skill
  (Perfumery)  (IQ/A); Savoir- Faire  (any) (IQ/E); and  Theology  (any) (IQ/H).
  Mourner [15 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 15  points  chosen
  from  Empathy  or  Sensitive  [15 or  5];
  High  Pain  Threshold  [10]; Resistant  to
  Disease  +3  or  +8  [3 or  5]; Musical
  Ability  [5/level]; Reputation  [varies];
  Thespian  [5/level] and  Voice [10].
  Disadvantages:  A total  of - 15  points
  chosen  from  Callous  [- 5]; Dependents
  [varies]; Odious  Personal  Habits  [- 5 to
  - 15]; Wealth  [varies]; Social Stigma
  [varies]  and  Status  [- 5/level].
  Primary  Skills: Religious  Ritual  (any) (H)
  IQ [4]- 10  and  a total  of  3 points  in any
  of Acting  (IQ/A) and  Singing  (HT/E).
  Secondary  Skills: A total  of 5 points  in
  any  of Dancing  (DX/A); Literature
  (IQ/H); Makeup/TL  (IQ/E); Musical
  Instrument  (any) (IQ/H); Poetry  (IQ/A);
  Professional  Skill (Mortician)  (IQ/A);
  Public  Speaking  (IQ/A); Theology  (any)
  (IQ/H).
  Background  Skills: A total  of 3 points  in
  any  of Carousing  (HT/A); Performance
  (IQ/A); Savoir- Faire  (any) (IQ/E) and
  further  Secondary  Skills.
  32
  
  Noblewoman [20 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0];
  Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic Speed  5.00  [0]; Basic
  Move 5 [0].
  Advantages:  Status  2 [10] and  15  points  chosen  from  Allies
  [varies]; Ally Group  [varies]; Appearance  [varies]; Charisma
  [5/level]; Empathy  or  Sensitive  [15 or  5]; Fashion  Sense  [5];
  Honest  Face [1]; Patron  [varies]; Pitiable  [5]; Social
  Chameleon  [5]; further  Status  [5/level] and  Wealth  [varies].
  Disadvantages:  Social  Stigma  (Valuable  Property)  [- 10] and
  - 15  points  chosen  from  reduced  Will [- 5/level]; Charitable  [- 15*]; Duty  (Husband  or  Family) [varies];
  Congenial,  Chummy  or  Gregarious  [- 1, - 5 or  - 10]; Gullibility  [- 10*]; Honesty  [- 10*]; Intolerance  [- 5
  or  - 10]; Jealousy  [- 10]; Pacifism  [varies]; Proud  or  Selfish  [- 1 or  - 5*]; Shyness  [- 5 to  - 20]; and  Unfit
  or  Very Unfit  [- 5 or  - 15].
  Primary  Skills: Savoir- Faire  (High  Society  or  Mafia) (IQ/E) IQ+3  [4]- 13.
  Secondary  Skills: A total  of 10  points  in any  of  Artist  (Needlecraft)  (IQ/H); Carousing  (HT/E); Dancing
  (DX/A); Falconry  (IQ/A); Games  (Chess)  (IQ/E); Games  (any) (IQ/E); Literature  (IQ/H); Riding  (any)
  (DX/A) and  Sewing  (DX/E).
  Background  Skills: A total  of 6 points  in any  of  Administration  (IQ/A); Connoisseur  (any) (IQ/A);
  Diplomacy  (IQ/H); History  (IQ/H); Languages  (special); Law (any) (IQ/H); Musical  Instrument  (any)
  (IQ/H); Poetry  (IQ/A); Politics  (M/A); Sex Appeal  (HT/A); Singing  (HT/E) and  Theology  (IQ/H).
  Nurse / Wet Nurse [0 points]
  Adapted by Jeff Klein from a template by Thomas Barnes
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  Per  [5/level]; Common  Sense  [10]; Contacts
  [varies]; Empathy  or  Sensitive  [15 or  5]; Favors  [varies]; Honest  Face [1]; Less  Sleep  [2/level]; Patron
  [varies]; and  Reputation  [varies].
  Disadvantages:  Social  Stigma  (Second- Class  Citizen)  [- 5]; Status  - 1 [- 5]; Struggling  [- 10] and  a total  of
  - 15  points  chosen  from  Alcoholism  [varies]; Appearance  [varies]; Bad Temper  [- 10]; Charitable
  [- 15*]; Clueless  [- 10]; Dependent  (increased  frequency  or  loved  one)  [varies]; Fat, Overweight,  or  Very
  Fat [- 3, - 1 or  - 5]; Gullibility  [- 10*]; Lecherousness  [- 10*]; Odious  Personal  Habits  [- 5 to  - 15]; Sense
  of Duty  [varies]; further  Social  Stigma  [varies]; further  Status  [- 5/level]; Stubbornness  [- 5]; Unfit  [- 5]
  and  further  Wealth  [varies]. Note: You  must  also  take  at  least  one  Dependent,  which  is not  included
  in the  point  cost  of this  template  as  the  point  cost  varies  greatly.
  Primary  Skills: Professional  Skill (Childcare)  (IQ/A) IQ+1  [4]- 11  and  Savoir- Faire  (Servant)  (IQ/E) IQ+2
  [4]- 12.
  Secondary  Skills: A total  of 7 points  in any  of Public  Speaking  (IQ/A); Diplomacy  (IQ/H); Fast- Talk
  (IQ/A); First  Aid/TL  (IQ/E); Pharmacy  (Herbal)/TL  (IQ/H); Literature  (IQ/H); Psychology  (IQ/H); Singing
  (HT/E) and  Teaching  (IQ/A).
  Background  Skills: A total  of 5 points  in any  of Acting  (IQ/A); Animal  Handling  (any) (IQ/A); Area
  Knowledge  (any) (IQ/E); Artist  (Needlecraft)  (IQ/H); Brawling  (DX/E); Carousing  (HT/E); Farming/TL
  (IQ/A); Filch  (DX/A); Gambling  (IQ/A); Hiking  (HT/A); Languages  (special); Merchant  (IQ/A); Occultism
  (IQ/A); Professional  Skill (Spinning  or  Weaving) (DX/A); Scrounging  (Per/E); Sewing  (DX/E); Sex
  Appeal  (HT/A); Streetwise  (IQ/A); Survival  (any) (Per/A); and  Weather  Sense  (IQ/A).
  33
  
  Page [-35 points]
  Adapted by Infornific from a template by Jamie Revell
  Attributes: ST 8 [- 20]; DX 10  [0]; IQ 9 [- 20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 3/1d- 2; BL 12  lbs; HP 8 [0]; Will 9 [0]; Per 9 [0]; FP 10  [0]; Basic Speed  5.00
  [0]; Basic Move 5 [0].
  Advantages:  Status  1 [5] and  a total  of 10  points  from  Charisma  [5/level]; Heir [varies]; Patron  [varies]; Pitiable
  [5]; Sanctity  [5]; further  Status  [5/level] and  Wealth  [varies].
  Disadvantages:  Duty  (Nonhazardous;  12  or less) [- 5]; Social Stigma  (Minor) [- 5] and  - 10  points  from  Curious
  [- 5*]; Distractible  or  Short  Attention  Span  [- 1 or - 10*]; Gullibility  [- 10*]; Impulsiveness  [- 10*]; Intolerance
  [- 5/- 10]; Klutz  [- 5]; Laziness  [- 10]; Selfish  [- 5]; Sense  of Duty  [varies]; and  Stubbornness  [- 5].
  Primary  Skills: Savoir- Faire  (E) IQ+1  [2]- 10.
  Secondary  Skills: A total  of 5 points  in Animal  Handling  (any) (IQ/A); Dancing  (DX/A); Heraldry  (IQ/A) and
  Riding  (any) (DX/A).
  Background  Skills: A total  of 3 points  in any  of Bow (DX/A); Games  (IQ/E); Falconry  (IQ/A); Literature  (IQ/H);
  Politics  (IQ/A); Scrounging  (Per/E); and  Sports  (any) (DX/A).
  Palace Eunuch [5 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Administrative  Rank  1 [5] and  a total  of 15  points  chosen  from  increased  Per [5/level]; further
  Administrative  Rank  [5/level]; Appearance  [varies]; Claim  to  Hospitality  [1 to  10]; High  Pain  Threshold  [10];
  Honest  Face [1]; Patron  [varies]; Rapid  Healing  [5]; Security  Clearance  [varies]; Sensitive  [5]; Status  [5/level];
  Voice [10] and  Wealth  [varies].
  Disadvantages:  Neutered  [- 1]; Social Stigma  (Minority  Group)  [- 10] and  a total  of - 20  points  in Addiction
  [varies]; Appearance  [varies]; Compulsive   Gambling  [- 5*]; Disturbing  Voice [- 10]; Duty  [varies]; Fat or Over -
  weight  [- 3 or - 1]; Low Self- Image  [- 10]; Odious  Personal  Habits  [- 5 to  - 15]; Reputation  [varies]; Responsive
  [- 1]; Selfish  [- 5*]; Selfless  [- 10*]; Sense  of Duty  [varies]; Social Stigma  (other)  [varies]; and  Unfit  [- 5].
  Primary  Skills: Administration  (IQ/A) IQ+1  [4]- 11  and  Savoir- Faire  (Servant)  (IQ/E) IQ+2  [4]- 12.
  Secondary  Skills: A total  of 5 points  in any  of Accounting  (IQ/H); Brawling  (DX/E); Cooking  (IQ/A); Religious
  Ritual  (any) (IQ/H); Politics  (IQ/A); Savoir- Faire  (any) (IQ/E); Teaching  (IQ/A); Wrestling  (DX/A) and  any
  Melee  Weapon  skill (varies).
  Background  Skills: A total  of 3 points  in any  of Acting  (IQ/A); Diplomacy  (IQ/H); Fast- Talk  (IQ/A); Gambling
  (IQ/A); Philosophy  (any) (IQ/H); Theology  (IQ/H) and  further  Secondary  Skills.
  Pariah [5 points]
  Adapted by Jeff Klein from a template by Jason Morningstar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  Will [5/level] or  Per [5/level]; Allies  [varies]; Claim  to
  Hospitality  [varies]; Fearlessness  [2/level]; High  Pain  Threshold  [10]; Honest  Face [1] and  Pitiable  [5].
  Disadvantages:  Social Stigma  (Untouchable)  [- 15] and  a total  of - 10  points  chosen  from  Appearance  [varies];
  Guilt  Complex  [- 5]; Light  Sleeper  [- 5]; Low Self- Image  [- 10]; Nightmares  [- 5*]; Wealth  [varies]; Reputation
  [varies]; Sense  of Duty  [varies]; Shyness  [varies]; Social Disease  [- 5]; Social Stigma  (other) [varies]; Status  [- 5/
  level] and  Unfit  [- 5].
  Primary  Skills: Either  Panhandling  (E) IQ+2  [4]- 12  or 4 points  in any  craft  skill.
  Secondary  Skills: A total  of 3 points  in any  of Area  Knowledge  (any) (IQ/E); Fast  Talk  (IQ/A); First  Aid/TL
  (IQ/E); Gesture  (IQ/E); Scrounging  (Per/E); Stealth  (DX/A); Streetwise  (IQ/A) and  Survival  (any) (Per/A).
  Background  Skills: A total  of 3 points  in any  of Camouflage  (IQ/E); Disguise  (IQ/A); Farming/TL  (IQ/A); Hiking
  (HT/A) and  further  Secondary  Skills.
  34
  
  Peasant [10 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  ST [10/level] or  HT [10/level]; Allies  [varies];
  Animal  Friend  [5/level]; Claim  to  Hospitality  [1 to  10]; Common  Sense  [10] and  Green  Thumb
  [5/level].
  Disadvantages:  A total  of - 20  points  chosen  from  reduced  DX  [- 20/level]  or  IQ [- 20/level]; Dependents
  [varies]; Odious  Personal  Habits  [- 5 to  - 15]; Social Stigma  [varies]; Status  [- 5/level]; Wealth  [varies]
  and  Workaholic  [- 5].
  Primary  Skills: Farming/TL  (A) [8]- 12  and  Area  Knowledge  (Village) (A) [2]- 10.
  Secondary  Skills: A total  of 6 points  in any  of  Animal  Handling  (any) (IQ/A); Artist  (Pottery)  (IQ/H);
  Carpentry  (IQ/E); Cooking  (IQ/A); any  Craft  Skill (varies); First  Aid/TL  (IQ/E); Masonry  (IQ/E);
  Professional  Skill (Distiller,  Spinning  or  Weaving) (IQ/A); Sewing  (DX/E) or  Weather  Sense  (IQ/A).
  Background  Skills: A total  of 4 points  in any  of Brawling  (DX/E); any  Melee  Weapon  skill (varies);
  Pharmacy/TL  (Herbal) (IQ/H); Law (any) (IQ/H); Naturalist  (IQ/H); Public  Speaking  (IQ/A); Survival
  (any) (Per/A); Theology  (any) (IQ/H); Tracking  (Per/A)  and  Veterinary/TL  (IQ/H).
  Perfumer [10 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  Acute
  Taste  and  Smell  [2/level]; Reputation  [varies];
  Single- Minded  [5]; Status  [5/level]; Temperature
  Tolerance  [1/level]; Versatile  [5] and  Wealth  [varies].
  Disadvantages:  A total  of - 10  points  chosen  from
  Addiction  [varies]; Attentive  [- 1]; Bad Smell  [- 10];
  Disciplines  of Faith  [varies]; Proud  or  Selfish  [- 1 or
  - 5*]; Unfit  or  Very Unfit  [- 5 or  - 15] or  Workaholic
  [- 5].
  Primary  Skills: Professional  Skill (Perfumery)  (A) IQ+2
  [4]- 12.
  Secondary  Skills: A total  of 4 points  in any  of Artist
  (Pottery)  (IQ/H); Connoisseur  (Perfumes  or  other)
  (IQ/A); Area  Knowledge  (Local Wilds)  (IQ/E);
  Biology/TL  (IQ/VH); Farming/TL  (IQ/A); Gardening
  (IQ/E); Merchant  (IQ/A); Naturalist  (IQ/H);
  Professional  Skill (Distiller)  (IQ/A); Professional  Skill
  (Glassblower)  (DX/A) and  Savoir- Faire  (any) (IQ/E).
  Background  Skills: A total  of 2 points  in any  of
  Cooking  (IQ/A); Esoteric  Medicine  (Per/H); Pharmacy
  (Herbal)/TL  (IQ/H); Religious  Ritual  (any) (IQ/H);
  Professional  Skill (Massage)  (IQ/A) and  Theology
  (any) (IQ/H).
  35
  
  Philosopher [50 points]
  Adapted by Infornific from a template by Phil Masters
  Attributes: ST 10  [0]; DX 10  [0]; IQ 12  [40]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 12  [0]; Per  12  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  1 [5] and  a total  of  20  points  in increased  IQ [20/level]  or  Per  [5/level]; Allies  (Pupils)
  [varies]; Bard  [5/level]; Charisma  [5/level]; Clerical  Investment  [5]; Fearlessness  [2/level]; Honest  Face
  [1]; Intuition  [15]; Mathematical  Ability  [10/level]; Reputation  (Great  thinker)  [varies]; Sage [10/level];
  Single  Minded  [5]; Social Chameleon  [5]; Talker  [5/level]; Versatile  [5] and  Wealth  [varies].
  Disadvantages:  A total  of - 25  points  from  reduced  ST [- 10/level]  or  HT
  [- 10/level]; Absent  Mindedness  [- 15]; Appearance  [varies]; Attentive  or
  Distractible  [- 1]; Curious  [- 5*]; Disciplines  of Faith  [varies]; Fat,
  Overweight  or  Very Fat [- 3, - 1 or  - 5]; Honesty  [- 10*]; Humble  [- 1];
  Imaginative  [- 1]; Incompetence  (any  social  skill) [- 1]; Indecisive  [- 10*];
  Intolerance  (Fools  or  Rival schools)  [- 5]; Klutz  [- 5 or  - 15]; Laziness
  [- 10]; Oblivious  [- 5]; Odious  Personal  Habits  [- 5 to  - 15]; Pacifism
  [varies]; Reputation  (Dangerous  radical) [varies]; Skinny  [- 5]; Staid  [- 1];
  Stubbornness  [- 5]; Stuttering  [- 10]; Truthfulness  [- 5*];
  Undiscriminating  [- 1]; Unfit  or  Very Unfit  [- 5 or  - 15]; Workaholic  [- 5].
  Primary  Skills: Philosophy  (any) (H) IQ [4]- 12.
  Secondary  Skills: One  of Administration  (A) IQ [2]- 12; Bard  (A) IQ [2]- 12;
  Law (H) IQ- 1 [2]- 11; Pharmacy  (Herbalist)  (H) IQ- 1 [2]- 11; Teaching  (A)
  IQ [2]- 12  or Theology  (H) IQ- 1 [2]- 11.
  Background  Skills: A total  of 4 points  in any  of Anthropology  (IQ/H);
  Astrology  (IQ/H); Astronomy  (IQ/H); Connoisseur  (IQ/A); Diagnosis/TL
  (IQ/H); Expert  (IQ/H); Fast  Talk  (IQ/A); History  (IQ/H); Literature
  (IQ/H); Mathematics  (IQ/H); Naturalist  (IQ/H); Poetry  (IQ/A);
  Psychology  (IQ/H); Research  (IQ/A); Survival  (any) (Per/A); Tracking
  (Per/A); Writing  (IQ/A); Zoology  (IQ/H) and  further  Secondary  Skills.
  Physician [45 points]
  Adapted by Infornific from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per  11  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  chosen  from  increased  IQ [20/level]  or  Will [5/level]; Clerical
  Investment  [5]; Empathy  or  Sensitive  [15 or  5]; Healer  [10/level]; Honest  Face [1]; Religious  Rank
  (requires  Clerical  Investment)  [5/level]; Reputation  [varies]; Resistant  to  Disease  +3  or  +8  [5 or  8];
  Status  [5/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  Code  of Honor  [- 5 to  - 15]; Greed  [- 15*]; Guilt
  Complex  [- 5]; Pacifism  [varies]; Odious  Personal  Habit  [- 5 to  - 15]; Overconfident  [- 5*]; Proud  or
  Selfish  [- 1 to  - 5*]; Sense  of Duty  [varies]  and  Vow [varies].
  Primary  Skills: Diagnosis/TL  (H) IQ+1  [8]- 12  and  Physician/TL  (H) IQ+1  [8]- 12.
  Secondary  Skills: A total  of 5 points  chosen  from  Alchemy/TL  (IQ/VH); Expert  Skill (Thanatology)  (IQ/H);
  Naturalist  (IQ/H); Pharmacy/TL  (H); Physiology  (IQ/H); Poisons  (IQ/H); Professional  Skill (Massage)
  (IQ/A); Psychology  (IQ/H) and  Surgery  (IQ/VH).
  Background  Skills: A total  of 4 points  chosen  from  Astrology  (IQ/H); Biology/TL  (IQ/H); Chemistry
  (IQ/H); Literature  (IQ/H); Mathematics  (IQ/H); Occultism  (IQ/A); Philosophy  (any) (IQ/H); Physics
  (IQ/H); Research  (IQ/A); Theology  (any) (IQ/H) and  Veterinary/TL  (IQ/H).
  36
  
  Pilgrim [20 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10
  [0]; FP 10  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  Per  [5/level]; Absolute
  Direction  [5]; Acute  Senses  [2/level]; Allies  [varies]; Claim  to  Hospitality  [1 to
  10]; Fit [5]; Honest  Face [1]; Legal Immunity  [varies]; Outdoorsman  [10/level];
  Pitiable  [5]; Reputation  [varies]; Single- Minded  [5] and  Social  Chameleon  [5].
  Disadvantages:  A total  of - 20  points  chosen  from  Delusion  [- 1 to  - 15];
  Disciplines  of Faith  [varies]; Fanaticism  [- 15]; Hidebound  or  Incurious  [- 5];
  Intolerance  (any) [- 5/- 10]; Obsession  [- 5 to  - 15]; any  physical  disadvantage
  [varies]; Wealth  [varies]; Status  [- 5/level]; Stubbornness  [- 5] and  Vow [- 1 to
  - 15].
  Primary  Skills: Hiking  (A) HT+1  [4]- 11  and  a total  of  6 points  in any  of Navigation
  (Land)/TL  (IQ/A); Panhandling  (IQ/E) and  Survival  (any) (Per/A).
  Secondary  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E);
  Fishing  (Per/E); Naturalist  (IQ/H); Scrounging  (Per/E); Staff  (DX/A); Streetwise
  (IQ/A) and  Traps/TL  (IQ/A).
  Background  Skills: A total  of 10  points  in any  of  Boating/TL  (any) (DX/A); First- Aid/TL  (IQ/E);
  Languages  (special); Religious  Ritual  (any) (IQ/H); Riding  (any) (DX/A); Running  (HT/A);
  Seamanship/TL  (IQ/E); Singing  (HT/E); Streetwise  (IQ/A); Theology  (IQ/H); Weather  Sense  (IQ/A) and
  any  of the  skills  concerning  the  pilgrim's  main  profession  (see  the  relevant  template.)
  Policeman [25 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Legal Enforcement  Powers  [5] and  a total  of 15  points  chosen  from  increased  ST [10/level],
  HT [10/level]  or  Per  [5/level]; Absolute  Direction  [5]; Absolute  Timing  [2]; Acute  Senses  [2/level];
  Allies  [varies]; Combat  Reflexes  [15]; Contacts  [varies]; Danger  Sense  [15]; Fearlessness  [2/level];
  Honest  Face [1]; Intuition  [15]; further  Legal Enforcement  Powers  [varies]; Military  Rank  [5/level];
  Night  Vision  [1/level]; Patron  [varies]; Reputation  [varies]; Status  [5/level]; Talker  [5/level] and  Tough
  Guy [5/level].
  Disadvantages:  Duty  (Employer  or  Community;  9 or  less)  [- 5] and  a total  of - 15  points  chosen  from
  Bully [- 10*]; Careful  [- 1]; Charitable  [- 15*]; Chummy  or  Gregarious  [- 5 or  - 10]; Code  of Honor  [- 5 to
  - 15]; Cowardice  [- 10*]; Duty  (increased  Frequency)  [varies]; Enemies  [varies]; Honesty  [- 10*]; Nosy
  [- 1]; Pacifism  (Cannot  Harm  Innocents)  [- 10]; Wealth  [varies]; Secret  [varies]; Sense  of Duty  [varies]
  and  Social Stigma  [- 5 to  - 15].
  Primary  Skills: Area  Knowledge  (Patrol)  (E) IQ+2  [4]- 12; Professional  Skill (Law Enforcement)  (A) IQ+2
  [8]- 12  and  a total  of 5 points  in any  Melee  Weapon  skill (varies).
  Secondary  Skills: A total  of 7 points  in any  of Criminology/TL  (IQ/A); Detect  Lies (Per/H); Interrogation
  (IQ/A); Law (IQ/H); Leadership  (IQ/A); Shield  (any) (DX/E); Streetwise  (IQ/A) and  Tracking  (Per/A).
  Background  Skills: A total  of 5 points  in any  of Administration  (IQ/A); Armoury /TL  (any) (IQ/A);
  Climbing  (DX/A); Fast- Talk  (IQ/A); Holdout  (IQ/A); Intimidation  (Will/A); Politics  (IQ/A); Running
  (HT/A); Savoir- Faire  (any) (IQ/E) and  Tactics  (IQ/H).
  37
  
  Politician [35 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0]
  Advantages:  Status  2 [10] and  a total  of 40  points  chosen  from  increased  IQ [20/level]; Allies  [varies]; Charisma
  [5/level]; Contacts  [varies]; Legal Enforcement  Powers  [5]; Smooth  Operator  [15/level]; further  Status
  [5/level]; Talker  [5/level] and  Wealth  [varies].
  Disadvantages:  A total  of - 30  points  chosen  from  reduced  ST [- 10/level], DX [- 20/level] or HT [- 10/level]; Bad
  Temper  [- 10*]; Bully [- 10*]; Dependents  [varies]; Fat, Overweight  or  Very Fat [- 3, - 1 or - 5]; Greed  [- 15*];
  Sense  of Duty  [varies]; Stubbornness  [- 5] and  Unfit  [- 5].
  Primary  Skills: Politics  (A) IQ+1  [4]- 12.
  Secondary  Skills: Either  Public Speaking  (A) IQ+1  [4]- 12  or Fast- Talk  (A) IQ+1  [4]- 12.
  Background  Skills: A total  of 7 points  in any  of Administration  (IQ/A); Diplomacy  (IQ/H); Law (IQ/H);
  Leadership  (IQ/A); Propaganda  (IQ/A); Strategy  (any) (IQ/H) and  further  Secondary  Skills.
  Potter [25 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Gifted  Artist  1 [5] or High  Manual  Dexterity  1 [5] and  a total  of 10  points  chosen  from  further
  Gifted  Artist  or High  Manual  Dexterity  [each  5/level]; Less  Sleep  [2/level]; Reputation  [varies]; Single-
  Minded  [5]; Temperature  Tolerance  [1/level]; Versatile  [5] and  Wealth  [varies].
  Disadvantages:  A total  of - 10  points  chosen  from  Attentive  [ 1]; Hidebound  [- 5]; Wealth  [varies]; Social Stigma
  [varies]; Status  [- 5/level] and  Workaholic  [- 5].
  Primary  Skills: Artist  (Pottery) (H) IQ+2  [8]- 12  and  Artist  (Sculpture)  (H) DX+1  [4]- 11.
  Secondary  Skills: A total  of 5 points  in any  of Artist  (any) (IQ/H); Chemistry/TL  (IQ/H); Masonry  (IQ/E);
  Merchant  (IQ/A); Professional  Skill (Dyer or Wickerwork)  (IQ/A); Prospecting  (IQ/A) and  Streetwise  (IQ/A).
  Background  Skills: A total  of 3 points  in any  of Area  Knowledge  (any) (IQ/E); Carpentry  (IQ/E); Connoisseur
  (Visual  Arts) (IQ/A); Geology/TL  (any) (IQ/H); Lifting  (HT/A); Naturalist  (IQ/H) and  Theology  (IQ/H).
  Priest [25 points]
  Adapted by Infornific from a template by Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per 11  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Clerical  Investment  [5] and  20  points  chosen  from  increased  IQ [10/level] or Will [5/level]; Bard
  [5/level]; Charisma  [5/level]; Common  Sense  [10]; Devotion  [5/level]; Empathy  or Sensitive  [15 or 5]; Honest
  Face [1]; Legal Immunity  [varies]; Patron  [varies]; Religious  Rank  [5/level]; Reputation  [varies]; Sage
  [10/level]; Sanctity  [5]; Single  Minded  [5]; Smooth  Operator  [15/level]; Social Chameleon  [5]; Status  [5/level];
  Voice [10] and  Wealth  [varies].
  Disadvantages:  A total  of - 10  points  taken  from  Disciplines  of Faith  [varies] and  Vows  [varies]; and  - 15  points
  in Addiction  [varies]; Charitable  [- 15*]; Delusions  [- 1 to  - 15]; further  Disciplines  of Faith  or Vows  [varies];
  Duty  [varies]; Fanaticism  or Extreme  Fanaticism  [- 15]; Greed  [- 15*]; Honesty  [- 10*]; Intolerance  [- 5 or - 10];
  Pacifism  [varies]; Wealth  [varies]; Sense  of  Duty  [varies]; Stubbornness  [- 5]; Truthfulness  [- 5*] and  Unfit  [- 5].
  Primary  Skills: A total  of 12  points  in Religious  Ritual  (IQ/H) and  Theology  (any) (IQ/H).
  Secondary  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E); Astrology  (IQ/H); Dancing  (DX/A);
  Exorcism  (Will/H); Fast  Talk (IQ/A); Languages  (special); Musical  Instrument  (any) (IQ/H); Occultism  (IQ/A);
  Philosophy  (any) (IQ/H); Public Speaking  (IQ/A); Singing  (HT/E) and  Teaching  (IQ/A).
  Background  Skills: A total  of 3 points  in any  of Administration  (IQ/A); Detect  Lies (Per/H); Diagnosis  (IQ/H);
  Diplomacy  (IQ/H); First  Aid (IQ/E); History  (IQ/H); Intimidation  (Will/A); law (IQ/H); Leadership  (IQ/A);
  Literature  (IQ/H); Meditation  (IQ/H); Pharmacy/TL  (IQ/H); Poetry  (IQ/A); Politics  (IQ/A); Psychology  (IQ/H);
  Research  (IQ/A); Savoir  Faire  (any) (IQ/E) and  Writing  (IQ/A).
  38
  
  Professor [25 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per  11  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 5 points  chosen  from  Academic  Rank  [5/level]; Allies  (Students)  [varies]; Detail-
  Oriented  [5/level]; Patron  (Guild  or  School  System)  [varies]; Status  [5/level] and  Tenure  [5].
  Disadvantages:  A total  of - 20  points  chosen  from  reduced  ST [- 10/level], DX [- 20/level]  or  HT [- 10/
  level]; Bad Sight  [- 10  or  - 25]; Bully [- 10*]; Odious  Personal  Habit  (Pedantic)  [- 5]; Wealth  [varies]  and
  Reputation  [varies].
  Primary  Skills: One  of Law (any) (H) IQ+1  [8]- 12; Literature  (H) IQ+1  [8]- 12; Philosophy  (any) (H) IQ+1
  [8]- 12; Physician/TL  (VH) IQ [8]- 10; Theology  (any) (H) IQ+1  [8]- 12; or 8 points  in any  other  IQ/H  or
  IQ/VH  skill.
  Secondary  Skills: Teaching  (A) IQ [2]- 11  and  a total  of 5 points  in any  of Literature  (IQ/H) or  further
  Primary  Skills.
  Background  Skills: A total  of 5 points  in any  of Artist  (Calligraphy)  (IQ/H); Languages  (special); Public
  Speaking  (IQ/A); Writing  (IQ/A) and  further  Primary  and  Secondary  Skills.
  Huntsman / Ranger [35 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 30  points  chosen  from  increased  DX [20/level], IQ [20/level], HT [10/level]  or  Per
  [5/level]; Absolute  Direction  [5]; Acute  Senses  [2/level]; Animal  Friend  [5/level]; Danger  Sense  [15]; Fit
  or  Very Fit [5 or  15]; and  Night  Vision  [1/level].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Smell  [- 10]; Bad Temper  [- 10*]; Claustrophobia
  [- 15*]; Code  of Honor  (Hunter's)  [- 5]; Demophobia  [- 15*]; Honesty  [- 10*]; Intolerance  (Poachers)  [- 5];
  Loner  [- 5*]; Odious  Personal  Habits  [- 5 to  - 15]; Reputation  [varies]; and  Shyness  [- 5 to  - 20].
  Primary  Skills: Area  Knowledge  (E) IQ+1  [2]- 12  and  a total  of  7 points  in at  least  two  of Bolas  (DX/A);
  Bow (DX/A); Crossbow  (DX/E); Naturalist  (IQ/H); Thrown  Weapon  (any) (varies)  and  Tracking  (Per/A).
  Secondary  Skills: A total  of 7 points  in any  of Animal  Handling  (any) (IQ/A); Camouflage  (IQ/E); Knife
  (DX/E); Mimicry  (Animal  Sounds)  (IQ/H); Stealth  (DX/A); Survival  (Woodlands  or  Swampland)  (Per/A);
  Traps/TL  (IQ/A); Veterinary/TL  (IQ/H) and  Weather  Sense  (IQ/A).
  Background  Skills: A total  of 4 points  in any  of Boating/TL  (any) (DX/A); Biology  (Botany)/TL  (IQ/H);
  Climbing  (P/A); Cooking  (IQ/A); First- Aid/TL
  (IQ/E); Hiking  (HT/A); Law (IQ/H);
  Leatherworking  (DX/E); Professional  Skill
  (Butcher)  (IQ/A); Running  (HT/A) and
  Swimming  (HT/E).
   Ranger Lens: [+14]: Add  15  points  of advantages
  from  Administrative  Rank  [5/level]; Legal
  Enforcement  Powers  [5 to  15]; Patron  [varies]
  and  Status  [5/level]. Add  - 5 points  of
  disadvantages  from  Duty  [varies]; Enemy
  [varies]; Secret  (Corrupt)  [varies]  and  Sense  of
  Duty  [varies]. Add  Professional  Skill (Law
  Enforcement)  (A) IQ+1  [4]- 11.
  39
  
  Royal Advisor [65 points]
  Adapted by Jeff Klein from a template by Phil Masters with Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per 11  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  2 [5**]; Wealthy  [20]; either  Charisma  +2  [10], Reputation  +2  (Wise Advisor)  [10] or Voice
  [10]; and  a total  of 30  points  chosen  from  increased  IQ [20/level]; Administrative  Rank  [5/level]; Allies
  [varies]; Appearance  [varies]; Clerical  Investment  [5]; Common  Sense  [10]; Contacts  [varies]; Empathy  or
  Sensitive  [15 or 5]; Fearlessness  [2/level]; Honest  Face [1]; Intuition  [15]; Legal Immunity  [varies]; Military
  Rank  [5/level]; Patron  [varies]; Smooth  Operator  [15/level]; Social Chameleon  [5] and  Talker  [5/level].
  Disadvantages:  Duty  (Monarch;  either  12  or less  or Nonhazardous;  15  or less) [- 10] and  a total  of - 25 points
  chosen  from  reduced  ST [- 10/level], DX [- 20/level], HT [- 10/level] or  Will [- 5/level]; Bully [- 10*]; Careful  or
  Paranoia  [- 1 or - 10]; Code  of Honor  [- 5 to  - 15]; Compulsive  Behavior  [varies]; Dull or Hidebound  [- 1 or - 5];
  Enemy  [varies]; Fearfulness  [- 2/level]; Greed  [- 15*]; Neutered  [- 1]; Jealousy  [- 10]; Proud  or  Selfish  [- 1 or
  - 5*]; Reputation  [varies]; Responsive  [- 1]; Secret  [varies]; Social Stigma  [varies]; Staid  [- 1]; Unfit  or  Very
  Unfit  [- 5 or - 15] and  Workaholic  [- 5].
  Primary  Skills: Diplomacy  (H) IQ [4]- 11  and  Savoir- Faire  (E) IQ+1  [2]- 12.
  Secondary  Skills: Any two  of Administration  (A) IQ [2]- 11; Area  Knowledge  (Kingdom)  (E) IQ+1  [2]- 12; Detect
  Lies (H) IQ- 1 [2]- 10; Intelligence  Analysis/TL  (H) IQ- 1 [2]- 10; Law (any) (H) IQ- 1 [2]- 10  and  Strategy  (any)
  (H) IQ- 1 [2]- 10.
  Background  Skills: A total  of 5 points  in any  of Accounting  (IQ/H); Acting  (IQ/A); Artist  (Calligraphy  (IQ/H);
  Carousing  (HT/E); Connoisseur  (any) (IQ/A); Dancing  (DX/A); Falconry  (IQ/A); Fast- Talk  (IQ/A); Games  (any
  noble) (IQ/E); Heraldry  (IQ/A); History  (IQ/H); Intimidation  (Will/A); Languages  (special); any  Melee Weapon
  skill (varies); Poisons  (IQ/H); Politics  (IQ/A); Psychology  (IQ/H); Public Speaking  (IQ/A); Riding  (any) (DX/A);
  Savoir- Faire  (Military) (IQ/E); Sports  (any noble  pursuit)  (DX/A); Teaching  (IQ/A); Theology  (any) (IQ/H);
  Games  (Royal Tournaments)  (IQ/E); Tracking  (Per/A); Writing  (IQ/A) and  further  Secondary  Skills.
  ** One  level of Status  is free  from  Wealthy  (p. B26).
  Ruler [70 points]
  Adapted by Jeff Klein from a template by Phil Masters with Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per
  10  [0]; FP 10  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  5 [20**]; Wealthy  [20]; and  a total  of 30  points  chosen  from
  increased  ST [10/level],DX [20/level], IQ [20/level] or HT [10/level]; Allies  [varies]; Appearance  [varies];
  Charisma  [5/level]; Claim  to  Hospitality  [1 to  10]; Clerical  Investment  [5]; Fearlessness  [2/level]; Fit [5]; Luck
  [varies]; Reputation  [varies]; Smooth  Operator  [15/level]; further  Status  [5/level]; and  further  Wealth  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  reduced  ST [- 10/level], DX [- 20/level], HT [- 10/level] or  Will
  [- 5/level]; Bad Temper  [- 10*]; Bully [- 10*]; Callous  [- 5]; Careful  or  Paranoia  [- 1 or - 10]; Chauvinistic  or
  Intolerance  [- 1 or - 5/- 10]; Code  of Honor  [- 5 to  - 15]; Compulsive  Carousing  [- 5*]; Compulsive  Spending
  [- 5*]; Cowardice  [- 10*]; Dependents  [varies]; Distractible  [- 1]; Dull or Hidebound  [- 1 or - 5]; Duty  (usually
  Nonhazardous)  [varies]; Enemy  [varies]; Fat, Overweight  or  Very Fat [- 3, - 1, or  - 5]; Fearfulness  [- 2/level];
  Gluttony  [- 5*]; Guilt  Complex  [- 5]; Indecisive  [- 10*]; Jealousy  [- 10]; Lecherousness  [- 15*]; Overconfidence
  [- 5]; Proud  or Selfish  [- 1 or  - 5*]; Reputation  [varies]; Sense  of Duty  [- 5 to  - 20]; Staid  [- 1]; Stubbornness  [- 5]
  or Unfit  or  Very Unfit  [- 5 or - 15].
  Primary  Skills: Savoir- Faire  (E) IQ+2  [4]- 12  and  a total  of 7 points  in any  of Administration  (IQ/A); Diplomacy
  (IQ/H); Fast- Talk (IQ/A); Intimidation  (Will/A); Leadership  (IQ/A); Politics  (IQ/A); Public  Speaking  (IQ/A) or
  Strategy  (any) (IQ/H). 
  Secondary  Skills: A total  of 6 points  in any  of Area  Knowledge  (Kingdom)  (IQ/E); any  Melee Weapon  skill
  (varies); any  Combat  Sport  skill (varies); Heraldry  (IQ/A); History  (IQ/H); Intelligence  Analysis/TL  (IQ/H);
  Languages  (special); Law (any) (IQ/H); Riding  (DX/A); Religious  Ritual  (any) (IQ/H); Savoir- Faire  (Military)
  (IQ/E); Tactics  (IQ/H); or Tracking  (Per/A).
  Background  Skills: A total  of 3 points  in any  of Connoisseur  (any) (IQ/A); Carousing  (HT/E); Dancing  (DX/A);
  Falconry  (IQ/A); Farming/TL  (IQ/A); Gambling  (IQ/A); Games  (any) (IQ/E); Sports  (any noble  pursuit)  or
  Theology  (IQ/H).
  ** One  level of Status  is free  from  Wealthy  (p. B26).
  40
  
  Sailor [25 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Either  +1  ST [10] or +1  HT [10]; and  20  points  chosen  from  increased  DX [20/level]; Absolute
  Direction  [5]; Allies  (Shipmates)  [varies]; Fit [5]; Outdoorsman  [10/level]; and  Tough  Guy [5/level].
  Disadvantages:  A total  of - 20  points  chosen  from  Alcoholism  [- 15  or - 20]; Chummy  or Gregarious  [- 5 or - 10];
  Code  of Honor  [- 5 to  - 15]; Compulsive  Behavior  (Superstitions)  [- 5*]; Compulsive  Carousing  [- 5*]; Greed
  [- 15*]; Lecherousness  [- 15*]; Odious  Personal  Habits  [- 5 to  - 15]; Wealth  [varies] and  Reputation  [varies].
  Primary  Skills: Climbing  (A) DX+1  [2]- 10  and  Seamanship/TL  (IQ/E) [4]- 12.
  Secondary  Skills: A total  of 5 points  in any  of Boating/TL  (any) (DX/A); Brawling  (DX/E); Carpentry  (IQ/E); any
  Melee  Weapon  skill (varies); Cooking  (IQ/A); Jumping  (DX/E); Leadership  (IQ/A); Lifting  (HT/A); Navigation
  (Sea)/TL (IQ/A); Shiphandling  (Ship)/TL (IQ/H); Streetwise  (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 4 points  in any  of Area  Knowledge  (any) (IQ/E); Carousing  (HT/E); any  Hobby  Skill
  (varies); Languages  (special); Merchant  (IQ/A); Survival  (island/beach)  (Per/A)  and  Swimming  (HT/E).
  Scavenger [10 points]
  Adapted by Jeff Klein from a template by Jason Morningstar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  Per [5/level]; Acute  Vision  [2/level]; Allies[varies];
  Fearlessness  [2/level]; Outdoorsman  [10/level]; Reputation  [varies] and  Single- Minded  [5].
  Disadvantages:  A total  - 15  points  in Absent - Mindedness  [- 15]; Curious  [- 5*]; Impulsiveness  [- 10*]; Loner  [- 5*];
  Laziness  [- 10]; Wealth  [varies]; Selfish  [- 5*]; Shyness  [- 5 to  - 20]; Stubbornness  [- 5] and  Workaholic  [- 5].
  Primary  Skills: Area  Knowledge  (Surrounding  area) (E) IQ+2  [4]- 12; Scrounging  (E) Per+2  [4]- 12  and  Survival
  (any) (A) Per [2]- 10.
  Secondary  Skills: A total  of 3 points  in any  of Intimidation  (Will/A); Merchant  (IQ/A); Naturalist  (IQ/H); Stealth
  (DX/A) and  Streetwise  (IQ/A).
  Background  Skills: A total  of 2 points  in any  of Camouflage  (IQ/E); Gambling  (IQ/A); Hiking  (HT/A); Holdout
  (IQ/A); Public Speaking  (IQ/A); Savoir- Faire  (any) (IQ/E) and  Weather  Sense  (IQ/A) and  any  craft  skill.
  Scholar [45 points]
  Adapted by Infornific from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per 11  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  from  increased  Per [5/level]; Charisma  [5/level]; Fearlessness  [2/level];
  Intuition  [15]; Language  Talent  [10]; Less  Sleep  [2/level]; Lightning  Calculator  [2]; Mathematical  Ability
  [10/level]; Patron  [varies]; Reputation  [varies]; Sage [10/level]; Single  Minded  [5]; Status  [5/level]; Tenure  [5];
  Versatile  [5] and  Wealth  [varies].
  Disadvantages:  A total  of - 25  points  chosen  from  Absent  Mindedness  [- 15]; Bad Sight  [- 10  or - 25]; Bad
  Temper  [- 10*]; Clueless  [- 10]; Curious  [- 5*]; Delusion  [- 1 to  - 15]; Hard  of Hearing  [- 10]; Loner  [- 5*];
  Oblivious  [- 5]; Obsession  [- 5 to  - 15]; Reputation  [varies]; Shyness  [- 5 to  - 20]; Stubbornness  [- 5];
  Truthfulness  [- 5*] and  Workaholic  [- 5]
  Primary  Skills: Research  (A) IQ [2]- 11  and  15  points  in any  of Alchemy/TL  (IQ/VH); Astrology/TL  (IQ/H);
  Biology  (Botany)/TL (IQ/H); Chemistry/TL  (IQ/H); Expert  Skill (any) (IQ/H); Mathematics/TL  (IQ/H);
  Naturalist  (IQ/H); Pharmacy/TL  (Herbal) (IQ/H); Physics  (IQ/H); Physiology  (any (IQ/VH) and  Zoology  (IQ/H)
  Secondary  Skills: Either  Philosophy  (any) (H) IQ- 1 [2]- 10  or Theology  (H) IQ- 1 [2]- 10; and  a total  of 6 points  in
  any  of Architecture/TL  (IQ/A); Hidden  Lore (IQ/A); History  (IQ/H); Mathematics/TL  (Cryptology) (IQ/H);
  Occultism  (IQ/A) and  further  Primary  Skill.
  Background  Skills: A total  of 5 points  in any  of Administration  (IQ/A); Area  Knowledge  (any) (IQ/A); Bard
  (IQ/A); Languages  (special); Literature  (IQ/H); Teaching  (IQ/A) and  Writing  (IQ/A).
  41
  
  Scrivener [10 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 10  points  chosen  from  increased  Per  [5/level]; Acute  Vision  [2/level]; High
  Manual  Dexterity  [5/level] and  Reputation  [varies].
  Disadvantages:  A total  of - 20  points  chosen  from  Curious  or  Nosy  [- 5* or  - 1]; Dependents  [varies];
  Hidebound  [- 5]; Honesty  [- 10*]; Incurious  [- 5*]; No Sense  of Humor  [- 10]; any  physical  disadvantage
  [varies]; Reputation  [varies]; Secret  (Lapsed  cleric) [varies]; Struggling  [varies]  and  Stubbornness  [- 5].
  Primary  Skills: Writing  (A) IQ+2  [8]- 12  and  Merchant  (A) IQ [2]- 10.
  Secondary  Skills: A total  of 5 points  in any  of Diplomacy  (IQ/H); Heraldry  (IQ/A); Artist  (Illumination  or
  Calligraphy)  (IQ/H); Research  (IQ/A); Savoir- Faire  (any) (IQ/E).
  Background  Skills: A total  of 5 points  in any  of (IQ/H); History  (IQ/H); Languages  (special); Literature
  (IQ/H); Poetry  (IQ/A) and  Teaching  (IQ/A).
   
  Notary  Public  Lens  [+30  points]: Add  Status  2 [10]; Wealth  (Comfortable)  [10] and
  10  points  chosen  from  increased  Will [5/level]; Contacts  [varies]; Reputation
  [varies]; and  Wealth  [varies]. Add  - 10  points  chosen  from  Miserliness  [- 10*];
  Sense  of Duty  [varies]; Workaholic  [- 5] and  any  physical  disadvantage.  Add
  Research  (A) IQ [2]- 10; Savoir- Faire  (E) IQ [1]- 10; and  7 points  in any  of Finance
  (IQ/H), Law (any) (IQ/H), and  further  Primary  Skills.
   
  Clerical Employee  Lens  [+5  points]: Add  either  Lightning  Calculator  [5], Single-
  Minded  [5], or  5 points  in any  of the  advantages  above.  Replace  the  Primary  Skill
  selection  with  Administration  (A) IQ+1  [4]- 11; Writing  (A) IQ [2]- 10  and  a total
  of 4 points  in any  of Accounting  (IQ/H) and  Merchant  (IQ/A).
  Shaman [35 points]
  Adapted by Jeff Klein from a template by Jason Morningstar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 11  [20]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 11  [0]; Per  11  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  chosen  from  increased  Will [5/level]; Allies  [varies]; Appearance
  [varies]; Autotrance  [1]; Charisma  [5/level]; Clerical  Investment  [5]; Empathy  or  Sensitive  [15 or  5];
  High  Pain  Threshold  [10]; Intuition  [15]; Patron  [varies]; Religious  Rank  [5/level]; Reputation
  [variable]; Smooth  Operator  [15/level]; Social  Chameleon  [5]; Status  [5/level]; and  Voice [10].
  Disadvantages:  A total  of - 30  points  chosen  from  Addiction  [varies]; Compulsive  Behavior  [varies];
  Disciplines  of Faith  [varies]; Distinctive  Features  [- 1/level]; Duty  [varies]; Dwarfism  [- 15]; Epilepsy
  [- 30]; Neutered  [- 1]; Fanaticism  [- 15]; Hunchback  [- 10  or  - 15]; Loner  or  Intolerance  (Total) [- 5* or
  - 10]; Selfish  [- 5*]; Sense  of Duty  [varies]; Split  Personality  [- 15*]; and  Vow [varies].
  Primary  Skills: Public  Speaking  (A) IQ+1  [4]- 12; Religious  Ritual  (any) (H) IQ+1  [8]- 12; Savoir- Faire  (any)
  (E) IQ [1]- 11  and  a total  of 5 points  in any  of Acting  (IQ/A); Artist  (any) (IQ/H); First  Aid/TL  (IQ/E);
  Pharmacy/TL  (Herbal) (IQ/H); Literature  (IQ/H); Meditation  (IQ/H) and  Occultism  (IQ/A).
  Secondary  Skills: A total  of 4 points  in any  of Area  Knowledge  (any) (IQ/E); Artist  (Body  Art) (IQ/A),
  Dancing  (DX/A); Diagnosis/TL  (IQ/H);  Diplomacy  (IQ/H); Intimidation  (Will/A); Mimicry  (any) (IQ/H);
  Musical  Instrument  (any) (IQ/H); Naturalist  (IQ/H); Politics  (IQ/A); Singing  (HT/E); Sleight  of Hand
  (DX/H); Ventriloquism  (IQ/H) and  Weather  Sense  (IQ/A).
  Background  Skills: A total  of 3 points  in skills  from  the  Hunter  or  Gatherer  templates.
  42
  
  Smith [25 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 12  [20]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 1/1d+2;  BL 29  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  HT [10/level]; High  Pain  Threshold  [10];
  Reputation  +1  (Lucky  or  Magical) [5]; Single- Minded  [5]; Status  [5/level] and  Temperature  Tolerance
  [1/level].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15  or  - 25]; Bad Temper  [- 10*];
  Dependents  [varies]; Hard  of Hearing  [- 10]; Jealousy  [- 10]; Loner  [- 5*]; Odious  Personal  Habits  [- 5 to
  - 15]; Reputation  [varies]; Shyness  [- 5 to  - 20]; Stubbornness  [- 5] and  Struggling  [varies].
  Primary  Skills: Farming/TL  (A) IQ [2]- 10  and  Smith  (Iron)  (A) IQ+1  [4]- 11.
  Secondary  Skills: A total  of 2 points  in any  of Animal  Handling  (any) (IQ/A); Armoury/TL  (any) (IQ/A);
  First  Aid/TL  (IQ/E); Jeweler/TL  (IQ/H); Professional  Skill (Locksmith)  (IQ/A); and  Prospecting  (IQ/A).
  Background  Skills: A total  of 2 points  in any  of Area  Knowledge  (any) (IQ/E); Carpentry  (IQ/E);
  Leadership  (IQ/A) and  Merchant  (IQ/A).
  Soldier [25 to 50 points]
  Adapted by Infornific from a template by Michele Armellini
  Unlike  most  templates,  the  Soldier  template  consists  of a base  template  followed  by a choice  of
  various  service  packages  — neither  is complete  without  the  other.  Each  package  includes  the  total  price
  of the  template  (the  base  template  cost  plus  the  package  cost); subtract  the  base  template  cost  (2 points)
  to  determine  the  price  of the  package,  if necessary.  The  two  final  lenses  (Sergeant  and  Noble) are
  normal,  optional  lenses  that  can  be  taken  in addition  to  a package;  their  cost  adds  to  the  template  cost
  (e.g., Heavy  Cavalry  Sergeant  would  be  a 70- point  template.)
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 1/1d+1;  BL 24  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  from  increased  ST [10/level], HT [10/level], HP [2/level], FP [3/level],
  Per  [5/level], Basic Speed  [5 per  +0.25]  or  Move [5/level]; Allies  [varies]; Combat  Reflexes  [15]; Danger
  Sense  [15]; Fearlessness  [2/level]; Fit [5] or  Very Fit [15]; Hard  to  Kill [2/level]; High  Pain  Threshold
  [10]; Legal Enforcement  Powers  [5 or  10]; Rapid  Healing  [5] and  Tough  Guy [5/level].
  Disadvantages:  Duty  (9 or  less)  [- 5] and  20  points  from  Alcoholism  [- 15  or  - 20], Appearance  [varies];
  Bad Temper  [- 10*]; Berserk  [- 15*]; Bloodlust  [- 10*]; Callous  [- 5]; Chummy  or  Gregarious  [- 5 or  - 10];
  Code  of Honor  [- 5 to  - 15]; Compulsive  Behavior  [varies]; Cowardice  [- 10*]; Dependents  [varies];
  Flashbacks  [varies]; Incurious  [- 5]; Lecherousness  [- 15*]; Low Empathy  [- 20]; Missing  Digit  [- 2 or  - 5];
  Odious  Personal  Habits  [- 5 to  - 15]; One  Eye [- 15]; Overconfident  [- 5*], Post  Combat  Shakes  [- 5*];
  Wealth  [varies]; Sense  of Duty  [varies]; and  Social Stigma  (Minor)  [- 5].
  Primary  Skills: Soldier/TL  (A) IQ+1  [4]- 11  and  choose  a package  from  the  next  page  for  one  of Heavy
  Infantry,  Light  Infantry,  Heavy  Cavalry  or Light  Cavalry.
  Secondary  Skills: Tactics  (H) IQ- 2 [1]- 8; First  Aid/TL  (IQ/E); Survival  (any) (Per/A); and  Brawling  (E)
  DX+2  [4]- 12  or  4 points  in a different  unarmed  combat  skill.
  Background  Skills: 3 points  in any  of Armory/TL  (any) (IQ/A); further  Melee  Weapon  skills  (varies);
  Heraldry  (IQ/A); Running  (HT/A); Savoir- Faire  (Military)  (IQ/E); Scrounging  (Per/E); and  more  in
  Tactics  (IQ/H).
   
  Continued on next page . . .
  43
  
  Soldier (continued)
  Archer [35]: Add  +1  ST [10]. Add  one  of Bow (A) DX+2  [8]- 12, Crossbow  (E) DX+3  [8]- 13  or Sling  (H)
  DX+1  [8]- 11. Add  one  of Fast  Draw  (Arrow)  (E) DX+2  [4]- 12, Fast  Draw  (Stone)  (E) DX+2  [4]- 12  or +1
  to  missile  weapon  skill. Add  either  Hiking  (A) HT+1  [4]- 11  or Riding  (A) DX+1  [4]- 11. Add  4 points
  in Melee  Weapon  skills  (varies)  and  3 points  in any  of Stealth  (DX/A) or  further  Secondary  or
  Background  Skills.
   
  Heavy  Infantry  [30]: Add  +1  ST [10]. Either  add  one  of Axe/Mace,  Broadsword,  Shortsword  or Spear  (all
  (A) DX+2  [8]- 12) and  Shield  (E) DX+2  [4]- 12; or  add  one  of Polearm  (A) DX+3  [12]- 13,  Two  Handed
  Axe/Mace  (A) DX+3  [12]- 13  or Two  Handed  Sword  (A) DX+3  [12]- 13. Add  Hiking  (A) HT+1  [4]- 11
  and  2 more  points  in Secondary  or  Background  skills.
   
  Light Infantry  [25]: Add  +1  Move [5]. Add  one  of Bow (A) DX+1  [4]- 11, Crossbow  (E) DX+2  [4]- 12,  Sling
  (H) DX [4]- 10, Throwing  Weapon  (Axe/Mace)  (E) DX+2  [4]- 12  or Throwing  Weapon  (Spear)  (E) DX+2
  [4]- 12. Add  Hiking  (A) HT+1  [4]- 11; Running  (A) HT [2]- 10; Stealth  (A) DX [2]- 10  and  6 more  points
  in any  of Melee  Weapon  skills  (varies)  and  Shield  (DX/E).
   
  Heavy  Cavalry  [50]: Add  +1  DX [20] and  +1  ST [10]. Add  either  Broadsword  (A) DX+1  [4]- 12  or
  Axe/Mace  (A) DX+1  [4]- 12. Add  either  Lance  (A) DX+1  [4]- 12  or Spear  (A) DX+1  [4]- 12. Add  Riding
  (any) (A) DX+1  [4]- 12; Shield  (E) DX+1  [2]- 12; and  4 points  in any  of Melee  Weapon  skills  (varies),
  further  Shield  and  mounted  Combat  Techniques  (varies).
   
  Light Cavalry  [35]: Add  +1  DX [20]. Add  either  Bow (A) DX+1  [4]- 12  or Spear  Throwing  (E) DX+2  [4]- 13.
  Add  Riding  (A) DX+1  [4]- 12  and  5 points  in any  of Melee  Weapon  skills  (varies), Shield  (DX/E) and
  mounted  Combat  Techniques  (varies).
   
  (Optional) Sergeant  Lens  [+20]: Add  Military  Rank  1 [5]. Raise  Soldier  to  IQ+2  [4]- 12  and  Tactics  to  IQ
  [3]- 10. Add  Leadership  (A) IQ+1  [4]- 11  and  4 more  points  in Secondary  and  Background  skills,
  including  at  least  1 point  in Scrounging.
   
  (Optional) Noble  Lens  [+10]: Add  Status  1 [5]. Add  Savoir- Faire  (High  Society) (E) IQ [1]- 10  and  4 points
  in any  of Connoisseur  (any) (IQ/A); Dancing  (DX/A); Diplomacy  (IQ/H); Heraldry  (IQ/A); Leadership
  (IQ/A); Poetry  (IQ/A); Politics  (IQ/A) and  further  Savoir  Faire  (High  Society).
  44
  
  Squire [30 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Status  1 [5] and  30  points  chosen  from  increased  ST [10/level] or DX [20/level]; Allies  [varies]; Fit
  [5]; High  Pain  Threshold  [10]; Patron  [varies]; further  Status  [5/level]; Tough  Guy [5/level]; and  Wealth
  [varies].
  Disadvantages:  Duty  (Liege lord;  12  or  less) [- 10] and  - 15  points  chosen  from  Code  of Honor  [- 5 to  - 15];
  Intolerance  [- 5 or  - 10]; Jealousy  [- 10]; Overconfidence  [- 5*]; Selfish  [- 5*]; and  Sense  of Duty  [varies].
  Primary  Skills: Riding  (any) (A) DX [2]- 11  and  6 points  chosen  from  Axe/Mace  (DX/A); Broadsword  (DX/A);
  Lance  (DX/A) and  Shield  (DX/E).
  Secondary  Skills: 6 points  chosen  from  Animal  Handling  (any) (IQ/A); Cooking  (IQ/A); Packing  (IQ/A); Savoir-
  Faire  (any) (IQ/E) and  Survival  (any) (Per/A).
  Background  Skills: 6 points  chosen  from  Armoury/TL  (any) (IQ/A); Bow (DX/A); Carousing  (HT/E); Dancing
  (DX/A); Heraldry  (IQ/A); Politics  (IQ/A); Tactics  (IQ/H) and  Games  (Tournament  Law) (IQ/E).
  Storyteller [35 points]
  Adapted by Jeff Klein from a template by Duff McCourt
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 35  points  chosen  from  increased  IQ [20/level]; Bardic  Immunity  [10]; Charisma  [5/level];
  Patron  [varies]; Reputation  [varies]; Smooth  Operator  [15/level]; Status  [5/level]; Versatile  [5] and  Voice [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Congenial,  Chummy  or Gregarious  [- 1, - 5 or  - 10];
  Compulsive  Carousing  [- 5 or  - 10]; Fearfulness  [- 2/level]; Wealth  [varies]; Proud  [- 1]; Status  [- 5/level] and
  Stubbornness  [- 5].
  Primary  Skills: Public Speaking  (A) IQ+1  [4]-  11  and  a total  of 4 points  in any  of History  (any) (IQ/H); Literature
  (IQ/H); and  Theology  (any) (IQ/H).
  Secondary  Skills: A total  of 4 points  in any  of Acting  (IQ/A); Carousing  (HT/E); Performance  (IQ/A); Poetry
  (IQ/A); Savoir  Faire  (any) (IQ/E) and  Writing  (IQ/A).
  Background  Skills: A total  of 3 points  in any  of Area  Knowledge  (any) (IQ/E); Hidden  Lore (IQ/H); Languages
  (special); Occultism  (IQ/A); Religious  Ritual  (IQ/H) and  Research/TL  (IQ/A).
  Street Kid [0 points]
  Adapted by Infornific from a template by Duff McCourt
  Attributes: ST 9 [- 10]; DX 11  [20]; IQ 11  [20]; HT 9 [- 10].
  Secondary  Characteristics: Dmg  1d- 2/1d- 1; BL 16  lbs; HP 9 [0]; Will 11  [0]; Per 11  [0]; FP 9 [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  from  increased  Per [5/level], Will [5/level] or  Move [5/level]; Acute  Hearing
  [2/level]; Acute  Vision  [2/level]; Contacts  [varies]; Fearlessness  [2/level]; High  Manual  Dexterity  [5/level];
  Less  Sleep  [2/level]; Luck [15]; Patron  [varies]; Pitiable  [5] and  Tough  Guy [5/level].
  Disadvantages:  Poor  [- 15]; Social Stigma  (Minor) [- 5]; Status  - 1 [- 5]; and  - 10  points  from  Addiction  [varies];
  Curious  [- 5*]; Distractible  or  Short  Attention  Span  [- 1 or - 10]; Impulsiveness  [- 10*]; Laziness  [- 10]; Loner
  or Uncongenial  [- 5* or  - 1]; Overconfidence  [- 5]; Phobias  [varies]; further  Wealth  [varies]; Skinny  [- 5];
  further  Status  [- 5/level] and  Stubbornness  [- 5].
  Primary  Skills: Area  Knowledge  (any) (E) IQ+1  [2]- 12; Streetwise  (A) IQ+1  [4]- 12  and  a total  of 4 points  in any
  of Panhandling  (IQ/E); Scrounging  (Per/E) and  Stealth  (DX/A).
  Secondary  Skills: A total  of 3 points  in any  of Artist  (any) (IQ/H); Filch  (DX/A); Holdout  (IQ/A); Musical
  Instrument  (any) (IQ/H); Pickpocket  (DX/H); Search  (Per/A)  and  Singing  (HT/E).
  Background  Skills: A total  of 2 points  in any  of Knife  (DX/E); Knife  Throwing  (DX/E); Lock picking/TL  (IQ/A);
  Sling  (DX/H) and  Traps  (IQ/A).
  45
  
  Sycophant [10 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0];
  Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed  5.00  [0]; Basic
  Move 5 [0].
  Advantages:  A total  of 20  points  chosen  from  Appearance
  [varies]; Common  Sense  [10]; Fearlessness  [2/level]; Empathy
  or Sensitive  [15 or 5]; Intuition  [15]; Luck [15]; Patron  [varies];
  Smooth  Operator  [15] and  Voice [10].
  Disadvantages:  Duty  (Lord; Nonhazardous;  12  or less) [- 5] and  a
  total  of - 20  points  chosen  from  reduced  Will [- 5/level];
  Alcoholism  [- 15  or - 20]; Chummy  or  Gregarious  [- 5 or - 10];
  Compulsive  Behavior  [varies]; Cowardice  [- 10*]; Delusion  [- 1
  to  - 15]; Dull [- 1]; Gluttony  [- 5*]; Greed  [- 15*]; Jealousy  [- 10];
  Laziness  [- 10]; Low Self- Image  [- 10]; Wealth  [varies]; Reputation  [varies] and  Social Stigma  [varies].
  Primary  Skills: Acting  (A) IQ+1  [4]- 11  and  a total  of 4 points  in any  of Carousing  (HT/E); Diplomacy  (IQ/H);
  Fast- Talk (IQ/A) and  Savoir- Faire  (any) (IQ/E).
  Secondary  Skills: A total  of 4 points  in any  of Connoisseur  (any) (IQ/A); Dancing  (DX/A); Performance  (IQ/A);
  Public Speaking  (IQ/A) and  Singing  (HT/E).
  Background  Skills: A total  of 3 points  in any  of Gambling  (IQ/A); Games  (any) (IQ/E); Lip Reading  (Per/A);
  Poetry  (IQ/A); Scrounging  (Per/E) and  Sex- Appeal  (HT/A).
  Tax Collector [15 points]
  Adapted by Jeff Klein from a template by Ryan Crisp
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  chosen  from  Administrative  Rank  [5/level]; Detail- Oriented  [5/level];
  Lightning  Calculator  [2]; Mathematical  Ability  [10/level]; Patron  [varies] and  Status  [5/level].
  Disadvantages:  Reputation  (Tax collector)  [- 5] and  a total  of - 15  points  chosen  from  Bully [- 10*]; Callous  [- 5];
  Greed  [- 15*]; further  Reputation  [varies]; Secret  (Corrupt)  [varies] and  Status  [- 5/level].
  Primary  Skills: Accounting  (A) IQ+2  [8]- 12.
  Secondary  Skills: A total  of 4 points  in any  of Area  Knowledge  (any) (IQ/E); Brawling  (DX/E); Diplomacy  (IQ/H);
  Detect  Lies (IQ/H); Fast- Talk  (IQ/A); Intimidation  (Will/A) and  Savoir- Faire  (any) (IQ/E).
  Background  Skills: A total  of 3 points  in any  of Economics  (IQ/H); Finance  (IQ/H); Law (IQ/H); Market
  Analysis/TL  (IQ/H); Mathematics/TL  (any) (IQ/H); Merchant  (IQ/A) and  Research/TL  (IQ/A).
  Teamster [25 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 20  points  chosen  from  increased  ST [10/level], HT [10/level], Per [5/level] or Will
  [5/level]; Absolute  Direction  [5]; Acute  Senses  [2/level]; Animal  Friend  [5/level]; Fit or  Very Fit [5 or 15] and
  High  Pain  Threshold  [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Alcoholism  [varies]; Bad Back [- 15  or - 25]; Bad Smell [- 10];
  Bad Temper  [- 10*]; Bully [- 10*]; Callous  [- 5]; Laziness  [- 10*]; Odious  Personal  Habits  [- 5 to  - 15]; Wealth
  [varies]; Selfish  [- 5*]; Social Stigma  [varies]; Status  [- 5/level] and  Stubbornness  [- 5].
  Primary  Skills: Animal  Handling  (any) (A) IQ- 1 [1]- 9 and  Teamster  (same) (A) IQ+2  [8]- 12.
  Secondary  Skills: Freight  Handling/TL  (IQ/A) IQ [2]- 10  and  a total  of 5 points  in any  of Area  Knowledge  (any)
  (IQ/E); Intimidation  (Will/A); Merchant  (IQ/A); Whip  (DX/A) or another  one- handed  weapon  skill (varies).
  Background  Skills: A total  of 4 points  in any  of Knife  (DX/E); Leatherworking  (DX/E); Mechanic  (Wagons)/TL
  (IQ/A); Packing  (IQ/A); Streetwise  (IQ/A) and  Veterinary/TL  (IQ/H).
  46
  
  Thatcher [15 points]
  Adapted by Jeff Klein from a template by Jason Morningstar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will
  10  [0]; Per  10  [0]; FP 10  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 10  points  in increased  Per  [5/level]; Acute
  Vision  [2/level]; Allies  [varies]; Ambidexterity  [10]; Fit [5]; High
  Manual  Dexterity  [5/level]; Patron  [varies]; Reputation  [varies]
  and  Single- Minded  [5].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15  or
  - 25]; Compulsive  Behavior  [varies]; Dull or  Hidebound  [- 1 or
  - 5]; Duty  [varies]; Klutz  [- 5]; Laziness  [- 10]; Loner  or
  Uncongenial  [- 5* or  - 1]; Missing  Digit  [- 2 or  - 5]; Overconfidence
  [- 10*]; Phobias  [varies]; Wealth  [varies]; Reduced  Manual
  Dexterity  [- 5/level]; Sense  of Duty  [varies]  and  Workaholic  [- 5].
  Primary  Skills: Climbing  (A) DX [2]- 11; Carpentry  (E) IQ [1]- 11  and  Professional  Skill (Thatcher)  (A) IQ+2
  [4]- 12.
  Secondary  Skills: A total  of 7 points  in any  of Area  Knowledge  (any) (IQ/E); Artist  (Sculpting  or
  Woodworking)  (IQ/H); First- Aid/TL  (IQ/E); Knife  (DX/E); Masonry  (IQ/E); Merchant  (IQ/A); Weather
  Sense  (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 6 points  in any  of  Administration  (IQ/A); Artist  (any) (IQ/H); Farming/TL
  (IQ/A); Leadership  (IQ/A); Naturalist  (IQ/H); Savoir- Faire  (any) (IQ/E); Teaching  (IQ/A) and  further
  Secondary  Skills.
  Tinker [25 points]
  Adapted by Jeff Klein from a template by Kimara Bernard
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per
  10  [0]; FP 10  [0]; Basic Speed  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 15  points  chosen  from  increased  ST [10/level], IQ
  [20/level] or  HT [10/level]; Animal  Friend  [5/level]; Charisma  [5/level]; Claim
  to  Hospitality  [1 to  10]; Gifted  Artist  [5/level]; High  Manual  Dexterity
  [5/level]; Reputation  [varies]; Sensitive  or  Empathy  [5 or  15]; Versatile  [5];
  and  Voice [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15  or  - 25]; Hard
  of Hearing  [- 10]; Odious  Personal  Habits  [- 5 to  - 15]; Wealth  [varies];
  Reputation  [varies]; Social Stigma  [varies]; and  Status  [- 5/level].
  Primary  Skills: Smith  (Iron)  (A) IQ+2  [8]- 12  and  a total  of  6 points  in any  of
  Animal  Handling  (any) (IQ/A); Merchant  (IQ/A); and  Teamster  (any) (IQ/A).
  Secondary  Skills: A total  of 6 points  in any  Melee  Weapon  skill  (varies); Area  Knowledge  (any) (IQ/E);
  Artist  (Pottery  or  Woodworking)  (IQ/H); Carpentry  (IQ/E); Leatherworking  (DX/E); Sewing  (DX/E) and
  further  Primary  Skills.
  Background  Skills: A total  of 5 points  in Detect  Lies  (Per/H); Diplomacy  (IQ/H); Fast- Talk  (IQ/A); First
  Aid/TL  (IQ/E); Languages  (special); Mechanic  (Wagons)/TL  (IQ/A); Naturalist  (IQ/H); Packing  (IQ/A);
  Public  Speaking  (IQ/A); Savoir- Faire  (any) (IQ/E); Survival  (any) (Per/A); Veterinary/TL  (IQ/H); and
  further  Secondary  Skills.
  47
  
  Torturer [20 points]
  Adapted by Jeff Klein from a template by Brian C. Smithson
  Attributes: ST 11  [10]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 1/1d+1;  BL 24  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0]
  Advantages:  A total  of 25  points  chosen  from  increased  ST [10/level], HT [10/level] or  FP [3/level];
  Fearlessness  [2/level]; Fit or  Very Fit [5 or  15]; Night  Vision  [1/level]; Single- Minded  [5] and
  Unfazeable  [15].
  Disadvantages:  Callous  [- 5]; Duty  (Employer;  9 or  less)  [- 5] and  a total  of - 30  points  including  either
  Reputation  - 2 [- 10] or Secret  (torturer)  [- 5] and  the  remainder  chosen  from  Bad Temper  [- 10*]; Bully
  [- 10*]; Enemies  [varies]; Fanaticism  [- 15]; Intolerance  [- 5 to  - 10]; Low Empathy  [- 20]; No Sense  of
  Humor  [- 10]; Oblivious  [- 5]; Odious  Personal  Habits  [- 5 to  - 15]; Overweight  [- 1]; Sadism  [- 15*];
  Shyness  [- 5 to  - 20]; Status  [- 5/level] and  Stubbornness  [- 5].
  Primary  Skills: Professional  Skill (Execution)  (A) IQ+2  [8]- 12; Intimidation  (A) Will [4]- 11  and  4 points  in
  one  of Two- Handed  Axe/Mace  (DX/A); Two- Handed  Sword  (DX/A) or  Whip  (DX/A).
  Secondary  Skills: A total  of 5 points  in any  of Brawling  (DX/E); Garrote  (DX/E); Knife  (DX/E); Lifting
  (HT/A); Wrestling  (DX/A) and  further  Primary  Skills.
  Background  Skills: A total  of 4 points  in any  of Artist  (Body  Art) (IQ/H); Detect  Lies  (Per/H); Engineer
  (Torture  equipment)/TL  (IQ/H); Holdout
  (IQ/A); Interrogation  (IQ/A); Law (IQ/H);
  Mechanic  (Torture  equipment)/TL
  (IQ/A); Performance  (IQ/A); Religious
  Ritual  (any) (IQ/H); Physiology  (any)/TL
  (IQ/H); Philosophy  (any) (IQ/H); Poisons
  (IQ/H); Theology  (any) (IQ/H) and  any
  craft  skill.
  Tour Guide [10 points]
  Adapted by Jeff Klein from a template by
  Brian C. Smithson
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0];
  HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  Per  [5/level]; Absolute  Direction  [5]; Charisma
  [5/level]; Claim  to  Hospitality  [1 to  10]; Contacts  [varies]; Honest  Face [1]; Language  Talent  [10];
  Sensitive  [5]; Smooth  Operator  [15/level]; and  Voice [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Broad- Minded  [- 1]; Compulsive  Lying  [- 15*];
  Congenial  or  Chummy  [- 1 or  - 5]; Greed  [- 15*]; Laziness  [- 10]; Wealth  [varies]; Reputation  [varies];
  Status  [- 5/level]; Social  Stigma  [varies]; and  Undiscriminating  [- 1].
  Primary  Skills: A total  of 6 points  in any  of  Acting  (IQ/A); Area  Knowledge  (any) (IQ/E); and  Fast- Talk
  (IQ/A).
  Secondary  Skills: A total  of 5 points  in any  of Public  Speaking  (IQ/A); Boating  (any) (DX/A); Gesture
  (IQ/E); Hiking  (HT/A); Languages  (varies); Navigation/TL  (Land)  (IQ/A); Riding  (any) (DX/A); Savoir-
  Faire  (any) (IQ/E); Teamster  (any) (IQ/A) and  further  Primary  Skills.
  Background  Skills: A total  of 4 points  in any  of Architecture/TL  (IQ/A); History  (any) (IQ/H); Merchant
  (IQ/A); Panhandling  (IQ/E); Pickpocket  (DX/H); Streetwise  (IQ/A); and  Weather  Sense  (IQ/A).
  48
  
  Town Crier [15 points]
  Adapted by Jeff Klein from a template by David Morgan-Mar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  Legal Immunity  [5] and  a total  of 10  points  chosen  from  Administrative  Rank  [5/level]; Charisma
  [5/level]; Status  [5/level]; and  Voice [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Fat, Overweight  or Very Fat [- 3, - 1 or  - 5]; Hard  of Hearing
  [- 10]; Honesty  [- 10*]; Odious  Personal  Habit  (Speaks  Loudly) [- 5]; Overconfidence  [- 10*]; Stubbornness  [- 5]
  and  Unfit  [- 5].
  Primary  Skills: Public Speaking  (A) IQ+2  [8]- 12.
  Secondary  Skills: Administration  (A) IQ [2]- 10  and  a total  of 3 points  in any  of Area  Knowledge  (any) (IQ/E);
  Current  Affairs  (Regional) (IQ/E); Law (IQ/H); Politics  (IQ/A); and  Writing  (IQ/A).
  Background  Skills: A total  of 2 points  in any  of Diplomacy  (IQ/H); Heraldry  (IQ/A); Savoir- Faire  (any) (IQ/E);
  and  further  Secondary  skills.
  Vendor [10 points]
  Adapted by Jeff Klein from a template by Matt Riggsby
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  Will [5/level]; Contacts  [varies]; Talker  [5/level] and
  Voice [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Greed  [- 15*]; any  physical  disadvantage  (varies); Wealth
  [varies] and  Status  [- 5/level].
  Primary  Skills: Fast- Talk  (A) IQ+1  [4]- 11  and  Merchant  (A) IQ+1  [4]- 11.
  Secondary  Skills: A total  of 5 points  in any  of Area  Knowledge  (any) (IQ/E); Streetwise  (IQ/A) and  further
  Primary  Skills.
  Background  Skills: A total  of 2 points  in any  of Cooking  (IQ/A) and  any  craft  skill or  further  Primary  and
  Secondary  Skills.
  Vermin Catcher [25 points]
  Adapted by Jeff Klein from a template by David Morgan-Mar
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per 10  [0]; FP 10  [0]; Basic Speed
  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  increased  Per [5/level]; Absolute  Direction  [5]; Acute  Hearing
  [2/level]; Acute  Vision  [2/level]; Resistant  to  Disease  +3  or +8  [3 or 5]; Night  Vision  [1/level]; Rapid  Healing
  [5]; Reputation  [varies]; and  Wealth  [varies] [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Smell [- 10]; Callous  [- 5]; Careful  [- 1]; Dull [- 1]; Loner  or
  Uncongenial  [- 5* or  - 1]; Missing  Digit  [- 2 to  - 5]; Wealth  [varies]; Sadism  [- 15*]; and  Skinny  [- 5].
  Primary  Skills: One  of Animal  Handling  (any) (H) IQ+2  [12]- 12, Poisons  (H) IQ+2  [12]- 12  or Urban  Survival (A)
  IQ+3  [12]- 13.
  Secondary  Skills: Knife  (E) DX+1  [2]- 11; either  Polearm  (A) DX [2]- 10  or Spear  (A) DX [2]- 10; and  a total  of 6
  points  in any  of Area  Knowledge  (any) (IQ/E); Carpentry  (IQ/E); First  Aid/TL  (IQ/E); Merchant  (IQ/A) and
  further  Primary  Skills.
  Background  Skills: A total  of 3 points  in any  of Climbing  (DX/A); Savoir- Faire  (any) (IQ/E); Scrounging  (Per/E);
  Veterinary/TL  (IQ/H); and  further  Secondary  Skills.
  49
  
  Woodcutter [25 points]
  Adapted by Jeff Klein from a template by Jamie Revell
  Attributes: ST 11  [10]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 1/1d+1;  BL 24  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 10  points  chosen  from  increased  FP [3/level] or  Per  [5/level]; Absolute  Direction
  [5]; Animal  Friend  [5/level]; Fearlessness  [2/level]; Fit [5]; Green  Thumb  [5/level] and  High  Pain
  Threshold  [10].
  Disadvantages:  A total  of - 15  points  chosen  from  Bad Back [- 15  or  - 25]; Claustrophobia  [- 15*];
  Demophobia  [- 15*]; Dull or  Hidebound  [- 1 or  - 5]; Loner  or  Uncongenial  [- 5* or  - 1]; Low Empathy
  [- 15]; Odious  Personal  Habits  [- 5 to  - 15]; Wealth  [varies]; Shyness  [- 5 to  - 20]; Social Stigma
  (Uneducated)  [- 5]; Status  [- 5/level]; and  Workaholic  [- 5].
  Primary  Skills: Axe/Mace  (A) DX+1  [4]- 11  and  Professional  Skill (Forestry)  (A) IQ+1  [4]- 11.
  Secondary  Skills: Survival  (Woodlands)  (A) IQ [2]- 10  and  a total  of  5 points  in any  of  Area  Knowledge
  (Local forest)  (IQ/E); Artist  (Woodworking)  (IQ/H); Carpentry  (DX/E); Merchant  (IQ/A) and  Naturalist
  (IQ/H).
  Background  Skills: A total  of 5 points  in any  of Armoury  (Missile  Weapons)/TL  (IQ/A); Brawling  (DX/E);
  Bow (DX/A); Camouflage  (IQ/E); Climbing  (DX/A); First  Aid/TL  (IQ/E); Hiking  (HT/A); Knife  (DX/E);
  Leatherworking  (DX/E); Professional  Skill (Charcoal  Burning  or  Cooper)  (IQ/A); Stealth  (DX/A);
  Tracking  (Per/A); Traps/TL  (IQ/A) and  Weather  Sense  (IQ/A).
  Writer [15 points]
  Adapted by Jeff Klein from a template by Michele Armellini
  Attributes: ST 10  [0]; DX 10  [0]; IQ 10  [0]; HT 10  [0].
  Secondary  Characteristics: Dmg  1d- 2/1d;  BL 20  lbs; HP 10  [0]; Will 10  [0]; Per  10  [0]; FP 10  [0]; Basic
  Speed  5.00  [0]; Basic Move 5 [0].
  Advantages:  A total  of 15  points  chosen  from  Empathy  or  Sensitive  [15 or  5]; Fashion  Sense  [5]; Intuition
  [15]; Language  Talent  [10]; Patron  [varies]; Reputation  [varies]; Single- Minded  [5]; Versatile  [5] and
  Voice [10].
  Disadvantages:  A total  of - 20  points  chosen  from  Absent- Mindedness  [- 15]; Bad Temper  [- 10*];
  Curious  [- 5*]; Overconfidence  [- 10]; Jealousy
  [- 10]; Loner  [- 5*]; Obsession  [- 5 to  - 10]; Wealth
  [varies]; Reputation  [varies]; Shyness  [- 5 to  - 20]
  and  Truthfulness  [- 5*].
  Primary  Skills: A total  of 10  points  in any  of  Poetry
  (IQ/A); Languages  (special); Writing  (IQ/A) and
  any  Expert  Skill (IQ/H), IQ- based  Professional
  Skill (IQ/A), or  other  skill  which  requires
  technical  writing.
  Secondary  Skills: A total  of 6 points  in any  of
  Connoisseur  (any) (IQ/A); Literature  (M/H);
  Public  Speaking  (IQ/A); Research/TL  (IQ/A) and
  further  Primary  Skills.
  Background  Skills: A total  of 4 points  in any  of
  Administration  (IQ/A); Area  Knowledge  (any)
  (IQ/E); Diplomacy  (IQ/H); Heraldry  (IQ/A);
  History  (IQ/H); Philosophy  (any) (IQ/H); Savoir-
  Faire  (any) (IQ/E); Teaching  (IQ/A) and  Theology
  (any) (IQ/H).
  50
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/Alternate Earth/GURPS 4e - Historical Folks.pdf