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A recent article in Pyramid Online gave some examples of fully-rounded 25 point characters, just to show that not all fully-rounded GURPS characters need to be built on 100 points or more. Here are a few 25-point characters suitable for use as NPCs in a Kalyr-based game.
Our first character is a typical example of a gang of lower-class bullies who might be encountered by any player characters who had the poor sense to wander into the rougher end of town, such as Calbeyn's notorious Anthill. Like all bullies, they're really cowards who will back off if outnumbered or confronted with evidence of serious fighting ability.
Notes: This character is actually pretty generic, suitable for just about any campaign at any tech level; you're just as likely to encounter this guy in the rough end of Leeds as in Filgeth or Calbeyn
ST: 12, DX: 10, IQ: 9, HT: 11, Move: 5
Total Points: 25
Advantages
Alertness+1 (5 points)
Ally Group / Small group (2 to 5 people), (roll of 9 or less) (10 points)
Toughness (DR 1) (10 points)
Disadvantages
Bully (-10 points)
Cowardice (-10 points)
Illiteracy (-5 points)
Poverty: Struggling (-10 points)
Status (bad)+1 (-5 points)
Skills
Brawling-12 (4 points); Fast-Draw-11 (2 points); Knife-12 (4 points); Intimidation-10 (3.5 points); Area Knowledge(Local Area)-10 (2 points); Streetwise-10 (4 points); Swimming-9 (0.5 point)
Eruile is sixteen years old. Born into a relatively prosperous kandar merchant family, her mental powers attracted the attention of the Academy of the Mind. Just as she began her new life in the Academy, her family suffered a financial and political disaster, the full nature of which she doesn't know, and doesn't really understand. Not only does this mean they have great difficult supporting her financially, but the family's political enemies seem to have allies in the Academy, which makes her life even more difficult. The fact that she doesn't know this enemy's indenity makes her distrust all but very few close friends.
She's still struggling to master her mental powers, and the strain is beginning to show in disturbed sleep patterns.
Notes: A 25 point psionic is more of a challenge, especially with the 10 point UB to be paid. I've given her a decent amount of Telepathy power, but with a lot of limitations to keep the costs down.
Race: Kandar: (ST-1, DX+2)
ST: 9 DX: 11 IQ: 12 HT: 10 Move: 5
Total Points: 25
Advantages
Appearance - Attractive (racial)
Literacy (5 points)
Status (good)+1 (5 points)
Telepathy+10 (Full Power in Emergencies Only {-20%}, Takes Extra Time {-10%}, Touch Only {-20%}) (25 points)
Unusual Background / Psionic (10 points)
Disadvantages
Insomniac (-10 points)
Intolerance (racial)
Laziness (racial)
Poverty: Struggling (-10 points)
Enemy (Unknown) (-10 points)
Paranoia (-10 points)
Youth+2 (-4 points)
Skills
Mind Shield-10 (1 point); Telesend-11 (2 points); Telereceive-12 (4 points); Psionics/TL-10 (2 points); Cooking-11 (0.5 point); Board Games(Lonthu)-11 (0.5 point); Literature-10 (1 point); History-10 (1 point); Fast-Talk-11 (1 point); Acting-11 (1 point)
Baruleyr has worked in the Karazthan Technical Division all his life, mostly in the weaponry department. He loves machines, much more than people. Machines don't answer back, or make jokes at his expense. And most of all, they never, ever try to read his mind. His dread of psionics stems from the time a pair of wizards decided to have some 'fun' by subjecting him to a terrifying sequence of illusions and mental torture. The fact that those responsible were caught and punished their own superiors hasn't lessened this fear.
Notes: Another challenge, with some expensive advantages to be paid for.
Race: Kandar: (ST-1, DX+2)
ST: 9 DX: 11 IQ: 13 HT: 10 Move: 5
Total Points: 25
Advantages
Appearance - Attractive (racial)
Literacy (5 points)
Patron / Karazthan (roll of 9 or less) (20 points)
Disadvantages
Absent-Mindedness (-15 points)
Clueless (-10 points)
Intolerance (racial)
Laziness (racial)
Phobia: Psionic Powers (mild) (-10 points)
Skills
Flamelance-12 (0.5 point); Armoury/TL-12 (1 point); Electronics/TL-12 (2 points); Engineer/TL-12 (2 points); Mechanic/TL-14 (4 points); Beam Weapons/TL-14 (2 points); Mathematics-12 (2 points); Administration-11 (0.5 point); Area Knowledge(Local City)-13 (1 point)
Notes: It's actually as much of a challenge to spend 25 points to build a beggar; once you've taken the obligatory disadvantages like Dead Broke, status etc.
ST: 9 IQ: 11 DX: 10 HT: 13 Move: 5
Total Points: 25
Advantages
Alertness+3 (15 points)
Patron / Powerful Criminal Group (roll on 9 or less) (10 points)
Ally Group / Fellow beggars (roll of 9 or less) (10 points)
Disadvantages
Illiteracy (-5 points)
Addiction / Kasiran narcotic, dose costs 3gl, Legal, Highly Addictive, Incapacitating (-15 points)
Poverty: Dead Broke (-25 points)
Status (bad)+2 (-10 points)
Skills
Area Knowledge-14 (6 points); Panhandling-11 (1 point); Survival (Urban)-11 (2 points); Streetwise-12 (4 points); Scrounging-12 (2 points)
ST: 10 IQ: 11 DX: 10 HT: 9 Move: 4
Total Points: 25
Advantages
Charisma+2 (10 points)
Literacy (5 points)
Patron / Merchant's Guild (7 points)
Strong Will+2 (8 points)
Disadvantages
Bad Temper (-10 points)
Greed (-15 points)
Staid (-1 point)
Skills
Merchant-14 (8 points); Area Knowledge-12 (2 points); Detect Lies-10 (2 points); Fast-Talk-11 (2 points); Knife-10 (1 point); Accounting-11 (3 points); Riding(Zarandar)-10 (2 points); Pottery-10 (1 point)