Two Demigods
I’m taking a bit of a break from working on The Curse of Steel directly. One of the things I’ve done is to tinker a bit with representing some of my characters in GURPS terms. A bit of a challenge, since these are clearly superhuman characters (they’re the descendants of gods, in a setting where that basically makes you a superhero). As a sample, here are what are shaping up to be my two lead characters, at least so far:
Kráva the Swift (400 points)
Age 20; Human; 6′ even; 160 lbs.; Strong, athletic warrior-woman, usually wearing fine-quality clothes decorated with raven feathers.
ST 22 [120]; DX 14 [80]; IQ 12 [40]; HT 14 [40].
Damage 2d/4d; BL 97 lbs.; HP 18 [-8]; Will 14 [10]; Per 12 [0]; FP 14 [0].
Basic Speed 7 [0]; Basic Move 7 [0]; Block 9 (DX); Dodge 11; Parry 11 (DX).
Social Background
TL: 2 [0]. CF: Tremára (Native) [0]. Languages: Tremára (Native) [0].
Advantages
Ally (Raven sent by Sky Father) (25% of starting points) (12 or less) [2]; Ally (Raven sent by Sky Father) (25% of starting points) (12 or less) [2]; Ally (Tarankláva) (150% of starting points) (15 or less) [30]; Appearance (Attractive) [4]; Blessed (Heroic Feats of ST) [10]; Charisma 2 [10]; Combat Reflexes [15]; Enhanced Move (Ground) (1/2) [10]; Fearlessness 2 [4]; Patron (Sky Father) (6 or less; Highly Accessible; Minimal Intervention) [15]; Status (+2) [5]; Super Jump 1 [10]; Wealth (Wealthy) [20].
Disadvantages
Bad Temper (12 or less) [-10]; Code of Honor (Tremára) [-5]; Enemy (Servants of the Dark God) (medium-sized group, some formidable or super-human) (9 or less) [-30]; Vow (Hold and defend the Thunder Blade unless its rightful owner should appear) (Minor) [-5].
Quirks: Chauvinistic; Headstrong; Proud; Vow (Shield-woman’s oath) [-4].
Skills
Animal Handling (Equines)-11 (IQ-1) [1]; Area Knowledge (Ravatheni Lands)-12 (IQ+0) [1]; Bow-15 (DX+1) [4]; Broadsword-14 (DX+0) [2]; Climbing-13 (DX-1) [1]; Current Affairs/TL2 (Ravatheni Lands)-12 (IQ+0) [1]; Hiking-13 (HT-1) [1]; Intimidation-13 (Will-1) [1]; Knife-14 (DX+0) [1]; Leadership-14 (IQ+2) [2]; Navigation/TL2 (Land)-12 (IQ+0) [2]; Politics-11 (IQ-1) [1]; Public Speaking (Oratory)-14 (IQ+2) [1]; Riding (Equines)-15 (DX+1) [4]; Running-13 (HT-1) [1]; Savoir-Faire (Tremára)-12 (IQ+0) [1]; Shield (Shield)-15 (DX+1) [2]; Spear-13 (DX-1) [1]; Stealth-13 (DX-1) [1]; Survival (Plains)-12 (Per+0) [2]; Swimming-14 (HT+0) [1]; Teamster (Equines)-14 (IQ+2) [4]; Throwing-13 (DX-1) [1]; Tracking-12 (Per+0) [2]; Wrestling-13 (DX-1) [1].
Kráva is very much a physical hero – very strong and fast, with a bit of Extended Move (Ground) and Super Jump to make her very mobile. She’s by no means stupid, but her talents mostly involve punching (or cutting) her way through problems.
A couple of notes about her Allies: I’ve drawn up her raven familiars as characters, and they both come in well under 0-point characters, so they’re fairly cheap.
I’ve also drawn up Tarankláva, her sword, as a character. As a practical matter, it works as a fine-quality broadsword with a bonus to skill rolls, but it also has certain powers of its own, which it uses to feed her information. The “curse of steel” has to do with the fact that it doesn’t feed her all the information it could in theory gather for her. On the sword’s character sheet, that’s set down as Reprogrammable and Slave Mentality, with a Divine Curse that prevents the sword from telling its bearer everything it sees.
Lóka the Clever (400 points)
Age 25; Human; 5′ 7″; 150 lbs.; Well-built man in a white vaita‘s robe.
ST 11 [10]; DX 13 [60]; IQ 15 [100]; HT 12 [20].
Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 15 [0]; Per 15 [0]; FP 12 [0].
Basic Speed 6.25 [0]; Basic Move 6 [0]; Block 7 (DX); Dodge 9; Parry 9 (DX).
Social Background
TL: 2 [0]. CF: Tremára (Native) [0]. Languages: Lake Country (Native) [6]; Sea Kingdom (Native) [6]; Tremára (Native) [0]; Vaita Script (None/Native) [3].
Advantages
Appearance (Attractive) [4]; Blessed [10]; Cultural Adaptability [10]; Detect (Divine presence and children of the gods) (Rare) [5]; Eidetic Memory [5]; Magery 2 [25]; Modular Abilities (Cosmic Power) (Per point of abilities (+6); Trait Limited: One specific trait (Languages Only)) [30]; Musical Ability 2 [10]; Patron (Kórsata) (6 or less; Highly Accessible; Minimal Intervention) [15]; Social Regard (Respected) 1 [5]; Vaita Rank 1 [5]; Voice [10].
Disadvantages
Secret (Child of a god) (Utter Rejection) [-10]; Sense of Duty (Friends and companions) (Small Group) [-5]; Social Stigma (Second-Class Citizen) [-5]; Vow (Never admit his divine ancestry or the name of his divine parent) (Minor) [-5]; Xenophilia (12 or less) [-10].
Quirks: Congenial; Despises slave-owners and slavers; Likes to show off his cleverness; Proud [-4].
Skills
Current Affairs/TL2 (Ravatheni Lands)-15 (IQ+0) [1]; Diplomacy-15 (IQ+0) [1]; Esoteric Medicine-14 (Per-1) [2]; Fast-Talk-16 (IQ+1) [1]; History (Tremára Lands)-15 (IQ+0) [4]; Knife-13 (DX+0) [1]; Law (Tremára)-15 (IQ+0) [4]; Literature-15 (IQ+0) [4]; Musical Influence-15 (IQ+0) [2]; Musical Instrument (Harp)-16 (IQ+1) [2]; Occultism-15 (IQ+0) [2]; Performance-18 (IQ+3) [4]; Poetry-16 (IQ+1) [4]; Politics-16 (IQ+1) [1]; Public Speaking-18 (IQ+3) [3]; Religious Ritual (Tremára)-14 (IQ-1) [2]; Riding (Equines)-12 (DX-1) [1]; Savoir-Faire (Tremára)-15 (IQ+0) [1]; Singing-18 (HT+6) [4]; Staff-12 (DX-1) [1]; Swimming-12 (HT+0) [1]; Teaching-14 (IQ-1) [1]; Theology (Tremára)-14 (IQ-1) [2]; Writing-14 (IQ-1) [1].
Spells
Analyze Magic-15 [1]; Apportation-15 [1]; Counterspell-15 [1]; Create Fire-15 [1]; Cure Disease-15 [1]; Detect Magic-15 [1]; Detect Poison-15 [1]; Dispel Magic-15 [1]; Divination (Oneiromancy)-15 [1]; Enchant-15 [2]; Extinguish Fire-15 [1]; Find Weakness-15 [1]; Great Voice-15 [1]; History-15 [1]; Identify Spell-15 [1]; Ignite Fire-15 [1]; Know Illusion-15 [1]; Lend Energy-15 [1]; Lend Vitality-15 [1]; Light-15 [1]; Loyal Sword-15 [1]; Major Healing-15 [2]; Minor Healing-16 [2]; Rejoin-15 [1]; Relieve Sickness-16 [2]; Repair-15 [1]; Restore-15 [1]; Seek Air-15 [1]; Seek Earth-15 [1]; Seek Fire-15 [1]; Seek Magic-15 [1]; Seek Water-15 [1]; Seeker-15 [1]; Sense Danger-15 [1]; Sense Emotion-15 [1]; Sense Foes-15 [1]; Sense Life-15 [1]; Shape Fire-15 [1]; Simple Illusion-15 [1]; Sound-15 [1]; Thunderclap-15 [1]; Trace-15 [1]; Truthsayer-15 [1]; Voices-15 [1]; Ward-15 [1]; Weaken-15 [1].
When I was developing this story, and considering how to represent magic, I messed around with a bunch of different models. In the end, I decided to go with bog-standard GURPS, at least for now. Some characters will have superhuman powers that are innate to them, represented by very high Attribute scores and Advantages. Other characters will be able to use “charms” or “spells” that are learned, powered by personal resources – hence, standard GURPS magic. So far, that seems to be matching the story I want to tell pretty well.
One note about Lóka: in the story, it’s a plot point that he seems to be able to understand, speak, read, and write any language he encounters. That’s kind of difficult to represent in GURPS, but the Modular Abilities trait used here seems to be the best way to proceed. As it stands, Lóka knows two or three languages by natural means. He can also “miraculously” use other languages that he’s never encountered before, although it takes him a few seconds to switch to the new script or tongue (he has to “get the trick of it”). At the moment he could get native-level fluency and literacy in one language at a time, or speak two strange languages like a native and act as a translator (without being able to read either of them), and so on. Useful!
More characters to come, I think, and I may make a post or two about world-building assumptions. This setting wouldn’t make a bad GURPS world-book, actually.