Thread: And a knight.
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Old 11-03-2017, 02:07 PM   #1
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Location: Montréal, Québec
Default And a knight.

Since my martial artist and bard are both light on armor, they'll need a tank.

Bash Crashky
246-point Half-Ogre Knight
Bash is the former enforcer of a band of highwaymen led by notorious charmer Hod Roberts. Though not a brilliant right hand, Bash was so terrifying at the fighting aspect of the bandit business that the mooks didn't dare challenge him, sufficiently easy to manipulate that Roberts enjoyed his unconditional loyalty and protection, yet neither cunning nor charismatic enough to challenge Roberts' leadership. Bash was, however, luckier than Roberts – he was off hiding loot when the King's Men crushed the brigands.

Attributing that turn of fate to the new moon, Bash took the sack of silver Roberts had him stashing and used it to buy a custom-made sword to replace the big stick he'd been using, as well as a suit of armor. Thus equipped, he started accompanying delving parties, trading strength and fighting skill for a share of the treasure. He doesn't understand why this is more acceptable than his old job, as it involves exactly the same activities: violence and plundering. Oh, well.

Bash isn't as unsubtle as his career path makes him sound. Though not the sharpest knife in the drawer, he has excellent tactical intelligence (Born War-Leader) and isn't easily cowed (Combat Reflexes and Fearlessness grant +3 to his low Will for Fright Checks). While he's a scary-looking half-ogre, he has the bloody rages mostly under control – mostly. His Night Vision and grasp of the need for stealth make him as useful on dungeon crawls as on night raids.

ST 18 [80]; DX 14 [80]; IQ 9 [-20]; HT 14 [40].
Damage 1d+2/3d; BL 65 lbs.; HP 18 [0]; Will 9 [0]; Per 9 [0]; FP 14 [0].
Basic Speed 7.00 [0]; Basic Move 7 [0]; Move 5.
Dodge 10*; Parry 16*† (Greatsword), 11* (Long Knife); Block N/A.

Armor Mastery [5]
Born War-Leader 2 [10]
Combat Reflexes [15]
Enhanced Parry 1 (Two-Handed Sword) [5]
Fearlessness 1 [2]
High Pain Threshold [10]
Luck [15]
Night Vision 3 [3]
Tough Skin 1 [3]
Weapon Bond (Greatsword) [1]

Disadvantages and Quirks
Appearance (Ugly) [-8]
Bad Temper (15) [-5]
Bloodlust (15) [-5]
Code of Honor (Outlaw's) [-5]
Greed (12) [-15]
Sense of Duty (Adventuring Companions) [-5]
Social Stigma (Savage) [-10]

Adopts the smartest, smoothest-talking companion as "chief," like it or not. [-1]
Doesn't grasp why killing monsters and taking their stuff is fine while banditry is not. [-1]
Happy to be used as a pack mule – but expects extra treasure for it. [-1]
No more fond of town than town is of half-ogres. [-1]
Superstitious, especially about "lucky" and "unlucky" omens. [-1]

Armory (Melee Weapons)-10 [4]
Brawling-15 [2]
Carousing-14 [1]
Connoisseur (Weapons)-11‡ [2]
Fast-Draw (Two-Handed Sword)-15* [1]
Forced Entry-14 [1]
Intimidation-8 [1]
Knife-14 [1]
Leadership-11‡ [2]
Stealth-13 [1]
Strategy-10‡ [2]
Streetwise-8 [1]
Sumo Wrestling-14 [2]
Tactics-10‡ [2]
Thrown Weapon (Axe/Mace)-16 [4]
Two-Handed Sword-21/22§ [28]
* Includes +1 for Combat Reflexes.
† Includes +1 for Enhanced Parry.
‡ Includes +2 for Born War-Leader.
§ Use higher skill for starting greatsword (+1 for Weapon Bond).
$3,000, 127.78 lbs. (Light encumbrance)
Canteen, Full. 1 quart water. $10, 3 lbs.
Clothing. $0, 2 lbs.
Coins. 1 silver, 3 copper. $23, 0.08 lb.
Greatsword. 3d+3 cut (reach 1, 2) or 1d+5 imp (reach 2). $900, 7 lbs.
Light Cloth Armor, Suit. +1 DR as inner layer. $150, 18 lbs.
Long Knife. 3d-1 cut (reach C, 1) or 1d+2 imp (reach C, 1). $120, 1.5 lbs.
Personal Basics. $5, 1 lb.
Pouch. Holds rations. $10, 0.2 lb.
Rations, 6 meals. $12, 3 lbs.
Scale Armor, Suit. DR 4/3 (total DR 7/6). $1,650, 84 lbs.
Throwing Axes ×2. 3d+2 cut, Acc 2, Range 18/27, Shots T(1), Bulk -3. $120, 8 lbs.
Sean "Dr. Kromm" Punch <>
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