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Old 01-24-2017, 08:24 AM   #31
Phil Masters
 
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Default Re: Discworld Characters from the Novels

Another potential wilderness encounter:

Pastor Oats
219 points
See p. 345 for biographical notes.

ST 12 [20]; DX 12 [40]; IQ 13 [60]; HT 12 [20].
Damage 1d-1/1d+2; BL 29 lb; HP 12 [0]; Will 15 [10]; Per 13 [0]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9; Parry 9 (Axe).
5’10”; 150 lbs.

Social Background
TL: 4 [0].
CF: Sto Plains/Uberwald (Native) [0].
Languages: Morporkian (Native) [6]; Omnian (Native) [0]; Uberwaldian (Native) [6].

Advantages
Clerical Investment [5]; Mind Shield 4 [16]; Night Vision 1 [1]; Religious Rank 1 [5]; Reputation +2 (Valiant for his Faith, in Uberwald and Lancre; 10 or less) [2]; Status 1 [5]; True Faith [15].

Disadvantages
Charitable (15) [-7]; Pacifism (Self-Defence Only) [-15]; Sense of Duty (Uberwaldian Omnians; Small Group) [-5]; Truthfulness (15) [-2]; Vow (Carry the Word of Om to Dark Places) [-10].
Quirks: Broad-Minded. [-1]

Skills
Area Knowledge (Uberwald) (E) IQ+1 [2]-14; Axe/Mace (A) DX+1 [4]-13; Diplomacy (H) IQ-2 [1]-11; First Aid/TL4 (Human) (E) IQ+1 [2]-14; Herbalism (H) IQ-2 [1]-11; Hidden Lore (Vampire Secrets) (A) IQ-1 [1]-12; Hiking (A) HT [2]-12; Leadership (A) IQ-1 [1]-12; Musical Instrument (Harmonium) (H) IQ-2 [1]-11; Naturalist (Disc) (H) IQ-2 [1]-11; Navigation/TL4 (Land) (A) IQ-1 [1]-12; Occultism (A) IQ-1 [1]-12; Packing (A) IQ-1 [1]-12; Physician/TL4 (Human) (H) IQ-2 [1]-11; Psychology (Human) (H) IQ-2 [1]-11; Public Speaking (A) IQ+1 [4]-14; Religious Ritual (Omnian) (H) IQ+1 [8]-14; Research/TL4 (A) IQ-1 [1]-12; Riding (Equines) (A) DX [2]-12; Savoir-Faire (High Society) (E) IQ [1]-13; Survival (Woodlands) (A) Per-1 [1]-12; Theology (Omnian) (H) IQ+1 [8]-14; Writing (A) IQ [2]-13.

Notes

This is Oates as a hardened, experienced missionary, the man who frees enslaved orcs. He was far less sure of himself and an indifferent preacher at best when he first came to Lancre, but years of work in Uberwald have honed his abilities and survival skills.
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Old 01-26-2017, 10:39 AM   #32
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Default Re: Discworld Characters from the Novels

Oops, still three to go:

Evil Harry Dread
127 points
See p. 345 for biographical notes.

ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8; Parry 10 (Staff).
5’6”; 130 lbs.

Social Background
TL: 4 [0].
CF: Sto Plains/Uberwald (Native) [0].
Languages: Morporkian (Native) [0]; Llamedosian (Broken) [2].

Advantages
Clerical Investment [5]; Fearlessness 1 [2]; Luck (Dark Lord Code gives 10% discount, see p. 00) [14]; Night Vision 1 [1]; Reputation +2 (“A proper villain who plays by the rules,” among any last surviving barbarian heroes) [3]; Reputation +1 (As a figure in the Silver Horde's last great adventure; 7 or less) [1]; Status 2 [10]; Wealth (Comfortable) [10].
Perks: Longevity. [1]

Disadvantages
Appearance (Unattractive) [-4]; Bad Temper (15) [-5]; Code of Honour (Dark Lord’s) [-10]; Selfish (15) [-2].
Quirks: Always claims that he's discriminated against as a small trader; Broad-Minded. [-2]

Skills
Administration (A) IQ-1 [1]-11; Architecture/TL4 (A) IQ-1 [1]-11; Broadsword (A) DX-1 [1]-10; Camouflage (E) IQ+1 [2]-13; Intimidation (A) Will-1 [1]-11; Leadership (A) IQ [2]-12; Propaganda/TL4 (A) IQ-1 [1]-11; Public Speaking (A) IQ-1 [1]-11; Religious Ritual (Dark Cults) (H) IQ+1 [8]-13; Riding (Equines) (A) DX-1 [1]-10; Staff (A) DX-1 [1]-10; Stealth (A) DX-1 [1]-10; Tactics (H) IQ+1 [8]-13; Theology (Dark Cults) (H) IQ-1 [2]-11.

This may be a rather too conservative treatment of Harry - he did survive a lengthy career as a dark lord, after all - but his skills and abilities probably declined in old age; he was successfully beaten up by someone lacking combat training. His effective Status and Wealth doubtless rose a bit higher during the more (relatively) successful periods of his career, but these days, he often has to engage in some rather shabby and marginal adventuring to maintain any kind of positive Status at all. The people who know of his more widespread Reputation are those who have heard the great epic of the Silver Horde’s last quest, in which he figures (his villainy perhaps played up a little) and who recognise his name. He himself may well seek to spread that legend further – and not primarily because it helps his image.
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Old 01-26-2017, 10:48 AM   #33
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Mad
271 points
The dwarf who everyone calls Mad (“It ain’t a name”) is the offspring of a dwarf family from NoThingfjord who were shipwrecked on Fourecks. His father now runs a chain of dwarf-bread bakeries in Bugarup, but Mad himself has an overwhelming preference for the open road. When last seen in the chronicles, he was making his living running hay shipments in the outback in a heavily armoured cart pulled by a team of excellent horses which he sometimes fed bizarre mixes that gave them implausible speed and strength in short bursts. He had a sideline in salvaging the weapons and equipment of any road gangs who tried to stop him.

His unusual upbringing has made him an unusual dwarf; he doubtless absorbed some dwarfish language and culture from his parents, but mostly, he thinks more like a (crazy) human. He shaves his beard, doesn’t wear a helmet, and likes fresh air. Nor does he display most dwarfs’ reflexive financial greed, though he certainly misses few opportunities to turn a profit. However, as well as his height, there is something about his personality that’s fundamentally dwarfish – a mixture of dour determination, barely-restrained aggression, and a taste for metal-based handicrafts.

Since the events of The Last Continent changed the meteorology of that island continent, Mad may have had to find a new high-value cargo, but he’s an enterprising sort who is likely to be doing okay, and doubtless getting into plenty of fights. PCs travelling in the region may encounter him, and if they can avoid setting off his hair-trigger suspicions, find him amiable company. Or they may decide that he’s a dangerous maniac. No worries, either way.

ST 13* [20]; DX 14 [80]; IQ 11 [20]; HT 13* [20].
Damage 1d/2d 1; BL 51 lb; HP 15* [0]; Will 12 [5]; Per 13 [10]; FP 13 [0].
Basic Speed 7.00 [5]; Basic Move 6 [-5]; Dodge 10; Parry 11 (Brawling).
3’9”; 130 lbs. (SM -1).

Social Background
TL: 4 [0].
CF: Sto Plains/Uberwald (Native) [0].
Languages: Dwarfish (Accented) [4]; Morporkian (Native) [0].

Advantages
Dwarf Template, without Psychological Quirks and with Greed reduced to self-control 15 [38]; Combat Reflexes [15]; Daredevil [15]; Fearlessness 4 [8]; High Pain Threshold [10]; Reputation +2 (“Good sort of bloke who you really shouldn’t annoy,” among Outback cart-drivers and barflies, 10 or less) [2]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5].
Perks: Crossbow Safety. [1]

Disadvantages
Bad Temper (9) [-15]; Code of Honour (Pirate’s) [-5]; Impulsiveness (15) [-5]; Reputation -3 (“Total psycho target,” among Outback road gangs, 10 or less) [-3]; Stubbornness [-5].
Quirks: Despises wizards and other intellectual types; Hates road gangs; Never gives his real name; Uncongenial and loves the open road; Weapons nut. [-5]

Skills
Animal Handling (Equines) (A) IQ+1 [4]-12; Area Knowledge/TL (Fourecksian Outback) (E) IQ+3 [8]-14; Armoury/TL4 (Body Armour) (A) IQ [1]-11†; Armoury/TL4 (Melee Weapons) (A) IQ [1]-11†; Armoury/TL4 (Missile Weapons) (A) IQ [1]-11†; Axe/Mace (A) DX [0]-14*; Brawling (E) DX+1 [2]-15; Carpentry (E) IQ [1]-11; Climbing (A) DX 1 [1]-13; Crossbow (E) DX [1]-14; Holdout (A) IQ-1 [1]-10; Intimidation (A) Will [2]-12; Knife (E) DX [1]-14; Mechanic/TL4 (Animal-Drawn Vehicle) (A) IQ [1]-11†; Merchant (A) IQ [2]-11; Navigation/TL4 (Land) (A) IQ-1 [1]-10; Scrounging (E) Per [1]-13; Shortsword (A) DX-1 [1]-13; Smuggling (A) IQ+1 [4]-12; Stealth (A) DX-1 [1]-13; Streetwise (A) IQ [2]-11; Survival (Fourecks Outback) (A) Per+1 [4]-14; Teamster (Equines) (A) IQ+3 [12]-14.

* Includes racial template modifiers.
† Includes +1 from Metalwork.
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Old 01-26-2017, 11:03 AM   #34
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Default Re: Discworld Characters from the Novels

And finally...

Mr. Teatime
387 points
Jonathan Teatime (he always pointed out politely that the name should be pronounced “Teh-ah-tim-eh”) was a qualified Assassin based at the Guild HQ in Ankh-Morpork. The Guild had taken him in at a young age and he had taken to their training like a troll duck to sinking in water, but once he qualified, his enthusiasm for the job soon began to unnerve them. Frankly, he turned out to like killing people, on minimal excuses. His ability to unnerve even senior Assassins with the brilliance of his tactics began to lose its charm, too.

The Guild was on the verge of asking him to leave, and might well have decided to eliminate him to avoid further complications (although the consequences of that decision might have got horribly messy). However, that was when the Auditors came to the Guild with an extremely high-paying commission; to inhume the Hogfather. Lord Downey of the Guild correctly guessed that Mr. Teatime might be the one person they had who was capable of tackling this task. Actually, it turned out that Mr. Teatime had already worked out a plan for this purpose, just as an exercise. One long and bloody Hogswatch night later, he had come dangerously close to succeeding, and to destroying the Tooth Fairy organisation as a side-effect, but in the end, he himself was killed when he sought revenge on Death and Susan Sto Helit for his defeat.

Teatime was brilliant, with a wide range of abilities that seemed to verge on the superhuman, but also broken. Unfortunately, while most people who are broken just hurt themselves most of the time, Teatime hurt other people, all the time. He was fully in touch with his inner child, who was a vicious, cheerful little psychopath who would break anything that inconvenienced or bored him, and who treated people as things. He had a handsome, boyish look that was only spoiled by one of his eyes; it seems that he had lost this somehow, and had it replaced by a sphere made of enchanted glass. This apparently not only worked fine, but gave him the ability to see things that were supernaturally invisible. This is not an idea which any sane Discworld magical expert would recommend.

Teatime’s insanity also gave him exceptional mental defences, and he was peculiarly good with animals, especially dogs, despite the fact that he would kill them as casually as he would humans.

PCs might encounter Jonathan Teatime in games set a little way into the Disc’s recent past, or could run across consequences or heirlooms of his activities; he was the sort of person who’d leave lethal psychological booby-traps in his wake, just because. If he appears in person, the PCs may have to expect casualties, even – or especially – if he is on the same side.

ST 12 [20]; DX 15 [100]; IQ 15 [100]; HT 12 [20].
Damage 1d-1/1d+2; BL 29 lb; HP 12 [0]; Will 15 [0]; Per 15 [0]; FP 12 [0].
Basic Speed 7.00 [5]; Basic Move 7 [0]; Dodge 11; Parry 13 (Knife).
5’10”; 145 lbs.

Social Background
TL: 4 [0].
CF: Sto Plains/Uberwald (Native) [0].
Languages: Morporkian (Native) [0]; Latatian (Accented) [4]; Quirmian (Accented) [4].

Advantages
Animal Empathy [5]; Appearance (Attractive) [4]; Combat Reflexes [15]; Fearlessness 1 [2]; Indomitable [15]; Mind Shield 3 [12]; See Invisible (Spirit) [15]; Status 1 [5]; Versatile [5]; Wealth (Comfortable) [10].
Perks: Assassin in Good Standing; Crossbow Safety; Off-Hand Weapon Training (Knife); Quick-Sheathe (Knife). [4]

Disadvantages
Bully (12 or less) [-10]; Callous [-5]; Duty (Assassins’ Guild Service; 12 or less) [-10]; Reputation -1 (Frankly Scary, in the Assassins’ Guild) [-1]; Sadism (12) [-15]; Unnatural Feature 1 (Weird grey glass eye) [-1].
Quirks: Always acts cheerful; Proud. [-2]

Skills
Acrobatics (H) DX+1 [8]-16; Animal Handling (Dogs) (A) IQ-1 [1]-14; Architecture/TL4 (A) IQ-1 [1]-14; Area Knowledge (Ankh-Morpork) (E) IQ [1]-15; Blowpipe (H) DX-2 [1]-13; Camouflage (E) IQ [1]-15; Climbing (A) DX [2]-15; Crossbow (E) DX [1]-15; Fast-Draw (Knife) (E) DX+1 [1]-16*; Fast-Draw (Sword) (E) DX+1 [1]-16*; Fast-Talk (A) IQ [2]-15; Heraldry (A) IQ-1 [1]-14; Holdout (A) IQ-1 [1]-14; Intimidation (A) Will-1 [1]-14; Judo (H) DX-1 [2]-14; Karate (H) DX+1 [8]-16; Knife (E) DX+5 [16]-20; Lockpicking/TL4 (A) IQ-1 [1]-14; Occultism (A) IQ-1 [1]-14; Poisons/TL4 (H) IQ-1 [2]-14; Psychology (Human) (H) IQ+1 [8]-16; Rapier (A) DX+3 [12]-18; Research/TL4 (A) IQ [2]-15; Riding (Equines) (A) DX-1 [1]-14; Savoir-Faire (High Society) (E) IQ [1]-15; Stealth (A) DX [2]-15; Streetwise (A) IQ-1 [1]-14; Tactics (H) IQ-1 [2]-14; Thaumatology (VH) IQ-3 [1]-12; Thrown Weapon (Knife) (E) DX [1]-15; Traps/TL4 (A) IQ [2]-15.

* Includes +1 from Combat Reflexes.
Lord Downey of the Guild said, “We took pity on him because he’d lost both parents at an early age. I think that, on reflection, we should have wondered a bit more about that.”
Hogfather
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Old 01-28-2017, 09:29 AM   #35
Anders
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Teatime should be given +1 to Dodge and Parry from Combat Reflexes. Looks good otherwise.
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Old 01-29-2017, 08:13 AM   #36
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Is Compulsive Betrayal subsumed in Code of Honor (Dark Lord's)?
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Old 01-29-2017, 08:25 AM   #37
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Quote:
Originally Posted by cptbutton View Post
Is Compulsive Betrayal subsumed in Code of Honor (Dark Lord's)?
Pretty much. "Aim to win in a way that demonstrates your superiority, and only break your word in large matters." That and Selfish. He's obliged to look for personal advantage at every point. Conversely, giving him an explicit compulsion to betrayal would imply that he'd betray the memory of the Silver Horde after the events of The Last Hero, which I don't think he ever would.
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Old 02-11-2017, 09:04 AM   #38
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I've now collected these characters in a PDF, online at https://www.philmasters.org.uk/RPGs/...-the-Books.pdf (unedited, so possibly with arithmetic errors).
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