Another one that's on the edge of qualifying for the thread, but seems to fit conceptually:
Bertrand du Coutances, 1267
Age: 29
Attributes
ST 10 [0]; DX 11 [20]; IQ 12 [40]; HT 11 [10]
Secondary Characteristics
HP 10; Will 13 [5]; Per 13 [5]; FP 11
Thrust: 1d-2; Swing: 1d
Block: 8
Brawling Parry: 8
Knife Parry: 8
Staff Parry: 9
Basic Speed: 5.5; Move: 5; Dodge: 8
Social Background
Languages: Ancien Normant (Native) [0]; Latin (Native) [6]; Old French (Native) [4]; Middle English (Accented) [4]; Middle Breton (Broken) [2].
TL: 3
Cultural Familiarity: 13th-century Western Europe [0].
Subtotal: 96
Advantages
Danger Sense [15]
Intuition [15]
Luck (Ridiculous) [60]
Serendipity 7 [105]
Visualization (Reduced Time 7 (instant), +140%) [24]
Cunning Folk Talent 3 [30]
Talker Talent 2 [10]
Perks
Alcohol Tolerance. [1]
Dabbler (Liberal Arts: Accounting 7, Mathematics (Pure) 6, Mathematics (Surveying) 7, Musical Composition (Voice choirs) 6, Philosophy (Medieval Scholastic) 7). [1]
Good Neighbor. [1]
Good with Churchfolk. [1]
Subtotal: 263
Disadvantages
Code of Honor (Professional) [-5]
Nightmares (12) [-5]
Overconfidence (12) [-5]
Phantom Voices [-5]
Sense of Duty (Friends) [-5]
Weirdness Magnet [-15]
Quirks
Always polite to women and children, even when quite angry. [-1]
Likes dogs. [-1]
Particular about his wine. [-1]
Won't sit with his back to a door or window. [-1]
Subtotal: -44
Features
Skills
Acting [IQ/A] [1] 11
Animal Handling (Canines) [IQ/A] [1] 14*
Area Knowledge (Normandie) [IQ/E] [1] 12
Astronomy/TL3 [IQ/H] [2] 11
Brawling [DX/E] [2] 12
Chemistry/TL3 [IQ/H] [2] 11
Cloak [DX/A] [2] 11
Detect Lies [Per/H] [4] 15**
Diplomacy [IQ/H] [4] 14**
Dreaming [Will/H] [1] 11
Expert Skill (Visualization) [IQ/H] [8] 13
Explosives (Fireworks)/TL3 [IQ/A] [2] 12
Fast-Talk [IQ/A] [2] 14**
First Aid/TL3 [IQ/E] [0] 15
Fortune-Telling (Dream Interpretation) [IQ/A] [2] 15*
Fortune-Telling (Western Astrology) [IQ/A] [1] 14*
Hypnotism [IQ/H] [4] 12
Knife [DX/E] [1] 11
Mathematics (Applied)/TL3 [IQ/H] [1] 10
Naturalist [IQ/H] [4] 15*
Occultism [IQ/A] [2] 15*
Pharmacy (Herbal)/TL3 [IQ/H] [4] 15*
Poisons/TL3 [IQ/H] [2] 14*
Psychology (Practical) [IQ/H] [2] 13**
Public Speaking [IQ/A] [1] 11
Religious Ritual (Catholic) [IQ/H] [2] 11
Singing [HT/E] [1] 12
Sleight of Hand [DX/H] [4] 11
Staff [DX/A] [4] 12
Survival (Woodlands) [Per/A] [2] 13
Theology (Catholic) [IQ/H] [1] 10
Throwing [DX/A] [2] 11
Thrown Weapon (Darts) [DX/E] [1] 11
Veterinary [IQ/H] [4] 15*
Weather Sense/TL3 [IQ/A] [2] 15*
*Includes +3 from Cunning Folk Talent.
**Includes +2 from Talker Talent.
Techniques
Disarming (H) Staff [2] 13
Kicking (H) Brawling-2 [0] 10
Retain Weapon (H) Knife [2] 13
Retain Weapon (H) Staff [2] 13
Subtotal: 85
Total: 400
Equipment
Clothes
Boots
Heavy Cloak
Staff
Large Knife
Darts
Moneypouch
Pack
^First Aid kit
^Fireworks kit
^Smoke bombs
^Incendiary bombs
Notes
Bertrand du Coutances is a talented and oddly adventurous cunning-man, in a historical or semi-historical no-mana setting that uses 'Magic as Luck.' He could technically fit in the setting of 'Caravan to Ein-Arris' with little modification if the GM allowed, though he's too expensive for a standard PC. His 'present' coincides with the year of the earliest written accounts of black powder in Europe (by Roger Bacon), though it may have been known for quite some time prior.
'Pharmacy (Herbal)' replaces Herb Lore in this version of the Cunning Folk Talent. His Danger Sense and Intuition make his Fortue-Telling skills seem useful for more than conning or entertaining people, since he's right more often than the law of averages would allow (which doesn't make his nightmares less debilitating, but does make him believe that they're useful).
'Good Neighbor' comes from
GURPS Psionic Powers, but here is 'just luck,' rather than psi. 'Good with Churchfolk' applies to priests, monks, nuns, deacons, and others who make their living or do significant volunteer work for the church (rather important for medieval cunning-folk). His lack of any Reputation is intentional, since that will depend to a fair degree in the GM's setting assumptions.
Bertrand was built partly using the Apothecary and Diviner templates from
GURPS Historical Folks pp11 & 44, respectively (and the
4e conversion hosted at RPK's MyGURPS.com, pp5 & 19). Details on the Seven Liberal Arts were based on the text box 'The Medieval Curriculum,' in
Low-Tech Companion 1 p32 - he's over-educated for a cunning-man, but then, ordinary folks don't often become adventurers.
Thoughts?