Poinstless Science-Fantasy Character Creation

The following rules guide you through this simplified character creation process.

A character consists of an Archetype, a number of Abilities and Heroic Flaws, and a set of Wildcards.

Archetype

Choose from one of the following four character Archetypes. These determine your basic attributes and secondary characteristics. Abilities may alter these later.

Agile

You’re very dexterous and speedy, and reasonably fit. This suits assassins, martial artists, and light skirmishers

Attributes: ST 11; DX 14; IQ 10; HT 11.
Secondary Characteristics: Damage 1d12/1d+1; BL 24 lbs.; HP 11; Will 10; Per 10; FP 11; Basic Speed 6.00; Basic Move 7.

Brainy

You’re smart, mainly – but also sufficiently agile, fit, and quick to survive dungeon crawls. This befits sages and nano-channelers of all stripes.

Attributes: ST 10; DX 11; IQ 13; HT 11.
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10; Will 13; Per 13; FP 11; Basic Speed 6.00; Basic Move 6.

Brawny

You’re muscular and tough, and agile enough to exploit that in a fight. This is good for toe-to-toe fighters like barbarians and knights.

Attributes: ST 14; DX 12; IQ 10; HT 12.
Secondary Characteristics: Damage 1d/2d; BL 39 lbs.; HP 14; Will 10; Per 10; FP 12; Basic Speed 6.00; Basic Move 6.

Versatile

You’re equally capable of feats of precision, intellect, and athleticism. This is good for rogues who plan to do more than leap and stab.

Attributes: ST 10; DX 12; IQ 12; HT 12.
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10; Will 12; Per 12; FP 12; Basic Speed 6.00; Basic Move 6.


Abilities

Characters must choose certain Abilities. The total number of starting Ability slots is four, but new ones may be earned in play. Most Abilities occupy one slot, but some may occupy two or more; these exceptions will be noted in their descriptions.

Each Ability’s write-up describes the standard traits that it bestows. In Basic Set terms, these might include attribute or secondary characteristic modifiers, advantages, perks, skills, or techniques. Note that some abilities may affect the Destiny Point Limit (see below).

Many Abilities come in levels, and higher levels provide larger benefits. The number of levels permitted to starting characters is limited, though the GM may waive them during creation or play.

Some Abilities or Ability levels require others as prerequisites. Such requirements appear in brackets in boldface; e.g., [Warrior Training].

An important note is that unless otherwise specified, Attribute or Basic Speed modifiers do not roll over onto secondary characteristics or Basic Move. These are only altered if explicitly mentioned.

Abilities cost Ability Slots; most cost a single Slot, but some may cost more. Costs are listed with each ability.

Clinging [More Than Human]. See p. B43. Cost: 2.

Coordinated 1-3. Each level gives DX +1 and Per +1. Cost: 2/level.

Daring. Daredevil (p. B47) and +1 Destiny Point Limit. Cost: 2.

Defender [Warrior Training]. Armor Mastery and Shield Mastery; see Power-Ups,p. 29. Cost: 2.

Energetic. HT +1 and FP +6. Cost: 2.

Evasion 1-2. Each level gives Basic Speed +1.00 and Basic Move +1. Evasion 3 is allowed with [More Than Human]. Cost: 2/level.

Fearless. Will +1 and Unfazeable (p. B95). Cost: 2.

Heroic Archer. See Adventurers,p. 14. All rolls use Archery! Cost: 2.

Intuitive. Intuition (p. B63) and +1 Destiny Point Limit. Cost: 2.

Linguist. Accented comprehension of any language, one language at a time. Built as Comic Power (4 points; Limited, Languages, -50%); see p. B71. Cost: 2.

Lucky 1-2. Lucky 1 gives Luck (p. B66) and +1 Destiny Point Limit. Lucky 2 doubles the benefits: Extraordinary Luck and +2 Destiny Point Limit. Cost: 2/level.

Mental Fortress. Mind Shield 5 (p. B70). Cost: 2.

Nano-Channeling. You can control the nanites that pervade the environment. This is a class of Abilities, not a single one. This uses the rules found in GURPS Psionic Powers; purchase any powers as normal, but costing 1 Ability slot per 11 points (rounded down). Note that some abilities may not be appropriate, and remember to keep the lore in check – it isn’t mental power that creates the effects of Nano-Channeling, but control over tiny machines in the air. All Nano-Channeling Abilities use the Nano-Channeling! Wildcard skill. Related abilities of the same cost or lower of any you already know can be stunted to at the cost of a Destiny Point. Cost: Varies.

Negotiator. Cultural Adaptability (p. B46) and Social Chameleon (p. B86) eliminate all social penalties for class, culture, and race. Further gives +1 to all reaction rolls. Cost: 2.

Nimble 1-2. Each level gives DX +1 and Basic Move +1. Cost: 2/level.

Run and Hit [More Than Human or Warrior Training]. As Power-Ups, p. 12, but works with all melee attacks – the Running Attack technique becomes Running Attack! Cost: 2.

Scent Tracker. Per +1 and Discriminatory Smell (p. B49). Cost: 2.

Serendipitous 1-4. Each level gives a level of Serendipity (p. B83) and +1 Destiny Point Limit. Cost: 2/level.

Shoulder Checker. Per +1 and Peripheral Vision (p. B74). Cost: 2.

Situational Awareness. Combat Reflexes (p. B43) and +1 Destiny Point Limit. Cost: 2.

Sixth Sense. Danger Sense (p. B47) and +1 Destiny Point Limit. Cost: 2.

Smart 1-3. Each level gives IQ +1, Will +1, and Per +1. Cost: 2/level.

Swift Strike 1-2 [More Than Human or Warrior Training]. Extra Attack 1-2 (pp. B53-54) with one specific Wildcard. Specify this Wildcard when selecting the Ability. Cost: 2/level.

Two-Weapon Fighter [More Than Human or Warrior Training]. Ambidexterity (p. B39) and Dual-Weapon Attack! (p. B230) at full skill remove all penalties to wield a weapon in each hand. Cost: 2.

Unarmed Master [More Than Human]. Four existing limbs – normally two arms, two legs – become crushing Strikers (p. B88) that count as weapons when parrying or parried, and get +1 per die to punching and kicking damage. Also gives Enhanced Parry 1 (Unarmed) (p. B51). Cost: 2.

Uninterrupted Flurry [More Than Human]. See Power-Ups, p. 30. Cost: 2.

Wild Talent 1-4. Each level allows one roll for any non-wild- card skill per session. Use your best Wildcard level and the usual controlling attribute; in effect, the Wildcard temporarily encompasses the skill. See pp. B99-100. Cost: 2/level.

Alertness 1-2. Each level gives Per +2.

Animal Companion. Ally (Impressive beast about half as powerful as PC; 12 or less; Summonable, +100%); see pp. B36-38.

Arctic Survivor. Damage Resistance 1 vs. cold and ice (pp. B46-47), Temperature Tolerance 2 toward cold (p. B93), and Terrain Adaptation (Ice) (p. B93).

Backstabber 1-2. Backstabber 1 erases -5 in Stealth penalties for Backstabbing (Dungeons, p. 11), and gives +1 to hit and +1 to ST when you first strike afterward. Backstabber 2 wipes a total of -9 to Stealth, and adds a net +3 to hit and +3 to ST. Benefits any Wildcard that can act as Stealth.

Triggered Agility 1-2 [More Than Human]. Each level temporarily gives +1d to DX, per Blessed (Heroic Feats) (p. B41).

Triggered Hardiness 1-2 [More Than Human]. Each level temporarily gives +1d to HT, per Blessed (Heroic Feats) (p. B41).

Triggered Might 1-2 [More Than Human]. Each level temporarily gives +1d to ST, per Blessed (Heroic Feats) (p. B41).

Bow Fencer [Heroic Archer]. See Power-Ups, p. 32. Use Archery! (p. 9) in place of Bow.

Cat’s Eyes. Night Vision 9 (p. B71).

Catfall. See p. B41.

Charm 1-2. Each level gives +2 to all reactions, all the time due to a combination of appearance, conduct, voice, or even supernatural compulsion.

Combat Medic. As Combat Medic 2 (Power-Ups, p. 22) – one-second bandaging at -1 (no penalty with a kit) – with any Wildcard that includes Esoteric Medicine or First Aid.

Desert Survivor. Damage Resistance 1 vs. heat and fire (pp. B46-47), Temperature Tolerance 2 toward heat (p. B93), and Terrain Adaptation (Sand) (p. B93).

Eagle Eyes. Telescopic Vision 2 (p. B92).

Empath 1-2. Empath 1 gives the roll noted for Empathy (p. B51) at IQ-2, and +2 to all Wildcard rolls for Body Language, Detect Lies, Diplomacy, Fortune-Telling, and Psychology. Empath 2 improves the Empathy roll to full IQ and the skill bonus to +4.

Fitness 1-2. Fitness 1 gives HT +1, FP +1, and Fit (p. B55). Fitness 2 improves Fit to Very Fit.

Forceful Strike [More Than Human or Warrior Training]. Striking ST 2 (pp. B88-89).

Fortunate 1-8. Each level gives +2 Destiny Point Limit.

Gear 1-8. Each level gives an additional $5,000 worth of starting equipment.

High Pain Threshold. See p. B59.

Iron Will 1-2. Each level gives Will +2.

Jack of All Trades 1-3. If none of your Wildcards would cover a mundane task, forcing a default roll, add your Jack of All Trades level to your default. This cannot raise the default above attribute-2 before situational modifiers.

Learned 1-2. Each level gives IQ +1.

Loyal Henchman. Ally (Henchman about half as powerful as PC; Constantly); see pp. B36-38. Pick an Archetype, two Ability slots, five Heroic Flaws, and three Wildcard levels. Gets no Destiny Point Limit boost from Wildcards, only from Abilities – but can temporarily accumulate DP from Heroic Flaws.

Magic-Resistant. Magic Resistance 5 (p. B67).

Massive 1-2 [Warrior Training]. Each level gives HP +5.

Mighty Leap 1 [More Than Human or Warrior Training]. Super Jump 1 (p. B89). Mighty Leap 2, giving Super Jump 2, is allowed with [More Than Human].

Mimicry. See p. B68.

More Than Human. You are biologically, cybernetically, or nanotechnically enhanced in some fashion compared to normal humanity. This counts as an Unusual Background granting access to certain Abilities. You must take an appropriate Heroic Flaw to represent how you are More Than Human.

Pack Mule. Lifting ST 3 (pp. B65-66).

Perfect Recovery. See Power-Ups, p. 12. Works with any Wildcard that allows Acrobatics.

Photographic Memory. See p. B51.

Prepared. Each level gives Gizmos 2 (pp. B57-58). Maximum level is one plus the Wildcard bonus for Artificing!

Rage [Warrior Training]. Temporarily gives +1d to ST, per Blessed (Heroic Feats) (p. B41).

Recovery. See p. B80. Resistant.

Resistant to Metabolic Hazards (+3) (pp. B80-81).

Spirit Empathy [Minor Wizardry (Necromantic), Theurgy, or Wizardry]. See p. B88.

Strong 1-8. Each level gives ST +1 and HP +1.

Strong-Arm. Arm ST 2 (p. B40) in two arms.

Swift Sprint 1-2 [More Than Human]. Swift Sprint 1 gives Enhanced Move 0.5 (Ground) (p. B52), while Swift Sprint 2 gives Enhanced Move 1 (Ground).

Toughness 1-2 [More Than Human or Warrior Training]. Each level gives HT +1, FP +1, Damage Resistance 1 (Tough Skin) (pp. B46-47), and Hard to Kill 1 (p. B58).

Warrior Training. An Unusual Background granting access to combat Abilities.

Weapon-and-Shield Fighter 1-2 [Warrior Training]. Each level gives Enhanced Block 1 and Enhanced Parry 1 (p. B51) – but only when armed with a shield and a one-handed weapon. If either is missing, you get no bonus!

Weapon Specialist 1-2 [More Than Human or Warrior Training]. Each level gives +1 to hit (above and beyond Wildcard level), Enhanced Parry 1 (p. B51), and Striking ST 1 (pp. B88-89) with one specific melee weapon – axe, broadsword, halberd, katana, maul, nunchaku, pick, quarterstaff, rapier, spear, etc. For this purpose, all knives count as one weapon.


Heroic Flaws

Each hero must choose five Heroic Flaws.These aren’t disadvantages, but words or short phrases describing the delver’s weaknesses – in a sense, quirks (pp. B162-165) writ large. By paying Destiny Points (p. 13) to the player, the GM can invoke these to cause problems in either of two ways:

• He can pay DP to use Buying Success(p. B347) to improve enemies’ success rolls – or to invert that rule to worsen success rolls made by the delver or someone trying to aid him – as long as the bad results befit the Flaw.
• He can inflict -10 points of suitable disadvantage effects that aren’t simply success-roll modifiers – say, Fright Checks for Phobias, or reaction penalties for Odious Personal Habits – per DP paid. All effects end after one “scene”: battle, search of a room, social encounter, etc.

These DP go to the player, who can spend them later, though never to offset ongoing effects of a Heroic Flaw. However, when the GM makes an invocation, the player may instead pay out DP equal to the GM’s offer in order to avert the disaster in the first place; e.g., if the GM offers 3 DP to turn success into critical failure, the player could take the 3 DP and critically fail or pay 3 DP and keep the success.

Below are sample flaws with examples of “suitable disadvantages.” These are simply suggestions . . . if the shoe fits, the GM can ask the hero to wear it. If it doesn’t, the GM should be kind.

Avaricious: Disaster results from being distracted by valuables. Suitable disadvantage effects include Greed, Kleptomania (when valuables are to hand), and Miserliness.

Biomodified: Disaster results from being biologically modified or mutated. Suitable disadvantage effects include reduced Appearance, Unusual Biochemistry, Social Stigma (Minority Group), and Susceptible.

Cantankerous: Any social situation invites disaster, usually due to arguing. Suitable disadvantage effects include Bad Temper, Intolerance (especially of stupid people!), No Sense of Humor, and Stubbornness.

Close-Minded: Disaster results from ignoring information. Suitable disadvantage effects include Hidebound, Incurious, Stubbornness, and any Delusions needed to remain ignorant.

Clumsy: Disaster results from trying to use DX precisely. Suitable disadvantage effects include Ham-Fisted, Klutz, and Noisy.

Cursed: Disaster results from a supernatural curse; the GM will match effects to the entity that cursed you. Suitable disadvantage effects include Divine Curse, Frightens Animals, Unluckiness, and Weirdness Magnet.

Cybernetic: Disaster results from having body parts that are obviously artificial or require electricity/maintenance. Suitable disadvantage effects include Social Stigma (Minority Group), Electrical, Maintenance, and Supernatural Features.

Dark Side: Disaster results from being somewhat Evil, and typically affects social or supernatural situations. Suitable disadvantage effects include Frightens Animals, Phobia (Sun), Social Stigma (Excommunicated), and glimpsed Supernatural Features.

Foreigner: Any social situation invites disaster, usually due to misunderstanding. Suitable disadvantage effects include Odious Personal Habits, Social Stigma (Minority Group), and low literacy in the common language.

Gung Ho: Disaster results from leaping before looking. Suitable disadvantage effects include Delusions of competence, Impulsiveness, Overconfidence, Short Attention Span, Vow (Never refuse a challenge), and bouts of On the Edge whenever hope seems lost.

Hardened: Disaster results from ignoring polite conduct to do what needs doing. Suitable disadvantage effects include Bloodlust, Callous, Loner, No Sense of Humor, and even Low Empathy.

Honorable: Disaster results from following a code too rigidly (specify whether you’re a knight, ninja, samurai, etc. so the GM knows how to tease you). Suitable disadvantage effects include Code of Honor, Compulsive Vowing, Honesty, Sense of Duty (Nation), and endless Vows.

Inquisitive: Disaster results from ignoring trouble to satisfy your curiosity. Suitable disadvantage effects include Absent-Mindedness, Curious, and Xenophilia.

Ivory-Tower Academic: Disaster results from being ill-prepared for real life. Suitable disadvantage effects include Absent-Mindedness, Clueless, Gullibility, and Oblivious.

Loyal: Disaster results from being distracted by friends – especially friends in need. Suitable disadvantage effects include Chummy, Gregarious, and Sense of Duty.

Man-Mountain: Disaster results when you try to squeeze into/around anything, cross thin ice, etc. Suitable disadvantage effects include Fat and Gigantism – plus Gluttony to feed your bulk.

Mean: Any social situation invites disaster, usually due to borderline-evil behavior. Suitable disadvantage effects include Bully, Callous, Sadism, and reaction penalties akin to Odious Personal Habits.

Murderous: Disaster results from ignoring everything else in order to slaughter your enemies. Suitable disadvantage effects include Bad Temper, Bloodlust, Callous, and Intolerance of monsters or enemy groups.

Mystical: As Religious (below), but your tradition is more internal.

Naive: Disaster results from being a predictable rube, easily shaken by the delving life. Suitable disadvantage effects include Easy to Read, Gullibility, Post-Combat Shakes, Squeamish, and Truthfulness.

Nature Boy: Disaster results from putting bunnies and trees ahead of your survival. Suitable disadvantage effects include Intolerance (Urbanites), Odious Personal Habit (Unwashed), Phobia (Crowds), and Sense of Duty (Nature).

Nervous: Disaster results from being jumpy – BOO! Suitable disadvantage effects include Cowardice, Paranoia, Post-Combat Shakes, and almost any Phobia when creepy things happen out of the blue.

Nutter: Disaster results from being crazy. Suitable disadvantage effects include Delusions, Paranoia, Phantom Voices, Pyromania, and any combination of Disturbing Voice and Odious Personal Habits (“It puts the lotion on its skin.”).

Obsessed: Disaster results from always putting some personal quest first – name it! Suitable disadvantage effects include Compulsive Behavior, Delusions, Fanaticism, Obsession, and Vows.

Old: Disaster results from not being as spry as you were 40 (50, 60, . . .) years ago. Suitable disadvantage effects include Absent-Mindedness, Bad Sight, and Hard of Hearing.

Primitive: Disaster results when dealing with cities, grooming, machines, writing, etc. Suitable disadvantage effects include Innumerate, Low TL, Odious Personal Habits (like “Scruffy primitive”), Phobia (Machinery), Social Stigma, and low literacy.

Religious: Disaster results from putting faith before practical concerns. Suitable disadvantage effects include religious Code of Honor, Disciplines of Faith, Fanaticism, Sense of Duty, and Vow.

Saintly: Disaster results from putting Good and Right ahead of breathing. Suitable disadvantage effects include Charitable, Compulsive Generosity, Honesty, Selfless, and Sense of Duty.

Scummy: Any social situation invites disaster, especially around genteel folk. Suitable disadvantage effects include reaction penalties consistent with Odious Personal Habit and Social Stigma (Criminal Record), and being bound by Code of Honor (Pirate’s).

Self-Important: Disaster results because you believe your social position absolves you from wrong and even harm. Suitable disadvantage effects include Delusions of grandeur, Jealousy, Selfish, and occasional Megalomania.

Self-Indulgent: Disaster results from being distracted by life’s pleasures. Suitable disadvantage effects include Compulsive Carousing, Gambling, and Spending – not to mention Gluttony, Laziness, and Lecherousness.

Troublemaker: Disaster results from courting it. Suitable disadvantage effects include Compulsive Lying, Kleptomania, and Trickster.

True Believer: Disaster results because you put a cause ahead of yourself – name it! Suitable disadvantage effects include Fanaticism, Intolerance (of rival causes), and Sense of Duty (Nation).

Untrusting: Disaster results from focusing on threats that aren’t there rather than ones that are. Suitable disadvantage effects include Loner, Paranoia, and reaction penalties due to Odious Personal Habits.


Wildcards

Wildcards are enhanced versions of wildcard skills (p. B175). Like those skills, they replace sets of ordinary skills. However, they also raise the Destiny Point Limit (p. 13), and many grant bonuses elsewhere, such as to damage or reaction rolls.

Wildcards aren’t the skills on p. 18 of Adventurers. They correspond to tasks rather than templates. Players are challenged to invent novel niches by taking the combinations they find interesting! Most important, Wildcards replace the standard skills in the Basic Set, which become tasks that can be accomplished using Wildcards, not traits bought independently of them.

Wildcards come in levels. The starting number of Wildcard levels is 5. Levels work as shown on this table:

Wildcard Level Skill Roll Bonus Half Bonus
1 Attribute-1 0 0
2 Attribute 0 0
3 Attribute+1 +1 +1
4 Attribute+2 +2 +1
5 Attribute+3 +3 +2
6 Attribute+4 +4 +2
+1 +1 +1 +1/2 (round up)

Wildcard Level: The number of levels dedicated to the Wildcard. Visualize this as an advantage level, not a skill level. The GM sets the maximum number of starting levels allowed in any one Wildcard; five is recommended.

Skill Roll: The target to roll against for a task. “Attribute” means the usual controlling attribute for the skill governing that task. For instance, somebody with three Wildcard levels might roll vs. DX+1 for Stealth or IQ+1 for Shadowing. Block and Parry are 3 + [(DX-based skill roll)/2].

Wildcard Bonus: Used to assess certain benefits of high Wildcard levels.

Half Bonus: Some powerful benefits, like reaction bonuses, use half the Wildcard bonus, rounded up.

Using Wildcards Together

If several Wildcards can stand in for a skill for the task at hand, total their levels for the roll. The attribute modifier will be the total level, minus two; e.g., two Wildcards at level 3 act as level 6, for a roll of attribute+4.

Wildcard List

Wildcards allow all uses of the indicated skills except where qualified, plus any other application the GM deems thematic.

Aeon Tech! When dealing with ancient technology, Armoury, Computer Hacking, Computer Operation, Electronic Repair, Electronic Operation, Engineer, or Weird Science. Note that this Wildcard does not indicate true knowledge of the science or technology behind the ancient high-tech devices – instead, it represents the rote knowledge and intuition required to get something out of the ancient tech. This wildcard replaces Quick Gadgeteer for dealing with ancient technology. When attempting to jerry-rig together something useful from an ancient device, an Aeon Technician will have a choice between 1 + half of their Wildcard bonus options. This Wildcard is also used for maintaining ancient technology in the face of the Scourge; an Aeon Tech can maintain items equal to his Wildcard bonus plus one, with any more than that resulting in a chance of an Aeon Storm.

Archery! Bow, Crossbow, Sling, and related Fast-Draw. Also, any use of Armoury or Connoisseur to recognize, evaluate, or repair suitable weapons, and any Per-based skill (Observation, Scrounging, etc.) when the goal is to locate spent arrows or well-shaped sling stones; a single Per-based roll after battle will recover and repair one used arrow, plus one per point of success. Archers with Heroic Archer or Warrior Training add the Wildcard bonus to ST when using relevant weapons, and to Will rolls to keep Aim with them. Those with Heroic Archer may further make IQ-based rolls for Zen Archery, and not only add Acc when they don’t Aim, but also get extra Acc equal to half the Wildcard bonus when they do Aim!

Artificing! Armoury, Architecture, Engineer, Jeweler, Knot-Tying, Leatherworking, Smith, and any other crafting skill. Also, Fast-Draw (Gadget and Potion), Lockpicking, Scrounging to find parts, and Traps to set or disarm (though never to spot) a trap. This cinematic trait replaces Quick Gadgeteer, and enables its use as described on pp. 4-5 of Sages. In that capacity, it works as Alchemy, too. Importantly, Artificing does not count for anything covered under Aeon Tech!

Assassination! Blowpipe, Crossbow, Garrote, Holdout, Knife, Poisons, Shadowing, Thrown Weapon (Knife), and Traps. Also, Acting or Stealth for the specific purpose of getting close enough to make a surprise melee attack, definitely including Backstabbing (Dungeons, p. 11); any melee-weapon-related Fast Draw; and Streetwise for contacting the underworld to buy poisons, traps, etc. Add the Wildcard bonus to ST when wielding weapons covered by this talent, or to damage when deploying poisons or traps. After using Assassination! to surprise a victim, it can stand in for any Melee Weapon skill for the roll to hit – and add its Wildcard bonus to ST – for the first strike.

Basic Combat! Intimidation, Knife, Shield (Buckler), Shortsword, Sling, Staff, Throwing, and Thrown Weapon (Dart and Knife). Also allows Brawling and Wrestling moves in unarmed combat, and permits DX-based use to attack and defend with plain, unadorned branches, sticks, and rocks – and tools (axe, hatchet, maul, scythe, etc.) – at no penalty for these items being “improvised weapons.” Adventurers with More Than Human or Warrior Training add the Wildcard bonus to ST when fighting with this talent.

Battlefield Weapons! Axe/Mace, Broadsword, Crossbow, Flail, Intimidation, Polearm, Shield, Shortsword, Spear, Tactics, Two-Handed Axe/Mace, Two-Handed Flail, and Two- Handed Sword. Also, Armoury or Connoisseur to recognize, evaluate, or repair suitable weapons; any related Fast-Draw; and Forced Entry when wielding such armament. Heroes with More Than Human or Warrior Training add the Wildcard bonus to ST when fighting with Battlefield Weapons!

Beastmaster! Animal Handling, Disguise (Animals), Falconry, Mimicry (Animal Sounds and Bird Calls), Packing, Riding, Teamster, and Veterinary, along with all uses of Naturalist concerning animals. Shapeshifters can further use it as Flight and Mount when in beast form. Add half the Wildcard bonus to reaction rolls when interacting with animals . . . but heroes with Beast Whisperer can waive this to attempt an Influence roll using this capability. In a hostile encounter with a mundane IQ 1-5 animal, Beastmaster! works in concert with combat Wildcards to increase effective skill.

Burglar! Climbing, Escape, Filch, Forced Entry, Lock- picking, Search, and Stealth. Also, Acrobatics for negotiating ledges and reducing falling damage; Architecture for assessing building access and finding secret rooms; Crossbow and Throwing for lobbing grapnels (but not fighting); Observation for “casing the joint” ahead of time; Streetwise for contacting the underworld to trade in thieves’ tools or swag; and Traps specifically to spot or disarm traps. Add the Wildcard bonus to ST for all purposes related to break-ins – battering down doors, bending window bars, lifting gates, etc. – and to Per rolls to notice guards.

Nano-Channeling! This acts as any skill for using a Nano-Channeling power, as well as Expert Skill (Nanotech).

Chivalry! Axe/Mace, Broadsword, Flail, Lance, Riding, Shield, Tactics, and Two-Handed Sword. Also, Animal Handling when dealing with a war mount; Armoury or Connoisseur to recognize, evaluate, or repair suitable weapons; and any related Fast-Draw. In courtly situations, the GM may permit DX-based rolls for Dancing, IQ-based ones for Heraldry and Savoir-Faire, and other genteel applications. Heroes with Warrior Training add the Wildcard bonus to ST (theirs or their mount’s!) when fighting with this talent.

Con-Man! Acting, Carousing, Counterfeiting, Disguise, Fast-Talk, Forgery, Gambling, Holdout, Propaganda, Smug- gling, and Streetwise. Also, Fortune-Telling when needed as part of a con, plus Savoir-Faire when posing as a member of polite society. Add the Wildcard bonus to all rolls to spot or resist nonmagical deception – including most rival uses of Con-Man!

Dungeoneering! Specifically in the dungeon, acts as Area Knowledge in a previously explored tunnel system; Cartography when mapping; Forced Entry for kicking in doors; Observation to find hidden doors, identify the more-traveled corridor, etc.; Prospecting; Traps to set simple noise-makers around camp; and any skill the GM calls for to manage marching order, lighting, or trains of loot-laden mules. Also allows Per-based rolls for any skill required to recognize the dungeon’s nature (Dungeons, p. 17): Architecture for buildings, Hidden Lore for labyrinths built by lost civilizations, Naturalist for warrens, Streetwise for prisons, Urban Survival for sewers, etc. Add the Wildcard bonus to all Per rolls to listen at doors or spot dungeon oddities – and add half of it to “saving throws” against dungeon traps.

Fast Hands! Filch, Knot-Tying, Pickpocket, and Sleight of Hand. Also, Escape when untying knots; every sort of Fast- Draw, not merely to ready weapons but also to sheathe them, as for Quick-Sheathe (Power-Ups, p. 11), and to juggle them between hands, all as free actions; Holdout for small, hand- held items; Search for pat-downs or as a prelude to palming loot (roll once for the entire procedure); and any use of Traps the GM deems DX-based. The Wildcard bonus adds to raw DX rolls to snatch items, as when swiping trapped treasures or rolling Quick Contests to grab something first; to DX rolls to catch things thrown to you by allies; and to all rolls to grasp ledges or ropes to save yourself (e.g., from a pit).

Fixer! All uses of Carousing, Connoisseur, Current Affairs, Merchant, Propaganda, Scrounging, Smuggling, or Influence skills (notably Streetwise) to buy, evaluate, locate, move, or sell goods; find jobs, rumors, or sponsors; or advertise the party’s availability for quests. If any of this depends purely on reaction rolls – not skill rolls – add half the Wildcard bonus to reactions. Finally, Wildcard level (not bonus) sets effective Wealth when selling goods: 1-2 is Comfortable, 3-4 is Wealthy, 5-6 is Very Wealthy, and 7+ is Filthy Rich. This Wildcard is mostly for town but also aids dealings with caravanserais, merchant caravans, dungeon-based shops, etc.

Green Thumb! Any and all skill uses where plants are pivotal, including Camouflage and Survival in jungle, swamp, and woodlands; Hazardous Materials when handling dangerous flora; Hidden Lore, Occultism, Physiology, Psychology, etc. to identify plant monsters and deduce their weaknesses; all plant-related uses of Naturalist; Pharmacy (Herbal); and Poisons when preparing plant-based poisons. Users with Druidism append Esoteric Medicine (Druidic) and Herb Lore to the list. Add half the Wildcard bonus to all reaction rolls made by intelligent plants and nature-loving entities. Against IQ 0-5 plant monsters, Green Thumb! works in concert with combat Wildcards to increase effective skill.

Healer! Diagnosis, First Aid, Pharmacy (Herbal), Surgery, and Veterinary. Also, Alchemy and Herb Lore for anything involving healing or antidote preparations, and Poisons for the specific purposes of identifying poisoning and find- ing antidotes. Healers with More Than Human, Druidism, or Theurgy can attempt the associated forms of Esoteric Medicine, too. Add the Wildcard bonus to the 1d-3 HP restored to others by bandaging, any similar roll for HP healed by this capability, and to patients’ HT rolls to recover after treatment with this talent.

Huntsman! Blowpipe, Bolas, Camouflage, Disguise (Animals), Falconry, Fishing, Lasso, Net, Spear, Stealth, Thrown Weapon (Harpoon, Stick, and Spear), and Tracking. Also allows Per-based Survival rolls to set traps for IQ 0-5 prey (though not general use of Survival or Traps), and all Naturalist, Poisons, and Survival rolls specifically to find or extract useful animal products from carcasses. Add the Wildcard bonus to ST when using weapons this talent covers.

Hurled! Make a DX-based roll to throw anything, including a projectile that calls for Bolas, Dropping, Spear Thrower, Throwing, or any specialty of Thrown Weapon. Also allows Armoury and Connoisseur to recognize, evaluate, or repair throwing weapons; any Fast-Draw for throwable items; Parry Missile Weapons against thrown attacks; and Scrounging or similar Per-based skill rolls to find stones for throwing. Add the Wildcard bonus to ST when using this talent – and also to all rolls for Catching (p. B355).

Investigator! Body Language, Current Affairs, Detect Lies, Interrogation, Observation, Research, and Search. Also, Criminology, Forensics, and Intelligence Analysis, if the GM uses those skills; Diagnosis and Poisons to identify causes of death; and any Influence skill when the specific goal is to obtain information (not aid, combat concessions, goods, or loyalty). Add the Wildcard bonus to raw IQ or Per rolls to notice any- thing or to resist mundane deceptions (Fast-Talk, Pickpocket, Sleight of Hand, etc.)

Leader! Diplomacy, Leadership, Public Speaking, Savoir- Faire, Strategy, and Tactics – and also Intelligence Analysis, if the GM uses it. Your side adds your Wildcard bonus to rolls to hear you, and whenever they must make Fright Checks or resist mind control (use the best bonus among the group’s leaders). Finally, you may coordinate any effort involving two or more other people, adding half your Wildcard bonus to any rolls they must make in a situation where No “I” in “Teamwork” (Dungeons, p. 11) applies.

Martial-Arts Weapons! Jitte/Sai, Kusari, Thrown Weapon (Shuriken), Tonfa, and Whip. Also, Axe/Mace for a kama, Broadsword and Two-Handed Sword for a katana, Flail for a nunchaku, Shortsword for a ninja-to, Smallsword for a short staff or jo, Staff for a longer staff or bo, and anything else the GM allows for strangely named weapons; all uses of Acrobatics and Jumping in combat; Armoury or Connoisseur to recognize, evaluate, or repair suitable weapons; and any related Fast-Draw. Those with More Than Human or Warrior Training add the Wildcard bonus to ST when fighting with this talent.

Mobility! Acrobatics, Body Sense, Climbing, Escape, Jumping, Running, and Stealth. Can also be used for a Feint, just as if it were a combat skill. Add the Wildcard bonus to any basic attribute roll related to movement, including ST rolls to break free of enemies or bonds; DX rolls to avoid falling down, evade foes or traps, or negotiate bad footing; HT rolls to avoid FP losses to athletics; and Will rolls to use extra effort for movement.

Monsters! Hazardous Materials, Heraldry, Hidden Lore, Naturalist, Occultism, Physiology, Poisons, Psychology, Sur- gery, Survival, and Thaumatology for the specific purposes of identifying monsters, recognizing their symbols and spoor, recalling their weaknesses, and finding and extracting materials from their corpses. For most delvers, the Wildcard bonus merely cancels any extra penalty to target monster vitals – but for heroes with Theurgy, it also adds directly to damage when battling entities specifically opposed to their deity (as personified by the GM), while Demonologist or Thanatologist grants this bonus against demons or undead, respectively.

Outdoorsman! Boating, Camouflage, Fishing, Hiking, Navigation, Prospecting, Riding, Skating, Skiing, Survival, Swimming, Tracking, and Weather Sense. Also, Area Knowledge in regions previously explored by the user; Naturalist to find shelter, water, etc. (but not to identify strange plants and animals); and Traps in any capacity related to classic outdoor threats such as deadfalls, pits, and snares.

Sage! Cartography, Research, Speed-Reading, Teaching, and Writing. Also, Hidden Lore specialties for mundane topics (but not divine, magical, or otherwise supernatural ones); Savoir-Faire when dealing with priests, wizards, and fellow sages; and any IQ/H “knowledge skill” the GM requires, including Naturalist and skills only rarely needed in Dungeon Fantasy: Archaeology, Cryptography, Expert Skill (Natural Philosophy), History, Literature, Mathematics, Philosophy, etc. Add the Wildcard bonus to all basic IQ rolls pertaining to learning, memorization, or recall.

Scouting! Body Language, Camouflage, Lip Reading, Observation, Running, Shadowing, Stealth, and Tracking. Also, Area Knowledge in areas previously scouted by the user; Cartography to map a scouted area; Gesture and Mimicry (Bird Calls) to signal fellow scouts; and Traps to spot (but not set or disarm) traps. When actively observing or looking for things, add the Wildcard bonus to all basic Per rolls to notice details and IQ rolls to understand them.

Sea Dog! Boating, Fishing, Knot-Tying, Navigation (Sea), Seamanship, Survival (Island/Beach), Swimming, Thrown Weapon (Harpoon), and Weather Sense. Also, any Acrobatics or Climbing roll involving ropes; Area Knowledge in previously visited ports; Carousing and Streetwise in coastal towns and pirate havens; and naval uses of Tactics. Add the Wildcard bonus to DX and HT rolls for rocking decks, seasickness, and similar shipboard hazards – and add half the bonus to noncombat reactions in nautical encounters (with aquatic races, pirates, etc.).

Socialize! Acting, Body Language, Carousing, Detect Lies, Diplomacy, Fast-Talk, Intimidation, Panhandling, Public Speaking, Savoir-Faire, Sex Appeal, and Streetwise. The user may add half the Wildcard bonus to the next reaction roll made by anyone he successfully affects with one of those skills.

Street-Savvy! Carousing, Forced Entry, Gambling, Intimidation, Panhandling, Streetwise, and Urban Survival. Also, all uses of Area Knowledge and Current Affairs in previously visited towns, plus Observation, Scrounging, Shadowing, Stealth, and Tracking in any town. Add the Wildcard bonus to basic IQ or Per rolls to notice trouble (physical, social, or otherwise) in town, and add half the bonus to all reaction rolls made by town-based scum.

Swordplay! Broadsword, Cloak, Knife, Main-Gauche, Rapier, Saber, Shield (any), Shortsword, Smallsword, and Thrown Weapon (Knife). Also, Acrobatics and Jumping in combat; Armoury or Connoisseur to recognize, evaluate, or repair one-handed blades; Brawling to whack someone with a sword pommel; and any related Fast-Draw. Heroes with More Than Human or Warrior Training add the Wildcard bonus to ST when fighting with this talent. Swordplay! is considered a fencing skill: encumbrance penalizes all attacks and parries with one-handed blades, but retreating parries get +3 (not +1) and penalties for multiple parries are halved.

Teamwork! This capability only matters when working with one or more teammates. It counts as Body Language and Gesture to “read” and signal allies; First Aid to bandage them; and Climbing, Hiking, Stealth, or any other mundane skill in a scenario where the whole team must roll and you lack another applicable Wildcard. In Part of the Solution or Part of the Problem situations (Dungeons, p. 11), you always count as if you “know the skill.” In With a Little Help From My Friends (Dungeons, p. 11) circumstances, an IQ-based roll enables you to “do something useful” – and you give your friend half your Wildcard bonus, if better than the standard complementary skill bonus. Finally, add the full Wildcard bonus to your rolls to spot impostors in your party.

Unarmed! Any barehanded strike, grapple, or defense covered by Boxing, Brawling, Judo, Karate, Sumo Wrestling, Wrestling, or basic DX. Add your Wildcard bonus to ST in unarmed combat. Parries with Unarmed! have +3 (not +1) when retreating, and no penalty against weapons. Also replaces Acrobatics and Jumping in combat; Forced Entry when kicking in doors; and Intimidation against unarmed opponents.


Destiny Points

Delvers have a Destiny Point Limit (DPL) equal to their total number of Wildcard levels (normally 5), plus any Ability bonuses granted by Daring, Fortunate, Intuitive, Lucky, Serendipitous, Situational Awareness, or Sixth Sense. They start play with Destiny Points (DP) equal to this limit.

Destiny Points can be spent in place of character points on Buying Success (p. B347) and Last Ditch (Dungeons,p. 15). They may also be spent to temporarily expand a Nano-Channeler’s repretoire or refresh a single once-per-session ability per DP. Other options from GURPS Power-Ups 5: Impulse Buys are also appropriate; see p. 20 of that supplement for what’s fitting. If no DP remain, no DP can be spent – DP can’t go negative. Spent DP refresh at the rate of 1 DP at the start of each game session until the DPL is reached.

As explained in Heroic Flaws (above), the GM can also give the player DP to invoke Flaws, while the player can spend DP to avoid these invocations. A hero’s DP total can exceed his DPL as a result of this. However, DP above the DPL only last until the end of the game session, at which point DP in excess of DPL evaporate. Use ’em or lose ’em!

Poinstless Science-Fantasy Character Creation

The Age of Myth Langy Langy