GURPS After the End

So I'm thinking Planet of the Apes, Gamma World, Rifts, Morrow Project, The Colony, The Road, Mad Max, C.H.U.D., Robert Adam's Horse Clans, Fallout, After the Bomb, Tokyo Jungle, Reign of Steel, Aliens, Quest for Fire, Equilibrium, Logan's Run and Frailty all smooshed together.

some templates for you Survivor, Judge, Librarian, Outlaw.

.

Survivor

150 point character template

In the world I see – you're stalking elk through the damp canyon forests around 

the ruins of Rockefeller Center. You'll wear leather clothes that will last you the 

rest of your life. You'll climb the wrist-thick kudzu vines that wrap the Sears Tower. 

And when you look down, you'll see tiny figures pounding corn, laying strips of 

venison on the empty car pool lane of some abandoned superhighway.

 -Tyler Durden

Attributes: 120 points

ST  12 [20]

DX 12 [40]

IQ  12 [40]

HT 12 [20]

Secondary Characteristics: -19

Damage 1d-1/1d+2; BL 29 lbs.

HP 12 [0]; Will 10 [-10]; Per 12 [0]; FP 9 [-9]

Basic Speed 6 [0]; Basic Move 6 [0]

Advantages: 25

Acute Vision 1 [2], Hard to Kill 2 [4], High Pain Threshold [10], Night Vision 6 [6],

Reduced Consumption 1 [2], Temperature Tolerance 1 [1]

Perks: 2 points

Quick Reload (Detachable Magazine) [1], Walking Armory [1]

Languages 1 point

English (Native) [0]

Latin: Spoken (None)/Written (Broken) [1]

Disadvantages: -40 points

Partial Amnesia [-10], Sense of Duty (Team) [-5], Skinny [-5], Weirdness Magnet [-15] and

Pick one of the following

Overconfidence [-5], Incurious [-5], Intolerance (pick a country) [-5],

Trademark [-5] or Truthfulness [-5]

Skills: 55 points

Guns (Rifle) (DX/E)+6 [20]-18

Swimming (HT/E) [1]-12

Surgery (General (Trauma)) (IQ/A)+1 [4]-13

Fast Draw (Magazine) and Knife, all (DX/E) [1]-12

Boxing, Drive (Car), NBC Suit, Spear, Stealth, and Wrestling, all (DX/A) [2]-12

Parachuting (DX/E) [1]-12

Survival (Arctic) (Per/A)-1 [1]-11

Lock Picking, Soldier, and Teaching, all (IQ/A)-1 [1]-11

Math (Applied), and Physician, all (IQ/H)-2 [1]-10

 

Pick 9 of the following skills 

Guns (Light Machine Gun, Pistol, Shotgun or Sub-Machine Gun), all (DX/E) Default+1 [1]-17

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-15

Fast Draw (Pistol or Knife) or Gunner (Machine Gun), both (DX/E) [1]-12

Fishing or Scrounging, both (Per/E) [1]-12

Tracking (Per/A)-1 [1]-11

Piloting (Heavy Airplane or Helicopter) or Riding (Horse), both (DX/A)-1 [1]-11

Armory (Small Arms or TL0 Weapons), Electronics Operations (Com), 

Electronics Repair (Com), Explosives (Demo), Farming, Interrogation, Leadership, 

Mechanic (Any), Navigation (Land), Scuba, or Traps, all (IQ/A)-1 [1]-11

Engineer (Combat), Hazardous Materials (Radioactive), 

Strategy (Land) or  Tactics, all (IQ/H)-2 [1]-10

Technique: 6 points

•Pick One 

Targeted Attack (Rifle/Eye) (H) [6]-14

or

Quick-Shot (Rifle) (A) [6]-18

.

Judge 

150 point template

Control Operator 1: Do you require backup?

Judge Dredd: No.

Attributes: 110 points

ST 17  [70]

DX 10  [0]

IQ  10  [0]

HT 14  [40]

Secondary Characteristics: -15 points

Damage 1d+2/3d-1; BL 58 lbs.

HP 15 [-4]; Will 8 [-10]; Per 11 [5]; FP 12 [-6]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: 33 points

Acute Vision 2 [4], Handsome [12], High Pain Threshold [10], Night Vision 7 [7]

Perks: 1 point

Quick Reload (Detachable Magazine) [1]

Languages: 1 point

English (Native) [0]

Cajun: Spoken (Broken)/Written (None) [1]

Disadvantages: -40 points

Partial Amnesia [-10], Sense of Duty (Team) [-5], Skinny [-5], Weirdness Magnet [-15] and

Pick one of the following

Overconfidence [-5], Incurious [-5], Intolerance (pick a country) [-5],

Trademark [-5] or Truthfulness [-5]

Skills: 50 points

Guns (Rifle) (DX/E)+6 [20]-16

Swimming (HT/E) [1]-14

Knife, and Fast Draw (Magazine), both  (DX/E)+2 [4]-12

Brawling (DX/E) [1]-10

Drive (Car), NBC Suit, Spear, and Stealth, all (DX/A) [2]-10

Survival (Arctic) (Per/A)-1 [1]-10

Soldier, and Teaching, both (IQ/A)-1 [1]-9

Math (Applied), and Physician, both (IQ/H)-2 [1]-8

 

Pick 7 of the following skills 

Guns (Light Machine Gun, Pistol, Shotgun or Sub-Machine Gun), all (DX/E) Default+1 [1]-15

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-13

Fishing or Scrounging, both (Per/E) [1]-11

Tracking (Per/A)-1 [1]-10

Riding (Horse) (DX/A)-1 [1]-9

Armory (Small Arms or TL0 Weapons), Electronics Operations (Com), 

Electronics Repair (Com), Explosives (Demo), Farming, Interrogation, Leadership, 

Mechanic (Any), Navigation (Land), Scuba, or Traps, all (IQ/A)-1 [1]-9

Engineer (Combat), Hazardous Materials (Radioactive), 

Strategy (Land) or  Tactics, all (IQ/H)-2 [1]-8

Techniques: 10 points

Targeted Attack (Knife/Neck) (H) [4]-10

Pick One 

Targeted Attack (Rifle/Eye) (H) [6]-12

or

Quick-Shot (Rifle) (A) [6]-16

_________________________________________________________________

Librarian

100 point character template

Bodies fill the fields I see, hungry heroes end

No one to play soldier now, no one to pretend

Running blind through killing fields, bred to kill them all

 -Metallica

Cloned guardian of ancient weapons and knowledge.

The clones of clones seem to be weakening and being 

raised in a missile silo hasn't helped their social skills.

Attributes: 80 points

ST  10 [0]

DX 12 [40]

IQ  11 [20]

HT 12 [20]

Secondary Characteristics: -11 points

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 9 [-10]; Per 12 [5]; FP 10 [-6]

Basic Speed 6 [0]; Basic Move 6 [0]

Advantages: 36

Acute Vision 2 [4], Ambidextrous [5], Hard to Kill 2 [4], 

Hard to Subdue 2 [4], High Pain Threshold [10], 

Night Vision 6 [6], Reduced Consumption 1 [2], Temperature Tolerance 1 [1]

Perks: 3 points

Quick Reload (Detachable Magazine) [1], Walking Armory [1],

Technique Mastery (Dual-Weapon Attack (Pistols)) [1]

Languages 1 point

English (Native) [0]

Latin: Spoken (None)/Written (Broken) [1]

Disadvantages: -40 points

Partial Amnesia [-10], Sense of Duty (Team) [-5], Skinny [-5], Weirdness Magnet [-15] and

Pick one of the following

Overconfidence [-5], Incurious [-5], Intolerance (pick a country) [-5],

Trademark [-5] or Truthfulness [-5]

Skills: 60 points

Guns (Rifle) (DX/E)+7 [24]-19

Guns (Pistol) Default+1 [1]-18

Swimming (HT/E) [1]-12

Surgery (General (Trauma)) (IQ/A)+1 [4]-12

Fast Draw (Magazine) and Knife, all (DX/E) [1]-12

Boxing, Drive (Car), NBC Suit, Spear, Stealth, and Wrestling, all (DX/A) [2]-12

Parachuting (DX/E) [1]-12

Survival (Arctic) (Per/A)-1 [1]-11

Soldier, and Teaching, both (IQ/A)-1 [1]-10

Math (Applied), and Physician, both (IQ/H)-2 [1]-9

 

Pick 10 of the following skills 

Guns (Light Machine Gun, Shotgun or Sub-Machine Gun), all (DX/E) Default+1 [1]-18

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-16

Fast Draw (Pistol or Knife) or Gunner (Machine Gun), both (DX/E) [1]-12

Fishing or Scrounging, both (Per/E) [1]-12

Tracking (Per/A)-1 [1]-11

Piloting (Heavy Airplane or Helicopter) or Riding (Horse), both (DX/A)-1 [1]-11

Armory (Small Arms or TL0 Weapons), Electronics Operations (Com), 

Electronics Repair (Com), Explosives (Demo), Farming, Interrogation, Leadership, 

Mechanic (Any), Navigation (Land), Scuba, or Traps, all (IQ/A)-1 [1]-10

Engineer (Combat), Hazardous Materials (Radioactive), 

Strategy (Land) or  Tactics, all (IQ/H)-2 [1]-9

Techniques: 21 points

Dual-Weapon Attack (Pistol) [9]-22

Targeted Attack (Pistol/Eye) (H) [6]-14 (2 pistols 18)

Quick-Shot (Pistol) (A) [6]-18

.

Snake (Alan Smith) 

150 point raider

Raised in an old cistern fed by an underground stream by parents who escaped from a

communal bunker when the food ran out. Mom and Dad were doctors and both were good

story tellers. Mom taught him to sing, dad taught him to be quiet. Alan grew up swimming in

the dark and at night he would sneak out and rob and steal whatever he thought he needed.

Eventually he decided to leave to find bigger and better places to rob. He is still looking...

Attributes: 100

ST 10 [0]

DX 14 [80]

IQ  9  [-20]

HT 14 [40]

Secondary Characteristics: -15

Damage 1d-1/1d+2; BL 29 lbs.

HP 10 [0]; Will 9 [0]; Per 9 [0]; FP 9 [-15]

Basic Speed 7 [0]; Basic Move 7 [0]

Advantages: 26

High Pain Threshold [10], Luck (Active, Combat) [5], 

Nightvision 8 [8], Reduced Consumption 1 [2], Signature Gear [1] 

Perks: 3

Technique Mastery (Kicking) [1], Walking Armory [1], Weapon Bond [1]

Disadvantages -35

Disturbing Voice [-10], Intolerance [-5], Skinny [-5] and Weirdness Magnet [-15]

Quirks -5

Dishonest Face [-1]

Insensitive [-1]

Gets all huggy and crap (Gregarious) and sings when drunk [-1]

A dozen scars from bullet wounds (including one in the neck) covered with 

a large blue and green octopus tattoo [-1]

Makes Bruce Lee noises when fighting (woooooooooo, KA-TA, KA-TA!) [-1]

Skills: 69

Guns (Rifle) (DX/E)+4 [12]-18

Guns (Shotgun, Pistol), both (DX/E) Default+1 [1]-17

Karate (DX/H)+2 [12]-16

Physician (IQ/H)+5 [24]-14

Ride (Horse) and Stealth, both (DX/A) [2]-14

Fast Draw (Magazine) and Knife, all (DX/E) [1]-14

Swimming (HT/E) [1]-14

Driving (Car) (DX/A)-1 [1]-13

Escape, Pickpocket and Sleight of Hand, all (DX/H)-2 [1]-12

Singing (HT/E)-2 [1]-12

Diagnosis (IQ/H) Default+1 [1]-11

Surgery (IQ/VH) Default+1 [1]-10

Carpentry, Leatherworking and Masonry, all (IQ/E) [1]-9

Armory (Small Arms) and Streetwise, all (IQ/A)-1 [1]-8

Techniques: 7

Kicking (H) Karate+4 [7]-20

Outlaw

150 point character template

Being the leader of a post-apocalyptic gang of outlaws has been exhausting

 -John Pope (Falling Skies)

Attributes: 120 points

ST  10 [0]

DX 12 [40]

IQ  11 [20]

HT 16 [60]

Secondary Characteristics: -20 points

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 9 [-10]; Per 12 [5]; FP 11 [-15]

Basic Speed 7 [0]; Basic Move 7 [0]

Advantages: 21

Acute Vision 1 [2], High Pain Threshold [10], Night Vision 6 [6],

Reduced Consumption 1 [2], Temperature Tolerance 1 [1]

Perks: 2 points

Quick Reload (Detachable Magazine) [1], Walking Armory [1]

Languages 1 point

English (Native) [0]

Latin: Spoken (None)/Written (Broken) [1]

Disadvantages: -35 points

Partial Amnesia [-10], Sense of Duty (Team) [-5], Weirdness Magnet [-15] and

Pick one of the following

Overconfidence [-5], Incurious [-5], Intolerance (pick a country) [-5],

Trademark [-5] or Truthfulness [-5]

Skills: 55 points

Guns (Rifle) (DX/E)+6 [20]-18

Swimming (HT/E) [1]-16

Surgery (General (Trauma)) (IQ/A)+1 [4]-12

Fast Draw (Magazine) and Knife, all (DX/E) [1]-12

Boxing, Drive (Car), NBC Suit, Spear, Stealth, and Wrestling, all (DX/A) [2]-12

Parachuting (DX/E) [1]-12

Survival (Arctic) (Per/A)-1 [1]-11

Soldier, and Teaching, both (IQ/A)-1 [1]-10

Math (Applied), and Physician, both (IQ/H)-2 [1]-9

 

Pick 10 of the following skills 

Guns (Light Machine Gun, Pistol, Shotgun or Sub-Machine Gun), all (DX/E) Default+1 [1]-17

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-15

Fast Draw (Pistol or Knife) or Gunner (Machine Gun), both (DX/E) [1]-12

Fishing or Scrounging, both (Per/E) [1]-12

Tracking (Per/A)-1 [1]-11

Piloting (Heavy Airplane or Helicopter) or Riding (Horse), both (DX/A)-1 [1]-11

Armory (Small Arms or TL0 Weapons), Electronics Operations (Com), 

Electronics Repair (Com), Explosives (Demo), Farming, Interrogation, Leadership, 

Mechanic (Any), Navigation (Land), Scuba, or Traps, all (IQ/A)-1 [1]-10

Engineer (Combat), Hazardous Materials (Radioactive), 

Strategy (Land) or  Tactics, all (IQ/H)-2 [1]-9

Technique: 6 points

•Pick One 

Targeted Attack (Rifle/Eye) (H) [6]-14

or

Quick-Shot (Rifle) (A) [6]-18

.

.....

Dirtmen

.


Dirtmen are farmers that live in small settlements, often near the ruins of the Ancients. Dirtmen range from half-starved skeleton men to strong-backed pioneers, many possess murderous xenophobia towards any outsider.

Well first of all you should go read this.

And if you'd like to, go read the Gamma World introduction.

300 or so years ago North America was ravaged by natural disasters, nuclear war and homegrown fanatics. To the north, Kahn'ah'dah is a lifeless radioactive wasteland.

The starting point is a dirtman settlement outside the nuked remnants of Chicago. The world averages out at Tech Level 8.



The PCs start as primitive Pure Strain Humans.

For a quick start roll 1d6 or choose one of the dirtman characters and then pick your five quirks.

1 Dirtman   

150 points

You are the backbone of the tribe – you may have primitive tools and prefer to 

achieve your goals by force, but you are by no means stupid, and you know 

how to stay alive in a hostile world.

Attributes: 110

ST  13 [30]

DX 10 [0]

IQ  14 [80]

HT 10 [0]

Secondary Characteristics: -10 

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 12 [-10]; Per 14 [0]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0].

Advantages: 50

Combat Reflexes [15], Fit [5], Hard to Kill 3 [6], High Pain Threshold [10]

Nightvision 2 [2], Rapid Healing [5], Luck (active combat only -60%) [5]

Deep Sleeper [1], Signature Gear [1]

Disadvantages: -40 

Tech Level 3 [-25], Weirdness Magnet [-15].

Quirks: -5 

Pick 5

Skills: 45 points

Two-Handed Axe/Mace (A) DX+7 [28]-17

Brawling, Knife, both (E) DX [1]-10

Naturalist (H) IQ-2 [1]-12

Farming/TL3, Navigation/TL3 (Land), both (A) IQ [2]-14

Camouflage, First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-14 

Survival (Desert), Tracking, both (A) Per [2]-14

Fishing, Scrounging, both (E) Per [1]-14

2 Dirtman Adventurer  

150 points

You are a predator and your prey are those you deem a threat to society, anyone 

who reminds you of childhood trauma, or just whomever catches your eye.

Attributes: 90

ST  13 [30]

DX 10 [0]

IQ  11 [20]

HT 14 [40]

Secondary Characteristics: 0

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 11 [0]; Per 11 [0]; FP 14 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: 70

Absolute Direction [5], Combat Reflexes [15], Hard to Kill 2 [4], High Pain Threshold [10]

Nightvision 7 [7], Rapid Healing [5], Weapon Master (Warhammer) [20]

Deep Sleeper [1], Signature Gear [1], Weapon Bond [1], Trademark Move [1]

Disadvantages: -50 

Curious [-10], Tech Level 3 [-25], Weirdness Magnet [-15].

Quirks: -5 

Pick 5

Skills: 45 points

Two-Handed Axe/Mace (A) DX+8 [32]-18

Stealth (A) DX [2]-10

Brawling, Knife, both (E) DX [1]-10

Farming/TL3, Navigation/TL3 (Land), both (A) IQ-1 [1]-10

Camouflage, First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-11 

Survival (Desert) (A) Per-1 [1]-10

Carousing and Swimming, both (E) HT [1]-14

3 Dirtman Assassin  

150 points

You’re the village killer and your chief is a dangerous nutcase with an agenda.

And you suck at farming.

Attributes: 90

ST  13 [30]

DX 14 [80]

IQ  9  [-20]

HT 10 [0]

Secondary Characteristics: -10 

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 8 [-5]; Per 8 [-5]; FP 10 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: 87

Ambidextrous [5], Extra Attack [25], Hard to Kill 2 [4], High Pain Threshold [10], 

Nightvision 4 [4], Stalker 3 [15], Strangler 4 [20], Trademark Move [1], 

Weapon Adaptation (Knife to Brawling) [1], Honest Face [1], Signature Gear [1] 

Disadvantages: -40 

Tech Level 3 [-25], Weirdness Magnet [-15]

Quirks: -5  

Pick 5

Skills: 28 points

Two-Handed Axe/Mace (A) DX+1 [4]-15

Brawling (E) DX+6 [4]-20†

Knife (E) Brawling [1]-20

Stealth (A) DX+7 [2]-21†*

Wrestling (A) DX+3 [1]-17†

Tracking (A) Per+7 [2]-15†*

Climbing (A) DX+1 [4]-15

Navigation (Land) (A) IQ+3 [2]-12*

Hiking (A) HT+2 [1]-12*

Camouflage (E) IQ+3 [1]-12*

Escape (H) DX-2 [1]-12

First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-9

Farming/TL3 (A) IQ-1 [1]-8

Survival (Desert) (A) Per-1 [1]-7

† +4 from Strangler 4.

* +3 from Stalker 3.

4 Dirtman Warrior        

150 points

You’re a bad day waiting to happen.

Attributes: 100

ST  20 [100]

DX 10 [0]

IQ  10 [0]

HT 10 [0]

Secondary Characteristics: -10

Damage 2d-1/3d+2; BL 80 lbs.

HP 20 [0]; Will 10 [0]; Per 8 [-10]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0]

Advantages: 50

Weapon Master (Warhammer) [20], Fit [5], Hard to Kill 2 [4], 

High Pain Threshold [10], Nightvision 2 [2], Rapid Healing [5], 

Power Grappling [1], Signature Gear [1], Weapon Bond [1], 

Trademark Move [1]

Disadvantages: -40 

Tech Level 3 [-25], Weirdness Magnet [-15].

Quirks: -5 

Pick 5

Skills: 49 points

Two Handed Axe/Mace (A) DX+2 [32]-18

Wrestling (A) DX+2 [8]-12

Knife (E) DX [1]-10

Farming/TL3 (A) IQ [2]-10

Camouflage, First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-10

Tracking and Survival (Desert), both (A) Per-1 [1]-9

Techniques: 6 points

Whirlwind Attack (H) Warhammer [6]-18

Neck Snap (H) ST-4 [0]-16

5 Dirtman Cultist  

150 points

You are the member of a tightly knit fringe religion. This cult could be relatively benign, 

or it might be determined to exploit you for money or worse. 

Either way the world is doomed and you'll be staring straight at it when the end comes.

Attributes: 100

ST  13 [30]

DX  9  [-20]

IQ  12 [40]

HT 15 [50]

Secondary Characteristics: -10

Damage 1d/2d-1; BL 34 lbs.

HP 13 [0]; Will 10 [-10]; Per 12 [0]; FP 15 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: 52

High Pain Threshold [10], Illuminated [15], Nightvision 4 [4]

Rapid Healing [5], Unfazeable [15]

Signature Gear [1], Weapon Bond [1], Trademark Move [1]

Disadvantages: -40 

Tech Level 3 [-25], Weirdness Magnet [-15]

Quirks: -5 

Pick 5

Skills: 53 points

Two-Handed Axe/Mace (A) DX+6 [24]-15

Singing, Swimming, both (E) HT [1]-15

Hiking, Running, both (A) HT-1 [1]-14

Survival (Desert), Tracking, both (A) Per [2]-12

Farming/TL3, Navigation/TL3 (Land), Occultism, all (A) IQ [2]-12

Camouflage, First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-12 

Religious Ritual (Cult), Theology (Cult), both (H) IQ [4]-12

Detect Lies (H) Per-1 [2]-11

Brawling (E) DX [1]-9

6 Dirtman Scout        

150 points

Scouts venture into unknown territory, they must be adaptable, tough and 

fast if they want to be able to tell anybody about what they've discovered. 

You also suck at farming.

Attributes: 10

ST 10 [0]

DX 9 [-20]

IQ  9 [-20]

HT 15 [50]

Secondary Characteristics: 24

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 9 [0]; Per 13 [20]; FP 13 [-6]

Basic Speed 6 [0]; Basic Move 8 [10].

Advantages: 108

Absolute Direction [5], Ambidexterity [5], Charisma 1 [5], Combat Reflexes [15] 

Extra Attack 1 [25], High Pain Threshold [10], Nightvision 6 [6] 

Rapid Healing [5], Stalker 2 [10], Strangler 3 [15], Temperature Tolerance 2 [2]

Deep Sleeper [1], Signature Gear [1], Weapon Bond [1] 

Trademark Move [1], Weapon Adaptation (Knife to Wrestling) [1]

Disadvantages: -44

Tech Level 3 [-25], Weirdness Magnet [-15], Appearance (Unattractive) [-4]

Quirks: -5 

Pick 5

Skills: 57 points

Tracking (A) Per+5 [2]-19†*

Wrestling (A) DX+9 [24]-18†

Knife (E) Wrestling [1]-18

Hiking (A) HT+1 [1]-16*

Carousing, Singing, Swimming, all (E) HT [1]-15

Brawling (E) DX+5 [4]-14†

Stealth (A) DX+5 [2]-14†*

Running, Sex Appeal, both (A) HT-1 [1]-14

Body Language, Observation, Search, Survival (Desert), Urban Survival, all (A) Per [2]-14

Fishing, Scrounging, both (E) Per [1]-14

Navigation (Land) (A) IQ+2 [2]-11*

Camouflage (E) IQ+2 [1]-11*

First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-9

Farming/TL3 (A) IQ-1 [1]-8

† +3 from Strangler 3.

* +2 from Stalker 2.

Ooog 150 points

Basic Attributes 100 points

ST 20 [100]

DX 10 [0]

IQ 10 [0]

HT 10 [0]

Secondary Characteristics: -10

Damage 2d-1/3d+2; BL 80 lbs

HP 20 [0]; Will 8 [-10]; Per 10 [0]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0]

Advantages 58 points

Combat Reflexes [15], High Pain Threshold [10], Weapon Master (Spear) [20]

Deep Sleeper [1], Rapid Healing [5], Hard to Kill 2 [4]

Signature Gear [1], Weapon Bond [1], Trademark Move [1]

Disadvantages -40 points

TL 0 [-40]

Quirks -5 points

Skills: 47 points

Spear (DX/A)+6 [24]-16

Naturalist (IQ/H) [4]-10

Brawling, Knife, Leatherworking, Sewing/TL0, all (DX/E) [1]-10

Stealth (DX/A) [2]-10

Armory/TL0 (Weapons) and Navigation (Land), both (IQ/A) [2]-10

Survival (Desert) and Tracking, both (Per/A) [2]-10

Swimming (HT/E) [1]-10

Fishing (Per/E) [1]-10

Camouflage, First Aid and Gesture, all (IQ/E) [1]-10

Charlie 150 points

Basic Attributes 90 points

ST 17 [70]

DX 10 [0]

IQ  9  [-20]

HT 14 [40]

Secondary Characteristics: 10

Damage 1d+2/3d-1; BL 58 lbs.

HP 17 [0]; Will 7 [-10]; Per 11 [10]; FP 14 [0]

Basic Speed 6 [0]; Basic Move 8 [10].

Advantages 35 points

High Pain Threshold [10], Stalker 2 [10], Strangler 2 [10], Reduced Consumption 1 [2] 

Power Grappling [1], Technique Mastery (Ground Fighting (Wrestling)) [1]

Weapon Adaptation (Knife to Wrestling) [1]

Disadvantages -40 points

TL 0 [-40]

Quirks -5 points

Skills: 45 points

Wrestling (A) DX+7 [20]-17†

Knife (E) Wrestling [1]-17

Tracking (A) Per+4 [2]-15†*

Hiking (A) HT+1 [1]-15*

Swimming (E) HT [1]-14

Stealth (A) DX+4 [2]-14†*

Brawling (E) DX+3 [2]-13†

Fishing (E) Per+1 [2]-12

Survival (woodlands) (A) Per [2]-11

Navigation (Land) (A) IQ+2 [2]-11*

Camouflage (E) IQ+2 [1]-11*

Naturalist (H) IQ [4]-10

Leatherworking, Sewing/TL0, both (E) DX [1]-10

First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-9

Techniques: 15 points

Neck Snap (H) ST+3 [7]-20

Ground Fighting (H) Wrestling+3 [8]-20

† +2 from Strangler 2.

* +2 from Stalker 2.

Durrt 150 points

Basic Attributes 90 points

ST 22 [120]

DX 9  [-20]

IQ  9  [-20]

HT 11 [10]

Secondary Characteristics: -5

Damage 2d/4d; BL 97 lbs.

HP 22 [0]; Will 7 [-10]; Per 10 [5]; FP 11 [0]

Basic Speed 5 [0]; Basic Move 5 [0]

Advantages 61 points

High Pain Threshold [10], Stalker 4 [20], Strangler 4 [20], Rapid Healing [5]

Power Grappling [1], Signature Gear [1], Special Exercises (ST) [2]

Weapon Adaptation (Knife to Wrestling) [1], Weapon Bond [1]

Disadvantages -40 points

TL 0 [-40]

Quirks -5 points

Skills: 49 points

Wrestling (A) DX+11 [28]-20†

Knife (E) Wrestling [1]-20

Tracking (A) Per+8 [2]-18†*

Stealth (A) DX+8 [2]-17†*

Brawling (E) DX+5 [2]-14†

Hiking (A) HT+3 [1]-14*

Navigation (Land) (A) IQ+4 [2]-13*

Camouflage (E) IQ+4 [1]-13*

Swimming (E) HT [1]-11

Fishing (E) Per+1 [2]-11

Survival (woodlands) (A) Per [2]-10

Armory/TL0 (Weapons) (A) IQ [2]-9

First Aid, Gesture, Area Knowledge (Wasteland), all (E) IQ [1]-9

† +4 from Strangler 4.

* +4 from Stalker 4.

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