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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