Dr. Carson Soames

5' 10" tall human in his 40s, thining blonde hair, grey eyes large moustache

Attributes

ST 10 DX 12 IQ 15 HT 9
Basic Speed: 5.25 Move: 4/5 Dodge: 4/5
PD 2 DR 1 (light leather armor & buckler)
Parry (fencing) 7, Block (buckler) 6
Fright Check 15 (14 is the maximum functional roll,
the extra point applies to penalties though.)

Advantages

"Quick" Alchemy [50]
Literacy [10]
Status (Th.D Alchemist)* [10]
Wealth: Comfortable (x2) [10]
*This status is equivalent to "Guildmaster" for purposes of determining 
what elixirs he's supposed to be able to learn, though he does not have 
such official rank and authority in the guild.  

Skills

Agronomy 14 [1], Alchemy 16 [12], Area Knowledge 14 [1/2], Astronomy 12 
[1/2], Botany 16 [6], Buckler 12 [1],  Cartography (TL 3) 10 [0], 
Chemistry (TL 3) 15 [4], Climbing 11 [1], Cooperage 14 [1/2], Crossbow 
13 [2], Distilling 14 [1], Fencing 11 [1], Fishing 14 [1/2], Geology 
14 [2], Glass Blowing 12 [4], Herbalist 14 [2], Herbary** 14 [4], Hiking 
8 [1], History 9 [0], Language (Native) 15 [0], Naturalist 14 [2], 
Occultism 14 [1], Poisons 13 [1], Politics 10 [0], Research 14 [1], 
Savoir-Faire* 17 [0], Science! 13 [4], Survival (any that default from 
Naturalist) 11 [0], Tracking 13 [1/2], Zoology 16 [6].
  * Given the nature of his status, his "own culture" would be 
"scientific community", and all savoir-faire rolls for other cultures 
including his own people would default to 15.
  ** This is the MvH version of the skill listed in Compendium I.  As noted 
in GURPS Wizards, this skill produces potions whose game effects are 
identical with elixirs produced using the Alchemy.  It also giives him 
'expertise' in a number of potions equal to his Herbary skill, almost
doubling his known formulae.  

Known Elixirs

(numbers on the right side of the slash mark represent the quick alchemy 
skill level)

Achilles - DR 3  13/10 [0], Ares - Dexterity 15/14 [0], Atalanta - Speed 
16/16 [0], Chiron - Healing 16/16 [0], Delphi - True Sight 15/14 [0],  
Epimetheus - Memory 16/16 [0], Heracles - Strength 16/15 [1/2], Janus - 
Antidote 16/14 [1], Marsyas - Music 16/16 [0], Melampus - Beast Speach 
16/16 [0],  Morpheus - Sleep 16/16 [0],  Orion - 4x Encumbrance 16/16 
[0], Orpheus - Charisma 15/14 [0], Philemon - Friendship 16/16 [0], 
Syrinx - Hearing 16/16 [0], Vulcan - Craftsmanship 15/14 [0] 

Known Potions

Aphrodite - Appearance Improver 14/14 [0], Artemis - Immunity to Love 
14/14 [0], Athena - Calming 14/14 [0], Aurora - Awakening 14/14 [0], 
Castor - Horse Control 14/14 [0], Eris - Madness 14/14 [0], Hecate - 
Unluckiness 14/14 [0], Hector - High Pain Threshold 14/14 [0], Kouon - 
Gambling luck 14/14 [0],  Moly - Magic Resistance 12/10 [0], Nemesis - 
Hatred of things loved  16/16 [0], Pirithous - Amnesia 14/14 [0], 
Phoebus - Truthfulness 14/14 [0], Polyphemus - Gullibility 14/14 [0],

Patron/Duty

Guild Magica Royal  6-/12- [-2]

Disadvantages

Code of Honor (Gentleman's) [-10], Dependent (12 year old daughter, Anne) [-24],

Quirks

Careful [-1] 
Congenial [-1] 
Proud [-1] 
Sleepy Drinker [-1] 
Tends to lecture about matters scientific [-1] 

EQUIPMENT

   Note: Some of Soame's equipment is leased or being bought in 
installments from the guild, much along the lines of Space's rules 
for buying a starship, with the guild's patronage acting as
the down payment.  In general Soames has to sell enough to make 
his payment or he has some problems coming his way... The 
merchandise in his wagons are largely the guild's, with him
getting a commision if he sells it otherwise he delivers items for 
the guild as their agent as part of his standard duties.  If he 
meets an all but impossible quota with his own wares, he can
collect full profit on them but... 

   He has 3 guild wagons, one for Guild products and his living
quarters when on the road, one as general deliveries which doubles 
as the living quarters for the other drivers/helpers (which can be 
real uncomfortable when it's loaded up and the weather is horrible) 
and the last, which carries his alchemy lab ($1000). 

   Personal Equimpent: a smallsword ($400), buckler ($25), light 
leather armor ($210), various other minor items and $150 in cash.

   The BUISNESS has money of it's own, but that's a different case.

Points
 70 Attributes
 60 Advantages
-36 Disadvantages
  -5 Quirks
 61 Skills
Total: 170 points 

BACKGROUND

   Carson Soames graduated from the University at Alkar with 
degrees in Alchemy (Th.D.), Botany (MS), Geology (BS), and 
Zoology (MS).  He joined the Pethosik Guild Alkhem (PGA) after 
getting his degree.  For the next 10 or so years he was a 
respected guild member who ran an alchemy shop in the Capital 
city of Aesthethuge.  He had a wife and a daughter, Anne, and all
went well.

   The Guilde Magica Royal (GMR)was a similar guild of sorcerors.  
It's leadership felt that ALL matters magical should be under one 
guild's supervision, and that their guild should naturally be
the one doing the supervising. During this time the GMR actively 
pursued a policy of taking control over the smaller magic related 
guilds and crafthalls, using persuasion, intimidation, bribery and 
various assorted other methods. The the three Alchemy guilds in the
kingdom were primary targets of acquisition.

   Soames was one of the stronger opponents to the consolidation 
and when the PGA was taken over anyway, he found himself moved to a 
position where his voice would be less influential.  Soames, despite 
his degrees, took to the road as a traveling alchemist and sales 
agent for the GMR.  To further complicate matters, since he himself 
was not a mage, another guild member traveled the same territory and 
GMR by laws put this mage as the senior representative..

   This guildsman, Elliot, was a rather incompetent wizard, but a 
middling good salesman.  He got his membership and rank the old 
fashioned way: His uncle was one of the GMR's more important 
guildmasters.

   Elliot seemed to think that tossing in alchemical goodies made 
better sales. It often did, and could bring Soames much buisness.  
The problem was that a guild rule allowed the selling wizard to 
offer non-wizardly bonuses at cost, thus Soames saw no profit for 
his labors.  He was under no contract per se, but the GMR 
controled magic sales in the kingdom.  He either played by their 
rules or had to leave the country to practice his profession, and 
the guilds in other kingdoms weren't notably better even IF they 
allowed a foriegner to practice at all.

   A lot of the GMR's rules and by laws were written when the 
organization was strictly a wizard's guild, wizardly magic was the 
primary thing they sold and the by laws made no provision for cost
reduction of enchantments or spells to sweeten an alchemical deal, 
so Soames couldn't even pressure Elliot into "at cost" work to 
counter the man's misuse of Soames time and abilities.

   Last year, Soames was stuck about 30 miles south of home when his 
wife grew ill and died. Word never reached him and it wasn't until 
he finally returned home almost 2 weeks later that he learned what 
had happened.

   Anne travels with him now.  Since a traveling alchemy lab takes 
up much of the space in one of the wagons he uses, it's a bit 
cramped, and as Anne is beginning to mature, it's a bit more
problematical than if she'd been a son. The wagon has two 
horses, and Soames has three guildsmen who function as assistants, 
wagon drivers and guards.  Although his work ultimately pays the
wages of these three men, it's indirect, the guild pays them and 
charges him in turn.  These men ultimately work for the guild and 
not for him, a fact that can be disconcerting at times.

GURPS(R) Character Assistant 2.11
Copyright 1995-1997 Armin D. Sykes. All Rights Reserved.

GURPS is a registered trademark of Steve Jackson Games Incorporated,
used by permission. All rights reserved.
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