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.)
"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.
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.
(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]
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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