Steve Jackson Games GURPS – Generic Universal RolePlaying System

Brother Fidus

Yrth Priest/Alchemist/Healing Mage

[created by milliken@prismnet.com]
Total: 100 points.

Attributes

( 0) ST 10
(20) DX 12
(60) IQ 15
( 0) HT 10

Advantages (42 points):

Clerical Investment, Literacy Patron: Church (5 points), Magical Aptitude +3 (One College Only: Healing).

Disadvantages (-40 points):

Pacifism: Cannot Kill Duty: to Church (-10 points), Great Vow (Heal all those in need; -15 points).

Quirks (-5 points):

Likes wine "for medicinal purposes"; [4 undetermined].

Languages:

Anglish-15, Latin-14 (1).

Skills:

Alchemy/TL3-12 (1), Diagnosis/TL3-13 (1), First Aid/TL3-15, Physician/TL3-15 (4), Riding (Horse)-11 (1), Staff-10 (1), Surgery/TL3-11 (0.5), Theology-12 (0.5).

Spells:

Lend Strength-16 (1), Recover Strength-16 (1), Lend Health-16 (1), Share Strength-16 (1), Minor Healing-16 (1), Major Healing (VH)-15 (1), Restoration (VH)-15 (1), Regeneration (VH)-15 (1), Sterilize-16 (1), Cure Disease-16 (1), Neutralize Poison-16 (1), [Test Food] 13 (1) (can only cast this in high mana), [Decay] 13 (1) (can only cast this in high mana).

Weapons & Possessions

Quarterstaff: $10, 4#, crush(sw) 1+2, crush(thr) 1.
Clothing (middle-class): $40, 1#.
Doctor's black bag: $300, 15#, +2 to First Aid, Surgery.
Purse/pouch,large (10#): $20, 1#.
Personal basics: $5, 0#.
Wineskin,small (1 gal.): $10, 0#. Wine (4 qts.): $8, 8#.
(May also take various medicinal herbs & potions)
Credit: $607. [Herbs and potions come out of this]
Equipment Totals: $1,000, 29#.

Conversions:

Modern through Space:

Either Brother Fidus becomes a religious fellow with some training in medicine (or perhaps psi healing power), or he becomes a doctor who is religious, take your pick. Alter skills to fit the tech level; Alchemy becomes Chemistry.


"You are a monk, a man of God. You are also a minor wizard, an alchemist, and a healer. In fact, your life is focused on the healing of the sick and injured, and you have taken a vow to help all those who need your aid. You also find yourself unable to kill another intelligent creature, and will try to restrain others from doing so, although you are able to kill animals, and to fight and defend yourself, as long as you do not cause mortal injury to someone."

"As a member of the Church, you can naturally read and write, and you have a fair knowledge of Church dogma. Most of your learning, however, is concentrated in the healing arts. You can also use your Physician skill to find and prepare plants and other materials with healing properties. You always carry your medical equipment with you, and you generally have a few healing potions of your making with you, as well."

In an early (2nd edition GURPS!) convention-game, his description read . . .

"You are a cleric, a member of the Church monastary in Crystalford [Patron: Church, and also a Duty to it and your superiors]. You are also a minor wizard [Magical Aptitude 1], and a healer. In fact, your life is focused on the healing of the sick and injured, and you have taken a vow to help all those who need your aid [Great Vow disadvantage]. You also find yourself unable to kill another intelligent creature [Pacifism: Cannot Kill], and will try to restrain others from doing so, although you are able to kill animals, and to fight and defend yourself, as long as you do not cause mortal injury to someone.

"As a member of the Church, you can naturally read and write [Literacy advantage], and you have a fair knowledge of Church dogma [Theology skill]. Most of your learning, however, is concentrated in the healing arts:Diagnosis/TL3 (to identify diseases and complex injuries),Physician/TL3 (general doctoring), Surgery/TL3 (mostly amputations and the like), and Alchemy/TL3 (for making healing and sleep potions, mostly). You also have First Aid/TL3 (defaulted to Physician skill, heals 1d-3 points from one battle or mishap). You can also use your Physician skill to find and prepare plants and other materials with healing properties. You always carry your medical equipment with you, and you generally have a few healing potions of your making with you, as well.

"In order to travel, you have Riding (Horse), andStaff (to defend yourself, if necessary). [Stealth (moving quietly and hiding) is listed on the character sheet at its default value – it is likely you may need to know this.]

"Your abbot has requested that you go on this mission, at the request of Lord Tyndall. You were chosen because the group may need a healer, and will probably need someone with experience in alchemy to determine exactly what deviltry the Marquis is up to. The abbot has also instructed you to make sure that, if this is some Hell-inspired plot, that you make sure it is not carried out.

"You only know four spells – all healing spells: Lend Strength allows you to use your energy to reduce the fatigue of another, Lend Health temporarily reduces damage (for one hour), Minor Healing allows you to permanently cure 1 to 3 points of damage, depending on the energy you put into the spell (in Megalos, where the mana level is normal, you get 2 free points of energy due to you high skill level, in Caithness, where the mana level is low, you get one free point), andMajor Healing allows you to cure 2 to 8 points of damage using 1 to 4 fatigue points (in Megalos, one point of energy will be free). You should try not to use either healing spell more than once a day on a given person, there is a penalty (-3, cumulative) to skill for subsequent uses on the same person the same day (but you can use both minor and major healing the same day on the same person at no penalty)."

[[Obviously, once GURPS Magic came out, Fidus got One-College Magery, and spent the points on other fun spells.]]


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