Steve Jackson Games GURPS – Generic Universal RolePlaying System

Pelagius

Alchemist

100 points

This character was made by Steffan O'Sullivan, and posted to the SJG-BBS long ago.


108: Pelagius, the alchemist
By: sos [26]
Date: 18:43 9/20/91

Here is a 100-point alchemist. I made him so long ago, that I'm not sure he's legal. I now suspect that he has too many elixirs - it would have cost him more to make the ones he has, since he is Status 1, and I only charged him for Status 0 cost of living while making them.

His problems should be obvious:
(A) he can't even read - I couldn't afford it.
(B) He worked for *years* to store up the elixirs he is now adventuring with, and will burn up fairly quickly. Once they are gone, he'll have to retire, for game purposes: building up even half that amount again will take 5 years of work.
(C) If he's ever caught in an ambush, he's dogmeat. His special abilities are only useful in premeditated situations. For a limited number of those, granted, he is potent.
(D) He is extraordinarily vulnerable to bandits and thieves. Walking around with a backpack full of elixirs worth over $20,000 is suicide.
(E) He isn't even on the Guildmaster track. His hobbies of Outdoor skills, while useful for an adventurer, are not realistic. He really *should* be headed towards being a Guildmaster, which would mean less outdoor skills, and more mundane things like Literacy, Accounting, Merchant, Administration, Leadership, Research, Pottery (to evaluate good containers for elixirs, of course), and so on.
(F) He really doesn't even *have* all the elixirs listed on the character sheet. He needs to roll for them - I think I made it so he needed a 16 for each batch. Even so, that's 31 die rolls. The odds are he will fail one out of 50 die rolls, roughly - but that one might come in the first 31 rolls. I believe when I actually played him, I failed two rolls - one on a batch of 3 doses, so I started with less elixirs than listed there. (I waited to roll in front of the GM.)

Attributes:

ST 10 ( 0)
DX 12 (20)
IQ 13 (30)
HT 10 ( 0)
Basic Speed: 5.5

Advantages and point cost:

Eidetic Memory 1 (30)
Very Wealthy ($20,000) (30)
Status +1 (free)

Disadvantages and values:

Absent Minded (-15)
Overconfident (-10)
Duty: Alchemist's Guild (-10)
Sense of Duty: Companions ( -5)

Quirks (-5 points):

Wants to learn to read (-1)
Enjoys Cooking (-1)
Hobby - Outdoor skills (-1)
[2 undefined]

Physical Skills:   Diff: Pts: Level
 Staff         H  4  12
 Stealth        A  2  12
 Climbing        A  1  11
 Swimming        E 0.5  11
 
Mental Skills:  Diff: Pts: Lvl 
 Alchemy      VH  18  20  
 Naturalist     H  0.5  11  
 Poisons      H  0.5  11  
 Diagnosis     H   1  12  
 Physician     H   2  13  
 Physiology    VH  0.5  10  
 Cooking      E  0.5  13  
 Tracking      A  0.5  12  
 Survival: Woods  A  0.5  12  
 Merchant      A   1  13  
 Acting       A  0.5  12  
 Fast-Talk     A   1  13  
 Architecture    A  0.5  12  
 Language: Elvish  A  0.5  12  
 Native Language:  A   0  13  
 Savoir-Faire    E   -  15  

Formulary: Doses Cost Mark pd bat Form
Ares     12 2082 350 174 3b: pn.
Atalanta   10 2282 550 228 2b: pn.
Heracles   12 1482 250 124 3b: pn.
Hermes    4 1341 500 335 1b: u.
Thanatos   9 1276 *500 142 3b: pw,ps,u
Nemesis    6  891 *300 149 2b: pw,ps
Agni     3  947 500 316 1b: pn.
Aphrodite   5  641 600 128 1b: u.
Delphi    4  988 550 247 2b: u.
Ephialtes   5  891 700 178 1b: pn.
Hector    4  894 600 224 1b: pn.
Poseidon   4  435 600 109 1b: pn.
Athena    3  394 500 131 1b: u.
Chiron    15  891 120 59 3b: 1pn,2u
Janus     3  844 400 281 1b: pn.
Morpheus   5  344 *120 69 1b: ps.
Orpheus    4  541 350 135 1b: u.
Pan      5  520 130 104 1b: pn.
Eros     1  741 900 741 1b: pw.
Eris     5  594 *200 119 1b: ps.
Totals:   119 19019     31b
  * = for pastille's value, double this)
               
(Formulary abbrev: pd=cost/dose   
 Mark=Market value per dose;     
 pn.=potion, pw.=powder, Ps.=pastille, u.=unguent,    
 b=batches made in

Total CP: 100
Attributes: 50
Advantages: 60
Disadvantages: -40
Quirks: -5
Skills: 35


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