Human, Typical
rating: 0+x

By Lord RasputinLord Rasputin, entered by jhubertjhubert.

These folks are typically non-combatants, and thus do not need full stat blocks for each one. Exceptions to attributes noted in Traits. Like anyone else, these are only the common stats; exceptions abound.

ST: 10 HP: 10 Speed: 5.00
DX: 10 Will: 10 Move: 5
IQ: 10 Per: 10
HT: 10 FP: 10 SM: 0
Dodge: 8 Parry: n/a DR: 0

Class: Mundane.
Combat Effectiveness Rating: 1 (OR 0 and PR 0).
Notes: Speaks Mannish only and is illiterate.



Traits: Status -2; Wealth (Dead Broke).
Skills: Area Knowledge (Town)-10; Panhandling-11; Urban Survival-9.

Caravan Leader

Traits: IQ 11; Will 11; Per 11.
Skills: Area Knowledge (Caravan Route)-12; Area Knowledge (Other)-12; Leadership-10; Packing-10; Riding (Horse)-10; Survival (Plains)-11; Weather Sense-11.
Notes: Might be literate, and might know more tongues.

Hedge Wizard

Traits: Either IQ 11 and Magery 1 or IQ 12 and Magery 0.
Notes: These are the wizards as detailed in “Magic as Infrastructure” in GURPS Fantasy, p. 102. Smaller communities will usually have Gardeners. If a determination of capabilities is needed, roll 1d8 and pick:

1d8 Hedge Wizard
1 Entertainer
2 Firefighter
3 Food Tester
4 Gardener
5 Ghostfinder
6 Illuminator
7 Messenger
8 Witness to Truth of Testimony


Traits: IQ 11; Will 11; Per 11.
Skills: Accounting-11; Administration-11; Area Knowledge (Area)-11; Merchant-12; Fast-Talk-10; Savoir-Faire (High Society)-11.


Traits: HT 11; FP 11; Basic Speed 5.25; Duty (Employer, 9 or less).
Skills: Area Knowledge (Any)-11; Hiking-13.


Traits: Musical Ability 1; Status -1.
Skills: Musical Instrument (Any)-12; Performance-10; Public Speaking-10; Singing-13.
Notes: Speaks Mannish and maybe other tongues, and may be able to read. Carries a musical instrument of varying size, kind and quality.


Traits: Status -1; Wealth (Struggling).
Skills: Area Knowledge (Village)-11; Farming-12.


Traits: Disciplines of Faith (any) or Fanatacism (Religion); Status -1; Wealth (Struggling).
Skills: Hiking-11; Navigation (Land)-10; Panhandling-11; Survival (Plains)-10; Theology (any)-8.


Traits: IQ 11; Will 11; Per 11; Clerical Investment; Disciplines of Faith (any).
Skills: Area Knowledge (Village)-11; Religious Ritual (any)-12; Theology (any)-11.


Traits: IQ 11; Will 11; Per 11.
Skills: Research-11; Theology (Comparative)-10; one of Alchemy-11, Astrology-12, Biology (Botany)-12, Chemistry-12, Expert Skill (Any)-12, Mathematics-12, Naturalist-12, Pharmacy (Herbal)-12, Physiology (Any)-11 or Zoology-12; one of those same skills at one less; a third of those same skills at two less; a fourth of those same skills at three less.


Traits: Status -1; Wealth (Struggling).
Skills: Area Knowledge (Area)-11; Leatherworking-11; Merchant-11; Sewing-11; Smith (Iron)-12.

Adventure Ideas