Arizona Schwartz
rating: 0+x

By quarkstomperquarkstomper

"So, if it is not Arizona Schwartz, the Lost Archaeologist!"

The man at the table raised his head, his steely eyes glinting beneath the brim of his dusty fedora. A trickle of perspiration from the desert heat ran down the stubble on his face and he slowly took his hand away from his whiskey and reached towards the bullwhip coiled on his belt. "Why do you keep calling me that, LePhinq, and what are you doing in Bombay?"

"This is Cairo."


Arizona Schwartz, the Lost Archaeologist - 245 points

ST 11 [10]; DX 13 [60]; IQ 13 60HT 12 [20];
Damage 1d-1 thr/1d+1 sw; BL 24 lbs.; HP 12 [2]; Will 13 [0]; Per 13 [0]; FP 12 [0].
Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 10.

Social Background

TL: TL7 [0].
CF: 20th Century American; Muslim; Latin American Native [2].
Languages: English, Arabic, French, Spanish (native); Greek, Latin (accented); German (broken) [14]


Combat Reflexes [15.]; Daredevil [15]; Very Fit [15]; Kard to Kill 2 [4]; Language Talent [10]; Luck [15]; Tenure [5]
Perks: Never Loses Hat [1].


Code of Honor: Archaeologist's [-5]; Guilt Complex [-5]; Impulsiveness [-10]; Loner [-5]; No Sense of Direction [-2]; On the Edge [-15]; Phobia: Snakes [-10]; Bad Sight (reading only; mitigator: glasses) [-10]
Quirks: Really Hates Nazis; Won't Ask for Directions; Serious; (2 more quirks TBD) [-5].

No Sense of Direction: I no longer remember why I called this a 2pt. Disad. It is chiefly meant to be a running gag, but it is more inconvenient than a mere quirk. Essentially, he gets lost easily and frequently loses track of what part of the world he's in. Perhaps treat it as "Absent Minded" aspected towards location.


Archaeology (H) !Q+2 [12]-15; Brawling (E) DX+2 [4]-15; Carousing (E) HT [1]-12; Driving: Auto/TL7 (A) DX [2]-13; Driving: Light Truck/TL7 (A) DX [2]-13; First Aid/TL7 [E] IQ [1]-13; Guns: Pistol [E] DX [1]-13; Hidden Lore: Atlantean (A) IQ [2]-13; History: Ancient Egyptian (H) IQ+1 [8]-14; History: Pre-Columbian (H) IQ+1 [8]-14; Melee: Whip (A) DX [2]-13; Merchant (A) IQ [2]-13; Research/TL7 (A) IQ [2]-13; Riding: Horse (A) DX [2]-13; Smuggling (A) IQ [2]-13; Swimming (A) DX [2]-13; Teaching (A) IQ [2]-13; Theology: Ancient Mediterranean (H) IQ [4]-13; Traps/TL1 (A) IQ [2]-13;
Techniques: Disarm (Whip) (H) [3]-15;

History Skills: To truly match his inspiration, Dr. Schwartz probably needs History as a Wildcard Skill. I just chose a few specialties for this write-up.
Theology: Ancient Mediterranean: This is not quite a kosher skill; Theology skills should really be more specific than this. I just put this down to represent a general knowledge of the myths and religious practices of a wide variety of Mediterranean cultures, without getting into matters of actual religious doctrine.


Yes, Dr. Schwartz is a parody of a certain well-known Archaeologist-Of-Fortune with a Bullwhip. As such he is more likely to appear in a silly campaign, or as a humorous NPC cameo in a more serious one. He could be played straight, though, by removing the "Bad Sense of Direction" disad and perhaps altering some of the other advantages/disads.

The character's roots are in the Pulp Era, but he could also be recast as a Modern-Day adventurer in a cinematic campaign, or even a futuristic one seeking Ancient Earth relics on distant planets, by adjusting the skills

Adventure Ideas

  • The party has been hired by a university to help one of their professors search for a rare artifact. Unfortunately, the professor keeps disappearing, and usually re-appearing in the middle of a fight.
  • Dr. Schwartz could be a rival trying to get the McGuffin before the party does.