Vargen the Wonder Dog

   OK, one of the usual players would like to try running a GURPS: WWII campaign. He’d prefer it relatively deadly, mundane – if possibly a bit cinematic – and that all of the characters be able to work as a group.

   On the other hand, after nearly thirty years of games, another mundane soldier seemed sort of dull. Ergo: Vargen the Wonder Dog: 80 points base.

Primary Attributes:

  • Str 26 (64 points, 4/level for No Fine Manipulators and Half Lift)
  • Dex 16 (36 points, 6/level for No Fine Manipulators)
  • Int 06 (-80 ponts)
  • Health 10 (no points, usually +6 to checks due to advantages)

 Secondary Attributes:

  • Damage:
    • Claws: 2d+6 Cutting Damage
    • Fangs 5d6+5 Cutting Damage, Armor Divisor 2.
  • Basic Lift: 135.2 (68).
  • Hit Points 26
  • Will 6
  • Perception 16 (Int+10, costs 50 Points)
  • Fatigue Points: 11
  • Basic Speed: 6.5 (13)
  • Basic Move: 13
  •  Dodge 10- (12- with successful acrobatics check once per turn)
  • “Unarmed” Parry 14-

   Disadvantages: Berserk (-10), Bestial (-15), Blood Lust (-10), Cannot Speak Comprehensibly (-15), Duty (Hazardous, -20), Easy to Read (-10), Gluttony (-5), Horizontal (-10), Innumerate (-5), No Fine Manipulators (-30), Sense of Duty/”Pack” (-10), Short Lifespan II (-20), Social Stigma/Dog (-20), Status -2 (-10), Tech Level 0 (-35), and Wealth Level: Dead Broke (-25): Net: 250 (Yes, “Dog” is “God” spelled backwards)…

Advantages (237 Points):

  • Claws (3): +1/die to “Thrust” damage, may parry “unarmed” without penalty.
  • Quadruped (25): Four Legs (difficult to cripple, 5), Doubled Ground Movement (20).
  • Sharp Teeth (5): Bites for Thrust-1 Cutting Damage (1), Ripping Jaw (“cosmic”/uses Swing damage and may bite repeatedly if making multiple attacks, +3), Variable (may voluntarily inflict less damage), Affects Insubstantial (useless in the setting, but we need to build up to a whole point), and Armor Divisor 2 (+1).
  • Pelt (18): Fur (1), Tough Skin/DR4 (12), and Temperature Tolerance 5 (-25 to 90 degrees, 5)
  • Penetrating Voice (1): May bark very loudly or growl very audibly.
  • Privilege: He is not expected to have identity, a national loyalty, or an explanation for his actions (10).
  • Absolute Direction (5): Can retrace any path he’s traveled in the last month, +4 to Navigation.
  • Combat Reflexes (15): +1 to active defense rolls, +2 to Fright checks, +6 on all IQ rolls to wake up or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack
  • Danger Sense (15): When a concealed danger comes up, roll perception: on a success you get enough of a warning to take action. On a 3 or 4 you get some details as to the nature of the hazard.
  • Discriminatory Hearing (15): +4 on Shadowing and any other task that uses the sense of hearing, may recognize creatures and items by their sounds and voices.
  • Discriminatory Smell (15): +4 on Tracking and any other task that uses the sense of smell, may recognize creatures and items by smell.
  • Extra Attack (25): Gets a bonus attack during any attack action.
  • Fit (5): +1 to all Health rolls, recover Fatigue Points at twice the normal rate.
  • Hard to Kill (10): +5 to all Health checks to survive things.
  • Hard to Subdue (10): +5 to all Health checks to avoid unconsciousness.
  • Luck (15): Once per hour of play may reroll twice and take the best of the three rolls.
  • Night Vision (5) Reduces the penalties for darkness by five.
  • Rapid Healing (15): Add +5 to Healing checks, recover HP at twice the normal rate. (Due to high HP, a total of 4/Check).
  • Recovery (10): Recover from unconsciousness in only 1/60’th the normal time.
  • Talent 10 (+2 each to Basic Canine Skills: Brawling, Running, Stealth, Survival, Swimming, and Tracking)
  • Ultrahearing (5): Can hear ultrasonic frequencies.

Skills (21 points)

  • Acrobatics 14- (Dex/Hard) -2/1
  • Blind Fighting 13- (Per/Very Hard): -3/1
  • Body Language 15- (Per/Average) -1/1
  • Brawling 18- (20-) (Dex/Easy) +2/2
  • Camouflage (IQ/Easy or Survival-2)
  • Climbing 15- (Dex/Average) -1/1
  • Detect Lies 14- (Per/Hard) -2/1
  • Escape 14- (Dex/Hard) -2/1
  • Feral Growl 23- (Str/Hard) -2/1 (Can scare hell out of a nearby victim who fails to resist and works about the same as Intimidation)
  • Filch 15- (Dex/Average) -1/1
  • Jumping 16- (Dex/Easy) +0/1
  • Observation 15- (Per/Average) -1/1
  • Running 10- (12-) (Health/Average) -1/1
  • Scrounging 16- (Per/Easy) +0/1
  • Search 15- (Per/Average) -1/1
  • Stealth 15- (17-) (Dex/Average) -1/1
  • Survival 15- (17-) (Per/Average) -1/1
  • Swimming 10- (12-) (Health/Easy) +0/1
  • Tracking 15- (21-) (Per/Average) -1/1
  • (Find) Traps 15- (Per/Average) -1/1
  • Urban Survival 15 (Per/Average) -1/1

   Vargen still has two points to spend, but I’m not sure what to put them into at this point. Maybe understanding another language?

   Advancement may involve improving one or two of those skills, but basic attributes are at least as likely. He could really do with getting his Dodge score up a bit, but that’s hard to do.

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