As is my perennial obsession, I converted the OSE characters mentioned here into GURPS DF , using both this conversion of mine for low level characters, and Peter Dell’Orto’s DF 15: Henchmen.
Lance:
100 points for a level 2 fighter
ST13/17 [50] DX 11 [20] IQ 10 [0] HT 12 [20]
HP 13 per 10 will 10 fp 12
T/s 1d+2/3d-1 Basic Lift 34lbs
BS 7.0 [5] Basic Move 6.0 Dodge 10
Parry: 10 Block: 10 DR 6 plate and chain
Damage with light club (1d+3 crush/3d crush)
With polearm 1d+6 imp/3d+4 cut, becomes unready
[15] combat reflexes +1 to active defenses and recovery from stunning
[-] Striking ST+4 (accounted for)
[-4] unattractive
[-5] sense of duty:Adventuring companions
[-10]code of honor:soldier’s
[-5] overconfidence
[-5] hamfisted 1
[-5] callousness
[-5] stubborn
[-1]obnoxiously loud drunk
Q: grunts loudly when lifting things, prefers head shots, always wants an armor upgrade,
Spiderweb tattoo, greedy
Leveling up (25)would be high pain tolerance [10], hp +2 [4] primary weapons +8 pts, 3 more points to other weapons)
Skills:
Brawling [2] 12
Wrestling [1] 10
Knife [2] 12
broadsword [8] 13
Shield [2] 12
Polearm [4] 12
Axe/mace [4] 12
Armory, melee weapons [1] 9
Sling[2] 10
Carousing [1] 10*
Forced entry [1] 11
Intimidation [1] 11*
Abbyee
125 pt initiate
ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 11 [10].
Damage 1d-2/1d; BL 20 lbs.;
HP: 10 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0];
Basic Speed 5.00 [-10]; Basic Move 5 [0].
Dodge 8 Block 9 Damage Resistance: 3 light mail
Damage with light mace (1d+2)
Advantages:
[20] Power Investiture 2
[24] Turning undead
[5] resistant to Evil supernatural powers +3
[1] Good with spiders
Disadvantages:
[-10] Honesty
[-5] Sense of duty, adventuring companions
[-10] Sense of duty co-religionists
[-15] greed
Quirks:tbd
Skills:
Theology [2] 12
Religious Ritual [2] 13
Esoteric Healing [2] 12
Hidden Lore: Undead [2] 13
Axe/Mace [8] 13
Shield [2] 12
First Aid [1] 13
Interrogation [1] 12
Detect lies [1] 11
Diagnosis [1] 11
Exorcism [12 12
Scrounging [1] 12
Search [1] 12
Stealth [1] 10
Climbing [1] 10
Spells:
Purify food [1] 13
Protection from evil [2] 14
Minor healing [2] 14
Aria Silverwind
125 points
ST: 10 [10] DX: 12 [20] IQ: 12 [40] HT: 10 [0]
Thrust/Swing Damage: 1d-2/1d Basic Lift: 24 lbs.
HP: 10 [0] Will: 11 [0] Per: 12 [5] FP: 10 [0]
Basic Speed: 5.50 [0] Basic Move: 6 [0] Dodge: 9 [0] Block 9 Parry 9
Advantages:
[20] Wood Elf (ST-1, DX+1, Basic Move+1, Attractive appearance, Forest Guardian 2 (+2 to Bow, Camouflage, FastDraw (Arrow), Stealth, Survival Woodlands) Magery 0, Sense of Duty to Nature, elven gear is 10% cheaper)
[10] magery 1
[5] Magic Bolt (does 1d-3, ignores armor)
[5] Night Vision 5
Disadvantages:
[-5] Sense of duty: Adventuring Companions
[-5] Overconfident
[-10] Honesty
[-10] impulsive
Quirks:
Curious,Wary, Truthful
Skills
Bow at DX+3 [4]15^,
Camouflage (E) IQ+2 [1]13^,
Fast Draw (Arrow) (E) DX+2 [1]14^,
Stealth at DX+1 [1]13^
Survival (woodlands) (A) Per+1 [1]12^
Shield [1] 12
Shortsword [4] 13
Tracking [1] 12
Meditation [2] 10
Search [2] 12
spells:
Foolishness [1] 11, Daze [1] 11, Sleep [1] 11, Mass Sleep [1] 11
Drucila
ST: 9 [-10]; DX: 11 [20]; IQ: 12 [40]; HT: 10 [0].
Thrust/Swing: 1d-2/1d-1; Basic Lift 16 lbs.
HP 9 [0]; Will 12 [0]; Per 10 [10]; FP 13 [9]
Basic Speed 5.25 [0]; Basic Move 5 [0] Dodge 8 Parry 9
Damage with dagger is 1d-3 impale
Advantages:
[35] Magery 3
Disadvantages:
[-5] sense of duty: Adventuring companions
[-15]Weirdness magnet
[-10] Low Pain Threshold
Quirks:
Skills:
Thaumatology [4] 14
Occultism [4] 13
Hazardous materials, Magical [4] 13
Hidden Lore: Magic Items [1] 11
Undead [1] 11
Magical Writing [1] 11
Natural Philosophy [1] 10
Meditation [1] 10
Knife [4] 13
Throw Knife [1] 11
First Aid [1] 12
Throwing [1] 9
Spells:
Sense Evil [1] 11
Protection from Evil [4] 14
Lend Energy [1] 11
Recover Energy [8] 15