Illustration by SpoonfishLee

Sakura was built centuries ago, by the despotic empire that ruled this region in ancient times. She was a bodyguard to one of their high officials, but eventually rebelled when she saw how much suffering the empire inflicted on its population.

The warforged joined in the slave revolt that finally toppled the empire, and fell in battle there. She was recently found and re-activated by a group of delvers, and joined up with them to find out more about her strange new surroundings - and to find a way to repair the extensive battle damage she still bears.

Even though Sakura wasn’t conscious for all of those centuries of inactivity, she still feels a terrible sense of loneliness, and prefers to stick close to her newfound friends to keep that feeling away.

Mechanically, Sakura uses the Warforged racial template and the Duelist template from the “Swords Against Evil” article Pyramid #3/64. It’s a variant Swashbuckler, so she is allowed to buy Swashbuckler power-ups with earned points. Equipment is from the DFRPG boxed set.

Sakura is very well-positioned to benefit from the Martial Artist “multiclass” lens from GURPS DF 3: The Next Level, though I can see her going towards Knight or Holy Warrior instead. Other destinations from earned points include buying off Wounded to represent fixing her battle damage, and of course more combat abilities.

Sakura, 248-point Warforged Duelist

ST 14 {40}; DX 15 {100}; IQ 10 {0}; HT 13 {30}

Damage 1d/2d; BL 19.6kg; HP 14; Will 10; Per 10; FP 12; Basic Speed 8 {20}; Basic Move 8.

Advantages

  • Combat Reflexes {15}
  • Composite Plating 1 {5}
  • Doesn’t Breathe {20}
  • Doesn’t Eat or Drink {10}
  • Enhanced Parry 1 (Katana) {5}
  • Luck {15}
  • Unsleeping Watcher {10}
  • Weapon Bond (Katana) {1}
  • Weapon Master (Katana} {20}

Disadvantages

  • Clueless {-10}
  • Code of Honor (Bushido) {-15}
  • Dependency (Mana) {-25}
  • Gregarious {-10}
  • One-Eyed (Cinematic) {-5}
  • Sense of Duty (Adventuring Companions) {-5}
  • Social Stigma (Minority Group) {-10}
  • Wounded {-5}

Quirks

  • Archaic Speech {-1}
  • “Things were different in my time.” {-1}

Skills

  • Acrobatics (H) DX-1 {2} - 14
  • Armoury (Melee Weapons) (A) IQ-1 {1} - 9
  • Bow (A) DX-1 {1} - 14
  • Climbing (A) DX-1 {1} - 14
  • Connoisseur (Weapons) (A) IQ-1 {1} - 9
  • Fast-Draw (Sword) (E) DX+2 {2}1 - 17
  • Gesture (E) IQ {1} - 10
  • Intimidation (A) Will+2 {8} - 12
  • Judo (H) DX-1 {2} - 14
  • Jumping (E) DX {1} - 15
  • Karate (H) DX-1 {2} - 14
  • Running (A) HT-1 {1} - 11
  • Stealth (A) DX-1 {1} - 14
  • Two-Handed Sword (A) DX+5 {20} - 20

Loadout

  • Battered Ashigaru Armor [All except face]: DR 3/1 over body, DR 1 in other locations. $622, 12.15kg.
  • Helmet Lamp [Helmet]: 5m beam. Burns for 12 hours on 0.5l of oil. $100, 1kg.
  • Oil, 0.5l [Lamp]: $2, 0.5kg.
  • Belt [Torso]: $15, 0.25kg.
  • Katana [Belt]: Damage sw+2 cut (Reach 1,2) or thr+1 imp (Reach 1). $650, 2.5kg.
  • Quick-Release Backpack [Torso]: Holds 20kg of equipment. $300, 1.5kg.
    • Blanket [Backpack]: $20, 2kg.
  • $291 in coin.

Combat

Assumes No Encumbrance, which means Sakura will release the backpack as soon as possible.

With Light Encumbrance, her move is 6, and her Dodge and unarmed parries suffer a -1 penalty.

  • Defenses
    • Dodge: 12
    • Parry:
      • Katana: 14
      • Karate: 11
      • Judo: 11
    • DR:
      • Skull: 4
      • Face: 1
      • Body: 4/2
      • Limbs: 2
  • Attacks
    • Katana (21): Damage 2d+6 cut (Reach 1,2) or 1d+3 imp (Reach 1).
    • Karate Punch (14): 1d-1 cr, Reach C.
    • Karate Kick (12): 1d cr, Reach C,1.
    • Judo Grapple (14): 1d-1 control, Reach C.
  1. +1 from Combat Reflexes