(From the novel Pyramids, in GURPS game-mechanical terms.)
ST 11, DX 15, IQ 13, HT 13
Advantages: Contact (Chidder); Fully Literate; Status +3 (former royalty turned wanderer).
Disadvantages: Pacifism (Cannot Kill); Sense of Duty to Djelibeybi.
Quirks: Dislikes traditions and pyramids; Regards camels with cautious respect; Usually wears black.
Skills: Acrobatics-13; Area Knowledge: Circle Sea Region-14; Blowpipe-13; Climbing-18; Crossbow-14; Fencing-14; First Aid-13; Garrote-15; History-11; Holdout-13; Karate-13; Knife-15; Knife Throwing-15; Literature-11; Musical Instrument-12; Poisons-13; Riding (Camel)-14; Savoir-Faire-15; Stealth-15; Traps-13.
Languages: Djelibeybian-13 (native); Ankhian-13; Klatchian-12.
(This represents the character after the end of the novel, when he has become exactly the sort of adventuresome wanderer a PC party might chance to meet. Anyone care to identify what musical instrument he learned at the Assassin's Guild?)