Thal'ris Mierkilliath
Death Elf Exorcist by Errant42
ST 9 [0]
DX 11 [0]
IQ 12 [40]
HT 11 [0]
HP 9
Will 13 [5]
Per 12
FP 11
BL 16
SD 5.5
Move 5
Base Damage
-Thrust 1d-2
-Swing 1d-1
------------
Advantages
Death Elf Package [38]
-ST-1, DX+1, HT+1
-Fit
-Magery 2
-Regeneration - Slow (1/day)
-Regrowth
-Unaging
-Dependency: Death Energy
-Lifebane
Channeling [10]
Medium [10]
Spirit Empathy [10]
Disadvantages
Absent-Mindedness [-15]
Frightens Animals [-10]
Obsession: Put Unquiet spirits to rest [-5]
Pacifism: Self-Defense Only [-15]
Phantom Voices: Annoying [-5]
Quirks: [-5]
-Likes dead animals (but wouldn't hurt a living one)
-Sleeps in graveyards
-Plays flute and reads poetry to quiet the spirits
-Strongly resents graverobbers (the spirits complain)
-Dislikes battlegrounds, despite the rich death energy
Skills
Exorcism +0 (Will/H) [4]
Hidden Lore: Spirit Lore +1 (IQ/A) [4]
Musical Instrument: flute +0 (IQ/H) [4]
Occultism +1 (IQ/A) [4]
Poetry +0 (IQ/A) [2]
Symbol Carving: Elvish Runes -1 (IQ/H) [2]
Thaumatology -1 (IQ/VH) [4]
Spells
Lend Energy- 12 [1]
Lend Vitality- 12 [1]
Recover Energy- 12 [1]
Minor Healing- 12 [1]
Major Healing- 12 [2]
Detect Magic- 12 [1]
Aura- 12 [1]
Light- 12 [1]
Continual Light- 12 [1]
Darkness- 12 [1]
Death Vision- 12 [1]
Sense Spirit- 12 [1]
Summon Spirit- 13 [2]
Zombie- 12 [1]
Turn Zombie- 13 [2]
Attributes: 40 + 5
Advantages: 38 + 30
Disadvantages: -50 -5
Skills: 24 + 18
Total: 100
Notes: This fellow is a travelling exorcist, who spends a lot of time in graveyards playing the flute and reading poetry to the spirits. He's not really suited to a life of adventure, but could develop adventure-related skills if put on that road. He would be handy to have around (perhaps as an NPC) if you expected any cause to speak with the dead (or undead). Overall, I think he comes off like a goth -- sullen, morose, distracted, and poetic. He probably wears all black ... but not eyeliner.
I found it a little difficult to keep it to 100 points ... I think I agree with those who have said that GURPS 4 is targeted at 150 point characters. With 150, I'd give him another point of IQ (maybe 2, and get rid of the Will +1), a few more points in skills (perhaps some adventuring skills), and flesh out his spell list to be better suited for adventuring -- although I'd need Magic to go much further, as he doesn't seem the type for elemental spells. For additional disadvantages, I might give him Nightmares, and possibly Bad Smell (graveyard), although that may be a bit much ... I'd ask the GM if I could take a -5 point version, with half the reaction penalty.