OddHat Posted July 21, 2003 Report Share Posted July 21, 2003 This idea is stollen from the old GURPS boards, and has probably been done here before. The Challenge: What kind of Supers can be made for 50 base points + no more than 50 points in Disadvantages. No selling characteristics back for extra points, and every character should have at least one or two skills they could use to make a living. Use of Such Characters: These characters can be used as competent normal DNPCs, colorful agents and/or thugs, minor NPC villains and heroes, minions of tougher characters or as the basis for a very low powered campaign. Any takers? Quote Link to comment Share on other sites More sharing options...
OddHat Posted July 21, 2003 Author Report Share Posted July 21, 2003 First Up: Big Red BIG RED Mark Carter Player: Val Char Cost 30 STR 20 11 DEX 3 13 CON 6 12 BODY 4 10 INT 0 10 EGO 0 15 PRE 5 10 COM 0 6/18 PD 0 3/9 ED 0 3 SPD 9 9 REC 0 26 END 0 34 STUN 0 6" RUN02" SWIM06" LEAP0Characteristics Cost: 47 Cost Power END 27 Tough Hide: Armor (12 PD/6 ED) 9 Heals Damn Quick: Healing 1 BODY, Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4) Powers Cost: 36 Cost Skill 2 PS: Truck Driver 11- 3 Mechanics 11- 6 +2 with any three maneuvers or a tight group of attacks 2 Language: Spanish (fluent conversation) 2 AK: American Highways 11- 2 AK: American Cities 11- Skills Cost: 17 Total Character Cost: 100 Val Disadvantages 10 Distinctive Features: Bright Red Skin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Psychological Limitation: Boastful (Common; Moderate) 10 Psychological Limitation: Overconfidence (Common; Moderate) 10 Enraged: When Insulted (Common), go 8-, recover 14- 10 Physical Limitation: 7' tall, 300 pounds (Frequently; Slightly Impairing) Disadvantage Points: 50 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
OddHat Posted July 21, 2003 Author Report Share Posted July 21, 2003 Background/History: "Big Red" Mark Carter was born and raised in the great state of Texas. A good boy with a temper and none too bright, he might have gotten into trouble if it weren't for his love of trucks. He became a trucker, and not a bad one. One night while driving a load from Atlanta to Pitsburgh, PA things went wrong for Mark, way wrong. A couple of supers were pounding the heck out of each other in the road. Mark stopped in time, and stayed to watch. He couldnt believe it when one of the freaks lifted his truck and threw it at the other. He couldn't believe he survived. He couldn't believe it when he crawled ot of the wreck bigger, stronger, and tougher than any normal man. Finally, he couldn't believe it when the freak who'd thrown his truck one punched him into unconciousness. Mark is back on the road again, trying to live a normal life, trying not to be bitter, and most of all trying to convince the insurance company to stop hounding him for the costs of replacing his old truck. Personality/Motivation: Mark would love to be a Super-Hero. Heck, he'd love to be a Super-Villain. Unfortunately, his few attempts to go one on one with Supers have taught him that he doesn't have what it takes. He doesn't have the brains or people skills to be a cop, he doesn't want to be a thug, and so he goes on driving. He hopes to one day find a way to use his strength to make his living, but he hasn't found it yet. Quote: "You ain't half my size boy! Back down before you get hurt!" Powers/Tactics: Big Red will usually open with a PRE attack, assisted by breaking something. Against ordinary folks this is often effective; he is after all 7 feet of solid muscle. Supers and trained fighters are rarely impressed. Quote Link to comment Share on other sites More sharing options...
tiger Posted July 21, 2003 Report Share Posted July 21, 2003 Still working on his origin but The Cat Val Char Cost 10 STR 0 14 DEX 12 10 CON 0 10 BODY 0 10 INT 0 10 EGO 0 10 PRE 0 10 COM 0 5 PD 3 3 ED 1 3 SPD 6 5 REC 2 30 END 5 30 STUN 10 6" RUN02" SWIM02" LEAP0Characteristics Cost: 39 Cost Power END 30 Telporting: Multipower, 30-point reserve 3u 1) Cat Steps: Teleportation 15" (30 Active Points) 3 3u 2) Longer Steps: Teleportation 12", x4 Noncombat (29 Active Points) 3 3u 3) Bring friends along: Teleportation 12", x2 Increased Mass (29 Active Points) 3 3u 4) Tele-punch: Stretching 6" (30 Active Points) 3 5 Cat Eyes: Ultraviolet Perception Powers Cost: 47 Cost Martial Arts Maneuver 4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike 3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls Martial Arts Cost: 11 Cost Skill 3 +1 with MA Skills Cost: 3 Total Character Cost: 100 Val Disadvantages 20 Hunted: Viper 8- (Mo Pow; Harshly Punish; Extensive Non-Combat Influence) 15 Psychological Limitation: Prot. Of Normals (Common; Strong) 15 Distinctive Features: Cat Like Tail (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) Disadvantage Points: 50 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
OddHat Posted July 22, 2003 Author Report Share Posted July 22, 2003 Thanks Tiger, looks excellent. How would you use him in a campaign? DNPC love interest for a heroine? Joker-Ace thief in a Wild Cards game? Quote Link to comment Share on other sites More sharing options...
OddHat Posted July 22, 2003 Author Report Share Posted July 22, 2003 Next Up: Creepy Book Store Owner ZARDOZ Herman Finkle Player: Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 10 BODY 0 13 INT 3 14 EGO 8 10 PRE 0 10 COM 0 2 PD 0 2 ED 0 2 SPD 0 4 REC 0 20 END 0 20 STUN 0 6" RUN02" SWIM02" LEAP0Characteristics Cost: 11 Cost Power END 56 Variable Power Pool (Magic Pool), 40 base + 16 control cost (60 Active Points); Limited Class Of Powers Available Slightly Limited (-1/4) [Notes: All of Herman's Spells require at least a -1 limitation, usually in the form of Extra Time, Concentration, Gestures, and Incantations. ] 0 1) Zardoz's Mighty Path of Mist: Desolidification (affected by Fire, Wind, Magic) (40 Active Points); 1 Continuing Charges lasting 1 Minute each (-1), Cannot Pass Through Solid Objects (-1/2) Real Cost: 16 0 2) Zardoz's Clever Un-see-able-ness: Invisibility to Sight Group, No Fringe, Reduced Endurance 1/2 END (+1/4) (37 Active Points); Concentration 0 DCV (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 18 1 0 3) Magic Circle of Protection: Force Wall (7 PD/7 ED; 2" long and 2" tall), 1 Continuing Charges lasting 6 Hours each (+0) (39 Active Points); Extra Time 1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power (-1/2), Character May Take No Other Actions (-1/4), Only Works Against Limited Type Of Attack Limited Type of Attack (-1/2), Restricted Shape (-1/4) Real Cost: 16 [Notes: Only blocks attacks by Demons, Spirits, and Summoned creatures] 0 4) Meet Girls Through Hypnosis: Mind Control 6d6, Telepathic (+1/4) (37 Active Points); Eye Contact Required (-1/2), Concentration 0 DCV (-1/2) Real Cost: 18 [Notes: Good for forcing kinda wimpy people to do one's will.] 4 0 5) Summon Demon: Summon 200-point (40 Active Points); Concentration 0 DCV (-1/2), Character is totally unaware of nearby events (-1/4), Strong-Willed +2 on EGO Rolls (-1/4) Real Cost: 20 [Notes: This spell calls forth a relatively powerful and difficult to controll Demon. ] 4 0 6) Calling Forth Helpful Spirit: Summon 115-point, Amicable Devoted (+3/4) (40 Active Points); Extra Time 1 Minute, Only to Activate Constant or Persistent Power (-3/4), Character May Take No Other Actions (-1/4) Real Cost: 20 [Notes: This spell summons an extremely minor spirit that will cheerfully do the bidding of its master. Good for impressing the chix and getting the house cleaned.] 4 Powers Cost: 56 Cost Skill 2 PS: Store Owner 11- 3 PS: Magician (INT-based) 12- 3 Inventor: Magic Spells 12- 3 Trading 11- 2 SS: Magic Theory 11- 3 Linguist 1 1) Language: Latin (basic conversation; literate) (2 Active Points) 1 2) Language: Greek (basic conversation; literate) (2 Active Points) 1 3) Language: Klingon (fluent conversation) (2 Active Points) 3 Scholar 1 1) KS: The Occult World (2 Active Points) 11- 1 2) KS: Occult History (2 Active Points) 11- 1 3) KS: Comic Books and Science Fiction (2 Active Points) 11- Skills Cost: 25 Cost Perk 5 Money: Well Off 3 Fringe Benefit: Member of Demon: Membership Perks Cost: 8 Total Character Cost: 100 Val Disadvantages 15 Hunted: Demon 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 15 Hunted: Law Enforcement Agencies 8- (Mo Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) [Notes: As a known Demon member, Herman is often under the eye of law enforcement agencies.] 15 Psychological Limitation: Obsessed with that which man was not meant to know (Common; Strong) 5 Reputation: Real Deal Occultist 11- (Known Only To A Small Group) [Notes: Known in the Occult World and to law enforcement agencies] Disadvantage Points: 50 Base Points: 50 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
OddHat Posted July 22, 2003 Author Report Share Posted July 22, 2003 Background/History: Herman Finkle, comic book store owner, has spent his life delving into the mysteries of the occult. Well, actually he's spent most of his life delving into the mysteries of comic book and sci-fi fandom, but in his spare time the occult has definitely been a top priority. His big break came when he answered an add for Master Kalzor's Real Magic Kit from an old Issue of Amazing Tales of Blood. The kit worked! Overnight Herman became Zardoz, Master of Magic! The world...remained unimpressed. Herman did manage to attract the attention of both Demon and the police. Demon made him an offer he didn't want to refuse, and the police frightened the beejeezus out of him. Herman converted his Comic Book store into a Comic Book and Occult Goods Emporium and decided to continue his quest for that which man was not meant to know a bit more quietly. Personality/Motivation: Think the Simpson's Comic Book Store guy as an Occult Book Shop owner. Herman willingly serves Demon and any magician who can teach him anything at all, talks endlessly with anyone he can about his theories, loves attention, and would sell his own mother's soul to the devil for a complete set of mint condition 1326 Talismans of Abu-Akaar. Quote: "Please, call me Zardoz, Master of Magic, Knower of secrets, Mighty and powerful...where are you going?" "Don't hurt me!" Powers/Tactics: Surprisingly competent outside of combat, Herman can use an endless array of minor magics to make the lives of those he dislikes very unpleasant. In combat (which he wishes to avoid at all costs), Herman will assume a body of mist and flee at the first opportunity. Campaign Use: Perfect as a snitch or contact in the occult world, Herman could also be used as a minor league enemy. Appearance: Short, fat, bald. Always wears oversize black T-shirts and jeans. Quote Link to comment Share on other sites More sharing options...
tiger Posted July 22, 2003 Report Share Posted July 22, 2003 Originally posted by OddHat Thanks Tiger, looks excellent. How would you use him in a campaign? DNPC love interest for a heroine? Joker-Ace thief in a Wild Cards game? I was thinking of a low level cat buglar type. Not entirely sure yet Quote Link to comment Share on other sites More sharing options...
OddHat Posted July 26, 2003 Author Report Share Posted July 26, 2003 Hoping to get a few more responses here. C'mon, some of you must have a few low powered supers in the back of the drawer.Here's another, prime material for a boyfriend or an annoying villain: Combat Information Page Character Name: Bob "BOB" Smith Alternate Identities: Player Name: CHARACTERISTICS CHARACTER IMAGE Val Char Base Points Total Roll Notes 10 STR 10 0 10 11- HTH Damage 2d6 END [1] 10 DEX 10 0 10 11- OCV 3 DCV 3 10 CON 10 0 10 11- 10 BODY 10 0 10 11- 18 INT 10 8 18 13- PER Roll 13- 10 EGO 10 0 10 11- ECV: 3 40 PRE 10 30 40 17- PRE Attack: 8d6 18 COM 10 4 18 13- 2 PD 2 0 2 2 PD (0 rPD) 2 ED 2 0 2 2 ED (0 rED) 2 SPD 2.0 0 2 Phases: 6, 12 4 REC 4 0 4 20 END 20 0 20 20 STUN 20 0 20 6" Running 6 0 6" 2" Swimming 2 0 2" 2"/1"" Leaping 2 0 2" 42 Total Characteristics Points EXPERIENCE POINTS Total earned: 0 Spent: 0 Unspent: 0 Base Points: 50 Disad Points: 50 Total Points: 100 MOVEMENT Type Total Run (6) 6" [12" NC] Swim (2) 2" [4" NC] H. Leap (2") 2" V. Leap (1") 1" APPEARANCE Hair Color: Black Eye Color: Green Height: 6' 6" Weight: 220 lbs Description: DEFENSES Type Amount Notes Physical Defense 2 Current BODY: Res. Phys. Defense 0 Energy Defense 2 Current END: Res. Energy Defense 0 Mental Defense 0 Current STUN: Power Defense 0 COMBAT INFORMATION OCV: 3 DCV: 3 Combat Skill Levels: COMBAT MANEUVERS Maneuver Phase OCV DCV Effect Block 1/2 +0 +0 Block, abort Brace 0 +2 1/2 +2 vs. Range Mod. Disarm 1/2 -2 +0 Can disarm Dodge 1/2 -- +3 Abort, vs. all attacks Grab 1/2 -1 -2 Grab two limbs Grab By 1/2 -3 -4 Move and Grab Haymaker 1/2* +0 -5 +4 DC attack damage Move By 1/2 -2 -2 STR/2 + v/5 Move Through 1/2 -v/5 -3 STR + v/3 Set 1 +1 +0 Ranged Attacks only Strike 1/2 +0 +0 STR or weapon COMBAT MODIFIERS Range 0-4 5-8 9-16 17-32 33-64 65-128 RMOD 0 -2 -4 -6 -8 -10 PERKS Cost Name 15 Money: Filthy Rich 11 Fringe Benefit: International Driver's License, License to practice a profession, Member of the Aristocracy/Higher Nobility, Membership, Passport Notes: "Member of the Aristocracy" and "Membership" both represent the wide range of fringe benefits Bob receives as one of the world's wealthiest business men. People in official positions will bend over backwards to help him, an army of lawyers is only a phone call away, powerful politicians listen to his opinions, etc. 26 Total Perks Cost SKILLS Cost Name 3 Bribery 17- 3 Bureaucratics 17- 3 Conversation 17- 3 High Society 17- 2 Language: French (fluent conversation) 3 Oratory 17- 3 Persuasion 17- 3 PS: International Business: High Finance (INT-based) 13- 3 Seduction 17- 3 Trading 17- 3 Acting 17- 32 Total Skills Cost DISADVANTAGES Cost Disadvantage 5 Distinctive Features: Tests positive as a metahuman (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses) 15 Hunted: Business Rivals 11- (As Pow; Watching; Extensive Non-Combat Influence; PC has a Public ID or is otherwise very easy to find) 5 Social Limitation: Fame (Frequently; Minor; Not Limiting In Some Cultures) 15 Psychological Limitation: Overconfidence (Very Common; Moderate) 10 Psychological Limitation: Ladies Man (Common; Moderate) 50 Total Disadvantages Cost Height: 6' 6" Hair: Black Weight: 220 lbs Eyes: Green Appearance: Personality: Bob is overconfident, but not insane. He is well aware of his physical limitations. On the other hand, Bob believes from experience that he can sell anything to anyone, that people need a leader, that great times call for a great man, and that he is that man. If playing Bob as "Evil," he has a messiah complex tinged with meglomania. As the sponsor of a hero team or a romantic interest, Bob has a deep and genuine desire to help others. Quote:"Hello, my name is Bob Smith, and I'm here to help you.""You look absolutely lovely tonight." Background: Bob Smith: Bon Vivant, Sponsor of a hundred charities, personal friend of the rich and famous around the world has a secret. Bob is a metahuman. He can't fly, or shoot lightning from his hands, or heal. But Bob is very, very easy to like. People listen to him, and tend to take his advice. He got his first corporate job at the age of 19 by wandering into a board meeting and asking for it. By the time he was 25, Bob was a world-reknowned wheeler-dealer, charming his way across the globe. Now one of the world's richest men, Bob seeks new challenges. The world of his fellow metahumans is about to change. Powers/Tactics: Bob has a low level telepathic ability to influence those around him. Given time he can befriend almost anyone through persuasion, acting and seduction. Most people will do almost anything for a friend like Bob. If faced with an imediate physical threat, Bob will use a PRE attack boosted either by Oratory or Persuasion to try to talk his foes down until he can get help. Campaign Use: Played as Evil, Bob makes a fun minor villain working for someone far more powerful. He'd work well as a corupt politician or member of a conspiracy. Played as Good, Bob makes a perfect sponsor for a hero team, and he'd also work well as the DNPC love interest of a female hero. Character created with Hero Designer (version 1.47) Quote Link to comment Share on other sites More sharing options...
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