View Single Post
Old 11-01-2009, 02:51 PM   #1
baakyocalder
 
Join Date: Jan 2009
Location: Sacramento metro, California
Default Sample Character Technomancer 350 pt gun specialist

GURPS Technomancer Magical Gunman, aka Frosty
350 points

Attributes: ST 12 [base template plus upgrade from customization]; DX 16 [120]; IQ 11 [20]; HT 12 [20].

Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 11 [0]; Per 12 [5]; FP 12 [0]; Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages: Shooter Template from GURPS Action 1: Heroes [250], Enhanced Time Sense [45], Magery 2 [25], Gunslinger [template] and Luck [template]. Acute Visionx2 [template], Ambidexterity[template], High Pain Threshold [template], Signature Gear 1 point [template].

Perks: Quick Reload (Detachable Magazine), Reduced Footprint (Missile Shield).

Disadvantages: Code of Honor (“Stay bought”) [template] Duty (Agency, mob,
service, or similar; Extremely Hazardous; 12-)[template, worth -15], Bloodlust [-10 template*],
Callous [-5template], Odious Personal Habits [-5 template], Overconfidence [-5template*], Stubbornness[-5 template].

Quirks: likes real root beer floats. Take four more quirks of your choice. . .

Primary Skills: Fast-Draw (Ammo, Detachable Magazine) [2]-17, Forced Entry, and Jumping, all (E) DX [1]-16; and Acrobatics (H) DX [4]-16. • Guns (Submachine Gun) (E) DX+3 [8]-19. Guns (Light Machine Gun) DX+1 [1]-17 Guns (Pistol, Rifle, Shotgun) (E) DX+1 [2]-18, Fast-Draw (Long Arm, Pistol), Guns (Grenade Launcher) all (E) DX [1]-16.

Secondary Skills Karate (H) DX-1 [2]-15. Judo (H) DX-1 [2]-15 Driving (Automobile) and Stealth, both (A) DX-1 [1]-15; Armoury (Small Arms) and Holdout, both (A) IQ+1 [4]-12; and Running (A) HT [2]-12.

Background Skills: Chose Ultimate Shootist style as 20-point lens (pp. 4-5). • Computer
Operation (E) IQ [1]-11.

Techniques: Fast-Firing (Pistol) [2]-17, Quick-Shot (Submachinegun) [2]-19, Targeted Attack (Pistol/Skull) [2]-15, Targeted Attack (Shotgun/Skull) [2]-15, Targeted Attack (Submachinegun/Skull) [2]-16, Timed Dodge [3]; this gives full Dodge once/round on runaround or one foe.

Spells: Apportation, Hail of Lead (see Technomancer) Haste, Immediate Action (see Technomancer), Lend Energy, Recover Energy all M/H [2]-12. Missile Shield [8]-14.
* Multiplied for self-control number; see p. B120.


Notes: Had to spend three extra points from base template to raise Guns (Submachine Gun) skill to DX+3. The design is for a shooter who can temporarily be immune to all bullet which are not the very expensive spell penetrator bullets. Sig Gear would be used for an appropriate SMG. With the spells he can really fill a room full of ammo. Recover Energy is non-optimal spell but 10 points will greatly increase spell casting capability. If the character had more initial points, higher Magery or more weapons skills and techniques would be bought. Action, Gun Fu, Magic and Technomancer were used, but the main character was taken from the template in Action.

This was posted for those trying to figure out character balance. Change skills, gear, and setting from a well-defined setting, Technomancer and you've got something to evaluate with.

Edit: adjusted for spacing. I cut and paste from Word not being sure of size caps for the forum. .
__________________
Currently Running: Without Number family games which use a lot of GURPS material for details when the players start asking(online, sporadically)

Waiting For: Schedule Sanity to Play Car Wars and my Fnordcon special alt Car Wars cards!

Last edited by baakyocalder; 11-01-2009 at 04:44 PM. Reason: adjusting spacing per request
baakyocalder is offline   Reply With Quote