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Old 06-17-2019, 03:57 PM   #11
Maz
 
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Default Re: 13 bad guys needed

With alternate form its very easy to make people quite powerful, even without going overboard, but keeping to a theme.


Serhii "Solid" Honchar [53 +14 Points]:

Description: Serhii is of average height but broad-shouldered. He used to be in good shape but is now overweight. He has dark brown hair kept in a style that was modern some years back. He has round blue eyes and an expression that he tries to keep fierce but slips into a boyish naive quality when he is surprised or distracted by something else.

Culture: TL 8 [0]; Familiarity: Western [0]; Eastern European [1], Languages: Ukrainian (Native / None) [0]; English (Native / None) [2]; Russian (Native / None) [2]; Spanish (Accented / None) [1], Turkish (Accented / None) [1].

Attributes: ST 12 [20]; DX 11 [20]; IQ 10 [0]; HT 11 [10];

Secondary: Speed: 5.5 [0]; Move: 5 [0]; HP: 12 [0]; FP: 10 [0]; Perception: 10 [0]; Willpower: 10 [0];

Advantages: Language talent [10].

Powers: Alternate Form (See Notes) (Super -10%) [14]

Perks: -

Disadvantages: Chummy [-5], Dyslexia [-10]; Pacifism (reluctant killer) [-5]; Overweight [-1]; Addiction (tobacco) [-1];

Quirks: Mild Bully [-1]; Mild gullible [-1]; Secret (likes to learn about foreign cultures) [-1] Quirk-level addiction (television) [-1]. Mild Compulsive gambler [-1].

Skills: Area Knowledge (New York City) IQ/E - IQ+1 11 [2], Brawling DX/E - DX+1 12 [2], Body language Per/A Per-1 [1], Carousing HT/E - HT+1 11 [2], Current Affairs/TL8 (Travel) IQ/E - IQ+1 11 [2], Current Affairs/TL8 (Wrestling) IQ/E - IQ+1 11 [2], Driving/TL8 (Automobile) DX/A - DX-1 10 [1], Gambling IQ/A - IQ-1 9 [1], Geography/TL8 (Political) IQ/H - IQ-1 9 [2], Intimidation Will/A - Will-1 9 [1], Savoir-Faire (Mafia) IQ/E - IQ+0 10 [1], Streetwise IQ/A - IQ-1 9 [1], Wrestling DX/A - DX+1 12 [4]

Techniques:
Arm Lock (Wrestling) Tech/A - 10 [0], Choke Hold (Wrestling) Tech/H - 8 [2], Trip (Wrestling) Tech/H - 7 [0]


Super Power: Serhii transforms into concrete. He becomes big, very heavy and very strong, impervious to most things but it also slows him down. Serhii dislikes being in "solid" form for extended periods of time.
Alternate form [0]:
SM +1. ST +8 [72]; HP +6 [11]; DX -2 [-40]; IQ -1 [-20].
DR 3 (Can't wear armour -40%) [9]; DR:11 (cant wear armour, semi-ablative) [22]; Injury tolerance (Homogenous, No eyes) [45].
Apperance (ugly) [-8]; Fragile (brittle) [-15]; Ham-fisted -1 [-5]; No sense of smell/taste [-5]; Numb [-20]; Unhealing (partial - can if soaked in concrete) [-20]; Very Unfit [-15].
Trait: Can't float. Weight becomes six times as much.

Background: In his youth Serhii practiced wrestling, he kept a lean body and dreamed of either a serious sports carreer or going into Pro Wrestling. But he fell in with the Russian mob due to a debt over some gambling. He didn't really fit in and had a hard time, that is, until he discovered his super power. It made him into one of their prime enforcers. Since then he has taken a liking to the easy life and put on weight - and it's not muscles.
Serhii always had a knack for new languages and also has a strong interest in learning about the cultures and history of the foreign languages. Unfortunately being 'cultured' isn't really a selling point with most of his comrades, so he hides his passion. Even more unfortunate is it that he is utterly dyslexic. Something that makes it hard to learn about new cultures and languages, so Serhii instead talks to people and watch a lot of television (mostly travel programs and wrestling)... something he is going to miss dearly in the post-apoc world.
Serhiis power makes him immune to mundane melee attacks and even able to shrug off pistol calibers shots. He is however very slow and sluggish while in his concrete form, and so he works best as a big imposing distraction. He doesn’t really like to hurt people either but does what the jobs requires, although he will avoid outright killing people. He thinks of this as a weakness rather than a moral choice and tries to avoid situations where he has to watch or listen to people getting killed.

Last edited by Maz; 06-18-2019 at 12:47 AM.
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Old 06-17-2019, 05:24 PM   #12
namada
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Default Re: 13 bad guys needed

Quick aside - why didn't "Kingpin" just dimension hop again, after failing to go where he wants, and ending up here? Why does he need to "make the best" of the situation at all?
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Old 06-17-2019, 06:02 PM   #13
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Default Re: 13 bad guys needed

Whenever I put random stop points on the many half-made characters I come up with when bored, I almost always have the totals be divisible by 10 and often 50.
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Old 06-17-2019, 10:41 PM   #14
Maz
 
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Default Re: 13 bad guys needed

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Originally Posted by namada View Post
Quick aside - why didn't "Kingpin" just dimension hop again, after failing to go where he wants, and ending up here? Why does he need to "make the best" of the situation at all?
He didn't do it himself. And by the sound if it, the guy who did it is not with them.
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Old 06-17-2019, 11:26 PM   #15
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Default Re: 13 bad guys needed

Got it, thanks Maz. I was reading on my phone in a room with lots of distractions, must have misread something, I guess. I just went back and re-read the OP & it's head-smackingly obvious. ;)
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Old 06-18-2019, 07:16 AM   #16
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Default Re: 13 bad guys needed

Lucy "The Masseuse" Cole
80+10

Image: a slightly short woman with brown hair and olive skin. She will dress as elaborately as she can, favoring high heels and a time-consuming makeup. She seems to always have a scowl or a snear on her face.

Attributes[50]: ST 9 [-10] DX 10 [0] IQ 12 [40] HT 12 [20]
Secondary [0]: Speed 5.5 [0], move 5 [0], HP 9 [0], FP 12 [0], Perception 11 [-5], Will 13 [5]

Advantages [20]: Telepathy Talent 4 [20]
Powers: Mental Surgery 1 (Psionic Power pg. 61) [10]

Disadvantages[-25]: Selfish [-5], callous [-5], Bad sight (nearsighted, mitigator -40%)[-10], Bully (CR 15) [-5]

Skills [35]:
Mental Surgery -16 [12]
Streetwise - 13 [4]
Intimidation -13 [4]
Brawling - 11 [2]
Guns(pistol) -11 [2]
Carousing -12 [4]
Driving - 10 [2]
Area Knowledge (irrelevant) -13 [2]
Computer Operation -12 [1]
Current Affairs (high society) -13 [2]

Background: Miss Cole grew up in a rough home, and felt powerless and unloved until she discovered her powers by rewriting her then boy friend's personality. Rewriting minds quickly became a habit, particularly for romantic partners (how else do you get an hour of uninterrupted skin contact?). After a while, she would tire of each victim or find something she couldn't change, and she'd find someone new. Her fourth boy was wrapped up in something bigger than him, and a local gangster figured out what she was. He told her what she wanted to hear, made her feel important, and set her to work ensuring the loyalty of his cronies. Everything was fine until they got caught.

Miss Cole usually gives her "subjects" a delusion or a sense of duty (to her and her current boss), and often both. They pretty much need to be restrained or otherwise coerced through this process. Its usually framed as a massage, just her nickname "The Masseuse"

Miss Cole can be used as a powerful recruiting tool, but she's rather "High Maintenance", demanding flattery and deference. She has never really known any other life, and while she might be useful in a fight, she will insist that she is too important to be risked in such a way. It remains to be seen if the kingpin will play along. If he does, and if she doesn't break up the group, she might be able to snowball their little gang into something meaningful.
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Old 06-18-2019, 09:10 AM   #17
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Default Re: 13 bad guys needed

Herman "Herman Munster" Meyer [75 + 9 Points]:

Image: A tall, broad-shouldered white man in his early to mid-40s, in reasonably decent shape, with a conservative haircut and a steely gaze.

Culture: TL 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0];

Attributes: ST 13 [30]; DX 10 [0]; IQ 12 [40]; HT 10 [0];

Secondary: Speed: 5.0 [0]; Move: 5 [0]; HP: 13 [0]; FP: 10 [0]; Perception: 12 [0]; Willpower: 13 [5];

Advantages: Fearlessness x2 [4]; Fit [5];

Powers: Innate Attack (1d Cor) (Jet +0%, Super -10%) [9];

Perks: Attribute Sub (Innate Attack: DX --> Per) [1]; Brave [1]; Dabbler (Casual Blunt Instrument User: +2 Default for Axe/Mace, Broadsword, Flail, and Two-Handed Axe/Mace) [1];

Disadvantages: Addiction (Tobacco) [-10]; Callousness [-5]; Compulsive Behavior (Cleanliness) (12-) [-5]; Greed (12-) [-15];

Quirks: Attentive [-1]; Proud [-1]; Uncongenial [-1];

Skills: Area Knowledge (E) (NYC) IQ [1]-12; Axe/Mace (A) DX-3d [0]-7; Broadsword (A) DX-3d [0]-7; Carousing (E) HT [1]-10; Driving/TL8 (A) (Automobile) DX-1 [1]-9; Flail (H) DX-4d [0]-6; First Aid/TL8 (E) IQ [1]-12; Guns/TL8 (E) (Pistol) DX [1]-10; Housekeeping/TL8 (A) IQ+1 [4]-13; Innate Attack (E) (Gaze) Per+2 [4]-14; Intimidation (A) Will+1 [4]-14; Savoir-Faire (E) (Mafia) IQ [1]-12; Smuggling (A) IQ-1 [1]-11; Stealth (A) DX [2]-10; Streetwise (A) IQ+1 [4]-13; Two-Handed Axe/Mace (A) DX-3d [0]-7; Wrestling (A) DX-1 [1]-9;

Notes: The Innate Attack is a beam of shimmering distortion that emanates from his eyes and slowly but steadily erases almost anything he stares at while imagining its disappearance.

Background: Herman was just a low-rent thug until his power manifested. He quickly found himself promoted to mid-rent cleaner and occasional untraceable saboteur, but still isn't particularly dangerous. The main reason he got sent to super prison instead of regular prison is his potential to escape, not his ability to harm others. He knows he is not in a particularly great position as a cross-dimensional fugitive shorn of his money, contacts, reputation, and the rest of his social support system and thrust out of his urban comfort zone, so he's doing his best to latch on to somebody who knows what they're doing, whether they're in his original group or not. Other than that, his primary motivation is to somehow secure a steady supply of cigarettes and modern hygienic products, because a few weeks of stealing and scavenging them has been more work than getting them in prison. Patient, methodical, pragmatic, and amoral, he is best not underestimated.

Last edited by Gold & Appel Inc; 06-18-2019 at 11:36 AM.
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Old 06-19-2019, 09:06 AM   #18
Canology
 
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Location: Spokane Valley, WA
Default Re: 13 bad guys needed

Quote:
Originally Posted by Gold & Appel Inc View Post
Meta Comment: These guys are so screwed, before the PCs even get there. They went into super prison with (I presume) the skill sets of a modern criminal in most cases, and get dumped out without equipment into a post apocalypse whose survivors are organized enough to make it through plague, war, and start farming communities. These are the toughest, most stubborn, most outdoorsy, and best-armed people pre-apoc New Hampshire had, and pre-apoc New Hampshire is a sparsely-populated hive of Libertarians. I cannot imagine a scenario in which a small bunch of strangers who seem odd, possibly look odd, and demonstrate odd abilities of uncertain scope and potency would not be met with a lynch mob, let alone one that shows up in uniforms and starts trying to throw its weight around.
Well, the setting is about 200 years after the world "ended" so most of the survivalist type enclaves would have used up their ammo stocks during the first decades after the collapse.

I'm picturing small villages with a couple of guns with a few rounds of reloaded ammo for emergencies.

Also, the Kingpin guy is 500+ points of social manipulation skills. I was thinking he would engratiate himself to a local "mayor" and start building a power base to try and take over the whole kingdom. His group of thugs, that I am asking for help making, are sort of wildcards in teh story. They may have their own ideas about what to do here with the "primitive" folks.

And the locals will be completely caught off guard by any super powers. Even if they have their guns ready, I suspect that fireball hucking and turning to stone will cause them to crap themselves and flee.
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Old 06-19-2019, 09:11 AM   #19
Canology
 
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Default Re: 13 bad guys needed

Quote:
Originally Posted by Gold & Appel Inc View Post
Herman "Herman Munster" Meyer [75 + 9 Points]:
(for both)

Quote:
Originally Posted by Maz View Post
Serhii "Solid" Honchar [53 +14 Points]:
Quote:
Originally Posted by ericthered View Post
Lucy "The Masseuse" Cole
80+10
Thank you guys! Those are all great. I really appreciate it!
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Old 06-19-2019, 10:59 AM   #20
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Default Re: 13 bad guys needed

"Risky" Ray Rollins [127 + 30 Points]:

Image: A mid-30ish black man with average height and a stocky build, not yet grown out of his boyish good looks. He's a stylish dresser, generally shunning his orange jumpsuit except when displaying group affiliation, and nothing the apocalypse throws at him ever seems to mess his outfit up.

Culture: TL 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0];

Attributes: ST 9 [-10]; DX 10 [0]; IQ 15 [100]; HT 12 [20];

Secondary: Speed: 5.50 [0]; Move: 5 [0]; HP: 11 [4]; FP: 12 [0]; Perception: 15 [0]; Willpower: 15 [0];

Advantages: Appearance (Attractive) [4]; Charisma +1 [5]; Combat Reflexes [15]; Fashion Sense [5]; Talent +4 (Born War Leader) [20];

Powers: Luck (Regular) (Access: Day Only -20%, Costs 2 FP -10%, Super -10%) [9]; Schtick: Sartorial Integrity (Super -10%) [1]; Super Luck (Access: Day Only -20%, Costs 2 FP -10%, Limited Use: 1/Day -40%, Super -10%) [20];

Disadvantages: Compulsion (Carousing) (9-) [-7]; Compulsion (Gambling) (6-) [-20]; Compulsion (Spending) (9-) [-7]; Overconfidence (9-) [-7]; Pacifism: Can't Harm Innocents [-10];

Quirks: Adrenaline Junkie [-1]; Congenial [-1]; Mildly Greedy [-1]; Nosy [-1]; Proud [-1];

Skills: Area Knowledge (E) (Vegas) IQ [1]-15; Carousing (E) HT+1 [2]-13; Detect Lies (H) Per-2 [1]-13; Gambling (A) IQ+1 [4]-16; Guns/TL8 (E) (Pistol) DX [1]-10; History (H) (Military) IQ-2 [1]-13; Holdout (A) IQ-1 [1]-14; Leadership (A) IQ+5bc [2]-20; Mathematics/TL8 (H) (Statistical) IQ-2 [1]-13; Savoir-Faire (E) (High Society) IQ [1]-15; Sex Appeal (A) HT-1 [1]-11; Strategy (H) (Land) IQ+2b [1]-17; Tactics (H) IQ+2b [1]-17; Streetwise (A) IQ [2]-15;

b = +4 for Born War Leader
c = +1 for Charisma

Background: One of the Kingpin's greatest assets and potential rivals, Ray is a charming but unassuming escapee who doesn't make waves or attract a lot of attention. He was building a small criminal empire of his own before he got sent to super prison, using his powers to enhance his brilliant natural ability to orchestrate the underlings he effortlessly attracts. His biggest drawbacks, to himself and others, are his recklessness and especially his ego. Supervillainy is one big high-stakes game to him, and he plays to win regardless of the field.

Last edited by Gold & Appel Inc; 07-03-2019 at 01:33 AM.
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