11-01-2009, 02:51 PM | #1 |
Join Date: Jan 2009
Location: Sacramento metro, California
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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. .
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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 |
11-01-2009, 04:25 PM | #2 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Sample Character Technomancer 350 pt gun specialist
Can you please space out your text?
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11-05-2009, 12:40 PM | #3 |
Join Date: Jan 2009
Location: Sacramento metro, California
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Re: Sample Character Technomancer 350 pt gun specialist
Anyone have a comment on whether the character is a good use of points or not?
The point of posting the character was to get people talking about character balance since GMs seem to have trouble with this in GURPS.
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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! |
11-05-2009, 12:50 PM | #4 |
Join Date: Apr 2009
Location: Toronto, Canada
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Re: Sample Character Technomancer 350 pt gun specialist
Shouldn't a 350 point character have some reputation? Presumably he didn't just drop from the sky. He's already done something memorable and somebody loves or hates him for it.
I'd add some contacts, too. |
11-05-2009, 07:27 PM | #5 |
Join Date: Sep 2004
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Re: Sample Character Technomancer 350 pt gun specialist
Baakyocalder,
You didn't specify his Odious Personal Habit; I'm assuming you are leaving that to the player to personalize. The only two things I could suggest for this character is a Powerstone or Magestone and some ballistic armor. He's going to need extra fatigue to keep up in a long gunfight and he's going to want extra protection in case his missile shield fails him. Otherwise, he's devastating against foes without armor or guns themselves. |
11-05-2009, 08:22 PM | #6 | ||
Join Date: Jan 2009
Location: Sacramento metro, California
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Re: Sample Character Technomancer 350 pt gun specialist
Quote:
Quote:
As for gear, I'd go for a Powerstone or Magestone and ballistic armor. Bullets are nasty and at 100 times cost per bullet, he's probably not facing spellpenetrating bullets. Just in case the Missile Shield fails and for blades, a ballistic vest and other ballistic gear is appropriate. I don't really like the skill level of 12 but there are point total limitations and one has to be a mage to use Missile Shield. An alternative to him casting the spell would be to have a Missile Shield item as Signature Gear, which would mean the Magery could be dropped to 1 and the spell list truncated. Thanks for the comments! If anyone wants to use the character in a game, feel free to do so and tell us how well he performed. . .
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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! |
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gurps, sample character, technomancer |
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