Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 06-23-2019, 06:21 PM   #31
Canology
 
Canology's Avatar
 
Join Date: Sep 2004
Location: Spokane Valley, WA
Default Re: 13 bad guys needed

Thank you guys who have taken the time and effort to make up interesting characters and backgrounds! These all look great!
__________________
Check out my GURPS-y blog, World of Domibia
Canology is offline   Reply With Quote
Old 06-23-2019, 08:07 PM   #32
Captain Joy
 
Captain Joy's Avatar
 
Join Date: Nov 2006
Location: Heartland, U.S.A.
Default Re: 13 bad guys needed

Quote:
Originally Posted by Canology View Post
That is an excellent idea. Done! :)
If you would indulge my presumption a bit more. How about a brief description of each NPC with the link as well?
Captain Joy is offline   Reply With Quote
Old 06-23-2019, 08:47 PM   #33
Canology
 
Canology's Avatar
 
Join Date: Sep 2004
Location: Spokane Valley, WA
Default Re: 13 bad guys needed

Quote:
Originally Posted by Astromancer View Post
Have you thought of adapting The Penguin to your needs? Sly gang boss seems weak but is a skilled combatant. Has some education and social graces and knacks for both con games and gadgets. Make it a younger less experienced version of The Penguin (a mature Penguin would have hundreds of points of contacts, allies, and other similar social benefits).

If you want to go brutal try The Kingpin but stick to the TV version. Less power but more danger.
I was actually visualizing D'onofrio's version of Wilson Fisk when I dreamed up this concept...
__________________
Check out my GURPS-y blog, World of Domibia
Canology is offline   Reply With Quote
Old 06-23-2019, 08:50 PM   #34
Canology
 
Canology's Avatar
 
Join Date: Sep 2004
Location: Spokane Valley, WA
Default Re: 13 bad guys needed

Quote:
Originally Posted by zoncxs View Post
I'm not good with writing up a background and all, but I did make a power.


Must be taken with an ally familiar.

Binding (Engulfing, +60%; Unbreakable, +40%; Area Effect 4 yards, +100%; Emanation, -20%; Bombardment 12, -10%; Dissipation, -50%; All-Out, -25%; Granted by (Familiar), -40%; Periodic Recharge, 1 min, -80%; Environmental, Gravity, -5%; Limited Use 3 , Fast Reload, -10%; Super, -10%) [1/level]


You have a familiar that grants you three floating orbs. Anyone that comes within four yards may get hit with a gravity well from these orbs, you can use them 3 times in a row before you must "summon" more orbs (this takes 3 seconds), you can do this as many times as you can within 1 minute. After a minute you must recharge the orbs, taking 1 hour.
That is a pretty nice power and a cool idea.
__________________
Check out my GURPS-y blog, World of Domibia
Canology is offline   Reply With Quote
Old 06-24-2019, 11:50 AM   #35
TGLS
 
Join Date: Jan 2014
Default Re: 13 bad guys needed

Derek Montgomery Andrews, “First Viscount of Burlington”[153+23]

Description
A late twenties, early thirties man, moderately fit. Currently prefers to wear a dark green suit with a red cape, with a quiver tucked under the cape, and a knife in an inside pocket. Keeps his cheeks clean shaven but can’t quite commit to a goatee. His grey eyes have a particularly piercing stare. Often seen quietly rehearsing lines to himself.

Social Background
TL 8 [0]; Familiarity: Western [0]; Languages: English (Native) [0];

Attributes [90]
ST 10 [0]
DX 13 [60]
IQ 11 [20]
HT 11 [10]
All secondary attributes at default levels.

Advantages [25]
Craftiness 3 [15]
Voice [10]

Powers [23]
Dramatic Setback [3]
Plot Twist [20]

Disadvantages [-50]
Code of Honor (Dramatic Villain's) [-15]*
Colorblindness [-10]
Discipline of Faith (Mysticism) [-10]
Impulsiveness (15 or less) [-5]
Overconfidence (12 or less) [-5]
Pacifism (Reluctant Killer) [-5]
*"Always steal the limelight, unless the situation demands subtlety. The straightforward should never be used if there's a solution with a dramatic flourish. The heroes should have a fair shot; provided they're acting like heroes. Rival villains should be betrayed if the opportunity presents itself. Brutalizing civilians and common guards should be avoided at all costs. Minions should be treated fairly, as long as they act honorably. A glorious and memorable death is better than an ignominious defeat."

Quirks [-5]
Always Wears a Cape
Clothes Are Never Color Coordinated
Grating Laugh
Insists on Being Addressed as a Lord
Wonders about his little sister occasionally

Skills [92]
Acting-15 (IQ+4) [3]
Bow-16 (DX+3) [12]
Brawling-13 (DX+0) [1]
Climbing-12 (DX-1) [1]
Current Affairs/TL8 (High Culture)-11 (IQ+0) [1]
Disguise/TL8 (Human)-14 (IQ+3) [2]
Escape-12 (DX-1) [2]
Fast-Talk-12 (IQ+1) [1]
Games (Archery)-11 (IQ+0) [1]
Hiking-10 (HT-1) [1]
Holdout-13 (IQ+2) [1]
Knife-13 (DX+0) [1]
Lockpicking/TL8-11 (IQ+0) [2]
Observation-12 (Per+1) [4]
Occultism-10 (IQ-1) [1]
Performance-14 (IQ+3) [4]
Public Speaking-13 (IQ+2) [1]
Running-10 (HT-1) [1]
Savoir-Faire (High Society)-11 (IQ+0) [1]
Skiing-12 (HT+1) [8]
Stealth-16 (DX+3) [2]
Storytelling-18 (IQ+7) [36]
Survival (Mountain)-12 (Per+1) [4]
Wrestling-12 (DX-1) [1]

The Powers
Both Dramatic Setback and Plot Twist require a minute long monologue and making a Storytelling roll. Both abilities malfunction and turn against you immediately if you break your Code of Honor. The powers are alternative abilities to each other and cannot be used at the same time.

Dramatic Setback requires you to describe the circumstances of the setback aloud to the particular person who is affected (and they must understand you). On a success, the person affected receives a penalty equal to the margin of success, if the circumstances are exactly the same. Halve the bonus if the situation is not quite the same, and if something is clearly different, divide the bonus by three.

Plot Twist requires you deliver a minute long monologue to anyone who can understand you, describing the circumstances of a coincidence. On a success, the coincidence comes to pass shortly.

Dramatic Setback is Visualization (Alternative Ability; Cursing; Plot; Hearing-Based; Only Those Who Understand the Language) [3]; Plot Twist is Serendipity (Plot; Immediate Preparation Required (1 minute); Requires an Audience; Requires IQ Roll; Wishing (yourself and others)).

Background
Derek Andrews was a skier, archer and small-time actor. Naturally, he had a hard time making ends meet; instruction was seasonal, any sporting events barely paid for themselves, and the few roles he could find never paid much. Having to take care of his little sister Bethany made things even tougher. Despite this, he was able to get by, lying rarely, and life was good.

Things took a rather sudden sharp turn for the worse when Bethany was diagnosed with Leukemia. Things became rather grim, and his entire life seemed to crumble beneath him. He became increasingly desperate, and eventually delved deeply into occultism. At this point, nearly everyone thought he had gone completely mad, but then absolution arrived.

A spirit of sorts came to him. The spirit was disappointed with the state of villains in the world; and so the terms were if he became a “pure” villain, it would give him the power to escape from his situation. He was more than quick to accept.

A few months later, he began a string of robberies. His loud, flamboyant style captured the attention of the public and the authorities alike. With more money than sense, he began spending his loot so lavishly, it ended up doing him in. In a desperate bid to escape, his powers failed him because he refused to die over surrendering.

Things got progressively worse in short order. Minor trips and falls tended to cause implausible degrees of injury. A number of "coincidental" meetings with people affected by his crimes. It was soon decided that he would be confined in solitary confinement and gagged, in the event his powers came back. This sent him clear off the deep end.

About four years into his incarceration, a program to rehabilitate some softer supervillains was started. Derek was one of those chosen for the program. About three weeks after the program began, during a therapy session, Derek used his powers to call for a prison break. What followed was no less than an unqualified success.

Following the escape, Derek has been generally sent on missions far away from the other Orangemen partially because his skill set emphasizes sneaking about, and partially because his sensibilities and his grating laugh annoy the Kingpin.
TGLS is offline   Reply With Quote
Old 06-24-2019, 01:27 PM   #36
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: 13 bad guys needed

Quote:
Originally Posted by TGLS View Post
Both Dramatic Setback and Plot Twist require a minute long monologue and making a Storytelling roll.
I'm guessing your group doesn't have an established policy of "Anyone who starts monologuing without having already won gets attacked while they're doing it"?
Quote:
. . . during a therapy session, Derek used his powers to call for a prison break.
That's about the only circumstance where it could work.
johndallman is online now   Reply With Quote
Old 06-24-2019, 02:19 PM   #37
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: 13 bad guys needed

Annette "Netty" Getty [173 + 10 Points]:

Image: A very athletic young woman of average height, hairless and covered in fine gray scales, with bulging eyes and a lipless mouth full of fearsome teeth.

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

Attributes: ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 15 [50];

Secondary: Speed: 7.0 [0]; Move: 7 [0]; HP: 13 [0]; FP: 15 [0]; Perception: 12 [0]; Willpower: 14 [10];

Advantages: Combat Reflexes [15];

Powers: Breath Holding x1 [2]; DR x1 (Tough Skin -40%) [3]; Nictating Membrane x1 [1]; Night Vision X3 [3]; Teeth (Sharp) [1];

Perks: Off-Hand Weapon Training (Net) [1];

Disadvantages: Appearance (Monstrous) [-20]; Bloodlust (6-) [-20]; Megalomania [-10]; Sense of Duty (Friends and Family) [-5]; Stubbornness [-5]; Voices (Diabolical) [-15];

Quirks: Compulsion (Exercise) [-1]; Congenial [-1]; Devout Catholic, Sort Of [-1]; Dislikes Clothing [-1]; Mild Guilt Complex [-1];

Skills: Brawling (E) DX+2 [4]-15; Detect Lies (H) Per-2 [1]-10; Intimidation (A) Will+1 [4]-15; Net (H) DX+5 [24]-18; Stealth (A) DX+1 [4]-14; Streetwise (A) IQ-1 [1]-11; Survival (A) (Urban) Per-1 [1]-11; Swimming (E) HT+2 [4]-17; Wrestling (A) DX+1 [4]-14;

Features: Born Biter x1 [0]; Night-Adapted Vision x3 [0];

Background: Netty's background is a little hazy, even to herself. Her new team has pieced together that she's spent more time in the system than not, one way or the other, and that she and reality have at best a nodding acquaintance. She sees her deformities as stigmata, and her mission from God to protect the innocent by offering the wicked her holy permanent baptism. She is barely capable of taking care of herself in normal society or a survival scenario, and may have had some kind of support on the outside. Her obsessive training and fanatical dedication make her somewhat formidable, despite her eccentric methodology and lightweight powers.
Gold & Appel Inc is offline   Reply With Quote
Old 06-25-2019, 07:39 PM   #38
TheRealMe
 
Join Date: Aug 2014
Default Re: 13 bad guys needed

Constance "Cocoon" Lambert (63 points + 12 points in powers)

ST: 10 HP: 10
DX: 10 Will: 12
IQ: 12 Per: 12
HT: 11 FP: 14

Basic Speed: 5.25; Basic Move: 5.

Skills: Area Knowledge (Kingdom of New Hampshire) 12; Artist (Drawing) 12; Brawling 11; Cartography/TL8 12; Climbing 10; Driving/TL8 (Automobile) 9; First Aid/TL8 12; Fishing 12; Innate Attack (Breath) 16; Navigation/TL8 (Land) 12; Survival (River/Stream) 11; Survival (Woodlands) 11; Swimming 11; Tactics 10; Urban Survival 11.

Culture: TL 8; Familiarity: Western; Languages: English (Native / Native).

Advantages: Binding Goo (Level 20) sprayed from Connie's mouth. Costs Fatigue 2 (-10%); Limited Use: 10 shots per day, (-10%); Reduced Range 1/10 (-30%); Unreliable 14- (-10%); Super (-10%).

Disadvantages: Bad Sight, Nearsighted, (Mitigated by Glasses); Compulsive Generosity 12-; Guilt Complex; Sense of Duty to XX (individual); Shyness (Mild); Skinny.

Quirks: Hides the fact that she is desperately in love with XX. Worried that she might lose or break her glasses and not be able to replace them. Thinks that she is unattractive, especially when she drools. Doesn't want to hurt "innocent" people. Thinks supers should rule (and also protect) normal people.

Powers: Connie's power allows her to spray a fluid from glands in her mouth. This fluid quickly hardens into strong, interlocking fibers, similar in appearance to spider silk. The only practical use that she has found for this power is wrapping people up to restrain them; it takes a great amount of strength for her targets to break free. Unfortunately, the goo tends to slide down a target's body as it hardens, so the arms are not entirely immobilized. She has tried to find other uses for her power. Connie has attempted to create sticky areas on the ground to impede the movement of her foes, but the fluid dries too quickly. She has also tried to create barriers between pairs of walls, such as in an alley, but she has never been able to securely attach the fibers to the walls. If she has not used her power for a time, a build-up of fluid can sometimes drool out of the corners of her mouth, embarrassing her. Occasionally, her power does not work, and if she over-uses it, then her reservoir of goo runs out until it can regenerate. She has a short range, perhaps 10 yards. In combat she tries to hide behind a strong team-mate and then step forward to bind whoever she perceives to be the most dangerous opponent, or else the opposing leader. She is the bane of speedsters.

Background: Constance Lambert grew up in a small Pennsylvania town. She always wore glasses and was rather skinny, causing her to lack self-confidence and fret about her appearance. Connie acquired her power at a young age, but hid it from most people, including her parents. Connie's best friend, from childhood all the way through high school, was always Alexis Exeter. Connie shared her secrets with Alexis, including the fact that she had a super power. But Connie has never been able to openly admit that she had fallen in love with Alexis. Over time, Alexis also developed a super power: causing amnesia at a touch. She led Connie into a life of crime. It started out by them putting graffiti onto public buildings and "getting back" at high school bullies, but soon they were committing petty theft. News agencies coined the name "Cocoon" for Connie, which she hated. She preferred the name "Gossamer," but only Alexis would ever call her that. Alexis referred to herself as XX, after her own name (Alexis Exeter) and got a tattoo of a double X on the back of her neck to go with all the others she sported. Then, when a robbery went bad and someone was seriously hurt, "Cocoon" and "XX" were apprehended and put into the super prison. Connie blamed herself for their capture. During Kingpin's escape, the two young women followed him, seeing him as a strong leader who could get them back their freedom.

Appearance: Connie is a skinny young woman with long black hair, brown eyes, and a pale complexion. She wears glasses. She dislikes the orange prison jumpsuits that the team wears, but admits that they project a strong image, especially when the entire team is together.

Personality: Connie is brave enough in a fight, but she is shy and uncertain in social situations. She will usually stay near XX and follow XX's lead. She feels personally responsible for every mistake made during a mission, and tries to plan things out to ensure success. She is rather intelligent, and has the skills to support her team. She is kind and generous and does not want to hurt people. But in this post-apocalyptic setting that Connie has found herself in, she has convinced herself that those with powers must rule over and protect those without. She obeys Kingpin, but does not particularly like him. She does not yet know if she can trust him. She draws and keeps maps for her team, and usually leads them from place to place so that they do not get lost.





EDIT: Removed "Detailing Connie's Beloved" (thanks, Gold & Appel). Added Alexis in place of X. Increased Binding strength by including Super disad. Base binding does not pin arms, as I discovered on a re-reading of the power.

Last edited by TheRealMe; 07-03-2019 at 12:39 PM.
TheRealMe is offline   Reply With Quote
Old 06-25-2019, 07:51 PM   #39
Astromancer
 
Astromancer's Avatar
 
Join Date: Jul 2007
Location: West Virginia
Default Re: 13 bad guys needed

Quote:
Originally Posted by Canology View Post
I was actually visualizing D'onofrio's version of Wilson Fisk when I dreamed up this concept...
That's only because you have good taste. Myself, I think he's given the best live action performance as a classic Marvel villain to date.
__________________
Per Ardua Per Astra!


Ancora Imparo
Astromancer is offline   Reply With Quote
Old 07-01-2019, 01:34 PM   #40
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: 13 bad guys needed

Alexis "XX" Exeter [53 + 16 Points]:

Image: Late teens, early 20s, with her head shaven and a low center of gravity. Her orange jumpsuit, when she wears it, has the sleeves ripped off to display her tattoos, which extend from her wrists up to the large black XX on the back of her neck.

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

Attributes: ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 11 [10];

Secondary: Speed: 5.25 [0]; Move: 5 [0]; HP: 11 [4]; FP: 11 [0]; Perception: 11 [0]; Willpower: 13 [10];

Advantages: High Pain Threshold [10]; Talent x2 (Gifted Artist) [10];

Powers: Affliction X1 (HT: Disadvantage: Amnesia +25%, Disadvantage: Killjoy +15%, Extended Duration: Permanent +150%, Selective Effect +20%, Contact Agent -30%, Costs 2 Fatigue -10%, Super -10%, Takes Extra Time x4 -80%, Takes Recharge: 1 Minute -20%) [16];

Disadvantages: Greed (15-) [-7]; Pacifism (Reluctant Killer) [-5]; Sense of Duty (Friends and Family) [-5];

Quirks: Masochistic Tendencies [-1]; Mild Overconfidence [-1]; Proud [-1]; Straight-Edge [-1]; Uncongenial [-1];

Skills: Artist (H) (Drawing) IQg [1]-11, (Graffiti) IQ+1g [2]-12, (Tattoo) IQ+1g [2]; Brawling (E) DX+2 [4]-12; Detect Lies (H) Per-1 [2]-10; Intimidation (A) Will+1 [4]-14; Musical Instrument (H) (Drums) IQ-2 [1]-9; Streetwise (A) IQ+1 [4]-12; Survival (A) (Urban) Per-1 [1]-10;

g = +2 for Gifted Artist

Background: Alexis was born into a very conservative family in a very small Pennsylvania town. She shared everything with her best friend Connie, including the secret of Connie's superpower, and she thought that Connie was going to turn out to be gay, too. When she didn't, Alexis found romance elsewhere, or tried to, anyway, and more-or-less permanently friend-zoned her BFF / partner in crime. She's not devoid of empathy, and knows that Connie has fallen for her now, but she really just doesn't feel that way about her, has been burned by a confused rookie before, and doesn't know how to let her down easy. On the other hand, she obviously enjoys the attention, because she could make it stop any time she wanted with her super power. Instead she uses it on anybody and everybody who has something to offer her in return, happy to remove painful memories and troublesome cravings and even happier to remind any beneficiary who displeases her that she can return them with a thought.

Last edited by Gold & Appel Inc; 07-01-2019 at 01:38 PM.
Gold & Appel Inc is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:33 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.