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-   -   Sample Character Technomancer 350 pt gun specialist (https://forums.sjgames.com/showthread.php?t=63876)

baakyocalder 11-01-2009 03:51 PM

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. .

Ragitsu 11-01-2009 05:25 PM

Re: Sample Character Technomancer 350 pt gun specialist
 
Can you please space out your text?

baakyocalder 11-05-2009 01:40 PM

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.

Johan Larson 11-05-2009 01:50 PM

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.

Frater C 11-05-2009 08:27 PM

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.

baakyocalder 11-05-2009 09:22 PM

Re: Sample Character Technomancer 350 pt gun specialist
 
Quote:

Originally Posted by Johan Larson (Post 878870)
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.

The character is a pastiche from an old Car Wars character of mine who would have used GURPS Gun Fu had it existed in the late 1980s. . . Contacts for a sample character would best align with those useful to the employer, which as a sample character I would leave blank. Criminal contacts providing Streetwise or business Contacts from a security firm with a penchant for wetwork seem most appropriate. A positive Reputation as a skilled shooter who leaves none of the enemy alive would be appropriate in any genre, though it could also be offset by a negative Reputation. Is Mr. Frosty, the gunman a good guy or bad guy? He could go either way, depending on what the GM needed.

Quote:

Originally Posted by Frater C (Post 879005)
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.

An Odious Personal Habit would probably be taunting, since the character talked a lot of smack. Another one of always interrupting people or otherwise related to his ridiculous sense of timing would also be appropriate. In one Car Wars adventure, he shot a helicopter rotor with his assault rifle and knocked the copter out of the sky. He'd be bragging that he could take a shot like that for several minutes before. . .

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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