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Join Date: Dec 2012
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Here's another character, this one rather less overpowering (and rather less nuts). If there's anything missing, let me know and I'll edit it in, as I pretty much guessed at his equipment, and vaguely feel that there's something wrong or incomplete with his mundane skills:
Corporal Arnold Billings Age: 31 Attributes ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 10 [0] Secondary Characteristics HP 11; Will 12 [10]; Per 13 [15]; FP 10 Social Background Languages: English (Native) [0]; French (Broken/None) [1]; German (Broken/None) [1]. TL: 6^ Cultural Familiarity: 20th century Western [0]. Subtotal: 57 Advantages Contact Group (Criminals; Skill 12, 6 or less, Usually reliable) [5] Street-Smart Talent 2 [10] Exoteleport 3 (Touch-Only) [45] Mind Shield 4 [16] Telepathy Sense 2 [7] Oracle (ESP, -10%) [14] Visions (Dream) [5] Perks Coin Trick. [1] Exposition Sense. [1] Skill Adaptation: Exoteleport based on Will. [1] Subtotal: 105 Disadvantages Code of Honor (Pirate's) [-5] Duty (British Army, 15 or less) [-15] Greed (15) [-7] Lunacy [-10] Quirks Hates driving. [-1] Ironic sense of humour. [-1] Strong Liverpudlian accent. [-1] Loves a good beer, but loves the waitresses more. [-1] Subtotal: -41 Features Fortune-Telling is Complementary for all ESP skills. [0] Skills Acting [IQ/A] [2] 10 Fast-Talk [IQ/A] [4] 11 Fortune-Telling (Tarot) [IQ/A] [2] 10 Filch [DX/A] [2] 11 Games (Tarocchi) [IQ/E] [1] 10 Guns (Rifle)/TL6 [DX/E] [1] 11 Hobby (Card tricks) [DX/E] [2] 12 Lockpicking/TL6 [IQ/A] [4] 11 Merchant [IQ/A] [2] 12* Panhandling [IQ/E] [1] 12* Pickpocket [DX/H] [4] 11 Scrounging [Per/E] [1] 15* Shadowing [IQ/A] [1] 11* Sleight of Hand [DX/H] [4] 11 Smuggling [IQ/A] [4] 11 Soldier/TL6 [IQ/A] [2] 10 Stealth [DX/A] [4] 12 Streetwise [IQ/A] [2] 12* Survival (Woodlands) [Per/A] [1] 12 Tactics [IQ/H] [2] 9 Throwing [DX/A] [2] 11 Urban Survival [Per/A] [1] 14* Exoteleport [Will/H] [4] 12 Mind Shield [Will/H] [1] 10 Telepathy Sense [Per/H] [1] 11 Oracle [IQ/H] [4] 10 Visions [IQ/H] [1] 8 Subtotal: 60 Total: 181 Equipment Brodie helmet Uniform Boots Boot knife SMLE (.303 British) Bayonet Grenades Backpack w/ typical marching supplies Notes *Includes +2 from Street-Smart Talent. Templates from GURPS Psis: Teleportation: Object Sending; Telepathy: Mental Guard; ESP: Intuitive Divination. As a child, he and his siblings were sometimes taken care of by their slightly dotty great-aunt (a semi-retired carnival 'gypsy' with no noticeable trace of Romani blood), who taught them card games and tricks, including Tarot, to keep them busy and out of trouble. In the former, she succeeded, but in the latter, the Billings children became quite skilled at getting things they were not exactly supposed to - just not when Great-Aunt Millie was minding them, because they didn't want her to stop the lessons. In civillian life, he made a marginal living as a non-violent small-time criminal, and an odd-job man for the shops and such in the poorer part of Liverpool. Since joining the Army, he mostly uses his criminal skills to keep his fellows' morale up, and to obtain supplies that they might not technically be entitled to. In most of Britain, Arnold's Contact Group will be available on a 9 or less, or a 12 or less in his native Liverpool. Due to his power, if Arnold is used in combat at all, he's quite likely to be issued rather more grenades than would be typical. On the other hand, he would be far more useful for his oracular abilities, if he trains them up enough. Thoughts?
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. Last edited by Prince Charon; 03-20-2017 at 08:40 PM. |
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| Tags |
| infinite worlds, katalysator, psi-tech, psionics, world building |
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