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#1 |
Join Date: Dec 2012
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Basically, this is a thread for posting characters that have a significant majority of their points in power-related advantages, perks, and skills, whether they are psi-abilities, magic, spiritual, chi, generic 'super' powers, and so on. By 'significant majority' I mean at least two thirds, but preferably more. A 150 point sorceror with 100 points in magic-related advantages and such (probably mostly the Sorcery advantage itself, and Alternate Abilities thereof) would count, as would a 100-point archaeologist who discovered and bonded with a 400-point 'Artifact of the Ancient Aliens.'
Here's an example, previously posted in another thread: Gregory James van Horne, 'Astral Knight,' 2019 Age: 15 Attributes ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 9 [-10] Secondary Characteristics HP 10; Will 14 [10]; Per 12; FP 12 [9] Social Background Languages: 21st Century English (Native) [0]. TL: 8 Cultural Familiarity: 21st Century Western [0]. Subtotal: 49 Advantages Absolute Timing [2] Eidetic Memory [5] Less Sleep 1 [2] Astral Armor 10 [30] Astral Celerity 6 [36] Astral Projection Talent 1 [5] Astral Sight 3 [13] Astral Sword 3 [20] Astral Travel (Uncontrollable, -10%) 6 [72] Protected Power (Astral Projection) [5] Perks Near-Death Projection. [1] Retractable Cord. [1] Skill Conversion: Astral Movement based on IQ. [1] Skill Conversion: Astral Sword based on IQ. [1] Subjective Navigator. [1] Subtotal: 191 Disadvantages Compulsive Snooping (12) [-5] Enemies (Hostile astral entities; small group, about as powerful, rarely all appear at once; Hunters; 9 or less) [-20] Secret (Identity) [-10] Social Stigma (Minor) [-5] Quirks Big X-Men fan. [-1] Cat person. [-1] Delusion ('I am a mutant'). [-1] Likes redheads. [-1] Hates anchovies. [-1] Subtotal: -45 Features Skills Animal Handling (Felines) [IQ/A] [1] 11 Area Knowledge (Inner Astral Plane) [IQ/E] [1] 12 Astral Lore [IQ/A] [1] 11 Bicycling [DX/E] [1] 10 Computer Operation/TL8 [IQ/E] [1] 12 Currant Affairs (Paranormal) [IQ/E] [1] 12 Expert Skill (Psionics) [IQ/H] [2] 11 First Aid/TL8 [IQ/E] [1] 12 Hobby Skill (X-Men) [IQ/E] [2] 13 Housekeeping [IQ/E] [1] 12 Literature (Comic Books) [IQ/H] [1] 10 Research [IQ/A] [2] 12 Astral Armor [Will/H] [1] 13* Astral Movement [IQ/H] [4] 13* Astral Sight [Per/H] [2] 12* Astral Sword [IQ/H] [2] 12* Astral Travel [IQ/H] [8] 14* * Includes +1 from Astral Projection Talent. Techniques Astral Crossing (H) Astral Travel-8 [9] 14 Cloaking (H) Astral Travel-8 [7] 12 Cross-World Communication (H) Astral Travel-1 [0] 13 Penetrating Blow (H) Astral Sword-5 [2] 8 Spectral Dodge (H) Astral Movement-4 [5] 13 Subtotal: 55 Total: 250 Equipment Clothes Shoes Backpack -Books, notebooks, school supplies Wallet, keys, et cetra Notes The two Skill Conversion perks represent his more intellectual concept of the astral plane, where IQ substitutes for DX. Will should also substitute for HT and ST (and HP), but I'm not sure how to represent that in this context; possibly Extra ST and Extra HT, both with the Astral Only limitation, but if so, I'm not sure how much that limitation is worth, and it would require juggling points. In some settings, this is not necessary, as it would just be a setting switch. Greg was never the healthiest child growing up, but since he hit puberty, he began having fainting spells when under stress. This is actually a manifestation of his Astral Travel ability, which originally had the Unconscious Only limitation (since bought off), and is still Uncontrollable. As the Astral Knight, Greg is taller, more muscular-looking, has a voice like Sir Patrick Stewart, and wears what appears to be 16th-century full plate, save that rather than looking metallic, it resembles a cross between blue opal and mother-of-pearl. His Astral Sword also appears to be made of this imaginary substance. I haven't listed his reputation, but it's safe to say that while he has basically no game-useful rep in the physical plane (if I do a revised version, he might have a minor negative rep in school as 'that nerd who faints a lot'), his reputations in the astral plane (good spirits react positively if they recognize him, and evil spirits react negatively if they recognize him) cancel each other out. Greg is a bit unusual even among minor supers, as he's completely unknown if you have nothing to do with the astral plane - he only learned the Cross-World Communication technique fairly recently. Templates used (all from GURPS Psis): Unexpected Psi (text box p19), Spirit Warrior (pp21-22), Visual Hunter, Long-Term Projector (Inner Plane lens), and elements of Fast Projector (all p22).
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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. |
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#2 |
Join Date: Mar 2013
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Does he have any Astral Projection Talent?
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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#3 |
Join Date: Mar 2016
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I won't copy them in their entirety, but several of the supers I built for my Malice setting (which I still might go back to one of these days). Let's see if I can get a list of everyone who might qualify...
Blink (84%) Hyde (72%) Isaac Jensen (70%) And a few who didn't reach 2/3, but still have a significant majority Blue Dragon (61%) Ursa (60%) Shard (60%) Dark Angel (58%) Scott Wilkinson (57%) |
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#4 |
Join Date: Mar 2006
Location: Iceland*
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Nice.
Greg van Horne is a modern version of the Benandanti. He's spruced up his looks on the Astral Plane, but his sword is still recognizably standing in for his stick of sorghum.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#5 | ||
Join Date: Dec 2012
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One level of it, yeah. Also Protected Power (Astral Projection).
Quote:
Quote:
__________________
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. |
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#6 |
Join Date: Dec 2012
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Another character of the type that this thread is meant for:
Jerome 'Jerry' Greendale, 2020 Age: 15 Attributes ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0] Secondary Characteristics HP 10; Will 13; Per 13; FP 10 Social Background Languages: English (Native) [0]; thlIngan (Broken) [2]; Vulcan (Broken/Accented) [3]. TL: mature 8^ Cultural Familiarity: 21st Century Western [0]. Subtotal: 65 Advantages Magery 0 [5] Serendipity (Magic, -10%) 1 [14] Staff of Awesome (Breakable, DR 20, HP 20, -5%; Size 0, -25%; Can be Stolen by Magic (Will not immediately work for thief), -5%; see Notes) [443] Perks Dabbler (Current Affairs: Headline News 10, Paranormal 12, Popular Culture 10, Regional (local) 10, Science & Technology 11). [1] Dirty Fighting. [1] Intuitive Cantrip (Reinforce). [1] Signature Gear (Staff of Awesome). [1] Weapon Bond (Staff of Awesome). [1] Subtotal: 467 Disadvantages Compulsive Snooping (12) [-5] Curious (9) [-7] Overconfidence (12) [-5] Secret (Magic) [-10] Skinny [-5] Weirdness Magnet [-15] Quirks Alcohol intolerance. [-1] Big reader. [-1] Imaginative. [-1] Incompetence (Sex Appeal). [-1] Trekker. [-1] Subtotal: -52 Skills Brawling [DX/E] [1] 10 Computer Operation/TL8 [IQ/E] [2] 14 Computer Programming/TL8 [IQ/H] [8] 14 Cryptography/TL8 [IQ/H] [4] 13 Electronics Operation (Communications)TL/8 [IQ/A] [1] 12 Electronics Operation (Surveillance)TL/8 [IQ/A] [1] 12 Electronics Repair (Computers)TL/8 [IQ/A] [2] 13 Fast-Talk [IQ/A] [1] 12 Hobby Skill (Role-Playing Games) [IQ/E] [1] 13 Hobby Skill (Star Trek) [IQ/E] [1] 13 Literature (Science Fiction) [IQ/A] [2] 13 Mathematics (Applied)/TL8 [IQ/H] [4] 13 Mathematics (Cryptology)/TL8 [IQ/H] [default] 8 Photography/TL8 [IQ/A] [1] Research/TL8 [IQ/A] [2] 13 Ritual Magic (Ælderu) [IQ/VH] [gadget+2] 15 Scrounging [Per/E] [1] 13 Skating (Skateboard) [HT/H] [2] 9 Staff [DX/A] [2] 10 Stealth [DX/A] [1] 9 Techniques Retain Weapon (Staff) (H) [2] 11 Subtotal: 41 Total: 521 Equipment Camera Skateboard Hoodie Nerdy clothes Velcro shoes Smartphone Staff Notes Jerry, though a magical character, was built with a template from GURPS Psis: Unexpected Psi. He's designed for a not-totally-serious Secret Magic game, but he could fit any setting that both uses Magic As Powers, and would allow an item like his staff. In a supers game, 'Secret (Magic)' would be changed to 'Secret Identity' at the same point cost, and he'd likely have a mask and costume among his possessions. Staff of Awesome [681] <Social Background> -Ælderu language (Native). [6] -Cultural Familiarity (Ælderu). [1] Subtotal: 7 <Advantages> -Exoteleport (Blind, +50%; Staff Only, -80%; Teleportation, -10% changed to Magic, -10%) 4 [43] -Mystic Affliction (Cosmic Modular Abilities; Afflictions Only, -30%; Magic, -10%; Requires IQ Roll, -10%) 60 [300] -Serendipity (Wishing, +100%; Magic, -10%; Requires IQ Roll, -10%) 3 [81] -Danger Sense (Magic, -10%) [14] -Force Field (Damage Resistance; Force Field, +20%; Magic, -10%) 20 [110] -Injury Tolerance (Damage Reduction; Magic, -10%) 4 [90] Subtotal: 638 <Skills> -Ritual Magic (Ælderu) [IQ/VH] [16] IQ+2 (15 for Jerry) -Mental Strength [Will/E] [8] Will+3 (16) -Symbol Drawing (Ælderu) [IQ/H] [4] IQ (13) -Expert Skill (Natural Philosohpy)/TL1^ [IQ/H] [4] IQ (13) -Cryptid Lore [IQ/A] [2] IQ (13) -Spirit Lore [IQ/A] [2] IQ (13) Subtotal: 36 The 'Staff of Awesome' is an ancient magical device, the history and true name of which are lost to time, though at some point in the twelfth century CE, a weapon that may have been this staff was called (something that translates roughly as) 'the Staff of Affliction.' In appearance, it is a durable wooden staff a bit under six feet in length, with unidentifiable symbols etched on it, shod in bronze at both ends; if damaged, it heals itself at the rate of its master (so in Jerry's hands, it has HT 10). The Staff grants Magery 0 to those who don't have it, but once one has already bought it, there's no need to also include it in the point-cost of the Staff. Ritual Magic is the skill that is used to operate any of the Staff's abilities that has 'Requires IQ Roll;' the 'gadget+2' point cost on his own skill list represents the fact that he's learning the skill from the Staff (buying off the Gadget Limitations, in other words), but hasn't gotten that far, and still has the same skill level as he would have otherwise. 'Can be Stolen by Magic' basically means that physically separating the Staff from its bonded master is not enough, the thief much use some magical method determined by the GM to keep it from returning. Expert Skill (Natural Philosophy)/TL1^ is more useful than it sounds, because it covers a lot about magic, magical materials, and magical plants and animals, as they were understood by a group of powerful and learned Bronze Age magic-users, the scholars of the Ælderu. The Ælderu were an ancient and now-forgotten tribe living in what we would call Central Europe during the Bronze Age, who had a (for the time and region) fairly sophisticated system of logograms. Cryptid Lore covers magical beasts that are physical rather than spiritual in nature. Jerry has had the Staff of Awesome for about a year. Before that, he didn't have any points in anything magical other than Serendipity, nor any combat skills beyond default Brawling and the Dirty Fighting perk, had ST 9, and didn't have Weirdness Magnet (which was the result of an early critical failure).
__________________
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. |
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