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12-25-2005, 02:06 AM | #1 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Supers Character Thread
Okay, it's wasteful to start a new thread to post a supers character -- and note that I'm talking mainly to myself, here, since I've done it more than enough times. So let me start a new thread where everyone can post their supers characters. Now that Powers is out, it seems like a popular genre to (finally) emulate, so go wild!
Here's an original super that I'll be adding to the Deadly Dozen in my game: "Tuathan" John Gillmore / Sean Ainmhidhean Metahuman Criminal 1,000 points BACKGROUND: . The details of Sean's life are lost to him now. One of his teammates looked up his birth records as a favor, so he knows that he was born in Yorkshire, England, in 1975, and that both his parents are deceased. He doesn't remember why he was in Ireland, or exactly when it happened, but he vividly remembers entering that circle of stones and suddenly being in the Otherworld. Time passes differently there -- over the course of 500 years, the man who was John Gillmore became something rather different. Embued with the ancient powers of the druids, Sean Ainmhidhean ("John of the Beasts") fought countless wars against the Fomor and Firbolg, mustering armies of willing animals and leading from the front with his spear, skyclad and invulnerable. . Ironically, it was politics that defeated him. After Sean spurned the advances of one of the Sidhe, she tricked him into killing a man he had promised hospitality to, then used her court standing to have him exiled from the Otherworld. Sean was cast back into the world of his birth with only his spear, appearing cold and naked at a faerie circle in the Canadian wilderness. Despite the past 500 years, only a day had passed in our world. He was relieved that he could still call upon his faithful animals, opening up a small portal back to the Otherworld; he used this ability for transportation as well as food until he reached an actual city, where his presence caused quite a stir. When the police were called to apprehend him for public indecency, he slew them with his spear and rode off on a summoned horse. . Further brushes with civilization went similarly, though his recollection of english and the modern world did gradually trickle back to him. Every time, he tried explaining that he was of the Tuatha de Danaan and sought proper hospitality, but it always ended in blood. At one point, another super even showed up to stop this "Tuathan" criminal, and nearly succeeded. Sean retreated to his temporary home in the wooded mountains of northern California to recover, only to find Electra waiting for him. She sympathized with his plight, and shared stories with him of how corrupt and honorless the modern world was. When she told him of her team and offered him a place on it, he could find no reason to refuse. They helped to set him up with a modern identity as John Gillmore again, finding him a cover job as a veterinarian's assistant in Sacremento. He is still uncomfortable with modern society (he walks to work and only buys hand-made garments from specialty stores), but has been able to fit in for the most part. POWERS: Animal Control (Nature, -20%) ATTRIBUTES: [295] ST 13 [30]; DX 18 [160]; IQ 12 [40]; HT 16 [60]. HP 13 [0]; Per 15 [25]; Will 16 [30]; FP 16 [0]. Basic Speed 6.00 [-50]; Move 6 [0]; Jump Move 500/2500. Dodge 10; Parry 17/15 (Spear, Melee/Missiles), 14 (Wrestling). ADVANTAGES: [787] * Animal Control Talent 4 [20] * Combat Reflexes [15] * Cultural Familiarity (Western, Otherworld) [2] * Daredevil [15] * High Pain Threshold [10] * Languages: English (Native), Gaelic (Native) [6] * Magic Resistance +5 [10] * Temperature Tolerance 2 [2] * Perk, Penetrating Voice [1] * Animal Empathy (Animal Control, -20%) [4] * Speak With Animals (Animal Control, -20%) [20] * Cosmic Pool, 157 points (Animal Control, -20%; Limited, Focus, Real Animals, -10%; Limited, Trait, Only Allies with Summonable, Minion, and Constantly Available, -50%) [314] * Mind Control (Animal Control, -20%; Based on Will vs. IQ, +40%; Specialized, Animals Only, -20%) [50] * Protected Power (Animal Control, -20%) [4] * Impaling Attack 6d (Alternative Attack, x1; Armor Divisor (2), +50%; Guided, +50%; Increased 1/2D x50, +25%; Increased Max x25, +21%; Pact, Code of Honor, -15%; Takes Recharge, as long as it took to get to the target, -5%) [109] * Impaling Attack 6d (Alternative Attack, x1/5; Armor Divisor (5), +150%; Melee Attack, 1, 2, -20%; Pact, Code of Honor, -15%) [104/5=21] * Enhanced Parry 3 (Spear; Pact, Code of Honor, -15%) [13] * Super Jump 8 (Horizontal Only, -25%; Pact, Code of Honor, -15%; Projectile, -20%; Uses spear, see below, -10%) [24] * Lifting ST +15 (Not for lifting, -40%) [27] * DR 20 (Tough Skin, -40%; Will Not Wear Armor, -40%) [20] * Injury Tolerance (Damage Reduction 4; Only when naked, -20%) [80] * Jumper (World; Limited Access, Otherworld, -20%; Special Portal, Faerie Rings, -60%; Temporary Disadvantages, Social Stigma -4 (Exile) and Enemies (Loyal Sidhe, 9 or less), -40%; Tunnel, +40%) [20] DISADVANTAGES: [-163] * Amnesia (Partial) [-10] * Bad Temper (9) [-15] * Bloodlust (15) [-5] * Clueless (Modern earth culture only, -10%) [-9] * Code of Honor (Celtic) [-15] * Duty (Deadly Dozen; 12 or less) [-10] * Enemy (National Law Enforcement; 6 or less) [-15] * Hidebound [-5] * Impulsiveness (12) [-10] * Odious Personal Habit (Wears nothing but war paint when he fights) [-10] * Overconfidence (6) [-10] * Reputation -3 (Tuathan; Criminal; Everyone except criminals) [-10] * Secret Identity [-20] * Stubbornness [-5] * Unattractive [-4] * Vow (Stop any outright cruelty to animals he sees) [-5] * Chummy, but is satisfied with animal company as well [-1] * Disgusted with the morality of modern folk [-1] * Doesn't wear clothing that was not handmade [-1] * Longs for revenge on the Sidhe who got him exiled [-1] * Really distrusts technology [-1] SKILLS: [81] * Area Knowledge (Otherworld)-14 [4] * Body Language-15 [2] * Climbing-17 [1] * Cooking-12 [1] * Fishing-15 [1] * Hidden Lore (Faerie Lore)-12 [2] * Hiking-15 [1] * Intimidation-16 [2] * Jumping-20 [4] * Leadership (Animals)-16 [16] * Parry Missile Weapons-16 [1] * Riding (Dolphin)-17 [1] * Riding (Elephant)-17 [1] * Riding (Horse)-17 [1] * Riding (Tiger)-17 [1] * Sewing/TL0-18 [1] * Spear-20 [8] * Stealth-18 [2] * Survival (All Land)-14 [8] * Swimming-16 [1] * Thrown Weapon (Spear)-20 [4] * Tracking-15 [2] * Veterinary/TL0-12 [4] * Veterinary/TL8-12 [4] * Wrestling-20 [8] ABILITIES: . * The Cosmic Pool is used to buy different flavors of Allies (25% Power; 500 Allies, x16; Constantly, x4; Minion, +50%; Requires Will Roll, -5%; Summonable, New Allies Every Time, +100%) [157]. This allows him to summon any 500 animals that he wishes, per day -- not necessarily all at once. It takes one second to choose which kind of animal he wants to summon and another second (and a Will roll) to summon them. If he sends an animal back to the Otherworld, it goes back into his available "pool". Any animal which is killed is removed from the number of animals he can call upon for one full day. . * His Leadership skill is specialized on animals, not humans, and thus works via his Animal Empathy, rolling an effective skill of 20 to lead the animals into battle. They are generally predisposed to follow him (due to the Minion enhancement), but a Reaction Roll (at +4 for Talent) may sometimes be necessary. . * His Mind Control has a -20% version of Animals Only, as it can apply to sentient animals as well. . * The spear is technically a gadget, but it is invulnerable and enchanted to always return to his hand (which can take a few seconds), so has no gadget limitations. It uses Spear and Thrown Weapon (Spear) instead of Brawling and Innate Attack to hit; as they are more difficult skills, this is a special effect. If he ever violates his Code of Honor, his spear will refuse to let him pick it up until he has properly atoned. . * Super Jump represents his ability to throw the spear and jump on top of it. He cannot be waiting for the spear to return. While riding the spear, he cannot use it to attack and has no active defenses, though his speed makes him harder to hit. At the end of the attack, if he was aiming for a target and made his Jumping roll, he can use a Move and Attack to slam into them, spear-first (which is why it isn't an Alternative Ability to the attacks). . * Super Jump distance has been adjusted down to 2500 yards. "Increased Max x25" was arbitrarily set at +21% after doing some math. It's easier when everything matches up. . * Has ST 30 for the purpose of wrestling -- grappling, takedowns, breaking free, resisting Binds, etc.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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12-25-2005, 03:41 AM | #2 |
Join Date: Feb 2005
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Re: Supers Character Thread
And so it begins, the return of Bulletproof Nudity... :)
Seriously, cool character. I like the fae-folk / Tuatha De origin, which is one that doesn't see a lot of use (certainly not as much as the angel / demon / dragon / ghost / vampire stuff). |
12-27-2005, 02:43 PM | #3 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Supers Character Thread
Well, what's really fun here is that one of my players is an extreme Celtophile, and his character will be an ancient, unaging druid (using the GURPS Magic System). So we're going to have some damn fun interactions, here. (I also plan on having Voltmaster recognize him from "back in the day".)
I've been thinking about reducing the number of animals per day to 100 or so, and putting the extra points into his Damage Reduction to make him a little beefier. Do you think 100 animals per day has the same impact? I have visions of gorillas and bears rampaging through a downtown shopping center, destroying stores and goods in the name of nature -- I'm not sure how many animals that'll take....
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
12-27-2005, 03:23 PM | #4 |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Supers Character Thread
Oh, I think 100 gorillas would have quite an effect on a shopping mall. You could change it up and summon:
20 Gorillas (to deal with the security guards) 20 Bears (to smash) 20 Elephants (to stampede) 20 Bulls (to help smash and stampede) 20 Puma (to stalk and kill) |
12-27-2005, 04:29 PM | #5 |
Join Date: Sep 2004
Location: Canada
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Re: Supers Character Thread
Frankly, ONE gorilla/bull/puma/whatever on a rampage is likely to clear the mall out of everyone except for those types that insist on reaching through the bars to pet the Pretty Kitty, and those types who wouldn't evacuate if the mall were on FIRE untill the smoke is too thick to see the products. The last type would probably be demanding a discount due to smoke damage on the way out the door, too.
Oh dear, is my bitterness showing? But as far as actual material damage, rather than just a bit of panic, I think 100 of anything man sized or larger would be plenty unless it's a huge mall. 100 skunks would be probably worse than 100 gorillas. :D
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12-27-2005, 05:19 PM | #6 | |
Join Date: Aug 2004
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Re: Supers Character Thread
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12-27-2005, 05:31 PM | #7 | |
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Join Date: Nov 2005
Location: Aurora, SD
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Re: Supers Character Thread
Quote:
One time there was a hostage situation in a small office building (one of the "ten offices, a lobby and a small warehouse the size of a four-car garage" ones) in Minnesota where CS gas was used to flush out the criminals. Patching the holes from firing the grenades through the walls was no problem (in actuality, it wasn't even done). To decontaminate the building, they had to rip out all the sheetrock (after a preliminary decontamination, and the work had to be done in hazmat suits), junk all the computers (otherwise people would get chemical burns from using the keyboards), throw out a bunch of other equipment and merchandise, and then decontaminate the framework. It took weeks and millions of dollars. Now imagine that in a shopping mall. |
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12-27-2005, 05:56 PM | #8 |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Supers Character Thread
Okay, this one isn't original - in fact, he's an old Marvel Comics character. But this is one of the coolest characters imaginable. And one that should give fits to the munchkin types that design characters based on points of damage.
Note: I have tried to remove as much of the world-specific background as possible, to allow his insertion into any super-world. It's up to the individual GM to determine languages and whatnot, in accordance with his own gameworld (universal languages, easy or hard translation, etc.) THE AQUARIAN Wundarr of Dakkam Avatar of the New Age Basic 3,110 points Wundarr was the only son of a scientist on the planet Dakkam, who predicted the destruction of his planet. The scientist shot his son into space to save him from the cataclysm. Said cataclysm never materialized, and the scientist was executed for needless panic-mongering. The child mutated and arrived on Earth as an adult with a child's mind and the ability to absorb kinetic energy and convert it into strength and energy blasts. He went on mindless rampages and was used as a pawn by various super-villains until his capture and incarceration at a ultra-tech government project. The project scientists used Wundarr's energy-draining abilities to safely study an artifact capable of altering reality. The artifact altered Wundarr, granting him an adult intellect and changing his powers to their current form. Wundarr claims to have received "enlightenment", renamed himself the Aquarian, and has proceeded to travel and tell everyone about the New Age of Peace. In the process he tries to aid the cause of Peace and Brotherhood in his own small way. Note that Wundarr has two Destinies: the positive one (Help bring about an New Age) and a negative one (he will be unable to participate in that New Age and will die alone and abandoned). The Aquarian has followers, but they provide him with food, shelter, and other necessities as often as he provides his own form of help. Thus, there is no Wealth (positive or negative), Ally Group, or Dependents listed, since all the factors in question cancel out. POWERS: Cosmic ATTRIBUTES [260 points] ST 25 [150 points]; DX 11 [20 points]; IQ 11 [20 points]; HT 18 [80 points] HP 25; Will 18; Per 11; FP 18 Basic Speed 7.25; Move 7; Walk-On-Air Move 7 Dodge 10; Parry 9 (Brawling, Judo), ADVANTAGES [174 points] * Appearance: Attractice [4 points] * Charisma +4 [20 points] * Destiny [15 points] * Empathy [15 points] * Fit [5 points] * Illuminated [15 points] * Indomitable [15 points] * Intuition [15 points] * Longevity [2 points] * Reputation +3 (Avatar of Universal Peace, all 'fringe' followers and supers) [8 points] * Resistant to Sickness [15 points] * Strong Will 7 [35 points] * Zeroed [10 points] "Null Field" [2,965 points] * Damage Reduction/1000 [Base 450 points] (Cosmic +50%; Area Effect x8 +400%; Link/"Null Field" +10%; Always On -10%) [Total 2,475 pts] * Mana Damper x3 [Base 30 points] (Cosmic +50%; Area Effect x8 +400%; Link/"Null Field" +10%; Always On -10%) [Total 153 pts] * Static - Psionic [Base 30 points] (Cosmic +50%; Area Effect x8 +400%; Link/"Null Field" +10%; Always On -10%) [Total 153 pts] * Static - Super [Base 30 points] (Cosmic +50%; Area Effect x8 +400%; Link/"Null Field" +10%; Always On -10%) [Total 153 pts] * Walk On Air [Base 20 points] (Cosmic +50%; Link/"Null Field" +10%; Planetary -5%) [Total 31 pts] DISADVANTAGES [-140 points] * Charitable: 6 or less [-30 points] * Destiny [-10 points] * Easy to Read [-10 points] * Fanaticism: Peace and Brotherhood [-15 points] * Pacifism: Total Nonviolence [-30 points] * Reputation -3 (Super-kook, those "in the know") [-8 points] * Secret: Alien [-5 points] * Sense of Duty: All sentients [-20 points] * Social Stigma -1 (Neo-hippie crackpot) [-5 points] * Truthfulness: 9 or less [-7 points] SKILLS [52 points] * Brawling - 12 [2 points] * Detect Lies - 13 [2 points] * Diplomacy - 12 [8 points] * Enthrallment (Persuade) - 17 [2 points] * Hidden Lore: Alien Activity on Earth - 12 [4 points] * Judo - 12 [8 points] * Leadership - 15 [2 points] * Meditation - 18 [4 points] * Psychology - 13 [2 points] * Public Speaking - 15 [2 points] * Scrounging - 12 [2 points] * Sociology - 11 [2 points] * Streetwise - 14 [8 points] * Teaching - 12 [4 points] PERKS/QUIRKS [-1 point] * Honest Face [1 point] * Broad-Minded [-1 point] * Humble [-1 point] ABILITIES The Aquarian is surrounded by a "null field" that supresses energies over a certain ill-defined limit. Inside the field, physically dangerous energies are reduced by a factor of a thousand, and interferes with other forms of energy. Thus, whenever the Aquarian is within a couple of hundred yards, physical violence is all but impossible, and other forms of violence are very difficult. Note that many high-damage weapons (nukes, shells, etc.) use a smaller damaging effects as a "trigger" for a larger effect. Thus, the Aquarian's null-field will prevent shells from detonating or nuclear weapons from detonating in his vicinity. The null field also interferes with gravity, allowing the Aquarian to "walk on air". ACTIVITIES The Aquarian travels around, teaching individuals and small groups about his Way of Peace and Brotherhood. He counts on them teaching others, and so on. When violence is involved, his presence removes the violence and he tries to mediate a solution. Last edited by Mysterious Dark Lord v3.2; 12-27-2005 at 06:01 PM. |
12-14-2010, 11:04 AM | #9 |
Join Date: Jul 2007
Location: West Virginia
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Re: Supers Character Thread
Having delt with skunks, and those who've been skunked, 100 skunks is an apocolypse.
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01-27-2006, 09:11 PM | #10 | |
Join Date: Sep 2005
Location: Topeka, Kansas
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Re: Supers Character Thread
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characters, cooperative effort, supers |
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