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Old 07-26-2010, 09:57 PM   #1
ajardoor
 
Join Date: Jun 2010
Default NPCs: Modern Day Mages

Simply, let's stat up some NPC mages for a modern day setting (usually a "secret magic with an occult underground" sort of deal).

TL8, of course, with no limits on point values (just give the NPC what feels right) and all that.

Starting off:

John Walker, Appretice to The Blue Man [80 points]

Age 21, Height 6', Weight 151 lb, SM 0, TL8

ST 10
DX 10
IQ 12 [40]
HT 10

FP 10
HP 10
Will 10 [-10]
Per 12
Basic Speed 5
Basic Move 5
BL 20 lb
Damage 1d-2 thrust/1d swing

Dodge 8
Parry 8 (DX)

Advantages: [80]
Cultural Familiarity (Western) (Native) [0]
Language: English (Native) [0]
Power Amulet (Extra Fatigue Points 15, Spellcasting Only, SM -7, HP 4, DR 2, Unique, Cannot Be Repaired, Can Be Stolen (DX vs DX)) [9]
Magery 2 [25]
Patron (Mentor, 12 or less, Mage) [40]
Versatile [5]
Perk: Well Hung [1]

Disadvantages: [-42]
Curious (12 or less) [-5]
Obsession (Become a worthy successor to my mentor) [-10]
Pacificism (Self Defense Only) [-15]
Secret (Mage) [-10]
Sense of Duty (Mentor) [-2]

Quirks: [-3]
Likes Older Women
Congenial
Talks to Other Mages About What Spells Thy Know (in Secret, Of Course)

Skills: [7]
Acting (IQ-1) IQ/A SL-11 [1]
Computer Operation/TL8 (IQ+0) IQ/E SL-12 [1]
Fast-Talk (IQ+0) IQ/A SL-12 [2]
Hidden Lore (Mage Lore) (IQ-1) IQ/A SL-11 [1]
Sex Appeal (HT-1) HT/A SL-9 [1]
Thaumatology (IQ-3) IQ/VH SL-11@ [1]

Spells: [8]
Blackout SL-12@ [1]
Blur SL-12@ [1]
Continual Light SL-12@ [1]
Darkness SL-12@ [1]
Light SL-12@ [1]
Light Jet SL-12@ [1]
Night Vision SL-12@ [1]
Shape Light SL-12@ [1]

Note: For more detail, add about 5 to 10 more points into skills that represent his background (I.e Housekeeping, Area Knowledge, Bicycling, etc.).

I'll continue next post, when I'm not using my iPod to post.

@ = Includes +2 from Magery
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Old 07-26-2010, 10:27 PM   #2
ajardoor
 
Join Date: Jun 2010
Default Re: NPCs: Modern Day Mages

And we're back.

Quote: "I think I'm getting it now, yeah..."

Background: Before his 18th birthday, John coasted through high school and his various part-time jobs, never really focusing on "reaching his full potential", as his teachers might say. His parents raised him well, despite constantly being swept up in their work. Just as well, they would have found his interest in John's father's...eccentries a bit worrying, if they could spare the time to watch over him every day. The amulet he got for his 18th birthday, and the invitation accompanying it definitely would have made them worry. They'd probably be a little tweaked if they found out John was then hired by that same benefator. They certainly would be shaking with worry if they found out about what John can do with the flow of mana. And John hates to see his folks worry. But The Blue Man promises John that it'll be okay. They have no idea about his magical abilities, the magical amulet he now wears and the fact that his 'job' (which helpfully pays quite a bit more than what you'd expect a young man with no higher education to make [Average Wealth]) is really a wizard's appreticeship.

Description: John Walker is fairly bland on the eyes, if you take away his engaging personality. His hair is short, straight and chocolate brown, easily his best physical feature. His eyes, full of naive intelligence, are a slightly watery hazel. He tends to wear a well pressed white shirt under a blue denim jacket. His pants are mostly baggy, off-the-rack jobs, a holdover from his more carefree high school days. His magical amulet, a gift from The Blue Man, hangs from his neck by a soap rope and bears a distinct sigil similar to an eye in the middle of its blue, hexagonal, hard wooden frame.

Personality: (Cancer) Eager to please, quick to trust, ready to take a chance and generally good natured.
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Old 07-29-2010, 12:08 AM   #3
sir_pudding
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Default Re: NPCs: Modern Day Mages

I've been wanting to do this for a while.

Name: The Hat
Race: Enchanted Hat

Attributes [-41]
ST 0 [-100]
DX 10
IQ 14 [80]
HT 11 [10]

HP 2 [4]
Will 8 [-30]
Per 14
FP 11

SM: -4

Basic Lift 0
Damage 1d-6/1d-5

Basic Speed 5 [-5]
Basic Move 0


Social Background
TL: 8 [0]
Cultural Familiarities: Western [0]
Languages: English (Native) [0]
Latin (Accented/Accented) [4]
Greek (Accented/Accented) [4]

Advantages [330]
Doesn't Breathe [20]
Doesn't Eat or Drink [10]
Doesn't Sleep [20]
High Pain Threshold [10]
Injury Tolerance (Homogenous; No Blood; No Eyes; No Neck) [55]
Medium (Magical) [9]
Resistant to Metabolic Hazards (Immune) [30]
Ritual Magery (2) [20]
Ritual Magery 0 [5]
Sensitive [5]
Serendipity (1) (Aspected (Finding Hosts); Magical) [11]
Spirit Empathy [10]
Telekinesis (12) (Accessibility (Humanoid Representation Only, Target must wear Hat) (+2); Animation (object can't fly); Magical; Melee Attack: Reach C) [12]
Unaging [15]
Unkillable (2) (Magical) [90]

Perks [1]
Accessory (Top Hat) [1]

Disadvantages [-196]
Amnesia (Partial) [-10]
Blindness (Mitigator: Artificial Eyes(Must animate object w/ Representational Eyes)) [-20]
Cannot Speak (Mitigator: Artificial Mouth (Must animate object w/ Representational Mouth)) [-6]
No Manipulators [-50]
No Legs (Portable) [-30]
No Sense of Smell/Taste [-5]
Numb [-20]
Unhealing (Total) [-30]
Wealth (Dead Broke) [-25]

Quirks [-2]
Child-like [-1]
Obsession: Cheat Death [-1]

Skills [45]
Dancing DX/A - DX+0 10 [2]
Expert Skill (Thanatology) IQ/H -IQ+0 14 [4]
Hidden Lore (Spirit Lore) IQ/A - IQ+0 14 [2]
Occultism IQ/A IQ+1 15 [4]
Path of Form IQ/VH - IQ+0 14 [2]
includes: +2 from 'Ritual Magery'
Path of Health IQ/VH - IQ+0 14 [2]
includes: +2 from 'Ritual Magery'
Path of Knowledge IQ/VH - IQ+0 14 [2]
includes: +2 from 'Ritual Magery'
Path of Luck IQ/VH - IQ+0 14 [2]
includes: +2 from 'Ritual Magery'
Path of Spirit IQ/VH - IQ+0 14 [2]
includes: +2 from 'Ritual Magery'
Ritual Magic (Hermetic) IQ/VH - IQ+3 17 [12]
includes: +2 from 'Ritual Magery'
Sewing/TL6 DX/E - DX+2 12 [4]
Symbol Drawing (Hermetic) IQ/H - IQ+1 15 [2]
includes: +2 from 'Ritual Magery'
Self-Repair Tech/Av. Sewing+0 12 [6]

Stats [-41] Ads [330] Disads [-196] Quirks [-2] Skills [45] = Total [136]

"There must have been some magic in that
Old silk hat they found."

The Hat barely remembers his life as powerful magician, obsessed with immortality. Near the end of his life, sometime in the late 1800s he was able to perform a ritual that transferred his spirit into an object. For whatever reason (and probably not intentionally, though he's forgotten for sure) that object was his silk top hat. Unfortunately the process scrambled his memories and reduced his mind to a child-like state.

He can animate any vaguely humanoid shape capable of "wearing" the Hat with up to 12 HP (24 if Homogeneous). He can only see or speak if the object has an identifiable representation of eyes or a mouth respectively.

Note that with both Unkillable 2 and Unhealing he will become indestructible at -20 HP but will not heal naturally from this state. Someone must then repair the hat.

Last edited by sir_pudding; 10-08-2013 at 06:23 PM.
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Old 07-29-2010, 12:33 AM   #4
The Resistance
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Default Re: NPCs: Modern Day Mages

Very cool character, Mr. Pudding! I am curious, however...

Quote:
Originally Posted by sir_pudding View Post
Unhealing (Total) [-30]
...how would you heal him? Perhaps with just the Sewing Skill?
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Old 07-29-2010, 12:58 AM   #5
sir_pudding
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Default Re: NPCs: Modern Day Mages

Quote:
Originally Posted by The Resistance View Post
...how would you heal him? Perhaps with just the Sewing Skill?
Unhealing allows HP to be regained through unnatural means. In this case sewing. Note that he'd have a bit of trouble Sewing himself in a mirror, it probably ought to be a technique.

Edit: I added it. The penalties for sewing in a mirror and for awkwardness probably come out to -6 and it's reasonably an average technique.

Last edited by sir_pudding; 07-29-2010 at 01:03 AM.
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Old 07-29-2010, 09:35 AM   #6
Not another shrubbery
 
Join Date: Aug 2004
Default Re: NPCs: Modern Day Mages

Quote:
Originally Posted by sir_pudding
Name: The Hat
Race: Enchanted Hat
It is a clever build. Some form of Fragile seems appropriate.
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Old 07-29-2010, 03:34 PM   #7
sir_pudding
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Default Re: NPCs: Modern Day Mages

Quote:
Originally Posted by Not another shrubbery View Post
It is a clever build. Some form of Fragile seems appropriate.
Really? Which? Combustible I suppose.

It also needs Compartmentalized Mind by the way, so that it can actually do something else while animating.
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Old 07-29-2010, 03:45 PM   #8
Dwarf99
 
Join Date: Nov 2006
Location: Fayetteville, Arkansas
Default Re: NPCs: Modern Day Mages

Quote:
Originally Posted by Not another shrubbery View Post
It is a clever build. Some form of Fragile seems appropriate.
Quote:
Originally Posted by sir_pudding View Post
Really? Which? Combustible I suppose.

It also needs Compartmentalized Mind by the way, so that it can actually do something else while animating.
Honestly with how the hat was built to begin with complete indestructibility wouldn't jive well with combustible.
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Old 07-29-2010, 03:48 PM   #9
sir_pudding
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Default Re: NPCs: Modern Day Mages

Quote:
Originally Posted by Dwarf99 View Post
Honestly with how the hat was built to begin with complete indestructibility wouldn't jive well with combustible.
Well with Combustible it would just catch fire easily, but still not be reduced below -20 HP. The indestructible "skeleton" is probably the hat band, so it makes some sense.
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Old 07-29-2010, 03:49 PM   #10
Dwarf99
 
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Location: Fayetteville, Arkansas
Default Re: NPCs: Modern Day Mages

Quote:
Originally Posted by sir_pudding View Post
Well with Combustible it would just catch fire easily, but still not be reduced below -20 HP. The indestructible "skeleton" is probably the hat band, so it makes some sense.
I could buy that I suppose.
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