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Old 12-27-2013, 02:27 PM   #421
roguebfl
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Default Re: Ordinary People: Characters [0] to [-50]

Quote:
Originally Posted by Keiko View Post
Which Perk allows you to switch a skill base attribute?
Attribute Substitution, it can be found in GURPS Power-Ups 2, p.15
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Old 12-27-2013, 02:37 PM   #422
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Default Re: Ordinary People: Characters [0] to [-50]

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Originally Posted by roguebfl View Post
Attribute Substitution, it can be found in Power-ups 2: Perks
Thank you very much
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Old 02-19-2014, 08:40 AM   #423
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Default Re: Average People: Characters [0] to [-50]

Roland DuChamp, a Guy I Know Who's Kind of like the Stereotypical GURPS PC Joke* [0 Points]:

Image: A young, vaguely good-looking white man of average height and athletic build, clean-shaven with short brown hair that he styles carefully. He generally dresses in black jeans, hard-soled black shoes, and a black button-down when he's working, or like he's going to the gym or a nightclub when he's not.

Culture: TL 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0];

Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 10 [0];

Secondary: Speed: 5.0 [0]; Move: 5 [0]; HP: 11 [0]; FP: 10 [0]; Perception: 11 [5]; Willpower: 9 [-5];

Advantages: Appearance (Attractive) [4]; Claim to Hospitality (VA Hospital) [2]; Combat Reflexes [15]; Fearlessness +1 [2]; Fit [5]; Independent Income x2 (VA Benefits) [2];

Perks: Concealed Carry Permit [1]; Dabbler (Casual Hunter/Fisherman: +2 Defaults on Fishing, Stealth, Survival: Forest, and Tracking) [1]; Dabbler (Former Infantry: +2 Defaults on Hiking, Savoir-faire: Military, Soldier, and Survival: Desert) [1]; Dabbler (Gleeful Gun Enthusiast: +2 Default on Armory: Small Arms, Connoisseur: Guns, Fast-Draw: Pistol, and Holdout) [1]; Honest Face [1]; Style Familiarity (Krav Maga) [1];

Disadvantages: Chronic Pain (Mild, 8 Hours, 12-) (Mitigator: Meds -60%) [-8]; Impulsiveness (6-) (Mitigator: Meds -60%) [-8]; Lecherousness (15-) [-7]; Loner (15-) [-2]; Nightmares (12-) (Mitigator: Meds -60%) [-2]; Paranoia (Mitigator: Meds -60%) [-4]; Phantom Voices (Diabolical) (Mitigator: Meds -60%) [-6]; Sense of Duty (Friends and Family) [-5]; Status -1 [-5]; Wealth (Struggling) [-10];

Quirks: Dislikes His Psych and Pain Meds, but is a Casual Recreational Drug User [-1]; Gun/Hunting Enthusiast [-1]; Mild Bad Temper [-1]; Mild Chronic Depression [-1]; Mild Compulsive Carousing [-1];

Skills: Armory/TL8 (A) (Small Arms) IQ-3d [0]-7; Camouflage (E) IQ [1]-10; Connoisseur (A) (Guns) IQ-3d [0]-7; Fast-Draw (E) (Pistol) DX-2d [0]-8; Fishing (E) Per-2d [0]-9; Guns (E) (Pistol) DX-2d [0]-8, (Rifle) DX [1]-10; Hiking (A) HT-3d [0]-7; Holdout (A) IQ-3d [0]-7; Karate (H) DX [4]-10; Savoir-Faire (E) (Military) IQ-2d [0]-8; Sex Appeal (A) HT-1 [1]-9; Soldier/TL8 (A) IQ-3d [0]-7; Stealth (A) DX-3d [0]-7; Survival (A) (Desert) Per-3d [0]-8, (Forest) Per-3d [0]-8; Tracking (A) Per-3d [0]-8; Wrestling (A) DX+1 [4]-11;

Techniques: Arm Lock (A) (Wrestling) Def+4 [4]-15; Knee Strike (A) (Karate) Def+1 [1]-10;

Notes: Part of our continuing series, "Wacky People from the Streets of Real Life Denver." Kind of especially-suitable as a believable "meat shield" Ally/Bodyguard in a realistic modern campaign, he has no problem throwing himself into extreme situations and would take a bullet for somebody he was loyal to. Intimidation and Diplomacy are intentional omissions: he is just really not good at those things, and usually serves as physical back-up to a larger guy who is also doing the talking at his job. Yes, he is both a Loner and a Lecherous Carouser - He seeks out social situations, but gets moody and exhibits avoidant behavior within them or just leaves them for no reason once in a while. If he is thrust into some sort of Post-Apocalypse or other scenario where he really can't get his meds at all, he's effectively at [-42].

Background: Normally a moody-but-swell guy, but kind of a ticking time bomb, Roland (name changed to protect... well, me) was diagnosed with severe PTSD several times, but they just kept shoveling him back into Afghanistan through the early-to-mid oughts, until a roadside IED ended his career with a traumatic skull injury that still troubles him near-constantly unless he takes his pain meds. If he goes off those meds (which he gets a wild hair to do occasionally), he's a little cranky with a bad headache all day, but if he goes off his psych meds (which he gets a wild hair to do occasionally), he's a complete and utter trainwreck, incapable of making anything but near-panicked split-second decisions, convinced that everybody's out to get him (government agents spying on him to find a way to take away his benefits is a popular theme), and tormented by auditory hallucinations that tell him to kill himself and warn him of impending assaults by strangers and people behind him. Nevertheless, he means well and has a rich social life, with many loyal friends in the service industry from his job as a bouncer at a fancy nightclub, a boyishly-innocent charm, and a certain, generally short-lived, popularity with the ladies. This combination makes him able (unlike most volatile lunatics) to pop up in some pretty classy or otherwise-unexpected situations before he goes off the rails as your plot requires.

* Y'know, the one about the guy who is good at action hero stuff and only action hero stuff, but a complete basket case of Disadvantages to pay for it all.

Last edited by Gold & Appel Inc; 02-19-2014 at 03:24 PM.
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Old 02-19-2014, 11:24 AM   #424
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Default Re: Average People: Characters [0] to [-50]

Quote:
Originally Posted by Gold & Appel Inc View Post
Roland DuChamp, a Guy I Know Who's Kind of like the Stereotypical GURPS PC Joke* [0 Points]:

[...]

Perks: Concealed Carry Permit [1]; Dabbler (Casual Hunter/Fisherman: +2 Defaults on Fishing, Stealth, Survival: Forest, and Tracking) [1]; Dabbler (Former Infantry: +2 Defaults on Hiking, Savoir-faire: Military, Soldier, and Survival: Desert) [1]; Dabbler (Gleeful Gun Enthusiast: +2 Default on Armory: Small Arms, Connoisseur: Guns, Fast-Draw: Pistol, and Holdout) [1]; Honest Face [1]; Style Familiarity (Krav Maga) [1];

[...]

* Y'know, the one about the guy who is good at action hero stuff and only action hero stuff, but a complete basket case of Disadvantages to pay for it all.
I'd add a couple of points of Independent Income to reflect his VA Benefits from the TBI:
http://www.benefits.va.gov/COMPENSAT...omp01.asp#BM01
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Old 02-19-2014, 03:15 PM   #425
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Default Re: Average People: Characters [0] to [-50]

Quote:
Originally Posted by Ze'Manel Cunha View Post
I'd add a couple of points of Independent Income to reflect his VA Benefits from the TBI:
http://www.benefits.va.gov/COMPENSAT...omp01.asp#BM01
Works for me. Edited.
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Old 02-20-2014, 06:37 AM   #426
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Default Re: Ordinary People: Characters [0] to [-50]

I would boost some of his weapon skills to 12 or so to indicate having passed boot camp and having had regular practice, unless this is supposed to represent atrophy of skill usage, and could drift him towards the 25pts range. Check, as a base template, he would be very effective as a 75or character.

Last edited by Gwythaint; 02-20-2014 at 06:39 AM. Reason: autocorrect errors
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Old 02-20-2014, 05:27 PM   #427
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Default Re: Ordinary People: Characters [0] to [-50]

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Originally Posted by Gwythaint View Post
I would boost some of his weapon skills to 12 or so to indicate having passed boot camp and having had regular practice, unless this is supposed to represent atrophy of skill usage, and could drift him towards the 25pts range. Check, as a base template, he would be very effective as a 75or character.
The just-passed-boot-camp version would definitely have at least Rifle in that range. The hasn't-shot-anything-except-from-a-blind-in-a-tree since-5+-years-and-a-nasty-blow-to-the-head-ago version, not-so-much. He's not even allowed to carry a gun at his job (though he's totally allowed to walk around with one in his daily life, and generally does, which is one of the reasons I see what I'll call game situation potential in him). He loves guns, but he spends way more time talking about them, reading about them, maintaining them, accessorizing them, and probably posing in the mirror with them like Travis Bickle than actually using them for a long while now.

Krav Maga, on the other hand, he's actually kind of serious about, which is why he can hold down a job as a bouncer even though he isn't very big and is terrible at defusing a situation verbally. I'm pretty sure his doctors and his dojo share a blissful mutual ignorance of one another.
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Old 02-21-2014, 09:47 AM   #428
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Default Re: Ordinary People: Characters [0] to [-50]

Not sure if this works. It's an ordinary person from my campaign.

Gyeltsen Amjal [ -41 points]



Image: A tattooed man of clear Iksi stock. His eyes are perhaps a bit widely spaced. He stares a bit too much into the distance. He smiles at inopportune times, and shouts at villagers. He is extremely thin, almost to the point of being malnourished. He is dressed in very fine robes of red, blue, and yellow, ragged and dirty at the hems. Sewn onto his robes are prayer cloths that resemble the tattoos on his body.

Culture: TL 3 [0]; Familiarity: Huma [0]; Languages: Huma Iksi (Native) (Accented Spoken, Broken Written) [-3]

Attributes: ST 11 [10]; DX 11 [20]; IQ 9 [-20]; HT 9 [-10];

Secondary: Speed: 5.25 [0]; Move: 5 [0]; HP: 9 [-4]; FP: 9 [0]; Perception: 11 [10]; Willpower: 9 [0];

Advantages:: Claim to Hospitality (Iksi Village of Guphā) [3], Social Regard (Venerated) 2 [10]

Perks: Classic Features (Iksi man), Dabbler (Farming +3, Housekeeping +3), Sure-Footed (Uneven)

Disadvantages: Appearance (Unattractive) [-4], Odious Personal Habit (Inappropriate Emotional responses) [-5], Skinny [-5], Delusions (The demon inside me will protect me from all harm) [-10], Phantom Voices (Annoying) [-5], Poverty (Poor) [-15], Status -2 [-10]

Quirks: Likes to play games of Iksi Adal-raja in the dirt with his demon, makes up his own rules [-1], Mumbles to self when afraid [-1], Distinctive feature (Heavily tattooed with prayers) [-1], Biter [-1]

Skills: Axe/Mace (A) DX-1 [1]-10; Brawling (E) DX [1]-11; Climbing (A) DX-1 [1]-10; Farming/TL3 (A) IQ-2d [0]-7; Fishing (E) Per-2d [0]-9; Fortune-Telling (Trance Invocation) (A) IQ+1 [4]-10; Housekeeping (E) IQ-1d [0]-8; Panhandling (E) IQ+2 [4]-11; Religious Ritual (Iksi Demonology) (H) IQ-2 [1]-7; Shield (E) DX+1 [2]-12; Stealth (A) DX-3d [0]-8;

Notes: The campaign is set medieval world with ambiguous answers to the nature of magic. It's safe to assume magic does not really exist - this is simply a particularly callous and cruel example of sympathetic folk magic. Iksi is a small group of ethnically similar tribes living in mountains. They have successfully avoided annexation or conquest by nearby neighbors.

Background: Having a normal Iksi childhood, Gyeltsen grew up the simple son of a simple farmer. Around puberty, he began to experience hallucinatory voices. Taken to the nuns of the village, they discovered that he had accidentally swallowed a demon. Horrified, his parents left him with the nuns to be raised as a Demon Killing Demon, to go into the great cave and slay the Guphā Prēta that gives the village it's name.

The life of a revered warrior should be filled with exercise, training, and luxury. However, it is an open secret that no Demon Killing Demon has ever killed the Guphā Prēta. Girded in prayers and given a bronze capped cudgel and shield, he is to be sent into the cave during the week of the Demon's Eye Moon, amid ceremony and celebration.

The nun's know that within days of entering, the screams of the demon will mix with the cries of Gyeltsen. Soon silence will return, and the great cave demon will be satiated for another year.

Gyeltsen is very happy to be a hero.
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Old 02-22-2014, 07:03 AM   #429
Gold & Appel Inc
 
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Default Re: Average People: Characters [0] to [-50]

Quote:
Originally Posted by Fwibos View Post
Not sure if this works. It's an ordinary person from my campaign.

Gyeltsen Amjal [ -41 points]
Totally fun; thanks for sharing.

~~~~~

Jell-o Jay, Amoral Guerilla Alcohol Salesman [-30 Points]:

Image: A bony young white man, generally dressed like a skater and toting a large Igloo cooler on wheels.

Culture: TL 8 [0]; Familiarity: Western [0]; Languages: English (Native / Native) [0];

Attributes: ST 9 [-10]; DX 10 [0]; IQ 10 [0]; HT 11 [10];

Secondary: Speed: 5.25 [0]; Move: 5 [0]; HP: 9 [0]; FP: 11 [0]; Perception: 11 [5]; Willpower: 11 [5];

Advantages: Fearlessness +1 [2];

Perks: Alcohol Tolerance [1]; Dabbler (20-Something Man-Child: +3 Defaults on Games: Video Console and Sports: Skateboarding) [1]; Forgettable Face [1];

Disadvantages: Compulsion (Spending) (15-) [-2]; Greed (12-) [-15]; Pacifism (Reluctant Killer) [-5]; Skinny [-5]; Social Stigma (Criminal Record) [-5]; Status -1 [-5]; Stubbornness [-5]; Wealth (Struggling) [-10];

Quirks: Congenial [-1]; Dislikes Authority Figures [-1]; Habitual Marijuana User [-1]; Mildly Lazy [-1]; Proud [-1];

Skills: Area Knowledge (E) (Downtown Denver) IQ [1]-10; Brawling (E) DX [1]-10; Cooking (E) (Op Spec: Jell-o Shots) IQ+2 [2]-12; Current Affairs/TL8 (E) (Local) IQ [1]-10; Fast Talk (A) IQ-1 [1]-9; Games (E) (Video Console) IQ-1d [0]-9; Hiking (A) HT-1 [1]-10; Sports (A) (Skateboarding) DX-2d [0]-8; Stealth (A) DX-1 [1]-9; Streetwise (A) IQ+1 [4]-11;

Notes: Part of our continuing series, "Wacky People from the Streets of Real Life Denver."

Background: Jell-o Jay sells Jell-o shots made with Everclear out of a cooler downtown at night. It's completely illegal, and he's been arrested several times, convicted twice. He's looking at jail time if he gets caught again, and he gets jumped by a bunch of frat boys or homeless people for his cooler occasionally, but the money's just too easy, especially after Last Call with Denver's strict blue laws rendering alcohol unavailable legally, when his prices immediately triple. He prides himself on his product and his professionalism, however, often claiming that his Jell-o shots are higher quality at a lower price point than the ones offered at the bars. He mostly works downtown at night, but can show up anywhere there's a lot of indiscriminately-thirsty people (including at the city skate park in the middle of the afternoon, peddling to underage kids), hawking his wares as discreetly-but-zealously as possible.

Last edited by Gold & Appel Inc; 02-22-2014 at 07:23 AM.
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Old 02-22-2014, 03:26 PM   #430
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This thread made me register. Hope it was worth it.

Isaac Chmielewski [0]

Attributes [-25]
ST 9 [-10]; DX 10 [0]; IQ 11 [20]; HT 8 [-20]
Damage 1d-2/1d; BL 16 lbs.; HP 9 [0]; Will 10 [0]; Per 10 [0]; FP 8 [0]
Speed 4.25 [-5]; Move 2 [-10]; Dodge 7


Social Background [6]
TL: 8 [0]
CF: Western [0]
Languages: English (Native) [0]; Polish (Accented) [4]; Yiddish (Broken) [2]


Advantages [66]
Ally (Pence; Built on 100%; 9 or less) [5]
Charisma 1 [5]
Contact Group (London supernaturals, Skill-15, 12 or less, Somewhat Reliable) [20]
Fearlessness 1 [2]
Hard to Kill 2 [4]
Medium (Visual, +50%) [15]
Reputation +2 (Runs The Menhir; To supernaturals; All the time) [3]
Spirit Empathy [10]

Good Listener [1]
Honest Face [1]


Disadvantages [-73]
Appearance (Unattractive) [-4]
Charitable (15-) [-7]
Code of Honor (Bartender's) [-5]
Fat [-3]
Hidebound [-5]
Lame (Crippled Legs) [-10]
Pacifism (Reluctant Killer) [-5]
Truthfulness (12-) [-5]
Weirdness Magnet [-15]
Xenophilia (12-) [-10]

Careful [-1]
Dislikes others driving [-1]
Proud [-1]
The top buttons of his shirt are always undone [-1]


Skills [26]
Area Knowledge (London) (E) IQ+1 [2]-12
Brawling (E) DX [1]-7*
Computer Operation (E) IQ [1]-11
Current Affairs (E) IQ+1 [2]-12
Driving (Automobile) (A) DX-1 [1]-9
Fast-Talk (A) IQ [2]-11
First Aid (E) IQ [1]-11
Guns (Shotgun)(E) DX+1 [2]-11
Hidden Lore (Spirit) (A) IQ [2]-11
Intimidation (A) Will-1 [1]-10
Merchant (A) IQ-1 [1]-10
Occultism (A) IQ-1 [1]-10
Professional Skill (Bartender) (A) IQ+2 [8]-13
Streetwise (A) IQ-1 [1]-10
* Includes -3 from Lame


Code of Honor (Bartender's)
Keep the place clean, always listen to a troubled customer, never spill a drink. Always obey all laws pertaining to your liquor license, regardless of how honest you otherwise are or what goes on in your pub. Never knowingly over-serve anybody, and if somebody's had too much, make sure they get to a taxi and over-pay for it yourself. Also throw the cab driver a few bucks for coming out if you call a taxi for somebody who wanders away and can't be found.


Description

This middle-aged, short, fat and cheerful man is the owner and only worker of the Menhir Pub. It's a dim-lit place with old furniture, but it's suprisingly clean and there is always quiet music in the backround. The pub is never filled with patrons, but it is popular amongst the citizens of London that deal with the supernatural. There are many steady customers, both human and spirits, and a powerful mage warps in every day all the way from China just to enjoy a pint of ale. The Menhir has been warded by gifted patrons and appears to be a normal pub from outside, no matter what's happening inside.

Isaac is a son of Polish-Jewish immigrants, and he doesn't have an orthodox approach. He thinks of God more as a buddy to trade favours with than the Awe-Inspiring Allmighty. At the age of 7 he started seeing weird creatures and events. That's when his gift for talking with spirits surfaced. Since then, during childhood, he had a couple of supernatural adventures, during which he befriended one of the spirits. Pence is a minor air spirit, and most of the time runs errands for greater beings. She doesn't have a lot of free time, but she visits Isaac as often as she can, and helps if he needs it.

When he was 19, Isaac was in a car driven by a friend. They got into an accident that crippled Isaac's right leg. This ended his adventurous days and forced him into a lazy lifestyle that had a negative effect on his figure and health. To this day he doesn't trust other people with driving and insists on doing it himself, which, considering his lack of skill, can be annoying.

Unable to live actively he opened a pub in London. His very first customer was a businessman who wanted to get drunk due to a stroke of very bad luck. He was unaware of being followed by a vengeance spirit, sent probably by someone the businessman wronged. Isaac gave both beer and talked the spirit out of tormenting the man. The spirit latee returned and became the first of a rapidly growing number of steady supernatural patrons.

Isaac is a talented bartender. People tend to open up to him, and he does whatever he can to help them with their troubles. This usually involves pointing them to somebody who can solve the problem. Isaac requires his patrons to stay relatively quiet, but in a pub that means anything short of shouting. In case a brawl starts, he always has a double-barreled shotgun loaded with rock salt under the counter. He chose salt not only due to it's nonlethality, but because it is as good a discouragement for spirits as it is for humans. He uses it suprisingly often, because the pub attracts all sorts of beings.

Pence is a 0-points air spirit, just to make calculations easier. The details of Isaac's childhood adventures are left to the GM's discretion, and could be used as plot hooks. Just remember, he was (and still is) a Weird Magnet!


Seeds

Isaac is an excelent quest giver, and the Menhir can work as a campaign hub. All they require is a modern-day setting with supernatural elements.

Benny, a weak mage and beer connoisseur, has been acting weird lately. Isaac is pretty sure it's a changeling and wants the heroes to find out what happened to the real Benny.

Pence was transporting an artifact when she got attacked by hostile spirits. She can't recover the artifact on her own, and Isaac asks our heroes to help.

A spawn of Things Man Was Not Meant To Know appears in the middle of the Menhir. Can it be reasoned with, or will an all-out brawl ensue?

You all meet in a supernatural pub...

Last edited by Goloman; 02-23-2014 at 06:35 AM. Reason: Editing, listening to suggestions
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