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Showing posts from March, 2016

GURPS After the End: Bruce, the Hulking Mutant

Bruce, the Hulking Mutant 250 points
ST 19 [63]†; DX 12 [40]; IQ 10 [0]; HT 12 [20].
Damage 2d/4d-1; BL 72 lbs.; HP 22 [6]; Will 11 [5]; Per 10 [0]; FP 12 [0]; RP 28 [0].
Basic Speed 6.00 [0]; Basic Move 7 [0]‡; SM +1.
Advantages Combat Reflexes [15]; DR 2 (Tough Skin) [10]; Improvised Weapons (Two-Handed Axe/Mace) [1]; Signature Gear (Sledgehammer) [1].
Mutations Natural Anti-Rad 2 [12]; Thick Hide 2 [30]; Red Sight [8]; Self-Restoration 1 [21]; Super-Strength 2 [23]†.
Freakishness 18 (3 oddities, -2 reaction)
Disavantages Berserk (12) [-10]; Dependency (Radiation; Very common environment; Monthly; from Freakishness) [0]; Gigantism [0]; Gregarious [-10]; Gullibility (9) [-15]; Impulsiveness (12) [-10].
Skills Acting (A) IQ [2]-10; Brawling (E) DX [1]-12; Climbing (A) DX [2]-12; Expert Skill (Mutants) (H) IQ [4]-10; Gesture (E) IQ [1]-10; Guns (Rifle) (E) DX [1]-12; Intimidation (A) Will+1 [4]-12‡; Hiking (A) HT [2]-12; Lifting (A) HT [2]-12; Observation (A) Per [2]-10; Survival (Radi…

GURPS After the End: Doctor and Bodyguard

With the release of GURPS After the End 1: Wastelanders, I thought I'd present a couple characters built using the templates in that book. So here are a Doc (with the Learned lens, twice) and her Trooper ally (reduced from the standard template to 50% the Doc's total).
Elisa “Doc” Morgan 250 pointsST 10 [0]; DX 10 [0]; IQ 14 [80]; HT 12 [20].
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0]; RP 11 [0].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8; Parry 9 (Brawling), 8 (Knife).
Advantages Ally (Bodyguard; Built on 50%; 12 or less) [4]; Healer 4 [40]; Higher Purpose (Heal others) [5]; High Manual Dexterity 1 [5]; Luck [15]; Reputation +2 (Skilled doctor; Everyone; 10 or less) [5]; Resistant to Disease (+8) [5]; Signature Gear 1 (Surgeon’s Bag) [1]; Wasteland Wisdom 4 [20]*; Wild Talent 2 (Focused, Mental, -20%) [32].
Disadvantages Bad Sight (Correctable) [-10]; Chummy [-5]; Code of Honor (Professional) [-5]; Cowardice (12) [-10]; Delusion (“No one wi…

Wardens of Ouon: Naming Magic

A Warden’s greatest magical power comes in her ability to manipulate a being’s True Name. While it’s impossible to rewrite something’s Name, a Warden can make subtle changes and temporary additions, altering the being’s nature for a time.

In game terms, Naming uses the create an advantage action to apply new aspects to the target. These aspects—and particularly the free invokes placed on them—represent manipulation of the target’s fate. As long as they stay on the target, the magic remains in place.

To Name a target, the Warden must speak aloud, declaring the target’s new Name. She can attempt to Name the target using any of her approaches. One Warden may Forcefully shout the name, while another may Sneakily slip the name into conversation under her breath, for example. Make a note of which approach is used to create a Naming aspect. It will be important later.

The Warden must then roll and add the chosen approach. Opposition begins at Average (+1) and increases by +1 for each Naming …