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Campaign Builds

Posted: Sat Mar 11, 2023 5:06 pm
by naloth
Creating a thread for characters that I've build or my players have built. Feel free to comment or point out inconsistencies.

*Denotes house rules. Everything else should hopefully be by the book.

MisFortune (variant of Miss Fortune)
Brawn 1, Agility 2, Mind 3 [Stats: 12]

Fey Resilience (Armor* 3: Total Soak 20) [3]
Hex Multipower [6 most expensive + 2]:
- Catastrophe Dmg x5, Range 5, Extra Effort: +x2 Technology, Variable 2, Letal**
- Klutz Curse - Confuse 2: Range 5, Lingering, Variable 2

Traits*** [1]: Appeal, Dumb Luck, Honor Bound (Fey), Immortal (Fey), Susceptibility: Touching Iron

Skills:
Escape/Improvising x3 (2 agility slots)
Deception/Manipulation x3 (1 mind slot)
Investigation/Finding Clues x3 (1 mind slot)
Occult/Legend x3 (1 mind slot)

No Gear

Appearance: Striking figure. Porcelain skin. Flowing red hair. Black goth dress/outfit.
Mental Malfunction: Balance the scales by bringing misfortune to this that earn it.
Total: Attributes 12 + Powers 11 + Traits 1 = 24

Tactics: Prefers the Domino Effect where bad things happen to others (Catastrophe) and can create zones where it's hard to do anything successful.

House Rules:
* Armor and Brawn each give 5 soak per level. Brawn 1 + Armor 3 = 4 for 20 soak. This was adjusted prior to the game based on Bashman's comment in the Soak or not to Soak thread.
** Lethal damage is being treated as "no knockback, takes longer to heal, and be potentially fatal." It's an Alteration (net 0) effect on a Special Attack. Stabby/piercing weapons (guns/knives/axes/swords) are lethal under this system. Blunt force is treated as normal and does full knockback.
*** Advantages and Disadvantages don't have to zero out perfectly. During build players found it annoying to try to find exactly the same number of traits, so I told them they don't need to.

*House Rule #1 Using Bashman's suggestion from Iron Age
**House Rule #2. Traits don't need to zero out. I believe this is a build option mentioned in the back of BU, but otherwise it's a house rule.

Other play notes: After trying Weaken, the player was unhappy with how it worked relative to the effect they wanted so I switched it to Confusion. There's nothing wrong with Weaken - it just didn't quite do what they thought.

Re: Campaign Builds

Posted: Sun Mar 12, 2023 1:21 am
by naloth
Patchwork (variant of what's in GURPS IST)
Brawn 3 Agility 2 Mind 2 [14 pts]

Healing 2 [2]
Patchwork Powers (Wizardry 4, Second Nature: No Focus) [5]
Resilient Form (Armor 1: Total Soak 20*) [1]
Unarmed Combat (Weapon Proficiency 2) Hit x3 Damage x4 [2]

Traits** [1]: Destitute, Jack of all Trades, Immortality

Skills:
- Computer/Hacking x3 (2 mind slots)
- Drive/Control x3 (2 agility slots)

Appearance: Large (6'2 250 lbs), heavily scarred (stitched together) man.
Mental Malfunction: Doesn't want to be (seen as) a monster
Totals: Attributes 14 + Powers 10 + Traits 1

Patchwork was assembled from the remains of dead supers (heroes, villians, and other) by a necromancer trying to build the ultimate super weapon. Upon waking, the Necromancer tried to command Patchwork only to discover that his creation was far from mindless. In fact, Patchwork has bits of pieces of powers and skills that left strong impression in the parts used to build him, and all those parts are fiercely independent.

Wizardry covers Patchwork's ability to manifest powers that one of his many former donors had.

House rules: same as above.

About 5 min in, we discovered two things about Wizardry. First off, that this character needed Second Nature since he "spontaneously" manifests powers his part donors have, so his x5 dropped to a x4 with an enhancement. Second, Wizardry is extremely powerful. He manifested Invisibility 3 early on (TN 30, since he did it with extra time out of combat), Omni-Linguist after reaching a good hiding spot to drop invisibility (TN 20 w/time again), then pushing his ability to Invisibility 5 (good roll, but also needed 3 charges), which he used until he dropped it for a Force Field 3 (again w/time) to protect hostages he snuck in beside before others blazed in with area attacks. It was the Most Valuable Power by far. In the future, I'll require him to drop his prior ability prior to starting casting a new one, though, as that invisibility trick is a bit overpowered.

Re: Campaign Builds

Posted: Sun Mar 12, 2023 10:07 pm
by naloth
Alley Cat (based on Alley Cat from GURPS Supertemps)
Brawn 2 Agility 3 Mind 2 [14 pts]

Clinging [1]
Claws (Special Attack) Hit x4 Damage x4, lethal
Luck Pool 3 w/Decide after rolling [5]
Omni-Linguist - Felines Only [1]
Shape-shifting 1 - Housecat [1] (Brawn drops to 1 gets Size -2)

Traits: Appeal, Dumb Luck, Public ID, Young

Skills
- Athletics/Agility x3 (1 agility slots)
- Stealth/Prowling x3 (1 agility slot)
- Investigation/Finding Clues x3 (2 mind slots)

Appearance: Tall and slender (6' 145 lbs). Wears a catsuit with ears and makeup.
Mental Malfunction: Only we can protect our neighborhood
Totals: Stats 14 + Powers 11 = 25

Tactics: Alley Cat is an ambush attacker. She investigates, stalks her targets, then pounces (usually from above). Alley Cat will retreat if there are too many foes or an ambush isn't possible, unless innocents are at risk.

House Rules: Alley Cat has 10 soak (Brawling 2 = 10).

Play notes: Originally, I suggested Weapon Proficiency so that the "claws" attack could be used twice per turn with a -x1 accuracy, but the player kept forgetting about it. Besides, without double attacks poor Alley Cat only did x3 to everyone else's x4 or x5. Consequently, I dropped Paired Attack and bumped her Claws up to doing x4. I'm also noting they do Lethal damage (no knockback, take extra time to heal, can be potentially fatal). That also freed up a point to allow her to talk with cats, which was a part of the original character background that the player didn't originally have extra points for.

Re: Campaign Builds

Posted: Thu Mar 16, 2023 4:11 pm
by BASHMAN
Nice take on Miss Fortune! This must be her twin from a parallel universe!

Re: Campaign Builds

Posted: Thu Mar 16, 2023 10:31 pm
by naloth
BASHMAN wrote: Thu Mar 16, 2023 4:11 pm Nice take on Miss Fortune! This must be her twin from a parallel universe!
I'll pass on the complements. The player had a whole seelie fairy background story for her, but it's verbal and I doubt I could get the details right. Basically she liked the idea of a luck fairy, but wanted to do curses instead. This version dresses in goth attire, has flowing red hair, and punishes the wicked to balance injustice.