Pee Kitty

Everything finally moved to MyGURPS wiki!

I've just completed an important transition. Everything on this LiveJournal that isn't a game recap, character sketch, etc. has been moved onto the new version of my website "MyGURPS." At the same time, all of the content that was originally available (on the old, hand-coded version) has been moved as well.

Check it out at http://www.mygurps.com

I'm really happy about this, as the wiki has a consistent, clean look and is SO MUCH EASIER to update. It's the reason I've added so much content from other games -- I can just throw it on there and go. Ironically, the GURPS stuff fell behind because I keep procrastinating on converting it all over. But no more.

(I left links on this LJ wherever something got moved. And to answer the question of, "But why didn't you leave it up on LJ and also on the wiki?", the answer is version control. Having just one copy in one place means I only need to update/edit one thing when something needs tweaking.)
Pee Kitty

Dungeon Fantasy: Merry Andy the 86th, dungeon juggalo (starting carnie PC)

There are some who say that the carnie template (Pyramid 114) exists for reasons other than to make a dungeon-crawling juggalo. Those people are wrong.

Meet "Merry Andy the 86th," an axe-wielding, madness-inducing thug who would wear clown-style war paint to a ballroom dance (if anyone was crazy enough to invite him). It's crucial to note that he is not based on the "clown" suggestions for the carnie, doesn't have garishly bright armor, or anything like that. He doesn't perform for the world, he holds it hostage.

(Obviously, I used my standard house rule for separating IQ and Will. If you don't use that, raise his Per to 14.)

His pretty PDF character sheet is here...

https://1drv.ms/b/s!AvT-KVJtCzMmgfgLaqaB0mt8ESxp7w

...or the text version follows.




Name: Merry Andy the 86th
Race: Human
Attributes [220]
ST 11 [10]
DX 14 [80]
IQ 14 [80]
HT 12 [20]
HP 11
Will 14 [20]
Per 12 [10]
FP 12

Basic Lift 24
Damage 1d-1/1d+1
Basic Speed 6.5
Basic Move 6
Ground Move 6
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages: Common (Native) [0].

Advantages [81]
Cotton Stomach [1]
Damage Resistance (2) (Tough Skin) [6]
Luck [15]
Mad: Terrifying Gaze [27]
Mad: Visions of Madness [26]
Madness Talent (1) [5]
Penetrating Voice (The Laugh) [1]

Disadvantages [-50]
Callous [-5]
Code of Honor (Pirate's) [-5]
Compulsive Carousing (12 or less) [-5]
Impulsiveness (15 or less) [-5]
Odious Personal Habit (Actively terrifies those he can, creeps out those he cannot) (-3) [-15]
Trickster (12 or less) [-15]

Quirks [-5]
Believes nobles, rich merchants, etc., are inherently bad people [-1]
Broad-Minded (treats all races equally, even monsters) [-1]
Loves the ladies, has absolutely zero standards [-1]
Makes up theology for the Dark Carnival "religion" [-1]
Wears clown makeup almost all the time [-1]
(Quirks added Shadowing, +1 Axe/Mace, +1 Stealth)
Skills [34]
Acrobatics DX/H - DX-1 13 [2]
Axe/Mace DX/A - DX+1 15 [4] (Parry: 10)
Forced Entry DX/E - DX+1 15 [2]
Intimidation Will/A - Will+0 14 [2]
- Conditional: +1 from 'Callous' when you use threats or torture, +1 from 'Madness Talent' when using Terrifying Gaze, +1 from 'Penetrating Voice (The Laugh)' when surprising with a shout, +1 from 'War Paint' when applied to the face
Mental Strength Will/E - Will+1 15 [2]
Mind Block Will/A - Will+0 14 [2]
Observation Per/A - Per-1 11 [1]
Panhandling IQ/E - IQ+1 15 [2]
Performance IQ/A - IQ+0 14 [2]
Psychology (-) IQ/H - IQ-1 13 [2]
- Conditional: -3 from 'Callous' when attempting to help people
Shadowing IQ/A - IQ-1 13 [1]
Stealth DX/A - DX+1 15 [4]
- Conditional: -1 from 'Encumbrance Penalty', +1 from 'Ninja Slippers' when vs Hearing
Streetwise IQ/A - IQ-1 13 [1]
Thrown Weapon (Axe/Mace) DX/E - DX+1 15 [2]
Urban Survival Per/A - Per-1 11 [1]
Ventriloquism IQ/H - IQ-1 13 [2]
Wrestling DX/A - DX+0 14 [2] (Parry: 10)

Stats [220] Ads [81] Disads [-50] Quirks [-5] Skills [34] = Total [280]

Hand Weapons
2  Throwing Axe LC:4  $120  Wgt:8
Dam:1d+3 cut  Reach:1  Parry:10U  ST:11  Skill:SK:Axe/Mace, ST:DX-5, SK:Flail-4, SK:Two-Handed Axe/Mace-3

Ranged Weapons
1  Terrifying Gaze (Intimidate vs Will)  LC:*  Dam:FC   Acc:-  Range:10
RoF:-  Shots:-  ST:*  Bulk:*  Rcl:-  $0  Wgt:0
2  Throwing Axe  LC:4  Dam:1d+3 cut  Acc:2  Range:11 / 17
RoF:1  Shots:T(1)  ST:11  Bulk:-3  Rcl:  $120  Wgt:8
1  Visions of Madness (Will+MT vs Will)  LC:*  Dam:aff   Acc:-  Range:999
RoF:-  Shots:-  ST:*  Bulk:*  Rcl:-  $0  Wgt:0

Armor & Possessions
15  _Coin, Copper  $15  Wgt:.3  Location:
8  _Coin, Silver  $160  Wgt:.16  Location:
1  Armor, Heavy Cloth (DR 2)  $450  Wgt:36  Location:all
1  Ninja Slippers  $100  Wgt:.5  Location:
1  Personal Basics  $5  Wgt:1  Location:
1  Purse  $10  Wgt:.2  Location:
14  War Paint  $140  Wgt:.28  Location:
1  War Paint is from DFD Barbarians p. 25  $0  Wgt:0  Location:

Notes
VISIONS OF MADNESS: Will + Madness Talent (at -1 per yard of distance) vs Will. For MoS minutes, victim must roll Will before each success roll: -2 on success, -5 on failure, gone on crit fail.
Pee Kitty

Starling -- a Vampire: the Masquerade PC

Stewart Sands, a Toreador famed for his inspired sculptures but perhaps more for his rejection of what he sees as "the vein of hedonism that holds back our clan," found some unknown and beautiful quality in a college art student. He was saddened to see that the Embrace brought this very vein to the forefront in his new childe, who went from a once-a-fortnight clubber to a hardcore rave kid. Self-christened "Starling" (and taking pains to hide their original name), the neonate wasted no time dropping out of college and falling into the street scene. The understated appearance which originaly drew the ascetic sire's attention was replaced with a powerful, androgynous sexuality and beauty that made it easy for Starling to find a new person to stay with every day. The local 18th Street gang has fallen underneath Starling's sway, providing the occasional favor (including the 9mm the vampire carries for protection). Despite being broke and technically homeless, Starling has big dreams of eventually creating a club just as important as Asylum or the Succubus Club, and those plans start with becoming beloved and feared on the streets and dance floor.

Note: Yes, this PC unashamedly embraces stereotypes, but I enjoy the challenge of starting with a cliche and turning it into a truly complex and deep character. "Embrace the Stereotype" is a nod and wink to that, with the rationale that Starling will talk someone else into supplying the venue.

NAME: Starling (just Starling)

CLAN: Toreador

SIRED BY: Stewart Sands, sculptor and ascetic, disappointed and embarrased by his hedonistic childe

XP: 0

ATTRIBUTES:
Strength 1, Dexterity 3, Stamina 2
Charisma 3, Manipulation 4, Composure 3
Intelligence 2, Wits 2, Resolve 2
Health 5, Willpower 5

SKILLS:
Athletics 2
Awareness 2
Craft 1
Drive 1
Etiquette 1
Firearms 2
Insight 3
Intimidation 2
Performance 1
Persuasion 3
Politics 1
Stealth 1
Streetwise 2
Subterfuge 3
Technology 1

SPECIALTIES:
Awareness (Instincts)
Craft (Sculpture)
Performance (Dance)
Persuasion (Seduction)

DISCIPLINES:
Auspex 0
Celerity 2 (Cat's Grace, Rapid Reflexes)
Presence 2 (Awe, Daunt)

ADVANTAGES
3 Embrace the Stereotype (Loresheet: Descendent of Helena)
1 High-Functioning Addict (ecstasy/molly improves Mental)
1 Rebel Cell (Loresheet: Theo Bell) (18th Street gang)
4 Stunning

FLAWS
1 No Haven
1 Stalker (ex-lover of the moment)
1 Suspect (Camarilla, as unproven and too Anarch-friendly)

CONVICTIONS:
Involuntary bondage is evil
When you feel bad, stop feeling bad and feel awesome instead

AMBITION: Establish a trendsetting nightclub with a permanent Elysium

DESIRE: (currently) To amass a harem of loyal followers

PREDATOR TYPE: Siren (Seduction specialty, Presence 1, Beautiful, Enemy or Stalker)

HUMANITY: 7

BLOOD POTENCY: 1
Collapse )

Starling Upgraded
A friend asked me to give Starling another 100 XP for use in a different Vampire game, so this is a snapshot of Starling a few years later.

This version has had time to work on those lofty ambitions. They've partnered with Gilbert Younger, a mortal investor who launched a hostile takeover of the nightclub Ameinias on Starling's behalf. Buoyed by Gilbert's financial acumen, Starling has slowly turned Ameinias into a vibrant hotspot, though it isn't quite on the level of legendary establishments like the Succubus Club or Asylum.

ATTRIBUTES:
Strength 1, Dexterity 3, Stamina 2
Charisma 3, Manipulation 4, Composure 3
Intelligence 2, Wits 3, Resolve 2
Health 5, Willpower 5

SKILLS:
Athletics 2
Awareness 2
Craft 1
Drive 1
Etiquette 1
Firearms 2
Insight 3
Intimidation 2
Performance 1
Persuasion 3
Politics 2
Stealth 1
Streetwise 2
Subterfuge 3
Technology 1

SPECIALTIES:
Awareness (Instincts)
Craft (Sculpture)
Performance (Dance)
Persuasion (Seduction)
Subterfuge (Seduction)

DISCIPLINES:
Auspex 1 (Sense the Unseen)
Celerity 2 (Cat's Grace, Rapid Reflexes)
Presence 3 (Awe, Daunt, Dread Gaze)
+1 die to all from Blood Potency 2

ADVANTAGES
3 Contact (Gilbert Younger, wealthy investor)
3 Embrace the Stereotype (Loresheet: Descendent of Helena)
4 Haven (Ameinias, 3 dot, Location)
1 High-Functioning Addict (ecstasy/molly improves Mental)
2 Influence
2 Mask
1 Rebel Cell (Loresheet: Theo Bell) (18th Street gang)
2 Resources
4 Stunning

FLAWS
1 No Haven
1 Stalker (ex-lover of the moment)
1 Suspect (Camarilla, as unproven and too Anarch-friendly)

CONVICTIONS:
Involuntary bondage is evil
When you feel bad, stop feeling bad and feel awesome instead

AMBITION: Establish a trendsetting nightclub with a permanent Elysium

DESIRE: (currently) To surruptitiously steal ownership of Ameinias from Gilbert

HUMANITY: 7

BLOOD POTENCY: 2
Pee Kitty

New GURPS Ability: Omnicontact

Extensive playtesting has shown that this ability is simply too potent for the price. I'm not sure how to rework it, but may shift to Modular Abilities instead as suggested in the comments.

Omnicontact
20 ponts/level


You know people everywhere. Once per session per level of this ability (if the GM permits multiple levels), you can declare that you have a nearby Contact. The GM must approve the Contact (no saying, "I just so happen to be best friends with the leader of the bad guys, so I ask him nicely to stop") but should take your needs into account for anything short of derailing the campaign.

Decide how high-ranking (effective skill) the Contact is when you use this ability; this affects their reliability. A skill-15 Contact is Completely Reliable. A skill-18 Contact is Usually Reliable. And a skill-21 Contact is Somewhat Reliable.

Statistics: Wild Talent (Wild Ability Only, +0%) [20]; Special Effect: Based on Contacts instead of power abilities.
Pee Kitty

Rufus Undertree, a Torg Eternity PC

Biography
Rufus was a Keefee Haroo, always a loner who never quite fit in in any tribe. When he heard of the tunnels between the Living Land's Merretika and Aysle's Land Between, he knew he had to explore them. Emerging into a world of fantasy and wonder, Rufus transformed into Aysle's reality almost instantly, and left his old life behind without hesitation. A circle of holy theurgists mistook him for a hobbit, and taught him their blend of magic and faith. Rufus experienced his Moment of Crisis when called upon to defend his laity from Utherion's dark forces, and  when the Storm Knights came, he saw an opportunity to make the world a better place.

Personality
Rufus is a devoted worshiper of Audros, God of The Storm, a dual-natured deity whose rains bring nourishment and life to the world, but whose swift lightning smites those with evil in their hearts. Rufus reflects this in his approach to most situations, either choosing a defensive and carefully measured tactic, or attempting shock and awe (which may mean anything from intimidation to flying above the enemy and raining death from above). Sometimes there's a fine line between bipolar disorder and true faith.

Notes
This character concept started when my train of thought ran from "I wonder of the Aysle sourcebook will have hobbits" to "Wait, we already have hobbits in another cosm." Rufus isn't particularly balanced, mind you -- I freely admit he's a somewhat silly, min-maxed, special snowflake. He's incredible at his areas of arcane mastery, but not much else, and one called shot could take him out. Still, the combination of his Very Small racial ability and halfway decent Dexterity keeps him surprisingly survivable despite his (heh) shortcomings.

Race
Keefee (from The God Box)

Home Cosm
Aysle: Magic 24, Social 16, Spirit 18, Tech 14

Attributes
Charisma 6
Dexterity 8
Mind 6
Spirit 14
Strength 6

Skills - Combat
Dodge +3 (Dexterity) = 11
Skills - Interactions
Intimidation +0 (Spirit) = 14
Maneuver +0 (Dexterity) = 8
Taunt +1 (Charisma) = 7
Trick +0 (Mind) = 6
Skills - Other
Apportation +3 (Spirit) = 17
Conjuration +3 (Spirit) = 17
Faith +3 (Spirit) = 17
Reality +3 (Charisma*) = 9

Perks
Miracles (Light)
Spellcaster (Mage)
Small Size (double clothing/armor cost, Small weapons only, often mistaken for a child)
Unique (only one per party, may draw attention)
Very Small (-4 to be hit, about 1m tall)

Defenses
Dodge 11 (effectively 15 with Very Small)
Melee 8 (effectively 12 with Very Small)
Unarmed 8 (effectively 12 with Very Small)
Toughness 9 (6 + 3)
Shock 14
Wounds 3

Miracles
Healing (Sp10)
Soothe (Sp7)
Ward Enemy (Sp8)

Spells
Fly (M14)
Lightning (M14)
Portal (M14)

Gear
Armor, Elven Chain, Keefee-Tailored ($1,000, Tech 12, Armor +3, Torso, Max Dex 10)



Advancement Track:
5 XP: Strong-Willed
7 XP: Mind 7
7 XP: Miracles (add bless)
8 XP: Mind 8
9 XP: Spellcaster (add shield)

* House rule. Recommended for reasons explained here. Actually, Rufus is a great example of how potent Spirit already is; if his reality skill were Spirit-based it'd be 17, making his Soak rolls ridiculous as well.
Pee Kitty

Uraz Thirty-Eight -- a Torg Eternity PC

Biography
Uraz Number 38 was the result of one of the many Race experimentation programs implemented throughout Tharkhold. Engineered with occultech implants and a psychically enhanced brain, Uraz unhappily served their Tharkoldu masters in a wide variety of unsavory (mainly undercover) ways, including in the invasion of Core Earth. The Moscow incident was the first time that Uraz was able to see true weakness in the Tharkoldu, which gave the thrall the guts to abandon the cosm and seek out a better way -- which eventually turned out to be the Delphi Council.

Personality
Uraz is asexual, but comfortable faking attraction to others. They think of themselves as genderless, but don't particularly mind if others refer to them as "she" (since they are biologically female). Years of experience has made the former thrall a master of getting into places and extracting information (one way or another), but they still feel like an outsider in basically any situation, and constantly strive to find ways to truly empathize and fit in with the rest of humanity. They generally wear baggy clothing to hide the occultech implants, and rely on their slight frame (5'2" and 105 lbs.) to cause others to underestimate them.

Notes
Outside of Tharkhold, nearly everything exciting and fun that Uraz does will be a one-case contradiction! On the bright side, the Storm Knight is unlikely to do anything that would be a four-case. They use their psi regularly, particularly Mind Cloud (to get away with wearing demon hide armor) and Mind Sense (for a regularly updated mental map of everyone nearby).

Race
"The Race" (Human)

Home Cosm
Tharkhold: Magic 12, Social 25, Spirit 4, Tech 25

Attributes
Charisma 10
Dexterity 10
Mind 6
Spirit 7
Strength 7

Skills - Combat
Fire Combat +1 (Dexterity) = 11
Melee Weapons +1 (Dexterity) = 11
Skills - Interactions
Intimidation +1 (Spirit) = 8
Maneuver +0 (Dexterity) = 10
Taunt +0 (Charisma) = 10
Trick +2 (Mind) = 8
Skills - Other
Find +3 (Mind) = 9
Lockpicking +1 (Dexterity) =  11
Reality +1 (Charisma*) = 11
Telepathy +3 (Charisma) = 13
Willpower +3 (Spirit) = 10

Perks
Occultech ($10,000)
Psionic (Cloud Mind [So23], Mind Sense [So21], Read Mind [So23])

Defenses
Dodge 10
Melee 11
Unarmed 10 (almost never applies, thanks to Zan Slashers)
Toughness 11 (7 + 4)
Shock 7
Wounds 3

Occultech (all Tech 25)
Digan Darksight Eyes Mk III (ignore 6 points of darkness, $3K)
Thav Integrated Weapon Mount (with Thav-9 SMG, $500)
Vav Sensation Suppressor (reduce all Shock by 1, $6K)
Zan Slashers (melee weapon, Strength +2, $500)

Other Gear
Hands-Free Comms (Tech 23, $150)
Technodemon Hide Vest (Tech 25, Armor +4, Torso, Fatigues, $350)
Thav-9 SMG, Implanted (Tech 25, Damage 13, Ammo 60, Range 25/50/100, Short Burst, $500)

* House rule. Recommended for reasons explained here.



Advancement Path
5 XP: Stealth +2 (from +0), Reality +2
5 XP: Stalker (from Living Land Backer Archetypes)
2 XP: Fire Combat +2
7 XP: Trademark Weapon (Thav-9 SMG)
9 XP: Double-Tap
11 XP: Killshot (from Beta Player's Guide)
3 XP: Fire Combat +3
13 XP: Sniper