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EF Kurtz100-Point Graverobber
ST: 10 [0]
Advantages
Disadvantages
Quirks
Skills
Languages
Designed for: Any horror campaign
Background
Encountering Kurtz
In the Campaign
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Molly Armstrong50-Point Sleuth
ST: 7 [-20]
Advantages
Disadvantages
Quirks
Skills
Designed for: Any modern day campaign
Background
Librarian's Intuition
In the Campaign |
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Dr. Helix50-point Zombie Master
ST: 8 [-15]
Advantages
Disadvantages
Quirks
Skills
Designed for: Any modern day campaign. Background Dr. Helix is the host of a UHF television show in Kingston, Ontario, broadcast from his home at 2 am. The show resembles a psychadelic "Pee Wee's Playhouse," dominated by the good doctor's lengthy monologues on anything that happens to pass through his fevered brain. His ugly face, relentless charisma, and quick tongue make for a captivating show. Anyone who watches for more than ten minutes will be attacked with psionic Suggestions. Dr. Helix rarely makes direct commands, so the Suggestions are always vague. In the past year, he has developed a dedicated following. His zombies are 75-point characters, mostly bored students from western Ontario and Detroit. A few of them have found his studio and serve him personally. The rest just tune in every night and wait for orders. Dr. Helix doesn't know where these powers came from, he doesn't understand them very well yet, and he's just starting to think about what he's going to do. He's already become megalomaniacal things can only get worse. He was once a heavy drug abuser. The drugs permanently damaged his memory, caused severe hip damage in one leg, and they cause periodic seizures (complete with flashbacks). His flashbacks help him recall fragmentary pieces from his past.
Variants
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![]() The Khan Brothers 250-point Bodyguards
The three Khan brothers are mercenary
bodyguards. Although they operate
individually, they are always hired together. No one has ever seen more than
one brother at a time.
Designed for: Modern day or cyberpunk campaign Notes on Multiple Forms As described in p. 62 of the Compendium I, the cost is 5 points for each additional form. Normally, the cost is paid by the form with the highest value, but I decided to split it evenly among the brothers. The transformation takes 1d minutes. This lowers the advantage cost by -20%. The transformation includes an absorptive change the brother's clothes and weapons transform with his body. This adds +100% to the cost (50% for medium encumbrance, doubled because the change works both ways). The final value is 18 points, or 6 points per brother. (That's a base 10 points with modifiers that add up to +80%.)
Notes on Split Personality
Variants |
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Finch50-point Urban Scout
ST: 7 [-20]
Advantages
Disadvantages
Skills
Designed for: A fantasy or time-travel campaign. Background Finch is a half-goblin who lives in a Medieval fantasy city. He was designed as an escort for player character in the Gateway Hotel adventure. When he meets them, he immediately guesses that they are from a distant place. That doesn't bother him. For some reason, he's comfortable around everyone, from elves to time-travellers. He works as a freelance guide and contact, selling his knowledge of the city's history, layout, and citizens to the highest bidder. If you want to know the city's secrets, that costs extra.
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Conrad Swibel100-point Roboticist
ST: 7 [-20]
Advantages
Disadvantages
Quirks
Skills
Designed for: A TL7 campaign. Background Conrad Swibel designs and builds TL8 robots in his home in the suburbs of a major city. He is the stereotypical genius photographic memory, computer-quick brain, obsessive, hyperactive about his latest ideas, and physically weak. He thinks of himself as an ethical entrepreneur. Conrad is gullible. He doesn't know his own Secret. When he started his work years ago, a man known known only as "Mr. Louis" offered to act as his patent agent. He's worked with Conrad ever since. Conrad's mechnical parts come from catalogues provided by Mr. Louis, too. Mr. Louis is actually the agent of a multi-billion-dollar high-tech firm that has been registering Conrad's patents in the company's name. The catalogue orders are filled by the firm and the money he lives on is drawn from company accounts. (His wealth advantage reflects the amount of money he can spend in a month, not his net worth.) Although Conrad has become suspicious of this arrangement, Mr. Louis and the firm have been able to avoid detection so far.
In the Campaign
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Cazador125-point Gunslinger
ST: 10 [0]
Advantages
Disadvantages
Skills
Designed for: An Old West campaign. Background For a price, Cazador will track down and kill any man. In an Old West campaign, he has a reputation as a kind of mythic figure if his victims find out that Cazador is coming, they will hide, disguise themselves, change their identities, or hire guards to protect them. But Cazador has never failed. He's hard to kill, he can sense danger, and he's a careful tracker. He paces himself as he chases his prey, following clues using Tracking and Streetwise, slowly closing in. When he finishes the job, he cuts off the victim's trigger fingers to bring back to his employer as evidence. Cazador is so superstitious, he's almost crazy. Although some of his beliefs are familiar, his long list of superstitions is too complex for anyone else to understand. The color red, for example, is bad luck except when it is surrounded by gray or black. Red is never bad luck at night. Loading a gun with your eyes closed is good luck, but not if you are alone. Unless you are outside. What if you load a gun at night, alone, while wearing red? Only Cazador knows if that is good or bad luck.
Variants |
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Malthus Nails200-point Dragonslayer
ST: 12 [20]
Advantages
Skills
Designed for: A TL3 fantasy campaign Background Malthus Nails was designed as the focal point of a new fantasy campaign. He's a dragon-slayer, but he needs help. The players in the new campaign design characters who can join forces with Malthus. He has no magic ability, so he could use the assistance of a sorcerer or two. He needs a good tracker, someone who can deal with the locals (good Social skills), an archer, someone with special knowledge of dragons (the Hidden Lore skill), and an engineering assistant. A thief would come in handy, too. They travel to villages that need protection from dragons. They strike a deal, they hunt their prey, and then they kill (or drive away) the dragon. Then it's on to the next village . . . As they travel, they are hunted, harassed, and attacked by the Dragon Cult. The cultists will make secret contacts with the PCs and try to explain why killing dragons is wrong. If that doesn't work, they will try to kill the PCs. If the players get tired of working in Malthus' shadow, the Game Master can conveniently kill him. The players can do it without him or dump the dragon-killing business altogether and continue their adventures together. By the time he dies, they might not want to kill dragons any more. (Maybe the Dragon Cult convinced them that Malthus is the villain, not the hero.) Malthus Nails is a fun character, but not very original. Just look at the dragonslayer character on page 108 of GURPS Warriors and you'll see. (He's also a combination of Conrad Swibel and Cazador he's a hunter who uses high technology to catch his prey.) Malthus is a charmed man: he cannot be killed by a dragon. He suspects that this is true, but he isn't sure. Maybe a mage figure it out and tell him. |
ART CREDITS: William James Osterling is by Mark Zingarelli, from a book called Who Shot JFK? The Khan brothers were illustrated by Frank Quitely (from issue #1 of Gangland). The EF Kurtz photo is a famous author I can't remember who. (Is it the guy who wrote Tobacco Road? No. Maybe it's Eugene O'Neill.) And the photo of Molly Armstrong? I have no idea. That photo was on my hard drive for years before I used it. I do remember where Finch came from: the same comic book as the Khan brothers. (But illustrated by Tim Bradsteet, in this case.) Conrad Swibel was drawn by Brian Bolland. I think the illustration comes from an issue of A1 (a British anthology comic book). Cazador was drawn by Moebius. Malthus Nails is a scan from an old GURPS book, GURPS Humanx. I think the artist is Denis Loubet. |