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1626GURPS Gamma World 150 points

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  • i_ate_breakfast
    Oct 2, 2013
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      GURPS Gamma World 150 point characters

      200+ years ago North America was ravaged by natural disasters, nuclear war and homegrown fanatics. To the north, Kahnahdah is a lifeless radioactive wasteland.
      The starting point is a dirtman settlement outsider the nuked remnants of Chicago.

      The world averages out at TL8 and the PCs start as primitive Pure Strain Humans.

      Dirtmen are the descendants of 20th-century farmers, trying to scratch a living from the uncooperative soil. They live in small settlements, often situated near the ruins of a god-city of the Ancient Ones. While Dirtmen from one settlement will not necessarily resemble those from another, all are influenced to some extent by their ancestors’ religion or politics.
      Dirtmen may be half-starved skeleton men or strong-backed pioneers. They can be descended from practically any 20th-century ethnic group (often reflecting their heritage in an exaggerated or seriously flawed manner).
      Many Dirtmen possess murderous Xenophobia towards any outsider, or at least serious Intolerance of those who do not share their beliefs.

      For a quick start the Dirtman template has been combined with a few lenses.
      You already have -50 in disadvantages and you have to pick your own -5 points worth of quirks. So roll 1d6 or choose.

      Dirtman   
      150 points
      You are the backbone of the tribe – you may have primitive tools, but you are by no means stupid, and you know how to stay alive in a hostile world. You may be an intolerant fanatic or a brutal thug, but whatever your goals are, you prefer to achieve them by force.

      Attributes: 110
      ST 12 [20]; DX 13 [60]; IQ 10 [0]; HT 13 [30].

      Secondary Characteristics: 20
      Dmg 1d-1/1d+2; BL 29 lbs.; HP 17 [10];
      Will 10 [0]; Per 12 [10]; FP 13 [0];
      Basic Speed 6.0 [0]; Basic Move 6 [0].

      Advantages: 46
      Fit [5], Hard to Kill 2 [4], High Pain Threshold [10], Nightvision 2 [2],
      Rapid Healing [5], Combat Reflexes [15], Luck (active combat only -60%) [5].

      Disadvantages: -50
      Bloodlust [-10], Tech Level 3 [-25], Weirdness Magnet [-15].

      Quirks: -5
      Pick 5

      Skills: 39 points
      Brawling (E) DX+3 [8]-16, Two-Handed Axe/Mace (A) DX+2 [8]-15.
      Broadsword (A) DX+2 [8]-15.
      Knife (E) DX+1 [2]-12; Farming/TL3 (A) IQ [2]-10,
      Fast-Draw (broadsword) (E) DX+1 [2]-14;
      Tracking and Survival, both (A) Per [2]-12
      Hiking (A) HT-1 [1]-12.
      First Aid and Camouflage, both (E) IQ [1]-10;
      Area Knowledge and Gesture, both (E) IQ [1]-10.

      Dirtman Adventurer  
      150 points
      You are a predator, a multiple murderer. Your victims may be those you deem a threat to society, anyone who reminds you of childhood trauma, or just whomever catches your eye.

      Attributes: 110
      ST 13 [30]; DX 13 [60]; IQ 10 [0]; HT 12 [20].

      Secondary Characteristics: 10
      Dmg 1d/2d-1; BL 34 lbs.; HP 18 [10];
      Will 10 [0]; Per 10 [0]; FP 12 [0];
      Basic Speed 6.25 [0]; Basic Move 6 [0].

      Advantages: 50
      Fit [5], Hard to Kill 2 [4], High Pain Threshold [10], Nightvision 6 [6],
      Rapid Healing [5], Weapon Master (warhammer) [20].

      Disadvantages: -50
      Curious [-10], Tech Level 3 [-25], Weirdness Magnet [-15].

      Quirks: -5
      Pick 5

      Skills: 35 points
      Two-Handed Axe/Mace (A) DX+3 [12]-16, Brawling (E) DX+2 [4]-15
      Knife (E) DX+1 [2]-13; Farming/TL3 (A) IQ [2]-10; Survival (A) Per [2]-10 .
      Area Knowledge and Gesture, both (E) IQ [1]-10.
      Stealth (A) DX [2]-13.
      Navigation (Land) (A) IQ [2]-10.
      First Aid (E) IQ+1 [2]-11
      Hiking and Running, both (A) HT [2]-11.


      Dirtman Assassin  
      150 points
      You’re a silent killer and your boss is a dangerous nutcase with an agenda.
      Unarmed combat is valuable for taking out targets that would never let a weapon get near. The trick is to get close enough . . . and you’re an expert at that.

      Attributes: 80
      ST 12 [20]; DX 12 [40]; IQ 10 [0]; HT 12 [20].

      Secondary Characteristics: 15
      Dmg 1d-1/1d+2; BL 29 lbs.; HP 17 [10];
      Will 10 [0]; Per 11 [5]; FP 12 [0];
      Basic Speed 6 [0]; Basic Move 6 [0].

      Advantages: 75
      Fit [5], Hard to Kill 2 [4], High Pain Threshold [10], Nightvision 5 [5], Rapid Healing [5],
      Extra Attack [25], Amibdextrous [5], Combat Reflexes [15], Honest Face [1].

      Disadvantages: -50
      Tech Level 3 [-25], Weirdness Magnet [-15], Duty (Tribe; Extremely Hazardous; 9 or less) [-10].

      Quirks: -5  
      Pick 5

      Skills: 35 points
      Karate (H) DX+2 [12]-14, Stealth (A) DX+1 [4]-13.
      Brawling (E) DX+2 [4]-14, Two-Handed Axe/Mace (A) DX+1 [4]-13.
      Knife (E) DX [1]-12; Farming/TL3 (A) IQ [2]-10; Survival (A) Per [1]-10.
      Climbing (A) DX-1 [1]-11.
      Lockpicking, Traps, both (A) IQ [2]-10.
      Area Knowledge and Gesture, both (E) IQ [1]-10.

      Dirtman Cultist  
      150 points
      You are the member of a tightly knit fringe religion. This cult could be relatively benign, or it might be determined to exploit you for money or worse. Either way the world is doomed, you know who the players are, and you'll be staring straight at it when the end comes.

      Attributes: 100
      ST 12 [20]; DX 12 [40]; IQ 11 [20]; HT 12 [20].

      Secondary Characteristics: 10
      Dmg 1d-1/1d+2; BL 29 lbs.; HP 17 [10];
      Will 10 [0]; Per 11 [0]; FP 12 [0];
      Basic Speed 6 [0]; Basic Move 6 [0].

      Advantages: 61
      Fit [5], Hard to Kill 2 [4], High Pain Threshold [10], Nightvision 7 [7], Rapid Healing [5],
      Illuminated [15], Unfazeable [15].

      Disadvantages: -50
      Tech Level 3 [-25], Weirdness Magnet [-15], No Sense of Humor [-10].

      Quirks: -5
      Pick 5

      Skills: 34 points
      Brawling (E) DX+3 [8]-14, Two-Handed Axe/Mace (A) DX+2 [8]-14.
      Knife (E) DX+1 [2]-12; Farming/TL3 (A) IQ [2]-11; Survival (A) Per [2]-11.
      Area Knowledge and Gesture, both (E) IQ [1]-11.
      Religious Ritual (Cult) and Theology (Cult), both (H) IQ [4]-11.
      Occultism (A) IQ [2]-11.

      Dirtman Scout        
      150 points
      Scouts venture into unknown territory to find out what’s there. They must be adaptable, tough and able to patch themselves up if they want to survive and tell anybody about what they’ve discovered. This template is for someone whose skills are optimized for travel and survival in hostile environments.
      Some explorers venture into regions with intelligent inhabitants, and so must be experts in establishing peaceful contact and learning to communicate with aliens and mutants, this aint you.

      Attributes: 100
      ST 12 [20]; DX 13 [60]; IQ 10 [0]; HT 12 [20].

      Secondary Characteristics: 15
      Dmg 1d-1/1d+2; BL 29 lbs.; HP 17 [10];
      Will 10 [0]; Per 11 [5]; FP 12 [0];
      Basic Speed 6.25 [0]; Basic Move 6 [0].

      Advantages: 50
      Fit [5], Hard to Kill 2 [4], High Pain Threshold [10], Nightvision 6 [6], Rapid Healing [5],
      Absolute Direction [5], Combat Reflexes [15].

      Disadvantages: -50
      Tech Level 3 [-25], Weirdness Magnet [-15], Curious [-5], Sense of Duty (Comrades) [-5].

      Quirks: -5
      Pick 5

      Skills: 40 points
      Brawling (E) DX+2 [4]-15, Two-Handed Axe/Mace (A) DX+1 [4]-14.
      Stealth (A) DX+1 [4]-14
      Diagnosis (H) IQ [4]-10
      Surgery (VH) IQ-1 [4]-9
      Knife (E) DX [1]-13; Farming/TL3 (A) IQ [2]-10; Survival (A) Per [2]-11.
      Area Knowledge and Gesture, both (E) IQ [1]-10.
      Climbing (A) DX-1 [1]-12
      Navigation (Land), Traps, both (A) IQ [2]-10.
      First Aid and Camouflage, both (E) IQ+1 [2]-11
      Hiking and Running, both (A) HT [2]-12.

      Dirtman Warrior        
      150 points
      You’re a bad day waiting to happen.

      Attributes: 120
      ST 17 [70]; DX 12 [40]; IQ 10 [0]; HT 11 [10].

      Secondary Characteristics: 10
      Dmg 1d+2/3d-1; BL 58 lbs.; HP 22 [10];
      Will 10 [0]; Per 12 [10]; FP 11 [0];
      Basic Speed 5.25 [-10]; Basic Move 5 [0].

      Advantages: 26
      Fit [5], Hard to Kill 2 [4], High Pain Threshold [10], Nightvision 2 [2] and Rapid Healing [5].

      Disadvantages: -40
      Tech Level 3 [-25], Weirdness Magnet [-15].

      Quirks: -5
      Pick 5

      Skills: 39 points
      Brawling (E) DX+3 [8]-14, Two-Handed Axe/Mace (A) DX+4 [16]-16.
      Hiking (A) HT [2]-11 .
      Knife (E) DX+1 [2]-12; Farming/TL3 (A) IQ [2]-10.
      Area Knowledge and Gesture, both (E) IQ [1]-10.
      First Aid (E) IQ [1]-10; Camouflage (E) IQ [1]-10.
      Tracking and Survival, both (A) Per [2]-12.
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