Steve Jackson Games GURPS – Generic Universal RolePlaying System

Sirona of Clan Moktai

Swiss Army Psi & Mage

Total: 245 points
[By arcangel@prismnet.com]

Attributes

(-10) ST 9
( 45) DX 14
( 80) IQ 16
( 0) HT 10
Thrust 1d-2, Swing 1d-1, Speed 6, Move 6

Advantages (120 points):

Absolute Direction, Animal Empathy, Charisma +1, Sun Magery 1 (Water Convocation/Water Aspected; 8 points), Literacy (5 points), Mindlink +2 (with Lindir), Musical Ability +2, Strong Will +1, Voice, Astral Projection Power 2 (Takes 10 sec. concetration (-50%; 3 points)), Electrokinesis Power 1 (Uncontrollable (-30%; 3 points [house rule, EK is 3/level, because of low TL)), ESP (Danger Sense) Power 5, Healing Power 2 (Takes 4 sec. concentration (-20%; 5 points)), Psychokinesis Power 4, Telepathy (Empathy) Power 5, Teleportation Power 1 (Takes 2 sec. concent. (-10%), Uncontrollable (-30%); 3 points)

Disadvantages (-60 points):

Bad Temper, Compulsive Behavior (Footloose, -5 points), Compulsive Generosity (-5 points), Curious (level 2, -10 points), Overconfidence, Pacifism: Cannot Harm Innocents (-5 points), Sense of Duty (Everyone known personally, -10 points), Skinny

Quirks (-5 points):

Detests fake hard-luck stories; Rarely holds grudges; No personal recreational drugs; Avoids the Inner Astral Plane; Subborn (but not as bad as Lindir)

Skills:

Psi Skill-level (points)  Notes
Astral Projection-14 (1)  Duration: 2 min. Move 2	
Astral Sight-0      Range: 4 yds. W/in 1 yd., auto see.	
Confuse-13      (0.5) All EK at -5 in Astral Plane)
Photokinesis-13    (0.5)	
Energy Shield-13   (0.5)
Clairaudience-13   (0.5) Range: 25 yd. Area: 12.5 yd.	
Clairvoyance-14    (1)  Range: 25 in. Area: 12.5 in.	
Precognition-0/16	      (16 as Danger Sense)
Psychometry-14    (1)  +1 if touching Time:25 yr Range:25 in	
Healing-14      (1) 
Life Extension-16   (4)  Roll 8- per yr.	
Metabolism Control-14 (1)  10% reduction.	
Sense Aura-13     (0.5) Range: 1 yd.	
Levitation-13     (1.5) (Inst.+20%) Move 1	
PK Shield-13     (0.5) DR2 PD1; roll each turn	
Pyrokinesis-14    (1)  200 deg. per 10 ci.	
Telekinesis-13    (0.5) Wt. lfted: 4 oz.	
Emotion Sense-14/16  (1)  Animal	 Effective skill in:
Illusion-14      (1)   IQ  T-recieve T-control Mindwipe
Mind Shield-15    (2)   6   19    17    16
  (Power+Will: 6)      5   17    15    14
Mindswitch-13     (0.5)  4   15    13    12
Mindwipe-14      (1)   3   13    11    10
Psi Sense-13     (0.5)  2   11     9    8
Sleep-15       (2)   1    9     7    6
Suggest-14      (1)
Telecontrol-15    (2) 
Telereceive-17    (6)  Range: 4 yd. (15 yd. for Lindir)	
Telesend-15      (2) 
Autoteleport-13    (0.5) Dist: 18 inches; 5# carried+self	
Exoteleport-13    (0.5) Weight: 0.025 oz.

Regular Skills:

Acrobatics-12 (1), Acting-14, Animal Handling-14, Area Knowledge (Lythia)-15 (0.5), Bard-15, Bardic Lore-14 (1), Black Powder Weapons (pistol)-15 (0.5), Body Sense-14 (0.5), Brawling-13 (0.5), Carousing-9 (0.5), Climbing-12 (0.5), Cooking-15 (0.5), Detect Lies-17 (0.5), Diagnosis/TL5-13 (0.5), Diplomacy-12, Disguise-14 (0.5), Escape-11 (0.5), Fast Draw (Knife)-13 (0.5), Fast Draw (Pistol)-13 (0.5), Fast Draw (Sword)-13 (0.5), Fast-Talk-14 (0.5), Fencing-15 (4), First Aid/TL5-15, Gambling-14 (0.5), Holdout-14 (0.5), Hypnotism-13 (0.5), Knife-13 (0.5), Knife Throwing-13 (0.5), Lockpicking/TL5-11, Leadership-15 (0.5), Musical Composition (Ye generic lute)-13 (0.5), Musical Instr. (Ye generic lute)-15 (0.5), Navigation/TL5-16 (0.5), Performance-16 (0.5), Physician/TL5-15 (2), Riding (Horse)-17 (1.5), Savoir-Faire-14, Scrounging-15 (0.5), Singing-14 (1), Speed Load-13 (0.5), Stealth-12 (0.5), Survival (Desert)-14 (0.5), Survival (Plains)-15 (1), Teaching-14 (0.5), Tracking-14 (0.5), Traps/TL5-11, Veterinary/TL-14

Languages:

Anlil Ketari (M/A)-16, Elvish (M/A)-14 (0.5), Karejian (M/A)-14 (0.5), Elbythian (M/A)-14 (0.5), Goblin (M/A)-14 (0.5).

Spells:

Spell-level    (points) Cost  Time  Duration
              to cast to cast
Lend ST-16        (1)   1-9   1 sec   Perm
Recover ST-17      (2)   -1    5 min   Perm
Share ST-16       (1)   2-10   1 sec   Perm
Lend HT-16        (1)   1-9   1 sec   1 hour
Minor Healing-16     (1)   1-3   1 sec   Perm
Ignite Fire-15      (1)   1-4   1 sec   1 sec
Create Fire-15      (1)   2/1   1 sec   1 min
Beast-Soother-18     (1)   1-3   1 sec   Perm
Beast Summoning-18    (1)   3/2   1 sec   1 min
Shapeshift: Horse(VH)-17 (1)   6/2   3 sec   1 hour

Weapons & Possessions

Crash kit (+2 to F.A.)        $100  10 #
*Purse/pouch,large (10#)       $ 20  1 #
 Ye generic lute           $100  2 #
 Traveler's rations: 1        $ 2  1 #
Pouch,small (3#)           $ 10  0 #
 Lockpicks (ordinary quality)    $ 30  0 #
 Personal basics           $ 5  0 #
*Wineskin,small (1 gal.)       $ 10  0 #
 Water (qts.): 1           $ 0  2 #
Summer clothing: PD0,DR0       $ 20  2 #
Dagger (Elf-safe; no iron)      $ 20  0 #
	impale 1d-3	
  dagger - thrown
	impale 1d-3, SS 12, Acc 0, 1/2 4, Max 9	
Knife,large (Elf-safe; no iron)    $ 40  1 #
	cut 1d-3, impale 1d-2	
  knife,lrg-thrown
  impale 1d-2, SS 12, Acc 0, 1/2 7, Max 45	
3 pt Powerstone (0q)         $210  0 #
3 pt Powerstone (1q)         $210  0 #
  (Must recharge suspended in air)	
Shade amulet             $220  0 #
Surgical kit (+1 to Surgery)     $100  2 #
Gun                  $100  3 #
*Ammo (50 shots)           $ 1  8 #
*Falconer's glove (perm. creat.)    -   1 #
Saber (created)             -   2 #
	cut	1d-1, impale	1d-1	
	
(*On horse)                 -24 #
Coins                $ 72 	
Totals               $1,270  10 #

The GM said, "Fantasy game, TL4 or so, with gunpowder, psi, and some varient types of Elves and magery. 200 point characters." We said: "200? Are you sure?" He said: "Yes."

My spouse created Lindir, an elven mage. I created his human spouse, Sirona, the Swiss Army Psi from you know where . . . Among other things that we did, Sirona served as the coordinator for a gestalt (mostly composed of NPCs) which, using a lovely combination of Psi Vamp and Mental Blow, took out a Power 30 psychic entity (nasty thing, fed on pain and fear and would take people over to get its meal; it had taken over the Abbey we were staying at). By the end of it, we were operating with Power 30 Telepathy Power or so. <insert megalomanical laughtrack> Life on the moon? Gee! Let's check!!

The GM got rid of the psi NPCs shortly after that. Later, in a fluxing-mana region (something was eating the mana whenever someone cast a spell . . . ), we drove some resident manticores off a ways, and Sirona went Astral to go to where the manticores were holed up, and then started trying to hit them with Sleep. She got two of them, but the third ran away (I was making one roll for Astral every three game minutes, one for Telereceive, and another for Sleep about every five game minutes, and didn't want to make another roll for subtlety, even though I should have . . . .).

For some reason, psionics left that universe pretty quickly after that little excavation . . . (we'd found an ancient ruin with artifacts even). He decreed that a race that had racial psionics (lifted from Traveller, it turned out . . . ) had appeared a few hundred years ago (crashlanded in their starship . . . ), which was when the first native psionicists started appearing. We suggested that maybe the "Gargoyles" had been training the native psis so that they could do some kind of mass "tap" on them and launch their ship again. The GM got this big grin on his face and said, "Those bastards!" So a star took off from the pole and all the psis got tapped and drained of their abilities.


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