Weird Science
My precious children, I tried all last week to think up something I wanted to blog about and just came up blank. Plenty of books and comics I could review, but just didn’t have the energy to do it. But dang it, I gotta get something up here to keep my legions of readers engaged, so I dug back into my archives to find another GURPS character to post up.
Before we get to this guy’s stats, let’s do a quick summary of GURPS for those of you unfamiliar with the system. It’s a point-based character system — stats over 10, advantages, and skills cost you points; stats under 10 and disadvantages get you some points back. Quirks are worth a negative point each (and limited to five) and must be roleplayed. Numbers in the square brackets are how many character points were allocated to each item. This is all done in GURPS 3rd Edition, ’cause 4th Edition was garbage.
In GURPS, 100 points is considered a good starting point for beginner-level, unpowered characters, being significantly above the average person, but not strong enough to power through every obstacle. Some campaigns, particularly those dealing with high-level fantasy or superhero games, can be much stronger, up to 500 points, 1,000 points, or even more.
This is Dr. Edwin Ezekiel, a scientist in the 1950s.
Name: Dr. Edwin Ezekiel
Total Points: 150 Points
Appearance: White male; Age 26; 5’10”, 155 lbs.; short blond hair; brown eyes; wears slightly out-of-fashion eyeglasses; usually wears comfortable, casual clothing, with the addition of a white lab coat when working in a laboratory.
Statistics:
ST: 11 [10]
DX: 12 [20]
IQ: 14 [45]
HT: 11 [10]
Speed: 5.75
Move: 5
Dodge: 6
Advantages:
Combat Reflexes [15] (Fright Check: 16)
Comfortable Wealth [10] (Starting Wealth: $2,000)
Intuition [15]
Mathematical Ability [10]
Disadvantages:
Bad Sight (Correctable) [-10]
Curious [-5] (Roll: IQ)
Honesty [-10]
Shyness [-5]
Quirks: Always polite to women; Collects old pulp mystery magazines; Dislikes wearing suits; Never eats sweets; Travels to Chicago every year to visit jazz clubs. [-5]
Skills: Accounting-17* [1]; Biochemistry/TL7-13 [4]; Chemistry/TL7-15 [6]; Chess-15 [2]; Climbing-11 [1]; Detect Lies-12 [1]; Driving/TL7 (Automobile)-11 [1]; Electronics/TL7 (Computers)-15* [2]; Engineer/TL7-15* [2]; First Aid/TL7-14 [1]; Guns/TL7-14 [1]; Judo-11 [2] (Parry: 8); Mathematics-17* [4]; Musical Instrument (Saxophone)-12 [1]; Physics/TL7-14 [4]; Psychology-12 [1]; Research-15 [4]; Science!/TL7-12 [2]; Stealth-11 [1]; Teaching-15 [4].
*Cost modifiers: Mathematical Ability
Languages: Arabic-12 [½]; Chinese (Mandarin)-12 [½]; English (native)-14 [0]; German-14 [2]; Greek-13 [1]; Russian-13 [1].
Biography: Edwin was born and spent most of his youth in Los Angeles. His natural curiosity and about the world and keen intellect got him interested in the sciences, though he also developed a passion for jazz music. He served briefly in the Army, and picked up a few degrees in the sciences afterwards. Since then, he’s been keeping busy solving Big Science Problems and getting into Big Science Trouble…
Design Notes: Dr. Ezekiel is playable as either a scientist or a college professor, in either the present-day or the 1950s, though he may be adapted to other settings and genres with little effort.
He’s also a 150-point character. That’s a bit more than the usual for a GURPS character — I decided I wanted him to be a bit more capable — and a bit more cinematic — than a normal character, especially since, if you’re playing a GURPS Atomic Horror campaign, he’ll be dealing with Big Science Trouble pretty much all the time.
Still no superheroes? Honestly, the problem I’ve got when it comes to posting any of my superhero characters on the blog is that I like to have some sort of illustration at the top of all my posts, and while I’m okay with having a generic cowboy or generic scientist for some characters, I’d rather have some sort of unique picture for super-characters. We’ll see if I can devise a way to make that work, though…