| Display a Printer Friendly Version Ralph [comments:(2),
views:(3518), rating:(7.0)] Author: Christoph Sticherling Homepage: http://bigmama.rhoen.de/users/gm/lair2.htm System: GURPS Type: NPC Category: Fantasy Requirements: Ralph is just another simple beholder. Not! He is not (only) a monster,
he is friendly, in his own twisted way. He even likes to attach himself
to rowing bands of troublemakers - like your PCs - looking for action. A GURPS Fantasy NPC, built from 400 points but not unbalancing
and suitable for any high-fantasy campaign.
Graphic: Picture
Background:Ralph is easily bored and always full of ideas that he considers funny.
His humor is rather rude and involves frightening people with his ugly
appearance or with unexpected sudden roaring shouts with his deep and raspy
voice. Scaring and intimidating someone just for the fun of it is one of
his pastimes. If he can get away with it he will demand humiliating services
from his victims. But if opposed in a determined way he will backup and
never mind.
Ralph's reputation is accordingly bad. He likes it that way and plays
on his "Too crazy and too magically powerful to cross. Not worth the trouble."
reputation. He is not really destructive, let alone a killer. He is only
a mayor nuisance for any town he elects as his current place of amusement.
So everyone will be relived if he joins a party of strangers.
Ralph has a healthy appetite. He likes to eat anything, even things
most beings would consider uneatable. And he eats a lot. More so he drinks
a lot. He is not an addict but he loves the effects of hard liquors. His
specialty is consuming the whole filled bottle, crunching it in his big
mouth. When intoxicated his flight coordination drops to the point where
he bumps into anything, tumbling and bouncing like a drunken heavy balloon.
Ralph will hover all the time, except while sleeping. He manipulates
things with his flexible tongue, leaving his distinct unpleasant mouth
odor in the process.
Psychology
From all things said so far you might have gotten the impression that
Ralph is only an asshole. That is far from the truth. He is not affected
by the appearance of others, holds no prejudice for any race, sex or religion,
and does not care about most odd or strange behavior. He has a feeling
soul and can be considerate and caring if he has grown to like someone.
His rude humor hides a very positive and optimistic attitude. He is not
aware of his humor being often totally non-funny for some beings. If he
realizes that one of his victims is not only angry or upset but deeply
hurt by his behavior, he will stop and in rare cases even excuse. He is
never depressed or in bad mood and will try to console and cheer up anyone
sad and downhearted. If befriended he will even fight for his comrades
and when doing so can be brave bordering on stupid.
Combat
Ralph rarely uses his special powers just for jokes. He reserves them
for combat. He is tough and knows it. His big eye is -7 to hit, the smaller
eyes are -9 to hit. If enough overhead space is available he will use a
retreating dodge (+3) by flying upwards out of reach of most ground-based
opponents. Powerful opponents will be targeted by various successive magical
attacks. Magic users will be attacked by the infamous "Anti-Magic-Ray",
which is visible as a yellow-green or red, fan-shaped ray (only a special
effect). When attacking more conventional, he tries to slam into his opponents
(p. B112), attempting to dismount riders first. Use the Flying Tackle rules
(p. B113) without any danger of falling down for the flying beholder.
The powers of Damage Control and Mimicry are located in two of his
eyes and will be lost if those eyes are but do not work as ranged attacks.
Ralph actively seeks to memorize interesting and uncommon sounds and voices
to use them for surprise effect and deception in combat.
Ralph has 30 unspent points, allowing for plenty of customization. Stats:
GURPS Character Statistics
Attributes
ST 12 [20], DX 10, IQ 10, HT 10
Speed 5, Move (flying) 10, Dodge 12, Size 1, Weight: 200 lbs.
Biting Damage: 1d-1 cutting, Reach: C
Natural Armor: PD 2, DR 5. The eyes have PD 4, DR 2.
Advantages
DR 5 [15], Fast Regeneration (1/min) [50], Flight [40], Hard to Kill +3
[15], Literacy [10], Longevity [5], Nictating Membrane x2 (PD 4, DR 2)
[20], Passive Defense x2 [50], Penetrating Call [5], Regrowth [40], Sharp
Teeth (cutting) [5],
Universal Digestion [15].
Disadvantages
Bad Reputation (-4, always, as "crazy and magic") [-20], Bully [-10], Compulsive
Behavior (always looking for a entertaining diversion) [-5], Gluttony [-5],
Odious Personal Habit (never cleans teeth) [-5], One Arm (using his very
flexible tongue) [-20], Ugly Appearance [-10].
Quirks
"Drinks" by eating filled bottles [-1], Does not care about any appearance,
social or most physical and mental disadvantages of others [-1], Flight
skill drops significantly when intoxicated [-1], Lies to intimidate [-1],
Very deep and raspy voice [-1].
Skills
Flight (P/A) [8]-12, Intimidation (M/A) [2]-10.
Superpowers
All powers are eye-related. Think of them as magic rays emanating from
the eyes. Each of the smaller eyes has a different power. All have power
2, skill level 10, and are useable two times a day, for 2 seconds. Total
point cost is 104 points.
The smaller eyes have the following powers:
1 Bind-10 (2) [8+12] (p. BE110)
2 Blind-10 (2) [8+10] (p. BE110)
3 Confuse-10 (2) [8+8] (p. BE110)
4 Control Animal-10 (2) [8+6] (p. BE110)
5 Damage Control-10 (2) [8+6] (p. BE110)
6 Deafen-10 (2) [8+6] (p. COI72, BE111)
7 Lightning-10 (2) [8+12] (2d damage; p. COI73, BE111)
8 Mimicry-10 (2) [8+4] (p. BE111)
9 Sense Animal-10 (2) [8+2] (p. BE111)
10 - The tenth eye is currently crippled. Decide upon its power when
it has regrown and pay points accordingly. -
The bigger main-eye has a special power, worth 12 points, the "Anti-Magic-Ray".
That is Magical Resistance, level 8, with the enhancement Affects Others
(SS 12, Acc 1, 1/2D 5xHT, Max 10xHT, duration HT seconds) [+40%], and the
limitations Accessibility (affects only others) [-30%], Limited Use (twice
per day) [-30%], Takes Extra Time (twice as long to activate) [-10%]. Anyone
hit by this ray gains the temporal advantage of Magical Resistance +8 for
10 seconds. This usually disturbs mages a lot, effectively lowering their
skills with spells by 8 for the duration. |