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“Make you a 150 point character in GURPS 4e that is based on the Team Fortress 2 ” (1 conversations)
fanfiction
1 turn
Mar 19, 2024 at 8:52 PM PDT
United States
, Washington
USER
Make you a 150 point character in GURPS 4e that is based on the Team Fortress 2 medic
CHATBOT
Sure! Let's design a character based on the Team Fortress 2 (TF2) Medic for GURPS 4th Edition. Given that this character is going to be built with a 150 point limit, we'll focus on capturing the essence of the Medic within those constraints--skilled in healing, capable in combat (though not a front-line fighter), and with some unique "game-like" abilities that reference the UberCharge feature from TF2. ### Character Outline: The Medic **Total Points:** 150 ### Attributes [80] - **Strength (ST)** 10 [0] - **Dexterity (DX)** 11 [20] - **Intelligence (IQ)** 14 [80] - **Health (HT)** 11 [10] ### Secondary Characteristics [5] - **Damage:** Thrust 1d-2, Swing 1d - **Basic Lift (BL):** 20 lbs - **Hit Points (HP):** 10 [0] - **Will:** 14 [0] - **Perception (Per):** 14 [0] - **Fatigue Points (FP):** 11 [0] - **Basic Speed:** 5.5 [0] - **Basic Move:** 5 [0] ### Advantages [65] - **Healer 2** [20] *The Medic is exceptionally skilled in healing, granting a +4 to all rolls for first aid, surgery, and similar skills.* - **Manual Dexterity 1** [5] *Represents the Medic's precise control over his instruments and gadgets.* - **Fit** [5] *The Medic maintains good physical condition, providing +1 to all HT rolls to avoid knockdown, stunning; also recovers FP faster.* - **Combat Reflexes** [15] *Grants bonuses to avoid being surprised and quick reactions in combat scenarios.* - **Rapid Healing** [5] *Improves natural recovery rate.* - **Innate Attack (Beam) 5d (Based on IQ+1, +20%; Selective Area, +20%; Only to Heal, -40%)** [15] *Simulating the healing beam from the Medi Gun, this allows healing in combat but not direct damage.* ### Disadvantages [-40] - **Sense of Duty (Teammates)** [-10] *The Medic feels a strong commitment to those he considers his team, pushing him to take risks for their well-being.* - **Code of Honor (Professional)** [-5] *As a doctor (of sorts), the Medic adheres to a professional standard, including confidentiality and striving to do no harm (when possible).* - **Overconfidence** [-5] *Confident in his abilities, sometimes to a fault.* - **Weirdness Magnet** [-15] *Strange things, events, and people seem drawn to the Medic--fitting given the TF2 universe's unique charm.* ### Skills [45] - **First Aid (E) IQ+2** [4] -- 16 - **Physician/Surgery (H) IQ+1** [8] -- 15 - **Diagnosis (H) IQ** [4] -- 14 - **Chemistry/Pharmacology (H) IQ-1** [2] -- 13 - **Guns/TL8 (Pistol) (E) DX+1** [2] -- 12 - **Beam Weapons/TL8 (Projector) (E) DX+1** [2] -- 12 - **Dodge (E) Speed+3** [12] -- 8.5 - **Running (A) HT** [2] -- 11 - **Innate Attack (Beam)** (E) DX [1] - 11 ### Equipment - **Medi Gun Replica** (Treated as part of the Innate Attack advantage) - **Medic Bag** (First aid supplies, equivalent to a comprehensive medical kit) - **Pistol** (Standard sidearm for self-defense) ### Character Synopsis This 150-point character captures the spirit of the iconic TF2 Medic, focusing on healing capabilities, combat support skills, and a quirky personality that fits well into diverse campaigns. They are designed for support roles within a team, bringing invaluable medical expertise and a unique healing ability to the table. Aspects like the "Innate Attack" ability representing the Medi Gun's healing beam provide a fun, game-referencing power that's balanced by the character's modest combat capabilities and various disadvantages that add depth and potential story hooks.