I seem to end up GMing more than I end up playing. Here are some ideas
and game mechanics I'd like to use in one of my characters if and when
the opportunity arises.
A cinematic computer hacker, who actually knows nothing at all
about computers but does it with weird powers (psychic, magical,
whatever). When he steps up to a machine the display changes to a big
flashing box labelled "ENTER PASSWORD", and typing in "bypass all
security" can actually work.
Someone built with the Snatcher power in GURPS: you can reach into
nothingness and pull out useful stuff. Obviously this needs to be in a
world where such powers are possible; I see him as a covert agent, who
can get through searches, manifest the bomb or assassination pistol or
whatever, do the job, then stroll out with no trace left behind
(manifested objects vanish when you dismiss them or use the power
again).
Someone built with Imbuements from GURPS Power-Ups 1 (this could be
the same as the previous character if the point budget were high
enough): you can enhance your attacks with any sort of weapon, so that
they can be bounced off walls, act in a cone rather than a line,
continue to attack while you're doing something else, and so on. Again
this needs a campaign with weird powers; I see this one specifically
as a pistol specialist who pulls off shots that other people regard as
impossible.
In a campaign of modern magic, a faker like the
jobbing magicians whose cards
used to come through my door when I lived in Upton Park. This guy's an
expert at interpersonal skills including hot and cold reading, he
knows people who can get your enemy beaten up, and he has amazing
persuasiveness and stagecraft, but he knows that all his trappings are
complete nonsense and he has nothing but contempt for the people who
fall for them. Then, suddenly, he finds he has real magic.
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