Val CHA Cost Roll Notes 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage [1] 13 DEX 9 12- OCV: 4/DCV: 4 18 CON 16 13- 14 BODY 8 12- 15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5 20 PRE 10 13- PRE Attack: 4d6 10 COM 0 11- 4 PD 2 Total: 4 PD (0 rPD) 4 ED 0 Total: 4 ED (0 rED) 3 SPD 7 Phases: 4, 8, 12 6 REC 0 36 END 0 30 STUN 2 Total Characteristic Cost: 69 Movement: Running: 6"/12" Flight: 5"/5 Leaping: 2"/4" Swimming: 2"/4" Cost Powers & Skills 83 Control Local Gravity: Telekinesis (45 STR), Indirect (from below; +1/4), Invisible to Sight Group (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Only To Pull Down, Push Up (-1/2), Affects Whole Object (-1/4), No Knockback (-1/4), Loses Effect Over Time (-1/4) 71 Rapid Gravity Increase: EB 9d6, Indirect (from below; +1/4), Penetrating (+1/2), Invisible to Sight Group (+1/2), Reduced Endurance (0 END; +1/2); Linked (Control Local Gravity; -1/2), No Knockback (-1/4) 71 Severe Gravity Increase: RKA 3d6, Indirect (from below; +1/4), Invisible to Sight Group (+1/2), Penetrating (+1/2), Reduced Endurance (0 END; +1/2); Linked (Control Local Gravity; -1/2), No Knockback (-1/4) 58 Increased Body Mass: HA +10d6, Invisible to Sight Group, Source Only (+1/4), Reduced Endurance (0 END; +1/2); Hand-To-Hand Attack (-1/2) 17 Decreased Gravity I: Flight 5", Ranged (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Usable As Attack (+1); Levitation (only negates the effect of gravity—character can only go up or down, and can only drift with the wind; -1/2), No Noncombat Movement (-1/4), Loses Effect Over Time (-1/4) 17 Decreased Gravity II: Flight 5", Usable Simultaneously (up to 2 people at once; +1/2), Ranged (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Levitation (only negates the effect of gravity—character can only go up or down, and can only drift with the wind; -1/2), No Noncombat Movement (-1/4) 23 Visualize Local Gravity: Detect Gravity Waves 15- (Unusual Group), Range, Sense, Targeting Perks 10 Money: Wealthy Skills 12 +4 with Gravity Powers 5 CK: New York City 14- 9 High Society 16- 5 KS: Aces 14- 9 KS: Cooking 18- 5 KS: Numismatics (coin collecting) 14- 9 PS: Cooking 18- 2 PS: Restaurant Owner 11- 5 Trading 14- Total Powers & Skill Cost: 411 Total Cost: 480 200+ Disadvantages 5 Dependence: Addicted To Ti Malice's 'Kiss' Incompetence: -1 to Skill Rolls and related rolls per time increment (Extremely Difficult To Obtain, 1 Day) 20 Normal Characteristic Maxima 5 Physical Limitation: Fat—he's 6'2" and weighs over 375 lbs (Infrequently, Slightly Impairing) 15 Psychological Limitation: Combat Paralysis, Somewhat Terrified Of Dangerous Situations (Make An EGO Roll To Fight Offensively) (Common, Strong) 10 Psychological Limitation: Feels A Sense Of Duty To The Unfortunate, Gives To Many Charities (Common, Moderate) 5 Psychological Limitation: Glutton, Eats Enormous Meals In Order To Feel Better (Uncommon, Moderate) 220 Experience Points 480 Total Disadvantage Points
Description: Hiram is positively huge, standing 6'2" and weighing 375 lbs. He is reasonably handsome, bald, and has a full, neatly trimmed beard. He is always well dressed. Hiram is the owner of Aces High, New York's premier restaurant located on the 86th floor of the Empire State Building. He is an excellent cook, and a rather gentle man, if a bit snobbish. He has a good heart, though and donates to many joker charities. Hiram's powers center around his control of gravity. He can increase his own mass, or the mass of other objects, increasing their weight immensely. He can also negate gravity, allowing him self to tip the scales at a mere 30 lbs, float near the ceiling of a room, or cause a foe to float away.
Campaign Use and Designer’s Notes: I have given Hiram several powers to represent his control over gravity. The first is TK. Using this power, he can either increase of decrease the mass of an object. In either case, a target should make a STR roll to resist the effects. If Hiram increases someone's mass, they should roll versus his TK to try and move or otherwise act. Since they are grabbed (and Hiram will often try to bear his target to the ground) then their DCV will suffer as well. If making someone lighter, they will have to try and exceeded Hiram's TK to try and get an effective blow in. For example: if some one punches Hiram and he uses 20 STR of TK to reduce their mass, they would need at least 23 STR (or an equivalent mixture of STR, Hand Attack or Martial Arts) to begin to do any damage. The EB and HKA powers represent what happens when Hiram increases one's mass very rapidly. If he does it suddenly enough, he can break bones and rupture organs. Finally, his Flight power comes from making someone so light that they float away from the Earth's surface. This Flight has no real control, and anyone so effected is at the mercy of a strong wind. Although Hiram's powers are 0 END and Persistent, they will slowly fade over time (usually a few hours). Also, extensive use of his powers will tire him, in which case Hiram will promptly eat a large meal in order to restore his lost energy.
To make Hiram more of a superhero, give him a more superheroic physique and characteristics.
Hiram Worchester's Hero Designer File
(Hiram Worchester created by George R. R. Martin, character sheet created by Michael Surbrook)
Return to GURPS Wild Cards Character Adaptations