Billy Lee

"I am getting so far out one day I won't come back at all."

Description:

He’s not an unusually tall man but he’s built thin and lithely, giving him the appearance of greater height. His hairline has been receding for years and is peppered with white. He prefers to stay clean shaven, when he remembers, and keeps his hair respectably short. He’s never taken to contacts and prefers a sturdy pair of glasses. He likes to dress in what some might call old-fashioned. A loose pair of slacks, an old hat, the feel of a comfortable pair of loafers and an evening jacket suites him. He makes no bones about letting anyone around him know he carries a gun.

He’s an outspoken man and prone to long, almost poetic, verbiage. He’s struggled with drug addiction all his life and has even come to embrace it. He’s been to the rocky bottom and no longer fears it. He’s strongly opinionated and is rarely shy to express it. He walks with a bit of a slouch, usually with a cigarette dangling from his lips. He’s not overly friendly but he can be very charming and social when the occasion is right but his dark humor can be offsetting to some.

Character Sheet

updated:30 May 2012
William Lee (quietlyscheming)v20.pdf

  • 3 pts = Affliction 1 (Imposing Will) from IQ penalty 7 to penalty 10
  • 5 pts = Extra Attack (Magical -10%, Pact -10%, Trigger Occasional – Illegal -45%, -65% Single Skill (Terror), -20%)
  • 4 pts = Terror removed Cost Hit Points on Selective Area and went from Will-6 to Will-7
  • 3 pts = CPs available

324 points

ST 9 [-10]; DX 12 [40]; IQ 14 [80]; HT 11 [10].
Damage 1d-2/1d-1; BL 16 lb; HP 11* [0]; Will 16† [0]; Per 16‡ [0]; FP 11 [0].
Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
6’ 1"; 125.

Social Background

TL: 8 [0].
Languages: English (Native) [0].

Advantages

Affliction 1 (Imposing Will; Attribute Penalty: IQ (+10), +100%; Malediction (Uses Long-Distance Modifiers), +200%; Backlash: Agony (-100%; Resistible, *0.5), -50%; Costs Fatigue (+1), -5%; Costs Hit Points (+3), -30%; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%; Visible (+1), -10%) [24]; Affliction 1 (Toxic Breath; Area Effect (2 yd) (+50%; Costs Hit Points (+2), -20%, Limited Use (4/day), -20%, Takes Recharge (5 seconds), -10%), +25%; Seizure, +100%; Reduced Time (+1), +20%; Takes Recharge (none), +0%; Contact Agent, -30%; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%; Cannot Parry, -5%; Melee Attack: Reach 1, -25%) [12]; Ally (Leroy Ealand; none; Special Abilities (drug-maker, shaman), +50%; _Free, *0; 6 or less, *1/2) [0]; Blessed (Heroic Feat; DX; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [4]; Blessed (Heroic Feat; HT; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [4]; Blessed (Heroic Feat; ST; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [4]; Blessed (Very Blessed; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [7]; Detect (Hallucinogens; Very Common; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%; Sense-Based (with Malediction) (One sense), -20%) [6]; Extra Attack 1 (Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%; Single Skill (Terror), -20%) [5]; Extra Hit Points 2 (Affects displayed HP score, +0%) [4]; Extra Perception 2 (Affects displayed Per score, +0%) [10]; Extra Will 2 (Affects displayed Will score, +0%) [10]; Extraordinary Luck (Costs Hit Points (+1), -10%; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [8]; Hard to Kill 1 [2]; Healing (Xenohealing (Anything Alive), +80%; Accessibility (Target must be under the influence) (+1), -10%; Backlash: Moderate Pain, -20%; Empathic, -50%; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%; Takes Extra Time (+3), -30%) [6]; Illuminated (Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [6]; Imbue 3 (Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [14]; Mind Shield 5 (Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%; Visible (+1), -10%) [5]; Psychometry (Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [7]; Regeneration (Fast: 1HP/Min; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [18]; Reputation +1 (Man of Mystery; All the time, *1; Almost everyone, *1) [5]; Resistant to Poisons (Very Common; +8, *1/2) [15]; See Invisible (Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%) [6]; Terror (Will-7; Presence, +25%; Selective Area (+20%; Maximum Duration (Less than 30 seconds), -75%), +5%; Magical -10%, Pact -10%, Trigger Occasional - Illegal -45%, -65%; Maximum Duration (Up to 30 minutes), -25%) [40]; Unfazeable [15].
Perks: Weapon Bond (Guns (Pistol)). [1]

Disadvantages

Bad Sight (Nearsighted; Glasses, -60%) [-10]; Delusion (I’m a secret agent to Annexia.; Minor) [-5]; Delusion (Women are Aliens and not to be trusted.; Minor) [-5]; Fanaticism (Bring down agents of Interzone) [-15]; Flashbacks (Severe) [-10]; Secret (He kills without regret & often; Possible Death) [-30].
Quirks: always carries a gun; keeps a red bandana in back pocket; keeps a small pharmacy of drugs on him; monologues; women make him uncomfortable. [-5]

Skills

Acting (A) IQ [2]-14; Brawling (E) DX [1]-12§; Conic Blast (Guns (Shotgun)) (VH) DX-2 [2]-10; Detect Lies (H) Per-2 [1]-14; Diplomacy (H) IQ-2 [1]-12; Fast-Draw (Pistol) (E) DX [1]-12¶; Ghostly Weapon (Guns (Pistol)) (VH) DX-1 [4]-11; Guns/TL8 (Pistol) (E) DX+3 [8]-15**; Guns/TL8 (Shotgun) (E) DX+1 [1]-13¶; Hidden Lore (Spirit Lore) (A) IQ-1 [1]-13; Innate Attack (Breath) (E) DX+1 [2]-13¶; Knife (E) DX [1]-12§; Mechanic/TL8 (Automobile) (A) IQ-1 [1]-13; Mind Block (A) Will [2]-16; Penetrating Strike (Guns (Pistol)) (VH) DX-1 [4]-11; Pharmacy/TL8 (Synthetic) (H) IQ-1 [2]-13; Physician/TL8 (Human) (H) IQ-2 [1]-12; Public Speaking (Oratory) (E) IQ [1]-14; Research/TL8 (A) IQ-1 [1]-13; Ritual Magic (Mythos) (VH) IQ-3 [1]-11; Scrounging (E) Per [1]-16; Stealth (A) DX-1 [1]-11; Writing (A) IQ [2]-14.
Techniques: Targeted Attack/TL8 (Guns (Pistol)/Skull) (H) [4]-11.

Footnotes

* Includes +2 from ‘Extra Hit Points’.
† Includes +2 from ‘Extra Will’.
‡ Includes +2 from ‘Extra Perception’.
§ Conditional -2 from ‘Bad Sight (Nearsighted)’.
¶ Conditional x2 from ‘Bad Sight (Nearsighted)’ when calculating range penalties.
** Conditional x2 from ‘Bad Sight (Nearsighted)’ when calculating range penalties, +1 from ‘Weapon Bond (Guns (Pistol))’.

Equipment

6× .38 ACP rounds (loose; $1.2; 2.78 oz); 25× Cash (1 dollar bills; $25; 14.08 dr); 16× Cash (10 dollar bills; $160; 9.01 dr); 15× Cash (100 dollar bills; $1500; 8.45 dr); 1× Cash (100 dollar bills; $100; 15.4 gr); 26× Cash (20 dollar bills; $520; 14.64 dr); 60× Cash (20 dollar bills; $1200; 2.11 oz); 60× Cash (loose change; $0.6; 2.11 oz); 1× Clay Pipe & Pouch (weed; $0; 4 oz); 1× Colt .38 Official Police, .38 Special (Weapon Bond; $550; 2.3 lb); 1× Crash Kit (Lunchbox; $200; 10 lb); 3× Essence of Mushroom Blotter ($0); 1× Large Knife (folding; $40; 1 lb); 6× Microdots (LSD tablets; $90); 1× Z&D Custom "Town" Double Shotgun 10Ga ($1350; 8 lb); 1× Zippo ($1.5).

Encumbrance

None: Basic Lift 16 lb. Ground Move 5 yd; Water Move 1 yd. Dodge 8.
[Light]: Basic Lift 32 lb. Ground Move 4 yd; Water Move 1 yd. Dodge 7.
Medium: Basic Lift 48 lb. Ground Move 3 yd; Water Move 1 yd. Dodge 6.
Heavy: Basic Lift 96 lb. Ground Move 2 yd; Water Move 1 yd. Dodge 5.
X-Heavy: Basic Lift 160 lb. Ground Move 1 yd; Water Move 1 yd. Dodge 4.

Defenses


Parry: 9 (Brawling). Block: 7 (DX). Dodge: 7/8.Eyes: DR 0; HP 2. Neck: DR 0. Skull: DR 2. Face: DR 0. Torso: DR 0. Groin: DR 0. Arms: DR 0; HP 6. Hands: DR 0; HP 4. Legs: DR 0; HP 6. Feet: DR 0; HP 4.

Melee Attacks

Affliction Toxic Breath (12): HT±0 aff (2 yd). Reach 1.
Brawling • Punch (12): 1d-3 cr. Reach C.
Brawling • Bite (12): 1d-3 cr. Reach C.
Brawling • Kick (10): 1d-2 cr. Reach C,1.
Large Knife folding • Swing (12): 1d-3 cut. Reach C,1.
Large Knife folding • Thrust (12): 1d-2 imp. Reach C.

Ranged Attacks

Affliction Imposing Will (16): HT-0 aff mal. Range Long-Distance. RoF –.
Colt .38 Official Police, .38 Special (16): 2d pi. Acc 2. Range 110 yd / 1200 yd. RoF 3. Shots 6(2i).
Large Knife folding (8): 1d-2 imp. Range 7 yd / 14 yd. RoF 1. Shots T(1).
Z&D Custom "Town" Double Shotgun 10Ga (11): 1d+2 pi. Acc 3. Range 50 yd / 125 yd. RoF 2×9. Shots 2(3i).

Bio:

“I’ve been carrying this habit so long on my back it’s sunk into my flesh and become part of me. I walk this alien world knowing there is more to it then what the naked eye sees. I’ve peeled my old skin away and been reborn. The world is raw with new colors, smells and experiences. I’ve seen the truth and I can’t look away from the horror of it. They’ve recruited me and I obey without question. One day they’ll discard me like the used needles and empty pill bottles but until then…”

Twisted Perspectives

A Long Walk
Agent Rendezvous

Billy’s Stash

Billy’s .38 Special
Judge Jainlett’s Shotgun
Mask
Medicine Bag
Jainlett’s Snuffbox

Billy Lee

GURPS: The Town Quietlyscheming