Val CHA Cost Roll Notes 9 STR -1 11- Lift 87.1 kg; 1 1/2d6 HTH Damage  11 DEX 3 11- OCV: 4/DCV: 4 11 CON 2 11- 10 BODY 0 11- 18 INT 8 13- PER Roll 13- 15 EGO 10 12- ECV: 5 10 PRE 0 11- PRE Attack: 2d6 10 COM 0 11- 2 PD 0 Total: 2 PD (0 rPD) 2 ED 0 Total: 2 ED (0 rED) 3 SPD 9 Phases: 4, 8, 12 4 REC 0 22 END 0 21 STUN 0 Total Characteristic Cost: 31 Movement: Running: 6"/12" Leaping: 1"/2" Swimming: 2"/4" Cost Powers & Skills 352 Telekinesis: Telekinesis (100 STR), Affects Porous, Invisible to Sight Group (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect (2" radius; +3/4); OIHID (i.e. inside the Turtle's Shell; -1/4) Perks 10 Money: Wealthy 56 Turtle Shell: Vehicle Skills 8 +4 with Telekinesis 6 CK: New York City 16- 5 Electronics 14- 6 KS: Comic Books 16- 4 KS: Electronics 14- 0 Language: English (idiomatic; literate) 19 Power: Telekinesis 21- 3 PS: Electrician 13- 4 Systems Operation (Communications Systems) 14- 5 Trading 12- Total Powers & Skill Cost: 478 Total Cost: 509 200+ Disadvantages 20 Normal Characteristic Maxima 10 Physical Limitation: Bad Eyes, Needs Glasses (Frequently, Slightly Impairing) 15 Psychological Limitation: Protective Of Innocents, Feels It Is His Duty To Aid Those In Trouble (Common, Strong) 10 Psychological Limitation: Shy, Tends To Keep To Himself (Common, Moderate) 15 Social Limitation: Secret ID (Frequently, Major) 239 Experience Points 509 Total Disadvantage Points
Description: The Turtle is the most powerful telekinetic in the world. As Thomas Tudbury, the Turtle stands 5'9" and weighs about 170 lbs, with collar length dark brown hair. Within his "shell" however, the Turtle become a true "superhero," righting wrongs, saving those in distress and doing his best to combat crime. Although he's become a bit cynical over the years, the Turtle still keeps at it, doing his best to keep the streets of New York safe for everyone.
Some people may want to give the Turtle some form of Variable Area of Affect advantage to the Turtle's TK (The current version can affect a central hex and all six hexes surrounding it). He can use his TK much like a giant pair of hands, pushing people about, picking up masses of water and so on. The 100 STR value was achieved due to the fact the Turtle lifted the battleship New Jersey out of the water for 30 seconds one day.
Turtle's Hero ID disadvantage requires him to be inside of his Shell to use his powers. He can over come this psychological crutch outside of his Shell, but the Turtle is limited to about 10 STR and a x10 END cost.
Campaign Use and Designer’s Notes: Other suggestions for Turtle’s TK include giving him a suite of Telekinesis “tricks,” centered around various forms of Area of Effect and the like. You many also want to give Turtle somewhat better stats—such as a higher DEX (or Lightning Reflexes), a little more EGO, and a higher PRE (or PRE bought only for defense). Of course, outside of his Shell, Turtle is pretty much perfectly normal, so you might want to leave things as is.
(The Great and Powerful Turtle created by George R R Martin, character sheet created by Michael Surbrook)
Return to GURPS Wild Cards Character Adaptations