SMURF R.C.C.
A D-Bee, super-annoying player character, NPC & Arch-Villian
Alignment: Always scrupulous or princpled. (Most consider them diabolic though)
IQ: 2d6+3
MA: 2d6
ME: 2d6+1
PS: 1d6+2
PE: 2d6+1
PP: 3d6
PB: 2d6+3
SPD: 1d4x10+10
MDC: 1d4 (Reduce to -200,000 before they're not annoying)
PPE: 5d6
Horror Factor: 20 (-4 to save) This can be blocked without a saving throw only if the character looks over top of the smurf.
Average Height: Don't know.
Appearance: Short and blue. Wear little white hats and pants. (I think…) Always optimistic and adding "Smurf" to things. Live in little mushrooms? (maybe)
Abilities:
1.Regenerates 2d4 MD every melee.
2.Nightvision 90 ft.
3.Incite Rage: Everyone who is in the presence of a smurf will be induced to bash it until its blackened corpse is reduced to -200,000 MDC or for 2d6 years, GM pick. The character will only stop for the bare necessities (food, water, sleep) until this time period is over. -If not in possession of MDC weapons, the character will likely steal big guns to blow the smurf to hell-
Save: 18 vs. magical insanity, without bonuses. Reroll every 5 minutes within eye/hearing range of the smurf.
Note: Instant rage -no save, immunities to magic be damned- if the smurf begins to sing, or the character hits the smurf with a weapon, or if the smurf says "Smurfy" or begin saying "smurf-blah-blah-blah" added to anything 100+ times within 1d4 minutes.
Bonuses: +6 to strike, no parry or dodge from other sources, needs 1/10 the food, water, and sleep until the duration has passed. +2 attacks per melee round. Will not attack anything but the smurf.
4. Induce Insanity/Phobia: After an encounter with a smurf in which the smurf speaks, all within hearing range gain Obsession: Smurf (hatred) and Phobia: Smurf. These insanities are also induced after spending 1 minute per 5 ME points of a character with a smurf. (Even if he doesn't speak)
Punch Damage: 4d6 SDC, 1d4 MD power punch (counts as all attacks)
Attacks per Melee: 2 or as per hth or boxing
Magic: As per OCC
Psionics: As per OCC (17% possess psionics)
NOTE: All headhunter/ PR pilot smurfs gain object read, telemechanics and telemechanic mental operation and 2d4x10+ME ISP plus 1d6+2 per level, just because I think it'd be really funny if a smurf was in a Super SAMAS…-
OCC: Any within reason. (it's a smurf damnit. 75% only have the few skills they have to begin with because everyone who could teach them a job ended up killing them.)
Note: All smurf's must be either trained by other smurfs, or by blind and deaf humanoids who somehow managed to learn a job and teach it to the smurf…. (seeing as everyone else will end up killing the smurf)
Skills: Speaks and literate in Smurf 98% (american, but add smurf into every sentence) Sing 98% (only the smurf song) 40% know holistic medicine at 60%
If they have no OCC add 4 Related Skills from technical, mechanical, domestic, communication: radio basic only, or physical.
Insanities: Optimism. Adding smurf to everything. Singing smurf-songs nearly constantly. (tra la la, etc.) Being incredibly annoying.
Minuses: Being a smurf, they tend to be painfully optimistic and trusting. This results in problems such as the bad guy convincing a smurf that his friends are really vampires in disguise and attacking them. Also, townspeople, other player characters, etc. will attack smurfs unless they save vs. magic insanity. (18 or higher) Also, unless they have telemechanic mental operation or a similar psionic power thet can pilot virtually no vehicles and they can't wear MDC body armor unless it was especially made for them, or hold many weapons. Also, most smurfs would be to naïve to wear body armor, even if they could find any that fit them.
The Really Bad Minus: The usually don't last 5 minutes into a game because all the PC's attack them..
Equipment: as per OCC.
If they have no OCC they begin with basic equipment, two pairs of clothes, a knife, and a gun. (all smurf sized)