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Old 01-10-2019, 07:58 PM   #29
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Daredevil
ST 14 BL 50 Thr 2d-1 [ 40 ]
DX 14 [ 80 ]
IQ 14 [ 80 ]
HT 12 [ 20 ]
Speed 7 [ 10 ]

Combat Reflexes [ 15 ]
Danger Sense [ 15 ]
Discriminatory Hearing (Super -10%) [ 14 ]
Discriminatory Smell (Empath +50%; Super -10%) [ 21 ]
Discriminatory Taste (Super -10%) [ 9 ]
Fit [ 5 ]
High Pain Threshold [ 10 ]
Para-Radar (360 +125%; Penetrating +50%, Super -10%) [ 106 ]
Parabolic Hearing 10 (Super -10%) [ 36 ]
Sensitive Touch (Super -10%) [ 9 ]
Weapon Master (Unarmed) [ 20 ]

Blindness (Mitigated by Super ) [ 0 ]
Pacifism (Reluctant Killer) [ -5 ]

Detective!-14 (WC) [24]; Karate-18 [20]; Stealth-14 (DX) [2] [ 46 ]

Total [ 541 ]

Designer's Note
Since I'm watching the last of the Netflix shows, I figured I would go ahead and stat out Daredevil too. This is closer to the Netflix version than the comics version, but he also makes for a reasonably well rounded 500 brawler/skulker with room for growth.

He's very similar to Iron Fist, so I used many of the same core abilities with a different focus. Daredevil's focus on detection and shadowing. He's still a good fighter with great defenses (dodge 11, parry 13), the ability to rapid strike or deceptive attack with his skill, and pretty hard blows (4d punch, 4d+2 kick just like 'Fist).

His senses are sharp with most of the special traits giving him a +4 on top of his Per 14, empathy, and 360-degree para-radar on top of that. He's nominally blind, but his super senses actually work better than sight for the most part and being perceived as blind actually has quite a few other advantages. As a whole given the chance his super abilities could be negated, I'm calling it a 0% feature or 0 point disadvantage.

Edit: realized I forgot Parabolic Hearing... x1024
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