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Old 01-10-2019, 07:06 PM   #28
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Iron Fist v2
ST 14 BL 50 Thr 2d-1 [ 40 ]
DX 14 [ 80 ]
IQ 12 [ 40 ]
HT 14 [ 40 ]
Speed 8 [ 10 ]

Ambidexterity [ 5 ]
Combat Reflexes [ 15 ]
Danger Sense [ 15 ]
Fit [ 5 ]
Healing (Self Also +50%; Chi -10%) [ 42 ]
High Pain Threshold [ 10 ]
Innate Attack 12d (Iron Fist; 1 Fatigue/4d -15%; Melee -30%; Chi -10%: AA: IA) [ 27 ]
Metabolism Control 6 (Chi -10%) [ 27 ]
Night Vision/5 [ 5 ]
Ultrapower (Chi -10%) [ 45 ]
Wealth (Filthy Rich) [ 50 ]
Weapon Master (Fist!) [ 30 ]

Disciplines of Faith [ -10 ]

Fist-14 (WC) [24]; Karate-24 [40] [ 64 ]

Total [ 540 ]


Designer's Notes
I re-did this based on a bit of feedback and to fix a few errors.

This version attacks using Fist! or Karate backed by Weapon Master. I use WM instead of TBAM since I don't use the super martial arts skills that it allows. It also helps fighters that use weapons and fits since WM/TBAM overlaps quite a bit. Since we are using KYOS, WM instead gives a damage bonus a flat +2 at skill+1, or +4 at skill+2 rather than the per die bonuses. This puts Danny's punches at 2d-1 plus 4 for karate (+4 instead of +2 per die) plus another +4 for WM for a total of 2d+7 or 4d (ouch). He gets a further +2 kicking

For his Iron Fist attack, I used IA in increments of 4d depending on how much fatigue he wants to put. Against a lightly armored opponent Danny might do a 4d IA instead of risking hand damage. Otherwise, he'll likely only use it to do 8d (2 fatigue) or 12d (3 fatigue). He obviously can't do very many 12d attacks, but with skill 24 (his IA uses Karate since it requires a melee touch) he can deceptive attack to get through defenses.

This version is closer to the show and more of a street level brawler. He defends well (dodge 12, parry 16) and isn't afraid to take AoD when facing gunfire.

Last edited by naloth; 01-10-2019 at 08:03 PM.
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