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Old 03-02-2019, 06:32 AM   #144
DreadDomain
 
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Join Date: Aug 2004
Default Re: GURPS Supers Alternatives

A few notes:
I have adjusted his ST so he can carry people around. Is it enough?
I have included his Talent in the calculation of the defenses so it's clearer. Question, when you calculate a defense, say parry, do you round up or down? For a skill of 19, is base parry 3+10 or 3+9? So far I have rounded down.
I limit Talents at 5 levels
I have increased base Speed and Move as well as SuperRunning. He has a much better step now (10)
I have included some Striking ST when he runs for some more punching power. Correct me if I am wrong but the only rules to add damage based on speed are the slam/bash rules?
I have combined two powers to create Speed Force Punch. I believe it makes more sense now.
I used Emanation for some of his attacks and I used Affliction for Vacuum.

Flash V2 [1500]
CHARACTERISTICS [130]
ST 12 DX 15 IQ 14 HT 13
HP 12 Per 14 Will 14 FP 24
Thr Dam 1d BL 32lbs Speed 11 Move 13

ATTACKS -----------DODGE 17-----------POWER BLOCK 12
Punch (19) 1d cr (3d cr when Super-Running) Parry 13
Speed Bolt Punch (19) 5d+2 burn (13d burn when Super-Running), Side-Effect, Stunning, Surge, Reach C, 1 or 2
Vacuum (19) 3d Fatigue, AE 8yrds, Respiratory Agent, Suffocation, Melee, if damage penetrates, target must succeed a HT roll at -1 per 2 points of damage or become Dazed for (20-HT) minutes
Wind Blast (19) 10d cr, Cone 5 Yards, Selectivity, 2x KB, No Wounding

POWERS [1361] • all powers Connection to the Speed Force -10%
Speed Force Expert Talent 5 [25]
Speed Force Connection Damage Reduction (5) plus Immunity to Friction, Speed and Acceleration effects plus Enhanced Time Sense plus Regeneration (Very Fast) plus Very Fit plus ST +2, DX +3, HT+2, FP+11, Speed +4, Move +2 [441]
Super-Running 104 Enhanced Move (Running) 3, Second-Nature plus Striking ST +8, Clinging and Walk on Liquid, all while running at high speed [183]
Super-Speed Altered Time Rate 5 [450]

SUPER-SPEED POWERS • all Alternate Abilities to Super-Speed (ATR)
Hyper-Running 200,000 Enhanced Move (Running) 11, Second-Nature, Travel Time [80]
Hyper-Speed Altered Time Rate 9 (70), Super-Speed, Out of Combat [90]
Quicker Than the Eye Invisibility, Affects Machines, Can be detected by recording devices in slow motion, Can carry Heavy Enc, Switchable, Must be in Movement [20]
Speed Bolt Punch Striking ST +22 plus Natural Weapon Burning Damage, Extra-Reach (C, 1, 2), Increased Damage (+2 per die), Side-Effect, Stunning, Surge, Switchable, Must be running [12]
Twister 4d cr, Area of Effect 8 yards, Double Knockback, Link, Side-Effect, Dazed, Emanation, Not in a Vacuum plus Obscure 5 (Vision), Area of Effect 8 yards, Link, Persistent, Emanation, Not in a Vacuum [16]
Vacuum Affliction 3, Choking +100%, Area-Effect 8 yards +150%, Emanation -20%, Respiratory Agent +50% [15]
Vibro-Phasing Permeation (Very Common), Cosmic Defense [12]
Wind Blast 10d cr, Cone 5 Yards, Selectivity, Double Knockback, No Wounding [17]

ADVANTAGES [25]
The Fastest Man Alive! Reputation +3, Almost everyone, All the time; [15]
CSI Officer Police Rank 1 plus Legal Enforcement Powers [10]

SKILLS [74]
CSI! (WC) 16 [60]; Fast Talk (IQ/A) 14 [2]; Speed Force! (WC) 19 [12]*
*Includes +5 from Speed Force Expert
CSI! Includes Administration (Police Force), Area Knowledge (Central City and Keystone), Biology, Chemistry, Criminology, Current Affairs (Crimes), First-Aid, Forensics, Interrogation, Law (Criminal), Observation, Pharmacy, Poisons, Psychology (Criminals), Research, Search, Sociology
Speed Force! Includes Acrobatics (Running), Area Knowledge (World, Timestream, Multiverse), Brawling, Fast-Draw, Navigation, Physics (Speed Force), Running, Throwing Can also take the place of any unarmed combat skill if performing High Speed maneuvers; Speed Force! at DX+2 or better grants +2 to damage with such attacks. Provides bonus to ST rolls to break free from enemies or restraints.

RELATIONSHIPS [-2]
Iris, CCPD, Star Labs Contact Groups, Skill 15-, Often 9-, Usually Reliable plus Dependent Rarely 6- [0]
Jay, Wally, Jesse Contact Groups, Skill 15-, Often 9-, Usually Reliable plus Dependent Rarely 6- [8]
Rogue Gallery Enemy, Rarely 6-, Medium size group [-10]

DISADVANTAGES [-88]
CSI Officer Curious 12-, Duty, Often 9- [-10]
Code Versus Killing Pacifism; Cannot Kill [-15]
It’s all my Fault Charitable 12- plus Guilt Complex plus Selfless 9- plus Sense of Duty plus Workaholic [-43]
Secret Id, Barry Allen Harassment/relatives may be threatened [-10]
Super-Fast Metabolism Increased Consumption 1 [-10]

In this version:

Flash could take 6 maneuvers in a second like disarming or saving hostages or punching villains for 3d cr damage.
He dodges at 17, can retreat dodge at 20 and also Power Dodge at the same values, using his Permeation to vibrate out of harm’s way.
He can step 10 yards at a time and with ATR he can step up to 60 yards in a second while taking 6 actions
Between Super-Running and Super-Speed, he can run 2000km/h without breaking a sweat.
Alternatively, he can:
•Run at 700,000 km/h
•Complete any non-combat task 140 time faster (ATR and Speed Force Talent)
•Deliver a Speed Force imbued punch that stuns opponent and disable electrical devices (Speed Force Punch)
•Run so fast he will remain unnoticed
•Use his speed to create a twister, a vacuum or a wind blast
•Vibrate through matters
Barry has dedicated his life to two field of expertise, solving crimes(CSI!) and understanding and manipulating the Speed Force (Speed Force!)
Although he has other challenges, what drives him is his belief that It Is All His Fault.

Last edited by DreadDomain; 05-30-2020 at 04:37 PM.
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