12-02-2012, 10:49 AM | #1 |
Join Date: May 2010
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[OOC] Assault on Bunker 23
Update 4: Links to all PC sheets:
Poonbahbah ErhnamDJ Skullcrusher ericthered zoncxs Update 3: And it looks like we're closed again. Update 2: Temporarily open again, one more slot, which will go to the first person who can send me a reasonable draft of their character sheet. Update: Okay, this is now closed. I have eight players expressing interests in five slots, and will actually have to find some way to narrow it down. It's May 1941--in our universe, the darkest hour of World War II. However, things may be about to get a lot darker. A small group of five anti-Nazi supers meeting in London has somehow discovered the existence of Bunker 23, a mysterious base in northern Germany where, they believe, the Germans are building a weapon which may allow them to decisively win the war! Worse, their intelligence suggests they may have no more than 48 hours before the weapon is completed! Guidelines for character creation are as follows: First, Lamech is helping me co-GM by running the BBEG. If he finds a way to TPK the party fair and square, I'll let it happen. What that means for you is that your characters should be prepared to face a wide variety of threats, and collectively should have no major "holes" in their capabilities--e.g. you won't be screwed if you come up against invisible foes, you won't be screwed if you come up against intangible foes, you won't be screwed if you come up against foes with mind control powers, etc. Second, I'm going go place a fair number of constraints on what I'll allow for the sake of avoiding *too much* munchkinism. With 2,000 points to play with, blatant game breakers shouldn't be necessary to build very powerful characters. Specifics (which I reserve the right to add to if necessary):
Valid sources for your powers are Psionic/Super (I'm treating them as the same thing), Chi, Divine, Magical, and Cosmic. "Wild" abilities are acceptable if and only if your character concept entails that it really truly makes no sense for the ability to be "turned off" by countermeasures. For example, an alien with eyes on the sides of his head and super-strength could take 360 Vision as a wild advantage, but should have the Super power modifier on the super-strength. Okay... I *think* that's everything. ETA: Wait, no, that wasn't everything. -100 point disadvantage limit, that's important. Last edited by Michael Thayne; 12-24-2012 at 08:15 AM. |
12-02-2012, 10:53 AM | #2 |
Join Date: Aug 2009
Location: OK
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Re: [OOC] Assault on Bunker 23
I want to play a robot built in secret by Nikola Tesla and now drafted into the war effort. It would able to create and control electricity, as well shoot lightning blasts.
That wouldn't require the robot to have any kind of special technological stuff, would it?
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
12-02-2012, 11:12 AM | #3 |
Join Date: May 2010
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Re: [OOC] Assault on Bunker 23
Well, what you've described is by definition special technological stuff, but if you mean High TL, then not if it's all bought as advantages.
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12-02-2012, 11:17 AM | #4 |
Join Date: Aug 2012
Location: Estonia
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Re: [OOC] Assault on Bunker 23
I'm interested but im not sure iff ill pull it off. Havent designed anything with such huge cp score.
If possible I would like to play a support character. Somekind of spectre/phantom/ghost who wouldn't be able to interact with world much. But could give advantages/encahnce advantages nudge luck of others (o maybe also dampen, curse etc.), and could provide intelligence and information. A kind of creature like all kind of guardijan angels ancestral spirits etc. various cultures have, or you know Obi-vans force-ghost etc. Someone to look over our brave heroes and provide them with much needed luck. |
12-02-2012, 12:21 PM | #5 |
Join Date: Aug 2009
Location: OK
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Re: [OOC] Assault on Bunker 23
Wow. Never had this happen before. I wrote down all the stuff I wanted... and I still had points left to spend.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
12-02-2012, 12:41 PM | #6 |
Join Date: Aug 2012
Location: Estonia
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Re: [OOC] Assault on Bunker 23
Just an aferthought - if there are any spiritists/channellers/mages etc. in the group. Then (as far as story goes) I could be a spirit summoned specifically for this assault by this guy.
I could in a meaning be kind of a familiar spirit etc. I'd take a mindlink to the guy or whole group and a higher purpose (help our righteous heroes with the mission I was just summoned), maybe somekind of combination of positive/negative Destiny - helps in thwarting the evildoers/will return to nothingness in doing so etc. You know I'd be like one of those spirits with unfinished business or dept etc. like the ghosts Aragorn brought with them Umbar ships etc. |
12-02-2012, 12:45 PM | #7 | |
Join Date: May 2010
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Re: [OOC] Assault on Bunker 23
Quote:
If you aren't too committed to your particular concept, get GURPS: Supers, take a look at the Archetype template, and use that as the basis for your build (while feeling free to add a few limitations to traits, like Cannot Wear Armor, or just plain throwing things out). |
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12-02-2012, 12:54 PM | #8 |
Join Date: Jan 2010
Location: The Western Harbour
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Re: [OOC] Assault on Bunker 23
Okay, this sounds interesting. A couple of questions:
Firstly, is there anything that you would add to this that we ought to know about? (I really like this particular post) Are there any limits on backstory/ origins? For instance, who are we working for (i.e. which intelligence agency found this information, who will be providing transport, etc). Is there an issue with nationality or similar? How much do we need to bother with life skills/ backstory skills? I came up with a regular profession and backstory skills for a character in one game and then the way the story ran had me more or less abandon that. It may only be a handful to points in some cases, but it might mean major decisions in others. Style of gameplay: gritty or four-colour? High combat or stealth/ skill? Just thinking.
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"John Adams was a farmer. Abraham Lincoln was a small-town lawyer. Plato, Socrates were teachers. Jesus was a carpenter. To equate judgment and wisdom with occupation is at best... insulting." |
12-02-2012, 12:59 PM | #9 |
Join Date: Mar 2012
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Re: [OOC] Assault on Bunker 23
I have a couple concepts that might work, though I'm not sure it's in line with what you're going for here.
My first desire is to grab a random power from Don't Rest Your Head, remove the sanity-destroying aspects, and use that as a core. My second idea is to grab one of the Nightbane that I amde a long time ago, and convert it to gurps, then throw on a bunch of advantages. My last idea just involves dropping a ton of points on ATR and Warp. |
12-02-2012, 01:14 PM | #10 |
Join Date: Aug 2012
Location: Estonia
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Re: [OOC] Assault on Bunker 23
But what if I try to pump it up with all kinds of unkillable/undetectable/inaffectable stuff I get my hands on to get its life expectancy up. And then add some psi or magical abilities to do damage also(or mess with or mind control). That sure could take up some points.
Can the character use two different power sources. Like divine etc. for being a spirit (insubstantiability/unkillable etc.) and then magic or psi .... well for being a ghost of a mage or a psionic (spells/psi advantages and talents). Or should I really try to keep one - lets say psionic all the way - guy was such a psionic he willed himself a psi-ghost etc. |
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