12-04-2005, 02:42 PM | #41 |
Join Date: Aug 2005
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Re: First super since Powers: Vector
Rev, many thanks for the very comprehensive answer.
Perhaps what misled me about Vector is that he doesn't have "big" numbers of Innate Attack dice or DR or binding ST, and I'm still not too familiar with how all those modifiers interact to make him a bad-ass, not until I read GURPS Powers for myself (I've already ordered it, and it shipped). Plus, I still doesn't have too much of a feel for power levels in 4e. So, I've mistaken him for "standard super". I like very much how the point totals are breaking down. Seeing that DX and IQ got more expensive, I can see how many Super-Normals will still cost more, except if you're from the school of thought that believes in relatively low attributes plus talents plus certain advantages to better represent extreme agility or intelligence. Myself, I still think Batman needs at least 18 in IQ and DX, and that the GM has to make lots of use of negative situational modifiers for the crazy stunts super-normals pull off. |
12-04-2005, 06:43 PM | #42 | |
Join Date: Jun 2005
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Re: First super since Powers: Vector
Quote:
That's if the wings can sustain 10-20 G without breaking up (or off) ;-) (typical engineer) Last edited by EvilKobra; 12-04-2005 at 06:44 PM. Reason: typos... |
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12-04-2005, 08:39 PM | #43 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: First super since Powers: Vector
Quote:
On a more physical level than game concerns, as you add weight you increase the chance of a stall durring a turn, you decrease the speed at which you can maintain altitude, and you increase the stall speed. Once stall speed exceeds the maximum speed attainable in level flight, you start losing altitude. So even a few extra g's can significantly impair performance, restrict maneverability, and may cause altitude loss. The wings of most modern planes can take a few extra g's, however, since they are usually designed to handle those kinds of forces when turning. Luke |
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12-21-2005, 12:26 AM | #44 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: First super since Powers: Vector
Okay, I decided to bump Vector up to 2,000 points and make him the "big bad" of my 1,000 point supers game. At 1,500 points, he was a challenge for a few supers, but not "Magneto-level scary". I think this is a bit closer to my concept and will let him effectively take on a group of 4-6 supers. I also rearranged his advantages to make his abilities a little clearer and rewrote the last section ("Abilities") to clarify a few things.
He can now have up to three subconscious gravity fields under his control without sacrificing any actions, and they're Reflexive so he can use them defensively without resorting to Stunts. He can affect up to an entire city block (well, up to four of them, if that's all he does) with his Control (Gravity). His TK and Bind are much stronger. His attack still only does 4d damage because I'm not willing to create an attack that bypasses all armor and does more than that -- I'll slaughter the PCs. Instead, I gave him the ability to attack an area and to set up a "killing field of deadly gravity oscillations" that lasts for as long as he wants. With that ability, he can easily bring down buildings -- it just takes a bit. If anyone sees any issues or has any comments, please say so! Thanks. Vector (updated) POWERS: Gravity (Elemental, -10%) ATTRIBUTES: [221] ST 11 [10]; DX 10 [0]; IQ 15 [100]; HT 16 [60]. HP 15 [8]; Per 13 [15]; Will 16 [30]; FP 12 [-12]. Basic Speed 7.00 [10]; Move 7; Air Move 14/448. Dodge 11; Power Parry 12; Power Block 14. ADVANTAGES: [1866] * Combat Reflexes [15] * Contact (CIA Sympathizer; Administration-15; 9 or less; Usually Reliable) [4] * Cultural Familiarity (Western; Middle Eastern) [1] * Gravity Talent 4 [20] * High Pain Threshold [10] * Languages: German (Native), English (Accented), Arabic (Accented), Hebrew (Broken), Farsi (Broken) [12] * Patron (Hizbullah/HAMAS European Cells; Very Powerful; 9 or less; Equipment, +50%; Minimal Intervention^, -50%) [20] * Control 15 (Gravity; Gravity, -10%; Increased Range x10, +30%; Ranged, +40%; Reflexive, +40%) [600] * Control +29 (Gravity; Gravity, -10%; Only Increases Area Affected, -50%; Ranged, +40%; Takes Extra Time, 8 seconds, -30%) [290] * Compartmentalized Mind 3 (Can only concentrate on Control, -20%; Does not protect against mental attacks, -20%) [90] * (A) Telekinesis 35 (Alternative Ability, x1/5; Gravity, -10%; Increased Range x10, +30%) [210/5=42] * (B) Crushing Attack 4d (Alternative Ability, x1/5; Area Effect, 16 yards, +200%; Cosmic, Irresistible Attack, +300%; Double Knockback, +20%; Extended Duration, Permanent, +150%; Gravity, -10%; Increased 1/2d x10, +15%; Long-Range 1, +50%; No Signature, +20%; Persistent, +40%; Selectivity, +10%; Variable, +5%) [180/5=36] * (C1) Binding 40 (Alternative Ability, x1; Engulfing, +60%; Link, Affliction, +10%; Long-Range 1, +50%; Gravity, -10%; No Signature, +20%; Nuisance Effect^^, -5%; Unbreakable, +40%) [212] * (C2) Affliction (Cosmic, DR doesn't add, +300%; Gravity, -10%; Link, Binding, +10%; Long-Range 1, +50%; Negated Advantages, Flight, +40%; No Signature, +20%; Nuisance Effect^^, -5%) [51] * Flight (Gravity, -10%; Planetary, -5%) [34] * Enhanced Move 5 (Air; Gravity, -10%) [90] * Damage Resistance 40 (Cosmic with regard to gravity attacks, +10%; Force Field, +20%; Gravity, -10%; Half power versus (non-gravity) energy attacks, -10%; Hardened 4 with regard to to ranged physical attacks, +48%) [316] * Improved G-Tolerance (5G; Gravity, -10%) [18] * Protected Power (Gravity, -10%) [5] ^ He has a slight variant on Minimal Intervention. While he does not have a Duty to them, his Patron expects him to provide quid pro quo for their assistance instead of making a reaction roll. ^^ Nuisance Effect: Affliction and Binding have linked durations. If one goes off without the other, fine. But if they're both in effect and one ends (because the Affliction expired or because the Binding was escaped), the other ends immediately as well. ABILITIES . * Can increase gravity up to 2.5G or lower to -0.5G over a 15-yard radius; can control up to three such fields with his subconscious mind while taking other actions. This gives those affected by high gravity -7 DX, -3 IQ, -3 HT and -3 FP. Reversed gravity causes -2 DX, along with falling away from the earth. Can create and adjust such gravity fields with a thought, even fast enough to do it defensively if attacked. This has a 1,000 yard range. . * Can expand his gravity control to encompass a full city block, but only if he is within 100 yards of the affected area. This takes eight seconds of concentration, which he can do as one of his three "subconscious" actions. . * His Alternative Abilities represent three different uses of focused gravity: Vectoring gravity around a target, throwing a gravity ripple through an area, and focusing gravity onto one specific subject. All uses have a 100 yard range. . A. Vectoring gravity allows him to lift up to 1,960 lbs safely and easily. In combination with his normal gravity control, he can lift any amount (by making it weightless) and move it at 35 yards/second. . B. A gravity ripple can be thrown at any area up to 16 yards in diameter, doing 4d damage to everyone in the area (only Cosmic DR protects) and twice normal knockback. Alternatively, he can set up a gravity oscillation field; this does no knockback but causes the gravity in that area to damage anyone within it. This field lasts until Vector cancels it, travels more than 100 yards from it, or falls unconscious. Requires an Innate Attack roll to hit, at no Speed/Range penalties, and +3 for targeting an area. . C. Focused gravity causes any flying subjects to drop like a stone (unless they make a HT roll) and pins them with intense gravitational forces. Subjects cannot act and must escape effective ST 40 to break free. Requires an Innate Attack roll to hit, at no Speed/Range penalties. . * Gravity field around him gives him DR 40 versus all physical attacks and any gravity attacks. Gives DR 20 versus energy attacks. Does not protect against gases, etc. Any projectiles or thrown weapons lose their armor divisor (up to (10); better divisors are reduced). . * His usual equipment includes high-tech, flexible body armor (DR 10 vs. all) and a mental defense headband (provides Mind Shield 4, must be worn outside of any armor, runs for one day on a 9V battery, SM -6, DR 1, HP 1); both are TL8+2 items available in the campaign and purchased with starting cash.
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elemental, protected_power |
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