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Old 04-02-2010, 03:25 PM   #1
Phantasm
 
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Default Super-Archer Help?

I've run into a bit of a snag with this character. This is for a 1,000-point superhero game set in a Marvel/DC Crossover universe. Currently sitting at 708 points, I'm curious as to how others would adjust him.

The GM has ruled that he should buy his trick arrows as gear, not advantages. I've gone ahead and purchased them with Signature Gear (Consumable).

Silver Arrow

Real Name: Hugh Knight
Gender: Male
From: Dixon City, CA
Age: 20
Height: 5' 9"
Weight: 150 lbs.
Eyes: Brown
Hair: Brown
Ethnicity: Caucasian/Hispanic mix.

Physical Description:
Hugh is a young man in his late teens to early 20s of mixed caucasian and hispanic ancestry, with short brown hair and brown eyes.

As Silver Arrow, he wears an advanced armored bodysuit which is resistant to conventional firearms and most common hand-held weaponry, painted silver with blue boots, gloves, belt, and cross-straps (for the quivers). While his identity has been revealed, he still wears a mask over the eyes, "as that's what supers do."

History:
Hugh Knight was born to a well-to-do family in Dixon City, California. When he was a young boy of about 6 or 7, he was caught in a building that collapsed during a fight between two supers. He was rescued by a super, but to this day he is not certain who it was. Not long afterwards, the Purge happened, eliminating Hugh's chances of discovering who it was that saved his life.

As he grew older, Hugh discovered he had a talent for handling the bow. Inspired by the past super-archers - primarily Hawkeye and Green Arrow, but also Speedy/Arsenal and Arrowette (he emphatically denies the latter, if it's brought up) - he developed the identity of Silver Arrow. When the Defenders formed in Dixon City, Silver Arrow was a founding member.

Hugh's identity as Silver Arrow came out when he was injured in an explosion in his home city of Dixon City, California, and he had to be rushed to a hospital for treatment. For a brief time, he wore a set of mechanical wings, reverse-engineered from those of the WWII Hawkman and Hawkgirl, but has since abandoned them.

Hugh has finshed his sophomore year at the University of California Dixon City, and is taking part in an internship program at the local Stark Enterprises facility, continuing to go into action as Silver Arrow in his off hours.

Attributes:
ST: 15 [50]
DX: 16 [120]
IQ: 13 [60]
HT: 14 [40]

Secondaries:
Dmg: 1d+1/2d+1
BL: 45 lbs.
HP: 15 [0]
Will: 13 [0]
Per: 15 [10]
FP: 14 [0]
Basic Speed: 7.5 [0]
Basic Move: 7 [0]
Water Move: 1 [0]

Defenses:
Dodge: 14
Parry (Boxing): 13
Parry (Wrestling): 12

Encumbrance:
None (0) (BL): 45 lbs
Light (-1) (BL x 2): 90 lbs
Medium (-2) (BL x 3): 135 lbs
Heavy (-3) (BL x 6): 270 lbs
Extra Heavy (-4) (BL x 10): 450 lbs

Lifting:
One-Handed Lift (BL x 2): 90 lbs
Two-Handed Lift (BL x 8): 360 lbs.
Shove/Knock Over (BL x 12): 540 lbs
Running Shove/Knock Over (BL x 24): 1,080 lbs
Carry on Back (BL x 15): 675 lbs
Shift Slightly (BL x 50): 2,250 lbs

Leaping:
High Jump: 32 inches
Max Running High Jump: 64 inches
Broad Jump: 11 feet
Max Running Broad Jump: 22 feet

Languages:
English (Native) (Native Language) [0]
Spanish (Native) [6]

Cultural Familiarities:
Western [0]

Advantages:
Ally (D'Lila A'kun; Skrull actress/girlfriend) (50% of PC's Value; Freq: 9 or less) [2]
Artificer 3 [30]
Combat Reflexes [15]
Enhanced Dodge 3 [45]
Fearlessness 3 [6]
Gadgeteer [25]
Gizmos 3 [15]
Hard to Kill 2 [4]
Hard to Subdue 2 [4]
Heroic Archer [20]
High Pain Threshold [10]
Imbue 3 (Psychokinetic, -10%) [36]
Perfect Balance [15]
Resistant to Disease (+8) [5]
Resistant to Poisons (+3) [5]
Resistant to Psionics (+3) [10]
Signature Gear (Trick Arrows; Consumable) 2 [2]
Very Fit [15]
Wealth (Comfortable) [10]
Weapon Master: Bow [20]

Perks:
Eye For Distance [1]
Skintight Outfit [1]
Strongbow [1]
Style Familiarity: Foot Archery [1]
Weapon Bond (Bow) [1]

Disadvantages:
Code of Honor (Hero's) [-10]
Dependent (D'Lila A'kun, Skrull actress/girlfriend; No More Than 50%; Loved One; Freq: 9 or less) [-10]
Enemy (Paparazzi; Watcher; Freq: 9 or less) [-7]
On the Edge (12) [-15]
Pacifism (Cannot Kill) [-15]
Sense of Duty (Humanity) [-15]
Xenophilia (9) [-15]

Quirks:
Believes He Has No Powers [-1]
Congenial [-1]
Dual Identity [-1]
Responsive [-1]
_Unused Quirk 1 [-1]

Skills:
Acrobatics (H) DX+1 [4] - 17 // includes +1 from Perfect Balance
Arching Shot (Bow) (VX) DX+1 [12] - 17
Area Knowledge (Dixon City) (E) IQ+0 [1] - 13
Armoury/TL8 (Missile Weapons) (A) IQ+3 [2] - 16 // includes +3 from Artificer
Bank Shot (Bow) (VX) DX+1 [12] - 17
Blind Fighting (VH) Per+1 [12] - 16
Bow (A) DX+10 [40] - 26
Boxing (A) DX+2 [8] - 18 // Parry - 13
Chemistry/TL8 (H) IQ+1 [8] - 14
Climbing (A) DX+0 [1] - 16 // includes +1 from Perfect Balance
Criminology (A) IQ+0 [2] - 13
Diplomacy (H) IQ-1 [2] - 12
Driving/TL8 (Motorcycle) (A) DX+1 [4] - 17
Electronics Operation/TL8 (Scientific) (A) IQ+1 [4] - 14
Engineer/TL8 (Microtechnology) (H) IQ+2 [2] - 15 // includes +3 from Artificer
Expert Skill (Superhumans) (H) IQ+0 [4] - 13
Explosives/TL8 (Fireworks) (A) IQ+0 [2] - 13
Fast-Draw (Arrow) (E) DX+2 [2] - 18 // includes +1 from Combat Reflexes
Forced Entry (E) DX+0 [1] - 16
Forensics (H) IQ+0 [4] - 13
Gesture (E) IQ+0 [1] - 13
Hiking (A) HT-1 [1] - 13
Homing Weapon (Bow) (VX) DX+1 [12] - 17
Mathemtics/TL8 (Applied) (H) IQ+0 [4] - 13
Mechanic/TL8 (Micromachines) (A) IQ+3 [2] - 16 // includes +3 from Artificer
Observation (A) Per-1 [1] - 14
Physics/TL8 (VH) IQ-1 [4] - 12
Savoir-Faire (High Society) (E) IQ+0 [1] - 13
Search (A) Per-1 [1] - 14
Stealth (A) DX-1 [1] - 15
Tactics (H) IQ-1 [2] - 12
Wrestling (A) DX+0 [2] - 16 // Parry - 12
Zen Archery (VH) IQ+3 [20] - 16

Techniques:
Close Combat (Bow) (H) def+7 [8] - 26
Dual-Weapon Attack (Bow) (H) def+2 [3] - 26
Retain Weapon (Bow) (H) def+5 [6] - 21
Targeted Attack (Bow/Arm) (H) def+1 [2] - 25
Targeted Attack (Bow/Hand) (H) def+2 [3] - 24
Targeted Attack (Bow/Leg) (H) def+1 [2] - 25
Targeted Attack (Bow/Torso Chinks) (H) def+4 [5] - 22
Targeted Attack (Bow/Weapon) (H) def+3 [4] - 24

Armor:
TL10 Nanoweave Bodysuit
DR: 18/6*
Location: body, limbs
Wt: 6 lbs
Cost: $3,600
LC: 3
Notes: Split DR: Use higher DR against piercing and cutting damage

Unarmed Damages:
Bite: 1d cr
Boxing Punch: 1d+2 cr
Kick: 1d+1 cr

Weapons:
Composite Bow
Base Damage: 1d+7 imp
Acc: 3
Range: 340/425
Wt: 4 lbs
RoF: 1
Shots: 1 (2)
Cost: $900
ST: 10†
Bulk: -7
Effective Skill: 27
Effective ST: 17
Arrows: (paid for w/ Signature Gear)
Standard: 1d+7 imp
Bodkin/AP: 1d+7 (2) pi
Blunt: 1d+7 cr
Frog Crotch: 1d+7 cut; used to cut cords/rope, or pin arms
Willow Leaf: 1d+7 cut
Acid: 1d-3 cor
Anti-Tangler: spec (2 yds)
Bolas: Binding, ST 15
Boxing Glove: 1d+7 (0.25) cr dbk
Cryonic: ST 15 + 1d-2 fatigue freezing
Drill: 3d (3) pi++
Electro-Shock: HT-5 aff sur
EMP: HT-8 (2) aff (1 yd; electronics only) + 1d-3 cr ex
Explosive: 2d+2 cr ex
Finger: see Blunt
Fire Extinguisher: spec (2 yds)
Flare: HT-3 aff (3 yd radius)
Force: 2d+2 cr dbk ex
Grappling Hook: spec
High Explosive Multi-Purpose: 5d x 2 (5) imp inc + 1d cr ex [1d-1]
Net: ST 24
Plasma: 3d burn ex sur
Psi-Bomb: Will-5 aff (4 yd radius)
Putty/Glue: ST 15
Riot Gas: HT-4 aff (2 yds; nauseating)
Sawblade: 3d (3) cut
Shaped Charge: 5d x 3 (10) cr inc + 2d cr ed [1d+1]
Sleep Gas: HT-6 aff (2 yds)
Smoke, Radiant Prism: spec (2 yds; -7 penalty to see through)
Sonic: HT-3 aff (3 yd radius; deafness + moderate pain; 10 seconds)

Vehicles/Mounts:
TL8 Sport Bike
ST/HP: 30
Hnd/SR: +2/2
HT: 10f
Move: 9/78; road-bound
LWt: 0.42
Load: 0.2
SM: 0
Occ: 1+1
DR: 3
Range: 150 mi
Cost: $11K
Locations: E2W

Point Breakdown:
Attributes: 270
Secondaries: 10
Languages: 6
Cultures: 0
Advantages: 294
Perks: 5
Disadvantages: -85
Quirks: -5
Skills: 178
Techniques: 33
------------------
Total: 708
Unspent: 292
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The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
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Old 04-02-2010, 03:36 PM   #2
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Default Re: Super-Archer Help?

A few more notes:

He builds his arrows himself. His uniform started as simple kevlar, but both the arrows and the armor have been updated with materials he gets from Stark and teammates with higher TLs than he has.

He's a latent telekinetic, unconsciously using his TK to allow his non-aerodynamic arrows to remain in flight. I didn't add any further limitations on his Imbue advantage because I wasn't sure which ones would fit. So far, they're all 'plausible' - no Transformation Imbuement skills - because he's really not aware he can do more.

In many ways, this is a conversion from another system - BESM 3e. We shifted GMs, and the current GM knows GURPS better than BESM (as do I).
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 04-02-2010, 03:41 PM   #3
sir_pudding
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Default Re: Super-Archer Help?

How did you figure out the costs for the trick arrows?
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Old 04-02-2010, 04:03 PM   #4
Phantasm
 
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Default Re: Super-Archer Help?

Quote:
Originally Posted by sir_pudding View Post
How did you figure out the costs for the trick arrows?
Conversations with the GM with references to both High-Tech and Ultra-Tech for 18.5mm/12-gauge "grenades". We essentially agreed that 2 levels of Signature Gear, netting $20K, would suffice for a quiver of trick arrows used in-play. In play, at least in the other systems, I've used mainly bolas, boxing glove, and electro-shock arrows. The other trick arrows would essentially be 'one-time uses'.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 04-02-2010, 04:06 PM   #5
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Default Re: Super-Archer Help?

Quote:
Originally Posted by tbrock1031 View Post
A few more notes:

He builds his arrows himself. His uniform started as simple kevlar, but both the arrows and the armor have been updated with materials he gets from Stark and teammates with higher TLs than he has.

He's a latent telekinetic, unconsciously using his TK to allow his non-aerodynamic arrows to remain in flight. I didn't add any further limitations on his Imbue advantage because I wasn't sure which ones would fit. So far, they're all 'plausible' - no Transformation Imbuement skills - because he's really not aware he can do more.

In many ways, this is a conversion from another system - BESM 3e. We shifted GMs, and the current GM knows GURPS better than BESM (as do I).
Well, I personally recommend that he invests in Imbuements for the trick arrows. IMHO, you get a much better Super Archer vibe with them.
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Old 04-02-2010, 04:06 PM   #6
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Default Re: Super-Archer Help?

GURPS Supers has detailed rules for trick arrows, bought as Gizmos, I think.

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Old 04-02-2010, 04:20 PM   #7
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Default Re: Super-Archer Help?

Id go with higher ST, 17 ST + Strongbow perk gives 2d-1 base damage

Also I would bump his DX up 2, which gives him speed 8 and help his Imbuements and such and/or allows him to keep his skills the same with less points in them. And the Imbuement Talent from Imbuements might be good as well

Also you spent 16 points in target attack . . . . I think it might be better just to raise Bow by 4 instead
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Old 04-02-2010, 04:21 PM   #8
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Default Re: Super-Archer Help?

I have no problem with someone with Gadgeteer making special arrows as gear personally
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Old 04-02-2010, 04:46 PM   #9
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Default Re: Super-Archer Help?

One thing you could add is Psychokinesis Talent (5 CP/level), probably at level 4. This wouldn't give him any additional psychokietic powers now, but would give you the option of adding them as the game progresses (and assuming at some point he realizes he has psychic powers).

In addition, you could purchase Ultrapower (from Supers), which in combination with the Psychokinesis Talent would allow him to manifest psychokinetic effects in a pinch if he really needs them. And I say really because doing so uses all of his FP. The full rules for that are on Supers 112-113.

I'm guessing a 1000 CP game is going to be fairly cinematic, so rather than the individual archery-related skills (though not techniques) could be replaced with Bow! This can be found on Supers 36-37. To get Bow! at DX (or the equivalent attribute depending on the skill it is emulating) +10, the cost would be a total of 144 CP. This would give your character the same archery skill he already has, the ability to use a more wide range of weapons than simply the Bow, and much better skills in Fast Draw and Armory (in the field of archery).

Purchasing Move! at DX (or equivalent) +3 would cost 60 CP, and would replace (and improve) Acrobatics, Climbing, Hiking and Stealth. It would also give your character access to other skills at DX+3.

I'd recommend dropping another 30 CP to add +1.50 to Basic Speed. It'll improve his initiative, make him faster overall and increase his Dodge by +2.

The grand total of CP from all of these options would be 253 CP (base of 304 CP minus the 51 CP you've already invested in Acrobatics, Armoury/TL8 [Missile Weapons], Bow, Climbing, Fast Draw [arrow], Hiking and Stealth). I did not replace Arching Shot, Bank Shot, Homing Weapon or Zen Archery, because they are not specifically listed in the text of Bow! in Supers.

I don't know about the other 39 CP. That's all I have time to figure right now. I hope this makes some amount of sense and helps!
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Old 04-02-2010, 04:50 PM   #10
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Default Re: Super-Archer Help?

Quote:
Originally Posted by Kuroshima View Post
Well, I personally recommend that he invests in Imbuements for the trick arrows. IMHO, you get a much better Super Archer vibe with them.
I am looking at a number of Imbuements, but mainly enhancement skills rather than transformation skills; those seem to fit his 'latent psychokinetic' deal better. Not sure which to take, though; I've already got Arching Shot, Bank Shot, and Homing Weapon. Ideas?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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