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Old 04-26-2019, 07:24 PM   #11
AlexanderHowl
 
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Default Re: [Supers] Green Lantern

Thematically, a Green Lantern's power level is based off their willpower, so I offer an alternative interpretation.

Green Power Ring: Modular Abilities 10×Will (Cosmic Abilities; Advantages Only, -10%; Costs 10 ER, -55%; Can Be Stolen, Trickery, -10%; Focus-Limited, Green Force Fields, -5%; Pact, -10%; Physical, +50%; Reliable, +50%; Super, -10%) [100×Will] plus ER 100×Will (Super; Can Be Stolen, Trickery, -10%; Modular Abilities Only, -50%; Pact, -10%; Super, -10%) [60×Will].

Hal Jordan possessed Will 20, so he possessed Modular Abilities 200 and ER 2000, for a total value of 3200 CP. He would have also possessed the talent of Green Lantern Corps 4 and the perk of Special Option (Godlike Extra Effort), allowing him to potentially increase his Modular Abilities to over 200,000 during an emergency by draining the ER of his ring.
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Old 04-26-2019, 09:11 PM   #12
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Default Re: [Supers] Green Lantern

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Originally Posted by oneofmanynameless View Post
I feel like if you add Snatcher with some limitations you've got just about everything!
I don't have the Pyramid with Kelly's "Super-Sorcery" article, but it sounds like adding Adjustable to Allies would certainly help. What's the percentage on that? +20%? +50%?

I hadn't considered Snatcher before this, but it certainly seems like it should fit. It's a fine line between "Allies (Minion; Summonable (Construct); Adjustable)" and "Snatcher (Obviously Fake; No Size Limit)", but I suppose it comes down to the GM asking "what are you conjuring?" and "what can it do?" as to which it should be.
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Old 04-26-2019, 09:46 PM   #13
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Default Re: [Supers] Green Lantern

Here was my take on a Green Lantern character.

I based the powers like Psionic powers.

So you have an ability, its skill, and techniques for said skill.

Force Blast, Shield, Grab, and Flight are effects that are used often enough to just have a separate ability. The main power is "Power of Will" which is a cosmic modular with slots, you can make it without slots. There is two parts to it, first is the main part which is used to make any ability/ effect you want, the second is a single point slot for accessories.

Enjoy.



Force Constructs Talent*
Adds to all rolls for powers.


Force Blast:
You can channel your force energy into a blast. Take an Attack maneuver and make a skill roll, with all normal modifiers for a ranged attack. The attack does not directly wound, but it inflicts crushing damage for the purpose of blunt trauma (p. B379). Other stats are Acc 3, Range 10/50, RoF 1, Rcl 1

Statistics: Crushing Attack 1d (Based on Will, +20%; Increased 1/2D x2, +5%; Reduced Range 1/2, -10%; Supers, -10%; Variable, +5%; no wounding, -50%) [3/level]


Force Shield:
You can resist or deflect incoming attacks. This affects weapons, punches, and objects. Every time you are hit by an attack, roll against your skill. Success provides DR equal to your Force Shield level. In a situation where you’re under constant “attack” (i.e., caught in a vicious hailstorm), roll once per minute. This is a passive ability.

Statistics: DR (force field, +20%; Supers, -10%; requires Will roll, -5%; Nuisance effect: glowing aura, -5%) [5/level]


Force Grab:
You can pick up objects and move them from a distance. This requires constant concentration. You can manipulate anything you can see within 20 yards as if you had a distant pair of hands with ST equal to your Force Grab level. You cannot grab yourself. Once you’ve grabbed something, you can pick it up (see Basic Lift,p. B15) and move it, with Move equal to your Force Grab level, modified by encumbrance. You can also use the object – weapons can be wielded, rocks can be thrown, etc. You cannot hit someone with Force Grab directly, but you can hold onto any light object (between BL/10 and BL lbs.) and use it to “punch” for thrust crushing damage. Roll against skill to use Force Grab, whenever picking something up, moving it, using it, etc. If you know an appropriate skill (e.g., Judo for grabbing someone, Brawling for “punching” someone, Flail for wielding a chain), you may substitute a Will-based roll for that skill, if better. When you Force Grab a foe, he defends as if against an invisible opponent (p. B394). Foes attacked with a Force wielded weapon may defend normally.

Statistics: Telekinesis (Based on Will, +20%; Cannot Affect Self, -20%; Cannot Punch, -10%; Increased Range, x2, +10%; Supers, -10%; Requires Will Roll, -10%; visible, -20%) [3/level].

Weight. time to lift. Move (yd)
125 lbs. 1sec 25
250 lbs. 2sec 20
375 lbs. 4sec 15
500 lbs. 4sec 10
1000 lbs. 4sec 5


Force Flight:
You can pick yourself up and fly! Your air Move is equal to your Force Flight level, further Force Flight levels increase this by 1 per level. Force Flight requires a second of concentration and a skill roll to take off, and another every minute to maintain flight. If you fail a maintenance roll by 5 or more, you drop like a rock. Lesser failures give you 2d seconds to find a safe place to land. When swimming, you may “fly” instead, at half Move.

Statistics: Flight (Supers, -10%; Requires Will Roll,-5%; Slow, -45%) [16].
Further levels add Air Move +1 (Supers, -10%; Stability Rating 4, +10%) [+2/level].
Stability Rating is based on the enhancement from Transhuman Space: Changing Times(p. 34) and the Stability Rating vehicle statistic (p. B466); it costs +5% per +2 SR.


Power Of Will
Through sheer Will you can create any physical effect that you can imagine. Create force constructs to fight for you, attack with force made weapons, move faster with force constructed objects, etc. Improvising a power requires one second to switch.

Statistics: Modular Ability (Limited, Force Fields, advantages only, -15%; Physical, +50%; Supers, -10%; requires Will roll, -5%;Reduced Time 1 (+20%)) [7/slot 7/point]
+ Modular Ability (Limited, Force Fields, Accessory perks only, -55%; Physical, +50%; Supers, -10% requires Will roll, -5% ) [8/point]


Power technique description:

Mass Grab
Default:Force Grab-7; cannot exceed Force Grab.
Hard

You can grab multiple objects at once, as long as they’re all contained within an area with a two-yard radius. For every 5 points by which your (modified) skill roll succeeds, double this radius, cumulatively. The entire weight of what you choose to grab counts against you. If it exceeds your BLx8, you’ll have to leave some of it behind. The objects must all be moved together, thrown together, etc., as if they were a single item, or you can choose to affect one item at a time (while the others hang motionlessly)



Rapid Launch
Default: Force Flight-4; cannot exceed Force Flight.
Hard

You can activate Force Flight as a free action, even on someone else’s turn. Use this technique when you need to fly in response to a surprise threat.



Expansion
Default: Force Shield-5; cannot exceed Force Shield
Hard

You can use your ability to protect others, though this halves your effective level (round down). Success expands your coverage to a two-yard radius for a minute. Double this radius, cumulatively, for every 5 points by which you make your (modified) skill roll.



Condense shield
Default: Force Shield-6; cannot exceed Force Shield
Hard

You can condense your shield in front of you, doubling your effective level, but this leaves your side and back open.



Force Bullet
Default: Force Blast -5; cannot exceed Force Blast
Hard

You condense your blast into a more compact sphere, reducing your effective level by half rounded down, giving it an armor divisor (2) and causing normal wounding. (Removes no wounding and adds armor divisor)



Rapid Fire
Default: Force Blast-7; cannot exceed Force Blast.
Hard

You can fire off up to 7 blasts at a time. (+1 to effective to skill)
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Old 04-27-2019, 06:51 AM   #14
maximara
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Default Re: [Supers] Green Lantern

Quote:
Originally Posted by AlexanderHowl View Post
Thematically, a Green Lantern's power level is based off their willpower, so I offer an alternative interpretation.

Green Power Ring: Modular Abilities 10×Will (Cosmic Abilities; Advantages Only, -10%; Costs 10 ER, -55%; Can Be Stolen, Trickery, -10%; Focus-Limited, Green Force Fields, -5%; Pact, -10%; Physical, +50%; Reliable, +50%; Super, -10%) [100×Will] plus ER 100×Will (Super; Can Be Stolen, Trickery, -10%; Modular Abilities Only, -50%; Pact, -10%; Super, -10%) [60×Will].

Hal Jordan possessed Will 20, so he possessed Modular Abilities 200 and ER 2000, for a total value of 3200 CP. He would have also possessed the talent of Green Lantern Corps 4 and the perk of Special Option (Godlike Extra Effort), allowing him to potentially increase his Modular Abilities to over 200,000 during an emergency by draining the ER of his ring.
Given the common comparison of the Lens to the Green Lantern Corp I looked at how the Lens was modeled in GURPS Lensman but in reality per E E "Doc" Smith "Strictly speaking, a Lens has no real power of its own; it merely concentrates, intensifies, and renders available whatever powers are already possessed by its wearer." So the 50 points assigned in the book doesn't really tell you anything.

Back to the GL Ring the ability of the Ring varied all over the place (and past a certain point in the Post-Crisis DCU we aren't certain if Hal was wearing a real GL when he finally went crazy)
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Old 04-27-2019, 06:53 PM   #15
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Default Re: [Supers] Green Lantern

Quote:
Originally Posted by maximara View Post
Given the common comparison of the Lens to the Green Lantern Corp I looked at how the Lens was modeled in GURPS Lensman but in reality per E E "Doc" Smith "Strictly speaking, a Lens has no real power of its own; it merely concentrates, intensifies, and renders available whatever powers are already possessed by its wearer." So the 50 points assigned in the book doesn't really tell you anything.
Yes. The One Ring in LotR has that same quality; it magnifies whatever talents the wearer has.
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