12-27-2005, 07:14 PM | #11 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Supers Character Thread
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His amnesia reflects the fact that he doesn't know his true background, where he grew up, what he was like, etc., because he's forgotten himself. The PCs will be able to do some investigation if they want and find out his background -- this will allow them to use it as leverage against him. At least, I hope they try that... it's one of the reasons I included the disad.
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12-27-2005, 07:21 PM | #12 | ||||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Supers Character Thread
I like this guy. Surprised I never heard of him. I guess he'd be useful as sort of an invulnerable hippie Yoda, eh?
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
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12-27-2005, 07:25 PM | #13 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Supers Character Thread
This is my second 3e->4e conversion, yet another member of the Deadly Dozen (I'll be getting them all, eventually.) I made a few upgrades, specifically adding a flight gadget and a little more DR, from various sources. Also made everything that should be "mundane equipment" into it; it seems silly to make a Gadgeteer pay points for stuff that's just one or two TLs away, especially when he's Filthy Rich. Comments? Questions?
"Voltmaster" Victor Schulmann / Vercingetorix Metahuman Criminal 1,000 points BACKGROUND: See Super Scum, p. 54-55. POWERS: Electricity (Elemental, -10%) ATTRIBUTES: [347] ST 11 [10]; DX 15 [100]; IQ 18 [160]; HT 13 [30]. HP 15 [8]; Per 14 [20]; Will 15 [25]; FP 11 [-6]. Basic Speed 7.00 [0]; Move 7 [0]; Air Move 14/112 [0]. Dodge 11; Parry 12; Power Parry 14; Block 12 (+DB); Power Block 12. ADVANTAGES: [660] * Attractive [4] * Combat Reflexes [15] * Cosmic Pool, 8 points (Accessibility, Only major languages historically spoken by large ethnic groups, -20%; Limited, Langages, -50%) [24] * Eidetic Memory [5] * Filthy Rich [50] * Gadgeteer [25] * High Pain Threshold [10] * Language Talent [10] * Lifting ST +2 [6] * Reputation +3 (Voltmaster; Successful criminal; Criminals only) [5] * Slow Regeneration [10] * Unaging [5] * Burning Attack 10d (Armor Divisor (2), +50%; Electrical, -10%; Melee, C, Destructive Parry, -20%; No Incendiary, -10%; Surge, +20%; Variable, +5%)[68] * Burning Attack +10d (Electrical, -10%; Melee, C, -30%; No Incendiary, -10%; No Wounding, -50%; Surge, +20%; Variable, +5%) [13] * DR 10 (Directional, Front, -20%; Electricity, -10%; Emergencies Only, -30%; Force Field, +20%) [30] * Cosmic Pool, 150 points (Gadget Pool, -80%) [300] * DR 12 (Force-Field Generator; Breakable, 1 lb machine, DR 2, HP 4, SM -6, -35%; Can Be Stolen with Stealth, -20%; Force Field, +20%) [39] * Flight (Contragravity Belt; Breakable, 3 lb machine, DR 2, HP 6, SM -4, -40%; Can Be Stolen with Force, -10%; Lighter Than Air, -10%) [16] * Enhanced Move 3 (Contragravity Belt, -50%; Handling Penalty -5, -25%) [15] DISADVANTAGES: [-80] * Code of Honor (Villain) [-10] * Delusion (War is good for humanity) [-5] * Duty (Deadly Dozen; 12 or less) [-10] * Enemy (National Law Enforcement; 6 or less) [-15] * Reputation -3 (Voltmaster; Criminal; Everyone except criminals) [-10] * Secret Identity [-20] * Sense of Duty (Teammates) [-5] * Amateur science fiction writer [-1] * Desperately wants to travel into space [-1] * Donates money to charities regularly [-1] * Intellectual; goes out of his way for fine entertainment [-1] * Keeps his age a secret from the general public [-1] SKILLS: [83] * Aerobatics-15 [4] * Acrobatics-14 [2] * Broadsword-14 [1] * Business!-15 [3] * Driving (Automobile)-14 [1] * Electronics!-15 [3] * Gadgeteer!-17 [12] * Gesture-18 [1] * History!-15 [3] * Innate Attack (Gadget)-17 [4] * Karate-20 [24] * Judo-16 [8] * Physician-16 [1] * Piloting (Light Airplane)-14 [1] * Savoire-Faire-18 [1] * Science!-15 [3] * Scuba-17 [1] * Seamanship-18 [1] * Shield-16 [1] * Speed-Reading-17 [1] * Surgery-16 [2] * Swimming-14 [2] * Tactics-16 [1] * Traps-17 [1] * Writing-17 [1] COMMON EQUIPMENT: * Expanding Plastisteel Shield (DB 2, 7/40, 3 lbs) * Flexsuit Armor (DR 10) * Full Electrical Tool Kit * Small Psychic Damper (Resistable Psi Static, 2-yard radius) * Spectrometer Goggles (Hyperspectral Vision, Fully Extended; Protected Vision) * Universal Mental Shield (Mind Shield 4) ABILITIES: . * Can use Karate to attack with his electrified hands (10d(2) burn/sur) or to Power Parry incoming attacks. Double his damage roll for the purpose of Power Parries or doing Surge damage (but not for wounding). . * His Cosmic Pool for languages is just an easy way to reflect that he knows practically every language on Earth. He cannot speak very rare or brand new languages, just all of the major ones throughout history. He can have two Native languages "loaded" at any time, to allow for translation. His native language is Ancient Germanic. . * Total frontal DR in an intense combat situation is 32, 22 of which protects his various gadgets. . * His default use of the Cosmic Pool for gadgets is Binding 30 (Glue Blaster; Accurate, Acc 8, +25%; Breakable, 3 lb machine, DR 2, HP 6, SM -6, -35%; Can Be Stolen with ST, -30%; Engulfing, +60%; Only Damaged By Burning or Corrosion, +20%; Rapid Fire, RoF 15 (+3 bonus), +100%; Reduced Range x1/2, -10%; Sticky, +20%)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
12-27-2005, 07:30 PM | #14 | |
Join Date: Aug 2004
Location: Olathe, KS
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Re: Supers Character Thread
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12-27-2005, 08:34 PM | #15 | ||
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Supers Character Thread
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12-27-2005, 08:34 PM | #16 | ||||
Join Date: Sep 2004
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Re: Supers Character Thread
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If the -20% Animal Control is environmental (requires the animals) instead of mundane countermeasures (Nature), it seems like there could be some overlap. Quote:
Did you just price the first part as "Based on X"? I'm open to this on a case by case basis, but Will for IQ just seems like a way to save points. Will is essentially unlimited and only 5/lvl as opposed to IQ at 20/lvl (or IQ! at 10/lvl). Sure, talent adds for 5/lvl but that's capped at 4 levels. The upshot is that +20% - 10 points in this example - you're paying a fraction for each +1 in the contest. Admittly in this example is doesn't make a difference, but I tend to think in terms of what I would allow any player to take. Quote:
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12-27-2005, 08:42 PM | #17 | |
Join Date: Sep 2004
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Re: Supers Character Thread
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You need Cosmic on the damage reduction, but it's only necessary on the others if the other person also has cosmic (+50%). It's unclear if Aquarian could nullify a truly cosmic source of power (Silver Surfer, Galactus, an entity). I would imagine that he wouldn't affect them, so I wouldn't bother buying it. As an aside, Aquarian could use Control (Gravity). IIRC anyone in his area can walk on air. |
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12-27-2005, 09:12 PM | #18 |
Join Date: Sep 2004
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Re: Supers Character Thread
This is a semi-serious character that I'm in the process of fleshing out (so to speak) using Powers. He's intended to start as a teen street thug / gang member.
Origami ST 10 DX 11 [20] IQ 10 [0] HT 11 [20] Speed 5.5 Advantages *Cutting Attack 3d (Armor Divisor/10 +200%, Melee/C -30%, No parry -5%) [56] *Immunity to Metabolic Hazards [30] *IT:Homogenous [40] *Modular Abilities 30 (Physical Only +50%, Trait - Only Body Parts/Advantages -20%, Costs 1/Fatigue per 5 points -15%, Requires DX roll -10%, Take 8 secons -30%) [150] [Powers example] *Shadow Form (3-D Movement, Finite Thickness) [35] *Fragile (Combustible) [-5] Total: 357 Notes This guy is essentially a body of paper / monowire. He's thin, fairly resistant, able to "fold himself" into shapes for advantages (such as paper airplaine gliding). His primary attack is using his arm to inflict a nasty monowire-style papercut. He's underdeveloped. I imagine that during the course of use his control, attributes, resistances, and more secondary abilities would develop. |
12-27-2005, 10:01 PM | #19 | |
Join Date: Aug 2004
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Re: Supers Character Thread
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As I recall, he was more like Jesus than Yoda, with a Supermanish orign gone sour just as a dig at the 'Distinguished Competition'. ;) Edit: link to Aquarian info http://www.marveldirectory.com/indiv...a/aquarian.htm
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12-28-2005, 09:10 AM | #20 |
Join Date: Sep 2004
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Re: Supers Character Thread
The Incredible Hulk v2
ST 20 (SM+1 -10%) [99] HP 25 (SM+1 -10%) [9] DX 12 [40] IQ 8 [-40] Will 14 [30] Per 10 [10] HT 12 [20] Speed 6, Dodge 9, Parry 10 *Gamma Monster (-10% for esoteric and super countermeasures) [0] *High Pain Threshold [10] Subtotal: 178 Gamma Advantages (includes -10% power mod) *AP/10 Fists (based on 9d thrust) [90] *Arms as Strikers [5] *DR 80 (Absorption +100%, Extended Duration 30 sec/-1 pt +60%, Cannot Wear Armor -40%, Tough Skin -40%) [680] *Doesn't Breathe (x50 -40%) [12] *Lifting ST +30 (1/2 out of Emergencies -20%, +1 SM -10%) [54] *Lifting ST +30 (EE +400%, 1/2 out of Emergencies -20%, +1 SM -10%) [414] *IT:DR/10 [135] *Modular Abilities [20] (Physical +50%, Trait-Only Protection -40%) [200] *Regeneration (Instant) [90] *Striking ST +60 (Crushing -40%, SM+1 -10%) [120] *Super Jumping 12 (w/Move 6, base 3 yds x 4096 or ~7miles) [108] *Unkillable I [45] Subtotal: 1753 Disadvantages Bad Temper (9)** [-1] Berserk (12)** [-10] Impulsive (12) [-10] Overconfident (12) [-5] Skills Brawling-14 [4], Forced Entry-14 [4], Throwing-12 [2] Grand Total: 1915 points. Notes "Arms count as Strikers" is a house advantage which gives your arms all the advantages of strikers (+1/die dmg, parry as weapons). I'm using quasi-unlimited Absorption which allows this character to gain another potential 680 character points (up to 80 per turn) which can be used for ST and healing. These bleed away at 1 per 30 seconds. *2 battery points heal 1 fatigue *1 battery point heals 1 HP (since his HP>=20) *30 battery points boosts his thr/sw +1d (+20 for 10 levels of Striking ST and +10 for the additional AP/10). *18 battery points boosts his non-EE Lifting ST by 10 (1/2 not in emergencies). *14 battery points boosts his EE Lifting ST by 1 level (1/2 not in emergencies) His DR 80 is tough skin, so he can be hurt by blunt trauma (1/5 cr, 1/10 cut). Given his regen and IT:DR, it just makes him mad. The only real way to beat this Hulk is to use massive amounts of damage, attack him with afflications, or use moderate attacks w/high AP. I'll be including AP/10 (10 pts/1d thr) with my bricks as a general guildline. Modular Abilities is a catch all to represent that the Hulk can basically adapt to any hostile environment (potentially any attack if it's sustained). The lastest comic (Hulk v3 #90) even went so far to say that the Hulk could probably adapt to survive w/o Air. Needless to say this is enough points for Vac Support, Pressure Support, Radiation Tolerance, Temperature Tolerance, Filter Lungs, or other advantage as needed. Base Stats: HP 25 (heals at 2/HP per turn since HP>=20) Striking ST 80. Thr 9d, Sw 11d. Punch AP/10 (recalculate as Striking ST goes up) base 9d+18 (thr + 2/die) AOA(strong) 9d+27 (thr + 3/die) vs objects 9d+36 (thr + 4/die) AOA vs objects 9d+45 (thr + 5/die) Lifting ST 50 (non-emergencies), 80 (emergencies) EE Lift 200,090 (BL 4 million tons. Max - a small mountain range?) As a houserule Berserk characters fall unconscious at -HPx5. **Bad Temper was valued at -1 point (quirk) since it doesn't automatically cause Berserk. Last edited by naloth; 12-28-2005 at 09:20 AM. |
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characters, cooperative effort, supers |
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