10-08-2016, 07:32 PM | #31 |
Join Date: Aug 2012
Location: Northeast Kansas
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Re: The power of JUSTICE
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10-08-2016, 07:38 PM | #32 |
Join Date: Nov 2014
Location: Pacific Northwest
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Re: The power of JUSTICE
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-- "Suppose they make me a halfback. Can I tackle the shortstop or not?" Has Quirk: Incompetence (Sports) [-1] |
10-08-2016, 07:41 PM | #33 |
Join Date: Feb 2009
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Re: The power of JUSTICE
The Harbinger in Earthdawn was kinda focused on this topic
Unfortunately I can't offhand remember much about it and don't have my ED books handy One thing I do remember is that Harbinger's had Cosmically hardened armor, you could hit them hard enough to damage them through their armor, but never actually lessen the armors power |
10-08-2016, 08:09 PM | #34 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: The power of JUSTICE
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ah thanks guys! Quote:
To me a simpler method is just use Law! There are plenty of differing laws and legal systems that a wildcard is justified, even if it is only one single skill. And use Wildcard points to achieve certain things. Making it the skill for skill rolls to use powers and you get more bang for your buck.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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10-09-2016, 12:25 AM | #35 | ||||||||||||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: The power of JUSTICE
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Justice never sleeps.... I'm sold on this. Quote:
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10-09-2016, 02:09 AM | #36 |
Join Date: Sep 2004
Location: Lancashire, UK
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Re: The power of JUSTICE
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10-09-2016, 01:34 PM | #37 |
Join Date: Nov 2014
Location: Pacific Northwest
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Re: The power of JUSTICE
A couple of afflictions that could probably go well with a Justice powered character, especially if they're not combat based.
•The Whole Truth Affliction 1 (Disadvantage Truthfulness (6), +10%; Based on Will, +20%; Extended Duration x10, +40%; Reduced Range x10, -30%; Increased Range 1/2D, +15%) [16] •You're Nicked, Chum Affliction 1 (Disadvantage Honesty (6), +20%; Touch-Based Reversed, -20%; Based on Will, +20%; Permanent (Until Sentenced), +150%) [27] Give folks the urge to confess and turn themselves in. Though the latter only works if you can touch them and they fail their will rolls. Either way, a peaceable solution. I'd honestly be more tempted to use the rules from Pyramid 3-78 for Cursed Thou Art for basing self control rolls off of will and then just taking the Will-15 version instead of the SC roll of 6 for them.
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-- "Suppose they make me a halfback. Can I tackle the shortstop or not?" Has Quirk: Incompetence (Sports) [-1] Last edited by Ternas; 10-09-2016 at 09:13 PM. Reason: Forgot point cost on second affliction |
10-09-2016, 04:08 PM | #38 |
Join Date: Jul 2014
Location: New Zealand.
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Re: The power of JUSTICE
An accessibility limitation "only when blind folded"
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Waiting for inspiration to strike...... And spending too much time thinking about farming for RPGs Contributor to Citadel at Nordvörn |
10-09-2016, 04:34 PM | #39 |
Join Date: Feb 2014
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Re: The power of JUSTICE
A player in one of my Supers campaigns had a character who could Detect Criminals (with analyze), limited by direct line of sight. Note this isn't active crime; he could look at someone and determine their past crimes. The fun thing is their first mission was to assassinate Adolf Hitler at the opening ceremonies of the Olympics (plenty of witnesses to prevent a Hitler clone from taking over). So from that point on, the Super saw his own criminality (however justifiable, it was still against German law, and many other Earth laws at the time. Being an alien, he didn't really care beyond the visual "stain")
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10-09-2016, 07:17 PM | #40 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: The power of JUSTICE
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No, while thematically appropriate, doesn't suit the character. Quote:
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high powered, supers |
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