01-10-2019, 09:58 PM | #31 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: GURPS Supers Alternatives
Your stuff from this older thread has kept me interested in KYOS stuff. I haven't committed to using it, but now I just might.
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Furthermore, while I'm aware that you're looking at Supers stuff, do you have an idea as to how you would approach low-tech arms and armor? It seems out of the scope you've been touching on (especially with the note that no high-tech arms under 4d have been altered), but I wanted to see if you had any thoughts. Can low-tech weapons continue to be used as is? What about armor in the lower DR ranges? Because it seems like DR 1 through DR 3 would all just become DR 1, which seems a little... wrong? I'm starting to work on putting together a new campaign, and I am almost convinced that I should finally apply KYOS.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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01-11-2019, 07:44 AM | #32 | ||||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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For skills I rate the what you need to be called: 12+ = professional, 14+ = specialist, 16+ = expert, 18+ = master, and 21+ one of the best in the world. When you call a plumber you expect you're getting a 12+ skill. When you go to a surgeon, you expect a 14+. If they are talented enough that the professionals and specialists refer you to them, then are likely 16+. If they progress the field, they are probably 18-25. You can can take 25+, but I've always felt you can better diversify to negate 10+ penalties rather than high skill. Quote:
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01-11-2019, 04:02 PM | #33 |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
DC tends to have more powerful heroes which makes them a good candidate for this system. I did a quick write-up that approximates what I recall from the JL movie.
Aquaman ST 40 BL 10 tons Thr 8d [ 300 ] DX 14 [ 80 ] IQ 12 [ 40 ] HT 14 [ 40 ] Speed 7 [ 0 ] Allies (Group up to 25%, base 1, 12-, x2, 51-100, x12; Env - only underwater -20%; Summonable +100%)' [ 44 ] Amphibious [ 10 ] Combat Reflexes [ 15 ] Daredevil [ 15 ] Destiny (Great) [ 15 ] Empathy (Marine) [ 15 ] Enhanced Move 5 (Swimming; Top move 224 yds/sec; Instant Acceleration +50%) [ 150 ] High Pain Threshold [ 10 ] Independent Wealth 20 [ 20 ] IT:DR/5 [ 125 ] Mind Control (Independent +70%; Suggestion -40%; Uncontrollable -20%) [ 55 ] Night Vision/9 [9] Perk: Spear -> Staff skill [ 1 ] Perk: Trident [ 1 ] Pressure Support 3 [ 15 ] Regeneration (Regular) [ 25 ] Telesend (Broadcast +50%) [ 45 ] Brawling-16 (DX+2) [4]; Explorer!-12 (WC) [24]; Spear-16 (DX+2) [8] [ 34 ] Total [ 1030 ] Batman ST 16 BL 80 Thr 2d [ 60 ] DX 16 [ 120 ] IQ 16 [ 120 ] HT 13 [ 80 ] Speed 7.25 [ 0 ] Combat Reflexes [ 15 ] Danger Sense [ 15 ] Daredevil [ 15 ] Fit [ 5 ] Gizmos 5 [ 25 ] High Pain Threshold [ 10 ] Independent Income 10 [ 10 ] Indominable [ 15 ] Intuition [ 15 ] Luck (Extraordinary) [ 30 ] Night Vision/5 [ 5 ] Obscure 8 (Darkness/Smoke; Area 4 +150%; Persistent +40%; Ranged +40%) [ 53 ] Peripherial Vision [ 15 ] Rapier Wit [ 5 ] Status 3 (Free) [ 0 ] Unfazable [ 15 ] WM (All) [ 45 ] Wealth (Multimillionaire 4) [ 150 ] Wild Talent [ 20 ] Visualization (Reduced Time +140%; Blessing +100%; Cursing +100%; Selectivity +10%) [ 45 ] Businessman!-14 (WC-2) [6]; Detective!-16 (WC) [24]; Martial Artist!-18 (WC+2) [48]; Scientist-14! (WC-2) [6]; Tactics-20 (IQ+4) [20] [ 104 ] Total [ 992 ] Bat-Shuriken 2d+1 cut Bat-Stun Grenade (HT-5 aff 10yds) Bat-Frag 8d cr ex [3d] Bat-Conc Grenade 5dx2 cr ex Flash ST 12 BL 32 Thr 1d+2 [ 20 ] DX 13 [ 60 ] IQ 13 [ 60 ] HT 13 [ 30 ] Speed 8 [ 30 ] ATR/4 (Super 10%) [ 360 ] Enhanced Move 5 (Ground; Top Move 256 yds/sed; Cosmic: Second Nature +150%; Super -10%) [ 240 ] Enhanced Time Sense (Super -10%) [ 41 ] IA 10d (Shock Touch; Melee, C -30%; Surge +20%; Takes Extra Time x4 -20%; Super -10%) [ 30 ] IT:DR/2 (Super -10%) [ 45 ] Regeneration (Instant; Super -10%)) [ 90 ] Resistant (Hazards, +8; Super -10%)) [ 14 ] Striking ST+8 (Super -10%) [ 15 ] Very Fit [ 15 ] Move!-12 (WC-1) [12]; Scrounging-13 (Per) [1] [ 13 ] Total [ 1063 ] Superman ST 60 BL 1k tons Thr 13d (+45 Kryptonian -10%) [ 455 ] DX 12 [ 40 ] IQ 12 [ 40 ] HT 12 [ 20 ] Speed 6 [ 0 ] DR 25 (Skin -20%; Kryptonian -10%) [ 88 ] ETS (Kryptonian -10%) [ 41 ] Enhanced Move 5 (Flight; max 1280 yds/sec ; Kryptonian -10%) [ 90 ] Flight (Space +50%; Kryptonian -10%) [ 56 ] Flight Move +14 (Kryptionian -10%) [ 26 ] High Pain Threshold (Kryptionian -10%) [ 9 ] IA 2d burn (Laser Vision; Accurate +2 +10%; AP/10 +200%; RoF 10, Selective Fire +110%; Kryptonian -10%) [ 31 ] IA 4d cr (Freezing Breath; Cone 5 yd base +100%; Range x4 20/40 +30%; Jet 0%; Dbl KB +20%; Freezing +20%; Kryptonian -10%) [ 32 ] Perk- Nigh Invulnerable Costume [ 1 ] Rapport (Lois) [ 5 ] Regeneration (Regular; Kryptonian -10%) [ 23 ] Ultrapower (Kryptonian -10%) [ 45 ] Wild Talent 2 (Wild Ability +50%; Super Senses Only -20%) [ 52 ] Brawling-12 (DX) [1]; IA-14 (DX+2) [4]; Investigator!-11 (WC-1) [12]; Writer-16 (IQ+3) [16] [ 33 ] Total [ 1087 ] Wonder Woman ST 50 BL 100 tons Thr 10d+2 [ 400 ] DX 15 [ 120 ] IQ 12 [ 40 ] HT 13 [ 30 ] Speed 7 [ 0 ] Combat Reflexes [ 15 ] DB2 (Bracelets, Stolen & Unique -30%) [ 42 ] Daredevil [ 15 ] Empathy [ 15 ] High Pain Threshold [ 10 ] IT:DR/5 [ 125 ] Mind Probe (Magic Lasso, Stolen & Unique -30%; Acc: Used Conversationally -20%; Melee: Whiplike -15%; Reliable +50%; Temp Disad: Truthfulness, 6- -10%) [ 15 ] Perk: Magic ST for her ST [ 1 ] Perk: Tough Shield [ 1 ] Regeneration (Slow) [ 10 ] Super Jumping 5 [ 50 ] Unaging [ 5 ] Wealth (Comfortable) [ 10 ] WM (Amazon) [ 30 ] History!-12 (WC) [24]; Martial Artist (Amazon)!-18 (WC+3) [60] [ 84 ] Total [ 1018 ] Designer Notes Like I said before, these are what I would create for players to run these iconics in a JL type movie. As such, they intended to be able to balance out to around 1k each with similar screen time. Some are do more damage, some have better support abilities, some take damage better, and the Flash is just learning how to use his abilities properly. I didn't stat Cyborg yet, but I might add him later. First off, Aquaman is fairly tough on both land and sea. Atlantians are intended to be fairly strong (30s? as would be the Amazons), water adapted, and use telesend to communicate. Royals are amphibious. The EM for Swimming is instant on acceleration (from the recent move) and fairly fast, but not good for combat. Aquaman has an additional affinity for marine creatures even tending to defend him when he's upset (suggestion, uncontrollable). In the right setting he can summon a veritable army of critters underwater. Batman is the old, somewhat burnt out Batman. Years of wear has reduced him to merely peak human levels backed by an insane amount of experience. He relies on real equipment made in "bat" motif. Gadgets allow him to pull anything he could have put in his belt. Visualization allows him to make an IQ roll each turn to benefit <or> penalize someone by 1/3 the MOS (usually a +2 or -2). Otherwise, he's rich, skilled, and has most benefits that a human can. The Flash is the young, hardly knows his powers version. He's capable of building up static shocks and moving at top speed as easily as most PCs use their normal move. He gets 5 turns for everyone else's one turn, so he can take 5 move maneuvers. Using 5 move maneuvers to each go 256 yards (he can go from 0 to top speed or from top speed to 0 in one maneuver), he can top 1280 yds/sec which is where I put Superman's top speed on this write-up. He's quite powerful if you use, using AoA and AoD as warranted. The movie Superman (and post-1984 version) are reallly tough aliens that are superior to any military but merely tougher than most metahumans. Kryptonians (and indeed anyone in that league) can indeed beat each other senseless. I've trimmed the less used senses as well in favor of a Wild Talent, so he can have them when he needs them but doesn't need to price out each of them. Mostly he's a tough brawler that can fly. Wonder Woman is a tough, skilled warrior. She's a but lower in ST, but uses a sword at higher skill that more than makes up for the difference. She has quite a few support abilities (lasso, bracelets, empathy) and plenty of training. MA (Amazon) swaps the traditional ninga type weapons (katana, throwing star, etc) for amazon type weapons (bow, shortsword, shield). Diana does 10d+4 impaling or 10d+6 cutting after WM bonuses with her shortsword. |
01-11-2019, 07:22 PM | #34 |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
Here are the characters that propelled the X-Men from obscurity to a household name. Here are the "new" X-Men:
Banshee ST 12 BL 32 Thr 1d [ 20 ] DX 12 [ 40 ] IQ 12 [ 40 ] HT 12 [ 20 ] Speed 6 [ 0 ] Affliction 3 (Sonic Stun @HT-2; AD/5 +150%; Cone 5 yd base +100%; Env Air/Water -5%; Unconsciousness +200%; Selectivity +10%; Underwater +20%; Mutant Super -20%) [ 111 ] Charisma 1 [ 5 ] DR 15 (Sonic Shield; Affects Others +50%; Directional -20%; FF +20%; Physical Only -20%; Mutant Super -20%; AA:Affliction) [ 17 ] Enhance Move 4 (Flight, max speed 192; Flaps -35%; Mutant Super -20%; AA: Affliction) [ 8 ] Fit [ 5 ] Flight (Requires SM-2, DR 5, HP 8 flaps -35%; Mutant Super -20%) [ 18 ] IA 6d burn (Scream; Env Air/Water -5%; Full Body 0%; No Incendiary -10%; Side Effect, Deafness +70%; Underwater +20%; Variable +5%; Mutant Super -20%; AA: Affliction) [ 10 ] Mind Control (Sonic Suggestion; Hearing-Based -20%; Independent +70%; Suggestion -40%; Mutant Super -20%) [ 45 ] Protected Hearing (Mutant Super -20%) [ 4 ] Resistant to Sonics (Immune; Super -20%) [ 12 ] Scanning Sense (Sonar; Mutant Super -20%) [ 16 ] Status 1 (Inherited Title) [ 5 ] Talent: Sonic 3 [15] Wealth (Wealthy) [ 20 ] Aerobatics-12 (DX) [4]; Guns (Pistol)-14 (DX+2) [4]; IA-16 (DX+4) [12]; Piano-11 (IQ-1) [1]; Spy!-12 (WC) [24] [ 45 ] Total [ 456 ] Colossus ST 15/40 (+25 In Alt Form -10%; Mutant Super -20%) BL 63lbs / 10 tons Thr 2d-1 / 8d [ 225 ] DX 11 [ 29 ] IQ 12 [ 40 ] HT 13 [ 30 ] Speed 6 [ 0 ] DR 20 (Nuisance: Metal Body -5%; Skin -20%; Switchable +10%; Mutant Super -20%) [ 65 ] Doesn't Breathe (Alt Form -10%; Mutant Super -20%) [ 14 ] High Pain Threshold [ 10 ] IT:DR/2 (Alt From -10%; Mutant Super -20%) [ 35 ] Language: English (Accented) Russian (Native) [ 4 ] Perk: Hard Striking Surface [ 1 ] Pressure Support 3 (Alt Form -10%; Mutant Super -20%%) [ 10.5 ] Sealed (Alt Form -10%; Mutant Super -20%) [ 10.5 ] Vacuum Support (Alt Form -10%; Mutant Super -20%) [ 4 ] Artist-12 (IQ+1) [4]; Brawling-14 (DX+3) [8] [ 12 ] Total [ 490 ] Nightcrawler ST 12 BL 32 Thr 1d [ 20 ] DX 15 [ 100 ] IQ 11 [ 20 ] HT 11 [ 10 ] Speed 7 [ 0 ] Absolute Direction (Mutant Super -20%) [ 5 ] Ambidexterity [5] ATR/2 (Only for Warp -20%; Mutant Super -20%) [ 120 ] Clinging (Mutant Super -20%) [ 16 ] Extra Arm (Tail; Extra Flexible +50%; Mutant Super -20%) [ 13 ] Language: English (Accented) German (Native) Latin (Accented) [ 8 ] Night Vision/8 (Mutant Super -20%) [ 7 ] Perfect Balance (Mutant Super -20%) [ 15 ] Perk: Fur (Mutant Super -20%) [ 1 ] Perk: No Nuisance Rolls (Body Sense) [ 1 ] Teeth (Sharp; Mutant Super -20%) [ 1 ] Warp (Max 2 miles -30%; Med Enc +20%; Reliable +10 +50%; Mutant Super -20%) [ 120 ] Body Sense-13* (DX-2) [1]; Religion-10 (IQ-1) [1]; Swashbuckler!-16 (WC+1) [36] [ 38 Total [ 500 ] Storm ST 11 BL 25 Thr 1d-1 [ 10 ] DX 12 [ 40 ] IQ 13 Will 16 [ 75 ] HT 12 [ 20 ] Speed 6 Control 9 (Weather, common +100%; Uncontrollable -20%; Mutant Super -20%) [ 288 ] Flight (Mutant Super -20%) [ 32 ] IA 5d burn (Lighting Bolt; Acc +2 +10%; Range 100/100 +15%; Side Effect, Stunning +50%; Surge +20%; Variable +5%; Mutant Super -20%; AA: Control) [ 9 ] IA 2d cr (Twister; 4 yds +100%; Dbl Knkback +20%; Env Air -5%; Mobile 4 +160%; Persistent +40%; Mutant Super -20%; AA: Control) [ 8 ] IA 2d pi (Hailstorm; Area 32 yds +250%; Bombardment, skl 10 -15%; Overhead +30%; Persistent +40%; Selective +20%; Variable +5%; Mutant Super -20%; AA: Control) [ 41 ] Ultrapower (Mutant Super -20%) [ 40 ] Claustrophobia (12-) [ -15 ] Aerobatics-12 (DX) [4]; Brawling-14 (DX+2) [4]; IA-14 (DX+2) [4]; Knife-12 (DX) [1]; Leadership-14 (IQ+2) [8]; Survival (Urban & Savanna)-12 [2] Thief!-12 (WC) [24] [ 47 ] Total [ 595 ] Wolverine ST 15 BL 63 Thr 2d-1 [ 50 ] DX 12 [ 40 ] IQ 12 Per 16 [ 60 ] HT 12 [ 20 ] Speed 6 Ambidexterity [ 5 ] Combat Reflexes [ 15 ] Discriminatory Smell (Emotion Sense +50%; Mutant Super -20%) [ 20 ] Fit [ 10 ] High Pain Threshold [ 10 ] IA 4d cut (Claws; AP/10 +200%; Melee Dual C -20%) [ 79 ] IA 2d imp (Claws; AP/10 +200%; Melee Dual C -20%; AA:IA) [ 9 ] IT:DR/5 (Mutant Super -20%) [ 100 ] IT:Unbreakable Bones [10] Regeneration (Instant; Mutant Super -20%) [ 80 ] Resistant (Metabolic Hazards +8; Mutant Super -20%) [ 12 ] Brawling-14 (DX+2) [4]; Motorcycle-12 (DX) [1]; Scout!-12 (DX) [24] [ 29 ] Total [ 549 ] Designer's Notes These were again designed to fit around 500 and represent the more original versions of many of them. Banshee is a former undercover agent with lots of various sonic derived powers, most of which are pretty powerful. Banshee is somewhat fragile but packed with utility. Colossus is a good brick at 500 points. Poitr strikes for 8d+3 cr and absorbs damage pretty well. His default form is human, and I believe he reverts to sleep. When thinking out Nightcrawler, I realized he's just a speedster in disguise. His ATR allows him to 'port in, attack using his normal maneuver, than 'port out. He can potentially grapple and 'port with someone else as well provided they are less than 96 lbs (med enc). I'd consider increasing either his ST or Med -> Hvy to make him more powerful. Against normals he'll probably be using swords, wielding up to 3 swords at a time. Storm is a big concept for 500 points. Weather control is powerful, and I had to limit what she can do to fit it in. Wolverine is a "huge history" character with a lot of niche abilities for the places he's been. His powers are fairly simple, but his history has history. Instead I focused on his abilities skipping the fact that he probably knows a dozen languages, has obscure skills, and turns up in every third comic. |
01-11-2019, 08:58 PM | #35 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Supers Alternatives
What about Nightcrawler's ability to blend into shadows? (see: Uncanny X-Men #102-3, and later confirmed during the run of Alans Davis and Moore on Excalibur.) It's little known, but very useful, adding to his Stealth skill. (He used it to hide from Arcade's scanners in Murderworld at least twice.)
I also don't see Kurt's Leadership skill, given he was tapped as the X-Men's leader when both Cyclops and Storm were unavailable, and was the acknowledged yet unofficial leader of Excalibur during his tenure there.
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01-11-2019, 08:59 PM | #36 |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
Now I remember why I always end-up using HERO instead of GURPS for Supers (beside the Super ST mess). GURPS has so many options (imbuement, martial arts, equipment, etc...) and interactions between them that it is sometimes somewhat difficult to balance characters with one another. He mostly see this richness as a feature but for Supers, it becomes a drawback. I guess that's why after Dungeon Fantasy RPG, I would have hoped for a similarly focused Supers RPG.
Back to the thread, I am really enjoying your write-ups Naloth. Here are a few more very high level comments: Iron Fist damage: I understand your approach but I don't believe that his highest attack should be as damaging (or more damaging than Thor's normal attack). I don't believe it reflects the source material (I am not trying to change your mind, just stating my opinion). Ultrapower: I generally dislike Ultrapower. It is just too loosely define for my tastes. Aquaman: I suggest some level of DR. In the moving, Black Manta's blade do not even pierce his skin with a very direct hit. Superman: He seems to be missing any king of environmental immunities or protection (vacuum, pressure, heat, cold, etc...). An oversight? Wonder Woman: What, no attractiveness level :)? Balance: Unless I miss something, Wonder Woman would kick Supes butt. Her much higher skill combined with a better damage (with the sword) and the fact that Supes has no IT:DR lead to that conclusion. As seen in JL, Superman is clearly more powerful; manhandling the whole team first and then being clearly superior to Steppenwolf while the whole team is struggling against him* *This is only based on a very cursory look of the write-ups. |
01-11-2019, 09:32 PM | #37 | |||||||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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Of course, if it turns into a grappling match, he'll crush her somewhat slowly. If he's tactically wise and doesn't wish to engage, he can do a pretty neat job just frying her with heat vision while flying too. Slams also favor him greatly. Quote:
In any case, it makes for poor party balance when you intentionally create a PC that can take on everyone else single-handedly. FWIW, I also created the entire JL and the New X-Men today in my spare time, so I'm not married to the stats or abilities. I put them together as examples, often using similar stuff I've already made for comparisons guessing what feels good for play. Last edited by naloth; 01-11-2019 at 09:42 PM. |
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01-11-2019, 09:57 PM | #38 | |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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As for the lack of leadership, I was aiming for a younger Kurt. The older one would have a *lot* more abilities including the ability to offensively KO people by grappling and teleporting them until they pass out. It's hard to say just where to cut off adding stuff when you have very long running, very developed characters. The current comic version is Unkillable (barred form heaven!?!) |
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01-11-2019, 10:41 PM | #39 | ||||||
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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Well done all considered! |
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01-11-2019, 10:58 PM | #40 |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
Don't want to highjack (and will not start putting my own write-ups) but here is an example of Daredevil that I wrote a while back. I haven't double-checked anything but I quickly realised he does not have any swinging ability with his club. I would probably lower his DX to free up a few points to add that. I am pretty sure that build was heavily inspired (and potentially shamelessly ripped off) by Phantasm work in his Marvel reboot thread so kudos to him.
Daredevil [500] Attributes [310] ST 14 [40] DX 18 [160] IQ 14 [80] HT 14 [40] Secondary Characteristics Will 14 [0] Per 15 [5] FP 14 [0] HP 14 [0] Speed 8 [0] Move 8 [0] Dodge 13 Damage 1d / 2d BL 39 Fright Check 19 Social Background [0] TL: 8 [0] Cultural Familiarities: Western (Native) [0] Languages: English (Native) (Native Language) [0] Advantages [140] Ambidexterity [5]; Catfall [10]; Combat Reflexes [15]; Daredevil [15]; Enhanced Dodge 1 [15]; Enhanced Parry (All Parries) 1 [10]; Fearlessness 3 [6]; Fit [5]; High Pain Threshold [10]; Perfect Balance [15]; Trained By A Master [30] Perks: Off-Hand Weapon Training (Smallsword) [1]; Style Familiarity: Boxing [1]; Style Familiarity: Escrima [1]; Swinging [1] Super Senses [173] Discriminatory Hearing (Passive Biological, -5%) [15]; Discriminatory Smell (Emotion Sense, +50%; Passive Biological, -5%) [22]; Discriminatory Taste (Passive Biological, -5%) [10]; Para-Radar (Extended Arc: 360°, +125%; Super, -10%) [86]; Parabolic Hearing 3 (Passive Biological, -5%) [12]; Sensitive Touch (Stethoscopic, +50%; Ultra-Fine, +30%; Passive Biological, -5%) [18]; Robust Hearing [1]; Vibration Sense (Passive Biological, -5%) [10] Disadvantages [-208] Blindness [-50]; Charitable (9) [-22]; Code of Honor (Hero's) [-10]; Flashbacks (Mild) [-5]; Guilt Complex [-5]; Light Sleeper [-5]; Obsession: Eliminate Organized Crime (Long-Term Goal) (9) [-15]; On The Edge (9) [-22]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Imprisonment) [-20]; Selfless (9) [-7]; Sense of Duty: Residents of Hell's Kitchen (Large Group) [-10]; Social Stigma (Blind) [-5]; Susceptible to Loud Noises -5 [-20]. Quirks: Habit: Downplays his Blindness [-1]; Likes to Help Underdogs [-1]. Skills [83] Acrobatics (H) DX+1 [4] – 19*; Area Knowledge (Hell's Kitchen) (E) IQ [1] – 14; Armoury/TL8 (Melee Weapons) IQ-1 [1] – 13; Boxing (A) DX+2 [12] – 20; Boxing Sport (A) DX [1] – 18†; Climbing (A) DX [1] – 17; Detect Lies (H) Per [4] – 15; Flail (H) DX+1 [4] – 19; Games (Boxing) (E) IQ [1] – 14; Holdout (A) IQ-1 [1] – 13; Intimidation (A) Will [2] – 14; Jumping (E) DX [1] – 18; Karate (H) DX+2 [12] – 20; Law (New York City) (H) IQ [4] – 14; Lockpicking/TL8 (A) IQ [1] – 13; Main-Gauche (A) DX+2 [7] – 20‡; Observation (A) Per-1 [1] – 15; Pressure Points (H) IQ-2 [1] – 12; Shadowing (A) IQ [2] – 14; Smallsword (A) DX+2 [8] – 20; Stealth (A) DX+1 [4] – 19; Streetwise (A) IQ [2] – 14; Thrown Weapon (Stick) (E) DX+2 [4] – 20; Tracking (A) Per+2 [8] – 17 * Includes +1 from Perfect Balance; † Defaulted from Boxing; ‡ Defaulted from Smallsword Relationship [-13] Contact: Ben Urich (Daily Bugle Reporter) (Effective Skill 15; Usually Reliable; Frequency: 9 or less) [4]; Contact: Underworld (Effective Skill 12; Unreliable; Frequency: 12 or less) [1]; Dependent and Ally: Foggy Nelson (25% of total; Frequency: 9 or less) [-9]; Dependent and Ally: Karen Page (25% of total; Frequency: 9 or less) [-9]; |
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