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Old 06-20-2006, 07:28 PM   #1
Fnordianslip
 
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Default 200 pt Supernatural Hunters!

When the demons have invaded, mages have run amok, and psis are crushing the wills of the innocent, sometimes, it's time to fight back. Here's three 200 point templates to get the ball rolling!

Ninja/Samurai/Martial Artist Demon Hunter [200 Points]

Stats [100 Points]
ST+2
DX+2
HT+2
Will +2
Per +2

Master of the Martial Arts! [30 points]
Impaling attack 1d [22 points] (Chi Charged Weapons)
Armor Divisor (+100%; Magic/Psionic Armor Only (+4), -40%), +60%
Melee Attack: ST-Based, +100%
Melee Attack: Dual, +10%
Melee Attack: C-3, -15% (Depends on weapon used)
Accessibility (Must have impaling weapon in hand), -20%
Affects Insubstantial (Selective), +30%
Chi, +0

Cutting Attack 1d [5 Points]
Alternative Attack, *1/5
Same mods as above

Crushing Attack 1d [3 Points] (Chi Charged Fists)
Armor Divisor (+50%; Magic/psionic armor only (+4), -40%), +30%
No Accessibility limitation, otherwise as above

Trained Like Nobody's Business! [55 Points]
Ambidextrous [5], Combat Reflexes [15],
Enhanced Move 1/2 Ground [10], Extra attack 1 [25]

Mystical Awareness and Defense [47 Points]
Detect Magic [24]
Reflexive +40%
Precise +100%
Chi 0%

Detect Psionics [5]
ditto, but alternate ability

Mind shield 3 [12], Magic Resistance 3 [6]

Perk [1 Point]
Katanaspace [1] (unless actively searched, these guys always have a blade on em)

The Cost? [-33 Points]
Duty, Ninja/Samurai Clan on a 6 or less, extremely hazardous [-7]
Enemy, Various Mages/Demons/Psis, 6 or less [-15]
Vow, no modern weapons [-10]
Vow, Fight Supernatural EVIL!!! [-1]

Still typing the other two :)

EDIT: Added correct melee ranges to attacks. Added the Katanaspace Perk to make up for the point on innate attacks. 6/23/06

Last edited by Fnordianslip; 06-23-2006 at 11:34 AM.
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Old 06-20-2006, 07:43 PM   #2
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Default Re: 200 pt Supernatural Hunters!

Mutant Demon Hunter [200 Points]
These guys are engineered or born with the power, and the need, to fight the supernatural! Capable of breaking through magical or psychic defenses with ease, they also drain the fatigue of Supernatural beings when they strike.

Stats [100 Points]
ST+2
DX+2
HT+2
Will +2
Per +2

Psychicly Empowered Attacks! [41 points]
Impaling attack 1d [19 points] (Psi Charged Weapons)
Armor Divisor (+100%; Magic/Psionic Armor Only (+4), -40%), +60%
Melee Attack: ST-Based, +100%
Melee Attack: Dual, +10%
Melee Attack: C-3, -15% (Depends on weapon used)
Accessibility (Must have impaling weapon in hand), -20%
Psionic, -10%
Link to Leech 10%

Cutting Attack 1d [4 Points]
Alternative Attack, *1/5
Same mods as above

Crushing Attack 1d [3 Points] (Psi Charged Fists)
Armor Divisor (+50%; Magic/psionic armor only (+4), -40%), +30%
No Accessibility limitation, otherwise as above
*** Note, leech only activates on this one if you hit hard enough to draw blood, GM call on that one ***

Leech 2/second [15 Points]
Steal FP, -25%
Accessibility (Only vs magic or psychically active), -30%
Only Heals FP, -20%
Blood Agent, -40%
Cosmic (Don't have to maintain contact), +50%
Link (Innate attacks), +20% (Can use it without innate attack, but still has to draw blood to make it function.)
Psionic, -10%

Fast and Furious! [55 Points]
Ambidextrous [5], Combat Reflexes [15],
Enhanced Move 1/2 Ground [10], Extra attack 1 [25]

Instinctive Hunter of the Supernatural [44 Points]
Detect Magic [23]
Reflexive +40%
Precise +100%
Psionic -10%

Detect Psionics [5]
ditto, but alternate ability

Magic Resistance 3 [6]

Night Vision 1 [1]

Talent: Hunter 1 [5]
+1 to SK:Camouflage, +1 to SK:Hiking, +1 to SK:Shadowing, +1 to SK:Stealth, +1 to SK:Survival, +1 to SK:Tracking

Reduced Consumption 2 [4]
Part of their energy comes from feeding on the fatigue of mages and psis

The Cost? [-40 Points]
Dependancy, Fatigue/HP from magically/psionically active beings [-25]
Frequency Needed: Monthly, *1
Illegal, -5

Uncontrollable Appetite, Fatigue/HP from magically/psionically [-15]
Resists on a 12 or less. Keep in mind, they can only leech while inflicting damage.

EDIT: Added proper melee ranges to innate attacks. Added night vision 1, and made it so they can use leech independant of innate attacks. 6/23/06

Last edited by Fnordianslip; 06-23-2006 at 11:29 AM.
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Old 06-20-2006, 07:56 PM   #3
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Default Re: 200 pt Supernatural Hunters!

Tech Ghost/Demon Hunter [200 Points]
When the police can't help you deal with that pesky spirit in the basement, who yah gonna call?

Stats [100 Points]
ST+1
DX+1
IQ+3
HT+1

Ghost affecting blade [21 points]
Impaling attack 1d [17 points] (Psi Charged Weapons)
Armor Divisor (+100%; Magic/Psionic Armor Only (+4), -40%), +60%
Melee Attack: ST-Based, +100%
Melee Attack: 1, -25%
Gadget/Breakable: DR 6-15, -10%
Gadget/Breakable: Size -3 or -4, -15%
Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30%
Affects Insubstantial (Selective), +30%

Cutting Attack 1d [4 Points]
Alternative Attack, *1/5
Same mods as above

Packin Heat! [30 Points]

Piercing Attack 2d+2
Extra Recoil, -10%
Inaccurate, -5%
Increased Range, +30%
Rapid Fire, +50%
Armor Divisor (+100%; Magic/Psychic Armor Only (+4), -40%), +60%
Cyclic (10 second interval) (+50%; Resistible, *1/2; Accessibility (Only vs Magic/psychically active) (+2), -20%), +20%
Affects Insubstantial (Selective), +30%
Gadget/Breakable: DR 6-15, -10%
Gadget/Breakable: Size -7 or -8, -5%
Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30%
Limited Use: Expanded (5 uses 15 shots), -5%

A modified and enhanced 9mm. Needless to say, these bullets aren't cheap.

Magic and Psychic Armor [16] Points]
Magic Resistance 5 [6]
Gadget/Breakable: DR 6-15, -10%
Gadget/Breakable: Size 0 or more, -25%
Gadget/Can Be Stolen: Must be forcefully removed, -10%

Mind Shield 3 [10]

*Built into modern armor*

Magic and Psi Detector [43 Points]
Detect Magic [15]
Precise, +100%
Gadget/Breakable: DR 2 or less, -20%
Gadget/Breakable: Size -7 or -8, -5%
Gadget/Can Be Stolen: Thief must win a Quick Contest of DX or ST, -30%

Detect Psionics [3]
ditto, but alternate ability

There's more on the way... [25 Points]
Gadgeteer [25]

However... [-10 Points]
Debt [-5]
Vow, to seek out and fight supernatural evil [-5]

That's it for now. Any comments?

EDIT: Fixed Melee attack range on the sword. Based it on broadsword stats. Took the two points saved and upped magic resistance on the armor by 2.

Last edited by Fnordianslip; 06-23-2006 at 11:39 AM.
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Old 06-20-2006, 09:49 PM   #4
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Default Re: 200 pt Supernatural Hunters!

Haven't gone through them closely, but one thing jumped out: Can two reflexive detects be alternate abilities of each other? I guess you can switch out which power source will set off your spidey-sense at any given time, but it seems weird.
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Old 06-20-2006, 10:10 PM   #5
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Default Re: 200 pt Supernatural Hunters!

I was thinking it would basically run like this. As soon as a psi power was used in range or some beasty with magery got close, you'd fire up the appropriate detect reflexively. While keeping track of the one you detected though, you wouldn't be able to detect powers from the other source. When it went down again, it would once again be in a position to detect the next power used. Though, the level or reduced time included in reflexive could also make it so it would pop up when other powers are used. Either way, you can't keep track of two different types of powers at once. Just one at a time.
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Old 06-21-2006, 01:10 AM   #6
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Default Re: 200 pt Supernatural Hunters!

Quote:
Originally Posted by Fnordianslip
Master of the Martial Arts! [31 points]
Impaling attack 1d [23 points] (Chi Charged Weapons)
Armor Divisor (+100%; Magic/Psionic Armor Only (+4), -40%), +60%
Melee Attack: ST-Based, +100%
Melee Attack: Dual, +10%
Accessibility (Must have impaling weapon in hand), -20%
Affects Insubstantial (Selective), +30%
Chi, +0
To have Melee Attack, ST-Based and Dual it must be a melee attack this is achieved by either chooseing Melee Range or Jet...
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Old 06-21-2006, 02:57 AM   #7
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Default Re: 200 pt Supernatural Hunters!

Quote:
Originally Posted by Fnordianslip
Chi, +0
(...)
Chi 0%
Isn't Chi -10%?

Still, nice write-ups! Though I agree with the Wanderer, the melee attacks need (Melee -xy%). Also the melee attacks have a somewhat low damage potential, considering they are meant for *powerful* enemies, right?
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Old 06-21-2006, 05:41 AM   #8
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Default Re: 200 pt Supernatural Hunters!

Quote:
Originally Posted by zorg
Isn't Chi -10%?
Its just a name the % value is depending on the limitations associated with the power.

Namen sind Schall und Rauch... Goethe


Edit: but if you make a power out of them by adding Chi to it (instead of leaving it as a wild advantage), you should also add a Chi Talent, that will improve your hunters greatly because it adds to attack and defense...
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Last edited by Der Wanderer; 06-21-2006 at 05:47 AM.
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Old 06-21-2006, 09:17 AM   #9
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Default Re: 200 pt Supernatural Hunters!

Quote:
Originally Posted by Der Wanderer
To have Melee Attack, ST-Based and Dual it must be a melee attack this is achieved by either chooseing Melee Range or Jet...
Nice, that should lower the point cost a bit on the attacks. As for the Chi affect, since it's internal, it can't be blocked by mundane or supernatural means, so, it's basically a 0% effect. Though, you're right, some kind of Chi talent would be a good idea. I'll take a crack at fixing it after class today.
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Old 06-21-2006, 09:28 AM   #10
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Default Re: 200 pt Supernatural Hunters!

Quote:
Originally Posted by Fnordianslip
Nice, that should lower the point cost a bit on the attacks. As for the Chi affect, since it's internal, it can't be blocked by mundane or supernatural means, so, it's basically a 0% effect. Though, you're right, some kind of Chi talent would be a good idea. I'll take a crack at fixing it after class today.

But Power [P26] Lists Chi as a -10% limatation. due to a required disadvataged "must engage in exercises and meditation for a few hours each day"
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