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#1 | |||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Overall, were I building Kilgrave's powers from the show I'd do something like... Kilgrave Control: Mind Control (Accessibility, Commands will be followed literally, -10%; Based on Lower of IQ or Will, +40%; Based on Will, Own Roll, +20%; Cosmic, No Rule of 16, +50%; Cosmic, Irresistible Attack, +300%; Decreased Immunity 3, +150%; Extended Duration, 300x, +100%; Fixed Margin, +0%; Hearing-Based, -20%; Independent, +70%; Long-Range 1, +50%; Nuisance Effect, Trauma and a successful Will roll make subject immune*, -5%; Rationalization, +20%; Reliable 10, +50%; Smell-Based, -20%) [428]. Notes: So basically a subject needs to hear him and inhale the virus (that's why they were safe when he was in the hermetically sealed room). He didn't seem to take Range penalties or have the usual 24 hour immunity for retrying to give a order- as long as you could smell and hear him he could give you a command and then you'd make a roll against the lower of IQ or Will vs. his Will+10. Fail and you do what he says. Since it's described as being a virus - Resistance to Disease, Sickness, or Metabolic Hazards would add their usual bonus. Immunity would add +14 and guarantee that you couldn't be "Kilgraved" even though normally Irresistible Attack would blast through them. 458 points. * As a set of loose guidelines, follow those found under Extra Effort, p. B357. You add that to Kilgrave's Will, which was described as "iron" by the surgeon who operated on him (while he was awake mind you!) and you're good to go. I'd pin his Will at at least 16 and probably an 18 or 20. It's why no one can resist him usually - he's rolling at 26 or higher and gets to ignore mental shields. That's without Talent (he may not have one - he seems like a one-trick pony).
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#2 | ||
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Banned
Join Date: Aug 2004
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Cosmic, Irresistible Attack, +300%; Why are you adding this? It looks like a 0-point feature to say mind shields don't protect but resistance to Disease, Sickness, or Metabolic Hazards do protect. Quote:
If it's a power then it could be skill based allowing him to buy up effective skills and he could have power talent further boosting those numbers. |
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#3 |
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Banned
Join Date: Jun 2005
Location: Bristol
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It's not cosmic because J Jones resists it.
It is an HT attack because it is pheromones. Of course it can be adapted to a psi attack. Also the attacker must speak directly to the victim. Moreover the skill is based on margins of success and therefore it should not be limited to the rule of 16. Now for TV the cinematic effect of the victim killing themselves is not so geat in a game. Therefore resistance rolls could have bonuses against taking their own lives. |
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#4 | |
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Join Date: Jun 2006
Location: Indiana
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Of course, since we only see him use his power against normals and against two metahumans and one of the two develops an "immunity", we don't really know what would happen if he tried it on someone like Thor or Captain America with that level of will or other factors. To be sure, some of the feeling that his power is unstoppable comes from that. But these are some good ideas of how to handle his power. Definitely, if this were ever brought into a game rather than being just an academic task of making him up for the fun of it, there would need to be major penalties for trying to make people do things totally against their principles or kill themselves. It might be okay if he does that to incidental characters as a plot device power but definitely not against the PCs or any major character. |
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#5 | |
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Join Date: Nov 2008
Location: Yukon, OK
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In the comics he was originally a Daredevil enemy but he pretty much fought everyone at one time or another. Dr. Doom was immune because of his Will. Spiderwoman because she had a master telepath change her brains response. Iron Man when prepared for it sealed his armor. Nova and others could pull that trick to and the Corrupter who took over Thor was a similar villain. Wonder Man was also immune because hes pretty much an energy being.
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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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#6 | |
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Join Date: Jun 2006
Location: Indiana
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Decreased Immunity 3, +150% Does this mean the target receives 3 less than the bonus listed for "Resistant"? Would this have any effect on "Immunity"? Fixed Margin. Is this a reference to the fact that his power always has a set time it lasts rather than a variable one? (Though it actually does vary from 10-12 hours). I would say his range, before the increase at the end of the story, was maybe 10-20 yards. They spoke of his gaining a range of 50-100 yards as a massive increase. Rationalization. +20% Not sure what that refers to. Anyway, thanks for helping. |
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#7 | |||||||||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Normally those with Immunity would just shrug off something like this, but Zombies suggests that an Immunity can provide some measure of protection if one has to make a roll. Quote:
Who if she failed to resist would result in a very boring plot. No, the way the writers wrote Kilgrave he's supposed to be an unstoppable force. Irresistible Attack represents that. No entirely, there is a verbal component to it that requires you hear and smell the target. So that's a toss up. You're free to create your own, but this is my interpretation of an ability presented in a TV show and how it could be made gameable. A case could be made to add Hearing-Based, Reversed (-20%), but if the target must hear you in the first place that seems a bit of crockery. No, I stick by needing just hearing-based for this. Quote:
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See p. 15 of Psionic Powers. Basically, the target remembers wht he did, but did it because he thought he wanted to vs. outside influence. Sure. :-)
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#8 | |||||
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Banned
Join Date: Aug 2004
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#9 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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An airtight, soundproof room stops it. Quote:
Yes, but that's psionics, this is supers. PK has already stated if a superpowers system was ever done he'd prefer a different approach to the one he took in Psionic Powers. Were I doing it (and I've thought about it), I'd create a system to translate powers as skills, have a static "power" attribute, and then create a list of modifiers to "stunt" your power to. TL;DR Someone asked for opinions on how Kilgrave's power was written up I gave it. I spent part of my Christmas Day answering the question. This is how I would do it. It's expensive, but it should be. It's an "I win button" in most cases.
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#10 |
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Banned
Join Date: Aug 2004
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A large part of the expense comes from the +300% Cosmic Irresistible, but we don't see him go up against anyone who has a mind shield or anything that the Cosmic Irresistible would actually help with, so you could drop that and have pretty much the same effect.
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