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#21 | |
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Join Date: Nov 2011
Location: South Dakota, USA
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Quote:
What makes me think a Limitation like "Only against tanks" is pretty severe, even in settings where tanks are a normal part of armies, you've got to worry about everything else: air support, artillery, and even just soldiers attacking you en masse so that you'll need something else in order to survive. Of course, I am also thinking of the original question: if you're capable of fighting a tank but have to worry some guy in the tank can pop out of the hatch and knock you out with one blow from a wrench (let alone any sort of firearm)... well... that seems to disqualify you from the job. Unless you're also a superspeedster with an amazing dodge, a teleporter (preferably with a teleportation-based dodge), a "super ninja" sneaking into enemy bases or behind enemy lines to quickly wreck tanks and then sneak away, etc. Or I'm over- or under-thinking things again. XP I mean, a lot of this arose from you describing a specific character from another RPG, as opposed to proposing it as a general approach for GURPS. >.>
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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| Tags |
| combat, piat, supers, tank |
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