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#1 | ||
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Join Date: Sep 2019
Location: UK
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I'm not sure about any of the following.
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Incidentally, he also seems to be able to use it as what would probably make most sense to build as a limited form of Telekinesis - touching things and making them fly in a particular direction, without it being hard enough to cause damage. (In the one I saw where he did this (in a flashback, aged seventeen), it was to make a cork fly out of a bottle. Unfortunately he accidentally made the wine fly out of the bottle too). Maybe Telekinesis 10 (Accessibility, Only on objects he can touch but not necessarily in the right direction, only to propel them in a straight line, -60%, Alternative Attack to the playing-card attack, 1/5) [4]. Quote:
Also, very much not No Knockback, in fact you might have to bend the rules a little to make it do knockback as invariably as it does in the comics. (Some or all of this may be me having no idea how Imbue works, if you're talking about Imbue there). This build occurred to me and seems to be legal, but it seems unreasonable. Anyone know whether this is in fact a legal build or not? (It uses the version where he uses it on the object and then throws the object with Throwing skill, rather than the one where propelling the object is part of the Innate Attack). Crushing Attack 5d (Melee Attack, Reach C, -30%, Accessibility, Only on inanimate objects and maximum charge is limited by size of object, -10%, Explosion 2 +100%, Variable Delay, 10 seconds or less, +10%) [43] That is, you do this on the object, repeat it as many times as necessary (a single 5d being meant to be one playing-card's worth), timing it such that they'll all go off at once, then throw it/run away from it, and its Explosion damage is what destroys the target. It would fit the thing of larger explosions take longer to charge up.
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Looking for online text-based game at a UK-feasible time, anything considered, Roll20 preferred. http://forums.sjgames.com/showthread.php?t=168443 |
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#2 | |
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Join Date: Jun 2013
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To implement the idea of being able to charge larger objects by taking extra time, with my build I'd probably change the value of All Or Nothing to -20% or -10% if multiple uses "stack" in the fashion you describe. But I'd honestly be inclined to simply build as I described and rely on Trading Fatigue For Effect + Godlike Extra Effort (P160-161) to affect larger objects (and I'd allow taking extra time to reduce the Will penalty - probably just apply the relevant amount of Takes Extra Time to the value of the boost; taking 9 seconds to charge something would be Takes Extra Time 4* -40%, so if you are dealing 4x the damage while doing so, that's +300%*0.6=+180%, or Will-36; spending 12 FP/ER reduces this to a Will-3 roll. *For attacks, the first level of Takes Extra Time adds a Ready before it can be used; this works out to 8 Readies and then an Attack; the timer for whatever Delay you set would start when you do the Attack, not when you first start charging the item.
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GURPS Overhaul |
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#3 | |
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Join Date: Oct 2010
Location: earth....I think.
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Gambit, along with all the X-Men and other comic characters, have powers that are meant for story telling. So trying to write it up using some type of game mechanic is difficult.
With that said, I would build his power using imbuements with Striking ST limited to "imbued objects only", "Immediate Preparation Required" , and "Accessibility, Size limitation". "Immediate Preparation Required" and "Accessibility, Size limitation" would need to be calculated. Those two basically make it so that the more massive the object you attempt to imbue, the more Striking ST you can tap into but the longer it takes to do so. With that, you figure out what is the biggest thing you want him to be able to imbue, and the smallest. Smallest is obviously a deck of cards and should take 0 seconds to imbue. Damage output according to Marvel is about the same as a grenade, the m67 does 9d [2d] cr ex (High Tech page 193). Ignoring the [2d] bit, its 9d worth of damage, which requires Striking ST of 80. That is worth 350 points by itself, but with all the modifiers which should add up to about -80%, we are looking at 70 points to be able to throw a playing card that explodes like a grenade. What about bigger stuff? The MK 82 does 6dx28 [7dx2] cr ex, so we would want enough Striking ST to deal 6dx28 or 168d. That would require Striking ST 1500+! Luckily Super Effort exist so we only need Striking ST 18 with Super Effort which is worth 500pts. TL;DR: This is what I would use. Charge: Quote:
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