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#291 | |
Join Date: Oct 2007
Location: Vermont
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I plan on using the clone origin story for Superboy (Conner Kent), however.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#292 | |
Join Date: Oct 2007
Location: Vermont
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I've decided to keep Reawakened for his long life--I gave it to Ra's Al Ghul as well, and it works well to represent their vast experience and unique knowledge of the past. I may end up giving him some form of Modular Abilities, but I'm going to read some more comics before revisiting him. Coming Soon: The Ultra-Humanite, the rest of the JSA (Star-Spangled Kid, Sandman, and Power-Girl), and either the Secret Six or a long over-due attempt to create Superman and his supporting cast.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#293 |
Join Date: Nov 2011
Location: South Dakota, USA
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I actually can see Reawakened as a decent kludge for handling all those skills which are known across the Tech Levels. Which would logically include language as well. Savage likely has a practical understanding of language that would rival many a linguist, simply because he has first hand experience with how at least certain tongues have evolved over not just decades, but centuries and even millennia (depending upon when he learned them).
Especially in more pulp adventure kinds of stories, that seems like a great tool for stories.
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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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#294 | |
Join Date: Dec 2006
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I have previously used a bang skill old crap! To represent a super with a long life. Stuck on an old time sailing ship filled with explosives heating for port, roll old crap! To steer. Need to operate an 8th century spy kite? Old crap!. Send a telegraph, read an alchemical treatise, know the true history of a relic, all old crap! It only came up roughly once per adventure if I was lucky, but it always made everyone at the table grin. |
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#295 | |
Join Date: Jun 2006
Location: On the road again...
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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#296 | |
Join Date: Dec 2006
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Until I came up with the bang skill I was largely doing what you did here trying to figure out which of the 'spirit guidance' or modular abilities would best fit. |
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#297 | |
Join Date: Oct 2007
Location: Vermont
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If you look at the options game-mechanically: Racial Memory doesn't make sense--it just allows you to remember scenes and situations your ancestors experienced (and it's unclear what benefit that is, apart from functioning like Common Sense, Intuition, or Hidden Lore in some situations): but there is no advantage necessary to remember scenes and situations from your own life--it's a given. Modular Abilities, Wildcard! skills, and Wild Talent are all just short-cuts to say, "my character actually has more skills than I wanted to record on his sheet. Time saving and a simplifying, sure, but unnecessary when I'm not operating without a budget. Reawakened allows you to buy anachronistic skills (including purchasing them in-game without a teacher or any other justification). Which means if I forget a skill that makes sense, Vandal (or Ra's, or whoever) can just buy it with any extra points they have. It really does everything I strictly need it to.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#298 | |
Join Date: Nov 2008
Location: Yukon, OK
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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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#299 |
Join Date: Oct 2007
Location: Vermont
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No, I listed it with Modular Abilities. It's an option, sure, but no different than modular abilities.
(In fact, I'm surprised it's it's own advantage in 4e--there's never any reason not to take a Slotted Cosmic Modular Ability (Skills Only) instead. If you take it with 8 points available and limited use 1/day, it's only 24 points (versus 20 for Wild Talent), functions the same for Very Hard Skills, and is MUCH better for Hard, Average, and Easy skills). As for Retention, the freedom to put available points into any skill from the past is explicitly included in Reawakened, so that part's covered.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#300 |
Join Date: Dec 2012
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Per request from the OP, I'm trying to work on the Kryptonian Martial Art Klurkor, and have a very early, very incomplete draft up in the Kryptonian Martial Arts styles thread, if anyone wants to take a look, and maybe help.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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Tags |
batman, dc comics, phantasm, superman, supers, vonkatzen |
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