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#11 | ||
Join Date: Oct 2007
Location: Vermont
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Here's an alternative--a more "acrobatic" power set (and one of my favorite GURPS Characters.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#12 |
Join Date: Oct 2007
Location: Vermont
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Not especially, but you'll do more damage and you won't break your hand. Have you considered Imbuements?
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My ongoing thread of GURPS versions of DC Comics characters. |
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#13 | |
Join Date: Jun 2006
Location: On the road again...
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I'd consider using Chi (-10%), Biological (-10%), or Passive Biological (-5%) on the Striking ST*. With Chi, you need to have a 10-point self-imposed disadvantage that you adhere to, where the powers leave if you don't keep adhering to it; Biological and Passive Biological are "negated" through pharmaceutical means, and Biological requires an FP (or maybe ER) expenditure per use. If you use Imbuement skills, the power modifier I'd use on Imbue would be Chi or Passive Biological, since most (all?) of the Imbuement skills require an FP/ER expenditure already (much as spells do). * depending on concept; Super (-10%) is also viable, if you're going with it being an actual power and not just "unlocked via superior training".
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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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#14 |
Join Date: Nov 2008
Location: Yukon, OK
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Consider Natural Weapons from Pyramid #3/65 as they can be either Chi or gadget based and give you some good design choices.
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#15 |
Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
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If the GM is allowing fireballs etc. then it might be more cost effective in terms of character points to build your punch/kick/head butt/elbow as an innate attack with a limitation that it can only be used up to 1 hex away. Then add the rapid shot, accuracy and armour divisor enhancements. It might be more cost effective than the trained by a master/high striking strength route.
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#16 | |
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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#17 |
Join Date: Aug 2007
Location: Denver, CO
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When getting the cinematic skills, don't forget Pressure Points. A lot of supers have the "tough skin" limiter for their DR, and Pressure Points will let you disable those even if you can't get through said DR. It also trumps most injury tolerance, high hit points, and lots of other defensive strategies.
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#18 |
Join Date: Aug 2016
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Just got back from work! Sorry about that! I'm reading through the suggestions now. Again, sorry about not replying earlier!
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#19 |
Join Date: Aug 2016
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#20 | |
Join Date: Aug 2016
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Tags |
brainstorm, brainstorming, character creation, supers |
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