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#41 | |
Join Date: Aug 2016
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#42 | |
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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#43 |
Join Date: Aug 2016
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#44 | |
Join Date: Nov 2008
Location: Yukon, OK
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Covers all the engineering skills plus basically anything needed to design and build gadgets.
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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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#45 |
Join Date: Jun 2006
Location: On the road again...
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It's in both Supers and Power-Ups 7: Wildcard Skills. It's basically the skill MCU!Tony Stark uses.
__________________
"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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#46 |
Join Date: Aug 2016
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So would getting both Science! and Inventor! WC skills up to a decent amount be better in the long run? I mean, I hope to be building more gadgets as time passes, but for now i only have Tangle Grenades and my Thruster. Do you think that i could make the case with only having Inventor! that my character would know certain scientific elements of my gear?
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#47 | |
Join Date: Aug 2004
Location: Saskatoon, SK
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Inventor is slightly better if all you want it for is inventing but I found Science more universally useful. Yes, it covers any Concept, Prototype, analysis, and modification roll but how often is that not going to be covered by Science? In my case, several of the skills granted don't exist yet (computer programming, etc.) and my IQ is high enough that I have the others individually at a high enough level.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#48 | |
Join Date: Aug 2016
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#49 | |
Join Date: Jun 2006
Location: On the road again...
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Remember that Wildcards are rather open-ended; they not only cover the skills listed for the Wildcard (and Computer Programming is explicitly listed in Supers and Power-Ups 7 for Inventor!), but also any other skill not listed so long as it's justifiable when used. Sword!, for instance, not only covers all bladed weapons but also Acrobatics when dueling from chandeliers and sliding down banisters (but not Acrobatics when not in a sword-fight)....
__________________
"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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#50 | |
Join Date: Aug 2016
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EDIT: Never mind, it's here. So now, is there any way of me pitching the purchase of LC 2 stuff from Ultra Tech so that I can get things like sleep gas and what not? Also would Fist! be worth it to replace points I have in techniques for things like whirlwind attack, jump kick, and various others? Last edited by ArtilleryMoped; 08-24-2016 at 01:28 PM. Reason: More questions. |
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Tags |
brainstorm, brainstorming, character creation, supers |
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