04-26-2019, 12:42 PM | #1 |
Join Date: May 2012
Location: New Hampshire, USA
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[Supers] Green Lantern
I was thinking about running a supers game and was wondering how best to build a Green Lantern type character (I'm mostly thinking in terms of the actual powers he and the other power ring wielders have, rather than the source of that power). Are any of the Supers templates appropriate? Would you mix multiple together? I'm sure this question has probably been asked before so if there is a good thread to look up I'd love a pointer.
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04-26-2019, 12:53 PM | #2 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: [Supers] Green Lantern
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04-26-2019, 01:27 PM | #3 |
Join Date: Sep 2016
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Re: [Supers] Green Lantern
I’d say a big portion of the modular ability pool at any given time is TK with the visible limitation.
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04-26-2019, 01:29 PM | #4 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] Green Lantern
My Green Lantern expy's powers so far:
Powers: Allies (5 Creations) (Minion; Requires Concentrate; Summonable (Constructs); Power Cosmic) Binding 520 (Constricting; Increased Range: Line of Sight; Variable; Power Cosmic) Concussive Beam: Crushing Attack 6d×5 (Increased Range: Line of Sight; Variable; Power Cosmic) Damage Resistance 200 (Affects Others; Area Effect: 4 yd radius; Force Field; Hardened 1; Selective Area; Selectivity; Power Cosmic) Energy Beam: Burning Attack 6d×5 (Damage Modifier: No Incendiary Effect; Increased Range: Line of Sight; Variable; Power Cosmic) Energy Spear: Impaling Attack 6d×5 (Increased Range: Line of Sight; Variable; Power Cosmic) Enhanced Air Move 4.5 (Complete Maneuverability; Instant Acceleration; Power Cosmic) Enhanced Space Move 4.5 (Complete Maneuverability; Instant Acceleration; Power Cosmic) Flight (Complete Maneuverability; Space Flight; Power Comic) Heat Beam: - Burning Attack 6d×5 (Cone: 1 yd radius; Increased Range: Line of Sight; Variable; Power Cosmic) - Fatigue Attack 2d (Follow-Up; Power Cosmic) Laser Beam: Burning Attack 6d×5 (Armor Divisor (2); Increased Range: Line of Sight; Variable; Power Cosmic) Illusion (Power Cosmic) Injury Tolerance (Damage Reduction /10) (Power Cosmic) Telekinesis 34/520 (Based on Will; Super Effort; Visual; Power Cosmic) Pressure Support (Power Cosmic) Vacuum Support (Power Cosmic) The key components are Flight, Damage Resistance, Allies, and Telekinesis. The TK and Allies covers 90% of the force constructs the various GLs have made, Binding the other 10%. (In this particular case, I'm working off the Kyle Rayner version from the early- to mid-'90s. Replace the Power Cosmic (+10%) PM with any PM you wish.)
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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 Last edited by Phantasm; 03-21-2020 at 04:00 AM. |
04-26-2019, 01:31 PM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Supers] Green Lantern
The Improviser template in GURPS Supers was deliberately built to do this sort of thing—though I didn't do an "energy field" treatment. I think one would be fairly straightforward to come up with, though, using Modular Abilities.
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Bill Stoddard I don't think we're in Oz any more. |
04-26-2019, 01:33 PM | #6 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Supers] Green Lantern
GL could do all sorts of mental things. For example, his ring could function as a universal translator or mind reading device, or keep records (Photographic Memory).
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Bill Stoddard I don't think we're in Oz any more. |
04-26-2019, 01:59 PM | #7 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: [Supers] Green Lantern
Sadly, there's no template in Supers that's perfectly applicable to a Green Lantern-type character. However, you could make a decent start at one with the Kinetic template, specifically the Psychokinesis sub-type. That will give you the ranged manipulation and attack abilities, and flight. To replicate Green Lantern's "energy construct" aesthetic, add the Visible limitation to the Telekinesis.
The more multi-purpose energy construct abilities will need other advantages, though. The ability to come up with any object you happen to need will best be represented with Snatcher, I think. There's no existing modifier for Snatcher to make them obviously "fake" - I'd rate that at -20%, comparable to Visible for Telekinesis. Creating constructs that act independently is best represented by Allies, with the Adjustable modifier (which I wrote up in the article "Super-Sorcery!" in Pyramid #3/105). It allows your Allies to be any from a variety of types, chosen when you summon them, rather than being a single fixed individual or identical copies. Modular Abilities of some kind are probably necessary to build Green Lantern specifically, since the Power Rings can theoretically do anything the wielder can imagine and power with their will, but resist the temptation to spend all the character's points on that - you end up with a very, very expensive build that can probably actually do less at any one time than the character who built a bunch of specific abilities, and just saved Modular Abilities to cover the edge cases. Ultrapower, from Supers (p. 30), is also a good option for Green Lantern's flexibility. |
04-26-2019, 02:17 PM | #8 |
Join Date: Oct 2018
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Re: [Supers] Green Lantern
i saw that someone used wall on a crushing innate attack to create the green lantern power ring effect
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04-26-2019, 06:38 PM | #9 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: [Supers] Green Lantern
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04-26-2019, 07:06 PM | #10 | |
Join Date: Dec 2007
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Re: [Supers] Green Lantern
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