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#391 | |
Join Date: Oct 2007
Location: Vermont
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The interesting part will be differentiating him from the similar Batman villains, like the Joker and Riddler.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#392 | |
Join Date: Jun 2006
Location: On the road again...
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Or you can do the more recent, very much younger Toyman who was infatuated with Power Girl... o/`
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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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#393 | |
Join Date: Oct 2007
Location: Vermont
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I'm going to side-track away from the Superman Family (and Villains) because I was inspired by all the RPM threads on the forums recently to finally build one of my all-time favorite DC characters: John Constantine.
But first, here are my thoughts on Quote:
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My ongoing thread of GURPS versions of DC Comics characters. |
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#394 | |
Join Date: Oct 2007
Location: Vermont
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Anti-Hero: John Constantine
Allies: Swamp-Thing, Zatanna Affiliations: The Trenchcoat Brigade, Justice League Dark. Area of Operation: London, Global, and, occasionally interdimensional. John Constantine grew up in a troubled home in a working-class neighborhood in Liverpool. He began studying the occult on his own as a teenager and began experimenting with demonology while leading a punk band in Newcastle in his late teens and twenties. Things didn't end well. People got hurt and it haunts him to this day. Now he works as an occult investigator in London, sometimes pulling small con-jobs to help pay the bills. He's been involved with the super-hero community on several occassions (notably when he helped Swamp-Thing discover his true nature) but mostly he works on his own, fighting demons that nobody else even notices. You may have heard that John Constantine is one of the most powerful wizards in the multiverse. Maybe you even heard it from John Constantine himself. Thats...not quite the case. The truth is, while Constantine's a knowledgable and skilled magician, most of the magical entities in the DCU could wipe the floor with him. He relies on his wits to punch above his weight. The most notable example of this also is when he sold his soul to the three most powerful lords of Hell in order to manipulate them into curing his Lung Cancer (and doing their best to ensure he lives a nice, long time)--because should he die, there will be a war over his soul that would significantly weaken the forces of Hell. John Constantine is a bastard, by his own admission, and he's willing to do whatever it takes to get the job done. But he is on the side of Good, even when he doesn't act like it. Quote:
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My ongoing thread of GURPS versions of DC Comics characters. Last edited by aesir23; 02-28-2020 at 08:39 PM. |
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#395 | |
Join Date: Jun 2006
Location: On the road again...
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Raven's bio is a pretty long one, but I think I caught most of her powers as they were depicted in The New Teen Titans v1 and v2, Tales of the Teen Titans, and The New Titans. Not sure if I caught her Teen Titans v3 power set correctly. Edit: Commenting has been turned on, so if people have info I missed, lemme know!
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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; 02-27-2020 at 06:00 PM. |
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#396 |
Join Date: Feb 2016
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Not the nitpick, but the John Constantine could be more efficient. I would suggest giving him IQ 18 and Magery 8 [+90 CP], get rid of Occultist 2 and Smooth Operator 2 [-50] and replace his magical skills with the Wildcard Skill of Ritual! (a variant of Magic! I tailored for RPM), which would include Alchemy, Thaumatology, and the RPM Paths at IQ+2 [-44 CP]. You end up saving 4 CP and have a much more powerful character.
If you do not like Ritual! just do the rest, put 1 CP in each Magical Skill, Alchemy, and Path of Nonexistence, and you end up saving 40 CP, and the character is still a better magician. Use the 40 CP to give him ST 12 and HT 14, and he ends up surviving a lot better as well. Or you could give him a few magical gadgets. Last edited by AlexanderHowl; 02-27-2020 at 06:19 PM. |
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#397 | ||
Join Date: Oct 2007
Location: Vermont
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If I do what you're saying I end up with a more powerful John Constantine, it's true. But I don't want a more powerful John Constantine--I want a John Constantine that represents the capabilities that I see in the comic books I love (this one is particularly based on the Hellblazer runs written by Jamie Delano and Garth Ennis). Raising his IQ is particularly problematic for a number of reasons--for a start, there's comparisons across my other DC characters to consider. I'd suddenly be looking at a John Constantine who's as smart as Bruce Wayne! I'd also be stuck with a John Constantine who is REALLY good by default at a lot of stuff John Constantine isn't very good at. I do expect that if players take these characters to play in their own games, they'll probably optimize the hell out of them. But that's not the game I'm playing by creating them. Quote:
In John Constantine's case, giving him Ritual! would mean he'd be just as good at healing people as at banishing spirits. But he's not. I hope this explains my approach a little better.
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My ongoing thread of GURPS versions of DC Comics characters. |
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#398 | |
Join Date: Sep 2004
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I'd increase his Smooth Operator / con man skills, give him a bit of luck, and contacts rather than allies. You could throw in a few favors for when he gets in way over his head. |
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#399 | ||
Join Date: Oct 2007
Location: Vermont
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You're probably right about adding some Contacts and Swamp Thing's not really an Ally he can count on (I just remember one issue when he came to John's birthday party and grew some really good marijuana for him, but he doesn't really help on adventures much.) As for the Con man/bluffing part...that's supposed to be represented by his Fast-Talk and Intimidation skills--both of which are already pretty much at "among the best in the world" levels. I suppose one more level of Smooth Operator might be appropriate. As for adding Luck... I thought I had!
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My ongoing thread of GURPS versions of DC Comics characters. Last edited by aesir23; 02-27-2020 at 08:26 PM. |
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#400 |
Join Date: Dec 2017
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I like what you've done here. There's 2 heroes I'd love to see:
Wonder Girl (Cassie Sandsmark) when Zeus gave her powers Early on or in Young Justice--a new hero with great powers learning the game) The other is Wonder Woman herself, when she was working with Cassie. Thanks for sharing this great stuff :) |
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Tags |
batman, dc comics, phantasm, superman, supers, vonkatzen |
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