03-09-2015, 12:05 PM | #71 | |
Join Date: Apr 2010
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
Quote:
Although that presupposes a binding attack that maintains a connection between the shooter and the target, like Spiderman's webs, as opposed to binding the target in a net, blob of goo, etc. Reading Binding, that is not automatically allowed and isn't an optional enhancement either. I don't think it can be read in; being able to bind someone and pull them to you (or jerk them off the wall they are standing on into the pit of fire below) is not a trivial special effect. I suppose you need some kind of limited TK or stretching (only for pulling on things that you have bound). |
|
03-09-2015, 12:06 PM | #72 | |
Join Date: Oct 2007
Location: Vermont
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
I guess one solution is to give everyone the following equipment, all invented by Batman (and included in the cost of his patronage).
Quote:
*15 DR vs. Peircing and Cutting, 5 vs. all other damage types.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
|
03-09-2015, 12:09 PM | #73 | |
Join Date: Oct 2007
Location: Vermont
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
Quote:
If I were to have someone in the bat family entangle someone with their grappling hook and pull them off balance, it would be done with the Kusari skill, not with an exotic advantage.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
|
03-10-2015, 05:27 AM | #74 | |
Join Date: Oct 2007
Location: Vermont
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
Anti-Hero: Catwoman
Alias: Selina Kyle Affiliations: Gotham City Sirens, Bat Family, Villains of Gotham City Like Bruce Wayne, Selina Kyle lost both of her parents at an early age. Unlike Bruce Wayne, her parent's didn't leave her with a billion dollar estate and a butler to look after her. She grew up in a run-down orphanage in Gotham's impoverished East End. She soon turned to a life of crime. Catwoman rose to become one of the most accomplished and skilled cat-burglars in the world, which, inevitably led her to clash with Batman. Despite being on opposite sides of the law (well...depending on your views on vigilantism), the two hit it off and began an on and off romance that continues to this day. Today, Selina straddles the line between hero and villain--she continues to be tempted by the occasional heist and associates with known criminals Harley Quinn and Poison Ivy (whom she hopes to convert from their more violent ways). However, she has also promised Batman that to keep the people of the East End safe, and he trusts her to do just that. Quote:
__________________
My ongoing thread of GURPS versions of DC Comics characters. Last edited by aesir23; 03-27-2015 at 03:43 PM. |
|
03-10-2015, 06:56 AM | #75 |
Join Date: Jun 2006
Location: On the road again...
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
Hmm... yeah, Catwoman's a tough one to figure out. In my master document for the Marvel Universe, I have the following categories (inspired by the loose-leaf DC Who's Who of the early '90s):
Aliens and Other Races Anti-Hero (Team) Cosmic Entities Geogaphy Hero (Team) Non-Villain Antagonist (Team) Supernatural Supporting Cast (Team) Technology Uncertain Status Villain (Team) "Uncertain Status" are those folks who I just can't seem to pin down to one category. Mimic is one, as he bounces between Hero and Non-Villain Antagonist almost at whim. I say "Non-Villain Antagonist" for those folks who are in positions to routinely oppose the heroes but don't engage in truly villainous acts. The Shi'ar Imperial Guard is the prime example of an NVA. I'd be more inclined to put Catwoman in her later stages as either an Anti-Hero or Uncertain Status. (For those who may be wondering what the difference is between "Cosmic Entity" and "Supernatural", folks like the Watcher, Galactus, and Death would be Cosmic Entities, while Mephisto, Cytorrak, and DC's Specter would be Supernatural.)
__________________
"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; 04-23-2023 at 12:05 AM. |
03-10-2015, 08:37 AM | #76 | |
Join Date: Apr 2010
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
Quote:
Otherwise, I agree with you, I have no idea what advantage you'd start with to create a gadget for swinging. Maybe Brachiator, with enhanced move (only for brachiating), and some kind of enhancement "can create and attach (at a distance) own lines for brachiating"? |
|
03-10-2015, 10:05 AM | #77 | |
☣
Join Date: Sep 2004
Location: Southeast NC
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
Quote:
Another alternative would be a heavily modified Flight.
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
|
03-10-2015, 10:49 AM | #78 | |
Join Date: Aug 2004
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
Quote:
Telekinesis X (Attraction Only -60%, Grapple Gun -55%; Visible -20%) [1/level]. That gets you a Breakable DR 3-5, Can be Stolen with a QC (and is usable by the thief), SM -6 object that will either drag something towards you (if you win a QC of TK level vs things ST) or drag _you_ towards _it_ (if you lose, or the thing is firmly fixed in place, like a wall). TK 12 would lift 290 lbs at 2.4 yards/sec out to 10 yards. You could add up to 50x Increased Range without changing the cost, but 10-20 yards is probably good for a grapple gun. As a quirk, it requires you to take a Concentrate maneuver whenever you attempt to attach the grapple, or have it move you up and down, and it is a grappling skill or DX roll to attach it. Changing the skill (but not the attribute) in this case is probably safe to include as a feature. Compartmentalized Mind (One Ability Only -30%; No Mental Seperation -20%; Grapple Gun -55%) [10] is likely the official way to get rid of needing to concentrate to have the gun move you up and down. That said, Cosmic +50% "No concentration required to move" on TK wont change the price and is cleaner, and keeps the Concentrate/TK Attack action needed to latch on. As the "GM" for this, you might allow that. So, 22 points to lift up to 290 lbs. Roll vs some kind of Gun skill to hit, no maneuver needed (the grapple gun gives you a concentrate that lets you then use a TK Move maneuver) to move.
__________________
My GURPS stuff |
|
03-10-2015, 01:34 PM | #79 | ||
Join Date: Oct 2007
Location: Vermont
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
Quote:
Quote:
More and more I think I'm just going to go with a piece of equipment for this, or a new Perk.
__________________
My ongoing thread of GURPS versions of DC Comics characters. |
||
03-10-2015, 03:49 PM | #80 |
Join Date: Feb 2014
|
Re: [SUPERS] My Unofficial Handbook to the DC Universe
This is what I usually use for the swingers who never seem to fail at swinging. The name of the advantage isn't the important part; the fact that these people seem to fly from place to place, albeit with gadgets that require charges and they need something overhead to swing from, is.
|
Tags |
batman, dc comics, phantasm, superman, supers, vonkatzen |
Thread Tools | |
Display Modes | |
|
|