01-13-2019, 08:34 AM | #61 | |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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He could do 20/17/14 strikes quite easily that way. |
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01-13-2019, 01:24 PM | #62 | ||
Join Date: Aug 2018
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Re: GURPS Supers Alternatives
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Mechanically, we need to distinguish between "DR only works when Aura is turned on" vs "DR is limited to body parts covered by Aura" in terms of price. The latter is more restricted and should probably be worth a better discount. If Johnny removes his flame sheath from his arms to hold some damsel, then someone can probably shoot him in the arm without worrying about the bullets being burned up. I wonder if his DR ought to be "All or Nothing" too. If Johnny's aura doesn't inflict enough damage to reduce a projectile into ash (like say, an arrow of adamantium) then would it actually do less damage to him? You could also have weird stuff like "I am an insubstantial with affects substantial throwing knives" Quote:
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01-13-2019, 02:19 PM | #63 | ||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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Next revision I'll remove "cannot wear armor" with the assumption that aside from the Thing (who likes running around in boxers), they all do wear costumes that provide armor (kevlar). |
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01-13-2019, 03:01 PM | #64 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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Duh, I didn't think about the Reds! |
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01-13-2019, 03:03 PM | #65 |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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01-13-2019, 03:09 PM | #66 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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I would think TbaM with Billy Club used with Karate (Skill Adaptation) would be sufficient for better parry/rapid strike. The damage bonus is included in Karate at DX+2. By the way, in KYOS do you make a distinction between Karate at DX+1 (+1 damage per die according to normal rules) and Karate at DX+2 (+2 damage per die according to normal rules)? |
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01-13-2019, 05:38 PM | #67 | ||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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The post was here http://forums.sjgames.com/showpost.p...3&postcount=26 Prior to that I had been giving half that (+1 per +1/die), but I did a bit of math and his suggestion seemed better. Quote:
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01-13-2019, 08:02 PM | #68 |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
Take 2...
Green Lantern Template ST 12 [ 20 ] DX 12 [ 40 ] IQ 12 Will 16 [ 56 ] HT 12 [ 20 ] Speed 6 [ 0 ] Ring (Pact -10%; Stolen -5%) DR 20 (Hardened/5 +100%; Ring -15%) [ 185 ] DR 5 (Field Projection; Affects Others +50%; Area 2 yds +50%; FF+20%; Selective +20%; Ring -15%) [ 54 ] Doesn’t Breathe (Affects Others +50%; Area 2 yds +50%; FF +20%; Selective Effect +20%; Ring -15%) [ 43 ] Enhanced Move 5 (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%; Underwater +20%; AA: FF) [ 245 ] Flight (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Space +50%; Underwater +20%; Ring -15%) [ 118 ] IA! 8d cr (Force Projection!, 34 points; Ring -15%; AA: EM) [ 21 ] IA 8d (Shapes DR 24 HP4; Area 8 hexes +150%; Persistent +40%; Wallx2, Rigid +60%; Ring -15%; AA: EM) [ 19 ] Pressure Support 3 (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%) [ 34 ] Sealed (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%) [ 34 ] Telesend (Universal +50%; Ring -15%) [ 26 ] Vacuum Support (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%) [ 12 ] Warp (X-Hvy Enc +50%; Hyperspace -25%; Ring -15%; AA: FF) [ 22 ] Encyclopedist! (WC) [ 24 ] Total [ 973 ] Hal Jordan Will +6 [ 30 ] High Pain Threshold [ 10 ] Talent: Hot Shot Pilot 4 [ 20 ] Brawling-12 (DX) [1]; Courtier!-10 (WC-2) [6]; IA-15 (DX+3) [8]; Ten-Hut!-10 (WC-2) [6]; Wheel-Man!-12 (WC) [24] [ 45 ] Total [ 1078 ] Kyle Rayner IQ+1 [ 20 ] Will +1 [ 5 ] DX+1 [ 20 ] Talent: Gifted Artist 3 [ 15 ] Art-12 (WC-1) [12]; IA-14 (DX+2) [4]; Negotiator!-13 (WC) [24] [ 40 ] Total [ 1073 ] John Stewart IQ+1 [ 20 ] Will +1 [ 5 ] Combat Reflexes [ 15 ] High Pain Threshold [ 10 ] Talent: Master Builder 2 [ 10 ] Architecture-14 (IQ+1) [4]; Brawling-13 (DX) [1]; IA-14 (DX+2) [4]; Guns (Rifle)-13 (DX) [1]; Ten-Hut!-14 (WC+1) [36] [ 46 ] Total [ 1079 ] Red Lantern Template ST 13 [ 30 ] DX 11 [ 20 ] IQ 11 [ 20 ] HT 13 [ 30 ] Spd 6 [ 0 ] Ring (Pact -15%; Avenge Insults; No Heart; No Compassion; No Love; Vengeance Before All) Affliction 3 (Rage; Afflicts Berserk w/6- and Battle Rage, +30%; Area 4 yds +100%; Contested by Will +20%; Malediction 2 +150%; Ring -15%) [ 57 ] Berserk (12-, Ring -15%) [ -8 ] DR 25 (Hardened/5 +100%; Ring -15%) [ 232 ] Detect (Rage; Common; Reflexive +40%) [ 28 ] Doesn’t Breathe (Ring -15%) [ 17 ] Enhanced Move 5 (Ring -15%; Underwater +20%; AA:) [ 85 ] Flight (Space +50%; Underwater +20%; Ring -15%) [ 118 ] IA 4d cr (Wall DR 12 HP 2; Area 8 hexes +150%; Persistent +40%; Wall, Rigid +60%; Ring -15%) [ 47 ] IA 4d corr (Vomit; Cyclic, 1 sec +100%; Cyclic, 10 sec +50%; Jet +0%; Uncontrollable -20%; Ring -15%) [ 86 ] IA 8d cr (Force Projection; Ring -15%) [ 34 ] IT (No Vitals, Ring -15%) [ 5 ] Mind Probe (Universal +50%; Ring -15%) [ 27 ] Pressure Support 3 (Ring -15%) [ 15 ] Sealed (Ring -15%) [ 15 ] Telesend (Universal +50%; Ring -15%) [ 26 ] Vacuum Support (Ring -15%) [ 5 ] Warp (X-Hvy Enc +50%; Hyperspace -25%; Ring -15%; AA: FF) [ 22 ] Total [ 911 ] Guy Gardner ST +1 [ 10 ] Will +5 [ 25 ] HT +1 [ 10 ] High Pain Threshold [ 10 ] Talent: Tough Guy 4 [ 20 ] Bad Temper (12-) [-10], Bully (12-) [-10], Impulsive (12-) [-10] [ -30 ] Bartending-10 (IQ-1) [1]; Brawling-14 (DX+3) [8]; IA-12 (DX+1) [2]; Security!-12 [24]; Teaching-10 (IQ-1) [1] [ 36 ] Total [ 992 ] Design Notes This is a second take on the lantern corps with a first stab at Red Lanterns featuring Guy (haven't done Rankorr yet, since he really doesn't have much character). Again, this would be as if I was helping players come up with PCs that came to around 1000 points. For the GL ring I dropped the ranged FF projection. It's a bit borderline and too expensive for what it does. Instead, I traded that for a IA that creates walls in whatever shape the GL can manage. Most typically use simple objects. Raynor's are detailed and artistic. Stewart's are built as if he used real materials. As befitting the role of galactic peace keeper, GLs can extend most of survival and movement advantages to others as necessary and can communicate to any race they come across. Each green ring also has a huge database of facts the GL corps have collected over thousands of years policing the universe. Red rings tend to choose those with great anger. To become a red lantern is to loose compassion and love as vengeance. You loose your heart - literally - as the red ring consumes it and lets its rage sustain you. Without the extraordinary help, you cannot stop being a Red. If you don't follow the code you weaken and eventually die. Most reds have personal disads that help trigger berserk rages. The ring amplifies rather than creates rage. Reds are tough, capable of vomiting forth plasma that eats anything, capable of producing rough constructs, firing violent bolts of energy, sensing rage, pulling or reading events from victims, and infecting others with their unquenchable rage. They don't get invited anywhere, but have the same sorts of survival traits as the greens that allow them to go anywhere punishing whomever offends that at that moment. |
01-13-2019, 08:51 PM | #69 | ||
Join Date: Aug 2018
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Re: GURPS Supers Alternatives
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I haven't read enough F4 to recall instances of when he's been hit with energy blasts to know if he is as hurt by those as normal humans. Quote:
Given you can used Increased Duration to slow the rate at which you lose the stored points, do you think you could used Reduced Duration to speed that up? I'm not sure if Johnny can hold on to heat to heal 10 seconds later or if he'd have to use it immediately. |
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01-14-2019, 11:01 AM | #70 | |||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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