04-20-2020, 09:19 PM | #1 | |
Join Date: Jun 2016
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Building an ISWAT Ninja
I’m starting a 600 point ISWAT game. One player is totally new to GURPS and wants to play a ninja. I don’t have a lot of experience building powers or dodgy characters, so I’m a bit lost. Here’s a wish list I got from him. My comments are in parentheses.
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04-20-2020, 10:43 PM | #2 |
Join Date: Feb 2016
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Re: Building an ISWAT Ninja
600 CP is really, really high for a new player. I would personally go for the cinematic ninja because it would be simplest. I would give them ST 12, DX 20, IQ 12, HT 20, Basic Speed 12.00, Basic Move 15, Combat Reflexes, and Trained by a Master (burning 460 CP right there). After that, you just have to spend the remaining 140 CP (plus any from negative traits). I would suggest a couple of Style! Wildcards.
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04-21-2020, 03:00 AM | #3 |
Join Date: Apr 2013
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Re: Building an ISWAT Ninja
DF12 Ninja has a 250 point template and various power ups, including a Ninja! wildcard skill.
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04-21-2020, 07:26 AM | #4 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Building an ISWAT Ninja
A lot of what he wants is gear: are you more comfortable saying that specific gear systems are available, or would you be more comfortable buying magical family heirloom swords with CP and gadget limitations?
A note on the sword: you'll want an armor divisor as well as high damage in most cases. For the killing palm, or whatever, you have two routes you can go with. one is simple pressure secrets (the skill, page 215 of basic). Its simple enough, but its mostly just a damage multiplier. Pressure points also works for that. You can also build it as an affliction: (heart attack +300%, Melee C -30%) For the unusual movement, there is a set of movement powers that will work. For blurred movement, if the idea is travel, I'd do a limited version of warp (accessibility: only to unobstructed places, accessibility: only to places I can run or climb to, limited range, 100 yards), maybe with reliable added so he can warp at a moments notice. Clinging and walk on liquid are both something he may want as well. If he's just moving quickly while staying in place, but is "A blur", that's obscure. For leaving an illusiory double, I'd grab the illusion advantage from powers, and give it a really high limitation for only being good for the one trick, then link it to warp.
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04-21-2020, 04:22 PM | #5 | ||
Join Date: Jun 2013
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Re: Building an ISWAT Ninja
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*One of the few parts of Fist of the North Star I've actually watched was a movie where a female doctor knew some of the pressure points from Ken's style. She tried to use them to kill the antagonist, but wasn't able to strike hard enough to get past the virtual armor his muscles granted him. **I don't feel that saying a movie called Kill Bill has Bill dying at the end counts as a spoiler, really. Unless you're working under a different definition of "mildly cinematic" than me, there may be a bit of an issue between you and the player; he pretty clearly wants a ridiculously cinematic ninja character, so you'll need to ask yourself if the character and campaign are really going to match up well. Disconnects between the expectations of the players and GM can pretty readily ruin a campaign if you aren't careful.
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iswat, martial arts |
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