01-12-2019, 10:05 PM | #51 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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Ah! Makes sense, I will change it. |
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01-12-2019, 10:17 PM | #52 |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
Updated Daredevil based on comments.
Daredevil [500] V1 Attributes [285] ST 14 [40] DX 16 [120] IQ 14 [80] HT 14 [40] Secondary Characteristics Will 14 [0] Per 16 [10] FP 14 [0] HP 14 [0] Speed 7.25 [-5] Move 7 [0] Dodge 12 Damage 1d thr BL 39 Fright Check 19 Social Background [0] TL: 8 [0] Cultural Familiarities: Western (Native) [0] Languages: English (Native) (Native Language) [0] Advantages [128] Catfall [10]; Combat Reflexes [15]; Daredevil [15]; Enhanced Dodge 1 [15]; Enhanced Parry (Karate) 1 [5]; Fearlessness 3 [6]; Fit [5]; High Pain Threshold [10]; Perfect Balance [15]; Trained By A Master [30] Perks: Off-Hand Weapon Training (Billy Club) [1]; Skill Adaptation (Billy Clubs uses Karate) [1] Super Senses [186] Discriminatory Hearing (Super, -10%) [14]; Discriminatory Smell (Emotion Sense, +50%; Super, -10%) [21]; Discriminatory Taste (Super, -10%) [9]; Para-Radar (Extended Arc: 360°, +125%; Super, -10%) [86]; Parabolic Hearing 8 (Super, -10%) [29]; Sensitive Touch (Stethoscopic, +50%; Ultra-Fine, +30%; Super, -10%) [17]; Robust Hearing [1]; Vibration Sense (Super, -10%) [9] Billy Clubs [30] Club (thrust crush, close reach, receives Karate bonus, based on Tonfa) Super Jump 4 (176ft/59yrds, Move 12) (Can be Stolen, Quick Contest of ST -30%) [28]; Climbing Line [1]; Swinging [1] Skills [63] Acrobatics (H) DX+1 [4] – 17*; Area Knowledge (Hell's Kitchen) (E) IQ+1 [2] – 15; Armoury/TL8 (Melee Weapons) IQ-1 [1] – 13; Boxing (A) DX+2 [12] – 18; Boxing Sport (A) DX [1] – 16†; Climbing (A) DX [1] – 16; Detect Lies (H) Per-2 [1] – 14; Games (Boxing) (E) IQ [1] – 14; Holdout (A) IQ-1 [1] – 13; Intimidation (A) Will [2] – 14; Jumping (E) DX [1] – 16; Karate (H) DX+2 [12] – 18; Law (New York City) (H) IQ [4] – 14; Lockpicking/TL8 (A) IQ [1] – 13; Observation (A) Per [2] – 16; Pressure Points (H) IQ-2 [1] – 12; Shadowing (A) IQ [2] – 14; Stealth (A) DX [2] – 16; Streetwise (A) IQ [2] – 14; Thrown Weapon (Billy Club) (E) DX+2 [4] – 18; Tracking (A) Per-1 [1] – 15 Technique: Dual Weapon Attack: Billy Club (H) Karate [5] – 20 * Includes +1 from Perfect Balance; † Defaulted from Boxing Disadvantages [-169] Blindness [-50]; Code of Honor (Hero's) [-10]; Guilt Complex [-5]; Obsession: Eliminate Organized Crime (Long-Term Goal) (9) [-15]; On The Edge (9) [-22]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Imprisonment) [-20]; Sense of Duty: Residents of Hell's Kitchen (Large Group) [-10]; Social Stigma (Blind) [-5]; Susceptible to Loud Noises -5 [-20]. Quirks: Habit: Downplays his Blindness [-1]; Likes to Help Underdogs [-1]. Relationship [-23] Contact: Ben Urich (Daily Bugle Reporter) (Effective Skill 15; Usually Reliable; Frequency: 9 or less) [4]; Contact: Underworld (Effective Skill 12; Unreliable; Frequency: 12 or less) [1]; Dependent and Ally: Foggy Nelson (25% of total; Frequency: Ally 9 or less, Dependent 6 or less) [-4]; Dependent and Ally: Karen Page (25% of total; Frequency: Ally 9 or less, Dependent 6 or less) [-4]; Enemy: Kingpin (As powerful, Organization, Hunter, Frequency: 6 or less) [-10]; Enemy: Rogue Gallery (Small group, As Powerful, Hunter, Frequency: 6 or less) [-10] A few notes 1) Lowered his DX which I believe makes more sense 2) Taking a page out of Martial Arts, I consolidated his Billy Clubs skills under Karate (which also reduced many combat skills). 3) Got rid of Ambidexterity. Is Off-Hand Weapon Training still required if Billy Clubs are used with Karate? 4) Boosted Parbolic Hearing and changed the power modifier to Super -10% on all senses 5) Added a 2 Billy Clubs including the ability to swing at Move 12 (roughly 40km/h) 6) I consolidated his Disadvantages but not as much as I thought I would. Some work might still be needed here. 7) Reduced the frequency of appearance of the dependents and added his enemies Last edited by DreadDomain; 01-13-2019 at 03:02 PM. Reason: Modified as per Naloth's comments |
01-12-2019, 10:39 PM | #53 |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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%) [ 139 ] DR 20 (Field Projection; Affects Others +50%; Area 4 yds +100%; FF+20%; Ranged +40%; Selective +20%; Ring -15%) [ 315 ] Enhanced Move 6 (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%; Underwater +20%; AA: FF) [ 59 ] 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: FF) [ 21 ] 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 ] Universal Translator [ 78 ] 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 ] Total [ 968 ] 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 [ 1073 ] Kyle Rayner IQ+1 [ 20 ] DX+1 [ 20 ] Talent: Gifted Artist 3 [ 15 ] Art-12 (WC-1) [12]; IA-14 (DX+2) [4]; Negotiator!-13 (WC) [24] [ 40 ] Total [ 1063 ] John Stewart IQ+1 [ 20 ] Will +2 [ 10 ] Combat Reflexes [ 15 ] High Pain Threshold [ 10 ] Talent: Master Builder 3 [ 15 ] Architecture-14 (IQ+1) [4]; Brawling-13 (DX) [1]; IA-14 (DX+2) [4]; Guns (Rifle)-13 (DX) [1]; Ten-Hut!-14 (WC) [36] [ 46 ] Total [ 1084 ] Designer's Notes I took a stab at making Green Lanterns around ~1k points to blend with the JL characters. The ring always provides DR 20 (always, personal field), pretty full environmental protection, flight*, and a universal translator. The flight and protection can also extend to others. Additionally it can do one of the following at a time: - a hollow force construct that fits with a 4yd radius, effective DR 20, within 10 yds. They can bubble up enemies this way (roll to hit area, possible defense), but anyone inside can escape by doing 20 damage to create a hole. It's better used to defend the Lantern and others. - fly faster (optionally with others). - project offensive constructs, up to a 34 point attack ability, or a default 8d crushing blast. - travel via hyperspace The ring works of a pact, which is the lantern's code. Some actions the ring will not perform (murder), some will just be reported back to the guardians for review later (penance). I omitted the "yellow" weakness as it's essentially been reconned to be "fear" related. As part of the code, a ring won't work for any lantern acting out of fear (failed fright checks). The template is a general guide to what the ring looks for (fair stats, great will) in a candidate. I listed a few sample thoughts on what Hal, Kyle, and Stewart might have. All in all, Lanterns are fairly open ended, so I tried to strike a balance between flavor, versatility, and cost while keeping it as simple as possible. |
01-12-2019, 10:43 PM | #54 | |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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01-12-2019, 10:53 PM | #55 | |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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Also, I wouldn't take the clubs as signature gear, but I would pay for the "climbing line" perk from Supers. There are also some rules about swinging for a perk if you have the right skills. 3) Yes. 6) yes, looking better. I would still consolidate a bit more, though. 7) You can do it this way, but dependents and enemies that show up complicate any adventure on top of what you're already having to deal with. With four 6- rolls that's about a 40% overall chance one of those will occur per adventure. |
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01-12-2019, 11:47 PM | #56 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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2) DWA, you didn't miss it, I haven't included it. I was trying to avoid to add maneuvers. Maybe I should make an exception for that. 2) Climbing Line, hmmm good points... 2) Swinging rules, you are right, I am missing some of the skills 6) TBH, I was conscious of the disadvantage points I needed to round it up to 500, that's why I did not reduce as much as I thought. Not a good reason, I know. 7) I usually do not see that as a problem. Both as a player and a GM, I always loved having characters with a rich background. I have edited Daredevil's write-up above Last edited by DreadDomain; 01-13-2019 at 12:25 AM. |
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01-13-2019, 12:57 AM | #57 | |
Join Date: Aug 2018
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Re: GURPS Supers Alternatives
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In the past didn't you do something like "Only while X" to simply have DR not apply when using the aura? |
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01-13-2019, 02:38 AM | #58 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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And where is the only, true and greatest Green Lantern, Sines... Guy Gardner!!?? |
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01-13-2019, 08:26 AM | #59 | ||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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01-13-2019, 08:29 AM | #60 | ||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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