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Join Date: Sep 2009
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Hi, I am a long time lurker, first time poster. I am playing in an online GURPS 4E Supers game (I think my GM is around here somewhere).
My character concept was for a non-powered or low-powered vigilante character in the vein of Batman or Black Panther (my main imnspiration is a little known character called Captain Africa). The character is the exiled prince of an African nation that now uses his bit-more-than-modest funds, some acquired gadgets and his training (hand to hand and African Stickfighting) to fight crime. He has a glider cape and Talons (shuriken with a falcon theme). Thing is, after my first session, it became clear that I need to tweak the character a bit. Here are the guidelines I am working with: Build Points: 200 Dis ad Points: -100 TL: 8 Semi-cinematic (TBAM/WM and Talents allowed, but Wildcard Skills aren't) Here is what I came up with (forgive the formatting, I am still getting used to GCA). And yes, this is indeed my fourth(!) attempt at this character: Quote:
1) I have seen in some characters (the Iron Man one in the Marvel thread in particular) that Signature Gear can apparently be used for Advantage-based Gadgets or so. Can someone clarify the idea for me? I read the "CP into cash" section, but I don't quite get how it works. 2) The Flight is supposed to be a glider cape ala Batman Begins. Would Winged apply here? 3) I tried using the Nightstalker template from Supers, but due to my lack of comprehension of the Gear rules, I think I am failing to take advantage. 4) My main issue is the skills, primarily the combat stuff. It just seems like I am not getting my points worth. Besides, I have apparently developed an ability to have electronic dice be really crappy to me. So maximizing my skill numbers so I don't look like a total dork would be nice. Any help would be so appreciated. |
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| Tags |
| characters, supers |
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