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SD Anderson
12-18-2006, 06:04 PM
Back on Webrpg's GURPS forum, I posted a suggested invulnerability power that would render a super to a state of near indestructibility.

Following up on that I built a character around that set of traits.

The general source of the powers are teleportation based. The 'forcefield' (Damage REsistance) teleports damage elsewhhere so she doesn't take it. The Injury Tolerance Diffuse has her in a state of teleportaional flux. To use a Star Trek example, she's like that blood drinking cosmic cloud Kirk faced in the original series. Most of her is not there at any given instant so only a limited amount of damage is taken. 1 or 2 points as per the diffuse rules. And the inherent weakness difuse has vs area effect attacks has been enhanced away. Literally if 2 nukes hit her on the same turn, she takes four points of damage and heals 10. Just a tad on the indestructible side. But that can be negated by using the cosmic enhancement on the attack so it bypasses defenses, mind controlling her to teleport all out adding al her fatigue to the jump. She'll be in deep space and without fatigue to extend her range, she can't get back.

Both defenses are alternate abilities, so she can't use them simultaneously.

Nullify and Static can take her power away or negat it's use.

So it's not like she's utterly invincible.

Because she's constantly beaming back in as he beams out, she can fix any damage almost immediately (Extreme Regeneration 10 HP/turn).

Her attack is simply teleporting bits of her target away, essentially a disintegration beam. (Corrosive Attack, 9d.)

And of course she can teleport. Range with prep time and burning fatigue is almost interstellar, an unprepped jump has a fifty percent chance of success (10-) if the range is between 501 and 1000 miles, so combat teleports over tactical ranges are going to have a good chance of success, possibly as high as 17-.

My question here is: Too powerfurl? Under 3rd edition Supers rules, 100 point characters were supposed to be powerhouses. Based on conversion attempts using DC and Marel characters, the 'Powerhouse' threshold looks to be more like 1500 to 200 pts.

Side question: A case can be made for her attack being covered by Teleportation Talent (GM's call). If so she improves her attack by four, since Power talents can aid attack powers. Would you as a GM it? The descriptoin of the talent does allow for attacks such as putting objects into the victim.



Q u a n t u m
female red hair blue eyes 20 years old
Attributes [192]
ST 10 [0] DX 14 [80] IQ 13 [60] HT 14 [40]
HP 16 [12] Will 13 [0] Per 13 [0] FP 14 [0]
Basic Lift 20 Damage 1d-2/1d 9d corrosion
Basic Speed 7 Basic Move 7
Ground Move 7 Water Move 1
Unprepped Teleport: 1000 miles 10-
Dodge: 10 Parry: 10 Block: n/a

Social Background [4]
TL: 8 [0]
Cultural Familiarities: Western (Native) [0].
Languages: English (Native) [0]; French (Accented) [4].

Advantages [876]
Appearance (Attractive) [4]
Corrosion Attack (9) (Increased Range (×5); Super) [99]
Damage Resistance (29) (Super; Force Field) [160]
Injury Tolerance (Alternate ability w/Damage Resistance,
Diffuse; Cosmic: Defense or countermeasure (Defends against area attacks); Super) [28]
Regeneration (Extreme: 10 HP/Sec) (Super) [135]
Teleportation Talent (4) [20]
Voice [10]
Warp (Blind; Reliable (+10); Tunnel (forms before you
teleport); Super; Affects Insubstantial; Affects Others (+2);
Selectivity) [420]

Disadvantages [-95]
Code of Honor (Heroic) (-3) [-15]
Enemy (Super Crime Organization.) (9-) [-30]
Enemy (Supervillain) (9-) [-10]
Overconfidence (12 or less) [-5]
Secret Identity (Regina Inneson ) [-10]
Sense of Duty (The Public) [-10]
Weirdness Magnet [-15]

Quirks [-5]
Congenial [-1] Dislikes Criminals [-1] Dreamer [-1] Nosy [-1] Proud [-1]

Skills [28]
Acrobatics 14 [4], Acting 12 [1], Body Sense 14 [4], Current Affairs/TL8 (High Culture) 13 [1], Current Affairs/TL8 (Popular Culture) 15 [4], Current Affairs/TL8 (Sports) 13 [1], Detect Lies 11 [1], Fast-Talk IQ+3 16 [2] includes: +2 from 'Voice', Innate Attack (Beam) 14 [1], Merchant 12 [1], Propaganda/TL8 12 [1], Public Speaking (Oratory) 15 [1] includes: +2 from 'Voice', Public Speaking (Storytelling)15 [1] includes: +2 from 'Voice', Sex Appeal 16 [1] includes: +1 from 'Appearance', +2 from 'Voice', Skating 12 [1], Skiing 12 [1], Sports (Racquetball) 13 [1], Streetwise 12 [1],

Stats [192] Social [4] Ads [876] Disads [-95] Quirks [-5] Skills [28] = Total [1000]

HP: 16
FP: 14
DR 29 DB 0

Regina Inneson, a high school senior planning on a career in media was engulfed into a war between dimension phasing beings whose warfare breached their own dimension at the 4 dimensional coordinates she occupied in her own dimension.

She was sucked in as a wave pattern.

The thing of it was that the 4th dimensional line of time used in this dimension was a linear dimension for her existence, and it was perpendicular to it. Literally the dimension she entered intersected with ours for one instant in time, then our timeline pulled away.

The anomalous wave pattern that had been Regina was discovered and analyzed and after a while manipulated to reconstruct Regina as a functioning, thinking wave pattern. She was interrogated and gave their scientists enough information about our universe for them to see ways to exploit the breaches their weapons could produce. Moving laterally in our universe to travel backwards or forwards in thir universe's time, for example.

They used Regina's pattern as the key to track our universe and attempted another breach. The long version is that the two beaches were linked by simultaneity in our dimension, since every point along the other dimension's timeline was simultaneous in ours. Regina's pattern was pulled back to her body instantly, in our time reference and she reoccupied the space she'd occupied at the moment she'd been pulled in. Time here moved forward and she was free of the dimension forever. (or unless she travels back in time to that moment)

SD Anderson
12-18-2006, 06:21 PM
#%@ing size limits on attachments. I intended to upload the pdf character sheet originally.

Anyway here's the picture that came with the character sheet.

Windhaven
12-18-2006, 07:22 PM
Well, not really having a good feel for the system, I'm not exactly qualified. But it's not like that ever stopped me from having an opinion before, so what the hell...

She seems to be the defensive counterpart to Deathgod, the Champions PC with a 666 dice armore piercing, penetrating killing attack, area affect - radius, increased area 1-planet, bought for 70 real points. (Note - Deathgod was never played, nor did the author ever expect him to be played.)

Or to put it more simply, the defense seems cheesy. The idea that you can teleport damage away seems weird, since damage can take so many different forms.

Now maybe some GURPS players will tell me I'm talking out my hat here, but I'd have a hard time accepting such a character into any game I was running. I mean, it's clever, and if the rules work the way you say it's a nice little hole in the rules. But it's a hole in the rules.

Here's a simple test I use for game tricks: If a DM used it on me, would it feel like a cheat? If so, then I won't use it as a player.

Kalzazz
12-18-2006, 11:06 PM
Hmmm. My 4e Lore is well, poor

How does her defense work exactly? Im afraid I dont get it. That seems to be a major thing. It seems to say damage maxes at 1 or 2 vs her?

But, her dodge seems to only be 10, so she isnt impossible to hit

And she seems to have a single target attack, and can only attack once per round, Id be worried about her survivability if she got into a throwdown with a bunch of AK packing mooks with AP ammo, since could inflict bunches of pinpricks past her DR, then those pinpricks further reduced to 1 or 2 per? She needs some form of mook busting room sweeping technique

As a DM sure, Id go 'why not' for the let Teleport talent help her attack

SD Anderson
12-18-2006, 11:37 PM
Injury Tolerance: Difuse is on of several Injury Tolerances, which tied together some special defenses of old. One form of it elimnates bonus damage for hitting vital organs etc. Another divides damage taken (round up). The serious drawback to the default versions are that you take damage. DR is counted first (EVEN if the Injury tolerance is a forcefield and the DR is hardened body)

The default verion of Diffuse was first used for the monster Skull Spirit, but I suppose the best example is a guy who is composed of a swarm of bees.

Hit him with an attack and a few bees die. The rest of the body is not injured. Game mechanically one or two points of damage are done, the rest tends to go through or wahtever.

The weakness is area attacks. All the bees can be killed in one hit. But this can be bought off.

The other and inescapable weakness is damage goes through. You can ignore a nuke but 25 guys with with paint guns can ruin your day assuming they coordinate, hit and the pellets do a point of damage.

The regeneration mostly gets around this. 10 pts back when you take enough hits to go down 30 isn't enough but you REALLY have to be hit a lot in one turn for that to happen.

From a Supers perspective, where Mr. Cantbehurt tends to gimace manfully when hit, then seeems to get better and fight, is best emulated with IT:Diffuse and Regen, as far as I'm concerned. It does seem to work, and perhaps too well.

Or not. Windhaven GM'd a character called Speedbrick who was similarly unhurtable but the issue of how to take him out didn't come up for the GM. His player managed to do it on his own. (Pity about the mountain he destroyed in the process though.)

The questoin I'm still tring to resolve is can a high/mid power range game handle characters who cannot be hurt?

SD Anderson
12-18-2006, 11:50 PM
Or to put it more simply, the defense seems cheesy. The idea that you can teleport damage away seems weird, since damage can take so many different forms.



As opposed to the real world physics grounded concepts of massless chargeless invisible forcefields and yellow sunlight irradiated skin cells?

It's a speciaal effect. Think of a sixties comic where a punch landing on the guy causes the hand to appear a few feet from the villain. DR does not have to be SOLID, just stop damage from hitting what it's protecting.

Kalzazz
12-19-2006, 03:08 PM
So, basically, in order to hurt her you must inflict more than 10 hits/round that can get past DR 29?

Hmm

Altered Time Rate and an M-14 flinging AP rounds seems more or less the only way to do it. Hmm

Or go for enough strength to actually wield a minigun and its ammo supply as a personal weapon

SD Anderson
12-19-2006, 05:24 PM
So, basically, in order to hurt her you must inflict more than 10 hits/round that can get past DR 29?

Hmm

Altered Time Rate and an M-14 flinging AP rounds seems more or less the only way to do it. Hmm

Or go for enough strength to actually wield a minigun and its ammo supply as a personal weapon

Not quite. The DR iand IT: Diffuse are alternate abilities. If one is on the other isn't. Otherwiswe the cost of the lower point power (IT \: Df) would be five times what I paid for it..

Kalzazz
12-19-2006, 05:59 PM
Ah, well in that case you seem very eminently killable

Semi auto shotguns mete out lots of hits to hurt diffusion (each shotgun blast is actually 4 seperate damages), or automatic weapons

Things fling AP ammo or simply big things hurt DR

SD Anderson
12-19-2006, 09:47 PM
Assuming a person who can teleport 1000 miles without prep doesn't blip out and away. ;)

Kalzazz
12-19-2006, 11:07 PM
PCs . . . run?

This idea doesnt compute in my mind, PCs are the sorts of folks who even when there 150pt folks will willingly charge headlong into the teeth of an entire Ohio National Gaurd Mechanized Division if its between them and there objective

Sigh. I thought it was obvious that was the sort of encounter they were supposed to try and find a 'not headlong charge' way around

SD Anderson
12-20-2006, 01:35 PM
Smart PCs know when to to run. However this one cdan blip out heal up a couple of seconds and pop back, somewhere in the vicinity of where swhe let. Not quite at the target zone, somewhere where your villains don't want her, however. :D

Joe Kickass
12-20-2006, 07:08 PM
Kal, from hearing stories about your players, I think they're probably a little bit...super insane.