Shepherd Wrote:Don't forget that Polykev is science backed by magic. Start with the TL9 suit, then add a bit more DR for the magic reinforcement.
Bob Schroeck Wrote:As Shepherd notes, it's not just tech. And as Lisa determines when she investigates Doug's armoire, its material is about the weight and thickness of Spandex. Among the GURPS enchantments that ought to be on it, there should be a lot of weight reduction.
Well, at that point, it becomes a gadget. DR 20, doesn’t protect the head, gadget, magical. Yeah, comes to 50 points. That’s fine.
Shepherd Wrote:Also, -5 x HP is merely the point of instant death. Once you're at -1 x HP, you start rolling HT vs. death every time you take a hit. Given that the average bystander has an HT of 10, I believe there is a roughly 50% chance that they'll make the roll, a 25% chance that they'll take a 'mortal wound' which will likely kill them eventually, and a 25% chance that they die immediately.
Since this means that Doug only needs to do 20 points of damage to risk killing an average thug, and Doug knows that he can kill a thug with two hits, he only has to do 10 damage per hit. Between his ST 12 and Karate skill at DX+2 or above, he already does seven damage on a good hit. Since he seems to use reinforced gauntlets to up his damage, I suggest letting the gauntlets pump his damage by one or two dice and give them the appropriate equipment modifiers (1=min. 3, avg. 8, max. 13; 2=min. 4, avg. 11.5, max. 19).
However, if Doug kills someone with two hits, by totally eliminating all of the HP and PP in two hits, then he needs to take them to -5 × HP in two hits. So, a 9d attack works better. Per the information from V&V he does significantly more damage than a handgun (9 times as much) . If he’s just working off of karate damage, he’s not going to be able to annoy a super. 19 points of damage isn’t enough to even make someone notice him. It’s not enough to be guaranteed of killing someone in two blows. That’s roughly as strong as an M-16. Which, for normals, is not to be sneezed at, but for supers is more of a gentle caress than an actual attack.
And keep in mind, an “average thug” in supers is going to be tougher than an “average thug” in a normal game. In Supers, I’d peg them at ST 12 and HT 11.
Bob Schroeck Wrote:No. At least not without using a song. He has a fairly standard healing rate, which is one HP and chance of a second per day.
Which is why he's in the habit of using "I'm Alive" or a similar song after every combat.
Okay. Just checking. So, no ablative DR, then.
With IT

Or a Weeble.
Your choice.
Bob Schroeck Wrote:Back home. It wasn't the jumping calculation that got rewritten, but the throwing things rule, which is right next to it. Working through the numbers, Doug can leap 21.44 feet in a running jump, half that in a standing jump, 1/4 of that straight up. And 21 feet is very roughly 7 meters, so I was remembering correctly.
Egads, that’s short compared to what he can do in GURPS. Leaving his BS an 8.5, I’d have to lower his Move to 7 (which is still fast for a human) to get him a standing broad jump of 11 feet, a running broad jump of 22 feet. He can only jump 2.67 feet straight up, though from a dead stop. But, if you’re okay with that, I can make that change. I’ll bump his BS to 9 and give him a Move 7.