Superdogs: Difference between revisions

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Setting
== Setting==


Modern
Modern
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REQUIRED TEMPLATE
==Character Creation==
 
Making a character for the Superdogs campaign involves starting off with a sort of dog template as listed below.
 
 
===INITIAL DOG TEMPLATE===
 
 
'''REQUIRED TEMPLATE'''
 
Quadraped [-35]
Quadraped [-35]




REQUIRED AdVANTAGES [-16]
'''REQUIRED ADVANTAGES [19]'''


discriminatory smell [-15]
discriminatory smell [15]


teeth (sharp teeth) [-1]
teeth (sharp teeth) [1]


blunt claws [3]


REQUIRED DISADVANTAGES [-50]
 
'''REQUIRED DISADVANTAGES [-50]'''


cannot speak [-15]
cannot speak [-15]
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REQUIRED PERK [1]
'''REQUIRED PERK [1]'''


fur (unless the dog is hairless)
fur (unless the dog is hairless)


'''ATTRIBUTES'''


Start with the attributes of the dog at the values below:
Start with the attributes of the dog at the values below:


ST  9
ST  4


DX  10
DX  10
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Given all the items above, your dog should now be -143 points.
Given all the items above, your dog should now be -180 points.
 
 
===RULES FOR TURNING THE DOG TEMPLATE INTO YOUR CHARACTER===
 




Now modify your dog, limited to the following restrictions
Now modify your dog, limited to the following restrictions


Character point allowance:  -50 points  
Character point allowance:  -40 points  


Disadvantage Limit:  -50  (not including the initial -143)
Disadvantage Limit:  -50  (not including the initial -180)


Quirk Limit: 5
Quirk Limit: 5
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BASIC ATTRIBUTES FOR DOGS (because you probably haven't made a dog before)
'''TYPICAL ATTRIBUTES FOR DOGS'''


A large guard dog would have a strength of 9, while the smallest dogs can have a strength as low as 4.
A large guard dog would have a strength of 9, while the smallest dogs can have a strength as low as 4.
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'''OTHER REQUIREMENTS'''


Players should make two versions of their dog, one with the superpowers stripped out (just a normal dog).


The superpowers can be anything you would normally see in a comic book, but not magic (that is, no spells).


For the first session, your dog will be a normal dog, so don't develop a backstory for how the dog got its powers.  If you already came up
with a backstory that's critical to your character concept, let me know and I'll figure out how to work it in.






== Rulebooks and Resources ==


You can use material from the Powers book.  You can also use the Psionic Powers book if you want your dog to be psychic.


Players should make two versions of their dog, one with the superpowers stripped out (just a normal dog).
If you want your dog's powers to be tech-driven you can use equipment from one tech level higher than the campaign setting (TL9). Again, if you '''really need''' a particular gadget that's higher than listed here, let me know and we'll work something out.
 
The superpowers can be anything you would normally see in a comic book, but not magic (that is, no spells).
 
For the first session, your dog will be a normal dog, so don't develop a backstory for how the dog got its powers.  If you already came up
with a backstory that's critical to your character concept, let me know and I'll figure out how to work it in.

Latest revision as of 03:33, 13 August 2012

Setting

Modern

Urban

Tech Level: 8


Character Creation

Making a character for the Superdogs campaign involves starting off with a sort of dog template as listed below.


INITIAL DOG TEMPLATE

REQUIRED TEMPLATE

Quadraped [-35]


REQUIRED ADVANTAGES [19]

discriminatory smell [15]

teeth (sharp teeth) [1]

blunt claws [3]


REQUIRED DISADVANTAGES [-50]

cannot speak [-15]

hidebound [-5]

bestial [-10]

short lifespan (2) [-20]


REQUIRED PERK [1]

fur (unless the dog is hairless)


ATTRIBUTES

Start with the attributes of the dog at the values below:

ST 4

DX 10

IQ 4

HT 10

HP 9

Will 10

Per 10

FP 10

Basic speed 5

Basic move 4


Given all the items above, your dog should now be -180 points.


RULES FOR TURNING THE DOG TEMPLATE INTO YOUR CHARACTER

Now modify your dog, limited to the following restrictions

Character point allowance: -40 points

Disadvantage Limit: -50 (not including the initial -180)

Quirk Limit: 5


TYPICAL ATTRIBUTES FOR DOGS

A large guard dog would have a strength of 9, while the smallest dogs can have a strength as low as 4.

A typical dog has an IQ of 4. However, will and perception are typically at normal levels.

Move for a large dog is usually higher than that of a human's; closer to 10. The smallest dogs would have a move lower than that of a human.

A dog's speed can be close to that of a human's.

Adjust size modifier appropriately. A very small dog would have size modifier -3 while the largest dogs have size modifier 0.


OTHER REQUIREMENTS

Players should make two versions of their dog, one with the superpowers stripped out (just a normal dog).

The superpowers can be anything you would normally see in a comic book, but not magic (that is, no spells).

For the first session, your dog will be a normal dog, so don't develop a backstory for how the dog got its powers. If you already came up with a backstory that's critical to your character concept, let me know and I'll figure out how to work it in.


Rulebooks and Resources

You can use material from the Powers book. You can also use the Psionic Powers book if you want your dog to be psychic.

If you want your dog's powers to be tech-driven you can use equipment from one tech level higher than the campaign setting (TL9). Again, if you really need a particular gadget that's higher than listed here, let me know and we'll work something out.