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Old 02-24-2019, 08:12 AM   #130
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

I don't really have much to say about Superman. The write-up looks like a pretty good representation of the post-crisis or earlier (Reeves) movie version. Hitting a playable point level requires that he's better than every one else at everything.

This version of WW is better. As a GM I'd probably require conditions for how/when she could be stripped of her powers, but that's more a campaign background type thing. Because of how Binding works in GURPS (permanent, chipped away), I would probably change it to an Affliction (Daze? Paralysis?). If you're going to keep it as Binding, no layering and resisting vs ST only probably should be added.

The Flash: he's not in the same league as WW or Superman when it comes to fighting. The Flash has a fraction of the effective HP (Superman is effectively HP150, WW is effectively HP180, while this Flash is 50) and his regeneration is too slow for combat (needs to be bumped to at least Instant). He does have a pretty good Dodge (~14), but only a step 2 for dodging area attacks (the others have area attacks). It looks like he has Striking ST 20 (always) and can switch to Striking ST40 by sacrificing his ATR, which is a fraction of what Superman does multiple times per turn. The Flash isn't as damaging, but I would give him more attacks that incapacitate in various ways to differentiate him.

I've always done his super zipping around as a variant of Warp, since he doesn't (can't) use momentum for combat. You avoided that by making his combat speed ATR and his non-combat speed "Travel Time," but I'm not sure it's worth the extra points.

The Flash normally carries a lot more weight with him while running than ST10 would allow.

Twister should probably be an Emanation (he spins like a top in place?) while Vacuum seems more like an Affliction that causes suffocation than a fatigue attack.

Speed Force Talent 8 seems excessive. 5 point talents that add to all your super powers really should be capped at 4, especially if you're letting it exceed the Move and Attack skill cap (suggested for speedsters).

I'd use Move! instead of Speed Force! unless you're going to have a slew of speedsters with that wildcard. It covers most of the same skills, and basically whatever you need to get from point A to point B. Throwing and Wrestling seem a bit out of place among the other skills listed in Speed Force.
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