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Old 02-11-2019, 09:10 PM   #106
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

The team no one asked for and probably didn't think anyone would ever *bother* writing up. Yes, they are somewhat of a joke but some of the powers and combinations are interesting. I gave them all Code of Honor (Comics) as enthusiastic heroes that are trying to live up to certain ideals (and usually getting hurt in the process). These would be semi-suitable for a 250 points semi-serious street level game. Here is a rough draft of the Great Lakes Avengers (original team):

Big Bertha
ST 10 BL20 Thr 1d-2 [ 0 ]
DX 11 [ 20 ]
IQ 12 [ 40 ]
HT 13 [ 30 ]
Speed 6 [ 0 ]

Appearance: Very Beautiful (Not with DR -10%) [ 15 ]
DR 15 (Skin -20%; Switchable +10%; Super -10%) [ 60 ]
HP +10 (Only with DR -10%; Super -10%) [ 24 ]
Reputation (+2/-2) [ 0 ]
Status 1 (from wealth) [ 0 ]
Lifting ST +10 (Only with DR -10%; Super -10%)) [ 48 ]
Super Jumping 3 (x8, 17’ high; Bouncing +50%; Only with DR -10%; Super -10%) [ 39 ]
Wealth: Very Wealthy [ 30 ]

Very Fat (Only while using DR -10%; Super -10%)) [ -4 ]
Code of Honor (Comic) [ -15 ]

Brawling-12 (DX+1) [1]; Model!-12 (WC) [24]; Pilot-12 (DX+1) [4] [ 29 ]

Total: 316

I did not include a lot of disadvantages, but if I had Bertha would be a split personality. Silly, somewhat impulsive, and aggressive in her super form but stuck up and reserved as a model. She is also has the most to lose from discovery, as looking like Big Bertha would probably cast a shadow on her modelling career.

Big Bertha is a fashion model that has the ability to increase her size and density. I considered growth, but decided that lots of mass (HP) was good enough. In her normal form she's a semi-famous, slender, fashion model. When she turns on her "fat form", she bloats up with lots of extra mass. Big Bertha resists damage pretty well and tends to be both bouncy and spongy. She attacks by either slamming (move 6, hp 20) or by grappling (sitting on people). In retrospect, I'll swap Brawling with Sumo Wrestling. Bertha also provides the team transport. She owns a small jet and is a fairly talented pilot.

Doorman
ST 12 BL 32 Thr 1d [ 20 ]
DX 12 [ 40 ]
IQ 12 [ 40 ]
HT 12 [ 20 ]
Speed 6

Combat Reflexes [ 15 ]
DB2 (Super -10%) [ 24 ]
Permeation (All; Affects Others +50%; Super -10%) [ 112 ]
Walk on Air (Super -10%) [ 18 ]

Code of Honor (Comic) [ -15 ]
Guilt Complex [ -5 ]

Total: 269

Doorman allows anyone touching his body to pass through any barrier, no matter how thick. He's listed as a teleporter, but Permeation works much better in GURPS terms, and it makes quite a unique and useful ability... for others. He also avoids being injured pretty well (Dodge 12, Power Dodge 12, might as well go AoD since he can't do much else). His other abilities allow him to get around and defend a bit, but he doesn't have any skills or abilities to accomplish anything. As a PC, you would want to round him out as a skulker with a decent themed attack.

Dinah Soar
ST 16 BL 80 Thr 2d [ 50 ]
DX 13 [ 60 ]
IQ 11 [ 20 ]
HT 11 [ 10 ]
Speed 6

Claws (Cutting) [ 5 ]
Enhanced Move 2 (Top Speed 48; Flight) [ 40 ]
Extra Arms (Foot-Arms -30%; Short -50%) [ 4 ]
Flight (Winged -25%) [ 30 ]
Language (Alien; Native) [ 0 ]
Language (English) [ 4 ]
Neutralize (Decreased Duration 1/30 -20%; Ranged +40%; Only Supers Sonics -20%) [ 50 ]
Perk: Longevity [ 1 ]
Ultrasonic Hearing [ 5 ]
Ultrasonic Speech [ 0 ]

Code of Honor (Comic) [ -15 ]

Aerobatics-12 (DX-1) [2]; Brawling-14 (DX+1) [2] [ 4 ]

Total: 268

Dinah is an alien flyer whose voice is in the supersonic range. She appears as one of the more sensible members, but that's probably because remaining quiet has its advantages. Dinah can carry with her feet (foot arms) and claw with them, but not wield a weapon. Both her hands and feet are covered in sharp (cutting) claws. Dinah can interrupt sonic powers, but really hasn't demonstrated any other sonic abilities except calming Mister Immortal when he's berserk. Of course, as a friend and loved one, she would get to try that anyway.

Flatman
ST 12 BL 32 Thr 1d [ 20 ]
DX 12 [ 40 ]
IQ 12 [ 40 ]
HT 12 [ 20 ]
Speed 6 [ 0 ]

Combat Reflexes [ 15 ]
Constriction Attack (Engulfing +60%; Only while flat -10%; Super -10%) [ 21 ]
DR 15 (Flat mode; Skin -20%; Switchable +10%; Super -10%) [ 60 ]
Enhanced Dodge 2 (Only while flat -10%; Super -10%) [ 24 ]
Flexibility (Only while flat -10%; Super -10%) [ 12 ]
Lifting ST +12 (Only while flat -10%; Super -10%) [ 58 ]
Stretching 4 (Only while flat -10%; Super -10%) [ 20 ]

Code of Honor (Comic) [ -15 ]

Acting-12 (IQ) [2]; Wrestling-14 (DX+2) [8] [ 10 ]

Total: 325

Flatman is a moderately powerful stretchy grappler. He's a lot like Mr Fantastic light, and got his start impersonating Mr Fantastic. He's effectively ST24 for grappling (movie Cap range) with the ability to engulf foes.

Mister Immortal
ST 15 BL 63 Thr 2d-1 [ 50 ]
DX 12 [ 40 ]
IQ 10 [ 0 ]
HT 12 [ 20 ]
Speed 6 [ 0 ]

High Pain Threshold [ 10 ]
Perk: Longevity [ 1 ]
Regeneration (Instant; Only while “dead” -20%; Super 10%) [ 70 ]
Unkillable 3 (Super -10%) [ 135 ]

Berserk [ -10 ]
Code of Honor (Comic) [ -15 ]
Impulsiveness [ -10 ]
Manic-Depressive [ -20 ]

Acrobatics-12 (DX) [4]; Boxing-14 (DX+2) [8] [ 12 ]

Total: 283

Rounding out the group is the team leader (by virtue of having recruited the rest, not due to any leadership skills or traits) Mister Immortal. His sole power seems to be that he can't die permanently. When killed he comes back to life, fully heals, seconds to minutes after he is killed. Nothing has ever interfered with this for long, and it's been stated he'll be around long after everyone else is dead.

I filled in more disads than usual for him, since part of his charm is that he tends to flip out (especially just after coming back from the dead), be impulsive, and alternate from overwhelming enthusiasm and total depression.
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