Re: GURPS Supers Alternatives
Here is a take of the New Mutants, intended to represent teens with powers for a low powered campaign:
Cannonball
ST 10 [ 0 ] ]
DX 11 [ 20 ] ]
IQ 11 [ 20 ] ]
HT 11 [ 10 ] ]
Speed 6 [ 10 ] ]
Damage Resistance 30 (FF +20%; Only while Flying -30%; Mutant Super -10%) [ 120 ]
Enhanced Move 2 (Move 48; Instant Acceleration +50%; Mutant Super -20%) [ 52 ]
Flight (Cannot Hover -15%; Mutant Super -20%) [ 26 ]
High Pain Threshold [ 10 ]
Talents: Born Soldier 2 [ 10 ]
Aerobatics-12 (DX+1) [8]; Ten-Hut!-10 (WC-1) [12] [ 20 ]
Total [ 298 ]
Karma
ST 10 [ 0 ]
DX 11 [ 20 ]
IQ 13 [ 60 ]
HT 12 [ 20 ]
Speed 6 [ 5 ]
Language: English (Native), Vietnamese (Native) [ 6 ]
Possession (Assimilation +10%; Full Memory Access +10%; Telecontrol +50%; Mutant Super -20%) [ 150 ]
Talent: Born Tactician 2 [ 20 ]
Guns (Pistol)-11 (DX) [1]; Ten-Hut!-12 (WC-1) [12] [ 13 ]
Total [ 294 ]
Mirage
ST 11 [ 10 ]
DX 12 [ 40 ]
IQ 12 [ 40 ]
HT 11 [ 10 ]
Speed 6 [ 5 ]
Animal Empathy (Mutant Super -20%) [ 4 ]
Empathy (Mutant Super -20%) [ 12 ]
Illusion (Area 4 yds +100%; Link, Others +20%; Uncontrollable -10%; Mutant Super -20%) [ 48 ]
Mind Probe (Link, Others +20%; Uncontrollable -10%; Mutant Super -20%) [ 18 ]
Mind Reading (Link, Others +20%; Mutant Super -20%) [ 27 ]
Psychometry (Link, Others +20%; Uncontrollable -10%; Mutant Super -20%) [ 18 ]
Talent: Forest Guardian 2 [ 10 ]
Bow-11 (DX-1) [2]; Druid!-11 (Native American; WC-1) [12]; Leadership-11 (IQ-1) [1]; Spear-12 (DX) [2]; Stealth-12 (DX) [2] [ 19 ]
Total [ 261 ]
Sunspot
ST 14 [ 40 ]
DX 12 [ 40 ]
IQ 11 [ 20 ]
HT 12 [ 20 ]
Speed 6 [ 0 ]
DR 10 (Nuissance: Black with spots -5%; Only while using Fixed ST -10%; Mutant Super -20%) [ 33 ]
Energy Reserve 10 (Recharges 1/hour of sun -20%; Mutant Super -20%) [ 18 ]
Fixed ST +14 (1 ER/min -5%; ER only -10%; Mutant Super -20%) [ 73 ]
Language: English, Spanish [ 6 ]
Talent: Business Acumen 1 [ 10 ]
Temperature Tolerance 5 (Heat Only -40%; Mutant Super -20%) [ 2 ]
Wealth (Very Wealthy) [ 20 ]
Brawling-14 (DX+2) [4]; Business!-10 (WC-1) [12] [ 16 ]
Total [ 298 ]
Wolfsbane
ST 12 [ 20 ]
DX 12 [ 40 ]
IQ 11 Per 14 [ 35 ]
HT 12 [ 20 ]
Speed 6 [ 0 ]
Alternate Form 2 (Hybrid; Wolf; Active Change +20%; Reduced Time, 3 seconds, +40%; Uncontrollable -10%; Mutant Super -20%) [ 95 ]
Discriminatory Hearing (Mutant Super -20%) [ 12 ]
Discriminatory Smell (Mutant Super -20%) [ 16 ]
Fit [ 5 ]
Night Vision/5 (Mutant Super -20%) [ 4 ]
Regeneration (Regular; Mutant Super -20%) [ 20 ]
Talent: Wolf 2 (Animal Handling, Wolves; Stealth; Tracking) [ 10 ]
Brawling-14 (DX+2) [4]; Stealth-12 (DX) [2]; Tracking-14 (Per) [2] [ 8 ]
Total [ 285 ]
Hybrid Form
ST+8 [ 80 ]
Claws (Sharp) [ 5 ]
Cannot Speak [ -15 ]
DR 5 [ 25 ]
Perk: Fur [ 1 ]
Teeth (Sharp) [ 1 ]
Semi-Upright [ -5 ]
Wild Animal [ -30 ]
Form Total [ 62 ]
Wolf Form
Enhanced Move (½ level) [ 10 ]
DR 1 [ 5 ]
Quadruped [ -35 ]
Perk: Fur [ 1 ]
Sharp Teeth [ 1 ]
Temp Tolerance 1 [ 1 ]
Wild Animal [ -30 ]
Form Total [ -47 ]
Designer Notes
These are entry points for the various character concepts with plenty of room to grow and diversify. There's even some room to play at 250 points after disadvantages.
Cannonball flies and rams people. He has a very powerful field, but it only protects him while he's flying. He'll need to learn out to channel or invoke it other times for his long term survival. (Alternatively, just take unkillable 2 and call him an "external".)
Karma is a one person at a time body controller. She should keep a few points free for moving around skills as she takes over people. She can access memories that way, but she usually uses picks a body to use as a proxy for whatever she's doing.
Mirage is an illusionist with mind-reading/empathic abilities. Under stress her abilities can start projecting the feelings (fears, hopes) of those around her. She's capable of understanding both animals and people very well. I fudged a bit for her Native American training/upbringing, and gave her combat skills to offset her lack of combat powers.
Sunspot is the brick of the team. He's somewhat pistol resistant and very strong. He can store up to 10 minutes (uses) of energy before he needs to sunbathe to recover. The comic version was a bit inconsistent on his recharge, so I deliberately used ER to limit what he can do.
Wolfsbane has a fair number of "wolf" powers in her human form and two alternate forms (combat and movement/survival) that she can shift into as well.
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