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Old 02-09-2019, 02:29 PM   #98
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

I've casually been starting on the core members of the Exiles as a thought exercise. They are nominally 750ish point characters. Here's what I have so far:

Blink
ST 10 [ 0 ]
DX 13 [ 60 ]
IQ 12 [ 40 ]
HT 13 Fatigue 18 [ 45 ]
Speed 7 10

3d Spatial Sense (Mutant Super -20%) [ 8 ]
Affliction: Warp 2 (Afflict Warp w/Reliable +10 & Blind +2000%; Cosmic: No DR +300%; RoF 6 +70%; Mutant Super -20%) [ 368 ]
Affliction: Stun 4 (Cosmic: No DR +300%; RoF 6 +70%; Mutant Super -20%; AA: Affliction) [ 9 ]
Combat Reflexes [ 15 ]
High Pain Threshold [ 10 ]
Innate Attack: 5d imp (Cosmic: No DR +300%; RoF 6 +70%; Mutant Super -20%; AA: Affliction) [ 36 ]
IT:DR/2 [ 50 ]
Talent: Warping 4 [ 20 ]
Warp (Gate; Blind +50%; Extra-Hvy Enc +50%; Reliable +10 +50%; Tunnel +100%; Super Mutant -20%; AA:Affliction) [ 66 ]

Acrobatics-12 (DX-1) [2]; Body Sense-12 (IQ) [2]; Innate Attack-14 (DX+1) [1]; Judo-14 (DX+1) [8]; Leadership-13 (IQ+1) [4]; Stealth-12 (DX-1) [1] [ 16 ]

Total: 755

Blink essentially one power that she can use to either create a sizable gate, throw shards, or do some hostile 'porting. She prefers the stunning effect either splitting it across multiple targets or focusing on one tough one (each hit is resisted at HT-3). She will resort to more lethal tactics if needed (5d imp, potentially multiple times). Blink doesn't usually warp away opponents which would have a fairly low chance of success (needs to hit, resistance is at HT-1, then Blink needs to pass a IQ+4 minus the penalty for distance). Instead, her warp affliction is more valuable as a quick escape (skip defense, then the beneficial roll is at HT+1, before she makes the Warp roll) when she targets the team, usually by splitting her RoF between them.

Mimic
ST 15 Thr 2d-1 [ 50 ]
DX 14 [ 80 ]
IQ 12 [ 40 ]
HT 14 [ 40 ]
Speed 7

Combat Reflexes [ 15 ]
High Pain Threshold [ 10 ]
Wild Talent 3 (Needs Sample -10%; Only Advantages -10%; Wild Abilities +50%; Mutant Super -20%) [ 66 ]

Colossus Abilities
DR 20 (Alt Form -10%; Skin -20%; Mutant Super -20%) [ 50 ]
IT:DR/2 (Alt From -10%; Mutant Super -20%) [ 35 ]
Perk: Striking Surface (Alt Form -10%; Mutant Super -20%) [ 1 ]
Pressure Support 2 (Alt Form -10%; Mutant Super -20%%) [ 7 ]
ST+21 (BL 4 tons; Thr 7d; Switchable +10%; Mutant Super -20%) [ 189 ]
Vacuum Support (Alt Form -10%; Mutant Super -20%) [ 4 ]

Cyclops Abilities
IA: 4d cr (Eye Blast; Cone 5 yards +100%; Jet 0%; Mutant -10%; Super -10%) [ 56 ]
IA: 8d cr (Focused Blast; Jet 0%; Mutant -10%; Super -10%; AA: IA) [ 7 ]

Northstar Abilities
Enhanced Move 5 (Flight x32; Mutant Super -20%; AA: ST) [ 16 ]
Flight (Mutant Super -20%; AA: ST) [ 7 ]

Wolverine Abilities
Claws (Talons; Mutant Super -20%) [ 7 ]
Discriminatory Smell (Mutant Super -20%) [ 12 ]
Regeneration (Fast; Mutant Super -20%) [ 40 ]
Resistance (+8 all metabolic hazards; Mutant Super -20%) [ 12 ]

Acrobatics-14 (DX) [4]; Brawling-16 (DX+2) [4]; Innate Attack-14 (DX) [1]; Leadership-11 (IQ-1) [1] [ 10 ]

Total: 754

Yes, I didn't go the huge pool of points where he can effectively duplicate other characters. That was my initial intent, but I recall from reading Exiles that Mimic didn't actually much duplicating. Mostly it was used to allow him to improve powers (going from Winged Flight -> Northstar's wingless, faster flight then improving his Wolvie regen to Deadpool levels). I added Wild Talent so he can intermittently duplicate powers of Mutants around him for a short duration. Otherwise, he uses a core of abilities he's had for years. He knows them, he's practiced them, and they are as much as part of his core as the ability to dupe others.

Morph
ST 20 BL 200 lbs Thr 3d [ 100 ]
DX 13 [ 60 ]
IQ 13 [ 60 ]
HT 13 [ 30 ]
Speed 6.5

DR 3 (Mutant Super -20%) [ 12 ]
Double Jointed (Mutant Super -20%) [ 12 ]
High Pain Threshold (Mutant Super -20%) [ 8 ]
IT: Diffuse (Mutant Super -20%) [ 80 ]
Morph (Active Change +20%; Cosmetic -50%; Reduced Time 5 +80%; Same Mass -20%; Unlimited +50%; Mutant Super -20%) [ 160 ]
Perk: Striking Surface [ 1 ]
Regeneration (Fast; Mutant Super -20%) [ 40 ]
Stretching 5 (Mutant Super -20%) [ 24 ]
Unkillable 2 (Mutant Super -20%) [ 80 ]
Wild Talent 2 (Body Parts Only -20%; Wild Ability +50%; Mutant Super -20%) [ 44 ]

Brawling-14 (DX+1) [2]; Talker!-14 (WC+1) [24] [ 26 ]

Total: 737

Morph starts off as comic relief, but becomes one of the more reliable, heroic bricks on the team. He's frequently "injured" but recovers quickly even from the worst damage. Morph freely duplicates whatever he wants to express himself. He's good at impersonation but his juvenile temperament only allows him to use that talent for a short duration. He can use wild talent for Striking ST (+15 for 1 minute) if he needs to "hulk out" for combat.

Nocturne
ST 12 [ 20 ]
DX 15 [ 100 ]
IQ 13 Will 15 [ 70 ]
HT 13 [ 30 ]
Speed 8 [ 20 ]

Appearance (Attractive) [ 4 ]
Chameleon 2 (Always -10% Dark/Shadows Only -20%; Mutant Super -20%) [ 5 ]
Clinging (Mutant Super -20%) [ 16 ]
Combat Reflexes [ 15 ]
Double-Jointed (Mutant Super -20%) [ 12 ]
Extra Arm (Tail; Extra Flexible +50%; Switchable +10%; Mutant Super -20%) [ 14 ]
Innate Attack 4d cr (Hex Bolt; Mutant Super -20%) [ 16 ]
IT:DR/2 [ 50 ]
Luck (Extraordinary) [ 30 ]
Mind Shield 4 (Mutant Super -20%) [ 13 ]
Night Vision/8 (Mutant Super -20%) [ 7 ]
Perfect Balance (Mutant Super -20%) [ 12 ]
Permeation (Flesh; Only while possessing -10%; Mutant Super -20%) [ 4 ]
Perk: Fur (Mutant Super -20%) [ 1 ]
Possession (One host per day 0%; Parasitic -60% Mutant Super -20%) [ 20 ]
Super Jump 2 (Mutant Super -20%) [ 16 ]
Teeth (Sharp; Mutant Super -20%) [ 1 ]
Wild Talent 1 (Telepathic Traits -20%; Wild Ability +50%; Mutant Super -20%) [ 22 ]

Distinctive Features 5 (Mutant Super -20%) [ -4 ]

Total: 494


Nocturne is the outlier for my point costs. It wouldn't be hard to bulk her up to ~750 like the others, but most of the what I would add changes the nature of the character. She's an acrobat and skulker with very limited possession and ranged attack powers.
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