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Old 11-01-2020, 02:14 PM   #21
Tessen
 
Join Date: Feb 2014
Default Re: Best super power to have in WW2?

Tunneling...make an undersea tunnel from the allied countries straight into Berlin and to get out the prisoners held in the camps on the way.
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Old 11-02-2020, 07:08 AM   #22
Michele
 
Join Date: Aug 2004
Location: Udine, Italy
Default Re: Best super power to have in WW2?

What about setting a maximum in GURPS CPs? That way, one could compare various alternatives. Say, a 300-point super, at TL6 and for a historical WWII setting, for land, air, sea operations, behind-the-lines ops, and the home front?
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GURPS Locations: St. George's Cathedral
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Old 11-02-2020, 07:33 AM   #23
Tessen
 
Join Date: Feb 2014
Default Re: Best super power to have in WW2?

Yeah that sounds good but maybe make them, I dunno weaker to start ,like just discovering the powers and not knowing their limits?.
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Old 11-02-2020, 02:55 PM   #24
Donny Brook
 
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Join Date: Aug 2014
Location: Snoopy's basement
Default Re: Best super power to have in WW2?

The question is so open ended, I find it difficult to choose. But whatever base power I were to select, I'd want to have Time Spanning on it.
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Old 11-02-2020, 02:57 PM   #25
Aldric
 
Join Date: Nov 2015
Default Re: Best super power to have in WW2?

Jumper (Time). You can redo some stuff if needed, or most likely skip to the end
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Old 11-02-2020, 04:50 PM   #26
zoncxs
 
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Join Date: Oct 2010
Location: earth....I think.
Default Re: Best super power to have in WW2?

Super Luck! 7 (wildcard power; game time +0%) [2800]

Every in game day, you can dictate the results of any die roll you make, 60 times per day. You can also use any probability ability you can convince your GM of, up to 700 points worth. THIS IS EXTREMELY POWERFUL, and I think this is how I would create Domino from Marvel. Using either Super Luck! or Serendipity!
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Old 11-03-2020, 06:46 AM   #27
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Re: Best super power to have in WW2?

Quote:
Originally Posted by Anders View Post
Quick Gadgeteer would allow you to make a lot of money inventing creative ways to kill people.
At the 300 point level, it would definitely be Quick Gadgeteer for me (plus skills and Wealth, maybe Status and a Contact Group). I could build an Iron Man suit from a few hundred dollars worth of scrounged parts in a few hours—or ultra-tech grav-cloak-armor and weapons for our soldiers, or a pocket universe, or force screens and tau shields, or warbots and nanomorphs, or metamorphosis viruses, or metatronic generators for anything, …
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Old 11-03-2020, 10:54 AM   #28
Micah Davis
 
Join Date: Apr 2020
Default Re: Best super power to have in WW2?

Social Gadgeteer + Multimillionaire 3 + Necessary political skills is the obnoxious answer for a three hundred point campaign.

Um, people have already done Gadgeteer but have you considered a form of limited omniscience? Modular Ability (Cosmic) 4 is only 40 points, plus Encyclopedist! IQ-3 [3] to identify which skill to boost, and IQ 20 [200] leaves you sixty seven points for whatever you want to dump in there. Add Cultural Adaptability, Language Talent, and Morph (Cosmetic, Retains Shape) to let you pretend to be pretty much anybody, anywhere.
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Old 11-04-2020, 10:22 AM   #29
Michele
 
Join Date: Aug 2004
Location: Udine, Italy
Default Re: Best super power to have in WW2?

I think I'll be a spoilsport here. Sorry.

Some of the combinations of Powers and Advantages mentioned above are real game-changers - actually, they are world-changers.
So, if by "superpowers" we don't mean, in the WWII context, simply a stronger, tougher, faster soldier, but we're thinking of a demigod, I see only three possibilities:

- WWII and the world remain more or less as we know them, but that means these world-changers are extremely rare. That means at least 50 points sunk in the Unusual Background Advantage, but at my table, I'd say a whopping 100 points. That reduces considerably the 300-point budget.

- World-changing superpowers are relatively common. The Unusual Background drops to 25 or even 10 points. However, 1939 is nothing like what we know. With such a super in every city, this is probably TL8^ already.

- As a third option, Unusual Background can be capped at 25, truly wondrous superpowers are thus relatively common, but for some reason (insert pseudoscience stuff here) they all appear suddenly in 1937 or so. Thus they haven't already revolutionized the world.
That means the world is as we know it historically - until the divergence point. But it takes a brave and creative GM now. Sure the Nazis immediately recruit their nigh-magical inventors, but what about the teleportation prototype device of the University of Cracow - won't Polish commandos use it for a decapitation strike in Berlin? And what if the cellars of the Prague old ghetto are really packed with the secret Golem Division's units? This isn't going to be a WWII-with-supers, but a quickly derailing divergence.
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Old 11-04-2020, 11:08 AM   #30
johndallman
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Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Best super power to have in WW2?

Quote:
Originally Posted by Michele View Post
This isn't going to be a WWII-with-supers, but a quickly derailing divergence.
Sure is. There is an entire RPG dealing with this, Godlike. Its system isn't very good, but conversion to GURPS is quite practical.
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