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Old 01-12-2019, 10:05 PM   #11
DreadDomain
 
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Join Date: Aug 2004
Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
Wildcards help me simplify/focus what a given PC does. Long skill lists get to be a pain when you also have a dozen powers to keep track of.

Imbuements just *work* for certain concepts, like using "Project Blow" for a throw & return weapon.

KYOS seems to balance cinematic supers better. Batman won't be taking blows from this Superman (even with the best armor in basic available at TL he'll be negative in 1 hit), but he won't be a fine red mist either. Likewise, it tempers the gun stats so you don't need absurd DR levels and offers practical reasons why many metas don't use off the shelf gear.
Agreed on all account. I like your updated campaign gudelines by the way.

Quote:
Originally Posted by naloth View Post
Super is worth -5% for anti-powers and -5% for tech countermeasures. You stripped the -5% for 1 fatigue out of biological and left the -5% for tech countermeasures. I jumped straight to "Super." Just curious why since -10% isn't that big of a difference.
Ah! Makes sense, I will change it.
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