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Old 04-01-2020, 04:31 PM   #171
dcarson
 
Join Date: Mar 2008
Default Re: GURPS Supers Alternatives

I'd expect a Justice League Foundation that get donations from many places. The Fact that Wayne (Batman), Queen (Green Arrow), Kord(Blue Beetle), Holt(Mr. Terrific) all donate is not odd. Aquaman is not anywheere as rich as CBR says but would still be wealthy just as a ruler of a good sized city and he can do deep ocean salvage easily. So he could find a billion or so to chip in.

The team that announced the discovery of the Port Nicholson, a World War II–era British merchant ship found 50 miles off the coast of Maine, says it bore 71 tons of platinum ingots worth about $3 billion.

Recent enough to not be a archeological cause the way the Spanish treasure ships are and it's bullion so not historic value. As a ruler he has a edge in the lawsuits about who owns a sunken ship.
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Old 05-09-2020, 10:58 PM   #172
FlowersOfEdo
 
Join Date: Apr 2017
Default Re: GURPS Supers Alternatives

One question I have about the "Gizmo as Weapons" section from Supers is what would be a fair method for determining maximum effect from non-strength based gizmo-weapons? The example of building "gizmo weapons" in the section (arrows for a super-archer) use the damage from the arrows (based in part on the strength of the archer) to set the allowable point value for the gizmo effects. The text even draws attention to how upping the archer's damage would allow higher point values for the gizmo effect. But what if your weapon's damage isn't based on your strength? How would you go about setting similarly fair guidelines for the Obscure effect of smoke pellets or the Affliction of gas capsules or the corrosion damage of a mini laser torche, all stuff that Batman might carry in his utility belt and use as needed?

I have a Batman write up where I do full stats for the "major" weapons and tools, but I would be curious what people think would be allowable if someone wanted to go mostly gizmo for the utility belt weapons (since the tools are relatively easy to "gizmo-fy").
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Old 05-11-2020, 02:41 PM   #173
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

I'd suggest you make this a separate thread for a wider audience. This thread was to discuss a much different topic.

My comments to your stuff would be:

Quote:
Originally Posted by FlowersOfEdo View Post
One question I have about the "Gizmo as Weapons" section from Supers is what would be a fair method for determining maximum effect from non-strength based gizmo-weapons?
That's campaign driven. It's not about "fair" as much as it is about balance.


<snip>
Quote:
But what if your weapon's damage isn't based on your strength? How would you go about setting similarly fair guidelines for the Obscure effect of smoke pellets or the Affliction of gas capsules or the corrosion damage of a mini laser torche, all stuff that Batman might carry in his utility belt and use as needed?
If the effect is available as normal equipment, you can use gadget rules. If the effect requires points, modular abilities is a better fit. The number of points you have available for a "slot" will determine how powerful of an effect you can generate.

If you have a utility belt with 2 slots that can each hold an item with a 10 point ability, each ability that you use has to cost 10 points or less.
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Old 05-11-2020, 04:15 PM   #174
FlowersOfEdo
 
Join Date: Apr 2017
Default Re: GURPS Supers Alternatives

No worries. Figured the question was at least tangentially on target given the discussion of variant rules that could apply to superheroic builds. Thanks for the advice anyway.
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Old 05-24-2020, 03:11 PM   #175
bobbyraw
 
Join Date: Sep 2019
Default Re: GURPS Supers Alternatives

How are wounding modifiers (eg x4 for skull hit, x2 for impaling, x1.5 for cutting, x0.5 for p-) handled / affected by log damage?

I really love this idea. I've been messing around with some Supers characters that I'd statted up, converting them to this approach, and it seems like it will work really well in play. Thanks a lot, naloth.

Last edited by bobbyraw; 05-24-2020 at 03:47 PM.
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Old 05-27-2020, 02:52 PM   #176
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by bobbyraw View Post
How are wounding modifiers (eg x4 for skull hit, x2 for impaling, x1.5 for cutting, x0.5 for p-) handled / affected by log damage?
The only injury multipliers I adjusted were the ones on the hit location table. There were too many high skill characters to be handing out x4 for every head hit or x2/x3 for Vitals hits. I converted those to be an injury bonus equal to the penalty of the shot (+3 for vitals, +7 for skull). Specialty shots to the eye or a limb have the same potential to cripple.

I toyed with the idea of converting the reset of the injury multipliers to just bonuses, but just left them as multipliers along with armor divisors. As just small bonus they are rather underwhelming and you would have to adjust the point cost as well.



Quote:
I really love this idea. I've been messing around with some Supers characters that I'd statted up, converting them to this approach, and it seems like it will work really well in play. Thanks a lot, naloth.
Thanks. Let me know how it turns out.
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