01-12-2019, 08:55 AM | #41 | |||||||||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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01-12-2019, 09:07 AM | #42 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Supers Alternatives
TBaM is [30], p. B93. Weapon Master is potentially the most expensive of the cinematic background advantages at [35] for "all muscle-powered weapons". Imbue 3 is [40], but Imbue is an odd duck in that it's closer to Magery or Power Investiture than TBaM/WM/Gunslinger/Heroic Archer.
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01-12-2019, 05:38 PM | #43 |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
V2 Justice League (movie version)
Aquaman ST 40 BL 10 tons Thr 8d [ 330 ] DX 14 [ 80 ] IQ 12 [ 40 ] HT 14 [ 40 ] Speed 7 [ 0 ] Allies (Group up to 25%, base 1, 12-, x2, 51-100, x12; Env - only underwater -20%; Summonable +100%)' [ 44 ] Amphibious [ 10 ] Combat Reflexes [ 15 ] DR 15 [ 75 ] Daredevil [ 15 ] Destiny (Great) [ 15 ] Empathy (Marine) [ 15 ] Enhanced Move 5 (Swimming; Top move 224 yds/sec; Instant Acceleration +50%) [ 150 ] High Pain Threshold [ 10 ] Independent Wealth 20 [ 20 ] IT:DR/3 [ 75 ] Mind Control (Independent +70%; Suggestion -40%; Uncontrollable -20%) [ 55 ] Perk: Spear -> Staff skill [ 1 ] Perk: Trident [ 1 ] Pressure Support 3 [ 15 ] Regeneration (Regular) [ 25 ] Telesend (Broadcast +50%) [ 45 ] Brawling-16 (DX+2) [4]; Explorer!-12 (WC) [24]; Spear-16 (DX+2) [8] [ 34 ] Total [ 1110 ] Batman ST 16 BL 80 Thr 2d [ 60 ] DX 16 [ 120 ] IQ 16 [ 120 ] HT 14 [ 40 ] Speed 7.25 [ 0 ] Combat Reflexes [ 15 ] Danger Sense [ 15 ] Daredevil [ 15 ] Fit [ 5 ] Gizmos 5 [ 25 ] High Pain Threshold [ 10 ] Independent Income 10 [ 10 ] Indomitable [ 15 ] Intuition [ 15 ] Luck (Extraordinary) [ 30 ] Night Vision/5 [ 5 ] Obscure 8 (Darkness/Smoke; Area 4 +150%; Persistent +40%; Ranged +40%) [ 53 ] Perks: Climbing Line; Cloaked; Masked [ 3 ] Peripheral Vision [ 15 ] Rapier Wit [ 5 ] Status 3 (Free) [ 0 ] Unfazable [ 15 ] WM (All) [ 45 ] Wealth (Multimillionaire 4) [ 150 ] Wild Talent [ 20 ] Visualization (Reduced Time +140%; Blessing +100%; Cursing +100%; Selectivity +10%) [ 45 ] Businessman!-14 (WC-2) [6]; Detective!-16 (WC) [24]; Martial Artist!-18 (WC+2) [48]; Scientist-14! (WC-2) [6]; Tactics-20 (IQ+4) [20] [ 104 ] Total [ 955 ] Flash ST 12 BL 32 Thr 1d+2 [ 20 ] DX 13 [ 60 ] IQ 13 [ 60 ] HT 13 [ 30 ] Speed 8 [ 30 ] ATR/4 (Super 10%) [ 360 ] Enhanced Move 5 (Ground; Top Move 256 yds/sed; Cosmic: Second Nature +150%; Super -10%) [ 240 ] Enhanced Time Sense (Super -10%) [ 41 ] IA 10d (Shock Touch; Melee, C -30%; Surge +20%; Takes Extra Time x4 -20%; Super -10%) [ 30 ] IT:DR/2 (Super -10%) [ 45 ] Regeneration (Instant; Super -10%)) [ 90 ] Resistant (Hazards, +8; Super -10%)) [ 14 ] Striking ST+8 (Super -10%) [ 15 ] Very Fit [ 15 ] Move!-12 (WC-1) [12]; Scrounging-13 (Per) [1] [ 13 ] Total [ 1063 ] Superman ST 60 BL 1k tons Thr 13d (Kryptonian -10%) [ 450 ] DX 12 [ 40 ] IQ 12 [ 40 ] HT 12 [ 20 ] Speed 6 [ 0 ] DR 25 (Skin -20%; Kryptonian -10%) [ 88 ] ETS (Kryptonian -10%) [ 41 ] Enhanced Move 5 (Flight; max 1280 yds/sec ; Kryptonian -10%) [ 90 ] Flight (Space +50%; Kryptonian -10%) [ 56 ] Flight Move +14 (Kryptionian -10%) [ 26 ] High Pain Threshold (Kryptionian -10%) [ 9 ] IT:DR/2 [ 50 ] IA 2d burn (Laser Vision; AP/10 +200%; RoF 10, Selective Fire +110%; Kryptonian -10%; AA: IA) [ 8 ] IA 4d cr (Freezing Breath; Cone 5 yd base +100%; Range x4 20/40 +30%; Jet 0%; Dbl KB +20%; Freezing +20%; Kryptonian -10%) [ 52 ] Perk- Nigh Invulnerable Costume [ 1 ] Pressure Support 2 (Kryptonian -10%) [ 9 ] Rapport (Lois) [ 5 ] Regeneration (Slow; Kryptonian -10%) [ 9 ] Temperature Support 10 (Kryptonian -10%) [ 9 ] Vacuum Support (Kryptonian -10%) [ 5 ] Wild Talent 2 (Wild Ability +50%; Super Senses Only -20%) [ 52 ] Brawling-12 (DX) [1]; IA-14 (DX+2) [4]; Investigator!-11 (WC-1) [12]; Writer-16 (IQ+3) [16] [ 33 ] Total [ 1093 ] Wonder Woman ST 50 BL 100 tons Thr 10d+2 (+48 Fixed ST) [ 324 ] DX 15 [ 220 ] IQ 12 [ 40 ] HT 13 [ 30 ] Speed 7 [ 0 ] Appearance (Beautiful) [ 12 ] Combat Reflexes [ 15 ] DB2 (Bracelets, Stolen & Unique -30%) [ 42 ] Daredevil [ 15 ] Empathy [ 15 ] High Pain Threshold [ 10 ] IT:DR/5 [ 125 ] Mind Probe (Magic Lasso, Stolen & Unique -30%; Acc: Used Conversationally -20%; Melee: Whiplike -15%; Reliable +50%; Temp Disad: Truthfulness, 6- -10%) [ 15 ] Perk: Magic ST for her ST [ 1 ] Perk: Tough Shield [ 1 ] Regeneration (Slow) [ 10 ] Super Jumping 5 [ 50 ] Unaging [ 5 ] Wealth (Comfortable) [ 10 ] WM (Amazon) [ 30 ] History!-12 (WC) [24]; Martial Artist (Amazon)!-18 (WC+3) [60] [ 84 ] Total [ 1054 ] Designer's Notes I redid a few things based on feedback. Aquaman got DR and less IT:DR. Superman got a few more resistances and IT:DR/2. Wonder Woman is now beautiful. These again are designed with the idea that you have 5 players that write up equal PCs using the JL as inspiration. Superman will punch for an avg of 44-45 dmg, which would only translate to 8-9 on WW just under 1/5 her HP. WW does 37 punching or 41 imp with her sword, which would do either 6 or 16 respectively. The latter value being 1/4 of Supes HP per hit. Fist to fist, he'll win. Fist to sword, she will unless he falls back on his other abilities or grappling. Flight + innate attack should give him air superiority. She, of course, still has better defenses, but his 2d (10) RoF 10 laser eyes are good at slicing and dicing from a range. Aquaman could give WW a bit of trouble but he doesn't have the raw damage or superior skill to threaten Superman. Batman would have figured out how to get them to fight and exhaust each other... The flash could zoom in, attack, and be out of range again... until they used a wait to tag him. Batman contributes with tech (gizmos, usually tools or grenades) and Visualization. He provides "assists" for a for an avg +2 (friends) or -2 (enemies) every turn along with his other actions. |
01-12-2019, 06:35 PM | #44 | |||||||
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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I was flip floping between the two and ended up with both :). Opinion on which one should stay? Quote:
Was I to seriously consider a Super campaign, I would have a different approach. I would implement KYOS for ST, damage, HP, DR and I would have an eye towards reducing many fine grain options, like reducing the skill list to maybe no more than 100 and/or heavily using WC! I would ignore many Perks and would vey carefully consider to reduce Martial Arts to a minimum (maybe except for hardcore martial artists). I would also think about making some enhancements (like variable for innate attack) automatic/free instead of having every energy blaster having to include it. There is a lot of these decisions to be made for a GURPS Super game and while I tried many times, I almost always ended up picking HERO from the bookshelf and run with it. But I very much like the idea of a GURPS Super campaign. Quote:
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01-12-2019, 07:02 PM | #45 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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Sure Martial Artist! is broader but it seems pale in contrast with having much better core skills (and parry). |
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01-12-2019, 07:15 PM | #46 |
Join Date: Aug 2018
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Re: GURPS Supers Alternatives
If going the trouble of redesigning ST for lifting, may as well redesign thrust too. What if Thrust was just 1d*ST/10?
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01-12-2019, 09:15 PM | #47 | |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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It compares pretty well to lots of various skills and competes reasonably well with high attributes. Also, with his attributes, wildcards nicely give him a 14 in any business or science skill even when he isn't doing detective stuff (which is a higher WC). Last edited by naloth; 01-12-2019 at 09:39 PM. |
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01-12-2019, 09:16 PM | #48 |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
That seems like it would drastically lower damage (if I understand the proposal). One of the perks of KYOS is that you get both damage and lift at every point of ST.
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01-12-2019, 09:31 PM | #49 | |||||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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I also considered what I would do for a 750 point game. Mostly it involves stunts to compete (imbuements?) Quote:
However, it is a good way to bolster what he can do especially using batons. If you keep one or the other, I'd focus on having him use DWA too. Quote:
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. Quote:
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01-12-2019, 10:02 PM | #50 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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