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Old 02-07-2019, 05:34 AM   #91
DreadDomain
 
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Default Re: GURPS Supers Alternatives

Ok, I think I have included all the comments. It is not a specific version of Superman but rather a version of Superman. I am sure it could be better but thanks to your comments, I'm rather happy about it. I believe this version of Superman could survive a direct hit by a 100Mt nuke if he uses a Super Block

Some rules tweaks used:
Radiation Tolerance is not used
Innate Attacks are Variable as a default
DR covers the eyes as a default
Travel Time (-60%) represents out of combat, between the scenes travel
Cost Fatigue -10% per Level


Superman V2 1500pts - SUPERCEDED
[U]CHARACTERISTICS [160][/U]
ST 75 DX 13 IQ 13 HT 15
HP 75 Per 15 Will 15 FP 15
Thr Dam 17d-1 BL 30 ktons Speed 7 Move 8

ATTACKS DODGE 11 SUPER BLOCK 12
Punch (14) 17d+1 cr
Heat Vision (14) 10d(5) Burn, Range 100, Cone (2 yrds), Selectivity
Super-Breath (14) 10d cr, Range 20, Cone (2 yrds), Selectivity, Double KB, No Wounding
Freezing Breath (14) 5d cr, Range 20, Cone (5 yrds), Selectivity, No Blunt Trauma, No Knockback, No Wounding, if damage penetrates, target must succeed a HT at -1 per 2 points of damage or suffer Paralysis (for living) or become Brittle (for inanimate objects) for (20-HT) minutes

POWERS [1354] • all powers (Kryptonian -10%)
Kryptonian Body ST+60, DX+2, HT+3, Per+2, Move+1, Crushing Fist [617]
Kryptonian Toughness Damage Reduction /2 plus 30 DR plus High Pain Threshold plus Very Fit [203]
Kryptonian Physionomy Doesn’t need to Breathe (Oxygen Storage/100); Pressure Support 2; Temperature Support 10; Vacuum Support [37]
Rapid Healing Ability Regeneration (Regular) [23]

Super Flight 60 Flight, Space +44 [133]
Super Reflexes Altered Time Rate 2, Cost Fatigue 2 [140]

KRYPTONIAN POWERS • all Alternate Abilities to Super Reflexes
Heat Vision 10d Burn, Armor Divisor (5), Cone (2 yrds), Selectivity [32]
Super-Breath 10d cr, Cone (2 yrds), Selectivity, Double Knockback, No Wounding, Reduced Range x1/5 [12]
Freezing Breath 5d cr, Cone (5 yrds), Selectivity, Side Effect: Paralysis or Brittle, No Blunt Trauma, No Knockback, No Wounding, Reduced Range x1/5 [10]
Super Speed Altered Time Rate 6 (x20), Super-Speed, Out of Combat, Cost Fatigue 3, Nuisance (Gust of wind) [24]
Quicker Than the Eye Invisibility, Affects Machines, Can be detected by recording devices in slow motion, Can carry Heavy Enc, Switchable, Must be in Movement, Nuisance (Gust of wind) [20]
Hyper Flight 60,000 Enhanced Move (Flight) 10, Travel Time [12]

KRYPTONIAN SUPER SENSES • all Alternate Abilities to X-Ray Vision
Enhanced Time Sense [8]
Infravision [1]
Microscopic Vision (x100), Concentration [2]
Parabolic Hearing 10 [7]
Ultrasonic Hearing [1]
Ultravision [2]
X-Ray Vision Penetrating Vision 10, Not versus lead, Concentration [70]

ADVANTAGES [29]
Heroic Looks Appearance (Handsome) +2/+4, plus Charisma 2, Superman identity only [21]
The Big Blue Boy Scout Reputation +4, Almost everyone, All the time, Superman identity only [7]
Journalist from the Daily Planet Press Pass [1]

RELATIONSHIPS [3]
Lois Lane Ally (25%) Quite Often 12-, Special skills plus Special Rapport plus Dependent, Rarely 6- [3]
Lana Lang, Jimmy Olsen and the whole gang Dependent Rarely 6- [-10]
Network of Contacts in Daily Planet, MCU, STAR Labs Contact Groups, Effective Skill 15-, Fairly Often 9-, Usually Reliable [20]
Rogue Gallery Enemy, Rarely 6-, Medium size group [-10]

SKILLS [54]
Acting 12; Aerobatics 12; AK: Metropolis 14; AK: United States 13; AK: Earth 13; Brawling 14; Computer Ops 13; Criminology 12; Current Affairs 14; Detect Lies 13; Diplomacy 11; Fast Talk 12; First Aid 13; Innate Attack 14; Law 11; Leadership 15; Navigation 13; Occupation (Reporter) 14; Public Speaking 14; Research 14; Savoir-Faire 13; Search 14; Sumo Wrestling 14; Tactics 11; Throwing 14; Writing 15

DISADVANTAGES [-100]
Code Versus Killing Pacifism; Cannot Kill [-15]
Heroic Values Selfless 12 [-5]
Kryptonian Physiology Requires Special Medical Care. If injured by something his Regeneration can't heal doctors need a small amount of Kryptonite to do simple tasks [-5]
Protective of Innocents Sense of Duty [-15]
Secret Identity, Clark Kent Harassment/Relatives may be threatened [-10]
Vulnerability to Magic Wounding x4, Occasional [-40]
Weakness to Kryptonite 1d damage per Minute, rare [-10]

*Kryptonian = Powers negated by exposure to Kryptonite and Red Solar Radiation

Last edited by DreadDomain; 02-08-2019 at 08:23 PM.
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Old 02-07-2019, 07:21 AM   #92
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Default Re: GURPS Supers Alternatives

Looks good. There may be arguments about him able to see/hear a conversation from low Earth orbit needing Clairsentience instead of Telescopic Vision + Parabolic Hearing, but that's minor and IMO writers/artists ignoring physics "because Superman".

Though looking over his super-senses, no telescopic vision listed?


(Minor quibble, "MCU" should probably be "MCPD SCU" or "Metropolis Police Special Crimes Unit", so folks don't think he's got cross-company contacts in the Marvel Cinematic Universe....)
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Last edited by Phantasm; 02-07-2019 at 07:25 AM.
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Old 02-08-2019, 06:25 PM   #93
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by Phantasm View Post
Looks good. There may be arguments about him able to see/hear a conversation from low Earth orbit needing Clairsentience instead of Telescopic Vision + Parabolic Hearing, but that's minor and IMO writers/artists ignoring physics "because Superman".

Though looking over his super-senses, no telescopic vision listed?


(Minor quibble, "MCU" should probably be "MCPD SCU" or "Metropolis Police Special Crimes Unit", so folks don't think he's got cross-company contacts in the Marvel Cinematic Universe....)
Totally missed Telescopic Vision. Will look at Clairsentience, could be a better option.

Of course he has cross company contacts! He's Superman! (will change it)
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Old 02-08-2019, 08:18 PM   #94
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Default Re: GURPS Supers Alternatives

At this stage, aside for the addition of Telescopic Vision with Parabolic Hearing under Clairsentience, I am only tweaking left and right. Should be good enough.

To balance him against someone else, maybe I should try my hand on Wonder Woman next.

This version can:
- Survive a direct hit by a 100Mt nuke if he uses a Super Block
- Survive in pretty much any hostile environment
- Fly at 165 km/h, "sprint" at 200 km/h or use Hyper-Flight to fly from Metropolis to the Fortress of Solitude in less than 2 minutes
- Act before almost anyone (ETS)
- Push (fatigue) himself to act three times as fast as everyone or complete tasks 30 times faster
- Hit as hard as an Anti-Tank Missile with his Heat Vision
- Freeze someone or render inanimate objects brittle for minutes with his Freezing Breath
- Fly by unnoticed, although his blur could be picked up by recording devices if played in slow motion
- See and Hear over a kilometer away and over 2 kilometers away if he pushed (fatigue)
- Win a Pulitzer with his expert skills in Current Affairs, Reporter, Research and Writing
- Wow crowds with his premier world hero reputation, his heroic look and charisma combined with excellent skills in Diplomacy, Leadership, Public Speak and Savoir-Faire
- Exposure to Kryptonite or Red Solar Radiation nullifies his powers. Kryptonite could also kill him in 10 minutes or so
- Damage inflicted by Magic (after DR) does quadrupled damage (nullifies his Damage Reduction and multiply damage by 2)

Some rules tweaks used:
Radiation Tolerance is not used
Innate Attacks are Variable as a default
DR covers the eyes as a default
Travel Time (-60%) represents out of combat, between the scenes travel
Cost Fatigue -10% per Level
Super Perks are considered automatic (aka, in genre)


Superman V3 1500pts Superceded
CHARACTERISTICS [160]
ST 75 DX 13 IQ 13 HT 15
HP 75 Per 15 Will 15 FP 15
Thr Dam 17d-1 BL 30 ktons Speed 7 Move 10

ATTACKS DODGE 11 SUPER BLOCK 12
Punch (14) 17d+1 cr
Heat Vision (14) 10d(5) Burn, Range 100, Cone (2 yrds), Selectivity
Super-Breath (14) 10d cr, Range 20, Cone (2 yrds), Selectivity, Double KB, No Wounding
Freezing Breath (14) 5d cr, Range 20, Cone (5 yrds), Selectivity, No Blunt Trauma, No Knockback, No Wounding, if damage penetrates, target must succeed a HT at -1 per 2 points of damage or suffer Paralysis (for living) or become Brittle (for inanimate objects) for (20-HT) minutes

POWERS [1351] • all powers (Kryptonian -10%)
Kryptonian Body ST+60, DX+2, HT+3, Per+2, Move+3, Crushing Fist [626]
Kryptonian Toughness Damage Resistance 30; Damage Reduction /2; High Pain Threshold; Very Fit [203]
Kryptonian Physionomy Doesn’t need to Breathe (Oxygen Storage/100); Pressure Support 2; Temperature Support 10; Vacuum Support [37];
Rapid Healing Ability Regeneration (Regular) [23]

Super Flight 50 Flight, Space, +30 [108]
Super Reflexes Altered Time Rate 2, Cost Fatigue 2 [140]

KRYPTONIAN POWERS • all Alternate Abilities to Super Reflexes
Heat Vision 10d Burn, Armor Divisor (5), Cone (2 yrds), Selectivity [32]
Super-Breath 10d cr, Cone (2 yrds), Selectivity, Double Knockback, No Wounding, Reduced Range x1/5 [12]
Freezing Breath 5d cr, Cone (5 yrds), Selectivity, Side Effect: Paralysis or Brittle, No Blunt Trauma, No Knockback, No Wounding, Reduced Range x1/5 [10]
Super Speed Altered Time Rate 7 (x30), Super-Speed, Out of Combat, Cost Fatigue 3, Nuisance (Gust of wind) [28]
Quicker Than the Eye Invisibility, Affects Machines, Can be detected by recording devices in slow motion, Can carry Heavy Enc, Switchable, Must be in Movement, Nuisance (Gust of wind) [20]
Hyper Flight 50,000 Enhanced Move (Flight) 10, Travel Time [12]

KRYPTONIAN SUPER SENSES • all Alternate Abilities to X-Ray Vision
Enhanced Time Sense [8]
Super-Hearing Ultrasonic Hearing [1]
Super-Sight Infravision; Microscopic Vision (x10,000), Concentration; Ultravision [7]
Telescopic Vision and Parabolic Hearing Clairsentience, Range 1000 yrds, Cost Fatigue 1 [14]
X-Ray Vision Penetrating Vision 10, Not versus lead, Concentration [70]

ADVANTAGES [29]
Heroic Looks Appearance (Handsome) +2/+4, plus Charisma 2, Superman identity only [21]
The Big Blue Boy Scout Reputation +4, Almost everyone, All the time, Superman identity only [7]
Journalist from the Daily Planet Press Pass [1]

RELATIONSHIPS [3]
Lois Lane Ally (25%) Quite Often 12-, Special skills plus Special Rapport plus Dependent, Rarely 6- [3]
Lana Lang, Jimmy Olsen and the whole gang Dependent Rarely 6- [-10]
Network of Contacts in Daily Planet, MCPD SCU, STAR Labs Contact Groups, Effective Skill 15-, Fairly Often 9-, Usually Reliable [20]
Rogue Gallery Enemy, Rarely 6-, Medium size group [-10]

SKILLS [57]
Acting 12; Aerobatics 12; AK: Metropolis 14; AK: United States 13; AK: Earth 13; Brawling 14; Computer Ops 13; Criminology 12; Current Affairs 14; Detect Lies 13; Diplomacy 12; Fast Talk 12; First Aid 13; Innate Attack 14; Law 11; Leadership 15; Navigation 13; Occupation (Reporter) 14; Public Speaking 15; Research 14; Savoir-Faire 14; Search 14; Sumo Wrestling 14; Tactics 11; Throwing 14; Writing 15

DISADVANTAGES [-100]
Code Versus Killing Pacifism; Cannot Kill [-15]
Heroic Values Selfless 12 [-5]
Kryptonian Physiology Requires Special Medical Care. If injured by something his Regeneration can't heal doctors need a small amount of Kryptonite to do simple tasks [-5]
Protective of Innocents Sense of Duty [-15]
Secret Identity, Clark Kent Harassment/Relatives may be threatened [-10]
Vulnerability to Magic Wounding x4, Occasional [-40]
Weakness to Kryptonite 1d damage per Minute, rare [-10]

*Kryptonian = Powers negated by exposure to Kryptonite and Red Solar Radiation

Last edited by DreadDomain; 02-22-2019 at 10:27 PM.
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Old 02-08-2019, 10:50 PM   #95
naloth
 
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Default Re: GURPS Supers Alternatives

Not really related to your build, but I'm warming up to buying Flight/Running speed or whatever up to what you can handle with fine control then taking Warp for the between scenes move. Tack on a -20% for non-emergency use and -10% for crossing the distance since you can be intercepted or blocked by barriers. Leave it based on IQ (your ability to navigate in a reasonable time). You would still need Flight and Space Flight to reach those locations, but you wouldn't need excessive levels of Enhanced Move.
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Old 02-09-2019, 09:51 AM   #96
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
Not really related to your build, but I'm warming up to buying Flight/Running speed or whatever up to what you can handle with fine control then taking Warp for the between scenes move. Tack on a -20% for non-emergency use and -10% for crossing the distance since you can be intercepted or blocked by barriers. Leave it based on IQ (your ability to navigate in a reasonable time). You would still need Flight and Space Flight to reach those locations, but you wouldn't need excessive levels of Enhanced Move.
Altered Time Rate (Non-Combat Speed) is fairly expensive, but is how folks build speedsters who have a set speed during combat (say, only four AOA(Double)s per turn) and can still do hours of construction in seconds. I have to check Powers to see what Non-Combat Speed's percentage is. It's also useful for Flash vs Superman "who is faster?" races.
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Old 02-09-2019, 10:15 AM   #97
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by Phantasm View Post
Altered Time Rate (Non-Combat Speed) is fairly expensive, but is how folks build speedsters who have a set speed during combat (say, only four AOA(Double)s per turn) and can still do hours of construction in seconds. I have to check Powers to see what Non-Combat Speed's percentage is. It's also useful for Flash vs Superman "who is faster?" races.
Sure, with ATR you can use the -60% for out of combat or the +20% for SuperEffort to multiply the effort, depending on which works out more cost effectively.

I was suggesting move over long distance that happens behind the scenes might work better with Warp, though. The IQ roll to move the distances (with penalties for the difficulty of finding it or bonuses for familiarity) would represent navigation. The faster you try to move the distance, the harder it would be to get to your destination (wrong turns, delays, bad choices, etc) but otherwise it would let you cross immense distances rather quickly.

It's reasonable if it's just for a PC to get from one scene to another quickly, especially where they wouldn't be able to carry encumbrance. Enhanced Move usually has various other built in functionality (encumbrance slows you down a bit, but you can carry stuff normally, you can use it with slams) that many Supers don't need when they are just moving from one location to another off camera.
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Old 02-09-2019, 02:29 PM   #98
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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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Old 02-09-2019, 03:58 PM   #99
naloth
 
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Default Re: GURPS Supers Alternatives

Since the last was somewhat obscure, I have a more recent example:

Venom (Eddie Brock; Movie Version)
ST 30 (+20 Symbiote -10%) BL 1 ton Thr 5d+2 [ 90 ]
DX 12 (+1 Symbiote -10%) [ 38 ]
IQ 12 [ 20 ]
HT 12 (+2 Symbiote -10%) [ 18 ]
Speed 6 (5.25 base w/o Symbiote) [ 0 ]

Clinging (Symbiote -10%) [ 18 ]
Combat Reflexes (Symbiote -10%) [ 14 ]
DR 10 (Switchable +10%; Symbiote -10%) [ 50 ]
Doesn’t Breathe (Symbiote -10%) [ 18 ]
High Pain Threshold (Symbiote -10%) [ 9 ]
Luck [ 15 ]
Pressure Support (Symbiote -10%) [ 5 ]
Regeneration (Instant; Symbiote -10%) [ 90 ]
Sealed (Symbiote -10%) [ 14 ]
Stretching 2 (Symbiote -10%) [ 11 ]
Super Jump 2 (Symbiote -10%) [ 18 ]
Teeth (Fangs; Switchable +10%; Symbiote -10%) [ 2 ]
Vacuum Support (Symbiote -10%) [ 5 ]

Bad Temper (12, Symbiote -10%) [ -9 ]
Compulsive: Journalism (9) [ -15 ]
Curious (12) [ -5 ]
Dependency (Meat, Daily; Symbiote -10%) [ -15 ]
Frightens Animals (Symbiote -10%) [ -9 ]
Guilt Complex [ -5 ]
Gluttony (12; Symbiote -10%) [ -4 ]
Invertebrate (Symbiote -10%) [ -18 ]
Phantom Voices (Annoying; Symbiote -10%) [ -4 ]
Secret (Imprisonment; Symbiote -10%) [ -18 ]

Investigator!-12 (WC) [24]; Motorcycle-12 (DX) [1] [ 25 ]

Total: 358

Symbiote -10% covers abilities that are disabled by sonics or if Eddie somehow loses his symbiote. I did not make fire a concern for this version since it was introduced as environmental protection.

The symbiote provides Eddie with increased attributes (ST, DX, HT), the ability to absorb quite a bit of punishment (HP and DR), full environmental protection, and the ability to extend pieces for grabbing and attacking. The symbiote can also sustain/repair Eddie from basically any damage given time. On the other hand, the symbiote needs quite a bit of fuel (meat dependency) or it will start consuming its host. It also exerts a fair amount of influence (bad temper, gluttony, phantom voices) and would be wanted/hunted if its existence as an alien was discovered (secret). It also tends to enjoy eating people now and then (more reasons for the secret). The symbiote makes Eddie incredibly strong, but it doesn't have any structure for lifting/carrying (invertebrate).

As a PC, I'd improve him a bit and round him out for a 500 point campaign. I did not include a wealth modifier (struggling? poor?) even though it was a part of the first film. The above is already over -100 and Eddie was doing much better (average?) at the end of the film. ST30 is probably on the high side (putting him around Spidey's ST was a reflex). Movie Venom could accomplish all the movie feats with a ST as low as 20. If you were aiming for a 250 point budget instead, that's where I would cut most.

Last edited by naloth; 02-09-2019 at 06:48 PM.
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Old 02-09-2019, 07:09 PM   #100
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Default Re: GURPS Supers Alternatives

Ok, I tried this. Didn't quite tried to balance her or make her an even 1500 but was seeking comments before. Where I struggled the most was with her equipment. I am much more proficient with HERO builds.

Wonder Woman - 1533 pts SUPERCEDED
CHARACTERISTICS [140]
ST 60 DX 16 IQ 13 HT 14
HP 60 Per 13 Will 15 FP 14
Thr Dam 13d BL 1 ktons Speed 8 Move 8

ATTACKS DODGE 12 SUPER BLOCK 11
Karate Punch (17) 13d+2 cr, Parry 15 (including DB 2 from Bracelets)
Shortsword Swing (18) 15d(2) cut, Parry 13
Shortsword Thrust (18) 14d+2(2) imp, Parry 13
Shield Bash (17) 16d cr, Block 16 (including DB 3 from Shield)
Lasso Grab (21) Binding 40, Range 10
Truthsayer (23 vs Will) Hearing-Based Mind Probe, Target must be binded
Bracelet Blast (17) 18d cr, Range 20, Cone (5 yrds), Select, 2xKB, Takes 2s

POWERS [882] • all powers (Amazon -10%)
Body of Gaia ST+48, DX+4, HT+3, Speed+0.5, Crushing Fist [541]
Toughness of Gaia Damage Resistance 5; Damage Reduction (2); High Pain Threshold; Regeneration (Regular), Very Fit [114]
Amazon Durability Doesn’t Breathe (Oxygen Storage/25); Pressure Support 2; Temperature Support 8; Unaging; Vacuum Support [42]
Speed of Hermes 40 (2,500) Flight, Space +24 plus Enhanced Move (Flight) 6, Travel Time [113]
Universal Translator Universal Sense-Based Mind Reading/Telesend [72]

EQUIPMENT [336]
BRACELETS OF VICTORY • Gadget: Can Be Stolen (Forceful), Unique
Bracelets Blast 18d cr, Cone (5 yrds), Selectivity, Double Knockback, Reduced Range x1/5, Requires both hands, Takes Extra Time (2s) [122]
Bracelets Deflection Defense Bonus +2 plus Damage Resistance 15, Active Defense, Front plus Reflection, Ranged Attacks only, AA: Blast [19]
Skill Adaptation Karate [1]

SHIELD • Gadget: Can Be Stolen (Forceful), al AA: Bracelets Blast
Shield Bash +3d cr, Melee Attack (1), ST-Based [2]
Shield Block Defense Bonus +3 plus Damage Resistance 20, Active Defense, Front, AA: Bash [6]

SHORTSWORD • Gadget: Can Be Stolen (Quick Contest, Disarm)
Sword Swing ST-Based cut damage, Armor Divisor (2), Melee Attack (1), ST-Based, AA: Sword Thrust [19]
Sword Thrust ST-Based imp damage, Armor Divisor (2), Melee Attack (1), ST-Based [103]
Weapon Bond [1]

MAGIC LASSO • Gadget: Can Be Stolen (Quick Contest, Disarm), Unique
Lasso Grab Binding 40, Accurate 4, Reduced Range (10 yrds) [36]
Truthsayer Mind Probe, Follow-Up, Reliable 10, Hearing-Based [26]
Swingline [1]

ADVANTAGES [141]
Amazon Princess Reputation +3, Almost everyone, All the time; [15]
Amazon Warrior Combat Reflexes, Trained by a Master; Weapon Master (Shortsword, Shield, Lasso) [75]
Ambassador of Themyscira Rank 2; Empathy [25]
Beauty of Aphrodite Appearance (Very Beautiful) +2/+6; Charisma 2 [26]

RELATIONSHIPS [-10]
Steve Trevor, Etta Candy and the whole gang Dependent Rarely 6- [-10]
Themyscira Contact Groups, Skill 15-, Rarely 6-, Usually Reliable [10]
Rogue Gallery Enemy, Rarely 6-, Medium size group [-10]

DISADVANTAGES [-32]
Ambassador of Themyscira Duty, Rarely 6-
Code Versus Killing Pacifism; Cannot Harm Innocents [-10]
Protective of Themyscira Sense of Duty [-10]
Secret Id, Diana Prince Harassment/relatives may be threatened [-10]



SKILLS [76]
Acrobatics (DX/H) 14 [1] Acting (IQ/A) 12 [1]
Administration (IQ/A) 12 [1] Animal Handling (IQ/A) 12 [1]
Anthropology (IQ/H) 13 [4] Area Knowledge (IQ/E) 14 [2]
Area Knowledge (IQ/E) 13 [1] Boating (DX/A) 15 [1]
Bow (DX/A) 15 [1] Cartography (IQ/A) 12 [1]
Computer Operations (IQ/E) 13 [1] Connoisseur (Arts) (IQ/A) 12 [1]
Current Affairs (IQ/E) 13 [1] Dancing (DX/A) 15 [1]
Detect Lies (IQ/H) 14 [1] Diplomacy (IQ/H) 13 [4] Fast-Draw (DX/E) 16 [1] First Aid (IQ/E) 13 [1]
History (IQ/H) 14 [4] Judo (DX/H) 14 [1]
Karate (DX/H) 17 [8] Lasso (DX/A) 17 [4]
Law (IQ/H) 11 [1] Leadership (IQ/A) 14 [2]
Navigation (IQ/A) 12 [1] Occup. (Curator) (IQ/A) 12 [1]
Philosophy (IQ/H) 11 [1] Politics (IQ/A) 12 [1]
Psychology (IQ/H) 14 [1] Public Speaking (IQ/A) 13 [1]
Research (IQ/A) 13 [2] Riding (DX/A) 15 [1]
Savoir-Faire (IQ/E) 14 [2] Shield (DX/E) 17 [2]
Shortsword (DX/A) 17 [4] Stealth (DX/A) 15 [1]
Tactics (IQ/H) 13 [4] Theology (IQ/H) 13 [4]
Throwing (DX/A) 15 [1] Wrestling (DX/A) 17 [4]

Last edited by DreadDomain; 02-22-2019 at 03:14 PM.
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