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Old 02-13-2019, 02:01 PM   #111
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

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Originally Posted by DreadDomain View Post
I forgot to mention that AD is used to build at least one example in the article (Wolverine's claws) so it must be legit.

I also realised Natural Weapon would be another nice way to build Superman's Freezing Breath.
Interesting. I'd be curious to see that write up, since the other alternative I considered was a linked/double Imbuement (project freezing blow).

Regardless, it sounds like I really need to get that article.

Quote:
And sorry for not commenting your latest characters. I have limited time and I am not super familiar with some of them.
No worries. These were more obscure. In fact, I may just do characters from our game since I've done examples to compare them to already.
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Old 02-13-2019, 03:55 PM   #112
naloth
 
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Default Re: GURPS Supers Alternatives

Hurtz
ST 15 Thr 2d-1 [ 50 ]
DX 12 [ 40 ]
IQ 10 Will 15 [ 25 ]
HT 12 [ 20 ]
Speed 6 [ 0 ]

Combat Reflexes (Super -10%) [ 14 ]
Enhanced Dodge 2 (Super -10%) [ 27 ]
Doesn’t Breathe (Oxygen Absorption -50%; Super -10%) [ 8 ]
Doesn’t Eat/Drink (Super -10%) [ 9 ]
High Pain Threshold (Super -10%) [ 9 ]
Innate Attack 3d corr (Vibration; AP/10 +200%; Aura +80%; 1 fatigue/min -5%; Melee C -30%; Variable -5%; Super -10%) [ 99 ]
Invisibility (4 fatigue/min -20%; Switchable +10%; Super -10%) [ 32 ]
IT:Diffuse (Super -10%) [ 90 ]
Permeation (All; Super -10%) [ 72 ]
Perk: Longevity (Super -10%) [ 1 ]
Regeneration (Fast; Super -10%) [ 45 ]
Resistant (ITMH; Super -10%) [ 27 ]
Talent: Tough Guy 2 [ 10 ]

Bad Temper [ -10 ]
Color Blind [ -10 ]
Disturbing Voice [ -10 ]
Invertebrate [ -20 ]
Jealousy [ -10 ]
Numb [ -20 ]
Quirk: Cannot grow hair [ -1 ]
Quirk: Fixed Outfit (brown t-shirt, jeans, work boots) [ -1 ]
Quirk: Mobster Catholic [ -1 ]
Quirk: Pacifism (Animals) [ -1 ]
Quirk: Talks in 3rd person to sound tough: “I Hurtz you now” [ -1 ]
Secret (Past) [ -5 ]
Stigma (Criminal) [ -5 ]

Brawling-14 (DX+2) [4]; Fast-Talk-12* (IQ) [2]; Intimidation-16* (Will-1) [1]; Streetwise-13* (IQ+1) [4]. [ 12 ]
*Includes talent

Total : 495

Very little is known about Hurtz other than he seems to be the product of experimentation by a mad scientist that probably didn't survive the explosion that created Hurtz. Hurtz doesn't discuss his past and his present form doesn't have DNA or fingerprints.

Hurtz consists of a vibrating mass of indistinct particles that give the appearance of solid matter, though he can alter the rate for various effects. Usually he limits this phasing (passing through objects or letting objects pass through him as a Power Dodge), but he can also vibrate destructively such that anything that comes in contact with him will start breaking apart at the molecular level. He can also vibrate such that he becomes invisible, though it's fatiguing enough that he keeps that ability in reserve.

Hurtz needs oxygen for some reason but he doesn't eat or have a normal metabolism to effect. His form recovers from disruption at a fairly rapid rate.

Campaign use: Hurtz isn't a planner, but he's a good henchman for a mastermind or protection for a villain that lacks powers to fight. He doesn't talk about his past (which he obviously has) or build up material possessions for himself (hmmm, where does it go?), but he seeks out work that suits his talents. He's not particularly loyal, but he knows that future work depends on keeping up a good rep as a good thug.

Hurtz can be motivated, distracted, or tracked by his habits. First off, he regularly attends mass and donates money in proportion to the crime he's been committing (tithing? buying forgiveness?). It's not a compulsion, but it's something he likes to do. Second, Hurtz doesn't hurt or endanger pets as part of his actions. Third, Hurtz really doesn't like to be insulted or disrespected (Bad Temper), but generally won't lose a job over it. Last, but not least Hurtz tends to have issue against most people he doesn't know, unless he's being paid to tolerate them.

In combat he's activate the vibration aura, then AoA for two 3d corr punches . If things start going poorly he will jump through a wall or slip through the floor then go invisible to escape. He likes to keep invisibility in reserve and hasn't used it for sneak attacks yet.

Last edited by naloth; 02-13-2019 at 04:08 PM.
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Old 02-14-2019, 03:46 AM   #113
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Default Re: GURPS Supers Alternatives

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Originally Posted by naloth View Post
Interesting. I'd be curious to see that write up, since the other alternative I considered was a linked/double Imbuement (project freezing blow).

Regardless, it sounds like I really need to get that article.
Did not realised you didn't have the article. I'll will post something in the next few days when I have the time.
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Old 02-14-2019, 03:57 AM   #114
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Default Re: GURPS Supers Alternatives

Here is comic book WW on 1500. Not as much raw power as Superman but more training and skills. Weapons were built with a combination of Advantages, modifiers and the gadget limitation or adding enhancements/limitations on a "normal" weapon (Power-Ups 4 pg.10). Another option could have beein Natural Weapon with the gadget limitation (Pyramid Alternate GURPS III) but I need to think about it more. Not sure it is the right build.

Wonder Woman V2 [1500] Superceded

CHARACTERISTICS [140]
ST 60 DX 15 IQ 13 HT 15
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) 14d cr, Parry 15 (including DB 2 from Bracelets)
Shortsword Swing (18) 14d+2(2) cut, Parry 13
Shortsword Thrust (18) 14d(2) imp, Parry 13
Shield Bash (17) 17d 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 [873] • all powers (Amazon -10%)
Body of Gaia ST+48, DX+3, HT+4, Speed+0.5, Crushing Fist [532]
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 Voice-Based Mind Reading/Telesend [72]

EQUIPMENT [268]
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 Cosmic Defense (Parry) plus Defense Bonus +2 plus Damage Resistance 15, Active Defense, Front plus Reflection, Ranged Attacks only, AA: Blast [21]
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 [6]

SHORTSWORD OF HEPHAESTUS
Forged by the Gods Sw Cut and Thr Imp damage, Armor Divisor (2) plus Signature Gear plus Weapon Bond [54]

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 [156]
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 5; Empathy [40]
Beauty of Aphrodite Appearance (Very Beautiful) +2/+6; Charisma 2 [26]

RELATIONSHIPS [0]
Steve Trevor, Etta Candy and the whole gang Contact Groups, Skill 15-, Rarely 6-, Usually Reliable plus Dependent Rarely 6- [0]
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- [-2]
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 [95]
Acrobatics (DX/H) 13 [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) 13 [1]
Area Knowledge (IQ/E) 13 [1] Boating (DX/A) 14 [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) 14 [1]
Detect Lies (IQ/H) 14 [1] Diplomacy (IQ/H) 13 [4]
Fast-Draw (DX/E) 15 [1] First Aid (IQ/E) 13 [1]
History (IQ/H) 14 [4] Judo (DX/H) 14 [2]
Karate (DX/H) 17 [12] Lasso (DX/A) 17 [8]
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 [2]
Savoir-Faire (IQ/E) 14 [2] Shield (DX/E) 17 [4]
Shortsword (DX/A) 17 [8] Stealth (DX/A) 14 [1]
Tactics (IQ/H) 13 [4] Theology (IQ/H) 13 [4]
Throwing (DX/A) 14 [1] Wrestling (DX/A) 17 [8]

* Amazonian is similar to Divine (-10%)

Last edited by DreadDomain; 02-22-2019 at 10:26 PM.
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Old 02-14-2019, 10:02 AM   #115
naloth
 
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Default Re: GURPS Supers Alternatives

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Originally Posted by DreadDomain View Post
Here is comic book WW on 1500. Not as much raw power as Superman but more training and skills.
The only thing I'd really worry about is that combat will be down to dirty tricks and critical failures. WW should have good defenses, but 15+ that can be further improved will mean she hardly ever fails anything.

Higher skill levels are probably justified if you want to keep the high defense values. WW should have enough skill to deceptive attack through similar defense values or multi-strike against lesser foes. After all, Superman effective has ATR/2 for 3 actions per turn after a similar level. WW's distinction needs to be that her attacks strike home with a wound multiplier.

I don't think you really need the supplemental DR on the bracelets and shield. IIRC, supers says just to buy the DB bonus as a power and take gadget limitations against it for a plot protected shield.

On a side note, I'm curious how yours would do vs mine in a straight up match. Both have a parry 15 (bracelets), both have ~18 skill, yours does a lot more damage, but injury would accumulate a bit slower since it's IT:DR/5 instead of IT:DR/2. My guess is that it would mostly be rolling - whichever got critical success or failure first.

Quote:
* Amazonian is similar to Divine (-10%)
Diana doesn't really lose her powers often (in contrast to Superman) and with her new improved origin could actually justify Cosmic of some level.
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Old 02-14-2019, 12:14 PM   #116
naloth
 
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Default Re: GURPS Supers Alternatives

Splat (James Stone)
ST 15 BL 64; Thr 2d-1 [ 50 ]
DX 12 [ 40 ]
IQ 10 [ 0 ]
HT 12 [ 20 ]
Speed 6 [ 0 ]

Ambidexterity [ 5 ]
Combat Reflexes [ 15 ]
Enhanced Dodge 2 (Dodge 12; Super -10%) [ 27 ]
Imbue 3 (One Skill -80%; Super -10%) [ 8 ]
Natural Athlete 3 [ 30 ]
Perk: Exotic Skill (Throwing Art) [ 1 ]
Super Jumping 5 (x32; Super -10%) [ 45 ]
Super Throw 5 (+10 damage, x32 range; Super -10%) [ 45 ]
Very Fit [ 15 ]

Binding Shot (Throwing Art)-18 (DX+6) [ 32 ]
Brawling-14 (DX+2) [4]; Fast-Draw (Baseball)-13* (DX) [1]; Fast-Draw (Hatchet)-13* (DX) [1]; Fast-Draw (Knife)-13* (DX) [1]; Sport (Baseball)-12 (IQ+2) [8]; Throwing Art-20* (DX+5) [24] [ 39 ]

Total: 372

James spent his youth practicing to be a baseball star, and he was a naturally gifted athlete that did well at all things physical. In fact, this performance was remarkable enough that in high school they disqualified him as a metahuman and thus unable to play in "normal" leagues. Distraught and angry at the world, James turned his talents to making money any way he could including hurting others.

James can throw a baseball for 2d+9 cr (binding ST 16 DR 5) with a range of ~1900 yards, though he saves his stash of baseballs for "splat attacks" using Binding Shot. In combat he relies on throwing hatchets (2d+12 cut with a 1/2 damage of ~800 yards) and small throwing knives (2d+9 imp with a 1/2 damage range of ~270 yards).

His preferred tactic is sniping from a distance, usually from a high vantage point that he can reach by jumping. If he has to mix it up closer (close quarters or theft), he'll try to immobile weaker targets by splatting them with baseballs rather than perforating them with knives. He typically carries a half dozen baseballs, two dozen throwing knives (12 the bandoleer over his vest), and two hatchets which he saves for trick throws. He's good at dodging, but has learned to wear Kevlar just in case. He would use grenades in addition to his other gear, but he doesn't have access to those yet.

Edit: Fixed hatchet damage. Also, I used Throwing Art because it's a catch-all for throwing. Otherwise, to choose 2-3 different things you'd need multiple skills or skill adaptation.

Last edited by naloth; 02-14-2019 at 01:38 PM.
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Old 02-16-2019, 12:38 AM   #117
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
Interesting. I'd be curious to see that write up, since the other alternative I considered was a linked/double Imbuement (project freezing blow).

Regardless, it sounds like I really need to get that article.
Freezing Breath Natural Weapon, Fatigue; Cone 5 Yards, +100%; Intangible, +50%; Hidden, +20%; Range, +100%; Selectivity, +10%; Side Effect, Paralysis and Brittle, +215%; Single, -20%; Extra-Damage type, Burning, +20%; Freezing, +20%; Double Knockback, +20%; No Wounding, -50%; No Incendiary Effect, -10%; Switchable, +10%; Cannot Parry -40% [55]

A version for my Superman (ST 75) would do 17d-1, have a Range of 75 and would add Kryptonian -10% to the write-up for a cost of [54] or [11] because it is an Alternate Ability.

It would be cheaper than my current build (Super Breath and Feezing Breath cost [22]) and would be heaps more efficient with a better range (75 versus 20), better damage (17d-1 versus 10d) and better chance to Paralyze or render Brittle (17d-1 versus 5d).

And it seems to be totally legit!
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Old 02-16-2019, 04:14 AM   #118
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Default Re: GURPS Supers Alternatives

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Originally Posted by naloth View Post
The only thing I'd really worry about is that combat will be down to dirty tricks and critical failures. WW should have good defenses, but 15+ that can be further improved will mean she hardly ever fails anything.

Higher skill levels are probably justified if you want to keep the high defense values. WW should have enough skill to deceptive attack through similar defense values or multi-strike against lesser foes. After all, Superman effective has ATR/2 for 3 actions per turn after a similar level. WW's distinction needs to be that her attacks strike home with a wound multiplier.

I don't think you really need the supplemental DR on the bracelets and shield. IIRC, supers says just to buy the DB bonus as a power and take gadget limitations against it for a plot protected shield.

On a side note, I'm curious how yours would do vs mine in a straight up match. Both have a parry 15 (bracelets), both have ~18 skill, yours does a lot more damage, but injury would accumulate a bit slower since it's IT:DR/5 instead of IT:DR/2. My guess is that it would mostly be rolling - whichever got critical success or failure first.



Diana doesn't really lose her powers often (in contrast to Superman) and with her new improved origin could actually justify Cosmic of some level.
All very good points. I might have been a bit heavy handed on Defensive Bonuses. Pushing the skills higher would essenially mean pushing DX higher (point efficiency), that's why I avoided it. It reinforces that I should consolidate skills even further (aka broader combat skills) or even full on embrace Wildcard skills (no standard skills).

Aside from that, I could lower her DBs (and DR associated with shield and bracelets) and improve her IT:DR instead.

Not sure I would want to give her cosmic on her powers but maybe a power modifier at -5% or even 0% would be more appropriate.

Last edited by DreadDomain; 02-16-2019 at 05:34 AM.
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Old 02-16-2019, 08:44 AM   #119
naloth
 
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Default Re: GURPS Supers Alternatives

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Pushing the skills higher would essenially mean pushing DX higher (point efficiency), that's why I avoided it. It reinforces that I should consolidate skills even further (aka broader combat skills) or even full on embrace Wildcard skills (no standard skills).
Wildcards can't do it all, but they can be a nice alternative to a group of themed skills. I figured that amazon combat training qualified at much as any other Martial Artist!*. At 12/level it's a bit of a break over buying up DX to improve DX related skills.

Martial Artist covers punching, kicking, grappling/throws, a half dozen (exotic) themed weapon skills (which for an amazon would be horse bow, shield, short sword, spear, and possibly lasso), as well as acrobatics, climbing, jumping, and stealth when used in combat. I'd also allow any horse riding or swimming rolls made for fighting (primarily so skill isn't reduced by your riding or swimming skills).

Freezing breath the rather interesting as well. My guess is that they decided you've paid for the damage as part of the underlying ST cost. My concern would be allowing any strong character to have a cheap ranged attack or augment their blows with cheap enhancements.
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Old 02-16-2019, 06:22 PM   #120
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Default Re: GURPS Supers Alternatives

Hey, guys. I had some correspondence from Kromm on KYOS.
He indicated the following which may be of interest:

1. He definitely agrees with dropping the “per die” on Brawling, Karate, Weapon Master, the throwing damage table, etc...

2. This is tentative, but he was super generous on throwing distance. So if you have ST 40, you use the table with BL 20000 and multiply the throwing multiplier by OLD ST 317. So even though damage is 8d you can throw big cars out of a stadium. This fits with your log damage interpretation, but even if you use linear damage, you can always jack up Striking St cheaply.

Best

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