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Old 01-09-2019, 05:22 PM   #21
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Victor Doom
140 ST 24* BL 500
40 DX 12
130 IQ 18 Per 12
30 HT 13
Speed 6.25

54 Affliction 5 (Electrified Armor; AP/10 +200%; Aura +50%; Max Duration 15 sec -75%; Melee -30%; Stunning 0%)*
50 Ally Group (Doombots, 50% value; 21-50, base 20, 12- x2; Minion +50%)
20 Charisma 4
60 Damage Resistance 20 (Cannot wear armor -40%)*
4 Damage Resistance +20 (Cannot Wear Armor -40%; Force Field +20%; Max Duration 15 sec -75%: AA: Affliction)*
14 Doesn’t Breathe (Storage x100 -30%)
20 Diplomatic Immunity
10 Enhance Move 2 (Flight; Max Speed 48 yds/sec; Max Duration 15 sec -75%)
25 Extra Life
30 Flight (Space +50%; Max Duration 15 sec -75%)
25 Gadgeteer
5 Gizmo
8 IA: 8d cr (Force Bolts; AA: Affliction)
6 IA: 2d burn (Focused Laser; AP/10 +200%; AA:Affliction)
5 Independent Wealth 5
1 Perk: Flashlight
1 Perk: Hard Fists
1 Perk: Inbuilt radio
5 Pressure Support
35 Rank 7 (Ruler of Latveria)
15 Sealed*
5 Single Minded
0 Status 5 (+3 from Rank and +2 from Wealth)
40 Talent – Artificer 4
75 Wealth (Millionaire 1)
5 Vacuum Support*
90 Wild Talent 3 (Wild Ability +50%)

36 Brawling-14 (DX+2) [4]; IA-14 (DX+2) [4]; Inventor!-18 (WC) [24]; Science!-16 (WC-2) [4]

985 Total

Designer's Notes
This is "playable" version of Doctor Doom that could fit into a campaign with a point value range of 750 (trimming) - 1k (adding). This is obviously not the movie version (which no one seems to like anyway).

Doom always wears his armor and it's basically impossible to remove it or destroy it without killing him. I marked what abilities he looses with an * if that somehow does happen. His ST also drops to 14.

Although his Affliction is the most powerful ability, Doom relies on his concussive blasts as a primary attack form. Part of that is pride (he's views himself as above the fray, merely disciplining his inferiors) and partially because using either the Affliction or the Force Field will disable the whole AA until it recharges (5 min, as per max duration).

Doom's flight is also somewhat weak. The duration lasts just long enough to get him to max speed then break before running.

Doom does have a higher IQ than Reed, but mostly because he displays a much better grasp of engineering, a much larger variety of skills, and the lack of the other advantages (Intuition, Lightning Calculator, Eidect Memory, Fast Gadgeteer) that allow Reed to perform feats that Doom can't as well as avoid mistakes better. I also further differentiated talents and wildcards making Reed good at the science while Doom is better at applications. Doom invents. Reed explores.

Doom also isn't above conventional munitions and has access to military grade weaponry - any military grade weaponry. That pistol on his hip probably isn't just a luger, either.

After reading the recent thread for Rank, I put Doom at Rank 7 (national ruler) and also gave him Diplomatic Immunity. Usually when he's bumming around others, he's not in charge of the country, so that could probably be dropped.

I didn't stat out rare abilities (magic use, mind swap, spectral vision, etc). Instead, I gave him Wild Talent for rare abilities (one use, 30 points) and misc skills. I also didn't give him a gadget pool, though, he could probably use one to build slow specialized gadgets.

Last edited by naloth; 01-09-2019 at 06:41 PM.
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Old 01-09-2019, 10:47 PM   #22
DreadDomain
 
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
Iron Fist

When he whips out his *Fist* IA, it's a 12d crushing attack (about like getting hit with a bazooka that doesn't have AP/10). He rapidly depletes fatigue using it, so he'll use it sparingly. His normal punch is 2d+2 (Thr -2 for being bare handed, +2 for karate, and another +2 for being a "fist" weapon master). At the 24d level he can crush tanks, but it depletes him. Both versions are out for a bit and he'll be low on fatigue. Since this is a melee strike, he uses Karate to deliver it.
Is this version not taking KYOS into account? It seems strange that Thor would hit with Mjolnir for 9d+2 and Iron Fist for 12d or 24d
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Old 01-10-2019, 09:13 AM   #23
naloth
 
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Default Re: GURPS Supers Alternatives

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Originally Posted by DreadDomain View Post
Is this version not taking KYOS into account? It seems strange that Thor would hit with Mjolnir for 9d+2 and Iron Fist for 12d or 24d
Yes, I gave him higher damage as a trade off for the relatively few uses he gets. I consider it somewhat balanced by the fact that Thor can swing Mjolnir all combat long without hardly breaking a sweat. IF passes out after 14 swings of 12d uses or 2+ uses of his mega fist. Even with deceptive strike, it could be a challenge for him to get a solid hit on big bad before he runs out of fatigue. This isn't necessarily "realistic" and you could lower the damage to more acceptable levels.

For example, in the Wakanda battle, he could have made a few useful strikes where Thor has both the ability to wipe out mass targets and go toe to toe with the big guys for as along as he needs to.

I did not (but probably should have) include Ultrapower on any of these write ups. Thor and IF could have both had them. Thor would have been capable of super feats of storm and strength while IF wouldn't need his 24d at all. He could use Ultrapower instead when he needs to break things like a helicarrier (yea, happened, didn't really make sense). I'll probably go back and adjust them at some point.
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Old 01-10-2019, 12:37 PM   #24
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

The original X-men built for a 400-500 point game:
Angel
ST 14 BL 50 Thr 2d-1 [ 40 ]
DX 14 [ 80 ]
IQ 11 [ 20 ]
HT 12 [ 20 ]
Speed 7 [ 10 ]

Catfall [ 10 ]
Combat Reflexes [ 15 ]
Enhanced Move! 3 (48 pts; Flight; Mutant -10%, Super -10%) [ 144 ]
Fit [ 5 ]
Flight (Winged -25%; Mutant -10%; Super -10%) [ 22 ]
Independent Income [ 10 ]
Talent: Flight 4 [ 20 ]
Regeneration (Slow; Mutant -10%; Super -10%) [ 8 ]
Wealth (Filthy Rich) [ 50 ]

Aerobatics-14 (DX) [4]; Brawling-16 (DX+2) [4]; Courtier!-10 (WC-1) [12]; Flight-12 (DX) [2]; Shadowing-13 (DX-1) [1] [ 23 ]

Total [ 477 ]

Beast
ST 20 BL 200 Thr 3d [ 100 ]
DX 14 [ 80 ]
IQ 16 [ 120 ]
HT 13 [ 30 ]
Speed 7 [ 5 ]

Brachaitor (Mutant -10%, Super -10%) [ 4 ]
Catfall (Mutant -10%; Super -10%) [ 8 ]
Claws (Sharp; Emergencies -20%; Nuisance: Appearence -5%; Mutant -10%; Super -10%) [ 3 ]
Climbing (Mutant -10%; Super -10%) [ 16 ]
High Pain Threshold [ 10 ]
Extra Arms 2 (Feet -30%; Mutant -10%; Super -10%) [ 10 ]
Night Vision/5 [ 5 ]
Talent: Whiz Kid 4 [ 20 ]
Teeth (Sharp; Emergencies -20%; Nuisance: Appearence -5%; Mutant -10%; Super -10%) [ 1 ]
Striking ST 8 (+2d; Emergencies -20%; Nuisance: Appearance -5%; Mutant -10%; Super -10%) [ 9 ]
Super Jump 2 [ 16 ]

Stress Atavism [ -10 ]

Acrobatics-14 (DX) [4]; Brawling-16 (DX+2) [4]; Science!-16 (WC-1) [24]; Stealth-14 (DX) [2] [ 34 ]

Total [ 461 ]

Cyclops
ST 12 BL 32 Thr 1d [ 20 ]
DX 13 [ 60 ]
IQ 13 Will 16 [ 75 ]
HT 13 [ 30 ]
Speed 7 [ 10 ]

Combat Reflexes [ 15 ]
Daredevil [ 15 ]
Fit [ 5 ]
High Pain Threshold [ 10 ]
IA: 4d cr (Eye Blast; Cone 5 yards +100%; Jet 0%; Glasses/Visor -10%; Mutant -10%; Super -10%) [ 54 ]
IA: 8d cr (Focused Blast; Jet 0%; Variable +5%; Visor -10%; Mutant -10%; Super -10%; AA: IA) [ 6 ]
IA: 2d cut (Beam; AP/5 +150%; RoF 3 +50%; Visor -10%; Mutant -10%; Super -10%; AA: IA) [ 11 ]
Special Rapport (Jean) [ 5 ]
Special Rapport (Prof X) [ 5 ]
Talent: Born Tactician 3 [ 30 ]

Acrobatics-12 (DX-1) [2]; Boxing-14 (DX+1) [4]; IA-20 (DX+7) [24]; Judo-14 (DX+1) [8]; Motorcycle-13 (DX) [1]; Pilot (Blackbird)-12 (DX) [1]; Ten-Hut!-13 (WC) [24] [ 64 ]

Total [ 415 ]

Iceman
ST 10 HP 12 BL 20 Thr 1d-2 [ 4 ]
DX 12 [ 40 ]
IQ 11 [ 20 ]
HT 12 [ 20 ]
Speed 6

Affliction 5 (Slippery Surface; Afflicts DX-4 +40% and Total Klutz +15%; Area 4 yds +50%; Cosmic, unaffected by DR +300%; Ext Duration x3 30 sec +20%; Persistent +20%; Resisted by DX +20%; Mutant -10%; Super -10%; AA:Create) [ 20 ]
Binding 15 (Encase in Ice; Engulfing +60%; Mutant -10%; Super -10%) [ 42 ]
Create 15 (Specific: Ice; 2250 lbs; Ext Duration x30 5min +60%; Ranged +40%; Mutant -10%; Super -10%) [ 135 ]
DR 10 (Nuisance: Icy Surface -5%; Switchable +10%; Mutant -10%; Super -10%) [ 42.5 ]
Flight (Ice Surfing; Low Ceiling 30 ft -10%; Nuisance -5%; Mutant -10%; Super -10%) [ 26 ]
Gizmos 2 (Ice Creations; Mutant -10%; Super -10%) [ 8 ]
IA 3d cr (Ice Balls; RoF 3 +50%; Variable +5%; Mutant -10%; Super -10%; AA: Create) [ 5 ]
IA 3d cr (Cold Blast; Freezing +20%; Increased Range 3 20/40 +20%; Jet 0%; Variable +5%; Mutant -10%; Super -10%; AA: Create) [ 4 ]
IA 16d (Cold Blast; 1 fatigue/4d -10%; Freezing +20%; Jet 0%; Mutant -10%; Super -10%; AA: Create) [ 15 ]
IA 4d (Ice Wall; 8 Hexes +150%; Ext Duration x30 5min +60%; Persistent +40%; Wall, Rigid DR12 HP2 +60%; Mutant -10%; Super -10%; AA: Create) [ 12 ]
Obscure 6 (Area 16 hexes +150%; Mutant -10%; Super -10%) [ 16 ]
Temperature Control 6 (Cold Only -40%; Mutant -10%; Super -10%) [ 12 ]
Temperature Tolerance 6 (Cold Only -40%; Mutant -10%; Super -10%) [ 3 ]

Accounting-10 (IQ-1) [1]; Brawling-12 (DX) [1]; IA-16 [12] [ 24 ]

Total [ 448.5 ]

Marvel Girl
ST 10 BL 20 Thr 1d-2 [ 0 ]
DX 11 [ 20 ]
IQ 12 [ 40 ]
HT 12 [ 20 ]
Speed 6

Affliction (Sleep; Afflicts Daze +50%; Malediction 3 LR +200%; Resisted by Will +20%; Secondary Sleep +30%; Mutant -10%; Super -10%) [ 54 ]
Appearance (Attractive) [ 4 ]
Detect (Minds; Common; Mutant -10%; Super -10%) [ 16 ]
Illusion (Mental +100%; Mutant -10%; Super -10%) [ 45 ]
Mind Probe (Mutant -10%; Super -10%) [ 16 ]
Mind Reading (Mutant -10%; Super -10%) [ 24 ]
Mind Shield 5 (Area 16 yds +200%; Affects Others +50%; Selective Effect +20%; Mutant -10%; Super -10%) [ 70 ]
Special Rapport (Scott) [ 5 ]
Telecommunication (Telesend; Broadcast +50%; Selectivity +10%; Mutant -10%; Super -10%) [ 42 ]
TK 20 (1 Fatigue -5%; Mutant -10%; Super -10%) [ 75 ]

Brawling-12 (DX+1) [2]; Negotiator!-12 (WC) [24]; Pilot (Blackbird)-10 [1]; Stealth-11 (DX) [2] [ 29 ]

Total [ 460 ]
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Old 01-10-2019, 12:55 PM   #25
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Designer Notes
I'm tried to build a whole group around the same level and ability limits, with different specialties for each.

Angel has a minor ability to understand high society from he upbringing. Otherwise he's mostly a flying wildcard with the ability to fly and have 48 points worth of stuff he can justify by flapping his wings. Generating buffeting winds, using his wings as strikers, carrying extra weight, swooping for extra punch damage, and the like are all covered by his wildcard. Yea, and he can bankroll whatever the team needs.

Beast is more like the film version, in that he has a tendency to get excited and sprout claws, fangs, blue fur, and go a bit ape. He's the resident team scientist/detective (but not inventor) while also being the muscle.

Cyclops is a blaster and natural soldier. He's obsessed with getting it right so no one gets hurt. Voted most likely to whip teens into soldiers, he has a talent and wildcard making him a bit of a expert in that. In his spare time he maintains is pretty amazing IA skill. I called "visor" a -10% limit. His AAs are only available with it. I called "glasses/visor" a -10% limit on his primary cone since that's what he has without the visor. Without any protection, his attack converts to "always on whenever he opens his eyes" which is also a somewhat bad if rare thing.

Iceman is an alternate blaster with a variety of different attack forms. He can bind people, create areas where it's hard to see, create slicks on the ground, decrease the temperature, produce ice barriers, produce mass amount of ice, or just blast people with ice and snow. He also is a but tougher and more mobile than Scott.

Marvel Girl is the last of the group. In the comics she mostly relied on her TK abilities, but most of her points there are in telepathic abilities. She provided team protection against enemy psi, can mind probe targets, can rely instructions from Scott to everyone mentally, project false images to one target, and even daze/sleep targets. She's also the "peace keeper" among the boys and for the boys when necessary. I didn't ratchet up her influence modifiers, but that's certainly possible as well.
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Old 01-10-2019, 01:02 PM   #26
nudj
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
Skill damage bonuses aren't per die using log (too powerful), so he get a flat +2 for WM.
Naloth, this is great! I want to add one extremely dorky comment. If you:

(1) take the new damage scale
(2) convert to old damage
(3) add +1 damage per die
(4) convert back to old damage

you will find that you have added exactly +2.18 points of damage (at every level). I used the log and exponential formulas and assumed 3.5 damage per die. So, I think +1 per die should be converted to +2 damage.

Best

nudj
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Old 01-10-2019, 01:06 PM   #27
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by nudj View Post
Naloth, this is great! I want to add one extremely dorky comment. If you:
<snip>

you will find that you have added exactly +2.18 points of damage (at every level). I used the log and exponential formulas and assumed 3.5 damage per die. So, I think +1 per die should be converted to +2 damage.
I used flat instead of per die just to keep it simple for myself.

I like your idea, though, and it sounds like the math works out better. It doesn't even affect the point values either. It just requires re-working the damage totals a bit. I'll be trying that out in future builds and games.
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Old 01-10-2019, 07:06 PM   #28
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Iron Fist v2
ST 14 BL 50 Thr 2d-1 [ 40 ]
DX 14 [ 80 ]
IQ 12 [ 40 ]
HT 14 [ 40 ]
Speed 8 [ 10 ]

Ambidexterity [ 5 ]
Combat Reflexes [ 15 ]
Danger Sense [ 15 ]
Fit [ 5 ]
Healing (Self Also +50%; Chi -10%) [ 42 ]
High Pain Threshold [ 10 ]
Innate Attack 12d (Iron Fist; 1 Fatigue/4d -15%; Melee -30%; Chi -10%: AA: IA) [ 27 ]
Metabolism Control 6 (Chi -10%) [ 27 ]
Night Vision/5 [ 5 ]
Ultrapower (Chi -10%) [ 45 ]
Wealth (Filthy Rich) [ 50 ]
Weapon Master (Fist!) [ 30 ]

Disciplines of Faith [ -10 ]

Fist-14 (WC) [24]; Karate-24 [40] [ 64 ]

Total [ 540 ]


Designer's Notes
I re-did this based on a bit of feedback and to fix a few errors.

This version attacks using Fist! or Karate backed by Weapon Master. I use WM instead of TBAM since I don't use the super martial arts skills that it allows. It also helps fighters that use weapons and fits since WM/TBAM overlaps quite a bit. Since we are using KYOS, WM instead gives a damage bonus a flat +2 at skill+1, or +4 at skill+2 rather than the per die bonuses. This puts Danny's punches at 2d-1 plus 4 for karate (+4 instead of +2 per die) plus another +4 for WM for a total of 2d+7 or 4d (ouch). He gets a further +2 kicking

For his Iron Fist attack, I used IA in increments of 4d depending on how much fatigue he wants to put. Against a lightly armored opponent Danny might do a 4d IA instead of risking hand damage. Otherwise, he'll likely only use it to do 8d (2 fatigue) or 12d (3 fatigue). He obviously can't do very many 12d attacks, but with skill 24 (his IA uses Karate since it requires a melee touch) he can deceptive attack to get through defenses.

This version is closer to the show and more of a street level brawler. He defends well (dodge 12, parry 16) and isn't afraid to take AoD when facing gunfire.

Last edited by naloth; 01-10-2019 at 08:03 PM.
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Old 01-10-2019, 07:58 PM   #29
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Daredevil
ST 14 BL 50 Thr 2d-1 [ 40 ]
DX 14 [ 80 ]
IQ 14 [ 80 ]
HT 12 [ 20 ]
Speed 7 [ 10 ]

Combat Reflexes [ 15 ]
Danger Sense [ 15 ]
Discriminatory Hearing (Super -10%) [ 14 ]
Discriminatory Smell (Empath +50%; Super -10%) [ 21 ]
Discriminatory Taste (Super -10%) [ 9 ]
Fit [ 5 ]
High Pain Threshold [ 10 ]
Para-Radar (360 +125%; Penetrating +50%, Super -10%) [ 106 ]
Parabolic Hearing 10 (Super -10%) [ 36 ]
Sensitive Touch (Super -10%) [ 9 ]
Weapon Master (Unarmed) [ 20 ]

Blindness (Mitigated by Super ) [ 0 ]
Pacifism (Reluctant Killer) [ -5 ]

Detective!-14 (WC) [24]; Karate-18 [20]; Stealth-14 (DX) [2] [ 46 ]

Total [ 541 ]

Designer's Note
Since I'm watching the last of the Netflix shows, I figured I would go ahead and stat out Daredevil too. This is closer to the Netflix version than the comics version, but he also makes for a reasonably well rounded 500 brawler/skulker with room for growth.

He's very similar to Iron Fist, so I used many of the same core abilities with a different focus. Daredevil's focus on detection and shadowing. He's still a good fighter with great defenses (dodge 11, parry 13), the ability to rapid strike or deceptive attack with his skill, and pretty hard blows (4d punch, 4d+2 kick just like 'Fist).

His senses are sharp with most of the special traits giving him a +4 on top of his Per 14, empathy, and 360-degree para-radar on top of that. He's nominally blind, but his super senses actually work better than sight for the most part and being perceived as blind actually has quite a few other advantages. As a whole given the chance his super abilities could be negated, I'm calling it a 0% feature or 0 point disadvantage.

Edit: realized I forgot Parabolic Hearing... x1024
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Old 01-10-2019, 08:37 PM   #30
Refplace
 
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Default Re: GURPS Supers Alternatives

On Daredevil, I would actually apply the Empathy advantage to his hearing. He is great at both senses (and I would add Profiling to both, plus Precise to Hearing) but its his hearing he uses to detect lies and that could be stretched into the feelings Empathy gives. I think its as justifiable as smell but makes more sense on hearing for the character.
Also RAW says and I feel you should give him full blindness.
He has to pay a lot to make up for those senses to do what comes free for most people. And Flash bang grenades and other things can and have messed with him.
Oh, also maybe Protected Hearing to represent how he can tune out sounds.
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