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Old 04-06-2015, 10:25 PM   #21
smurf
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Join Date: Jun 2005
Location: Bristol
Default Re: Super Battle Suit attempt

Modular might work:

'cosmic' 10pts, physical only 50%

I think there are 16 abilities. In some cases only the limitations change (does that count?), or the ability is improved or reduced,

Prep time required -50%
Super science -10%
Mechanical -10%

Can there be a limitation for pre set 5 forms only?

Otherwise that is a huge 160 -20% = 128pts, going to have to check powers now.
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Old 04-06-2015, 10:28 PM   #22
smurf
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Default Re: Super Battle Suit attempt

Quote:
Originally Posted by Nereidalbel View Post
Go with Alternative Form and Takes Extra Time, to represent taking a while to swap out suits. This way, you only pay 90% of the cost of the most expensive suit, and each suit after that only costs 15 points, minus the discount for Takes Extra Time.
Each suit is about 800 pts.

The test was to develop something in the 1000pt range. After the suit is done, I'm going to create the nut job who built it.
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Old 04-06-2015, 11:44 PM   #23
the_matrix_walker
 
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Join Date: May 2005
Location: Lynn, MA
Default Re: Super Battle Suit attempt

Quote:
Originally Posted by smurf View Post
Modular might work:

'cosmic' 10pts, physical only 50%

I think there are 16 abilities. In some cases only the limitations change (does that count?), or the ability is improved or reduced,

Prep time required -50%
Super science -10%
Mechanical -10%

Can there be a limitation for pre set 5 forms only?

Otherwise that is a huge 160 -20% = 128pts, going to have to check powers now.
I think it's fine, given the circumstances of the suits being preset packages, to treat them as a "combined Advantage" and call each suit a single ability. Then you can use a Slotted Modular Ability, One slot at 5 points +7 per point. Double check with your GM tho!
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Old 04-07-2015, 05:29 AM   #24
Gnome
 
Join Date: Feb 2011
Location: Cambridge, MA
Default Re: Super Battle Suit attempt

Quote:
Originally Posted by Varyon View Post
The character has an ability - he becomes Awesome when he puts on his battlesuit. He becomes different degrees and types of Awesome depending on which suit he's wearing at the time.

Personally, I don't think "Your fluff isn't perfectly in line with RAW" should be a reason to deny a given build. Alternative Abilities are special abilities that share a common theme and cannot be used concurrently. I think having an assortment of powered armors qualifies there. At the very least, the character shouldn't be paying as much for, say, three mutually-exclusive suits (one emphasizing strength and DR, one emphasizing speed and special movement modes, and a final one emphasizing stealth) as he would for a single suit that did everything those three did. As I see one suit with those three modes (Alternate Abilities) as being roughly equivalent to having the three suits, Alternate Abilities seems appropriate.
I don't think "fluff" is the issue here. The important point is from Powers p.11: "Anything that disables one ability disables the whole collection. If injury or critical failure cripples or burns out any of the abilities – or a foe neutralizes or drains one – none of them are available until the affected one recovers!"
Now, you could do AAs for various battlesuits if they share one fundamentally irreplaceable component, like Iron Man's power cell (from the movies--not familiar with the comics). But the way I imagine multiple battlesuits, if one breaks down you could use another, which makes them not AAs.
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Old 04-07-2015, 07:56 AM   #25
smurf
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Default Re: Super Battle Suit attempt

The way I am leaning to at the moment is that the suit can be super strong but all other abilities: running, dodging, jumping are reduced. Or super fast with running, dodging, jumping being increased, protected and the ST being reduced.

The basic suit is like an all compromise between them all. The defence one will be really big DR, reduced r./d./j. small reduction in ST.

Stealth suit will have a major tweak, reduced ST slight increase in other stuff and Chameleon 'surface' and stealth therefore reducing the mods of the main suit which is a bit clanky.

So there is a bit of time between one version and another as the pilot has to get out the tools and diagnostic computers to get the setting right or remove service plates and press buttons etc.
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Old 04-07-2015, 09:43 AM   #26
smurf
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Location: Bristol
Default Re: Super Battle Suit attempt

Quote:
Originally Posted by the_matrix_walker View Post
I think it's fine, given the circumstances of the suits being preset packages, to treat them as a "combined Advantage" and call each suit a single ability. Then you can use a Slotted Modular Ability, One slot at 5 points +7 per point. Double check with your GM tho!
Think I found it. P64 medium class of abilities ie the suit's -30% together with the -20% super/mechanical and -50% for extra time but with the addition of physical only of 50% = a -50% on 10pts = 5pts per ability which is about 16 or 80 pts.

Let's crunch the numbers!
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Old 04-07-2015, 12:49 PM   #27
smurf
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Join Date: Jun 2005
Location: Bristol
Default Re: Super Battle Suit attempt

Basic Suit

Armour DR 80 400 -80 320
Limitations
SM0 -25%
Can be Stolen, by force -10%
Nussiance affect real armour -5%
Semi Ablative -20%
Nussiance affect no stealth -5%
Ham Fisted -5% replaced with +1SM -10%
Recharge 24hours -5%
Mechanical -10%
Superscience -10%

Enhancements
Hardened level 4 +80%

=-15%

pts
ST boost 90 900 720 180
Limitations
SM0 -25%
Can be Stolen, by force -10%
Nussiance affect real armour -5%
Nussiance affect no stealth -5%
Ham Fisted -5% replaced with +1sm 10%
Recharge 24hours -5%
Mechanical -10%
Superscience 10%
-75%

pts
Super Jump level 3 10 30 13.5 16.50 (17)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-45%

Extra Speed 3 20 60 21 39
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-35%

Enhanced Dodge 3 15 45 15.75 29.25(30)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-35%

Doesn't breathe (x300 oxygen storage) 20 20 6 14
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Pressure Support 20 20 6 14
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Sealed 15 15 4.5 10.50(11)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Clinging with Magnetic 20 20 6 6
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Metal surfaces -40%
-70%

Telecoms (Infra Laser, Radio with video) 35 35 3.5 [U]38.50 (39)/U]
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Video +40%
+10%

Scanning Ladar and Para Radar 60 60 18 42
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Hyperspectral Vision (low and high) band 25 25 7.5 17.50 (18)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%
Enhancement Lowband +30%
Enhancement Highband +30%
+60%
=+30%

Telescopic Vision (4) 20 15 4.5 10.50 (11)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Temparature Tolerance 1 per level (10) 10 10 3 [U]7/U]
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%


5 Chip Slots 15 15 5.25 9.75 (10)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
DR25 SM-7 (on left arm)-5%
-35%

Modular Abiliies (7) 70 38.5 31.50 (32)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
takes time -50%
Limited forms -30%
-105
Physical form only +50%
-55%

786pts

If my calculations are correct they should all be about 775-800

Last edited by smurf; 04-09-2015 at 04:53 AM.
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Old 04-07-2015, 01:25 PM   #28
smurf
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Join Date: Jun 2005
Location: Bristol
Default Re: Super Battle Suit attempt

Power Armour Masher (PAM Suit)

Armour DR 80 400 -80 320
Limitations
SM0 -25%
Can be Stolen, by force -10%
Nussiance affect real armour -5%
Semi Ablative -20%
Nussiance affect no stealth -5%
Ham Fisted -5% replaced with +1SM -10%
Recharge 24hours -5%
Mechanical -10%
Superscience -10%

Enhancements
Hardened level 4 +80%

=-15%

pts
ST boost 100 1000 800 200
Limitations
SM0 -25%
Can be Stolen, by force -10%
Nussiance affect real armour -5%
Nussiance affect no stealth -5%
Ham Fisted -5% replaced with -10%
Recharge 24hours -5%
Mechanical -10%
Superscience 10%
-75%

pts
Super Jump level 1 10 10 4.5 5.50 (6)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-45%

Extra Speed 1 20 20 7 13
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-35%

Enhanced Dodge 1 15 15 5.75 9.75(10)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-35%

Doesn't breathe (x300 oxygen storage) 20 20 6 14
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Pressure Support 20 20 6 14
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Sealed 15 15 4.5 10.50(11)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Clinging with Magnetic 20 20 6 6
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Metal surfaces -40%
-70%

Telecoms (Infra Laser, Radio with video) 35 35 3.5 [U]38.50 (39)/U]
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Video +40%
+10%

Scanning Ladar and Para Radar 60 60 18 42
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Hyperspectral Vision (low and high) band 25 25 7.5 17.50 (18)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%
Enhancement Lowband +30%
Enhancement Highband +30%
+60%
=+30%

Telescopic Vision (4) 20 15 4.5 10.50 (11)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Temparature Tolerance 1 per level (10) 10 10 3 [U]7/U]
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%


5 Chip Slots 15 15 5.25 9.75 (10)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
DR25 SM-7 (on left arm)-5%
-35%

Modular Abiliies (7) 70 38.5 31.50 (32)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
takes time -50%
Limited forms -30%
-105
Physical form only +50%
-55%

Long Talons retractable (+1 per die!) 15 15 21.75 36.75 (37)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
-25%

Armour divisor (5) +150%
Retractable +20%
+170%

=+145%

790

If my calculations are correct they should all be about 775 - 800pts

Last edited by smurf; 04-09-2015 at 04:13 AM.
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Old 04-07-2015, 02:33 PM   #29
smurf
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Join Date: Jun 2005
Location: Bristol
Default Re: Super Battle Suit attempt

Speed Evasion Armour (SEA Suit)

Armour DR 60 300 -60 240
Limitations
SM0 -25%
Can be Stolen, by force -10%
Nussiance affect real armour -5%
Semi Ablative -20%
Nussiance affect no stealth -5%
Ham Fisted -5% replaced with +1SM -10%
Recharge 24hours -5%
Mechanical -10%
Superscience -10%

Enhancements
Hardened level 4 +80%

=-15%

pts
ST boost 30 300 240 60
Limitations
SM0 -25%
Can be Stolen, by force -10%
Nussiance affect real armour -5%
Nussiance affect no stealth -5%
Ham Fisted -5% replaced with +1SM -10%
Recharge 24hours -5%
Mechanical -10%
Superscience 10%
-75%

pts
Super Jump level 7 10 70 28 42
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-45%

Extra Speed 11 20 220 66 154
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-35%

Enhanced Dodge 9 15 135 40.5 94.5(95)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5%
10 uses per day -10%
-35%

Doesn't breathe (x300 oxygen storage) 20 20 6 14
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Pressure Support 20 20 6 14
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Sealed 15 15 4.5 10.50(11)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Clinging with Magnetic 20 20 6 6
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Metal surfaces -40%
-70%

Telecoms (Infra Laser, Radio with video) 35 35 3.5 [U]38.50 (39)/U]
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Video +40%
+10%

Scanning Ladar and Para Radar 60 60 18 42
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Hyperspectral Vision (low and high) band 25 25 7.5 17.50 (18)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%
Enhancement Lowband +30%
Enhancement Highband +30%
+60%
=+30%

Telescopic Vision (4) 20 15 4.5 10.50 (11)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Temparature Tolerance 1 per level (10) 10 10 3 [U]7/U]
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%


5 Chip Slots 15 15 5.25 9.75 (10)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
DR25 SM-7 (on left arm)-5%
-35%

Modular Abiliies (7) 70 38.5 31.50 (32)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
takes time -50%
Limited forms -30%
-105
Physical form only +50%
-55%

795

Last edited by smurf; 04-09-2015 at 04:18 AM.
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Old 04-07-2015, 02:41 PM   #30
smurf
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Join Date: Jun 2005
Location: Bristol
Default Re: Super Battle Suit attempt

Stealth Suit

Armour DR 50 250 -37.5 212.5(213
Limitations
SM0 -25%
Can be Stolen, by force -10%
Nussiance affect real armour -5%
Semi Ablative -20%
Nussiance affect no stealth -5% removed
Ham Fisted -5% replaced with +1SM -10%
Recharge 24hours -5%
Mechanical -10%
Superscience -10%

Enhancements
Hardened level 4 +80%

=-15%

pts
ST boost 50 500 400 100
Limitations
SM0 -25%
Can be Stolen, by force -10%
Nussiance affect real armour -5%
Nussiance affect no stealth -5% removed
Ham Fisted -5% replaced with +1sm 10%
Recharge 24hours -5%
Mechanical -10%
Superscience 10%
-75%

pts
Super Jump level 3 10 30 12 18
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5% removed
10 uses per day -10%
-45%

Extra Speed 3 20 60 18 42
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5% removed
10 uses per day -10%
-35%

Enhanced Dodge 3 15 45 13.5 31.5(32)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Nussiance affect no stealth -5% removed
10 uses per day -10%
-35%

Doesn't breathe (x300 oxygen storage) 20 20 6 14
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Pressure Support 20 20 6 14
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Sealed 15 15 4.5 10.50(11)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Clinging with Magnetic 20 20 6 6
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
Metal surfaces -40%
-70%

Telecoms (Infra Laser, Radio with video) 35 35 3.5 [U]38.50 (39)/U]
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Video +40%
+10%

Scanning Ladar and Para Radar 60 60 18 42
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Hyperspectral Vision (low and high) band 25 25 7.5 17.50 (18)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%
Enhancement Lowband +30%
Enhancement Highband +30%
+60%
=+30%

Telescopic Vision (4) 20 15 4.5 10.50 (11)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%

Temparature Tolerance 1 per level (10) 10 10 3 [U]7/U]
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
-30%


5 Chip Slots 15 15 5.25 9.75 (10)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
Force removable no immediate use -5%
DR25 SM-7 (on left arm)-5%
-35%

Modular Abiliies (7) 70 38.5 31.50 (32)
Recharge 24hours -5%
Mechanical -10%
Superscience -10%
takes time -50%
Limited forms -30%
-105
Physical form only +50%
-55%

Chameleon 18 5 90 49.50 139.50 (140)
Recharge 24hours 0.05
Mechanical 0.1
Superscience 0.1
0.25
Radar 0.2
Ladar 0.2
Sonar 0.2
Pararadar 0.2
0.8

Silence 9 5 45 11.25 33.75(34)
Recharge 24hours 0.05
Mechanical 0.1
Superscience 0.1
0.25

779pts

If my calculations are correct they should all be about 775-800

Last edited by smurf; 04-09-2015 at 04:47 AM.
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