07-01-2006, 05:55 PM | #1 |
Join Date: Sep 2004
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Superman in GURPS
Well, now that Superman Returns is in theaters, what would everyone think of trying to stat him up using GURPS again?
Namely, how much Super-Strength do you think it took him to lift that big thing (avoiding spoilers) at the end? |
07-01-2006, 06:53 PM | #2 |
Join Date: Mar 2006
Location: Latitude 47 ° 9’ S, Longitude 126 ° 43’ W
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Re: Superman in GURPS
10,000 ST, probably more
the new heroic lifting ST in powers on top if his already-outrageous ST thousands... possibly millions of DR full flight enhance move (air and ground) 100 innate attack: laser eyebeams innate attack: super breath parabolic hearing 1000... maybe more? penetrating vision like a 16 skill in brawling and wrestling =) secret identity acting skill (in the movie it showed him doing a good job of acting like a nerd as clark kent) obviously, he used the alternate ST-based Jumping rules in Campaigns Sex appeal (only while superman) attractive? maybe we should ask the ladies about this one Unkillable 3 (showed in the comics after doomsday killed him and those 4 copies of superman came back) Supernatural Durability (Limitation: Kryptonite) Vulnerability: Kryptonite, x4 Weakness: Kryptonite, 1d per min. Hmm... not so sure about the kryptonite... it seems in the movie that he was just a normal man when around kryptonite..... instead of weakness and vulnerability (supernatural durability: kryptonite seems to fit) maybe he just had "accessibility: not around kryptonite" on all his powers? |
07-01-2006, 07:16 PM | #3 | |
Join Date: Aug 2004
Location: Louisville, Ky
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Re: Superman in GURPS
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JeffM |
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07-01-2006, 08:55 PM | #4 |
Join Date: Mar 2005
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Re: Superman in GURPS
Don't forget the fact that he can take a breath and put out huge fires under the city simply by exhaling.
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07-01-2006, 10:00 PM | #5 |
Join Date: Aug 2004
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Re: Superman in GURPS
He wouldn't have too many levels of Enhanced Move, because he appears to get up to top speed very quickly, not in 2^100 = ~1,000,000 seconds, unless he has it with +50% Cosmic to remove the need for acceleration time. He also needs his Flight to be Space-capable.
Definitely use the Super-Lifting enhancement from Powers for his Lifting ST. Definitely include the countermeasure component as part of the power modifier for all his superhuman abilities, to represent Kryptonite draining his powers before it starts killing him, including some level of Regeneration to account for his quick recoveries when his weakness is removed. Lex Luthor, however, has Quirk: Ineptitude with Economics, to account for his not realizing that his scheme would result in a wrecked world economy where nobody could pay him a cut of anything... |
07-01-2006, 10:24 PM | #6 | |
Join Date: Sep 2004
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Re: Superman in GURPS
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07-01-2006, 11:03 PM | #7 |
Join Date: Mar 2006
Location: Latitude 47 ° 9’ S, Longitude 126 ° 43’ W
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Re: Superman in GURPS
Oh, and don't forget Superman's Pressure Support. He could go in space and under the ocean.
And i was thinking he would have a high flight speed because when he was lifting those things, he did it in the air... and since there isnt really any footing for him to stablize and push, using his full ST, that most of the force he was generating would be caused by him accelerating and pushing back that much force with his speed. Now of course he had a lot of ST because he wasn't crushed by the weight of him pushing forward and the weight of the object falling back on him, but it seems like his flight acceleration could generate a lot of force too. But you also have to think of his race with the Flash, where he lost. So, it's hard to debate how much Enhanced Move he would have (that or the Flash just had Altered Time Rate 100, plus Enhanced Move: A Lot =)). But I think the flash basically just appeared at the finish line due to his odd controlling of time and dimensions due to his speed--it got pretty weird toward the end. Sorry about breaking open the physics debates on this. I know argueing physics is retarded when dealing with Supers, but i just wanted to mention the fact on the flight. I guess you could argue that ST is also your force-generator, and just say that his ST is what determined his lifting, even while flying, and ignore this whole magoogaly-goop with the flight =). Which ever is simplest. <Prays that a physics debate doesn't break out> |
07-01-2006, 11:21 PM | #8 |
Join Date: Jan 2006
Location: Washington state.
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Re: Superman in GURPS
As proud owner of over 1,000 issues in which Superman makes at least an appearance, I'd have to say that any GURPS writeup you make (and try to make accurately) would have to coincide with his power level in a single particular issue. Every author writes his powers differently, and most authors fluctuate his power levels depending on the size of the threat. Every artist draws his 'amazing feats' differently, as well. Thus, you could pin down 'Superman as he appears in Action Comics #1' or 'Superman as he appears in DC Comics Presents #27', but although they're technically the same character, they certainly don't have the same powers. In early stories, he could leap an eighth of a mile, and lift, say, a couple of tractors over his head. In the late fifties, he could fly across vast interspacial distances quickly and lift, say, a planet over his head.
Yeah, I'd say that in GURPS, it's not really possible to create a 'definitive' Kal-El. But many have tried their hand, and shown great results. Take a look at the Supers thread, for example. By the by, Batman has this issue in spades. He effectively has Modular Abilities (Better Than Whomever's Nearby, +FNORD%) I mean, the man can singlehandedly stop a Martian invasion in Justice League the same month that Firefly has him over a barrel back in Gotham. Not exactly consistent skill levels, there... |
07-01-2006, 11:32 PM | #9 |
Join Date: Mar 2006
Location: Latitude 47 ° 9’ S, Longitude 126 ° 43’ W
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Re: Superman in GURPS
The coolest thing ever was seeing batman in Frank Miller's Batman, where he singlehandedly whipped the stupid out of superman with Kryptonite knuckles and a powersuit :)
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07-01-2006, 11:37 PM | #10 | |
Join Date: Dec 2005
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Re: Superman in GURPS
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Modular abilities 25,000 points +1000 points of abilities Physical only, +50% Defensive physical advantages only, -30% Reflexive (+40%; Cosmic: No die roll required, +100%), +80% Reduced Time, +20% (Can instantly allocate points) Cosmic, +50% (to allow multiple uses per round, or express the fact that it's unstoppable to lesser powers if you give Superman enough ATR to change it per attack.) Kryptonian (Useless when exposed to kryptonite, red solar radiation,etc.), -20% So, it's hella expensive, but, it covers everything from pressure support to enough DR to be immune to almost anything. Tack unkillable 2 onto this bad boy and nothing short of having his throat cut with a kryptonite shiv while he's encased in kryptonite with a kryptonite bomb going off, etc, etc, will take him out. This way, you can just say, instant by instant, that he is unfazed by a given attack. Last edited by Fnordianslip; 07-02-2006 at 10:39 AM. |
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