08-09-2015, 05:02 PM | #21 | |
Join Date: Mar 2010
Location: Toronto, Canada
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Re: Best 10 or so archetypes for a high-powered GURPS Supers game?
Quote:
The only odd man out (if we're looking at the classic "big 7") is Aquaman and even he has certain advantages that Superman can't touch. Namely vast wealth, limited telepathy*, and a toolbox of powerful Atlantean tech. Now that I think about it, the JLA are almost poster children for building to concept, instead of using points. Everyone has their own niche, or something that makes them special. The only one that looks like a munchkin build is the Martian Manhunter and even he has that whole weakness to fire thing that keeps him from dominating the "campaign". *The telepathy is more powerful than it looks. He once took out a Superman-class bad guy by messing with "the part of [the villain's] brain inherited from [his] marine ancestors". |
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08-10-2015, 01:21 PM | #22 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Best 10 or so archetypes for a high-powered GURPS Supers game?
Quote:
*Not a usage I invented, but it seems common in parts of the online comics community which I frequent. Just in case it is obscure though, I mean Batman, Superman and Wonder Woman.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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Tags |
high powered, supers |
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