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Old 03-01-2019, 11:52 PM   #141
DreadDomain
 
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
The mega punch is "meh". I'd instead have him trade off (as an AA) ATR for a more powerful lightning speed bolt that doesn't do damage as much as it is a massive electrical surge (stun). After all, stun would give him something Supes and WW don't have while 12d damage is inferior to either of their regular attacks.
I just realized what you meant. Why would he ever use his Lightning Punch instead of his Speed Bolt? How about replacing both by:

Speed Bolt Punch Striking ST +22 plus Natural Weapon Burning Damage; Extra-Reach (C, 1, 2), +100%; Increased Damage (+2 per die), +120%; Side-Effect, Stunning, +50%; Surge, +20%; Switchable, +10%; Must be running, -10% [59] Actually cost 12 points as an AA. I am thinking of adding cost fatigue on top (there must be a reason why he is not always using it).

All in all he would do 13d with both Stunning and Surge as side effects. He can also project it 2 yards in front of him.

Last edited by DreadDomain; 03-02-2019 at 03:17 AM.
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Old 03-02-2019, 01:40 AM   #142
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Default Re: GURPS Supers Alternatives

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Originally Posted by DreadDomain View Post
ATTACKS DODGE 14 SUPER BLOCK 11
The Flash only has Dodge 14?!?!?
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Old 03-02-2019, 02:44 AM   #143
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Default Re: GURPS Supers Alternatives

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Originally Posted by NineDaysDead View Post
The Flash only has Dodge 14?!?!?
This is excluding his Speed Force Talent. With it he had Dodge 19 and Super Block 16. He can side step 8 yards and can also act 6 times per second so he can effectively use active defense as often as he wants. Oh, and he can also retreat for an extra +3

I say "had" because I scaled that back a bit. In my working write-up he has base Dodge 17 but with all the same possibilities outlined above plus, thanks to Naloth, he can now Power Dodge, vibrating out of harm's way.

Enough?

Last edited by DreadDomain; 03-11-2019 at 05:58 PM.
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Old 03-02-2019, 06:32 AM   #144
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Default Re: GURPS Supers Alternatives

A few notes:
I have adjusted his ST so he can carry people around. Is it enough?
I have included his Talent in the calculation of the defenses so it's clearer. Question, when you calculate a defense, say parry, do you round up or down? For a skill of 19, is base parry 3+10 or 3+9? So far I have rounded down.
I limit Talents at 5 levels
I have increased base Speed and Move as well as SuperRunning. He has a much better step now (10)
I have included some Striking ST when he runs for some more punching power. Correct me if I am wrong but the only rules to add damage based on speed are the slam/bash rules?
I have combined two powers to create Speed Force Punch. I believe it makes more sense now.
I used Emanation for some of his attacks and I used Affliction for Vacuum.

Flash V2 [1500]
CHARACTERISTICS [130]
ST 12 DX 15 IQ 14 HT 13
HP 12 Per 14 Will 14 FP 24
Thr Dam 1d BL 32lbs Speed 11 Move 13

ATTACKS -----------DODGE 17-----------POWER BLOCK 12
Punch (19) 1d cr (3d cr when Super-Running) Parry 13
Speed Bolt Punch (19) 5d+2 burn (13d burn when Super-Running), Side-Effect, Stunning, Surge, Reach C, 1 or 2
Vacuum (19) 3d Fatigue, AE 8yrds, Respiratory Agent, Suffocation, Melee, if damage penetrates, target must succeed a HT roll at -1 per 2 points of damage or become Dazed for (20-HT) minutes
Wind Blast (19) 10d cr, Cone 5 Yards, Selectivity, 2x KB, No Wounding

POWERS [1361] • all powers Connection to the Speed Force -10%
Speed Force Expert Talent 5 [25]
Speed Force Connection Damage Reduction (5) plus Immunity to Friction, Speed and Acceleration effects plus Enhanced Time Sense plus Regeneration (Very Fast) plus Very Fit plus ST +2, DX +3, HT+2, FP+11, Speed +4, Move +2 [441]
Super-Running 104 Enhanced Move (Running) 3, Second-Nature plus Striking ST +8, Clinging and Walk on Liquid, all while running at high speed [183]
Super-Speed Altered Time Rate 5 [450]

SUPER-SPEED POWERS • all Alternate Abilities to Super-Speed (ATR)
Hyper-Running 200,000 Enhanced Move (Running) 11, Second-Nature, Travel Time [80]
Hyper-Speed Altered Time Rate 9 (70), Super-Speed, Out of Combat [90]
Quicker Than the Eye Invisibility, Affects Machines, Can be detected by recording devices in slow motion, Can carry Heavy Enc, Switchable, Must be in Movement [20]
Speed Bolt Punch Striking ST +22 plus Natural Weapon Burning Damage, Extra-Reach (C, 1, 2), Increased Damage (+2 per die), Side-Effect, Stunning, Surge, Switchable, Must be running [12]
Twister 4d cr, Area of Effect 8 yards, Double Knockback, Link, Side-Effect, Dazed, Emanation, Not in a Vacuum plus Obscure 5 (Vision), Area of Effect 8 yards, Link, Persistent, Emanation, Not in a Vacuum [16]
Vacuum Affliction 3, Choking +100%, Area-Effect 8 yards +150%, Emanation -20%, Respiratory Agent +50% [15]
Vibro-Phasing Permeation (Very Common), Cosmic Defense [12]
Wind Blast 10d cr, Cone 5 Yards, Selectivity, Double Knockback, No Wounding [17]

ADVANTAGES [25]
The Fastest Man Alive! Reputation +3, Almost everyone, All the time; [15]
CSI Officer Police Rank 1 plus Legal Enforcement Powers [10]

SKILLS [74]
CSI! (WC) 16 [60]; Fast Talk (IQ/A) 14 [2]; Speed Force! (WC) 19 [12]*
*Includes +5 from Speed Force Expert
CSI! Includes Administration (Police Force), Area Knowledge (Central City and Keystone), Biology, Chemistry, Criminology, Current Affairs (Crimes), First-Aid, Forensics, Interrogation, Law (Criminal), Observation, Pharmacy, Poisons, Psychology (Criminals), Research, Search, Sociology
Speed Force! Includes Acrobatics (Running), Area Knowledge (World, Timestream, Multiverse), Brawling, Fast-Draw, Navigation, Physics (Speed Force), Running, Throwing Can also take the place of any unarmed combat skill if performing High Speed maneuvers; Speed Force! at DX+2 or better grants +2 to damage with such attacks. Provides bonus to ST rolls to break free from enemies or restraints.

RELATIONSHIPS [-2]
Iris, CCPD, Star Labs Contact Groups, Skill 15-, Often 9-, Usually Reliable plus Dependent Rarely 6- [0]
Jay, Wally, Jesse Contact Groups, Skill 15-, Often 9-, Usually Reliable plus Dependent Rarely 6- [8]
Rogue Gallery Enemy, Rarely 6-, Medium size group [-10]

DISADVANTAGES [-88]
CSI Officer Curious 12-, Duty, Often 9- [-10]
Code Versus Killing Pacifism; Cannot Kill [-15]
It’s all my Fault Charitable 12- plus Guilt Complex plus Selfless 9- plus Sense of Duty plus Workaholic [-43]
Secret Id, Barry Allen Harassment/relatives may be threatened [-10]
Super-Fast Metabolism Increased Consumption 1 [-10]

In this version:

Flash could take 6 maneuvers in a second like disarming or saving hostages or punching villains for 3d cr damage.
He dodges at 17, can retreat dodge at 20 and also Power Dodge at the same values, using his Permeation to vibrate out of harm’s way.
He can step 10 yards at a time and with ATR he can step up to 60 yards in a second while taking 6 actions
Between Super-Running and Super-Speed, he can run 2000km/h without breaking a sweat.
Alternatively, he can:
•Run at 700,000 km/h
•Complete any non-combat task 140 time faster (ATR and Speed Force Talent)
•Deliver a Speed Force imbued punch that stuns opponent and disable electrical devices (Speed Force Punch)
•Run so fast he will remain unnoticed
•Use his speed to create a twister, a vacuum or a wind blast
•Vibrate through matters
Barry has dedicated his life to two field of expertise, solving crimes(CSI!) and understanding and manipulating the Speed Force (Speed Force!)
Although he has other challenges, what drives him is his belief that It Is All His Fault.

Last edited by DreadDomain; 05-30-2020 at 04:37 PM.
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Old 03-10-2019, 05:02 AM   #145
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Default Re: GURPS Supers Alternatives

A first try at the King of the Seven Seas. I still have to shave a few points.

Aquaman V1 [1524] SUPERSEDED
CHARACTERISTICS [115]
ST 40/50 DX 13 IQ 13 HT 15
HP 40 Per 15 Will 14 FP 15
Thr Dam 8d/10d+2 BL 10/100 tons Speed 7 Move 15

ATTACKS------DODGE 11-----SUPER BLOCK 11
Punch (20) 8d+2 cr (or 11d cr underwater), Parry 14
Trident (21) 10d(2) imp (or 12d+2(2) imp underwater), Parry 14
Water Blast (20) 14d cr, Range 20, Works underwater

POWERS [990] • all powers (Atlantean -5%)
ATLANTEAN HERITAGE
Atlantean Super-Physionomy ST+28, Fixed ST+10 (Only in water), DX+2, HT+4, Per+2, Move +8, Crushing Fist [451]
Atlantean Toughness Damage Resistance 15; Damage Reduction (2); High Pain Threshold; Regeneration (Regular), Very Fit [169]
Amazon Noble Amphibious: Doesn’t Breathe(Oxygen Absorption); Pressure Support 3; Temperature Support 8; Vacuum Support [52]
Fast Swimmer 240 (2,000) Enhanced Move (Water) 4, Instantaneous Acceleration plus Enhanced Move (Water) 3, Travel Time [136]
Strong Leaper Super Jump 4 [38]
Undersea Dweller Nightvision 9, Scanning Sense (Sonar), Speak Underwater [33]

AQUATIC COMMUNICATION
Aquatic Telepathy Telesend, Broadcast, Reliable 10, Vague [44]
Command Marine Life Allies 25%, Quite Often 12-, Group up to 50, Minions, Summonable, Aquatic only [37]
Comprehend Animals Animal Empathy, Mind Probe (Aquatic), Speak with Animals (Aquatic) [30]

EQUIPMENT [145]
TRIDENT OF NEPTUNE • all alternate abilities to Control the Elements
Forged by the Gods Thr+4 Imp damage, Fine Quality, Final Armor Divisor (2) plus Signature Gear plus Weapon Bond [21]
Control the Elements Control 4 (Oceans and Water related weather phenomena), Natural Phenomena, Gadget: Can Be Stolen (Forceful), Unique [116]
Water Blast 14d cr, Reduced 1/2D (5), Works underwater, Gadget: Can Be Stolen (Forceful), Unique [8]

ADVANTAGES [131]
Defender of the Seven Seas Reputation +3, Almost everyone, All the time [15]
Atlantean Warrior Combat Reflexes, Weapon Master (Trident) [35]
King of Atlantis Rank 8; Status 5; Charisma 1; Higher Purpose (Protect Atlantis); Wealthy and Independent Income 1 [81]

RELATIONSHIPS [19]
Mera, Tempest, Vulko and retinue Contact Groups, Skill 15-, Fairly Often 9-, Usually Reliable plus Dependent Rarely 6- [19]
Atlantis Contact Groups, Skill 15-, Rarely 6-, Usually Reliable [10]
Rogue Gallery Enemy, Rarely 6-, Medium size group [-10]

DISADVANTAGES [-42]
Code Versus Killing Pacifism; Cannot Harm Innocents [-10]
Fierce Bad Temper 12, Impulsiveness 12 [-20]
King of Atlantis Duty, Rarely 6, Sense of Duty [-12]

SKILLS [164]
King of Atlantis! (WC) 15 [48]; Atlantean Warrior! (WC) 20 [108]; Animal Handling (IQ/A) 12 [1]; Boating (DX/A) 12 [1]; Navigation (IQ/A) 14 [4]; Riding (DX/A) 13 [2]

Atlantean Warrior! Includes Fast-Draw, Judo, Karate, Net, Shield, Shortsword, Swimming, Tactics, Throwing, Trident, Wrestling and Acrobatics and Riding in combat
King of Atlantis! Includes Administration, Current Affairs, Diplomacy, Law, Leadership, Politics, Public Speaking, Savoir-Faire as well as Area Knowledge limited by area of exercise, Dancing for formal occasions and Psychology when it comes to understand motives and influence people

Atlantean -5% Aquaman must return to water after a period of time or his abilities will weaken

Last edited by DreadDomain; 05-30-2020 at 04:35 PM.
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Old 03-10-2019, 07:02 PM   #146
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by DreadDomain View Post

Aquaman V1 [1524]
CHARACTERISTICS [115]
ST 40/50 DX 13 IQ 13 HT 15
HP 40 Per 15 Will 14 FP 15
Thr Dam 8d/10d+2 BL 10/100 tons Speed 7 Move 15
His ST & HP seems low in comparison to Wonder Woman. Aquaman may lose on land, but shouldn't he be stronger than Wonder Woman when grappling underwater? Likewise, he can't soak much damage. I'd probably go 40/60 with HP 60 based on your prior characters.

Move (running?) 15 also seems a bit high, especially since jump is probably how he'll close quickly.

Quote:
Fast Swimmer 240 (2,000) Enhanced Move (Water) 4, Instantaneous Acceleration plus Enhanced Move (Water) 3, Travel Time [136]
Strong Leaper Super Jump 4 [38]
Undersea Dweller Nightvision 9, Scanning Sense (Sonar), Speak Underwater [33]
Move 240 seems excessive when you have Instant Acceleration on Enhanced Move. I'd shift most of it to Enhanced Move since he doesn't need a step 24. Perhaps Move 10 or so for swimming around leisurely and high Enhanced Move for getting from point A -> B during scene changes.

Super Jump should have a recharge/cooldown time unless you want him to be able to leap as regular move. Looks like he's have about a Move 10 that way?

Night Vision 9 is seems redundant with Sonar? I'd suggest Dark Vision with Sonar as an alternate if you really want deep sea vision.


Quote:
Forged by the Gods Thr+4 Imp damage, Fine Quality, Final Armor Divisor (2) plus Signature Gear plus Weapon Bond [21]
What is this - Signature Gear, Striker, Natural Weaponry, Innate Attack (melee)?

Quote:
Defender of the Seven Seas Reputation +3, Almost everyone, All the time [15]
Perhaps if it's a campaign taking place in Atlantis. Otherwise, he'll be regarded as a powerful monarch of a mysterious, closed nation. In the comics he has a strained relationship with the UN (environmental issues) and shows up to make threats periodically.

Diplomatic Immunity might be more fitting.

Quote:
SKILLS [164]
King of Atlantis! (WC) 15 [48]; Atlantean Warrior! (WC) 20 [108]; Animal Handling (IQ/A) 12 [1]; Boating (DX/A) 12 [1]; Navigation (IQ/A) 14 [4]; Riding (DX/A) 13 [2]
While he deserves that warrior skill, he's a pretty mediocre king (often neglectful, gets overthrown periodically, is largely ignorant of the court maneuvering going on). He barely hangs onto the job even with quite a bit of loyal support.

Quote:
Atlantean -5% Aquaman must return to water after a period of time or his abilities will weaken
[/quote]
You could bundle that with a dependency. I'd also quantify how quickly they weaken.

Last edited by naloth; 03-10-2019 at 07:05 PM.
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Old 03-11-2019, 05:53 PM   #147
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
His ST & HP seems low in comparison to Wonder Woman. Aquaman may lose on land, but shouldn't he be stronger than Wonder Woman when grappling underwater? Likewise, he can't soak much damage. I'd probably go 40/60 with HP 60 based on your prior characters.
Good call, will implement.

Quote:
Originally Posted by naloth View Post
Move (running?) 15 also seems a bit high, especially since jump is probably how he'll close quickly.

Move 240 seems excessive when you have Instant Acceleration on Enhanced Move. I'd shift most of it to Enhanced Move since he doesn't need a step 24. Perhaps Move 10 or so for swimming around leisurely and high Enhanced Move for getting from point A -> B during scene changes.

Super Jump should have a recharge/cooldown time unless you want him to be able to leap as regular move. Looks like he's have about a Move 10 that way?
Errr.. clearly I didn't think this throught and a late change I made remained half-baked (Move 240 wasn't supposed to be there anymore). On land, I was trying to balance some move for him by using a combination of running and jumping. Move 10 is probably more adequate.

Quote:
Originally Posted by naloth View Post
Night Vision 9 is seems redundant with Sonar? I'd suggest Dark Vision with Sonar as an alternate if you really want deep sea vision.
Good idea, will implement.

Quote:
Originally Posted by naloth View Post
What is this - Signature Gear, Striker, Natural Weaponry, Innate Attack (melee)?
It is built using the rules to modify weapons (similar to how you add modifiers to damage done by ST) found in Power-Ups: Enhancement.

Quote:
Originally Posted by naloth View Post
Perhaps if it's a campaign taking place in Atlantis. Otherwise, he'll be regarded as a powerful monarch of a mysterious, closed nation. In the comics he has a strained relationship with the UN (environmental issues) and shows up to make threats periodically.

Diplomatic Immunity might be more fitting.
I believe he might need both. A good reputation among the masses as a hero (althougth probably lower than Wonder Woman) and a reputation among the politicians as a difficult monarch. Will add DI.

Quote:
Originally Posted by naloth View Post
While he deserves that warrior skill, he's a pretty mediocre king (often neglectful, gets overthrown periodically, is largely ignorant of the court maneuvering going on). He barely hangs onto the job even with quite a bit of loyal support.
Hmmm... yeah, good call. I didn't think of it that way but it makes a lot of sense. Will reduce but maybe not to mediocre level. He is still supposed to be an accomplished diplomat (according to DC Wikia). 11-12 maybe?

Quote:
Originally Posted by naloth View Post
You could bundle that with a dependency. I'd also quantify how quickly they weaken.
How could I forget Dependency? I will frame his PM better.
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Old 03-11-2019, 07:05 PM   #148
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Default Re: GURPS Supers Alternatives

With comments implemented.

Aquaman V2 [1500]
CHARACTERISTICS [115]
ST 40/60 DX 13 IQ 13 HT 15
HP 60 Per 15 Will 14 FP 15
Thr Dam 8d/13d BL 10/1000 tons Speed 7 Move 10

ATTACKS -----DODGE 11-----SUPER BLOCK 11
Punch (20) 8d+2 cr (or 13d+2 cr underwater), Parry 14
Trident (21) 10d(2) imp (or 15d(2) imp underwater), Parry 14
Water Blast (20) 14d cr, Range 20, Works underwater

POWERS [1000] • all powers (Atlantean -5%)
ATLANTEAN HERITAGE
Atlantean Super-Physiognomy ST+28, Fixed ST+20 (Only in water), HP +20, DX+2, HT+4, Per+2, Move +3, Crushing Fist [526]
Atlantean Toughness Damage Resistance 18; Damage Reduction (2); Regeneration (Regular), Very Fit [163]
Amazon Noble Amphibious: Doesn’t Breathe(Oxygen Absorption); Pressure Support 3; Temperature Support 8; Vacuum Support [52]
Fast Swimmer 20 (2,000) Enhanced Move (Water) 1, Instantaneous Acceleration plus Enhanced Move (Water) 4, Travel Time [57]
Strong Leaper 160 (Move 32) Super Jump 4 [38]
Undersea Dweller Dark Vision, Scanning Sense (Sonar) (AA to Dark Vision), Speak Underwater [33]

AQUATIC COMMUNICATION
Aquatic Telepathy Telesend, Broadcast, Reliable 10, Vague [44]
Command Marine Life Allies 25%, Quite Often 12-, Group up to 100, Minions, Summonable, Aquatic only [47]
Comprehend Animals Animal Empathy, Mind Probe (Aquatic), Speak with Animals (Aquatic) [30]

EQUIPMENT [145]
TRIDENT OF NEPTUNE • all alternate abilities to Control the Elements
Forged by the Gods Thr+4 Imp damage, Fine Quality, Final Armor Divisor (2) plus Signature Gear plus Weapon Bond [21]
Control the Elements Control 4 (Oceans and Water related weather phenomena), Natural Phenomena, Gadget: Can Be Stolen (Forceful), Unique [116]
Water Blast 14d cr, Reduced 1/2D (5), Works underwater, Gadget: Can Be Stolen (Forceful), Unique [8]

ADVANTAGES [153]
Defender of the Seven Seas Reputation +2, Almost everyone except surface world politicians, All the time [7]
Atlantean Warrior Combat Reflexes, High Pain Threshold, Weapon Master (Trident) [45]
King of Atlantis Rank 8; Status 5; Diplomatic Immunity; Charisma 1; Higher Purpose (Protect Atlantis); Wealthy and Independent Income 1 [101]

RELATIONSHIPS [19]
Mera, Tempest, Vulko and retinue Contact Groups, Skill 15-, Fairly Often 9-, Usually Reliable plus Dependent Rarely 6- [19]
Atlantis Contact Groups, Skill 15-, Rarely 6-, Usually Reliable [10]
Rogue Gallery Enemy, Rarely 6-, Medium size group [-10]

DISADVANTAGES [-62]
Code Versus Killing Pacifism; Cannot Harm Innocents [-10]
Fierce Monarch Bad Temper 12, Impulsiveness 12 [-20]
Monarch at odds with the Surface world Reputation -2, Surface world politicians, All the time [-5]
King of Atlantis Duty, Rarely 6, Sense of Duty [-12]
Water Dependency Dependency (Very Common), Lose 1 HP per hour after being deprived for a day [-15]

SKILLS [130]
King of Atlantis! (WC) 12 [12]; Atlantean Warrior! (WC) 20 [108]; Animal Handling (IQ/A) 13 [2]; Boating (DX/A) 13 [2]; Navigation (IQ/A) 14 [4]; Riding (DX/A) 13 [2]

Atlantean Warrior! Includes Fast-Draw, Judo, Karate, Net, Shield, Shortsword, Swimming, Tactics, Throwing, Trident, Wrestling and Acrobatics and Riding in combat
King of Atlantis! Includes Administration, Current Affairs, Diplomacy, Law, Leadership, Politics, Public Speaking, Savoir-Faire as well as Area Knowledge limited by area of exercise, Dancing for formal occasions and Psychology when it comes to understand motives and influence people

Atlantean -5% Aquaman must return to water after a period of time or his abilities will weaken. Based on Dependency to Water (-15%), loses his power gradually (+5%), powers are restored if he is immersed in water for an hour (+5%). To make it somewhat simple, Aquaman loses 20 ST as he emerges from water (after he completes his action), after 12 hours, he loses half his abilities where it makes sense (Very Fit to Fit, DR 18 to DR 9, IT:DR (2) to IT:DR (1.5), etc…). After a full day, he has lost all his abilities and starts losing 1 HP per hour.

Last edited by DreadDomain; 05-30-2020 at 04:34 PM.
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Old 03-28-2020, 01:00 AM   #149
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Default Re: GURPS Supers Alternatives

I haven't posted in a long time and finally decided to create Batman. Keep in mind that I use KYOS.

Batman [999]
CHARACTERISTICS [450]
ST 15 DX 18 IQ 19 HT 16
HP 15 Per 19 Will 21 FP 16
Thr Dam 2d-1 BL 63 lbs Speed 8 Move 8

ATTACKS-----PARRY 16------DODGE 12
Punch (24) 2d+4 thr cr
Kick (22) 2d+6 thr cr
Batarangs (24) 2d thr cut; Range 8/15, RoF 1

ADVANTAGES [398]
Billionaire Playboy Appearance (Handsome); Corporate Rank 5; Reputation +2 (Billionaire Playboy/Philanthropist; 10 or less; Almost everyone); Status +6 includes: +3 from 'Wealth', +2 from 'Corporate Rank'; Wealth (Multimillionaire 4); Independent Income 1 [198]
The Dark Knight Combat Reflexes; DR (Trained) 1 (Tough Skin); Detective Talent 5; Fearsome Stare; Flexibility; High Pain Threshold; Less Sleep 2; Reputation +4 (World Greatest Detective and Feared Vigilante; All the time; Almost everyone); Single-Minded; Striking ST (Trained) 2; Trained By A Master; Very Fit; Very Rapid Healing [175]
WayneTech Access to Cutting-Edge Technology (Unusual Background) [5]
Well-Travelled Languages: Chinese (Broken); English (Native); French (Accented); Japanese (Native); Russian (Accented); Spanish (Accented) [20]

EQUIPMENT [62]
Batsuit Signature Gear (Tactical Suit), DR 10/5 (higher value vs Piercing and Cutting, weight 7 lbs [2]
Cloak Flight (Breakable, DR 1, SM -2, Can Be Stolen, Forcible removal, Cannot Hover, Superscience, Temporary Disadvantage, No Arms, Winged); Cloaked [9]
Batarangs Signature Gear (shurikens), thrust +1 cut, Very Fine [1]
Smoke Pellets Signature Gear (AMC AN-M83) Smoke 10 yrds, 50 sec [1]
Swingline Super Jump 3 (240ft/80yrds, Move 16) (Can be Stolen, Quick Contest of ST), Superscience; Climbing Line; Swinging [20]
Utility Belt Gizmo 4, Small technological devices carried in utility belt [14]
Batmobile Signature Gear (Sports Car); Ally (Vehicle), ST/HP 25, Hnd/SR +3/4, HT 13, Move 6/90, DR 15, Electronic Security Systems and Camouflage, Bio-Metrics Access, Advanced Computers and Criminology Gear [10]
Batcave Signature Gear (Base, Status 3), Cave, provides best equipment for TL, Electronic Security Systems and Camouflage, Bio-Metrics Access, Advanced Computers and Criminology Gear, Includes Workshops and Training room [5]

RELATIONSHIPS [-2]
Alfred Pennyworth Dependent and Ally; (25% of total, Frequency; Ally 15 or less, Dependent 6 or less) [-3]
Commissioner James Gordon Dependent and Ally (25% of total, Frequency; Ally 9 or less, Dependent 6 or less) [-5]
Lucius Fox Inventor Friend, Dependent and Ally (25% of total, Frequency; Ally 9 or less, Dependent 6 or less) [5]
The Bat Family Dependent and Ally (50% of total, Frequency; Ally 9 or less, Dependent 6 or less) [-1]
Oracle Contact (Skill 21; Completely Reliable; Frequency 9 or less) [12]
Rogue Gallery Enemy: (Small group, As Pow, Hunter, Freq 6 or less) [-10]

DISADVANTAGES [-80]
Bruce Wayne Secret Identity (Imprisonment, Status 3+) [-30]
Obsessed Intolerance (Criminals, Group); Obsession: Fight Crime (Long-Term, 9 or less); Pacifism (Cannot Kill); Sense of Duty (Gotham City); Vow (Never Use Firearms) [-50]

SKILLS [171]
Applied Scientist! (IQ/WC) 18 [12]; CEO Figurehead! (IQ/WC) 16 [3] ; Expert Detective! (IQ/WC) 24 [24]; Field Engineer! (IQ/WC) 18 [12]; Martial Artist! (DX/WC) 24 [96]; Master Ninja! (DX/WC) 18 [24]; Teaching (IQ/A) 14 [0]

Applied Scientist! Includes Biology, Chemistry, Computer Hacking, Computer Operation, Computer Programming, Current Affairs (Science & Tech), Electronics Operation and Repair (Security and Surveillance), Explosives (Demolition), First Aid, Mathematics (Applied), Physiology and Physics
CEO Figurehead! Includes Acting, Administration, Current Affairs (Business), Diplomacy, Finance, Public Speaking, Savoir-Faire (High Society) and similar business-like skills
Expert Detective! Includes Area Knowledge (Gotham City), Area Knowledge (World), Criminology, Cryptography, Current Affairs (Crimes), Detect Lies, Forensics, Interrogation, Law (local), Observation, Psychology, Research, Search and Streetwise. Includes +5 for Detective Talent
Field Engineer! Includes Armoury (Body Armor), Armoury (Melee Weapons), Boating (Motorboat), Driving (Automobile), Driving (Motorcycle), Engineer (Electronics), Engineer (Materials), Machinist, Mechanic (Aircraft), Mechanic (Automobile), Parachuting, Piloting (Glider), Piloting (Helicopter), Piloting (High-Perform Airplane), Scuba and Skiing
Martial Artist! Includes Blind Fighting, Breaking Blow, Broadsword. Fast-Draw (Batarangs), at +1 from Combat Reflexes, Intimidation at +3, Judo, Karate, Power Blow, Pressure Points, Tactics, Thrown Weapon (Shuriken), Two-Handed Sword and similar martial skills.
Master Ninja! Includes physical feats like Acrobatics, Body Control, Breath Control, Climbing and Escape both at +3 from Flexibility, Forced Entry, Jumping, Lockpicking, Running, Sleight of Hand, Stealth, Swimming and Throwing, Mental skills at +1, Disguise, Holdout, Invisibility Art, Shadowing, Speed-Reading and Tracking and Willpower feats at +3, Autohypnosis, Meditation and Mental Strength


---------------------------------
NOTES
I was aiming at around 1000 points. Obviously will round him up once finished

Skills
I used Skill level meanings as per How to be a GURPS GM p.12. I could perhaps lower his Martial Arts skill to 23.
Batman being ultra-competent, I used Wildcard Skills heavily. Skills was one aspect of the character that intimidated me and kept me from creating him until now. Wildcards made it super easy as I only focused on themes and was generous in what they included. When I started writing the Justice League, I didn’t want to use Wildcards, not I wouldn’t want to create characters without them.

Attributes
For ST, KYOS is being used. I am still of two minds if this is the right thing to do if only because you need to rethink and rescale damage, DR, HP, range you jump and throw and so on. Maybe a simplified Super ST power is required instead? In this case, I would need to boost his ST to 17-18
Keeping to the spirit of KYOS, was originally trying to keep Attributes in the 10 to 16 range. While it is beneficial for HT, the skill levels necessary to represent Batman, pushed up the values of both DX and IQ. They are now more in line with the ranges in How to be a GURPS GM p.12.

Advantages
It was quite fun and easy to come up with Bruce’s advantages and it is only after the fact that I realized both wealth and Status would make my life easier to buy his bat-gear and batcave.
For Batman, I considered buying Terror but, in the end, I settled on only Intimidation, which he has at 27 (+4 for his reputation), and Fearsome Stare.

Equipment
This is another aspect that I thought would be difficult to develop (so many gadgets). I used Supers chapter 4. I found the chapter bot useful and too vague at time.
I have added Inventor Friend to Lucius Fox and Access to Cutting-Edge Technology based on WayneTech (both Supers p.75) more as a justification for whatever gadget he might have. For the gear, I have used a combination of Signature Gear based of gear in Basic Set, High Tech and Martial Arts.
Batarangs and Smoke Pellets are example of using Signature gear based on real gear costing 1 points per $10,000.
Cloak and Swingline were developed as powers. For Cloak I used a limited flight power as seen in Supers.
I based the Batsuit on the Tactical Suit found in Basic Set p. 285. As per Inventor Friend, to develop the suit at one TL higher, it costs 450% ($13,500) plus, justified by Access to Cutting-Edge Technology, I assumed the suit was only half the weight but also provided half the protection. I did not add any cost for the trade-off. The suit gives DR 10/5 and these values remain the same using KYOS.
I used Gizmos for the Utility Belt. With “small items carried in a utility belt -10%” and “Technological Devices Only, -20%”, I can squeeze 4 gizmos for 14 points.
As per Supers, I created the Batmobile as an ally. I based the car on the sports car found in Basic Set and paid the Signature Gear fee (9 points) and then improved the car using “character points” and paid for it as an Ally (only 1 point as I spent less than 25% of Bats character points).
Again, using Supers, I realized his Status was high enough to pay for the cave as a perk, but I decided to add a few more perks to add extra features. All in all, I thought this part of the rules in Supers were not very well explained or perhaps they were left vague on purpose.
What I did not add, but maybe should had, is a Gadget Pool. By the way, I am sure I have seen a write-up for a Gadget book in one of the supplement but could not find it. Anyone knows where it is?
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Old 03-28-2020, 04:25 AM   #150
Phantasm
 
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Default Re: GURPS Supers Alternatives

Two advantages I'd permit Batman to have are Gizmos and Foresight.

Gizmos is always having the right small gadget on hand for the situation, a staple of the Bat-stories I watched/read as a kid. It fits stuff that could be in his utility belt he's carrying for this particular caper. Note that Batman generally knows who he's investigating before even hitting the streets (unless it's someone entirely new on the scene), so he'd have an item or two for dealing with either the person or helping save bystanders (a micro-laser torch for melting Mr. Freeze's ice, f'rex). This could tie in with Lucius Fox providing him with the Gizmos.

Foresight (from Pyramid #3/53) is "I planned for that". Batman is a master planner. Foresight lets a player who not as thoughtful a planner play a thoughtful planner by letting stuff happen retroactively a few times per session.

If we take each 28 to 32 page comic or hour-long television episode as a "session". Bats could have one full-on Foresight and one aspected Foresight and up to two Gizmos on his sheet without a problem. (I may go three, personally, but IME the third Gizmo rarely gets used in online play; not sure about face-to-face as it's been a while.)
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