Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-10-2019, 02:41 PM   #12
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
Thank you. One of the issues with low powered supers is that they really cannot afford a 100 CP ability, not unless they are a one trick pony. Then again, you can do a lot with 50 CP and them a few AAs. For example, you could potentially have a character with Crushing Attack 10d (Double Blunt Trauma, +20%; Double Knockback, +20%; Melee Attack, Reach C-1, Dual Weapon, -10%; No Signature, +20%; No Wounding, -50%) [50]. From there, you could build a number of more dangerous or longest distance alternative attacks.
I personally don't see that specific attack as being especially useful, but I agree in principle. 50 points is actually a pretty good target. For the gravity super I posted in my own thread, I used a maximally limited TK 50 (Visible, -20%, Repulsion, -60%, Increased Range, +20%, power mods, -20%) [50]. I was able to use AAs to get the opposite TK (a bit weird that you can get Attraction and Repulsion cheaper than Attraction/Repulsion, but I don't see any rule against it), Crushing Attack 3d with Ignores DR, and Binding 30.
awesomenessofme1 is offline   Reply With Quote
 

Tags
supers


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:16 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.