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

Reply
 
Thread Tools Display Modes
Old 03-01-2019, 11:52 PM   #141
DreadDomain
 
DreadDomain's Avatar
 
Join Date: Aug 2004
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.
DreadDomain is offline   Reply With Quote
Old 03-02-2019, 01:40 AM   #142
NineDaysDead
 
NineDaysDead's Avatar
 
Join Date: Aug 2004
Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by DreadDomain View Post
ATTACKS DODGE 14 SUPER BLOCK 11
The Flash only has Dodge 14?!?!?
__________________
Ebaying:
NineDaysDead is offline   Reply With Quote
Old 03-02-2019, 02:44 AM   #143
DreadDomain
 
DreadDomain's Avatar
 
Join Date: Aug 2004
Default Re: GURPS Supers Alternatives

Quote:
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.
DreadDomain is offline   Reply With Quote
Old 03-02-2019, 06:32 AM   #144
DreadDomain
 
DreadDomain's Avatar
 
Join Date: Aug 2004
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.
I still have 3 points left.

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; 03-10-2019 at 05:03 AM.
DreadDomain is offline   Reply With Quote
Old 03-10-2019, 05:02 AM   #145
DreadDomain
 
DreadDomain's Avatar
 
Join Date: Aug 2004
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] SUPERCEDED
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; 03-11-2019 at 07:06 PM.
DreadDomain is offline   Reply With Quote
Old 03-10-2019, 07:02 PM   #146
naloth
 
Join Date: Sep 2004
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.
naloth is online now   Reply With Quote
Old 03-11-2019, 05:53 PM   #147
DreadDomain
 
DreadDomain's Avatar
 
Join Date: Aug 2004
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.
DreadDomain is offline   Reply With Quote
Old 03-11-2019, 07:05 PM   #148
DreadDomain
 
DreadDomain's Avatar
 
Join Date: Aug 2004
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 emerged from water (after he completes his action), after 12 hours, he loses half his abilities when 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; 03-12-2019 at 02:02 PM.
DreadDomain is offline   Reply With Quote
Reply

Tags
supers

Thread Tools
Display Modes

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 09:28 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2019, vBulletin Solutions, Inc.