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Old 07-27-2020, 11:02 AM   #1
AlexanderHowl
 
Join Date: Feb 2016
Default Superhero Compendium [Powers/Supers]

I just wanted to start a superhero compendium for people to share their favorite superhero characters from their campaigns, their settings, or their favorite work of fiction. I would ask that people classify the characters that they share by type (realistic, cinematic, or superhuman), origin (film, graphic novel, literary novel, tabletop RPG, TV, video games, etc.), and role (brick, kinetic, sifu, etc.). In addition, we will assume for the sake of argument that all characters (realistic, cinematic, and superhuman) benefit from the rules for Combination Attacks, Godlike Extra Effort, Temporary Enhancements, and Using Abilities at a Default unless otherwise specified when applicable (allowing characters to be designed without pricing their rarer powers).

Realistic characters are defined as characters with realistic capabilities. Their attribute maximums are '20' for ST and '14' for DX, IQ, and HT unless they benefit from specific Special Exercises perks. Their secondary characteristics maximums follow the rules from Basic except when they benefit from specific Special Exercises perks. They lack cinematic, exotic, and superhuman advantages except when they benefit from specific Unusual Training perks, they do not have power talents, they do not have magical or powered skills or techniques, and they do not have cinematic or Wildcard skills or techniques except when they benefit from specific Unusual Training perks. Even when they benefit from Special Exercises and/or Unusual Training perks, they are limited to a maximum of one level of the each specific type perk (in the case of Unusual Training perks that allow cinematic skills, they are limited to a maximum level of (Attribute) plus (Talent)). Realistic characters generally do not exceed 400 CP.

Cinematic characters are defined as characters with cinematic capabilities. heir attribute maximums are '25' for ST and '20' for DX, IQ, and HT unless they benefit from specific Special Exercises perks. Their secondary characteristics maximums follow the rules from Basic except when they benefit from specific Special Exercises perks. They may take cinematic advantages, cinematic skills, cinematic techniques, and Wildcard skills without limitation. They lack exotic and superhuman advantages except when they benefit from specific Unusual Training perks, they do not have power talents, they do not have magical or powered skills or techniques, and they do not have cinematic or Wildcard skills or techniques except when they benefit from specific Unusual Training perks. Even when they benefit from Special Exercises and/or Unusual Training perks, they are limited to a maximum of five levels of the each specific type perk. Cinematic characters generally do not exceed 1,600 CP.

Superhuman characters do not have any limitation except for the imagination of their creators and the restrictions of the campaign and/or setting. In general though, superhuman characters tend to be built around limiting narrative themes and limiting power talents. Superhuman characters generally do not exceed 6,400 CP.

Here is my contribution, my interpretation of the Hulk, who is a superhuman character from Marvel Comics whose role is that of a force of nature:

Bruce Banner/The Hulk [3,200]

After Bruce Banner was exposed to the strange radiation of the gamma bomb, he started to manifest the personality of the Hulk to contain his extraordinary powers. While a potent character, this is an earlier version of the Hulk, with more modest abilities, one that is capable of dealing with C-level threats rather than the M-level threats of the later versions of the Hull. Even if he does face a M-scale threat though, he will keep coming back, no matter what, until he has dealt with the threat.

While the Hulk is capable of running away from most threats, his jumping speed can reach a mile a second, he rarely bothers to flee from a fight because he is capable of dealing with most threats head on. Under normal circumstances, the Hulk will actually try to avoid collateral damage, as he really has no intention of killing anyone because of the unconscious influence of the Banner personality, though he does find massed fire annoying. When faced with annoyances, he will usually shove them out of the way, with the force of the shove being proportional to the level of annoyance that he feels. When he is pushed to the limit though, he is capable of punching hard enough to rupture the forward armor of main battle tanks and is more than strong enough to toss a destroyer a few miles.

While Banner technically possesses near superhuman physical capabilities, he refuses to acknowledge them, as he feels that they are symptoms of the Hulk emerging. While the Hulk technically possesses near superhuman mental capabilities, he refuses to acknowledge his near superhuman intelligence, as he feels that it is is a symptom of Banner returning. In either form, they are unkillable, can regenerate phenomenal amounts of damage every turn (2 HP/turn for Banner and 4 HP/turn for the Hulk), and can tolerate and heal phenomenal amounts of radiation (Banner 'heals' 20 rads per second while the Hulk 'heals' 40 rads per second).

Attributes: ST 20 [100]; DX 20 [200]; IQ 20 [200]; HT 20 [100]

Secondary Characteristics: Damage 2d-1/3d+2; BL 80 lbs.; HP 20 [0]; Will 20 [0]; Per 20 [0]; FP 20 [0]; Basic Speed 12.00 [40]; Basic Move 15 [15]

Advantages: Animal Empathy [5]; Combat Reflexes [15]; Gadgeteer [25]; Language (Austro-Bavarian: A/A) [4]; Language (Russian; A/A) [4]; Luck [15]; Photographic Memory [10]; Versatile [5]

Perks: Burrower [1]; “Costume” (Purple Shorts) [1]; Deep Sleeper [1]; Improved Weapons (Brawling) [1]; “Masked” (Unrecognizable as Banner when Hulk or Hulk when Banner) [1]; No Degeneration in Zero-G [1]

Power: Bruce Banner/The Hulk possesses 2,416 CP worth of Talents and abilities from the Cosmic power:

Cosmic (Cosmic; Talent 4 [60])
-Breath-Holding 8 (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [18]
-DR 95 (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%; Tough Skin, -40%) [200]
-Growth 1 (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%; Reflexive, +40%) [15]
-High Pain Threshold (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [11]
-Immunity (Cold; Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [33]
-Immunity (Heat; Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [33]
-Immunity (Mind Control; Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [33]
-Immunity (Radiation; Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [17]
-Immunity (Sickness; Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [17]
-Injury Tolerance (/1,000; Accessibility, Only by Hulk Personality, -40%; Cosmic, Round damage down,+50%) [495]
-Mind Shield 5 (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [22]
-Night Vision 9 (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [10]
-Pressure Support 3 (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [17]
-Recovery (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [11]
-Regeneration (Very Fast; Cosmic, +50%; Heals Radiation, +40%) [190]
-Regrowth (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [44]
-ST +22/+10,000 (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%; Reduced FP Cost 1, +20%; SM+1, -10%; Super-ST, +300%) [924]
-Super Jump 10 (2,275 yards (High Jump)/9,216 yards (Broad Jump); Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [110]
-Unkillable 2 (Cosmic, +50%) [150]
-Vacuum Support (Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [6]

Common Disadvantages: Enemy (US Army; Hunter; 6-) [-20]; Split Personality (12-) [-15]; Social Stigma (Criminal) [-5]; Social Stigma (Monster) [-15]; Weirdness Magnet [-15]
-Banner Personality Disadvantages: Charitable (12-) [-15]; Obsession (Finding the Cure to the Hulk) [-10]; Pacifism (Cannot Kill) [-15]
-Hulk Personality Disadvantages: Easy to Read [-10]; Hidebound [-5]; Incurious [-5]; Oblivious [-5]; Paranoia [-10]; Stubbornness [-5]

Common Quirks: Blackouts (Split Personality) [-1]
-Banner Personality Quirks: Avoids alcohol and recreational drug (Banner must check for transition to Hulk personality when he consumes alcohol or recreational drugs) [-1]; Congenial [-1]; Intellectual (Banner refuses to acknowledge his near superhuman physical capabilities and, when he is forced to depend on them, he must check for the transition to the Hulk personality) [-1]; Quick-Tempered (Banner possesses a quick temper and must check for transition to the Hulk personality when attacked or injured) [-1]
-Hulk Personality Quirks: Distinctive Feature (Green Skin) [-1]; Instinctive (Hulk refuses to use his near superhuman intelligence, though he does uses his near superhuman perception and near superhuman willpower, and must check for a transition to the Banner personality when forced to make an IQ roll or IQ-based skill roll) [-1]; Restrained (Hulk uses just enough strength to disable the people who annoy him, preferring to shove rather than to punch) [-1]; Uncongenial [-1]

Wildcard Skills: Encyclopedist! (WC) IQ [24]-20; Medicine! (WC) IQ [24]-20; Science! (WC) IQ+4 [72]-24

Skills: Brawling (E) DX+2 [4]-22; Climbing (A) DX [2]-20; Jumping (E) DX [1]-20; Intimidation (A) Will [2]-20; Observation (A) Per [2]-20; Stealth (A) DX [2]-20; Sumo Wrestling (A) DX+2 [8]-22; Survival (Desert) (A) Per [2]-20; Throwing (A) DX [2]-20.

Notes: After HP 10, Banner's HP is Massless (+0%). After HP 20, the Hulk's HP is Massless (+0%). The Hulk Personality will automatically, immediately, and reflexively use its Growth to increase size when it manifests. During combat, the Hulk will use a one-handed shove rather than punching unless he is really annoyed.

Last edited by AlexanderHowl; 07-27-2020 at 01:58 PM.
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Old 07-27-2020, 11:15 AM   #2
naloth
 
Join Date: Sep 2004
Default Re: Superhero Compendium [Powers/Supers]

I'm not sure what depiction of the Hulk this is intended to be.

Cosmic seems like a very odd choice for a PM.

-40% is absurdly high for a personality change he can seemingly trigger.

Attributes of 20 across the board for Banner and the Hulk? Perhaps HT. IQ 20 for Banner seems generous since his Talents have always been confined to scientific or technological pursuits. DX 20 is ridiculous especially when you consider what default skills that would give both Banner and the Hulk.
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Old 07-27-2020, 11:21 AM   #3
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Superhero Compendium [Powers/Supers]

Cosmic is chosen as a PM because Hulk regularly stands up to and defeats cosmic entities, so he needs to avoid having them easily counter his abilities. A -40% is standard for abilities that only manifest in one side of a split personality (Basic, p. 110). As for the attributes, Banner is regularly considered the fourth most intelligent human on Earth, and each personality limits their expression of the attributes according to their quirks. In Banner's case, he will not manifest exceptional physical abilities without potentially triggering the emergence of the Hulk while the Hulk will not manifest exceptional intelligence without potentially triggering the reversion to Banner.
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Old 07-27-2020, 11:33 AM   #4
naloth
 
Join Date: Sep 2004
Default Re: Superhero Compendium [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
Cosmic is chosen as a PM because Hulk regularly stands up to and defeats cosmic entities, so he needs to avoid having them easily counter his abilities.
You could say the same about Spidey or most of the Avengers. Rick essentially ended the Kree-Skrull war without any powers. Besides, this also ignores that his abilities have been negated by quite a few non-Cosmic entities.

Quote:
A -40% is standard for abilities that only manifest in one side of a split personality (Basic, p. 110).
Yes, for a situation where you can lose access to your abilities under stress. As purchased this character would be as likely (or more) likely to revert to "human" form under stress as turn into the Hulk.

Quote:
As for the attributes, Banner is regularly considered the fourth most intelligent human on Earth, and each personality limits their expression of the attributes according to their quirks. In Banner's case, he will not manifest exceptional physical abilities without potentially triggering the emergence of the Hulk while the Hulk will not manifest exceptional intelligence without potentially triggering the reversion to Banner.
I missed where the Hulk and Banner are also world class gymnasts, sharpshooters, and anything else they bother to attempt.
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Old 07-27-2020, 11:44 AM   #5
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Superhero Compendium [Powers/Supers]

Hulk regularly punches out speedsters before they can react, and can grab Spiderman in mid-jump, so the above is a conservative version of Hulk's accuracy and reflexes (please note the quirks for how each personality uses their attributes). The quirks do not prevent the Split Personality for operating normally, they just add to the range of circumstances in which the disadvantage activates. In addition, stressful circumstances for the Hulk are much different than for Banner, as this version of the Hulk will not take damage from 5" cannons, so something has to trigger the disadvantage for it to be meaningful.
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Old 07-27-2020, 12:12 PM   #6
naloth
 
Join Date: Sep 2004
Default Re: Superhero Compendium [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
Hulk regularly punches out speedsters before they can react, and can grab Spiderman in mid-jump so the above is a conservative version of Hulk's accuracy and reflexes (please note the quirks for how each personality uses their attributes).
You're cherry picking and ignoring all the feats the Hulk has failed do to over the years. Absurdly high DX doesn't make sense where you have just a good skill or a few lucky rolls.

Banner shouldn't be exceeding the values costumed gymnasts would get.

Quote:
The quirks do not prevent the Split Personality for operating normally, they just add to the range of circumstances in which the disadvantage activates. In addition, stressful circumstances for the Hulk are much different than for Banner, as this version of the Hulk will not take damage from 5" cannons, so something has to trigger the disadvantage for it to be meaningful.
I suggest you read up on Split Personality. As written, he'll switch into the Hulk for at least 1 hour, stay the Hulk until he experiences stress again, then revert to Banner. Split personality has no regard for which personality would be better suited to an encounter.

BTW, this version is also incredibly vulnerable high level Afflictions and IA with Side Effect, since he has zero DR. For example: IA: 4d pi (Side Effect: Unconsciousness +250%; Permanent: Until true love's kiss +150%) [100]. If hit makes an HT-14 (on avg) roll or become Sleeping Beauty.
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Old 07-27-2020, 12:50 PM   #7
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Superhero Compendium [Powers/Supers]

The attack is illegal as you cannot have an Innate Attack with Side Effect and Permanent Duration. "In order to add Extended Duration to an attack, the attack must either have Aura, Persistent, or Wall, or specifically allow this enhancement" (Basic, p. 105), which Innate Attack does not specifically allow. In addition, the Hulk possess Recovery with Cosmic (+50%), so only Afflictions with Cosmic (Lingering Effect, +100%), Extended Duration (Permanent, +150%/300%), and Unconsciousness (+200%) could prevent him from regaining consciousness, and they are a threat to anyone. In order to reliably overcome his HT, they would need a minimum of Affliction 11, which would give them a cost of 605 CP before other modifiers.

Now, you could have a character with a sleep gun with Small Piercing Attack 4d (No Blunt Trauma, -20%; No Wounding, -50%; Side Effect, Unconsciousness, +250%) [34]. Since it would deal an average of 14 points of damage, the Hulk would need to make a HT-7 roll to avoid being effected, meaning that he would fail on a 14+ (assuming that you can hit him with his Dodge 16). Even if he failed though, he would only be unconscious for one second, as 20-HT results in a minimum of one minute, which is reduced to one second by his Recovery.

Anyway, the purpose of this thread is not necessarily to comment on my interpretations but for everyone to share their own versions of their favored superhero characters. Please feel free to share your characters.

Last edited by AlexanderHowl; 07-27-2020 at 12:58 PM.
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Old 07-27-2020, 01:09 PM   #8
naloth
 
Join Date: Sep 2004
Default Re: Superhero Compendium [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
The attack is illegal as you cannot have an Innate Attack with Side Effect and Permanent Duration. "In order to add Extended Duration to an attack, the attack must either have Aura, Persistent, or Wall, or specifically allow this enhancement" (Basic, p. 105), which Innate Attack does not specifically allow.
Ok, add Persistent. It doesn't increase the cost that much. I'd argue it falls under the "specifically allows" since extending Affliction effects is already canon.

Quote:
In addition, the Hulk possess Recovery with Cosmic (+50%), so only Afflictions with Cosmic (Lingering Effect, +100%), Extended Duration (Permanent, +150%/300%), and Unconsciousness (+200%) could prevent him from regaining consciousness, and they are a threat to anyone.
Cosmic doesn't give you any special resistance to duration. In other words if he can sleep or be knocked out, how long the duration is doesn't matter.

Quote:
In order to reliably overcome his HT, they would need a minimum of Affliction 11, which would give them a cost of 605 CP before other modifiers.
Affliction 18 (Stun) is 180 points, which is a HT-18 roll to be affected. This Hulk can try to recover by rolling against HT-18 each turn, presumably being stunned until he gets a critical success.
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Old 07-27-2020, 01:35 PM   #9
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Superhero Compendium [Powers/Supers]

Extended Duration only effects how long an attack with Persistent (+40%) continues to attack an area, no the duration of Side Effect, so you would need Area Effect (+50%) as well. Since an area cannot benefit from true love, the Permanent Duration would need to be +300% and would negatively effect anyone who came into the area. Hulk would only need to succeed on one of his resistant long enough to wake up and stumble out of the area, which is not unlikely. Affliction specifically allows for Extended Duration while Innate Attack does not (Side Effect only has effects similar to the effects of Afflictions, it is not an Affliction attached to an Innate Attack, that would use the Follow-up modifier).

Since Cosmic allows powers to specifically ignores opposing powers, so you would need a Cosmic attack to be able to increase the duration of unconsciousness against a character with Recovery (Cosmic). Basically, the Affliction would knock out the Hulk, the Extended Duration modifier would then take effect, and then Recovery (Cosmic) would trump the Extended Duration modifier in relation to Unconsciousness and then divide time unconscious by 60. Of course, The Hulk could be given Immunity (Unconsciousness; Accessibility, Only by Hulk Personality, -40%; Cosmic, +50%) [17] for 6 extra CP, but that would not accurately reflect the comics, which is why I gave him Recovery instead of Immunity.

Affliction 18 (Stunning) would be HT-17 for 180 CP, but the attacker would have to stun Hulk every turn, which would be difficult even while he is stunned with his base Dodge 16 (12 after Stunning). In order to have a permanent effect for the area where the Hulk is standing, you would need to have Affliction 18 (HT-17; Stunning; Area Effect, 2 yards, +50%; Extended Duration, Permanent, +300%; Persistent, +40%) [882]. Eventually, he will roll a '3' and will get out of the area, though it may delay him for a few minutes.

It is a valid point about no DR though, so I updated the sheet to include DR. With DR 95, he would be immune to the vast majority of Afflictions that do not depend on poison (or penetration modifiers), which is acceptable from an interpretation of the comics. In order for the above Affliction to have a chance to impact him, it would need penetration modifier of some sort (probably Malediction or Sense-Based, since he would still resist on a '12' with Armor Divisor (/10)).

Last edited by AlexanderHowl; 07-27-2020 at 02:03 PM.
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Old 07-27-2020, 02:05 PM   #10
naloth
 
Join Date: Sep 2004
Default Re: Superhero Compendium [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
Affliction specifically allows for Extended Duration while Innate Attack does not (Side Effect only has effects similar to the effects of Afflictions, it is not an Affliction attached to an Innate Attack, that would use the Follow-up modifier).
Affliction doesn't mention it, but it's allowed per canon. Furthermore, the duration for the effect is mentioned under the same enhancement that you're using for Side Effect (completely as written).

Quote:
Since Cosmic allows powers to specifically ignores opposing powers, so you would need a Cosmic attack to be able to increase the duration of unconsciousness against a character with Recovery (Cosmic).
It's not a immunity, and it's just as valid to use any number of other effects that he doesn't have a cosmic resistance to. Sleep, for example, isn't reduced by Recovery (you still need the same amount of sleep per day), nor is Daze, Ecstasy, or Paralysis. I picked one of the more expensive ones just to make the math easier. For that matter, he's not immune to a Heart Attack, either, though I don't know how long it would take Unkillable 2 to recover from that offhand.

Quote:
Affliction 18 (Stunning) would be HT-17 for 180 CP, but the attacker would have to stun Hulk every turn, which would be difficult even while he is stunned with his base Dodge 16 (12 after Stunning). In order to have a permanent effect for the area where the Hulk is standing, you would need to have Affliction 18 (HT-17; Stunning; Area Effect, 2 yards, +50%; Extended Duration, Permanent, +300%; Persistent, +40%) [882]. Eventually, he will roll a '3' and will get out of the area, though it may delay him for a few minutes.
Lol, you've countered one possible attack by showing the degree of silliness in other portions of the build. Why on earth would the Hulk have a dodge 16? The Hulk is not known for dodging between raindrops or machine gun fire. He's known for being the brute that shrugs it off, gets angry, and returns it with interest.

How about Bind 60 (Unbreakable)? Looks like you have a ST 42 for grappling purposes.

For what it's worth, we can move onto other things. I just don't see it as an accurate representation of any version of the Hulk I've ever seen or read about.

Last edited by naloth; 07-27-2020 at 02:14 PM.
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