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Old 09-14-2017, 06:55 PM   #1
Drakyrias
 
Join Date: Aug 2017
Default Gurps Supers Case Study: Batman

Some back story: I am running a homebrew cross over earth supers game mixing elements of Marvel and DC universes set primarily in Gotham circa 1997. For purposes of my game this is early in Batman's career (Year 1 or similar).

For a frame of reference however I did want to stat Bruce Wayne/Batman. Obviously wealth is essential, and Batman is a gadgeteer, but what is the division between equipment (including high tech level equipment) and a gaget based power?

My first query is Grapnels. Does it count as a super jump or just equipment?
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Old 09-14-2017, 07:01 PM   #2
whswhs
 
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Default Re: Gurps Supers Case Study: Batman

Climbing Line is an Accessory perk, for characters who have the ability to produce a line as part of their body. Otherwise it's equipment. In either case, if you can boost the relevant skills to 16, you can take the Swinging perk, which is the prototype of No Nuisance Rolls. All this is in GURPS Supers.

There are also detailed rules for swinging on p. 84 of GURPS. (I was hardly going to leave it out; too many characters do it, from Tarzan to Batman to Spider-man.)
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Old 09-14-2017, 07:10 PM   #3
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Default Re: Gurps Supers Case Study: Batman

There's a lot that Batman uses that's just equipment. He's essentially maxxed out his Gizmos advantage, which gives him all those nifty toys when he needs them. I'd probably include his grapnels as one of those devices in his utility belt.

There was one build for Bats that gave him his utility belt as a kind of Modular Ability build. Personally, since he's Batman, I'd just buy it as a Signature Gear (Consumable), letting him restore it every time he visits the Batcave.

From the social side of things, I'd give him the following:
  • Multimillionaire 4 (rivals are Lex Luthor and Steve Dayton in the DC end of things, probably Tony Stark in the Marvel side of things, and Bill Gates IRL)
  • Merchant Rank 7-ish for being CEO of Wayne Enterprises/Industries/Technologies (or whatever name you give it in Earth-Crossover); I could see Merchant Rank 8 or 9 if WayneTech is a multinational corporation.
  • Status 2 naturally from being a Wayne (which is like being a Kennedy IRL).
  • Contact: Detective/Sergeant/Lieutenant/Captain/Commissioner Gordon (Police Skills-18). Gordon's own rank in the GCPD is dependent on the GM's call for where he is at this point in his own career. Not yet a full-fledged Ally in Year One.
Note that Multimillionaire and Merchant Rank give bonuses to Status; technically speaking, Bruce is Status 6+.


This help?
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Old 09-14-2017, 07:27 PM   #4
sir_pudding
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Default Re: Gurps Supers Case Study: Batman

There are of course multiple ways to do nearly anything in GURPS. Personally I would use Wildcard skills and especially Wildcard points with Bats along with Luck, Serendipity and Gizmos. Batman is almost the quintessential Detective! and Ninja!.
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Old 09-14-2017, 07:37 PM   #5
Drakyrias
 
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Default Re: Gurps Supers Case Study: Batman

Quote:
Originally Posted by Phantasm View Post
There's a lot that Batman uses that's just equipment. He's essentially maxxed out his Gizmos advantage, which gives him all those nifty toys when he needs them. I'd probably include his grapnels as one of those devices in his utility belt.

There was one build for Bats that gave him his utility belt as a kind of Modular Ability build. Personally, since he's Batman, I'd just buy it as a Signature Gear (Consumable), letting him restore it every time he visits the Batcave.

From the social side of things, I'd give him the following:
  • Multimillionaire 4 (rivals are Lex Luthor and Steve Dayton in the DC end of things, probably Tony Stark in the Marvel side of things, and Bill Gates IRL)
  • Merchant Rank 7-ish for being CEO of Wayne Enterprises/Industries/Technologies (or whatever name you give it in Earth-Crossover); I could see Merchant Rank 8 or 9 if WayneTech is a multinational corporation.
  • Status 2 naturally from being a Wayne (which is like being a Kennedy IRL).
  • Contact: Detective/Sergeant/Lieutenant/Captain/Commissioner Gordon (Police Skills-18). Gordon's own rank in the GCPD is dependent on the GM's call for where he is at this point in his own career. Not yet a full-fledged Ally in Year One.
Note that Multimillionaire and Merchant Rank give bonuses to Status; technically speaking, Bruce is Status 6+.


This help?
Some. I gave him Status 3 for Wayne, and Favored son of Gotham (the famous Wayne boy), which thanks to the wealth and multimillionare gives him a total status of 6.
And Multi-Millionare 3 Since it placed his personal starting worth at just over 1billion.
Allies: Alfred, Luscious
Patron: Wayne Enterprises
Handsome
(Using Classic rules)

For advantages: Ambidexterity, Combat Reflexes, Rapid Healing, Extra Fatigue +5, Hard to Kill +3, Perfect Balance, Higher Tech Level (Weapons and Armor)+1, Full Coordination 1, Trained by a Master.

Disadvantages: Bad Temper, Code of Honor (Cannot Kill (I can go real Frank Miller Dark Knight as the game ages)), Fanatic/Meglomaniac- Rid Gotham of Crime, Stubborness, Secret ID: Batman

The only 'power' I am sure of is Flight: Gliding only, Gadget (cape)

As I introduce different villains as back story events his stats would improve.

Last edited by Drakyrias; 09-14-2017 at 07:40 PM.
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Old 09-14-2017, 08:06 PM   #6
Drakyrias
 
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Default Re: Gurps Supers Case Study: Batman

Quote:
Originally Posted by whswhs View Post
Climbing Line is an Accessory perk, for characters who have the ability to produce a line as part of their body. Otherwise it's equipment. In either case, if you can boost the relevant skills to 16, you can take the Swinging perk, which is the prototype of No Nuisance Rolls. All this is in GURPS Supers.

There are also detailed rules for swinging on p. 84 of GURPS. (I was hardly going to leave it out; too many characters do it, from Tarzan to Batman to Spider-man.)
Pg 84 of what? I've now checked 3rd edition, 4th, 2nd edition Supers, and 4e Powers.
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Old 09-14-2017, 08:10 PM   #7
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Default Re: Gurps Supers Case Study: Batman

Quote:
Originally Posted by Drakyrias View Post
Pg 84 of what? I've now checked 3rd edition, 4th, 2nd edition Supers, and 4e Powers.
4e Supers; big Swinging Sidebar.
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Old 09-14-2017, 08:27 PM   #8
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Default Re: Gurps Supers Case Study: Batman

Thanks have it now
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Old 09-14-2017, 08:37 PM   #9
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Default Re: Gurps Supers Case Study: Batman

Quote:
Originally Posted by Drakyrias View Post
Pg 84 of what? I've now checked 3rd edition, 4th, 2nd edition Supers, and 4e Powers.
Sorry! GURPS Supers, the version that I wrote for GURPS 4/e
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Old 09-14-2017, 09:01 PM   #10
Drakyrias
 
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Default Re: Gurps Supers Case Study: Batman

So side question: Since I primarily use 3rd edition material- How backwards compatible are Perks? I've checked the update material and 3rd to 4th seems pretty compatible, but I've noticed some issues that make direct crossover occasionally problematic.
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