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Old 01-08-2019, 11:16 PM   #14
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Human Torch
20 ST 12
60 DX 13
60 IQ 13
10 HT 11
Speed 6

4 Attractive
10 Charisma 2
15 Combat Reflexes
6 Hard to Kill +3
20 Talent Fire/Heat 4

60 Create Fire 10 (Destroy Only 0%, Nuisance must discharge 1d/hex absorbed within 1d sec -20%; Fire/Heat -10%; Super -10%)
20 DR 20 (Cannot Wear Armor -40%; FF +20%; Only Ranged Physical Attacks -40%; Fire/Heat -10%; Super -10%)
2 DR 2 (Cannot Wear Armor -40%; Heal HP +80%; Only heals from fire/heat damage -0%; Only fire/heat dmg -40%; Fire/Heat -10%; Super -10%)
28 Flight (Only with Aura Active -10%; Fire/Heat -10%; Super -10%)
28 Enhanced Move 2 (x4; Move 48; Only with Aura Active -10%; Fire/Heat -10%; Super -10%)
60 IA 8d burn (Aura +80%; Melee -30%; Selective Effect +20%; Fire/Heat -10%; Super -10%)
120 IT:DR/100 (Only Fire and Heat -40%; Fire/Heat -10%; Super -10%)
8 Resistant (Heat Hazards, base 10; Fire/Heat -10%; Super -10%)

8 IA: 4d burn (Fireballs; RoF 10 +100%; Variable +5%; Fire/Heat -10%; Super -10%; AA: WoF x1/5)
10 IA: 8d burn (Flame Jet; Jet 0%; Increase Range 25/50 +40%; Variable +5%; Fire/Heat -10%; Super -10%; AA: WoF x1/5)
26 IA: 24d burn (Nova; 10 Fatigue/use -50%; All-Out -25%; Area +50%; Emanation -20%; Explosive +50%; Recharge* 15 sec -20%; Fire/Heat -10%; Super -10%; AA: WoF x1/5)
160 IA: 8d burn (Wall of Fire; Area 16 hexes +200%; Duration 30 sec +20%; Persistant +40%; Wall, permeable +60%; Heat/Fire -10%; Super -10%)
25 IA: 3d fatigue (Heat Wave; Area 8 yards +150%; AP/10 +200%; Emanation -20%; Fire/Heat -10%; Super -10%; AA:WoF x1/5)
13 Obscure 10 (Smoke Cloud/Vision, Area 8 yards +150%; Drifting +20%; Extended Duration 30 sec +20%; Persistent +40%; Fire/Heat -10%; Super -10%; AA: WoF x1/5)
28 Temperature Control 12 (Area 8 yds +100%; Low Signature +10%; Fire/Heat -10%; Super -10%; AA:WoF x1/5)

-5 Chummy
-10 Impulsiveness
-5 OPH: Prankster

26 Aerobatics-13 (DX) [4]; Carousing-12 (HT+1) [2]; Drive!-12 (WC-1) [12]; Flight-12 (DX-1) [2]; IA-18 (DX+1+T) [4]; Sex Appeal-12 (HT+1) [2]

807 Total (leaving more disads to round him out to 750)


Designer's Notes
Last but not least is the Human Torch. Like the others, the advantage levels can be notably lower because on the log scale 24d is similar to a 5000d attack.

He has quite a few different attacks, but he's fairly vulnerable as well since his DR only protects him against physical projectiles. Among his effects is the ability to rapid fire fireballs, fire a flame jet, create a fire ring/cage/wall, roast everyone close to him, blind everyone around him (as well as himself), or just adjust the temp up to 240 degrees at 24 degrees/sec. He can also go nova, but that will effectively use up most of his fatigue as well as knock out all flame powers for 15 sec (including his aura).

Torch is effectively immune to most heat/fire damage. If an attack does at least 2 points of damage, he can use it to heal the 1 injury (up to 100 points of damage per turn). Otherwise, the DR fire/heat blocks it. He is immune to heat fatigue effects.

The tactics are pretty simple: stay away, blast away. Dodge using aerobatics (effective dodge 12) and even AoD when necessary. Flight high enough to avoid melee with anyone that won't avoid the aura, but close enough that a fall won't kill him. Otherwise he's fairly well developed as a playboy prankster that loves cars.
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