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Old 01-07-2019, 04:58 PM   #11
Phantasm
 
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Default Re: GURPS Supers Alternatives

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Originally Posted by naloth View Post
I read it and I'm not entirely clear. Powers says in other places that you can't use the same power more than once per turn unless you buy it more than once. At that cost it would be cheap way to attack with same power more than once.


Ah, my mistake. BTW, I didn't see a dice value for the fatigue attack in your write up. Perhaps it got chopped?
I think it did... I'm pretty sure I had it at 3d, but I'll need to double-check the GCA file I used for the math.
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Old 01-08-2019, 05:01 PM   #12
naloth
 
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Default Re: GURPS Supers Alternatives

Mister Fantastic
50 ST 15 BL 63 Thr 2d-1 (punch 2d-2)
40 DX 12
80 IQ 16
20 HT 12
Move 6

14 Constriction Attack (Super -10%)
135 DR 15 (Physical Only -20%; Reflection +100%; Selectivity +10%; Super -10%)
45 DR 10 (Super -10%)
10 Eidetic Memory
14 Flexibility (Super -10%)
50 Gadgeteer (Fast)
65 Gadget Pool 5 (Rev's Houserule; Base +30%; 3d6 min -15%; Physical only -50%)
15 Intuition
5 Intuitive Mathmatician (Lightning Calculator)
33 Stretching 6 (SM+12 total; 200 yards; Super -10%)
132 Stretching! 6 (Super -10%)
40 Talent: Math 4
20 Talent: Stretching 4
25 Wild Talent 1 (Retention +25%)

37 Brawling-14 (DX+2) [4]; Science!-16 (IQ) [24]; Scrounging-16 (IQ) [1]; Wrestling-14 (DX+2) [8]

830 Total (mostly needs disads to arrive at 750)

Designer's Notes.
Mr Fantastic (Reed Richards) is a bit of a challenge to do on a reasonable budget. I'm been keeping the FF around 750, so I built him for this level. Even so, he's still very formidable.

Foremost, in combat, he's a brick. He has enough DR to make him immune to most physical projectiles (he could take .50 fire in this setting and rarely take damage), and can bounce them back for up to 15 points of damage (~4d+1) to the attacker at will. In general he's a better grappler than puncher.

He can stretch any body part +5 SM per second (if you're using the Powers rule that Talent adds) up to a maximum of +12 SM (200 yards). He can also wild card an additional chosen stretching ability worth up to 33 points. Examples include:
18 Elastic Skin (Super -10%)
18 Flight (Controlled Gliding -45%; Super -10%)
28 IA 8d cr (Slingshot, requires correct ammo -20%, Super -10%)
28 IA 8d pi (Slingshot, requires correct ammo -20%, Super -10%)
27 Lifting ST +5 (BL 200)
28.8 Payload 32 (x3.2 BL or 260 lbs; Super -10%)
5 Permeation (Any one material with at least a tiny hole)
28.8 Striking ST+16 (Thr 6d-1; Super -10%)

He has an effective skill 20 for any science skills, can calculate in his head like a super computer, tends to guess the right answer, and can *know/learn* skills on the fly as necessary (Wild Talent w/retention). His gadget pool is small (honestly he doesn't use it much, and when he does it tends to be desperate items that he may fueling with XP as well or one shot items) at 5 points, but big enough to give him an item to tinker with. As a Fast Gadgeteer he can often make use of available tech and tools at penalties.
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Old 01-08-2019, 09:58 PM   #13
naloth
 
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Default Re: GURPS Supers Alternatives

Thing
275 ST 40* BL 10 tons Thr 8d
40 DX 13
60 IQ 13
30 HT 13
-27 Speed 5 (-1.5; Super -10%)

10 Charisma 2
15 Combat Reflexes
90 DR 20 (Super -10%)
12 Doesn’t Breathe (Breath Holding x100 -30%; Super -10%)
10 High Pain Threshold
48 IA 4d cr (Thunderclap; Cone 4 yd base, +100%; Range: 5/10 -20%; Side Effect: Stunning +50%; Super -10%)
40 IA 4d cr (Ground Pound; Area 4 yd radius +100%; Dbl Knockback +20%; Emanation -20%; Only those touching the ground -20%; Overhead, from underneath +30%; Super -10%)
45 IT:DR/2 (Super -10%)
1 Perk: Hard Fists (Super -10%)
14 Pressure Support 3 (Super -10%)
14 Sealed (Super -10%)
20 Talent: Hot Pilot 4
5 Vacuum Support (Super -10%)

36 Boxing-14 (DX+1) [4]; IA-13 (DX) [1]; Pilot!-13 (WC) [24]; Sports (Football)-12 (DX) [1]; Tactics-12 (IQ-1) [2];
Wrestling-14 (DX+1) [4]

-1 Enemy: Yancy Street Gang
-5 Ham-Fisted
-1 Proud
-5 Overconfidence
-5 Unnatural Features

721 Total

Designer's Notes
This is a simple version of The Thing. I didn't take points for SM+1, as he's usually with human norms. I did take points for +25 ST, so if his (Super) are neutralized, he has a ST 15, his speed goes up to 6.5, and he resumes a normal human appearance. Most of his points when into survival and brick traits. I rounded his fighting abilities out with innate attacks that should be good for crowd control.

Being a fairly simple brick, he is fair simpler to build under these house rules and his abilities cost considerably less than his total. IMO, that seems right. Sure, he's tough and strong, but look what the others do in the same scale. Susan is also tough, has lots of diverse abilities, and good attacks. Reed can duke it out with the Thing and he's a genius scientist with a number of wildcards in addition. The Thing really only has his Piloting skills to fall back on when depowered (though he's a pretty good pilot with an effective 17 skill in almost anything).
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Old 01-08-2019, 11:16 PM   #14
naloth
 
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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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Old 01-09-2019, 03:31 AM   #15
DreadDomain
 
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Default Re: GURPS Supers Alternatives

I like your write-ups Naloth. The damage and DR level remains very manageable with KYOS and everything is relatively simple. They fel like humans with powers. Small comment on Things, he seems to be pretty impervious to his evil twin. With his DR and IT:DR he takes about 4 hits on average if he doesn't dodge so it would a good 10 hits before he even gets to 0 HP. Taking dodge into account, it means a good 20 swings before he gets there. A fight like this could drag on.
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Old 01-09-2019, 07:39 AM   #16
naloth
 
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Default Re: GURPS Supers Alternatives

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Originally Posted by DreadDomain View Post
I like your write-ups Naloth. The damage and DR level remains very manageable with KYOS and everything is relatively simple. They fel like humans with powers. Small comment on Things, he seems to be pretty impervious to his evil twin. With his DR and IT:DR he takes about 4 hits on average if he doesn't dodge so it would a good 10 hits before he even gets to 0 HP. Taking dodge into account, it means a good 20 swings before he gets there. A fight like this could drag on.
Thanks. The extra durability was intentional since being a brick is what he does and I even further penalized his move/dodge. I wanted him to be able to stay in fights a long time or even be able to do go from one fight to another without a problem. If it's too much you could easily drop IT:DR, but I suspect he'll take little bits of damage here. His speed and active defenses aren't that impressive, so he'll spend a lot time either lifting (for throwing) or doing AoA (Double, Strong, and Determined are all good for him).

If the Thing grabs something like a car and swings that instead, using AoA: Determined for a +4, he will do swing dmg (thr+2 or 8d+2) with say another +4 for the weapon (effectively a big 2hd maul). I'd also let him blow a fatigue point to add another +2 dmg making the total 8d+10, or 38 which does a more respectable 9 points per hit, or 18 if you drop IT:DR.
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Old 01-09-2019, 08:56 AM   #17
naloth
 
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Default Re: GURPS Supers Alternatives

Thor, god of hammers
350 ST 45
60 DX 13
20 IQ 11
40 HT 14
5 Speed 7

12 Appearance (Handsome)
15 Combat Reflexes
15 DR 5 (Tough Skin -40%)
10 High Pain Threshold
101 IA 4d burn (Lightning Storm; 1 fatigue/use -5%; Area 32 yd +250%; Overhead +30%; Selective +20%; Surge +20%; Variable +5%)
50 IT:DR/2
10 Regeneration (Slow)
10 Status (Asgardian Price)
15 Talent: Born War Leader 3
39 Universal Understanding (Mind Reading; Hearing Based -20%; Universal +50%)
15 Very Fit

Hammer: Mjolnir / Stormbreaker (Stolen -5%; Unique -25%)
43 DB +2 (Hammer -30%)
45 Enhanced Move 5 (Flight; Top Speed 448 yds/sec ~900mph; All Out -25%; Hammer -30%)
18 Flight (All Out -25%; Hammer -30%)
8 Imbue 3 (2 Skills -60%; Hammer -30%)

-5 Overconfident

41 Brawling-13 (DX) [1]; Carousing-14 (HT) [2]; Knight!-14 (WC+1) [36]; Wrestling-14 (DX) [2]
16 Imbuements: Electric Weapon-12 (Hammer, DX+0) [4]; Project Blow-14 (Hammer, DX+1) [12];

933 Total


Designer's Notes
This is more of the movie version of Thor (if you hadn't guessed by the hammer comment) minus the ability to jump between worlds (which was more of a plot device than a personal advantage).

He's strong and does a respectable 9d with his fists or 9d+3 (mace) with either of his magic hammers. I adjusted the hammer to be more like an (practically) unbreakable shield, Supers style that uses Axe/Mace (granted as part of Knight!). It's simple and seemingly within the normal rules.

He can't do much lightning stuff if he somehow loses his hammer, and that's mostly crowd control. I also restricted his flight pretty heavily. He can maneuver and attack, but not actively defend while using it for propulsion. He can do electrical damage with the hammer instead of physical damage (Electric Weapon), effectively throw it (Project Blow), or throw a lightning blast (Project Blow & Electric Weapon at the same time). Imbues cost 1 fatigue/use so he mostly use melee with those sprinkled in as necessary.

The talent should offset the relatively normal IQ for the IQ uses of Knight.

Since he seems to understand any language (even Groot) I borrowed half of Universal Translator from Powers. Someone that's been kicking around the galaxy for thousands of years has hopefully learned enough to know what others are getting at.

I've never used Asgardians in a game, but I'd make the racial template: ST30, DR 2 (Tough Skin), Fit, and Regeneration (Slow). I usually don't add
racial skills, but carousing and military training (weapon skill & soldier) seem universal for that society.

Last edited by naloth; 01-09-2019 at 02:42 PM.
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Old 01-09-2019, 03:14 PM   #18
naloth
 
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Default Re: GURPS Supers Alternatives

Captain America
100 ST 20 BL 200 Thr 3d
100 DX 15
20 IQ 11
40 HT 14
Speed 7.25

15 Alertness +3
5 Ambidexterity
12 Appearance (Handsome)
15 Charisma 3
15 Combat Reflexes
5 Courtesy Rank 5
15 Daredevil
25 Extra Attack
10 High Pain Threshold
5 Independent Income 5
50 IT:DR/2
30 Luck
20 Metabolism Control 10 (Hibernation -60%; While Hibernated loses 1 fatigue/38 years with Very Fit)
1 Perk: Extended Life Span
1 Perk: Weapon Bond (Unique Shield)
10 Regeneration (Slow)
10 Rep +2 (Basically Everyone)
10 Wealth (Comfortable)

20 Talent: Born Soldier 4
15 Very Fit
15 Unfazeable

Shield (Stolen: ST -30%; Unique -25%)
5 Catfall (Shield -55%)
41 DB 3 (Shield -55%)
10 Imbue 3 (4 skills -20%; Shield -55%)

39 Acrobatics-14 [2]; Artist-11 (IQ) [2]; Karate-15 (DX) [4]; Motorcycle-15 (DX) [1]; Shield-17 (DX+1) [4]; Soldier-11 (WC) [24]
16 Imbuements (Shield): Bank Shot-14 (DX-1) [4]; Cutting Strike-14 (DX-1) [4]; Penetrating Strike-14 (DX-1) [4] ; Project Blow-14 (DX-1) [4]

675 Total (good for a 750 game, could get down to 500 with trimming and disads)

Designer's Notes
This is a take on Cap that's closer to the movie version. The comic version would be ST16 with a higher DX. He might not have IT:DR or Regeneration either. The comic version is also more people and strategy oriented.

He's great defensively but will need to burn fatigue (imbuements) to take down tougher foes. Penetrating Strike allows him to penetrate armor. Project Blow allows him to throw and rebound his shield for a ranged attack. He can further add Bank Shot to ricochet his Projected Blows. Cap gets a +1 from his weapon bond on all his shield related skills giving him Shield-18, parry 13, and a 15 on those 4 imbuements.

I added Daredevil for another situational bonus.

With Metabolism Control, he can hibernate in extreme conditions for a very, very long time (effectively suspended animation).

*Fixed HT cost, thanks Celjabba

Last edited by naloth; 01-09-2019 at 03:58 PM.
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Old 01-09-2019, 03:22 PM   #19
Celjabba
 
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post

Captain America

80 HT 14

.
Possible typo ?
---
Generally speaking, this is amazing.
Thanks a lot for this thread.
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Old 01-09-2019, 03:57 PM   #20
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by Celjabba View Post
Possible typo ?
Nah, a mistake. Good catch.

Quote:
Generally speaking, this is amazing.
Thanks a lot for this thread.
Thanks, I appreciate critical feedback too.
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