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Old 10-17-2008, 11:58 AM   #271
Not another shrubbery
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Absorbing Man

It has recently come to light that the idea to transform Creel into the Absorbing Man was Sif's, for reasons of her own; Loki simply implemented it (see Sif).
Coming up?
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Creel has also proven to be able to reattach limbs which are severed while in his transformed state by holding the limb in place and changing back to human.
That's one I don't remember. Is that a comic cite, or specific to the reboot version?
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One thing I'm not satisfied with is the selection of "Cosmic Power" for his ModAb style. Does anyone know of a different ModAb option that could possibly be closer in tune with the powerset?
This recent thread may help. These types of powersets are often problematic in GURPS, but a tricked out Morph might work better.
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Old 10-17-2008, 12:36 PM   #272
vitruvian
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
Coming up?That's one I don't remember. Is that a comic cite, or specific to the reboot version?This recent thread may help. These types of powersets are often problematic in GURPS, but a tricked out Morph might work better.
The limb reattachment first occurred in Secret Wars back in the 80s, I believe.

And Morph for Body of... meta-traits rather than racial templates doesn't really strike me as abusive at all. Just be sure to up the DR for some of the solid forms to match the comics, and give him some ST that's only accessible to a degree corresponding with the material strength of a given form.
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Old 10-18-2008, 07:58 PM   #273
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Magneto


Advantages: Control Ferrous Metals (Collective, +100%; Mutant Psionic, -10%) [143]; Damage Resistance 30 (Area Effect, 16 yds, +200%; Force Field, +20%; Limited Defense: Ferrous Metals, -60%; Switchable, +10%; Mutant Psionic, -10%) [390];
v pointed out something that might be worth repeating, about the DR only protecting him from steel-jacketed bullets... could be a dangerous liability. Note that the FF should have Affects Others to also shield the Brotherhood. I see the Control doesn't have Ranged... did you leave it off on purpose?
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Old 10-20-2008, 09:17 AM   #274
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by naloth
Electronic has a built-in 1 hour per week per advantage requirement. They wouldn't need to have an inhibitor simply putting him on ice for a week would take away all his electronic advantages. I would probably go with a less severe modifier.
Electronic does seem a bit severe, but remember this is a reboot version. Maintenance requirements just mandate a HT check for missed maintenance periods, so there is no guarantee that a given Electronic ability would have failed after a week.
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The extra arms are rather fragile as well. They only get a fraction of his HP and no apparent DR. Seems like a good excuse to use either force extensions (essentially unbreakable arms) or to buy DR (only limbs).
Yeah, that's more of a problem... gadget limitations might be appropriate.
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Old 10-20-2008, 01:40 PM   #275
naloth
 
Join Date: Sep 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
Electronic does seem a bit severe, but remember this is a reboot version. Maintenance requirements just mandate a HT check for missed maintenance periods, so there is no guarantee that a given Electronic ability would have failed after a week.
With a HT 10 (Otto's HT, base gadget HT) about half of the advantages will be gone each week unless Otto manages to get in ~8 hours of maintenance. While this reboot is often different that doesn't mesh with the description of how Otto is being handled. His limbs aren't hard to disable. Just the opposite: Otto needs to do a lot of work to keep them operational.
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Old 10-20-2008, 10:44 PM   #276
naloth
 
Join Date: Sep 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Looking over my sources, I never actually saw an instance in the original mythology where Thor actually affected the weather. He probably does need some sort of weather control, though, even if it is just in the hammer (treating the hammer's handle as a staff or wand for enchantment purposes, I'd guess).

Ideas on how that weather control would be statted out?
I've given this a fair amount of thought even though I missed this post earlier.

Control w/Large Scale is the most fitting power for weather control. If you take each level as being able to modify one level on the Beaufort scale it works pretty well, but it's *very* expensive. Cost isn't really one of your design concerns, but for my own use I've applied the 1 CP/use modification for 1/5 power cost to the Control and then added a few useful alternative abilities (IA: Lighting Strike and Obscure w/a large area for fog/rain) that he can use more often without spending CPs.

There's also a stick perk for causing loud crashes when the hits things with his hammer. :)
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Old 10-20-2008, 11:03 PM   #277
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Doctor Strange

Advantages: Astral Projection (Alternate Form: Spirit; Projected Form, -50%; Magical, -10%) [100];
Powers has two alternative examples for this: Jumper and Clairsentience. Both are a similar cost (if not less) and don't take 10 seconds to invoke.

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Signature Gear (Cloak of Levitation) [3]; Signature Gear (Eye of Agamotto [Amulet]) [14];
I didn't see these listed anywhere. While I can probably guess what these do, it would be good to see them listed.

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Snatcher (Creation, +100%; Permanent, +300%; Magical, -10%) [392];
While this a cool ability I don't see how it would come into play much. Given his magical skills he can conjure using spells about as easily and perhaps more potently. Seems redundant with with the spells.

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Closet Hockey Fan [-1].
IIRC, he's into basketball.

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Skills: Biology/TL8 (Biochemistry) (H) IQ-2 [1] – 12; Breath Control (H) HT+1 [8] – 12; Connoisseur (Visual Arts) (A) IQ+1 [4] – 15; Diagnosis/TL8 (Human) (H) IQ+1 [1] – 15*; Electronics Operation/TL8 (Medical) (A) IQ+2 [8] – 16; Esoteric Medicine (H) Per+1 [1] – 15*; Games (Hockey) (E) IQ [1] – 14; Hobby Skill (Hockey Teams) IQ [1] – 14; Innate Attack (Beam) (E) DX+3 [8] – 14; Innate Attack (Projectile) (E) DX+3 [6] – 14†; Judo (H) DX+1 [8] – 12; Judo Art (H) DX+1 [7] – 12‡; Literature (H) IQ+1 [8] – 15; Meditation (H) Will+0 [4] – 16; Occultism (A) IQ+6 [24] – 20; Pharmacy/TL8 (Synthetic) (H) IQ+1 [1] – 15*; Physician/TL8 (Human) (H) IQ+1 [1] – 15*; Physiology/TL8 (Human) (H) IQ+1 [1] – 15*; Pressure Points (Human) (H) IQ-2 [1] – 12; Ritual Magic (Sorcery) (VH) IQ+11 [32] – 25§; Surgery/TL8 (Neurosurgery) (H) IQ+4 [20] – 18*#; Thaumatology (VH) IQ+11 [32] – 25§; Writing (A) IQ+1 [4] – 15.
Magic Ritual Paths:
I know that point cost isn't one of your design concerns, but just as a quick point of reference Strange is horribly point inefficient with skills and skills. He can raise his IQ by a few points (paying less for Occultism, Ritual Magic, Surgery, Thaumatology and only 1 into all other IQ skills), keep the same Per and save a fair amount of points. Likewise with his spells it really isn't worthwhile to invest more than 1 point in them when he has so many.
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Old 10-20-2008, 11:11 PM   #278
naloth
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Re: Beast

And herein we come to the "how accurate is the Official Handbook when it comes to gauging such things?" arguement.
Well, yes about that... MUOH is fairly accurate for a point in time. Beast started at human levels, went superhuman when we was blue and furry (the first time), got stronger, lost his fur (but kept his ST), got the infectious kiss, turned back to his blue furry fox-like appearance but stronger than ever, then started a weird lion mutation which appears to have reduced his ST a bit. Go figure.

Various writers have varied the Beast's ST from high human to the 25+ ton range so you just have to choose which version you think is most iconic. Personally I identify most with the avenger period. During that time I think he nominally could lift ~2 tons but exceed that a few times.
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Old 10-21-2008, 12:48 AM   #279
Not another shrubbery
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by naloth
With a HT 10 (Otto's HT, base gadget HT) about half of the advantages will be gone each week unless Otto manages to get in ~8 hours of maintenance. While this reboot is often different that doesn't mesh with the description of how Otto is being handled. His limbs aren't hard to disable. Just the opposite: Otto needs to do a lot of work to keep them operational.
*shrug* I'm not seeing how that is contrary with tbrock's text. They are Electronic; he is being neutralized by an electronic inhibitor... if the maintenance was actually a problem, I suppose that part of the modifier could be bought down or off.
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Old 10-21-2008, 02:06 AM   #280
naloth
 
Join Date: Sep 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
*shrug* I'm not seeing how that is contrary with tbrock's text. They are Electronic; he is being neutralized by an electronic inhibitor... if the maintenance was actually a problem, I suppose that part of the modifier could be bought down or off.
My point was that by the time he was jailed, tried, sentenced, and sent to prison his limbs would have been long broken. Even prior to that they should be easy to disable once Ock's in custody since they are explicitly electronic devices. These obviously aren't the normal MU super-science limbs that are basically impossible to take apart, disable, or shut down.
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