02-04-2019, 07:55 AM | #81 | |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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I don't use rads for Supers. Instead, radiation is a good source of toxic damage, especially if you combine with with cyclic and side effects. I play that DR covers the eyes because it's essentially worth little more than perk in contrast to other abilities (For merely 5 points IT: No Eyes makes you immune to eye damage plus blinding attacks. It also makes it hard to look you in the eye.) Superman doesn't really have an obvious Wildcard. Wild Talent (good at everything, depending on the writer), perhaps, but not a field of ability. You might want to throw Selective Area or Selectivity on the IAs, so that he can turn off the Cone or narrow which targets he affects. You probably should define "Kryptonian" to be clear. If it means magical sources bypass his DR and high HP, the vulnerability will be overkill. |
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02-04-2019, 09:22 AM | #82 | |
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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IMO, he shouldn't take blunt trauma even if he is affected by abilities that just need skin contact. Not getting a DR bonus vs afflictions is more of a judgement call. I probably wouldn't want to run a game where everyone could fly off to planets on their own this easily, but that's just a personal preference. Otherwise, it's a good start that would just have to be balanced a bit more for the campaign. |
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02-04-2019, 02:05 PM | #83 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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I tend towards ignoring Rads as well. Agreed on DR an eyes. This level of realism is not really needed in a Super game. Will look into Wild Talent anc Selective. Good point. Kryptonian was a short cut for Powers negated by exposure to Kryptonite and Red Solar Radiation. I treat Magic differently, as it does not negate his powers. |
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02-04-2019, 02:11 PM | #84 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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High movement in this case is in line with how he is depicted. As written, he can fly coast to coast in a matter of minutes. Of course, a high powered game like that would require some kind of "convention agreement" between the gm and players. |
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02-04-2019, 02:26 PM | #85 | ||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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I prefer using blunt trauma to separate the types of DR. For me, it adds flavor if bullets do minimal damage while irritating the Hulk but bounce off Superman. Quote:
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02-04-2019, 03:42 PM | #86 | ||
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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Rigid Armor Flexible Armor (Flexible) Invulnerable Sin (Tough Skin but not Flexible) Tough Skin (Tough Skin) Then of course you have Force Field, Abdoption, Limited DR etc. Quote:
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02-04-2019, 03:48 PM | #87 |
Join Date: Jun 2006
Location: On the road again...
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Re: GURPS Supers Alternatives
I've seen a few panels where Supes took a bullet to his open eye and it didn't faze him in the slightest.
It may not be the official explanation anymore (depends on the creative team, really), but I'd treat his DR as Force Field regardless of whether it actually is.
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02-04-2019, 05:02 PM | #88 | ||
Join Date: Sep 2004
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Re: GURPS Supers Alternatives
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Force Field nominally protects anything you are hauling around which for Superman could be as large as an entire aircraft carrier weighing 97 ktons as only Medium Encumbrance. |
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02-04-2019, 05:10 PM | #89 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: GURPS Supers Alternatives
Superman doesn't have Tough Skin, he just has DR. Tough Skin means if you get stabbed with a needle containing something nasty, you still suffer the something nasty, you just aren't injured by the needle (mechanically speaking, it means it has no effect on blood or contact agents).
We have plenty of examples of needles breaking off on Superman, so Blood Agents do not trivially work on him. Whether he's vulnerable to contact agents seems inconsistent. |
02-05-2019, 12:39 AM | #90 | |
Join Date: Aug 2004
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Re: GURPS Supers Alternatives
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Last edited by DreadDomain; 02-05-2019 at 02:09 AM. |
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