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Old 03-03-2008, 04:30 PM   #161
Phantasm
 
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by vitruvian
He should probably have a little Karate skill to go along with his Judo, at least at a beginner (1 pt) level. After all, Wong kicks butt, and will eventually teach Strange as much as he will learn. Also, Ditko Strange was definitely not afraid to deliver a good right cross when spells weren't the right tool for a situation.... I'm not saying take him to the ridiculous level seen back in Avengers/Defenders War, when he was nearly able to school *Mantis*, but some competence in fisticuffs seems in order.
I thought about giving him some Karate, or at least Boxing, but the styles I selected from Martial Arts represent his pre-Ancient One training when he was wandering the Orient trying and learning esoteric medicines to aid his damaged hands. A slightly later, more experienced version would probably have either Boxing or Karate due to coaching from Wong (or perhaps Brawling due to watching the fights on the ice... erm, hockey.)
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Old 03-03-2008, 04:36 PM   #162
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Maybe a point or two in Boxing or Brawling, pre-Wong, and then he can start developing Karate and Judo....

http://the-isb.blogspot.com/2006/07/...er-within.html
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Old 03-03-2008, 05:22 PM   #163
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Maybe the Ancient One had some kind of exchange program with The August Personage in Jade? </irreverent>

heh
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Old 03-05-2008, 08:06 AM   #164
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Hey tbrock,

This thread is great and the amount of work you put in this is impressive. I hope you don't mind if I have compiled the last version of your characters in a word document (for easy reference for myself).

One question about Super ST. Did you ever consider using Super ST (Super-Effort +300%; Cosmic +50%; Reduced Fatigue Cost +20%) to build your bricks? It effectively gives the subject his full Super ST (lift and damage) value at all time at a lesser cost.

For example :
Thing
ST 315 [3,050]; HP 315 [0]
Total 3,050

would instead cost :
ST 23/315 [0]; HP 315 [584]; Super ST 13/300 (Super-Effort +300%; Cosmic +50%; Reduced Fatigue Cost +20%) [611]
Total 1,195

Spider-Man
ST 10 [0]; HP 15 [10]; Lifting ST +100 (Super, -10%) [270]; Striking ST +100 (Super, -10%) [450]
Total 730

would instead cost :
ST 20/110 [0]; HP 15 [-10]; Super ST 10/100 (Super-Effort +300%; Cosmic +50%; Reduced Fatigue Cost +20%; Super -10%) [460]
Total 460
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Old 03-05-2008, 07:07 PM   #165
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by DreadDomain
One question about Super ST. Did you ever consider using Super ST (Super-Effort +300%; Cosmic +50%; Reduced Fatigue Cost +20%) to build your bricks? It effectively gives the subject his full Super ST (lift and damage) value at all time at a lesser cost.
That's basically what I would call munchkinism at its worst. As a GM, there's no way in hell I'd allow a PC to do that.
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Old 03-05-2008, 07:25 PM   #166
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by Fnordianslip
That's basically what I would call munchkinism at its worst. As a GM, there's no way in hell I'd allow a PC to do that.
Please, Please Gentlemen no name-calling. Let us not degrinate the inner munchkin carried by each of us. Instead of munchkinism at its "worst" might I recommend munchkinism at its most extreme. <winks>
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Old 03-05-2008, 08:10 PM   #167
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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That's basically what I would call munchkinism at its worst. As a GM, there's no way in hell I'd allow a PC to do that.
Does that apply to the +300% Super-Effort enhancement on ST in itself (which is now the canonical standard for building superstrong types in a Supers setting), or just to the +70% (20% for Reduced Fatigue, 50% for Cosmic) additional to let you use it all the time without FP loss?

If the latter, consider - it's only 100 points to get Instant Regeneration, FP only - and that will cover FP expended on *anything*, although presumably not FP lost from hazards such as asphyxiation, freezing, etc., at least until the hazards are removed. +70% on ST at 10 pts a pop means that the cost of having FP costless Super-ST approaches 100 pts at ST +14/+500 [98], and exceeds it at ST +15/+700 [105]. Yet there are certainly character concepts that should possess both high Super-ST and tremendous endurance as represented either way. Of course, you could ban FP Regeneration as well, I suppose.
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Old 03-05-2008, 08:21 PM   #168
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by DreadDomain
Hey tbrock,

This thread is great and the amount of work you put in this is impressive. I hope you don't mind if I have compiled the last version of your characters in a word document (for easy reference for myself).
Not at all. I've got a Word document for these myself, complete with images of the characters I've scanned in (mostly from the OHOTMUDE).

Quote:
Originally Posted by DreadDomain
One question about Super ST. Did you ever consider using Super ST (Super-Effort +300%; Cosmic +50%; Reduced Fatigue Cost +20%) to build your bricks? It effectively gives the subject his full Super ST (lift and damage) value at all time at a lesser cost.

For example :
Thing
ST 315 [3,050]; HP 315 [0]
Total 3,050

would instead cost :
ST 23/315 [0]; HP 315 [584]; Super ST 13/300 (Super-Effort +300%; Cosmic +50%; Reduced Fatigue Cost +20%) [611]
Total 1,195

Spider-Man
ST 10 [0]; HP 15 [10]; Lifting ST +100 (Super, -10%) [270]; Striking ST +100 (Super, -10%) [450]
Total 730

would instead cost :
ST 20/110 [0]; HP 15 [-10]; Super ST 10/100 (Super-Effort +300%; Cosmic +50%; Reduced Fatigue Cost +20%; Super -10%) [460]
Total 460
I considered it, but to be fair I wasn't considering "cheap". I was considering "accurate" and "simple". No sense tacking on a slew of modifiers when a simple method can model things just as accurately.

Also, the Super ST advantage gives me headaches, especially when dealing with ST scores that have an in-universe tendency to max out around 350 (bench-press (BLx8) 100 tons). The Hulk is the odd man out for this mess, naturally; I'm still not happy with his build.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991

"But mom, I don't wanna go back in the dungeon!"

The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation.
Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting
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Old 03-06-2008, 05:42 AM   #169
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Also, the Super ST advantage gives me headaches, especially when dealing with ST scores that have an in-universe tendency to max out around 350 (bench-press (BLx8) 100 tons). The Hulk is the odd man out for this mess, naturally; I'm still not happy with his build.
That's really just according to the Handbooks; if you look at the actual comics, almost all the superstrong characters, even those listed below 'Class 100' strength (e.g., enraged Hulk, Thor, Hercules) will routinely lift and throw objects that weigh *well* beyond 100 tons. Examples: Colossus, Thing, Sasquatch, She-Hulk, and many more. For example, the Handbooks list Sasquatch's maximum lift as 70 tons, yet in his very first appearance, he not only lifts a jumbo jet airliner that weighs in excess of 200 tons, he throws the sucker the length of several football fields, even while working in opposition to its engines running at full blast.

Anyway, even if you wanted to stick with the 'Class 100' thing in your version of Marvel, just cap Super ST at +13/+300, or up to +16/+1000 for those listed as 'beyond Class 100'. It's only beyond those ranges that the construct starts to get kind of hinky in terms of the damage dice you get for the points, anyway.

Ultrapower is also always an option for those characters that sometimes just vastly exceed their normal capacities, too. For example, it's the simplest construct I can think of for the movie version of the Thing, who in the first movie has some difficulty with a fire truck, and in the second is able to be the major contributor to holding up the London Eye - that's a few orders of magnitude difference in weights, for sure.
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Old 03-06-2008, 12:49 PM   #170
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Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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Originally Posted by naloth
I'm not quite sure which version you're going for: early career, blue furred avenger, X-Factor member, current X-men.

In any case, the DX is high and the IQ is too low. HT also seems too high - Beast is often poisoned/drugged and KO'ed. ST may be high or low depending on the era.

You should probably add a science talent and replace a lot of skills w/Science! with a super high Biology skill (he's one of the world renown biologist/geneticists).
Hmm dunno IQ 15 is quite high already. And he may not be quite on par with mister fantastic or dr. doom on IQ! - as both mister and dr. seem to be able to pull out any IQ based skill on need (Dr. Doom knows magic too! Mr Fantastic is a natural leader of the team just by his high IQ!...) .. Beast probably has a bit higher perception than mr. fantastic or doctor doom though.... But he's the real Mc coy so I agree that he should hawe high level in Science!! .. Whatever science skills is needed for the plot to go Mc Coy can usually handle it... (Still not as high as Mr. Fantstics - who can solve any scientific problem in ridiculously short time...)
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