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Old 01-12-2019, 10:05 PM   #51
DreadDomain
 
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
Wildcards help me simplify/focus what a given PC does. Long skill lists get to be a pain when you also have a dozen powers to keep track of.

Imbuements just *work* for certain concepts, like using "Project Blow" for a throw & return weapon.

KYOS seems to balance cinematic supers better. Batman won't be taking blows from this Superman (even with the best armor in basic available at TL he'll be negative in 1 hit), but he won't be a fine red mist either. Likewise, it tempers the gun stats so you don't need absurd DR levels and offers practical reasons why many metas don't use off the shelf gear.
Agreed on all account. I like your updated campaign gudelines by the way.

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Originally Posted by naloth View Post
Super is worth -5% for anti-powers and -5% for tech countermeasures. You stripped the -5% for 1 fatigue out of biological and left the -5% for tech countermeasures. I jumped straight to "Super." Just curious why since -10% isn't that big of a difference.
Ah! Makes sense, I will change it.
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Old 01-12-2019, 10:17 PM   #52
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Default Re: GURPS Supers Alternatives

Updated Daredevil based on comments.

Daredevil [500] V1
Attributes [285]
ST 14 [40] DX 16 [120] IQ 14 [80] HT 14 [40]

Secondary Characteristics
Will 14 [0] Per 16 [10] FP 14 [0] HP 14 [0]
Speed 7.25 [-5] Move 7 [0] Dodge 12
Damage 1d thr BL 39 Fright Check 19

Social Background [0]
TL: 8 [0]
Cultural Familiarities: Western (Native) [0]
Languages: English (Native) (Native Language) [0]

Advantages [128]
Catfall [10]; Combat Reflexes [15]; Daredevil [15]; Enhanced Dodge 1 [15]; Enhanced Parry (Karate) 1 [5]; Fearlessness 3 [6]; Fit [5]; High Pain Threshold [10]; Perfect Balance [15]; Trained By A Master [30]

Perks: Off-Hand Weapon Training (Billy Club) [1]; Skill Adaptation (Billy Clubs uses Karate) [1]

Super Senses [186]
Discriminatory Hearing (Super, -10%) [14]; Discriminatory Smell (Emotion Sense, +50%; Super, -10%) [21]; Discriminatory Taste (Super, -10%) [9]; Para-Radar (Extended Arc: 360°, +125%; Super, -10%) [86]; Parabolic Hearing 8 (Super, -10%) [29]; Sensitive Touch (Stethoscopic, +50%; Ultra-Fine, +30%; Super, -10%) [17]; Robust Hearing [1]; Vibration Sense (Super, -10%) [9]

Billy Clubs [30]
Club (thrust crush, close reach, receives Karate bonus, based on Tonfa)
Super Jump 4 (176ft/59yrds, Move 12) (Can be Stolen, Quick Contest of ST -30%) [28]; Climbing Line [1]; Swinging [1]

Skills [63]
Acrobatics (H) DX+1 [4] – 17*; Area Knowledge (Hell's Kitchen) (E) IQ+1 [2] – 15; Armoury/TL8 (Melee Weapons) IQ-1 [1] – 13; Boxing (A) DX+2 [12] – 18; Boxing Sport (A) DX [1] – 16†; Climbing (A) DX [1] – 16; Detect Lies (H) Per-2 [1] – 14; Games (Boxing) (E) IQ [1] – 14; Holdout (A) IQ-1 [1] – 13; Intimidation (A) Will [2] – 14; Jumping (E) DX [1] – 16; Karate (H) DX+2 [12] – 18; Law (New York City) (H) IQ [4] – 14; Lockpicking/TL8 (A) IQ [1] – 13; Observation (A) Per [2] – 16; Pressure Points (H) IQ-2 [1] – 12; Shadowing (A) IQ [2] – 14; Stealth (A) DX [2] – 16; Streetwise (A) IQ [2] – 14; Thrown Weapon (Billy Club) (E) DX+2 [4] – 18; Tracking (A) Per-1 [1] – 15

Technique: Dual Weapon Attack: Billy Club (H) Karate [5] – 20

* Includes +1 from Perfect Balance; † Defaulted from Boxing

Disadvantages [-169]
Blindness [-50]; Code of Honor (Hero's) [-10]; Guilt Complex [-5]; Obsession: Eliminate Organized Crime (Long-Term Goal) (9) [-15]; On The Edge (9) [-22]; Pacifism (Cannot Harm Innocents) [-10]; Secret Identity (Imprisonment) [-20]; Sense of Duty: Residents of Hell's Kitchen (Large Group) [-10]; Social Stigma (Blind) [-5]; Susceptible to Loud Noises -5 [-20].

Quirks: Habit: Downplays his Blindness [-1]; Likes to Help Underdogs [-1].

Relationship [-23]
Contact: Ben Urich (Daily Bugle Reporter) (Effective Skill 15; Usually Reliable; Frequency: 9 or less) [4];
Contact: Underworld (Effective Skill 12; Unreliable; Frequency: 12 or less) [1];
Dependent and Ally: Foggy Nelson (25% of total; Frequency: Ally 9 or less, Dependent 6 or less) [-4];
Dependent and Ally: Karen Page (25% of total; Frequency: Ally 9 or less, Dependent 6 or less) [-4];
Enemy: Kingpin (As powerful, Organization, Hunter, Frequency: 6 or less) [-10];
Enemy: Rogue Gallery (Small group, As Powerful, Hunter, Frequency: 6 or less) [-10]

A few notes
1) Lowered his DX which I believe makes more sense
2) Taking a page out of Martial Arts, I consolidated his Billy Clubs skills under Karate (which also reduced many combat skills).
3) Got rid of Ambidexterity. Is Off-Hand Weapon Training still required if Billy Clubs are used with Karate?
4) Boosted Parbolic Hearing and changed the power modifier to Super -10% on all senses
5) Added a 2 Billy Clubs including the ability to swing at Move 12 (roughly 40km/h)
6) I consolidated his Disadvantages but not as much as I thought I would. Some work might still be needed here.
7) Reduced the frequency of appearance of the dependents and added his enemies

Last edited by DreadDomain; 01-13-2019 at 03:02 PM. Reason: Modified as per Naloth's comments
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Old 01-12-2019, 10:39 PM   #53
naloth
 
Join Date: Sep 2004
Default Re: GURPS Supers Alternatives

Green Lantern Template
ST 12 [ 20 ]
DX 12 [ 40 ]
IQ 12 Will 16 [ 56 ]
HT 12 [ 20 ]
Speed 6 [ 0 ]

Ring (Pact -10%; Stolen -5%)
DR 20 (Hardened/5 +100%; Ring -15%) [ 139 ]
DR 20 (Field Projection; Affects Others +50%; Area 4 yds +100%; FF+20%; Ranged +40%; Selective +20%; Ring -15%) [ 315 ]
Enhanced Move 6 (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%; Underwater +20%; AA: FF) [ 59 ]
Flight (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Space +50%; Underwater +20%; Ring -15%) [ 118 ]
IA! 8d cr (Force Projection!, 34 points; Ring -15%; AA: FF) [ 21 ]
Pressure Support 3 (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%) [ 34 ]
Sealed (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%) [ 34 ]
Universal Translator [ 78 ]
Vacuum Support (Affects Others +50%; Area +50%; FF +20%; Selective Area +20%; Ring -15%) [ 12 ]
Warp (X-Hvy Enc +50%; Hyperspace -25%; Ring -15%; AA: FF) [ 22 ]

Total [ 968 ]

Hal Jordan
Will +6 [ 30 ]
High Pain Threshold [ 10 ]
Talent: Hot Shot Pilot 4 [ 20 ]
Brawling-12 (DX) [1]; Courtier!-10 (WC-2) [6]; IA-15 (DX+3) [8]; Ten-Hut!-10 (WC-2) [6]; Wheel-Man!-12 (WC) [24] [ 45 ]
Total [ 1073 ]

Kyle Rayner
IQ+1 [ 20 ]
DX+1 [ 20 ]
Talent: Gifted Artist 3 [ 15 ]
Art-12 (WC-1) [12]; IA-14 (DX+2) [4]; Negotiator!-13 (WC) [24] [ 40 ]
Total [ 1063 ]

John Stewart
IQ+1 [ 20 ]
Will +2 [ 10 ]
Combat Reflexes [ 15 ]
High Pain Threshold [ 10 ]
Talent: Master Builder 3 [ 15 ]
Architecture-14 (IQ+1) [4]; Brawling-13 (DX) [1]; IA-14 (DX+2) [4]; Guns (Rifle)-13 (DX) [1]; Ten-Hut!-14 (WC) [36] [ 46 ]
Total [ 1084 ]

Designer's Notes
I took a stab at making Green Lanterns around ~1k points to blend with the JL characters.

The ring always provides DR 20 (always, personal field), pretty full environmental protection, flight*, and a universal translator. The flight and protection can also extend to others. Additionally it can do one of the following at a time:
- a hollow force construct that fits with a 4yd radius, effective DR 20, within 10 yds. They can bubble up enemies this way (roll to hit area, possible defense), but anyone inside can escape by doing 20 damage to create a hole. It's better used to defend the Lantern and others.
- fly faster (optionally with others).
- project offensive constructs, up to a 34 point attack ability, or a default 8d crushing blast.
- travel via hyperspace

The ring works of a pact, which is the lantern's code. Some actions the ring will not perform (murder), some will just be reported back to the guardians for review later (penance).

I omitted the "yellow" weakness as it's essentially been reconned to be "fear" related. As part of the code, a ring won't work for any lantern acting out of fear (failed fright checks).

The template is a general guide to what the ring looks for (fair stats, great will) in a candidate.

I listed a few sample thoughts on what Hal, Kyle, and Stewart might have. All in all, Lanterns are fairly open ended, so I tried to strike a balance between flavor, versatility, and cost while keeping it as simple as possible.
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Old 01-12-2019, 10:43 PM   #54
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Default Re: GURPS Supers Alternatives

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Originally Posted by DreadDomain View Post
Ok, it makes sense. However, it might require a predefined list of Wildcard. If it's too loose, one might come up with the WC Ninja! and easily argue that it does include the "out of combat" stuff as well. Even with Martial Artist! as you defined it, does it man it cannot be used at all for acrobatics, jumping, and stealth out of combat? If not, Batman would need these skills on top of MA!
Essentially yes. That's why he drives to the scene in the Bat-mobile rather than swinging roof to roof ;) He has very high defaults and Detective to fall back on for tailing someone, but even so I'll go back and add Move!-14 [6] as well since I didn't add driving skills either. :/
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Old 01-12-2019, 10:53 PM   #55
naloth
 
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Default Re: GURPS Supers Alternatives

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Originally Posted by DreadDomain View Post
2) Taking a page out of Martial Arts, I consolidated his Billy Clubs skills under Karate (which also reduced many combat skills).
3) Got rid of Ambidexterity. Is Off-Hand Weapon Training still required if Billy Clubs are used with Karate?
4) Boosted Parbolic Hearing and changed the power modifier to Super -10% on all senses
5) Added a 2 Billy Clubs including the ability to swing at Move 12 (roughly 40km/h)
6) I consolidated his Disadvantages but not as much as I thought I would. Some work might still be needed here.
7) Reduced the frequency of appearance of the dependents and added his enemies
2) Seems close enough to tonfa, which IIRC was allowed in MA. You might have to add a skill adaptation perk to make it legal. Did I miss the technique DWA in his write up?

Also, I wouldn't take the clubs as signature gear, but I would pay for the "climbing line" perk from Supers. There are also some rules about swinging for a perk if you have the right skills.

3) Yes.

6) yes, looking better. I would still consolidate a bit more, though.

7) You can do it this way, but dependents and enemies that show up complicate any adventure on top of what you're already having to deal with. With four 6- rolls that's about a 40% overall chance one of those will occur per adventure.
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Old 01-12-2019, 11:47 PM   #56
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
2) Seems close enough to tonfa, which IIRC was allowed in MA. You might have to add a skill adaptation perk to make it legal. Did I miss the technique DWA in his write up?

Also, I wouldn't take the clubs as signature gear, but I would pay for the "climbing line" perk from Supers. There are also some rules about swinging for a perk if you have the right skills.

3) Yes.

6) yes, looking better. I would still consolidate a bit more, though.

7) You can do it this way, but dependents and enemies that show up complicate any adventure on top of what you're already having to deal with. With four 6- rolls that's about a 40% overall chance one of those will occur per adventure.
2) Skill Adaptations, ok.
2) DWA, you didn't miss it, I haven't included it. I was trying to avoid to add maneuvers. Maybe I should make an exception for that.
2) Climbing Line, hmmm good points...
2) Swinging rules, you are right, I am missing some of the skills

6) TBH, I was conscious of the disadvantage points I needed to round it up to 500, that's why I did not reduce as much as I thought. Not a good reason, I know.

7) I usually do not see that as a problem. Both as a player and a GM, I always loved having characters with a rich background.

I have edited Daredevil's write-up above

Last edited by DreadDomain; 01-13-2019 at 12:25 AM.
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Old 01-13-2019, 12:57 AM   #57
Plane
 
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
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%)
Johnny could wear body armor if he wanted to, he'd just burn it if he turned on his aura. Any "Cannot Wear Armor" should be Switchable.

In the past didn't you do something like "Only while X" to simply have DR not apply when using the aura?
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Old 01-13-2019, 02:38 AM   #58
DreadDomain
 
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Default Re: GURPS Supers Alternatives

Quote:
Originally Posted by naloth View Post
Green Lantern Template

Hal Jordan
Will +6 [ 30 ]
High Pain Threshold [ 10 ]
Talent: Hot Shot Pilot 4 [ 20 ]
Brawling-12 (DX) [1]; Courtier!-10 (WC-2) [6]; IA-15 (DX+3) [8]; Ten-Hut!-10 (WC-2) [6]; Wheel-Man!-12 (WC) [24] [ 45 ]
Total [ 1073 ]
Very good! Under which skill to you see Hal's piloting abilities?

And where is the only, true and greatest Green Lantern, Sines... Guy Gardner!!??
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Old 01-13-2019, 08:26 AM   #59
naloth
 
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Default Re: GURPS Supers Alternatives

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Very good! Under which skill to you see Hal's piloting abilities?
Wheel-Man! of course. He can pilot/drive any small craft (it says 1 person, but in the spirit of a get away driver, I'd let it have a couple of passengers or a bit of loot). His talent would only apply to piloting, but that just makes him better at flying any aircraft than cars. It might be better to switch this to Pilot!, but I was trying a different skill.

Quote:
And where is the only, true and greatest Green Lantern, Sines... Guy Gardner!!??
I was saving him for Red, but he's not hard to write up. At point of ST, perhaps two of HT, Tough Guy Talent 2, Skills: Bartending (professional), Brawling, Guns, and IA to start with...
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Old 01-13-2019, 08:29 AM   #60
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Default Re: GURPS Supers Alternatives

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Originally Posted by Plane View Post
Johnny could wear body armor if he wanted to, he'd just burn it if he turned on his aura. Any "Cannot Wear Armor" should be Switchable.
He can selectively not ignite bits of himself or have Reed make some specials stuff so it's not hard to justify. I just don't recall him wearing armor.

Quote:
In the past didn't you do something like "Only while X" to simply have DR not apply when using the aura?
Not to turn equipment off, but yes to disadvantageously "link" a group of advantages.
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