02-09-2013, 08:14 AM | #111 |
Join Date: May 2010
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Re: Why doesn't GURPS do Superheroes well?
You know, it might be good to create a version of Super-Effort that's explicitly limited to being used in ways heroes typically use their strength in the comics, and priced accordingly. Maybe don't do damage logarithmically, instead price it as if it were a bundle of Innate Attack (Melee, ST-Based) and Lifting ST (Super-Effort) or something.
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02-09-2013, 08:23 AM | #112 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Why doesn't GURPS do Superheroes well?
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Bill Stoddard |
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02-09-2013, 08:35 AM | #113 | |
Join Date: May 2010
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Re: Why doesn't GURPS do Superheroes well?
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02-09-2013, 11:23 AM | #114 | |
Join Date: Mar 2010
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Re: Why doesn't GURPS do Superheroes well?
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02-09-2013, 12:30 PM | #115 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Why doesn't GURPS do Superheroes well?
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02-09-2013, 04:38 PM | #116 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Why doesn't GURPS do Superheroes well?
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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02-09-2013, 06:06 PM | #117 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Why doesn't GURPS do Superheroes well?
It's challenging to build mechanics for, though. Something like:
Super-Damage (ST/VH): roll Super-Damage to cause damage to an object. You may do this for any natural attack, including innate attacks (the GM may require a minimum of 1d), and replace the normal damage of that attack. On a success, look up your margin of success on the range/speed chart, and that is your damage. When hitting a character (a character is considered to be anyone who pays points for their hit points and DR), final wounding cannot exceed 10% of hit points x your margin of success. Super-Lifting (ST/VH): roll Super-Lifting to lift an object. Ordinary objects have a penalty equal to their SM, the GM may give other objects their own resistance. Success allows lifting the object as Extra-Heavy encumbrance; for every 2 points by which you make the roll, reduce effective encumbrance by 1 level. Super-Resilience (HT/VH): roll Super-Resilience to resist injury. This roll is at a penalty equal to range/speed modifier for the injury being negated; against multiple attacks, roll once for the total, not once per attack. On a success, the attack does not harm you. On a failure, you suffer injury equal to the amount by which you failed, or the original damage, whichever is more. Those abilities are not balanced against tech (they're insanely overpowered), though for super vs super they just work out to a quick contest and the loser takes damage equal to the amount by which he lost. Last edited by Anthony; 02-09-2013 at 06:24 PM. |
02-09-2013, 11:14 PM | #118 | |
Join Date: May 2010
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Re: Why doesn't GURPS do Superheroes well?
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So here's what I'm thinking: Make a new enhancement for ST called "Four-Color, +150%" For purposes of Lifting ST, it acts exactly like Super-Effort. Furthermore, when making an unarmed attack again an inanimate object or superhuman foe, the super can add 1d/level to damage instead of adding Four-Color ST to regular ST. Game mechanically, this is something like Crushing Attack 1d (ST Based, +100%; (Other Limitations), -X%) [?]; HP +1 [2]; Lifting ST +1 (Super-Effort, +400%) [15]; Striking ST +1 (Alternative Ability of Crushing Attack, x1/5) [1]. It totals to 25 points or so, but rather than worrying about the exact value of the limitations on the Crushing Attack, and rather than writing the whole mess on your character sheet, you just call it ST (Four-Color, +150%) [25/level] and call it a day. |
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supers |
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