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Join Date: Nov 2013
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So, after a break of many years from GURPS, I got the urge to get back at it and with what might be a crazy idea for a new campaign...a mix of Supers (characters with Powers) and Cyperbunk (Setting, TL and plots).
Before we start fer realz, to get it out of the way, we are past the point of "Gurps can't handle it well enough" and whatnot. My reach for help here is to produce a concise list of what used to break and/or did not age well in terms of mechanics, so that I can adjust, curate and/or prevent breaking things in the future with a good foundation from the get-go. The idea of the campaign is to get PCs starting around peak human performance and go aaaalll the way to larger-than-life 4-Colors, so I can't simply ignore any side of the scale here. If my memory still serves me to some degree, the stuff I remember: Concern1 > ST - Scaling of Lift and Damage is off and falls off compared to powers stuff, like Innate Attack. Improvement1 > Is KYOS still the "betterest" switch to go for? Other option would be to just leave it "as is" and curate accessability enforcing "role protection". Pros/Cons? -- C2 > IQ (and probably DX) are too good. I2 > Brake Per and Wil from IQ. Probably will leave DX as is. -- C3 > Injure Tolerance, Regeneration, RD - Could break things in combat. I3 > My current thinking is "Role-enforced limits", with Unusual Backgrounds to cover ups and downs, like "UA:Brick" allowing X more DR from campaign base, requesting more levels along campaign development to also unlock new limits and possibilities. Thoughts? -- C4 > Weapons/Equipment (TL9 up to start of TL10) cost in relation to Powers, so that they keep being comparable-ish for the "first half of the campaign". Should it cost character points, money in-game, both, Advantages...? I4 > So far, for campaign beginning/first arc, thinking of going with equipment found in Cyberpunk/UltraTech up to start of TL10, that can be purchased/accessed in-game, as expected, and stuff like Richness-level advantages could be fair game and eventually when game scale starts to pickup, switch that into gadgets and mechanical -10% or whatever style of powers. -- Anything else that I'm missing and would be a big deal or corrections on my current plannings? Thanks a lot!! Last edited by T.K.; 05-11-2023 at 07:01 PM. |
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| Tags |
| cyberpunk, powers, supers |
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