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#1 |
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Join Date: Dec 2004
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I've been thinking of beginning a Super's campaign, but I need a little help. Reading through the old IST book (3e) it gives the starting WW2 campaign at 250 points with a 100 point Unusual Background cost. Would it be fine to 'keep' that point total, or does it need to be increased because of the doubled cost of IQ and DX?
I'm looking to begin a 'superpowers' just emerged kind of feel to the game. I'm also concerned about high strength since super human strength seems to be a 'hallmark' power for a lot of players in games like this. Can a reasonably superstrong human be made on 250 points (the extra 100 points being UB cost, so that can't be used.. and should I uses 100 points for an UB cost? ) What would cost, for instance for a superhuman to be able to lift .. say a ford mustang and toss it? How about a ford explorer? I assume the 'easiest' way is you use the enhanced ST advantage in powers (forgive me, I cannot recall the name of it, but I believe it's a +400% advantage). Any help would be appreciated thanks. =)
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"Time Traveling Brownie Parahuman from the future!" |
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#2 |
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Join Date: Nov 2005
Location: Newcastle, Australia
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The recommended points for disadvantages has gone up to half of the total character points, due in part to the increased cost of IQ and DX. The disadvantage points in your case would go up from 100 to 125, half of the 250 total.
In the case of the UB this would leave the characters with 25 points to play with, making their characters more distinct, so I would keep the UB cost the same (100). |
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#3 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#4 |
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Join Date: Dec 2004
Location: Indianapolis
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I use more of a sliding scale, for disadvantages.
Points>Disads 0-200>50 201-500>75 501-1000>100 It keeps things more sane and makes it easier for me to keep track (if they have 50 points, most likely, it'll be one biggie a dn afew smaller ones). I see no real problem w/the RAW though. One thing I'll say about 4th ed. It seems to do high=point values better. Not sure how, but all the rules changes must combine to make 1000 pt PCs easier to handle.
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Wine is full of truth Beer is full of strength Water is full of bacteria |
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#5 |
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Join Date: Dec 2004
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Hm, thanks for the replies, but I have another question.. more of a follow up. As I said originally super strength is something of a hallmark power to most comic genre fans .. but I wonder if it's feasible at certian power levels.
For instance, if I 'nix' the UB cost, and simply make the campaign limit 250 points, for 'beginning' supers, I know I can make some 'really' nice super humans on that total, but is super strength feasible in the area of 'lifting'? As I asked in the first post is it realistic to expect a super built at that level to be able to lift say a sports car (like a ford mustang) and throw it some distance? Or is super strength that looks like super strength not realistic at this level? What about 300 points? 350 points?
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"Time Traveling Brownie Parahuman from the future!" |
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#6 |
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Join Date: Oct 2004
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If you start with ST10, you need Lifting ST+90 [270] for a BL of 2,000 lb.
With Extra Effort you need less. OTOH if you want to throw stuff to do damage, Lifting ST isn´t enough and you should buy regular ST, though can sell back the HPs, so that you pay only [8] per point. |
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#7 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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#8 | |||
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Join Date: Sep 2004
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UBs are useful if you're going to mix in characters that have different buying restrictions. Otherwise, don't bother. My website has the UBs that I used to differentiate between normals, aliens (fixed set of powers), gadgeteers (no internal powers), and generic supers (one of a kind combos). Quote:
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#9 |
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Join Date: Jul 2005
Location: Calgary, AB... looking for a few more to join us.
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Most of my heroic fantasy campaigns start at 150(75) with 75 being the max disadvantages. This gives me a reference to view what I would consider super.
I personally would start a burgeoning supers campaign with 350(100). I've always thought the UB was kind of pointless if everyone has powers. I don't bother unless the campaign is going to be dealing with more normals than supers, which a burgeoning campaign probably will. I would set a powers user as needing a 50pt UB to buy powers. If I were running a four-colour superhero campaign I'd use 1000(150)... or Champions. :)
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-safe from the children born as ghosts |
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#10 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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We went over and over ST and throwing during the playtest, and finally we settled on the requirement that you take both Lifting ST and Striking ST to gain enhanced throwing. Lifting ST by itself is a slow contraction that doesn't let you move things fast enough to do a lot of damage; the best you can do is pick up something heavy and drop it. Striking ST by itself doesn't let you lift heavy things, though it lets you throw light things harder. We also added in Super Throw, roughly parallel to Super Jump. Bill Stoddard |
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