Building a Super
Supers come in a staggering variety and being unique is part of
the fun in playing one. However, all those options and lack of good reference
points can be intimidating, especially to the novice. Below is a Grade system
(much like celebrities) with example powers that are within a point range.
These are not Lenses, so costs are not all equal and adjustments (like adding
Power Modifiers) may be made. Customization is encouraged for experienced
players but these Rankings allow quick and easy character design. The GM
declares the Grade, any caps (Levels that are not allowed to be exceeded), and the
point budget and everyone picks abilities up to those limits. Unusual
Background costs are not included, except as noted since that is a setting
decision.
Grades or Lists
Simply pick various options from the appropriate list for the archetype you want to play. Most will have a -10% power modifier making them a bit cheaper, leaving you room for more stuff!
- E List [20]: Abilities costing about 20 points each or per set.
- D List [50]: These traits are worth about 50 points and often fit street level supers
- C List [100]: These are major abilities for infantry squad equivalents.
- B List [250]: Fits most recognizable supers key abilities.
- A List [500]: Signature abilities of major supers
- A+ List [1,000]: The signature ability of a world wide powerhouse or cosmic level super.
Lenses
These are categories based on classic archetypes. most are not well developed. The Brick was the one I originally designed this for and has the most detail - by far.
Acrobat • Aquatic • Archetype • Biomorph • Blaster • Brick • Defender• Elementalist • Flyer • Government Agent • Healer • Improviser • Kinetic • Knight• Mage • Man Plus • Marksman • Martial Artist • Mastermind • Mentalist •
Nightstalker • Phantom • Robotic • Rubberman • Sensor • Shapeshifter •
Speedster • Techno
E List (Everyone) [20]
Every type of Super in the game should be able to purchase from this list. Some abilities are cinematic or exotic but they generally suit the genre.
- IQ +1 or DX +1 [20]
- HT +2 or Log ST +2 [20]; Skill Average +5 or Hard +4 [20]
- Combat Reflexes [15]
- Fit [5]
- Grit (Hard to Kill +2 [4] + Hard to Subdue +2 [4] + Fearlessness +2 [4]) [12] • Less Sleep 2 [4]
- Luck [15]
- Martial Arts [20] Pick skills and Techniques, GURPS Martial Arts is recommended.
- Recovery [10]
- Regeneration (Slow) [10]
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