Blog Archive

Friday, October 7, 2016

The Battlesuit Hero

    One of the classic hero types since the Silver Age of Comics is the battlesuit hero.  Unlike most hero types, who are either non-powered that rely on skill and use mostly "mundane" technology (such as Batman and Hawkeye) or have innate powers (Superman, Spider-Man), the battlesuit hero relies almost entirely on a suit of powered armor, typically with built-in weaponry.  The most iconic of the battlesuit heroes is, of course, Tony Stark/Iron Man; there are others, of course, owned by Marvel, DC, Image, and smaller companies.
    There are four basic methods to produce a battlesuit hero in GURPS: Signature Gear, a set of Advantages with various Gadget modifiers, as an Ally, and as an Alternate Form.  I'll discuss each of the four methods.

Signature Gear
    The Signature Gear method is the simplest of the four methods used to build such a character: build the battlesuit as a piece of gear, determine its price tag, if necessary adjust for being a higher TL item, and purchase the whole thing with the Signature Gear Advantage.
    On the one hand, this method may be preferred due to its simplicity.  However, this method requires that the battlesuit has a price tag.  If using one of the suits in GURPS Ultra-Tech or adapting from a design built using GURPS Classic: Vehicles or GURPS Classic: Mecha, the price in G$ is relatively easy to obtain.  On the other hand, it is not always appropriate for one-of-a-kind suits (like most of Iron Man's suits).
    As an example, let's take a TL10 Commando Battlesuit (Ultra-Tech, p. 183, 186).  At TL10, it costs $80,000; in a typical modern-day superhero setting this could appear at TL8 as a prototype.  Due to being two tech levels above the setting, the price is quadrupled, for $320,000.  At TL8, each point in Signature Gear nets a value of $10,000; this means the suit requires "Signature Gear (Commando Battlesuit) [32]".  In addition, Signature Gear means the suit has some form of "plot protection", enabling it to get replaced if stolen or destroyed.
    This cheap price can be useful in a fairly low-powered (250 points) setting.  I don't recommend using this method for 500+ point campaigns.

As an Ally
    As explained in The Captain's Boat (Pyramid #3/71, pp. 32-33), a vehicle - and here I count battlesuits, especially those supported by an integral AI - may be purchased as a base 5-point Ally, without adjusting for Frequency of Appearance.  More customized battlesuits can be built with a higher base Ally cost.
    For a battlesuit hero on a strict point budget (say, 150 points), this can be considered the most cost-effective method.  On the other hand, it is often considered a "point crock," as it makes owning or operating a battlesuit too affordable for some games; a character can get a major benefit for only a handful of points.

Advantages with Gadget Limitations
    The method taken by GURPS Supers is to treat the battlesuit as a set of Advantages, each possessing the "Gadget/Can Be Stolen (Must Be Forcibly Removed) (-10%)" limitation, often accompanied with a few Temporary Disadvantages (Electrical, Maintenance, and Unhealing are common).
    From the point of view of point costs, this is one of the fairer methods, especially when compared to various brick and blaster builds.  However, it can be a pain during character generation, especially when trying to add the limitations for every advantage in the suit.  To offset this, I recommend using a variation of the "Meta-Enhancement" rule from GURPS Power-Ups 4: Enhancements, treating a set of limitations as a single "Meta-Limitation", writing just the Meta-Limitation name (e.g. "Battlesuit, -40%") on each advantage, and a note on the sheet detailing which limitations are used.
    This method often has other questions asked during character generation: "If a part of the suit has is supposed to be Gadget/Breakable, what SM is the relevant body part?" "Do I need Switchable and/or Takes Extra Time on everything in order to don the armor?"  The GM must be ready to answer these questions.  A player may get frustrated with this method and decide to choose a different type of character, one not quite so complicated.
    (Sadly, I'm currently lacking an example build, as the build I was going to use as an example has been replaced by an Alternate Form build.)

Alternate Form
    My current preferred method: build the suit as if it was a racial package and calculate it as an Alternate Form.  This lets you define the Advantages without needing to specify a gaggle of Gadget and Temporary Disadvantages.  Such traits are defined as full-fledged Disadvantages in the racial package.
    After determining the point cost of the "racial" package for the battlesuit, the Alternate Form advantage on the primary character sheet is calculated: 15 + (90% of the racial package cost).  At this point, add the Gadget/Can Be Stolen (Forcibly Removed) limitation directly to the Alternate Form trait.  If it takes longer than 10 seconds to don the armor, you can use the Takes Extra Time limitation (p. B115) to extend the time.
    On the plus side, if the character owns multiple suits he can change into, each additional suit of equal or lower point value is worth only 15 points.
    Here is one build for a battlesuit with wings:

634 points
Attribute Adjustments:
ST +24 [240].
Advantages: Clinging [20]; Combat Reflexes (Accessibility: Only On Opponents Whose Style Is Programmed In, -20%) [12]; Damage Resistance 12 (Partial: Torso and Groin Only, -5%; Hardened 1, +20%) [69]; Damage Resistance 30 [150]; Electrolaser: Burning Attack 1d (Link, +10%) [6] plus Affliction 4 (HT-3; Link, +10%) [44]; Enhanced Move (Air) 1.5 [30]; Flight (Winged, -25%) [30]; Infravision [9]; Ladar (Targeting Only, -40%) [12]; Protected Vision [5]; Sealed [15]; Telecommunications (Radio) [10].
Perks: Accessory: Personal Computer [1].
Disadvantages: Electrical [-20].

On the main character sheet, I list the following:
Advantages: Alternate Form (Battlesuit) (Gadget/Can Be Stolen: Forcibly Removed, -10%) [585]

    (Yes, this is my build for the Beetle for my Marvel Reboot project.  I would have used Iron Man as an example, but I'm still working on his suits' racial packages.)

    Each method has their own strengths and weaknesses.  Personally, I prefer the Alternate Form method for battlesuit characters, as it combines a point cost comparable with other superhero abilities with a simplistic method.

5 comments:

  1. "this means the suit requires 'Signature Gear (Commando Battlesuit) [32]'"
    As I've said elsewhere you probably shouldn't have to pay more for Signature Gear than you'd pay for a Favor from a Patron that gives you the gear, plus an Extra Option Perk for the plot protection. Which suggests that 49 points is the cap, so that doesn't apply here but it's worth keeping in mind. Since Kalazz keeps bringing this up, I probably will blog about this in more detail soon (especially since the number he's using is too low, I think).

    Statistics: Patron (Incalculable Assets; Constantly; Equipment, More than starting wealth +100%; Favor x/15)[48] and Extra Option (My Thingie Has Plot Protection)[1]

    " As explained in The Captain's Boat (Pyramid #3/71, pp. 32-33), a vehicle - and here I count battlesuits, especially those supported by an integral AI - may be purchased as a base 5-point Ally"
    As Rory says, his article actually used Patron for this. That said nonsapient Allies has support in the Basic Set. I know a lot of people just don't like this and don't allow it (PK being probably the highest profile opponent) but I have used it and it worked perfectly. Which suggests another upcoming blog post for me I think.

    "(Sadly, I'm currently lacking an example build, as the build I was going to use as an example has been replaced by an Alternate Form build.)"
    Why not the obvious example? Dreadnought, GURPS Supers p. 45.

    ReplyDelete
    Replies
    1. ** " As explained in The Captain's Boat (Pyramid #3/71, pp. 32-33), a vehicle - and here I count battlesuits, especially those supported by an integral AI - may be purchased as a base 5-point Ally"
      * As Rory says, his article actually used Patron for this.

      Actually, if you read the last section of his article, headed "Fighter Pilots and Rebel Scum" (p.33), you'll notice he shifts from Patron to Ally for small, one-man vehicles like fighters and mechs. I probably should have been clearer with the heading.

      Delete
  2. Yeah, I agree that Alternate Form is the best way to go for a full on Supers campaign. It let's the player just build the suit he needs, TL and reality be damned and is less complicated then doing it as an ally and hella less complected then building it using a design system like GURPS Vehicles/Mecha or my blog post (Shameless plug is shameless :D.

    I also think when yo copied your draft over to blogger you missed a bit since how got sentence that kinda runs on: "On the other hand, it is often considered a "point crock," as it makes owning or operating a battlesuit too affordable for some games; a character can get a..."

    Can get a ... what? A what man?! I need to knoooow!!!

    ReplyDelete
  3. Could you do extra hp with mechanical limits to represent the 'suit HP' and maybe even 'at >7 hp, wings won't work' or 'If suit/hand crippled repulsors don't work' to represent the fact that it's a piece of tech? There's so many themes where the hero got beat up, but crosswired his doozyhammer's power source with the blasterbeam to get one .. more .. shot! represented by a heavily penalized skill roll on repair, akin to instant first aid from DF.

    ReplyDelete