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[personal profile] subplotkudzu
One aspect of the supers RPG market that I've been commenting on for a while is that there is a dearth of "focused" games, unlike the fantasy market. Fantasy gamers know that D&D is going to offer a very different experience than Runequest, which is in turn different from Warhammer, and that one shouldn't use D&D to capture the feel and tone of Warhammer, and vice versa. No comments on which is a mechanically superior system, as they are aiming for very different things.

In contrast, until recently the Supers market has been dominated by systems that claim to do all sorts of Supers equally well - they can handle Heroes for Hire and the Avengers, Dark Knight style Batman and the Justice League, Tom Strong and the Authority all with equal ease. In my experience, this is hogwash, and while I have played enough supers systems that I could say that I know for sure, I want to do a little experiment: taking a single character from a finished campaign and seeing how he looks in every major system I can. How do the mechanics of the system shape the character, what he can do and how he might be played. I am hopeful that some of the other supers gurus reading this - whswhs wrote GURPS Supers, Chadu wrote Truth and Justice, mnemex was a playtester for Marvel Diceless, Cambias wrote for Hero, and whoever else has a preferred system - might take their hand at translating the character to their preferred system, but if not I'll go it alone.

The character is Dr. Zachary Zevon, the Indestructible Man, the Smartest Man on Mars, from Dan Harvey's defunct Liberty League PBEM. Dr. Z is the leader and Reed Richards analogue of a team of adventurers and explorers who gained their powers over kinetic energy via a failed attempt to recreate the Philadelphia Experiment (the offshoot technology of which was what made Martian colonization after WWII possible - the game took place in New Philadelphia on Mars). His particular power is projecting invisible force fields, which he uses to give the world the false impression that he is personally invulnerable and superhumanly strong. His force fields are highly versatile, and he also has an array of personal inventions that he carries with him on missions.

 

 

 

Level 4

1) Heightened Intelligence A: +17

2) Heightened Charisma A: +11

3) Weakness Detection. 1 action, 170' range, learns target weakness scientific basis for powers and combat style (gaining +4 to hit and -4 to be hit by that target).

4) Force Fields (Modified): Zevon can generate invisible fields of nigh-indestructible force. These attack as Force Field, with a Power Requirement of 1 per blast, 0 to catch, 1/2 impact damage repelled or all impact damage that penetrates. Zevon's fields can lift things and exert force -- an attack or free-standing field has capacity of CxLvlx5, while a field braces on the ground can support ten times as much. His current field strength is 400lb, with a blast damage of 1d6. This has a range of 130'. Each Force Field takes 1 action per turn to maintain, and as a defense it reduces the base chance for most physical attack types to a 0.

Weight: 180 Basic Hits: 4 Agility Mod: 0

Strength: 12 Endurance: 13

Agility: 15 Intelligence: 35

Charisma:20 React. Mod.: 3

Hit Mod. 1.2 1.4 1.8 1.3 = 4.14 Hit Points: 17

Dmg. Mod.: 5 Healing Rate: 1.2

Accuracy: 2 Power: 75

Carrying Capacity: 273 Base HTH Damage: 1d6

Movement Rates: 40 " Running (Base)

Det. Hidden: 24% Det. Danger: 28%

Inventing Points: 9 Cash: $ -

Inventing: 105 %

Origin and Background: (Martian/American) Science x2, Engineering
Irradiated by IF energies when an attempt to replicate the teleportational effects of the Philadelphia Experiment, Dr. Zevon, the smartest man on mars, gained his power of indestructible force fields.

Legal Status: Recognized by New Philly/Mars government & police.

(Sec. Clearance = 0 )

Other Information: Zachary is known as the smartest man on Mars. He's knowledgeable in most fields of science, and an expert in the high energy physics connected with the Philadelphia Experiment and Project Rainbow. This means he's skilled at modifying, designing and building anti-gravity, space drives, high-energy power sources, dimensional sensors, and other aspects of advanced tech. He's also an expert at analyzing powers, their uses and their weaknesses.



Inventions

One of Zach's more profitable inventions is Energy Fabric - a material with an indeterminate IF charge, making it highly resistant to damage, able to adapt to the IF powers of its wearer and a effective form of insulation. Uniforms made of Energy Fabric give a x2 "roll threshold" for firearms, heat & cold. Obviously, Zach's own uniform (red slacks & shirt, silver gloves, boots & belt, League emblem [silver liberty bell with red dot in its center and two silver ‘moons’ in ‘orbit’ outside of the bell] on breast) is made of this material.

Another significant invention is his design for Artificial Intelligence Emulators: these are not true AI, but incredibly complicated fractal programming techniques that do a good job of simulating it. These serve as processors in the Liberty Lair’s computer systems and as the operating software for Roberto, the Lair’s robotic butler. Otherwise Roberto is a modified Gibson Industries robot. Zach makes quite a bit licensing the AIE to Gibson Industries, but Roberto’s programming is generations more advanced than the commercial versions.

Using the processing power of the linked AIE systems, Dr. Z was able to make limited nanite surgery possible. This is his Nanite Reconstruction Surgical Equipment (NuRSE for short). Those inside one of NuRSE’s chambers regain their healing rate in HP after 5 minutes of confinement, and another in one hour – after that initial burst of closing wounds, setting bones and so on, it acts as general medical supervision, increasing daily healing by x1.75 (1/20th Zach’s INT, as per the V&V rules, p. 27). The system also gives additional chances to resist poison or disease at the 5 minute and 1 hour marks. This bulky prototype is still under wraps in the Lair

The League’s Communicator Systems use cutting edge IF technology, sending messages through parallel dimensions to other communicators. They are not affected by distance or obstacles and can’t be traced or intercepted. They do still suffer from lightspeed limits, but are a step towards Zach’s goal of Ansible technology.

Finally, Zach developed Personal Environment Generators for the League when operating outside the domes or in space. Using a limited gravity attraction force field to hold in atmosphere (and the warmth of that atmosphere) They will provided an unprotected body about 5 minutes worth of uncomfortable life in hard vacuum. For a someone with resistance to environments, a protective spacesuit or just in the standard Martian climate, it provides several hours of warm, clean atmosphere through oxygenation and air scrubbing, but no combat defenses.

These represent his five spent inventing points. Everything else is just tinkering existing gear.

Gear

As mentioned, Roberto is a modified Gibson Industries robot. Gibson industries is an Earth firm, once owned by Americans but heavily invested in by an unnamed Japanese company located in Chiba. Roberto’s 1-4 were purchased before this near-takeover, and Zach has double checked them for security purposes before uploading his more advanced software. Roberto’s higher AIE’s make him much more lifelike than others of the type, and at Jack’s instance Zach gave the robot a more human appearance to go along with his more human attitudes – he followed Jack’s direction on the robot’s appearance, who now bears a striking resemblance to the Earth actor Cheech Marin. Jack would change this, but the public perceives Roberto as a human employee of the League and would react poorly to Zach modifying him now. (Roberto is treated as an “Android” in V&V rules, with a body power of interfacing with the League’s comm system, an 80% human appearance and an Endurance of 25. He has no special combat abilities, but is treated as 2nd level through experience. This is far superior to the average GI robot, but only through the introduction of Zach’s AIEs. It is possible that people with more skill at facial molding could get a higher % human when combined with the AIEs.)

Zach also carries a StrattonTech Scanner, a common enough device in labs, with a design made popular by the Star Trek TV show. It is about the size of a hardcover book, and looks much like The Book from the Hithchikers Guide TV shows, but with a larger screen. The Earth versions act as PDAs, cellular phones, wireless computer-links and a small holographic display potential. Martian Versions add air quality testers and sensors to pick up the strength of the local gravity field for people going outside the domes. Scientific versions add in scanners for electromagnetic radiation scanners for work in physics labs. Zach’s is a top of the line Martian Scientific version upgraded with his faster AIEs and linked via his extra-dimensional communicator tech to the League’s computers (which lets it act as an emergency remote control for their vehicles). This is often his first line of attack with any scientific problem, but the machine is limited even with his advancements.

Zach’s toolkit is an impressive device -- actually it’s three toolkits, each small enough to fit into a pocket, and combining in a variety of ways to give him any conventional tool he may need. These are not uncommon on Mars, and heck for enough money Sharper Image will sell them. Zach’s is the best available, provided for free by the company -- a sort of celebrity endorsement. Just having him be seen to use it is a big boost


As you can see, Dr. Z has 4 Powers, 3 of which are the less potent "skills" in V&V - out of a possible 7 + weakness. V&V offers a sizable range of power levels inside a single team, and a lot of variation in how those powers interact and what the player can do with them. His "inventions" are all an expenditure of the games "Inventing Points", which are one use resources that increase each level. His fame and fortune are just player decision with GM agreement, as the game doesn’t have mechanics for those. He is, in many ways, a pretty standard V&V player character when it comes to power level.

V&V can, in play, be either highly fluid or very rigid when it comes to how a hero’s powers work. Dan was a fluid GM, letting me use the force fields to mirror super-breath by pushing people away, heightened hearing by setting up large resonating membranes, explosive strength by sliding force fields into cracks and expanding them and a super-loud voice with an invisible megaphone. Few of these are listed in the power description, but the write up for Force Field gives the player a lot of leeway in the creation and manipulation of force field shapes. The mechanics of the V&V Defense system mean that Dr. Z was reliable invulnerable to physical assault, though it would tire him out if his field was repeatedly hit. Most of the threat came not from the amount of damage in the attack but the small chance that any one attack would score a "hit" and therefore do damage past his defenses.




Date: 2008-02-13 05:12 am (UTC)
From: [identity profile] whswhs.livejournal.com
Don't think I can free up enough time just now to do a GURPS Supers version. I'd be glad to comment on someone else's version, though. I'll do a FUDGE version, since I wrote the FUDGE supers rules that came out in the new edition—I feel I have a handle on that system, and it goes a fair bit faster.

Date: 2008-02-13 06:53 am (UTC)
From: [identity profile] chadu.livejournal.com
This is a fascinating idea!

Like Bill, I'm pressed for time at the moment (working on three projects -- Spirit of the Season upgrade, The Dresden Files RPG, and Swashbucklers of the 7 Skies), but I can comment on someone else's version.

I suggest hitting up [livejournal.com profile] dadiceguy or one of the other folks over on [livejournal.com profile] tandj_asmp.
(deleted comment)

Date: 2008-02-13 12:01 pm (UTC)
From: [identity profile] brianrogers.livejournal.com
I can't agree with that.

First, it's not how they advertise themselves. Outside of the relatively new and small indy games market, there isn't any advertising on "Experience of Play". the back cover text for GURPS doesn't discuss how players will find a game based on the "realistic" model of the world. Having been a playtester in whswhs' _GURPS Supers_ rulebook, that's not how he or his editors approached it, and a lot of time and effort was spent on building mechanics that would capture all apsects of the supers universe - from scaling power levels to de-empahsizing "realism". I argued at the time that I thought it would be better to focus the game as you're suggesting and build the best supers supplement we could for the type of play that GURPS empahsized, but that wasn't how it played out - in part because people with more experience than I with GURPS said that the system does natrually scale for various comic book realsim levels, and in part because it would have meant scrapping everything and starting over. I'm happy with the product that Mr. Stoddard produced and proud to have been involved, but I don't think it produced a book that was "how to do GURPS style supers", as you suggest.

Second, Fantasy games _do_ advertise themselves that way. D&D, at least in the 3E version thast I play, doesn't claim that you can build any character for any style of fantasy adventure story. It tells you that you're playing in the self defined world of D&D. Warhammer's cover text makes it clear from word one that this is not designed for everything from high tolkenesque adventure to dark street level fantasy. Fantasy games don't make the argument that they do everything equally well the way that major supers games do.

I'm curious as to why that is, and I want to see how much their claims of universaility really are accurate. This is one way to explore that.

Date: 2008-02-13 02:39 pm (UTC)
From: (Anonymous)
I believe the problem lies with the source. While it's possible to have a fantasy novel that hops between epic and gritty, I don't remember any (granted, my knowledge of fantasy novels is neglegible). So, if you read Tolkien, for example, you'll probable get epic fantasy from cover to cover.

In comic books, this is not so. Although Batman books usually deal with street=level threats, once in a while you'll have high-powered threats appearing and occasionalcrossovers with heavy hitters,liek Superman.Also, Batman isnot confined to his own series, starring in Justice League, whose antagonists are way more powerful. Thus, if I want to play a Batman-analogue, I'll probably want him to be as effective as its inspiration and that means being able to handle from street level thugs to alien starfish tyrants (within the expected parameters: Batman is not going to benchpress Starro).

Tchau!

Fred

Date: 2008-02-13 05:47 pm (UTC)
From: [identity profile] brianrogers.livejournal.com
I've heard this argument before, but again, I don't see it holding water, primarily because of the confiunes of the gaming environment. There are not a lot of game groups out there that split out the individual hero time around the table to go along with the group time.

Look at it this way: if the nature of the game is Batman (or, if there's a gaming group, Batman Family with the supporting cast acting in the same fashion as the white hats and other heroes in a BtVS game) then we should be modeling the Batman that is challeneged by the threats he faces in his own book. If the game is Justice League than the Batman that can be credibly challeneged by a small group of Ridder's thugs is likely too weak to capture how the character appears in the Justice League book. The player should be concerned with modeling the Batman as he appears in Justice League or he won't be playing the character he wants.

Unless the play group occasionally breaks out and plays a session of Batman Family, or Superman Family, Or Green Lantern Corps, how the character operates in his native environment isn't relevant to the play experience of playing Batman in the Justice League. So why not have a game system that is designed to capture that level of Justice League play?

In actuality, most game systems do have that scaling in place already, but they don't readily admit to it. DC Heroes is a poor system for running Batman's street level games. V&V breaks down if move too far above or below the X-Men power level. Each system on the market captures a certain niche.

However, the current experiment is seeing how One character of a FF power level looks in each game - what translates, what doesn't, and what effect will that have on play.

Date: 2008-02-13 02:50 pm (UTC)
From: [identity profile] whswhs.livejournal.com
Second, Fantasy games _do_ advertise themselves that way. D&D, at least in the 3E version thast I play, doesn't claim that you can build any character for any style of fantasy adventure story. It tells you that you're playing in the self defined world of D&D. Warhammer's cover text makes it clear from word one that this is not designed for everything from high tolkenesque adventure to dark street level fantasy. Fantasy games don't make the argument that they do everything equally well the way that major supers games do.

GURPS Supers, at least, aspires to do all the genres of supers, just as GURPS Fantasy aspires to do high fantasy, low fantasy, sword and sorcery, modern urban fantasy, and so on. So in principle, you could build the same character in all the modes covered in GURPS Supers, with different abilities available for each mode—silly, four-color, cinematic, speculative, gritty, noir, ultraviolent, for a start. But you could choose instead to pick one mode and focus on it. For the character as presented, that looks like it could be four-color, cinematic, or maybe speculative; which of those do you think is his original center of gravity? Or is there one of them that you'd like to see tested out, in particular?

Date: 2008-02-13 06:01 pm (UTC)
From: [identity profile] brianrogers.livejournal.com
Dr. Z's original center of gravity is a Fantasitc Four style game in the mode of Lee & Kirby or the Byrne run. That would be a four-color mode, and it is the one I'd most like to see tested out, if you (or someone) have the time.

Date: 2008-02-13 08:48 pm (UTC)
From: [identity profile] brianrogers.livejournal.com
And since I forgot to mention it, I appreciate how GURPS supers acknowledges that shifting between modes will require a re-assessment of the character. There's a fundamental honesty in that. I still don't feel that GURPS is a great fit for four color or high power supers (though I'd be interested to see Dr. Z written up as a playable character in a 4 color format to prove me wrong), but the acknowledgement that the character would have to be re-written to fit is at least an honest one.

Date: 2008-08-11 01:01 pm (UTC)
From: [identity profile] rickflannegan.livejournal.com
THe closest fit would have been the Dungeonomicon, but the Swashbuckler needed the War book out before he could be written.

WGP?

Date: 2008-02-13 03:42 pm (UTC)
From: [identity profile] gomad.livejournal.com
Does anyone want to do a workup for _With Great Power_? I have only given it an initial read-through - haven't even worked up a single PC, so I'm not qualified. But WGP is REALLY focused on that "experience of play" thing, directed at recreating the "terrible choices" melodrama of some comics.

Re: WGP?

Date: 2008-02-13 05:50 pm (UTC)
From: [identity profile] brianrogers.livejournal.com
Go ahead, I'd love to see it!

I've heard things about WGP, but I haven't read it yet. Today's (2/13) post might give you more background on Zach and Terrible Choices he might face. Still, in an FF style Exploratory & Adventure style game, his terrible choices might invole the fates of alien races or alternate futures rather than his girlfriend's life.

Date: 2008-02-13 05:51 pm (UTC)
From: [identity profile] chuk-g.livejournal.com
No character translation right now, but it looks like Mutant City Blues is going to be aimed at a very specific (and somewhat unusual) style of play. You'd have to contort it quite a bit to get a JLA or Avengers type game out of it, for example.

Date: 2008-02-14 06:09 pm (UTC)
From: [identity profile] brianrogers.livejournal.com
Part 2 of the series is for Tri Stat, and appears here
http://brianrogers.livejournal.com/74948.html

Date: 2008-02-14 06:11 pm (UTC)
From: [identity profile] brianrogers.livejournal.com
Part III of the series in HERO, and it appears here

http://brianrogers.livejournal.com/75112.html

Date: 2008-02-16 06:50 pm (UTC)
From: [identity profile] chadu.livejournal.com
Did a T&J version for you:

http://chadu.livejournal.com/599006.html

Date: 2008-02-19 04:16 pm (UTC)
From: [identity profile] jeffwik.livejournal.com
Are you planning on a Mutants and Masterminds conversion?

Date: 2008-02-19 05:00 pm (UTC)
From: [identity profile] brianrogers.livejournal.com
I don't own a copy of those rules - what I've seen of it so far hasn't driven me to buy it. If you want to do one I'd be thrilled to see it.

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