Batman Isn't GURPS!

Go with Blood of Heroes/DC Heroes. One of the best RPGs I've ever played. Marvel Superheroes was OK, but I had to many bad DM experiences with it, and hated the random character generation.

FASERIP, hehe.
 
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Well, if folks here are going to flog Blood of Heroes or GURPS Supers, then I'll recommend HERO 5e. All theses rules have a fair bit of math to them, but HERO is the only one to have the flexibility and tone I like.

However, if you want simple (easier to do over the intrweb, neh), then go for Silver Age Sentinals. It doesn't have quite the level of detail HERO does, but at least your players won't kill you for overly complex rules.
 

I have Mutants and Masterminds sitting at home right now. Its a great system. Character creation is as complex as you make it. It covers a wide range of characters, and the combat system is fast, easy, and very comic-book feel.

Its also one of the prettiest d20 (or roleplaying in general) books that I own. It isn't true d20, as it uses only the d20 and has no hit points or damage rolls. Any questions, let me know, as the book is right in front of me...
 
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Okay, here's an example of a villain I'd like to produce.

If you've seen Fallen, you get the idea. An Alien Symbiote who travels from Host to Host via touch. He's a telepath/empath, BUT only to the 'host' he's riding. Domination, suggestion, thought penetration, etc etc. If the person he's in dies, he has about ten seconds to grasp a new body; a mammal with atleast a cat-sized body. The persons around must roll vs letting him in.

Or what about a Kinetic Backlash? A character who can create a 'defense'; any physical blow that he's hit with, he absorbs the kinetic energy (the damage), and then can expell the kinetic energy with a touch. He cannot absorb falling damage, and if he doesn't 'release', it will go off internally. Also I imagine there'd be a thresh-hold, so shooting the sucker with a machine gun would eventually 'fill up' his Kinetic energy hold (But its capacity and time limit would increase as he becomes more experienced).

Now, under what system can this be done? I know it can be done in Champions, but what about any others?
 

Xarlen said:
One player is really pushing for Heros' Champions. Since Heros offers Flexibility, that's what I'd like. But my Co GM isn't comfy with Heros; it's cumbersome mathwise. Especially since this is an Online game, I don't want a system to be difficult (Especially one I Don't Know!).

Everybody complains about how 'cumbersome mathwise' the HERO system is, but here is the truth: The only time you need to use a calculator in HERO is during character creation. Once you have the characters made, no math is needed, other than checking if you hit or doing damage.

And really, most superheroes are on about the same level as 15th level D&D characters... How long does it take to make up one of those from scratch, not using a computer program? (Including magic items, and skill points, and spell lists, etc.) Quite awhile, for me at least. In combat, both systems will need just about the same level of math skill, figuring out hit point damage, multiplying criticals, etc.

The HERO system is nearly infinitely flexible in character creation; You can make any type of character you want.
 


GURPS would actually be VERY good at running a Batman style game because much of Batman's power comes from his intellect, his skills, and his gear. If you notice, characters in Batman get seriously screwed up when they actually take hits.

Barbara Gordon, anyone?

GURPS would allow a Batman style character to, with the right gear and a LOT of training (like Batman has) to dodge and block attacks really well, especially if you make good use of situational modifiers like diving for cover.

The problem with using GURPS in your situation is that you're playing online, and it's better suited to having a hex-map in front of you.
 

RangerWickett said:
Hopefully some loyalist will sing the praises of ENWorld's own "Four-Color to Fantasy."

Allow me.

Four colour to fantasy is great. Given my friends habit of mataphorically jumping up and down on supers systems until they shatter into tiny pieces, it's help up better than almost any other supers system I've ever used. Given the design choice to make it an addition to other d20 rules sets rather than a stand alone system, it can fill in a lot of gaps. Just find a campaign style that works for you, then add in the supers option on top. Easy and ready to go.

Between 4C2F and the mini-adventures that come free with polyhedron, I've got enough weird supers campaigns to last me a lifetime.
 

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