Alternate pricing for Super ST

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GURPS Supers introduced a new modifier for the ST attribute, called Super ST. This expanded on a modifier introduced in GURPS Powers, Super Effort Lift. Both of these modifiers seek to solve the disconnect between the way GURPS handles ST and the way super-strong characters behave in comic books, by providing a discounted way to spend one FP per second for mighty feats of strength (catching a thrown car, holding up a collapsing building, etc). This is to make characters who are strong, but only do really super extra strong things at dramatic moments; supers who don't casually swat bad guys and explode them, and otherwise live in a World of Cardboard.

Super ST has a bit of a blip in it, in that it provides an exponential ST bonus for a linear price (which is great) but the first eight levels are actually more cost-inefficient than just buying ST that you can use all the time, without spending FP, and which comes with HP. The value of Costs FP is also a limitation that is a popular target for house rules - which value you use changes where that cross-over point of inefficiency is.

My solution is to charge for the first 8 (or whatever) levels as if you bought Super ST as its components via totally normal pricing schemes - after the breakpoint you switch to the RAW linear costs. This means that no matter how much Super ST a character buys, they are still getting a point break vs regular ST. With that in mind, here are four tables providing these point costs, for four different schemes for Cost 1 FP Per Second. I recommend treating Super ST as a hollistic advantage and applying power modifiers, the Size or Growth discount, the Cosmic modifier, and so forth, to the total price - this is somewhat multiplicative, but frankly Super-strong characters in GURPS need all the help they can get. It's also way simpler.