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Coplantor
2008-08-31, 09:27 PM
So, Im about to start GMing a GURPS campaigne and one of the players wants to have a character that draws it super powers from a magical armor that gives her super speed and such things much like saint seiya. So i was wandering wich advantages/disadvantages to use to help her create that character. I have the 4th ed basic set and the 4th ed Supers, I can get other books, just tell me the easiest way to create such character.

dariathalon
2008-08-31, 10:44 PM
I don't know anything about the character, but could take a crack at making a few things if you told me a little more about what you were looking for.

Also, a book I would very much recommend for this sort of thing is Powers. It gives a few more advantages to base powers on, a bunch more enhancements and limitations to put on them, advice on how to use these to achieve what you want, and even a variety of pre-made sample powers.

Coplantor
2008-09-01, 11:25 AM
This is how it works, you take a regular guy, with no powers at all, but when that guy wears a special suit of armor, he recieves super powers, call it a superhero that depends on a "supersuit" to be able to use his powers, not like batman's gadgets, when this hero wears his suit of armor he recieves powers like superspeed and extra strenght or being able to shoot a beam of cold or something like that. I know how to create those powers, I just dont know how to make the active only while wearing the armor.

warmachine
2008-09-01, 05:14 PM
Assuming similar armour can't be bought with cash, the cost is character points. That the powers don't work without wearing the armour means a limitation. See B110. Can Be Stolen, Must Be Forcibly Removed, -10% (B117) seems the only applicable limitation. Also, consider if countermeasures can disable the armour. See GURPS Powers (P20). Disruption by special abilities, such as other magic, is a -5% limitation. Specialised high tech has another -5%. Mundane technology and techniques is another -10% but I doubt that applies.

Coplantor
2008-09-01, 05:25 PM
OK, this sounds good, I'll let you know how did it worked after the session.

dariathalon
2008-09-02, 12:48 AM
Yep, can be stolen (forceably removed) seems like a very likely candidate. If you use this, make sure to consider whether the foe who takes it can immediately use the armor (if not, halve the value of the limitation).

Really any of the gadget limitations can work. Is it possible to disable the armor by doing enough damage? If so breakable modifiers might apply.

The other way to handle this is through a simple accessibility limitation. I would use the gadget limiters first, if you can see them coming up in play at all. If not, just call it a -10% limitation, similar to only in altered body form.

The only other possibility that leaps to mind is perhaps temporary disadvantage, if there is any downside to wearing the armor. From your description, I'm guessing not, but I thought I'd mention it.

Baidas Kebante
2008-09-02, 01:07 AM
This is how it works, you take a regular guy, with no powers at all, but when that guy wears a special suit of armor, he recieves super powers, call it a superhero that depends on a "supersuit" to be able to use his powers, not like batman's gadgets, when this hero wears his suit of armor he recieves powers like superspeed and extra strenght or being able to shoot a beam of cold or something like that. I know how to create those powers, I just dont know how to make the active only while wearing the armor.

They have powers even without the suit. Case in point, they can use their signature attacks without wearing the armour. You also need power (called Cosmos in the story) to wear the armour, so you can't be a normal person and expect to be special when you put it on. The more powerful you are, the more powerful the armour you can wear. At the same time, wearing the armour also increases and focuses your power.

If you're really trying to recreate a Seiya, then you should make her a superhero whose armour gives her extra bonuses and make some of her powers even stronger. Of course, the powers should somehow relate to a theme that the armour represents. Also, Seiya armours are tied to the wearer, so although other people can don the armour, they must earn the right to. A master can lend an armour to a student, or a person may use it as an homage to a respected friend.

You can try to create different levels of power, usable at specific times. She will have her basic powers with no armour, then when she dons her regular armour she grows in power. In times of trouble, she can summon a more powerful armour to her and use that to increase her strength even more. In the story of Saint Seiya, there are three levels of armours: Bronze, Silver, Gold. You can try to incorporate that into the design of the armours.

From what you've written, you're just focusing on the magic armour idea and actually stepping away from the Saint Seiya inspiration. If that's the case, then you may want to look at Sentai stuff for some ideas on how to flesh out the character's abilities (without the big robots, of course).

Coplantor
2008-09-02, 11:22 AM
Yeh, only a few can wear the armour and the character we Im trying to creat here will have only a few powers without the armour because they dont have a lot of character points at the begining. I like the "armour bond to the wearer" thing but I want it to be more flexible. Wich limitations would you put on the armour bonuses Baidas? Wich advantages should I use to improve an already existing one?