02-22-2011, 02:40 AM | #11 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Gurps for High Powered Supers
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If you want to further limit people on how many whacky gadgets they can bring to a session ("I spend ALL MY TIME during downtime building gadgets!!!1"), perhaps this might work: Gadget Hobbyist: You always use your downtime to invent gadgets. Provided you have had sufficient time to create a gadget and you succeeded at your rolls, you may always acquire one new gadget each session. Unless you purchase this gadget as a piece of Signature Gear, the GM is free to state that it "broke down" or that you "cannibalized it" in between sessions, and thus this perk also represents the maximum number of "free" gadgets you can have during a session. At the GM's discretion, this perk may be purchased multiple times (eg "Gadget Hobbyist 3" would allow you to begin the session with three gadgets).
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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02-22-2011, 03:00 AM | #12 |
Join Date: May 2006
Location: Denmark
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Re: Gurps for High Powered Supers
That's terrific roleplaying. With a character like that, I would have succumbed to the rockstar mentality right away.
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02-22-2011, 03:31 AM | #13 | ||
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Gurps for High Powered Supers
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02-22-2011, 03:41 AM | #14 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Gurps for High Powered Supers
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Charging them 15 points for what is generally free is probably too much. Charging 3 isn't so bad, and it highlights to the players what their limitations are. At the same time, it gives them a little side-benefit as well: They don't actually have to say "I'm building gadgets during my downtime." Because they have the perk, you always assume they are. (and note that this isn't gizmo (which IS five points). You can't use this perk in the middle of a session to say "Oh, I had a force rifle the whole time." No, this is basically "Standard Operating Procedure: Always invents stuff when time is available.")
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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02-22-2011, 04:26 AM | #15 |
Join Date: Sep 2010
Location: Mannheim, Baden
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Re: Gurps for High Powered Supers
I guess you're right. I didn't think of the SOP angle and was mainly worried about me as the GM having to come up with the game stats for all this stuff. I'd be fine with "Pay-a-point-and-give-me-your-ideas-with-stats-beforehand-to-vet" ^^
Anyway, I think I'm threadjacking. |
02-22-2011, 09:38 AM | #16 | |
Join Date: Aug 2004
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Re: Gurps for High Powered Supers
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And don't forget about the costs for gadgeteering! Make the characters pay for a good high Wealth value, and possibly some Independent Income as well. After all, even if they have Quick Gadgeteer and can get by with scrounging sometimes, their inventive genius will probably result in something mass producible and marketable sooner or later, and then they'll need to buy the Wealth level up anyway... |
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