07-01-2009, 02:15 PM | #1 |
Join Date: Mar 2009
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New GM with Super Powers Questions
Hi. This is my first post to these boards, so apologies in advance if I mess something up. I've been running D&D games for over ten years, and I played in a GURPS WWII Supers game for about two years. Now, I'm the one on the hot seat to run a new game. They want classic supers. So, I have a huge amount of the system to learn.
Here are my questions, they're power specific... for now. :^) 1) I want an NPC with pretty much line of sight teleportation of objects. Basically pick pocket at range. If he knows you have it and where it is on your person, he can snag it from you. 2) I have a PC looking to the steal powers of other supers. He takes your super strength for a bit; he's super strong, you're not. What would the builds for these be? Thanks, ThaDium |
07-01-2009, 02:16 PM | #2 |
Join Date: Mar 2009
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Re: New GM with Super Powers Questions
I just put this in the wrong spot. Sorry can it be moved to GURPS?
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07-01-2009, 10:46 PM | #3 | |
Join Date: Aug 2004
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Re: New GM with Super Powers Questions
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ie if you 'take' the gun in Dr. Sidewinder's hand, you get your own gun, he keeps his. If interrupts are your goal, i might sugest linking the snatcher with Neutralize (mundane objects) with 'disappears from target's possession) as the special effect. ;) 2) I'm pretty sure that's covered in Powers.
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07-01-2009, 10:52 PM | #4 |
Join Date: Aug 2004
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Re: New GM with Super Powers Questions
Just out of curiousity, have you decided on what point range and power limits you want to put on your campaigh?
I also recommend this thread to you: http://forums.sjgames.com/showthread.php?t=11278 Plenty of character designs you may want to look at. And there is the 50 pt Abilities pdf which could prove quite useful to you as well. http://www.geocities.com/atreyu_hibi...Advantages.pdf
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07-01-2009, 11:30 PM | #5 |
Join Date: Dec 2007
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Re: New GM with Super Powers Questions
1) The first thing to remember is that with NPCs you don't have to actually design the powers. Just say how it works. Faster than writing down Warp, Ranged, Reliable, or whatever.
Last edited by David Johnston2; 07-02-2009 at 01:56 PM. |
07-02-2009, 12:27 AM | #6 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: New GM with Super Powers Questions
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Bill Stoddard |
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07-02-2009, 01:21 AM | #7 | |
Join Date: Jan 2005
Location: Japan
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Re: New GM with Super Powers Questions
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Ranged PickpocketHowever, this is only a mental exercise; note that you don't have to tweak advantages and worry about point cost as long as it's an NPC's ability, as David Johnston2 already pointed out. If he can steal strength only, Affliction (ST penalty) + ST (Accessibility, Only during Affliction's duration) is the way to go. If he can steal any super abilities from a foe, that's Neutralize with Power Theft enhancement (p. B71; Powers, p. 97).
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07-02-2009, 08:53 AM | #8 |
Join Date: Mar 2009
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Re: New GM with Super Powers Questions
Thanks, everyone! As to the power stealing, I mean it to be powers in general, not just strength. That was just an example.
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07-02-2009, 09:05 AM | #9 |
Join Date: Sep 2005
Location: Canada
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Re: New GM with Super Powers Questions
As GURPS Fan said, Neutralize with Power Stealing (+200%) and Cosmic (Any source; +300%) would be the way to go. This would allow the character to steal all of his opponent's abilities which have a power modifier for a temporary period. Note that it doesn't effect "wild" advantages (which lack a power modifier).
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07-02-2009, 09:39 AM | #10 | |
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Join Date: Apr 2008
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Re: New GM with Super Powers Questions
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