09-27-2019, 02:03 PM | #351 | |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Minor League Supers [Powers/Supers]
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But the Masked Avenger is an homage to Will Eisner's The Spirit. And the Spirit's main trick was not invincibility in battle, giving out superhuman damage, or toughness. His schtick was getting injured to the point where he resembled hamburger(*) and he just(*) kept(*) coming(*). The large HP total is an artistic choice. Pimps and drug dealers always have ready cash. Beating them into a pulp goes well with his mission, and looting the Bad Guy's Stuff is a venerable RPG tradition.
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"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall Last edited by Mysterious Dark Lord v3.2; 09-27-2019 at 03:39 PM. |
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09-27-2019, 03:07 PM | #352 |
Join Date: Feb 2016
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Re: Minor League Supers [Powers/Supers]
Quite honestly, you would be better off with Injury Tolerance (Damage Reduction /4, Homogeneous, and Unbreakable Bones; Super, -10%) [135] and Unkillable 1 (Super, -10%) [45]. It would allow them to be turned into hamburger without suffering 10d damage from a 5 yard fall (conversely, the above character would take 1d of damage from a 5 yard fall, /4 after rolling).
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09-27-2019, 03:45 PM | #353 | |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Minor League Supers [Powers/Supers]
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I've been making these characters without power modifiers like Super or Psionics so they could be adapted by others to a variety of backgrounds, so I'd have come up with a different point total. Still, I'll take notes.
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"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall |
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09-28-2019, 05:41 AM | #354 |
Join Date: Dec 2012
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Re: Minor League Supers [Powers/Supers]
Gregory James van Horne, 'Astral Knight,' 2019
Age: 15 Attributes ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 9 [-10] Secondary Characteristics HP 10; Will 14 [10]; Per 12; FP 12 [9] Social Background Languages: 21st Century English (Native) [0]. TL: 8 Cultural Familiarity: 21st Century Western [0]. Subtotal: 49 Advantages Absolute Timing [2] Eidetic Memory [5] Less Sleep 1 [2] Astral Armor 10 [30] Astral Celerity 6 [36] Astral Projection Talent 1 [5] Astral Sight 3 [13] Astral Sword 3 [20] Astral Travel (Uncontrollable, -10%) 6 [72] Protected Power (Astral Projection) [5] Perks Near-Death Projection. [1] Retractable Cord. [1] Skill Conversion: Astral Movement based on IQ. [1] Skill Conversion: Astral Sword based on IQ. [1] Subjective Navigator. [1] Subtotal: 191 Disadvantages Compulsive Snooping (12) [-5] Enemies (Hostile astral entities; small group, about as powerful, rarely all appear at once; Hunters; 9 or less) [-20] Secret (Identity) [-10] Social Stigma (Minor) [-5] Quirks Big X-Men fan. [-1] Cat person. [-1] Delusion ('I am a mutant'). [-1] Likes redheads. [-1] Hates anchovies. [-1] Subtotal: -45 Features Skills Animal Handling (Felines) [IQ/A] [1] 11 Area Knowledge (Inner Astral Plane) [IQ/E] [1] 12 Astral Lore [IQ/A] [1] 11 Bicycling [DX/E] [1] 10 Computer Operation/TL8 [IQ/E] [1] 12 Currant Affairs (Paranormal) [IQ/E] [1] 12 Expert Skill (Psionics) [IQ/H] [2] 11 First Aid/TL8 [IQ/E] [1] 12 Hobby Skill (X-Men) [IQ/E] [2] 13 Housekeeping [IQ/E] [1] 12 Literature (Comic Books) [IQ/H] [1] 10 Research [IQ/A] [2] 12 Astral Armor [Will/H] [1] 13* Astral Movement [IQ/H] [4] 13* Astral Sight [Per/H] [2] 12* Astral Sword [IQ/H] [2] 12* Astral Travel [IQ/H] [8] 14* * Includes +1 from Astral Projection Talent. Techniques Astral Crossing (H) Astral Travel-8 [9] 14 Cloaking (H) Astral Travel-8 [7] 12 Cross-World Communication (H) Astral Travel-1 [0] 13 Penetrating Blow (H) Astral Sword-5 [2] 8 Spectral Dodge (H) Astral Movement-4 [5] 13 Subtotal: 55 Total: 250 Equipment Clothes Shoes Backpack -Books, notebooks, school supplies Wallet, keys, et cetra Notes The two Skill Conversion perks represent his more intellectual concept of the astral plane, where IQ substitutes for DX. Will should also substitute for HT and ST (and HP), but I'm not sure how to represent that in this context; possibly Extra ST and Extra HT, both with the Astral Only limitation, but if so, I'm not sure how much that limitation is worth, and it would require juggling points. In some settings, this is not necessary, as it would just be a setting switch. Greg was never the healthiest child growing up, but since he hit puberty, he began having fainting spells when under stress. This is acturally a manifestation of his Astral Travel ability, which originally had the Unconscious Only limitation (since bought off), and is still Uncontrollable. As the Astral Knight, Greg is taller, more muscular-looking, has a voice like Sir Patrick Stewart, and wears what appears to be 16th-century full plate, save that rather than looking metallic, it resembles a cross between blue opal and mother-of-pearl. His Astral Sword also appears to be made of this imaginary substance. I haven't listed his reputation, but it's safe to say that while he has basically no game-useful rep in the physical plane (if I do a revised version, he might have a minor negative rep in school as 'that nerd who faints a lot'), his reputations in the astral plane (good spirits react positively if they recognize him, and evil spirits react negatively if they recognize him) cancel each other out. Templates used (all from GURPS Psis): Unexpected Psi (text box p19), Spirit Warrior (pp21-22), Visual Hunter, Long-Term Projector (Inner Plane lens), and elements of Fast Projector (all p22). Greg was mostly created for a "Characters with 'Power-heavy' builds" thread (that is to say, characters that have a significant majority of their points in power-related advantages, perks, and skills - not limited to psi-abilities, could be magic, spiritual, chi, generic 'super' powers, and so on), which I might start later if no-one else does, but he also fits here. He's a bit unusual even among minor supers, as he's completely unknown if you have nothing to do with the astral plane - he only learned the Cross-World Communication technique fairly recently. Thoughts?
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
09-28-2019, 07:36 AM | #355 |
Join Date: Feb 2016
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Re: Minor League Supers [Powers/Supers]
The default settings do not use the optional skills for abilities or temporary enhancements as techniques rules (those are more of Psionic Powers rules), so it depends on the setting. In most settings, the character would have 40 extra CP.
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09-29-2019, 11:36 PM | #356 |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Minor League Supers [Powers/Supers]
There's one sort of villain that usually isn't covered at 250 points. It's tricky, but also I think an essential part of the genre.
The origin is left out. This can be a human transformed by some external influence, a construct, a time-traveler, or several other things. And it scales upward easily by adding Damage Reduction. And now I present ... Monstron, The Destroyer of Cities!! (*insert music sting*) Monstron is easy to identify. Fifteen feet tall, resembling a guy in a cheap dinosaur costume. His M.O. is rather simple, too - rampage, eat people, roar, burn things at random, destroy buildings. Not a lot of tactics. Monstron prefers hanging out in national parks and game preserves, but he often ends up in cities, usually because someone brings him there. Attributes:ST 35 (+2 Size Modifier -20%) [200] DX 10 [0] IQ 8 [-40] HT 12 [20] Secondary Characteristics: Damage 4d-1/6d+1; BL 245 lbs.; HP 35 [0]; Will 10 [10]; Per 10 [10]; FP 12 [0]; Basic Speed 5.25 [0]; Basic Move 7 (+2 Size Modifier -20%) [32]. SM +2 Advantages: Blunt Claws [3] Damage Resistance 25 (Cannot Wear Armor -40%; Tough Skin -40%) [25] Innate Attack/Burning 4 (Flame Breath: Cone 5 yds +100%; Reduced Range x1/5 -20%) [36] Striker (Tail: Crushing; SM +3 +225%; Clumsy -20%) [16] Very Fit [15] Perks: Penetrating Voice [1] Sharp Teeth [1] Disadvantages: Appearance (Monstrous) [-20] Bestial [-10] Bloodlust (12 or less) [-10] Cannot Speak [-25] Gluttony (12 or less) [-5] Odious Personal Habit (Devours Humans) [-15] Social Stigma (Monster) [-15] Skills: Brawling (E) DX+2 [4]-12 Breath Weapon (E) DX+2 [8]-13 Intimidation (A) Will+5 [2]-15 (+5 bonus from Size and Appearance) Survival (Forest) (A) Per+2 [8]-12 Swimming (E) HT [1]-12 Quirks: Cannot Jump [-1] Cold Intolerance [-1] Uncongenial [-1]
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"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall Last edited by Mysterious Dark Lord v3.2; 09-30-2019 at 03:41 AM. |
09-30-2019, 05:52 AM | #357 |
Join Date: Feb 2016
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Re: Minor League Supers [Powers/Supers]
In general, wide scale destruction can be accomplished on the cheap with the combination of Area Effect and Cosmic. For example:
Aura of Destruction: Corrosive Attack 1 point (Accessibility, Only impacts TL5+ artifacts, -20%; Always On, -20%; Area Effect, 1,024 yards, +500%; Cosmic, Ignores DR, +300%; Emanation, -20%) [21]. Every second, TL5+ artifacts within 1,024 yards of the super creature suffer 1 point of corrosive damage (losing one DR every five seconds). Within moments, any clothing not made of natural fibers disintegrates. Within minutes, every vehicle disintegrates. Within hours, even the strongest of buildings disintegrates. By the end of the day, every TL5+ artifact in range returns to nature. |
09-30-2019, 06:27 AM | #358 | |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Minor League Supers [Powers/Supers]
Quote:
While game balance is important, minor details like destructiveness must sometimes take a backseat to Artistic Vision.
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"When you talk about damage radius, even atomic weapons pale before that of an unfettered idiot in a position of power." - Sam Starfall from the webcomic Freefall |
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09-30-2019, 07:40 AM | #359 |
Join Date: Feb 2016
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Re: Minor League Supers [Powers/Supers]
I agree, but only the superheroes (and their rival supervillains) need be 250 CP. Super threats could reasonably be 500+ CP for a group of 250 CP superheroes. For example, a rough draft of Hogzilla:
Hogzilla [500] Attributes: ST 100 (NFM, -40%; SM+4, -40%) [180]; DX 14 (NFM, -40%) [48]; IQ 6 [-80]; HT 14 [40] Secondary Characteristics: SM+4; Per 14 [40]; Will 14 [40] Advantages: Combat Reflexes [15]; DR 50 (CWA, -40%; Tough Skin, -40%) [50]; Hooves [3]; Immunity (Metabolic Hazards) [30]; Recovery [10]; Regeneration (Very Fast) [100]; Sharp Teeth [1]; Striker (Impaling) [10] Disadvantages: Berserk (6-) [-20]; Gluttony (6-) [-10]; Quadrupled [-35]; Wild Animal [-30] Plus whatever else you want... Last edited by AlexanderHowl; 09-30-2019 at 07:44 AM. |
09-30-2019, 10:20 AM | #360 | |
Join Date: Dec 2012
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Re: Minor League Supers [Powers/Supers]
Quote:
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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