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Old 10-15-2019, 09:27 PM   #421
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

Desert Rat

Desert Rat is a young female super who possess a superhuman connection with deserts. Her abilities include Permeation (Sand; Affects Others 5, +250%; Can Carry Objects, Heavy, +100%; Meld 2, +300%; Reflexive, +40%; Super, -10%) [78].
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Old 10-16-2019, 10:41 PM   #422
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

Bad Tongue

Bad Tongue is a female supervillain who possesses the ability to make anyone who hears her speak suffer crippling neurological problems.

Bad Language: Toxic Attack 1d (Affects Insubstantial, +20%; Area Effect, 64 yards, +300%; Cyclic, 7 daily cycles, Removed by Hypnosis, +60%; Emanation, -20%; Hearing-Based, +150%; No Signature, +20%; Selective Area, +20%; Selectivity, +10%; Super, -10%; Symptoms, ST-20, DX-20, IQ-20, HT-20, 1/3 HP, +600%) [50]
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Old 10-18-2019, 08:27 PM   #423
martinl
 
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Default Re: Minor League Supers [Powers/Supers]

Human Bean has Magery 6 and a variety of useful utility spells.
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Old 10-21-2019, 03:06 PM   #424
Gold & Appel Inc
 
Join Date: Jul 2007
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Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
Death Metal

Death Metal is the name for a female supervillain who uses her magnetic powers to commit crimes. Her principle ability is TK 120 (Magnetism, -50%; Reduced Range, /5, -20%; Reliable, +10, +50%; Super, -10%; Uncontrollable, -30%; Visible, -20%) [120]. While she is a one-trick pony, she is a very effective one-trick pony, as she is capable of hurling cars six dozen yards with pin point accuracy with just a thought.
Also happens to play electric guitar a little, but not her primary thing...
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Old 10-31-2019, 01:13 AM   #425
Mysterious Dark Lord v3.2
 
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Location: The deep dark haunted woods
Default Re: Minor League Supers [Powers/Supers]

HA-HA-HA!! I did it! I made the most ridiuclous character imaginable!

Here we go ...

Malcolm Gould
250 points

Attributes:
ST 9 [-10]
DX 12 [40]
IQ 11 [20]
HT 12 [20]
Secondary Characteristics:
Damage 1d-2/1d; BL 16 lbs.;
HP 9 [0]; Will 11 [0]; Per 12 [5]; FP 12 [0]
Basic Speed 10 [80]; Basic Move 10 [0]

Advantages: Danger Sense [15]
Double-Jointed [15]
Enhanced Dodge 4 [60]
Enhanced Time Sense [45]
Perfect Balance [15]
Versatile [5]
Talents: Superior Equilibrioception 4 [20]

Disadvantages: Chummy [-5]
Enemy: Unknown Arch Enemy (150%; Hunter; 6 or less) [-15]
Honesty (9 or less) [-15]
Pacifism (Cannot Kill) [-15]
Social Stigma (Minor) [-5]
Shyness (Mild) [-5]
Skinny [-5]
Slow Riser [-5]
Stubbornness [-5]
Wealth (Dead Broke) [-25]

Skills: Acrobatics (H) DX+6 [12]-18 *+5 from Perfect Balance and Talent
Area Knowledge (Neighborhood) (E) IQ [1]-11
Bicycling (E) DX [1]-12
Climbing (A) DX+9 [1]-21 *+10 from Double-Jointed, Perfect Balance and Talent
Computer Operation (E) IQ+1 [2]-12
Escape (H) DX+3 [1]-15 *+5 from Double-Jointed
Fast-Talk (A) IQ-2 [1]-9 * -1 from Shyness
First Aid (E) IQ [1]-11
Hobby Skill (Modern Collector Card Games) (E) IQ [1]-11
Housekeeping (E) IQ [1]-11
Observation (A) Per [2]-12

Perks: Honest Face [1]
Quirks: Determined [-1]
Fashion Disaster [-1]
Giggles When Nervous [-1]
Memorized every single M:tG card [-1]
Stereotype Nerd [-1]

Malcolm Gould. Age fifteen. Nerd-boy and enthusiast for collectible card games. Good student but not popular. He hardly sees his parents, but they leave money and groceries.

Then Something Happened ... (Insert Music Sting)

The exact thing that happened depends on the world. What matters is the result - Malcolm gained superhuman balance, reflexes, and agility. (He might tell people that he was biten by a radioactive gymnast, but it's doubtful anyone would believe him.)

Malcolm Gould is a super-being just a day after acquiring his abilities. He has no combat skills, as he is just a nerdy high-schooler who had a freak event happen to him. He could decide to be a Hero ... or decide to take revenge on society. He has an Enemy, connected to his origin, but as that is as yet undefined it doesn't push him either way yet. He could get a mentor, get recruited by some organization, take self-defense classes, look for whatever empowered him to get more powers, self-train, or whatever.

He is also an exercise in tweaking one characteristic - in this case, the character's Dodge. Malcolm's Dodge adds up to 18 (20 if he does an Acrobatic Dodge). In other words, even with substantial Dodge penalties he can still avoid attacks. Add Danger Sense and Enhanced Time Sense, and he's damn near impossible to tag. (And with a Move of 10, if he can't Dodge, he can get the heck out of Dodge.)

But his super-agility could be used as the basis for any sort of offensive training or a number of cinematic careers. Which is the point - this is a superhuman at the very beginning of his path. Hero or villain? Champion or monster? Pirate or Ninja?

As he was designed with no particular source of powers in mind, adding a Power Source deduction for his abilities would liberate a few points which could be used to customize Malcolm even further.
__________________
"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; 10-31-2019 at 01:21 AM.
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Old 10-31-2019, 06:18 PM   #426
Prince Charon
 
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Default Re: Minor League Supers [Powers/Supers]

Hmm. I'm going to suggest that Malcolm was struck by lightning, which in a one-in-a-billion reaction enhanced the efficiency of his motor cortex, and granted Enhanced Time Sense as a side effect.

The enemy might be someone who was also struck by lightning at around the same time but was injured by it, or someone who was planning to take advantage of the storm in some way that poor Malcolm being in just the right place at the right time disrupted. They might also be someone who was injured or inconvenienced by Malcolm when trying out his new abilities for the first time (possibly without Malcolm even noticing), depending on how strict your interpretation of 'connected to his origin' is. The enemy is still not necessarily evil, as they might attribute malice to Malcolm where accident is more accurate (and if Malcolm does decide to be a villain, that could confirm the malice theory in the enemy's mind).

There are of course many other options, but this is the one that popped into my head, and I thought it might be of interest to others.
__________________
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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Old 10-31-2019, 11:24 PM   #427
Mysterious Dark Lord v3.2
 
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Default Re: Minor League Supers [Powers/Supers]

As I worked on Malcolm, I also came up with an opponent in his reality (not the Enemy in his write-up, but a good recurring villain). He's designed to be a dangerous opponent for Malcom's super-reflexes, but is himself still new at his career.

Of course, he can fit in any street-crime or starting-out super-career setting.
==================================================
The Reach is freelance criminal muscle. When the local mobs want a message sent or someone to be killed ugly, they hire The Reach. Despite being on the scene only a bit over a year, he has already gotten a reputation as a very efficient and through worker, but also as an absolute monster.

He's easy to recognize - he has pale skin, three eyes, and six arms. He's also caucasian with brown hair and eyes, but hardly anyone notices that.

The Reach has superior coordination, allowing him to beat on someone with all six fists at once or to shoot three targets simultaneously (one of his favorite tactics is to go into a crowded room holding three shotguns and blowing away everyone there).

You want someone threatened or rubbed out? Want a rival's operations wiped out? Pay in advance, and you have The Reach to do what you want done.

The Reach
250 points

Attributes:
ST 11 [10]
DX 11 [20]
IQ 11 [20]
HT 10 [0]
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.
HP 11 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0];
Basic Speed 5.25 [0]; Basic Move 6 [5].

Advantages: Ambidexterity [5]
Combat Reflexes [15]
Contact Group (Underworld in home city; Skill-15; 9 or less; Somewhat Reliable) [10]
Enhanced Tracking 2 [10]
Extra Arms 4 [40]
Extra Attack 5 [125]
Reputation +3 ("Efficient Criminal Muscle": Criminals and Law Enforcement, 10 or less) [5]

Disadvantages: Appearance (Unattractive; Universal +25%) [-5]
Bloodlust (9 or less) [-15]
Bully (12 or less) [-10]
Callous [-5]
Code of Honor (“Stays Bought”) [-5]
Enemy (Local law-enforcement agency; Watcher; 9 or less) [-5]
Greed (12 or less) [-15]
Light Sleeper [-5]
Overconfidence (6 or less) [-10]
Reputation -3 ("Brutal Beyond Words": Criminals and Law Enforcement, 10 or less) [-5],
Selfish (12 or less) [-5]
Social Stigma (Criminal Record) [-5]
Social Stigma (Freak) [-10]

Skills:
Acrobatics (H) DX [4]-11
Area Knowledge (home turf) (E) IQ+1 [2]-12
Breath Control (H) HT [4]-10
Broadsword (A) DX+1 [4]-12.
Carousing (E) HT+1 [2]-11
Driving (Motorcycle) (A) DX+1 [4]-12
Escape (H) DX [4]-11
Fast-Draw (Knife) (E) DX+1 [2]-12
Forced Entry (E) DX+2 [4]-13
Guns (Pistol) (E) DX+1 [2]-12
Guns (Shotgun) (E) DX+1 [2]-12
Intimidation (A) Will+1 [4]-12
Judo (H) DX+1 [8]-12
Jumping (E) DX+2 [4]-13
Karate (H) DX+1 [8]-12
Knife (E) DX+1 [2]-12
Parry Missile Weapons (H) DX [4]-11
Poisons (H) IQ [4]-11
Running (A) HT [2]-10
Savoir-Faire (Mafia) (E) IQ+1 [2]-12
Stealth (A) DX [2]-11
Streetwise (A) IQ+2 [8]-13
Throwing (A) DX+1 [4]-12
Wrestling (A) DX+1 [4]-12

Quirks: Glares and scowls a lot [-1]
Minimalist speaker (Never speaks a word when a noise or nod will do) [-1]
Nocturnal by choice [-1]
Unnatural Features (Three eyes; six arms) [-2]
__________________
"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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Old 11-01-2019, 06:38 AM   #428
naloth
 
Join Date: Sep 2004
Default Re: Minor League Supers [Powers/Supers]

I like Reach, especially as a reoccurring mid level thug.

I would bump his DX (given the points he has in skills, his PV actually goes down) and then give him something to help him survive better. After all, he's a "tough guy" that heroes are going to pummel so a bit of Hard to Kill, Fit, or just a higher HT would help him when he starts making life checks.

EDIT: 10-15 points of ADR or a few points of HP would give him a nice buffer to absorb more damage.

Since pummeling is his tactic, I might drop Karate/Judo in favor of a higher Boxing skill. He has lots of attacks, but not a lot of ST behind them. A higher skill would bring a +2 damage to offset the -2 from fighting barehanded.

Also, I'd only use the worst of the two social stigmas.

Last edited by naloth; 11-01-2019 at 07:45 AM.
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Old 11-01-2019, 07:12 AM   #429
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

Six arms and six attacks per turn is really not that useful, especially with his skill levels. One possible solution would be to replace four of his arms with Crushing Strikers, giving him +20 CP, and replacing four level of Extra Attack with four instances of Extra Attack 2 (Karate Only, -20%; Multiple Attacks, +20%; X Striker Only, -60%), two levels for each striker, giving him +20 CP. With the extra points, I would increase his Karate by +10. With ten attacks and parries per turn, and Karate 22, he could dominate hand-to-hand combat.

(Notes: X Striker Only (-60%) comes from applying the One Attack Only (-60%) limitation from Striking ST to Extra Attack. If you think that would not apply, get rid of it and Multiple Attacks, decrease Extra Attack from 9 to 4, and you have the same CP cost).
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Old 11-01-2019, 07:43 AM   #430
naloth
 
Join Date: Sep 2004
Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
Six arms and six attacks per turn is really not that useful, especially with his skill levels.
I'd say the 3 shotguns would be pretty dangerous even if his unarmed attacks are somewhat "meh". 6 arms tend to work really well for grappling as well.

Quote:
One possible solution would be to replace four of his arms with Crushing Strikers, giving him +20 CP, and replacing four level of Extra Attack with four instances of Extra Attack 2 (Karate Only, -20%; Multiple Attacks, +20%; X Striker Only, -60%), two levels for each striker, giving him +20 CP. With the extra points, I would increase his Karate by +10. With ten attacks and parries per turn, and Karate 22, he could dominate hand-to-hand combat.
Even cheaper would be buying two melee IA attacks with Rapid Fire to represent lots and lots of punches. It gives him a shotgun like melee attack to penalize dodge up close as well (which sort of makes sense as he would have arms flying at you from every direction). Besides as a GM, I prefer to minimize unnecessary rolling (role vs roll play).

It's not necessary if the intent is to keep him as a mid range thug. Either your or my changes could very quickly push him from henchmen status to a main villain that can handle a party of low level heroes.
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