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Old 09-06-2019, 03:39 PM   #311
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Minor League Supers [Powers/Supers]

For reference, now that I actually have access to my books, the relevant section is Power Ups 8: Limitations, page 6. "Limitations on Disadvantages".
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Old 09-06-2019, 03:58 PM   #312
Varyon
 
Join Date: Jun 2013
Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
But it contradicts the entire structure of modifiers for traits (and is needlessly complicated). For example, Mitigator (Corrective Lenses) is worth -60% as a limitation for Bad Sight. We do not calculate it by buying No Bad Sight (Accessibility, Only When Not Wearing Corrective Lenses) and then adding it to Bad Sight to determine the difference (especially when the Accessibility would be only worth -20%). The difference is quite significant, -10 CP by RAW and -5 CP by the house rule.
This is for handling using Advantage Limitations (which are priced differently) on Disadvantages. Besides, corrective lenses are easily stolen and rather fragile, so they’d probably have a pretty high Limitation value as Gadgets. It’s possible to have spares, but you can’t just walk into a store to buy a new set off the shelf, it needs to be made according to your prescription. From what I understand, some people can get away with using mass-produced “cheaters,” but a) doing so long term has issues (like headaches - Chronic Pain that probably brings reduced IQ when in effect) and b) such people have relatively minor vision problems, probably not enough for full GURPS Bad Sight. All that in mind, while -40% may be a bit high for the virtual Gadget Limitation, it doesn’t sound completely outlandish. Again, of course, you can still just use Mitigators as-is, the Negated Disadvantage idea is just to get a fair value when you need to use Limitations designed for use with Advantages.

As for being complicated, just work out the value of the Advantage’s Limitation, subtract from -100%, and write it in as a Mitigator. Someone who has Bad Sight only during the day could be written as having Bad Sight (Mitigator: Night).
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Old 09-06-2019, 04:13 PM   #313
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Minor League Supers [Powers/Supers]

Just to try to get this thread a bit more on track, here's another super.

Shark-Man has mild shapeshifting powers that only manifest in shark-related ways. I won't post a full character sheet, but I will fully write out his powers.

Amphibious (Switchable, +10%, Super, -10%) [10]
Cutting Attack 1 (Aura, +80%, Underwater, +20%, No Knockback, -10%, No Blunt Trauma, -20%, Melee Attack (C), -30%, While DR is active, -10%, Required Disadvantage (Dependency), -15%, Super, -10%) [2]
Damage Resistance 4 (Switchable, +10%, Tough Skin, -40%, Temporary Disadvantage (Distinctive Features 5), -5%, Required Disadvantage (Dependency), -15%, Super, -10%) [8]
Discriminatory Smell (Only underwater, -30%, Super, -10%) [9]
Doesn't Breathe (Switchable, +10%, Gills, -50%, Super, -10%) [10]
Enhanced Move (Water) 0.5 (Super, -10%) [9]
Enhanced Move (Water) 1 (All-Out, -20%, Super, -10%) [14]
Natural Weapon (Cutting, Hidden, +20%, Increased Damage (+2 per die), +120%, Resilient, +10%, Swing-Capable, +20%, Cannot Parry, -40%, No Knockback, -10%, Single, -20%, Super, -10%) [14]
Pressure Support 2 (Super, -10%) [9]
Striking ST 4 (One Attack Only (Bite), -60%) [6]

To summarize:
He can operate underwater, swimming fast, diving deep, and breathing water.
He can grow a mouthful of sharp teeth with which he can bite with superhuman force.
He can grow a thick hide of extremely rough skin.

A few notes:
The Dependency referenced in a few advantages is Dependency (Immersion in water, Daily) [-15].
With his base ST of 13, 4 levels of Striking ST, Brawling at DX+2, and a sw-capable Natural Weapon (it isn't really "swinging", but the only gameplay function is increased damage, so I thought it was fine), Shark-Man's bite can deal 3d+8/5d+1 cutting damage, or 3d+11/6d with an All-Out Attack (Strong).
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Old 09-08-2019, 11:41 AM   #314
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

The Nothingness

The Nothingness is a supervillain with the horrific ability to deprive her victims of their senses with a song. After disabling her victims, she steals what she wants from them before leaving the scene of the crime.

Song of Nothingness: Affliction 1 (Area Effect 32 yard, +250%; Disadvantage, Blindness, Deafness, No Sense of Smell/Taste, Numb, +95%; Emanation, -20%; Extended Duration, Permanent, Reversed by Pharmacy (Herbal) treatment, +150%; No Signature, +20%; Sense-Based, Hearing, +150%; Selective Area, +20%; Selectivity, +10%; Uncontrollable, -30%) [75]
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Old 09-08-2019, 11:45 AM   #315
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Minor League Supers [Powers/Supers]

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Originally Posted by AlexanderHowl View Post
The Nothingness

The Nothingness is a supervillain with the horrific ability to deprive her victims of their senses with a song. After disabling her victims, she steals what she wants from them before leaving the scene of the crime.

Song of Nothingness: Affliction 1 (Area Effect 32 yard, +250%; Disadvantage, Blindness, Deafness, No Sense of Smell/Taste, Numb, +95%; Emanation, -20%; Extended Duration, Permanent, Reversed by Pharmacy (Herbal) treatment, +150%; No Signature, +20%; Sense-Based, Hearing, +150%; Selective Area, +20%; Selectivity, +10%; Uncontrollable, -30%) [75]
Not sure how Uncontrollable fits into there. Unless she just spontaneously bursts into song at random.
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Old 09-08-2019, 12:21 PM   #316
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

Well, the horrific harmonics of the song start to enter her normal speech, meaning that any word she utters can cause an unintended victim to lose their senses. If she is angry or frightened enough, the harmonics even penetrate her breathing.
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Old 09-08-2019, 12:50 PM   #317
Aldric
 
Join Date: Nov 2015
Default Re: Minor League Supers [Powers/Supers]

I've seen this "Reversed by Pharmacy (Herbal) treatment, +150%" several times, how is it working out in actual games? And how do you see it working on this specific affliction?
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Old 09-08-2019, 01:27 PM   #318
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

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Originally Posted by Aldric View Post
I've seen this "Reversed by Pharmacy (Herbal) treatment, +150%" several times, how is it working out in actual games? And how do you see it working on this specific affliction?
Well, in the case of the above affliction, an herbal doctor would use herbal remedies that stimulate the sensitivity of the senses to end the affliction (at the least though, the treatment would take a day to end the affliction). When it comes to other afflictions or cyclic innate attacks, it may be a natural antibiotic, laxative, purgative, etc., depending on the nature of the attack.

It serves two purposes. First, it makes natural medicine important within a modern setting, beyond the gentler relief of symptoms than most pharmaceutical drugs. Second, it forces the victims to do something more involved than going to a doctor.

For example, a victim of the above affliction would probably be rushed to the hospital, but they would be unable to detect anyone attempting to communicate with them (they would be able to communicate, but it would take a really strong-willed individual to be able to repeat their symptoms when they do not know that anyone is listening). When conventional treatments failed, perhaps after months or years of trying, their relatives may attempt herbal remedies and gain success. The authorities would eventually understand that herbal remedies would work in certain cases and would attempt them after a few days of unsuccessful treatment. Of course, treatment might be delayed if they are overwhelmed by hundreds or thousands of victims at the same time (such as what would occur if the supervillain lost control during a concert).
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Old 09-08-2019, 03:45 PM   #319
Prince Charon
 
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Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
The Nothingness

The Nothingness is a supervillain with the horrific ability to deprive her victims of their senses with a song. After disabling her victims, she steals what she wants from them before leaving the scene of the crime.

Song of Nothingness: Affliction 1 (Area Effect 32 yard, +250%; Disadvantage, Blindness, Deafness, No Sense of Smell/Taste, Numb, +95%; Emanation, -20%; Extended Duration, Permanent, Reversed by Pharmacy (Herbal) treatment, +150%; No Signature, +20%; Sense-Based, Hearing, +150%; Selective Area, +20%; Selectivity, +10%; Uncontrollable, -30%) [75]
An excellent demonstration of how a 'minor league' supervillain can be terrifying.
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Old 09-08-2019, 04:04 PM   #320
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

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An excellent demonstration of how a 'minor league' supervillain can be terrifying.
Thank you, I am thinking of making a team of such supervillains without lethal abilities. Here is another:

Dreamstealer

Dreamstealer is an urban legend that spread throughout the Internet five years ago. Supposedly, she is a beautiful young woman who is capable of feeding on the dreams of anyone who has heard her name

Leech 1 (Accelerated Healing, +25%; Accessibility, Only people who have heard of Dreamstealer, -20%; Backlash, Ecstasy, Resisted by HT, -50%; Hazard, Steals Dreams, +50%; Malediction 3, +200%; No Signature, +20%; Ranged, +40%; Steals FP, -25%) [85]
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