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Old 05-26-2022, 12:21 PM   #1
Shuckster
 
Join Date: Nov 2014
Location: Near Chicago
Default Super Signs

New Power: Super Signage
Focus: Rules and
Source: Divine, moral, magical, or super
Super Signs Talent: 5/Level

Description: This power uses a variety of mundane signs with supernatural effects. The text on the sign determines what effect it has on the world once it’s placed. The signs themselves have different types depending on how they function

Sign Type Modifiers: Each sign has a sign type which acts as it’s own modifier on the ability:

Area Sign +110% for 2 yards of AoE; +160% for 4; +210% for 8 and +260% for 16 yards
(Visible -20%, Breakable-20%, Can be lost/stolen by quick contest of DX -30%, Requires Ready-10%, Muscle Powered Range -10%, Permanent Duration (Until sign is removed/destroyed) +150%, Area Effect +Variable%)
This sign affects a radius around it once you place it down that remains until the sign is removed or destroyed. Modifier cost depends on how big of an area this sign affects.

Area Affliction As Area Sign (above) +20%
(Based on Will+20%; (Visible -20%, Breakable-20%, Can be lost/stolen by quick contest of DX -30%, Requires Ready-10%, Muscle Powered Range -10%, Permanent Duration (Until sign is removed/destroyed) +150%, Area Effect +Variable%)
These signs affect anyone who gets too close to them, even if they cannot see it and they make a Will roll to resist, if they fail they are affected by the sign as per affliction, lasting the full duration even after they leave the signs radius.

Area Telekinesis As for Area Sign (above)
This is the same as an Area sign cost wise but its worth noting as a type because the user needs to take a Concentrate Maneuver from within ten yards of the sign to turn the effect on. These effects are independent so the user doesn't need to keep concentrating to maintain this effect, and this has the added benefit of being triggered remotely.

Effect Sign -90%
Add (Visible -20%, Breakable-20%, Can be lost/stolen by quick contest of DX -30%, Muscle Powered Range -10%, Trigger (Very Common)-10%)
Signs that are set up with a trigger so that they simply go off rather than having a sustained effect. These signs fall off after the effect duration ends and need to be set up again. The setup and trigger conditions depend on the sign but they are always simple, such as placing the sign on a door before opening it. Only The user can set them up, but anyone can trigger them.

Targeted Sign +60%
Add (Visible -20%, Breakable-20%, Can be lost/stolen by quick contest of DX -30%, Requires Ready-10%, Muscle Powered Range -10%, Permanent Duration (Until sign is removed/destroyed) +150%)
These are signs you must place on someone or something in order to take effect. The effect persists for as long as the target has the sign on it. If this is an affliction they make a HT roll to resist, if they succeed the sign falls off and must be placed again. Inanimate objects get no roll to resist.

Targeted Telekinesis As Targeted (Above)
This is exactly the same cost wise but it’s worth noting as a type because The user needs to take a Concentrate Maneuver from within ten yards of the sign to turn the effect on. These effects are independent or even independent with animation so he doesn't need to keep concentrating to maintain this effect, and this has the added benefit of allowing the Superintendent to trigger his TK signs remotely. Some TK based signs limit how many targets the superintendent can use them on at once but an inactive sign can always be activated by deactivating a different one.

Readable Sign As Visible Sign (Bellow) -10%
Add (Accessibility; No effect on subjects not literate in the sign's language-10%)
Once this sign has been placed anybody who looks at it that can read it will be affected but people who cannot read the language or are illiterate are immune even if the user reads it to them, any visible sign can be modified to be readable instead.

Visible Sign +110%
Add (Visible -20%, Breakable-20%, Can be lost/stolen by quick contest of DX -30%, Requires Ready-10%, Muscle Powered Range -10%, Vision Based +200%)
Once readied or placed anybody who can see this sign is affected by it automatically, it’s duration lasts as long as they can see the sign and wears off if they can no longer see it.

Visible Affliction +130%
(Based on Will +20%; Visible -20%, Breakable-20%, Can be lost/stolen by quick contest of DX -30%, Requires Ready-10%, Muscle Powered Range -10%, Vision Based +200%)
Anyone who sees this sign gets to make a Will roll to resist it, if they fail they are affected by the sign as per affliction rules (see p. B35). If the victim resists they are immune to the sign until the user makes another innate attack roll to attempt to make them look at the sign again.

Visible Terror -80%
(Vision Based+0%, Visible -20%, Breakable-20%, Can be lost/stolen by quick contest of DX -30%, Requires Ready-10%)
This sign works identical to normal terror, making a fright check at -1 per extra level on sight.

Visible Mind Control -20%
(Independant+70%, Vision Based-20%, Visible -20%, Breakable-20%, Can be lost/stolen by quick contest of DX -30%, Requires Ready-10%)
This sign works differently, once it is placed the user can make an IQ roll and a concentrate maneuver on their turn to target someone who can see the sign. If the user makes this roll then the enemy rolls Will to resist, if their margin is lower than the user's then they are mind controlled by the sign for minutes equal to the margin of victory, with no further concentration required on the part of the user. What this mind control does is dependent on the sign itself.

Limited Use With Fast Reload
Signs are physical objects, picking the sign back up renders it ready to be placed again but this modifier basically determines how many super signs of each type the user is carrying on their person.

1 sign -20%
2 signs -15%
3-4 signs -10%
5-10 signs -5%
10+ signs (No discount)

Abilities List (See the following post)
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Old 05-26-2022, 12:22 PM   #2
Shuckster
 
Join Date: Nov 2014
Location: Near Chicago
Default Re: Super Signs

Authorized Personnel Only
Affliction (Readable Affliction +120%; Disadvantage, Divine Curse, Cannot enter the room the sign is on without being invited +10%, No effect on rightful occupants -20%, No effect on other entrances to the area -40%)

Back in 5 minutes
Jumper (Effect Sign -90%; Time: Faster Concentration 5 +25%, Improved, +10%, Limited Jump 5 minutes forward only -10%, Extra carrying capacity (light) +10%)

Beware of Dog
Affliction (Readable Affliction +120%; Disadvantage, Delusion “There is a dog here somewhere” and Cynophobia (sc 12) +10%)

Danger
Terror (Readable Terror -90%; Selective Effect +20%)

Emergency Exit
Warp (Effect Sign -90%; Special portal, any door -25%; Anchored to where you entered the building -50%; Only indoors -25%; Tunnel +100%; Emergencies Only-30%; Reliable 10 +50%)

Exit
Permeation (Walls, very common. Targeted Sign +60%; Finite Thickness 2 yards -10%, Tunnel +40%, Accessibility: Only on walls the exit sign is attached to and only a door frame sized area just below the sign -40% Cannot be used to enter a structure/building -30%)

Explosive Materials
Affliction (Targeted Sign +60%; Disadvantage, Fragile Explosive+15%)

Flammable
Affliction (Targeted Sign +60%; Disadvantage, Fragile Combustible+5%)

Fragile
Affliction (Targeted Sign +60%; Disadvantage, Fragile Brittle+15%)

High Voltage
Affliction (Targeted Sign +60%; Advantage, (1d burning innate attack with surge+20%, always-on -40% and Aura +80%, Melee attack -30%, Symptoms stunning +50%, 9 points)+90%, Only on conductive materials -20%)

Highly Flammable
Affliction (Targeted Sign +60%, Disadvantage, Fragile Flammable+10%)

Hot Surface
Affliction (Targeted Sign +60%; Advantage (1d burning innate attack with always-on -40%, Aura +80%, Melee attack -30% 6 points) +60%)

Janitor’s Closet
Warp (Effect Sign -90%; Special portal, any door -25%, Anchored to the one janitors closet -80%, Only indoors -25%, Tunnel +100%, Reliable 10 +50%, Extended duration x10 +40%)

Keep off the Grass
Affliction (Readable Affliction +120%; Disadvantage: Dread of Grass (not clippings) to 1 yard +10%)

Keep off the grass (Area)
Affliction (Area Affliction +Variable%; Disadvantage: Dread of Grass (not clippings) to 1 yard +10%)

Men at Work
Affliction (Readable Affliction +120%; Disadvantage, Delusion “There are men in here somewhere and they are working on something important” +5%, No effect on people actually performing construction/maintenance in the area -5%)

No Cameras
Obscure (Vision, Visible Sign +110%; Machine-Only-20%)

No Cellphones
Obscure (Area Sign +Variable%; Radio frequency jamming, Cell phones only -20%)

No Entry
Crushing Attack 1d (Targeted Sign +60%; Area Effect 2 yards +50%; No Wounding-50%; Persistent+40%, Rigid Wall+60%; Must be placed over an entrance/door frame -25%, Does not stop ranged attacks -25%)

No Loitering
Mind Control (Readable mind control -10%; Suggestion -40% and Only usable to suggest moving on from the signs location-10% No effect on people who already have business being in the area -10%, Area effect 2 yards+50%)

No Roughhousing
Affliction (Readable Affliction +120%; ST penalty +5% per -1 to ST)

No Running
Affliction (Readable Affliction +120%; Reduced move +Variable%)

No Smoking
Affliction (Visible Affliction +130%; Disadvantage, addiction to cigarettes and Vow “never smoke indoors”+10%)

No Swimming
Affliction (Readable Affliction +120%; Disadvantage, Dread bodies of Water to 1 yard +10%, No affect if a lifeguard is on duty -10%)

No Weapons
Affliction (Visible Affliction +130%; Disadvantage, greater vow “never use weapons”+15%)

Open/Closed
Telekinesis (Targeted Telekinesis sign +60%; Locking and unlocking doors only-60%, Animation+70%)

Out of Order
Affliction (Targeted Sign +60%; Reduced Malf number (-10% per -1); Cosmic, can target vehicles, cybernetics etc +50%)

Steep Grade
Telekinesis (Area Telekinesis +Variable%; Independent +40%, Attraction/Repulsion Field-30% Eminnation-20%, Full power only -10%, Only affects things resting on the ground -40%, Feature: pushes in the direction the sign is facing rather than towards/away from it, not switchable+0%)

This Area is Under Surveillance
Affliction (Readable Affliction +120%; Disadvantage, Delusion “I am being watched and there is a camera somewhere” and Paranoia +15%)
This Side Up
Telekinesis (Targeted Telekinesis Sign +60%; Orienting that side to face upward only-50%, Independant with animation +70%).

This Vehicle makes frequent stops
Telekinesis (Animation+70%, Vehicles Only-20% Only animates the break pedals/systems not the whole vehicle-30%, Only causes stops at regular points (bus stops, corners etc)-40%, Cosmic, ignores vehicle HP +100%)

Watch your Step
Affliction (Readable Affliction +120%; Disadvantage, total klutz+15%)

Wet Floor
Control Friction (Area Sign +Variable%; Reduces only; Nuisance effect floor is wet -5%, Full power only -10%, Only affects the floor -40%)
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Old 05-26-2022, 12:27 PM   #3
Shuckster
 
Join Date: Nov 2014
Location: Near Chicago
Default Re: Super Signs

Using Modular abilities:
For a hero who can turn mundane signs into super signs and use them later we can approximate this with modular abilities provided the

Base cost 5
cost per point 3

Rules text: Modular abilities (Grimoire, sign powers only -20%; Very Common Trigger, a normal sign for each super sign -10%; Limited 1 use per day -40%)

The ritual to empower signs can be done once per day (such as before the super-janitor's shift starts) and takes an hour, with previously super signs becoming mundane again

For example if you had a 75 point pool for super signs you could take a loadout like this:

4 level 1 No Entry signs [10]
2 level 1 No Weapons signs [23]
2 level 1 No Roughhousing signs ST-3 [22]
1 level 3 Steep Grade sign [20]
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Old 05-26-2022, 12:46 PM   #4
Pursuivant
 
Join Date: Apr 2005
Default Re: Super Signs

Fun stuff. Very appropriate for a somewhat silly superhero or a Toon character.

Wouldn't the Sense-Based (Vision) enhancement be appropriate for many of these options, if the mere act of seeing the sign triggers its effects?

If victims must actually read and understand the signs to be affected by them, then the Accessibility limitation might be expanded (Not against people who don't read sign's language at Accented or Better fluency).

Alternately, the "Resisted by X" limitation might be appropriate, but with the oddity that victims must succeed with an IQ or Per roll to be affected. That is, smarter, more observant, people are more likely to read the sign and be affected by it.

With tweaks, this suite of powers could easily be adapted to magical runes. Add the Takes Extra Time, Accessibility (Requires writing implement and suitable surface), and Magical Power modifiers, possibly with a skill roll vs. Symbol Drawing, to place the runes. The same ideas would apply for super-powers if you can draw signs on the fly.

Modular Abilities might be expanded if you can make your own signs on the fly.
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