10-25-2020, 03:40 PM | #21 |
Join Date: Feb 2016
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Re: Compound X [Powers/Supers]
Yes, I think that the real breakpoint for effectiveness would be 14+.
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10-25-2020, 03:57 PM | #22 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Compound X [Powers/Supers]
Quote:
Spec Ops personnel tend to be intelligent, and to get there they're motivated and self-confident. Many are also rather ambitious, and by inclination and/or training they're also aggressive, and many are Callous (or worse). Spec Ops culture tends towards the 'macho' and the environment is one in which solving problems by force is considered the norm. So you've just given a bunch of smart, ambitious, aggressive, and callous young men (Spec Ops is very much a man's club) super powers and many of them some extra hefty mental disads to go with those powers. That's sure to end well.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-25-2020, 04:12 PM | #23 |
Join Date: Dec 2007
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Re: Compound X [Powers/Supers]
It wouldn't be licensed of course. The governments would do their best to monopolize the stuff and only use it on carefully vetted soldiers and covert operatives.
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10-25-2020, 05:11 PM | #24 | |
Join Date: Mar 2013
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Re: Compound X [Powers/Supers]
Quote:
Now, for named NPCs I'd give them more disadvantage points, but still assign them. Nameless NPCs I might use such randomness. If I wanted to deal with randomness in character generation I'd have stuck to playing Traveller.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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10-25-2020, 09:43 PM | #25 | |
Join Date: Jul 2008
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Re: Compound X [Powers/Supers]
Quote:
So while you couldn't legally buy a 'licensed' dose, with the right connections and a large pile of cash you could then buy a genuine dose of the same stuff Uncle Sam gives his finest.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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