10-31-2013, 01:01 AM | #11 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Questions about Worm Parahumans' Powers in GURPS
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11-02-2013, 02:57 PM | #12 | ||
Join Date: Oct 2011
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Re: Questions about Worm Parahumans' Powers in GURPS
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Rereading that...I blame sleep deprivation. Quote:
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11-02-2013, 03:00 PM | #13 | ||
Join Date: May 2013
Location: Ellicott City, MD
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Re: Questions about Worm Parahumans' Powers in GURPS
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11-02-2013, 03:42 PM | #14 |
Join Date: Oct 2011
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Re: Questions about Worm Parahumans' Powers in GURPS
And now to ignore the character limit so I can ask about more characters.
Butcher Butcher is kinda like the Dread Pirate Roberts, if he was insane and had the superpowers of a dozen superheroes or -villains. Her/His (bear me out) schtick is that s/he basically takes over the "mind, body, and powers" of her killer. She also gets to keep her old powers. How would this work? Some kind of permanent, on-death Possession? How could you get superpowers to transfer? Crawler Crawler is a big, scary monster, but he didn't start that way. When he triggered, he was a fairly normal (although possibly mentally deranged) human named Ned. As far as names go, it doesn't get more inoffensive than that. Then he triggered, got superpowers, and whenever he was injured he would regenerate...and the injured bits would come back better. Over what I assume was years, Crawler became stronger, tougher (especially against whatever just hurt him), faster, but also bigger, more terrifying, less human. He would have the highest level of regeneration possible. No ifs, ands, or buts. His healing is noted as being insanely fast even among parahumans, and having most of his brain wiped out of existence stopped him for a few seconds. (Long enough for the brain-wiper-outer to run, but still.) Past that...there can't be any advantage that lets you slowly but permanently gain advantages under X circumstances, regardless of circumstances. Is there something that would let you buy such advantages at any point or something like that? Imp Who? Oh, yeah. Imp is a member of the Undersiders, whose power basically makes people forget that they saw her before they register is. This basically lets her walk past them, unseen, unheard, unsmelled. She can literally slice someone's throat open and stab them in their eye without anyone in the room noticing her, even the person being sliced and stabbed. However, machines and certain sensory powers can still sense her. ...What combination of abilities is this? Sightless, soundless, smelless, etc etc? Siberian Siberian is a member of the Slaughterhouse Nine, and easily in the top 10 parahumans in the world. Her power is basically a combination of unstoppable force and immovable object; nothing damages or even slows her if she doesn't want to be slowed, save at least one other "immovable object". She can walk straight through concrete walls, hop on (crashed, unspinning) helicopter propellers without even moving them, swing trucks around like unusually baseball bats...Heck, Siberian even hurt Scion! Many of these feats rely on a secondary aspect of her power, which lets her transfer it to anything or -one she touches. How could this power be represented without resorting to ad hoc plot devices? If we had to do the latter, how much damage should something like a gouge with her fingernails do? Tattletale A member of the Undersiders, Tattletale's power can be succinctly described as "super-intuition". Her power fills in gaps in her knowledge, letting her learn things she shouldn't know, from passwords on peoples' smartphones to group dynamics among the Protectorate. What advantage would fit this? |
11-02-2013, 07:57 PM | #15 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Questions about Worm Parahumans' Powers in GURPS
Butcher is just a form of Possession, plus having an unlimited number of points to spend on buying the new form plus keeping the power he/she already had. The powers don't change and are permanently acquired, so Modular Ability's out.
Yes, it's a broken power. Yes, it effectively costs an infinite amount. Crawler has the highest level of Regen, plus Regrowth, plus Unkillable 2. He spends character points on appropriate defenses after being harmed by them. That's it. Imp has Invisibility, Silence and a smell equivalent (may as well price it off Silence, but always use the stationary bonus), all with Glamour. Siberian mostly sounds like a ridiculous amount of ST & DR. *shrug* Tattletale, I'm not sure about. Cosmic, Inspired Intuition, maybe? |
11-04-2013, 04:19 PM | #16 | |
Join Date: Mar 2012
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Re: Questions about Worm Parahumans' Powers in GURPS
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I'd say she had max psychic hunches or pattern analysis, except her power never seems to lead to the safest result, her plans often lead to an unexpected ambush or miss key threats. That's probably because she's on the main protagonist's team though, it would be a short, boring book if skitter always won with no risk because the team had a universal cheat sheet for every encounter. |
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11-04-2013, 05:34 PM | #17 | |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Questions about Worm Parahumans' Powers in GURPS
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11-04-2013, 07:29 PM | #18 | |||||
Join Date: Dec 2007
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Re: Questions about Worm Parahumans' Powers in GURPS
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Last edited by David Johnston2; 11-05-2013 at 01:35 PM. |
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11-06-2013, 06:08 PM | #19 | ||||||
Join Date: Oct 2011
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Re: Questions about Worm Parahumans' Powers in GURPS
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It strikes me that, somewhere, there is an advantage that lets you take more exotic traits or whatnot after character creation, but I don't have any ide what that would be. Quote:
It's the best solution so far that does not rely on GM fiat. Quote:
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Spoiler:
That is kinda a spoiler. Not a huge one, but it's a big thing when it comes up. Quote:
And she notes that her failures are due to not having sufficient information. |
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11-06-2013, 06:29 PM | #20 | ||
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Questions about Worm Parahumans' Powers in GURPS
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You could make a case for an Advantage that means you can spend points in the middle of a session in reaction to being harmed, but that's as far as it needs to go, I think. Just being able to take more exotic traits after character gen is simply an issue of negotiation with your GM; not an Advantage. |
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