06-24-2019, 05:35 AM | #31 |
Join Date: Jun 2006
Location: On the road again...
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Re: Minor League Supers [Powers/Supers]
The Radical Elements are a well-meaning team of would-be heroes, each of which has an "elemental" or "para-elemental" theme. They have potential, but are more apt to cause greater problems from collateral damage than they are to succeed without a mentor, and a mentor they lack. The media has dubbed them "the Natural Disasters."
Flambe - fire blaster. A red haired mutant from Camden, New Jersey, Flambe is the team's unofficial spokesperson. Although attractive and charming, she makes everything about her favorite subject: herself. She is reckless and careless in combat, tossing fireballs and flame jets everywhere, and will flee rather than fight when things get, in her mind, too tough, even when she and her allies can actually handle it. Icicle - cold/ice blaster. A woman from Maine, Icicle creates her namesakes as projectiles from her fingers; she has yet to manage more subtle uses of her power. She is not very creative in her power use, is painfully shy with a near-constant stammer, and has an unspoken crush on her more outgoing flaming counterpart. Hardrock - rock blaster. A tall, thin, nerdy man with thick spectacles, he has the ability to telekinetically launch projectiles of stone, rock, and dirt at his enemies. A good stiff wind, however, will knock him over flat. Hydrant - water blaster. A blue-skinned Atlantean hybrid, he is able to knock people over and batter them with water he shoots from his hands with the pressure of a fire hose; he cannot dial down the blast, and the recoil is such he has a hard time aiming it for very long. Tornado - air blaster. He can move his arms in circles very rapidly creating tornado-force winds he can use to knock over targets. He's also something of a klutz. Acid Trip - acid blaster. The child of hippies, he dresses the part. His saliva is highly acidic, rivalling the corrosive power of an Alien franchise Xenomorph, and he can spit it up to 100 feet. Not all the saliva makes it to his target, however, and do not ask him about going to the bathroom; you DON'T want to know. Ironically has a good tactical head on his shoulders. Electroshock - electricity blaster. Equally reckless as her cousin, Flambe, and without the latter's sense of responsibility, though in general braver than her cousin. Shoots powerful lightning bolts from her forearms. Also not as self-centered, but resentful of the other's good looks and media attention. I may be using these in my own game soon....
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting Last edited by Phantasm; 06-24-2019 at 03:09 PM. |
06-24-2019, 07:59 AM | #32 |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Re: Minor League Supers [Powers/Supers]
I finally remembered!
The 2nd edition of Pyramid had a section called Supporting Cast that wrote about various supporting characters. One article was called "The Oak Street Club" by Mark Gellis, about a group of superhuman mystery solvers, all between 120 and 150 points. Their cases were more of a Scooby-Doo-Gone-Serious thing, with accual superhumans occasionally thrown into the mix.They are a perfect match for this project. They were led by Dr Joseph Eisen, a wealthy psychic researcher and author with a psychic power-detection power, and he was accompanied by his wife, a retired nurse. Other members included Jeffery Anderson (a pyrokinetic with oracular powers related to fire); Dr Kyle Barrett (a vetrenarian who can talk to and command birds); Matt Dolan (electrician with a taser touch); and Donna Lewison (who can destroy plastics with her mind). The article should be available anywhere one can find Pyramid 2nd Edition articles being saved.
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"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; 06-24-2019 at 11:39 AM. |
06-25-2019, 12:00 PM | #33 |
Join Date: Nov 2004
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Re: Minor League Supers [Powers/Supers]
Last edited by Dalillama; 06-25-2019 at 12:23 PM. |
06-25-2019, 12:56 PM | #34 |
Join Date: Mar 2008
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Re: Minor League Supers [Powers/Supers]
Any one made character sheets for the Inferior Five? https://en.wikipedia.org/wiki/Inferior_Five#Members
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06-25-2019, 05:13 PM | #35 | |||
Banned
Join Date: Aug 2004
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Re: Minor League Supers [Powers/Supers]
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Immunity to Pain (Super -5%) [29] Immunity to Disease (Super -5%) [10] Recovery (Super -5%) [10] Regrowth (Super -5%) [38] Regeneration: Very Fast (Heals Radiation +40%;Super -5%) [135] Unaging* (Super -5%) [15] Unkillable 2 (Hinderance (Anything, but only in the brain) -25%; Super -5%) [70] Total 307 points, in addition Claire was a fairly Badass 16 year old *Adam demonstrated this, and Sylar confirmed Claire would not age. |
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06-26-2019, 07:30 AM | #36 | ||
Join Date: Sep 2004
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Re: Minor League Supers [Powers/Supers]
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Claire effectively has ItMH, since she instantly recovers from poison, radiation, etc. [30] 1/sec regeneration is probably good enough, since she did take a min or so to completely recover from very serious injuries. Regeneration to radiation isn't necessary with the much cheaper ItMH. [100] She could get regrowth, but at 40 points it's out of wack where IT:Unbreakable Bones are available for 10 points. It would also be included in Unkillable 2. Let's say [5] for flavor. Unaging comes in at [15] where that would make a difference. If your game doesn't have aging attacks and doesn't run long enough, it's more of a flavor perk. Claire has about ~300 pts worth of powers before tacking on a power modifier or any limitations. She could fit into 250, but it more likely a 400 point character. |
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06-26-2019, 08:36 AM | #37 | ||
Banned
Join Date: Aug 2004
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Re: Minor League Supers [Powers/Supers]
There's no evidence of it in the series. If there's no evidence of something, why would you include it in the power modifier?
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Unkillable 2/3s regrowth doesn't kick until -10XHP. Let's not. It costs what is costs. Heroes has Time Travel, its quite possible a "regenerator" could end up being sent back to the past, like Charlie Andrews. Last edited by NineDaysDead; 06-26-2019 at 08:43 AM. |
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06-26-2019, 08:41 AM | #38 | |||||
Join Date: Sep 2004
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Re: Minor League Supers [Powers/Supers]
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06-26-2019, 08:49 AM | #39 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Minor League Supers [Powers/Supers]
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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06-26-2019, 08:55 AM | #40 | |||
Banned
Join Date: Aug 2004
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Re: Minor League Supers [Powers/Supers]
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They lose HT, see page 16 of Meltdown and fallout, section "Radiation Damage to Exotic People". If you don't have Regrowth, Regeneration doesn't effect crippling healing times. Regeneration doesn't heal scars any better than having Rapid Healing. No, I mean until -10XHP: Quote:
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Heroes has Time Travel, its quite possible a "regenerator" could end up being sent back to the past, like Charlie Andrews. |
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