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Old 09-24-2019, 03:39 PM   #31
Varyon
 
Join Date: Jun 2013
Default Re: [Supers] Malice - A low-powered supers setting

Quote:
Originally Posted by awesomenessofme1 View Post
That's definitely something to think about. Terrible Pain (1/2 HP) and Paralysis (2/3 HP) if I can find another -10% both fit into that cost range as Symptoms.
Those are excellent symptoms - they add great utility but forcing the target into terrible pain (and later robbing them of the ability to curse and scream) certainly reinforces the “last resort” aspect of the power.

For that final -10%, how about an Accessibility? Something that makes between 19% and 31% of people immune would work. If you can’t work out a thematically appropriate immunizing factor, considering the power doesn’t affect Mr Sawyer himself, perhaps you could use one of his physical characteristics (or a combination of them). Perhaps he has brown hair, and those who have hair close to the same shade (while brown hair is extremely common, there’s quite a range between very light brown and basically black) are immune. Perhaps he also has blue eyes (~10% of the population), and those with either blue eyes or a shade of hair very close to his own (or both) are immune. It should be something he can generally tell from looking at the target, but that he can be mistaken about - or misled if his enemy knows of his Limitation (consider the classic “Females Only -20%” Limitation). Or maybe it’s a wider range of hair color shades that grants immunity, but only males are immune (or something complex, where both sexes can be immune, but one has a wider range of hair colors than the other).
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Old 09-24-2019, 03:41 PM   #32
awesomenessofme1
 
Join Date: Mar 2016
Default Re: [Supers] Malice - A low-powered supers setting

Jumping back in with Meteor Squad member #3

Ursa

Real Name: Natalie Kim
Secret Identity: Yes
Costume: None, unless you count the fact that she’s a bear
Age: 27
Height: 5’5”
Weight: 110 lb
Sex: Female
Race: Asian
Hair: Shoulderblade-length black
Eyes: Black
Powers: Can transform into a bear

Natalie Kim is the daughter of Korean immigrants to California. Her powers manifested four months ago, and her initial lack of control over her transformed form led to a minor rampage that caused property damage and several injuries. Natalie was offered entry into Meteor Squad as an alternative to prosecution, and she jumped at the opportunity. She still is learning how to completely control herself in bear form, but she has made progress.

Attributes: ST 9 [-10], DX 12 [40], IQ 12 [40], HT 12 [20]

Secondary Attributes: Dam 1d-2/1d-1, BL 16 lb, HP 10 [2], Will 12 [0], Per 12 [0], FP 12 [0], Basic Speed 6.00 [0], Basic Move 6 [0]

Languages: English (Native) [0], Korean (Native) [6]

Advantages: Alternative Form (Bear, 150 points more) (Absorptive Change (Medium), +15%, Reduced Time 1, +20%, Maximum Duration (30 min), -25%, Super, -10%) [150], Attractive [4], Fit [5]

Perks: Alcohol Tolerance [1]

Disadvantages: Curious (12) [-5], Duty (USEST-A1, 9 or less, Extremely Hazardous) [-10], Enemy (Obstructive superiors ¹, 9 or less, Rival) [-10], Honesty (15), [-5], Light Sleeper [-5], Overconfidence (15) [-2], Secret Identity [-5]

Quirks: Decisive [-1], Eavesdropper [-1], Outspoken pro-super [-1], Religious [-1], Hates socialists and communists [-1]

Skills: Acting-13 [4], Area Knowledge (San Diego)-13 [2], Brawling-14 [4], Carousing-13 [2], Computer Operation/TL8-12 [1], Driving/TL8 (Automobile)-12 [2], Fast-Talk-12 [2], Forced Entry-12 [1], Guns/TL8 (Pistol)-13 [2], Intimidation-13 [4], Running-13 [4], Sex Appeal-11 [1], Stealth-12 [2], Swimming-13 [2], Tracking-12 [2], Wrestling-13 [4]

1: See note under Hyde

Bear Form

Attributes: ST+10 (No Fine Manipulators, -40%, Size, -10%) [50], DX+2 (No Fine Manipulators, -40%) [24], HT+2 [20]

Secondary Attributes: Basic Move +3 [15]

Advantages: Acute Taste & Smell 3 [6], Combat Reflexes [15], DR 5 (Tough Skin, -40%) [15], Discriminatory Smell [15], Fangs [2], Fur [1], Regeneration (Very Fast) [100], Sharp Claws [5], Temperature Tolerance 2 [2]

Disadvantages: Bad Temper (12) [-10], Berserk [-10], Cannot Speak [-15], Downgrade to Hideous Appearance [-20], Impulsiveness [-15], No Fine Manipulators [-30], Semi-Upright [-5], Social Stigma (Monster) [-15]

As a side effect of attribute increases, the Alternate Form gives +10 HP (total 20), +2 FP (total 14), +1.00 Basic Speed (7.00 total, Basic Move 10), and +2 to all DX- and HT-based skills (though many are not usable at all).
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Old 09-24-2019, 03:43 PM   #33
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: [Supers] Malice - A low-powered supers setting

Quote:
Originally Posted by awesomenessofme1 View Post
Here's my first character sheet of the setting - Hyde, of the Meteor Squad.

Hyde

Enhanced Move (Ground) 1 (All-Out, -20%, Only when enlarged, -10%, Super, -10%) [12]
All-Out is a -25% limitation, but I don't think it works with Enhanced Move.

"Your ability requires an All-Out Attack maneuver; you can’t
use it with any other maneuver (e.g., Move or Change Posture).
You have no active defense while using it. If it would let you
move more than a step, you’re limited to half your Move in a
forward direction."
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Old 09-24-2019, 03:44 PM   #34
awesomenessofme1
 
Join Date: Mar 2016
Default Re: [Supers] Malice - A low-powered supers setting

Quote:
Originally Posted by Varyon View Post
Those are excellent symptoms - they add great utility but forcing the target into terrible pain (and later robbing them of the ability to curse and scream) certainly reinforces the “last resort” aspect of the power.

For that final -10%, how about an Accessibility? Something that makes between 19% and 31% of people immune would work. If you can’t work out a thematically appropriate immunizing factor, considering the power doesn’t affect Mr Sawyer himself, perhaps you could use one of his physical characteristics (or a combination of them). Perhaps he has brown hair, and those who have hair close to the same shade (while brown hair is extremely common, there’s quite a range between very light brown and basically black) are immune. Perhaps he also has blue eyes (~10% of the population), and those with either blue eyes or a shade of hair very close to his own (or both) are immune. It should be something he can generally tell from looking at the target, but that he can be mistaken about - or misled if his enemy knows of his Limitation (consider the classic “Females Only -20%” Limitation). Or maybe it’s a wider range of hair color shades that grants immunity, but only males are immune (or something complex, where both sexes can be immune, but one has a wider range of hair colors than the other).
To clarify, if I drop the damage, I can fit one of those symptoms and have the same value. Not sure which one fits better. As for the rest of it, he's immune to poison, so there's not necessarily a connection there.
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Old 09-24-2019, 03:46 PM   #35
awesomenessofme1
 
Join Date: Mar 2016
Default Re: [Supers] Malice - A low-powered supers setting

Quote:
Originally Posted by GnomesofZurich View Post
All-Out is a -25% limitation, but I don't think it works with Enhanced Move.

"Your ability requires an All-Out Attack maneuver; you can’t
use it with any other maneuver (e.g., Move or Change Posture).
You have no active defense while using it. If it would let you
move more than a step, you’re limited to half your Move in a
forward direction."
P49: "All-Out: Moving fast requires your undivided attention! Using your ability is like making an All-Out Attack . . . but without the attack. You have no active defenses and can’t Attack, Concentrate, Ready, etc. Explain what you’re doing: flapping your wings, balancing on two wheels, diverting all your power to project a flame jet or ice path, or whatever else fits. This is worth less than the general All-Out modifier (p. 110), because it doesn’t limit you to half your Move in a forward direction. -20%."

In this case, it's just a matter of being very clumsy when moving quickly while enlarged.
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Old 09-24-2019, 04:01 PM   #36
awesomenessofme1
 
Join Date: Mar 2016
Default Re: [Supers] Malice - A low-powered supers setting

Quote:
Originally Posted by Varyon View Post
Reducing the damage to 2d (average 28 injury after all cycles, enough to potentially kill most humans by itself) would allow up to +140% of further Enhancements at the same [16] price point.
Now that I'm actually looking at GCS, I think you miscalculated here. Dropping the damage from 3d to 2d only gives me 70% extra enhancement space.

I would need -30% worth of limitations to fit a +100% enhancement, so that seems impractical.

Some possibilities:
Moderate Pain (1/3 HP) (+60%)
Moderate Pain (1/2 HP) (+40%) + Nausea (2/3 HP) (+30%)
Severe Pain + Nausea (2/3 HP) (+70%)
Terrible Pain (2/3 HP) (+60%)
Some disadvantage or combination of disadvantages I'm not thinking of.
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Old 09-24-2019, 04:07 PM   #37
AlexanderHowl
 
Join Date: Feb 2016
Default Re: [Supers] Malice - A low-powered supers setting

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Originally Posted by zoncxs View Post
What is Reliable on ST supposed to do?
Since it is treated like Talent, and adds to any roll that benefits from Talent, it adds to Extra Effort for Trading FP for Effect (Powers, pp. 160-161).
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Old 09-24-2019, 04:10 PM   #38
GnomesofZurich
 
Join Date: Sep 2005
Location: Canada
Default Re: [Supers] Malice - A low-powered supers setting

Quote:
Originally Posted by awesomenessofme1 View Post
P49: "All-Out: Moving fast requires your undivided attention! Using your ability is like making an All-Out Attack . . . but without the attack. You have no active defenses and can’t Attack, Concentrate, Ready, etc. Explain what you’re doing: flapping your wings, balancing on two wheels, diverting all your power to project a flame jet or ice path, or whatever else fits. This is worth less than the general All-Out modifier (p. 110), because it doesn’t limit you to half your Move in a forward direction. -20%."

In this case, it's just a matter of being very clumsy when moving quickly while enlarged.
I stand corrected, sorry!
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Old 09-24-2019, 06:04 PM   #39
Varyon
 
Join Date: Jun 2013
Default Re: [Supers] Malice - A low-powered supers setting

Quote:
Originally Posted by awesomenessofme1 View Post
Now that I'm actually looking at GCS, I think you miscalculated here. Dropping the damage from 3d to 2d only gives me 70% extra enhancement space.

I would need -30% worth of limitations to fit a +100% enhancement, so that seems impractical.

Some possibilities:
Moderate Pain (1/3 HP) (+60%)
Moderate Pain (1/2 HP) (+40%) + Nausea (2/3 HP) (+30%)
Severe Pain + Nausea (2/3 HP) (+70%)
Terrible Pain (2/3 HP) (+60%)
Some disadvantage or combination of disadvantages I'm not thinking of.
Oops, I worked out the cost of the 2d version, but determined the % boost off of a base [4] attack, when 2d tox is base [8]. Any of those would be pretty solid, or you could go with Side Effect (Stunning) which is IIRC +50%; the remaining +20% could either be abandoned (reducing cost to [15]) or if Aura normally requires an action to activate can remove that (Reduced Time +20%). You could alternatively use that remaining +20% to boost the lethality back up with 2 additional cycles.
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Old 09-24-2019, 06:16 PM   #40
awesomenessofme1
 
Join Date: Mar 2016
Default Re: [Supers] Malice - A low-powered supers setting

Added some links to the first post. I have another stat block mostly finished, and I'll post it soon.

Quote:
Originally Posted by Varyon View Post
Oops, I worked out the cost of the 2d version, but determined the % boost off of a base [4] attack, when 2d tox is base [8]. Any of those would be pretty solid, or you could go with Side Effect (Stunning) which is IIRC +50%; the remaining +20% could either be abandoned (reducing cost to [15]) or if Aura normally requires an action to activate can remove that (Reduced Time +20%). You could alternatively use that remaining +20% to boost the lethality back up with 2 additional cycles.
Leaning toward one of the two Moderate Pain option. And just so you know, no, switching an Aura on and off is a free action. That might actually have been an option if I wanted to add a limitation, making it so it takes a Ready action.
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