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Old 06-24-2019, 05:35 AM   #31
Phantasm
 
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Default 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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Last edited by Phantasm; 06-24-2019 at 03:09 PM.
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Old 06-24-2019, 07:59 AM   #32
Mysterious Dark Lord v3.2
 
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Default 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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Last edited by Mysterious Dark Lord v3.2; 06-24-2019 at 11:39 AM.
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Old 06-25-2019, 12:00 PM   #33
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Default Re: Minor League Supers [Powers/Supers]

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Originally Posted by martinl View Post
Noice. Have you posted these guys before, they seem familiar...
Yah, few months ago.

Last edited by Dalillama; 06-25-2019 at 12:23 PM.
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Old 06-25-2019, 12:56 PM   #34
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Default 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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Old 06-25-2019, 05:13 PM   #35
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Default Re: Minor League Supers [Powers/Supers]

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Originally Posted by a humble lich View Post

Claire Bennet and Nathan Petrelli are probably a bit over 250 point but not much higher. Claire has something like Unkillable 2 and Instant Regeneration with (Super -10%, Hinderance: not when object in back of neck -15%) which is 150 points.
I'm not sure how you got 150? Hinderance only applies to Unkillable not Regeneration.

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Originally Posted by a humble lich View Post
As she is a high school student, she doesn't have a whole lot of other skills, so the range of 250 to 350 points isn't unreasonable.
Quote:
Originally Posted by powers page 29
What’s common to all such powers is that they face Neutralize and Static – as wild advantages and as part of various anti-powers (-5%) – and that weird-science devices built by gadgeteers can block them or even steal them (-5%).
Claire’s powers are susceptible to Neutralize and Static, but there’s no evidence of technology having any effect. Thus her Super Modifier is only worth -5%

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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Old 06-26-2019, 07:30 AM   #36
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Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by NineDaysDead View Post
Claire’s powers are susceptible to Neutralize and Static, but there’s no evidence of technology having any effect. Thus her Super Modifier is only worth -5%
That's more of an unknown.

Quote:
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]
I'd go with Supernatural Durability instead of Unkillable, especially since Claire could be "staked" to be immobilized. Immunity to Pain goes away. [150]

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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Old 06-26-2019, 08:36 AM   #37
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Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by naloth View Post
That's more of an unknown.
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?

Quote:
Originally Posted by naloth View Post
I'd go with Supernatural Durability instead of Unkillable, especially since Claire could be "staked" to be immobilized. Immunity to Pain goes away. [150]

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]
Beings with ItMH still lose HT from Radiation.

Quote:
Originally Posted by naloth View Post
She could get regrowth, but at 40 points it's out of wack where IT:Unbreakable Bones are available for 10 points.
IT:UB means your limbs can be crippled for up to 6 months. IT:UB does nothing to protect the eyes, ears, nose etc, or versus scarring
Quote:
Originally Posted by naloth View Post
It would also be included in Unkillable 2.
Unkillable 2/3s regrowth doesn't kick until -10XHP.
Quote:
Originally Posted by naloth View Post
Let's say [5] for flavor.
Let's not. It costs what is costs.
Quote:
Originally Posted by naloth View Post
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.
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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Old 06-26-2019, 08:41 AM   #38
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Default Re: Minor League Supers [Powers/Supers]

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Originally Posted by NineDaysDead View Post
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?
Because there were technological countermeasures uses against others. Claire just wasn't exposed to such during the short course of the show.

Quote:
Beings with ItMH still lose HT from Radiation.
They lose HP, which regen will heal.

Quote:
IT:UB means your limbs can be crippled for up to 6 months. IT:UB does nothing to protect the eyes, ears, nose etc, or versus scarring
Regeneration affects healing times. Regeneration heals scarring.

Quote:
Unkillable 2/3s regrowth doesn't kick until -10XHP.
You mean until "death" - which is a vague point and negligible for someone that heals from complete destruction almost instantly.

Quote:
Let's not. It costs what is costs.
No, the principle is that it costs what it's worth. In a campaign where a trait is not worth any value, or will never come up, it doesn't have value.
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Old 06-26-2019, 08:49 AM   #39
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Default Re: Minor League Supers [Powers/Supers]

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Empusa is a cannibalistic female supervillian who drains her victims through sex before turning her victims into her food. Her mundane cover is that of a South Carolina style BBQ master smoker who transforms her victims into her own meals. Whatever she does not eat, she feeds to the pigs that she slaughters for her restaurant.
Truly a horrible fate, being turned into SC-style BBQ. I mean, real BBQ would be bad enough, but mustard-based sauce? Shudder.
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Old 06-26-2019, 08:55 AM   #40
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Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by naloth View Post
Because there were technological countermeasures uses against others.
which is irrelevant when speccing Claire.

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Originally Posted by naloth View Post
They lose HP, which regen will heal.
They lose HT, see page 16 of Meltdown and fallout, section "Radiation Damage to Exotic People".
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Originally Posted by naloth View Post
Regeneration affects healing times.
If you don't have Regrowth, Regeneration doesn't effect crippling healing times.

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Originally Posted by naloth View Post
Regeneration heals scarring.
Regeneration doesn't heal scars any better than having Rapid Healing.
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Originally Posted by naloth View Post
You mean until "death" -
No, I mean until -10XHP:
Quote:
Once you reach -10XHP, you are reduced to an indestructible skeleton and automatically fall unconscious. You sustain no further damage from any attack. Once the damage stops, you heal normally – even if you’ve been hacked to pieces – and any severed body parts will grow back.
Quote:
Originally Posted by naloth View Post
No, the principle is that it costs what it's worth. In a campaign where a trait is not worth any value, or will never come up, it doesn't have value.
Getting bits chopped off comes up in Heroes, so it has value.

Quote:
Originally Posted by naloth View Post
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.
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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