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Old 09-08-2019, 04:42 PM   #321
Plane
 
Join Date: Aug 2018
Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by awesomenessofme1 View Post
Cutting Attack 1 (Aura, +80%, Underwater, +20%, No Knockback, -10%, No Blunt Trauma, -20%, Melee Attack (C), -30%, While DR is active, -10%, Required Disadvantage (Dependency), -15%, Super, -10%) [2]

Damage Resistance 4 (Switchable, +10%, Tough Skin, -40%, Temporary Disadvantage (Distinctive Features 5), -5%, Required Disadvantage (Dependency), -15%, Super, -10%) [8]
This would still let you switch your cutting aura on and off so long as your DR is turned on.

Shouldn't you take 'Always On' limitation so that you can't turn off your Cutting Aura whenever your DR is on?

Of course... that's quite the point-saving trick I have in mind :) Always-On abilities which have Accessibility tied to another Switchable advantage would basically be switchable-by-proxy...

Maybe the way to do this would be (since Aura is already switchable) instead of buying switchable for DR, give it the "only while Aura is on -10%" accessibility instead?
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Old 09-08-2019, 06:04 PM   #322
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

Melee Attacks always function underwater, at least to my knowledge.
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Old 09-08-2019, 06:53 PM   #323
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
Melee Attacks always function underwater, at least to my knowledge.
I don't think there's a rule saying that, but if you can find it, I'd like to see it. There are certain situations in which it wouldn't make sense for a melee attack to work underwater (anything fire-based, for instance).
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Old 09-08-2019, 07:15 PM   #324
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Minor League Supers [Powers/Supers]

The Underwater modifier effects range, so it cannot be applied to a Melee Attack, meaning that Melee Attack can work underwater automatically unless water is a mundane counter. When it comes fire melee attacks, there are plenty of substances that burn underwater (any of the alkali metals really, as well as a few other substances).
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Old 09-08-2019, 07:30 PM   #325
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Minor League Supers [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
The Underwater modifier effects range, so it cannot be applied to a Melee Attack, meaning that Melee Attack can work underwater automatically unless water is a mundane counter. When it comes fire melee attacks, there are plenty of substances that burn underwater (any of the alkali metals really, as well as a few other substances).
That's a good point, actually. I only added Underwater because it fit the concept and I had some spare enhancement space with it still having the same point value.
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Old 09-09-2019, 07:45 AM   #326
naloth
 
Join Date: Sep 2004
Default Re: Minor League Supers [Powers/Supers]

Publicity Bomber

This was a game plot for an aspiring celebrity that was improving his profile by faking attempts on his life. After being caught he turned into a minor reoccurring annoyance, mostly various ransom demands and attempted assassinations.

Optional: Appearance (Handsome), Charisma, Voice

Innate Attack 4d cutting (Area +50%; Delay, long variable, shorted by water +20%; Fragmentation 2d cut +30%; No Signature +20%; Variable +5%. Total +125%) [48]

The bomber can leave delayed, virtually undetectable bombs capable of inflicting serious injury (even killing at point blank) and lots of property damage. He can stack multiple bombs at a time in various places and set them to go off up to days later - provided none of them get wet.

Note that he usually prefers to get really close to make sure the bomb is placed exactly where he wants, but places timed charges allows for all the range of an Innate Attack even if he's not terribly accurate with long range.

For additional fun, you could make these immune to psychic detection (Cosmic? No psychic signature?) as well a physical detection.
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Old 09-09-2019, 11:20 AM   #327
Mysterious Dark Lord v3.2
 
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Join Date: Mar 2005
Location: The deep dark haunted woods
Default Re: Minor League Supers [Powers/Supers]

In the early 1950's a mad scientist called Dr Devil began making a series of easily modifiable androids. Their AI wasn't much by modern standards, but they were useful, both as grunt labor and the basis for more unique creations. Supervillains and conspiracies the world over began buying them, adjusting them for their own specific diabolical purposes. Dr Devil died a rich man in 1970. But the factory is still working and the androids are still on the market. The identity of the operator is a secret.

Android Template [-26 points]

Attribute Modifiers:
ST +3 [30]
DX -1 (-20)
IQ -2 (-40)
HT +2 (20)
Secondary Characteristic Modifiers:
Hit Points +7 [14].

Advantages: Absolute Direction [5]
Combat Reflexes [15]
Doesn’t Breathe [20]
Damage Resistance 5 [25]
Immunity to Metabolic Hazards [30]
Injury Tolerance (No Blood; Unliving) [25]
Not Subject to Aging [0]
Not Subject to Fatigue [0]
Protected Vision [5]

Perks: Payload 1 [1]

Disadvantages: Electrical [-20]
Hidebound [‑5]
Incurious (6 or less) [‑10]
Low Empathy [‑20]
No Sense of Humor [‑10]
No Sense of Smell/Taste [-5]
Reprogrammable [‑10]
Restricted Diet (Very Common, power cells) [-10].
Slave Mentality [‑40]
Taboo Trait (Fixed IQ) [0]
Unhealing (Total) [‑30].

Quirks: Affected by Magnetism [‑1]

In 1956, Dr Devil made a quartet of androids that he used as his personal enforcers. For some reason, he used the characters from the Wizard of Oz as the basis for their forms (only in a general sense, they bear no real resemblance to either the movie or literary versions of the characters). These also acted as advertising for the entire android line, as they were customized to an extreme level.

The group passed out of Dr Devil's control around the time of his death. Based on the standard Dr Devil android template, they were easy for people used to the basic model to reprogram. They occasionally disappear for a few years, but they eventually come back to light. A few times, they slipped out of control and began working as mercenaries, but eventually someone would manage to catch them off-guard and reprogram them.

They have been known by a number of collective names over the years, but currently they are called the Oz Krewe.



==================================================

Dorothy is the "leader" of the Oz Krewe, at least she is the most intelligent and gives orders.

In appearance, Dorothy looks like a ten-year-old girl. While physically as strong as a grown man (much stronger than a real little girl), physically she is the weakest of the four. But her skills with pistols and amazing mobility put most Hong Kong Gun Fu actors to shame. Usually armed with a pair of .45 calibre automatics, she is amazingly deadly.

As the only one of the four that can pass for human, Dorothy acts as their "face" when they are independent. (This is why she is the only one with a wealth level, as she is the only one capable of spending money, especially in the pre-Internet era in which they were created.) Her behavior, though, tends to being cold and distant.

She is also their mechanic, which can present a problem. Her small body is more precisely machined than the others, which after over six decades in service means she requires steady maintenance to stay operational. Also, as her compact form is based on aging transistor technology, she "runs hot" and shows readily on infrared scans.

Her combat style is dynamic, unloading extended-clip automatic pistols from a dead run against multiple targets.

Attributes: ST 10 [-30]; DX 14 [100]; IQ 11 [60]; HT 12 [0]
Secondary Characteristics: HP 20 [6]; Will 11 [0]; Per 14 [15]; FP 12 [0];
Basic Speed 9.5 [60]; Basic Move 18 [0]
SM -1

Advantages:
Ambidexterity [5]
Enhanced Move (Running) 1 [20]
Gunslinger [25]
Peripheral Vision [15]
Pitiable [5]
Super Jump 2 [20]

Disadvantages: Android Template [-26]
Maintenance (1 person, every other day) [-7]
On The Edge (6 or less) [-7]
Sense of Duty (Oz Krewe) [-5]
Social Stigma (Child) [-5]
Social Stigma (Killer Robot) [-20]
Wealth (Dead Broke) [-30]

Skills: Climbing (A) DX [2]-14
Karate (H) DX [4]-14
Knife (E) DX [1]-14
Mechanic/ TL 7 Super-Robots (A) IQ+1 [4]-12
Stealth (A) DX [2]-14
Throwing (A) DX-1 [1]-13

Wildcard Skills: Double Trouble Gun Style! (VH) [24]-18

Perks: Akimbo (Pistol)
Area Defense (Pistol)
Bank Shot (Pistol)
Bend the Bullet (Pistol)
Cool Under Fire
Cross-Trained (Pistol)
Dual Ready (Pistol/Pistol)
Gun Shtick (Stone-Cold Killer)
Pistol-Fist (Guns)
Quick Reload (Pistol)
Quick-Sheathe (Pistol)
Quick-Swap (Pistol)
Standard Operating Procedure (Back To The Wall)
Standard Operating Procedure (Off-Screen Reload)
Tracer Eyes
Walking Armory

Quirks: Always Wears Overly-Girly Ruffled Clothes
Insensetive
Likes Kiddie Cartoons
Literal-Minded
Obvious to Thermal Sensors
================================================

In many ways the Tin Woodsman is the opposite of Dorothy. Built like a primitive "garbage can" robot from the vacuum tube era, it wouldn't be out of place in a 1930's adventure serial. Physically it's the strongest of the four, the most tank-like in durability, and the least versatile. Except for carrying things and attacking, it's got few uses.

Keeping with it's theme, it usually attacks with axes, either one in each hand or one large one wielded two-handed. And despite it's slow ungainly appearance it is a death-dealer of exceptional skill.

Attributes: ST 20 [70]; DX 10 [10]; IQ 8 [0]; HT 12 [0]
Secondary Characteristics: HP 30 [20]; Will 8 [0]; Per 10 [10]; FP 12 [0];
Basic Speed 6 [10]; Basic Move 6 [0]
SM 0

Advantages: DR 24 [95]

Disadvantages: Android Template [-26]
Appearance (Unattractive) [-4]
Ham-Fisted (-3) [-5]
Mute [-25]
Numb [-20]
Social Stigma (Killer Robot) [-20]

Skills:
Axe/Mace (A) DX+8 [32]-18
Brawling (E) DX+8 [28]-18
Thrown Weapon (Axe/Mace) (E) DX+2 [4]-12
Two-Handed Axe/Mace (A) DX+8 [32]-18
Wrestling (A) DX+8 [32]-18

Techniques: Dual Weapon Attack (Axe/Mace) (H) Axe/Mace [5]-18
Sweep (Two-Handed Axe/Mace) (H) Two-Handed Axe/Mace [4]-18
Two-Handed Punch (A) Brawling [2]-18
Whirlwind Attack (Two-Handed Axe/Mace) (H) Two-Handed Axe/Mace [5]-17

Perks: Striking Surface

Quirks: Attentive
Cannot Swim
Distinctive Appearance
Literal-Minded
Obvious to Magnetic Sensors

==========================================

Despite it's name, the Cowardly Lion is not a coward. But while it can pass for a lion for short periods, it's structure is more ape-like. But it acts and can attack like a big cat.

Despite it's behavior and appearance and inability to speak, the Lion is fairly intelligent as far as killer robots are concerned.

Attributes: ST 19 [60]; DX 14 [100]; IQ 9 [20]; HT 12 [0]
Secondary Characteristics: HP 30 [8]; Will 9 [0]; Per 12 [15]; FP 12 [0];
Basic Speed 10 [70]; Basic Move 15 [0]
SM +1

Advantages: Enhanced Move (Ground) 0.5 [10]
Night Vision 5 [10]
Sharp Claws [5]
Super Climbing 2 [6]

Disadvantages: Absent-Minded (6 or less) [-7]
Android Template [-26]
Cannot Speak [‑15]
Ham-Fisted (-6) [-10]
Odious Personal Habit (Self-Cleaning) [‑5]
Sense of Duty (Dorothy) [-2]
Social Stigma (Animal) [-10]
Social Stigma (Killer Robot) [-20]
Semi-Upright [-5]

Skills: Brawling (E) DX+2 [4]-16
Climbing (A) DX+2 [8]-16
Jumping (E) DX+1 [2]-15
Running (A) HT+4 [16]-16
Stealth (A) DX+2 [8]-16
Tracking (A) Per+3 [12]-16

Perks: Sharp Teeth [1]

Quirks:
Cat-Like Behavior
Cynical Attitude
Distinctive Appearance
Enjoys Reading, Especially John Grisham Novels
Proud

=============================

The Scarecrow is at once the most heavily modified and the most feared of the Oz Krewe. Its physical structure is not based on a solid skeleton but a more modular system. The practical effect is a softer, more spongy form. It can bend and contort in any way imaginable and absorb attacks more like a pillow than a hard object.

The Scarecrow's combat style is based on conotortion and wrestling, dodging attacks until it can wrap itself around a target and crush it. The constant barrage of macabre chatter it gives off helps with it's ghoulish reputation.

Attributes: ST 13 [0]; DX 14 [100]; IQ 10 [40]; HT 12 [0]
Secondary Characteristics: HP 10 [-6] ; Will 9 [0]; Per 10 [0]; FP 12 [0];
Basic Speed 10 [70]; Basic Move 10 [0]

Advantages:
Brachiator [5]
Constriction Attack [15]
Damage Resistance 14 (Limited: Physical Attacks, -20%; Tough Skin, -40%) [28]
Double-Jointed [15]
Extra Arms 2 (Foot Manipulators, -30%) [14].
Injury Tolerance (Unbreakable Bones) [10]

Disadvantages: Android Template [-26]
Appearance (Ugly) [-8]
Ham-Fisted (-3) [-5]
Odious Personal Habit (Babbling) [-5]
Remove Template Damage Resistance [-25]
Remove Template Extra Hit Points 3 [0]
Sense of Duty (Oz Krewe) [-5]
Social Stigma (Killer Robot) [-20]

Skills: Acrobatics (H) DX+2 [12]-16
Climbing (A) DX+4 [1]-18 (+5 from Double-Jointed)
Escape (H) DX+3 [1]-17 (+5 from Double-Jointed)
Judo (H) DX+2 [12]-16
Jumping (E) DX+2 [4]-16
Karate (H) DX+2 [12]-16
Stealth (A) DX+2 [8]-16
Wrestling (A) DX+2 [8]-16

Quirks: Affectation of Amorality
Does Not Use Potty Humor Around Dorothy
Pushy
Tells Bad Jokes
Uneasy Around Fire
===========================================
All members of the Oz Krewe are 250-point androids and the Android Template can be used for a wide variety of mobs and minions.
__________________
"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; 09-09-2019 at 11:27 AM.
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Old 09-09-2019, 12:13 PM   #328
Inky
 
Join Date: Sep 2019
Location: UK
Default Re: Minor League Supers [Powers/Supers]

*stands up and cheers*
The Oz Krewe would have been enough. The "popular brand of mass-produced robot minions" would have been enough. Both at once, oh, you're spoiling us!
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Old 09-09-2019, 12:27 PM   #329
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Minor League Supers [Powers/Supers]

I'm not going to quote the whole thing, but I noticed a few mistakes.

Throughout, you had Enhanced Move directly increase Basic Move. That's not how it works. They should have the same BM but be able to move faster when sprinting.

You gave Dorothy On the Edge (6-) [-7]. That should be either (15-) or [-22].

It says the Tin Man has DX 10 [10]. That should be [20].

Night Vision is only 1 pt/level, so it should only cost [5] for the Lion to have Night Vision 5. You also made the same mistake with his Absent-Mindedness as Dorothy's On the Edge. Should also be either (15-) or [-22].

Still awesome characters overall, though!
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Old 09-09-2019, 01:41 PM   #330
David Johnston2
 
Join Date: Dec 2007
Default Re: Minor League Supers [Powers/Supers]

I had a minor group of heroes for hire in a game I ran called Oz Incorporated.

They consisted of

Wizard: A gadgeteer
Tin Man: A robot battlesuit with an onboard AI capable of operating without a pilot. It was armed with a fire extinguisher foam cannon
Joe Boggs: A friendly neighborhood vampire who wore a scarecrow-like costume to protect himself from the sun and a supernatural power to intimidate.
Mountain Lion: An anthropomorphic cougar.
Flora: A plant controller who was Wizard's girlfriend.
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