11-14-2019, 02:52 AM | #171 |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
Here's another character. I tried to fill the niche of "definitely a villain, but with potential for redemption".
Dark Angel Real Name: Margaret “Meg” Davis Secret Identity: Sort of ¹ Costume: None Age: 18 Height: 5’2” Weight: 90 lb Sex: Female Race: White Hair: Waist-length wavy blonde Eyes: Green Powers: Healing, regeneration Meg Davis’ story is one of tragic irony. Her parents died in a car accident a block away from home. She was there at the time and ended up witnessing the deaths. Her healing abilities manifested only weeks later, and she believes (probably accurately) that she could have saved her parents with ease. This sequence of events ended up leading her to a dark place, and she ended up connecting with a criminal gang through her boyfriend. Nowadays, she’s one of the gang’s most valuable assets. She can heal any wounds as long as they’re not fatal. Less nobly, she’s learned to use her powers to supplement torture, and she’s become quite good at it. Attributes: ST 8 [-20], DX 11 [20], IQ 12 [40], HT 14 [40] Secondary Attributes: Dam 1d-3/1d-2, Basic Lift 13 lb, HP 8 [0], Will 12 [0], Per 12 [0], FP 14 [0], Basic Speed 6.50 [5], Basic Move 5 [-5] Advantages: Affliction 1 (Based On HT, +20%, Extended Duration x10, +40%, Malediction, +100%, No Signature, +20%, Unconsciousness, +200%, Contact Agent, -30%, Costs FP 1, -5%, Melee Attack (C, cannot parry), -35%, Takes Extra Time 2, -20%, Super, -10%) [38], Beautiful [12], Claim to Hospitality (Criminal Underworld) [3], Comfortable Wealth [10], Contact (Crime boss, Streetwise-18, 9 or less, Usually reliable) [6], Fearlessness 2 [4], Healing (Cosmic (No die roll required), +100%, Reduced Fatigue Cost 1, +20%, Reliable 6, +30%, Xenohealing (All Earthly Life), +40%, Takes Extra Time 3, -30%, Super, -10%) [75], Regeneration (Regular) (Super, -10%) [23], Resistant to Metabolic Hazards +3 (Super, -10%) [9], Very Fit [15] Perks: Unusual Training (Body Control) [1] Disadvantages: Callous [-5], Combat Paralysis [-15], Duty (Gang, 9 or less) [-5], Increased Consumption x2 [-10], Necrophobia (9) [-15] Quirks: Careful [-1], Determined [-1], Layabout [-1], Pain-Sensitive [-1], Proud [-1] Skills: Acting-12 [2], Area Knowledge ()-12 [1], Bicycling-11 [1], Body Control-12 [2], Breath Control-12 [1], Carousing-14 [1], Computer Operation/TL8-12 [1], Current Affairs/TL8 (Headline News)-12 [1], Detect Lies-11 [2], Diagnosis/TL8-12 [4], First Aid/TL8-13 [2], Guns/TL8 (Pistol)-11 [1], Interrogation-13 [4], Psychology-10 [1], Savoir-Faire (Criminal)-13 [2], Sex Appeal-13 [1], Streetwise-11 [1], Swimming-14 [1] 1: “Dark Angel” is just a nickname she’s received from police and rival gangs. She doesn’t exactly have a “supervillain persona”, but she’s not connected to her crimes. Notes: Affliction: After two full seconds of concentration, a direct skin-to-skin touch, and the expenditure of an FP, she can force a Quick Contest of her HT vs the target’s HT. If the target loses, they are unconscious for 10 minutes per point of failure. I personally would rule that this can be treated as a beneficial Affliction (i.e. anesthetic) in appropriate situations. Healing: This is a very powerful healing ability. She needs to maintain contact for 10 seconds per instance of healing, but automatically succeeds as long as total penalties don’t exceed -15. In addition, the first FP of an instance of healing is free. She can heal any Earth animal. This means, for example, she could heal someone 5 times for 2 HP at a time each day for no FP cost. She can also cure any disease, though very difficult ones would be incredibly taxing (AIDS, at a cost of 29 FP, would bring her to -FP and cause injury). Regeneration, Resistant, Very Fit: This just represents extreme health, fitness, and control over her body, plus a bit of self-healing. Claim to Hospitality, Contact, Duty: This represents the most powerful crime group of a large but not huge city (Haven’t decided exactly which one, but it would be in the 500K-1M range). A nationwide or global criminal organization would be more costly. |
11-14-2019, 05:43 AM | #172 |
Join Date: Feb 2016
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Re: [Supers] Malice - A low-powered supers setting
The character is a little tall for 90 lbs. I would suggest giving her Skinny.
I am not quite sure the reason for Very Fit myself. Fit would cost 10 CP less and would reduce the probability of succeeding on average HT rolls by only 3%. It is up to you, but 10 CP for a 3% increase is a little expensive. With the Healing, I would get rid of Cosmic, add Based on HT, and increase Reduced Cost to 4 and Reliable to +10. I would upgrade Regeneration to Fast, give it Heals Radiation, and turn it into an alternative ability of Healing. In total, the changes would free up 24 CP. |
11-14-2019, 12:12 PM | #173 | |||
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
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2) The main benefit of Very Fit is reduced FP consumption, not the HT bonus. Quote:
If I wanted her to be able to heal herself rapidly, Affects Self on Healing only costs 15 points. |
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11-14-2019, 02:39 PM | #174 |
Join Date: Feb 2016
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Re: [Supers] Malice - A low-powered supers setting
Which costs FP, suffers from a damage penalty, and requires a skill roll that can fail. For a little cheaper, you can have automatic healing and heal radiation.
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11-14-2019, 02:51 PM | #175 | |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
Fair.
Only shock penalties, which last one second. Except it has Cosmic, no die roll required. Quote:
And in any case, the part where I said "If I wanted her to be able to heal herself rapidly" should have shown that I do not, in fact, want her to be able to do that. |
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11-20-2019, 03:42 PM | #176 |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
Here's a very big entry. It's another 1000-pointer, but not one I've ever mentioned before. This was probably an inevitability: Aliens! (Or one at least.) Note that even though he hasn't arrived yet, his character sheet is built as it will be on Earth. It also requires much more explanation than any character before.
Gregen-Ata Secret Identity: No Costume: Gunmetal advanced combat armor Age: Complicated¹ Height: 10’3” Weight: 820 lb Sex: Male Species: Ruurqzo Skin: Red Eyes: Solid black Powers: None. His abilities come from tech and innate biology. Gregen-Ata, as far as he or anyone on Earth is concerned, is the last of his kind. About 280 years ago, on the brink of total destruction, the Ruurqzo sent out 65536 pods, each containing one person, a stasis chamber, an onboard computer, an experimental stardrive, and a cache of technology and weapons. These pods were sent in all directions to ensure as many of them would survive as possible, for as long as possible. The pods moved from system to system, constantly scanning for planets containing advanced intelligent life. After 277 years and over 10,000 light-years of travel, Gregen’s pod is about to finally complete its mission. It just passed Alpha Centauri and will arrive on Earth in about a month and a half. Gregen is an incredibly skilled pilot and all-around great warrior. He’s had about 20 years of military experience, and he was one of the best fighters and pilots in the entire military. In addition, he has a wide array of mechanical skills and low-level TL10 scientific knowledge. He has many pieces of advanced equipment and several powerful cybernetic implants. Ruurqzo stand around nine feet tall (Gregen is a tall individual) and have roughly humanoid shape and proportions. They have four arms, each with three fingers and a thumb. These fingers contain very long, sharp retractable claws. They are covered in a thick layer of brightly colored scales that provide a great deal of protection. They have no mouth or nose, instead having a mass of tentacle-like appendages covering the lower half of their faces. These appendages are only slightly prehensile and have almost no gripping strength, but they can secrete a corrosive material and absorb the slurry that’s created for nutrition. Ruurqzo have two pairs of eyes, each of which can move separately from the other. They do not have external ears. They have two short, mostly vestigial tails. Attributes: ST 25 (50, L75) [54], DX 16 [60], IQ 13 [60], HT 13 [20] Secondary Attributes: Dam 2d+2/5d-1 (5d+2/8d-1), BL 125 lb (1125 lb), HP 28 [6], Will 13 [0], Per 13 [0], FP 18 [15], Basic Speed 7.5 [0], Basic Move 8 [0] Languages: Bodren (Accented/None) [2], Efktaar (Accented/Broken) [3], Ruurqzo (Native) [0] Advantages: 3D Spatial Sense (Superscience, -10%) [9], Absolute Timing [2], Ambidexterity [5], Born Spacer 2 [10], Combat Reflexes [15], Discriminatory Hearing (Superscience, -10%) [14], Eidetic Memory [5], Enhanced Move (Air, Move 90) 2.5 (Handling Bonus +4, +20%, Jetpack, -40%, Superscience -10%) [35], Upgrade to Enhanced Time Sense (Superscience, -10%) [27], Filthy Rich [50], Flight (Jetpack, -40%, Nuisance Effect (Exhaust), -5%, Superscience, -10%) [18], Upgrade to Hyperspectral Vision (Goggles, -30%, Superscience, -10%) [9], Intuitive Mathematician (Superscience, -10%) [5], Lifting ST +50 (Size 1, -10%, Harness, -35%, Superscience, -10%) [68], Microscopic Vision 3 (Goggles, -30%, Superscience, -10%) [9], Modular Abilities (Chip Slots, 6, 6) (Languages Only, -50%, Superscience, -10%) [20], Nictitating Membrane 5 (Goggles, -30%, Superscience, -10%) [3], Ruurqzo [300], Striking ST +25 (Size 1, -10%, Harness, -35%, Superscience, -10%) [57], Telescopic Vision 4 (Goggles, -30%, Superscience, -10%) [12], Very Fit [15] Disadvantages: Bad Temper (15) [-5], Curious (12) [-5], Enemy (Journalists and governments, 12 or less, Watcher) [-20], Gluttony (12) [-5], Impulsiveness (12) [-10], Loner (15) [-2], Truthfulness (9) [-7] Quirks: Bad dreams [-1], Broad-Minded [-1], Confident [-1], Dull Taste and Smell [-1], Hates bullies [-1] Skills: Acrobatics-15 [2], Aerobatics-18 [1], Armoury/TL10 (Body Armor)-13 [2], Armoury/TL10 (Heavy Weapons)-14 [4], Armoury/TL10 (Small Arms)-12 [1], Astronomy/TL10-12 [2], Beam Weapons/TL10 (Pistol)-18 [4], Beam Weapons/TL10 (Rifle)-18 [4], Biology/TL10 (Earthlike)-11 [2], Brawling-18 [4], Breath Control-11 [1], Broadsword-16 [2], Carousing-13 [1], Chemistry/TL10-12 [2], Computer Hacking/TL10-10 [1], Computer Operation/TL10-15 [4], Computer Programming/TL10-12 [2], Driving/TL10 (Hovercraft)-15 [1], Electrician/TL10-12 [1], Electronics Operation/TL10 (Communications)-13 [2], Fast-Draw (Long Arm)-17 [1], Fast-Draw (Pistol)-17 [1], Fast-Draw (Sword)-17 [1], Fast-Draw/TL10 (Ammo)-17 [1], First Aid/TL10-14 [2], Free Fall-20 [2], Geology/TL10 (Earthlike)-11 [1], Gunner/TL10 (Beams)-18 [4], Gunner/TL10 (Machine Gun)-21 [16], Guns/TL10 (Grenade Launcher)-16 [1], Guns/TL10 (Rifle)-16 [1], Holdout-12 [1], Intimidation-13 [2], Judo-16 [4], Mathematics/TL10 (Applied)-11 [1], Mechanic/TL10 (Fusion Reactor)-11 [1], Mechanic/TL10 (High-Performance Spacecraft)-14 [4], Mechanic/TL10 (Hovercraft)-12 [1], Navigation/TL10 (Space)-20 [4], Observation-13 [2], Physics/TL10-10 [1], Piloting/TL10 (High-Performance Spacecraft)-24 [20], Research/TL10-12 [1], Running-14 [4], Search-12 [1], Soldier/TL10-14 [4], Spacer/TL10-16 [2], Survival (Desert)-13 [2], Survival (Plains)-12 [1], Swimming-13 [1], Tactics-12 [2], Tracking-12 [1], Vacc Suit/TL10-18 [2] Techniques: Multi-Weapon Attack (Beam Weapons (Pistol))-18 [5], Multi-Weapon Attack (Beam Weapons (Rifle))-18 [5], Multi-Weapon Attack (Broadsword)-16 [5] 1: Mentally, from his own perspective, Gregen is 29. Physically, due to slowed aging from being in stasis, he’s 57. Chronologically, he’s 306. Because Ruurqzo mature earlier than humans, but age more slowly afterwards, it’s hard to say what the equivalents would be in human terms. Gadget limitations: Goggles: Breakable (DR10, SM-5, Machine), Can be Stolen (Must be forcefully removed, cannot immediately be used), -30% Harness: Breakable (DR26+, SM+1, Machine), Can be Stolen (Must be forcefully removed, cannot immediately be used), -35% Jetpack: Breakable (DR25, SM-1, Machine), Can be Stolen (Must be forcefully removed), -40% Ruurqzo Attributes: ST+9 (Size 1, -10%) [81], DX+3 [60], HT+1 [10], Basic Speed +0.25 [5], Basic Move +1 [5], Early Maturation (Matures at age 9) [0] Advantages: Corrosion Attack 1 (Melee Attack (C, cannot parry), -35%, Alternative Attack, x1/5) [1], Corrosion Attack 1d+2 (Melee Attack (C, cannot parry), -35%, Takes Recharge (1 min), -20%, Primary Alternative Attack) [8], DR 5 (Tough Skin, -40%) [15], Enhanced Move (Ground) 2.5 (Temporary Disadvantage (No Fine Manipulators), -30%) [35], Enhanced Tracking 1 [5], Extended Lifespan 1 [2], Extra Arm 2 [20], High TL 2 [10], Infravision [10], Less Sleep 5 [10], Long Talons (Switchable, -10%) [13], Nictitating Membrane 3 [3], Pressure Support 1 [5], Reduced Consumption 1 [2], Regeneration (Slow, Heals Radiation, +40%) [14], Upgrade to Fast Regeneration (Radiation Only, -60%) [6], Resistant +8 to Ingested Poison [5], Scales [1], Telesend (Broadcast, +50%, Reliable 10, +50%) [60], Temperature Tolerance 5 (Range: 45°-(100+5xHT)°) [5], Universal Digestion [5] Disadvantages: Attentive [-1], Easy to Read [-10], Monstrous [-20], Mute [-25], No Mouth [-5], Oblivious [-5], Social Stigma (Monster) [-15], Vulnerability (Cold x2, Fatigue Only, -50%) [-15] Complete power summary: Natural weapons: Ruurqzo can secrete acid from their facial appendages. It can either be slow and continuous or a quick burst that then has to recharge. They also have powerful retractable claws. Various racial advantages: Ruurqzo are covered in tough scales that provide armor. They can eat almost anything and are very resistant to ingested poison. They can withstand high levels of heat (up to 155° for an average individual) but are more vulnerable to cold. They have four arms and can run incredibly quickly when on all sixes. The Ruurqzo have two pairs of protected eyes, and each pair can move independently and see in infrared. They heal quickly and can shed radiation very fast. They require less than half the sleep humans do. The Ruurqzo have a very powerful telepathic ability to make up for the fact that they don’t naturally speak at all. 3D Spatial Sense, Discriminatory Hearing, Enhanced Time Sense, Intuitive Mathematician, Modular Abilities (Chip Slots): Various cybernetic implants. The Chip Slots allow him to fully understand and “speak” a language verbally and in writing. TL10 computers can fairly easily create a language program given a large enough sample. Enhanced Move (Air), Flight: Jetpack. Self-explanatory. Hyperspectral Vision, Microscopic Vision, Nictitating Membrane, Telescopic Vision: Advanced vision-enhancing goggles. Also fairly self-explanatory. Lifting ST, Striking ST: A full-body harness that greatly enhances his natural strength. In addition to his gadget-based and innate powers, Gregen also has a large amount of TL10 equipment, including a combat hardsuit, a TL10 computer, and many weapons, including several monowire blades, a wide variety of guns, lasers, and force beams, and most notably a 7mm Gauss HMG that he wields as a personal weapon. He also has his pod, which is damaged but partially functional, and could be fixed. |
11-20-2019, 06:29 PM | #177 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Supers] Malice - A low-powered supers setting
Biggest question unanswered in this post is: where does he fall in the Hero-Villain spectrum? Is he a Hero? Villain? Anti-Hero? Non-Villain Antagonist? All of the above at one point or another?
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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 |
11-20-2019, 07:28 PM | #178 | |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
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When it comes to his personality, he's much closer to a hero than anything else. He's definitely not the Superman of aliens in superhero stories in terms of personality, but he tries to be good. He's very emotional, occasionally prone to outbursts, and wears his heart on his sleeve. It's going to take several major public instances of heroism until he has any chance of being seen as a hero, though. To a human, his appearance is ugly, frightening, and maybe a bit demonic depending on your perspective. The telepathy can also come off as creepy to someone unused to it. |
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11-20-2019, 08:57 PM | #179 |
Join Date: Sep 2004
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Re: [Supers] Malice - A low-powered supers setting
I'm not quite sure what role you intend your alien to play.
Offhand, I'd question if he deserves Filthy Rich (which comes with status) since it affects your post creation earnings. I can't see him holding down a job. Likewise, his languages probably wouldn't come up and even if they did he has chip slots for that. I'd actually list each gadget with all the associate abilities (certainly where it has several) into it's own block. This makes it easier if one item gets targeted or stolen. The Lifting and Striking ST could be consolidated down into "Fixed ST" to make life a bit easier. The Pod and other high TL stuff sound problematic. Is there any reason why he didn't scuttle it? |
11-20-2019, 09:41 PM | #180 | |||
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
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I'd think he'd need a greater reason why he would scuttle it. If you arrived in the Middle Ages on a one-way trip from a TL8^ time machine, wouldn't you want to preserve as much modern tech as possible? |
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