12-01-2017, 08:52 AM | #11 |
Join Date: Dec 2012
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Re: Random Mutants and powers
To generate super villains randomly I use the following chart I wrote up. It's based on the power types from Powers (starting on p. P121). Then I just wing which abilities look most appealing at the time.
Roll 1d, 1d to determine which power type. Code:
1 2 3 4 5 6 1 Air, Animal Control, Anti-Super, Astral Projection, Bioenergy, Body Alteration 2 Body Control/ST, Cold/Ice, Cosmic, Darkness, Death, Dimension Travel 3 Earth, Electricity/EK, ESP, Evil, Force Constructs, Gadget/Machine 4 Gravity, Healing, Heat/Fire, Illusion, Kinetic Energy/PK, Life 5 Light, Magnetism, Matter Control, Plant Control, Probability Control, Sound/Vibration 6 Telepathy, Teleportation, Time Mastery, Vampirism, Water, Weather |
12-01-2017, 08:59 AM | #12 |
Join Date: Feb 2016
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Re: Random Mutants and powers
You forgot Magic (from Powers) and Speed (from Supers), which are both legitimate powers for X-men type mutants. I would replace Cosmic with Magic and Time Mastery with Speed.
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12-01-2017, 09:28 AM | #13 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Random Mutants and powers
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So I would just substitute Speed for Cosmic and have done.
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Bill Stoddard I don't think we're in Oz any more. |
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12-01-2017, 10:05 AM | #14 | |
Join Date: Dec 2012
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Re: Random Mutants and powers
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Magic doesn't fit in my super games (since magic doesn't exist in my game world). Feel free to add it in yours though. I kinda roll all "speedster" powers into Time Mastery in my head (and I don't own Supers). YMMV. |
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12-01-2017, 01:26 PM | #15 | |
Join Date: Feb 2014
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Re: Random Mutants and powers
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12-01-2017, 01:35 PM | #16 | |
Join Date: Feb 2014
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Re: Random Mutants and powers
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12-02-2017, 12:02 PM | #17 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Random Mutants and powers
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Often enough it seems like physical mutations in Marvel Comics are unrelated to any superpowers the individual possesses. It is a very "rule of cool" situation. So... good on those systems presented here that generate such individuals. :) Addendum: I'm not sure if there are any GURPS Powers... um... Power modifiers (drawing a blank and don't have time to dig for the answer) that would be off limits in GURPS. I can't think of examples for all of them off the top of my head, but there are multiple mutants with powers that canonically are about magic. Seems like chi-manipulation, working with spirits, even divine are all plausible.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 12-02-2017 at 12:06 PM. |
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12-02-2017, 12:20 PM | #18 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Random Mutants and powers
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So if you are going to say that Iceman's lowered body temperature is metabolically impossible, or that Angel's flight is biomechanically over the top, well, yes. But that just makes them "non-hard science fiction"; it doesn't make them "not science fiction," or "fantasy" (no appeal to supernatural forces or magic spells).
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Bill Stoddard I don't think we're in Oz any more. |
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12-02-2017, 02:24 PM | #19 | |
Join Date: Jun 2006
Location: On the road again...
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Re: Random Mutants and powers
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Check out my Marvel Reboot thread, post 2, for power mods I use. Not exclusive, either, as there are options that may show up in edge cases (like Spirit PM).
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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 |
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12-02-2017, 03:19 PM | #20 |
Join Date: Feb 2016
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Re: Random Mutants and powers
Well, Magic (or Magery) is a Power Talent, so it cannot normally benefit from a Source Modifier. I would allow Mutant to be combined with Magical though to represent a mutant ability to tap mana and shape it into abilities.
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