09-24-2019, 01:34 AM | #21 |
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
Taking a break from the Meteor Squad to post an independent super. This guy was one of the first supers I completed for this setting.
Dart Frog Real Name: Jeffrey Sawyer Secret Identity: Yes Costume: Green-and-black sleeveless shirt, green leggings, black boots, and a black mask with green lenses Age: 16 Height: 5’5” Weight: 160 lb Sex: Male Race: White Hair: Chin-length straight brown Eyes: Green Powers: Jumping, climbing, amphibious, poison secretion Jeffrey Sawyer is a high-school sophomore turned independent hero from Cincinnati, Ohio. So far, he’s managed to balance school and small-scale superheroics, but it’s getting more difficult. His new powers include powerful jumping, the ability to become amphibious, and the secretion of various substances. He can release a sticky substance that allows him to climb walls, a low-friction liquid that lets him escape from grappling or bonds more easily, and a deadly contact poison. The last one is one of his most useful, but he only feels comfortable using it as a last resort, and has been trying to find or create an antidote. Attributes: ST 10 [0], DX 13 [60], IQ 11 [20], HT 12 [20] Secondary Attributes: Dam 1d-1/1d, BL 20 lb, HP 10 [0], Will 11 [0], Per 11 [0], Basic Speed 7.00 [15], Basic Move 7 [0] Advantages: Amphibious (Super, -10%) [9], Attractive [4], Claim to Hospitality (Family) [1], Clinging (Super, -10%) [18], Combat Reflexes [15], Contact (Friend in the police force, Criminology-12, 9 or less, Usually reliable) [2], Doesn’t Breathe (Gills, -50%, Super, -10%, Breathes with Lungs¹, +0%) [8], Fit [5], Hard to Kill 2 [4], Hard to Subdue 2 [4], Immunity to Poison (Super, -10%) [14], Nictitating Membrane 2 (Super, -10%) [2], Slippery 3 (Switchable, +10%, Super, -10%) [6], Super Climbing 2 (Super, -10%) [6], Super Jump 1 (Super, -10%) [9]+Super Jump 2 (Vertical Only, -25%, Super, -10%) [13], Temperature Tolerance 2 (Super, -10%) [2], Toxic Attack 2d (Aura, +80%, Cyclic 3 (1 hr, Resistible), +30%, Melee Attack (C), -30%, Symptom (Moderate Pain, 1/2 HP), +40%, Symptom (Nausea, 2/3 HP), +30%, Contact Agent, -30%, Resistible (HT-4), -10%, Super, -10%) [16] Perks: Pet (Frog) [1], Supersuit [1] Disadvantages: Bad Temper (15) [-5], Enemy (????, 9 or less, Hunter, Unknown) [-15], Overconfidence (12) [-5], Pacifism (Cannot Harm Innocents) [-10], Secret Identity [-5], Social Stigma (Minor) [-5] Quirks: Altruistic [-1], Decisive [-1], Likes frogs [-1], Phobia (Extreme Heights) [-1]. Talkative [-1] Skills: Acrobatics-13 [4], Acting-11 [2], Aquabatics-12 [2], Area Knowledge (Cincinnati)-11 [1], Bicycling-14 [2], Climbing-13 [2], Computer Operation-11 [1], Current Affairs/TL8 (Headline News)-11 [1], Current Affairs/TL8 (Popular Culture)-11 [1], Detect Lies-10 [2], Escape-14 [1], Hobby Skill (Video Games)-11 [1], Holdout-11 [2], Judo-13 [4], Karate-14 [8], Observation-11 [2], Poisons/TL8-10 [2], Research/TL8-10 [1], Running-12 [2], Stealth-13 [2], Swimming-13 [2] 1: He can breathe water, but he uses his lungs. This means he has no visible gills, but he is not immune to strangulation. I have a hard time seeing this being worth anything as an enhancement or limitation. Last edited by awesomenessofme1; 12-20-2019 at 04:14 AM. Reason: Changed poison effects |
09-24-2019, 07:30 AM | #22 | |
Join Date: Sep 2004
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Re: [Supers] Malice - A low-powered supers setting
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For utility reasons, I'd convert the toxin to a paralyzing agent or fatigue damage. You could have a secondary (or side) effect of choking if you want it to be potentially lethal. I'd suggest you look at KYOS if you haven't already. It makes ST a lot more useful for its point value. I even went one step further and converted down damage and DR for existing gear to put it on a quadratic scale. It allows the Hulk to punch tanks without red misting people while keeping the point costs more reasonable*. *Which itself is a matter of taste. There's no problem with 5k supers if that's to your liking. My personal opinion is that once you get above a certain level, point budgets aren't really useful and don't reflect the overall usefulness of abilities. |
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09-24-2019, 09:29 AM | #23 | |
Join Date: Jun 2013
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Re: [Supers] Malice - A low-powered supers setting
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I suspect part of the idea is that the toxin lacks utility outside of killing people (although there is the side benefit that, so long as he’s careful not to bump into anybody, he has nothing to fear from biting and stinging insects). That said, it could be interesting to reduce the damage and add in Side Effect or Symptoms - it’s still only an emergency measure, but it’s a bit more useful and a bit less likely to kill somebody. 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.
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GURPS Overhaul |
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09-24-2019, 09:43 AM | #24 | ||
Join Date: Sep 2004
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Re: [Supers] Malice - A low-powered supers setting
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09-24-2019, 10:03 AM | #25 |
Join Date: Feb 2016
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Re: [Supers] Malice - A low-powered supers setting
I would actually reduce the Toxic Attack to 1 point, increase the cycles to 60 one hour cycles (+600%), get rid of resistable (+610%), and include a wide variety of nasty symptoms For example, Hemophilia at -1/3 HP, Neurological Disorder (Crippling) at -1/2 HP, and Blindness at -2/3 HP could represent a toxin that causes bleeding through the walls of the arteries and veins, and would only cost +200%. With the other modifiers totaling +10%, you end up with +1420%, keeping the cost at 16 CP.
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09-24-2019, 10:40 AM | #26 | ||||
Join Date: Mar 2016
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Re: [Supers] Malice - A low-powered supers setting
Lot of good suggestions.
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09-24-2019, 11:00 AM | #27 | |
Join Date: Sep 2004
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Re: [Supers] Malice - A low-powered supers setting
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I'd avoid Super-Effort ST altogether, though. I played with Super-Effort ST for fair amount of time and decided that it really doesn't play well. You end up in a fatigue contest, trying to reserve for your "good" attacks for when your opponent cannot defend. That's on top of the additional record keeping and gap of range it doesn't handle well. YMMV. |
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09-24-2019, 01:07 PM | #28 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: [Supers] Malice - A low-powered supers setting
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So for +100 ST you can spend 470pts, that would have normally given you only +47 ST. |
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09-24-2019, 01:58 PM | #29 |
Join Date: Feb 2016
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Re: [Supers] Malice - A low-powered supers setting
Super ST has marginal utility in the first place. I generally prefer Enhanced ST [8/level]. With Will 20 [50], Enhanced ST 20 (Reliable+10, +50%) [240], ER 200 (Enhanced ST Only, -50%; Stunts Only, -10%) [240], and Extra Options (Godlike Extra Effort) [1], you can increase your effective Enhanced ST up to 6800 with a 98% chance of success, and you only spend a little more than Super ST that gives you plus 100. If you really want to be obnoxious, take Regeneration (Extreme; ER Only, +0%) [150], which allows you to recover your entire ER every second.
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09-24-2019, 02:15 PM | #30 |
Join Date: Oct 2010
Location: earth....I think.
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Re: [Supers] Malice - A low-powered supers setting
What is Reliable on ST supposed to do?
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