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Old 07-29-2008, 09:18 AM   #21
David Johnston2
 
Join Date: Dec 2007
Default Re: Supernatural Creatures Power Up!

Werewolf Powers:
  • Weather Control. Werewolves represent violence and nature so the ability to create storms fits. The big bad wolf can blow a shaky house down
  • Permeation. The abiity to pass through plants would making tracking a werewolf in the forest a nightmare.
  • "Animal" Magnetism. Jack Nicholson's psuedo-werewolf had enhanced charisma as a result of his infection.
  • Danger Sense. Stereotypically animals can sense danger
  • Leader of the Pack. The ability to control canines fits with being a super-canine
  • Summonable Ally: What if you could separate the wolf from the man temporarily?
  • Affects Insubstantial: As a supernatural creature werewolves can hurt ghosts
  • Altered Time Rate: always useful for violence
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Old 07-29-2008, 12:53 PM   #22
David Johnston2
 
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Default Re: Supernatural Creatures Power Up!

Of werewolves have gotten disproportionate attention because vampires are too easy, being already endowed with an absurd range of power as mentalist brick metamorphs in Stoker alone. It wouldn't be weird if a vampire turned into a dragon.
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Old 07-29-2008, 03:24 PM   #23
Gef
 
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Default Re: Supernatural Creatures Power Up!

Here's my take on fairy glamour, trying to incorporate these elements:
1. Fairies can make fine things that later turn into rubbish.
2. Fairies can make enduring magical things from bizarre components.
3. Fairies can create illusions that interact with the world as if real, but disappear at sunrise/sunset.
4. Fairies are at home in another world (let's call it Arcadia) that somehow overlaps the material one.


Suppose that Arcadia is made of mutable matter, and so are its denizens the fay, and that this matter has a memory of its original form. Suppose it can be changed relatively easily to a different form, but reverts back. So a fairy could pick up some fallen leaves and shape them into golden coins, but later when you look in your change purse you'll find the leaves. Further suppose that with greater effor the change can be stabilized, so you could forge a gold chain from unlikely ingredients like the one that holds Fenris wolf. A fairy might forge a sunbeam into a sword that would keep the properties of a sunbeam, emitting light and searing vampires, that would be very light and handy to wield. If necessary a fairy could spill his own blood for raw material (think of Oberon's bloodbird in the Amber novels - the fifth if I recall). I would see this ability to shape the stuff of Arcadia as a skill; fairies have the advantage of knowing where to get the stuff. Being made of this same stuff could be a Perk, if knowledgable occultusts also have means to obtain it, or a Gizmo advantage (the fairy can only expend so much of his essence per day).

Further suppose that "portals" to Arcadia can be whole regions, that when such a portal opens, the mutable stuff of Arcadia flows around the solid stuff of the real world. A traveller who comes upon this region of overlap will find it similar, but different. The trees might be taller, and he can climb them. A bridge might cross the stream, and he could cross it, remaining dry. Come sunrise when the portal closes, the bridge would be gone, the trees back to normal. This is really a property of Arcadia instead of fairies, under the GM's control, but a fairy would have Area Knowledge (Fairy Trods) and maybe Detect Portal to Arcadia, with Analyzing. If he can trigger a portal to open, so much the better, but even if he merely knows when and how it will open, he can stage a show for the rubes.


The game _Everlasting_ has a different take on the otherworld, very much worth looking at, and one of the powers it gives to fairies is the ability to steal geography from the real world and add it to Arcadia.

GEF
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Old 10-27-2008, 07:37 AM   #24
RedMattis
 
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Default Re: Supernatural Creatures Power Up!

Werewolf
Nature's Wrath [77 Points]
Control: Storms* 6 (Natural Phenomena, +100%; Takes Extra Time (5 minutes), -160%; Extended Duration (3-4 hours**), +120%; Onset: 15 minutes, -15%; Requires Howling, -15%; Limited Only works with the help of 5 werewolves or twice as many regular wolves, -20%; Only at Night, -20%; Limited Use: 1 use/night, -40%; Max level always, -5%)

Description:
With the help of five other werewolves or twice as many regular wolves you can after five minutes of uninterrupted (scary) howling start conjuring up a storm. You cannot determine how severe the storm will be (always worst possible), or what kind of character it will take, but it will usually dramatically magnify already present weather conditions.
After you have finished the five minutes of howling with your wolf friends it will take another fifteen minutes before the storm really starts to kick in (The wolves are assumed to continue the howling, albeit possibly less intensely so, until the storm kicks in).

For werewolves who can command lightning to strike their enemies, or mighty gusts of wind to blow them away, buy suitable Innate Attacks.

Werewolves can have any number of levels of this Powers, and the Werewolf King could probably cause tsunamis, hurricane and devastating lightning storms all at the same time should he be enraged.

[12,75/level]

*You cannot control what types of storm you conjure, you can only determine how severe they will be, thus making it much more limited than Control Weather which could be used to give you advantages at a whim.
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Last edited by RedMattis; 10-27-2008 at 07:45 AM.
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Old 10-27-2008, 09:56 AM   #25
RedMattis
 
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Default Re: Supernatural Creatures Power Up!

Werewolf
Call the Pack [72 Points]
Ally Group, 2T6 Wolves: 25% of your starting points, FR 15 (Reliable* 5, +25% Summonable, +100%; Limited: Only if there are wolves within ~5 kilometers, -20%; Onset (Variable 5-20 minutes usually), -15%; Requires Howling)

Description:
The Werewolf makes a loud howl, and calls nearby wolves to his assistance. The wolves will try to make their way to the Werewolf as soon as possible.

When the wolves reach the Werewolf, make a reaction roll at +5 to see how willing they are to help out.

*Reaction Rolls are made at +5.


Friend of Wolves [10 Points]
Charisma 5 (Limited: Only Canidae, -60%)

Description:
Canidae such as wolves and dogs react very positively to you.
In combination with "Call the Pack" this viritually guarantees the best help the creatures can give.

Thanks to David Johnston2 for his ideas. ;)
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Old 10-27-2008, 10:28 AM   #26
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Default Re: Supernatural Creatures Power Up!

SandmanBr, I hope you don't mind if I create a variation of "Frightening Howl".

Frightening Howl [36 Points]
Terror 1 (Requires a Howl or Roar to ready, -10%*, Doesn't affect other werewolves or friendly canidae, -0%)

Description:
The Werewolf stops and makes a piercing terrifying howl. This howl has the power to bring out feelings like those of a weak hunted prey, dreading the thought to be devoured.
The power of this howl is infamous among supernaturals, and is one of the reasons that among vampires, even those attuned to nature such as Draculs and Draculinas avoid werewolves. The inescapable feeling of being a helpless prey to a creature of nature is not one the undead want to suffer through. It makes even powerful elders reluctant to fight the werewolves since those feeling catch them off guard.

Also Known as: Frightening Roar. Depending on how it is used.

Additional levels of Frightening Howl costs 9 points per level.


*Less of a limitation than in the case of summoning storms or allies via howling, since a louder sound will also lead to more people hearing the howl, and thus getting affected. ...this can be a double edged sword of course, and a form of Terror which can be used silently is usually much prefered.
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Last edited by RedMattis; 10-27-2008 at 10:40 AM.
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Old 05-08-2009, 04:35 PM   #27
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Default Re: Supernatural Creatures Power Up!

Somewhat based on ideas from GURPS Grimoire (3rd edition)

Demon
Resistant to Mundane Attacks [100 Points]
DR 4 (Mundane Attacks, -20%; Hardened 1)
IT: Damage Reduction 4 (Mundane Attacks, -20%)

Modification:
Very Resistant: [+135 Points]
Add: Regeneration (Extreme; Mundane Injury Only, -20%)
Add: Unkillable 1 (Injury from None-Mundane Sources, -30%)
Remove: DR 4 (Mundane Attacks, -20%; Hardened 1)

Description:
You are highly resistant to mundane attacks, and can easily shrug off physical assault from a mundane person, even take a few bullets standing.
With Very Resistant you can shrug of a hails of bullets fairly, and even if knocked to negative hp you'll quickly get back on your feet
Fitting for many demons, gods, spirits and other highly magical entities.

Consider buying the "No Visible Injury" Perk to make it appear as though you've taken no injury. [+1]

Immunity to Mundane Attacks [311]
IT: Damage Reduction 2 (Mundane Attacks, -20%)
Add: Regeneration (Extreme; Mundane Injury Only, -20%)
Supernatural Durability (Injury from non-Mundane sources)
No Visible Injury

Description:
You are immune to Mundane attacks, they are unlikely to even wear you down for the big magical finish. Anything Mundane short of firing heavy artillery at you is a waste of time, and even that might not do much.
Typically an overkill unless you're expecting to get shot with bazookas, or even a LAW 84mm rocket and be sure to completely remain intact*

Usable for many demons, gods, spirits and other highly magical entities.


Note:, In some campaigns serious Mundane threat from enemies is uncommon, in these campaigns, feel free to change the value of "Mundane Attacks Only" from a Very Common Source to that a Common Source, or even an Occasional one.
Common Source: Resistant to <Common Attack> [80 Points], Resistant to <Common Attack>, Very [+115 points], Immune to <Common Attack> [281 points]

Note 2: To model Immunity to Fire and such, try the value for "Common Source" suggested in the above note. Resistant is good enough to be immune to less intense mundane fire, and makes most fire attacks a waste on the character. The very resistant version let's him swim around in magma without worry.

* LAW = 6dx4 (10), on a good roll = 120 /2 (Damage Divisor) = 60. Assuming a hp of 20 that would put you athp -2x hp, which thanks to Supernatural Durability will barely even slow you down, and you will recover from this (non-visible) injury in 6 seconds.
For the Resistant to <Damage> versions this would be 120 /4 (Damage Divisor = 20. It will knock the Resistant guy to negative hp, and possibly even force a death roll. That guy will probably fall out of the action at that point. The Very resistant guy might get knocked unconcious, but will quickly recover thanks to his regeneration.
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Last edited by RedMattis; 05-09-2009 at 03:32 AM.
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Old 05-08-2009, 08:45 PM   #28
Mgellis
 
Join Date: Nov 2004
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Default Re: Supernatural Creatures Power Up!

Indestructible

Supernatural Durability (Cosmic, Only vulnerable to a Rare attack, Silver, +50%) [225]

Frequently seen in werewolf mythology (at least during the 20th century), this is the supernatural toughness of werewolves, who can pretty much shrug off ANYTHING as long as long as you aren't beating, stabbing, or shooting them with something made out of silver.

This might be combined with a Vulnerability to Silver, which would increase the chances that a serious hit would do enough damage to require a survival roll.

It might also be combined with some kind of Regeneration, to account for werewolves being totally recovered from non-lethal damage in a matter of minutes or hours, instead of taking days or weeks to heal. And Regeneration (Bane, Silver, -10%) probably makes sense...injuries caused by silver only heal at the regular rate, not the accelerated rate. Although Bane is listed for Regrowth, rather than Regeneration, they are comparable advantages.
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Old 05-11-2009, 10:09 AM   #29
vitruvian
 
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Default Re: Supernatural Creatures Power Up!

Quote:
Originally Posted by RedMattis
Werewolves, faeries, ghosts and other supernatural beings have throughout fiction often been attributed to a variety of different abilities and powers.
No, a variety of different abilities and powers have been attributed to them.
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Old 05-11-2009, 10:34 AM   #30
RedMattis
 
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Default Re: Supernatural Creatures Power Up!

Quote:
Originally Posted by vitruvian
No, a variety of different abilities and powers have been attributed to them.
Whoops. Thanks for the catch.
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