11-07-2013, 07:12 PM | #31 | ||
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Join Date: Aug 2004
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Re: Questions about Worm Parahumans' Powers in GURPS
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08-31-2014, 08:30 AM | #32 |
Join Date: Jun 2011
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Re: Questions about Worm Parahumans' Powers in GURPS
On the topic of Endbringers.
I like to use a houseruled wound-tracking system where each injury is tracked separately in both damage and hit-location. One healing roll per wound per day. Endbringers would simply have an enormous amount of Ablative DR in each hit location. Once that ADR is depleted, the hit location is destroyed (i.e. their HP is very low). They would also have a sizable portion of regular DR in each hit location (they start out being as tough as aluminium,) in game-terms layered outside their ADR The ablative DR would have the re-balanced Absorbtion advantage as described here which would feed points into the regular DR. The more ADR they lose the more DR they gain, the harder they are to hurt. |
04-02-2015, 03:42 PM | #33 |
Join Date: Apr 2015
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Re: Questions about Worm Parahumans' Powers in GURPS
Hi, new here. ^_^ Looked at the rules but didn't see anything about necromancy, so I guess replying here is fine?
Let me try and build Tattletale's powers, taking into account all of her feats in canon. Not familiar with GURPS, esp can't wrap my head around the notations, so corrections would be welcome. [Rapier Wit (Words of Power +100%, Hypersensory -50%)] This one is pretty obvious for her power, surprised it wasn't mentioned. [Empathy+Animal Empathy+Machine Empathy+Plant Empathy (Remote +50%, Hypersensory -50%)] [Minding Reading (Cybernetic +50%, Universal +50%, Hypersensory -50%)] [Mind Control (Rationalization +20%, Mind Tricks -30%, Hearing-Based -20%, Only on those who share a language with me -10%, Independent +70%)] [Digital Oracle (Inspired +100%, Cosmic +50% Can work off limited data, Reduced Time 13 +260%)] [Intuition (Inspired +100%, Reliable +50%, No dice roll required +100%)] [Psychometry (Directed +50%, Sensitive +30%, Active Only -20%, Hypersensory -50%)] [Precognition (Directed +100%, Active Only -60%, Hypersensory -50%)] Make some kind Wildcard skill covering Psychology, Fast-Talk, Investigation, Computer Hacking and such, rated 50, and then turn into an advantage. Then package all of that into a power and make it cost FP and cause Incapacitation: Agony if you use it too long, and give it Attracts Threats -5% (cause she totally does). Also, she's IQ 10 and Per 10 normally, IQ 30 and Per 30 when using her power (aspect limited). Not sure how to do that. Last edited by Sassy Psionic Space Squid; 04-02-2015 at 11:15 PM. |
04-02-2015, 05:17 PM | #34 |
Join Date: Jul 2007
Location: One Mile Up
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Re: Questions about Worm Parahumans' Powers in GURPS
I'd build Tattletale with a higher baseline IQ and Per (maybe 12ish) but lower maximums (probably about 20). Attracting threats is just rational people responding intelligently to the threat she presents, not a Limitation on her powers.
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