Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 03-03-2015, 02:17 PM   #2
aesir23
 
aesir23's Avatar
 
Join Date: Oct 2007
Location: Vermont
Default Re: [SUPERS] My Unofficial Handbook to the DC Universe

Power Modifiers

Super (Meta Gene) (-10%). Your powers are derived from the mysterious Meta-Gene. You're subject to Anti-Powers (e.g. Static and Neutralize) and Rare Technological Countermeasures. In most cases where a lab accident or exposure to chemicals created a super-being, this is the real cause. This is by far the most common origin in the DCU.
Exemplars: Black Canary, Poison Ivy, Vandal Savage.

Super (Elemental) (-5%). Your power is derived from an extra-dimensional force that represents an elemental building block of the universe. The Speed Force and The Green are two prominent elemental forces. There are no Countermeasures, but you are susceptible to appropriate Anti-Powers and in many cases and opposing force (e.g. The Negative Speed Force).
Exemplars: The Flash, Swamp Thing.

Super (Alien) (-10%) You are susceptible to Anti-Powers and Countermeasures, but they're different Countermeasures (Light from a Red Sun, etc...).
Exemplars: Superman, Martian Manhunter.

Super (Lantern Corps) (-25%), you derive your power from a power ring. Susceptible to Anti-Powers and Countermeasures--also includes Costs Fatigue (-5%) and Pact (Varies, usually a Duty or Code of Honor) (-10%).
Exemplars: Green Lantern, Sinestro.

Trained (-0%) You earned this ability the hard way, through training and exercise. This replaces the need for any Unusual Training or Special Exercises Perks and should be reserved for abilities that would normally be allowed with such a perk.
Exemplars: Batman, Green Arrow.

Magic -10% There is no such thing as "Mana" in the DCU, however, magical abilities are susceptible to their own sets of Anti-Powers and (magical) Countermeasures. Includes both overt spell-casters and people empowered by magic.
Exemplars: Dr. Fate, Wonder Woman, Captain Marvel.

Super-Science (-10) As described in GURPS Supers, this is just Super with equipment, including robots. Reserved for technology that grants real superpowers, gadgets that approximate real world technology require no power modifier.
Exemplars: Cyborg, Metallo, The Metal Men, Red Tornado.

Cosmic (+50%) As described in GURPS Powers.
Exemplars: Darksied, The Endless.

Last edited by aesir23; 03-03-2015 at 10:17 PM.
aesir23 is offline   Reply With Quote
 

Tags
batman, dc comics, phantasm, superman, supers, vonkatzen


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:55 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.