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#1361 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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I can't imagine why those willing to kill, poison, persecute, and permanently intern "differently abled" people would have any problem mutilating by removing "extra" limbs.
If anything, those nuts would see that as an even better solution to their wrongness than drugs.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#1362 | |
Join Date: Nov 2011
Location: South Dakota, USA
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We are mostly discussing Squelch as something being administered to those resisting arrest, under arrest, or flat out in prison. Even if we go to countries that don't respect human rights (real or native to only the MU), odds are any such super-powered-beings under their sway will be seen as vital resources. We can discuss its potential medicinal usage, where there may be room for more abuse... but even then it is still the same kind of gross abuse of power seen in real world medicine. Abuse that is much more difficult (though not impossible) in a modern setting. The worst case scenario, bad though it may be, for most is going to be counselors and family pressuring someone to have something done about their "condition"... as opposed to the local sheriff (let alone a federal task force) hunting them down, locking them up, and "curing" them.
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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! :) |
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#1363 | |||
Join Date: Jun 2006
Location: On the road again...
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Also, Squelch isn't intended to be a "cure", as its effects fade over time (and being a pharmaceutical, tolerances can be built up with long-time usage). From the very first post: Quote:
Please remember that I am not trying to write a GRIMDARK! setting; in fact, GRIMDARK! is something I'm trying to avoid like the plague. Assume that there have been at least three waves of superhumans in the past since WWII (including the wartime and post-war supers of the Invaders, Liberty Legion, and All-Winners Squad), which means that there has been incentive to invent technologies and pharmaceuticals to temporarily neutralize powers. (Tech to permanently remove such powers probably exist, but aren't "common" technologies, which is what that post was attempting to cover.) From a gaming standpoint, would you rather have your PCs when arrested given a dose of a drug to temporarily remove their Super ST and DR for the duration of the imprisonment arc, or one that would permanently remove it from their character sheet? I'd rather have the former, so as to not screw my players over.
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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 Last edited by Phantasm; 03-27-2017 at 05:38 PM. |
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#1364 | |
Join Date: Dec 2006
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If the drug is unstable then there mutant DNA rebels against being suppressed once its out of there system. Or if removed via mutiliation the stress causes them to regenerate- there muscles and Armour don't grow back as thick, but now they have regrowth and regeneration. Or there powers become mental, they loose the physical side only to be pushed into a more mental or astral side- the mutant part of them will not be suppressed, crush the body and the soul will find its way free. So when it comes to side effects from squelch, I'd err towards chaos: If carefully administered, along with anti-depressants and careful mood control, low stress environments, and a lot of psychological counseling- it works, though they build up resistance over time. It works enough that a kindly kept mutant prisoner can serve out a life sentence. The existing american prisons would be too harsh, but something like a Norwegian prison along with regular squelch injections would work fine.[1] Use it without taking the person's health into consideration, use it in a high stress enviornment, or even worse use it as part of a campaign of fear and torture, and you'll see resistance build up super-fast, not only that but it will spur NEW more powerful and unpredictable mutations, along with likely unhinging the poor mutants psyce in the process. This would seem to make sense to me as most mutant powers manifest through a combination of puberty (really a session of extended stress and bodily changes) and traumatic events (phsycial/mental stress) Basically using squelch in anything but a placid rehabilitation center is basically building a bomb. Unhinged mutants can go to an asylum and be treated for their mental illness while on squelch, prisoners can be kept in cages on squelch. Mutants cannot be mistreated on squelch. [1]http://www.businessinsider.com/why-norways-prison-system-is-so-successful-2014-12 |
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#1365 | |
Join Date: Jun 2006
Location: On the road again...
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Going over a few things, I see some confusion from people as to whether a Mutant would be affected by Squelch. It seems folks are assuming Squelch will affect them to remove their powers. My working assumption when creating the drug for this project is "no, it does not". Please peruse the following power modifiers from the second post of this thread:
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I do not approach Squelch as a "technological" countermeasure; it was meant to fill in the holes in prison security made by having the technological countermeasures affecting Super, Mutant, Psionic, and Mutant Psionic, but not Biological, Chemical, or Passive Biological. So in short, Squelch is not intended to affect nor should it in game terms affect a Mutant. Clear as mud?
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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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#1366 |
Never Been Pretty
Join Date: Jan 2005
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So how do you differentiate between drug countermeasures and technological countermeasures? Or is this just an instance where one tech stops one power modifier, but not necessarily another?
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#1367 | |
Join Date: Jun 2006
Location: On the road again...
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I think I've got enough to give a more detailed write-up for Squelch, though, with short and long-term side effects and time to affect the character by delivery type (pills of course take longer to take effect than an injection or inhalation, and inhalation takes a bit longer than injection ... but of course for some folks - like Luke Cage - injection is not an option). Thanks, y'all.
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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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#1368 |
Join Date: Feb 2014
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I'm somewhat confused about Mutant Biological (-0%) versus the other biological power modifiers. So Griffin's wings, which are not mutant in origin, can be negated via a targeted drug, but Angel's mutant wings are unaffected by a different targeted drug? Fin Fang Foom's wings, natural to his species, also affected. Pixie's mutant wings unaffected.
I would lump them in with the other biologicals, either passive or active, as "wild" powers become a get out of jail free card with no vulnerability. Sure, it's silly for prehensile feet to stop working in some electromagnetic mutant-power-dampening field, but it's also silly that "top men" can't figure out a nerve deadening balm, local-site paralytic, or other means of stopping a mutant's wings from flapping. |
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#1369 | |
Join Date: Jun 2006
Location: On the road again...
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There is little difference in practice between a "wild" ability and a -0% power modifier ability. A topical paralytic poison would work just as well on a regular person's arm or leg as it would a mutant's or mutate's wing; I treat "affected by topical nerve deadening paralytics" as a 0-point feature. Binding their wings in a net works just as well as binding a regular person without wings in the same net; again, 0-point feature. Don't overthink such things. That help?
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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 Last edited by Phantasm; 03-30-2017 at 11:43 AM. |
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#1370 |
Never Been Pretty
Join Date: Jan 2005
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The difference, I think, with mutant biology abilities is that they aren't affected by anti-mutant countermeasures the way mutant abilities are. Not that they aren't affected by stuff that would affect normal biology.
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Tags |
avengers, captain america, captain marvel, chandley, character creation, chargen, iron man, marvel, phantasm, supers, thor, x-men |
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