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

Reply
 
Thread Tools Display Modes
Old 03-28-2017, 10:56 AM   #1
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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:
Quote:
Originally Posted by Phantasm View Post
Biological (-10%): These abilities are part of the character's physiology, but may be negated through the application of drugs geared specifically for such purpose (-5%). Active abilities always require an additional 1 FP to use (-5%), but see Passive Biological, below.

Chemical (-10%): These abilities are dependent upon some form of chemical/alchemical potion being applied to the body on a regular basis, whether through ingestion, inhalation, or injection. This potion is the equivalent of Maintenance (One Person; Weekly) (-5%). In addition, the effects of the potion can be counteracted through other pharmaceutical means, same as the Passive Biological power modifier, below (-5%).

Mutant (-10%): The character is a mutant whose abilities can be negated through Anti-Mutant abilities such as Neutralize and Static (-5%) or through technological means (-5%). This is a subset of the Super power modifier, so any Anti-Super abilities will also negate the mutant powers, but the reverse is not necessarily true.

Mutant Biology (-0%): The character is a mutant, and can be detected as such. However, the abilities granted by this Power are physical adaptations which cannot be removed except through surgery (usually amputation of limbs), and are nearly indistinguishable from "wild" abilities. Because of this, there is no value to the modifier.

Passive Biological (-5%): Like Biological above, these abilities are part of the character's physiology, but may be negated through the application of drugs geared specifically for such purpose (-5%). As these abilities are passive in nature, no FP expenditure is necessary.
Squelch is intended to be one of the "drugs geared specifically for such purpose" in Biological, Chemical, and Passive Biological; note that Mutant Biology - the power modifier given to Angel for his wings and Beast for his hand-like feet - is a "no countermeasures" power modifier.

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?
__________________
"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
Phantasm is offline   Reply With Quote
Old 03-28-2017, 12:28 PM   #2
Dragondog
Never Been Pretty
 
Join Date: Jan 2005
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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?
Dragondog is offline   Reply With Quote
Old 03-28-2017, 12:41 PM   #3
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Dragondog View Post
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?
I'm looking at it though the lens of "anti-power technology" falling into the "Engineer/Electronics Repair (or Mechanic)/Electronics Operation" skill triangle, while "anti-power pharmaceuticals" fall under the "Chemistry or Biology (Biochemistry)/Pharmacy/Physician" skill triangle. So yes, in essence, one tech affects one power modifier but not necessarily another.

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.
__________________
"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
Phantasm is offline   Reply With Quote
Old 03-29-2017, 12:03 AM   #4
Culture20
 
Join Date: Feb 2014
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

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.
Culture20 is offline   Reply With Quote
Old 05-15-2007, 10:17 PM   #5
Captain-Captain
 
Captain-Captain's Avatar
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Eighth: The Mutant Registration Act, and its more recent version, the Superhuman Registraction Act which sparked the "Civil War", . . . Worst. Ideas. Ever. They're outta here!
Oh, those may be very bad ideas and worse executions of bad ideas but they are NOT Marvel's worst.

See "Spidey Clones".
__________________
...().0...0()
.../..........\
-/......O.....\-
...VVVVVVV
..^^^^^^^

A clock running two hours slow has the correct time zero times a day.
Captain-Captain is offline   Reply With Quote
Old 06-16-2007, 01:41 AM   #6
Captain-Captain
 
Captain-Captain's Avatar
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Might be a useful reference souce.

http://www.marvel.com/universe/Main_Page
__________________
...().0...0()
.../..........\
-/......O.....\-
...VVVVVVV
..^^^^^^^

A clock running two hours slow has the correct time zero times a day.
Captain-Captain is offline   Reply With Quote
Old 09-23-2007, 08:45 PM   #7
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

I'm back to working on these, now that I have Ultra-Tech, Martial Arts, and Supers. I just updated Ant-Man and Bucky.

Spidey will likely be the next one to be updated, especially considering that many of the advantages and perks in Supers seem made especially for him.
__________________
"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
Phantasm is offline   Reply With Quote
Old 09-24-2007, 08:46 AM   #8
Not another shrubbery
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
I'm back to working on these, now that I have Ultra-Tech, Martial Arts, and Supers. I just updated Ant-Man and Bucky.
What were the changes that you made to Bucky's cs?
Not another shrubbery is offline   Reply With Quote
Old 09-24-2007, 01:55 PM   #9
Phantasm
 
Phantasm's Avatar
 
Join Date: Jun 2006
Location: On the road again...
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by Not another shrubbery
What were the changes that you made to Bucky's cs?
Mainly gave her Combat Reflexes and Enhanced Dodge, so she has a suitably cinematic Dodge. It boosted her from 150 to 210 points.
__________________
"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
Phantasm is offline   Reply With Quote
Old 09-25-2007, 11:26 PM   #10
Not another shrubbery
 
Join Date: Aug 2004
Default Re: [Supers] GURPS Unofficial Handbook to the Marvel Universe, Reboot Edition

Quote:
Originally Posted by tbrock1031
Mainly gave her Combat Reflexes and Enhanced Dodge, so she has a suitably cinematic Dodge. It boosted her from 150 to 210 points.
Thanks! Are you checking back over all the write-ups, or do you just have certain ones that you think need to be revisited?
Not another shrubbery is offline   Reply With Quote
Reply

Tags
avengers, captain america, captain marvel, chandley, character creation, chargen, iron man, marvel, phantasm, supers, thor, x-men


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 08:57 AM.


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