Author Topic: Wild Talents question  (Read 227816 times)

clockworkjoe

  • BUY MY BOOK
  • Administrator
  • Extreme XP CEO
  • *****
  • Posts: 6517
    • View Profile
    • BUY MY BOOK
Re: Wild Talents question
« Reply #300 on: July 23, 2014, 06:03:19 PM »
Vampires have been associated with approximately 9 billion super powers - which powers/abilities do your vampires have? Strength, turn to mist/animal form, hypnosis, invulnerability, etc?

Teapot

  • I dream in graph paper lines
  • ****
  • Posts: 264
    • View Profile
Re: Wild Talents question
« Reply #301 on: July 24, 2014, 09:03:09 AM »
Yeah, I think what I'm going to do is slap a "Vampire Problems: -2" onto each power and let that take care of the crosses, garlic, running water, invitation etc. I'll just give them a killing allergy to sunlight.

As for powers, I want to hand out a few hyperstats, turning to mist, blood based regeneration, mesmerism (with the obvious flaw) maybe a few others, I want to land them somewhere between effective and Hammer cliche.

(I'll put up the whole mess in a bit as it's being written out now.)
« Last Edit: July 24, 2014, 09:07:11 AM by Journ-O-LST-3 »

Flawless P

  • I walk between the rain drops, tommy gun and katana in hand
  • *****
  • Posts: 1024
    • View Profile
Re: Wild Talents question
« Reply #302 on: August 04, 2014, 01:57:04 PM »
Yeah, I think what I'm going to do is slap a "Vampire Problems: -2" onto each power and let that take care of the crosses, garlic, running water, invitation etc. I'll just give them a killing allergy to sunlight.

As for powers, I want to hand out a few hyperstats, turning to mist, blood based regeneration, mesmerism (with the obvious flaw) maybe a few others, I want to land them somewhere between effective and Hammer cliche.

(I'll put up the whole mess in a bit as it's being written out now.)

Mist Form 1/die
Useful+3[Self]
Extra's and Flaw's: Self Only -3, Endless -3, Vampire Problems -2

Vampiric Toughness(Light Armor) 1/die
Defends[Self]
Extra's and Flaws: Permanent +4, Always on -1, Armored Defense -2, Vampire Problems -2

Mind Control 1/die
Useful[Range]
Extra's/Flaw's: Duration +2, Vampire Problems -2, Obvious -1

Hyperstats 2/die each
Body, Coordination, Sense, Charm, and Command all make sense.

Blood Regeneration 1/die
Useful+1[Self]
Extra's/Flaw's: Engulf +2, Duration +2, Self Only -3, If/Then(Can only be activated immediately after drinking blood) -1, Vampire Problems -2
42.7% of all statistics are made up on the spot.
If you can't fix it with duck tape you haven't used enough.
I intend to live forever -- so far, so good.

Claive

  • I am worth 100 points in GURPS...ladies
  • ***
  • Posts: 108
    • View Profile
Re: Wild Talents question
« Reply #303 on: August 04, 2014, 02:34:08 PM »
Yeah, I think what I'm going to do is slap a "Vampire Problems: -2" onto each power and let that take care of the crosses, garlic, running water, invitation etc. I'll just give them a killing allergy to sunlight.

As for powers, I want to hand out a few hyperstats, turning to mist, blood based regeneration, mesmerism (with the obvious flaw) maybe a few others, I want to land them somewhere between effective and Hammer cliche.

(I'll put up the whole mess in a bit as it's being written out now.)

I would just add

If/Then (So long as you have drank blood that night) -1
If/Then (Only at night) -1

to all powers.

Also, add the appropriate allergies to sunlight, running water, garlic, etc.
« Last Edit: August 04, 2014, 02:38:00 PM by Claive »
"No labyrinth is inescapable" -Gantz

Teapot

  • I dream in graph paper lines
  • ****
  • Posts: 264
    • View Profile
Re: Wild Talents question
« Reply #304 on: August 12, 2014, 03:58:10 AM »
That's more or less exactly what I came up with.
Here are the 75 point packages I came up with for the powers, most have some form of defense power, here they are:


Ninja Coke:
Body +2d
Coordination +3d
Sense +2d
(28)
Multiple actions 2d (4)
32
Athletics +5d
Unarmed Combat +5d
Melee (blades) +5d
Dodge +5d (20)
Stealth +2d+1wd (6)
Perception +3d
Lie +3d (6) 32
Empathy +2d
Endurance +2d
Lockpicking +2d
Security systems +2d
Stability +2d
Japanese +1d (11) 43
75
Notes: Haunted by the souls of the countless second rate ninja and petty criminals who were distilled to make it. They show up as hallucinations to bug the player and ask for favors.
Using multiple actions allows you to declare and attempt up to three actions without penalty.


Good old Pangloss shrooms
Telekenisis
A 2 (Add mass+2, slow-2 obvious -1) (1)
U 2 (Add mass +2 obvious -1 duration +2) (5)
6/dice, 10d (60)

D (LAR, obvious-1, 2/dice) 3hd (12)
72
Base will (3)
75
Notes: obvious is a green glowing, also comes with a dud power not under the player's control
Dud: receptive/projective telepathy, starts at 1d, gains one d every minute, on a match it activates, odd is receptive, even is projective, roll for every stressful situation, or boring ones, or high focus or if it's funny.


Vampire blood
Body +1d
Coordination +1d
Sense +1d
Charm +1d
Command +1d
10 (all have vampire problems -2)
Regeneration (vampire problems -2 must drink blood daily -1) 2/dice 2hd (8)
18
Turn to mist/bat/wolf
U 2 (variable effect+4, duration+2, if/then only for ve, only three forms -2 vampire problems -2) 4/dice 5d (20)
38
Mesmerism
U 2 (duration+2 vampire problems-2 obvious-1) 1/dice 4d (4)
42
Vampiric toughness  (LAR -2 vampire problems) 1/dice 2hd (4)
46
Vampiric senses
U 2 (variable effect +4 only for ve, only for senses -2 vampire problems -2 2/dice) 1wd (8)
54
Telepathy
U 2 ( duration +2vampire problems -2 must have drank the person's blood -1) 1/dice 6d (6)
60
Hyperskills
Brawl
Penetration +1 Go first +1 3/d 4d (12)
72
Base Will 1 (3)
75


Lyutean Omni-Tool
all have focus -1, indestructible +2 irreplaceable -2
Heavy armor (always on -1 only arms -2) 1/d 6hd (12)
Adaptive energy assault system
A 2 (focus-1 no upper limit +2 obvious -1) 2/dice 10d (20) No Upper Limit in this case lets you spend willpower to add extras.
32
Psychic Artifacts (25)
U 2 (Duration +2 obvious -1 if/then (VE only for artifacts) -1 Variable effect +4 Focus -1) 5/d 8d (40)
72
Base Will 1 (3)
75


Xhrexian Mutigen
Body +4d (16)
16
Hard Armor (HAR) (obvious, scales -1) 5/dice 2hd (20)
36
Eye lasers
Spray+1, obvious, glowing purple energy beams -1) 2/dice 9d (18)
54
Flight
U 2 (duration+2, booster +1, go last-1 obvious, sounds like a freight train -1) 3/dice 2hd+1d (15)
69
Skills
Brawl +2d
Perception +2d
Stability +2d
75
Notes: Turning into a lizard man. Other players can make rolls to notice over the next hour after the mutigen is taken, player also notices scales and hair falling out etc.