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Most of the following were submitted for inclusion in
GURPS Supers, Second Edition, but were not used,
for one reason or another. (In particular, the Venom
super-advantage here was discarded in favor of the one found
in GURPS Bestiary and other sourcebooks; I
include it here because it is a bit more flexible than the
"official" advantage.) The rest are from the house rules for
my various shortlived Supers campaigns. Existing Normal Skills
Heraldry (Supers)
This specialization of Heraldry allows you to recognize supers
by their emblems or costume designs, read team affiliations if
such are part of the costume insignia, and in general what it
does with knights and shields in the medieval genre.
New Normal Advantage
Security Clearance: 2 points/level
(NOTE: This advantage was inexplicably left out of
GURPS I.S.T., even though several characters
were built with it. I've also seen references to it
elsewhere; from some of these I gather it can be found in the
new Compendium I.)
A Security Clearance allows a character access to sensitive
information of a political or military nature. Normally, a
Security Clearance is a subsidiary effect of Military Rank. No
additional point cost is assessed for possessing a Security
Clearance appropriate for one's Rank. However, a character can
have a Security Clearance higher than that which he would
normally possess. Each level's difference between the
character's Rank and his Security Clearance costs 2 points. If
the character subsequently increases in Rank, he need only pay
3 points per level until Security Clearance and Rank are again
on a par.
A character may also possess a lower Security Clearance than
his Rank would normally grant him. This is a 2-point discount
to the cost of each level of Rank for which he does not have
the appropriate. Example: Captain Chaos is IST Rank 5, but
only has a Security Clearance of 1. Since in the IST Rank 4 is
Clearance 1, Captain Chaos pays full cost for 4 levels of
Rank, and only 3 points for the last level. Alternately, this
may be viewed as a -2 point/level disadvantage, limited to the
number of levels which would bring you down to a Clearance of
1. A character with Clearance 0 would not be allowed on a
team.
Characters may be breveted to a higher Clearance on a
temporary basis at no point cost; if they wish to maintain the
new Clearance level, they must be re-investigated (and found
secure) and must pay the cost of the new level.
As noted on page IST11, military Ranks from 4 through 8 in the
IST correspond to Clearance levels 1 through 5.
Existing Super Skills
Analyze
If used as anything other than the prerequisite for Alter,
Analyze will give varying levels of detail, proportional to
the character's skill. For example, Dumb Bunny with Analyze-10
will figure out that the black substance she's holding is a
form of carbon, while Matter Master, with Analyze-25, would
look at it and say, "Oh, anthracite coal 90%, assorted
silicates 6%, coal tar 3%, natural gas 1%, assorted trace
elements 1%." (Or "Carbon 75%, Oxygen 10%, Nitrogen 5%,
etc." -- the character can choose to get elemental or
compound-level information at no penalty.) Critical successes
will give higher precision or more information. More detail
can also be had by making the roll at a minus, getting
molecular formulas and atomic weights or any other more
precise information.
New Super Advantages
Acceleration Tolerance (10 for first level, 5 points/level afterward)
This is a special case of the advantage found on p. 33 of
GURPS Space. Supers may purchase it in levels.
The first level is the same as the Space
advantage, granting a +5 to any HT roll to avoid the effects
of acceleration. Each level beyond the first adds 1 to the
number of Gs (normally HT/2) which you can withstand without a
HT roll. Acceleration Tolerance applies to all movement
that the character undergoes.
Infrahearing (5 points)
You have the ability to hear sounds below the normal hearing
range of humans, at 20 hertz or lower. (There is some evidence
that subsonics can produce adverse psychological effects in
humans. If your GM chooses to incorporate this into his
campaign, you are immune to these effects.)
Linguistic Adaptability (25 points)
You can pick up new languages with remarkable ease. If you
spend at least half an hour listening to a person speaking a
language you do not already know, you gain a default skill
level in that language: IQ-3 for M/E, IQ-4 for M/A, IQ-5 for
M/H, and IQ-6 for M/VH, plus any bonuses for Linguistic
Talent. This includes most Sign Languages, but not Gesture.
This default, once acquired, is permanent.
No matter what your skill level, you will never have an accent
worse than "slight." This assumes you have the proper vocal
(or other) equipment necessary to replicate the means of
communication. If you don't, then your skill is for
comprehension only.
When you actually study languages, any character points you
put into a tongue (other than your native one) count
double. This is not cumulative with any bonuses
given by Eidetic Memory.
Special Enhancement: Instant comprehension: you gain a
default skill level in a language after 30 seconds of
exposure; +40%.
Special Enhancement: Your adaptability applies to
computer languages, too. Any points spent toward Computer
Programming/Hacking skills count double, and Linguistic Talent
bonuses apply to programming languages; +40%.
Special Limitation: Language Absorption: You must make
a physical, flesh-to-flesh contact with a speaker of a foreign
language in order to gain that tongue. Such absorption
requires a 5-second contact; acquisition of the default skill
level is immediate after 5 seconds. -10%.
Pressure Sense (2 points/level)
You are in tune with the atmospheric pressure around you. The
first level of this power gives you a radius of one hex, and
each additional level doubles this range. You always know
exactly what the air pressure is around you; if you are not
trained in meteorology, you will relate in terms of "normal"
pressure (the GM should use 30 inches of mercury as the
baseline for such characters, unless they come from
mountainous or low-lying areas that would have much different
"average" pressure levels). Otherwise, you think automatically
in terms of the most familiar units of pressure (P.S.I.,
millibars, etc.). You can "see" pressure differentials in your
radius of detection, but cannot directly sense winds, except
by their side-effects on local air pressure.
Special Enhancement: You can see winds as patterns of
moving pressure, and can judge their speed, direction, and
force (skill equal to your IQ). You receive a bonus of
one-fifth your pressure sense level to any super skill directly
affecting winds because of your intuitive understanding of
them. +100%
Venom (5 points/die of damage)
You can poison others with a venom. (If you want a venom which
causes some other effect, see below.) The basic venom is a
blood agent with an onset time of one second, and is resisted
by the victim's unmodified HT.
Each 1-second delay in the onset is a -5% limitation; for
immediate effect use the "Instantaneous" enhancement, +20%.
Each -1 to the victim's HT roll is a +10% enhancement; each +1
to the HT roll is a -10% limitation.
There are four basic types for venoms: blood, contact,
digestive, and respiratory (gas). (See page B132.) Blood
agent, the default, requires either claws or other insinuative
means, or open wounds on the target; the venom must reach the
bloodstream in order to take effect.
Contact venom requires nothing more than to reach the skin,
and as such makes the venom very powerful; it is a +100%
enhancement.
Digestive agents are virtually useless in combat, but can make
for interesting character conceptions; -40% limitation.
Respiratory venoms are gasses and must be breathed by the
target; for a gas effect, take a +50% enhancement. Note that
gas venoms are still one-target attacks; if you want to emit a
huge cloud of poison gas, add the Area Effect or Fan
enhancements to this advantage.
The final element of a venom is its delivery system. All types
of venoms default to a touch delivery. "Touch" here means a
range of 0 hexes, requiring a hand-to-hand melee attack to
deliver it.
A blood agent requires open wounds in order to affect the
victim; a character with a blood agent should also have Claws
for best effect, and does not need to pay for their use with
the venom. If Claws are not used, specialized injectors cost 5
points if obvious, 15 if not. (In any attack using a blood
venom, at least 2 points of hand-to-hand damage must be done
to the victim after DR is subtracted to inject the
agent; if less than that is done, no venom reached the
victim's bloodstream.)
Contact and respiratory venoms may be jets; each hex of range
is a +10% enhancement. This requires the Venom Jet skill (P/E)
to properly aim and attack. Respiratory venoms may also be
breath weapons at the same cost, but require the Venom Breath
skill (P/E) instead.
Digestive agents can also be bought as a jet for unusual
effects.
If your venom is secreted by your body, you are automatically
considered to be immune to it. In any other case, if immunity
to the venom is desired, the "Doesn't Harm User" enhancement
must be purchased. A venom is considered to be continuously
produced and ready to use in all hand-to-hand attacks; it is a
+20% enhancement to have your venom be "switchable" so that
you can attack hand-to-hand without using it.
If a psychoactive venom (suggestibility, hallucinations) or
one that causes unconsciousness, paralysis, or the reduction
of an attribute is desired, purchase the appropriate Super or
Psi skill, or magical Knack. The skill should be modified with
the "Touch Only" (if necessary) and the "Resisted by HT"
limitation and the "No Obvious Effect" enhancement (for no
psychic signature). The "Homing" and "No Concentration"
enhancements would be appropriate as well. Then apply the
modifiers for onset time, HT bonuses/penalties, venom type and
delivery mode.
Examples: A player wants to design Killer Queen, a
combat machine packing a deadly poison. Having already
selected Claws/2, he decides that a blood agent is sufficient
for his purposes. He decides upon a 6d poison (30 points)
having an instantaneous effect (+20%) with -3 on the victim's
HT roll (+30%), for a total cost of 45 points.
The player designing the Seductress decides to take a more
subtle route. She chooses a digestive venom that causes
suggestibility in its victims and starts with a magical
Suggestion spell knack (see GURPS Magic), which
costs 10 points. 2 levels of the Power spell are added to this
knack to reduce its fatigue cost to 2/1, which increases the
base cost of the knack by 20 points for a total of 30. Her
skill with the knack is 15, and cannot be changed. She
decides that the default onset and HT roll are both fine (no
modification). The limitation "Accesibility: males only" is
applied for -20%; digestive mode is a -40% limitation,
Resisted by HT is -20%. To better fit the concept, No Obvious
Effect +20% (to remove any magical "signature") and
Instantaneous +20% are added. Total modifiers to the power are
-40%, for a final cost of 18 points. As a special effect, she
decides that the character needs to kiss her target intimately
in order to deliver the venom.
New Super Skills
Babel (Area/Mental) LC: 5
Speech uttered in or passing though your area of effect is
rendered unintelligible by this skill. The sounds are actually
distorted and changed. No two persons within the area of
effect will be able to understand each other's speech
(although Gesture and Sign Language are unaffected). Your
speech is not confused, but you cannot understand anyone
else.
Special Enhancement: You can understand the speech of
everyone inside the Babel effect. +30%
Flashback (Mental/Special) LC: 10
You may relive a moment in time. On a successful skill roll,
you may jump back in time a number of seconds equal to the
number of points by which you succeeded divided by two
(minimum jump of 1 second). You may not flashback more than
Power seconds. You can not flashback on the same moment more
than once. A flashback is permanent -- and you can go through
the following moments using the knowledge you gained from
living though them before, possibly altering those events.
Sonic Boom (Physical/Area Special) LC: N/APrerequisite: Mach 1 speed or better in at least one form of movement.
In order to possess this skill, you must also possess the
ability to move faster than sound in some movement form. The
speed of sound is Move 363 (1,088 feet per second) in air,
Move 1,646 (4,938 feet per second) in water. The default
effects of an uncontrolled sonic boom are detailed below.
This skill allows you to control the sonic boom you create as
a side effect of supersonic movement, so that you may affect
only a selected target or targets. Sonic Boom allows you to
focus your supersonic shock wave on a particular area, and
bypass others, by subtle alterations in your course and speed.
On a successful roll, only your intended target(s) receive the
effects of your movement boom.
Because this is not a power per se, but a skill in
using a side effect of movement, no enhancements or
limitations can be applied to this skill. If a different sonic
boom is desired, purchase Sonic Blast and modify as desired,
including a Link to the super movement advantage.
Timestop (Mental/Area) LC: 10
You can stop the flow of time in an area for up to Power
seconds. Inside the timestop, no time passes at all, and
everything is in stasis. If you enter the timestop, you are
put into stasis until the power wears off. Persons and objects
inside a timestop cannot be harmed by any force.
Special Enhancement: You can freely enter and move
through your timestop zone. People and objects therein cannot
be damaged or manipulated, although loose items can be picked
up and carried out of the zone. +40%
Vertigo (Ranged/Mental) LC: 5
You can cause your target to experience a loss of balance
and/or coordination by affecting his inner ear. Roll a Quick
Contest between your Skill and the target's HT. If the target
loses the Contest, he experiences nausea from the sensation of
the ground shifting and rolling under his feet, and is at -5
to DX and IQ and all skills for the duration.
New Enhancements
Microcontrol +30%
This enhancement allows you to focus and control an attack
power for use on a miniature level. Examples: Laser with
Microcontrol used for optical surgery; Lightning Bolt with
Microcontrol used for arcwelding and testing electronic
circuits. (The character must have the appropriate
professional, scientific or other skill in order to make real
use of this enhancement!) In addition to the appropriate skill
roll, a roll must be made against the super skill level for
every Microcontrol attempt; failure indicates too much power
is used, and damage may result. Critical failure indicates
irreparable damage to objects, and severe injury to living
things. Microscopic Vision is a useful advantage to have in
conjunction with this enhancement.
Ranged +40%
This enhancement allows a "touch-only" skill, or an advantage
with the Affects Others enhancement, to function at a
distance. Skills gain a standard range of 1 hex per level of
power, while advantages gain a range equal to the character's
HT in hexes.
New Limitations
Usable Only On Others -20%
Skills or advantages with this limitation may affect other
characters, but never the possessor. Example: The
Intern has Healing-17, usable only on others; he may heal
other characters, but must go to a doctor for his own wounds.
Attack skills may not take this limitation!
Reduced Duration -20%
The duration of your skill is halved. This limitation may be
purchased any number of times, but the minimum duration for
any skill is 1 second. This limitation cannot be taken for an
ability which is by default instantaneous or effectively
so!
Reduced Knockback -10%
Normally, 8 points of damage does 1 hex of knockback. Each
time this limitation is applied raises that number of points
needed by 1.
Example: A generic crushing attack is limited by three
levels of Reduced Knockback. It now does 1 hex of knockback
for every 11 points of damage.
New Super Disadvantage
Limited Range (Variable) Your super powers only
work in a certain geographic zone. The following costs
are based on a circular layout, but any shape area can be had;
cross-reference the "Total Area" column to the point
value:
By default, when you go past the borders of your zone, you are
a normal, with no powers. However, there are two alternative
effects:
Damage: You take damage when forced beyond the edge of
your zone. This increases the cost of the disadvantage based
on how much damage you take, and how fast. -5 points for
every die of damage you take per hour; double that if you take
the damage every minute.
Disappearing Act: You vanish completely (reappearing
at the center of the zone) when forced outside its boundaries.
This is, in fact, something of an advantage -- an automatic,
no-roll-needed, no-error teleport. Halve the value of the
disadvantage (round -2.5 to -2).
These two alternatives are mutually exclusive; you cannot have
both.
New Gadget Enhancement
EM-Shielded +5%/level
This is applicable only to electrical and electronic devices;
each level purchased adds a penalty of -1 to the skill roll of
any character attempting to short out the device with the
Surge skill.
Example: Cyberpunk is trying to short out Dr. Death's
MegaBlender. The MegaBlender has 6 levels of EM Shielding.
Cyberpunk has a Surge skill of 18. His effective skill is 12;
he rolls a 13. Dr. Death laughs and continues making himself a
5,000-gallon strawberry daquiri.
Supers and Sonic Booms
If something moves faster than the speed of sound, it creates
a booming shockwave that can shatter glass and deafen people.
Unless he is simultaneously Insubstantial, any super exceeding
1,088 feet per second (a Move of 363) in any form of movement
except Super Swimming will create a sonic boom, provided he is
in an atmosphere. (In water, the speed of sound is 4,938 feet
per second; a Move of 1,646 is needed to create the underwater
equivalent of a sonic boom -- something not yet observed in
the real world.)
A sonic boom continues for as long as the object creating it
moves faster than sound. In reality, the boom is similar to
wall of sound sweeping past; at the speed at which it sweeps
by, it only seems like an Area Effect. For as long as
he is supersonic, a character's sonic boom will affect
everyone and everything he passes.
The boom created as a by-product of movement is not under the
control of the character, and so should not be counted as a
power proper. It will act as a Sonic Blast with 10 levels of
Power for every Mach or full multiple of the speed of
sound (Move 363) at which the supersonic object is traveling.
This loses 1 level of power for every 5 hexes' distance from
the path of the supersonic object, vertically and
horizontally. The blast affects both people and objects
separately.
If a person is within 20 hexes/Mach of a supersonic character,
he will suffer the effects of a Deafen of a power equal to
that for the Sonic Blast effect.
If a character attempts to use the sonic booms from his
movement as an attack form, the GM should have him roll
against a default skill of DX-6. Failure on this roll means
that either he misses his target, or has affected everyone
around him, including (or especially) his allies, objects of
rescue, or anyone or anything else that should not have been a
target. If the character wants to learn to use his sonic boom,
he should purchase the Sonic Boom
super-skill. |
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