View Full Version : Rejected USPD Submissions
Worldmaker
Jun 4th, '03, 06:01 PM
Well, it turns out that Steve found my submissions to be "not really superpowers". I disagree, since superhuman intelligence is just as much a power as superhuman strength, but he is the boss and his word goes.
Be that as it may, I figured there has got to be other people out there like me who sent in a submission, only to find those submissions unacceptable. I figure we may want to trade those ideas anyway, regardless of whether or not they are acceptable to Steve.
Here are my two submissions.
PERFECT PLANNING
Suggested Power Category: Miscellaneous Powers ("You don't have a category for Super-Intelligence Powers")
Effect: Overall Skill Levels
Target Area Affected: Up to 8 Characters
Duration: Constant
Range: 875"
END Cost: 0
Description: The character's ability to come up with the perfect plan increases his companions chances of success.
Game Information: +5 Overall - Useable by up to 8 Others Simultaneously (+1 ¼), Ranged (+½), Indirect (+3/4) (175 Active Points); Requires a Tactics Roll (-½). Total Cost: 116
Options:
1) Loner: The character does not belong to a member of a team. Remove Useable by Up to 8 Others Simultaneously (+1 ¼). Total Cost: 75
2) Distance: The character need not be present for his teammates to benefit from his plan. Add Megascale (1" = 1 kilometer; +¼). Total Cost: 125. (Note: the value of the megascale advantage can be as large as the player desires.)
READING PEOPLE
Suggested Power Category: Sensory Powers (You don't have a category for Super-Intelligence Powers")
Effect: Telepathy 12d6
Target Area Effected: 12" Radius
Duration: Instant
Range: No Range
END Cost: 0
Description: The character is so adept at reading the body language and facial expressions of others that he can tell what they are thinking, when they are lying, and what they are hiding.
Game Information: Telepathy 12d6 - Area Effect (12" Radius; +1), Reduced Endurance (0 END; +½); No Range (-½), Only for Figuring Out the Target's Intentions, Truthfulness, and Things They Are Trying to Hide (-1½), Must Be Able to Observe Subject (-½), Read Only (-½) and Ego: +15 - Linked to
Telepathy (-½). Total Cost: 57 points
Monolith
Jun 4th, '03, 06:17 PM
Originally posted by Worldmaker
1) Loner: The character does not belong to a member of a team. Remove Useable by Up to 8 Others Simultaneously (+1 ¼). Total Cost: 75
In this case you should also drop the Ranged and Indirect Advantages (it only works for himself, thus no need for the two Advantages). Thus the cost would be 33 points (50/1.5=33).
2) Distance: The character need not be present for his teammates to benefit from his plan. Add Megascale (1" = 1 kilometer; +¼). Total Cost: 125. (Note: the value of the megascale advantage can be as large as the player desires.)
The problem here is that the character needs LOS to grant the powers, thus the character needs some type of Mega-Scale sense, and the power would also need Persistent, to keep it active if LOS is lost.
Game Information: Telepathy 12d6 - Area Effect (12" Radius; +1), Reduced Endurance (0 END; +½); No Range (-½), Only for Figuring Out the Target's Intentions, Truthfulness, and Things They Are Trying to Hide (-1½), Must Be Able to Observe Subject (-½), Read Only (-½) and Ego: +15 - Linked to
Telepathy (-½). Total Cost: 57 points
Should probably also have Personal Immunity or else he will be reading his own body language along with everyone else's.
Balok
Jun 4th, '03, 06:21 PM
Perfect Planning ... I'm leery of this one. As a GM, I see how this could mess up a scenario. Worse, it has a tendency to reduce the kind of character interaction that makes great games to a die roll. "Well, I'm sure with my perfect planning ability, I'd have realized that guard only passed this way every 10 minutes."
I freely admit this is a matter of personal preference, but I think as a GM, I'd have to disallow this one.
I like 'Reading People', although I doubt I would allow someone to take quite 12 dice with it -- there are practical limits to what can be learned from watching someone's body language, no matter how smart you are. In addition, 'Only for figuring out the target's intentions, truthfulness, and things they are trying to hide' is a fairly broad category for a -1 1/2 disadvantage. Maybe I'm unclear on what you mean by "what they are hiding". I could see body language revealing the fact that someone is hiding something, but not specifically what. I could also see body language revealing the target's immediate intetions (do they plan a suprise attack), but not their long term intentions (do they plan to rob the bank on 1st St next week). Maybe this is what you meant, but it wasn't clear to me from the description.
As always, my $0.02.
Worldmaker
Jun 4th, '03, 06:36 PM
Originally posted by Balok
Perfect Planning ... I'm leery of this one. As a GM, I see how this could mess up a scenario. Worse, it has a tendency to reduce the kind of character interaction that makes great games to a die roll. "Well, I'm sure with my perfect planning ability, I'd have realized that guard only passed this way every 10 minutes."
This is actually an NPC Mastermind's power. <G> Its one of the things that makes the NPC's super-henchmen so fearsome.
I like 'Reading People', although I doubt I would allow someone to take quite 12 dice with it -- there are practical limits to what can be learned from watching someone's body language, no matter how smart you are. In addition, 'Only for figuring out the target's intentions, truthfulness, and things they are trying to hide' is a fairly broad category for a -1 1/2 disadvantage. Maybe I'm unclear on what you mean by "what they are hiding". I could see body language revealing the fact that someone is hiding something, but not specifically what. I could also see body language revealing the target's immediate intetions (do they plan a suprise attack), but not their long term intentions (do they plan to rob the bank on 1st St next week). Maybe this is what you meant, but it wasn't clear to me from the description.
That's basically what its meant for. I based this power on the actions of several genius-type characters I've seen in movies, TV, and books. The ones that come readily to mind were Khan Noonian Singh instantly being aware that Chekov and Terrell thought that they were on Seti Alpha VI, and were there for a secret purpose, a minor character in the film "The Manhattan Project", whose line is "She looked to her left; she doesn't like me", and the episode of Deep Space Nine in which the fault-ridden genetically engineered types gather to assist Starfleet intelligence, and from watching the Cardassian leader's propaganda speech, surmised that he's not truly in charge of the government, he murdered someone to get to where he was, and he's feeling guilty about the murder and frustrated at the lack of true power.
zornwil
Jun 8th, '03, 12:23 PM
If there's sufficient interest (like at least a dozen people expressing so and at least 20 submissions) I will gladly host a "Legion of USPD Rejects". No disrespect to HERO, just a home for the "broken toys".
tiger
Jun 12th, '03, 06:26 AM
That could be a interesting concept really. What someone conciders a non power someone else could like and want to use.
Victim
Jun 13th, '03, 01:41 AM
Originally posted by Worldmaker
This is actually an NPC Mastermind's power. <G> Its one of the things that makes the NPC's super-henchmen so fearsome.
That's basically what its meant for. I based this power on the actions of several genius-type characters I've seen in movies, TV, and books. The ones that come readily to mind were Khan Noonian Singh instantly being aware that Chekov and Terrell thought that they were on Seti Alpha VI, and were there for a secret purpose, a minor character in the film "The Manhattan Project", whose line is "She looked to her left; she doesn't like me", and the episode of Deep Space Nine in which the fault-ridden genetically engineered types gather to assist Starfleet intelligence, and from watching the Cardassian leader's propaganda speech, surmised that he's not truly in charge of the government, he murdered someone to get to where he was, and he's feeling guilty about the murder and frustrated at the lack of true power.
Sherlock Holmes and one of Poe's characters (murders at rue morgue?) are also examples. You might add limitations requiring some kind of opposed roll (per vs acting?) so very cunning and deceptive characters can spoof the ability.
Yogzilla
Jun 13th, '03, 07:00 AM
Originally posted by Victim
Sherlock Holmes and one of Poe's characters (murders at rue morgue?) are also examples. You might add limitations requiring some kind of opposed roll (per vs acting?) so very cunning and deceptive characters can spoof the ability.
I helped on of my players come up with a similar power (called it 'Natural Profiler'), also Telepathy based, made it NND (as Mental Defense doesn't help) with a defense of an opposed Acting roll. Oh, and I made it Extra Time also - - even super-INTs shouldn't figure out everything about a person in 1 Phase... :-)
-Yogzilla
Nucleon
Jun 13th, '03, 04:02 PM
Great powers, Worldmaker
I designed something akin to your "Perfect Planning" for a Cap America tryout some times ago. So yes, Nucleon think this is an excellent idea! :D
Not being familiar with the said book yet, I must refrain posting but I'll stay tuned to any further bursts of imagination, such as zornwil's idea.
Worldmaker
Jun 13th, '03, 07:19 PM
I'm thinking of adding an adjunct to the Master Lists... maybe call it the Unofficial Superpowers Database. <G>
Worldmaker
Jun 13th, '03, 07:43 PM
This one didn't make the cut either, apparently.
BUZZ SAW HANDS
Suggested Power Category: Vibration Powers (Offensive Powers)
Effect: Hand Killing Attack
Target/Area Affected: One character or object
Duration: Instant
Range: No Range
END Cost: 4
Description: The character can vibrate his hands so quickly that they act as buzz saws, capable of shredding nearly any solid material they come in contact with.
Game Information: Hand Killing Attack 2d6, Armor Piercing (+1/2). Total cost 45 points
Options:
1) Stronger Buzz Saw Hands: Increase to Hand Killing Attack 3d6, Armor Piercing (+1/2). Total cost 67 points.
2) Weaker Buzz Saw Hands: Decrease to Hand Killing Attack 1d6, Armor Piercing (+1/2). Total cost 22 points.
3) Tireless Buzz Saw Hands: Add Reduced END (0 END; +1/2). Total cost 60 points.
4) Tiring Buzz Saw Hands: Add Increased Endurance Cost (x2 END; -1/2). Total Cost 30 points.
Worldmaker
Jun 15th, '03, 10:42 AM
Bump
So... no one else wants to post their rejected power?
white peregrine
Jun 15th, '03, 01:00 PM
I liked "Reading People" but as presented I think it's a bit overpowering for what it does in actuality. seems to me that the character would be, basically, a walking moodring/lie detector or sorts. while he could figure out basic information he could not figure out anything indepth.
I can see the character being able to read the following for example:
ability to detect an upcoming attack/surprise attack
ability to determine the characters basic mood
ability to detect whether the character is trying to hide something on their person
now this was just a few of the possibilities but I think that if you go beyond "basics" it gets way to powerful.
a comment was made about making it NND and defence is Acting. I like this but no the defence seems to strong but given the power as presented I guess it would work.
Does this have a chart like telepathy??? given the number of dice I would assume so...
Why not make it a talent like danger sense?
Reading People
the ability to sense basic moods and intentions of target by their physical mannerisms. This ability can be countered by an opposed Acting or Bluff Roll.
Basic Cost: 15pts for 11-
Basic cost allows to read people from his culture only.
Additional Cost: +5
This allows the character to "read" a person no matter their cultural background.
Additional Cost: +10pts
this allows the character to read literally any being with a physcial body.
Additional Cost: +2pts for every additional +1 to Skill Roll
...just a quick thought on how I would have approached this one, especially since it seems that an opposed skill roll would be the best route to figure out if it worked or not....I dunno
Monolith
Jun 15th, '03, 01:59 PM
Originally posted by Worldmaker
So... no one else wants to post their rejected power?
This probably has to do with the fact that only a few people have submitted power to Steve so far. I am sure that as more powers get submitted and rejected the thread will fill up fairly quickly. :)
Steve Long
Jun 15th, '03, 05:10 PM
This probably has to do with the fact that only a few people have submitted power to Steve so far.
So far we've had, by my quick count, something close to 70 powers submitted, and we've posted 42. Assuming about a dozen of the posted powers were mine, that's an acceptance rate of around 50%.
Doctor Agenda
Jun 15th, '03, 05:36 PM
I didn't post any powers to get rejected, but I like the idea of super intelligence powers. I understand the standard of not using "non-power powers" for the USPDB, maybe these more subtle powers will someday find an official home. I'm not too leery of the Perfect Planning idea...if the guard shows up it WAS in the plan and you can use your Overall Levels to hide or take him out quickly...success is not guaranteed...if you can't get past the guard successfully, maybe he WASN'T in the plan. This power is no worse than any other explanation for giving people 5 Overall Levels temporarily except it doesn't state when the 5 levels are over and it needs 0 End (+1/2) and Persistent (+1/2) instead of Indirect (+3/4). The bonus ends when the Plan Goes Awry (-1/4), which could be when someone fails a roll even with the bonus or just when it becomes obvious than no contingency could cover the situation (except retreat!).
Worldmaker
Jun 15th, '03, 06:04 PM
Originally posted by Steve Long
So far we've had, by my quick count, something close to 70 powers submitted, and we've posted 42. Assuming about a dozen of the posted powers were mine, that's an acceptance rate of around 50%.
I figured the ratio was something like that. <G>
BTW, I should have a new submission for you soon.
Worldmaker
Jun 15th, '03, 06:26 PM
Originally posted by Doctor Agenda
The bonus ends when the Plan Goes Awry (-1/4), which could be when someone fails a roll even with the bonus or just when it becomes obvious than no contingency could cover the situation (except retreat!).
I like that.
tiger
Jun 16th, '03, 07:21 AM
Originally posted by Steve Long
So far we've had, by my quick count, something close to 70 powers submitted, and we've posted 42. Assuming about a dozen of the posted powers were mine, that's an acceptance rate of around 50%.
So I gather if we submit something and it doesn't show up it was most likely rejected?
Steve Long
Jun 16th, '03, 08:24 AM
So I gather if we submit something and it doesn't show up it was most likely rejected?
Typically that's correct, assuming I have had time to look at your submission. If I update the Online USPD after you submit a power, and that power's not included, it's probably safe to proceed on the assumption that I rejected it. You can always e-mail me if you have a question about it.
tiger
Jun 16th, '03, 08:43 AM
Originally posted by Steve Long
Typically that's correct, assuming I have had time to look at your submission. If I update the Online USPD after you submit a power, and that power's not included, it's probably safe to proceed on the assumption that I rejected it. You can always e-mail me if you have a question about it.
Not a biggy, I figure your a little to busy for me to bother with that
tiger
Jun 16th, '03, 08:46 AM
Here's one I submitted that didn't make the cut
Drop Them On Their Heads
Submitted By: Greg Elkins, tiger@tigerseyemedia.com
Suggested Power Category: Teleportation
Effect: Teleportation
Target/Area Affected: Effects one other character
Duration: Instant
Range: 20”
END Cost: 9
Description: The character is able to teleport opponents up in the air. The character will briefly appear next to a target then they both disappear, only to reappear elsewhere with the character. Then the character will appear back where he was before the teleport started. While this could be used to place a target in a hard to move spot, like on top of a pole, it’s usually used to drop them to the ground from a great height. The character can also change the way they face so that they may fall face first or back first.
Game Information: Teleport 20”, Position Shift, Usable As An Attack (+1), (90 Active Points), Extra Time (Full Phase –1/2), Limited Range (Target must be within the character's half move using teleportation at combat velocity; -1/4) Total Cost: 60 **(Target’s position and the position of the destination must be within the Teleport range. ie..Target 10” & Pole is 10” from target)
Options:
Drop Multiple Targets On Their Heads: Area Effect Radius (9” Radius +1), Selective (+1/4), (146 Active Cost), Limited Range (Center of area must be within the character's half move using teleportation at combat velocity; -1/4), Extra Time (Extra Phase –3\4), Total Cost 73 Points
Drop Multiple Targets On Their Heads, Need to be close: Area Effect Radius (9” Radius +1), Selective (+1/4), (146 Active Cost), Limited Range (Center of area must be within the character's half move using teleportation at combat velocity; -1/4), Extra Time (Extra Phase –3\4), Limited Area Effect (Radius Is Half, 4.5 –1/4), Total Cost 65 Points
Worldmaker
Jun 16th, '03, 09:46 AM
Originally posted by tiger
Here's one I submitted that didn't make the cut
Drop Them On Their Heads
Submitted By: Greg Elkins, tiger@tigerseyemedia.com
Can I add this to the Unofficial Superpowers Database?
tiger
Jun 16th, '03, 09:58 AM
Originally posted by Worldmaker
Can I add this to the Unofficial Superpowers Database?
Sure
zornwil
Jun 16th, '03, 11:37 AM
I'll set up a home for these soon, as they add to a substantive number.
Worldmaker
Jun 16th, '03, 04:03 PM
Originally posted by zornwil
I'll set up a home for these soon, as they add to a substantive number.
You mean like this one?
http://www.globalguardians.com/superpowers/index.html
Agent X
Jun 16th, '03, 04:07 PM
Originally posted by Worldmaker
You mean like this one?
http://www.globalguardians.com/superpowers/index.html You frighten me.
How much free time does a film critic have to be able to give so much time to their hobbies? (I might want to become one depending on the answer.:) )
Worldmaker
Jun 16th, '03, 04:11 PM
Originally posted by Agent X
You frighten me.
How much free time does a film critic have to be able to give so much time to their hobbies? (I might want to become one depending on the answer.:) )
I work an average of 4 hours a week, actually, not counting the eight to ten hours spent each week actually watching movies and DVDs. I'm a bit of an insomniac, so I don't sleep much.
Of course, I'm also married and have two kids. They take up time during the week, obviously. <G>
Agent X
Jun 16th, '03, 04:16 PM
Originally posted by Worldmaker
I work an average of 4 hours a week, actually, not counting the eight to ten hours spent each week actually watching movies and DVDs. I'm a bit of an insomniac, so I don't sleep much.
Of course, I'm also married and have two kids. They take up time during the week, obviously. <G> Wow! How did you land the job? What sort of background was required? Are you really independently wealthy and your job isn't your primary source of income? Are these questions too personal? :D
Worldmaker
Jun 16th, '03, 04:55 PM
Originally posted by Agent X
Wow! How did you land the job? What sort of background was required? Are you really independently wealthy and your job isn't your primary source of income? Are these questions too personal? :D
I applied for it, a convincingly broad knowledge of film, no but it isn't the primary source of income (my wife is a judge... she makes somewhere close to 15 times my income from the critic gig), and no.
zornwil
Jun 16th, '03, 05:11 PM
Originally posted by Worldmaker
You mean like this one?
http://www.globalguardians.com/superpowers/index.html
Cool, good deal.
Agent X
Jun 16th, '03, 05:29 PM
Originally posted by Worldmaker
I applied for it, a convincingly broad knowledge of film, no but it isn't the primary source of income (my wife is a judge... she makes somewhere close to 15 times my income from the critic gig), and no. I'll keep my eye open and take a shot if an opportunity arises. Sounds like it could work as a fun way to get supplemental income although I won't pine for the job. I love the Pinball Speedster attack.
Worldmaker
Jun 16th, '03, 05:42 PM
Originally posted by Agent X
I'll keep my eye open and take a shot if an opportunity arises. Sounds like it could work as a fun way to get supplemental income although I won't pine for the job. I love the Pinball Speedster attack.
Thanks. One of my favorite Flash villains was always the Top.
Agent X
Jun 16th, '03, 06:16 PM
Originally posted by Worldmaker
Thanks. One of my favorite Flash villains was always the Top. I've always like the Trickster with honorable mention going to Mirror Master.
Worldmaker
Jun 16th, '03, 06:27 PM
Originally posted by Agent X
I've always like the Trickster with honorable mention going to Mirror Master.
Or Adrian Zoom, the Reverse Flash.
Agent X
Jun 16th, '03, 07:45 PM
Originally posted by Worldmaker
Or Adrian Zoom, the Reverse Flash. One of the few credible challenges for the Flash.
Worldmaker
Jun 17th, '03, 07:18 AM
Anyone else have anything to contribute?
tiger
Jun 17th, '03, 08:41 AM
I talked, well emailed, with Steve and found out why some of mine were declined. They seemed to be to close to existing powers in the USPD. Here's the other two I had submitted:
Static Cling
Submitted By: Greg Elkins
Suggested Power Category: Electricity Power
Effect: Telekinesis
Target/Area Affected: 5” Radius
Duration: Constant
Range: 300”
END Cost: 9
Description: This power causes a increase in the static electricity in the area. This allows the character to be able to move anything in the area with the will of his/her mind. The ability works on anything not bolted down. Papers, boxes even people. GMs may wish to limit what they will allow to be affected in this way.
Game Information: Telekinesis (30 Str), Area Effect Radius (+1), (90 Active points). Total Cost 90 Points
Options:
Increase Static Cling: Increase to Telekinesis (40 Str) ( 120 Active Cost). Total Cost 120
Static Cling On Metals: Add “Against Metals Only” (-1/2).
They Always Fall For It
Submitted By: Greg Elkins,
Suggested Power Category: Mental Powers
Effect: Mind Control
Target/Area Affected: One character
Duration: Instant
Range: 30”
END Cost: 15
Description: This power allows a character to force an opponent to do something stupid. Be it sitting down to have there nails done or look up to see a flying man that doesn’t exist. While this power is usually used to get away it can be used for anything that doesn’t actually cause damage. It just forces them to do thing they normally wouldn’t allow to be done to them, I mean who would stand still long enough to get hit by a Boston Cream Pie?
Game Information: Mind Control 12D6, Armor Piercing (+1), Invisible Power Effect (=1) (150 Active Points), Used to make victim fall for something, joke, goof, etc…(-1), Limited Range (-1/4), Total Cost 67 Points
Options:
He/She Will Fall For This One: Increase Mind Control to 15D6. Total Cost: 93
They Always Fall For That One–Weaker Mind: Remove Armor Piercing. Total Cost 60 Points
They Will All Fall For That One: Add Area Effect 15”. Total Cost 105
They Will All Fall For That One-Weaker Mind: Add Area Effect 12”, Remove Armor Piercing. Total Cost 90
Worldmaker
Jun 17th, '03, 06:36 PM
I'll include those too, with some editing.
tiger
Jun 20th, '03, 08:57 AM
I've added a USPD page as well. I'll be posting my ideas that were bounced as well as one posted here, unless asked not to.
I have a email link should anyone like to email an idea to me.
Here's the page as it is now:
http://www.thewarp.net/war/tiger/uspd.html
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