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blanket origin complications


ayinde

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I am in the middle of setting up a campaign. I plan to use the rules for heroic setting so most mundane tech & weapons will be free (subject to your resource roll <--- this is a unique ability stat in my games)players are subject to stat maximums (unless super power calls for otherwise but hero will be considered powered down in most cases till powered is called for so must list powered down stats) and all damage and combat rules may come in on a case by case bases based on current storytelling . I have come to the idea that having super powers will not be common place that is to say your origin default is normal person this will mean all your super abilities must come from mundane gear or training. this is not to say there are no super humans they just have to take the origin complications that come with the super ability they have in mind. so i would like help flushing out what complications are almost every-man for a given origin. Pcs who dont wish a complication to effect them just need to by it off.

these are some of the power origins I have thought of so far:

 

alien/nonhuman

meta human

construct

magic user

cyborg

I am sure there are more and I will add as they come to me. can you help me flush them out this world is ruffly based on marvel universe to give you a frame of mind

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Re: blanket origin complications

 

had not thought of that what would be some common complications for one with that origin

 

Subject to orders: The Master

Gunfighter mentality

Code of Honor

Style disadvantage

Rivalry with other schools

Hunted by other martial artists

Watched by various people

DNPC

CES

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Re: blanket origin complications

 

first csyphrett those are grate examples: I brought my campaign model to my players they like the idea of every man origin complications we have agreed to each character taking 25 points worth. would you mind adding more I plan to make a list by origin and letting them pick and choose for them selves with gm having final approve.

lets begin with origin Alien since it is the first one I thought of in the first place

example: non human up bringing(social common minor)- you are not fully versed in human manners and some from your home world just dont work well off world.

please do add your own

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Re: blanket origin complications

 

alien/nonhuman:

Distinctive Features: (Non-human appearance)

Hunted: (members of your race)

Physical Complication: (non-human physiology, can't receive benefit from normal human medical care/paramedics rolls (or they take a huge - to the rolls)

Psychological Complication: Fish out of water (Unfamiliar with earth culture)

Social Complication: Illegal Alien (No rights under the law)

Susceptibility: either parts of your exploded homeworld (kryptonite) or unusual substances not found on your world.

Vulnerability: Terrestrial Diseases (no immunity built up by members of your race)

 

meta human:

Distinctive Feature: Meta-human gene

Hunted: Anti-Meta organizations

Negative Reputation: Mutant

Psychological Complication: Fear of persecution

Social Complication: Minority, Harmful Secret, Secret ID

Vulnerability: Based on power SFX (usually "opposite" effect)

 

construct:

magical

Distinctive Features: Non-human Appearance

Hunted: Watched by Creator (or worse if you are an escapee)

Physical Complication: Non-human Physiology

Psychological Complication: Devoted to Creator, Worship Creator, etc.

Susceptibility: Summoning Circles, Holy/Unholy Ground, Null magic areas

Vulnerability: Dispel Magic, Summon

Technological

Affected As Machine Mind (from 6e, 5 points, not in CC but still valid as cyberkinetics still exist and this means you are affected by those with the "Only vs machines" limitation on their mental powers)

Dependence: Fuel source

Distinctive Features: Inhuman Appearance

Berserk: If short-circuited

Hunted/Watched: By Creator

Physical Complication: Mechanical Physiology (cannot be healed by medical science/paramedics AT ALL, possibly change to healed/paramedics by Robotics/Mechanics for fewer points)

Psychological Complication: Must Obey Programming

Social Complication: Non-person (no legal status or protections under the law)

Susceptibility: Electrical/Magnetic Fields, Computer Viruses

Vulnerability: Electricity, Magnetism, Dispel Technology

magic user

Dependent NPC: Familiar (if it gives you no powers). Teacher

Distinctive Feature: Magical Aura

Hunted: Opposing Magicians

Physical Complications: Rites/Rituals you MUST observe to maintain powers

Psychological Complications: Bookworm, Knowledge-Seeker, Power Hungry, Various Madnesses inflicted by consort with Higher Powers

Rivalry: Other Magicians

Susceptibility: Take damage when out of favor/not doing what "Higher Power" demands

Vulnerability: Anti-magic attacks

 

cyborg

Affected as Machine Mind (see Technological Construct)

Dependence: Fuel Source, Lubricant

Addicted: To "Upgrades"

Distinctive Features: Cybernetic features

Berserk: If short-circuited

Physical Complication: Require both Medical/Paramedics and Electronics/Mechanics rolls for healing

Psychological Complication: Conflicted by Dual nature, Obsessed with "Perfection"/Self Improvement (mechanically or otherwise)

Susceptibility: Electrical/Magnetic Fields, Computer Viruses

Vulnerability: Electricity, Magnetism

 

Hope this helps :)

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Re: blanket origin complications

 

The super spy can generally pick up something like a hundred points from subject to orders, watched by his side, hunted by the other side, secret identity, paranoia, maybe a patriotism psych disad.

 

The other three depend on what you are trying to define. A ghost would be df: Ghost common senses, must remain in a certain place, can only use powers in certain place and time, vulnerable to dispell

CES

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Re: blanket origin complications

 

one complication i think all will have is: trouble at/with/from home: this is a special form of bad luck basically you cross paths with members or trappings of your origin in most cases this will just be a fairly annoying but harmless exchange but if roll is bad enough can be a real problem.

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Re: blanket origin complications

 

divine / infernal touched

Distinctive Feature: Aura (Good/Evil)

Hunted: Watched by Patron Deity, Hunted by other side

Negative Reputation: Demon/Infernal

Physical Complication: Cannot Enter Holy Sites of opposite alignment

Psychological Complication: Devoted to

Social Complication: Subject to Orders (from Deity)

Susceptibility: Take Damage whenever Deity wants you to

Vulnerability: Holy/Unholy sites/relics/powers (opposite your alignment)

 

super spy

Hunted: Watched by Superiors, Hunted by enemy agents

Negative Reputation: Untrustworthy (outside of his "agency")

Psychological Complication: Questionable Morals, Good of the Mission over other concerns

Rivalry: Other Spies

Social Complication: Subject to Orders, Harmful Secret, Secret ID

 

enhanced animal

Affected as Animal class of minds

Dependence: On enhancing substance

Distinctive Features: Animalistic Appearance

Enraged: when injured/cornered

Hunted: Trophy Hunter type villains

Negative Reputation: Wild Animal

Physical Complication: Limited Dexterity/Manipulation, Animal Intelligence

Psychological Complication: Feral, Distrustful of Humans

Social Complication: No legal status

Vulnerability: Flashes (Due to enhanced perception)

 

paranormal

Accidental Change

Dependence: Varies by type (Must sleep in coffin , Must remain near water , etc)

Hunted: Paranormal Hunters

Physical Complication: Cannot be healed by Medicine/Paramedics

Susceptibility: According to Lore (Garlic, Silver, Iron, etc)

Vulnerability: According to Lore (Fire, Iron, Wood, Silver, etc)

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Re: blanket origin complications

 

Psychological complication: Bursts into tears if blanket taken.

 

Susceptibility: Takes 3d6 at whatever level appropriate if blanket stolen.

 

Dependence: Must spend at least 1 hour a day holding blanket and sucking thumb

But aren't we talking about the origin of the Blanket?
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