ayinde Posted February 8, 2013 Report Share Posted February 8, 2013 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 Quote Link to comment Share on other sites More sharing options...
kahuna's bro Posted February 8, 2013 Report Share Posted February 8, 2013 Re: blanket origin complications wuxia martial arts Quote Link to comment Share on other sites More sharing options...
ayinde Posted February 8, 2013 Author Report Share Posted February 8, 2013 Re: blanket origin complications had not thought of that what would be some common complications for one with that origin Quote Link to comment Share on other sites More sharing options...
csyphrett Posted February 8, 2013 Report Share Posted February 8, 2013 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 Quote Link to comment Share on other sites More sharing options...
Christougher Posted February 8, 2013 Report Share Posted February 8, 2013 Re: blanket origin complications What kind of a disad is CES? Chris. Quote Link to comment Share on other sites More sharing options...
csyphrett Posted February 9, 2013 Report Share Posted February 9, 2013 Re: blanket origin complications What kind of a disad is CES? Chris. It would be terrible burden beyond believe for anyone not as mentally strong as I am. CES Quote Link to comment Share on other sites More sharing options...
ayinde Posted February 9, 2013 Author Report Share Posted February 9, 2013 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 Quote Link to comment Share on other sites More sharing options...
psyber624 Posted February 9, 2013 Report Share Posted February 9, 2013 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 Quote Link to comment Share on other sites More sharing options...
ayinde Posted February 9, 2013 Author Report Share Posted February 9, 2013 Re: blanket origin complications those are exactly what i meant thanks ill add to my list i figure once i have a good size list ill post on forum hear are a few more divine / infernal touched super spy enhanced animal paranormal Quote Link to comment Share on other sites More sharing options...
csyphrett Posted February 9, 2013 Report Share Posted February 9, 2013 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 Quote Link to comment Share on other sites More sharing options...
ayinde Posted February 9, 2013 Author Report Share Posted February 9, 2013 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. Quote Link to comment Share on other sites More sharing options...
psyber624 Posted February 10, 2013 Report Share Posted February 10, 2013 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) Quote Link to comment Share on other sites More sharing options...
death tribble Posted February 11, 2013 Report Share Posted February 11, 2013 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 Quote Link to comment Share on other sites More sharing options...
dmjalund Posted February 11, 2013 Report Share Posted February 11, 2013 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? Quote Link to comment Share on other sites More sharing options...
ayinde Posted February 13, 2013 Author Report Share Posted February 13, 2013 Re: blanket origin complications I like how this is shaping out so far I recall there was a giant list complications online somewhere anyone know were that went Quote Link to comment Share on other sites More sharing options...
Zen Archer Posted February 13, 2013 Report Share Posted February 13, 2013 Re: blanket origin complications I came across this recently: http://masterlistsofcomplications.wikia.com/wiki/The_Master_List_of_Complications_Wiki Quote Link to comment Share on other sites More sharing options...
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