SD Anderson
12-18-2006, 06:04 PM
Back on Webrpg's GURPS forum, I posted a suggested invulnerability power that would render a super to a state of near indestructibility.
Following up on that I built a character around that set of traits.
The general source of the powers are teleportation based. The 'forcefield' (Damage REsistance) teleports damage elsewhhere so she doesn't take it. The Injury Tolerance Diffuse has her in a state of teleportaional flux. To use a Star Trek example, she's like that blood drinking cosmic cloud Kirk faced in the original series. Most of her is not there at any given instant so only a limited amount of damage is taken. 1 or 2 points as per the diffuse rules. And the inherent weakness difuse has vs area effect attacks has been enhanced away. Literally if 2 nukes hit her on the same turn, she takes four points of damage and heals 10. Just a tad on the indestructible side. But that can be negated by using the cosmic enhancement on the attack so it bypasses defenses, mind controlling her to teleport all out adding al her fatigue to the jump. She'll be in deep space and without fatigue to extend her range, she can't get back.
Both defenses are alternate abilities, so she can't use them simultaneously.
Nullify and Static can take her power away or negat it's use.
So it's not like she's utterly invincible.
Because she's constantly beaming back in as he beams out, she can fix any damage almost immediately (Extreme Regeneration 10 HP/turn).
Her attack is simply teleporting bits of her target away, essentially a disintegration beam. (Corrosive Attack, 9d.)
And of course she can teleport. Range with prep time and burning fatigue is almost interstellar, an unprepped jump has a fifty percent chance of success (10-) if the range is between 501 and 1000 miles, so combat teleports over tactical ranges are going to have a good chance of success, possibly as high as 17-.
My question here is: Too powerfurl? Under 3rd edition Supers rules, 100 point characters were supposed to be powerhouses. Based on conversion attempts using DC and Marel characters, the 'Powerhouse' threshold looks to be more like 1500 to 200 pts.
Side question: A case can be made for her attack being covered by Teleportation Talent (GM's call). If so she improves her attack by four, since Power talents can aid attack powers. Would you as a GM it? The descriptoin of the talent does allow for attacks such as putting objects into the victim.
Q u a n t u m
female red hair blue eyes 20 years old
Attributes [192]
ST 10 [0] DX 14 [80] IQ 13 [60] HT 14 [40]
HP 16 [12] Will 13 [0] Per 13 [0] FP 14 [0]
Basic Lift 20 Damage 1d-2/1d 9d corrosion
Basic Speed 7 Basic Move 7
Ground Move 7 Water Move 1
Unprepped Teleport: 1000 miles 10-
Dodge: 10 Parry: 10 Block: n/a
Social Background [4]
TL: 8 [0]
Cultural Familiarities: Western (Native) [0].
Languages: English (Native) [0]; French (Accented) [4].
Advantages [876]
Appearance (Attractive) [4]
Corrosion Attack (9) (Increased Range (×5); Super) [99]
Damage Resistance (29) (Super; Force Field) [160]
Injury Tolerance (Alternate ability w/Damage Resistance,
Diffuse; Cosmic: Defense or countermeasure (Defends against area attacks); Super) [28]
Regeneration (Extreme: 10 HP/Sec) (Super) [135]
Teleportation Talent (4) [20]
Voice [10]
Warp (Blind; Reliable (+10); Tunnel (forms before you
teleport); Super; Affects Insubstantial; Affects Others (+2);
Selectivity) [420]
Disadvantages [-95]
Code of Honor (Heroic) (-3) [-15]
Enemy (Super Crime Organization.) (9-) [-30]
Enemy (Supervillain) (9-) [-10]
Overconfidence (12 or less) [-5]
Secret Identity (Regina Inneson ) [-10]
Sense of Duty (The Public) [-10]
Weirdness Magnet [-15]
Quirks [-5]
Congenial [-1] Dislikes Criminals [-1] Dreamer [-1] Nosy [-1] Proud [-1]
Skills [28]
Acrobatics 14 [4], Acting 12 [1], Body Sense 14 [4], Current Affairs/TL8 (High Culture) 13 [1], Current Affairs/TL8 (Popular Culture) 15 [4], Current Affairs/TL8 (Sports) 13 [1], Detect Lies 11 [1], Fast-Talk IQ+3 16 [2] includes: +2 from 'Voice', Innate Attack (Beam) 14 [1], Merchant 12 [1], Propaganda/TL8 12 [1], Public Speaking (Oratory) 15 [1] includes: +2 from 'Voice', Public Speaking (Storytelling)15 [1] includes: +2 from 'Voice', Sex Appeal 16 [1] includes: +1 from 'Appearance', +2 from 'Voice', Skating 12 [1], Skiing 12 [1], Sports (Racquetball) 13 [1], Streetwise 12 [1],
Stats [192] Social [4] Ads [876] Disads [-95] Quirks [-5] Skills [28] = Total [1000]
HP: 16
FP: 14
DR 29 DB 0
Regina Inneson, a high school senior planning on a career in media was engulfed into a war between dimension phasing beings whose warfare breached their own dimension at the 4 dimensional coordinates she occupied in her own dimension.
She was sucked in as a wave pattern.
The thing of it was that the 4th dimensional line of time used in this dimension was a linear dimension for her existence, and it was perpendicular to it. Literally the dimension she entered intersected with ours for one instant in time, then our timeline pulled away.
The anomalous wave pattern that had been Regina was discovered and analyzed and after a while manipulated to reconstruct Regina as a functioning, thinking wave pattern. She was interrogated and gave their scientists enough information about our universe for them to see ways to exploit the breaches their weapons could produce. Moving laterally in our universe to travel backwards or forwards in thir universe's time, for example.
They used Regina's pattern as the key to track our universe and attempted another breach. The long version is that the two beaches were linked by simultaneity in our dimension, since every point along the other dimension's timeline was simultaneous in ours. Regina's pattern was pulled back to her body instantly, in our time reference and she reoccupied the space she'd occupied at the moment she'd been pulled in. Time here moved forward and she was free of the dimension forever. (or unless she travels back in time to that moment)
Following up on that I built a character around that set of traits.
The general source of the powers are teleportation based. The 'forcefield' (Damage REsistance) teleports damage elsewhhere so she doesn't take it. The Injury Tolerance Diffuse has her in a state of teleportaional flux. To use a Star Trek example, she's like that blood drinking cosmic cloud Kirk faced in the original series. Most of her is not there at any given instant so only a limited amount of damage is taken. 1 or 2 points as per the diffuse rules. And the inherent weakness difuse has vs area effect attacks has been enhanced away. Literally if 2 nukes hit her on the same turn, she takes four points of damage and heals 10. Just a tad on the indestructible side. But that can be negated by using the cosmic enhancement on the attack so it bypasses defenses, mind controlling her to teleport all out adding al her fatigue to the jump. She'll be in deep space and without fatigue to extend her range, she can't get back.
Both defenses are alternate abilities, so she can't use them simultaneously.
Nullify and Static can take her power away or negat it's use.
So it's not like she's utterly invincible.
Because she's constantly beaming back in as he beams out, she can fix any damage almost immediately (Extreme Regeneration 10 HP/turn).
Her attack is simply teleporting bits of her target away, essentially a disintegration beam. (Corrosive Attack, 9d.)
And of course she can teleport. Range with prep time and burning fatigue is almost interstellar, an unprepped jump has a fifty percent chance of success (10-) if the range is between 501 and 1000 miles, so combat teleports over tactical ranges are going to have a good chance of success, possibly as high as 17-.
My question here is: Too powerfurl? Under 3rd edition Supers rules, 100 point characters were supposed to be powerhouses. Based on conversion attempts using DC and Marel characters, the 'Powerhouse' threshold looks to be more like 1500 to 200 pts.
Side question: A case can be made for her attack being covered by Teleportation Talent (GM's call). If so she improves her attack by four, since Power talents can aid attack powers. Would you as a GM it? The descriptoin of the talent does allow for attacks such as putting objects into the victim.
Q u a n t u m
female red hair blue eyes 20 years old
Attributes [192]
ST 10 [0] DX 14 [80] IQ 13 [60] HT 14 [40]
HP 16 [12] Will 13 [0] Per 13 [0] FP 14 [0]
Basic Lift 20 Damage 1d-2/1d 9d corrosion
Basic Speed 7 Basic Move 7
Ground Move 7 Water Move 1
Unprepped Teleport: 1000 miles 10-
Dodge: 10 Parry: 10 Block: n/a
Social Background [4]
TL: 8 [0]
Cultural Familiarities: Western (Native) [0].
Languages: English (Native) [0]; French (Accented) [4].
Advantages [876]
Appearance (Attractive) [4]
Corrosion Attack (9) (Increased Range (×5); Super) [99]
Damage Resistance (29) (Super; Force Field) [160]
Injury Tolerance (Alternate ability w/Damage Resistance,
Diffuse; Cosmic: Defense or countermeasure (Defends against area attacks); Super) [28]
Regeneration (Extreme: 10 HP/Sec) (Super) [135]
Teleportation Talent (4) [20]
Voice [10]
Warp (Blind; Reliable (+10); Tunnel (forms before you
teleport); Super; Affects Insubstantial; Affects Others (+2);
Selectivity) [420]
Disadvantages [-95]
Code of Honor (Heroic) (-3) [-15]
Enemy (Super Crime Organization.) (9-) [-30]
Enemy (Supervillain) (9-) [-10]
Overconfidence (12 or less) [-5]
Secret Identity (Regina Inneson ) [-10]
Sense of Duty (The Public) [-10]
Weirdness Magnet [-15]
Quirks [-5]
Congenial [-1] Dislikes Criminals [-1] Dreamer [-1] Nosy [-1] Proud [-1]
Skills [28]
Acrobatics 14 [4], Acting 12 [1], Body Sense 14 [4], Current Affairs/TL8 (High Culture) 13 [1], Current Affairs/TL8 (Popular Culture) 15 [4], Current Affairs/TL8 (Sports) 13 [1], Detect Lies 11 [1], Fast-Talk IQ+3 16 [2] includes: +2 from 'Voice', Innate Attack (Beam) 14 [1], Merchant 12 [1], Propaganda/TL8 12 [1], Public Speaking (Oratory) 15 [1] includes: +2 from 'Voice', Public Speaking (Storytelling)15 [1] includes: +2 from 'Voice', Sex Appeal 16 [1] includes: +1 from 'Appearance', +2 from 'Voice', Skating 12 [1], Skiing 12 [1], Sports (Racquetball) 13 [1], Streetwise 12 [1],
Stats [192] Social [4] Ads [876] Disads [-95] Quirks [-5] Skills [28] = Total [1000]
HP: 16
FP: 14
DR 29 DB 0
Regina Inneson, a high school senior planning on a career in media was engulfed into a war between dimension phasing beings whose warfare breached their own dimension at the 4 dimensional coordinates she occupied in her own dimension.
She was sucked in as a wave pattern.
The thing of it was that the 4th dimensional line of time used in this dimension was a linear dimension for her existence, and it was perpendicular to it. Literally the dimension she entered intersected with ours for one instant in time, then our timeline pulled away.
The anomalous wave pattern that had been Regina was discovered and analyzed and after a while manipulated to reconstruct Regina as a functioning, thinking wave pattern. She was interrogated and gave their scientists enough information about our universe for them to see ways to exploit the breaches their weapons could produce. Moving laterally in our universe to travel backwards or forwards in thir universe's time, for example.
They used Regina's pattern as the key to track our universe and attempted another breach. The long version is that the two beaches were linked by simultaneity in our dimension, since every point along the other dimension's timeline was simultaneous in ours. Regina's pattern was pulled back to her body instantly, in our time reference and she reoccupied the space she'd occupied at the moment she'd been pulled in. Time here moved forward and she was free of the dimension forever. (or unless she travels back in time to that moment)