Applied Xenology
Applied Xenology posted in Darkā¢Matter forum comment posted by derek_holland Supers has Origin Magnet, a variant of Weirdness Magnet, where the characters create new heroes and villains by accident. There are no mechanics, an oddity for GURPS, and thus it can be converted in a few different ways. One idea I just came up with is a perk and a flaw, both called Origin Catalyst (inspired by Alien Artifact).
Both versions of Origin Catalyst have those directly affected by the hero's power must make a Resolve or mental resolve check. An Amazing result means they can start buying Supers FX, or in the case of SCMs, get a free power determined by the GM and the opportunity to earn more.
The perk has a 75% chance of turning the new super into a hero, otherwise they become villainous. The reverse applies to the flaw.
I think they both are worth +/-5 points as they can have incredibly significant effects on the campaign and setting. And they both represent many origin stories in the comics, the Joker being the most famous.
Note that as this is more or less random, it is very different from those sorts of supers that create other supers on purpose (uplifts, robots, dunking one's kid in radioactive waste)- those use a different set of rules for that.
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