Tiny Supers: Primal Slime
I loved the TinyD6 system and have bought many of the books. In general I purchased digital RPG products. For TinyD6 I have a few physical copies, Tiny Frontiers Revised, Tiny Thunderscape, and Tiny Supers. I ran Tiny Frontiers Revised a few times but no other TinyD6 game. A game started up on rpg.net and I joined after another player had to drop.
Thousands of superheroes populated the pages of comics so unique concepts are hard to find. The heroes in the game were supposed to be second string heroes called up when the big superhero team goes missing. There aren't a lot of powers in the book but often powers are different kinds of blasts anyway. Looking through the powers I settled on Summoning and Shapeshifting (Stretching). I considered Damage Field from the GallentVerse Capaign Guide but wasn't sure the if the gamemaster would allow that book.
For the concept, the character found this slime. He splits off chunks of slimes to fight. The slime can stretch to fight. I drew a picture of a man in a business suit with slime covering half of him. I figured the gross look of his power made him passed over for the team.
I chose Gadgeteer because I liked the idea that he learned knowledge from contact with the slime and can construct things that regular people don't understand. It kinda makes him a little like Mr Fantastatic but as said fully unique concepts are hard.
TinyD6 is a rules lite system. As such much of the details on the powers are not completely defined. For example can summoning keep creating more summons or do the first group need to be destroyed first? Do you see everything the summons see? Can they talk and can you communicate to them at a distance? I think this lack of details annoyed the gamemaster and other players.
Looking at how Capstone defined his summoning power indicated to me that the details are left to the gamemaster/player. Capstone restricted his power to summoning only eight fodder type minions. This made sense as he is calling previously created robots and probably has a limited number and size of them. Like my hero, his other powers are given to the summons. By the book, the summons would have all the powers but his are restricted to having only one each.
Many superhero games have advantages and disadvantages to restrict the characters powers to exactly as imagined. Tiny Supers doesn't have such structures instead you could tweak the powers as needed with permission from the gamemaster.
For my character Primal Slime, he could choose at summon time how many slime creatures to create. All the slimes have the stretching power. The slimes have no trained weapons or mastered weapons. I could have given them the weapon training but I liked the idea of them being bad in combat to start.
Tiny Supers on drivethrurpg

Primal Slime
Mark Sambull worked for an oil company Formu-Oil as a chemical engineer. He was asked to investigate this weird substance they pulled from an oil well. Once removed from the oil, the slime seemed alive. One day the slime escaped the containment device and covered Mark. The other scientists tried to removed the slime but Mark split off slime creatures to restrain them. He calmly explained that it was alright. When they wouldn't listen he left with the slime.
He tried to join the Paragons but was sued by Formu-Oil. The company claimed the slime was company property and stolen by Mark. The slime was briefly contained and declined in health. The courts eventually sided with Mark that the slime wanted to stay with him and that the company couldn't provide an environment to allow it to thrive.
Mark never saw the point in secret identities and because of the lawsuit everyone knew he was Primal Slime. His wife was creeped out by the slime but initially stayed with him. She filled for divorce after being attacked by a supervillain hoping to use her as a bargaining chip.
He usually dresses in a business suit and caries a briefcase with the slime when not using the power. The slime does not communicate fully with Mark but he has received flashes of insight from his connection.
Archetype: Gadgeteer
Stress Capacity: 6
Traits
Inventor - Once per day, you may create a one-use Power Gadget that lets you emulate a Tier One Power. You count as having that Power for one roll or use of your choice. You may never have more than three Power Gadgets in existence at a time. It takes one day to create a new Gadget.
Educated - You gain Advantage when checking to see if you know specific information.
Powers
Summoning 2
Tier 2 - As an action, you may summon either eight minions (who count as
Fodder), four minions (who count as Low), or two minions (who count as
Medium). These minions may take whatever form you desire, but are roughly
human-sized.
Shapeshifting (Stretching) 2 [on summons]
Tier 1 - You may elongate your limbs and torso to twice their normal
length. You gain +1 Stress Capacity.
Tier 2 - You may elongate your limbs and torso to three times their normal
length. You gain Tier One Armored and Tier One Regeneration powers.
Power Origin: Dimensional
Weakness: Oil
Family Trade: Chemical Engineer
Belief: Knowledge improves the world
Proficient Weapons: Light Melee
Mastered Weapons: Briefcase
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