Gargoyles SPC Humans, Immortals, Mutates, and Post-Humans
The vast majority of humans in the Gargoyles setting (Elisa Maza, David Xanatos, Dingo, Matt Bluestone, Tony Dracon, Dr. Sevarius, etc.) have no inherent superhuman abilities and are limited to spending their Power Points on the following powers:
Attack, Melee: Advanced combat training; see Gargoyles SPC Campaign Parameters for damage limits as set forth by the Cartoon Violence setting rule.
Leaping: Level 1 only.
Minions: this could potentially handle the Golem of Prague and similar companions.
Speed: Level 1 only; Blinding Reflexes and Catch and Throw modifiers only.
As noted in the Gargoyles SPC Campaign Parameters post and the Untapped Potential setting rule, however, players with human characters may hold Power Points in reserve to buy more exotic powers after some transformative event changes them during play. With Game Master permission, heroes may begin play as one of these transformed humans; the categories are immortals, post-humans, and mutates.
Humans who have achieved immortality through some form of magic or another (Macbeth, King Arthur, Peredur fab Ragnall, Scheherezade) may have additional abilities than those outlined below, but the majority of canonical immortals seem to have only gained resistance to aging and the ability to recover from mortal wounds. Game Masters should consider carefully whether they wish to allow such heroes.
Mutates are those humans changed by Dr. Sevarius’ mad science into mutates: bioengineered chimera with the traits of multiple species. Aside from Wolf of the Pack (who was mutated into essentially a werewolf), the most common mutates are the human/big cat/bat/electric eel hybrids of the Labyrinth Clan in New York City – Claw, Fang, Maggie the Cat, and Talon – who were designed to emulate the Manhattan Clan gargoyles in abilities and strength. Those mutates have the following common abilities:
Attack, Melee (5): Str+d6, AP 2, Heavy Weapon.
Fear (1): Scary.
Flight (10): 4 x Pace, Switchable, Requires Activation (must unfurl wings). Switches with Leaping and Speed.
Heightened Senses (2): Low Light Vision, Tracking.
Leaping (5): Bounce, Death From Above, Switchable. Switches with Flight and Speed.
Speed (7): 2 x Pace, Blinding Reflexes, Catch and Throw, Switchable, Limitation (Minor; movement at increased Pace requires running on all fours). Switches with Flight and Leaping.
Super Attribute (12): Agility d10, Strength d10.
Stun (7): Area Effect (burst must be centered on self), Ranged Touch Attack, Strong.
Some rare humans possess mystical or technological super powers: cyborgs such as Jackal, Hyena, and Mr. Duval, part-fae like Fox and Alexander Xanatos, and straight-up superhumans such as Rory Dugan and Dingo (after he bonded with Matrix). Such characters have the potential for a much wider array of abilities, but it must be noted that most of the canonical post-human characters have abilities comparable to gargoyles. Players are advised to limit super powers to better emulate the source material; recommended powers and limits include:
Altered Form: I’d argue against the Replenish and Viscous modifiers if it wasn’t for Dingo and Matrix.
Armor: +10 or less.
Attack, Melee: as limited by the Cartoon Violence setting rule.
Attack, Ranged: as limited by the Cartoon Violence setting rule.
Flight: 120 mph or less
Construct: required for cyborgs.
Damage Field: as limited by the Cartoon Violence setting rule.
Paralysis: a physical electric shock in most cases.
Regeneration: advanced nanotechnology.
Speed: 120 mph or less.
Super Sorcery: part-fae only.