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Old 05-10-2006, 09:00 AM   #214
Gurps Fan
 
Join Date: Jan 2005
Location: Japan
Default Re: 50-point Abilities

Create Explosive Ordnance (+100%):
Crushing Attack 5d (Costs Fatigue, 3 FP, -15%; Delay, Trigger, the attacker can specify the condition, +100%; Explosive, +50%; Fragmentation, 2d, +30%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Requires IQ Roll, -10%; Takes Extra Time 1, -10%) [50]. 50 points.


Create Explosive Ordnance
Regular

Creates a bomb in the caster's hand (on a successful IQ/IQ-based skill roll). Here a "bomb" means any one form of explosive ordnance -- a grenade, antipersonnel mine, time bomb, or whatever the caster likes. The bomb remains a bomb permanently, until it goes off or someone neutralizes it by a suitable means, and the caster can't simply dismiss the bomb. Mundane EOD techniques, as well as spells that destroy magical creations, can nullify any bomb created with this spell.

Each bomb is equipped with an appropriate fuse that is triggered under a condition the caster specifies when casting. Examples include manual (some seconds after pulling the pin out), impact (when hitting the ground), pressure (when someone steps on it), time (some hours after created), proximity (when anyone come closer than some feet), or exotic triggers (when a crow caws three times while flying over the caster's house). Any one bomb does 5d cr ex [2d cut] damage. The GM determines bombs' other combat stats like weight, throwable distance, etc.

Duration: Permanent until explosion (or disposal).
Cost: 3. Cannot be reduced by high skill.
Time to Cast: 2 seconds. Cannot be reduced by high skill.
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