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Old 06-26-2006, 05:15 AM   #4
zorg
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Join Date: Jan 2005
Location: saarbrücken, germany
Default Re: Gurps: Templates

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c) Plane Walker [+200]
Attributes: Will+1 [+5]
Advantages: Planar Energy [+9]; Plane Walk Home [+20]; Familiar [+11]; Magery 2 [+25]; choose either: Supernatural Master or: +2 IQ [+40]; Dimension Travel Talent 1 [+5]; Feel Dimensional Portals [+5]; Unfazeable [+15]; Command the horror from beyond [+75]
Disadvantages: Secret: Plane Walker [-10]
Prerequisites: One of Bully, Overconfidence or Curious
Taboo Traits: may not learn spells from Colleges other than: Body Control, Gate, Illusion, Making and Breaking, Meta, Movement, Necromancy, Elemental (Air, Fire, Water, Earth)

Planar Energy [+9]
Energy Reserve 10 (Magic Only –10%; Recharges one point per day –60%) [+9]

Feel Dimensional Portals [+5]
Detect: Dimensional Portals (Magical –10%; Reliable +2 +10%) [+5]

Plane Walk Home [+20]
Jumper (Home plane only –50%, Costs 6 FP –30%)

Familiar [+11]
ER 8 (Granted by Familiar –40%; Magic Only –10%; Recharges one point per hour –20%) [+8]; Ally (Minion +50%; Sympathy/Auto-Kill –50%; 25% point total; available 15 or less) [+3]

Supernatural Master [+40]
Patron 20 CP base (Minimal Intervention –50%; Accessibility: Ley Line crosspoints only –50%, Special Abilities: Teaches Spells, knows secret things +50%; Appears on 9 or less) [+10]; Enemy (Rival x1/2; Appears on 6 or less x1/2) [-5]; +5 HP (Magical –10%) [+9]; ER 10 (Magic Only –10%; Recharges one point per hour –20%) [+21]; Magery +1 (One-College Magery – choose Necromancy or Gate –40%) [+6]; Quirk/Delusion: I can control the entity [-1]
Notes: the Plane Walker makes a pact with some sort of extradimensional intelligence. This entity is immensily powerful and malevolent. Though it grants the character mystical energy and power, it does not have his best interests in mind (Surprise!). From time to time, it will give misleading or plain wrong information which may embarass or hurt the character (though not kill him - the creature doesn't want to lose its servant). The creature can only be contacted where the structure of reality is weakened, such as at points where several Ley Lines cross.
No character would make such a pact without believing that he was in control of the situation.

Command the horror from beyond [+75]
Mind Control (Magical –10%; Hearing Based –20%; Accessibility: Only on entities not native to your home plane of existence –50%; Extended Duration x100 +80%; Cosmic: successful resistance doesn’t grant temporary immunity +50%) [+75]

d) Techno-Wizard [+200]

Attributes: IQ+1 [+20]; Per-1 [-5]
Advantages: Technomagic Energy [+9]; Techno-Wizardry [+23]; Master of Technomagic [+100]; Quick Gadgeteer [+50]; Fearlessness 1 [+2]; Gizmos 3 [+15]
Disadvantages: Chose –15 out of: Greed (12) [-15]; Miserliness (12) [-15]; Obsession (Finish my Magnum Opus); Absent-Mindedness [-15]

Technomagic Energy [+9]
Energy Reserve 10 (Magic Only –10%; Recharges one point per day –60%) [+9]

Techno-Wizardry [+23]
Magery 0 [+5]; Magery 3 (Technological College Only –40%) [+18]

Master of Technomagic [+100]
Cosmic Modular Ability 50 [+100]
(Only for: Affliction *) -50%; Requires IQ roll –10%, Accessibility: Requires costly stuff + workshop –30%) [2/level]

*) All Afflictions must have these modifiers: Malediction 1, Touch-Based; Extended Duration: Permanent; Preparation Time: One hour; grants Advantages**)

**) All advantages granted must have these modifiers: Gadget-Based, Magical, Costs FP

Notes: You can create Devices which can grant any advantage, as long as it is magical. These devices can only be used by those with some sort of Magery (simulated by “Can be stolen, won’t – usually – work for the thief”), and they remain functional indefinitely. To create such a device, you need at least an hour, as well as a workshop equipped with expensive machinery and technomagic paraphernalia.
It is probably easiest to afflict oneself with the created Gadgets. If an Affliction fails to work (because the character fails his HT roll), this can be explained by design flaws which need to be corrected for another try. As soon as the Affliction works, the Gadget is created and can be given away. Note that Extended Duration: Permanent means that the Gadget is a permanent creation, which remains even if the CMA pool is rearranged.
Note that the target of these Afflictions is not a device, but a person. To empower a device instead, the Affliction would have to have the “Accessibility: Only on Machines”, and the granted advantages wouldn’t need to be Gadget-Based. This way is also feasible, but not the one I chose.

Examples:

Electricity Generator [+20]
Create Electricity 5 (Gadget-Based (DR6-15; Repairable; Can be stolen by force, SM-7) –30%; Magical –10%; Accessibility: Only usable by M0+ -30%; Costs 2 FP –10%) [4/lvl]

Create Electricity Generator [+48]
Affliction 1 (Touch-Based Malediction 1 +80%; Electricity Generator +200%; Extended Duration: Permanent +150%; Prep Time 1 hour –50%) [48/lvl]

Stealth Module [+12]
Invisibility (Switchable +10%; Gadget-Based (DR6-15; Repairable; Can be stolen by DX, SM-7) –30%; Magical –10%; Accessibility: Only usable by M0+ -30%; Costs 2 FP –10%)

Create Stealth Module [+40]
Affliction 1 (Touch-Based Malediction 1 +80%; Stealth Module +120%; Extended Duration: Permanent +150%; Prep Time 1 hour –50%) [40/lvl]
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