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Old 01-04-2007, 10:27 AM   #1
RedMattis
 
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Default Sample Powers

When creating Supers it can be pretty hard for the players to come up with a creative power (beyond Fireballs! or Laser-eye-beams!), so I thought about putting together a list of classic powers which are often seen in fiction (and can be done well in GURPS) or otherwise neat.
One thing to remember is that this is basically intended as an power list for players to pick from, and thus all munchkinism should be kept out of it. This covers any power which would be very imbalanced for its point value.

A general set of rules (try not to break to many of them ;) )
1. The original value of the power should not be reduced by more than 60% if possible.
2. Try to make the power simple and not to setting specific. If you are thinking of making a fireball which only works on men, then why not create a normal fireball and leave it to the GMs to modify it from there. Things like Exploding Fireballs, normal fireballs, infernos, firewalls and such are all great examples of powers though, just keep most of the more Super-specific limitations off the power.
3. Try to keep the powers between a 1-250p cost if possible.
4. If you have any suggestions for other important rules, then please do voice them :)
5. The rules are guidelines, feel free to ignore them if you feel that they are inappropriate in any way ;)
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Old 01-04-2007, 10:30 AM   #2
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Default Re: Sample Powers

Here is a power I just recently posted in the 50p thread. Modified according to my little rules ^^

Weather Control [80p] (-60%)
Control 4: Any Natural Weather (Common [20p]) (Natural Phenomena, +100%; Takes Extra Time 6: 1 minutes, -60%; Requires Words, -10%; Requires Gestures, -10%; FP cost, 2, -10%; Requires IQ roll, -10%)

Description: You can change the weather to whatever you feel like. This requires you to do gestures and speak out words out loud. Before the effect takes place you must do this for two minutes, and make on roll IQ roll.
If the ritual is successful you can change the weather to give +/- 4 on any rolls where the weather could play a role. The weather will affect a 0, 6 mile radius
All weather effects, such as clouds, mist, lightning storm winds are all possible

Modification: Weather Control costs 20p/level.

Note: This advantage is perfect for Weather Control powers such as those Dracula displayed
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Last edited by RedMattis; 05-23-2009 at 04:41 PM.
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Old 01-04-2007, 10:34 AM   #3
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Default Re: Sample Powers

Spiritual Projection (-25%) [60p]
Insubstantially (Projection, -50%; Reliable (Only to survive the death of the body, -60%), 25, +25%)

Description: You can send your spirit out of your body, leaving only a weak link between the two. The difference between this and Astral projection is that you don't project your spirit through a link, but instead you rip free from the body. The technical difference is that even the weak willed can quite easily survive the link to the body being broken (through death of the body or something similar). (Will+10 to survive)

Upgrade: Add (Reflexive (Trigger: Own Death -40%; Unconscious Only, -20%; Uncontrollable, -10%), +12%) This will bring the cost to [70p]

Description: If your body should die you will immediately project your spirit out of your body.
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Last edited by RedMattis; 01-04-2007 at 10:48 AM.
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Old 01-04-2007, 10:41 AM   #4
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Default Re: Sample Powers

Gasform (-25%) [68p]
Insubstantiality (Finite Thickness, -15%)

Description: You can turn into mist or some other visible gas.

Fireball (-25%) [12p]
Innate Attack: Burn 3d (Reduced Range, 50 yards, -10%; Innacurate, -15%)

Description:
You can throw a big ball of flames at someone. This ball of flame will go bang when it hits you, possible knocking you back and/or putting you on fire. The explosion will not affect anyone else than you.


Exploding Fireball (+25%) [22p]
Innate Attack Crush 3d (Incendiary, +10%; Explosive, +50%; Reduced Range, 50 yards, -10%; Innacurate, -15%)

Description:
You can throw a big Explosive ball of flames at somone. This ball of flame will explode violently when it hits, and might hurt anyone near the target.
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Last edited by RedMattis; 01-04-2007 at 11:42 AM.
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Old 01-04-2007, 10:58 AM   #5
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Default Re: Sample Powers

Here are a classic power for many robots

Digital Override (-50%) [50p]
Possession (Chronic, +20%; Full Memory Access, +10% Blood Agent, -40%; Digital, -40%)

Description:
By connecting a few cables and such you can override digital systems like computers. When you enter the computer you will immediately have access to all its files. Also you now know the necessary codes to enter the computer again, a backdoor if you will.
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Old 01-04-2007, 11:25 AM   #6
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Default Re: Sample Powers

Quote:
Originally Posted by RedMattis
Weather Control [48p] (-60%)
Create 4: Any Natural Weather (Common [20p]) (Natural Phenomena, +100%; Takes Extra Time 6: 1 minutes, -120%; Requires Words, -10%; Requires Gestures, -10%; FP cost, 2, -10%; Requires IQ roll, -10%)
As a GM, there's no way I'd allow Takes Extra Time 6 when Takes Preparation is much less valuable. Also, I'm skeptical that Requires Words and Requires Gestures stack at -10% each. I'd use Requires Words and Gestures - a single limitation - at -15%.

Also, why are Fireball and Explosive Fireball crushing attacks instead of burning attacks?
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Old 01-04-2007, 11:41 AM   #7
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Default Re: Sample Powers

Quote:
Originally Posted by MIB 1473
As a GM, there's no way I'd allow Takes Extra Time 6 when Takes Preparation is much less valuable. Also, I'm skeptical that Requires Words and Requires Gestures stack at -10% each. I'd use Requires Words and Gestures - a single limitation - at -15%.

Also, why are Fireball and Explosive Fireball crushing attacks instead of burning attacks?
If the character took preparation time then he would be able to summon a lightning storm in one second, as long as he had prepared for it before.
Requires Words & Requires Gestures are both legal limitations, and the power doesn't seem unbalanced to me as written.

The Fireball was an accident, the Explosive Fireball is supposed to be crushing though, since it explodes (explosions = crushing)
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Last edited by RedMattis; 01-04-2007 at 11:48 AM.
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Old 01-04-2007, 01:38 PM   #8
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Default Re: Sample Powers

Here is some Psycokinesis.
I'll try to put the stuff into cathegories in a pdf when we've got a good list :)

PK Shield (+120%) [12p/level]
Damage Resistance (Force Field, +20%; Area Effect, 2 yards, +50%; Affects Others, +50%)

Description:
When you activate your PK shield everyone within two yards of you will receive a 1 DR/level shield from damage. Also the barrier will impede movement into the area. Anyone who wants to enter it must hit and damage the force field for a number equaling to the DR of the shield. If they do this they can step into the force field, but the opening will close at the end of their turn, also, it will not be weakened by the damage.



Telekinetic Blast (Cone) (+110%) [11p/level]
Innate Attack: Crush 1d/lvl (Cone, 5 yards, +100%; Double Knock Back, +20%; Reduced Range, 20 yards, -20%; Low Signature, +10%)

Description:
You can hit any opponents infront of you with a nearly invisible blast of telekinetic energy. This attack will hit anyone inside a 5 yard cone, within 20 yards unless they dodge the attack. The attack does 1d/level crushing damage with double knockback


Telekinetic Blast (Emanation) (+110%) [11p/level]
Innate Attack: Crush 1d/lvl (Area Effect 4 yards, +100%; Emanation, -20%; Double Knock Back, +20%; Low Signature, +10%)

Description:
You unleach a powerful telekinetic blast from your body emanating from your body, and affecting anyone within 2 yards of you. The blast otherwise works the same as the telekinetic blast


Note: If you buy both of the Telekinetic Blasts one of the will count as an alternate abillity, and thus cost only 1/5 of the written price
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Old 04-15-2008, 03:16 PM   #9
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Default Re: Sample Powers

Well, it seems that I was alone with this Sample Powers idea. Still, it's fun, so here, 351 days later I resurrect the thread to add another power :P

Alter Personal Gravity Field (-40%) [24p]
Flight (Cannot Hover, -15%; Requires Surface, -20%; Nuisance Effect (Direction*), -10%; Nuisance Effect; Requires Ready Maneuver to change gravity direction, -5%, Uses ground/jump based skills instead of flying skills**, +20%)

Description:
By placing one of your feet's or hands on a surface you can change your personal gravity so that it 'down' for you. This essentially turns into a set direction clinging+attraction, except that you can jump or fall in that direction without touching ground for up to 5 seconds should you chose to, but with a somewhat complicated maneuver being necessary to change which direction is your personal "down".

This is a classic anime power, seen in, for example Fate/Stay Night and Black Blood Brothers. In both animes, combatants can be seen jumping and fighting on the side of a building(s)

** Use Acrobatics instead of Aerobatics, use Jumping skill instead of flying etc.
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