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Old 05-31-2006, 12:30 PM   #361
zorg
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Default Re: 50-point Abilities

The Uncountable Ceremonies of Cunning Fire [+51]
Burning Attack 3d (Magical -10%; Costs 2 FP -10%; Accessibilty: Must speak magic words and gesture -20%; Takes 1 sec Extra Time -10%; Inaccurate 2 -10%; Nuisance Effect: Emit bright red light and sulfurous fumes -5%; RoF 120 +250%; Explosion 1 +50%)
Notes: The wizard hurls a huge volley of little burning spheres which explode upon contact. Beware of Critical Failures - this is truly a weapon of mass destruction.

The value of the Accessibility is from Powers; the name is inspired by the ever-useful Seventh Sanctum.
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Old 05-31-2006, 01:43 PM   #362
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Default Re: 50-point Abilities

Quote:
Originally Posted by zorg
The value of the Accessibility is from Powers; the name is inspired by the ever-useful Seventh Sanctum.
Which also generated...

The Knife of Crafters [54]

Control Solid* 3 (Costs Fatigue, 2 FPs, -10%; Magical, -10%; Requires words and gestures, -20%) [54]. Note: The spell allows you to reshape solid matter (but not living matter) without any tool: you only have to touch the substance in question (one block or item at a time). You still have to make skill rolls, and since the spell is fatiguinf you'll probably have to rest for some time, but anyway crafting with the Knife of Crafters is amazingly fast and safe. The substance flows and change shape fluidly, without breaking or being damaged. 54 points
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Old 05-31-2006, 04:47 PM   #363
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Default Re: 50-point Abilities

While we're at it:

Demonic Sorcery of the Hateful Rulers [+50]
Affliction 1 (Based on Will +20%; Disadvantage: Fanaticism/Anarchism +15%; Malediction +200%; TD: Phantom Voices, Diabolical -15%; Area Effect 64 yards +300%; Emanation -20%; Accessibility: Magic words -10%; Preparation Time 1 hour -50%; Backlash: Nauseated -30%; Magical -10%)
Notes: This horrible sorcery causes all those within the area of effect to oppose authority and to hate their rulers. The caster has to pay a heavy pricve for the resulting chaos, though: demons whisper their horrible secrets in his ears, which will nauseate the toughest man.

Drake's Net of Lightning [+53]
Burning Attack 3d (Area Effect 4 yards +100%; Accessibility: Magic words -10%; Magical -10%; Persistent +40%; Extended Duration x30 +60%; Side Effect: Stunning +50%; Surge +20%; )
Notes: This invocation casts a net of crackling lightning, which will stun all targets caught within. The net last for 300 seconds before disappearing.

Fine Invocation of Dust and Hunger [+50]
Fatigue Attack 1d+2 (Hazard: Starvation +40%; Link +10%; Malediction +100%; Accessibility: Magic words and gestures -20%; Magical -10%; Nuisance Effect: Rumbling voice from below the earth -5%; Costs 3 FP -15%) +
Fatigue Attack 1d+2 (Hazard: Dehydration +20%; Link +10%; Malediction +100%; Accessibility: Magic words and gestures -20%; Magical -10%; Nuisance Effect: Rumbling voice from below the earth -5%; Costs 3 FP -15%)
Notes: This spell causes its target to suffer thirst and hunger. Few wizards can cast this spell more than once without tapping their own life-force, though.
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Old 05-31-2006, 05:27 PM   #364
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Default Re: 50-point Abilities

Here is a nice Jumper power useful for people playing Infinite Worlds:

Portal Jump
Jumper (World) (Stunning -10%; Limited Quanta, 1 quantum, -10%; Special Movement, walk, -10%; Special Portal, arched area, -20%) [50]

You need a portal (literally) to make the jump - walking through any arched area will do, such as a door, window, underneath two crossed tree trunks... You must walk through it yourself, if someone tosses you through a portal there is no effect. The journey is arduous though, so you will be stunned upon exiting on the other side.

It's a nice, balanced jumping power for GMs that don't want their Jumper escaping imprisonment and similar conditions, but is otherwise pretty easy to use.
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Old 05-31-2006, 07:24 PM   #365
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Default Re: 50-point Abilities

Okay, my first entry in the 75-point category ...

Evil Duplicator Ray [76 points]

Affliction 1 (Base 10 points: Package 1 +560%; Link+10%; Gadget Package -60%) [61 points]
Affliction 1 (Base 10 points: Package 2 +15%; Link +10%; Duplicates only -10%; Gadget Package -60%) [6 points]
Affliction 1 (Base 10 points: Package 3 +40%; Link +10%; Gadget Package -60%) [9 points]

Gadget Package: Breakable (DR 6), -10%; Size Modifier -2, -20%; Can Be Stolen/Contest of ST -30%) Total -60%
Package 1: Duplication 1 (Base 35 points: Duplicated Gear +100%; Shared Resources-40%) [56 points]
Package 2: Delusion: "The Other Me is a threat to the entire Universe" [-15 points]
Package 3: Enemy: Evil Twin, Hunter, Constantly [-40 points]

Total: 76 points

This is a large pistol that creates a short-lived Evil Twin of the subject who will instantly attack said subject. Handy when you have an infestation of Stalwart Heroes and your Minions are on their union-mandated coffee breaks.

But the Weird Science of the Evil Duplicator Ray cannot handle life-forces well, so the Fatigue and Hit Points are distributed evenly bewteen the original and duplicate. So even if the Hero defeats his Evil Twin, he will be injured unto death! MWA-HA-HA-HA-HA-HA!!
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Old 05-31-2006, 09:05 PM   #366
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Default Re: 50-point Abilities

The Duplication advantage creates a dupe under the control of the original, and it's separate from the Enemy disadvantage -- the said Duplicator Ray ends up in a result like "the target and his dupe fight together against the foe who looks like the target".

In addition, Linked isn't required, actually; Linked makes the victim roll to resist the multiple effects separately. It could lead to a strange situation where the target believes that his Evil Twin is a devastating enemy though no such enemy is created in reality.

I'd build an ability of a similar concept like this:

Evil Duplicator Ray, revisited (+140%): Affliction 1 (HT; Breakable, DR 4, Can break down, SM -5, -30%; Can Be Stolen, Quick Contest of ST, -30%; Disadvantage, Enemy (Evil Twin; Hunter; Constantly), +40%; Disadvantage, Obsession (To kill the Evil Twin; self-control 6), +10%; Extended Duration, Permanent, +150%) [24]. Notes: Creates an Evil Twin of the target, and implants a strong murderous urge against the Twin in the target's heart. The Twin constantly attacks the victim until slain. 24 points.

But can Affliction give the victim a social disadvantage? I'm not very sure.


EDIT: Withdrawn by the poster (for more information see #370). This post is now obsolete.

Last edited by Gurps Fan; 06-01-2006 at 06:45 PM.
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Old 06-01-2006, 01:32 AM   #367
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Default Re: 50-point Abilities

Quote:
Originally Posted by Mysterious Dark Lord v3.2
Okay, my first entry in the 75-point category ...

Evil Duplicator Ray [76 points]
...
But the Weird Science of the Evil Duplicator Ray cannot handle life-forces well, so the Fatigue and Hit Points are distributed evenly bewteen the original and duplicate. So even if the Hero defeats his Evil Twin, he will be injured unto death! MWA-HA-HA-HA-HA-HA!!
Fantastic! I was just thinking of this kind of evil duplicate thing a couple days ago! The duplication linked with evil twin is total genius. Mmm, I sense me a villian for Wild Cards a brewin...
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Old 06-01-2006, 02:22 AM   #368
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Default Re: 50-point Abilities

Back in the fray again, and this time I bring two popular gizmos from famous series:

Neuralyzer (+400%): Affliction 1 (Based on Will, +20%; Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%; Selective Effect, +20%; Vision-Based, +150%; Cone, 5 yards width, +100%; Gadget, DR 2, machine, SM -6, Can be Stolen, Quick Contest of ST, -65%) [50]
Notes: You have a metal cylinder about the size of an oversized pen that will, upon use, emit a bright light that makes viewers forget events they have just seen. Dials on the side allow you to decide which memories they lose. Based on the gadget from Men in Black.

Web-shooters 2 (-35%/-80%): Binding 14 (Sticky, +20%; Gadget, DR 4, machine, SM -5, Can be stolen by Stealth or trickery, Malf. 16, -55%) [17] + Flight (Controlled Gliding, -45%; Environmental, requires tall objects such as buildings, -15%; Gadget as per Binding, -55%) [8]
Notes: You have a pair of wrist-mounted sprayers that generate long strands of pseudo-spiderwebs. These can be used for a myriad of purposes, but most notably can be used to prevent opponents from moving, and for "web-slinging", an unorthodox travel method in which you swing from thread to thread, firing them at various buildings or tall structures in your path as you go. Once in a while, you will run out of webbing, so be careful!
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Old 06-01-2006, 07:43 AM   #369
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Default Re: 50-point Abilities

Quote:
Originally Posted by Gurps Fan
In addition, Linked isn't required, actually; Linked makes the victim roll to resist the multiple effects separately. It could lead to a strange situation where the target believes that his Evil Twin is a devastating enemy though no such enemy is created in reality.

But can Affliction give the victim a social disadvantage? I'm not very sure.
Your "revised" version left out the duplication affliction.

I still think the Evil Twin plus Delusion is sufficient to cause the required violence. Indeed, since the Delusion has no self-control roll, there is less chance of the duplicate resisting the urge to attack. And the Delusion only affects the duplicate (note that the second Affliction has the Limitation "Duplicates only").
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Old 06-01-2006, 09:51 AM   #370
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Quote:
Originally Posted by Mysterious Dark Lord v3.2
Your "revised" version left out the duplication affliction.
That was intentional.

If your PC has the Duplication advantage, you (as a player) gain full control of the original one and the duped one; Duplication is an advantage that widens your PC's sphere of activity. The dupe isn't an NPC, let alone doesn't become your PC's foe automatically (unless mind-controlled).

If your PC has the Enemy (Evil Twin) disadvantage, then there's an independent NPC -- who happens to have the same charsheet as your PC's -- and the GM controls him as your PC's foe. He's independent of you, your PC or your dupe.

Back to Duplicator Ray. Judging from the above, afflicting someone with the both of Duplication 1 and Evil Twin means that there are actually three copies of the victim -- the original one, the duplicated friendly one (the Duplication advantage), and the duplicated adversarial one (the Evil Twin disadvantage). That's probably not the concept of Duplicator Ray; I believe that Evil Twin alone, without Duplication, would suffice.

Maybe a new thread is required for further discussion?



EDIT: Ah! I see your point at last.
Quote:
Originally Posted by Mysterious Dark Lord v3.2
I still think the Evil Twin plus Delusion is sufficient to cause the required violence. Indeed, since the Delusion has no self-control roll, there is less chance of the duplicate resisting the urge to attack. And the Delusion only affects the duplicate (note that the second Affliction has the Limitation "Duplicates only").
The intention of Ray is to produce the target's duplication via Duplication and then to mind-control the dupe, isn't it? Then Duplication and Delusion alone would suffice and an Evil Twin-like effect is automatic (in the first place, social disadvantages aren't allowed as Affliction's enhancement. See p.B36). I'll withdraw the post #366 suggestion.

Last edited by Gurps Fan; 06-01-2006 at 10:12 AM.
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