06-06-2006, 08:21 AM | #391 | |
Join Date: Oct 2004
Location: Pennsylvania (roaming charges may apply)
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Re: 50-point Abilities
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06-06-2006, 08:47 AM | #392 | |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
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06-06-2006, 09:40 AM | #393 |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
For comparison, here's a Powers-suggested version of "disintegration" that does affect living targets:
Disintegration Ray Gun II (-80%): Corrosion Attack 125 points (125 points equals 125*0.3 = 37.5 dice; Breakable, DR 4, Can break down, SM -4, Hard to repair, -50%; Can Be Stolen, Quick Contest of ST, Doesn't work fo the thief, -15%; Increased 1/2D, *5, +10%; Superscience, -10%; Takes Recharge, 5 seconds, -10%; Unreliable, Malf 16, -5%) [75]. Notes: This Ray Gun is a superscience gadget that resembles a bulky, extra-large pistol. It has the same stats as Disintegration Ray Gun I, but it always does 125 points of damage and decreases DR by 25, even vs. living targets. It also contains a biometric scanner that limits usage to the authorized "owner"; even if stolen, it can't be used by the thief. Seems much more cost-effective than the Ray Gun I? 75 points. |
06-06-2006, 10:23 AM | #394 | |
Join Date: Jun 2006
Location: UK
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Re: 50-point Abilities
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While I'm at it... Gift of Tongues [53]: Mind Reading (Cosmic: no IQ QC +50%, Universal +50%, Racial -20%, Sense-Based: Hearing & Sight -30%,Telepathic -10%, Understand Only -50%) [27] Telecommunication (Telesend, No Concentration Needed +15%, Universal +50%, Racial -20%, Sensory-Based: Hearing & Sight -30%, Telepathic -10%, Speech Only -20%) [26] The character subconsciously monitors the minds of those he can see and hear so that he can interpret any foreign language he hears, provided of course that the words themselves aren't made-up nonsense. Likewise, if the character makes an IQ roll, any real words he says will be apparently translated to the native tongue of anyone visible that can hear him.
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"It would be nice." Mahatma Gandhi giving his opinion on Western civilisation. Orion, Freelancer, Skulls. Last edited by Arakhor; 06-06-2006 at 02:52 PM. |
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06-06-2006, 07:29 PM | #395 | ||
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
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06-07-2006, 12:44 AM | #396 | |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
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And I heartily agree with you on the remainder of the post. Powers is the third book in the Basic Set. 'Nuff said. |
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06-07-2006, 06:44 AM | #397 |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: 50-point Abilities
Could anyone comment on this power, please? I'm not sure whether it needs Malediction or not.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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06-07-2006, 07:12 AM | #398 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: 50-point Abilities
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Also, it would make the ability more effective IMHO, as long as you had a greater will than the target, since right now, he only needs a simple will roll to avoid the effect, and he would need an opposed roll with Malediction. So my veredict is that yes, it needs malediction to work as intended. |
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06-07-2006, 02:02 PM | #399 | |
Join Date: Feb 2005
Location: Brescia, Italy
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Re: 50-point Abilities
Note: all these abilities are inspired by some lines from "Les Miserables" musical; names are purely indicative, and don't necessary reflect the "reality" of the opera (which is, by the way, splendid).
"Monsieur, you come from God in Heaven!" [49] Charisma 6 (Pact, -10%) [27] + Fearlessness +6 (Pact, -10%) [11] Honest Face [1] + Penetrating Voice [1] + Shtick [1] + Trascendent Appearence (Impressive; Pact, -10%) [18] + Vow (Be a good man) [-10]. Note: You have a supernatural magnetism that makes acting against your will virtually impossible... until you start doing evil or selfish things: at this point, you immediately loose any benefit given by the ability until you expiate. If you keep yourself good and selfless, however, you look like a god on earth, able to use his presence to aid others. Particularly: - Your presence is magnetic even if you look like an ordinary man: you gain a +5 reaction bonus from anyone who can see your face. - When you interact directly with other people, they react at +6 (this effect stacks with the above presence bonus): your words seem simply "too true to be contradicted". - You inspire trust in others, avoiding to raise unmotivated suspects anytime. - Other people's reaction is not influenced by your dressing's conditions: you can be out from a battle and still look reliable. - When you speak, people hear: when you wanto to be heard other noise, everybody gets a +3 to his Hearing roll. - You are nearly impossible to frighten or intimidate: you get +6 to your Will rolls to resist fear or intimidation, and give a -6 penalty to Intimidation used against you. 49 points
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06-07-2006, 11:03 PM | #400 | |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
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As compensation, here are 25-pointers conceptually identical to 3e Ultra-Tech 2 nanotechnologies: Guardian Nano Injector (-80%/+150%): Impaling Attack 1 point (Limited Use, 1 use, Slow Reload, -35%; No Blunt Trauma, -20%; No Signature, +20%; No Wounding, -50%; Melee Attack, Reach C, Cannot Parry, -35%) [1] + Affliction 1 (HT; Advantage, Resistant to Nanite-Command Attacks (+8), +80%; Extetded Duration, Permanent, Until a month after the injection, +150%; Follow-Up, Impaling Attack, -70%; Nanite Command, -10%) [25]. Notes: A built-in injector that grants the target "guardian nano". It makes the target far more resistant to physiological attacks by nanomachines (no effect against purely physical attacks like disassemblers). Remains effective for a month or until removed with appropriate countermeasures. 26 points. Shrike Nano Injection Gun (+95%/+113%): Impaling Attack 1 point (Armor Divisor 10, +200%; Limited Use, 1 use, Slow Reload, -35%; No Blunt Trauma, -20%; No Wounding, -50%) [4] + Affliction 1 (HT; Extetded Duration, Permanent, +150%; Follow-Up, Impaling Attack, -35%; Nanite Command, -10%; Negated Advantage, Resistant to Nanite-Command Attacks (+8), +8%) [22]. Notes: A built-in dart gun that injects "shrike nano" to the target. It suppress guardian nano or similar countermeasures, to force the victim's body to make way for other nanite intrusions. It is in effect until removed with appropriate medical/superscience treatment. 26 points. Here I assume that "Nanite Command" (see Some Wierder origins, p. 182 of Powers) is assumed to be a power that fall under the source Superscience. "Nanite Command, -10%" is a power modifier belongs to Superscience and "Nanite-Command Attacks" is treated as a Common category for Resistant. |
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