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Old 05-06-2006, 12:47 PM   #191
Almafeta
 
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Join Date: Aug 2004
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Default Re: 50-point Abilities

And now, because I love Y2K, some Y2K profession templates. I'm still working on more...

You know, I really hope people have as much fun playing with these templates as I have making them.

Cook [25]
Administration (IQ/A) @ IQ-1 [1]
Cooking (IQ/A) @ IQ+5 [20]
Cook Without Spices (Tec/A) @ Cooking [4]

You are an expert in cooking. Cook Without Spices is a technique lets you buy off the penalty for trying to cook pleasing meals without spices; a useful ability in Y2K, indeed. It defaults to Cooking-4 and maxes out at Cooking.. You also have a bit of experience in doing the 'footwork' involved in running a kitchen and dealing with starving people; you can't run the survivor's camp all by yourself, but at least you don't give the head honcho near as much trouble.

Farmer [25]
Animal Handling (specialization of choice: Cow, Dog, Goat, Pig) (IQ/A) @ IQ [2]
Carpentry (IQ/E) @ IQ [1]
Farming (IQ/A) @ IQ+4 [16]
Guns (specialization of choice: Rifle or Shotgun) (DX/E) @ DX [1]
Machinist (IQ/A) @ IQ [2]
Naturalist (IQ/H) @ IQ-1 [2]
Vetrinary (IQ/H) @ IQ-2 [1]

You raise food for people post-Y2K. As well as the basic farming skill, this gives you abilities useful to maintaining a farm, including just enough Machinist to make simple repairs to tools and to make simple tools (such as nails), enough Carpentry do simple carpentry (like fixing fences and patching up holes in coops), enough Naturalist to recognize common weeds (and how to treat poisonous plants), enough Vetrinary to tend to your animals (and attempt to heal them), and so on.. Default rolls could let you do this -- but you have the experience (with the +4 'easy' bonus) to do it reliably.

Looter [50]
Engineer (Civil) (IQ/H) @ IQ+2 [12]
Heraldry (Looter's) (IQ/A) @ IQ+1 [4]
Navigation (Land) (IQ/A) @ IQ [2]
Per +3 [15]
Scrounging (Per/E) @ Per+4 [12]
Stealth (DX/A) @ DX [2]
Survival (specialization of choice, usually Plains or Woodlands) (Per/A) @ Per-1 [1]
Urban Survival (Per/A) @ Per+1 [4]

You know how to obtain the materials necessary for survival. You also know the markings of other looters -- and whether or not they're lying to keep the best sites secret (in this case, Heraldry acts like Detect Lies). While looting, you can spot danger readily, party because your senses are honed from use, and partly because you've studied buildings and know the telltale signs of structural damage (both Urban Survival and Civil Engineer contribute to the latter). Civil Engineer lets you accurately predict the design of cities (to find the best loot), spot damage to buildings, and figure out what needs to be done to keep a building from collapsing as you're looting it. Stealth helps you escape from highwaymen and other highwaymen. Finally, Survival lets you forage for herbs and small game in the land outside the city.

Mechanic [50]
Artificer 2 [20]
Electrician/TL8 (IQ/A) @ IQ+1* [4]
Machinist/TL8 (IQ/A) @ IQ+1* [4]
Mechanic/TL8 (Driving) (IQ/A) @ IQ+3* [12]
Wealth (Comfortable) [10]

You know how to repair cars. Although you haven't explicitly trained in other types of repair, your common sense with machines (the Artificer) and your knowledge of cars work let you make some pretty good default rolls (at IQ 10, other machinist rolls default to a roll of 10, a 50/50 chance). Naturally, this is worth something in the Y2K era, so you have more free money -- you probably have your own junker that you're 'fixing up.'

All the skills in this template recieve a +2 bonus from Artificer for most, but not all uses.

Modifying: It's possible to make this a 24-point template. Take away the Wealth and one level of Artificer, and reduce Mechanic (Driving) to IQ+2 [8].

Teacher [50]
Charisma 2 [10]
Diplomacy (IQ/H) @ IQ+1 [8]
Expert: Grade School Teacher (IQ/H) @ IQ+6 [28]
Public Speaking (IQ/A) @ IQ+1 [4]

You are also talented in leading large numbers of students, presenting before others, and imparting basic knowledge unto them.

Teaching is a generic skill used for instruction; Expert: Grade School Teacher is the actual skill of teaching. It can stand in for Mathematics (only to perform grade-school level math), any Hard Science or Social Science skill (only those subjects taught on standardized tests), Research (only with Google and public libraries), Teaching (only for grade school subjects), and Writing (only for writing or grading grade-school-level papers).

Last edited by Almafeta; 05-06-2006 at 12:51 PM.
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Old 05-06-2006, 12:59 PM   #192
Atreyu_Hibiki
 
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Location: Washington state.
Default Re: 50-point Abilities

Quote:
Originally Posted by Almafeta
Transgender Ray [51]
Transgender Beam:Affliction 1 (Advantage: Morph, base 100, (Gender Only, -80%) +200%; Advantage: Handsome or Beautiful, with Androgynous, +120%; Extended Duration, x60, +80%)

Hold still -- this won't hurt a bit! Oh, WHY won't you hold still!: Inate Attack (Transgender Ray) (DX/E) @ DX [1]
Why not use Hermaphromorph (Reduced Time 4, +80%) ? It'd cost a whole 8 points, vs. the reduced 20 points Morph calculates out to with the added bonus of only taking 1 second to change. You could use the extra flexibility to add Malediction, and get around DR and such.
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Old 05-06-2006, 01:02 PM   #193
Almafeta
 
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Default Re: 50-point Abilities

Quote:
Originally Posted by Atreyu_Hibiki
Why not use Hermaphromorph (Reduced Time 4, +80%) ? It'd cost a whole 8 points, vs. the reduced 20 points Morph calculates out to with the added bonus of only taking 1 second to change. You could use the extra flexibility to add Malediction, and get around DR and such.
I'm inflicting a changed gender, not the ability to change gender every second at will... ^^;
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Old 05-06-2006, 01:07 PM   #194
Atreyu_Hibiki
 
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Default Re: 50-point Abilities

Quote:
Originally Posted by Almafeta
I'm inflicting a changed gender, not the ability to change gender every second at will... ^^;
True, but it's the same with Morph; Affliction causes the ability to be caused on that person once, for the length of time that they missed the HT roll by. In other words, you hit them with Flight, they go flying; hit them with Morph, they change once; hit them with Hermaphromorph, they change once. Same thing. You have it right, you just happen to have picked the most expensive way to accomplish the same thing.
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Old 05-06-2006, 02:49 PM   #195
Tsuru-Sennin
 
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Default Re: 50-point Abilities

Armor Disintegration Beam: (-80%)

Corrosion Attack 25D (No Wounding -50%; Reduced Range 1/10 -30%; Inaccurate 3 -15%; Increased ½D Range x10 +15%) [50]

You have a short-range beam attack that can only damage DR on others. Useful for weakening those brick-type supers or highly-armored vehicles.

Edit: If someone can come with a better name for this ability, please do.
Edit2: Changed the name of the ability, thanks Atreyu.
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Last edited by Tsuru-Sennin; 05-07-2006 at 03:35 AM.
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Old 05-06-2006, 05:24 PM   #196
Atreyu_Hibiki
 
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Default Re: 50-point Abilities

Quote:
Originally Posted by Tsuru-Sennin
Structural Integrity Destabilizer Beam: (-80%)

Corrosion Attack 25D (No Wounding -50%; Reduced Range 1/10 -30%; Inaccurate 3 -15%; Increased ½D Range x10 +15%) [50]

You have a short-range beam attack that can only damage DR on others. Useful for weakening those brick-type supers or highly-armored vehicles.

Edit: If someone can come with a better name for this ability, please do.
DR Buster? Corrosion Beam? Armor Disintegration Beam?
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Old 05-06-2006, 09:06 PM   #197
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Location: Japan
Default Re: 50-point Abilities

Wand of Protection (+400%):
Affliction 1 (Accessibility, Must perform specific incantations and gestures, -10%; Advantage, DR 1 with Force Field, +60%; Breakable, DR 2, SM -5, -30%; Can Be Stolen, Quick Contest of ST, -30%; Costs Fatigue, 1 FP, -5%; Cumulative, +400%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Trigger, Occasional, -20%; Unique, -25%) [50].

Notes: This magical wand, enchanted in an ancient magical civilization, grants the subject a shimmering aura of protection. The caster must touch the subject with the wand (which has only a negligible length; Reach C). The aura can be stacked as the caster likes, continuing to add DR +1 per one-second casting ad infinitum, in principle.

In practice, there are some restrictions: it costs the caster 1 FP per casting. Worse, every casting consumes a piece of very valuable substance (e.g., diamond gems, scales of dragons, etc. Be specific). In addidion, remember that Affliction expires in (margin of success) minutes.

The wand is powered by some arcane, long-lost enchantment technique. Once destroyed, it can be repaired by no one. 50 points.
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Old 05-06-2006, 09:56 PM   #198
Mgellis
 
Join Date: Nov 2004
Location: Flushing, Michigan
Default Re: 50-point Abilities

If this is the case, then perhaps the following would work...

Charisma 14 (Only when face is exposed, -10%; Only vs. opposite gender, -20%) [49]

Since you can't roll worse than a 17 and rolling 5+ using 3d6 gives you a result of "Excellent," which means NPCs pretty much worship you, this is a fairly impressive ability even with "only" 14 levels.

("She must die, even now!....Where is her sin? Her sin is that she stands between me and my desire." --Ayesha...SHE WHO MUST BE OBEYED)

Mark

Quote:
Originally Posted by Atreyu_Hibiki
I was under the impression that Mitigator could only be applied to Disadvantages...
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Old 05-06-2006, 10:12 PM   #199
Mgellis
 
Join Date: Nov 2004
Location: Flushing, Michigan
Default Re: 50-point Abilities

I'm not sure about this. First, I'm not sure you need a 50-point template for a teacher. Usually, the following would work...

IQ 11 [20] <-- we hope teachers are at least a little smarter than average
Teaching-12 [4]
Primary Subject-12 [8] <-- this is probably a Hard skill like Chemistry or Literature
Secondary Subject-11 [4] <-- again, assuming this is a hard skill

Total: 36

Now, if you want a "sage and leader of young people," you can add...

Charisma 1 [5]
Diplomacy-12 [8]
Expert (Elementary Education)-11 [4] <-- draws from various disciplines to provide answers about the minds, bodies, and characters of young people, such as they are

...for a total of 53 points. (This might go up to 61 points if both of the disciplines the character knows are VH skills, like Biology and Physics); raise the cost to 78/86 points to have IQ 12, Charisma 2, and boost all skills by 1 level (mostly at 12- or 13-).

I hope this helps.

Mark


Quote:
Originally Posted by Almafeta

Teacher [50]
Charisma 2 [10]
Diplomacy (IQ/H) @ IQ+1 [8]
Expert: Grade School Teacher (IQ/H) @ IQ+6 [28]
Public Speaking (IQ/A) @ IQ+1 [4]

You are also talented in leading large numbers of students, presenting before others, and imparting basic knowledge unto them.

Teaching is a generic skill used for instruction; Expert: Grade School Teacher is the actual skill of teaching. It can stand in for Mathematics (only to perform grade-school level math), any Hard Science or Social Science skill (only those subjects taught on standardized tests), Research (only with Google and public libraries), Teaching (only for grade school subjects), and Writing (only for writing or grading grade-school-level papers).
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Old 05-07-2006, 12:45 AM   #200
Fabricati
 
Join Date: Aug 2005
Location: North Hollywood, CA
Default Re: 50-point Abilities

Tool Arm System (+85%/+10%)

2d Burn Attack "Modified Plasma Torch" (ROF 3 +50%, 10x 1/2D +15%, Acc 6 +15%, Low Signature (pwip) +10%, TD: One Arm -20%, Tight-Beam Burning +0%, DBT +20%) [19]

2 Chip Slots 3 (Physical Only +50%, Alternative Abilities to Tool Arm only -40%) [30]

Notes: You have a cybernetic or robotic tool arm which can do any of a number of things, determined at loadout with hardware chipsets. These can be anything from nifty accessories to limited ammo attacks to an AMAZING DEFLECTO SHIELD- provided that none of them cost more than 17 points.

Source: Superscience seems the best option, though beign merely Electronic might work as well.

To Modify:For a more powerful version, add versatility with more chip slots, increase the power of the burning attack, or increase the capacity of your slots (preferalby after upping the power of your IA.)

GRAND TOTAL [49]
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Last edited by Fabricati; 05-07-2006 at 01:15 AM.
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