04-30-2014, 01:15 PM | #11 |
Join Date: Dec 2012
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Re: Building Hand of Glory
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04-30-2014, 01:18 PM | #12 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Building Hand of Glory
Create Light (Destruction Only, Selective Area, Accessibility: No More Than Light Source Currently Held) would do exactly what you want. It can create no more light than whatever it's holding, and it can selectively choose who or what can see that light. That it only chooses the one holding the Hand is just part of the item.
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04-30-2014, 02:08 PM | #13 |
Join Date: Dec 2008
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Re: Building Hand of Glory
I thought a Hand of Glory, opened all locks in a house, put all inhabitants to sleep, etc. or turned the user invisible.
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04-30-2014, 02:25 PM | #14 | |
Join Date: Dec 2007
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Re: Building Hand of Glory
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So put a limitation on it for that. |
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04-30-2014, 02:26 PM | #15 | |
Join Date: Apr 2005
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Re: Building Hand of Glory
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I'd go with some variant of Chameleon, Dark Vision, Detect, Invisibility, Night Vision and/or Obscure. As an illumination device, it's just Dark Vision or Night Vision with an accessibility or gadget modifier |
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04-30-2014, 03:17 PM | #16 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Building Hand of Glory
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In Metatronic Generator terms (costs are assumed for a TL8 campaign): Lesser Hand of Glory The hand of a hanged man that can emit a light only the bearer can see. This gives the user the equivalent of Dark Vision with the Color Vision enhancement. It can also always the wielder to ignore up to -10 in vision penalties due to obscurement (e.g., bad weather), though this never results in a bonus to Vision rolls. Finally, it allows the user to see through all forms of supernatural deception - regardless of source. It would work equally well on a witch's spell to conceal her true form as it would on a faerie's glamour. It must be held to gain it's benefits. It’s self-powered, but requires the user to expend a single FP per activation (which lasts for one hour of use) and make a Occultism+5 roll (at default if necessary). Mini, $294,000, 1.4 lbs. Self-Powered. LC0. Statistics: Acute Vision 10 (Accessibility, Only to negate Vision penalties, -40%; Accessibility, Only while See Invisible is Active, -10%; Apparatus, +0%; Magical, -10%) [4] + Dark Vision (Accessibility, Only while See Invisible is Active, -10%; Apparatus, +0%; Color Vision, +20%; Magical, -10%; Temporary Disadvantage, One Hand, -15%; Terminal Condition, Milk or Snuffing of candle(s) by a religious person, -10%) [19] + Illumination [1] + See Invisible (Supernatural Deception; Apparatus, +0%; Costs Fatigue, 1 FP/hour, -0%; Magical, -10%; Reliable 5, +25%; True Sight, +50%) [25]. (49 points total) Greater Hand of Glory As a Lesser Hand of Glory, but made from the hand of a hanged thief. It allows the bearer to open any locked or secured window, door, vault, etc. within 10 yards of him (the lock itself cannot weigh more than 1,000 lbs). This requires a IQ roll or a roll against Lockpicking (whichever is better). Mini, $2,214,000, 1.4 lbs. Self-Powered. LC0. Statistics: As for a Lesser Hand of Glory plus Control Locks 10 (Accessibility, Only while See Invisible is Active, -10%; Apparatus, +0%; Collective, +100%; Extended Duration, x3000, +100%; Magical, -10%; Persistent, +40%) [320]. (369 points total) Variation: Permeating Hand If the bearer gets through barriers by walking through them, use Permeation (Everything) (Accessibility, Only while See Invisible is Active, -10%; Apparatus, +0%; Can Carry Objects, Heavy, +100%; Magical, -10%) [144], which brings the cost to $864,049 (including the cost of the abilities of the Lesser Hand). Variation: Animated Hand or Spellcasting Hand If the hand can animate or cast spells, add Ally (Hand of Glory; Built on 25% of points; Constantly; Minion, +50%) [6] or Ally (Dead Warlock or Witch) with a Constant Appearance and the Minion enhancement and built on whatever point total is appropriate. Crawling Hand of Glory ST: 3 HP: 9 Speed: 7.00 DX: 11 Will: 12 Move: 7 IQ: 6 Per: 12 Weight: 1.4 lbs. HT: 11 FP: N/A SM: -6 Dodge: 11 Parry: 10 DR: 1 Claw (13): 1d-5 cutting. Reach C. Crawling Hand (14): Treat this as a grappling attack against the neck as the hand tries to crawl up its target's body (p. B370 Strangle (14): After the hand has grappled its target, it roll against its skill vs. its target's skill. On the Hands next turn, and each thereafter, roll 14 vs. the higher of your foe’s ST or HT. If you win, your foe takes crushing damage equal to your margin of victory. Rigid DR protects normally. A Carotid choke inflicts FP damage, a tracheal choke inflicts crushing HP damage. Traits: Appearance (Horrific); Constriction Attack; Dark Vision (Color Vision); Doesn’t Breathe; Doesn’t Eat or Drink Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Indomitable; Injury Tolerance (Unliving, No Blood; No Eyes; No Head; No Neck; No Vitals); Unfazeable. Skills: Brawling-14; Stealth-14; Wrestling-14. Notes: Undead creature.
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04-30-2014, 03:22 PM | #17 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Building Hand of Glory
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Variation: Sleeping Curse If the hand can also put those around it into a deep slumber, use Affliction (Will; Accessibility, Only while See Invisible is Active, -10%; Apparatus, +0%; Area of Effect, 16 yards, +200%; Emanation, -20%; Extended Duration, 100×, +80%; Magic, -10%; Malediction 1, +100%; No Signature, +20%; Unconsciousness, +200%) [66]. This will increase the cost by $396,000.
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