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Old 04-19-2006, 08:30 AM   #121
vicky_molokh
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Default Re: 50-point Abilities

Mycon's Transmuting Spores:

Innate Attack: 2D+1 tox
Onset: 1 week+ -40%, Takes Recharge: 1 hour -30%, Respiratory Agent +50%, Area Effect: 2 yd radius +50%, Emanation -20%, Dissipation -50%, Low Signature: no sig +20%, Extended Duration: forever +150%, Symptom at 1/2HP (15pts=Alternate Form) +300%
Total: Base Cost for 2d+1 [9.2]×Modifier(+430%)=Cost:[49].

The permanent alternate form is, of course, the Newly-Infested* Mycon racial template, complete with Racial Memory, Hive Mentality, IQ 7 etc. etc., worth 0 points at most.

Note that while it gives plenty of time to heal the victim, once the alloted week passes, there's very little chance that 2d+1 will be less than HT/2 of a normal ultratech human, so it's pretty likely to work from the first attempt.

---
*==In SC2, the Mycon indeed do 'propose' transforming the PC captain into a Mycon by infusing him with their spores, so that he could "be closer to Juffo-Wup". Of course, it never happens.
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Old 04-19-2006, 11:39 AM   #122
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Default Re: 50-point Abilities

Quote:
Originally Posted by Molokh
*==In SC2, the Mycon indeed do 'propose' transforming the PC captain into a Mycon by infusing him with their spores, so that he could "be closer to Juffo-Wup". Of course, it never happens.
I Wiki'ed "Mycon" and found you were referring to Star Control II for the PC, Mac, and 3DO computer systems. Do you have a Mycon template? Or at least a point value, so 50 point users can substitute their own? This'd really help.
Thanks! - Atreyu.
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Old 04-19-2006, 11:58 AM   #123
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Default Re: 50-point Abilities

Quote:
Originally Posted by Atreyu_Hibiki
I Wiki'ed "Mycon" and found you were referring to Star Control II for the PC, Mac, and 3DO computer systems. Do you have a Mycon template? Or at least a point value, so 50 point users can substitute their own? This'd really help.
Thanks! - Atreyu.
Are you kidding? The Mycon Racial Template* was the most disputed one on the site where GURPS:SC was first proposed... My guess is as good as anybody's. So here goes, without any details and/or point costs:

Racial Memory
Reprogrammable (proven! by Precursors!)
Slave Mentality (they got their obsession because of a slight misinterpretation of their last order, so yeah, they have it!)
Sessile (only some)
Temperature Tolerance (very hot, "lead's melting (boiling?) point")
Indominable (social skills are pretty useless against them)
Presentient (3e rules... but they are near-sentient)
Fanaticism (Spread Juffo-Wup and/or terraform worlds)
Invertebrate
Extra Life (Revive after being quick-vacc-freezed and re-thawed.)
Mindlink/Hive mind (sort of)
Sessile (arguable)
Reduced IQ/DX
Dependency (high temperature)
HUGE combination of and/or: Low Empathy, Callous, Bloodlust, etc. - they're creepy.
Appearance (Monstrous): they're creepy.
Odious Personal Habits (lots): they're creepy.
Dependents (Deep Children).

Note that Deep Children are different, but they don't get many of the bonuses either, and seem to have things like Gullible, Truthfulness etc.

--------------------------
*==But they did have Yehat with Code of Honor, Androsynth with Social Stigma - Clone, and the Syreen with the obligatory Mind Shield -20% vs females only.
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Old 04-19-2006, 12:04 PM   #124
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Default Re: 50-point Abilities

I would've also built other powers, such as the Syreen's crew-draining call, but I don't have Powers for all the necessary limitations, and Affliction is specifically prohibited from giving Self-Imposed Mental Disadvantages. :(
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Old 04-19-2006, 07:02 PM   #125
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Default Re: 50-point Abilities

Strange Luck: Serendipity (Game Time, +0%; Wishing, Others Only, +0%; Limited Use, 2 per day, -30%; Uncontrollable, -10%) 7 [63]; Weirdness Magnet [-15]. 48 points.

Weird things happen to you, and you’ve yet to find any way to avoid it. However, sometimes the weird occurrences are beneficial – to someone other than you. You can guide whatever this force is from time to time, but just as often, it seems to happen without your bidding, when the chips are down.

Note: Seven times per (game) week, but no more than twice in any given day, you can attempt to cause a beneficial happenstance for another person. Additionally, in times of stress, this ability may activate on its own. The GM will keep track of how many uses of this ability you have left at any given time.
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Old 04-21-2006, 03:02 PM   #126
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Default Re: 50-point Abilities

Small Business Owner [50]

Ally Group (your employees love you!) (25% of your points, up to 20 employees, fairly often) [8]
Contact Group (Local leaders, effective skill 12-, quite often, somewhat reliable) [10]
Independent Income 2 [2]
Merchant (IQ/A) @ IQ+2 [8]
One 12-point skill in the field most appropriate to your job (Base + 4/3/2/1 for Easy/Average/Hard/Very Hard) or three 4-point skills which complement each other in your field (Base +2/1/0/-1 for Easy/Average/Hard/Very Hard) [12]
Wealth: Comfortable [10]

You are a business owner. As well as making a tidy profit and offering you independence (you can let your second-in-command run the store and just take in your cut of the profit, if you want or need to do so), this gives you ties to the commerce and government in your town. Additionally, because you treat your employees well, they'll sometimes pitch in and help you with your troubles outside of work.

Modifying: If you'd prefer to be successful because you're so ruthless, trade in the Ally Group for a level of Business Acumen. That 10-point advantage bumps up the cost of the package by 2 for a total of 52 points.

Last edited by Almafeta; 04-21-2006 at 04:27 PM.
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Old 04-21-2006, 03:17 PM   #127
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Cyborg Courior [50]

DR 10 (Torso Only, -10%; Tough Skin (you have normal flesh over your cybernetic armor), -40%) [25]
Lifting ST +5 [15]
Payload 10 (Carry BL pounds) [10]
Seems to be a little heavier than normal [0-point feature; the reason there isn't a Nuisance Effect: Obvious limitation on any of the above advantages]

You have been designed to carry goods. This modification includes three parts: a 'body pocket' hollowed out under your ribcage, with the opening on your torso under your ribcage (concealable by a shirt), ceramic lined and guaranteed not to be rejected by your body for 5 years; enhancements to your bone and muscle to let your frame handle the weight; and internal protection to keep your goods from being damaged or destroyed by most falls, melee weapons, or small-arms fire.

Last edited by Almafeta; 04-21-2006 at 04:03 PM. Reason: Tweaking
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Old 04-21-2006, 03:46 PM   #128
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Battle Beasts [50]

Beasts On My Belt: Four Allies (25% of PC's value; Constantly *4; Special Abilities, +50%; Summonable, +100%) [40]

Licensed Beast Trainer: [1]

Stat Master: [1]

Talented Beast Trainer: Animal Handling (Collectabeast) (IQ/A) @ IQ+2 [8]

You have a set of summonable battle monsters that you can keep handy with you. This monster is worth 25% of the character's starting value; low IQ, Mute or Stuttering, and any disadvantage from the Domestic Animal or Wild Animal templates is appropriate, as are various elemental Weaknesses. As against that, it may have all sorts of advantages that are not generally appropriate for PCs in your campaign, not the least of which are various Innate Attacks.

Additionally, you are very good at training beasts, and you know all about the different species; the occasions in which you don't, you have a hand-dandy electronic organizer which can tell you. This is a perk. Finally, a different perk gives you the license you need to raise the beasts, which can be used as a valid form of identification, as well as letting you into some places and permitting you to enter competitions that non-licensed trainers cannot enter.
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Old 04-21-2006, 03:55 PM   #129
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Default Re: 50-point Abilities

Almafeta, I like your cyborg courier design, it could make an interesting character concept.

Now to model the other type of cyber-courier...Johnny Mnemonic-style. Don't have books with me at the moment, perhaps later.
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Old 04-21-2006, 03:59 PM   #130
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Hacker [50]

Computer Operation (IQ/E) @ IQ+4 [12]
Computer Programming (IQ/H) @ IQ+2 [12]
Cryptography (IQ/H) @ IQ [4]
Current Affairs (Science & Technology) (IQ/E) @ IQ [1]
Electronics Operation (Communications) (IQ/A) @ IQ [2]
Electronics Operation (Surveillance) (IQ/A) @ IQ-1 [1]
Electronics Repair (Computers) (IQ/A) @ IQ+1 [4]
Expert (Computer Security) (IQ/H) @ IQ [4]
Fast-Talk (IQ/A) @ IQ+1 [4]
Research (IQ/A) @ IQ+1 [4]
Scrounging (Per/E) @ Per+2 [2]

The Computer Hacking skill described itself as "cinematic." This lets you have a cinematic level of ability even if you don't have cinematic skills in your campaign. It gives you the ability to make using computers look easy, create your own software, defeat most protection schemes, create your own computer from parts (which you got at a steal and which you know have the best reviews), and know how to find facts and information, as well as a touch of good old-school "phone phreeking." Your IQ should be at least 12 before taking this template, if you want to keep it cinematic.
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