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Old 01-18-2016, 04:01 PM   #1
ReyAlps
 
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I was musing on about the GURPS main setting, alternate earths, and found too little on Cabal for a magic approach on the setting so I developed a base of five high magic worlds who have formed an secret organization above them for development and protection services. They are each a tech level, with the addition of magic practices to counterbalance the diferences, so I have a TL1+11magic world, a TL4+8magic world, a TL6+6magic world, a TL8+4magic world and a TL11+1magic world, set in the Prime Material world acording to the AD&D 2nd Planescape settings, with a few modernization tweaks.

Thinking of campaign focused on high powered PCs of 300-500 points, centered on time consuming endeavours for PCs themselves (little freelancing, much management).

One of the main things I made was a pair of templates, one racial, one supernatural to fit well a PC on the setting, with many adventures to be made just for keeping the PCs up on the top.

About optional rules, I use a lot of them, some from 3rd ed. especially Cabal, Myth (Separate Mana from Fatigue), the theme is inspired in Mage the Ascension, ShadowRun and Planescape and other sources I stumbled upon.

They Follow:

The Racial Template counts with the modifications of five diferent TL12 cultures amalgamated, hence the large possible bonus.
Also, as a developed species, it has intrinsic dependencies -magical and material- specifically tailored for the needs of the body and from each culture.
Since all cultures are magic adepts, an highly evolved magical aptitude was also allowed.

PÈNTA EVOLVED HUMANOID (1)
ST +10(100) DX+10(200) IQ+20(400) HT+10(100)
Mistics:
Magical Aptitude +10 (105)
Magic Senses (2)(IQ to Sense Magic cast 1H+)
Extra Mana +10 (20)
Mana Regeneration +3 (15) {From GURPS Myth 3rd ed)
Payload 15 (Basic Lift) 75Kg (Extradimensional +50%) (Auto Wear +50%) (30)
Psionics:
Temporials:
Enhanced Time Sense (45) Combat Reflexes (0) (+1defenses)(+2 panic checks)(Does not freeze in combat) (Allies +1/+2 ini vs)(+6IQ to wake)
Luck (15) (1x/hour)
Precise Mental Timing + Cronolocalization (5)
Sensitive:
Danger Sense (15)
Intuition (15)
Exposure Sense (1) (Quick Search)
Mentals:
Quick Gadgeteer (50)
Modular Hability (13) 1pto,1seg concentration, any mental skill, Retention(+25%)
Perfect Imaginative Memory +2 (10)
Intuitive Math Genius(5)
Versatile Inventor (5) +1 tests in arts and invention
Mental Shield 1 (4)
Socials
Honest Face (1);
Sub-language Comunication(1)
Corporeals:
General:
Damage Resistence 5: Tough Skin(-40%) (15)
Sensorials:
OtherPlanar Senses (conjuntive planes) (13)
Heightened Acute Vision +2 (4)
Heightened Acute Tactile Sense +1 (2)
Vitals:
Regeneration 1HP\minute (50) (HPs/10 pvs/minute)
Extra HP +10 (20)
Fit 2 (10) +1 HT tests, Recuperation FP x4
Extra FP +5 (15)
Temperature Tolerance +-1(2)(-10 > 60 Celsius Degrees)
No degeneration in Zero-G (1)
Gerais:
Apearence: Very Handsome (16) +6/+2 Reaction
Simetry and Ambidexterity (5)
Clean Metabolism(1)
Big and Advantegeous Sexual organs (1)
Manipulative Long Tongue (0,5m)(1)
Habituals
Doesn't Sleep (20)
Resistance to Diseases (5) +8 HT
Resistance to Toxins (5) +8 HT
Extended Life Span 2 (4)(36 maturity, ages at 800/1120/1440)
Energetics:
Bioeletric Organ (1) HTvolts/sec at touch
Inate Attack: Electric (35) 1d Damage (5), Stun (+50%), Variable (+5%), RoF 1/3/30/300 (+310%), Armor Divisor (no DR metalic armor)(+100%) Accurate +10 (50%) Range x10 (+30%) Based in IQ+MagicAptitude (+20%) Eletric Surge (+20%)
Static Control(1) 6m, 6volts
Combat:
Extra Attack 3 (75) +3 Attacks / round
Gunslinger (25) Magical Attacks
Enhanced Tracking +3 targets /turn (15)
Magics (60)
Radicals:
40x(1/4)(10): One quarter in every Word
50 points in Diverse Magics to Choose
Socials
Culturalities 18
Native Language: Scientific Language (0)
Fluent in two normal social languages: 8 (English,Portuguese)
Cultural Familiarity, Magic Tradition 5 Diferent Tech Levels(1+11, 4+8, 6+6, 8+4, 11+1) (10)
High Sciencetech, Modern Technomancy, Victorian EletroSteam, Arcane Wizardry, Primordial BioLife,
1577
Disadvantages
Mistics
Dependency: Speed Magic Augumentations (-100)(Rare to find(20ptos) Requires Hard Skill Roll with high cost(5points),hourly x4 )(Dmg1HP/10min)(In Cabal-like world, such spells are rarest and must be personally made)
Dependency: ST Magic Augumentations (-100)
Dependency: DX Magic Augumentations (-100)
Dependency: HT Magic Augumentations (-100)
Dependency: IQ Magic Augumentations (-100)
Dependency: ST Alchemical Auguments (-105)(Must be personally made(30ptos) Requires Hard Skill Roll with high cost(5points),Dayly x3 )(Dmg1HP/1h)(In Cabal-like world, with "Unusual Bioalchemistry", such custom taylored alchemicals are exclusive)
Dependency: DX Alchemical Auguments (-105)
Dependency: HT Alchemical Auguments (-105)
Dependency: IQ Alchemical Auguments (-105)
Dependency: MA Alchemical Auguments (-070)
Dependency: Primordial Essences (-105)(Must be personally made(30ptos) Requires Hard Skill Roll with high cost(5points),Dayly x3 )(Dmg1HP/1h)(Quick Ritual that consumes taylored alchemicals with hard to find ingredients)
Dependency: Medieval Essences (-105)
Dependency: Victorian Essences (-105)
Dependency: Modern Essences (-105)
Dependency: Futurist Essences (-105)
Corporeals
SuperNatural Feature : Big eyes, Scintilant colored irises (-5)
SuperNatural Feature : Hair with colored Reflexes (-5)
Unusual Biochemistry (-5)
Mentals
Fanaticism (-15) Magic-Tech
Lecherousness (-15)
Workaholic (-5)
Impulsiveness (-10)
Likes Females (-1)
1576

MAGIC VAMPIRE (1) Magic Inducted Soul condition, does not pass on the sexual or blood heirs.
Advantages:
Mistic:
Magic:
Magic Aptitude +20 (200)
Extra Mana +154 (308)
Mana Regeneration +5 (25) (From GURPS Myth 3rd ed)
Rapier Wit (5) test Public Speaking
Temporais:
Vampiric Temporal Inertia (15) Vampirizes Doubles Soul and Mind
Extraordinary Luck (60-15=45) (1x/10min)
Visualization (15) Reliable +10 (1 min preparation)
Psionics:
Telekinesis ST1(5) 1kg 1m/s Alc10m
Sensitive Empathy:(5) (IQ-3 for sensations)
Animal Empathy(5) (Sensation and Influence)
Vampirics:
Magic Drains are Extasiant (1)
Corporals
General
Extenden life span +2 (4)(36 maturity, ages at 800/1120/1440)
Relationship
Charisma +1 supernatural influence (5)
Charisma +2 (with humanoid females): Sexual Hormones(5)
Sensorials
Heightened Keen Sense of Vision +1 (2)
Night Vision 8 (8)
Ultra Hearing (5)
Discretionaty and Empathic Smell and Taste(20)
Quantitatives
Extra FD +35 (105)
Extra HP +100 (200)
FD Regeneration +3(15)
Regeneration (1pv\second) (100-50=50)
Details
Vampire teeth, retractible (1)
Heavy Fighter (1)
Quirks
Wealth Magnet (1) Finds Values at normal Wealth-time rates.
Cultural:
Magic Tongue, Fluent Level (6)
Skills
Spells: (64)
Radicals:
40x(1/4): A quarter point in every Word.
50 points in Spells to be choosen
16x(1/4): Detect Tought ,Telepathy, Daze, Mental Comunion, Drain FD, Drain HP, Drain MN, Drain Dreams, Drain Emotion, Drain Beauty, Drain Magic Aptitude, Drain Youth, Drain ST, Drain DX, Drain IQ, Drain HT,
1045
Disadvantages:
Vampirics
Dependency: Deep Telepatic Contact (-080)(Easy to find willing(10points) Ilegal on unwilling(5points) Requires Hard Skill Roll with high cost(5points),hourly x4 )(Dmg1HP/10min)
Dependency: Magic Vampirism : Strong Emotions (-080)
Dependency: Magic Vampirism : FDs (-120)(Hard to find willing(20points) Ilegal on unwilling(5points) Requires Hard Skill Roll with high cost(5points),hourly x4 )(Dmg1HP/10min)
Dependency: Magic Vampirism : HPs (-120)
Dependency: Magic Vampirism : ST (-090)(Rare to find willing(20points) Ilegal on unwilling(5points) Requires Hard Skill Roll with high cost(5points),daily x3 )(Dmg1HP/10min)
Dependency: Magic Vampirism : DX (-090)
Dependency: Magic Vampirism : IQ (-090)
Dependency: Magic Vampirism : HT (-090)
Dependency: Magic Vampirism : Magical Aptitude (-080)(Rarest to find willing(30points) Ilegal on unwilling(5points) Requires Hard Skill Roll with high cost(5points),Weekly x2 )(Dmg1HP/1h)
Vulnerability to Vegetables attacks(-80)(Damagex4)
Vulnerability to Animals Body attacks (-80)(Danox4)
Prefers to Drain Active Inteligent Beeings(-1)
Corporeals
Obese (-10)
Social Stigma: Obese (-10) (Evening with 3rd ed)
Habituals
Paranoia (-10) (-2Reactions)
Social
Gregarious (-5)
Lecherousness (-15)
Xenophilia (-15)
Odious Habit : Vampirism (-6rea)(-30)
Mortal Secret: Vampirism (-30)
=1126

I am sure I can use them on my campaign, but what are other experienced GURPS GMs toughts about them ? I already know they are overpower, but scaling up to them is not my or the scenario problem.

In thesis it will end up as a super hero series, like Power Rangers, Jaspion, Giraya, Change Man... Just need to add the depth misticism for confrontation and shallow civilizations for exploration.

Best Wishes.

Last edited by ReyAlps; 01-25-2016 at 11:31 AM. Reason: Updating to critics
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Old 01-19-2016, 01:45 AM   #2
johndallman
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Originally Posted by ReyAlps View Post
IThinking of campaign focused on high powered PCs of 300-500 points ... I am sure I can use them on my campaign, but what are other experienced GURPS GMs thoughts about them ? I already know they are overpower, but scaling up to them is not my or the scenario problem.
I'm really not sure I've understood your layout, but it looks as if these templates have over 1000 points of disadvantages? That's not actually playable IMHO; you'll either fail to play the disadvantages, making these 1400-point templates, or the characters will be utterly crippled by their disadvantages, and unable to do much. I think you'd do better to cut the disadvantages down to 100 or so points, and accept that you're playing a high-powered supers campaign with 1400 point characters.
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Old 01-19-2016, 01:53 AM   #3
Nereidalbel
 
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Originally Posted by johndallman View Post
I'm really not sure I've understood your layout, but it looks as if these templates have over 1000 points of disadvantages? That's not actually playable IMHO; you'll either fail to play the disadvantages, making these 1400-point templates, or the characters will be utterly crippled by their disadvantages, and unable to do much. I think you'd do better to cut the disadvantages down to 100 or so points, and accept that you're playing a high-powered supers campaign with 1400 point characters.
Hitting these characters with Neutralize: Magic or a No Mana Zone will kill them in short order. 4 different hourly dependencies that deal 1 HP every 10 minutes tends to be bad for your health.
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Old 01-19-2016, 01:56 AM   #4
Peter Knutsen
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Originally Posted by johndallman View Post
I'm really not sure I've understood your layout, but it looks as if these templates have over 1000 points of disadvantages? That's not actually playable IMHO; you'll either fail to play the disadvantages, making these 1400-point templates, or the characters will be utterly crippled by their disadvantages, and unable to do much. I think you'd do better to cut the disadvantages down to 100 or so points, and accept that you're playing a high-powered supers campaign with 1400 point characters.
I also suspect that some of the disadvantages are flat out RAW-illegal. The multiple Dependencies, for instance. But I agree that the layout is unhelpful.
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Old 01-19-2016, 02:28 AM   #5
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I also suspect that some of the disadvantages are flat out RAW-illegal. The multiple Dependencies, for instance. But I agree that the layout is unhelpful.
Not sure if that would be against RAW or not. However, x4 injury from vegetables seems odd to me.
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Old 01-19-2016, 03:00 AM   #6
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Hitting these characters with Neutralize: Magic or a No Mana Zone will kill them in short order. 4 different hourly dependencies that deal 1 HP every 10 minutes tends to be bad for your health.
Indeed, even sleeping will kill them, it looks.
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Old 01-19-2016, 03:04 AM   #7
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Social stigma obese -15 is a bit much imho its as bad as a monster plus it feels like double dipping with the obese disadvantage as well.
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Old 01-19-2016, 03:08 AM   #8
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Indeed, even sleeping will kill them, it looks.
Yep, had to double check that they don't have Doesn't Sleep. The best they can do is take 8 half-hour naps to get their 4 hours in.

And notice that being a vampire is also being double-dipped as an advantage...and since when are vampires 600lb tubs of lard that require an entire medical team to move?
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Old 01-19-2016, 06:29 AM   #9
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...and since when are vampires 600lb tubs of lard that require an entire medical team to move?
At least they don't glitter.
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Old 01-19-2016, 06:46 AM   #10
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At least they don't glitter.
But they are Weirdness Magnets; it may begin to rain glitter in their general area.
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