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Old 09-13-2019, 10:52 AM   #31
Anaraxes
 
Join Date: Sep 2007
Default Re: Useful Abilities [Powers]

Seems to bump into the problems with cooldowns interacting with MA or AAs. Why not have a Limited Use 1/day on every ability if you can just swap it for another instance of the same thing, and then use that "just once"? If you adopt some sort of disables-the-slot rule, then I'd think a Summonable Ally would disable the slot as well.
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Old 09-13-2019, 11:49 AM   #32
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Useful Abilities [Powers]

Another useful abilities:

Emergency Escape: Insubstantiality (Emergencies Only, -30%; Maximum Duration, 5 minutes, -50%) [16]

Last edited by AlexanderHowl; 09-13-2019 at 11:55 AM.
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Old 09-13-2019, 01:12 PM   #33
naloth
 
Join Date: Sep 2004
Default Re: Useful Abilities [Powers]

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Originally Posted by AlexanderHowl View Post
Another useful abilities:

Emergency Escape: Insubstantiality (Emergencies Only, -30%; Maximum Duration, 5 minutes, -50%) [16]
Useful, but limited. Having to wait until you're danger rather than expecting danger may not give you enough time.

You can do a similar thing with Flight or Walk on Air to make a parachute or super climbing apparatus.
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Old 09-13-2019, 02:17 PM   #34
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Useful Abilities [Powers]

Of course, but you are only paying 16 CP for a 80 CP ability, so it is going to be very limited.
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Old 09-14-2019, 11:32 AM   #35
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Default Re: Useful Abilities [Powers]

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Originally Posted by naloth View Post
That doesn't make any sense. Signature Gear is "special" not just random summoned items and the primary benefit of the advantage is that your gear has plot protection.
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Originally Posted by AlexanderHowl View Post
Cantrips: Modular Ability 1 (Cosmic Powers; Mental, Physical, and Social, +150%) [25]
. In general, practitioners use it to mimic Perks or to create Signature Gear, though they can .
As others have said, Signature Gear doesn't work that way. The Accessory perk is what fits into the Cantrip slot for items. It means you can, e.g. call up a light (Accessory: Candle, Lantern, Flashlight depending on TL), light your pipe or campfire with a flame from your finger (Accessory: lighter or tinderbox), perform minor repairs (Accessory: relevant tool), etc.
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Old 09-14-2019, 04:20 PM   #36
Varyon
 
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As others have said, Signature Gear doesn't work that way. The Accessory perk is what fits into the Cantrip slot for items. It means you can, e.g. call up a light (Accessory: Candle, Lantern, Flashlight depending on TL), light your pipe or campfire with a flame from your finger (Accessory: lighter or tinderbox), perform minor repairs (Accessory: relevant tool), etc.
I probably allow for Signature Gear as part of an appropriate Modular Ability, but it wouldn’t allow for outright summoning. Instead, I’d treat it the same as I would someone purchasing Signature Gear in play - the next time it’s feasible (going to an appropriate market, looting treasure chests, etc), the character finds the item in question. While the modular points are allocated to the item, it enjoys a degree of plot protection, but once the character switches to something else, the item will be lost, will break, or will otherwise fail in the very near future. If the character does something foolish that would normally basically throw away the points spent on Signature Gear (breaking a sword by using it as a crowbar, selling the item, whatever), the modular points allocated to it are locked in place until the character would normally retain the Signature Gear (generally, this means spending points, but you could also repair the sword or buy back the item or similar).

This is still useful, of course, but not as unbalanced (compared to other traits like Snatcher) as being able to outright summon. There are also logical limits to what can be the Signature Gear - a nice set of lock picks is fine, a literal key to the castle you’re breaking into is not. Accessory should be fine, of course, as the items there aren’t nearly as problematic as “anything up to 50% of your starting wealth.”
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Old 09-15-2019, 11:58 AM   #37
awesomenessofme1
 
Join Date: Mar 2016
Default Re: Useful Abilities [Powers]

Ignition: Burning Attack 1 (Cosmic, +100%, Incendiary 3, +30%, Increased 1/2D x10, +15%, Increased Range, x20, +40%, Accurate 9, +45%, Low Signature, +10%) [5]

Ignition resembles a laser pointer coming from one's finger and can ignite anything flammable at great range.

Mechanically, it's a ranged attack dealing 1 pt of burning damage with Acc 12 and Range 2000/2000. Anything unshielded that is at all flammable (the examples given for this threshold in the Basic Set are green wood and flesh) will instantly burst into flames. Cosmic (Ignores DR), +300% only adds 3 pts to the cost, but I left it out of the basic version because 5s look nice.
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Old 09-15-2019, 08:11 PM   #38
Prince Charon
 
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Default Re: Useful Abilities [Powers]

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Originally Posted by awesomenessofme1 View Post
Ignition: Burning Attack 1 (Cosmic, +100%, Incendiary 3, +30%, Increased 1/2D x10, +15%, Increased Range, x20, +40%, Accurate 9, +45%, Low Signature, +10%) [5]

Ignition resembles a laser pointer coming from one's finger and can ignite anything flammable at great range.

Mechanically, it's a ranged attack dealing 1 pt of burning damage with Acc 12 and Range 2000/2000. Anything unshielded that is at all flammable (the examples given for this threshold in the Basic Set are green wood and flesh) will instantly burst into flames. Cosmic (Ignores DR), +300% only adds 3 pts to the cost, but I left it out of the basic version because 5s look nice.
So basically, the Ignition perk from Psionic Powers p56, but significantly scarier (much longer range, greater effect, and less limited in general).
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Old 09-15-2019, 09:35 PM   #39
AlexanderHowl
 
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Default Re: Useful Abilities [Powers]

Quote:
Originally Posted by awesomenessofme1 View Post
Ignition: Burning Attack 1 (Cosmic, +100%, Incendiary 3, +30%, Increased 1/2D x10, +15%, Increased Range, x20, +40%, Accurate 9, +45%, Low Signature, +10%) [5]

Ignition resembles a laser pointer coming from one's finger and can ignite anything flammable at great range.

Mechanically, it's a ranged attack dealing 1 pt of burning damage with Acc 12 and Range 2000/2000. Anything unshielded that is at all flammable (the examples given for this threshold in the Basic Set are green wood and flesh) will instantly burst into flames. Cosmic (Ignores DR), +300% only adds 3 pts to the cost, but I left it out of the basic version because 5s look nice.
An interesting variation would be the following:

Essence Ignition: Burning Attack 1 point (Cosmic, Unquenchable Fires, +100%; Incendiary, +10%; Malediction 3, +200%; No Signature, Mundane Senses, +20%; No Signature, Mystical Senses, +20%; Symptoms, Blindness, 1/3 HP, +50%) [5]. This attack burns the very essence of an object and, if it ignites an object's essence, will burn until the object is consumed regardless of any attempt to quench its flames. Even if it does not catch its target on fire, the damage to its target's essence may cause its target to go temporarily blind, as it burns away the essence of light within its target.
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Old 09-16-2019, 09:58 PM   #40
Donny Brook
 
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Default Re: Useful Abilities [Powers]

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Originally Posted by AlexanderHowl View Post
Fair enough, your game, your rules. It is, however, a legal build by RAW.
Legal? Sort of. The relevant rule explicitly invokes GM approval and suggests some restraints.

Powers p.63:
Quote:
Social: You can add social advantages.
Work out how you do this with
the GM. If you somehow alter records,
the GM may limit available traits
to Alternate Identity, Clerical Investment,
Independent Income, Legal
Enforcement Powers, Legal
Immunity, Rank, Security Clearance,
Tenure, and Zeroed.
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