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Old 02-20-2019, 05:12 PM   #1
dcarson
 
Join Date: Mar 2008
Default Afflictions as surgery.

In my starting soon GURPS Space 1889 campaign one player wants a mad scientist. We decided on a Dr. Moreau style PC. So Gadgeteer(biological only -50%) and he can alter things with surgical procedures. He has a Ally of a K-10 style dog with higher IQ and Disturbing Voice. I plan on adding other Limitations of the Gadgeteer since he won't have time to do much new gadgeteering at least for a while and giving him Afflictions for things he already knows like the IQ boost and adding speech to animals.

Does this seem reasonable? The Preparation time and Skill are that he has to do major surgery. The Delay and Requires Health is the recovery time after the surgery by the patient.

Affliction (IQ+1 +200%, Permanent +150%, Delay (week or more) -40%, Preparation required 8 hours -60%, Requires Skill Roll -10%, Requires HT Roll(target) -10%) +230% [23 pts]

Any other limitations you can think of, I'd like them a little cheaper so he can have several?
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1889, mad science, steampunk


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