05-18-2018, 11:04 PM | #11 |
Join Date: Dec 2006
Location: Meifumado
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Re: Help/Advice with a GURPS Shadowrun Game
I wouldn't either, but OP could have a look at the Thinking Machines article from Pyramid 3/37 for how to use fractional TLs (e.g. TL 9.25, 9.5, etc), which can represent tech advances more granularly.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
05-22-2018, 07:38 PM | #12 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help/Advice with a GURPS Shadowrun Game
Well here is an attempt at the Shaman's Spirit Rat Swarm Ally:
Ally(Spirit Rat Swarm) (Power 100%, 6; Appears 12 or less,x2; Summonable, x2) [20] SPIRIT RAT SWARM [Points 225] A summonable one hex swarm of 12 spirit rats that can be used to spread out and recon an area, or to mass and attack. Only visible to spellcasters and creatures who can view the Astral Plane. Attributes and Secondary Characteristics: [-40] ST: 2 [-80] HP: 12 [20] Speed: 6.00 [0] DX: 12 [40] Will: 10 [10] Move: 6 [0] IQ: 6 [-80] Per: 12 [30] HT: 12 [20] FP: 12 [0] SM: 0 Dodge: 8 Parry: n/a DR: 0 Attack (no roll): 1d6 point cutting damage, ignores DR, +1 FP. The swarm must “step” into the hex with the target. Advantages:[246] Astral Entity [171]; - Doesn’t Breathe [20]; - Doesn’t Eat or Drink [10]; - Doesn’t Sleep [20]; - Immunity to Metabolic Hazards [30]; - Insubstantiality (Always On, -50%) [40]; - Invisibility (Substantial Only, -10%) [36]; and - Unaging [15]. Darkvision [25]; Innate Attack (1D, Cutting +1 FP; Affect Substantial, +40%; Melee Attack C, -30%; Irresistible attack, +300%; Link, +10%;) [25] Regeneration (Regular; 1 HP per 12 hours) [25] Skills:[19] Observation (A) Per+2 [8]=14; Scrounging (E) Per [1]=12; Stealth (A) DX+2 [8]=14; TBD Skill [2] Class: Spirit. Any comments or suggestions? Last edited by DAT; 06-01-2018 at 08:36 PM. |
06-01-2018, 08:41 PM | #13 |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help/Advice with a GURPS Shadowrun Game
Here are some Technomancer entries. Any comments or suggestions?
Technomancer Package 55 points Advantages: Ally ([Microbotswarm]; Built on 50%, 3pt; Constantly Available, x4; Special Abilities, +50%; Minion, +50%; Sympathy, -25%: +475%) [10]. Avatar [1]; Mindlink (Microbotswarm; Cybernetic Only, -50%; Magic -10%: -60%) [2] Telesend (Accessibility, Familiar only, -80%; Can tell if sending is successful, +10%; Magic, -10%:-80%) [6] Technomacery Enpowerment (Cybernetic Only, -50%;) [10] Modular Abilities: - Lightning Bolt: Burning Attack 4d (GBF, -40%; Magic, -10%; Side Effect, Stunning, +50%; Surge, +20%:+20%) [24/5]. Damage 4d burn, Range 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1 - Mind Reading (Cybernetic Only, -50%; Granted By Familiar, -40%; Magic, -10%: -80%) [6/2] - Mind Shield 5 (Cybernetic Only, -50%; Granted By Familiar, -40%; Magic -10%: -80%) [4/1] - Possession (Digital Minds, -40%; Granted By Familiar, -40%; Magic -10%; Telecontrol, +50%: -30%) [70/14] Skills: Innate Attack (A) DX+1 [4] Technomancer Microbotswarm “Familiar” 113 points The microbotoswarm is preprogramed to hover in close formation around its master, forming a body suit, a trailing cloak, or a veil and cloak. It does not interfere with movement: the swarm tracks its master’s body with its sensors and adjusts to your motion. Color is normally monochromatic, but can change to multiple colors or patterns if desired. Swarm provides a base DR 1. Attributes and Secondary Characteristics: [-118] ST: 1 [-90] HP: 12 [22] Speed: 6.00 [10] DX: 10 [0] Will: 4 [0] Move: 6 [0] IQ: 4 [-120] Per: 12 [40]` HT: 12 [20] FP: n/a [0] SM: 0 Dodge: 8 Parry: n/a DR: 0 Advantages: [438] AI [32] - Absolute Timing [2*]; - Digital Mind [5*]; - Doesn’t Sleep [20*]; - Intuitive Mathematician [5*]; - Photographic Memory [10*]; and - Reprogrammable [-10*]. Avatar [1]; Doesn’t Breathe [20] Doesn’t Eat or Drink (“Eat” Yearly] [10] Flight [40]; Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Injury Tolerance (Damage Reduction 2*; Accessibility, Not versus area attacks, -10%; Limited, Burning, corrosion, crushing, cutting, and toxic, -10%) [40]; Injury Tolerance (Diffuse; Swarm†, +80%) [180]; Mindlink (Master; Cybernetic Only, -50%; Magic -10%: -60%) [2]; Pressure Support [15], Regeneration (Regular; Accessibility-20%) [20]; Sealed [15] Telesend (Accessibility, Master only, -80%; Can tell if sending is successful, +10%; Magic, -10%) [6]. Vacuum Support [5] (* Included in Package) Disadvantages [-239] Electrical [-20], Familiar [–22] - Sense of Duty (Master) [-2*]; - Special Rapport (Master) [5*]; - Wealth (Dead Broke) [-25*]. Fragile [-50] Maintenance (Monthly) [-2], Numb [-20], Hidebound [-5]; Incurious (6) [-10]; Low Empathy [-20]; No Sense of Humor [-10]; Restricted Diet (Radioactives) [-30], Slave Mentality [-40]. Social Stigma (Valuable Property) [-10]. (* Included in Package) Skills [?] Observation (A) Per [2]=12; Last edited by DAT; 06-02-2018 at 06:53 PM. Reason: Change "nano" to "microbot" |
06-02-2018, 08:16 AM | #14 |
Join Date: Aug 2007
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Re: Help/Advice with a GURPS Shadowrun Game
It appears to be too advanced for Transhuman Space. Even that doesn't have nanoswarms. Just microbot ones.
Then if you're looking for Technomancer rather than Transhuman Space it's much, much too advanced. In UT nanoswarms are a TL 11 thing.
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Fred Brackin |
06-02-2018, 06:58 PM | #15 | |
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help/Advice with a GURPS Shadowrun Game
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Other thoughts? See any errors I made? |
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06-02-2018, 11:03 PM | #16 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Help/Advice with a GURPS Shadowrun Game
Some comments:
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06-08-2018, 09:53 AM | #17 | ||||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Help/Advice with a GURPS Shadowrun Game
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So I should have: 425% x 3 = 12.75 = 13 points? Quote:
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Any alternative advice for building a Technomancer with a microbot swarm symbiont/familiar? -Dan |
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06-08-2018, 11:35 AM | #18 | ||||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Help/Advice with a GURPS Shadowrun Game
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If it's the first, you could give them some variant of the Telecommunication advantage, with a -80% limitation, "Only to communicate with microbot swarm", and then give the swarm the full-blown Telecommunication (Radio) advantage. Which version of the Telecommunication advantage you give the character depends on whether you see the connection to the swarm being a basically-supernatural one, that can't be easily blocked or intercepted (in which case, use Telesend), or if it's just really limited, specialized radio, subject to jamming, interception, and so on (in which case it should be Radio). Quote:
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Abilities Natural Radio: Telecommunication (Radio; Burst, X10, +30%; Reduced Range, 1/20, -40%; Secure, +20%; Video, +40%) [15]. Complex Forms: Modular Abilities (Computer Brain; Accessibility, Only to load programs written yourself, -20%; Trait Limited: Only to add programs) [5 points + 2 points for every level of program above +1, to a maximum of +4] On-The-Fly Coding: Quick Gadgeteer (Accessiblity, Only to create programs, -70%). Notes: The Reduced Range, 1/20 limitation on Radio is my own invention, but it follows the progression of the other levels, and I think it's reasonable. The "Complex Forms" ability assumes that a program is best described as a single-skill Talent (2 points/level), providing its bonus to the specific task the program is designed for. On top of these abilities, you could then add the microbot swarm Ally, as outlined above. If the character is wedded to their abilities being granted by their connection with the swarm, I'd add the Granted By Familiar, -40% limitation to all the above abilities. If you want to preserve the whole thing about only being able to connect to computers via the swarm, then put the -80% limitation for only being able to communicate with one person on the "Natural Radio" ability, above, and give the full Natural Radio ability to the swarm. I'd add an enhancement to the swarm's version of the ability, "Rebroadcaster", allowing it to act that way, taking signals from some other source and immediately sending them out again, rather than having to accept the signals, then switch "modes" to Send and transmit them out again. I'd price that at +20%. |
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