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Old 06-26-2006, 05:01 AM   #1
zorg
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Default Gurps: Templates

With so many Templates floating around, it seems a shame not to collect them in one place. If enough templates do turn up, Atreyu Hibiki will make them available for download as a pdf.

Let me impose some ground rules here, for ease of use and to protect our sanity:

# All Templates must follow 'standard' GURPS rules, so no homebrew advantages, disads or skills allowed.

# All Templates should have a total CP cost dividable by 10 (20, 40, 150, ...). Please don't create any Templates with grossly uneven numbers (like 37 or so). That makes it easier for a GM to say "You get one Template each and X CP to spend." Remember that you can add Lenses with much smaller CP totals.

# All Templates should come with a description of what this kind of character is supposed to be, to do or to be designed for. It would also be nice if a cinematic Template would be marked as such.

# It'd be nice to suggest a setting or genre in which the Template fits.

# If you post your ability here, it is assumed that you would like it included in the eventual collection. You will recieve credit by your online name, unless you PM me/Atreyu otherwise.

As to the format, I strongly suggest to use the format presented in Basic:

Template Name [xy points]
blah blah blah
Attributes: ST+x [y]
Secondary Characteristics: blah
Advantages: blahblah [z]; blahblah [z]
Disadvantages: blahblah [-z]
Skills: (possibly differentiated in Primary/Secondary/Background) blah IQ [1]-10
Features: blah
Notes: blah

EDIT: It doesn't matter whether these are Racial Templates (Dwarf), Occupational Templates (Knight), Dramatic Templates (Victim) or whatever. If it's a Template, feel free to post it.
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Last edited by zorg; 06-27-2006 at 04:52 AM.
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Old 06-26-2006, 05:13 AM   #2
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Default Re: Gurps: Templates

These Templates have already been posted, but to have them all in one place, I took the liberty of posting them again. One or the other is changed slightly. If anyone wants to propose a different take, feel free to so. If you find errors, please point them out.


I. Combat Oriented Characters

a) Chemically Augmented Super Soldier 200 Points
originally by Fnordianslip, edited by zorg

Option #1
Attributes: ST +3 [+30]; DX +2 [+40]; HT +2 [+20]; Basic Speed +1 [+20]
Advantages: Combat Reflexes [+15]; Enhanced Ground Move 1/2 [+10]; ETS [+14] (15 points already spent on CR) (Switchable +10%; Maximum Duration 1 Minute -65%); Extra Attack 1 [+25]; Altered Time Rate 1 (Costs 1 FP/sec, Starvation –14%; TD: Impulsiveness (6) –16%; Max Duration Up to 10 minutes –50%) [+20]; Hard to Subdue 3 [+6]; High Pain Threshold [+10]; Less Sleep 4 [+8]; Unkillable 1 [+35] (Achilles Heel, Brain and Spinal Damage -30%); Fit [+5]; Very Rapid Healing [+15];
Disadvantages: Dependency [-26] (Drugs (Common); Weekly; Aging +30%); Increased Consumption 1 [-10]; Self Destruct [-10]; Shortened Lifespan x2 [-20] (Feature: Age at 4 times normal rate, no effect on aging rolls 0%); Distractable [-1]; Fidgety [-1]

Option #2
Attributes: ST +4 [+40]; DX +3 [+60]; HT +2 [+20]; HP +2 [+4]; FP +5 [+15]; Basic Speed +1 [+20]
Advantages: ATR 1 (RB: Seizure –50%; MaxDuration 10 minutes –50%; Link: ETS +10%) [+20]; ETS (RB: Seizure –50%; MaxDuration 10 minutes –50%; Link: ATR +10%) [+9]; Enhanced Move 1/2 (Ground) [+10]; Unkillable 1 (Achilles Heel, Brain and Spinal Damage -30%) [+35]; Very Fit [+15]; Hard to Subdue 3 [+6]; High Pain Treshold [+10]; Less Sleep 4 [+8]; Regeneration (Regular) [+25]; Recovery [+10]
Disadvantages: Addiction (Expensive, Totally Addictive) [-20]; Distractible [-1]; Fidgety [-1]; Increased Consumption 2 [-20]; On the Edge [-15], Terminally Ill (2 years) [-50]

b) "Dreamer" Augmentation Process V2.0 [+200]

Attributes: ST+1 [+10]; HT +2 [+20]; Move +1 [+5]; Speed +0,5 [+10]
Advantages: Eyes like a Cat [+35]; Mind like Steel [+36]; Unstoppable [+25]; Enhanced Brain Activity [+80]; Combat Instinct [+9]
Disadvantages: On The Edge [-15], as well as [-15] CP out of Phantom Voices, Overconfidence, Impulsiveness, Delusions, Flashbacks


Eyes like a Cat [+35]
Per +2 [+10]; Telescopic Vision 2 [+10]; Discriminatory Smell [+15]

Combat Instinct [+9]
Luck: (Aspected: Combat -20%; Unreliable (11) -20%) [+9]

Mind like Steel [+36]
Less Sleep 3 [+6]; Combat Reflexes [+15]; Resistant/Psi +8 [+15]

Unstoppable [+25]
Regeneration, Slow [+10]; High Pain Treshold [+10]; DR 5 (Ablative –80%) [+5]

Enhanced Brain Activity [+82]
This is really the Body Control Power with a special Power Modifier: (Psi -10%; Resistible Backlash: Hallucinations -25%).
The listed abilities are just examples, of course. Body Control Power (EBA –35%)

Body Control Talent 1 [+5]
ER 6 (Psi Only –10%, Recharge 1point/hour –20%) [+13]

Regeneration/Very Fast (EBA -35%; All-Out –25%; Costs 2FP/sec –20%) [+18]
Lifting ST +4 (EBA –35%) [+8]
Super Jump 1 (EBA –35%) [13/lvl]
Enhanced Ground Move 1 (EBA –35%) [13/lvl]
Enhanced Dodge 1 (EBA –35%) [+10]

c) Total Cyborg/Complete Reconstruction [+200]

Advantages: Optical Systems [+35]; Reinforced Internal Systems [+86]; Armor and Protection [+64]; Basic Structure [+70]
Disadvantages: The Price you pay [-55]
Feature: SM +1 [+0]

Basic Structure [+70]
Machine Meta-Trait [+25]; Doesn’t Eat or Drink [+10]; Doesn’t Breathe [+20]; Sealed [+15]

Armor and Protection [+64]
DR9 [+45]; DR4 (Skull Only –70%) [+6]; DR2 (Vitals Only –30%) [+7]; DR6 (Ablative –80%) [+6]

Reinforced Internal Systems [+86]
Hard to Kill 1 [+2]; ST+5 (Size –10%) [+45]; High Pain Treshold [+10]; HP+5 (Size –10%) [+9]; HT+2 [+20]

Optical Systems [+35]
Night Vision 6 [+6]; Telescopic Vision 2 [+10]; Gyro-Navsystem (Absolute Direction) [+5]; Absolute Timing [+2]; Scanning Sense: Ladar (Targeting Only –40%) [+12]

The price you pay [-55]
Electrical [-20]; Appearance: Monstrous [-20]; Callous [-5]; Maintenance (weekly, 2 people) [-10]

This is just the basic package. Other options can be added as needed (and as the CP budget allows). Among the more common add-ons are Extra Arms (frequently with Extra-Flexible or Weapon Mount) or integrated weapon systems. Many abilities from Gurps Advantages are also appropriate (esp. the Cyborg Upgrades).

d) Cyborg - Partial Reconstruction [+200]
With partial bionic reconstruction, the limbs are exhanged for cybernetics while vital organs are strengthened. Torso and head remain more or less organic.
There are many different ways to partially borg someone: You must choose the Basic Package along with one of the Lenses provided below.

Basic Package [+60]
+) Arms and Legs exchanged for cybernetics [-12]
No Fine Manipulators (Mitigator: Cyberarms DR3, HP as usual –80%) [–6]; Legless (Mitigator: Cyberlegs DR3, HP as usual –80%) [–6]
+) Vital Organs strengthened [+20]
DR4 (Skull Only –70%) [+6]; DR2 (Vitals Only –30%) [+7]; Hard to Kill 1 [+2]; +1 HP [+2]; +1 FP [+3]
+) Improved Servomotors [+52]
ST+2 (TD: Electrical –20%) [+16]; Enhanced Move: Ground 1 (TD: Electrical –20%) [+16]; Arm ST+5 (TD: Electrical –20%) [+20]

Lenses

1) Cyber-Humanoid [+140]
This option is more subtle than most cyborg options. The character still looks human and is therefore a capable infiltrator or agent.
Biocovering/Living Tissue Disguise [-7]
Appearance: Hideous (Mitigator: LTD, easily damaged, hard to repair, cannot be stolen –60%) [-7]
Improved Optical Systems [+52]
Night Vision 7 [+7]; Infravision [+10]; Ultravision [+10]; Telescopic Vision 2 [+10]; Protected Vision [+5]; Scanning Sense: Ladar (TD: Sessile -50%) [+10]
Comm-Unit [+20]
Telecommunication/Laser [+15]; Alt: Telecommunication/Radio [+2]; Alt: Telecommunication/Infrared [+2]; Neural Interface [+1]
Weapon Systems: Close Combat [+30]
Sharp Claws (Armor Divisor 2 +50%) [+8]; Strong Venom (Pow144) [+22]
Weapon Systems: Close Combat 2 [+30]
Affliction 3: HT-2 (Follow-Up on Punches +0%) [+30]
Improved Suspension [+15]
Double-Jointed [+15]

2) Heavy Combat 'borg [+140]
Well, yeah. You guessed it: this option is for those who like to kick ass.
Appearance: Monstrous [-20]
Armored Endoskeleton [+50]
DR5 [+25]; DR5 (Ablative –80%) [+5]; Recovery [+10]; High Pain Treshold [+10]
Targeting System [+40]
Scanning Sense: Ladar (Targeting Only –40%) [+12]; Night Vision 3 [+3]; Gunslinger [+25]
Combat Optimized [+70]
ST+5 [+50]; Talons (Armor Divisor 2 +50%) [+12]; HP+4 [+8]

3) Ninja-Cyborg [+140]
This option tries not to look as inhuman as other cyborg packages, with limited success. This shouldn't be a problem - Ninjas are never seen, anyway.
Appearance: Hideous [-16]
Stealth Systems [+37]
Obscure 5: Radar, IR (+20%; Defensive +50%; Stealthy +100%) [+27]; Silence 2 [+10]
Virus-Carrier [+29]
Affliction 2 HT-1 (Seizures +100%, Cybernetic Only –50%, either Reverse Blood Agent or Telecommunication (Radio or Laser) –20%x-40%=-08%) [+29]
Optical Package [+25]
Dark Vision [+25]
Infiltrator [+20]
Clinging [+20]
Weapon System: Dragons Breath [+25]
Burning Attack 5d (Jet +0%; Incendiary +10%; Takes 5 seconds Recharge –10%) [+25] (Note: Actually a mouth-mounted plasma gun)
Comm Unit [+20]
Telecommunication/Laser [+15]; Alt: Telecommunication/Radio [+2]; Alt: Telecommunication/Infrared [+2]; Neural Interface [+1]

4) Mining-Borg [+140]
A rather civilian, but quite tough option.
Appearance: Monstrous [-20]
Armored Endoskeleton [+50]
DR5 [+25]; DR5 (Ablative –80%) [+5]; Recovery [+10]; High Pain Treshold [+10]
High Performance-Actuators [+55]
ST+4 [+40]; Lifting ST+5 [+15]
High Performance-Drill [+55]
Tunneling/Slow 2y/min (All-Out –25%) [+5]; Plasma Torch (Pow139) [+50]

5) Psyborg [+140]
Someone thought it would be a good idea to add brain implants to a cyborg which stimulate certain psionically significant areas of the brain. The result is mixed - though the 'borg does develop certain Psi powers, there are severe side effects.
Appearance: Monstrous [-20]
Brain Implants [+50]
ETS (Resistible Backlash: Severe Pain –20%) [+36], Danger Sense (ESP –10%) [+14]
Psi-Powers [+110]
Choose two out of: Psychokinesis, ESP, Telepathy, Psychic Vampirism – you get Talent 1 und 50 CP to spend for each. All psionics must have - in addition to the Psi-10% power modifier - either Resistible Backlash: Severe Pain (-20%) or RB: Hallucinations (-25%).

6) Null-Psyborg [+140]
In order to provide a countermeasure for the Psyborg. Stimulate other areas of the brain, and you get a walking, talking Psi-Impeder. The EMP was just added for good measure.
Appearance: Monstrous [-20]
Brain Implants [+75]
ETS (Resistible Backlash: Severe Pain –20%) [+36], Danger Sense (ESP –10%) [+14]; Recovery [+10]; Intuition [+15]
Antipsi-Powers [+55]
Antipsi-Talent 1 and 50 CP in Antipsi (Antipsi +0%)
Weapon System [+30]
EMP-Shock: Burning Attack 4d (No Wounding –50%; No Incendiary Effect –10%; Surge +20%; Reduced Range /2 –10%; Rapid Fire 10 +100%) [+30]
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Old 06-26-2006, 05:14 AM   #3
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Default Re: Gurps: Templates

e) Samurai Demon Hunter [200 Points]
originally by Fnordianslip, edited by zorg

Attributes: ST+2 [+20]; DX+2 [+40]; HT+2 [+20]; Will +2 [+10]; Per +2 [+10]; FP+1 [+3]
Advantages: Musashi Style Blademaster [+44]; Five Rings [+55]; Mystical Awareness [+40]
Disadvantages: Giri [-42]

Musashi Style Blademaster [+44]
Cutting Attack 2d [+38 Points]
(Armor Divisor 2 +100%; Melee Attack: ST-Based, +100%; Melee Attack: Dual, +10%; Melee Attack Reach 1 or 2 -25%; Accessibility: Must have cutting weapon in hand –20%)
+ Alternative Impaling Attack 1d [+5 points]
(Armor Divisor 2 +100%; Melee Attack: ST-Based, +100%; Melee Attack: Dual, +10%; Melee Attack Reach 1 or 2 -25%; Accessibility: Must have impaling weapon in hand –20%)
+ Signature Gear [+1]: a bladed weapon of some sort. The skill for this weapon is used for the above attacks.

Five Rings [+55]
Ambidextrous [+5]; Combat Reflexes [+15]; Enhanced Parry [+10]; Extra Attack 1 [+25]

Mystical Awareness [+40 Points]
Detect Magic/Psi (Reflexive +40%; Precise +100%) [+24]; Mind Shield 3 [12]; Magic Resistance 3 [+6]

Giri [-42 Points]
Duty: Samurai Clan, 6 or less, extremely hazardous [-7]; Enemy: Various Mages/Demons/Psis, 6 or less [-15]; Vow: Fight Supernatural Evil without using high-tech weapons [-10], Code of Honor: Perfect body and soul, practice constantly, use no modern weapons, be courteous, courageous, modest and loyal [-10]

II. Magic Oriented Characters

a) Telluric Master [+200]

Advantages: Telluric Senses [+22]; Telluric Voice [+24]; Telluric Warp [+80]; Telluric Contemplation [+13]; Projected Eyes [+38]; Telluric Walker [+12]; Energy-Matrix [+11]
Prerequisites: Magery 1 [+15]
Recommended Skills: Navigation (Land); Hidden Lore (Demonology); Thaumatology, Expert: Telluric Currents. And spells, of course.
Recommended Advantages: Fearlessness, Mind Shield (Magical); Strong Will
Recommended Disadvantages: OPH: rambles about the mystical significance of TC at the drop of a hat

Telluric Senses [+22]
Detect: Telluric Currents and Pools (Magical –10%; Reliable +2 +10%) [+5]; Detect: Magic (Magical –10%; Vague –50%; Short-Range –10%) [+3]; See Invisible/Magical (Magical –10%) [+14]
Notes: Basic abilities for any wizard, really.
[Alt+5]

Projected Eyes [+38]
Clairvoyance (Visible –10%; TD: No Sense Smell/Taste –5%; Increased Range x10 +30%; Accessibility/TC –30%; Magical –10%) [+38]
Notes: The "Visible" part looks just like a translucent, slightly glowing image of the caster. Whether this is an idealized version (as the caster sees himself) or a realistic version is a matter of taste. Though the idealized version sure is more mystical.

Telluric Voice [+24]
Telecommunication: Telesend (Reliable 10 +50%; Magical –10%; Environmental/TC –30%; Accessibility/TC –30%; Feature: Others with this ability can eavesdrop on a successful Per + IQ roll - Per to notice, IQ to decipher) [+24]
Notes: Environmental means the target of your ability must be on/in or very near a Telluric Current (Dragon Line, Chronobahn...). Accessibility means the user himself must also be on/in or very near a TC. Any wizard needs some communication ability, and this fits the bill.

Telluric Warp [+80]
Warp (Accessibility/TC –30%; Magical –10%; Reliable +10 +50%; TET 6*) –60%; Blind +50%; Limited Uses 4 –20%) [+80]
Notes: The TET means 64 seconds. Note that this power does *not* have Environmental, so one could warp to any location, not just one on/in a TC.

Telluric Walker [+12]
Walk on Air (Accessibility/TC –30%; Magical –10%) [+12]
[Alt+3]

Telluric Contemplation [+13]
Rapid Healing (Accessibility/TC –30%; Magical –10%) [+3]
Regeneration/Fast (ER Only +0%; Magical –10%; Accessibility/TC –30%; Maximum Duration Up to 1 hour –10%; Takes Recharge 500 minutes –30%) [+10]
Notes: Initially, I wanted to use Limited Use on this. However, Maximum Duration seems to be much superior.

Energy-Matrix [+11]
Energy Reserve 12 (Magic Only –10%; Recharges one point per day –60%) [+11]

b) Mystic Master [+200]
Advantages: Trust your feelings [+14]; The Art Of Magic [+24]; Mystical Energy [+9]; Detect Evil [+4]; One with the world [+29]; Let the spirits speak [+27]; Exorcism [+18]; Danger Sense [+14]; ESP Talent 1 [+5]; Healing Talent 1 [+5]; 50 CP in ESP (Psi –10%); 50 CP in Healing (Psi –10%)
Prerequisites: Magery 0; Disciplines of Faith: Mysticism [-10]
Taboo Traits: Magery 2 and up, Spells as Skills, Fanaticism (he's too much in balance for that)
Recommended Skills: Philosophy, Theology, Thaumatology, Psionics, Meditation
Recommended Disadvantages: Wealth (or rather the lack of Wealth), Pacifism, basically any Self Imposed Disadvantage

a) Magic Powers

Trust your feelings [+14]
Intuition (Magical –10%) [+14]

The Art Of Magic [+24]
Cosmic Modular Ability 6 (Spells Only –20%; Prep Time 10 minutes –30%; Personality-Aspected –10%) [+24]
Notes: The PrepTime is spent meditating, only then may the Modular Pool be spent. Since the Mystic Master draws heavily upon his "inner self" (whatever that may be), he is limited in his choice of spells. He may not choose spells which contradict his Mental Disadvantages. Frex, if the MM is Callous, he may not choose Healing Magic, if he is Overconfident, he may not choose Protection/Warning spells, if he has Code of Honor: Knight, he may not use Necromancy and so on. In general, the character should be forbidden from choosing at least one or two big spell categories. This requires GM supervision, obviously.

Mystical Energy [+9]
Energy Reserve 10 (Magic Only –10%; Recharges one point per day –60%) [+9]

Taboo Trait: Magery 2 and up, Spells as Skills
Notes: The MM can never learn a Spell as a Skill (as per the standard rules). He is limited to his Modular Ability, which he can freely spend CP on. He can never remove the Limitations on the Modular Ability, though. Except if you want him to.

b) Psi Powers

The following abilities belong to the Mystic-Master Power (Psi). The character can buy a Mystic Master Talent, if he so desires. The Power includes variations and extensions of the listed abilities. Most new abilities should somehow focus on introspection, meditation and the spirit world. The Power Modifier is "Mystic Master Psi", short: MMP

Detect Evil [+4]
Detect: Supernatural Evil (MMP –10%; Vague –50%; Reflexive +40%) [+4]
Notes: This abilities works as a passive sense, so the character may get information without special concentration.

One With The World [+29]
Invisibility (TD: Sessile –50%; Link +10%; MMP –10%; Switchable +10%) [+24] + Zeroed (Divination Only –50%; Link +10%; MysticPsi –10%) [+5]
Notes: Well. As long as you sit there meditating, you are invisible to the naked eye and all divination/information magic. You can still be touched, though.

Let The Spirits Speak [+27]
Channeling (MMP –10%) [+9]; Precognition (Passive Only –20%; MMP –10%) [+18]

Exorcism [+18]
Terror (Only vs Possessing Spirits –50%; Exposure Time 1 minute –30%; MMP –10%; Cosmic +50%) [+18] [+6/-1 Fright Check]
This Exorcism affects creatures which are usually immune to fear (Unfazeable or whatever). After a possessing spirit (that is a Spirit with Possession, which is possessing someone) has witnessed the Mystic Masters preparations for a full minute, it may panic (and hopefully leave its host). The successful use of this ability should definitely give a bonus to the Exorcism skill (+1 per point the target failed its Fright Check by?).

Danger Sense [+14]
Danger Sense (MysticPsi –10%) [+14]

The Mystic Master also has a Talent for the Healing Power (Psi -10%) and the ESP Power (Psi -10%). He may spend 50 CP on each Power (or, with GM approval, 100 CP one one of them).
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Last edited by zorg; 06-26-2006 at 05:43 AM.
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Old 06-26-2006, 05:15 AM   #4
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c) Plane Walker [+200]
Attributes: Will+1 [+5]
Advantages: Planar Energy [+9]; Plane Walk Home [+20]; Familiar [+11]; Magery 2 [+25]; choose either: Supernatural Master or: +2 IQ [+40]; Dimension Travel Talent 1 [+5]; Feel Dimensional Portals [+5]; Unfazeable [+15]; Command the horror from beyond [+75]
Disadvantages: Secret: Plane Walker [-10]
Prerequisites: One of Bully, Overconfidence or Curious
Taboo Traits: may not learn spells from Colleges other than: Body Control, Gate, Illusion, Making and Breaking, Meta, Movement, Necromancy, Elemental (Air, Fire, Water, Earth)

Planar Energy [+9]
Energy Reserve 10 (Magic Only –10%; Recharges one point per day –60%) [+9]

Feel Dimensional Portals [+5]
Detect: Dimensional Portals (Magical –10%; Reliable +2 +10%) [+5]

Plane Walk Home [+20]
Jumper (Home plane only –50%, Costs 6 FP –30%)

Familiar [+11]
ER 8 (Granted by Familiar –40%; Magic Only –10%; Recharges one point per hour –20%) [+8]; Ally (Minion +50%; Sympathy/Auto-Kill –50%; 25% point total; available 15 or less) [+3]

Supernatural Master [+40]
Patron 20 CP base (Minimal Intervention –50%; Accessibility: Ley Line crosspoints only –50%, Special Abilities: Teaches Spells, knows secret things +50%; Appears on 9 or less) [+10]; Enemy (Rival x1/2; Appears on 6 or less x1/2) [-5]; +5 HP (Magical –10%) [+9]; ER 10 (Magic Only –10%; Recharges one point per hour –20%) [+21]; Magery +1 (One-College Magery – choose Necromancy or Gate –40%) [+6]; Quirk/Delusion: I can control the entity [-1]
Notes: the Plane Walker makes a pact with some sort of extradimensional intelligence. This entity is immensily powerful and malevolent. Though it grants the character mystical energy and power, it does not have his best interests in mind (Surprise!). From time to time, it will give misleading or plain wrong information which may embarass or hurt the character (though not kill him - the creature doesn't want to lose its servant). The creature can only be contacted where the structure of reality is weakened, such as at points where several Ley Lines cross.
No character would make such a pact without believing that he was in control of the situation.

Command the horror from beyond [+75]
Mind Control (Magical –10%; Hearing Based –20%; Accessibility: Only on entities not native to your home plane of existence –50%; Extended Duration x100 +80%; Cosmic: successful resistance doesn’t grant temporary immunity +50%) [+75]

d) Techno-Wizard [+200]

Attributes: IQ+1 [+20]; Per-1 [-5]
Advantages: Technomagic Energy [+9]; Techno-Wizardry [+23]; Master of Technomagic [+100]; Quick Gadgeteer [+50]; Fearlessness 1 [+2]; Gizmos 3 [+15]
Disadvantages: Chose –15 out of: Greed (12) [-15]; Miserliness (12) [-15]; Obsession (Finish my Magnum Opus); Absent-Mindedness [-15]

Technomagic Energy [+9]
Energy Reserve 10 (Magic Only –10%; Recharges one point per day –60%) [+9]

Techno-Wizardry [+23]
Magery 0 [+5]; Magery 3 (Technological College Only –40%) [+18]

Master of Technomagic [+100]
Cosmic Modular Ability 50 [+100]
(Only for: Affliction *) -50%; Requires IQ roll –10%, Accessibility: Requires costly stuff + workshop –30%) [2/level]

*) All Afflictions must have these modifiers: Malediction 1, Touch-Based; Extended Duration: Permanent; Preparation Time: One hour; grants Advantages**)

**) All advantages granted must have these modifiers: Gadget-Based, Magical, Costs FP

Notes: You can create Devices which can grant any advantage, as long as it is magical. These devices can only be used by those with some sort of Magery (simulated by “Can be stolen, won’t – usually – work for the thief”), and they remain functional indefinitely. To create such a device, you need at least an hour, as well as a workshop equipped with expensive machinery and technomagic paraphernalia.
It is probably easiest to afflict oneself with the created Gadgets. If an Affliction fails to work (because the character fails his HT roll), this can be explained by design flaws which need to be corrected for another try. As soon as the Affliction works, the Gadget is created and can be given away. Note that Extended Duration: Permanent means that the Gadget is a permanent creation, which remains even if the CMA pool is rearranged.
Note that the target of these Afflictions is not a device, but a person. To empower a device instead, the Affliction would have to have the “Accessibility: Only on Machines”, and the granted advantages wouldn’t need to be Gadget-Based. This way is also feasible, but not the one I chose.

Examples:

Electricity Generator [+20]
Create Electricity 5 (Gadget-Based (DR6-15; Repairable; Can be stolen by force, SM-7) –30%; Magical –10%; Accessibility: Only usable by M0+ -30%; Costs 2 FP –10%) [4/lvl]

Create Electricity Generator [+48]
Affliction 1 (Touch-Based Malediction 1 +80%; Electricity Generator +200%; Extended Duration: Permanent +150%; Prep Time 1 hour –50%) [48/lvl]

Stealth Module [+12]
Invisibility (Switchable +10%; Gadget-Based (DR6-15; Repairable; Can be stolen by DX, SM-7) –30%; Magical –10%; Accessibility: Only usable by M0+ -30%; Costs 2 FP –10%)

Create Stealth Module [+40]
Affliction 1 (Touch-Based Malediction 1 +80%; Stealth Module +120%; Extended Duration: Permanent +150%; Prep Time 1 hour –50%) [40/lvl]
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Old 06-26-2006, 06:14 AM   #5
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Default Re: Gurps: Templates

Good idea to do a forum template list, but since the forums are transient, and represent more of a work-in-progress, it'd be a good idea to publish a final draft net-book to a website, like the Gurps-wiki, or get a free one from Yahoo-geocities.
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Old 06-26-2006, 06:19 AM   #6
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Default Re: Gurps: Templates

Quote:
Originally Posted by GoodGame
Good idea to do a forum template list, but since the forums are transient, and represent more of a work-in-progress, it'd be a good idea to publish a final draft net-book to a website, like the Gurps-wiki, or get a free one from Yahoo-geocities.
If enough templates do turn up, they will be made available as a pdf, just as the Gurps Advantages.
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Old 08-28-2006, 11:10 PM   #7
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Default Re: Gurps: Templates

Variable Combat Trike
TL: 9+
Variable combat Trike.
Transforming Combat Trike based on the robotech cyclone Battle armor.
ST/HP: 50
ST/HP: +2/2
HT: 10
Move: trike 9/108 (388 kph), soldier 9/36 (130kph)
LWt.: 1.2
Load: 105kg
SM: +1
Occ.: 1
DR: 75
Range: 8hrs
Cost: $1.37M

Fighter Mode [1,139] (491)
  • Attributes: ST 50; DX 10; IQ 0; HT 10.
  • Secondary Characteristics [15] : Dmg: 5d+2/8d-1; BL: 3.8 tons; HP: 50; Will: 0; Per: 0; FP: NA; SM +1; Basic Speed 5 [0]; Basic Move (ground) 9 (40kph) [15].
  • A.I. [32] : Absolute Timing [2]; Digital Mind [5]; Doesn’t Sleep [20]; Intuitive Mathematician [5]; Photographic Memory [10]; Reprogrammable [-10]
  • Automation [-85] : Hidebound [-5]; Incurious (6) [-10]; Low Empathy [-20]; No Sense of Humor [-10]; and Slave Mentality [-40].
  • Machine [-80] : Doesn’t Breath [20]; Immunity to metabolic Hazards [30]; Increased consumption 6 (87 kg of fuel) [-60]; Injury tolerance (No Blood; unliving) [25]; Numb [-20]; Restricted Diet (fuel; common) [-10]; Social Stigma (valuable property) [-10]; Unhealing (total) [-30]; Wealth (dead broke) [-25]. Features: No FP [0].
  • Features [0]: 8 hours of energy per (increased consumption 10 ) 1.3tons of fuel
  • Vehicle [435] : Compartmentalized Mind (controls) [25]; Strength 50 (no manipulators -80%) [50]; Intelligence-0 [-200]; Health 10 [0]; SM+1 [0]; DR (cannot wear armor -40%; Hardened 1 +20%) 70 [560];
  • Variable Form [648] : Alternate Form (Soldier) (reduced time 1 second +80%) (383) [648],
  • Communications [10] : Telecommunication: Radio [10];
  • Life Support (affliction granting advantage to the pilot) [45] : Doesn’t Breathe +200%; Protected Hearing, Smell and Vision +150%;
  • Movement [59] : Enhanced move 3.5 (+2 handling +10%; ground) [39]; Super Jump 2 [20]
  • Payload [5] : 1 occupant (0.35m^3)
  • Sensors [55] : Hyperspectral Vision [25]; Telescopic 3 (x15) [30];
  • Statistics: Weight: 1.2 tons; Size +1 (3.5m);

Weapon Systems [970] . $35,500 (CPx $56)
BMG .50 cal. Dmg: 13d+1(2) pi; Acc: 6; Range: 1.8/7.4; RoF: 8!; Shots: 100(5); Bulk: -8; Rcl: 2;
Break Down: Innate attack ( piercing 13d+1 [67]; accuracy +3 +15%; armor divisor (2) +50%; Extra Recoil 2 -10%; Rapid Fire 8 +100%; Limited Use (fast reload) -10%; Range x200 1/2D +35%, x50 +25%) [250] $14,000
Special Ammo: Incendiary (6d burn, persistent); Anti-Armor Rounds (3d cor, persistent, affliction weakens DR-5 (culmulative))

60mm Missiles. Dmg: 6dx2(10) cr ex; Acc: 3; Range: 0.33/3.3; RoF: 2x15; Shots: 30 (5); Bulk: -6; Rcl: 1;
Break Down: Innate attack ( Crushing 12d [60] total 510%; Armor divisor (10) +250%; Rapid Fire 30 (multiple projectile, selective fire) +150%; Homing (Hyperspectral) +75%; Limited Use (1 load) -40%; Range x30 +25%, expolosion +50%) [366] $20,500

Soldier Mode [874] .
  • Attributes: ST 50; DX 10; IQ 0; HT 10.
  • Secondary Characteristics [15] : Dmg: 5d+2/8d-1; BL: 1.2 tons; HP: 50; Will: 0; Per: 0; FP: NA; SM +1; Basic Speed 5.0 [0]; Basic Move (ground) 9 (64kph) [15].
  • Vehicle [835] : Compartmentalized Mind (controls) [25]; Strength 50 (size -10%) [450]; Intelligence-0 [-200]; Health 10 [0]; SM+5 [0]; DR (cannot wear armor -40%; Hardened 1 +20%) 70 [560];
  • Movement [42] : Enhanced move 2 (+2 handling +10%; ground) [22]; Super Jump 2 [20]
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Last edited by nik1979; 08-28-2006 at 11:19 PM.
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Old 08-29-2006, 06:58 AM   #8
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Default Re: Gurps: Templates

In both of the above templates, I question the use of the Automaton meta-trait. I feel it's something of a point crock to allow something that already has an IQ 0 to take this trait.

Basically, something with an IQ of 0 can't think or react in any way, and thus these disadvantages are meaningless. And of course, something that is not a disadvantageous, is not a disadvantage and is not worth any points.

Someone please correct me if I'm wrong, but I feel the -200 points from IQ 0 already basically includes/takes the place of any other mental disadvantages that could be applied to these templates.
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Old 08-29-2006, 09:26 AM   #9
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Default Re: Gurps: Templates

Yeah, automoton does seem a little out of place for a machine that's piloted and has an IQ of 0. On the other hand, it doesn't need the AI template either. Since it's a vehicle, it probably doesn't have a digital mind, photographic memory, etc. It may have a built in accessory that acts as a calculator, but that would be about it.
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Old 08-29-2006, 11:11 AM   #10
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Default Re: Gurps: Templates

IMO
  • AI is the best way to simulate computer brain can be programed, store data, tell you the time, and be fed digitized information.
  • IQ 0 is for unintelligent organisms like your typical PC. It depends in your interpretation of a computer's intelligence: can it be given a score or is it 0.
  • Automaton is to simulate that it is an instrument and can made to move on its own given the correct programing parameters and instruments.
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