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Old 06-26-2006, 08:23 PM   #11
GnomesofZurich
 
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Default Re: Gurps: Templates

Quote:
Cyber-Enhanced/Combat [+20]
Advantages: High Pain Treshold (TD: Maintenance, daily -10%)[+9]; DR2 (Tough Skin -40%) [+6]; HP+5 (TD: Maintenance, daily -10%) [+9]; Neural Interface [+1]; Claws, sharp [+5]; Unbreakable Skeleton +5 [+5]
Disadvantages: Social Stigma: Second Class Citizen [-5]; Impulsiveness* [-10]
I'm curious, what does Unbreakable Skeleton +5 constitute? This isn't IT: Unbreakable Bones [10], but perhaps you should give that a try.

Quote:
Cyber-Enhanced/General Purpose [+20]
Advantages: Neural Interface [+1]; Chip Slots (2 slots 2 CP each) [+32]; HP+1 (TD: Maintenance, daily -10%) [+2]
Disadvantages: Social Stigma: Second Class Citizen [-5]; Impulsiveness* [-10]
Having a single extra HP that requires an hour maintenance daily really isn't worth it from a player's perspective. I'd take off the TD, and simply include an unmodified extra HP, or perhaps two levels of Ablative DR.

Quote:
Netrunner [+50 CP]
Attributes: ST -1 [-10]; IQ +2 [+40]; HT -1 [-10]
Secondary Statistics: FP 9; HP 9; Speed 4,75; Dodge 7
Advantages: Neural Interface [+1]; Mathematical Ability [+10/lvl]; Luck (Aspected: Netrunning Only -20%) [+12]
Disadvantages: -20 out of: Workaholic [-5]; Overconfidence (12) [-5]; Oblivious [-5]; Clueless [-10]
Skills: Computer Operation-[1]-12; Computer Programming-[8]-13; Computer Hacking-[8]-12; Electronics Repair: Computer-[2]-12; E-Ops: Surveillance--[4]-13; E-Ops: Comm-[2]-12; Savoir Faire: Matrix-[2]-13
Notes: A Computer Specialist, hacker or data retrieval operator.
Perhaps the Luck would be better as Combat Reflexes (Netrunning only, -20%) [12]. The point total doesn't change, but it would seem to make more sense, and make the lens a bit more generic, for campaigns that don't routinely include Luck and similar advantages.
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Old 06-27-2006, 03:28 AM   #12
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Default Re: Gurps: Templates

Quote:
Originally Posted by GnomesofZurich
I'm curious, what does Unbreakable Skeleton +5 constitute? This isn't IT: Unbreakable Bones [10], but perhaps you should give that a try.
Unbreakable Skeleton is from the Designers Notes to Powers. It's DR with a -80% Limitation: Only to prevent crippling. It's a nice alternative to the IT:UB thing, esp. since it's more flexible, point wise.

Quote:
Having a single extra HP that requires an hour maintenance daily really isn't worth it from a player's perspective.
You're right. I've deleted the TD.

Quote:
Perhaps the Luck would be better as Combat Reflexes (Netrunning only, -20%) [12].
I see your point. We were using the netrunning rules from Cyberpunk though, and under these rules, you don't profit from Combat Reflexes (much or at all, I don't remember). That's why I included Luck, to simulate some sort of Sixth Sense or uncanny instinct or the like.
I included the Combat Reflexes as an option.
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Old 06-27-2006, 04:20 PM   #13
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Default Re: Gurps: Templates

A few races from my own fantasy setting (with adjustments to make their point values round):

Mountain Dwarf
20 points

Short, tough humanoids who usually live underground. The males are invariably bearded.

Attribute Modifiers: ST+1 [10].
Secondary Characteristic Modifiers: Move-1 [-5]; Will+1 [5].
Advantages: Alcohol Tolerance [1]; Deep Sleeper [1]; Hard to Kill 1 [2]; Night Vision 3 [3]; Extended Lifespan 1 [2]; Magic Resistance (Above ground only, -20%) [2].
Disadvantages: Dislikes Deep Water [-1].

Hill Dwarf sub-race: Replace Magic Resistance with Temperature Tolerance 1 [1] and remove Dislikes Deep Water. 20 points.

Elf
50 points

Graceful, pointy-eared denizens of the forest.

Attribute Modifiers: ST-1 [-10]; DX+1 [20].
Secondary Characteristic Modifiers: Per+1 [5].
Advantages: Appearance (Attractive) [4]; Less Sleep 3 [6]; Resistant to Disease (+8) [5]; Telescopic Vision 1 [5]; Unaging [15].

Goblin
-20 points

Small, hairless humanoids with green skin, a long, skinny nose, and pointed ears.

Attribute Modifiers: ST-2 [-20]; DX+1 [20]; IQ-1 [-20].
Secondary Characteristic Modifiers: SM-1.
Advantages: Immunity to Disease [10]; Infravision [10]; Reduced Consumption 2 (Cast-Iron Stomach) [4].
Disadvantages: Cowardice (15) [-5]; Short Lifespan 1 [-10]; Social Stigma (Second-Class Citizen) [-5]; Appearance (Unnattractive) [-4].

Onocentaur
60 points

Creatures with the ears and lower body of a donkey and the upper body of a human.

Attribute Modifiers: ST+1 [10]; ST+3 (Lower body only, -20%) [24]; HT+1 [10].
Secondary Characteristic Modifiers: FP-1 [-3].
Advantages: Acute Hearing 2 [4]; Claws (Hooves) [3]; Enhanced Move ½ (Ground) [10]; Extra Legs (Four Legs) [5]; Temperature Tolerance 3 [3]; Fur (Only on lower body, -20%) [1]; Talent (Green Thumb) 1 [5].
Disadvantages: Cannot Vomit [-1]; Congenial [-1]; Increased Consumption 1 [-10].
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Old 06-28-2006, 01:50 AM   #14
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Default Re: Gurps: Templates

Quote:
Originally Posted by hjo3
Disadvantages: Cannot Vomit [-1]
Nice templates!
But I'm curious: why "Cannot Vomit"? This is a bit weird-looking to me - not exactly the first thing I would have thought of when creating a centaur :)
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Old 06-28-2006, 02:03 AM   #15
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(probably because horses cannot vomit either)
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Old 06-28-2006, 02:16 AM   #16
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Default Re: Gurps: Templates

They can't? Weird. What if they drink too much alcohol? Nature must have some sort of emergency plan...
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Old 06-28-2006, 05:27 AM   #17
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Default Re: Gurps: Templates

Quote:
Originally Posted by zorg
They can't? Weird. What if they drink too much alcohol? Nature must have some sort of emergency plan...
It either gets vented out the back, or the horse suffers immensely and maybe dies. Quite a lot of animals can't vomit, and they are vulnerable to poisoning, bloating, & etc. because of it.
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Old 06-28-2006, 12:25 PM   #18
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Default Re: Gurps: Templates

Corpse -120 points

Advantages
Doesn't Breathe [20]
Doesn't Eat or Drink [10]
Injury Tolerance (Unliving) [20]
Legal Immunity [10]
Psi Static [30]
Immunity to Metabolic Hazards [30]
Zeroed [10]

Disadvantages
Bad Smell [-10]
Blindness [-50]
Deafness [-20]
Mute [-25]
No Sense of Smell/Taste [-5]
Numb [-20]
Quadriplegic [-80]
Supernatural Feature: Pallor [-10]
Unhealing [-30]

Features
Spirit Not In Body [0]

Notes: Designed for use with Alternate Form afflictions that could, potentially, raise a corpse into a zombie, or that can revive a person completely. Other uses are left as an exersize (or is that exorcize?) for the sadistic GM. Apply this template to the stats of whomever the dead person was in life. Basic stats and abilities are kept intact, just not in contact with the body, unless the corpse is acted on from an outside source. Spirit Not In Body allows us to overlook the fact that the remainder of this template would have the person be completely alert during, say, burial or cremation, but not able to move or speak.

Modifying: In some campaigns, Social Stigma: Dead might be appropriate.

Last edited by Atreyu_Hibiki; 06-28-2006 at 12:30 PM.
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Old 06-28-2006, 12:40 PM   #19
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Default Re: Gurps: Templates

Quote:
Originally Posted by Atreyu_Hibiki
Corpse -120 points

Advantages
Doesn't Breathe [20]
Doesn't Eat or Drink [10]
Injury Tolerance (Unliving) [20]
Legal Immunity [10]
Psi Static [30]
Immunity to Metabolic Hazards [30]
Zeroed [10]

Disadvantages
Bad Smell [-10]
Blindness [-50]
Deafness [-20]
Mute [-25]
No Sense of Smell/Taste [-5]
Numb [-20]
Quadriplegic [-80]
Supernatural Feature: Pallor [-10]
Unhealing [-30]

Features
Spirit Not In Body [0]

Notes: Designed for use with Alternate Form afflictions that could, potentially, raise a corpse into a zombie, or that can revive a person completely. Other uses are left as an exersize (or is that exorcize?) for the sadistic GM. Apply this template to the stats of whomever the dead person was in life. Basic stats and abilities are kept intact, just not in contact with the body, unless the corpse is acted on from an outside source. Spirit Not In Body allows us to overlook the fact that the remainder of this template would have the person be completely alert during, say, burial or cremation, but not able to move or speak.

Modifying: In some campaigns, Social Stigma: Dead might be appropriate.

You forgot all the other disads for being an inanimate object. Such as can not learn IQ 0 and such
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Old 06-28-2006, 01:52 PM   #20
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Default Re: Gurps: Templates

For the same Space/Cyberpunk setting the other little Templates/Lenses were designed for:

Ninja [+80 CP]
Attributes: DX +2 [+40]
Secondary Statistics: FP 10; HP 10; Speed 6 [+10]; Dodge 9
Advantages: Night Vision 3 [+3]; Combat Reflexes [+15]; Catfall [+10]; Fit [+5]
Disadvantages: Extremely Hazardous Duty: Ninja Clan (12 or less) [-15]; Code of Honour: Professional [-10]; Secret: Ninja [-20]
Skills: Stealth-[4]-13; Climbing-[4]-13; Shortsword-[4]-13; Knife-[8]-15; Knife Throwing-[2]-13; Garrote-[4]-14; add [4] to a skill of your choice; choose either
#) Acting-[2]-10; Disguise-[4]-11; Poisons-[4]-10; Shadowing-[2]-10
or
#) Karate-[8]-13; Judo-[4]-12
Notes: This is a low-power ninja, still rather realistic. He is not (yet) cybered, biomodified or psionically gifted. I'm fully aware that a huge number of other traits could easily be justified - this is deliberately a low-end design.

These three Lenses can only be added on the Ninja Template:

Lens: Loyal Servant [+10]
Advantages: Patron (Master) (15 CP base, 9 or less, supplies equipment +50%) [+23]
Disadvantages: Sense of Duty (Master) [-2]; Fanaticism: Loyal to Master [-15]
Skills: add [4] to any one skill
Notes: The "Master" is likely an individual, such as a Ninja-Clanlord or the CEO of a corporation.

Lens: Mystical Assassin [+15]
Attributes: IQ+1 [+20]
Advantages: Intuition [+15]
Disadvantages: Disciplines of Faith: Mysticism [-10]; Wealth: Poor [-15]
Skills: Philosophy (choose one)-[4]-11; Savoir Faire: Temple-[1]-11

Lens: Killer for Hire [+0]
Advantages: Reputation +2: Capable Hit-Man (underworld only) [+5]; Sharp Claws (Armor Divisor 3 +100%; Cybernetic +0%) [+10]
Disadvantages: Callous [-5]; Greed (12) [-15]
Skills: Add [4] to any one skill and [1] to any other skill
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Last edited by zorg; 06-28-2006 at 01:56 PM.
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