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Old 07-12-2011, 10:25 AM   #851
starslayer
 
Join Date: Dec 2006
Default Re: 50-point Abilities

Quote:
Originally Posted by vitruvian View Post
Doesn't work if they target your eyes? I'd probably sacrifice a level of the Hardened to get Force Field...
I thought eyes were only considered targeting 'chinks in armor' now (IE 1/2 DR rather then NO DR).
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Old 07-24-2011, 03:55 AM   #852
DuckTapeAl
 
Join Date: Jun 2011
Default Re: 50-point Abilities

Anyspell (70%/20%):
Compartmentalized Mind 2 (Accessibility: Changing Modular Abilities only -50%, Full power in emergencies only -20%) [30] + Modular Abilities(Cosmic Power) 2 (One Charm and one Spell only -20%) [16] + Magery 0 [5]

Notes: Pick a spell, any spell! This ability allows you to cast any spell in the book, every turn. Each turn, you can spend two Concentrate maneuvers from Compartmentalized Mind to give yourself 1 point in any spell, and a Charm to let you cast it while ignoring prerequisites. While not in combat, you only have 1 extra Concentrate from Compartmentalized Mind, so it takes 1 second to change your spell. This advantage also includes the Magery 0 required to cast spells in the first place. 51 points.

To power this ability up, add extra points to the Modular Abilities to cast more powerful spells. Each CP of spells costs 8 extra points.

I'm not terribly certain about the -50% accessibility on Compartmentalized Mind, but I could probably add some other limitations to it if -50% is too much.
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Old 07-24-2011, 04:03 AM   #853
vicky_molokh
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Default Re: 50-point Abilities

Probably just add Reflexive to Modular Abilities instead.
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Old 07-24-2011, 04:29 AM   #854
DuckTapeAl
 
Join Date: Jun 2011
Default Re: 50-point Abilities

Quote:
Originally Posted by vicky_molokh View Post
Probably just add Reflexive to Modular Abilities instead.
Hmm, I didn't notice that enhancement before. However, it says that Reflexive is supposed to be for senses and defenses, specifically. However, Reduced Time 2 would achieve the effect that I'm going for, at the same cost. Thanks for pointing that out! I guess an update would make sense:

Anyspell (20%):
Modular Abilities(Cosmic Power) 2 (One Charm and one Spell only -20%, Reduced Time 2 +40%) [24] + Magery 2 [25]

Notes: Pick a spell, any spell! This ability allows you to cast any spell in the book, every turn. Each turn, you can give yourself 1 point in any spell, and a Charm to let you cast it while ignoring prerequisites. This advantage also includes enough Magery that you can cast any Hard spell at IQ. 51 points.

To power this ability up, add extra points to the Modular Abilities or Magery to cast more powerful spells. Each CP added to the spell's skill costs 12 points.
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Old 07-26-2011, 04:09 PM   #855
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Default Re: 50-point Abilities

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Anyspell
I wouldn't allow Charm (a quirk-level Unusual Background) as part of a modular ability, even with modifiers, as it is not mental, physical, or social. Also because it's pretty damn broken to have any spell you want for 24 points.

Here's a little something out of my Magic: the Gathering conversion:

Cytoplast/Graft (+10%/+134%): Super Memorization 1 (6) (Physical +100%; Breakable -10%; Can Be Stolen -10%; Limited [Racial Traits Only] -20%; Accessibility [Host's Abilities Only; Within 100 Yards Only] -50%) [26], Affliction 1 (10 points of advantages [abilities from Cytoplast] +60%; Permanent +150%; Beneficial +0%; Accessibility [One Target at a Time; Must be Retrieved] -40%; Contact Agent -30%; Temporary Disadvantage [no abilities from Super Memorization] -6%) [24]

Notes: This cytoplast can store a single racial ability, worth up to 6 points, memorized from the racial traits of its current host. The owner of the cytoplast chooses which abilities are memorized, if any, and into which slots, so long as the current host remains within 100 yards. Abilities granted by other cytoplasts attached to the host count as racial abilities it possesses, and can be memorized as well. The Graft Affliction allows the user to attach the cytoplast to another host up to 100 yards away, using the Innate Attack (Projectiles) skill. The user loses access to the cytoplast's granted abilities, and cannot use the ability again, until the cytoplast is recalled. The effect is beneficial, and permanent until either recalled by the owner (a Ready maneuver) or surgically removed. [50]

Modifying: New racial ability slots can be purchased for 5.5 character points per slot, and additional points cost 3.3 character points per point, plus 0.9 points due to the increase in the the modifier for Graft (+10% for 1 point of advantages granted, and -1% for 1 point of temporary disadvantage). Note that Cytoplast currently costs 25.3 points, and Graft costs 23.4, before rounding. use these prices when adding additional points, and round once at the end.

Suggested Sources: Magic, Superscience, or Super.

Last edited by Goober4473; 07-26-2011 at 04:16 PM.
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Old 10-17-2011, 04:29 AM   #856
Langy
 
Join Date: May 2008
Location: CA
Default Re: 50-point Abilities

Here are a few really, really awful Afflictions I made for a 'Spells as Powers' type deal, modified a bit so they're 50 pointers rather than 20+ pointers. They've wound up being extremely, extremely scary.

Weaken (+395%): Affliction (Malediction, +150%; Attribute Penalty, ST -4, Margin-Based, +120%; Disadvantage, Bad Back, +25%; Area-Effect, 4 yards, +100%) [50]
Notes: You can enfeeble a target's muscles. Take a concentrate maneuver and target a 2-yard radius area. Roll a (Will - Speed/Range Table range penalties) versus HT quick contest on everyone in the area. If they fail, they gain the Bad Back (Severe) disadvantage and lose 4 points of ST for every point they fail the quick contest. This lasts for 1 minute per margin of failure.

Blunder (+400%): Affliction (Malediction, +150%; Attribute Penalty, DX -2, Margin-Based, +120%; Disadvantage, Total Klutz, +15%; Disadvantage, Ham-Fisted, +10%; Disadvantage, Bad Grip, +5%; Area Effect, 4 yards, +100%) [50].
Notes: You can rob a target of the proper use of his limbs. Take a concentrate maneuver and target a 2-yard radius area. Roll a (Will - Speed/Range Table range penalties) versus HT quick contest on everyone in the area. If they fail, they gain the Total Klutz, Ham-Fisted 2, and Bad-Grip 1 disadvantages, and lose 2 points of DX for every point they fail the quick contest. This lasts for 1 minute per margin of failure.

Feeblemind (+405%): Affliction (Malediction, +150%; Disadvantage, Absent-Mindedness, +15%; Attribute Penalty, IQ -2, Margin-Based, +120%; Based on Will, +20%; Area Effect, 4 yards, +100%) [51].
Notes: You can rob a target of the proper use of his mind. Take a concentrate maneuver and target a 2-yard radius area. Roll a (Will - Speed/Range Table range penalties) versus Will quick contest on everyone in the area. If they fail, they gain the Absent-Mindedness disadvantage, and lose 2 points of IQ for every point they fail the quick contest. If a subject is currently engaged in a 'boring task', then they must immediately make a Will-5 roll in order to continue focusing on the task, as if they had Absent Mindedness prior to starting the task. This lasts for 1 minute per margin of failure.

Debilitate (+393%): Affliction (Malediction, +150%; Attribute Penalty, HT -4, Margin-Based, +120%; Disadvantage, Very Unfit, +15%; Disadvantage, Susceptible, Poison, +4%; Disadvantage, Susceptible, Disease, +4%; Area-Effect, 4 yards, +100%) [50]
Notes: You can sap a target's health and fitness. Take a concentrate maneuver and target a 2-yard radius area. Roll a (Will - Speed/Range Table range penalties) versus HT quick contest on everyone in the area. If they fail, they gain the Very Unfit disadvantage, become Susceptible to both Poison and Disease (-1 penalty, must roll when exposed to even a trace quantity), and lose 4 points of HT for every point they fail the quick contest. This lasts for 1 minute per margin of failure.



You could easily modify these abilities to be a part of a Power such as Magic or some kind of body (or mind, with Feeblemind) control power. Also, it might be a good idea to switch out the Area Effects for Extended Durations (x300)s, making them last for five hours per margin of failure. If they're used by someone with very high skill levels, they can completely cripple a person very easily.
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Old 10-17-2011, 07:45 PM   #857
Snaps
 
Join Date: Jun 2008
Location: Provo, UT
Default Re: 50-point Abilities

Ok, here is one of mine:

Force Screen Belt [51 points]
Damage Resistance 30 (Hardened 3, +60%; Force Field, +20%; Ablative, -80%; Breakable: DR 2, -20%; Size: -6, -10%; Can be stolen: belt, -30%; Superscience, -10%) [45 points]
*Regeneration (Extreme) 10/rnd (Alternate Ability, x 1/5; Only for Ablative DR, -40%; Breakable: DR 2, -20%; Size: -6, -10%; Can be stolen: belt, -30%; Superscience, -10%) [6 points]

The Ultimate in affordable personal protection! This stylish accessory provides its wearer with up to 30 points of damage resistance at full power and ignores up to (5) damage reduction. When powered off the field recovers quickly, regenerating 10 points per second, achieving full power in just 3 seconds!
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Old 10-24-2011, 12:38 PM   #858
Hilary_155
 
Join Date: Nov 2010
Default Re: 50-point Abilities

ham2anv

With regard to healing blood.

I would say the blood would see any other cells with foreign DNA as an infection and try to kill it.

Even our intestinal bacteria has a unique DNA signature to ourselves.
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Old 11-06-2011, 02:24 PM   #859
Homunculus
 
Join Date: Nov 2011
Default Re: 50-point Abilities

Kamui- Affliction 2 (+145%; Advantage: [Warp(100pts) Range Limit(10yards) -50%, Only on Objects -20%] +30%,Costs Fatigue 2 -10%, Cosmic:No die roll +100% Blinking +25%), 49pts
Based off of an Ability from Naruto, when used this attack teleports objects. However, it is meant mostly as a defensive ability (Hence the Blinking). In game terms, rather than the character teleporting, the character teleports the attack. So, once per turn, if Johnny McAwesome was shot by a bullet, the bullet would be warped to the side so it missed. Important to note, is that it can also be used consciously to move objects.

Note: Still in debate is the weight limit on the object teleported, since normally warp would affect the user no matter their weight, and the affliction grants that ability to the object. So in theory, there is no limit(except it must be an object).
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Old 11-08-2011, 11:27 AM   #860
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Default Re: 50-point Abilities

Does anybody know where the version that was printable is (I tried clicking the link at the beginning of the thread and its dead)?

thanks
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