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Old 03-09-2006, 04:37 PM   #31
ham2anv
 
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Default Re: 50-point Abilities

The Old One-Two (+100%): Crushing Attack 1d (Double Knockback, +20%; Melee, Dual, ST-Based, Reach C, +80%) [10], Damage Resistance 5 (Semi-Ablative, -20%; Tough Skin, -40%) [10], Dual-Weapon Attack (Brawling) Brawling+0 [5], Enhanced Dodge 1 [15], Enhanced Parry (bare hands) 1 [5], Off-Hand Weapon Training (Brawling) Brawling+0 [5]. 50 points.

A simple package to kick-start a super boxer.
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Old 03-09-2006, 04:55 PM   #32
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Default Re: 50-point Abilities

Quote:
Originally Posted by Almafeta
... did you purposefully adapt that from "The Gamers?" @_@
Er, what's "The Gamers"? In other words, no. That was really the imagery that popped into my head when I read that ability description. I know that Gurps Fan meant for it to be used with a non-living catapult or somesuch, but the mental image of using it with a PC is hilarious...
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Old 03-10-2006, 06:45 AM   #33
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Default Re: 50-point Abilities

Quote:
Originally Posted by Atreyu_Hibiki
This is probably a lot cheaper. If it requires a phone call to have someone show up, wouldn't it also have Takes Extra Time (for the time it takes the person to travel to your location) and Only When a Phone Is Present (maybe a -40% limitation or somesuch, have you ever tried to find a phone when you're out and about? This is worth much less if you have a cell phone, though). Just some thoughts.
I would add the following to this one:

Preparation Required (to account for the need to make the phone call)

Takes Extra Time (to account for the time for said contact to either arrive or get away from what they're currently doing)

Maximum Duration (this contact has a life of their own, they cannot be at your beck and call for long)

Gadget or Accessibility (to reflect the requirement to get to a phone?)

How would you model the fact that the contact cannot get away from what they're currently doing?? Accessibility?? Frequency of Appearance??
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Old 03-10-2006, 07:44 AM   #34
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Default Re: 50-point Abilities

If a "request for aid" reaction roll is needed to ask the contact to do for you,
the ability will also be Fickle (probably the -5-percent version).
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Old 03-10-2006, 11:31 AM   #35
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Default Re: 50-point Abilities

I've tried imitating some of 3e Ultra-Tech weapons:


Neurolash (-50%/+20%): Toxic Attack 1d (Contact Agent, -30%; Link,
+10%; Melee Attack, Reach C, -30%) [2] + Affliction 4 (HT-3; Contact
Agent, -30%; Link, +10%; Melee Attack, Reach C, -30%; Moderate Pain,
+20%; Secondary Paralysis, +30%, Selective Effect, +20%) [48]. Notes:
Must touch the victim's bare skin or porous clothing. Selective Effect lets the
user paralyze a specific hit location. 50 points.

Sonic Blade (+10%/-35%): Corrosion Attack 4d (Accessibility, Not in a
vacuum, -10%; Armor Divisor 2, +50%; Melee Attack, Reach C, 1, Cannot
Parry, -25%; Nuissance Effect, Noisy tooth-jarring buzz, -5%) [44] +
Affliction 1 (HT; Accessibility, Not in a vacuum, -10%; Accessibility, Only
when hitting on the head, -20% (just guesstimated); Disadvantage, Deafness,
+20%; Follow-Up, -25%) [6]. Notes: A blade of coherent sound that ablates
any armor and renders the target deaf if hit on the head. I've set this
somewhat weaker than the original Ultra-Tech version to fit into the 50-point
limit. 50 points.

Tangler (+80%): Binding 14 (Engulfing, +60%; Only Damaged By Burning
Attack, +30%; Reduced Range, 1/5, -20%; Sticky, +20%; Terminal Condition,
Spraying "anti-tangler aerozol", -10%) [51]. Notes: Fires a capsule that
bursts into a lot of adhesive strands wrapping around the target. Max range
is 20 yards. 51 points.

Smart Disassembler Nanostat Cloud (+150%): Corrosion Attack 2d (Area
Effect, 2 yards, +50%; Drifting, +20%; Extended Duration, x3, +20%;
Persistent, +40%; Selective Area, +20%) [50]. Notes: Fires a capsule that
releases a cloud of "disassembler" nanomachines. These nanobots are smart
enough to understand what's the user orders them to attack and what's not.
Anything eaten by the cloud is gradually reduced to gray goo. The nanostat
cloud hovers in midair for 30 seconds. 50 points.
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Old 03-10-2006, 12:38 PM   #36
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Default Re: 50-point Abilities

Wow... reaction to this thread has been amazing! I'm really impressed by all the abilities that've been submitted. Just so no one thinks I'm slacking off:

The Lecher's Delight (+260%/-70%): Affliction (Permeation (Clothing) +100%; Malediction, +150%; Link, Mind Control, +10%) [36] + Mind Control (Emotion Control, -50%; Accessibility: Embarassment Only, -30%; Link, Affliction, +10%) [15] Notes: Causes the subject's clothes to fall off, while simultaneously instilling them with extreme psychological embarassment. Guaranteed to make even an orc flee from battle. 51 points.

I had a little confusion while making this one regarding the point cost of what sort of limitation only being able to create a single emotion would cost. It's so incredibly limited from the original Mind Control advantage that I decided it should give them the maximum limitation, -80% (after coupling with Emotion Control, of course). Any thoughts on this?
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Old 03-11-2006, 11:39 AM   #37
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Default Re: 50-point Abilities

The original from my earlier thread. The version which the Witch-King of Angmar had was more powerful and different, but this will do for a 50-point power. Note that a good sword has about 10-12 HP, DR 6, and HT 12.

Shatter Weapon (+30%): Crushing Attack 8d (Always On, +0%; Melee Attack, Reach C, -30%; Aura, +80%; Accessibility: Only Against Weapons Striking the Character, -20%) [52] Notes: Weapons which strike you rarely survive to do it twice! Destroyed weapons shatter as they strike, doing normal damage. This affects any manufactured weapon, not claws, thrown stones, or surfaces which you collide with. Add a Power Modifier based on the origins of your protection (Morgul Power might be as much as -20%!).
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Last edited by Polydamas; 03-11-2006 at 11:39 AM. Reason: Failed to remove one reference to "non-magic weapons only"
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Old 03-11-2006, 11:47 AM   #38
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Default Re: 50-point Abilities

Quote:
Originally Posted by Polydamas
Shatter Weapon <snipped>
A -20% limitation feels stingy, especially given that the weapons have to actually strike the character in order to be affected. I also wonder whether the effect might benefit from the inclusion of an Affliction that would permanently reduce the weapon's HT. Regardless, it's a nice addition to the thread.
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Old 03-11-2006, 12:06 PM   #39
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Default Re: 50-point Abilities

But It's A Katana! [50*]
Broadsword (DX/E*) @ DX+2 [4]
Fast-Draw (Sword) (DX/E) @ DX+2 [4]
Forced Entry (DX/E) @ DX+2 [4]
Parry Missile Weapons (DX/A*) @ DX+1 [4]
Power Blow (Will/H) @ Will [4]
Enhanced Parry (Katana) [5]
Signature Gear (Katana)* [1]
Two-Handed Sword (DX/E) @ DX+2 [4]
Weapon Master: Katana [20]

The skills marked with an asterisk by their difficulties have the optional specialization: Katana.

Having a katana as your Signature Gear is 1 point at TL 4 and up. It costs 2 point at TLs 3 and 2, 3 points at TL 1, and 6 points at TL 0 (in case you want to be a samurai caveman). Those TLs add 1, 2, and 5 points, respectively, to the cost of this template.
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Old 03-11-2006, 12:20 PM   #40
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Default Re: 50-point Abilities

I though this would be more expensive, but rather than discard it, here's a 25-point version of Sting: Innate Attack (1d-2 cut; Alternate Attack, x1/5; Gadget, Breakable, SM -4, -15%; Gadget, Breakable, DR 10, -10%; Gadget, Can Be Stolen, ST Contest, -30%; ST-based, +100%) [1] + Detect (Orcs, Common; Cosmic, No Roll Required, +100%; Gadget, Breakable, SM -4, -15%; Gadget, Breakable, DR 10, -10%; Gadget, Can Be Stolen, ST Contest, -30%; Vague, -50%) [19] + Innate Attack (1d-2 impaling; Gadget, Breakable, SM -4, -15%; Gadget, Breakable, DR 10, -10%; Gadget, Can Be Stolen, ST Contest, -30%; ST-based, +100%) [5]. 25 points. Notes: Adds 1d-2 damage to thrust or swing, as well as automatically detecting orcs after a concentrate maneuver. I'd prefer to use a ready maneuver instead, but I couldn't find a value for that. It's probably no more that 5%, though, which would raise the cost by 1 point.
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