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Old 07-25-2006, 02:38 AM   #501
Der Wanderer
 
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Default Re: 50-point Abilities

Stone Fists [5 CPs]
Stretching I (Force Extension +50%; Temp. Disadv. Short Arms -0%; Temp. Disadv. Ham Fisted -10%; Takes Extra Time 4 (8 secs) -40%) [-20%]

Description:
You can transform your hands and the lower half of your arms into massive stone, which makes these body parts completely invulnerable. Your stone Fists are a bit clumsy -6 to manual DX rolls (Ham Fisted). The whole transformation takes 8 seconds. This ability is extremely useful for a martial artist because he can parry weapons without fearing to get hurt.
This ability does not change the length/reach of your arms!
This ability does not grant extra damage for your punch.


Designer Notes:
- Temp. Diasadv. Short Arms is a 0 point feature because its completely negated by the stretching advantage
- What your Force Extension looks like is up to you, here I choose that it looks like stone (it could also look like a normal arms/hands)…

Power Up:
- Drop Takes Extra Time
- Add some more levels of Stretching (Force Extension; Reduced Time I; Arms Only) [9 CP /level], this lets you change your reach 1+x as a free action, where x is your Talent level…
- Add some power to your punch: buy Striking ST (Stone Fists Only -60%), or add Blunt Claws or IA (ST-Based)
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Old 07-26-2006, 03:03 PM   #502
Atreyu_Hibiki
 
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Default Re: 50-point Abilities

My Two Friends (+100%): Ally (25% of your point total; FR 15; Summonable, +100%; Minion, +0%) [4] + Ally (25% of your point total; Summonable, +100%; Minion, +0%; Alternate Ability, x1/5) [1]
Notes: You have two low-powered companions that you can call upon at any time, but you can only have one of them with you at any time. This is a good way to simulate such things as a shoulder angel vs. devil, or perhaps two different weapons pulled from the aether, or such. Let your imagination go wild!
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Old 07-27-2006, 12:16 AM   #503
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Default Re: 50-point Abilities

Swearword of Doom! (+350%): Rapier Wit (Heart Attack, +300%; Triggered Delay, next opportune moment of unlucky death, +50%) [23]
Notes: You know a curse word so vile and potent that it causes those you use it on to become flustered and incredibly likely to manage to kill themselves quickly. To use this word on your opponent, roll a Quick Contest of your Public Speaking skill vs. their Will. If you succeed, they will die at the first opportunity that the GM can work their death into the story, preferably in as humorous a manner as possible. Those with the Unfazable advantage are just too jaded to be bothered by swear words, no matter how vile! 23 points.
Roleplaying Notes: The PC who utilizes this should choose a word to represent the vile word. Good examples might be "Belgium!" or "Vollum you!" The GM has a unique opportunity with this ability: he chooses how the opponent dies, but it should usually be in some bizarre manner ("The orc is so astounded by your insult that he bumps into a ladder, knocking the anvil that was on top of it onto his head, killing him." "Death Adder, baffled by your cruelty, takes three steps backwards and falls off the roof. His corpse lies on the pavement below.") By adding the Triggered Delay, the character is essentially paying three points for humor value, so make it count!
"Your mother was a hamster, and your father smelled of Elderberries!" -French Taunter, Monty Python and the Holy Grail
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Old 07-27-2006, 01:23 PM   #504
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Default Re: 50-point Abilities

Friend ham, I hope you don't mind. I salvaged these from here, as they were pretty nifty and tallied to... 50 points!

If you want to change the notes, please do. I had to guess as to what the Rare Environment was on Electric Stun, for example.

Electric Stun (+25%): Affliction 4 (HT-3; Accurate, +1, +5%; Armor Divisor (2), +50%; Increased 1/2D Range, ×5, +10%; Environmental, Rare, -40%) [50]
Notes: Collects static from the air on days where the air is charged, and fires it in a burst that slips easier through DR than most, and will stun it's target.
Submitted by ham2anv.

Power Drain (+400%): Affliction 1 (HT; Malediction 2, +150%; Unconsciousness, +200%; Accessibility, only on Electrical, -20%; Area Effect, 2 yards, +50%; Selective Area, +20%) [50]
Notes: Any targeted electrical object must make a HT roll. If it fails, it shuts off, with any consequences that follow. This works against anything from TVs to toasters to menacing robots.
Submitted by ham2anv.
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Old 07-27-2006, 01:31 PM   #505
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Default Re: 50-point Abilities

Tactile Telekinesis (-30%): Telekinesis 14 (Melee Attack, Reach C, -30%) [49]
Notes: You have the ability to move any object that you can touch with your mind. This is more than just the ability to pick objects up or hit them, but allows you to reshape flexible objects, dismantle objects with a touch of your finger (including locks!), etc. Use your imagination! Based on the primary ability of DC Comics' Kon-El Superboy.
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Old 07-29-2006, 03:32 AM   #506
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Default Re: 50-point Abilities

Blowpipe with Poisoned Darts (-10%/-50%):
Small Piercing Attack 1d-3 (Inaccurate -2, -10%; Increased 1/2D, *5, +10%; No Signature, +20%; Reduced Range, 1/2, -10%; Takes Extra Time 2, -20%) [1] + Toxic Attack 2d (Follow-Up, Small Piercing Attack, -20%; Onset, 1 hour, -20%; Resistible, HT-2, -20%; Symptoms, 2/3 HP, -1 DX, +10%) [4].

Notes: A blowpipe like one listed on the Weapon Table (p.B275), but with infinite ammunition. Fires darts to deliver a dose of follow-up poison (based on Weak Venom on p.P144, but damage is changed to 2d for the point cost's sake). 5 points.
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Old 07-29-2006, 09:53 PM   #507
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Default Re: 50-point Abilities

Electrolaser Pistol (+15%/+45%):
Burning Attack 1d-3 (Accurate +1, +5%; Environmental, Air, -5%; Gadget, Breakable, DR 2, Machine, SM -5, -35%; Gadget, Can Be Stolen, Quick Contest of ST, Doesn't work for the thief, -15%; Gadget, Unique, -25%; Increased 1/2D, *5, +10%; Link, +10%; Rapid Fire, RoF 3, +50%; Surge, +20%) [1] + Affliction 5 (HT-4; Accurate +1, +5%; Armor Divisor (2), +50%; Environmental, Air, -5%; Gadget, Breakable, DR 2, Machine, SM -5, -35%; Gadget, Can Be Stolen, Quick Contest of ST, Doesn't work for the thief, -15%; Gadget, Unique, -25%; Increased 1/2D, *5, +10%; Link, +10%; Rapid Fire, RoF 3, +50%) [73].

Notes: An electrolaser pistol, comparable to one listed on p.B280. Includes "smartgun" electronics, and limits usage to authorized persons. Requires atmosphere to make a pathway for electricity to go; beams don't work in vacuum. Loses damage in smoke, fog, etc. Burning Attack is "tight-beam".

This advantage is valid only for campaigns where electrolaser weapons are unique, one-of-a-kind gadgets; in universes where electrolasers are widely available, simply buy one with money instead of points. 74 points.

Last edited by Gurps Fan; 07-29-2006 at 11:23 PM. Reason: Grammatical corrections
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Old 07-30-2006, 12:08 AM   #508
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Default Re: 50-point Abilities

Succubus's Embrace

Here's an ability for sucking out life force through intimate contact. For every four seconds of intimate (kiss, hug, or sweet luvin), skin to skin contact, the succubus can drain one hit point or one fatigue point. Thanks to the triggered delay, the victim doesn't even realize what's happening until the contact ends. Often, the succubus will drain fatigue as lost sleep. This keeps them from getting tired and leaves there lover slowly drained as they go night after night without restful sleep. Fun for driving people insane!

Leech Level 1 [50 Points]

Heals FP, +60%
Hazard: Missed Sleep, +50%
Only during intimate contact, -30%
Delay: Triggered, +50%
No signature +20%
Selectivity, +10% So you can choose what to steal without their FP already being at zero.
Steal FP, +50%

Not vs the Truly Faithful or Innocents, -10%
Skin Contact You to Them, -20%
Contact Agent -30%
Takes Extra Time, -20% (4 seconds per point)
Uncontrollable -30%

Last edited by Fnordianslip; 07-31-2006 at 05:02 PM.
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Old 07-30-2006, 03:30 AM   #509
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Default Re: 50-point Abilities

Quote:
Originally Posted by Fnordianslip
Succubus's Embrace

Here's an ability for sucking out life force through intimate contact. For every four seconds of intimate (kiss, hug, or sweet luvin), skin to skin contact, the succubus can drain one hit point or one fatigue point. Thanks to the triggered delay, the victim doesn't even realize what's happening until the contact ends. Often, the succubus will drain fatigue as lost sleep. This keeps them from getting tired and leaves there lover slowly drained as they go night after night without restful sleep. Fun for driving people insane!

Leech Level 1 [50 Points]

Heals FP, +60%
Hazard: Missed Sleep, +50%
Only during intimate contact, -30%
Delay: Triggered, +50%
Selectivity, +10% So you can choose what to steal without their FP already being at zero.
Steal FP, +50%

Not vs the Truly Faithful or Innocents, -10%
Skin Contact You to Them, -20%
Skin Contact, Them to you, -20%
Takes Extra Time, -20% (4 seconds per point)
Uncontrollable -20% (destructive power yes, worth -30%, no)

Too bad I can't take this chick as an enemy in real life... =(
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Old 07-30-2006, 04:07 AM   #510
Atreyu_Hibiki
 
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Default Re: 50-point Abilities

Quote:
Originally Posted by Fnordianslip
Succubus's Embrace
Leech Level 1 [50 Points]
Heals FP, +60%
Hazard: Missed Sleep, +50%
Only during intimate contact, -30%
Delay: Triggered, +50%
Selectivity, +10% So you can choose what to steal without their FP already being at zero.
Steal FP, +50%
Not vs the Truly Faithful or Innocents, -10%
Skin Contact You to Them, -20%
Skin Contact, Them to you, -20%

Takes Extra Time, -20% (4 seconds per point)
Uncontrollable -20% (destructive power yes, worth -30%, no)
I'm not so sure about these items I've italicized. I can see where you're going with them, but the Skin Contact ones should be either Contact Agent (-30%) or Touch Based (-20%), and I'm pretty sure that once you've got skin contact going, you're good. They don't have to make skin contact with you...

Something else to consider is Blood Agent, which will limit it to French kissing and very intimate contact...
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