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Old 02-14-2008, 09:52 PM   #791
MageofMyth
 
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Default Re: 50-point Abilities

This power is not in the PDF.

Quote:
Originally Posted by Gurps Fan
Body of Poisonous Gas [50 points]

ST 0 [-100]; HP +10 [20]; Bad Smell [-10]; Doesn't Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse; Infiltration, +40%) [140]; No Legs (Aerial) [0]; No Manipulators [-50]; Poisonous Gas (see below) [14]; Vulnerability (Burning damage, Common, *2) [-30]; Vulnerability (Vacuum-/wind-based attacks, Occasional, *2) [-20]; Feature (Taboo Trait, Fixed ST) [0]. 50 points.

Notes: Based on the Body of Air meta-trait. Your body is made of toxic, malodorous gas that does damage on living beings if inhaled. Your gas is somewhat burnable, and you suffer extra injuries from burning attacks as well as Vacuum-/wind-based attacks.

Poisonous Gas (+245%): Toxic Attack 1d (Always On, -20%; Area Effect, 2 yards, +50%; Cyclic, 1 second, 3 cycles, resistible, +100%; Emanation, -20%; Resistible, HT-3, -15%; Respiratory Agent, +50%; Side Effect, Retching, +100%) [14].

See also Body of Explosive Gas.
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Old 02-15-2008, 07:36 PM   #792
Mysterious Dark Lord v3.2
 
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Default Re: 50-point Abilities

Darkness Equipment (50 points)

Blacklight Contact Lenses (17 points)
Dark Vision [Breakable/DR 2 -20%; Can Be Hit/ SM -8 -5%; Can Be Stolen/ Trickery -10%] (17 points)

Blackout Beam Projector (33 points)

Obscure Vision 10 [Cone/ 3 yards +80%; Ranged +50%; Accessibility/ Doesn't Affect Dark Vision -5%; Breakable/DR 5 -20%; Can Be Hit/ SM -6 -10%; Can Be Stolen/ Contest of ST -30%] (33 points)

This is the equipment carried by Sandra Knight, the legendary superheroine (and cheesecake goddess) Phantom Lady, one of the most popular superheroines of the 1940's.

The small blacklight projector emits a cone of darkness that can only be seen through with Dark Vision. The contact lenses provide Dark Vision. Simple.
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Old 02-16-2008, 02:27 PM   #793
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Default Re: 50-point Abilities

Quote:
Originally Posted by transmetahuman
Germs in Black (+4,891%)

Toxic Attack 1 point (Cyclic, 1 day, 493 cycles*, +4930%, highly contagious, +50%; No Signature (leaves magical trace), +20%; Symptoms, 2/3 HP, Disadvantage, Partial Amnesia, Magical events & inconsistencies witnessed, +10%; Disadvantage, Trivial Delusion, "Magic isn't real, and people who believe in it are delusional", +1%; Contact Agent, -30%; No Wounding, -50%; Onset, 1 day, -30%; Accessibility, Not versus treated Cabalists, mages, or supernatural beings, -0%; Magical, -10%.

*Using the Multiplicative Modifiers option:
2,481 cycles (+24,810%)
1 + 24,891% = 250; 250 - 80% = 50

A magical disease with harmless symptoms that very few will ever notice - and those few can be readily dealt with by the Cabal's more conventional teams. Note that it is not the resistible form of Cyclic; once you catch it, you'll feel the symptoms within a week or two, and spread it by contagion for months or years. By the time your current infection has ended, and you've healed up the virtual HPs and no longer feel the symptoms, you will probably have been infected again, several times, as you and your neighbors continually re-infect each other. New memories of supernatural weirdness will be doubted by yourself as well as others, and probably getting hazy within days and totally forgotten within weeks.

Cabalists, non-Cabalist supernaturals (not always a benefit for the Cabal, hence the -0% Accessibility), and the few with natural immunity (see Campaigns p. 443) will remember the truth, but acquired immunity doesn't apply to this strain. Recent memories may return, and the infection end prematurely, if the victim enters an area with no mana at all.

This is the write-up for the Philosopher who first developed the ritual. No one actually has this ability anymore (though the Cabal has the records, if they need to re-create it) - it's just a disease, floating around out there.
Quote:
Originally Posted by RedMattis
I'm guessing that one is floating around in Sunnydale. :P
Heh. Funnily enough, I'm calling the campaign idea that it was built for "The Spellmouth".

Any criticism? I'm not really clear on using diseases in GURPS. I'm assuming someone actually infected with a contagious disease doesn't gain it as an advantage - but does that hold true even if he suffers no ill effects from it, himself? Is it kosher to use No Wounding in conjunction with Symptoms this way? Does it make a difference if the symptoms are noticeable? If an ongoing Cyclic attack with Magical enters a NMZ, does the attack end, or just have no effect besides using up cycles until the victim exits the zone? If a magical disease with physical symptoms enters a NMZ, will the symptoms cease as well? Is "Contagious" a penetration modifier?
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Old 02-17-2008, 01:35 AM   #794
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Default Re: 50-point Abilities

Quote:
Originally Posted by aesir23
Jinx: (Affliction lvl 1: Disadvatage: Total Klutz (+15), Area Effect lvl 4 +100%, Always On –50%, No Signature: +20%, Cosmic: Irresistable +300%) [49]
I like this idea a lot. As written, however, I can't tell if this would a) have any range (and how that would work what with this being always on) or simply emanate from the character and b) affect the character's allies as well as enemies.

Also, just to be clear here (and you probably already know this, but I'm putting it out for clarity's sake), all the Cosmic: Irresistible Enhancement does is "negate the target's protection" which is to say DR for Afflictions; per Powers, 'No version of Cosmic bypasses the resistance roll against Affliction, Mind Control, Maledictions, and similar abilities. Despite its name, "irresistible attack" simply negates protection such as DR and Mind Shield – it doesn’t deny the target his chance to resist.' Your targets are still going to get a HT roll to resist. Perhaps you'd be better off with Malediction (+100%), especially if you have a high Will; heck, with Malediction, you could afford to buy a higher Will just for this attack.

If this is an ability somewhat directed by the character, perhaps you could go with something like:

Jinx Hex: Affliction 1 (Disadvantage: Total Klutz +15%, Area Effect 4 +100%, Emanation -20%, Selective Area +20%, Always On –0% (*), No Signature +20%, Malediction +100%) [34]
+ 4 Will (Accessibility: Only for use with Jinx -10%) [18] = [52]

Effect: Each round, any enemies within a 4 yard radius roll a Quick Contest of their HT vs. your Will+4 and become Afflicted with Total Klutz for 1 minute for every point by which you win the Contest.

Or, if you prefer to keep things tidy and all wrapped up in one ability:

Jinx: Affliction 1 (Disadvantage: Total Klutz +15%, Area Effect 4 +100%, Emanation -20%, Selective Area +20%, Always On –0% (*), No Signature +20%, Cosmic: Irresistible +300%) [54]

Effect: Each round, any enemies within a 4 yard radius roll vs. HT or become Afflicted with Total Klutz for 1 minute for every point by which they miss their roll.

If you don't mind messing things up for your buddies:

Black Cat Jinx: Affliction 1 (Disadvantage: Total Klutz +15%, Area Effect 4 +100%, Emanation -20%, Always On –20% (*), No Signature +20%, Cosmic: Irresistible +300%) [50]

Effect: Each round, everyone within a 4 yard radius rolls vs. HT or becomes Afflicted with Total Klutz for 1 minute for every point by which they miss their roll.

Black Cat Jinx Hex: Affliction 1 (Disadvantage: Total Klutz +15%, Area Effect 4 +100%, Emanation -20%, Always On –20% (*), No Signature +20%, Malediction +100%) [30]
+ 4 Will (Accessibility: Only for use with Jinx -10%) [18] = [48]

Effect: Each round, everyone within a 4 yard radius rolls a Quick Contest of their HT vs. your Will+4 and becomes Afflicted with Total Klutz for 1 minute for every point by which you win the Contest.

(* Always On with an ability that doesn't inconvenience you or people you like is definitely a 0 point Limitation; Always On with an ability that only inconveniences other people is more likely a 20% Limitation, since it might affect your allies; if this Affliction affects the character, that's Total Klutz [-15] with possible Unreliable Limitations.)

Carry on with the good suggestions.
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Old 03-11-2008, 09:58 PM   #795
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Default Re: 50-point Abilities

Based on the idea of Wildcard Powers (p. 41 of GURPS Supers), here are some wildcard powers:

Acute Vision 6! (48): Not only do you see things really well (+6 moves the 50-50 10 to the can't-fail 16), but you can see beyond every so often. You have 12 flexible points to spend at any one time; use them on abilities such as Vision modifying abilities, Detects, and such.

Charisma 5! (100): You are so wowing that you can draw supernatural power from it. You have 25 flexible points to spend at any one time; use them on will-based Afflictions (knowing JUST the right thing to say), Rapier Wit (disarm them with your charm), Appearance (walk the walk as you talk the talk), and Allies (the new friend of the week).

Damage Resistance 5! (100): You are not just tough, you are VERY tough; in addition to shrugging off bullets, you shrug off many of the annoying parts of life. You have 25 flexible points to spend; use them on Resistances, Immune To X, HT (to make those important rolls) and (if you need it) even more Damage Resistance.

Move +5! (100): As you move about, you are WICKED fast. You have 25 flexible points to spend at any one time; use them on Enhanced Dodge (running away is the greater part of valor), Enhanced Move (go even *faster* than normal), Fit or Very Fit (run long and hard), and either DX+5 or +6 levels (use the better) with Jumping or Acrobatics (for free-running fun).
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Old 03-17-2008, 05:34 PM   #796
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Default Re: 50-point Abilities

BANESTORM AT LAST! (+2380%): Toxic Attack 1 point (Affects Insubstantial, +20%; Area Effect, 34359738368 yards; or 19,522,578.6 miles, +1750%; Cosmic, Irresistible attack, +300%; Emanation, -20%; Rapid Fire, RoF 300, +300%; Selective Area, +20%; Underwater, +20%, Only on Orcs, -10%) [25 - rounded up]

Notes: As per M.U.N.C.H.K.I.N., but over a smaller scale - please note that the Diameter of the Earth is 7,926.41 miles - approx. Yrth as well - and only on Orcs.

The Dark Elves dream, thanks to Gurps_Fan.
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Old 06-17-2008, 09:13 PM   #797
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Default Re: 50-point Abilities

[QUOTE=Gurps Fan]Munchkin's Universe-shaking Nondirectional Cosmic Hyperluminal Kinetoelectromagnetic Interference Neurodisrupter (M.U.N.C.H.K.I.N.) (+5190%):

Well, is not a 50 point ability, but somebody must neutralize the cosmic menace!

M.U.N.C.H.K.I.N. Countermeasure
DR 1 (Affect Others, +50%; Area Effect 24n, +1200%; Cosmic, +50%; Force Field, +20%; Reflexive, +40%; Selective Area, +20%) [74]

If the character is threatened by some damage, the
M.U.N.C.H.K.I.N. Countermeasure
switch on automatically. A big force field protect everyone in 10000 miles (more than the Earth diameter).

The Reflexive enhancement allows the force field activate even if the character are unconscious.

Selective Area creates various individual force fields around each desired target (that can be every person in the world).

The advantage this is that a big worldwide force field don't protect against attacks inside the force field. A lot of little individuals force fields haven't this problem.
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Old 08-03-2008, 11:30 PM   #798
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Default Re: 50-point Abilities

Thought I'd make a contribution to this thread.

Immolating Gaze (+60%): Burning Attack 7d [Malediction (-1/yard), +100%; Sense-Based with Malediction: Vision, -20%; Damage Limitation (No Wounding), -50%; Incendiary, +10%] [49]

This simple little attack is for people who you really don't want to tick off. Fail the quick contest of Will vs. HT, and you'll suffer 6d of burning damage. Of course, this has No Wounding on it, but since it also has Incendiary, it only needs 10 points of damage to ignite your flesh! And since its a malediction, all your fancy armors have no effect! Definately a sinister ability. I could probably see this being a power for a Pyrokinetic.

Long Range Immolating Gaze (+110%): Burning Attack 5d [Malediction (Speed/Range), +150%; Damage Limitation (No Wounding), -50%; Incendiary, +10%; Sense-Based with Malediction: Vision, -20%] [48]

This is just an alternate version that sacrifices a bit of effectiveness for more range.

Brute Force Immolating Gaze (-45%): Burning Attack 18d [Damage Modifier: Incendiary, +10%; Increased Range (1/2D Range only) (x10), +15%; Damage Limitation: No Wounding, -50%; Reverse Sense-Based (Vision), -20%] [50]

This version isn't a malediction at all, and is affected by DR. However, the sheer damage it does will likely overpower most armors anyway!

Weak BF Immolating Gaze: Same as above, but only a 9d attack rather than 18d. This is for the 25-point list, and it comes out to exactly 25 points.

Last edited by Adelus; 08-04-2008 at 11:17 AM.
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Old 08-23-2008, 11:16 AM   #799
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Default Re: 50-point Abilities

Quote:
Originally Posted by Erik_Nielsen

(* Always On with an ability that doesn't inconvenience you or people you like is definitely a 0 point Limitation; Always On with an ability that only inconveniences other people is more likely a 20% Limitation, since it might affect your allies; if this Affliction affects the character, that's Total Klutz [-15] with possible Unreliable Limitations.)

Carry on with the good suggestions.
Thanks.

I definitely intended that this ability inconvenience my friends. Critical failures every time a dex roll is missed qualifies, I think, as a Dangerous Ability. Critical failures can be potentially fatal. Hence, the 50% version of Always On.

Of course this ability (and Total Klutz in general) becomes totally Munchkinized when combined with Daredevil (reroll all critical failures when doing something dangerous, all failed Dex rolls are critical failures =always succeed on dex rolls to do dangerous things!), but that's another story.

Last edited by aesir23; 08-23-2008 at 11:23 AM.
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Old 09-18-2008, 03:06 PM   #800
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Default Re: 50-point Abilities

Hmm ... I once had a nice Affliction written down on a piece of paper that I had called Succubus Kiss.
Basically a breath-attack Affliction at max range 2y, causing stun, with ecstacy as secondary effect.

However, the paper is gone, and at ten past 11pm and a workday tomorrow I'm far too tired to conjure up a new version of it now.

[EDIT]
Ok, morning and here's my rework of

SUCCUBUS KISS (-80%/-80%) 25
Joyous Kiss: Affliction 10 (w/ Ecstasy +100%; Accessible, only against Males* -20%; Accessible, Only at Night -20%; Blood Agent -40%; Cost Fatigue, 3 FP -15%; Mêlée, Reach C, can't parry -35%**; Takes Extra Time, 4 seconds -30%; Takes Recharge, 15 Sec -20%;) [20]
Killing Kiss
Affliction 10 (w/ Stun +10%; Secondary Effect, Heart Attack +60%; Accessible, only against Males* -20%; Accessible, Only at Night -20%; Blood Agent -40%; Cost Fatigue, 3 FP -15%; Mêlée, Reach C, can't parry -35%**; Takes Extra Time, 4 seconds -30%; Takes Recharge, 15 Sec -20%;) 20/5 = [5]

Description:
This is the (in?)famous kiss of an Succubus. It can send a man reeling in ecstasy, or kill. The kiss does not only works on males, it works on females attracted to their own gender, and it's totally useless against men not into females. Incubi also have this ability, with the sole difference is the genders are switched on user and eligible targets.
Exactly what it is in their kiss that gives people such joy, or can cause heart attacks have been debated by many. Those that are in the know are either Incubi or Succubi themselves, or turn up dead of heart failure.

They can kiss mortals normally of course.

Designer Notes:
* Actually, should be read as "People attracted to the Succubus apparent gender". But since Succubi (female lust-demons) tends to attract males more than females. In any case, it uses the same rationale as appearance.
To make it an Incubus Kiss, just switch the genders.
** Well, it's a kiss, so what other way to represent it than this?

[EDIT]
Forgot the -5% for "Can't parry" first. So, now I reduced the Fatigue Cost with one to compensate (which makes the kisses usable more often). :-)
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Last edited by PhoenixPaw; 09-19-2008 at 07:29 AM.
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