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Old 10-04-2009, 09:17 AM   #1
Figleaf23
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Default Challenge: Scaled-down abilities

Here are two ability-build challenges.

Please make your responses RAW-compliant or provide a note on how/why you're bending the rules. Please also give them a name (or a 'working name') and indicate whether you consider it realistic or cinematic.

In some case these may be purpose-built traits to fill a specific niche in a particular character build. If so, please include a little text talking about that.

Thanks and enjoy!

Challenge #1:

Perks are nice, but there are far too few traits priced under 5 points other than perks.

Using existing Advantages, Perks etc., create useful under-5-point abilities.

Example to get the ball rolling:

This could be considered realistic for certain character builds, perhaps.

Shock Absorbers [4] (Catfall (10), Must be oriented properly: Unreliable 14- or Requires DX Roll (-10%), Takes Recharge - 5 minutes (-30%), Nuisance: Noisy (-5%), Temporary Disad: Move -3 for GM-set time after use (-15%) (Net -60%).




Challenge #2

Many imaginary characters have signature 'big' powers but they are script-restricted in ways that make them less overpowering and affordable within limited-scale power levels.

Starting with abilities of any point level, apply mods of greater than net -50% to bring in a useful ability build for less than 10 points.

Example:

This was for an old west preacher who was meek during the week, but defends his church like a lion on Sundays. It's mildly cinematic.

Sabbath Shootist [5], Gunslinger (25), Sundays only (-35%), Temporary Disad: Post Combat Shakes (-5%), Max time 30mnts (-25%), Nuisance -no stealth (muttering in 'Tongues')(-5%), Takes Extra Time, 1 second (-10%)(Net-80%).

Last edited by Figleaf23; 10-04-2009 at 10:05 AM. Reason: added the italicized clarification to challenge 2
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Old 10-04-2009, 11:46 AM   #2
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Default Re: Challenge: Scaled-down abilities

Challenge #1

MunchSkin [2], Spines (1) No Signature +20%, Switchable +10%, Reflexive +40%, Armor Divisor 2 +50%, No blunt trauma -20% (= Net +100%).

Edit: Moved here --

MunchSkin Toxin, Toxic Damage (4/d), (Follow-up, -50%, Ten times/day -10%, Blood Agent -40%, Cyclic, 1sec (+100%), Net +0%); [4 points per die damage, or 1 point per point damage.]


Further Edit: Option for MunchSkin -- Drop Armor Divisor and add Cosmic: Ignores DR +300%. Cost become net +350% for [5]

Last edited by Figleaf23; 05-08-2011 at 09:27 AM. Reason: Added Toxin
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Old 10-04-2009, 11:59 AM   #3
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Default Re: Challenge: Scaled-down abilities

Quote:
Originally Posted by Figleaf23 View Post
Challenge #1

MunchSkin [2], Spines (1) No Signature +20%, Switchable +10%, Reflexive +40%, Armor Divisor 2 +50%, No blunt trauma -20% (= Net +100%).
Um, I'm not sure you should use No Sig on Striker-type traits.
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Old 10-04-2009, 12:35 PM   #4
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Default Re: Challenge: Scaled-down abilities

Quote:
Originally Posted by Molokh View Post
Um, I'm not sure you should use No Sig on Striker-type traits.
I don't see why not --

http://forums.sjgames.com/showpost.p...06&postcount=8
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Old 10-04-2009, 12:47 PM   #5
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Default Re: Challenge: Scaled-down abilities

Very nice, Figleaf23.
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Old 10-04-2009, 01:30 PM   #6
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Default Re: Challenge: Scaled-down abilities

Nineteenth Century Photographic Memory (3pts)
By preparing yourself you can take a memory photograph of everything around you, which creates an annoying (but harmless) smoke cloud and flash.

Photographic Memory, Preparation Required -20%, Sense-Based (Vision) -20%, Unreliable 11 -20%, Nuissance Effect (characteristic flash and smoke smell) -5%, Temporary Disadvantage (Color Blindness) -10%


Gold Digger Sense (3pts)
You can detect the amount of gold up in them there hills.
Detect Gold, Once Per Day -40%


Stunning Kia! Fist (4pts)
Affliction, Melee -30%, Nuisance Effect (Kung Fu Yell) -5%, Takes 15 Second Recharge -20%, Takes Extra Time -10%


Insect Resistant Skin (1pt)
Standard sized insects do no damage to you.
Damage Resistance 1, Insect Attacks Only -80%


True Dark Vision (5pts)
As long as there is NO light whatsover you can see normally, otherwise normal darkness penalties apply.
Dark Vision, Accessibility -40%, Temporary Disadvantage Tunnel Vision -30%, Temporary Disadvantage Susceptable Light/Flashes 5 -10%.
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Old 10-04-2009, 01:51 PM   #7
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Default Re: Challenge: Scaled-down abilities

Wall-eyes [2] - You can force your eyes to look in different directions providing an imperfect ability to track two targets. Enhanced Tracking (5), Requires HT Roll (-10%) Costs Fatigue x2 (-10%), Inaccurate -2 (-10%), Temp. Disad.: No depth percep. (-15%), Nuisance: looks disturbing (-5%), Minimum Range 5 yards (-10%) (Net -60%).

Last edited by Figleaf23; 10-04-2009 at 08:29 PM. Reason: embarrassing typo
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Old 10-04-2009, 02:10 PM   #8
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Default Re: Challenge: Scaled-down abilities

Fractional ST. Your ST is less than 1, but greater than 0. Cost is one point per ST 0.1. This allows creatures down to ST 0.1 [-99]. With the standard weight/size-to-ST scale, this permits characters down to sizes as small as about 0.5 inches in height/length and 0.002 ounces (less than a tenth of a gram) in weight.

* Calculate Basic Lift, etc. normally

* Calculate HP normally (i.e., = ST, death checks at -1 x HP, etc.)

* Calculate melee damage as if the character was ST 10, then multiply result by ST/10 (e.g., for ST 0.4, calculate damage by multiplying results by 0.04); record all fractions that penetrate DR rather than rounding down to 0.

* Calculate weight, cost, damage, and protection of any equipment, weapons, etc. on a case-by-case basis, but one can always steal the scale from GURPS Spaceships (i.e., every time you go down SMs, weight drops by a factor of 3, 10, 30, 100, etc., and DR drops by about 30%-40%...1 to .7, .7 to .5, .5 to .3, etc.). Of course, many machines won't go down in size (a radio is the same size whether you are a man or a mouse) and many small creatures (talking mice, etc.) don't really have much in the way of equipment anyway, but you might have to figure some things out.

A typical sparrow might be ST 0.6 or ST 0.7. They can fly and their beaks are pretty good for attacking small creatures. A typical big scorpion (4") might be ST 0.4 or ST 0.5, but some of them have very lethal venom and they're not known for their forgiving natures...

Anyone for GURPS Sparrows and Scorpions?

Last edited by Mgellis; 10-04-2009 at 02:20 PM.
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Old 10-04-2009, 02:56 PM   #9
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Default Re: Challenge: Scaled-down abilities

LOL, Mgellis, that's another approach to 'scaled-down' abilities!
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Old 10-04-2009, 06:42 PM   #10
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Default Re: Challenge: Scaled-down abilities

Alright, here's a few I just threw together, so they might need a little more tweaking. If anyone can think of some more limitations or enhancements to throw on these, let me know. I feel like these are more Cinematic, but could be Realistic with the right TL and flavor text.

I'm a little up in the air about what to do about the Temporary Disad for the Glove since it's technically Right Hand Only. Any suggestions?

Dr. Shelgren is well known throughout the nation for his line of expensive, but stunning inventions. They are generally more prevalent for demonstration at parties and during scientific research, but there are a few who find them useful in forensics or for more nefarious purposes like cracking safes. These strange devices are constructed with semi-precious stones and metals such as brass and copper and often have exposed wires and hoses that make them highly visible and obvious to an observer.

Dr. Shelgren's Amazing Sound Enhancing Cone [2]

This brass and copper Victrola-style cone is placed in the ear and attached to the head with a small hinge that wraps comfortably around the ear. It allows the wearer to hear much better than they do without it, but has the unfortunate disadvantage of causing loud noises to be uncomfortably loud. Even numerous quieter noises seem to make it difficult for a wearer to Concentrate on any important tasks while wearing the device.
Acute Hearing 5 (Nuisance Effect: Loud noises cause pain and many sounds prevent Concentration -10%; Nuisance Effect: Using Makes Wearer Obvious -5%; Unreliable: Malf 14 -15%; Gadget: Breakable DR 1 -20%; Gadget: Can Be Stolen with Quick Contest of DX -30%)

Dr. Shelgren's Fantastic Smelling and Tasting Apparatus [2]
This device rests uncomfortably above the nose and upper lip, reaching strange wires and tiny hoses into the wearer's nostrils and mouth. This awkward placement makes it difficult for the user to speak clearly, but allows them to taste and smell beyond what is normal for humans.
Acute Taste & Smell 5 (Nuisance Effect: Using Makes Wearer Obvious -5%; Temporary Disadvantage: Stuttering -10%; Unreliable: Malf 14 -15%; Gadget: Breakable DR 1 -20%; Gadget: Can Be Stolen with Quick Contest of DX -30%)

Dr. Shelgren's Marvelous Touch Heightening Glove [3]
This leather glove is fortunately less intrusive and obvious than Dr. Shelgren's other Sense-Boosting inventions. The wires and hoses that communicate information from the palm sensing units to the communication hub on the back of the hand are cleanly arranged and tightly sewn into the fabric. Unfortunately, wearing this bulky device makes it more difficult to operate lockpicks, wield swords, or hold anything with any amount of manual dexterity.
Acute Touch 5 (Right Hand Only -20%; Unreliable: Malf 14 -15%; Gadget: Breakable DR 1 -20%; Gadget: Must be Forcefully Removed -10%; Temporary Disadvantage: Bad Grip 1, Ham Fisted 1 -10%)
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