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-   -   GURPS Power-Ups 1 is out (https://forums.sjgames.com/showthread.php?t=40597)

Rasputin 05-31-2008 09:10 PM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by El Guapo
I hope this becomes another popular pdf series.

What future plans/releases are there for this series?

Captain-Captain 05-31-2008 09:11 PM

Re: GURPS Power-Ups 1 is out
 
New skill: Extraction, should be restricted to Swing (imp) weapons. Prequiste Imbue 2.

This is an advanced version of the Forceful Blow skill. A hti with the swing imp weapon drives the target back as per that skill, but the weapon is successfully removed by the knockback doing it's standar4d additional damagein one turn. On a failure the weapon silips out of the body without doing the extra damage. On a critical failure the weapon goes with the target a distance of 1 hex. Because it was a crit failure, the victime does NOT fall down. (Unless he's dead or unconscious). You've just disarmed yourself.

Edit: On a roll that exactly fails, the weapon is forced out by the ability, but does not inflict any damage to the victim by extraction. On a failure by more, the power doesn't work. The weapon has to be extracted on a later action.

On a critical failure the knockback affects both or the person using the imbuement trait. As best suits the target. If the target is a PC, feel free to take input from that player as to where the characters end up. The target does not have a risk of falling down in any event. The imbuer however needs to make a DX-3 roll to stay standing.

vitruvian 06-01-2008 12:17 AM

Re: GURPS Power-Ups 1 is out
 
Crippling Blow - any way to make it so your character only knows *one* particular crippling effect, e.g., Xena's paralyzing blow with cyclic Fatigue attack from not being able to breath?

Same thought for Stupefying Blow.

On Sudden Death, does it seem to anyone that the default usage is actually more advantageous and flexible than the one that takes a -5? And again, it seems like there should be a way to have a fixed effect - e.g., the five-point palm exploding heart technique from Kill Bill.

PK 06-01-2008 12:22 AM

Re: GURPS Power-Ups 1 is out
 
I don't see any reason you couldn't make those optional specializations. So you could learn Crippling Blow (Broadsword; Paralysis) as a DX/H skill, which always took the given penalty and couldn't do any other crippling effects.

blacksmith 06-01-2008 06:01 AM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Mark Skarr
The other big difference is that most of the Imbuements can be added to a point-based power by buying the correct enhancement. Comparing to Magic, I still can't create an Utter Dome using Powers because infinite DR (even with limitations) still costs infinite points.

And my responce is so what? You can have the exact same problem with gear, so I really don't understand why people complain about having elements that can not be built with Powers as gear is fine but as spells is wrong.

Utter dome as a thin wall of statis surounding you protecting you from anything is something few would argue with, but the same effect as a spell and it really bugs people.

CrownedSun 06-01-2008 08:05 AM

Re: GURPS Power-Ups 1 is out
 
I'm very happy with this PDF, even beyond Dungeon Fantasy. It covers something that I always wanted to be able to do in GURPS, and does it very easily and elegantly. Best of all, when pondering how to handle this same issue myself, I came up with something very similar to this -- so for $5, I basically saved myself a lot of time and got a superior product. Very well worth it.

Given that this was "GURPS Power Ups 1", I very much look forward to seeing what else Kromm has in store for us in this series.

Paul 06-01-2008 09:26 AM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Rasputin
What future plans/releases are there for this series?

As usual with PDF releases, we don't have a specific date we can point to. However, Power-Ups 2: Perks is nearing completion. Future releases are certainly on the cards.

Shrale 06-01-2008 09:47 AM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Captain-Captain
I keep thinking of a "Quick Draw McGraw" Episode, where McGraw's son, back from college in the east takes up his father's mantle as "El Kabong". While sword fighting the villain and the villain takes a break, makes a twist of his wrist and his sword continues to fight for him. Junior asks how he did this and the villain shows him. Both swords continue fighting while the foes and the distressed damsel discover they all went to the same college.

The reason I am thinking of this is I CAN DO THIS IN GAME NOW, by the RAW. The Villain has Imbue 3 and Project Blow [edit: er, Dancing Weapon actually] and perhaps teaching or even Instruction! at 15 or higher. Junior has Wild Talent.


LOL !




>>>

vicky_molokh 06-01-2008 10:06 AM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Paul
As usual with PDF releases, we don't have a specific date we can point to. However, Power-Ups 2: Perks is nearing completion. Future releases are certainly on the cards.

How is Power-Ups: Perks different from More Perks?

Rasputin 06-01-2008 10:24 AM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Paul
As usual with PDF releases, we don't have a specific date we can point to. However, Power-Ups 2: Perks is nearing completion. Future releases are certainly on the cards.

Thanks. I wasn't looking for a date; I know you guys are backed up (e.g., my current proposal has been sitting for six weeks). These quick-and-dirty game aids speed up game planning greatly, and are more than worth the $5.


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