Re: GURPS Power-Ups 1 is out
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;) |
Re: GURPS Power-Ups 1 is out
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I'm looking forward to the Power-Downs series :| |
Re: GURPS Power-Ups 1 is out
more Perks are always nice!
...other nice Power-Ups I'd like to see: PU: Talents PU: Minions (from pokemons to familiars and pet demons) |
Re: GURPS Power-Ups 1 is out
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Re: GURPS Power-Ups 1 is out
Other power-ups I'd like to see would be ones that power-up supernatural beings like vampires, other undead, lycanthropes, ghosts, and faeries. Also I would like to see some based on law and chaos. Even ways to make runes and glysphs.
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Re: GURPS Power-Ups 1 is out
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If so, I've got dozens lying around. ^^ Still, a thread where people come up with powers for the traditional supernatural beings would be nice. I think I'll start one. |
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And summonable elementals. |
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And the troops that usually sit around at the military base, just waiting for the Lantern-Jawed Scientist to call them in to deal with this week's Atomic Horror. Minions. They're not just for fantasy any more. <g> |
Re: GURPS Power-Ups 1 is out
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1) I want to build a gadget that has variable properties related to the stats of the wielder, but which has a fixed cost regardless of the wielder's stats. For instance, a crossbow with psionic power to fire a "mind bolt" that inflicts thr+4 fatigue damage (instead of say 1d+4 fixed) based on my Will instead of ST, with range determined by Will as well. I would like to calculate a flat cost for this item in points, and a corresponding flat cost in dollars in a campaign where such items are common enough to be a cash purchase. I'm inclined to think that the ST-Based Damage enhancement went the wrong direction; instead we should have it as a limitation where you have to have a certain minimum ST to get any effect and a maximum beyond which ST is no help...but it needs to have the flexibility for magic items which have a broader ST range than a mundane weapon would. 2) I want a "powercrafting" skill, such that a psionic character could enchant his psionic power into an item like the one above, or such that a skilled powersmith without no inherent power could work with a powered character or natural magic to make permanent items. Right now, if I want enchanted items as a significant part of the economy accessible to PCs, I have to take the G:Magic route in favor of G:Powers. I can stat out a fair number of gadgets, but no game-mechanical explanation for their existence other than Afflict (cool power on gadget, permanent) which seems kludgy. For a powersmith who can get creative, I'd need Modular Abilities (Trait Limited: Affliction as above), which is even kludgier. GEF |
Re: GURPS Power-Ups 1 is out
Also need are rules for holy/unholy item santification. (instead of enchantment)
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