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Old 05-07-2006, 01:58 AM   #201
BeUrgaust
 
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Default Re: 50-point Abilities

Quote:
Originally Posted by Atreyu_Hibiki
Your wish is my command! Your math's fine, but here's the "unclunkified" version:

Curse of Mooches (+300%): Affliction (Disadvantage: Dependants (No more than 50% your CPs, Friend x1, Almost all the time x3, Group x2) +50%; Advantage: Reputation (Generous, +1 reaction, Everyone under your Wealth x1/2, recognised all the time x1) +30%; Malediction +100%; Melee Attack Reach C -30%; Permanent (victim must give you $20 per each Dependant he/she gained through this power) +150%) [40]

Logic behind changes: An affliction can have multiple effects, so I added the effect of the second affliction to that of the first, and removed the Link. This freed up many points, so I removed the Onset, Temporary Disadvantage, and Once Per Day modifiers. Sticking someone with an Advantage, even if it's a Reputation that'll give them grief, costs 10% per CP it's worth, not 1%, thus the Reputation became worth +30% (not a problem at all, there's lots of room).

If you want to make this a 50-point ability, there's still a whole +100% worth of modifiers you can add to reach that point-goal. With those points, you could
-increase the Reputation reaction, for +30% for each +1
-increase the Dependants to "All the time" and "Loved Ones" for and additional +30% (can't go any higher, though)
-add 100 points worth of disadvantages onto the poor guy
-add 10 points worth of advantages onto the poor guy
-add an Irritant condition, or any Incapacitation listed on p. 36 up to Seizure, or an Attribute Penalty (IQ -2 for +20%, anyone?) I wouldn't recommend the Incapacitation; it doesn't seem to fit the concept behind the Ability. But it's an option.

As a note for everyone, something I figured out: On a level 1 Affliction, every +10% modifier equals 1 point on the finished product. Therefore, to make a 50-point Affliction, all you need is +400% worth of modifiers. (This will probably include some form of Penetration Modifiers, to make it worth anything.)
Let's increase that Reputation to +4 I think that is still in range,,, and maybe I can make your second "printing"?
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Old 05-07-2006, 03:23 AM   #202
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Default Re: 50-point Abilities

All right, I never did this before. I blame my husband for this (you know, Atreyu...), well, the GURPS part. I was reading over his shoulder when I saw the Final Fantasy basic elemental spells here and I thought, heck, why not all of them. So I started playing FF8 for a bit and sat down and came up with a few and (with hubby-help) I think I got it! Please R&R.

Ultima (+120%):
Crushing Attack 6D+2 (Explosion, +50%; Area Effect, 4yds, +100%; Selective Area, +20%; Costs 10FP, -50%) [75]
Notes - Game says "non-elemental damage to all enemies.". Also this is one of the "forbidden spells" in FF8, not sure about the others

Meteor (+200%)
Crushing Attack 3D+1 (rapid fire RoF 3x4, +100%; Area Effect, 4yds, +100%; Selective Area, +20%; Costs 10FP, -50%; Overhead, +30%) [51]
Notes - Game says "non-elemental damage to all enemies.". Also this is one of the "forbidden spells" in FF8, not sure about the others

Like I said, first try. Please help me make sure I did it right.
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Old 05-07-2006, 03:31 AM   #203
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Default Re: 50-point Abilities

Quote:
Originally Posted by Mgellis
I'm not sure about this. First, I'm not sure you need a 50-point template for a teacher. Usually, the following would work...

IQ 11 [20] <-- we hope teachers are at least a little smarter than average
Teaching-12 [4]
Primary Subject-12 [8] <-- this is probably a Hard skill like Chemistry or Literature
Secondary Subject-11 [4] <-- again, assuming this is a hard skill

Total: 36

Now, if you want a "sage and leader of young people," you can add...

Charisma 1 [5]
Diplomacy-12 [8]
Expert (Elementary Education)-11 [4] <-- draws from various disciplines to provide answers about the minds, bodies, and characters of young people, such as they are

...for a total of 53 points. (This might go up to 61 points if both of the disciplines the character knows are VH skills, like Biology and Physics); raise the cost to 78/86 points to have IQ 12, Charisma 2, and boost all skills by 1 level (mostly at 12- or 13-).

I hope this helps.

Mark
Having been a volunteer teacher's assistant daily for 3 months, I'd say Alma's got it just fine. Personally, I'd switch Elementary School Teacher from an Expert Skill to a Professional Skill, which'd bring the cost down a touch, but that's personal opinion there. I'll include both in the product, labeling MGellis' version as "Sage and Leader of Young People." Sound fair to everyone?
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Old 05-07-2006, 03:32 AM   #204
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Default Re: 50-point Abilities

Quote:
Originally Posted by BeUrgaust
Let's increase that Reputation to +4 I think that is still in range,,, and maybe I can make your second "printing"?
You will. =D



...

Oh, and consider the 75-point range as officially "Open Season".
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Old 05-07-2006, 05:19 AM   #205
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Default Re: 50-point Abilities

75, you say? Well then, let's get crackin'!

Plasma Sword: (+90%)

Burning Attack 8D (Melee, Reach 1,2, Destructive parry -10%; Armor Divisor 5 +150%; Gadget, SM -5, DR 12, Machine, Can be Stolen by Trickery -45%; Uses Force Sword skill Instead of Brawling -5%) [76]

You have a device very similar to the Force Sword (Basic p. 272), except this weapon is powered by some kind of superscience battery that never needs recharging.
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Old 05-07-2006, 03:22 PM   #206
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Default Re: 50-point Abilities

Quote:
Originally Posted by Mgellis
If this is the case, then perhaps the following would work...

Charisma 14 (Only when face is exposed, -10%; Only vs. opposite gender, -20%) [49]

Since you can't roll worse than a 17 and rolling 5+ using 3d6 gives you a result of "Excellent," which means NPCs pretty much worship you, this is a fairly impressive ability even with "only" 14 levels
Actually, I thought Mitigator was appropriate because very high levels of Charisma would be a liability if it were constant. After all, what use is a slave that just sits there drooling at you and nodding like a bobble-head doll?
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Old 05-07-2006, 11:32 PM   #207
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Default Re: 50-point Abilities

I don't mind. Actually, I should probably clarify my earlier objection. I was thinking in terms of "what does a BASIC teacher need?" I would argue that Teaching (the GURPS skill) includes some knowledge of pedagogy, educational psychology, etc. More than enough to plan a class, design lessons and activities for students, etc. So I thought that requiring the Expert skill was unfair. Certainly, 28 points of it seemed a bit extreme. But for a "master teacher," some kind of Expert skill, enhancing Teaching, is perfectly reasonable.

(The Expert skill would allow the "master teacher" to be familiar with common emotional problems students might have, drop bits of educational theory into conversations in a way that will intimidate lesser mortals, etc.)

So Alma and I may have been talking about the same thing without realizing it. However, in his version, I would definitely replace Public Speaking with Teaching. And you won't need a Professional skill; Teaching IS the relevant professional skill already. (In fact, if you really want to munchkin things, you could use Teaching (K-6) as an optional specialty, dropping the cost of the skill to IQ/Easy. This would let you add one level to the skill at the same price.)

Mark

P.S., Atreyu, in case you're not familiar with American Ed-Speak, K-6 means "Kindergarten through 6th Grade/Elementary"

Quote:
Originally Posted by Atreyu_Hibiki
Having been a volunteer teacher's assistant daily for 3 months, I'd say Alma's got it just fine. Personally, I'd switch Elementary School Teacher from an Expert Skill to a Professional Skill, which'd bring the cost down a touch, but that's personal opinion there. I'll include both in the product, labeling MGellis' version as "Sage and Leader of Young People." Sound fair to everyone?

Last edited by Mgellis; 05-07-2006 at 11:38 PM.
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Old 05-08-2006, 12:04 PM   #208
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Default Re: 50-point Abilities

Class-30 Shield with Capacitor IV:
DR (-80% Ablative, -20% FLexible, +20% Force Field), 30 [30].
Regeneration, Instant (-40% DR Only; -50% Maximum Duration 10 minutes) [20]

Notes: A Class-30 shield. If the Capacitor is activated, it eventually replenish the shield (at a rate of about 3% per second). However, it cannot be shut down, and once ten minutes pass, it will shutdown on its own for 5 minutes.
Built for: troops needing good protection and who can afford a rather modest combat-recharge rate.


Class-20 Shield with Capacitor V:
DR (-80% Ablative, -20% FLexible, +20% Force Field), 20 [20]
Regeneration, Extreme (-40% DR Only; -50% Maximum Duration 10 minutes) [30]

Notes: A Class-10 shield. If the Capacitor is activated, it will quickly replenish the shield (50%/second). However, the capacitor cannot be shut down, and once ten minutes pass, it will shutdown on its own for 5 minutes.
Built for: troops with a need of a moderate protection level, which is not very prone to drop during combat.


Class-44 Shield with Capacitor V(a):
DR (-80% Ablative, -20% Flexible, +20% Force Field), 44 [44].
Regeneration, Extreme (-40% DR Only; -50% Maximum Duration 10 minutes, ×1/5 Alternate Ability) [6]

Note: A different design, this combo allows carrying a huge shield battery, and a powerful capacitor, so the shield regains its power very fast... and it can hold lots of power. However, it has two flaws: first, it may not recharge while the shield is up; second, the capacitor will shut down after a while, and will not re-activate for 5 minutes.
Built for: heavy troopers that need a high level of protection, and can afford relying on some cover for the time of recharge.


Warning: All shields are designed with a small projectile or energy weapon in mind. Blunt, crushing attacks are rather effective against this defense system.
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Last edited by vicky_molokh; 05-08-2006 at 12:10 PM.
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Old 05-08-2006, 02:13 PM   #209
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Default Re: 50-point Abilities

Multi-purpose Bombs: (+150%)

Crushing Attack 6D (Explosion 1 +50%; Delay, Variable, Long +20%; Delay, Triggered, Radio Signal +50%; Selectivity +10%; Overhead +30%; NE: Can create maximum of 10 bombs at one time -5%; Reduced Range 1/2 -10%; Variable +5%) [75]

You can "create" explosive devices that can be used either as time bombs, remote bombs or hand grenade-like thrown weapons. Your bombs can be disarmed with a succesful Explosives (EOD) roll.
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Old 05-08-2006, 02:38 PM   #210
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Default Re: 50-point Abilities

Quote:
Originally Posted by Tsuru-Sennin
Multi-purpose Bombs:
[...]
[75]
Umm, isn't this a 50-point ability thread?
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