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#141 |
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Join Date: Aug 2004
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In simpler terms, does Meta-Tech have dials and switches for adjusting the price based on supply and demand?
(For the rest, I'd point you to the economy presented in After the End , where the standard of exchange is the bullet.) |
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#142 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Size: SM -6. Type: Apparatus. Origin: Enchanted (-0.1 BCM). Cost: $1,163,920. Weight: 2 lbs. When the special phrase is uttered and the lamp is rubbed it summons a powerful djinn to do the bidding of its possessor. Treat this as a patron (p. B72) that allows for nearly anything the possessor wishes. The first time this is done there is no roll, each successive time within 24 hours requires a roll of 3d: if it’s already been used, it activates on a 16 or less, if it’s been used twice, this is a 14 or less, and so on. As soon as an activation roll is failed the djinn must rest for 24 hours. The djinn is also bound by the rules of its creation. The GM sets these and they can be different per lamp. A djinn might not be able to make another fall in love with you or raise the dead for example. The possessor can also use it to make a wish once. Such a wishes scope can be anything the GM likes, but should cost no more than 100 IP (see GURPS Impulse Buys) no matter what. This takes a minute for the wish to be made and a further minute for its effects to occur. The possessor can also ask for more permanent abilities, in such a case they instantly gain 25 points of any trait they wish. Once used this can never be used again on the same character by the same djinn. This can be used on others, but the target must be willing or helpless. Meta-Tech Statistics (+$1,163,900; 457 points at $2,575/point): Patron (Lamp Djinn; Constantly; Accessibility, Rules of the Lamp, -5%; Accessibility, Must rub lamp, -10%; Equipment, +100%; Nuisance Effect, Penalties for repeated uses in 24 hours, -20%; Special Abilities, +100%; Alternative Ability, ¥1/5 pts) [43] + Affliction (Accessibility, Target must be willing, -10%; Advantage, Wish*, +20,000%; Extended Duration, Permanent, Irreversible, +300%; Immediate Preparation Required, 1 minute, -30%; Malediction 1, +100%; Onset, 1 minute, -10%; One-Use, Reversed†, ¥1/5 pts) [409]. Has the modifiers Hardened, Cannot be disabled (+1 CF), Limited, Anyone who knows the activation phrase (-0.2 CF), No Extra Effort (-0.4 CF), Self-Powered (+4 CF), and Uncomplicated (+1 CF). The arts to making a lamp are lost and therefore 25x cost (see Scaling Costs for Item Ubiquity, GURPS Meta-Tech, p. 8). Mundane Statistics (+$20, +2 lbs.): Oil Lamp ($20, 2 lbs.). * “Wish” is effectively 100 points worth of Impulse Buys for 5 points per IP then modified with Cosmic (+300%) to allow them to be used to purchase permanent abilities as well. † Instead of the power being one use, it’s one use ever per person and since the wish being granted means the lamp can no longer be used this is approximately balanced. Another lamp could be used, however.
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#143 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Size: SM -9. Type: Apparatus. Origin: Superscience (+0 BCM). Operating Skill: Electronics Operation to use. Use Throwing to hit a target. Cost: $4,224. Weight: 0.1 lbs. This ball-like device allows for the user to capture monsters and then buy them as an ally! This requires the user to throw it (it has a range equal to x3.5 yards with no 1/2D) to hit the target. Success allows an immediate roll of 15 vs. the target’s current FP. Success means the target has been captured within the ball and remains there until released (a Ready maneuvers). Once released, the user can opt to purchase the captured monster as an ally. If they don’t it flees the area immediately, though the GM may allow it to stick around if they like. This device can only be used once. Meta-Tech Statistics (+$4,224; 66 points at $64/point): Affliction 1 (Based on FP, +20%; Captured*, +300%; Malediction 2, Static Roll†, +150%; Throwing Range, +5%;) [48] + Dominance (Accessibility, Only on captured monsters, -30%; Cosmic, Any monster, +50%) [18]. Single-use (x1/5). Monster-catching balls are very common and therefore 0.04 x cost (see Scaling Costs for Item Ubiquity, GURPS Meta-Tech, p. 8). * This is equivalent to banishment or petrification (GURPS Powers, p. 118). † A static roll of 15 is a 0-point feature when used in this way.
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#144 | |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Size: SM -4. Type: Melee Weapon. Origin: Chi (+0.05 BCM). Operating Skill: Meditation. Cost: $55,860. Weight: 3 lbs. This special sword allows a cultivator to use it to fly by standing on it. This requires a Meditation roll to activate it, the GM may also require a DX-based Meditation roll to stand on it, make maneuvers in the air, etc. Move is equal to the cultivator’s Will x 2 plus 10. Flying this way costs 1 FP or 1 ER (Chi) per hour of use. Meta-Tech Statistics (+$39,060; 62 points at $630/point): Air Move +10 [20] + Flight (Accessibility, Must stand on sword, -10%; Accessibility, While conscious, -5%; Based on Will, Flight Speed, +20%; Costs Fatigue, 1 FP/hour, -0%) [42]. Has the Limited, Cultivators only (-0.2 CF) and Self-Powered modifiers (+4 CF). Mundane Statistics (+$16,800, +3 lbs.): Very Fine Balanced Jian ($16,800, 3 lbs.).
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#145 | ||
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Quote:
Quote:
Yes. There are switches to increase or decrease based on how many there are in the setting or if getting them is difficult. Not being able to use it properly is just lack of a skill for characters and the GM would set a Unusual Background in order to have it at all.
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#146 |
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Join Date: Jun 2006
Location: On the road again...
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Today's the day of release into the wild, yes? Looking forward to it!
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#147 |
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Join Date: Jun 2006
Location: Portsmouth, VA, USA
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As long as everything goes okay, yeah. Today is the 27th. I'm going to probably start a thread for examples so folks be on the look at for that.
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#148 |
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Join Date: Dec 2006
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I have been refreshing the new release page since I woke up this morning
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#149 |
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Join Date: Jul 2007
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So, I had a question regarding Meta-Tech for armor pieces which provide a benefit but only if all worn together.
I know most write-ups for things like battlesuits would probably be a single item to represent the armor, but I was thinking about the effects of removing pieces, or having a separate item that works in concert. Specifically in the scenario of having a battlesuit which can accept more than one type of helmet and, when both are worn, can provide a full pressure/environment seal. Does this go on the rest of the armor, or the helmet, as some kind of conditional ability? Wearing just the helmet wouldn't cut it, nor just the suit, so I'm curious what the easiest solution to this is. Last edited by Adelus; 06-27-2024 at 02:32 PM. Reason: Removing extra line break. |
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#150 | |
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Join Date: Jun 2013
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Quote:
Kono Varyon da! *cough*
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GURPS Overhaul |
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