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#41 | |
Join Date: Aug 2004
Location: Pittsburgh, PA
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#42 |
Join Date: Oct 2004
Location: Pennsylvania (roaming charges may apply)
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Arm Blades: Damage Resistance 3 (Partial, Arms, -20%) [12]; Enhanced Parry (arm blades) [5]; Karate (H) DX+2 [12]; Long Talons (Switchable, +10%) [13]; Striking ST +4 (One Attack Only, -60%) [8]. 51 points.
Retractable blades set into the arms. May be a natural mutation, cybernetic implant, whatever. Provides significant protection to the arms, whether deployed or sheathed. Package also includes hand-to-hand training (Karate and Enhanced Parry). |
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#43 |
Join Date: Jan 2006
Location: Washington state.
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Do any of you want your real names associated with this project? If you want me to include your real name, please PM me, so I can include it.
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#44 |
Join Date: Aug 2004
Location: Pittsburgh, PA
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Don't Cut Me: Innate Attack (20d burning; Always On, -10%; Area Effect, +50%; Blood Agent, -40%; Emanation, -20%; Melee Attack, Reach C, -25%). 50 points. If the character is hit for a point or more of cutting, piercing, or impaling damage, everything within 2 yards takes 20d burning damage.
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#45 | |
Join Date: Jan 2005
Location: Wonderful Copenhagen
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751. Thirty minutes after a massive battle against Cathayans I am not bloodthirsty again. |
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#46 |
Join Date: Jan 2006
Location: Washington state.
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Mario's Bane (Enhanced version) (+140%): Crushing Attack 4d (Side Effect 1/2 damage, Shrinking 2, +200%; Contact Agent, -30%; Melee Attack, -30%) [48]
Notes: If your attack takes at least 1/2 of your opponent's HP, they shrink by SM 2 (for a SM 0 creature, this leaves them at half their normal height.) This attack is very scalable, a goomba from Super Mario Bros would have this for 6 points of damage for 20 points. 48 points. Hammer Bros. Special (+260%): Crushing Attack 2d+2 (Overhead, +30%; Inaccurate 2, -10%; Reduced Range 1, -10%; Rapid Fire, RoF 1x3, +50%; Side Effect, 1/2 HP, Shrinking 2, +200%) Notes: Lob a trio of hammers at your enemies! If they lose at least half of their HP, they shrink by SM 2. Based off of the Hammer Brothers' attack from the Super Mario Brothers games. 47 points. Chef's Delight (+50%/+10%): Create (Food) (Transmutation, +50%; Costs 2 extra FP, -10%; Link, Control Food, +10%) [30] and Control (Food) (Link, Create Food, +10%) [22] Notes: Summon a banquet! You can conjure up ten pounds of food from thin air for 4 FP, or convert handy materials into food for only 3 FP. Control allows you to summon it up already prepared and ready to eat! Based on the Create Food spell from GURPS Magic. Food is a Medium Category for Create, and a Common category for Control. 52 points. (I don't know how the "permanence" rules for Create work when dealing with things that don't cost 10% of the campaign starting wealth...) |
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#47 |
Join Date: Aug 2004
Location: Pittsburgh, PA
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Hanson (+140%): Affliction (HT-1; Area Effect, 8 yards, +150%; Dissipation, -50%; Emanation, -20%; Nausea, +30%; Retching, Secondary Effect, +10%; Sense-Based, Hearing, +150%; Untrainable, -40%). 48 points. Notes: People within 8 yards who hear you playing Hanson may be nauseated. Failure by 5 or more induces retching instead.
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#48 |
Join Date: Mar 2006
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K.O. (+150%) Affliction (HT-1; Coma +250%; Melee Attack C -30%; Liminted Use 1/Day -40%; Contact Agent -30%). 50 points. Notes: Anyone hit on an unarmored part of the body by this attack it knocked into a coma.
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#49 |
Join Date: Jan 2005
Location: Japan
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Poor Man's Resurrection (-40%):
Snatcher (Costs Fatigue, FP 3, -15%; Costs Hit Points, HP 5, -50%; Creation, +100%; Large Items, +50%; Limited Use, 1/day, -40%; More Weight, Up to 200 lbs., +50%; Preparation Required, 8 hours, -60%; Specialized, Only the living copy of a person who has died within the last 24 hours, -40% (just guesstimated); Stunning, -10%; Unpredictable, -25%) [48]. 48 points. Notes: Conjures up the clone of a dead person with his full memory while alive, to effectively bring him back to life! The patient's weight must not exceed 200 lbs. Each casting requires 8 hours for the ritual in advance and 10 seconds for Concentration. You must make an IQ roll; a roll of 14 or more always fails regardless of your actual IQ. If successful, the patient's fully-functional clone appears at your arm's reach. Success or failure, you lose 5 FP and 5 HP for each attempt; if successful, you're also mentally stunned. Note that this ability permits you only one attempt for any one patient (due to the combination of "Limited Use, 1/day" and "Only the living copy of a person who has died within the last 24 hours"). This ability has both benefits and drawbacks:
Last edited by Gurps Fan; 03-19-2006 at 08:56 AM. Reason: Grammatical correction, and "Good" power deleted: this ability seems not so "Good" |
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#50 |
Join Date: Mar 2006
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Bullet-Time (-50%) Altered Time Rate 1 ( Costs Fatigue, FP 4, 2 to maintain(-20%); Takes Recharge 1/hour (-30%)) Notes: Once an hour a character can react twice as fast for 4 FP a minute to start and 2 FP for each subsequent minute. Very useful for combat but lasts long enough for other operations. 50 points.
Unlimited Assets (-60%) Multimillionaire 3 (PDA (or something of that kind, DR 3-5 SM -7): Breakable (-15%); Can Be Stolen (-20%); Unique (-25%)) Notes: You own either a group of codes or uncopyable encryption keys on a small device which allows you to access accounts of bank accounts with money equal to 100,000x the starting wealth of you campaign setting. Keep it well guarded. 50 points. |
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Tags |
gurpsland, house rules, pdf, powers, sample powers |
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