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#101 |
Join Date: Jan 2005
Location: Japan
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Novice PK -- 50 points
You have Psychokinesis Talent 1 [5] and the following abilities:
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#102 |
Join Date: Jan 2005
Location: Japan
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Novice Telepath -- 50 points
You have Telepathy Talent 1 [5] and the following abilities:
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#103 |
Join Date: Jan 2005
Location: Japan
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Novice Teleporter -- 50 points
You have Teleportation Talent 1 [5] and the following abilities:
I excluded any abilities that requires "prerequisites", since they must be supposed to be for adept psi, not for novice. There's no Lightning, no Mindsword, no Combat Teleport, etc. in the above. Adept psi (especially Psychic Vampire, Telepath and Teleporter) templates would be astronomically expensive, I'd guess. . . |
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#104 |
Join Date: Mar 2005
Location: The deep dark haunted woods
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Ultimate Interrogator [50 points]
Channelling (Aware +50%; Link +10%; Nuisance Effect/-4 reaction from witnesses -20%; Preparation Required/10 minutes -30%; Trigger/Eat brain of subject -30%) [8 points] Mind Probe (Link +10%; Memory Bank +100%; Universal +50%; Specialized/Dead People Only -50%; Trigger/Eat brain of subject -30%) [36 points] Racial Memory/Anyone whose brain has been eaten [15 points] Sharp Teeth [1 point] Phantom Voices (Disturbing) [-10 points] It's a simple ability - the Interrogator gains the memories of anyone whose brain he has eaten. These memories are clear at first, but he can only hold so many complete sets before some of them have to fade away. But they never completely fade away - unnerving feelings of deja vu for unfamiliar things and the voices of alien memories are constantly flittering around in his head. Of course, the possessor of this 'gift' has a negative Reputation of amazing horror - especially because it's true. But as an interrogator he's top-of-the-line. If the first subject (the bloke whose brain was eaten) doesn't have the information you want, his companions (who watched the whole thing) are probably willing to sing like birds. |
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#105 | |
Join Date: Jan 2006
Location: Washington state.
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#106 | |
Join Date: Feb 2005
Location: Brescia, Italy
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Here are some Force powers I made for a GURPS Star Wars campaign:
Absorb Energy (+0%): Damage Resistance 10 (Force Field, +20%; Hardened 3, +60%; Costs 2 FPs, -10%; Force Power, -10%; Limited, energy only, -20%; Requires Active Defence, -40%;) [50]. Note: You can stop incoming energy attacks by concentrating on them and summoning the Force in your defence. If you succes in an active defence roll (DX/2, +3, +1 if you have Combat Reflexes) and spend 2 Fatigue Points, you gain DR 10 against the incoming attack. Hardened is included to counter the Armor Divisor of blasters and Force Lightnings. 50 points. Force Speed (+25%): Enhanced Move 2 (Cosmic, istantaneous acceleration, +50%; Costs Fatigue, 3 points, -15%; Force Power, -10%;) [50]. Note: You can use the Force to speed up yourself incredibly, quadrupling your Basic Move! You can accelerate at full speed instantly, and stop in a fraction of second without any handling problem. You have to spend 3 FPs to activate the power for a minute, but you can mantain it with 2 FPs/minute. 50 points. Move Objects (-10%): Telekinesis 11 (Force Power, -10%) [50]. Note: This is the power to move objects using the Force. You have an effective ST of 11 that you can use at a distance of 10 yards. Not much compared to Jedi Masters' amazing tele kinesis, but still useful. 50 points.
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Last edited by KlausPrinceOfTheUndeads; 04-15-2006 at 01:52 PM. |
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#107 |
Join Date: Dec 2005
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Here's an ability one of my PCs has in a Wildcards game. Basically, it lets you pick up an object, and though a kind of psychometry, immediately know how to kick butt with it. It works with everything from an M16 to a stapler.
Modular abilities Weapon Skill Per point of abilities, +36 (for 12 points to toss into the skill) Reduced Time, +80% (About a second to make it 12 points in, less for less skill) Psionic, -10% (Psychometry like ability) Trait Limited: Subset of Medium-Sized class, -40% (Only weapon skills) Accessibility (Only while holding the item), -10% (Takes reattunement every time you let go of something.) Additional role playing fun is had when he picks up a fork for dinner and immediately receives images on how to kill everyone at the table with it. Last edited by Fnordianslip; 02-17-2008 at 12:04 AM. |
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#108 | |
Join Date: Jan 2005
Location: Japan
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Now, here are two (roughly) 50-point attacks inspired by the real-world weaponry: 4.6mm OICW (+125%/+120%): Small Piercing Attack 4d+1 (Extra Recoil +1, -10%; Increased Range *20, +40%; Limited Use, 2 uses/Shots 30, Fast Reload, -15%; Rapid Fire, RoF 15, Selective Fire, +110%) [30] + Crushing Attack 1d+2 (Explosion 1, +50%; Fragmentation, 1d, +15%; Inaccurate -1, -5%; Increased 1/2D *100, +30%; Increased Max *10, +15%; Limited Use, 6 uses, Fast Reload, -5%; Minimum Range, 1/20 max, -10%; Overhead, +30%) [18]. Notes: Basically a 4.6mm PDW plus an integral 20mm grenade launcher (which fires airburst rounds with a minimum range of 50 yards). Examples include one of the prototypes of US XM29. 48 points. 40mm AGL (+165%): Crushing Attack 4d (Explosion 1, +50%; Extra Recoil +2, -20%; Fragmentation, 2d, +30%; Increased 1/2D *100, +30%; Increased Max *10, +15%; Limited Use, 4 uses/Shots 28, Fast Reload, -10%; Rapid Fire, RoF 7!, +70%) [53]. Notes: Automatic Grenade Launcher (AGL), also known as "grenade machinegun". Examples include US Mk-19. 53 points. And a 25-pointer for low-tech settings: .80 Matchlock Musket (-25%): Huge Piercing Attack 4d (Inaccurate, -5%; Increased 1/2D *10, +15%; Increased Max *10, +15%; Limited Use, 1 use, Slow Reload, -35%; Unreliable, Malf 14, -15%) [24]. Notes: A TL4 matchlock musket, like one listed in the Basic Set weapon table. Take 60 seconds to load it up and you're ready to fire. 24 points. At first I considered "Preparation Required, 1 minute, -20%" to represent the loading time, but in the end I dropped the idea. Interestingly enough, in terms of point cost, "Limited Use, 1 use, Slow Reload" is certainly a better choice than Preparation Required -- it's worth -35% and still allows 6-second (as opposed to 1-minute) reloading. I decided to adopt this -35% alternative and to simply declare that the weapon takes 1 minute to reload. Last edited by Gurps Fan; 04-18-2006 at 04:15 AM. |
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#109 | |
Join Date: Aug 2004
Location: Y'know, around.
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#110 |
Join Date: Aug 2005
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Teleport Dodge:
Warp (Blink +25%; Range Limit, 10 Yards -50%; Emergencies Only -30%; Uncontrollable -10%; Unconscious Only -20%; Reliable +7 +35%) [50] You can't actively use your ability at all, but once per turn, it will try to "dodge" any attack you are aware of. Edit: Mind Blast: Affliction 1 (Malediction 3 +200%; Based On Will +20%; Daze +50%; Secondary Unconsciousness +40%; Area Effect 2 Yards +50%, No signature +20%, Selective Area +20%) [50] Let's you try to daze or knock out people in 2 yard radius. Roll Will vs. Will of anyone in the area and not excluded, failure at resisting dazes them, failure by 5+ knocks them unconscious. BTW, do you calculate the failure from actual margin of failure or the margin of victory when using malediction?
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Tsuru-Sennin a.k.a. The Crane Hermit a.k.a. Kurki-vanhus Violence is the last refuge of the incompetent, and empty threats the final sanctuary of the terminally inept. Last edited by Tsuru-Sennin; 04-18-2006 at 03:58 AM. Reason: Another Ability |
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Tags |
gurpsland, house rules, pdf, powers, sample powers |
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