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#161 | ||
Join Date: Aug 2004
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#162 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#163 |
Join Date: Aug 2004
Location: Anchorage, Alaska
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My Future's So Bright I've Got To Wear Shades
Destiny/Major Advantage (Bright Future) [10], Serendipity/1 [15], Luck [15], Social Regard/Respected (young person with a bright future) +1 [5], Extra Life/1 [25], Dammage Resistance/1 [5], Talent, something that will give them a bright future, varies by character [15], Wealth: Comfortable [10], IQ +1 [20], Eidetic Memory [5] (last two to explain the 'getting good grades' part) - Subtotal 125 All with Mitigator/Sunglasses Breakable [-20%] [DR 2 or less], Size Modifier -6, [-10%], Can Be Stolen,Quick Contest of DX [-30%] Cost = 50 "I study nuclear science I love my classes I got a crazy teacher, he wears dark glasses Things are going great, and they're only getting better I'm doing all right, getting good grades The future's so bright, I gotta wear shades" Future's So Bright, I Gotta Wear Shades by Timbuk 3 Optional Lens [+0 points] Physics - Nuclear /Tl8 (IQ/MH) - 11 [IQ-1] [4] Penetrating Vision/2, blockable by lead & other highly dense materials (-10%), Gadget based as above (-60%) (X Ray Vision) [6] Compulsive Behavior - Peeping Tom [-5] Secret - Peeping Tom [-5] "I'm a peeping-tom techie with x-ray eyes" Last edited by pnewman; 04-29-2006 at 03:16 AM. Reason: It was wrong |
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#164 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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__________________
Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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#165 | |
Join Date: Aug 2004
Location: Anchorage, Alaska
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#166 |
Join Date: Jan 2005
Location: Japan
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A bit munchkinistic (effectively trading just 50 points for some hundred-point powers!), but this seems fairly common in worlds that feature superscience mecha:
Mecha-Summoning Wristcomm (-65%): Ally (An IQ 0 character built on 400% of the summoner's starting point, base cost 35 points; Constantly, *4 point cost; Breakable, DR 2, Machine that can break down, SM -8, -30%; Can Be Stolen, Only by trickery, Doesn't immediately work for the thief, -10%; Maximum Duration, Up to 1 minute, -65%; Minion, IQ 0, +0%; Pact, -15%; Summonable, +100%; Superscience, -10%; Unique, -25%) [49]. Notes: This gadget, which somewhat resembles a wristwatch, is a communicator to call your mecha over. Your mecha is usually stored in another dimension ("phased out"), but whenever you take a Concentrate maneuver and shout at this wristcomm, "Phase in!", your mecha immediately shifts into our world. When it turns up, you're already in the cockpit and ready to fight. There are some restrictions, however. The mecha can remain "phased in" only for one minute; after that it goes back to hyperspace and it takes a 5-minute recharge to accumulate sufficient energy to plane-shift itself again. Moreover, what activates this gadget is your sense of pure justice, and it stops functioning whenever you're agaist justice! (The -15% Pact represents it. Note that what constitutes "justice" is at the GM's discretion.) The summoned mecha is your Ally that's built on 400% of your starting point; in a typical 250-point (typical, at least for larger-than-life heroes) campaign, the Ally will have the point total of 1000. It must possess IQ 0 [-200], Compartmentalized Mind (Controls) [25] and a sufficient level of Payload to carry you as an occupant, but otherwise you can freely design it on character creation. 49 points. Those who own a copy of 3e Ultra-Tech 2 are probably aware that it's similar to Dimensional Infiltration Armor (p.UTT77) in concept. Last edited by Gurps Fan; 05-05-2006 at 03:56 AM. |
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#167 |
Join Date: Jan 2005
Location: Japan
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Below is a worked example of the summonable 1000-point mecha:
Sample Super Mecha -- 1000 points Attributes and Secondary Characteristics: ST 60 (Size, -30%) [350]; DX 12 [40]; IQ 0 [-200]; HT 12 [20]; Damage 7d-1/9d; Basic Lift 720 lbs.; Basic Speed 6.00 [0]; Basic Move 6 [0]; SM +3; 20,000 lbs. 210 points. Advantages: Compartmentalized Mind (Controls) [25]; Doesn't Breathe [20]; Doesn't Eat or Drink (Superscience, -10%) [9]; DR 50 (Can't Wear Armor, -40%) [150]; DR 20 (Can't Wear Armor, -40%; Partial, Torso only, -10%) [50]; DR 30 (Can't Wear Armor, -40%; Force Field, +20%; Limited, Ranged attacks, -20%; Superscience, -10%) [75]; Dual-Purpose Beam Generator (see below) [356]; Enhanced Move 2.5 (Ground) [50]; Hyperspectral Vision (Superscience, -10%) [23]; Machine [25]; Payload 3 (216 lbs.; 200 lbs. for occupants and 16 lbs. for cargo) [3]; Penetrating Voice [1]; Protected Hearing [5]; Protected Vision [5]; Sealed [15]; Super Jump 3 (Maneuverable, +50%; Nuisance Effect, Hazardous back-blast, -5%; Superscience, -10%) [41]; Telescopic Vision 2 [10]; Telecommunication (Radio) [10]; Temperature Tolerance 10 [10]; Vacuum Support [5]. 893 points. Disadvantages: Cannot Float [-1]; Electrical [-20]; Fragile (Flammable) [-10]; Ham-Fisted 2 [-10]; No Sense of Smell/Taste [-5]; Noisy 1 [-2]; Numb [-20]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25]. -103 points. Notes: This is a superscience anthropomorphic mecha, remarkably bigger than ordinary TL9 battlesuits, which is created for the good's war against the evil. It can be summoned only by people who adhere true, strict code of justice. The mecha has DR 70 on the torso and DR 50 anywhere else; furthermore, it can project a DR 30 force screen around its body to prevent ranged attacks. It also protects the pilot from temperature, vacuum and other environmental hazards. The mecha is a one-seater that is operated with Driving/TL (Mecha) skill. (TL varies with the setting.) On the ground, it can run at the maximum speed of about 80 mph. With reactionless thrusters built in the legs, though not truly fly, it can jump over an impressive distance. The entire system of the mecha are powered by a superscience "total conversion" engine (Doesn't Eat or Drink). The mecha's primary weapon is the "dual-purpose beam generator", which is built in the right arm. It's used in one of the "cannon" and "sword" settings; the former is a beam cannon that shoots down enemies over 10 miles away, and the latter is a melee energy weapon that can slash hard targets more easily. It's designed as follows: Dual-Purpose Beam Generator [356 points]
Last edited by Gurps Fan; 05-05-2006 at 03:42 AM. |
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#168 | |
Join Date: Jan 2006
Location: Washington state.
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*blink* *blink* BWA-HAHAHAHAHAHAHAHA! Hee hee... anyway, my real reason for posting is to say that version 1 is (finally!) done, and should be up later today. All I have left to do is make the webpage to put the PDF up on. More news to come. |
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#169 |
Banned
Join Date: Aug 2004
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Hm...
Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].Is that valid for some TOOL? Serious rule question. I mean..... Is it valid to say a non-sentien (IQ0) vehicle is dead broke? And has a social stigma? It is not a character per definition, efen if running like one. Every car then should have that. |
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#170 | |
Join Date: Jan 2006
Location: Washington state.
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I'd still say yes on the Dead Broke, but that's been debated in circles for eons. I'm not willing right now to go searching for the answer, if, indeed, Kromm has ever given us one. |
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Tags |
gurpsland, house rules, pdf, powers, sample powers |
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