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Old 05-13-2006, 09:40 PM   #231
Mysterious Dark Lord v3.2
 
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Join Date: Mar 2005
Location: The deep dark haunted woods
Default Re: 50-point Abilities

Synaethetic Detective [50 points]

Acute Taste and Smell +3 (Profiling +50%; Synaesthesia -10%) [9 points]
Empathy (Synaesthesia -10%) [14 points]
Perception +6 (Synaesthesia -10%) [27 points]
Ultravision (Synaesthesia -10%) [9 points]

Perception -2 (Synaesthesia -10%) [-9 points]

This package gives an investigator a powerful if confusing set of tools to aid in detective work. The investigator also suffers from synaethesia, a fascinating neurological condition causing the senses to become "cross-wired", so the afflicted one "sees" smells, "hears" flavors, etc. So the investigator may perceive an interrogation subject's emotions as colors or sounds, or may perceive a scent as a piece of music.

This can be ehlpful in the way that a "false-color" scan image is helpful, putting information in a new context so as to find previously-hidden data. On the other hand, the oddities of the altered perceptions can interfere with normal life in odd ways, such as having trouble hearing because a person's suit is literally "too loud" (the negative Perception modifier).

This is a wonderful package for detective and mystery scenarios, but requires a lot of detective skills to make it work.
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Old 05-15-2006, 01:09 AM   #232
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Default Re: 50-point Abilities

Body of Poisonous Gas [50 points]

ST 0 [-100]; HP +10 [20]; Bad Smell [-10]; Doesn't Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse; Infiltration, +40%) [140]; No Legs (Aerial) [0]; No Manipulators [-50]; Poisonous Gas (see below) [14]; Vulnerability (Burning damage, Common, *2) [-30]; Vulnerability (Vacuum-/wind-based attacks, Occasional, *2) [-20]; Feature (Taboo Trait, Fixed ST) [0]. 50 points.

Notes: Based on the Body of Air meta-trait. Your body is made of toxic, malodorous gas that does damage on living beings if inhaled. Your gas is somewhat burnable, and you suffer extra injuries from burning attacks as well as Vacuum-/wind-based attacks.

Poisonous Gas (+245%): Toxic Attack 1d (Always On, -20%; Area Effect, 2 yards, +50%; Cyclic, 1 second, 3 cycles, resistible, +100%; Emanation, -20%; Resistible, HT-3, -15%; Respiratory Agent, +50%; Side Effect, Retching, +100%) [14].

See also Body of Explosive Gas.

Last edited by Gurps Fan; 05-15-2006 at 07:08 PM. Reason: Correction according to the rules: Side Effect permits adding Incapacitating afflictions, *not* Irritating.
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Old 05-15-2006, 04:44 PM   #233
Mysterious Dark Lord v3.2
 
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Default Re: 50-point Abilities

Another Type of Werewolf [50 points]

Claws: Long Talons (Costs 2 FP to use -10%; Only while Berserk -20%) [8 points]
Discriminatory Smell (Only while Berserk -20%) [12 points]
Regeneration: Extreme (Can only heal half the damage -50%; Only while Berserk -20%) [45 points]

Berserk: 9 or less [-15 points]

The victim of this condition is no ordinary berserk. When the Red Rage overcomes him (or her), the sufferer gains supernatural abilities that don't equal invincibility, but do equal Badass.

The Berserk cannot regenerate all damage, but he can heal half of it at 10HP per second. While the Berserk has the ordinary limits of his condition, it gets a lot harder to reach them. And he will show the effects of having been in combat.

He can also hunt down his enemy by scent, making it less likely that the Berserk will snap out of it because his opponent escaped. The claws can be physical, chi-based, or they can represent sheer viciousness - it's the GM's call.

Persons with this package could easily be mistaken for werewolves or demons. And Orcs with this package would be considered gods by thier own people.
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Old 05-16-2006, 01:23 AM   #234
Fabricati
 
Join Date: Aug 2005
Location: North Hollywood, CA
Default Re: 50-point Abilities

PSI Teleport Alpha (-60%/-80%)

Warp (Requires user to go over 88mph -30%, Reliable 7 +35%, Psionic -10%, Range Limit 10k mi. -10%, Costs 5 FP -25%) [60]

Enhanced Move (Ground) 3/ Ground Speed 5*2*2*2=40 (90mph) (Road-Bound -50%, Psionic -10%, Handling Penalty -4 -20%) [12]

notes: You can teleport almost anywhere you've been before- provided you have enough straight road to get to 88 Mph.

Modifying this ability: For a smoother ride, get an actual vehicle and ditch the EM, which will, in turn, allow you to ditch a lot of the FP cost, or simply make it more reliable.

Grand Total: 72 Points.
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Last edited by Fabricati; 05-16-2006 at 12:09 PM.
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Old 05-16-2006, 04:32 AM   #235
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Join Date: Feb 2005
Location: Brescia, Italy
Default Re: 50-point Abilities

Quote:
Originally Posted by Fabricati
PSI Teleport Alpha (-60%/-80%)

Warp (Requires user to go over 88mph -60%, Reliable 8 +40%, Psionic -10%, Range Limit 10k mi. -10%, Costs 5 FP -25%) [35]

Enhanced Move (Ground) 4.5 (Road-Bound -50%, Psionic -10%, Handling Penalty -4 -20%) [18]

notes: You can teleport almost anywhere on the planet that you've been before- provided that you currently have enough straight road to sprint to 88 miles per hour.

Modifying this ability: For a smoother ride, get an actual vehicle and ditch the EM, which will, in turn, allow you to ditch a lot of the FP cost, or simply make it more reliable.

Grand Total: 53 Points.
Uhm, I don't think you can get a point break for an Accessibility condition that you can easily satisfate without any effort.
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Old 05-16-2006, 04:38 AM   #236
zorg
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Default Re: 50-point Abilities

Quote:
Originally Posted by KlausPrinceOfTheUndeads
Uhm, I don't think you can get a point break for an Accessibility condition that you can easily satisfate without any effort.
Not without effort - you need a road, and you need to sprint till you reach 88 mph. It's not worth -60%, perhaps, but I'd say it's a viable Limitation.
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Old 05-16-2006, 07:23 AM   #237
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Just for information, "Accessibility, Only while moving at full Move" is worth -30% (see Powers, p.99).
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Old 05-16-2006, 11:55 AM   #238
Fabricati
 
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Default Re: 50-point Abilities

Well, phooey- I didn't have Powers. Still don't. I suppose I'll have to make it a 75-pointer, then.

Or, alternately, improve Basic Move to 6... Hmm... Let me check my notes.

Fixed in previous post... It's moved up to 72 points, and I looked up the difference in Metres per Second as opposed to Miles Per hour. Works out to a nice round 2.25. Which means I can go ahead and get rid of one of my levels of Enhanced Move... Not that that's much of a point break.
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Last edited by Fabricati; 05-16-2006 at 12:11 PM.
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Old 05-16-2006, 09:53 PM   #239
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Default Re: 50-point Abilities

A 25-pointer, inspired by a Basic Set Weapon Table item:


Chainsaw Arm (-20%/+55%/-80%/+0%):
Arm ST +5 (One arm; Temporary Disadvantage, Electrical, -20%) [12] + Cutting Attack 1d (Melee Attack, Reach 1, Cannot Parry, ST-Based, +70%; Nuisance Effect, Noisy!, -5%; Takes Extra Time 1, -10%) [11] + DR 2 (Can't Wear Armor, -40%; Partial, One arm only, -40%) [2] + Unnatural Feature (Unproportionally huge muscle on the arm) [-1].

Notes: One of your arms is equipped with a built-in retractable chainsaw and cybernetic motors to wield it efficiently with one arm. (Chainsaw is a ST 10 two-handed weapon, so swinging it with one arm requires ST of at least 15.) The chainsaw yields sw+1d cutting damage and becomes unready after attacking. It runs indefinitely, tapping power from the user's own physiological energy-generating process. DR represents the structural toughness of chainsaw. 25 points.

Modifying: If you have ST 30 or more, you can swing a chainsaw one-handed without suffering unreadiness. To represent this, improve Arm ST to +20 [+36] and remove Takes Extra Time from Cutting Attack [+1]. Further, enshroud the chainsaw in a sleek casing that looks exactly like a normal arm, getting rid of Unnatural Feature [+1] and Can't Wear Armor on the DR [+4]; then make it sturdier by giving extra DR +3 [+9]. Sum up all of the above and you'll get "Advanced Chainsaw Arm", the 76-point ability.
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Old 05-16-2006, 10:01 PM   #240
Fabricati
 
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Default Re: 50-point Abilities

Let Me Check My Notes... (0%/-105%(-80%))

Gadgeteer [25]
Cosmic Power 12 (8 hour minimum Prep Time -60%, Only on skills for gadgets made with Gadgeteer Advantage -10%, Can Be Stolen -10%, Breakable (flammable)-25%) [24]

Notes: Riffing off Sluggy Freelance, you can make use of just about anything you invent with lightning quickness- provided you check your notes first. Of course, if they're burned to a crisp, you can't check them and will have to transcribe your notes- if you even remember them! Preferably, you should be making these notes while you're Gadgeteering.

Modifying this Ability: Mad Science is a natural modifier, as is Psionic. If you're long on points, don't even bother with the notes- just BAM! you know how to use it.

Grand Total: 49 points.
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