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Old 06-27-2024, 06:11 AM   #1
Christopher R. Rice
 
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Default The GURPS Meta-Tech Examples Thread

With GURPS Meta-Tech coming out soon I wanted to start a thread where folks could post their examples. If you post here let's try to keep to the same format so folks later on have a crisp, clean experience. Some guidelines.

For Items:
  • The Title Name should be in Size 4.
  • Any footnotes should be in Size 1.
  • Remember to omit entries that the device doesn't have (e.g., a self-powered device needs no Duration line).
  • Try to be concise in the description with everything it can and can't do so that the reader doesn't need to read the statistics line.

For Origins:
  • Be as clear as possible on what the origin does in the description.
  • Give examples if you can - as many as you can!
  • Do an under-the-hood box if able so folks can learn what you did.

Anyways, I hope this turns out to be an awesome and fun thread for folks.
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Old 06-27-2024, 06:12 AM   #2
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Default Re: The GURPS Meta-Tech Examples Thread

Reserved for Future Post
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Old 06-27-2024, 08:00 AM   #3
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Default Re: The GURPS Meta-Tech Examples Thread

(I submitted this as an example for the playtest. Will edit for any changes in the final PDF.)


I would definitely make this Rare or Very Rare in most fantasy campaigns, unless there was a common (evil) faction that used them a lot.

Nightmare Armor (TL3^)
Size: SM -2 to SM +0.
Duration: 15-point powerstone/6 hours (SM -2 or SM -1) or 30-point powerstone/6 hours (SM +0).
Operating Skill: N/A. Donning and removing the armor quickly requires a Battlesuit roll, and Battlesuit limits DX and DX-based skills as normal.
Origin: Enchanted Item.
Cost: $18,360 (SM -2), $21,892.50 (SM -1), or $23,287.50 (SM +0) at TL3.
Weight: 16.5 lbs. (SM -2), 165 lbs. (SM -1), or 300 lbs. (SM +0)
Legality Class: LC3.

This enchanted plate battlesuit provides the user with DR 10, plus an additional DR 10 against magical energy damage, all hardened against one level of Armor Divisor. It also grants Lifting ST 10 and Striking ST 5. While powered, ignore the weight of the armor when calculating the user’s encumbrance.

The armor is crafted of hell-forged plate, and the helmet bears a terrifying visage. Anyone who sees the wearer must make a Fright Check at -2, as for Terror (p. B93).

Statistics: DR 10 (Hardened 1, +20%) [60]; DR 10 (Hardened 1, +20%; Limited, magical energy, -40%) [40]; Lifting ST 10 [30]; Payload (Static) 9 (SM -2), 83 (SM -1), or 150 (SM +0) [9, 83, or 150]; Striking ST 5 [25]; Terror (Sight; -2 to Fright Check; Always On, -20%) [40].
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Old 06-27-2024, 08:03 AM   #4
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Default Re: The GURPS Meta-Tech Examples Thread

(I submitted this as an example for the playtest. Will edit for any changes in the final PDF.)



Astral
Examples: Ghostly equipment, items stolen from dreams, psychic echoes of mythic weapons, etc.
Description: Devices that were constructed in the astral plane from astral materials or manifested there by astral entities.
Usage: All operation rolls require Expert Skill (Psionics), not Electronics Operation. (If your campaign uses GURPS Psionic Powers, you may instead substitute the Astral Travel skill.)
Base Cost Modifier: -0.1 BCM.


Astral items only exist on the astral plane and can be used only while traveling there. They cannot be carried into the physical world, instead dropping to the “ground” wherever the traveler exits the astral. Taking the Astral Accessory perk (GURPS Psionic Powers, p. 29) for an astral item instead causes it to cease to exist while the traveler is not on the astral plane and manifest again on their person whenever they return.
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Old 06-27-2024, 04:16 PM   #5
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Default Re: The GURPS Meta-Tech Examples Thread

Quote:
Originally Posted by ham2anv View Post
(I submitted this as an example for the playtest. Will edit for any changes in the final PDF.)



Astral
Examples: Ghostly equipment, items stolen from dreams, psychic echoes of mythic weapons, etc.
Description: Devices that were constructed in the astral plane from astral materials or manifested there by astral entities.
Usage: All operation rolls require Expert Skill (Psionics), not Electronics Operation. (If your campaign uses GURPS Psionic Powers, you may instead substitute the Astral Travel skill.)
Base Cost Modifier: -0.1 BCM.


Astral items only exist on the astral plane and can be used only while traveling there. They cannot be carried into the physical world, instead dropping to the “ground” wherever the traveler exits the astral. Taking the Astral Accessory perk (GURPS Psionic Powers, p. 29) for an astral item instead causes it to cease to exist while the traveler is not on the astral plane and manifest again on their person whenever they return.
Is there a dream version of this?
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Old 06-28-2024, 06:50 AM   #6
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Default Re: The GURPS Meta-Tech Examples Thread

Quote:
Originally Posted by cupbearer View Post
Is there a dream version of this?

Depending on your cosmology, dreams may be part of the astral. If not, just rename this origin Dream and use Dreaming as the control skill.
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Old 06-28-2024, 07:22 AM   #7
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Default Re: The GURPS Meta-Tech Examples Thread

Quote:
Originally Posted by ham2anv View Post
Depending on your cosmology, dreams may be part of the astral. If not, just rename this origin Dream and use Dreaming as the control skill.
Hi yeah makes sense, thanks
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Old 07-03-2024, 09:14 AM   #8
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Default Re: The GURPS Meta-Tech Examples Thread

Storage Ring (TL2^)

SM: ‑11.
Type: Apparatus.
Origin: Chi Artifact (+0.05 BCM).
Cost: $2,480,625.
Weight: 0.25 lb.
LC: 3.

These rings give the user access to a storage space to carrying around their items and gear. They are hard to create and thus rare to come upon. The storage space provided depends on the ring, the most common one seen have a capacity of around 100 lbs while the rarest ones can carry over 10 tons! The items stored never count as encumbrance or carried weight. They have no detectable traces for any reason. You can summon items stored to your hand, onto your body, etc., with a ready maneuver. A ring cannot be used by anyone else besides the authorized owner. Ownership can be transferred, though. No roll to use.

Quote:
Meta-Tech Statistics (+$2,480,625; 150 points at $16,537.50/ point):
Payload 50 (Static 2 lbs per level; Cosmic, Extradimensional, Summonable, +100%; Reflexive, +40%; Reduced Time 3, +60%) [150].

Self-Powered modifier (+4 CF).
Limited/Loyal (+1 CF).
Uncomplicated (+1 CF).
Rare to make (x5).

Mundane Statistics (+$10,000, +0.25 lb.):
Jade Ring (extensively etched) ($10,000, 0.25 lb.).
EDIT:: changed TL to TL2^ since in most Xianxia stories storage rings are very old and mysterious. Fixed price.

A 10 ton storage ring costs $496,125,000!

Last edited by zoncxs; 07-09-2024 at 09:26 AM. Reason: fixed price
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Old 07-03-2024, 09:14 AM   #9
cupbearer
 
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Default Re: The GURPS Meta-Tech Examples Thread

Quote:
Originally Posted by Christopher R. Rice View Post
With GURPS Meta-Tech coming out soon I wanted to start a thread where folks could post their examples. If you post here let's try to keep to the same format so folks later on have a crisp, clean experience. Some guidelines.

For Items:
  • The Title Name should be in Size 4.
  • Any footnotes should be in Size 1.
  • Remember to omit entries that the device doesn't have (e.g., a self-powered device needs no Duration line).
  • Try to be concise in the description with everything it can and can't do so that the reader doesn't need to read the statistics line.

For Origins:
  • Be as clear as possible on what the origin does in the description.
  • Give examples if you can - as many as you can!
  • Do an under-the-hood box if able so folks can learn what you did.

Anyways, I hope this turns out to be an awesome and fun thread for folks.
Could you explain how to make an item that is a key which makes any door open to a pocket dimension ?
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Old 07-03-2024, 09:28 AM   #10
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Default Re: The GURPS Meta-Tech Examples Thread

Quote:
Originally Posted by zoncxs View Post
Storage Ring (TL4^)

SM: ‑11.
Type: Apparatus.
Origin: Chi Artifact (+0.05 BCM).
Cost: $7,633,000.
Weight: 0.25 lb.
LC: 3.

These rings give the user access to a storage space to carrying around their items and gear. They are hard to create and thus rare to come upon. The storage space provided depends on the ring, the most common one seen have a capacity of around 100 lbs while the rarest ones can carry over 10 tons! The items stored never count as encumbrance or carried weight. They have no detectable traces for any reason. You can summon items stored to your hand, onto your body, etc., with a ready maneuver. A ring cannot be used by anyone else besides the authorized owner. Ownership can be transferred, though. No roll to use.
YASSSSSS. Love it.
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