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Old 04-01-2006, 06:25 PM   #91
Flyndaran
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: 50-point Abilities

Quote:
Originally Posted by Atreyu_Hibiki
In that case, I don't think it's a part of the Psychic-Babble ability; it's a separate advantage - some sort of a built-in immunity included in the aliens' racial template.

Alternately, "accessibility: unable to affect own race" would be worth between -10% to -40%, depending on how common their race is in the campaign.
I know that I read somewhere that racial immunity is a zero point feature.
You can't affect them and they can't affect you evens out.
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Old 04-01-2006, 07:21 PM   #92
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Join Date: Jan 2005
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Default Re: 50-point Abilities

Quote:
Originally Posted by Flyndaran
I know that I read somewhere that racial immunity is a zero point feature.
You can't affect them and they can't affect you evens out.
Maybe here?
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Old 04-01-2006, 07:31 PM   #93
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Join Date: Apr 2005
Default Re: 50-point Abilities

Baleful Polymorph: Affliction 1 (Advantage, Alternate Form (Harmless Animal), +150%; Extended Duration, Permanent, +150%; Malediction 1, +100%) [50].

Note: Choose a small harmless animal, like a frog or rabbit. This ability allows you to transform your foes into your chosen animal. You must also specify a way for your curse to be broken (perhaps the kiss of the prince/princess). 50 points

Steal Face: Affliction 1 (Advantage, Morph (Reduced Time 1, +20%; Cannot Memorize Forms, -50%; Cosmetic, -50%), +200%; Link, +10%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%) [25] + Morph (Link, +10%; Reduced Time 1, +20%; Cannot Memorize Forms, -50%; Cosmetic, -50%; Needs Sample, Touch, -5%) [25].

Note: Allows the user to swap his features with someone else. He must touch the person he who’s face he wishes to steal for the 5 seconds that the change requires. 50 points

Last edited by UncreativeNameMaker; 04-01-2006 at 10:03 PM.
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Old 04-01-2006, 10:02 PM   #94
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Join Date: Apr 2005
Default Re: 50-point Abilities

Repelling Aura: Affliction 1 (Area Affect, 8 yards, +150%; Based on Will, +20%; Disadvantage, Dread 8 (You), +170%; Reflexive, +40%; Selective Area, +20%; Emanation, -20%) [48].

Note: A Will roll is required to approach within 8 yards of you, unless you choose to allow someone to get close. 48 points

Last edited by UncreativeNameMaker; 04-01-2006 at 11:29 PM.
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Old 04-01-2006, 11:08 PM   #95
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Location: in your pocket, stealing all your change
Default Re: 50-point Abilities

I've had this in the drawer for some time, I'm trying to convert the whole magic system to powers, and this particular one is based on the Warcraft 3 Blood Mage:

Flame Strike (+65%)
Innate Attack 3d Burning (Costs Fatigue 3 FP, -15%; Area Effect 3 hex, +75%; Persistent 10 seconds, +40%; Increased 1/2D x10, +15%; Reduced Range x0.2, -20%; Innacurate -2, -10%; Takes Recharge 5 seconds, -10%; Magical, -10%) [25]

Description: creates a swirling pilar of fire on the targeted area doing damage to those within and those that enter the area.

Note: not sure if an area attack would be bound by the 1/2D behaviour of ranged attacks, if so just remove "increased 1/2D" and "innacurate" and it comes to 24 points.
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Old 04-13-2006, 10:06 PM   #96
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Join Date: Jan 2005
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Default Re: 50-point Abilities

I tried building (from the 4e materials) some abilities that more or less duplicate the nine psi powers in 3e Psionics. I dropped the idea of simulating the exact 3e effect -- a 15ish-point ability in 3e often costs some hundred in 4e -- to keep everything in the neat target point 50. (I regret that some abilities are artificially limited only to squeeze a power into the 50-point limit.) As a result, I managed to make nine 50-point "minitemplates", each of which represents the most basic abilities of one psi power. These "Novice Psi" templates are the folowing:
  1. Novice Antipsi: Antipsi Talent 1 [5]; Neutralize [30]; and Static [15]. 50 points.
  2. Novice Astral Projector: Astral Projection Talent 1 [5]; Astral Projection [24]; and Astral Sight [21]. 50 points.
  3. Novice EK: Electrokinesis Talent 1 [5]; Confuse [9]; Cyberpsi [10]; Dampen [7]; Energy Sense [4]; Energy Shield [2]; Photokinesis [8]; and Surge [5]. 50 points.
  4. Novice Esper: ESP Talent 1 [5]; Clairvoyance, Clairaudience and Other Clairsentiences [10] Precognition [8]; Psychometry [7]; and Seekersense [20]. 50 points.
  5. Novice Healer: Healing Talent 1 [5]; Healing [23]; Metabolism Control [6]; and Sense Aura [16]. 50 points.
  6. Novice Psychic Vampire: Psychic Vampirism Talent 1 [5]; Drain Attribute [7]; Drain Emotion [10]; Steal Dreams [10]; Steal Energy [8]; and Steal Power [10]. 50 points.
  7. Novice PK: Psychokinesis Talent 1 [5]; Cryokinesis [7]; Levitation [4]; Pyrokinesis [4]; and Telekinesis [30]. 50 points.
  8. Novice Telepath: Telepathy Talent 1 [5]; Emotion Sense [3]; Erase Signature [3]; Mind Shield [2]; Psi Sense [4]; Telereceive [5]; Telescan [20]; and Telesend [8]. 50 points.
  9. Novice Teleporter: Teleportation Talent 1 [5]; Autoteleport [20]; and Exoteleport [25]. 50 points.
The posts below will describes each power's details.
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Old 04-13-2006, 10:08 PM   #97
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Default Re: 50-point Abilities

Novice Antipsi -- 50 points

You have Antipsi Talent 1 [5] and the following abilities:
  • Neutralize (-40%): Neutralize (Psi; Antipsi Power, +0%; Costs Fatigue, 4 FP, -20%; Limited Use, 4/day, -20%) [30]. Notes: Temporarily deprives the subject of all his psi abilities. The subject must be touched. This ability is exhausting; it costs 4 FP for each use and can be used only 4 times per day. 30 points.
  • Static (-50%): Static (Psi; Antipsi Power, +0%; Resistible, -50%) [15]. Notes: You inherently generate a field that nullifies any psi power within it. 15 points.

Novice Astral Projector -- 50 points

You have Astral Projection Talent 1 [5] and the following abilities:
  • Astral Projection (+60%): Alternate Form (Astral Form*, 0-point template; Non-Reciprocal Damage, +50%; Projected Form, -50%; Psionic Astral Projection, -10%; Reduced Time 4, +80%; Requires IQ Roll, -10%) [24]. Notes: Take a turn of Concentration and make a roll on your IQ, and your "astral form" comes out of your physical body. Any physical injuries on you doesn't affect your astral form. 24 points.
  • Astral Sight (+110%): Detect (Occasional, Anything Astral; Precise, +100%; Psionic Astral Projection, -10%; Reflexive, +40%; Vision-Based, -20%) [21]. Notes: Detects any astral entity, knowing direction and distance. Targets must be within your sight. Used as active or passive. 21 points.
* Astral Form: Insubstantial form that flies at Move 1. No interactions with physical entities. Astral Entity meta-trait [171], Mute (Substantial Only, -10%) [-22], ST 0 [-100]; HP +10 [20]; Basic Move -4 [-20]; No Manipulators [-50]; Perk (Can create the image of whatever clothing you currently/normally wear, with no DR) [1]. 0 point.

Last edited by Gurps Fan; 04-13-2006 at 10:15 PM.
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Old 04-13-2006, 10:24 PM   #98
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Default Re: 50-point Abilities

Novice EK -- 50 points

You have Electrokinesis Talent 1 [5] and the following abilities:
  • Confuse (-10%): Affliction 1 (HT; Psionic Electrokinesis, -10%) [9]. Notes: Disturbs bioelectric currents in the target's brain, stunning him. 9 points.
  • Cyberpsi (-80%): Mind Control (Cybernetic Only, -50%; Psionic Electrokinesis, -10%; Puppet, -40%) [10]. Notes: Controls computers or other Digital Mind entities. 24 points.
  • Dampen (-30%): Affliction 1 (HT; Accessibility, Only on Electrical, -20%; Psionic Electrokinesis, -10%) [7]. Notes: Disturbs internal currents in an Electrical entity, effectively stunning it. 7 points.
  • Energy Sense (-80%): Detect (Common, EM Fields; Psionic Electrokinesis, -10%; Vague, -50%; Vision-Based, -20%) [4]. Notes: Detects the nearest electromagnetic field. 7 points.
  • Energy Shield (-60%): DR 1 (Costs Fatigue, 2 FP, -10%; Force Field, +20%; Limited, EM Radiation, -40%; Limited Use, 10/day, -10%; Psionic Electrokinesis, -10%; Requires IQ Roll, -10%) [2]. Notes: Defensive field that works against light-based attacks. 2 points.
  • Photokinesis (-70%): Illusion (Psionic Electrokinesis, -10%; Requires IQ Roll, -10%; Static, -30%; Visual Only, -30%) [8]. Notes: Manipulates photons to create the illusionary image of whatever you like. The image is static and only optical (it doesn't accompany any sound or other sensory deception). 8 points.
  • Surge (-10%): Burning Attack 1d (Accessibility, Only on Electrical, -20%; Psionic Electrokinesis, -10%; Surge, +20%) [5]. Notes: Disturbs internal currents in an Electrical entity, inflicting actual damage on it. 5 points.
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Old 04-13-2006, 10:44 PM   #99
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Join Date: Jan 2005
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Default Re: 50-point Abilities

Novice Esper -- 50 points

You have ESP Talent 1 [5] and the following abilities:
  • Clairvoyance, Clairaudience and Other Clairsentiences (-80%): Clairsentience (Maximum Duration, 10 minutes, -50%; Psionic ESP, -10%; Reduced Range, 1/5, -20%) [10]. Notes: Displaces your sense(s) to any location within 2 yard. 9 points.
  • Precognition (-70%): Precognition (Active Only, -60%; Psionic ESP, -10%) [8]. Notes: Obtains a glimpse of future events. 24 points.
  • Psychometry (-65%): Psychometry (Active Only, -20%; Costs Fatigue, 1 FP, -5%; Mundane, -30%; Psionic ESP, -10%) [7]. Notes: Obtains a glimpse of what happened to the target object in the past. 7 points.
  • Seekersense (-60%): Modular Abilities (Cosmic Power, 5 points; Limited, Only unmodified Detect of one Rare category, -50%; Psionic ESP, -10%) [20]. Notes: Detects any one specific target you want to detect. Tells the direction but not the distance. 7 points.

Novice Healer -- 50 points

You have Healing Talent 1 [5] and the following abilities:
  • Healing (-10%): Healing (Psionic Healing, -10%) [23]. Notes: Heals others' injury or desease. Doesn't heal the user himself. 23 points.
  • Metabolism Control (+20%): Metabolism Control 1 (Mastery, +40%; Psionic Healing, -10%; Requires IQ Roll, -10%) [6]. Notes: getting occasional HT bonus, pretending to be dead, etc. 6 points.
  • Sense Aura (+60%): Detect (Occasional, Aura; Analysing, +100%; Psionic ESP, -10%; Short-Range 1, -10%; Vision-Based, -20%) [16]. Notes: Analyzes the target's aura which shows his vital signs and genegal emotions. 16 points.
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Old 04-13-2006, 10:54 PM   #100
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Default Re: 50-point Abilities

Novice Psychic Vampire -- 50 points

You have Psychic Vampirism Talent 1 [5] and the following abilities:
  • Drain Attribute (-70%/-65%/-65%/-70%): Affliction 1 (HT; Attribute Penalty, DX -1, +10%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Psychic Vampirism, -10%) [4] + Affliction 1 (HT; Attribute Penalty, ST -1, +5%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Psychic Vampirism, -10%) [3/5 (alternative ability, round up) = 1] + Affliction 1 (HT; Attribute Penalty, IQ -1, +10%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Psychic Vampirism, -10%) [4/5 (alternative ability, round up) = 1] + Affliction 1 (HT; Attribute Penalty, HT -1, +10%; Contact Agent, -30%; Melee Attack, Reach C, Cannot Parry, -35%; Psychic Vampirism, -10%) [3/5 (alternative ability, round up) = 1]. Notes: Gives a -1 penalty on any of the targets four attributes. 9 points.
  • Drain Emotion (-80%): Mind Control (Emotion Control, -50%; Only removes the emotion the victim currently experiences and without giving him any new emotion, -20%; Nuisance Effect, The user experiences the drained emotion, -5%; Psychic Vampirism, -10%) [10]. Notes: The target temporarily loses all his emotions. At the same time the user experiences the drained emotion. 24 points.
  • Steal Dreams (-70%/-80%): Fatigue Attack 1d (Accessibility, Only Against Sleeping Victim, -40%; Contact Agent, -30%; Hazard, Missed Sleep, +50%; Linked, +10%; Melee Attack, Reach C, Cannot Parry, -35%; Preparation Required, 1 hour, -50%; Psychic Vampirism, -10%) [6] + Mind Probe (Accessibility, Only Against Sleeping Victim, -40%; Contact Agent, -30%; Linked, +10%; Preparation Required, 1 hour, -50%; Psychic Vampirism, -10%; Specific, Dreams Only, -40%) [4]. Notes: The target must be sleeping and you must touch him. Each attempt requires a one-hour ritual. Much limited as an attack, but sometimes gets useful information from the target's dream. 7 points.
  • Steal Energy (-70%): Leech 1 (Accelerated Healing, +25%; Contact Agent, -30%; Only Heals FP, -20%; Psychic Vampirism, -10%; Requires IQ Roll, -10%; Steal FP, -25%) [8]. Notes: A fairly plain Leech attack. You must touch the target. 7 points.
  • Steal Power (-80%): Neutralize (Psi; All-Out, -25%; Contact Agent, -30%; Costs Fatigue, 10 FP, -50%; Maximum Duration, Less than 30 seconds, -75%; Limited Use, 1/day, -40%; One Ability, -80%; Power Theft, +300%; Preparation Required, 1 hour, -50%; Psychic Vampirism, -10%; Takes Extra Time 2, -20%) [10]. Notes: The "apex" ability of the Psychic Vampirism power -- the target loses one of his abilities and the user get temporary character points. Very much limited just for point cost's sake. 7 points.

Last edited by Gurps Fan; 04-13-2006 at 10:58 PM.
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