03-09-2006, 12:14 AM | #21 |
Join Date: Dec 2005
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Re: 50-point Abilities
Without the permanant enhancement, I'd probably say that the displacement effect only lasted a number of minutes equal to the amount they failed the DX roll by. Of course, after a number of minutes, when they re-appear naked and alone, they'll probably be mighty sad... ;-)
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03-09-2006, 07:08 AM | #22 |
Join Date: Aug 2004
Location: Y'know, around.
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Re: 50-point Abilities
Okay, this is a "furry" ability, and I'm doing this based on memory so there might be an error or two, but:
Awaken Instinct (50 points) Affliction 2 (10 points of advantages, +100%; -60 points of disadvantages, +60%; Uncontrollable, -20%; Based On Will, +20%; Costs 2 Fatigue, -10%). This ability awakens hidden instincts in a target, causing them to revert to their "true self." The target gets Will-1 to resist. However, you do not have a say in what instincts are awakened. Your foe's instincts might turn out to be lapine, in which case they would flee all combat... or your foe's instincts might be that of a solitary predator, such as an alligator or tiger. This usually grants disadvantages (such as lowered IQ or Stress Atavism), but it also grants a few points of advantages (such as +2 Per, +2 Move, or +1 HT). (In very nasty cases where the ability backfires, your foe may actually shapeshift, gaining claws, sharp teeth, and the skills necessary to use them...) Enhancing: Every 5% of enhancements costs 1 point. For example, removing the Costs 2 Fatigue would be 2 points. |
03-09-2006, 07:30 AM | #23 | |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
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thinking of it in the same way as Affliction with Advantage, Warp -- Basic Set implies that the victim afflicted with Warp just goes and doesn't come back (see p.B36), even if the Affliction doesn't have any enhancements. If Warp-Affliction works this way, it can be no less sensible to assume that Jumper-Affliction behaves similarly. However, your suggestion also seems quite fair. |
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03-09-2006, 07:40 AM | #24 |
Join Date: Aug 2004
Location: Y'know, around.
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Re: 50-point Abilities
Poor Man's Telekinesis [50]:
Affliction 1 (Flight, +400%) The target moves at up to its Speed*2 yards per second in any direction you want. (If it's an object with an "HT" of 10, its Speed is 2.5, so its move is 10... so yes, people fly faster than boulders, and cats fly faster still.) If you don't like someone, just have them fly out the door and down the street; if you really don't like someone, just have them fly straight up for a while and wait for the duraton to expire... |
03-09-2006, 07:44 AM | #25 |
Join Date: Aug 2004
Location: San Francisco
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Re: 50-point Abilities
Well Connected: Modular Abilities 15 (Social Only, 0%; Only in Cities, -20%) With but a phone call, you can reach a Contact with a point total equal to the level of Well Connected. Of course, calling on a Contacts isn't much use in the middle of a break-in or gunfight... 4 points base, 4 per level; 52 points.
__________________
Warnng: DryaUnda is psychologically abnormal and likely to say something weird; reader discretion is advised. |
03-09-2006, 08:42 AM | #26 |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
Big Stone Thrower (-80%):
Crushing Attack 50d (Accessibility, Only with 11-20 assistants, -25%; Increased Max, x2, +5%; Increased 1/2D, x5, +10%; Inaccurate, Acc 1, -10%; Minimum Range, 1/20 maximum range, -10%; Preparation Required, 10 minutes, -30%; Takes Extra Time 2, -20%) [50]. 50 points. Note: You're a living siege engine! This ability works like a small-sized medieval trebuchet. You need at least 11 trained artillerists helping you. Your squad must spend 10 minutes winching up the counterweight to load a stone in advance and 2 seconds taking Ready maneuvers to operate the firing mechanism. Then you can hurl the projectile at last. Range is 50/200. The thrown projectile flies in an arc following a convex parabola, so you can't attack targets closer to you than 10 yards. Still, it's assumed that the trajectory is fairly flat in comparison with the flight distance -- not curved enough to qualify for the Overhead enhancement. Actually, historical trebuchets could throw not only stones but any appropriately-sized objects, e.g., barrels of burning oil or the severed heads of enemy soldiers -- the write-up above doesn't represent this capability, however. I'm not sure how I can do this. (Perhaps Striking ST with Only When Throwing Something, rather than Innate Attack?) Suggested Sources: None. Big Stone Thrower is a piece of mechanical artillery; it's not likely to fall under any power in the sense of Powers. Last edited by Gurps Fan; 03-10-2006 at 08:50 AM. Reason: Minimum Range (-10%) is 1/20 max range, not 1/10 |
03-09-2006, 10:57 AM | #27 | |
Join Date: Dec 2005
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Re: 50-point Abilities
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03-09-2006, 03:06 PM | #28 | |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
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03-09-2006, 03:11 PM | #29 | |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
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03-09-2006, 04:49 PM | #30 | |
Join Date: Aug 2004
Location: Y'know, around.
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Re: 50-point Abilities
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gurpsland, house rules, pdf, powers, sample powers |
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