03-09-2006, 05:37 PM | #31 |
Join Date: Oct 2004
Location: Pennsylvania (roaming charges may apply)
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Re: 50-point Abilities
The Old One-Two (+100%): Crushing Attack 1d (Double Knockback, +20%; Melee, Dual, ST-Based, Reach C, +80%) [10], Damage Resistance 5 (Semi-Ablative, -20%; Tough Skin, -40%) [10], Dual-Weapon Attack (Brawling) Brawling+0 [5], Enhanced Dodge 1 [15], Enhanced Parry (bare hands) 1 [5], Off-Hand Weapon Training (Brawling) Brawling+0 [5]. 50 points.
A simple package to kick-start a super boxer. |
03-09-2006, 05:55 PM | #32 | |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
Quote:
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03-10-2006, 07:45 AM | #33 | |
MIB
Join Date: Sep 2004
Location: London, UK
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Re: 50-point Abilities
Quote:
Preparation Required (to account for the need to make the phone call) Takes Extra Time (to account for the time for said contact to either arrive or get away from what they're currently doing) Maximum Duration (this contact has a life of their own, they cannot be at your beck and call for long) Gadget or Accessibility (to reflect the requirement to get to a phone?) How would you model the fact that the contact cannot get away from what they're currently doing?? Accessibility?? Frequency of Appearance??
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03-10-2006, 08:44 AM | #34 |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
If a "request for aid" reaction roll is needed to ask the contact to do for you,
the ability will also be Fickle (probably the -5-percent version). |
03-10-2006, 12:31 PM | #35 |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
I've tried imitating some of 3e Ultra-Tech weapons:
Neurolash (-50%/+20%): Toxic Attack 1d (Contact Agent, -30%; Link, +10%; Melee Attack, Reach C, -30%) [2] + Affliction 4 (HT-3; Contact Agent, -30%; Link, +10%; Melee Attack, Reach C, -30%; Moderate Pain, +20%; Secondary Paralysis, +30%, Selective Effect, +20%) [48]. Notes: Must touch the victim's bare skin or porous clothing. Selective Effect lets the user paralyze a specific hit location. 50 points. Sonic Blade (+10%/-35%): Corrosion Attack 4d (Accessibility, Not in a vacuum, -10%; Armor Divisor 2, +50%; Melee Attack, Reach C, 1, Cannot Parry, -25%; Nuissance Effect, Noisy tooth-jarring buzz, -5%) [44] + Affliction 1 (HT; Accessibility, Not in a vacuum, -10%; Accessibility, Only when hitting on the head, -20% (just guesstimated); Disadvantage, Deafness, +20%; Follow-Up, -25%) [6]. Notes: A blade of coherent sound that ablates any armor and renders the target deaf if hit on the head. I've set this somewhat weaker than the original Ultra-Tech version to fit into the 50-point limit. 50 points. Tangler (+80%): Binding 14 (Engulfing, +60%; Only Damaged By Burning Attack, +30%; Reduced Range, 1/5, -20%; Sticky, +20%; Terminal Condition, Spraying "anti-tangler aerozol", -10%) [51]. Notes: Fires a capsule that bursts into a lot of adhesive strands wrapping around the target. Max range is 20 yards. 51 points. Smart Disassembler Nanostat Cloud (+150%): Corrosion Attack 2d (Area Effect, 2 yards, +50%; Drifting, +20%; Extended Duration, x3, +20%; Persistent, +40%; Selective Area, +20%) [50]. Notes: Fires a capsule that releases a cloud of "disassembler" nanomachines. These nanobots are smart enough to understand what's the user orders them to attack and what's not. Anything eaten by the cloud is gradually reduced to gray goo. The nanostat cloud hovers in midair for 30 seconds. 50 points. |
03-10-2006, 01:38 PM | #36 |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
Wow... reaction to this thread has been amazing! I'm really impressed by all the abilities that've been submitted. Just so no one thinks I'm slacking off:
The Lecher's Delight (+260%/-70%): Affliction (Permeation (Clothing) +100%; Malediction, +150%; Link, Mind Control, +10%) [36] + Mind Control (Emotion Control, -50%; Accessibility: Embarassment Only, -30%; Link, Affliction, +10%) [15] Notes: Causes the subject's clothes to fall off, while simultaneously instilling them with extreme psychological embarassment. Guaranteed to make even an orc flee from battle. 51 points. I had a little confusion while making this one regarding the point cost of what sort of limitation only being able to create a single emotion would cost. It's so incredibly limited from the original Mind Control advantage that I decided it should give them the maximum limitation, -80% (after coupling with Emotion Control, of course). Any thoughts on this? |
03-11-2006, 12:39 PM | #37 |
Join Date: Jan 2006
Location: Central Europe
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Re: 50-point Abilities
The original from my earlier thread. The version which the Witch-King of Angmar had was more powerful and different, but this will do for a 50-point power. Note that a good sword has about 10-12 HP, DR 6, and HT 12.
Shatter Weapon (+30%): Crushing Attack 8d (Always On, +0%; Melee Attack, Reach C, -30%; Aura, +80%; Accessibility: Only Against Weapons Striking the Character, -20%) [52] Notes: Weapons which strike you rarely survive to do it twice! Destroyed weapons shatter as they strike, doing normal damage. This affects any manufactured weapon, not claws, thrown stones, or surfaces which you collide with. Add a Power Modifier based on the origins of your protection (Morgul Power might be as much as -20%!).
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 03-11-2006 at 12:39 PM. Reason: Failed to remove one reference to "non-magic weapons only" |
03-11-2006, 12:47 PM | #38 | |
Join Date: Aug 2004
Location: Pittsburgh, PA
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Re: 50-point Abilities
Quote:
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03-11-2006, 01:06 PM | #39 |
Join Date: Aug 2004
Location: Y'know, around.
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Re: 50-point Abilities
But It's A Katana! [50*]
Broadsword (DX/E*) @ DX+2 [4] Fast-Draw (Sword) (DX/E) @ DX+2 [4] Forced Entry (DX/E) @ DX+2 [4] Parry Missile Weapons (DX/A*) @ DX+1 [4] Power Blow (Will/H) @ Will [4] Enhanced Parry (Katana) [5] Signature Gear (Katana)* [1] Two-Handed Sword (DX/E) @ DX+2 [4] Weapon Master: Katana [20] The skills marked with an asterisk by their difficulties have the optional specialization: Katana. Having a katana as your Signature Gear is 1 point at TL 4 and up. It costs 2 point at TLs 3 and 2, 3 points at TL 1, and 6 points at TL 0 (in case you want to be a samurai caveman). Those TLs add 1, 2, and 5 points, respectively, to the cost of this template. |
03-11-2006, 01:20 PM | #40 |
Join Date: Aug 2004
Location: Pittsburgh, PA
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Re: 50-point Abilities
I though this would be more expensive, but rather than discard it, here's a 25-point version of Sting: Innate Attack (1d-2 cut; Alternate Attack, x1/5; Gadget, Breakable, SM -4, -15%; Gadget, Breakable, DR 10, -10%; Gadget, Can Be Stolen, ST Contest, -30%; ST-based, +100%) [1] + Detect (Orcs, Common; Cosmic, No Roll Required, +100%; Gadget, Breakable, SM -4, -15%; Gadget, Breakable, DR 10, -10%; Gadget, Can Be Stolen, ST Contest, -30%; Vague, -50%) [19] + Innate Attack (1d-2 impaling; Gadget, Breakable, SM -4, -15%; Gadget, Breakable, DR 10, -10%; Gadget, Can Be Stolen, ST Contest, -30%; ST-based, +100%) [5]. 25 points. Notes: Adds 1d-2 damage to thrust or swing, as well as automatically detecting orcs after a concentrate maneuver. I'd prefer to use a ready maneuver instead, but I couldn't find a value for that. It's probably no more that 5%, though, which would raise the cost by 1 point.
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