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Old 03-28-2006, 09:07 AM   #71
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Default Re: 50-point Abilities

Conversions (or tweaked imitations) of 3e Ultra-Tech gadgets, continued:


Gravity Beamer (+380%/+50%):
Piercing Attack 1d (Accurate +2, +10%; Cosmic, Irresistible Attack, +300%; Increased 1/2D, *10, +15%; Increased Max, *2, +5%; Rapid Fire, RoF 3, +50%) [24/5 (alternative ability) = 5]
plus Crushing Attack 6d (Accurate +2, +10%; Double Knockback +20%; Increased 1/2D, *10, +15%; Increased Max, *2, +5%; No Wounding, -50%; Rapid Fire, RoF 3, +50%) [45].

Notes: Use one of the two settings: "vibro beam" or "force beam". Changing settings takes one turn to Ready. "Vibro beam" is a tight beam of gravitation that pushes and pulls the matter itself constituting a part of the target; no armor provide any DR against this beam. "Force beam" is a nonlethal attack that gives greater knockback. For vibro beam I personally prefer Rev_Pee_Kitty's houserule "Armor Divisor (100), +300%" to Cosmic, but no homebrewed stuff is permitted here. Interestingly, vibro beam (lethal) is cheaper than force beam (nonlethal) with 4e Innate Attacks. 50 points.


Omniblaster (+270%/+360%/+160%/+100%):
Burning Attack 2d (Accurate +3, +15%; Armor Divisor (5), +150%; Increased 1/2D, *20, +20%; Increased Max, *10, +15%; Rapid Fire, RoF 3, +50%; Surge, +20%) [37]
plus Burning Attack 1d+1 (Accurate +11, +55%; Armor Divisor (10), +200%; Increased 1/2D, *20, +20%; Increased Max, *10, +15%; Rapid Fire, RoF 3, +50%; Surge, +20%) [30/5 (alternative ability) = 6]
plus Crushing Attack 2d+1 (Accurate +3, +15%; Explosion, +50%; Incendiary, +10%; Increased 1/2D, *20, +20%; Increased Max, *10, +15%; Rapid Fire, RoF 3, +50%) [30/5 (alternative ability) = 6]
plus Fatigue Attack 1d (Accurate +3, +15%; Increased 1/2D, *20, +20%; Increased Max, *10, +15%; Rapid Fire, RoF 3, +50%) [20/5 (alternative ability) = 4].

Notes: Use one of the four settings: "normal", "tight-beam", "plasma" or "neural". Changing settings takes one turn to Ready. In "normal" setting you shoot a particle beam like a blaster pistol (with less damage, just for the point cost's sake). "Tight-beam" setting fires a tightly collimated high-precision beam that makes the target's armor less effective. "Plasma" setting flings a bolt (rather than beam) of plasma that explodes at the impact and causes knockback. "Neural" is nonlethal setting that only affects living beings. 53 points.

Last edited by Gurps Fan; 03-28-2006 at 10:39 AM.
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Old 03-28-2006, 12:14 PM   #72
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Default Re: 50-point Abilities

Quote:
Originally Posted by Almafeta
I see two problems: One, modified advantages round up on any fraction; two, Accessability in this case can't be worth -40%, because -40% limitations roughly halve the use of the power; a defensive power that kicks in automatically when you attack is not halving the power. It would normally be more like -10% or -20%, but with the Costs 2 Fatigue limitation on the attack (meaning it costs 2 fatigue every second, which limits when you can use it rather severely), I'd say it's -30%.

Some combination of skill and limited Extra Attacks plus Enhanced Defense would probably be the best way to model it, because even though I haven't seen Equilibrium, I highly doubt that whomever was using the "Gun Kata" could shoot absolutely every target within 16 yards within 1 second.
Thanks for the input. You bring up some very good points. I was having a little trouble working out how to keep the number of targets realistic in light of an RoF of 3 for semiauto pistols, but dropped the idea in favor of simplicity. One way to do it, though, would be to change Limited Use/3 to Limited Use/4 (no extra cost), which means that you would fire a total of 24 shots in 4 seconds (2 guns x Rof 3 x 4 sec) -- 12 round clips seem about right for a typical pistol. Now add Accessibility (only works on a maximum of 6 random targets within effective area at one time, -5%). Sure, it's still highly cinematic, but it doesn't create any magic bullets or unrealistically high RoFs (which makes this abilitiy Realistically Unrealistic, I suppose).

As far as the Accessibility limitation on the Enhanced Dodge goes, I think I'll have to stick with -40%. While it is a defensive power that kicks in during an attack, the attack itself has some very limiting factors (fatigue, specific weapons requirement, random target selection, and an excellent chance of hitting allies in the area) that severely limit where and when a character could use it. I think it's fair to assume that a character would have access to the Enhanced Dodge for a very small percentage of the time actually spent in combat.

So I submit to you, sir:

Revised Gun Kata

Innate attack (pi)/2d+1 [18]
Area effect/16yd +200%
Limited Use/4 with fast reload -10%
Accessibility (only while wielding a pair of identical pistols) -20%
Accessibility (only affects a maximum of 6 random targets at a time) -5%
Costs fatigue/2 -10%

Enhanced Dodge/3 [32]
Accessibility -40% (only during gun kata)

Total -- 50 points

-El
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Old 03-28-2006, 03:24 PM   #73
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Default Re: 50-point Abilities

Pastry Chef Of Death [52]

Death Cookie: 4d Toxic Attack [base 16], with Blood Agent (-40%), Cyclic (1 minute, can be neutralized by milk, +40%), Extended Duration: Permanent (on Persistent, dispelled by going stale or being dunked excessively in milk, +300%), Nuisance Effect (requires expensive, rare, and probably illegal ingredients, -10%) Persistent (it's a cookie!, +40%), Preparation Required (1 hour bake time, -50%), Resistable (HT-2, -20%) [total +300%, final cost 48]

An Expert Pastry Chef . . . : Cooking (Optional Specialization: Sweets; IQ/E) @ IQ+1 [2]

. . . Who Just Happens To Know How To Kill With Cookies: Poisons/TL (Optional Specialization: Ingested, IQ/A) @ IQ [2]

You are a reknowned, but sociopathic pastry chef. Anyone who crosses you may find themselves presented with a delicious cookie one day, that if eaten, causes 4d damage immediately and every minute until a HT-2 roll is made.
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Old 03-28-2006, 09:12 PM   #74
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Default Re: 50-point Abilities

The Dolittle Effect (+400%)

Affliction/1: Negated Disadvantage – Cannot Speak (+150%); Bestial (+100%); Hidebound (+50%); Aura (+80%); Extended Duration – 1000x's Duration (+120%); Works vs. Will (+20%); No Signature (+20%); Accessibility - Only vs. Non Sapient Mammals (-60%); Biological (-10%); Exposure: 1 Hour (-40%); Melee Attack Range C (-30%) - [50]

Animal must make a Will roll to avoid being uplifted by this power. Domestic animals gain the ability to speak, lose their hidebound disadvantage. Wild animals gain identical traits and lose their bestial disadvantage. The effects are temporary lasting from 16 hours and 40 minutes at the shortest to up to 5 days 13 hours and 12 minutes at the longest assuming an animal with an average will of 10.

This power only works on non-sapient mammals.

Animal behaviorlists, Animal fans, Furries, Zoo Keepers, Vetrenarians, etc, are all clamoring for you. Half of PETA wants you dead, the other half wants to use you for some less than savory purpose. ^_^

Keep this power under your hat, eh? =D
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Old 03-29-2006, 02:32 AM   #75
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Default Re: 50-point Abilities

Looks like I better start compiling that collection, eh?

Deathtouch (+255%/+260%/+265%)

Toxic Attack 3d (Costs 3 FP, -15%; Cosmic, ignores DR, +300%; melee attack, reach C, -30%) [43] +
Alternate Ability: Toxic Attack 2d (Costs 2 FP, -10%; Cosmic, ignores DR, +300%; melee attack, reach C, -30%) [6] +
Alternate Ability: Toxic Attack 1d (Costs 1 FP, -5%; Cosmic, ignores DR, +300%; melee attack, reach C, -30%) [3]

Notes: See the Deathtouch spell. The alternate abilities mimic the three choices of FP to spend.
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Old 03-29-2006, 08:22 AM   #76
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Default Re: 50-point Abilities

Quote:
Originally Posted by Atreyu_Hibiki
Looks like I better start compiling that collection, eh?

Deathtouch (+255%/+260%/+265%)

Toxic Attack 3d (Costs 3 FP, -15%; Cosmic, ignores DR, +300%; melee attack, reach C, -30%) [43] +
Alternate Ability: Toxic Attack 2d (Costs 2 FP, -10%; Cosmic, ignores DR, +300%; melee attack, reach C, -30%) [6] +
Alternate Ability: Toxic Attack 1d (Costs 1 FP, -5%; Cosmic, ignores DR, +300%; melee attack, reach C, -30%) [3]

Notes: See the Deathtouch spell. The alternate abilities mimic the three choices of FP to spend.
That actually can be built more cheaply, as follows:
Deathtouch (+260%):
Toxic Attack 3d (Costs Fatigue, Proportional, Max 3 FP, -10%; Cosmic, Irresistible Attack, +300%; Melee Attack, Reach C, Cannot Parry, -35%; Variable, +5%) [44]
See p.101 of Powers for "Costs Fatigue, Proportional".
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Old 03-29-2006, 11:05 AM   #77
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Default Re: 50-point Abilities

I tried inventing a 25- and a 50-pointers.


Needler Remote-Control Bomb (-15%/+75%):
Impaling Attack 1d (Accuracy +2, +10%; Armor Divisor (2), +50%; Increased 1/2D *5, +10%; Limited Use, 1 use, Slow Reload, -35%; No Blunt Trauma, -20%; No Signature, +20%; No Wounding, -50%) [7] + Crushing Attack 2d (Follow-Up, Impaling Attack, -25%; Explosion, +50%; Delay, Triggered, +50%) [18].

Notes: An assassination weapon. You shoot a tiny, silent needle that can easily slip through armor. The needle itself doesn't inflict no significant damage -- the victim hardly knows that he is attacked -- but it contains explosive that reacts your remote signal at any time you like. Remember that explosion inside the target does triple damage. 25 points.


Magic Repair (+250%/-50%):
Affliction 1 (HT; Accessibility, Only On Machines, -20%; Costs Fatigue, 3 FP, -15%; Linked, +20%; Melee Attack, Reach C, Cannot Parry, -35%; Negated Disadvantage, Unhealing, +300%) [35] + Healing (Accessibility, Only On Machines, -20%; Capped, 4 FP, -20%; Injuries Only, -20%; Linked, +10%) [15].

Notes: Only works on things that have Machine meta-trait. On your turn, you touch a target machine and take a Concentrate maneuver, then the target rolls on HT and you roll on IQ. If the both succeed, the target machine's Unhealing is temporarily negated and Healing works -- the machine gets repaired supernaturally! Affliction will last for a few minutes leaving Unhealing negated; during the duration, you can use only the Healing part of this ability ("asymmetric links") to repair the same target. 50 points.
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Old 03-29-2006, 12:48 PM   #78
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Default Re: 50-point Abilities

Quote:
Originally Posted by Gurps Fan
That actually can be built more cheaply, as follows:
Deathtouch (+260%):
Toxic Attack 3d (Costs Fatigue, Proportional, Max 3 FP, -10%; Cosmic, Irresistible Attack, +300%; Melee Attack, Reach C, Cannot Parry, -35%; Variable, +5%) [44]
See p.101 of Powers for "Costs Fatigue, Proportional".
You have no idea how long I've looked for that information... THANK YOU!

...

But that drops the ability out of this thread... darn.
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Old 03-29-2006, 06:15 PM   #79
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Default Re: 50-point Abilities

Quote:
Originally Posted by Gurps Fan
Magic Repair (+250%/-50%):
Affliction 1 (HT; Accessibility, Only On Machines, -20%; Costs Fatigue, 3 FP, -15%; Linked, +20%; Melee Attack, Reach C, Cannot Parry, -35%; Negated Disadvantage, Unhealing, +300%) [35] + Healing (Accessibility, Only On Machines, -20%; Capped, 4 FP, -20%; Injuries Only, -20%; Linked, +10%) [15].

Notes: Only works on things that have Machine meta-trait. On your turn, you touch a target machine and take a Concentrate maneuver, then the target rolls on HT and you roll on IQ. If the both succeed, the target machine's Unhealing is temporarily negated and Healing works -- the machine gets repaired supernaturally! Affliction will last for a few minutes leaving Unhealing negated; during the duration, you can use only the Healing part of this ability ("asymmetric links") to repair the same target. 50 points.
Actually, depending on the nature of the character's Healing power, they may be able to get by the Unhealing disadvantage- thereby removing the need for an affliction.

It seems especially appropriate to not inflict those points if the limitation restricts Healing Only to Machines.

Of course, this is supposed to be a universal power to ALL machines, so I can see why.
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Old 03-29-2006, 07:27 PM   #80
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Default Re: 50-point Abilities

Since it looks like the rule about abilities having to be 50 points is becoming more, er, flexible, I'll go ahead and post these. Consider this an open call for abilities of any point value. 50-pointers and 25-pointers are still preferred.

All of the following are spells from p. B242-253.

Pain Spell (+110%): Affliction 1 (Malediction 1, +100%; Moderate pain, +20%; Costs 2 FP, -10%) 21 points

Itch Spell (+110%): Affliction 1 (Malediction 1, +100%; DX-2, +20%; Costs 2 FP, -10%) 21 points

Darkness Spell (+65%): Obscure Sight 10 (Ranged, +50%; Malediction 1, +100%; Maximum Duration, 1 minute, -65%; Costs 4 FP, -20%; Cosmic, see note, +50%)
Notes: Cosmic: Continued use costs 2 FP instead of shutting down for five minutes. 43 points

Seek Earth (-45%): Detect (Minerals, very common; Costs 3 FP, -15%; Takes Extra Time 3, -30%) 17 points

Recover Energy (+10%): Fit (Cosmic, heals FP for powering spells, +50%; Missing Effect, bonus to HT rolls, -40%) 6 points.

Edit: Changed Recover Energy.

Last edited by Atreyu_Hibiki; 03-30-2006 at 02:52 AM.
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