11-08-2011, 12:42 PM | #861 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: 50-point Abilities
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celjabba |
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12-20-2011, 07:34 PM | #865 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: 50-point Abilities
Quote:
However, my main site http://gurpsland.no-ip.org should be back soon (if not already). Having a little DNS problem which should be ironed out.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 12-20-2011 at 08:22 PM. |
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06-22-2012, 11:44 AM | #866 | |
Banned
Join Date: Apr 2008
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Re: 50-point Abilities
Quote:
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06-22-2012, 01:13 PM | #867 |
Banned
Join Date: Apr 2008
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Re: 50-point Abilities
All-Purpose Hero-Belt (+60%): Cosmic Modular Ability 3 (Physical and Mental, +100%; Reduced Time (free action), +20%; Nuisance (??), -5%; Unreliable 14-, -10%; Required Disad: Fighting Evil - Dangerous Duty 12-, -15%; Item: Breakable (DR15, SM-6), -20%, Stealable (forcible removal), -10%) [16/lvl x 3 = 48, or remove Unreliable and 17/lvl x 3 = 51].
Gives the character three XP that can be spent on any mental or physical trait combination as a free action. Any three perks, any mundane skills, Blunt Claws, Hard-to-Kill or Subdue, any language at Native ability in either spoken or written forms alternately, Spines, Teeth, Absolute Timing, etc. etc. PLUS, Any 5 point ability with -40% modifiers, and any up to 15 point ability with -80% modifiers, or any combination. |
06-23-2012, 05:59 PM | #868 | |
Join Date: Dec 2006
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Re: 50-point Abilities
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Holy thread necromancy batman! However this is a pretty cool 50 point power, and so I would recommend the nuisance effect to be 'must identify the effect with a stupid name'. IE 'good thing I packed my bat language tablets in the bat belt' |
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06-24-2012, 01:21 PM | #869 |
Banned
Join Date: Apr 2008
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Re: 50-point Abilities
I love that idea. The same build could be used for magical princess crowns too, of course.
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06-26-2012, 10:50 AM | #870 |
Banned
Join Date: Apr 2008
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Re: 50-point Abilities
Gunman's Little Helper
Active IR (20) (360 Arc +125%, Targetting +20%, Max. Dur. 10min -50%, Full Power in Emergencies Only -20%, Temp Disads: Colorblind, No smell/taste, Numb -35%, Net +40% [28] + Enhanced Tracking (5) (Max Dur 10min -50%) [3] + Telekinesis Lvl.9 (BL= 16lb)(20) (No Signature (Can carry objects=BL +10%*), +30%, Reduced Time +20%, Magnetic -50%, Reduced Range/10 -30% (1 yard), Max Dur 10 min -50%, Net -80% = 1/lvl) [9] + Compartmentalized Mind (50) (Max Dur 10 min -50%, Psi Only -10%, No separation -20% = Net -80%) [10] Total = [50] For ten minutes at a time, this gives the character 360 degree targetting IR senses, a spare set of invisible hands with Reach 1, capable of using e.g. any ferrous weapons totally independently using the characters' own skill levels and Perks. As an added bonus, the weapon used by the invisible hands is also invisible. I might be inclined to add Links counterbalanced by Power Mods. *Some might question the legality of applying Carry Objects to No Signature. I would note that since TK is normally invisible, the price for No Signature in this build is paid essentially only to hide the weapon. |
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gurpsland, house rules, pdf, powers, sample powers |
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