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Old 11-08-2011, 12:42 PM   #861
Celjabba
 
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Default Re: 50-point Abilities

Quote:
Originally Posted by Homunculus View Post
Kamui- Affliction 2 (+145%; Advantage: [Warp(100pts) Range Limit(10yards) -50%, Only on Objects -20%] +30%,Costs Fatigue 2 -10%, Cosmic:No die roll +100% Blinking +25%), 49pts
Based off of an Ability from Naruto, when used this attack teleports objects. However, it is meant mostly as a defensive ability (Hence the Blinking). In game terms, rather than the character teleporting, the character teleports the attack. So, once per turn, if Johnny McAwesome was shot by a bullet, the bullet would be warped to the side so it missed. Important to note, is that it can also be used consciously to move objects.

Note: Still in debate is the weight limit on the object teleported, since normally warp would affect the user no matter their weight, and the affliction grants that ability to the object. So in theory, there is no limit(except it must be an object).
warp would be a +300% modifier, not a +30%

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Old 11-08-2011, 12:47 PM   #862
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Default Re: 50-point Abilities

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Originally Posted by mehrkat
Does anybody know where the version that was printable is (I tried clicking the link at the beginning of the thread and its dead)?
Eric <thumbs-up!> hosts it at GURPSLand.
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Old 12-16-2011, 08:39 PM   #863
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Default Re: 50-point Abilities

Inferno Kick

Burning Attack 9 (Explosion +50%; Doesn't Hurt User +5%; Elemental: Heat/Fire -10%; Follow-Up {Kick: C,1} -20%; Partial Dice, +2; Super, -10%; Takes Recharge, -10%) [50]
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Old 12-20-2011, 02:55 PM   #864
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Default Re: 50-point Abilities

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Originally Posted by Not another shrubbery View Post
Eric <thumbs-up!> hosts it at GURPSLand.
he has a mirror since the old site don't work any more but can't remember it.
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I'd probably take Restricted Diet: Boiled Children
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Old 12-20-2011, 07:34 PM   #865
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Default Re: 50-point Abilities

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Originally Posted by Dwarf99 View Post
he has a mirror since the old site don't work any more but can't remember it.
Mirror at http://firedrake.org/eric_gurpsland/

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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Old 06-22-2012, 11:44 AM   #866
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Default Re: 50-point Abilities

Quote:
Originally Posted by Gurps Fan View Post
The poor man's Tachyon Shotgun (3e Ultra-Tech weapon):


Displacer Beam (+400%):
Affliction 1 (Advantage, Jumper (World) with certain limitations (see below),
+200%; Based on DX, +20%; Cosmic, Irresistible Attack, +300%; Costs
Fatigue 4, -20%; Emergencies Only, -30%; Inaccurate, Acc 1, -10%; Limited
Use, 1/day, -40%; Takes Extra Time 2, -20%) [50]. 50 points.

Notes: You can momentarily generate a hyperdimensional vortex that sends
the target to another plane of reality. The target gets his active defence as
well as the resistance roll on DX (DR doesn't help) to evade the vortex; on
failure in both, he's caught in it and shut up in the "prison dimension". He
leaves all his belongings at the point of departure, and finds himself stunned
when reaching the destination.

Limitations such as Costs Fatigue are just to fit the ability's point cost into
the 50-point limit; you can omit one or more of them freely if you have extra
points to spare.

The underlying Jumper (World) is worth 20 points with the following special
limitations: Cannot Escort, Cannot Follow, Limited, Naked and Stun. This
Jumper carries the victim only to one specific "prison dimension" plane due to
Limited; on the character creation, make sure to consult with the GM about
what the plane is actually like.

Suggested Sources: Super or Superscience; possibly Divine or Moral ("the
power of pure good that banishes the evil through a dimensional rift", instead
of rubber-science explanation).
As a GM I would rule that that in the context of an Affliction the 'Limitations' actually operate to the benefit of the user, and so I would say that adding them should INCREASE the cost of the ability in proportion to their limitation value.
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Old 06-22-2012, 01:13 PM   #867
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Default 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.
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Old 06-23-2012, 05:59 PM   #868
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Default Re: 50-point Abilities

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Originally Posted by Figleaf23 View Post
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.

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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Old 06-24-2012, 01:21 PM   #869
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Default Re: 50-point Abilities

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Originally Posted by starslayer View Post
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'
I love that idea. The same build could be used for magical princess crowns too, of course.
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Old 06-26-2012, 10:50 AM   #870
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Default 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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