03-29-2006, 08:00 PM | #81 | |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
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Magic Repair, Revised (-20%): Healing (Accessibility, Only On Machines, -20%; Injuries Only, -20%; Reduced Fatigue Cost 1; +20%) [24]. Notes: Only works on things that have Machine meta-trait. You touch a target machine and put your willpower into it, then the machine gets repaired supernaturally! You can heal up to 2 HP for free. 24 points. Last edited by Gurps Fan; 03-29-2006 at 08:23 PM. Reason: grammatical correction |
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03-29-2006, 08:13 PM | #82 | |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
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03-29-2006, 09:56 PM | #83 | |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
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Recover Energy (+10%): Fit (Cosmic, heals FP for powering spells, +50%; Missing Effect, bonus to HT rolls, -40%) 6 points. |
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03-30-2006, 08:45 AM | #84 |
Join Date: Jan 2005
Location: Japan
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Re: 50-point Abilities
Ghostchip Recorder (+400%):
Affliction 1 (HT; Advantage, Extra Life with Copy and Requires Body, +150%; Extended Duration, Permanent, +300%; No Signature, +20%; Preparation Required, 10 minute, -30%; Requires IQ Roll, -10%; Takes Recharge, 1 hour, -30%) [50]. Notes: This ability electromagnetically scans a target's brain in secret and creates a electronic copy of the brain burned on a "ghostchip". Booting up and warming up the device takes 10 minute and an IQ roll is required when shooting. (The GM may wish to replace this IQ roll with IQ-based Hard skill roll, as per Skills for Everyone on Powers p.162, representing special knowledge of brain hacking.) It costs a lot of energy to run the integrated SQUID; once shot, you must wait for 1 hour until the capacitor gets recharged to fire the next shot. If the target fails in resistance, you get the whole information of the target brain; it takes only an instant to process the data into a physical media (ghostchip). A ghostchip is non-volatile and backs up the brain semipermanently unless somehow physically destroyed. The recording procedures accompany no gunshot or no visible beam -- the target doesn't even notice that his brain's been stolen. 50 points. I once attached the Onset limitation to this ability (to represent the "writing time" to transfer data from temporary memory to the physical chip), but I forgot that Onset must always be taken in conjunction with Blood Agent, Contact Agent, etc. To retain the neat 50 pts., I chose to increase the boot time to 10 min. Last edited by Gurps Fan; 03-30-2006 at 10:16 PM. Reason: correction according to the rules |
03-30-2006, 09:12 AM | #85 | |
Join Date: Aug 2004
Location: Y'know, around.
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Re: 50-point Abilities
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03-30-2006, 10:28 AM | #86 | |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
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I plan to divide everything into "attack powers" and "everything else," at least for version 1. Once the book's bigger, I'll give it a more detailed splitting-up. For now, that should suffice. I'm also going to do an index, ToC, and weapon stats chart. Any requests on what else I need to do? |
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03-30-2006, 12:41 PM | #87 | |
Join Date: Aug 2004
Location: Y'know, around.
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Re: 50-point Abilities
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03-30-2006, 02:25 PM | #88 |
Join Date: Aug 2005
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Re: 50-point Abilities
How do I shot web?: (+200%)
Binding 8 (Engulfing +60%; Only Damaged by Burning, Corrosion and Cutting +10%; Sticky +20%; Very Rapid Fire 13 +110%) [48] You can immobilize people by shooting sticky strands of spider-like webbing. Your high RoF makes it easy to layer extra attacks on your "victims", thus making sure they won't escape.
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Tsuru-Sennin a.k.a. The Crane Hermit a.k.a. Kurki-vanhus Violence is the last refuge of the incompetent, and empty threats the final sanctuary of the terminally inept. |
04-01-2006, 02:42 PM | #89 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: 50-point Abilities
Psychic-Babble
Affliction level 1 (10pts), HT check or STUN Based on Will +20% Dissipation -50% Emanation -20% 2ndry effect Coma, HT Failure by 5 or Crit Fail +50% Area Effect 16 yard +200% Armour Divisor (10) +200% Nuisance Effect: limits stealth +5% (if your head hurts, they are close) I'm trying to game the effect of a nuisance non-human race. Their telepathic communication is incompatible with other life-forms brain-waves. Being carnivorous, this is good news for the babblers. They don't hurt each other but I can't see how to show this. I considered using: Accessibility - Only on Aliens but this is what they want and therefore does not seem applicable; Selective Area but this is picking your target and they can't - anything alien in the area is effected.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
04-01-2006, 06:07 PM | #90 | |
Join Date: Jan 2006
Location: Washington state.
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Re: 50-point Abilities
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Alternately, "accessibility: unable to affect own race" would be worth between -10% to -40%, depending on how common their race is in the campaign. |
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gurpsland, house rules, pdf, powers, sample powers |
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