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#261 | |
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Join Date: Jan 2006
Location: Washington state.
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Quote:
http://www.geocities.com/atreyu_hibi...Advantages.pdf I announced it in another thread. I'll add a link in the first post now, though. |
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#262 |
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Join Date: Aug 2004
Location: Y'know, around.
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By the way... We have a 3-point leeway for the 50 point abilities. What are the leeways for the 25 and 75-point abilities?
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#263 | |||
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Join Date: Jan 2005
Location: Japan
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Quote:
What rationale? Unfortunately, there's no logical, convincing justification but purely game-mechanical one. Permeation is a movement ability and separate from a defense ability; I think it suffices. Back to IT -- when I shopped for IT (Diffuse; Infiltration) [140], I considered it as buying two separate traits, paying 100 points for "special defense ability that reduces almost any attacks to minuscule injuries" and 40 points for "exotic movement that lets me flow into narrow cracks". They are in concept identical to DR and Permeation, although in standard GURPS they happen to be bundled up in a single advantage "IT (Diffuse; Infiltration)". And my original ability concept demanded only movement ability, not defense. This is justification for not having injury-tolerant properties. Quote:
By way of example: if I enjoy the damage-reducing effects of Diffuse only on Monday, only after 8-hour unimpeded meditation, only when I drink off a gallon of virgin blood and only when my fickle deity happens to be in a good mood, it will be a net (probably capped) -80% limitation. Since I get certain benefit from Diffuse -- even if rarely -- I still need to pay 20%. However, if I never enjoy Diffuse's defensive effects, I pay just zero point. "-100% limitation" is just an alternative way of putting it. Quote:
Liquefy Bodies (-35%): Permeation (Everything; Accessibility, Must perform specific incantations and gestures, -10%; Accessibility, Only obstacles with narrow chinks, -20%; Affects Others, +50%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Requires IQ Roll, -10%; Requires Concentration, -15%; Takes Extra Time 2, -20%) [52]. 52 points. Or maybe I should have built it from Alternate Form (Body of Water), though it'd be far costlier . . . Last edited by Gurps Fan; 05-18-2006 at 09:57 PM. Reason: Grammatcal corrections |
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#264 | |
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Join Date: Aug 2004
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#265 | |
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Join Date: Jan 2005
Location: Japan
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Oh, I've just come up with a better explanation.
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How about this? ;) |
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#266 | |
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Join Date: Aug 2004
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#267 | |
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Join Date: Jan 2005
Location: Japan
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#268 |
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Join Date: Dec 2005
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Ancestral Memory 26 points
Reawakened 10 points Modular abilities 16 points super memorization 2 slots, 4 points to play with Only skills and languages from your past lives -30% With a few seconds of concentration, you can channel your past lives to use their skills and languages. Needles to say, you can only get skills from the past and only from your past lives. Figure out what cultures they were from with your GM ahead of time! |
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#269 |
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Join Date: Dec 2005
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And while I'm on a modular abilities kick...
Mind Bank 75 Points Mind Probe (+160%) 52 Points Memory Bank (+100%; -1 Will and self control rolls per snapshot over 10, -20%), +80% Telepathic, -10% Reduced Time, +120% (just under a minute instead of an hour) Can't Delete Snapshots, -30% Modular Abilities, super memorization (-40%) 38 Points Trait Limited: Only Mental Skills of Stored Minds, -40% 14 points of abilities Phantom Voices (mild) -5 Insomniac -10 You can take mental snapshots of people's minds and store their entire personality. You can even utilize their mental skills. Unfortuanately, their minds aren't dormant. So, you get to experience the fun of hearing them tell you what to do. As a side bonus, they don't shut up at night and you can't erase them. I'm using this one for my version of Brain Trust in Gurps Wild Cards. Last edited by Fnordianslip; 05-19-2006 at 11:14 AM. |
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#270 | |
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Join Date: Jan 2006
Location: Washington state.
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| Tags |
| gurpsland, house rules, pdf, powers, sample powers |
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