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Old 05-22-2006, 07:40 AM   #281
zorg
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Default Re: 50-point Abilities

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Originally Posted by zorg
Prometheus GMPR-Multipurpose Bot [+75]
Update/Musashi Circuits [+50]
Weapon Master: Katana [+20]; Broadsword [+20]; Fast Draw/Katana [+8]; Feint/Katana (at Broadsword+1) [+2]

Update/Bijin-Redesign [+50]
Beautiful (Off-The-Shelf -50%) [+6]; Flexibility [+5]; Erotic Art [+4]; Savoir Faire: Pillow Talk [+4]; Orgasmic Stimulator (Affliction 3; Melee Reach C Cannot Parry -35%; Contact Agent -30%; Onset 1 minute -10%; Ecstasy +100%; Nuisance Effect: must moan, gasp and talk dirty very loudly -5%) [+36]

Update/Accountant Programming [+50]
Killjoy [-15]; Unfazeable [+15]; Precognition (Active Only -60%; Business Affairs Only -40%; Trigger: extensive business reports -10%; Reliable +8 +40%; Reduced Fatigue Cost 2 +40%) [+18]; Accounting [+12]; IQ+1 [+20]

I realize these are more like Lenses than Abilities, but I hope you like them nonetheless...
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Old 05-22-2006, 10:22 AM   #282
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Default Re: 50-point Abilities

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Originally Posted by zorg
I realize these are more like Lenses than Abilities, but I hope you like them nonetheless...
Hey, I like 'em. They make a nice instant subcategory, and are easily attached to any robotic/cyborg type character.

I also included your original robot as a 75-point ability. Hey, it counts!
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Old 05-22-2006, 01:19 PM   #283
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Default Re: 50-point Abilities

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Update/Arm-Plugin [+51]
Cosmic Modular Abilities 5 (Physical Only +50%, 1 hour Preparation Required –50%; Stuff to plug in your arm only –10%) [+45]; DR 2 (1 arm only –40%) [+6]
Here are some things you can plug in your arm socket:

Module A/Holdout Pistol [+5]
Piercing Attack 1d (Reduced Range /2 -10%; Limited Use 1x/day, Fast Reload -20%; Recoil 2 -10%; Malf 15 -10%; RoF 3 +50%) [+5]

Module B/Suppressed Gun [+5]
Piercing Attack 2d+2 (Limited Use 3x/day, Fast Reload -10%; Armor Divisor 2 +50%; Low Signature +10%) [+20]; One Hand [-15]
Notes: The gun replaces the hand completely, making it quite obvious (and making you one-handed, of course).

Module C/Buzzfist [+5]
Burning Attack 1d (Follow-Up on Punch +0%; Surge +20%; Takes 5 sec Recharge -10%; No Incendiary Effect -10%) [+5]

Module D/Rotating Blades [+5]
Cutting Attack 2d (Melee Atack Reach C -30%; Side Effect: Moderate Pain +70%) [+20]; One Hand [-15]
Notes: A rotating disc with cruel serrated edges. It replaces the hand completely.

Other robotic options include:

Update/Fortified Endoskeleton [+50]
DR 5 (to prevent crippling only -80%) [+5]; Recovery [+10]; Hard to Kill 5 [+10]; HT+2 [+20]; DR 1 [+5]

Update/Enhanced Leg Actuators [+50]
Enhanced Ground Move 1 [+20]; Super Jump 1 [+10]; Catfall [+10]; Luck (Acrobatics Only -20%; Unreliable 11 -20%) [+9]; Perk: Retractable little wheels [+1]
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Old 05-22-2006, 02:46 PM   #284
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Default Re: 50-point Abilities

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Originally Posted by zorg
Here are some things you can plug in your arm socket:
I hereby officially call open season on 5-point abilities!

No leeway on these, though... with such a small target, there shouldn't be any need for it.

The purpose of the 5-pointers is mostly for various Modular Abilities, so no power modifiers, please! All normal modifiers are, of course, allowed.

Let's see 'em, eh?
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Old 05-22-2006, 03:14 PM   #285
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Default Re: 50-point Abilities

Psychic Aspect (-80%): Honest Face [1] + Very Handsome/Beautiful (Impressive; Off the Shelf Looks, -50%; Glamour, Will, -30%) [4]. 5 points.

You generate a psionic/magical/supernatural aspect that makes others respond very favorably to you. Members of your own race or races very closely related to yours react to you at +2 (+4 if from another culture), unless they make a successful Will roll. Even if they make their Will roll, they still find you trustworthy and honest. Those who fail the Will roll will likely remember you as looking like "somebody important," like a Congressman or CEO they've seen on Television (but, you know, trustworthy and honest).
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Old 05-22-2006, 03:46 PM   #286
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Default Re: 50-point Abilities

Module E/Plasma Discharger [+5]
Burning Attack 2d (Jet +0%; Reduced Range /10 -30%; Limited Use 1x/day Slow Reload -35%; Inaccurate 1 -5%; Highly Incendiary +10%) [+4]; Perk: Can be used as a cigarette lighter [+1]

Module F/Radio Unit [+5]
Telecommunication/Radio (TD: Sessile -50%) [+5]
Notes: this device is temperemental and doesn't work when you're moving.

Module G/Historical Database [+5]
Psychometry (Requires IQ roll -10%; Preparation Required 1 minute -20%; Active Only -20%; Mundane -30%) [+4]; Perk: Includes a little TV for audio/video playback of data [+1]

Module H/Overload Battery [+5]
ST+2 (Resistible Backlash Seizure -50%; Costs 2 FP/second -20%; Nuisance Effect: emit showers of sparks and a sizzling sound -5%) [+5]

Module I/Telescopic Arm [+5]
Long Arm +1 SM (No Physical Attack -50%; Telescopic (=Switchable) +10%; TD: Ham-Fisted -10%) [+5]
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Old 05-23-2006, 12:05 AM   #287
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Default Re: 50-point Abilities

Some spell-like "Create" abilities:


Create Air (+0%): Create 1 (Air) [5]. Notes: A plain-vanilla Create ability (Powers, p.92). 5 points.

Create Image (-80%): Illusion (Costs Fatigue, 2 FP, -10%; Static, -30%; Takes Extra Time 1, -10%; Visual Only, -30%) [5]. Notes: Creates a "still picture" of anything the caster imagine. No sound, touch or other sensory deceptions are included. 5 points.

Create Zombie (+25%): Ally (25% of the caster's point total; Constantly; Costs Fatigue, 5 FP, -25%; Minion, +0%; Trigger, Common, Dead body, Illegal, -30%; Summonable, +100%; Takes Extra Time 2, -20%) [5]. Notes: Turns a corpse into a zombie that slavishly follows the caster's commands. No die roll required. 5 points.

Create Poison (+400%) Toxic Attack 1 point (Blood Agent, -40%; Costs Fatigue, 2 FP, -10%; Cyclic, 1 second, 9 cycles, resistible, +400%; Delay, Triggered, until the pill is inhaled, +50%; Low Signature, +10%; Melee Attack, Reach C, Cannot Parry, -35%; Resistible, HT-5, -5%; Symptom, Severe Pain, 2/3 HP, +40%; Takes Extra Time 1, -10%) [5]. Notes: Creates a pill of poison in the caster's hand. 5 points.
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Old 05-23-2006, 01:49 AM   #288
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Default Re: 50-point Abilities

For Innate Attack calculation, 1 point equals 0.3d (see also here) -- 50 points of damage is equal to 50*0.3 = 15d. Here's a 50-point attack ability:


50-Point Ability (-60%/-70%):
Toxic Attack 50 points (Accessibility, Must perform specific incantations and gestures, -10%; Accessibility, Only with 50 assistants, -30%; Cosmic, Irresistible attack, +300%; Costs Fatigue, 50 FP, -250%; Increased 1/2D, *10, +15%; Magical, -10%; Needs Sample, 50 strands of the target's hair, -15%; Reduced Range, 1/2, -10%; Takes Extra Time 5, -50%) [24/5 (alternative ability) = 5] + Fatigue Attack 50 points (the same modifiers as above plus Requires IQ Roll (-10%), -70%) [45].

Notes: This ability inflicts exact 50 points of damage on the target; DR has no effect! If the caster makes an IQ roll at the end of casting, he can choose to give 50 points of fatigue instead of damage (on failure, nothing happens).

The caster must get 50 worshippers together, and perform a specific magical ritual with 50 strands of the target's hair, taking 50 turns of Concentrate maneuvers. After the ritual, a pale-green energy ball of death appears in the caster's hand and he can throw it with Innate Attack (Projectile) skill. The energy ball's range is 50 yards.

It takes the caster 50 FP to activate this ability . . . the caster will need to buy a lot of FP, or to scrape up enough FP from the 50 assistants using the Ceremonial Magic/Combining Powers rules. Good luck. 50 points.
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Old 05-23-2006, 03:15 AM   #289
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Default Re: 50-point Abilities

Complete Sensory Deprivation: (+400%)

Affliction 1 (Malediction 3 +200%; No Signature +20%; Disadvantages: Blindness, Deafness, Mute, Numb, No Sense of Smell/Taste +120%; Extended Duration x30 +60%) [50]

This ability completely deprives the of all his normal senses and even makes him unable to talk. Roll a Quick Contest of Will vs. targets HT, targets failure means he is affected for 30 minutes per Margin of Victory.



Mystic Healer: (-50%/-80%/-10%)

Leech 7 (Accelerated Healing +25%; Steal FP Only -25%; Heals ER -20%; Contact Agent -30%) [25]

Energy Reserve 35 (Special Recharge, Leech -70%, Abilities Only -10%) [23]

Healing (Cannot Spend Fatigue, only ER -5%; Capped, 10 ER -5%) [27]

You can steal other peoples fatigue points and then turn them into Healing power.

Modifying: Some others might turn the stolen energies into something much more malevolent power, if so, just replace the Healing with some other power costing 27 CP. That power should/could have very large Costs ER limitation to make it cheap.
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Old 05-23-2006, 12:51 PM   #290
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Default Re: 50-point Abilities

Quote:
Originally Posted by Almafeta
Is Leech from Powers? I don't have the last book of the Basic Set...
You know, I don't know if anyone answered this yet, but I was collecting some backlogged abilities, and re-noticed your question.

Yes, Leech is from Powers.

Powers adds a grand total of 5 new Advantages which fill the shoes of just about everything the Basic Set doesn't: Leech, which covers stealing health, FP, powers, etc. - covering everything from vampires to Rogue of the X-Men; Illusion, which covers all holographic / magical images / sounds that aren't there; Create, which pops stuff into existence; Control, which controls stuff (think Magneto or Storm); and Static, which is actually in Characters, but is limited there to Psionics, in Powers it's expanded.

Then there's Power Modifiers, the expanded rules for nearly every Advantage, the expanded rules for nearly every modifier, the new modifiers, the pre-generated abilities... the list goes on.

Powers is very valuable resource, I recommend getting it as soon as you can afford the fundage.
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