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Old 06-01-2008, 10:33 AM   #31
Icelander
 
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Molokh
How is Power-Ups: Perks different from More Perks?
Snappy name and Kromm's name on the cover?

;)
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Old 06-01-2008, 11:39 AM   #32
Not another shrubbery
 
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Molokh
How is Power-Ups: Perks different from More Perks?
I think this is the necessary prereq *g*

I'm looking forward to the Power-Downs series :|
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Old 06-01-2008, 11:43 AM   #33
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Default Re: GURPS Power-Ups 1 is out

more Perks are always nice!

...other nice Power-Ups I'd like to see:


PU: Talents

PU: Minions (from pokemons to familiars and pet demons)
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Old 06-01-2008, 11:45 AM   #34
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by CrownedSun
I'm very happy with this PDF, even beyond Dungeon Fantasy. It covers something that I always wanted to be able to do in GURPS, and does it very easily and elegantly. Best of all, when pondering how to handle this same issue myself, I came up with something very similar to this -- so for $5, I basically saved myself a lot of time and got a superior product. Very well worth it.
I'm kind of excited that a question I asked on these forums was the catalyst for the creation of these rules. :)
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Old 06-01-2008, 01:21 PM   #35
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Default Re: GURPS Power-Ups 1 is out

Other power-ups I'd like to see would be ones that power-up supernatural beings like vampires, other undead, lycanthropes, ghosts, and faeries. Also I would like to see some based on law and chaos. Even ways to make runes and glysphs.
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Old 06-01-2008, 01:33 PM   #36
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by b-dog
Other power-ups I'd like to see would be ones that power-up supernatural beings like vampires, other undead, lycanthropes, ghosts, and faeries. Also I would like to see some based on law and chaos. Even ways to make runes and glysphs.
Wouldn't that be more like a long list of possible powers for these creatures?
If so, I've got dozens lying around. ^^

Still, a thread where people come up with powers for the traditional supernatural beings would be nice. I think I'll start one.
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Old 06-01-2008, 05:33 PM   #37
Peter Knutsen
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by The Cardinal
PU: Minions (from pokemons to familiars and pet demons)
Also raisable undeads, as in zombies and skeletons and so forth, that a necromancer PC can summon with a modified Ally Group advantage.

And summonable elementals.
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Old 06-01-2008, 05:51 PM   #38
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Peter Knutsen
Quote:
Originally Posted by The Cardinal
PU: Minions (from pokemons to familiars and pet demons)
Also raisable undeads, as in zombies and skeletons and so forth, that a necromancer PC can summon with a modified Ally Group advantage.

And summonable elementals.
And hordes of robotic drones.

And the troops that usually sit around at the military base, just waiting for the Lantern-Jawed Scientist to call them in to deal with this week's Atomic Horror.

Minions. They're not just for fantasy any more. <g>
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Old 06-01-2008, 06:06 PM   #39
Gef
 
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Default Re: GURPS Power-Ups 1 is out

Quote:
Originally Posted by Rasputin
What future plans/releases are there for this series?
No idea what's planned, but I would like to see solutions for a couple other knotty problems:

1) I want to build a gadget that has variable properties related to the stats of the wielder, but which has a fixed cost regardless of the wielder's stats.

For instance, a crossbow with psionic power to fire a "mind bolt" that inflicts thr+4 fatigue damage (instead of say 1d+4 fixed) based on my Will instead of ST, with range determined by Will as well. I would like to calculate a flat cost for this item in points, and a corresponding flat cost in dollars in a campaign where such items are common enough to be a cash purchase. I'm inclined to think that the ST-Based Damage enhancement went the wrong direction; instead we should have it as a limitation where you have to have a certain minimum ST to get any effect and a maximum beyond which ST is no help...but it needs to have the flexibility for magic items which have a broader ST range than a mundane weapon would.

2) I want a "powercrafting" skill, such that a psionic character could enchant his psionic power into an item like the one above, or such that a skilled powersmith without no inherent power could work with a powered character or natural magic to make permanent items.

Right now, if I want enchanted items as a significant part of the economy accessible to PCs, I have to take the G:Magic route in favor of G:Powers. I can stat out a fair number of gadgets, but no game-mechanical explanation for their existence other than Afflict (cool power on gadget, permanent) which seems kludgy. For a powersmith who can get creative, I'd need Modular Abilities (Trait Limited: Affliction as above), which is even kludgier.

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Old 06-01-2008, 06:35 PM   #40
b-dog
 
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Default Re: GURPS Power-Ups 1 is out

Also need are rules for holy/unholy item santification. (instead of enchantment)
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