New Advantages - Engineer (Torchlight) - Part 3
Final Engineer skills that I'm interesting in porting to GURPS.
I really should have adapted the Engineer Charge earlier but I couldn't figure out how to do it until today.
Immobilization Copter [40/8]
The Immobilization Copter is a tiny flying bot that is able to slow enemies with a slowing ray. Once every 3 seconds, it can unleash a healing pulse in an 4 yards area around itself that heals 4HP to all allies in the area.
The values are for a 62 points delver and for a 250 points delver.
Ally: 100% [5] or Ally 25% [1], Constantly (x4); Minion (+0% due to reprogrammable); Summonable (+100%);
Immobilization Copter: 62 points
Attribute Modifiers: ST-3 [-30]; DX +4 [80]; IQ-4 [-80].
Secondary Characteristic Modifiers: SM-1; Will+4 [20]; Per+5 [25].
Attacks: Immobilization Ray [14]: One target in 5 yards must make a dodge check or have their Basic Speed reduced by 3.
Affliction [10]; Slow (+15%); Range is actually 5 yards (-40%); Fixed Duration 3 min (+0%), Reduced Duration 1/100 (-40%); Cosmic: No dice roll required (+100%).
Slow is Basic Move -3 [-15];
15-40+0-40+100=35; 10*1.35=13.5
Advantages: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Unaging [15]; Unfazeable [15]; Flight (Nuisance Effect, Noisy and dangerous, -5%; Winged,-25%) [28];
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Electrical [-20]; Mute [-25]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Wealth (Dead Broke) [-25]; Horizontal [-10]; No Legs (Tracked or Wheeled)[-20]; No Manipulators [-50].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
Engineer Charge [7]
You built a battery gadget to power up your other gadgets. Each time you hit with an attack, you build up a charge. This charge can be spent to temporarily power up certain engineer advantages. You have up to 10 charges. Charge slowly bleeds away at a rate of 1 per second, starting at the end of a turn where you haven't recharged it.
Here are the ways to power up previously mentioned advantages:
- Flame Hammer: Each Charge spent increases the RoF of the splinters attack by 1, up to RoF 7.
- Spider Mines: You may spend 4 Charges to instantly rebuild your Spider Mines without having to spend any time.
- Seismic Slam: You may spend 4 Charges to increase the AoE to 4 yards.
- Onslaught: You may spend 5 Charges to use this ability without spending FP.
- Ember Quake: Each charge spent increases the skill of the homing attack by 2, up to +6;
- Shock Grenade: You may spend 2 Charges to instantly rebuild your Shock Grenade.
Energy Reserve 10 [30]; Special Recharge: Bleeds away (-80%); Power Stunts Only (-10%); Triggered Recharge 1/second: occasional when you do damage in combat (+30%); Actual Time is One Attack Only (+5%); Gadget Limitation: Can be stolen (-30%)
Rule Access: Power Stunts [1]
-80-10+35-30=-85; 30+(30*-80%)=6
Bulwark [8]
Your expertise in making armor allows you to get the most out of it. Whenever you wear armor with at least 2 DR, you get +2 DR.
- Engineer Charge: You may spend Charges to increase the DR provided, by 1 per Charge spent against a single attack.
DR 2 [10]; Accessibility, Only in DR 2+ armor (-20%);
Forcefield [1/level]
You created a gadget that attaches to your armor and allows you to create a Forcefield around you and your allies. Once the forcefield takes a certain amount of damage, it breaks, and it must recharge. To activate the Forcefield, you must use a Ready maneuver, and spend 1 FP. The Forcefield remains active for 10 seconds. You and all allies within 2 yards gain 1 Ablative DR per level, max 10. The forcefield protects only against direct attacks, other forms of damage like falling or poison bypass it.
- Engineer Charge: You may spend 6 Charges to turn the Forcefield into Semi-Ablative DR, meaning it only loses 1 point per 10 damage it takes.
DR 1 [5]; Ablative (-80%); Force Field (+20%); Area of Effect 2 yards (+50%); Costs FP per 10 seconds (-20%); Doubly Aspected: Only in combat and only against direct attacks (-40%); Gadget Limitation: Can be stolen (-30%);
-80+20+50-20-40-30=-100
5*0.2=1
Overload [12]
You built a gadget into your armor that allows you to project a nova of electricity. When in combat, spend 2FP to deal 10 burn damage to all enemies up to 4 yards of you. Divide the damage by the number of yards between you and the enemy. Once you use Overload, your suit must cooldown for 5 seconds before it can be used again.
- Engineer Charge: For every 2 charges spent, increase damage by 1.
Innate Attack: Burn 3d6 [15]; AoE 4 yards (+100%); Emanation (-20%); Selective Area (+20%); Can be Stolen (-30%); Aspected: Only in Combat (-20%); Costs FP 2 (-10%); Dissipation (-50%); Takes Recharge: 5 seconds (-10%);
100-20+20-30-20-10-50-10=-20
15*0.8=12
Dynamo Field [11]
You built a gadget into your helmet that allows you to project an electrical burst around you that damages foes and helps you build up charge. When in combat, spend 2 FP and a concentrate to deal 2d6 burn damage to all enemies around you. If this damage manages to get through DR you deal 1 extra damage and gain 1 charge per target that took that extra damage. Dynamo Field cannot benefit from spending Charge. Dynamo Field does not work against objects.
Innate Attack: burn 2d6 [10]; AoE 2 Yards (+50%); Emanation (-20%); Selective Area (+20%); Dissipation (-50%); Costs FP 2 (-10%); Can be Stolen (-30%);
50-20+20-50-10-30=-40
I'm going to ignore RAW forbidding blood agent with follow-up, raw is being stupid here. I'm using "cosmic" to justify breaking that rule.
Leech [25]; Only Heals Charge (-20%); Blood Agent (-40%); Follow-up: Cosmic (+50%); Can be Stolen (-30%); Double Aspected: Only in Combat and against Creatures.(-40%)
-20-40+50-30-40=-80
(10*0.6)+(25*0.2)=11
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