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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%), Reduc...

New Advantages - Engineer (Torchlight) - Part 2

 Part 2! Spider Mines [15] You can build a trio of Spider Mines that charge nearby foes and explode. Make an attack with the following stats: 15 skill, range 10, RoF 3, and Recoil 1. They deal 2d6 explosive damage with 2d6 shrapnel. They move 5 yards per round, with a max range of 50 yards. This attack ignores cover as the spider mines can just climb over it! If attacked while on the way to a target, they are destroyed and explode with any damage, as if the had reached the target. The Spider Mines don't work underwater, and they must cross solid ground, they cannot jump over gaps. Once you use the Spider Mines, you must build more. It takes 3 seconds to build each Spider Mine, and you can only store 3 at a time. You must have a toolkit or be at an appropriate facility to rebuild the Spider Mines. Innate Attack Crushing 3d6 [10]; Explosion (+50%); Accurate 2 (+10%); Fragmentation 2d6 (+30%); Homing (+50%); Overhead (+30%); Limited Uses 1, slow reload (-35%); Gadget Limitati...

New Advantages - Engineer (Torchlight) - Part 1

And now for something completely different! Advantages inspired by the skills of the Engineer class from Torchlight 2 New Advantages - Engineer (Torchlight) Flame Hammer [25] You have built a gadget that you attach to any weapon you wield that allows you to deliver powerful explosions after an attack. After an All-Out weapon attack, you can spend 4 fatigue to cause a burning explosion is unleashed, dealing 2d6 burning damage to all enemies within 4 yards, dividing the damage by the number of yards from the center of the explosion, and launches flaming splinters that seek out enemies within 5 yards follow along the ground, ignoring cover and attacking independently with 13 skill. The splinters are a ranged attack with range 5, RoF 4, and Recoil 1. They deal 1d6 burning damage. Innate Attack burn, 2d6 [10]; Follow-up: All Melee Weapon Attacks (+35%); AoE 4yards (+100%); Selective Area (+20%); Dissipation (-50%); Link (+10%); Costs Fatigue 4 [-20%]; Gadget Limitation: can be stole...