Posts

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...

At-Will Powers - Holy Warrior (Paladin)

  At-Will Powers - Holy Warrior (Paladin) Obviously these are all Divine powers. So you need a holy symbol and -10 worth of Vows or Disciplines of Faith to use them.   Divine Challenge [18] With a concentrate and a loud declaration of challenge, you mark a target within 5 yards that can detect you. The mark lasts as long as you are adjacent to the target or you attacked it last turn. Once per second, whenever the target attacks a creature that isn't you, he takes 1d damage directly to his HP, bypassing any resistances or DR. Affliction [10], Divine Challenge (+71%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); permanent - End condition: caster didn't attack the target or was next to it (+150%); At-Will (-5%); Divine (-10%); Requires Holy Symbol (-10%); Reduced Range, 1/10, -30%, Range is actually 5y (-10%); Doubly Aspected: Only in combat and only against enemies that can see you (-40%); Requires Magic Words, -10%; Nuisance Eff...

Healing Magic

Healing Magic ===================== Lay on Hands     Full Cost: 17     Casting Roll: Skill.     Components: V, S, DF.     Cost: 2FP     Casting Time: 1 second     Range: Touch.     Duration: Instantaneous. By making physical contact with a subject that isn't yourself, you may immediately heal him by spending 1 FP per 2hp healed, up to 4. This also automatically stops any bleeding.   You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants.   Your casting roll is at -2 if the subject is unconscious.   In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing.   You may not restore crippled limbs. Alternatively, you may instead of heal injuries, you may attempt to remove diseases or afflictions that have a di...

At-Will Powers - Barbarian (Ranger)

  At-Will Powers - Barbarian (Ranger) A lot of these are techniques turned into advantages. Also it's a bit late but I'm creating a Power Modifier: At-Wills. At-Wills cannot work with other At-wills, even if theoretically they could be combined, like two techniques or two follow-up attacks. At-Will is worth (-5%). I've gone and adjusted all the other powers I've posted previously to have this. 99% of the time the cost won't change anyway.   If you're playing Dungeon Fantasy, these At-Wills are for the Barbarian , because the DF Barbarian is closer to the D&D ranger than the DF Scout . That said, the Scout can a most of these as well; specifically: Hunter's Quarry, Twin Strike, Hit and Run, and Warning Shot.   Hunter's Quarry [20] With a concentrate, you may designate a target you can see as a Quarry. You gain +1 to attack rolls and +1d6 follow-up damage against that target. You may have only one Quarry at a time. Affliction [10]; Easy Ta...

At-Will Powers - Knight/Wizard (Swordmage)

These are spells, really. All are magical (-10%), and require having Magery 0. However, they don't cost FP or tally, and thus cannot be put on an Alternate Ability Array with real spells.  I really had to stretch the rules to get Aegis of Assault working. I'm not sure if it's works rules as written but at that price, GMs should just give it a break and let it work. At-Will Powers - Knight/Wizard (Swordmage) Aegis of Assault [53] You mark a target within 5 yards for 9 seconds. As long as the target is marked, if the target attacks an ally, you teleport next to the target and make an attack against the target. Affliction [10], -2 to DX (+20%); Range 10 yards - Attacks (-20%); Range is actually 5y (-10%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); nuisance effect: only against allies of the caster (-5%); fixed duration - 3 minutes (+0%), Nuisance Effect; Reduced Duration 1/20 (-25%); Linked (+10%); Magic (-10%); 20-20+100-5+0-25+1...