Gem Sword: A Modular Gadget
This idea first appeared in the 50-point Abilities thread on the GURPS forums.
This thrusting broadsword is mounted with brackets that can hold magical gems. These gems grant the sword various magical characteristics such as elemental damage. The sword can hold three gems at a time, with a fourth gem permanently mounted. Removable gems can be swapped out with an Armoury (Melee Weapons) roll. Use normal stats and rules for a thrusting broadsword (thr+2 imp/sw+1 cut one-handed, thr+3 imp/sw+2 cut two-handed).
Note: This is an alternate attack. The sword does no physical damage.
Note: This is an alternate attack. The sword does no damage.
This affliction grants the following "advantage":
Note: Replacing the frequency of appearance roll with a HT+1 roll is a special effect worth 0 points. On average, a HT 10 individual will fail this roll 37.5% of the time, the same frequency as a 9 or less on the frequency of appearance roll. Obviously, this ability will work better on low-HT victims than on high-HT victims, but on average, it should work out about the same.
Use the following stats for an average blood golem (for a wielder of 150 points).
Attributes: ST 8 [-20]; DX 11 [20]; IQ 6 [-80]; HT 12 [20].
Secondary Characteristics: Dmg 1d-3/1d-2; HP 8 [0]; Will 6 [0]; Per 9 [15]; FP --; Speed 6.00 [5]; Move 6; Dodge 9; SM-2 [0].
Advantages: Conjured Servant [20]; Doesn't Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Defuse) [100]; Pressure Support 3 [15]; Slippery 5 [10].
Disadvantages: Appearance (Monstrous) [-20]; Cannot Speak [-15]; Invertebrate [-20]; Reprogrammable [-10]; Social Stigma (Monster) [-15]
Conjured Servant: You only exist in our world when summoned here to obey your master. If reduced to -HP, you vanish in a puff of smoke, and can be summoned again within (2×HP) minutes. Regeneration (Fast; Only when dead, -40%) [30]; Unkillable 3 [150]; Automaton [-85]; Fragile (Unnatural) [-50]; Dead Broke [-25]; Neither has nor can spend Fatigue Points (see Machine, p. B263) [0]; and Vanishes when dead [0]. 20 points.
Gem Sword (75 points)
- Impaling Attack 3 pts (Gadget, Gem Sword, -60%; Link, +20%;
Melee, Reach 1,2, ST-based, +80%; Nuisance Effect, requires two free
hands, -5%) [9]
- Impaling Attack 2 pts (Gadget, Gem Sword, -60%; Link, +20%;
Melee, Reach 1, ST-based, +75%) [2]
- Cutting Attack 2 pts (Gadget, Gem Sword, -60%; Link, +20%;
Melee, Reach 1,2, ST-based, +80%; Nuisance Effect, requires two free
hands, -5%) [1]
- Cutting Attack 1 pt (Gadget, Gem Sword, -60%; Link, +20%;
Melee, Reach 1, ST-based, +75%) [1]
- Modular Abilities (Gem Slots; short list; costly and slow;
Gadget, Gem Sword, -60%; Physical and Mental, +100%; Requires IQ
roll, -10%; Trait Limited, Alternate attacks or attacks linked to
Innate Attacks only, -30%) 3 (5,5,5) [57]
- One 5-point gem permanently mounted [5]
This thrusting broadsword is mounted with brackets that can hold magical gems. These gems grant the sword various magical characteristics such as elemental damage. The sword can hold three gems at a time, with a fourth gem permanently mounted. Removable gems can be swapped out with an Armoury (Melee Weapons) roll. Use normal stats and rules for a thrusting broadsword (thr+2 imp/sw+1 cut one-handed, thr+3 imp/sw+2 cut two-handed).
Sample Gems
Fire Opal (5 points)
- Burning Attack 1d-1 (Link, +10%; Selectivity, +10%; Melee
Attack, Reach 1, 2, -20%; Nuisance Effect, Requires two free hands,
-5%) [4]
- Burning Attack 1d-1 (Link, +10%; Selectivity, +10%; Melee
Attack, Reach 1, -25%) [1]
Ice Diamond (5 points)
- Fatigue Attack 1 pt (Freezing, +20%; Link, +10%; Selectivity,
+10%; Melee Attack, Reach 1, 2, -20%; Nuisance Effect, Requires two
free hands, -5%) [4]
- Fatigue Attack 1 pt (Freezing, +20%; Link, +10%; Selectivity,
+10%; Melee Attack, Reach 1, -25%) [1]
Quartz Lightning (5 points)
- Burning Attack 1d-1 (Link, +10%; Selectivity, +10%; Surge,
+20%; Melee Attack, Reach 1, 2, -20%; Nuisance Effect, Requires two
free hands, Loud, -10%) [4]
- Burning Attack 1d-1 (Link, +10%; Selectivity, +10%; Surge,
+20%; Melee Attack, Reach 1, -25%; Nuisance Effect, Loud, -5%) [1]
Binding Stone (5 points)
- Binding 10 (Linked, +10%; Selectivity, +10%; Accessibility,
Can only affect one target at a time, -40%; Environmental, Subject
is wearing worked armor, -40%; Melee Attack, Reach 1, 2, -20%;
Nuisance Effect, Requires two free hands, -5%; One-Shot, -10%) [4]
- Binding 10 (Linked, +10%; Selectivity, +10%; Accessibility,
Can only affect one target at a time, -40%; Environmental, Subject
is wearing worked armor, -40%; Melee Attack, Reach 1, -25%;
One-Shot, -10%) [1]
Red Ember (4 points)
- Fatigue Attack 1 pt (Cyclic, 7 1-second intervals,
Resistable, +200%; Delay, Fixed, 3 seconds, +0%; Environmental,
Target is wearing metal armor, -40%; Melee Attack, Reach 1, -25%;
Terminal Condition, -20%) [2]
- Fatigue Attack 1 pt (Cyclic, 7 1-second intervals,
Resistable, +200%; Delay, Fixed, 3 seconds, +0%; Environmental,
Target is wearing metal armor, -40%; Melee Attack, Reach 1,2, -25%;
Nuisence Effect, Requires two free hands, -5%; Terminal Condition,
-20%) [2]
Note: This is an alternate attack. The sword does no physical damage.
Sparring Gem (4 points)
- Affliction 1 (Will; Accessibility, Target must be able to
speak, -20%; Advantage, +70%; Based on Will, +20%; Melee Attack,
Reach 1,2, -20%; Nuisance Effect, Requires two free hands, -5%;
Reduced Duration, x1/30, -60%) [2]
- Affliction 1 (Will; Accessibility, Target must be able to
speak, -20%; Advantage, +70%; Based on Will, +20%; Melee Attack,
Reach 1, -25%; Reduced Duration, x1/30, -60%) [2]
Note: This is an alternate attack. The sword does no damage.
This affliction grants the following "advantage":
Affliction 1 (IQ; Accessibility,
Language-dependent, -20%; Advantage, Enhanced defenses limited to a
single target, +60%; Always On, -40%; Area Effect, 2 yards, +50%;
Based on IQ, +20%; Emanation, -20%; Nuisance Effect, Ability makes
you obvious, -5%; Reduced Duration, -60%; Sense-Based, Hearing, -20%)
[7]
Sleep Gem (4 points)
- Affliction 1 (HT; Sleep, Secondary, +30%; Melee Attack, Reach
1, 2, -20%; Nuisance Effect, Requires two free hands, -5%; Armor
Divisor, 0.5, -30%) [2]
- Affliction 1 (HT; Sleep, Secondary, +30%; Melee Attack, Reach
1, -20%; Armor Divisor, 0.5, -30%) [2]
Blood Golem Heartstone (4 points)
- Ally (HT+1; 50% of starting points; Link, +10%; Minion, +0%;
Selectivity, +10%; Summonable, +100%; Trigger, sword deals 0 or more
points of damage, -20%) [4]
Note: Replacing the frequency of appearance roll with a HT+1 roll is a special effect worth 0 points. On average, a HT 10 individual will fail this roll 37.5% of the time, the same frequency as a 9 or less on the frequency of appearance roll. Obviously, this ability will work better on low-HT victims than on high-HT victims, but on average, it should work out about the same.
Use the following stats for an average blood golem (for a wielder of 150 points).
Attributes: ST 8 [-20]; DX 11 [20]; IQ 6 [-80]; HT 12 [20].
Secondary Characteristics: Dmg 1d-3/1d-2; HP 8 [0]; Will 6 [0]; Per 9 [15]; FP --; Speed 6.00 [5]; Move 6; Dodge 9; SM-2 [0].
Advantages: Conjured Servant [20]; Doesn't Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Defuse) [100]; Pressure Support 3 [15]; Slippery 5 [10].
Disadvantages: Appearance (Monstrous) [-20]; Cannot Speak [-15]; Invertebrate [-20]; Reprogrammable [-10]; Social Stigma (Monster) [-15]
Conjured Servant: You only exist in our world when summoned here to obey your master. If reduced to -HP, you vanish in a puff of smoke, and can be summoned again within (2×HP) minutes. Regeneration (Fast; Only when dead, -40%) [30]; Unkillable 3 [150]; Automaton [-85]; Fragile (Unnatural) [-50]; Dead Broke [-25]; Neither has nor can spend Fatigue Points (see Machine, p. B263) [0]; and Vanishes when dead [0]. 20 points.
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