Gem Sword: A Modular Gadget

This idea first appeared in the 50-point Abilities thread on the GURPS forums.

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]
Gadget Limitation: The Gem Sword is SM -1, has DR 7, and can be stolen with a Quick Contest of ST. -60%

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]
The sword deals secondary damage of 1d-1 burn. This damage is applied to DR separately from the sword's physical damage.

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]
The sword deals secondary damage of 1 FP as if the target were freezing.

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]
The sword deals secondary damage of 1d-1 burn sur. This damage is applied to DR separately from the sword's physical damage.

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]
A successful hit locks the target's armor in place, resisting his attempts to move with an effective ST of 10.

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]
Touching the target causes his metal armor to heat up. After 3 seconds, the armor reaches an intense level of heat, causing 1 FP of damage each second unless the target makes a HT roll. After 7 seconds, the armor begins to cool, returning to normal temperature after an additional 3 seconds. The heat is magical and will not burn skin in contact with the metal. Soaking the armor in water (i.e. jumping in a lake) will automatically end the effect.

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]
With a touch, the target must make a Will roll or be forced to call out his attacks in a clear voice for 2 seconds for each point by which he missed his roll. Anyone within 2 yards who can hear and understand him can roll IQ against the target's Will. If the target loses this contest, his opponent gets +1 to all Active Defenses against him that turn.

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]
By touching your opponent with the sword, you can put him to sleep if he fails a HT roll by 5 or more or critically fails it. DR adds double its normal bonus to this roll. Note: this is an alternate attack; the sword does not do any damage.

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]
If the sword attack deals exactly 0 points of damage or more after DR, the victim must make a HT+1 roll. On a failure, his spilled blood animates as a blood golem under the control of the sword's wielder. When the golem reaches -HP hit points, it vanishes and cannot be summoned again for (2xHP) minutes. The same blood golem will always be summoned from the same victim's blood. (At GM's discretion, close blood relatives may all summon the same blood golem. This is especially common in twins.)

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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