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POWER-UPS
I
MBUEMENTS
Written by SEAN PUNCH
Illustrated by ED NORTHCOTT, JEAN ELIZABETH MARTIN, and DAN SMITH
An e23 Sourcebook for GURPS
®
STEVE JACKSON
GAMES
Stock #37-0128
®
TM
Version 1.0 – May, 2008
C
ONTENTS
I
NTRODUCTION
. . . . . . . . . . . . . . . . . . . 3
About the Author
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
T
HE
I
MBUE
A
DVANTAGE
. . . . . . . . . . . . 4
Multiple Imbue Advantages . . . . . . . . . . . . . . . . . . . . . 4
I
MBUEMENT
S
KILLS
. . . . . . . . . . . . . . . 4
What Can I Imbue?
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Enhancement Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Transformation Skills . . . . . . . . . . . . . . . . . . . . . . . . . 11
Imbuing Spells
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Noncombat Imbuement
. . . . . . . . . . . . . . . . . . . . . . . . 12
Optional Rule: Combination Skills . . . . . . . . . . . . . . 13
I
MBUEMENT IN THE
C
AMPAIGN
. . . . . . 14
GURPS Dungeon Fantasy
. . . . . . . . . . . . . . . . . . . . . 14
GURPS Martial Arts
. . . . . . . . . . . . . . . . . . . . . . . . . . 15
GURPS Supers
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
I
NDEX
. . . . . . . . . . . . . . . . . . . . . . . . 18
About
GURPS
Steve Jackson Games is committed to full support of
GURPS
players. Our address is SJ Games, P.O. Box 18957,
Austin, TX 78760. Please include a self-addressed, stamped
envelope (SASE) any time you write us! We can also be
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. Resources include:
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.
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.
Errata.
Everyone makes mistakes, including us – but we
do our best to fix our errors. Up-to-date errata sheets for all
GURPS
releases, including this book, are available on our
website – see below.
Internet.
Visit us on the World Wide Web at
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for errata, updates, Q&A, and much
more. To discuss
GURPS
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. The
GURPS Power-Ups 1: Imbuements
web page is at
www.sjgames.com/gurps/books/power-ups/power-ups1
.
Bibliographies.
Many of our books have extensive bibli-
ographies, and we’re putting them online – with links to let
you buy the books that interest you! Go to the book’s web
page and look for the “Bibliography” link.
Rules and statistics in this book are specifically for the
GURPS Basic Set,
Fourth Edition.
Page references that
begin with B refer to that book, not this one.
GURPS
System Design
❚
STEVE JACKSON
Managing Editor
❚
PHILIP REED
Marketing Director
❚
PAUL CHAPMAN
GURPS
Line Editor
❚
SEAN PUNCH
WILL SCHOONOVER
Production Artists
❚
Director of Sales
❚
ROSS JEPSON
Indexer
❚
NIKOLA VRTIS
PHILIP REED
and NIKOLA VRTIS
Prepress Checker
❚
FADE MANLEY
GURPS
FAQ Maintainer
❚
PHILIP REED and
JUSTIN DE WITT
❚
❚
MOLOKH
❚
MONICA STEPHENS
Playtesters:
Ze’Manel Cunha, Peter Dell’Orto, Craig Roth, Mark Skarr, and Emily Smirle
GURPS
, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated.
Power-Ups 1: Imbuements,
Pyramid,
and the names of all
products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated,
or used under license.
GURPS Power-Ups 1: Imbuements
is copyright © 2008 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal,
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the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
C
ONTENTS
2
Art Director
Errata Coordinator
Page Design
I
NTRODUCTION
Ever wanted to give a character the ability to make the
longsword in his hand flaming or the arrows from his bow (or
bullets from his gun) armor-piercing? For one
particular
mag-
ical or otherwise “special” weapon, this is relatively easy: buy
the desired Affliction, Binding, or Innate Attack with suitable
gadget limitations from pp. B116-117. But a few fictional
heroes are capable of imbuing
any
weapon of a particular class
– perhaps
every
weapon they use – with special properties.
That’s a little more complicated!
The
Modifying ST-Based Damage
rules in
GURPS Powers
might seem appropriate at first. That prescription applies the
desired enhancements to ST-based damage exactly as if it was
a Crushing Attack of the same size, and uses the point cost of
just the modifiers as the cost to alter the nature of your bare-
handed damage. Unfortunately, that system was designed for
unarmed, ST-based crushing damage, and is extremely diffi-
cult to extend to weapons – especially if they’re ranged, not
crushing, and/or not muscle-powered (guns, for instance, have
all three problems).
You could still try, of course. You could build the most
expensive attack that you’re capable of creating by imbuing a
weapon and modifying its stats – the attack with the best dam-
age, range, RoF, etc. Then you could subtract the price of the
basic advantage, read the point cost of the modifiers as that of
the imbuement ability, and only allow the modifiers to aid
weapons that, once imbued, would be no better than this best
attack. But that would be a delicate exercise before the game
began
and
tedious in play – whenever you grabbed a new
weapon, you would have to do hasty math to determine
whether the imbuement pushes it over the line!
This mediocre showing isn’t surprising. Enhancements
in
GURPS
assume that you have a
specific
attack to modify.
They misbehave when you’re after the ability to modify
something as general as “anything that may come to hand”
. . . because, really, there’s no fair price for modifiers when
you have no idea what they might modify at some future
point. A munchkin player might even point out – not with-
out some justification – that because ordinary guns and
swords don’t cost points in
GURPS,
enhancements on them
would be multiples of 0 points and hence
free!
Fortunately, there’s a way around this headache.
GURPS
already has a set of abilities that make weapons more effective.
These potent traits can increase accuracy, lower target
defenses, reduce DR, raise attack rate, extend the useful range
of missile weapons, and many other things. They are, of
course,
combat skills.
(For the curious, lowering defenses is
simply Deceptive Attack, reducing DR is targeting chinks in
armor, raising attack rate is Rapid Strike, and increasing accu-
racy and range are basic skill effects.)
Still, ordinary combat skills don’t quite cut it when it comes
to adding genuine attack enhancements. No amount of
believ-
able
training will let you pick up any pistol and fire armor-
piercing shots no matter what its actual ammunition, or grasp
any broadsword and set the blade ablaze. Such feats call for a
new kind of skill – an
Imbuement Skill.
Imbuement Skills are akin to both cinematic combat skills
like Breaking Blow and Pressure Secrets, and magic spells
like Flaming Weapon and Penetrating Weapon. They channel
some exotic or supernatural force – such as mana, the
wielder’s chi, or super-powered bioenergy – to give the user’s
weapon special capabilities. While they’re priced and bought
as skills, the GM is welcome to treat them as something
closer to advantages.
A
BOUT THE
A
UTHOR
Sean “Dr. Kromm” Punch set out to become a particle
physicist in 1985, ended up the
GURPS
Line Editor in 1995,
and has engineered rules for almost every
GURPS
product
since. During the
GURPS
Third Edition
era, he compiled both
GURPS Compendium
volumes, developed
GURPS Lite,
wrote
GURPS Wizards
and
GURPS Undead,
and edited or
revised over 20 other titles. With David Pulver, he produced the
GURPS Basic Set,
Fourth Edition,
in 2004. His latest creations
include
GURPS Powers
(with Phil Masters),
GURPS Martial
Arts
(with Peter Dell’Orto), and
GURPS Dungeon Fantasy 1-
4.
Sean has been a gamer since 1979. His non-gaming interests
include cinema and wine. He lives in Montréal, Québec with
his wife, Bonnie. They have two cats, Banshee and Zephyra,
and a noisy parrot, Circe.
I
NTRODUCTION
3
T
HE
I
MBUE
A
DVANTAGE
It isn’t balanced simply to let PCs buy whatever Imbuement
Skills they like. Just as wizards need Magery to cast their spells
and martial artists must be Trained by a Master to learn
Breaking Blow, individuals who can imbue require a special
advantage, which we’ll define here before discussing the skills.
Incendiary Weapon – rather than cherry-pick favorites. This
limitation doesn’t waive Imbue level prerequisites and always
applies to the whole advantage; to get Limited Skill Access for
skills that require Imbue 2 or 3, buy Imbue 2 or 3, respectively,
and apply this limitation to the
entire
advantage (even if only
one of your chosen skills is at the highest level!).
Imbue
M
ULTIPLE
I
MBUE
A
DVANTAGES
You can buy more than one copy of Imbue provided that
all
versions have power modifiers
and
the modifiers differ. You can
give any or all of them Limited Skill Access, if you wish; this is
occasionally a little cheaper than Imbue for one source with the
same total number of skills, but not very often – and not by
much. When you have multiple instances of Imbue like this,
you must learn each Imbuement Skill for a specific source; e.g.,
Envenomed Weapon (Bow; Magical) isn’t the same as
Envenomed Weapon (Bow; Chi).
This has one significant drawback, of course: You have to
pay extra points for two or more versions of Imbue – and pos-
sibly for several versions of your favorite Imbuement Skills to
go with them. This is more than offset by two major benefits,
however.
The most obvious benefit is that you’ll rarely be without
your imbuement abilities. If countermeasures or other prob-
lems faced by one power source cause it to fail, you can switch
sources without missing a beat. If one Imbue advantage is
somehow crippled or drained, you still have the other.
The most potent benefit is that you can use differently
sourced versions of the
same
Imbuement Skill simultaneously,
like any two other compatible skills, provided that you can
make the skill rolls and afford the FP cost; see
Multiple Skills
(p. 5). This produces cumulative effects, where applicable. For
instance, Envenomed Weapon gives 1d worth of poison at -3 to
skill, 2d at -7, or 3d at -10, so if you knew both the Chi and
Magical versions, you could avoid a tricky skill-7 roll for 2d
damage by making a pair of easier skill-3 rolls for the same 2d
– or, if you’re skilled, you could get
6d
of poison damage, cir-
cumventing the skill’s normal 3d limit, by making two skill-10
rolls!
10, 20, or 40 points
You can learn Imbuement Skills that grant additional capa-
bilities to weapons ready in your hands – including your hands
themselves, claws, and so on. Each level of Imbue (maximum
three) gives access to more and increasingly powerful
Imbuement Skills. The prerequisite level of Imbue for each skill
is noted with that skill.
Special Limitations
Unmodified Imbue is a “wild” ability that works anywhere
and isn’t subject to special countermeasures, although protec-
tion effective against the type of attack that the empowered
weapon delivers works normally. However, Imbue is often asso-
ciated with a particular power source and subject to that
source’s drawbacks; this may even be a
requirement
in certain
game worlds. Simulate this by giving Imbue a suitable power
modifier; e.g., Chi (-10%), Divine (-10%), Magical (-10%), or
Psionic (-10%), all from
GURPS Powers.
If the power modifier
is Cosmic, you only need the +50% version to bend a few limits
(see individual skills) and avoid being dispelled, but you must
take the +300% version if all of your Imbuement Skills can
ignore DR. An upside of adding
any
power modifier is that the
power’s Talent adds to Imbuement Skill rolls!
One special limitation is common on both wild and power-
linked Imbue:
Limited Skill Access:
Your Imbue only enables you to acquire
some
Imbuement Skills (each of which you can still buy for
multiple
weapon
skills). The limitation is -80% for a single skill,
-60% for two, -40% for three, or -20% for four skills. Access to
five or more Imbuement Skills isn’t a meaningful limitation.
The GM may require PCs who want two to four skills to select
thematically related choices – e.g., Burning Strike and
I
MBUEMENT
S
KILLS
Imbuement Skills have no default, except across specialties
(see
Specialties,
below). All are DX/VH, although the GM is wel-
come to make them IQ/VH if that would better suit the power
source of Imbue (e.g., for psionics). Every Imbuement Skill has
some
level of Imbue as a prerequisite.
(Rifle), and Thrown Weapon (Knife), respectively. You can spe-
cialize in any weapon skill that suits the skill type (see
Types of
Imbuement Skills,
p. 5), and there are two further specialties
that work slightly differently:
Throwing:
This specialty lets you imbue hurled objects not
covered by any specific Thrown Weapon skill, regardless of
what they look like. It works with both Throwing and Throwing
Art (if you have it!).
Unarmed:
This specialty enables you to charge up bare-
handed attacks
regardless
of what unarmed combat skill you use
– although you’ll find striking skills more useful. It covers kicks,
Specialties
All Imbuement Skills require specialization by particular
combat skill. For instance, Multi-Shot (Pistol) – associated with
Guns (Pistol) – is different from Multi-Shot (Bow), Multi-Shot
(Rifle), and Multi-Shot (Thrown Knife), for use with Bow, Guns
I
MBUEMENTS
4
What Can I Imbue?
Imbuement Skills require specialization by combat
skill. Those with weapon skill specialties can imbue any
weapon covered by the associated weapon skill, those
with the Throwing specialty can charge up any hurled
object not covered by a weapon skill, and Imbuement
Skills that have the Unarmed specialty can enhance any
strike delivered by the user’s natural “melee weapons” –
punches, kicks, elbow strikes, knee strikes, head butts,
bites, claws, stings, etc.
However, you
can’t
imbue a ranged attack bought
with points, whether natural (like a racial ability) or
superhuman, even if it has gadget limitations. To this
end, the Innate Attack skill (p. B201) is never a valid spe-
cialty for Imbuement Skills. If you want to enhance such
an attack, put the desired modifiers on the underlying
attack advantage and pay for them directly. Imbuement
Skills exist specifically to enhance attacks for which you
can’t
easily do this, like swords, guns, and fists.
You
might
be able to enhance spells and/or equip-
ment other than weapons. These special cases have
important rules of their own. For details, see
Imbuing
Spells
(p. 11) and
Noncombat Imbuement
(p. 13).
Ranged:
Only missile and thrown weapon specialties are
available. For missile weapons, it’s the
ammunition
rather than
the
launcher
that’s imbued.
This distinction is made on the grounds of whether the
granted effects make sense for a given category of weapons. For
instance, enhancements that affect ranged combat stats have
no meaningful definition for melee weapons.
Imbuement Skills are also split into two large functional cat-
egories; see
Enhancement Skills
(pp. 6-11) and
Transformation
Skills
(pp. 11-13). Technically, there’s a third category here –
Combination Skills (pp. 13-14) – but this straddles the line
between the first two and isn’t truly distinct.
Using Imbuement Skills
To use an Imbuement Skill, you must be holding a ready
weapon of a type that skill can affect (if only at default); a mis-
sile weapon must also be loaded and ready to shoot. You can-
not empower an unready weapon or unloaded missile weapon,
or a weapon that you, personally, aren’t using. You can
never
imbue a weapon and hand it off to someone else – the only way
to give another person an imbued weapon is to charge up a pro-
jectile and attack him with it!
Imbuement Skills require no concentration or preparation.
Roll before you make each attack roll. If you succeed, add the
skill’s effects to that attack. Failure simply means you don’t get
the benefit of the skill. Critical failure also costs 2 FP.
Each use of an Imbuement Skill costs 1 FP. You can pay this
with standard FP or, if your Imbue advantage is part of a power,
out of an Energy Reserve associated with that power. You can
try to avoid this cost by making your Imbuement Skill roll at -5
(but if you critically fail, you still pay 2 FP).
Many Imbuement Skills offer variable effects. This doesn’t
change FP cost but gives an additional penalty, cumulative with
the -5 to avoid FP cost. Without very high skill, it often isn’t pos-
sible to attempt the more potent effects “for free” (or at all!).
You
can
use an Imbuement Skill multiple times per turn: roll
and pay FP once per attack roll. A rapid-fire attack is just one
attack roll, so roll and pay FP only once for that. Keeping the
special effects of your skills “on” full-time while your weapon is
in hand requires no skill roll or FP – thus, even a low level of
skill can
look
cool!
punches, and blows with Claws, Strikers, Teeth, etc. It
doesn’t
include natural ranged attacks such as a dragon’s flame breath
(see
What Can I Imbue?,
above).
Specialties of a given Imbuement Skill default to each other
at the same penalty as the associated combat skills. For
instance, if you know Flaming Strike (Broadsword), you can
attempt Flaming Strike (Shortsword) at -2. There’s no default
between specialties for completely unrelated weapons.
To be able to imbue more than one weapon type, buy several
specialties – possibly improving them from default, for related
weapons – or purchase a wildcard Imbuement Skill.
Wildcard Imbuement Skills
Those who can truly imbue
any
weapon may learn a “wild-
card” (“!”) version of any standard Imbuement Skill; see
Wildcard Skills
(p. B175). Price such a skill as usual for the
desired level and then
triple
the point cost. Such a skill works
with every applicable combat skill – and possibly even with
skills for noncombat equipment (see
Noncombat Imbuement,
p. 13). For instance, someone with Flaming Strike! could turn
any weapon to flame, be it a staff, a sword, an arrow from a
bow, or a bullet from a gun.
Defensive Use
You can attempt to imbue a weapon on somebody else’s turn
for such purposes as parrying and discouraging a foe from
grabbing your weapon. To do so, roll (Imbuement Skill/2) + 3,
adding +1 for Combat Reflexes. The modifiers and FP cost
work as usual. Success gives your weapon the skill’s usual ben-
efits for the duration of one defensive action.
Types of Imbuement Skills
Imbuement Skills are divided into three basic classes based
on what weapons they can affect (for further details, see
What
Can I Imbue?,
above):
General:
Any specialty is possible – Throwing, Unarmed, or
any weapon skill.
Melee:
Allowed specialties are those for melee combat skills
(all Melee Weapon skills, plus Cloak, Garrote, Lance, Net, and
Shield) and Unarmed.
Multiple Skills
You can use as many
different
Imbuement Skills as you like,
provided that you can make the skill rolls and afford the FP
cost. You can even use the same skill more than once if you
know it for several power sources (see
Multiple Imbue
Advantages,
p. 4). However, you can never use more than one
Transformation Skill (pp. 11-13) of any kind per attack, certain
skills are mutually exclusive, and you can’t combine skills that
produce exactly the opposite effect (if there’s any doubt, the
GM’s decision is final).
I
MBUEMENTS
5
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