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 Options for CP expenditure

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Physicist
Power house!
Power house!
Physicist


Posts : 1069
Join date : 2009-12-29
Location : Melbourne

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PostSubject: Options for CP expenditure   Options for CP expenditure EmptySat 6 Apr 2013 - 17:23

.

Here is a list of advantages that I have compiled that would be of use to any character in the GURPS setting. These of course are NOT required but just a few suggestions that players might find useful for their characters..... you're welcome.

Combat Reflexes - 15 points

You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls (see Defending, p. 374), +1 to Fast-Draw skill, and +2 to Fright Checks (see Fright Checks, p. 360). You never “freeze” in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental “stun.” Your side gets +1 on initiative rolls to avoid a surprise attack – +2 if you are the leader. For details, see Surprise Attacks and Initiative (p. 393). Combat Reflexes is included in Enhanced Time Sense (p. 52). If you have ETS, you cannot also take Combat Reflexes.


Damage Resistance w/ ‘Ablative’ Limiter -80% - 1 point / DR (lvl)
- Example: 10cp = DR10
Ablative: Your DR stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. 80). Use this to represent supers who can absorb massive punishment but who lack the mass to justify a large HP score. -80%. P.46
Houseruled 6/4/2013:Capped at 100% of your current HP.


Luck - Variable
You were born lucky! There are three progressively more “cinematic” levels of Luck:
Luck: Once per hour of play, you may reroll a single bad die roll twice and take the best of the three rolls! You must declare that you are using your Luck immediately after you roll the dice. Once you or anyone else has made another die roll, it is too late to use Luck. If the GM is rolling in secret (e.g., to see if you notice something), you may tell him you are using your Luck ahead of time, and he must roll three times and give you the best result. 15 points.
Extraordinary Luck: As above, but usable every 30 minutes. 30 points.
Ridiculous Luck: As above, but usable every 10 minutes! 60 points.


Extra Attack - 25 points
You can attack more than once per turn. The GM’s word on what constitutes an “attack” is final. Each Extra Attack allows one additional attack per turn. You may not have more attacks than you have limbs (arms, legs, etc.), natural weapons (Strikers, Teeth, etc.), and attack powers (Afflictions, Bindings, and Innate Attacks) with which to attack. The GM’s word on what constitutes an “attack” is final. Extra Attack is exactly that: an extra Attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an “off” hand (see Ambidexterity, p. 39) or let you take multiple Aim maneuvers (see Enhanced Tracking, p. 53). You may use some of your attacks for Feint maneuvers, but you many not take multiple actions of other kinds – that requires Altered Time Rate (p. 38).



Magery - 5 points for Magery 0 / +10 points per level
You are magically adept. This advantage comes in levels. You must purchase Magery 0 before buying higher levels of Magery.
Magery 0: This is basic “magical awareness,” a prerequisite for learning magic in most worlds. The GM makes a Sense roll (p. 358) when you first see a magic item, and again when you first touch it. On a success, you intuitively know that the item is magical. A roll of 3 or 4 also tells you whether the magic is helpful or dangerous, and about how strong it is. Those without Magery do not get this roll! 5 points.
Magery 1+: Higher levels of Magery make it much easier to learn and use magic. Add your Magery to IQ when you learn spells. For instance, if you have IQ 14, Magery 3 lets you learn spells as if you had IQ 17. Add your Magery level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill (p. 225). Reduce the time required to learn
new spells in play (but not the point cost) by 10% per Magery level, to a minimum of 60% of the usual time at Magery 4. For instance, with Magery 3, you would learn spells in 70% the usual time.
Powerful spells require a minimum level of Magery as a prerequisite, so be sure to skim the Spell List (pp. 242-253) when deciding how much Magery you need. Note that high Magery lets you produce powerful results with even the most basic spells; see Magery and Effect (p. 237). The GM sets the maximum Magery allowed to PCs. Magery 3 is about right for “classic fantasy.” 10 points/level (on top of the 5 points for Magery 0).


Talent - Variable
You have a natural aptitude for a set of closely related skills. “Talents” come in levels, and give the following benefits:
A bonus of +1 per level with all affected skills, even for default use. This effectively raises your attribute scores for the purpose of those skills only; thus, this is an inexpensive way to be adept at small class of skills. (Generalists will find it more costeffective to raise attributes.)
A bonus of +1 per level on all reaction rolls made by anyone in a position to notice your Talent, if he would be impressed by your aptitude (GM’s judgment). To receive this bonus, you must demonstrate your Talent – most often by using the affected skills.
A reduction in the time required to learn the affected skills in play, regardless of how you learn them. Reduce the time required by 10% per level of Talent; e.g., Animal Friend 2
would let you learn animal-related skills in 80% the usual time. This has no effect on the point cost of your skills. You may never have more than four levels of a particular Talent.
However, overlapping Talents can give skill bonuses (only) in excess of +4.
Cost of Talents
The cost of a Talent depends on the size of the group of skills affected:
Small (6 or fewer related skills): 5 points/level.
Medium (7 to 12 related skills): 10 points/level.
Large (13 or more related skills): 15 points/level.
Skills with multiple specialties are considered to be one skill for this purpose. Once you buy a Talent, the list of affected skills is fixed. (Exception: The GM may rule that a Talent affects new skills appearing in later GURPS supplements, or skills he invents in the course of the campaign, if the Talent would logically be of value to those skills.)


Last edited by Physicist on Tue 23 Apr 2013 - 20:18; edited 1 time in total (Reason for editing : Edited for houseruling on [b]Damage Resistance[/b] w/ 'Ablative' Limiter,)
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Dan
Newbie
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Posts : 89
Join date : 2010-01-23
Location : melbourne

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PostSubject: Re: Options for CP expenditure   Options for CP expenditure EmptySun 7 Apr 2013 - 15:23

currently entering my character into the pc so ill be gtg by next session... will post up changes
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