Tuesday, 24 January 2017

Powers: Attachment Modules

Powers: Attachment Modules

There are examples in fiction of two independent beings merging to either gain completely new abilities, enhance the existing ones, or transfer abilities between each other. As far as I know, GURPS does not have such abilities out of the box, so let us look for some ways to implement at least one of such abilities - robotic modules that can be attached or detached. I will try to cover various fusion dances and parasitic infestations someday later.

First, let us imagine the following example:
-          A humanoid robot (we are going to call him the carrier onwards) has no exceptional abilities, but has a socket on his back for his flying companion robot (the module).
-          The companion robot can attach to the carrier’s back to grant him the ability to fly! The robot itself has an integrated gun that he will be able to use when attached.
In Tyrian two players are able to combine their ships.
Here are some ways to implement this sort of an attachment.
1.       Give the module high Lifting ST, so it will be able to grapple the carrier and carry it into the air. However, this will apply a -4 penalty to the carrier’s DX.
2.       Give the carrier Flight (Accessibility, Only when the module is attached, -X%), and give the module Flight (Accessibility, Only when not attacked, -X%). However, this will force both of the robots to purchase the Flight advantage. Since Flight is not an innate ability of the carrier, it does not make sense for it to purchase it. Same applies to the Granted by Other, -40% limitation.
3.       Give the module Affliction that grants Flight as a Melee Attack. However, this ability will have a limited duration, and will work even when the module detaches after granting it. The latter can be mitigated with Terminal Condition, Detachment, -X%.
4.       Give the module Flight (Affect Others 1, +50%). This seems to be the best option for this specific case. In addition, the enhancement could be limited with Accessibility, Only on those with appropriate sockets, -X% if you want the module to be attachable only to specific robots. Perhaps, the socket itself could be a perk. Both the module and the carrier will act independently and will not encumber each other. To make this more detailed, you can add Temporary Disadvantage (Cannot change facing), -20% to the enhancement. Compartmentalized Mind (Controls) may allow either the carrier or the module to control the actions of both of them.
5.       If the process of attachment results in completely new abilities, then things become more complex. Let us make a meta-enhancement for the module’s ability of granting new abilities.
Attached Ability (+55%): Accessibility, Only on those with an appropriate socket, -30%*; Aura, +80%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, -35%; Takes Extra Time, -10%; Terminal Condition, Detachment, -20%.
* The value of this limitation and the whole meta-enhancement may change depending on how often the appropriate sockets are encountered.
                This is a new special enhancement for Affliction; it must be combined with one or more of Advantage, Attribute Penalty, Disadvantage, Incapacitation, Irritant, or Negated Advantage. This way the module may attach to an appropriate subject with a Ready maneuver, and then the carrier will gain the effects or abilities granted by the Affliction. The module detaching or the module being forcefully detached with a Quick Contest of ST may interrupt these effects.

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