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. |
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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