The High Craft rules in Alternative Ritual Path Magic (Pyramid 66) and Metatronic Generators (Pyramid 46) could possibly work as a basis for such abilities. If using the latter, elven craftsmen will have some kind of variant on the Gadgeteer advantage.
Alternatively, you could do a variant on Imbuements where you permanently add effects to items you craft. The downside of that is that you can only really do weapon effects unless you write up a bunch of other imbuements (possibly using cinematic skills like Invisibility Art as the basis for them).
Dylan Clark
Okay, I know about the 'kill everything everywhere' innate attack (that is incorrectly mathed but whatever) and the 100 points of ablative DR HP workaround, but what other broken things are there in GURPS?
Jason Howard
Strength-based damage for realistic melee combat. Personally speaking, though, I just convert all cutting damage to crushing if it hits any DR. That takes care of my autism of broadswords chopping through plate.
Ryan Lee
I can get you not liking for autism reasons (I have my own autism dislikes too), but I don't know if I'd consider either of those 'broken'.
Luke Baker
>'kill everything everywhere' innate attack'
where did you find it?
Caleb Morgan
SJG Forums. Allegedly, for 53 or something points, you can have a toxic attack that can damage the entire known universe. Apparently the math for the radius is wrong, though.
Ayden Lewis
"Broken" is a buzzword that means "thing I don't like". There's very little in GURPS that is literally broken. It's a system, so of course, without context, you can make it do blatantly stupid and abusive things, but the mechanics still work and you can do comparable things that would match or exceed whatever it was you were attempting. Not that that'll stop people from calling it broken. I wonder, though; does the argument of the GM being able to disallow anything he wants hold up in GURPS? I feel that it does, because, as a toolkit, it's meant for you to design your game. Of course that means you need to be able to design anything. A toxic universe-spanning innate attack should be able to be modeled.
Evan Morgan
You'd be wrong in both your accounts. The toxic attack is broken because it's massively inconsistent with every single other advantage in the game. The ability to kill anything that is on the edge of the known universe for 53 points, at no extra cost to yourself, which you can repeatedly use every second, is much more powerful and game-defining than the ability to warp across that same distance with 100% reliability, with no ability to survive in alien enviroments, outer space, with no raditation shielding, with only it's coordinates, yet it costs an entire magnited less. 100 Ablative DR is broken because it sidesteps the limitations that make treating HP like a simple 'points of damage until i'm dead' bar, like the losing mobility and defense capabilities at a 1/3HP, or falling unconscious at 0HP, with an -80% limitation that lets you buy a ludicrous 100DR for the same points that would buy you a measly 6 HP.
And it's not that it shouldn't be able to be modeled, but rather, it should be modeled consistently with the other features of the game. A toxic universe-spanning innate attack should have a point-cost that suits the impact such an attack will have. And that's what I mean here, it's not 'broken' because I don't like it, it's broken because it's inconsistent. The point values are literally what makes GURPS, a gauge of the narrative or mechanical impact certain features will have on your game. Of course, anyone trying to use these broken things is bound to get a noggin in the head, and a strong 'No', but it doesn't change that the system breaks when pressed hard enough in some places. And I definitely didn't mean it like a criticism, but rather I'm curious to see where GURPS' breaking points are.
Joseph Wilson
>100DR for the same points that would buy you a measly 6 HP. I messed up the math hard here while exaggerating. It's only 20DR for that amount of points.
Adam Flores
Im looking more for something thats modern-futuristic. Playing DnD for so long has left a desire for something that isn't high fantasy.