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Old 10-26-2019, 01:37 AM   #5
David Johnston2
 
Join Date: Dec 2007
Default Re: Magical Gadgets versus Magical Gear

Quote:
Originally Posted by AlexanderHowl View Post
Maybe its because GURPS was my first system (thirty years ago now), but I do not see gadgets as being more complex than gear. You can to erase memories? Easily done with Affliction (Amnesia) or Affliction (Delusion (False Memories)). The gadget ends up being around 35 CP.

Affliction (Will; Based on Will, +20%; Breakable, DR 5, SM-6, -25%; Can be Stolen, Trickery, Protected, -10%; Disadvantage, Amnesia (Total), +25%; Extended Duration, Permanent, Removed by Remove Curse, +150%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Takes Extra Time, 4x, -20%) [35]. With a successful Contest of Will after four seconds of concentration, you permanently destroy the memories if your victims, and they may only recover them if they convince a magician to cast Remove Curse on them.
That's not what it does. You write down an account of an experience in the book and this causes you to forget that experience but nothing else. You can't use it against an unwilling target by any means short of holding a knife to their throat to make them write the story in the book. It's used by people who either experienced trauma and want to cure the psychological effects, or by criminals who want to beat a truthsayer. And it was way quicker to just write that than to pick advantages and modifiers and add them up. And I'd still have to write just to explain what the stats mean in real terms.

Last edited by David Johnston2; 10-26-2019 at 01:54 AM.
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