10-08-2008, 11:38 AM | #21 |
Join Date: Aug 2004
|
Re: Distance to Familiar limits?
Gosh... that seems to turn a basic assumption of mine on its head. Don't Gadgets automatically have to be on or very near the character to be of use? I would not figure that Sense-Based would be a limitation for gadgets in general, but rather would be an enhancement, if allowed at all.
|
10-08-2008, 11:43 AM | #22 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: Distance to Familiar limits?
Quote:
|
|
10-08-2008, 12:44 PM | #23 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Distance to Familiar limits?
Quote:
Now "not always present" can be interpreted a dozen ways -- Accessibility, Environmental, gadget limitations, Sense-Based, etc. The point is, Can Be Stolen comes in many levels, from "easily snatched, will work for thief" at -40% all the way to "must be forcefully removed, won't work for thief" at -5%, and I'd say that a familiar being hard to grab because I have to tie you down and force you at swordpoint to summon it isn't any different from an artifact that's hard to grab because I have to tie you down, remove your armor, and pry it from your armpit piercing. It just seems bizarre to me that "the item that grants this is over there somewhere, within earshot" would be less of a limitation than "the item that grants this is under my breastplate." In the first case, there's at least a chance of disabling the item without dealing with you, the owner, as you don't have it and can't protect it with your personal defenses. Thus, it seems to me that it's fair to read Can Be Stolen as including Can Be Kidnapped for familiars, and that Allies having some modicum of volition is a good enough excuse to justify any fuzziness in this equation. Put yet another way, I could just break down familiar limitations like gadget ones, and I doubt then that anybody would argue: Familiar LimitationsA normal bat or cat then has something like -25% for Durability (DR 2 or less and susceptible to other effects) and -5% for Visibility (see example), plus the -10% version of Can Be Abducted. In most settings, such familiars are still curable, and new ones can be had if the old one dies. That's -40%.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
|
10-08-2008, 02:26 PM | #24 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Distance to Familiar limits?
Other examples:
Animated Sword: This can be seen and destroyed, but not otherwise incapacitated. It's tough and readily repaired. It would be pointless if you had to hold onto it, but let's assume that it only helps if you can see and hear it, since it's supposed to be your personal bodyguard. That's DR 6-15, -10% + SM -4, -15% + Familiar must be in earshot and in line of sight, -15%. For a wizard who can just go shop at the Guild Store, it isn't Unique. -40%. Cat: This can be seen, killed, and incapacitated, but is readily healed. It's most useful if it can scout ahead where it can be called but not seen or touched. That's DR 2 or less, -20% + Can be incapacitated, -5% + SM -3 and Stealth-14, -5% + Familiar must be touching you, or in earshot, or in line of sight, -10%. It isn't Unique. -40%. Guardian Angel: This is a unique, invisible, intangible spirit. Nobody can see, hear, or touch it. The only drawback it has is that it can possibly be banished -- and if it is, then it's gone forever. That's Insubstantial, 0% + Can be incapacitated, -5% + Invisible, 0% + Unique, -25%. It doesn't qualify for Can Be Abducted. -30%. Huge Bear: This can be seen, killed, and incapacitated, but it's tough and readily healed. It can't sit on your shoulder and you wouldn't carry it around. That's DR 3-5, -15% + Can be incapacitated, -5% + SM +1, -25% + Familiar must be touching you, or in earshot, or in line of sight, -10%. It isn't Unique. -55%, restricted to -40% for the cutoff. (Yes, this means it's almost more disadvantageous than a cat -- the bear is less subtle and more likely to be seen and shot as dangerous. However, the bear is more costly as an Ally because it's also a capable fighter; this -40% strictly rates its value as a gadget.) Invisible Spirit: It can't be seen or hurt in the physical world, but it can be incapacitated by things like Necromantic spells, and if it's sent away, you have to do somethint terrible to get it back. It isn't unique; minor demons and the like mostly don't seem to be in short supply. That's Insubstantial, 0% + Can be incapacitated, -5% + Inconvenient to resummon, -15% + Invisible, 0%. It doesn't qualify for Can Be Abducted or Unique. -20%.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-08-2008, 03:51 PM | #25 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Distance to Familiar limits?
Incidentally, while it was for 3e, I wrote an article about this for pyramid some years ago; if you have a pyramid account it's here. Abilities that came from a familiar started at -10%, with additional limitations depending on the familiar.
|
10-08-2008, 11:03 PM | #26 | |
Join Date: Aug 2004
|
Re: Distance to Familiar limits?
Quote:
|
|
|
|