07-07-2011, 05:36 PM | #1 |
Join Date: May 2005
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Advantages as items
Hi! I'm about to start a new campaign in which characters start as ordinary humans, who can use some special powers by holding/using/equipping specific items.
For example, I might want to make a crown which grants lifting and striking strength +10, or an amulet which grands the Innate Attack advantage, dealing 1d damage as a ranged attack, or a ring that grants the Healing advantage. How do you handle that using GURPS rules? How do you calculate their point cost? (I assume an advantage made available by an item would cost much elss, since the item can be broken/stolen, or it might have to be worn). Also, are there any limitations/enhancements to make such items usable by only a single individual in the whole universe? Thanks for your help. If it's required, I can give more specific details about the setting and the kind of campaign I plan to run. |
07-07-2011, 05:43 PM | #2 |
Join Date: Mar 2005
Location: near Houston
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Re: Advantages as items
This was fairly easy to do in 3e, so I doubt it's hard in 4e.
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
07-07-2011, 05:43 PM | #3 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Advantages as items
make them as characters I say, then take the item's stats and done, this is not something Players have to do so you can skip a lot.
that crown? it looks ordinary, maybe even has twice the normal DR for a crown of its size. but it gives +10 striking and lifting. thats all thats needed. if you want cost, use either inventing new gadgets (forgot what page in basic) or enchantments to get a rough cost of the item and tweak till your happy :D |
07-07-2011, 05:51 PM | #4 |
Join Date: May 2008
Location: CA
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Re: Advantages as items
What you're looking for are the Gadget limitations on page 116 of Characters. You can do everything you asked for with them, including making it so nobody else can use them (via the 'can be stolen' limitation, halved in value so that the gadget won't immediately work for the thief).
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07-07-2011, 05:53 PM | #5 | |
Join Date: May 2005
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Re: Advantages as items
Quote:
Now, where can I find some rough indications on the average size modifiers and DR or most common items? |
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07-07-2011, 07:06 PM | #6 |
Join Date: Nov 2005
Location: Midwest, USA
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Re: Advantages as items
I haven't re-downloaded it yet, but I think LTC2 has HP/DR of, like, all weapons and DF8 has a bunch of items with weights and such, too. Plus, there are suggestions in the back of Campaigns for HP/DR of objects, IIRC. Just don't have my books with me.
In my fantasy games, items, weapons, armor, equipment, jewelery, clothes, etc., often give Advantages with Gadget Limitations. For instance, a Holy Avenger-type sword might give an Innate Attack (cone of fire), among others. I'll even mix this with the standard Magic enchantments.
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman Last edited by Stripe; 07-07-2011 at 07:09 PM. |
07-07-2011, 07:30 PM | #7 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Advantages as items
Hey.
Quote:
If I was the player who got the ranged attack that does less than a bow and arrow, I'd feel a little left out of the fantasy excitement compared to the other guys. Why not give him a huge Innate Attack that can only be used once a day or something like that? Now it's a strategic choice whether or not to use it, rather than just, "Okay, Larry will distract them with his spitballs again while we mount the real attack from here..." |
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07-07-2011, 07:36 PM | #8 |
Join Date: Sep 2004
Location: Medford, MA
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Re: Advantages as items
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07-07-2011, 07:39 PM | #9 | |
Join Date: Jan 2010
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Re: Advantages as items
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An extensive list of SM information is on B550, the simple version is on B19. Humans are SM+0 Cars are about SM+4 Apples are between SM-6 and SM-5 Basketballs are SM-2 A pen or pencil is SM-6 |
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07-07-2011, 07:49 PM | #10 |
Join Date: May 2008
Location: CA
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Re: Advantages as items
The SM modifiers for weapons are the ones used in combat to hit them. See the 'targeting weapons' bit somewhere in Campaigns. A sword is SM-3 or -4, I believe.
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Tags |
advantages, artifacts, gadgets, items |
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