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Old 01-19-2016, 07:26 AM   #11
weby
 
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Originally Posted by Nereidalbel View Post
Yep, had to double check that they don't have Doesn't Sleep. The best they can do is take 8 half-hour naps to get their 4 hours in.
That half an hour nap seems to cost them 39 hitpoints and while they do have enough regeneration to overcome it I am not sure you can sleep when you take that much damage, it is bound to hurt..
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Old 01-19-2016, 07:34 AM   #12
Nereidalbel
 
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That half an hour nap seems to cost them 39 hitpoints and while they do have enough regeneration to overcome it I am not sure you can sleep when you take that much damage, it is bound to hurt..
No, they need their magical boosters every 60 minutes. A 30 minute nap just after their booster is safe.
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Old 01-19-2016, 09:11 AM   #13
ReyAlps
 
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Fixed.

Upgraded the less sleep to doesn't sleep and removed both weirdness magnet, at the expense of danger sense, temporal inertia and 5 Fatigue points.

I was thinking about calling them "Vampires" since they do not drain blood per se but only briefly drain attributes. Sounds like a compassionate demon draining the sweat from the soul.
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Old 01-19-2016, 10:53 AM   #14
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Four levels of fit is that a house rule?
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Old 01-19-2016, 11:45 AM   #15
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It is also from GURPS 3rd ed, "Myth". The separate Mana reservoir is also from there.
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Old 01-19-2016, 11:52 AM   #16
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Lol no offence but trying to shoe horn 3rd ed into 4th runs into issues to put it mildly. The 4th ed way is energy reserve and regeneration er only.
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Old 01-19-2016, 01:39 PM   #17
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Dependency: Telepatic Comunion (-120)(Must be personally made(30ptos),horariamente x4 )(Dano1HP/10minsem)
Dependency: Magic Vampirism : Emotions (-120)(Must be personally made(30ptos),horariamente x4 )(Dano1HP/10minsem)
Dependency: Magic Vampirism : FDs (-120)(Must be personally made(30ptos),horariamente x4 )(Dano1HP/10minsem)
Dependency: Magic Vampirism : HPs (-120)(Must be personally made(30ptos),horariamente x4 )(Dano1HP/10minsem)
Dependency: Magic Vampirism : ST (-090)(Must be personally made(30ptos),Diariamente x3 )(Dano1HP/10minsem)
Dependency: Magic Vampirism : DX (-090)(Must be personally made(30ptos),Diariamente x3 )(Dano1HP/10minsem)
Dependency: Magic Vampirism : IQ (-090)(Must be personally made(30ptos),Diariamente x3 )(Dano1HP/10minsem)
Dependency: Magic Vampirism : HT (-090)(Must be personally made(30ptos),Diariamente x3 )(Dano1HP/10minsem)
Dependency: Magic Vampirism : Magical Aptitude (-060)(Must be personally made(30ptos),Semanalmente x2)(Dano1HP/10minsem)
This makes little sense to me. And if I'm reading it right (WHICH IS ADMITTEDLY HARD) I think that you are saying they are dependant on stats? Which I don't feel fits dependency at all? And even if you found a way for stats to be a dependency, how do you imbibe them? O_O
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Old 01-19-2016, 01:42 PM   #18
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This makes little sense to me. And if I'm reading it right (WHICH IS ADMITTEDLY HARD) I think that you are saying they are dependant on stats? Which I don't feel fits dependency at all? And even if you found a way for stats to be a dependency, how do you imbibe them? O_O
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Old 01-19-2016, 01:51 PM   #19
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I don't care about the power level. You can't simultaneously get "Odious Habit: Vampirism" and "Mortal Secret: Vampirism"
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Old 01-19-2016, 02:04 PM   #20
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IQ + 10 and Magical Aptitude +10

So they learn spells at IQ 30?

How is this not game breaking? Even for a four-color supers campaign, this is absurd; it breaks the 3d6 mechanic that skills (and spells) rely on.
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