11-17-2015, 08:35 PM | #1 |
Join Date: Jul 2007
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[Alchemy/Chemicals] Boosted Effect ability?
I'm trying to work this out for a friend's character idea.
The character has a unique and unusual biochemistry which results in them being more affected by potions and mundane chemicals harmful and benign. Generally this means that any effect and possibly duration they would suffer is heightened a step or two; a potion of growth would grow them larger than the effect's base magnitude, poisons would deal extra damage, etc. I'm wondering how to model this ability; it sounds like a combination of an advantage and a disadvantage (or an advantage with a drawback that can be bought off with an enhancement). I'm not sure if there is already an existing ability for this, though. Any help would be appreciated! |
11-17-2015, 11:03 PM | #2 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Alchemy/Chemicals] Boosted Effect ability?
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11-17-2015, 11:44 PM | #3 | |
Join Date: Jul 2007
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Re: [Alchemy/Chemicals] Boosted Effect ability?
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Out of curiosity, if you had a hypothetical controllable version of this - or one which only included doubling of positive effects - how would you switch it over to an advantage and how much would you charge for it then? Likewise, if you had a purely disadvantageous version which doesn't let you get extra healing but lets that spiked drink with a dose of Drunkenness peg you for -6 to DX and IQ? Last edited by Adelus; 11-17-2015 at 11:48 PM. |
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11-17-2015, 11:55 PM | #4 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Alchemy/Chemicals] Boosted Effect ability?
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Double the cost maybe? Perhaps just increase it by +50% or so. Seriously, even the small list of dangerous alchemical potions in Magic really suck to get hit with.
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11-18-2015, 12:43 AM | #5 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: [Alchemy/Chemicals] Boosted Effect ability?
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11-18-2015, 03:39 AM | #6 |
Join Date: Jul 2013
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Re: [Alchemy/Chemicals] Boosted Effect ability?
I'd call it a 0-point feature. If you want me to show my workings, it seems equivalent to a -10 point Vulnerability + an Advantage of equivalent magnitude to Very Rapid Healing without the lower level of Rapid Healing, i.e. 10 points. In our group we've always house-ruled Very Rapid Healing doubles healing from all sources. In this case your doubling all effects, but from a single source, it's fairly similar, hence the above design.
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11-18-2015, 10:30 AM | #7 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Alchemy/Chemicals] Boosted Effect ability?
Not always. That's why I very specifically pointed to Magic Susceptibility as the example an to basically follow its idiom, because you fully can be susceptible to Healing college (see Wizardly Weaknesses, GURPS Thaumatology, p. 22) only. Believe me, as someone who has GMed a munchkin who has tried this twice it really isn't as nice a boost as you think especially if you have NPCs who know magic and like to use torture. Anyways, that's what I'd do as a GM. For something more published...I'd have to think about it, I'd probably still go the UB route, but I'd play with it some more.
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