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Old 12-02-2018, 08:52 AM   #31
Daigoro
 
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Default Re: Cheap Useful Abilities

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Originally Posted by AlexanderHowl View Post
In the case of a melee attack, this would apply when it is ready to attack or parry.
You'll need to prove that it's this case, and not when it actually attacks or parries. Why are melee attacks different in this case to ranged?

ETA: Besides which, isn't a bare-hand fighter always Ready to attack or parry? By this ruling, anyone with a Melee Only IA would always have glowing, buzzing hands, which I don't buy. That's what the Visible limitation is for.
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Old 12-02-2018, 01:13 PM   #32
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Default Re: Cheap Useful Abilities

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It is fine, it only a point off, so it is an understandable mistake. Another possibility would be Insubstantial (Backlash, Euphoria, -30%; Emergencies Only, -30%; Maximum Duration, 1 minute, -65%; Reflexive, +40%) [16]. The euphoric sensations experienced while Insubstantial would encourage risk taking.
That works better for point value as well, since Temporary Disadvantage don't grant their full value as a limitation for abilities less than 100 points.
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Old 12-02-2018, 01:19 PM   #33
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Default Re: Cheap Useful Abilities

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Powers (p. 113) under Cosmetic Effects states that attacks without Low or No Signature are obvious, meaning that any observer notices them without a sense roll. In the case of a melee attack, this would apply when it is ready to attack or parry. A light sabre is obvious when it is ready to attack or parry because it glows and makes a noise.
The attack would be silent and have no visual effect, but the effect will be rather obvious. Generally IA has a fixed point of origin, so witnesses would see that when you touch something it goes flying even if there was no associated flash or noise. As for normal signatures, physical abilities that generate an effect when they are used (green eyebeams, flaming balls of fire, water jet) don't have to be readied prior to use and don't have an effect when they aren't being used to attack or parry.
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Old 12-02-2018, 07:13 PM   #34
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Default Re: Cheap Useful Abilities

A form of Snatcher that gathered only one kind of item, let's say small gold bars (one ounce) at the cost of one fatigue point per ounce, should be close to 15 points. My GURPS books are in storage for the foreseeable so I'm not sure.
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Old 12-02-2018, 07:41 PM   #35
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Default Re: Cheap Useful Abilities

Wealth: filthy rich (B25) [50]. With that much wealth, you can hire a small army to do everything but the boss fight. Wealth is way, way underpriced. (That makes it cheap.)
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Old 12-02-2018, 09:27 PM   #36
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Default Re: Cheap Useful Abilities

But it is not 15 CP cheap. Anyway, Wealth is only so useful in most campaigns, as it merely serves as an effective prerequisite for Status. Even at TL8, a character with Wealth (Filty Rich) and Independent Income 5 will only earn $100,000 per month. I know lawyers who make more than that (though they work 60 hours a week).

At Multimillionaire 2 and Independent Income 5, you are starting to talk about real money, as you earn $10 million per month. At that point, you can hire and equip a company of highly skilled mercenaries without impacting your standard of living. If you are smart, you pay your servants more than the minimum required for your SOL, as happy servants are loyal servants.
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Old 12-03-2018, 06:34 AM   #37
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Default Re: Cheap Useful Abilities

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Wealth: filthy rich (B25) [50]. With that much wealth, you can hire a small army to do everything but the boss fight. Wealth is way, way underpriced. (That makes it cheap.)
Wealth is to some extent a social advantage. It leaves traces and it is not with you when you travel beyond your eccumen( your social world). We don't see that anymore because of our globalized system of finance. Even the wealthiest ancient Roman, if they traveled to China, wouldn't have credit there. Gurps Wealth brings multiple benefits beyond mere cash. The advantage I propose doesn't give all the benefits of wealth, it merely gives you small bursts of resources you can pawn or trade at need. Sure, if you focused on getting rich it would be a wonderful boon. As I wrote it up, it's more something a Worldjumper would use as emergency liquidity.
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Old 12-03-2018, 07:48 AM   #38
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Default Re: Cheap Useful Abilities

If disadvantages must be played, then advantages must be played. If a player buys high wealth, then the GM must accommodate it. No excuses for mitigating its impact.

And at 50 points of a 200-point character,it's cheap.
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Old 12-03-2018, 09:53 AM   #39
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Default Re: Cheap Useful Abilities

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If disadvantages must be played, then advantages must be played. If a player buys high wealth, then the GM must accommodate it. No excuses for mitigating its impact.

And at 50 points of a 200-point character,it's cheap.
They must not appear in play directly. Someone who has a disadvantage which makes a common kind of food lethal to him doesn't have to buy of the disadvantage just because he doesn't eat it. The disadvatage limits him because he has to make sure not to eat it. Having wealth gives you the option to use it by staying within its area of applicability. It does not guarantee that you choose to make use of it just like you don't get a refund for your Innate Attack just because you always choose to use a knife instead.

The exception is when the premise of the game is such that the advantage/disadvantage doesn't apply. In that case they should cost 0 points.
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Old 12-03-2018, 10:16 AM   #40
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Default Re: Cheap Useful Abilities

Actually, I do not think that the GM has to account for Reputation, Status, Wealth, etc. They can steal your property, usurp your titles, and ruin your name without recompense as long as it is done for the story. They are not protected traits.
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