07-31-2008, 08:32 AM | #82 | ||
Join Date: Aug 2004
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Re: 360 Vision [Powers]
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In fact, I'd argue that that is pretty central to the mission of Powers: in order to expand the scope of distinctions for which there are explicit rules, Powers needs to created priced distinctions for things for which, in the Basic Set, it was at least a reasonable inference that the way to model something was as a no-cost special feature of a defined trait. Quote:
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07-31-2008, 08:46 AM | #83 | |||
Join Date: Aug 2004
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Re: 360 Vision [Powers]
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07-31-2008, 09:09 AM | #84 | |
Join Date: Oct 2004
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Re: 360 Vision [Powers]
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07-31-2008, 09:32 AM | #85 | |
Join Date: Aug 2004
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Re: 360 Vision [Powers]
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JK! IKWYM :) |
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07-31-2008, 09:44 AM | #86 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: 360 Vision [Powers]
As pp. B74-75 points out, the game assumes that a human can see 180° while maintaining a bodily facing, and can add at most 30° to either side by turning his head or shifting slightly, for a net 240°. He has normal function in the first 180°, and penalized "side hex" function in the added 60°. Someone with 360° Vision has full function over his full 360°. With plain-vanilla 360° Vision, you have exactly two options for justifying this:
1. Your head can rotate 360° on its neck -- like a tank turret -- whilst you maintain a fixed forward facing. 2. You have eyes or equivalent sensors placed around your entire head. Both of these are by default highly visible. Those arguing about advantages not being visible are missing the point that this is "in general," and that specific advantage assumptions always overrule general principles. Both are also by definition preventable -- you can restrain the neck or poke out the rear-facing eyes. There are alternatives: 1. You can have eyestalks. These work a lot like rotating your head on its neck, but are more vulnerable, so you get Easy to Hit, -20%. 2. You can have huge, wide-angle eyes on the sides of your head instead of anything on the back. These work a lot like having sensors all around your head, but are more vulnerable, so you get Easy to Hit, -20%. 3. You can simply rely on uncanny light reflection or invisible eyes, or some other effect that nobody can see. This is functionally equivalent to No Signature, +20%, but is called Panoptic 1, +20%. You can also go all the way to psychically knowing what's out there (Panoptic 2), but that's really a trait of a different order.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
07-31-2008, 09:45 AM | #87 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: 360 Vision [Powers]
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__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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07-31-2008, 11:38 AM | #88 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: 360 Vision [Powers]
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07-31-2008, 12:03 PM | #89 | ||
Banned
Join Date: Apr 2008
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Re: 360 Vision [Powers]
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If it does, it should be clear and say that it is over-ruling or clarifying something in the earlier book. Quote:
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07-31-2008, 12:03 PM | #90 | |
Banned
Join Date: Apr 2008
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Re: 360 Vision [Powers]
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