01-18-2018, 12:14 AM | #11 | ||
Join Date: Nov 2006
|
Re: Highlander (ish) style quickening mechanic
Quote:
If the PC takes the head of an immortal who's 300 years older then him, and taken a dozen more heads, and out paces his character pt value by 200pts, what would/should be the mechanic to determine the results is the question I'm trying to determine. Quote:
|
||
01-18-2018, 12:29 AM | #12 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Highlander (ish) style quickening mechanic
Quote:
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
01-18-2018, 08:11 AM | #13 |
Join Date: Sep 2007
|
Re: Highlander (ish) style quickening mechanic
Summarizing past conventional wisdom:
The Corruption mechanic was intended for acquiring permanent disads for using a temporary resource (casting spells in a Cthulhu-esque world). You could use it for a permanent acquisition as well. The ratio will be a matter of taste and how you want the game to feel. Perhaps you get 1 CP for every 5 points the victim immortal had, or 1:10. (This is a guideline for the GM when he's handing out points as in #2 above.) The GM can also impose limits on the spending of those points, like "only for abilities the victim had". (Many games have restrictions on how you can spend xp, for instance, "have to undertake training in setting before you can buy that skill" or "have to quest for the guru before buying Trained By A Master", so this kind of limit isn't unusual). If the players know in advance that killing an immortal often means you acquire some of the victim's characteristics, and the GM is fair, then that seems like a risk that's in the player's control. Don't want any chance of being stuck with that Disad? Don't kill that immortal. This might be fine depending on the intended feel for the game. (If there's no downside, the game becomes "gleefully slaughter as many immortals as fast as you can", the hack-and-slash version, which is also a perfectly valid feel if that's the game you want.) Usually, I'd expect any new Disads to be a matter for negotiation between the player and the GM. But in this case, it seems like a risk that can be known in advance, and dealing with acquired changes from bad guys is pretty central to the intent of the game. So, you might also steal another thought from Horror, and include a mechanism for "healing" those acquired Disads, some sort of expenditure of time or resources that generates points buy off the imposed Disads. ("Time" is of course not much of a cost for an immortal. "Time lost from adventuring" is a cost the player will avoid, but it's pretty unfun to tell people they can't play next week because their character has to go meditate in the monastery. You might be able to cover that sort of gap with troupe-style play or some NPCs that the player can borrow.) You might also be able to apply this mechanism proactively, to build up an anti-bad-stuff buffer of points to buy an indulgence for your next sin. |
01-18-2018, 09:10 AM | #14 | |
Join Date: Aug 2007
|
Re: Highlander (ish) style quickening mechanic
Quote:
Anyway, the most important question is "What do you as GM _want_ to have happen?". Also possibly "What do you think this would add to your game?". It hasn't been very clear what categories of effects your looking for.
__________________
Fred Brackin |
|
01-18-2018, 11:03 AM | #15 | |
Join Date: Mar 2014
|
Re: Highlander (ish) style quickening mechanic
Quote:
Killing someone of the same point total as you increases your points by 5%. A 500 point character killing someone with 1000 points would give 100 points, a huge reward for a very difficult feat. A 1000 point character killing someone with 500 points only gets 12 points, it might be better to wait a while until the target has grown a bit stronger. Last edited by Andreas; 01-18-2018 at 11:10 AM. |
|
01-18-2018, 09:42 PM | #16 | |
Join Date: Nov 2006
|
Re: Highlander (ish) style quickening mechanic
Quote:
I actually run 3rd ed and both editions are available on W23 so want to make sure I get the right copy to actually look at the system I'm being told to reference. |
|
01-18-2018, 10:04 PM | #17 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Highlander (ish) style quickening mechanic
Quote:
God resource even if you run Third.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
01-19-2018, 10:53 AM | #18 |
Join Date: Nov 2006
|
Re: Highlander (ish) style quickening mechanic
Ok, looking at that the corruption system did give me some good ideas.
This is my first pass idea at the 'Quickening' mechanic: First roll: Will roll to absorb memories of the fallen immortal, for every 25 CP the fallen immortal was above the victor, the character gains a Quickening Character point that may immediately be spent to raise traits shared with the fallen or purchase any new skills or advantages (stored CP and Quickening may be used as well). Second roll: HT roll, -1 for every 10CP above the victor or current quickening points the fallen immortal has. Rate of failure give you Dark Quickening or 'Corruption' points which feed into disadvantages the fallen has or generate new appropriate ones. Dark quickening can be reduced by surrendering to the appearance of past conquests (1-5 pts, happens over a month per pt.), a character can spend 1 quickening cp per dark quickening to cancel the effects of dark quickening. Quickening points unlike normal CP dissipate at a rate of 1 per day if unused at the time of a duel. Dark Quickening that doesn't immediately end up in a disadvantage does not dissipate. |
01-19-2018, 02:12 PM | #19 |
Never Been Pretty
Join Date: Jan 2005
|
Re: Highlander (ish) style quickening mechanic
He's always wanted to play GURPS. It's awesome that He can do so now. ;)
__________________
Daydreams of a Dragon: My blog |
01-20-2018, 07:14 PM | #20 |
Join Date: Nov 2006
|
Re: Highlander (ish) style quickening mechanic
Any comments on my system?
|
Thread Tools | |
Display Modes | |
|
|