05-29-2012, 01:01 PM | #1 |
Join Date: Jul 2005
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Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
I've recently read a novel called SOULLESS and its first two sequels.
It depicts an alternative Victorian age in which vampires and werewolves are openly part of society (and Society too). In addition there are rate people known as Soulless who have the ability to neutralise all vampire and werewolf gifts returning the subjects to baseline human but only as long as they are touching the target! Now, how to model that in GURPS? The basic Neutralise power only covers psi and though it requires touch it also requires a contest of Wills and then negates the power for a period of some minutes. How do I do something which affects a whole other suite of abilities and lasts only as long as touch is maintained?
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Michael Cule,
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05-29-2012, 01:08 PM | #2 |
Join Date: Jan 2010
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
Changing Neutralize and Psi Static to affect different power sources costs nothing. It's not entirely clear to me why they weren't made totally generic in BS.
Making it last only as long as you hold on is a limitation in the rage of -30% I'd say. |
05-29-2012, 01:11 PM | #3 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
Big honking affliction: removal of specific advantages and disadvantages.
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05-29-2012, 01:13 PM | #4 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
Quote:
As to the Will thing you can handle that easily as well. Buy Reliable on it so that it helps your effective roll or put a weakness to those powers into their PM. So All Werewolves and Vampires in the game could have a -10% PM that includes being turned off by anyone using Neutralize or Static. Adjust the limitation based on how common Souless are. |
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05-29-2012, 01:20 PM | #5 | |
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Join Date: Aug 2004
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
Quote:
The closest you can get to not having to roll is: Neutralize (Cosmic: No Roll +100%; Cosmic: No Rule of 16 +50%; Reliable +10, +50%) [150] Roll your Will +10 (if you fail, count it as a success by 0) vs targets Will, to Neutralise. You could also make Neutralising a skill if a +10 bonus to will isn't enough. Pile on some limitations to reduce the duration to touch only. |
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05-29-2012, 01:22 PM | #6 |
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
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05-29-2012, 01:22 PM | #7 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
Vampires and Werewolves would need different powers to neutralize.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
05-29-2012, 01:31 PM | #8 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
The value of the PM is undetermined as I dont know the source material. So I offered the generic -10% up but it may be more or less in the setting. Maybe they also lose powers in a Church for example.
Quote:
So buying the power twice is an option but so is saying it works on both becasue they have the same source (Evil Curse, Magic, Spirits, etc) or just taking a limitation on the powers the targets buy. |
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05-29-2012, 01:33 PM | #9 |
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Join Date: Aug 2004
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
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05-29-2012, 01:34 PM | #10 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Neutralise all Vampire/Werewolf powers: A Thread from SOULLESS
I have trouble understanding a setting in which they are that interchangeable.
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powers, vampires, werewolves |
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