07-31-2019, 12:57 AM | #1 |
Join Date: Sep 2017
|
Power that require "fascination"
In my setting, gods feed of the fascination. Fascination is a concept similar to the fact that gods feed from faith but it's more ample. Fascination is a recognition of superiority and faith is a source but it's not the only one. (fear and lust are examples of other sources)
That said, demigods also have the need of fascination and thus this is a power modifier. The modifier do two things: If the character is not receiving fascination, the power will stop working... I am thinking that this part could be represented as periodic recharge, but i don't know if it's qualifies. The other thing is that causes addiction... But i don't know how to detail it. It could be cheap because anyone is able to give fascination in theory, but they need a high level of fascination (as in receiving from a significant group of persons). To give a reference, nothing smaller than a digital "influencer" with thousand followers (something like 2 or 3 thousand). The simple fact of someone thinking on that character will send fascination. It's totally addictive (in fact, it's impossible to completely withdraw from the addiction) . It's of course, legal. My doubt on that part is the "cost". I don't know if the addiction should be cheap or expensive and i also don't know the fact that you can't withdraw should raise the cost. You can fight the effects of don't having it, but you have to roll everyday and will never stop doing it. And it's still hard to overcome it (maybe at -5 but you can't really withdraw) Last edited by draxdeveloper; 07-31-2019 at 01:03 AM. |
07-31-2019, 02:12 AM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Power that require "fascination"
I like using Requires Maintenance as a model for worship and can see it as related here. Also an Energy Reserve with a imitation on recharging.
__________________
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 |
07-31-2019, 04:48 AM | #3 |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Power that require "fascination"
I suggest taking a look at the Fickle modifier in GURPS Powers. It usually applies to powers that depend on the favor of a spirit, but in this case it would depend on the favor of mortal worshippers/followers.
Another option would be to buy the abilities with Granted by Familiar (see Allies in the Basic Set).
__________________
Bill Stoddard I don't think we're in Oz any more. |
07-31-2019, 07:36 PM | #4 |
Join Date: Sep 2017
|
Re: Power that require "fascination"
Yep, fascination will be a energy reserve. I will look requires maintenance and fickle.
But here some extra things. Demigods need 2 points of fascination per day to maintain his addiction, also, "1 point of fascination = 2 FP". 200 mortals = 1 point of fascination, but the fascination can have different concentrations... weak fascination generate half of it, so 400 mortals (weak) = 1 point feeble fascination it's 1/4, so 800 mortals = 1 point high fascination generates double, so 200 mortals = 1 point very high fascination generates four times, so 100 mortals = 1 point And fanatical fascination generates eight times, so 50 mortals = 1 point All in all, i will not count each mortal, so i think in making a "fascination roll" and this will depends on the skill relative to it. If it's comes from fear then would be intimidation. Maybe 1 success = 1 point? Also... What about the addiction? How could I make a addiction that you can't overcame? Like, you never will loose it but you can shove the effects for a day if have a successful roll with -5. Don't seem to be fair say that it's just a -5, maybe -10? |
07-31-2019, 08:49 PM | #5 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Power that require "fascination"
I'd look at Dependancy to model that, youll likely want to tweak it but thats a good starting place.
__________________
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 |
08-01-2019, 05:32 PM | #6 |
Join Date: Sep 2017
|
Re: Power that require "fascination"
|
08-01-2019, 05:52 PM | #7 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Power that require "fascination"
So what I did in my gods game was treat "faith" as new trait (Ethera) that was reskinned Impulse Points. Ethera could only be regained by doing godly acts (I had a chart) and could be lost by neglecting your followers. This made it so all god powers were character point required. It worked quite well.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
08-01-2019, 06:23 PM | #8 | |
Join Date: Sep 2017
|
Re: Power that require "fascination"
Quote:
|
|
Tags |
addiction, power, power modifiers |
|
|