10-06-2017, 08:09 PM | #1 |
Join Date: Nov 2016
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Selective Illumination Perk
I have the "Illumination perk", I want this advantage to provide me and those I choose the benefits from Illumination. So the "light" reminds invisible to my enemies.
What modifiers should I employ? At first I thought of "selective", but I believe this lets me choose places, not people. What do you think? Thank you, - Hide |
10-06-2017, 09:35 PM | #2 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Selective Illumination Perk
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I suppose maybe you could afflict them all with Infravision, and have the perk of radiating NIR, but then an enemy with suitable gear could see your infrared light, too. Even with Dark Vision that might happen, but it's a lot less likely.
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Bill Stoddard I don't think we're in Oz any more. |
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10-06-2017, 09:55 PM | #3 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Selective Illumination Perk
Agreed. For reference Hide, the Perk is basically the Accessory perk reskinned.
Your character is a light source. The best you could do is maybe get your GM to agree that the light isn't in the visible spectrum (like NIR, Ultraviolet, or even as "Mage Light") and then take the Charm Perk and a spell to cast the appropriate vision spell on your friends. If he agrees, I recommend it be Mage Light and the Mage Sight spell, as Magery is not an everyday occurrence on monsters. Just spellcaasters. |
10-06-2017, 10:07 PM | #4 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Selective Illumination Perk
I'd want to read the spell description closely before I'd agree that that could be a perk.
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Bill Stoddard I don't think we're in Oz any more. |
10-06-2017, 10:38 PM | #5 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Selective Illumination Perk
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Hmmm. It still requires the character have Magery 0 or be in a High Mana area to cast the spell. So there is that. |
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10-07-2017, 06:21 AM | #6 | |
Join Date: Jun 2006
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Re: Selective Illumination Perk
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I don't see any way this can be considered anything remotely close to a perk. I might consider a spell you can cast on a light source (call it Selective Light, 2 to cast, 1 to maintain, individuals to be able to see the light must be physically or symbolically present at the casting to be opted in, Prerequisites: Darkness, Colors), several Light spells are worded to do pretty illogical things to vision, but it's not a perk level effect.
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-- MA Lloyd |
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10-07-2017, 10:56 AM | #7 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Selective Illumination Perk
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10-11-2017, 01:56 PM | #8 | |||
Join Date: Nov 2016
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Re: Selective Illumination Perk
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Quote:
You are right, I was thinking about "available options". Shall consider it in the future. Quote:
Thank you everybody! - Hide |
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10-12-2017, 11:11 AM | #9 |
Join Date: Jun 2013
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Re: Selective Illumination Perk
This is a bit complicated, but I feel a combination of Illumination and a modified Obscure may work here.
Obscure would need Defensive, Stealthy, and Selective Effect, for +170%. Defensive means you and those within the area are unaffected by the effect, Stealthy means there isn't a visible cloud or similar when the ability is in use, and Selective Effect lets you insure only allies benefit from Defensive (optionally, this may be extended to allow allies outside of the area to be unaffected by the Obscure). Only working on the light you produce is a pretty significant Limitation, possibly enough for -80%, but let's go with -70% to make the math easy. Always On may be an option, although I'm not certain that's a legitimate Limitation with the above build; if it is, that's another -50%. That means the Obscure is [4]/level ([3]/level with Always On), and you simply need to buy enough levels to reduce the illumination to nothing. As for "reduce the illumination to nothing," that depends on how you have light sources function and how dark you need to let things return to. The Basic Set rules simply have them reduce darkness penalties to -3 within a set area (either a cone or radius), so if you want this to be able to keep things pitch black (-10, characters are blind without their own light source) you need 7 levels, for [28] ([21] with Always On). The rules from Powers: Enhanced Senses are more complex, but 7 levels will probably still work out alright if you're ok with foes maintaining a bit of sight. To insure they can never see using your personal light source, you have to go with 10 levels (as this automatically drops things to "cannot see"). Otherwise, a very close foe will be able to see a little bit. If you're fine with things just staying really dark, but not all the way down to -10, 5 levels should work well for you, for only [20] (or [15]). Note this is the cost for Obscure - you still need the [1] for the Illumination Perk.
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GURPS Overhaul |
10-23-2017, 02:40 PM | #10 |
Join Date: Nov 2016
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Re: Selective Illumination Perk
Alright, I was thinking on your suggestion and arrived to this:
Allies are granted infravision if they are within an 8 yard radius from the source, so: Infravision Affects Others +50%, Selective +20%, Area Effect 3, +50% [32] With bare light (ultra-low light), we should be able to see perfectly, take this example. Supposing there is total darkness, my allies and I should be capable of seeing clearly within a 32 yard radius. For the 32yd radius vision under total darkness, only the team should be capable of seeing the light, so: Obscure Infravision 10 Defensive 50%, Stealthy +100%, Selective +20%, Area Effect 5 +250% [104] Now I need a light source, Illumination only grants 2yd. What can I do? - Hide |
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