12-03-2019, 11:44 AM | #81 | |
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Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
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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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12-03-2019, 11:53 AM | #82 |
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Re: GURPS Power-Ups 9: Alternate Attributes
Needless to say, there's a lot of potential in treating Status, Wealth, and/or Social Standing as an attribute; defining the skills these scores control or affect; providing game mechanics for "raw" attribute rolls against these things (notably rolls to acquire stuff, with modifiers for price, legality, and so on); and defining a Resource Points, err, resource figured from such an attribute that's expended on gear, services, and social influence, and has job-roll-like mechanics for its regeneration. So much so that I couldn't possibly fit it all into a supplement about attributes in general! I think it would make a good GURPS Social Engineering supplement (GURPS Social Engineering: Alternate Social Standing?), either on its own or alongside a few other possible revamps of Wealth and Status.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-03-2019, 01:56 PM | #83 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Power-Ups 9: Alternate Attributes
I liked the Abstract Wealth article, but thought it was too much book keeping for what it did. Making Wealth as an attribute though might have made the difference. I'd certainly buy the book.
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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 |
12-03-2019, 02:48 PM | #84 |
Join Date: Aug 2004
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Re: GURPS Power-Ups 9: Alternate Attributes
I'll adjust my earlier suggestion about a third kind of “external social trait” along with Wealth and Status: originally, I had suggested something along the lines of knowledge or secrets; as in, someone with this trait is very much in the know about what's going on, even tending to know secrets about the setting.
My revised suggestion is that this third External Attribute should be Connections, and should borrow heavily from Social Engineering: Keeping in Contact: everyone knows someone (unless you're the Connection equivalent of Dead Broke or Status -2, a hermit), but some people seem to know everyone; and what they don't know personally, they know who to ask. So the three External Attributes would be Wealth, Status, and Connections. |
12-03-2019, 03:11 PM | #85 |
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Re: GURPS Power-Ups 9: Alternate Attributes
The real trick to making it work is to keep it simpler than tracking money. By which I mean something like:
Social Standing (SS). . . except all that's probably really broken and full of weevils, so somebody better at this stuff than me would have to improve on it. And provide the "p. 00s." And rules for restoring RP by selling stuff, and permanently raising RP by cashing in earnings/goods and spending points.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
12-03-2019, 03:28 PM | #86 |
Join Date: Aug 2004
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Re: GURPS Power-Ups 9: Alternate Attributes
Speaking of Impulse Buys, there's also the matter of some sort of Luck Attribute, vaguely similar to FP: see the Impulse Control article in Pyramid 3/100 for an Advantage-based version of this.
But given the priciness of each level, I wouldn't make it a subattribute or calculated value — or if it is calculated, it needs to be done in such a way that the default value is 0 and you have to pay a bunch of points in the controlling trait to increase it. For instance, if you implement a Faith attribute and implement an Impulse Points pool based off of it for use with the Divine Intervention Impulse Buy, you won't be getting one Impulse Point per level of Faith; it will be something more like (Faith - 10)/5, or something. |
12-03-2019, 09:12 PM | #87 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS Power-Ups 9: Alternate Attributes
So here is another idea based on this book.
Awareness 20 points/level (starts at 10) You are extremely aware of thngs and always paying attention, even to minor details others over look. This starts at 10 and costs 20 points per level.It is the controlling attribute for skills based purely on perception and observation as well as Per rolls. For many skills a keen awareness of whats happening is important but another attribute such as IQ or DX are also fundamental, this includes skill where analysis and reaction are important. Controlling (Any Per based): Blind Fighting, Body Language, Detect Lies, Esoteric Medicine, Fishing, Observation, Scrounging, Search, Survival, Tracking, Urban Survival. Combined Traits (Awareness + IQ)/2 or (Awareness + DX)/2 or (Awareness + DX)/2: Accounting, Administration, Animal Handling, Area Knowledge, Artist, Bicycling, Boating, Body Sense, Camouflage, Carousing, Climbing, Combat skills, Connoisseur, Computer Operation, Criminology, Cryptography, Current Affairs, Dancing, Diagnosis, Diplomacy, Disguise, Dreaming, Driving, Electronics Operation, Electronics Repair, Erotic Art, Falconry, Farming, Fast-Talk, Filch, Fist Aid, Forensics, Forgery, Fortune-Telling, Forward Observer, Gardening, Gesture, Group Performance, Herb Lore, Hidden Lore, Hiking, Housekeeping, Intelligence Analysis, Interrogation, Intimidation, Invisibility Art, Jeweler, Knot-Tying, Leadership, Lip Reading, Lockpicking, Market Analysis, Merchant, Mimicry, Mount, Naturalist, Navigation, Panhandling, Photography, Physician, Pickpocket, Piloting, Politics, Pressure Points, Pressure Secrets, Propaganda, Prospecting, Psychology, Public Speaking, Research, Riding, Running, Savoir-Faire, Seamanship, Shadowing, Shiphandling, Skating, Skiing, Sleight of Hand, Speed-Reading, Stealth, Strategy, Streetwise, Submarine, Submariner, Surgery, Tactics, Teaching, Teamster, Throwing, Throwing Art, Traps, Veterinary, Weather Sense, Zen Archery. That is most skills, but it costing as much as IQ and DX I think keeps it fairly balanced. It's great for detective and investigator types. DX still has a lot of value for combat types, IQ less so but there are still many pure IQ skills, especially spells and most Will based ones.
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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 |
12-04-2019, 11:33 PM | #88 |
Join Date: Mar 2013
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Re: GURPS Power-Ups 9: Alternate Attributes
So I've spotted a problem with the proposed stat listing Kromm posted a few pages back, adding a magic points stat means that non-casters can't use magic wands and the like, which a bit of a no-go for me.
Personally I've worked out the stat set I'd use/like to use for a DF game: Physical (ST, DEX, GRACE, and HT); Mental (IQ, WILL, PER, and WIS), now I'd like to get the spendable stats (associated resource) up to 4, at present I have HP, FP and a new Endurance Points. Now, anyone got any good suggestions for image editing software to draw up new character sheets? Notes: Grace represents balance and full body co-ordination, but also stylistic ability and sees more use in sport skills. Endurance Points are like a mental version of FP, they start out at WILL and are used in mentally taxing situations, most immortally when casting spells or using psi powers. |
12-05-2019, 12:04 AM | #89 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: GURPS Power-Ups 9: Alternate Attributes
With this, we should be able to finally make a faithful GURPS TWERPS adaptation, right?
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
12-05-2019, 03:15 AM | #90 |
Join Date: Aug 2004
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Re: GURPS Power-Ups 9: Alternate Attributes
Revising my earlier suggestion, to make it appear simpler and to bring it a bit more in line with its inspirations (namely, GURPS and In Nomine):
Body: Fitness and Precision; Speed and Agility Mind: Focus and Reason; Perception and Insight Soul: Will and Intuition; Presence and Empathy Each of these fifteen attributes is independent of the others. Picture this in a manner similar to the In Nomine character sheet, with a three-by-two grid of circles: the top row contains a circle for each of Body, Mind, and Soul, with a rating at the top that tells you how strong you are in that realm and a rating at the bottom that tells you how many Hits you have in that realm. Inside the circle, you have two numbers, one for a health attribute (fitness, focus, and will, respectively) and one for a control attribute (precision, reason, and intuition, respectively). Just outside the circle, next to the health attribute, you have an energy pool based on it. On the second row, you have three more circles, each representing a separate notion that more or less correlates with the one above it: Speed is next to Body, Perception is next to Mind, and Presence is next to Soul. This is structured in a similar way as the circles in the first row, but with fewer elements: on top of the circle is a number representing how strong your Speed, Perception, or Presence is; and inside the circle is a single attribute (Agility, Insight, and Empathy, respectively) representing how good you are at using that strength. Nothing analogous to the health attributes, Hits, or energy pools. As for the Hits and energy pools from the first row: • Body Hits measure injury; they're basically HPs. • Mind Hits measure derangement. • Soul Hits measure corruption. • Using Fitness Points (Endurance?) causes fatigue; they're mostly FPs, along the lines of Long-Term Fatigue from The Last Gasp (Pyramid 3/44). • Using Focus Points (Attention?) causes distraction; they're used for an alternate interpretation of Short-Term Fatigue from The Last Gasp (Pyramid 3/44)— they're your Action Points. • Using Will Points (Willpower?) causes stress; they act as the Stability Points in Mad as Bones (Pyramid 3/103), except that the Long-Term Stability Points are replaced by Mind Hits. Translating to GURPS names: Body is ST, Precision is DX, Fitness is HT, Speed is Basic Move, and Agility is Basic Speed. IQ is split up between Reason, Intuition, and Empathy; Perception is split between Perception and Insight; and Will is split between Focus and Will. Skills are mostly divided between six Attributes: Precision, Agility, Reason, Insight, Intuition, and Empathy. There are a few that use Fitness, Focus, or Will as their controlling attribute; but those are exceptions. The six strengths (Body, Mind, Soul, Speed, Perception, and Presence) are almost never used as the basis for skills; only to enhance how effective the skills are when they succeed. The biggest exception to this is Perception, though a handful of skills are Presence-based. |
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