07-30-2013, 12:58 AM | #11 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Powers: Illusion clarification
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But all you've basically discovered is that there's a second layer to the game, a psychic one rather than a physical one. You argue that someone needs "absurdly high will," but that's not really true. For one thing, Will is very cheap: It comes as part of IQ, so any clever character will have the will to defeat this, and those who just want will on its own only buy it for 5 points per level, and those who want to resist mental powers simply take Mental Strength: for 4 points, it gives Will+2 protection against your effect. For 200 points, an IQ 14 with Mental Strength at Will +2 is quite reasonable, and gives a Will of 16 for the purposes of defeating your effect. If a character has Neutralize or Resistance to your particular power-set, he also has quite some defenses against that. What's that? Not actually part of a power-set? The GM didn't realize you'd be doing this? Right, this is the problem with handing people a book and expecting them to make coherent characters from it. I think the ideal GURPS game is built around a premise. This character in a proper secret psionic conspiracy universe is perfectly fine and will often be defeated. This character in Transhuman Space would be nigh-unstoppable, and rightfully require a huge Unusual Background cost (or be disallowed outright), not because he's discovered a power-combo that's unbeatable in GURPS (all maledictions and mind control work in exactly the same way), but because he exists in a world that knows no defense against this sort of attack. Quote:
My suggestion? Fold his mental powerset into the campaign. Require him to take a power modifier, like psionic, for his ability. This is a limitation, so he even gets points back. YAY! Then begin to fold in more psychic characters, as allies at first: Other psychics, mentors for psychics, etc. Then, once it's been established that this is a thing, start introducing psychic hunters, anti-psis and men-in-black and so on. At this point, you can adequately challenge him, which is the point. We're not trying to smoosh the psi, just let him have a little fun too, instead of one-shotting all opposition (and do note that illusions can be disbelieved and ignored. You can't see through it, but once it's obvious that the guy has illusioned you, you can just carry on doing what you were doing and hope you still get your kill. After all, at that point, it's no worse than an over-priced Obscure, except for the whole "slowly killing you" part)
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-30-2013, 01:04 AM | #12 |
Join Date: Dec 2007
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Re: Powers: Illusion clarification
Incidentally if there's anyone who should have a titanic Will plus a Mind Shield, it's an actual Big Boss.
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07-30-2013, 04:11 AM | #13 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Powers: Illusion clarification
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I wouldn't give such will to everyone. Soldiers trained to act on their superior's orders without thinking, automaton-like, or easily-swayed simpleton fanatics who have joined The Cult because it's easier than thinking (Extreme Fanaticism gives a +3 Will to resist being forced to betray the cult anyway), or simply inexperienced, young or kinda lame street thugs/punks would all probably have low Will.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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07-30-2013, 04:43 AM | #14 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: Powers: Illusion clarification
Assuming the magic system from GURPS Magic even exists in the world in which the campaign takes place. That's never a given.
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07-30-2013, 07:20 AM | #15 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Powers: Illusion clarification
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For just 5 more points, I could buy Affliction 1 (Heart attack +300%; Malediction +200%)[60] with Extra Will 6[30]. This lets me INSTANTLY kill targets barely visible on the horizon with a mere -3. |
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07-30-2013, 09:07 AM | #16 | |||
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Powers: Illusion clarification
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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07-30-2013, 09:53 AM | #17 |
Join Date: Dec 2007
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Re: Powers: Illusion clarification
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07-31-2013, 08:06 AM | #18 |
Join Date: Jul 2013
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Re: Powers: Illusion clarification
I appreciate all the feedback.
I definitely overlooked a number of psychological details such as having NPCs realize the one lady over there isn't fleeing while they engage what they think is the party, or throwing Acting rolls at the PC to remain non-suspicious. Also like the ideas of having villainous organization A analyze video feeds from a confrontation to ID who is with the player 'party' and that, without UB, such a mechanic is arguably common enough that NPCs are ready for, or bring a specialist against such features. This is enough ammo to hopefully keep my rules-lawyers and munchkins at bay. They love to call out and Metagaming I may attempt on behalf of an NPC; I have to tread lightly or have a decent reason in my back pocket. I like the offered reasons here. Yay foumrs! And I was planning on a magic-enabled scifi world, originally with just traditional magery in mind. I had never really read Powers, just Magic, Banestorm (for fantasy-ish templates), Ultra-Tech, and Space. Was caught very off guard with players who don't need casting times or FP costs to perform 'magic.' |
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illusion, powers |
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