11-24-2016, 05:38 AM | #1 |
Join Date: Sep 2004
Location: Canada
|
Harmonizing Obscure, Chameleon, Invisibility, Silence
Point the first: Chameleon and Silence stink because they're over-expensive ways to buy more levels of Stealth. Removing the limitations on movement and on wearing clothing with Dynamic and Force Field results in both costing 8 points per +2 - which is comparable to Stealth skill until you realize it's only against one sense each. It's flat out better to just by Stealth, which works against Hearing, Vision, Smell, Sonar, and whatever.
Point the second: Obscure 10 (Defensive, Selective Area, Stealthy) [58] and Invisibility (Can Cary Objects: Heavy, Switchable) [84] are annoyingly similar for wacky price gaps (The Obscure is better and cheaper!). Point the third: Invisibility being Always On by default is just weird. Thesis:
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
11-24-2016, 06:12 AM | #2 | |
Banned
Join Date: Aug 2004
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
Quote:
|
|
11-24-2016, 07:12 AM | #3 | |
Join Date: Jun 2013
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
Quote:
|
|
11-24-2016, 07:24 AM | #4 | |
Join Date: Jun 2013
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
Quote:
All that in mind, and wanting removal of Single Target to be +50% (Area Effect), Obscure (Vision) would be [4]/level, Obscure (Hearing) would be [3]/level, and Obscure (Taste/Smell) or Obscure (Touch) would be [2]/level. Affects Self (you are also penalized while it's in use) and Obvious (smokescreen, white noise, etc) are each -30%. EDIT: It occurs to me I mistakenly thought Defensive was +100%, not +50%. With that in mind, I'd probably still keep the prices as they are, but maybe have Affects Self at -20% and Obvious at -40%. For recreating Chameleon, a "Not While Moving" Limitation would be appropriate (apply this to half the levels of Obscure). -50%, perhaps? That would be Affliction (Obscure). Affliction's kind of its own can of worms, but that would probably be the way to do it. Alternatively, I'd be willing to allow for Ranged with Independent (not technically RAW, but sounds about right), although that only lets you Obscure one thing at a time. Another option would be to allow Ranged to work fine on stationary objects, but require Teamwork or similar to work on moving ones. Last edited by Varyon; 11-24-2016 at 07:40 AM. |
|
11-24-2016, 08:13 AM | #5 | |
Join Date: Sep 2007
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
Quote:
You need Affliction for unwilling subjects. That might well include inanimate objects. Off the top of my head, I don't recall whether there's a rule explicitly putting objects into the "unwilling" category. |
|
11-24-2016, 09:04 AM | #6 |
Join Date: Aug 2007
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
If implementing this go to Powers: Enhanced Senses first and make Discriminatory senses (Vision is Discriminatory by Default) most expensiveand price downward from there.
__________________
Fred Brackin |
11-24-2016, 09:18 AM | #7 |
Join Date: Jun 2013
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
Smell/Taste is Nondirectional (-30%), Touch is Contact (-30%), Hearing is Basic (+0%), Vision is Precise (+100%). That implies [0.7], [0.7], [1], and [2], respectively, or [1.5], [1.5], [2], and [4] under the new pricing scheme. I'd probably go with what I originally suggested and consider the boosts in price to the non-Precise senses as being to account for the fact that some foes will have better senses than a human.
|
11-24-2016, 10:54 AM | #8 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
Quote:
Arguably, that benefit is big enough that the first level of whatever vision-affecting power you have should be bigger - something like 5 points for the first level of Obscure (Vision) perhaps? |
|
11-24-2016, 02:32 PM | #9 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
Quote:
I allow things with powers that hide you I would not with pure Stealth or Camouflage. The rest still thinking on. Obscure is like darkness or cover and for most ideas I like Brunos post. However If you eliminate Invisibility what do you do with See Invisible? Just call it a feature of Obscure that can counter it?
__________________
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 |
|
11-25-2016, 04:14 PM | #10 | |
Join Date: Jun 2013
|
Re: Harmonizing Obscure, Chameleon, Invisibility, Silence
Quote:
See Invisible is replaced by a trait that lets you see/hear/smell/etc through a specific type of obscure. Because there are more types of Obscure than sources of Invisibility, a reduction in price may be appropriate (and it should be scaled based on how good the sense you're using it with is). [10] for Precise/Discriminatory (Sight), [5] for Basic (Hearing), [3] for Short Range (Smell) or Contact (Touch), and so forth. This also applies against natural sources of the obscure effect (darkness, smoke, etc), but to get through total sensory negation requires a +200% modifier. Optionally, you can even break this up into levels - consider Night Vision and Dark Vision as worked examples of the "See Invisible" equivalent against darkness. |
|
Tags |
chameleon, invisibility, obscure, silence |
|
|