|
|
Thread Tools | Display Modes |
06-03-2023, 01:07 AM | #1 | |
Join Date: Jun 2023
|
Permanent until I turn it off (for example, afflictions that gives advantages)
So, ordinarily, an affliction that gives an advantage lasts for one minute per margin of failure of the HT roll (B36). Using the Extended Duration enhancement modifier (B105), with +150% it can be made permanent until someone does something to cure it, or +300% to have no way to end the effect.
But what about an effect that has no way to be dispelled, unless the very character that used the affliction decides to end it as a free action? This certainly should be worth more than the +300%. I thought about adding both Extended Duration (+300%) and Switchable (+10%) (PU4:17) but this feels too cheap and I'm not sure if it works mechanics-wise. Is there a better way to do this? The special enhancement "Advantage" of Affliction, in B36, says: Quote:
So, as another question, what would be the point increase of letting the attacker to end the affliction as a free action, without also necessarily making it permanent? Is it just Switchable (+10%) as well? |
|
06-03-2023, 01:50 AM | #2 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Permanent until I turn it off (for example, afflictions that gives advantages)
Borrow Cancelation, +10% see this forum post by PK.
It also appeared later in a supplement, not sure which and I think costs 1 FP. It wont eliminate the need for the ability to counter it by canceling the power required for Extended Duration though.
__________________
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 |
06-03-2023, 07:46 AM | #3 |
Join Date: Jun 2023
|
Re: Permanent until I turn it off (for example, afflictions that gives advantages)
Oh, nice! Cancellation, it's on PSI13.
|
06-03-2023, 08:01 AM | #4 | ||
Join Date: Jun 2023
|
Re: Permanent until I turn it off (for example, afflictions that gives advantages)
Ok, now I have another question (not sure if I should create another thread but I'll ask here since it's related, but it's not about afflictions)
How to make the effects of Control (Gravity) permanent, but still be able to turn it off at will? On P91 it says Quote:
Quote:
Persistent (+40%) lets the effects to last for 10 seconds after concentration. Maybe if I combine Persistent with Extended Duration (+300%) it does the trick? But then, is it appropriate to have a Cancellation (+10%) on top of that as well, to be able to turn off something that were permanently floating due to Control (Gravity)? I would like to selectively cancel any subset of what's currently floating Also: how to make Control (Gravity) only decrease gravity? Is it a -50% limitation? |
||
06-03-2023, 10:45 AM | #5 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Permanent until I turn it off (for example, afflictions that gives advantages)
Quote:
Persistent and Extended Duration are the way to go here, especially if you want to do this frequently. Cancelation still works. Another way though is to go with permanent effects from Power-Up s5: Impulse Buys. Even better if you use Impulse Points or wildcard points to pay for it. Requires GM approval, but then so does all the rest. Yeah, -50% probably ok.
__________________
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 |
|
06-03-2023, 07:09 PM | #6 | |
Join Date: Jun 2023
|
Re: Permanent until I turn it off (for example, afflictions that gives advantages)
Okay!
So, another inquiry.. For abilities requiring continual concentration for use (such as Telekinesis), another angle for having permanent abilities is to have it be Independent (+40% or +70%) (power ups 4: enhancements, page 15), which makes it lasts some minutes without requiring concentration, and then add an Extended Duration (+300%) to make it permanent. The text of Independent says Quote:
For an ability that has the Independent enhancement, what's the additional +% point value for an enhancement that lets you freely switch between it being independent and controlled through concentration? Like, after the initial Concentrate maneuver to activate it, the player can choose whether it will be independent or not; and after that, the player can switch between them as a Ready maneuver. So if you know roughly what you want your telekinesis to do, you can stop concentrating and do something else, but if it requires some adjustments, you can concentrate again, manually control it for a while, then make it independent again. Another thing: it also says "Independent doesn’t allow multiple instances of the advantage’s effects unless this is standard for the trait.", but what if I have compartmentalized mind? |
|
06-03-2023, 08:33 PM | #7 |
Join Date: Aug 2014
Location: Snoopy's basement
|
Re: Permanent until I turn it off (for example, afflictions that gives advantages)
I think "ended by the caster or the caster's death" would qualify under the +150% version.
|
Thread Tools | |
Display Modes | |
|
|