08-21-2010, 04:31 PM | #1 |
Join Date: Aug 2010
Location: Odense, Denmark (Northern Europe)
|
Items as allies?
I'm not totally sure how the mechanics of the Allies advantage handles this.
A friend of mine made a character which had a special sword, which he made as a character, much like this: ST set to 5 [-50] DX set to 0 [-200] IQ set to 0 [-200] FP set to 0 [-30] Basic Speed [-50] HP set to 50 [90] Duplicate Innate Attack (cut) Unkillable 2 Unaging Regeneration Extreme DR 40 All this, for an ally that is bought at the 75% of character value, where character point total is 150. What troubles me is that I can't seem to find any recommendations as to how items are created, and if done using the above mentioned method would result in super powerful weapons at very low point costs. Any good advice on how to get my point across that it's an improper way of making equipment? And how should I go about building items using character points? Regards, Fnugus |
08-21-2010, 04:38 PM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Items as allies?
Thaumatology has a chapter on intelligent items.
Although if all the character wants is a sword with plot protection (which this seems to be), use signature gear instead. |
08-21-2010, 04:44 PM | #3 |
Join Date: Aug 2010
Location: Odense, Denmark (Northern Europe)
|
Re: Items as allies?
Problem is, the item is not intelligent (hence the IQ 0), and in the description of the Allies advantage states that you can have nonsentient allies. But what is a nonsentient ally?
I prefer the use of Signature Gear, but if the rules can be bended in this way, it's far more profitable for characters to do it this way. Fnugus |
08-21-2010, 04:51 PM | #4 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Items as allies?
Quote:
Quote:
|
||
08-21-2010, 05:04 PM | #5 | |
Join Date: Aug 2010
Location: Odense, Denmark (Northern Europe)
|
Re: Items as allies?
Quote:
As far as I've read in the chapter in Thaumatology, it suggests setting DX to somewhere between 10 and 14, IQ depending on the item (1-5 being willfull, 6+ actually having personality), and HT 11-13, but not really giving any reasons as to why you shouldn't just reduce them all to zero. I mean, just a sword, supposed to be wielded and used to be fought with, why should DX be anything else than 0, when it's not moving on it's own. Why should IQ be anything else than 0 if it's not supposed to be sentient? Fnugus |
|
08-21-2010, 06:02 PM | #6 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Items as allies?
|
08-21-2010, 06:19 PM | #7 |
Join Date: Aug 2010
Location: Odense, Denmark (Northern Europe)
|
Re: Items as allies?
I didn't mean to include HT in that. It's the other attributes that worries me.
Last edited by Fnugus; 08-21-2010 at 06:20 PM. Reason: Spelling |
08-21-2010, 06:23 PM | #8 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Items as allies?
Quote:
Kromm on Vehicle DX. |
|
08-21-2010, 07:10 PM | #9 | |
Join Date: Aug 2004
|
Re: Items as allies?
Quote:
|
|
08-21-2010, 07:52 PM | #10 | |
Join Date: Jun 2006
|
Re: Items as allies?
Quote:
Personally I consider non-sentient allies to be a mistake. I'm sure it was intended as an attempt at "Ship Patron" and the like - a way I give the PCs really expensive equipment without them being really rich, a recuring character design problem in GURPS - but it doesn't do that particularly well. Certainly if it can't do *anything* independently, I wouldn't approve it as an Ally. I suppose it needn't actually be sentient to be capable of independent actions, so I guess there is some middle ground there for programmable devices,
__________________
-- MA Lloyd |
|
Tags |
allies, gear |
|
|