11-29-2019, 07:44 PM | #61 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
__________________
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 |
|
11-29-2019, 10:13 PM | #62 |
Join Date: Feb 2007
|
Re: GURPS Power-Ups 9: Alternate Attributes
I must have this one!
One thing I would love to see is a collection of examples of these rules being used to tailor the GURPS rules to specific campaigns and settings.
__________________
GURPS Settings Beneath Castle Everglory: A Dungeon, Lineage (Modern Fantasy) Paradise City (Cyberpunk), The World of Kung Fu (Modern Martial Arts Setting) |
12-01-2019, 09:20 AM | #63 |
Join Date: Dec 2016
Location: Southern Sweden, possibly on an Alternate Earth
|
Re: GURPS Power-Ups 9: Alternate Attributes
So, when adding Sanity (San) as a secondary attribute (based on IQ, or preferably Will if the latter is independent from IQ), I have always felt that the most appropriate way of losing San is the following: the number of San lost equal the margin of failure on the Will roll.
How would you guys do that? Second question/idea: if we were to emulate the Sanity mechanism in the big famous horror RPG, we would actually not roll against Will, but against San... however, I think this might be a bad idea, as the downward spiral would be too strong. On the other hand, it is reasonable to assume that if you are already scared and off-balance, following Fright checks will be harder to manage. I would simply ignore this, or add a flat -1 for every recently failed San/Will check. Comments? |
12-02-2019, 03:22 AM | #64 |
Join Date: Aug 2004
|
Re: GURPS Power-Ups 9: Alternate Attributes
Use the Stress sand Derangement rules from GURPS Horror (pp.141–142) as your starting point, but have Sanity substitute for Will where Sanity-Blasting Fright Checks are concerned; possibly just call them Sanity Checks. In that system, you don't “lose Sanity”; you build Derangement until it overwhelms you.
|
12-02-2019, 06:13 AM | #65 | |
Join Date: Aug 2009
Location: Poland
|
Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
I'm sorry, this fruit was hanging way too low.
__________________
My irregular blog: d8 hit location table |
|
12-02-2019, 08:15 PM | #66 | |
Join Date: Dec 2004
|
Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
|
|
12-02-2019, 08:25 PM | #67 |
Join Date: Aug 2004
|
Re: GURPS Power-Ups 9: Alternate Attributes
The aforementioned Stress and Derangement rules function more or less like that: the Stress penalty is recovered at a rate comparable to Fatigue recovery and can be thought of as “psychic fatigue”, and the Derangement penalty is recovered at a rate comparable to The healing of HP loss, and can be thought of as “psychic hit points”. All that's needed are psychotherapy rules that are to Derangement as Physician is to HPs.
Even if you decide not to use those rules, you should at least review them, as they've already addressed a number of the issues that you'll want to address with your own Sanity system. |
12-03-2019, 12:11 AM | #68 |
Join Date: Aug 2004
|
Re: GURPS Power-Ups 9: Alternate Attributes
Looking over Charisma, a thought struck me: in addition to being the Attribute that controls Social Intelligence skills, maybe it should also be the Attribute that you roll Lahaina for certain Advantages: for example, Empathy. More generally, maybe the Reassigning Skills section should have also addressed the reassignment of advantages that feature attribute rolls.
The Talents section even suggests the possibility of folding Empath and Empathy together into a new Empathy attribute; though my own thought on that matter is that Talents work better when converted into new Secondary Characteristics. That said, I could see Empathy as a Secondary Characteristic that's based off of the Charisma Attribute. Thoughts? |
12-03-2019, 12:52 AM | #69 | |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: GURPS Power-Ups 9: Alternate Attributes
Quote:
I'm currently toying with two variations. One for Spirit Empathy and one for regular.
__________________
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, 01:16 AM | #70 |
Join Date: Dec 2016
Location: Southern Sweden, possibly on an Alternate Earth
|
Re: GURPS Power-Ups 9: Alternate Attributes
Thanks for all the suggestions with regard to the Sanity rules! :)
|
Tags |
power-ups 9 |
|
|