11-05-2013, 11:47 AM | #1 |
Join Date: May 2005
Location: Lynn, MA
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(PU1: Imbuements) General Imbuement Questions.
The notations of the Imbue advantage include descriptions of 50% and 300% level Cosmic PM Enhancements propagating to the skills... Can players willing to pay the +100% Cosmic, No Die Roll Required version escape those tough skill rolls (as long as the effective skill stays over 3)?
At the end of the book, it describes an Imbue Power designed Powers style. They specify 10 points per level instead of 5 because of the various attack advantages added to the mix. It says however, that any of these attack abilities have to have the Universal Follow up enhancement. Follow up attacks have no skill roll, and talent adds to rolls to hit. So the Talent is more expensive for the Powers version, despite it being worthless for any added Advantages (except perhaps for extra effort and the like)... Is this oversight, or intention? |
11-05-2013, 12:04 PM | #2 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: (PU1: Imbuements) General Imbuement Questions.
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Oh, and the reference to Imbuement Talent is for those with the "wild" version of Imbue. If you have no power source, there has to be SOME talent to help you out! |
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11-05-2013, 10:20 PM | #3 |
Join Date: Oct 2010
Location: earth....I think.
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Re: (PU1: Imbuements) General Imbuement Questions.
The imbue advantage is an unusual background that allows you to use the skills. Like magery 0.
Also like magery, adding cosmic no die roll required to the advantage does not help you out with the imbuemwnt skill rolls. At the end of power ups 1, it is talking about follow up innate attacks and the likes. With the +50% follow up you can use it with normal attack (like punching). The new pyramid article goes into this in greater detail (elemental imbued souls). |
11-06-2013, 12:06 AM | #4 | |||
Join Date: May 2005
Location: Lynn, MA
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Re: (PU1: Imbuements) General Imbuement Questions.
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Also, the +50% is to let you attach it to any attack, rather than a single specific one. You could always add a follow up to a punch or any single specific attack. Unfortunately I don't have the latest Pyramid and won't have it in the budget for the foreseeable future. |
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11-06-2013, 04:25 AM | #5 | |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: (PU1: Imbuements) General Imbuement Questions.
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They are their own abilities, built as powers. They have the Magical power modifier and have Imbuement Skills as prerequisites, but that's really just thematic fluff. You could take the abilities, remove or change the prerequisites (since they don't actually affect the abilities), and the power modifier without changing what the abilties do. They would make a pretty could Power-Up for an Elementalists (of the DF9 kind or not). |
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11-06-2013, 10:07 AM | #6 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: (PU1: Imbuements) General Imbuement Questions.
To answer the question, "Why does the Talent cost 10 points/level?":
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
11-11-2013, 12:13 PM | #7 |
Join Date: May 2005
Location: Lynn, MA
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Re: (PU1: Imbuements) General Imbuement Questions.
... I PMed Kromm on the first question....
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11-11-2013, 12:15 PM | #8 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: (PU1: Imbuements) General Imbuement Questions.
I await his response, as I'm more than willing to spend that 100% myself.
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11-12-2013, 04:55 PM | #9 | |
Join Date: May 2005
Location: Lynn, MA
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Re: (PU1: Imbuements) General Imbuement Questions.
Kromm's Reply:
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11-13-2013, 12:01 AM | #10 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: (PU1: Imbuements) General Imbuement Questions.
If it's technically legal and up to GM judgement, that just means you need to work on your Fast Talk skill vs your GM! Or, you can just have a Pact limitation to say you won't take your effective skill below, say 10.
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