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Old 08-29-2019, 01:34 AM   #1
awesomenessofme1
 
Join Date: Mar 2016
Default General guidelines for Jumper "Limited Jump" and "Maximum Range" values?

In the Basic Set, the values of both the "Limited Jump" and "Maximum Range" limitations for Jumper are described as being up to the GM. This does generally make sense, but for Jumper (Time) especially, it seems like it would be possible to make guidelines for what values would generally make sense for different levels. Is there anything like this in any book? If not, does anyone have any advice on the matter?

Another mostly unrelated question about Jumper (Time). Would the cost be any different if, rather than jump back in time, you turned back time and occupied the same body you had at that time? There would be some complications if your Maximum Range was too high, but it doesn't seem that much difference.
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Old 08-29-2019, 02:01 AM   #2
Plane
 
Join Date: Aug 2018
Default Re: General guidelines for Jumper "Limited Jump" and "Maximum Range" values?

Quote:
Originally Posted by awesomenessofme1 View Post
In the Basic Set, the values of both the "Limited Jump" and "Maximum Range" limitations for Jumper are described as being up to the GM. This does generally make sense, but for Jumper (Time) especially, it seems like it would be possible to make guidelines for what values would generally make sense for different levels. Is there anything like this in any book? If not, does anyone have any advice on the matter?
*checks B64 for Limited Jump.*

To add some kind of arbitrary mechanical effect to that -10%, rather than a hard cap you might use increasing penalties to make a soft cap.

The "Time-Spanning" enhancement uses "days" in place of "miles" on B241's Long-Distance Modifiers chart.

Maximum Range (B65) ought to be valued much higher than that, it somehow could always tie a basic penalty to your home time.

Quote:
Originally Posted by awesomenessofme1 View Post
Another mostly unrelated question about Jumper (Time). Would the cost be any different if, rather than jump back in time, you turned back time and occupied the same body you had at that time? There would be some complications if your Maximum Range was too high, but it doesn't seem that much difference.
Maximum Range is basically either you can or you can't, isn't it?

I think the way you would do this is you take the "Projection" modifier on Jumper so that you send back an insubstantial spirit, and then take "Possession (Jumper Only)" so that you can make a contest of IQ vs Will to possess your old body.

You probably shouldn't just be able to get automatic victory over past self, but if you buy up your stats you should guarantee victory.
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Old 08-29-2019, 09:05 AM   #3
awesomenessofme1
 
Join Date: Mar 2016
Default Re: General guidelines for Jumper "Limited Jump" and "Maximum Range" values?

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Originally Posted by Plane View Post
I think the way you would do this is you take the "Projection" modifier on Jumper so that you send back an insubstantial spirit, and then take "Possession (Jumper Only)" so that you can make a contest of IQ vs Will to possess your old body.

You probably shouldn't just be able to get automatic victory over past self, but if you buy up your stats you should guarantee victory.
But in this case, you aren't jumping, you're turning back time. If one was to model it this way, you definitely should be able to automatically "possess" your past self, since all you're doing is reversing time until you reach that point. What I'm trying to simulate here is someone with the ability to reverse time a small amount (5-10 minutes, maybe less) so they can undo mistakes, stop themselves from getting injured, take advantage of new knowledge, etc.
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