08-29-2019, 01:34 AM | #1 |
Join Date: Mar 2016
|
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. |
08-29-2019, 02:01 AM | #2 | ||
Join Date: Aug 2018
|
Re: General guidelines for Jumper "Limited Jump" and "Maximum Range" values?
Quote:
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:
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. |
||
08-29-2019, 09:05 AM | #3 | |
Join Date: Mar 2016
|
Re: General guidelines for Jumper "Limited Jump" and "Maximum Range" values?
Quote:
|
|
|
|