04-11-2011, 04:39 PM | #11 |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Building In Nomine Abilities in GURPS 4e
Sorry for lack of citation - quote was from p. P119, the Energy Reserve box. It suggests putting the -5% in the power modifier there.
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-JC |
04-12-2011, 09:27 AM | #12 | ||
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Building In Nomine Abilities in GURPS 4e
Cross-posting from the IN forum's thread here, to encourage discussion and get comments, opinions, etc.:
Quote:
One way we can handle this is to add No Psychic Signature +25% into the Symphonic power source modifier, and that way by default nothing makes any Disturbance, and we "add" Disturbance to an ability by listing it as "Has Signature, -25%". Although I might take this approach if building out all of this for my own personal use, obscuring what's being done by hiding it in a power modifier, and then using a non-standard "inverse" limitation to cancel that out might be a bad idea. And besides, it'll still add to the costs just the same. So many abilities will need +25% No Psychic Signature. Actually, I think +20% is, in fact, acceptable (that's a -8 penalty to detect, and just barely leaves a trace), except in cases where the abilities explicitly mention that they outright cause Disturbance, or else are very explicitly really "quiet" (in which case the full +25% fits better). Those abilities that only create Disturbance under certain conditions can have No Psychic Signature but modified with an Accessibility limitation (you can use limitations on enhancements themselves rather than on the whole ability in GURPS). It would be written like AdvantageName (No Psychic Signature (Accessibility, Only if so and so, -40%), +15%)... +25% * 0.6 = +15% (the -40% was just an example pulled out of my head). And that is how it would be formatted too (I asked Kromm a while ago). Quote:
All just IMO - thoughts? On another note, regarding Disturbance: since it can be a pretty significant thing in IN, I think it makes sense to create a new limitation, extrapolated from Low/No Signature - High Signature (and High Psychic Signature - the more important for our purposes). "High Signature" (which I suspect would be rarely used) and "High Psychic Signature" (high Disturbance) would be -5% per +2 to detect. With the ability to have variable levels of disturbance, ranging from No to Low to arbitrarily High, I think we can include and model the importance of the original IN Disturbance mechanic within our conversions.
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-JC |
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04-12-2011, 09:52 AM | #13 | |||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Building In Nomine Abilities in GURPS 4e
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conversion, gurps, gurps in nomine, in nomine, permeation (flesh), possession |
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