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-   -   GURPS Power-Ups 6: Quirks (https://forums.sjgames.com/showthread.php?t=125473)

vicky_molokh 05-03-2014 02:43 AM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by scc (Post 1757595)
Can I get a page ref for that? The only pages I can find that DEFINE Features are B261 and B564, and neither of them mention FP

B263 mentions Features possessed by Machines, all of them being a examples (though not a definition) of Features that have major effects, even though they're a net 0 value.

scc 05-03-2014 02:51 AM

Re: GURPS Power-Ups 6: Quirks
 
The B263 Features for machines are about changing the machines baseline, compared to human, for example, the first one means that they 'eat' power cells instead of normal food.

And maybe I should have said no game effect, or no stat effect, if it gives you a bonus to something you should probably have paid some points for it

vicky_molokh 05-03-2014 02:57 AM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by scc (Post 1757601)
The B263 Features for machines are about changing the machines baseline, compared to human, for example, the first one means that they 'eat' power cells instead of normal food.

And maybe I should have said no game effect, or no stat effect, if it gives you a bonus to something you should probably have paid some points for it

It is properly seen as a bonus and as a penalty. E.g. machines can't use Extra Effort at all (penalty), but can sprint indefinitely (bonus).

PK 05-03-2014 03:40 AM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by scc (Post 1757601)
And maybe I should have said no game effect, or no stat effect, if it gives you a bonus to something you should probably have paid some points for it

Features can definitely have game effects. They're just supposed to be things that are neither advantages nor disadvantages. "No Fatigue" means that you do not have a FP stat at all -- you cannot lose FP from exertion but cannot spend it on extra effort, etc. That is clearly both a "game effect" and a "stat effect" . . . but as it is neither an advantage nor a disadvantage (it's considered a wash), it's a 0-point feature.

robkelk 05-03-2014 08:02 AM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by scc (Post 1757486)
SO, we've had Perks, which are one-point mini advantages, and now Quirks, which are one-point minidisadvantages, so when are we getting Features, which a zero-point things that help define your character? And would defiantly be in line with the intent of this volume

I thought that Features were racial elements, not individual-character elements. Would they fit in this series?

Anders 05-03-2014 08:07 AM

Re: GURPS Power-Ups 6: Quirks
 
There are plenty of 0-point features that are 0-point features, it's just that we don't talk about them as such. Hair color, eye color, sexual orientation (admittedly in a better world than the one we're currently in), etc.

Randyman 05-03-2014 08:13 AM

Re: GURPS Power-Ups 6: Quirks
 
Yeah, Power-Ups X: Features sounds like an excellent idea for a lot of reasons...

Steven Marsh 05-03-2014 08:21 AM

Re: GURPS Power-Ups 6: Quirks
 
One of the more interesting game mechanics that PK and I decided was probably a 0-point feature was "always rolls 11," from Pyramid #3/65: Alternate GURPS III. I'd still like to try that one in play; it seems like it'd be odd yet fun.

jacobmuller 05-03-2014 08:24 AM

Re: GURPS Power-Ups 6: Quirks
 
Bought it the moment I spotted it for sale.
Extra tasty @ 23% discount - talk about a bargain - trans-genre materiel, low price And I got a discount?!

Christopher R. Rice 05-03-2014 10:28 AM

Re: GURPS Power-Ups 6: Quirks
 
Quote:

Originally Posted by Steven Marsh (Post 1757659)
One of the more interesting game mechanics that PK and I decided was probably a 0-point feature was "always rolls 11," from Pyramid #3/65: Alternate GURPS III. I'd still like to try that one in play; it seems like it'd be odd yet fun.

One of my players choose this as a Extra Option perk. I required him to pick a specific skill to use it if he could turn it off and on again or he could not specialize and have it affect all his skills. Since his character is a neurosurgeon he decided to take Extra Option (Rule of 11 - Surgery). Combined with a huge Surgery skill (19) and state of the art tools (+2), he always succeeds by 10 (when he wants to). So far, it's been extremely useful.


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