Cost of Animal Companion (Companion 2)
Companion 2 offers a selection of Animal Companions for 4 points each.
Dipping into GURPS for the mechanics, I assume this is simply Ally (25%, Constantly), which works out to 1 pt. x 4 = 4 pts. My question is simply: Does that sound right? Side observation: It would appear that the designs aren't fixed on meeting an exact 62-point character point cost (from 25% of DFRPG's 250-pt. default). For the cat, for example, I figure: [5] for basic stats (ST 4; DX 14; IQ 5; HT 10; Will 11; Per 12; Basic Speed 6.00; Basic Move 10) [41] for advantages (Catfall; Combat Reflexes; Flexibility; Night Vision 5; Sharp Claws; Sharp Teeth) [-35] for disadvantage (Quadruped) [7] for skills (Brawling-16; Jumping-14; Stealth-14) [16] for extra skills That's only [34] total, so it's an underpowered ally for the cost to the PC - though I still like all the animal builds and Animal Companion just fine! (But if I seem to be terribly miscalculating the cat's cost, let me know.) |
Re: Cost of Animal Companion (Companion 2)
Yes, the companions aren't optimized. They're basically "the cheapest level of Ally, with enough 4-point chunks of discretionary skill points to make them both nominally positive and interesting."
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Re: Cost of Animal Companion (Companion 2)
Thanks. Sounds good.
(And I suppose that if a GURPS-savvy player really wants the ally to hit those full 62 points, and the GM is fine with that, it's an easy enough mod. Extra IQ, unusual ST, or dozens more points in skills might be pushing the animal concept, but a fun big-ticket addition like Combat Reflexes (if not already there), Luck, or an Extra Life (cat!), with a few skill or perk points to round things out, seems reasonable to me.) |
Re: Cost of Animal Companion (Companion 2)
Just remember that these are not meant to be the druid or scout's faithful warrior beast, spellcasters' familiars, or anything similar. Maybe we'll also add those someday. These are supposed to be essentially ordinary members of mundane animal species, with enough IQ and training not to get lost or get themselves killed – i.e., smart, 100% mundane pets.
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So if a player did want to properly munchkin the full 62 pts, GM willing . . . I think there's not much choice in plausible physical and mental additions to a "real" animal, but that's why Luck and Extra Life came to mind: things like that could be viewed not as some superhuman (er, superanimal) abilities, but as "plot stuff". As in, a bit of "these are PCs, therefore plot protection" rubbing off on favored pets. Idle musing. First things first: Gotta get some players to add these lovely pets to their PCs! |
Re: Cost of Animal Companion (Companion 2)
If you wanted to give them a little more umph to get them up to 62 points I think that's Hoyle as long as you're not giving them death rays or anything outside of the setting.
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Don't worry, no death rays in my pets! Not today, anyway. : ) |
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