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RedMattis 07-13-2022 08:24 AM

Variant Quintessence, requesting feedback
 
Hey, I'm tinkering with a Quintessence attribute for a possible Modern Thriller-themed Hidden-Fantasy campaign. Here's what I've got at the moment:

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Quintessence (QN) costs 10 points per level. Quintessence Points (QP) costs 3 points per level (as per Fatigue).

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Quintessence is a measure of the astral or spiritual fortitude and density of a being.

In Mundane situations it is rarely relevant, but many supernatural entities uses and can exploit possessing a greater Quintessence.

Notably entities without the disadvantages "Limited Quintessence [-20]" or "Sealed Quintessence [-40]" can use it to effectively increase their strength against more mundane or weakened foes.

It is also important to note that what matters is almost always effective QN. That means Quintessence limited by things such as low QP (Quintessence Points). Mundane humans are always on at most 1/3 of their QP which halves their QN. As a result the average human as an effective QN of just 4.

Every third point of QN above 10 gives +1 to rolls to use or resist supernatural powers. Same goes for low QN which reduces rolls.

Finally QN is not a be all end all to supernatural affairs. Mind Control and Glamour is typical resisted by Will. A human has an effective -2 to their Will rolls due to low QN (4), but a Will 15 Human will still overcome a bog-standard vampire trying to enthrall them f.ex.

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Quintessence as Strength:

When applying Quintessence in a contest of Strength (such as arm-wrestling) every other point of effective QN above 10 gives a +1 bonus to effective strength. This also goes in for QN lower than 10 where it will reduce effective strength in the same way.

In combat, each 5 QN you have above your opponent gives you +50% damage. Exception, if you have more than twice their QN increase by a minimum of +100%. Even if your opponent has higher QN you don't reduce your damage to them however (unless they have a QN-limited damage divisor).

Finally completely mundane objects count as having a QN of 0. Each 5 QN above that of the object divides DR by 2. Note that objects still get the +5/+10 QN from stability if the Quintessence user has "Forbidden Quintessence".

Quintessence does nothing for mundane acts such as lifting, though most creatures without "Sealed/Limited Quintessence " will have at least some levels of Lifting ST.

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Quintessence related abilities:

Sealed Quintessence [-40]
QP naturally drains down to 1/3 resulting in halved resistance to supernatural effects. Cannot gain advantage from high QN.

Limited Quintessence [-20]
Does not gain any advantage in contests from higher-than-the-opposition QN.

Forbidden Quintessence [-10]
Obvious supernatural effect when QN is used actively or if resisting a powerful attack.
In Stable/Highly Stable areas your target's QN is considered +5/+10 lower when defending against your abillities
Repeated use can cause stable/highly stable areas to temporarily lose stability.

This disadvantage is typically possessed by entities whose powers don't properly play by the rules'. Espers, and various "Outsiders" mostly.

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Quintessence and Templates

Mundane Human [-57]
Decreased Quintessence 2 [-20]; Increased QP [3]; Sealed Quintessence [-40]

Fledgling Esper, Witch, or Low-tier Supernatural [-20]
Limited Quintessence [-20]

Unchained Esper [18 points]
Forbidden Quintessence [-10]; Lifting-ST 2 (KYOS; Illegal Quintessence, -10%) [13]; Resistant (Astral Corruption +8) [15]

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So basically Quintessence acts as a kind of Supernatural Resistance & Power, while also being the basis of the spiritual energy reserves (QP). Since QP already does quite a lot, but it isn't the basis for any skills, so it is perhaps best described as a mix between HT & ST. Currently it is priced at 10/points level, but perhaps it is a bit cheap for all that it does.

Varyon 07-13-2022 09:11 AM

Re: Variant Quintessence, requesting feedback
 
How do you determine when QN applies to a contest of strength? Is it something that's just always on, or something that at least one participant has to purposefully activate - and if the latter, what downsides are there to activating it?

I don't see any template that doesn't have a Quintessence-related Disadvantage. What sorts of characters would lack such - or do such characters simply not exist, and at best one's Quintessence is Forbidden?

Is the Illegal Quintessence Limitation one to cover the "obvious supernatural effects" of using it?

Fred Brackin 07-13-2022 09:35 AM

Re: Variant Quintessence, requesting feedback
 
If not affected by a Disadvatage is base Quintessance 10? I didn't see anyhting like that statemetn but nobody seemed to have a abse Quintessance of 0 either.

What you have so far seems rather complcated but also opaque. Perhaps Quintessance rules for supernaturals would clear this up.

RedMattis 07-13-2022 10:23 AM

Re: Variant Quintessence, requesting feedback
 
Quote:

Originally Posted by Varyon (Post 2442915)
How do you determine when QN applies to a contest of strength? Is it something that's just always on, or something that at least one participant has to purposefully activate - and if the latter, what downsides are there to activating it?

Mostly anything that doesn't have the limitation that restrict it would use it. But for an Esper they could deliberately avoid using QN when dealing with something mundane to avoid triggering their "Forbidden Quintessence". If a vampire hits them in the face or something that directly challenges their QN it will come into effect whether they want it to or not.

Regular humans can't use QN, at best it works (poorly) defensively for them when someone uses QN against them.

Quote:

I don't see any template that doesn't have a Quintessence-related Disadvantage. What sorts of characters would lack such - or do such characters simply not exist, and at best one's Quintessence is Forbidden?
A lot of serious supernaturals (or are outsiders) has the unrestricted version. A vampire running around with 20 ST & 20 QN is basically "lawfully" punching holes through people. Meanwhile an Esper is practically tearing holes through reality when they shoot psychokinetic spears or whatever.

Quote:

Is the Illegal Quintessence Limitation one to cover the "obvious supernatural effects" of using it?
It is more of a package deal. Basically it is the following:

• Fairly easily detected by supernatural means, and causes (varying) visual distortions visible by mundane means. Basically: less subtle than the advantage would otherwise imply.

• If relevant the target might get +0/+5/+10 to QN depending on the stability of the area, for defensive purposes only.

• Reduces the stability of the area if used repeatedly. Which would probably be a feature, it does reduce the above penalty if used repeatedly, but it could cause troublesome or outright dangerous spirits to slip in from the astral world, or worse; enrage dangerous entities that don't like the destabilization.

Neutral-stability areas, btw, are generally either in fairly empty areas or in perceived conflicting boundaries; like the alley between a creepy morgue and a nice-looking hotel. So it is a bit unlikely that your target is hanging out there most of the time. Most areas in the world are stable. Highly stable areas are uncommon an tend to have notable significance.

Outright "unstable" areas also exist, but rarely naturally. Mostly random areas on (or even more commonly at the bottom of) the ocean or unpopulated deserts/mountains. Espers but more so Outsiders can reduce stability though. Those with 'legal' quintessence generally don't do quite so great in these areas. They have a "Conceptual" limitation on their powers which weakens stuff like their "Increased Strength" and makes the elaborate powers become unreliable or outright stop working if the area they are in is too destabilized. F.ex. a vampire no longer being able to turn to mist.

Oh, and the whole world destabilizes during the Witching Hour and becomes outright unstable for a short time near the end of it. It is basically the world's restart computer phase. Vampires and the like often tend to feel compelled to have gone to bed before then.

Destroying stability would probably be something like Create (Specific Item: "Planar Stability", Destruction, +0%) [5 points/level], treating it as a "gas" so the level is the radius. You'd probably need an area equal to the room for it to have any practical effect, and it would work best on not-so stable areas. Unnaturally destabilized areas restabilize after the Witching Hour unless something is interfering.

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Perhaps I should mention that the general logic of the setting is that vampires, werewolves, angels, whatever, they are basically "cheating" the laws of reality. Outsiders are breaking the rules due to operating according to much simpler primeval rules (which technically reality is built upon).

RedMattis 07-13-2022 10:31 AM

Re: Variant Quintessence, requesting feedback
 
Quote:

Originally Posted by Fred Brackin (Post 2442918)
If not affected by a Disadvatage is base Quintessance 10? I didn't see anyhting like that statemetn but nobody seemed to have a abse Quintessance of 0 either.

What you have so far seems rather complcated but also opaque. Perhaps Quintessance rules for supernaturals would clear this up.

I'm assuming a default of 10. Though, as shown in one of the templates a Mundane Human has 8 and an effective level of 4 (due to naturally draining down to 1/3 QP).

For QP points (equivalent of spirit-fatigue) they are based in QN just like FP for HT. This is the general progression when you get low btw.:

QP×1/3: Effective QN /2. All Mundane humans are stuck down here.
QP×-0: Effective QN /4
QP×-1: Unconscious.
QP×-2: Petrified/Dead. But practically speaking it is very difficult to actually drain the last QP.

johndallman 07-13-2022 10:32 AM

Re: Variant Quintessence, requesting feedback
 
Quote:

Originally Posted by RedMattis (Post 2442911)
Hey, I'm tinkering with a Quintessence attribute for a possible Modern Thriller-themed Hidden-Fantasy campaign.

Could we have a few examples of how this is used, please?

RyanW 07-13-2022 10:55 AM

Re: Variant Quintessence, requesting feedback
 
Quote:

Originally Posted by RedMattis (Post 2442929)
A lot of serious supernaturals (or are outsiders) has the unrestricted version. A vampire running around with 20 ST & 20 QN is basically "lawfully" punching holes through people. Meanwhile an Esper is practically tearing holes through reality when they shoot psychokinetic spears or whatever.

Is it assumed that PCs will be such entities?

RedMattis 07-13-2022 11:07 AM

Re: Variant Quintessence, requesting feedback
 
Quote:

Originally Posted by johndallman (Post 2442931)
Could we have a few examples of how this is used, please?

I haven't actually made any templates yet since I'm still figuring out some basics, but I'll throw some pseudo-templates together.


Joe Averageson
Attributes
ST:10, DX:10, IQ:10, HT:10, QN: 8*
Will: 10, PER:10
HP:10, FP:10, QP: 9**
Traits:
Mundane Human [-57]

* Note effective QN is 4 due to permanently low QP.
** Note recovers to 3, drains if above 3.


Vampire Punk
Attributes
ST:20, DX:12, IQ:10, HT:10, QN: 11
HP:10, FP:10, QP: 11
Will: 10, PER:10

Traits:
Some Vampire Template [+?]


Carrie
Attributes
ST:12, DX:10, IQ:10, HT:10, QN: 20
HP:10, FP:10, QP: 20
Will: 12, PER:10

Traits:
Forbidden Quintessence [-10]
Bunch of Psionic Powers [+?]

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Okay, so let's say the Vampire Punk punches Carrie. Carrie has higher QN (Quintessence), but it doesn't really matter when the defender has higher QN. The Vampire Punk deals 3d6-1 punch damage, and probably nearly knocks Carrie out with an average of 9 damage.

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Retry!

Carrie dodges and decides to try to kick the Vampire Punk. Her kick does 1d6 of damage based on her ST (KYOS rules). Let's say she rolls 4. She has 9 more QN than the vampire, so her damage is increased by 50%, for a final damage of 4*1.5 = 6!

Not amazing. Would have dealt 8 if she just had one more QN and got +100% damage (for a final damage of 8) instead. Oh well...

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Carrie decides to take out her frustration on Joe Averageson by kicking him in the chest. Let's say she rolls a 4 again.

Joe has a QN of 8, but since his QP is at ×1/3 (always) due to his "Sealed Quintessence" disadvantage his effective QN is actually a mere 4! This means that Carrie has 16 QN more than Joe. Every 5 QN above the target's QN gives +50% damage, so Carrie gets a total bonus of 150%. That's 4 * 2.5 = 10 damage.

Looks like Joe will be sleeping off this one in the hospital.

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The Vampire Punk is feeling left out and decides to kick the unfortunate Joe. Average damage of 10.

Joe still just have 4 QN, and the vampire has 11. That is twice Joe's QN, which means the lowest possible bonus is +100%. That's 10*2.0= 20 damage. When Joe recovers from his coma he is going to look for a marginally safer place to live.

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That's all. Honestly I mostly eyeballed the QN values and stuff. I realize looking at the result that high QN without ST results in a bit of a glass cannon. Perhaps that works? I dunno yet really.

RedMattis 07-13-2022 11:13 AM

Re: Variant Quintessence, requesting feedback
 
Quote:

Originally Posted by RyanW (Post 2442937)
Is it assumed that PCs will be such entities?

The assumption is basically that the PCs will be a mix of investigators, problem-solvers, people in "the know", and possibly outright supernaturals themselves.

I'm aiming for 200 starting points, so a "mundane" player characters would have 257 points to spend thanks to the "Mundane Human" template. The extra points should helps deal with the high risk of losing limbs to werewolves and stuff.

Probably a mundane human will want high Will to avoid getting Mind Controlled and such though. The low QN results in an effective `-2` to resist anything supernatural.

johndallman 07-13-2022 11:19 AM

Re: Variant Quintessence, requesting feedback
 
So being strong and having high QN makes you absolutely deadly in ST-based combat. How does QN affect (a) muscle-powered ranged weapons and (b) firearms? How about examples of how QP is used?


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