Switchable Disadvantage with Conditions
I'm sure this has been discussed somewhere but my search fu is failing me right now.
I'm trying to build an animal companion that can (under certain circumstances) speak. It has the Meta-Trait 'Domestic Animal' and I want to set a limitation on "Cannot Speak". But somehow all things I consider (costs fatigue, limited use) seem to be specifically designed for Advantages. I'm thinking of adding an advantage that cancels the disadvantage out but that somehow seems wrong. I was even considering 'Accessibility' but that doesn't seem to achieve what I want. Can someone please point me to a thread or rules section that would discuss this ... it would be much appreciated. |
Re: Switchable Disadvantage with Conditions
Buy off the Cannot Speak giving you the Advantage "No Can Not Speak" and then put your limitations on that.
<shrug>I know it seems complicated but it gets you in the category you want to be in i.e. Limited Advantage. |
Re: Switchable Disadvantage with Conditions
Yeah, I was thinking of that:
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If all else fails, I'll go that route... |
Re: Switchable Disadvantage with Conditions
There's a more elegant way of phrasing it which is to say just call the advantage "Can Speak". In general, if you had mute as a separate disadvantage rather than part of a package, you'd use Mitigator.
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Re: Switchable Disadvantage with Conditions
Negated Disadvantage is generally the RAW way to do this, but if you think that's too weird on the character sheet, then just take the Limitation(s) you want to apply, add to 100%, and then make the result negative. So Costs FP 1/minute, normally -5%, becomes -95%. For Disadvantages, Limitations can go below -80% (if they reach or exceed -100%, or otherwise wind up worth less of a discount than [-1] just call it a Quirk), and you round toward 0. Call the new Limitation something like Negation: <Limitation Name> - in the above case, you're looking at Cannot Speak (Negation: Costs Fatigue, 1 FP/min -95%) [-0.75], which works out to just a Quirk.
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Re: Switchable Disadvantage with Conditions
Mitigator might work, depending on what clnditions allow speech.
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Re: Switchable Disadvantage with Conditions
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Re: Switchable Disadvantage with Conditions
Personally, I find nothing awkward about using an advantage "Can Speak" on a character sheet for an animal companion that can speak.
(This is, in part, because I follow normal GURPS convention and do not write the components of racial templates on character sheets, so there is no Cannot Speak on the sheet to begin with.) |
Re: Switchable Disadvantage with Conditions
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Re: Switchable Disadvantage with Conditions
Sorry for the late reply.
Thanks to everyone who answered here. I think the way to go for me here is the one described by Varyon (thanks once again!). The "Can Speak + Limitations" options seems to awkward foe my taste though it would certainly work. |
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