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-   -   GURPS Power-Ups 1 is out (https://forums.sjgames.com/showthread.php?t=40597)

Warlockco 06-03-2008 09:28 PM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Mark Skarr
I'm stingy. I'd make them pay it if they failed the roll.

Yes he is a tightwad.

(former victim er player)

dataweaver 06-03-2008 09:28 PM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Gef
2) I want a "powercrafting" skill, such that a psionic character could enchant his psionic power into an item like the one above, or such that a skilled powersmith without no inherent power could work with a powered character or natural magic to make permanent items.

Hmm. My inclination would be to borrow the same concept that GURPS Fantasy's Meditative Magic used: adapt the "improvement through study" rules (B292-294) to the incorporation of Abilities into items. The character must have a skill determined by the power source in question: see GURPS Supers for a reference as to which skills are appropriate for the source with which you're powercrafting (e.g., Expert Skill: Psionics for psionic powers; Esoteric Medicine for chi powers; Thaumatology for magic powers; Theology for divine powers). He can invest one character point in the item for every 200 hours spent powercrafting it. There should probably be an enabling Advantage for this, along the lines of Trained by a Master or Imbue; say, Powercrafting [5 points].

As with Meditative Magic, other aspects of the "improvement through study" rules could and should be adapted: in particular, "intensive powercrafting" could be done where you lock yourself in the lab and devote every waking moment to powercrafting. As well, there might be a "moment of inspiration" option, whereas the powercrafter spends a character point to improve the item without having to spend weeks working on it.

Kromm 06-03-2008 11:46 PM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Rev. Pee Kitty

I noticed that, too, and thought it was odd that the author would mistake his own book. :)

I'd submit that as an erratum, yeah. There's nothing related to Supers there, just to Powers and powers in general.

Truth is, I was already pimping my own PDF series (DF) and my own hardback (MA), so I was reluctant to go for the trifecta. You can certainly use this stuff with Supers, so that's how I called it. It isn't an error -- I'll just reject that "erratum" -- but my call as writer.

Mark Skarr 06-04-2008 12:20 AM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Kromm
Truth is, I was already pimping my own PDF series (DF) and my own hardback (MA), so I was reluctant to go for the trifecta. You can certainly use this stuff with Supers, so that's how I called it. It isn't an error -- I'll just reject that "erratum" -- but my call as writer.

Sorry, Kromm, I'm never going to buy DF. Lots of other things, yes, but DF isn't one of them.

Warlockco 06-04-2008 01:20 AM

Re: GURPS Power-Ups 1 is out
 
DF is that Dungeon Fantasy?

If so I know why Mark Skarr doesn't want it. He breaks out in hives with anything dealing with Magic... :p

Celjabba 06-05-2008 05:21 AM

Re: GURPS Power-Ups 1 is out
 
Awesome book.

But now, i have that weird image in my head...

strike of negation (polearm)
"If you would just lay your head on that block, my lord, removing that curse will take but a moment ...."

celjabba

PK 06-05-2008 10:49 AM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Mark Skarr
I'm stingy. I'd make them pay it if they failed the roll.

I wouldn't, because the book states "Failure simply means you don?t get
the benefit of the skill."
While I agree that that is not 100% clear, the "simply means" (a common rephrasing of "only means", as in, this is the only thing that happens) implies that the only downside to failure is that nothing happens.

Heck, let's just ask him. Sean, what happens if you fail the roll? (PM sent)

Kromm 06-05-2008 11:12 AM

Re: GURPS Power-Ups 1 is out
 
You pay 1 FP for the attempt either way. The rules are worded so that the CS/S/F/CF results are in one paragraph . . .
Imbuement Skills require no concentration or preparation. Roll before you make each attack roll. If you succeed, add the skill’s effects to that attack. Failure simply means you don’t get the benefit of the skill. Critical failure also costs 2 FP.
. . . while the FP cost is in another
Each use of an Imbuement Skill costs 1 FP.
Note that it doesn't say "successful use."

PK 06-05-2008 11:18 AM

Re: GURPS Power-Ups 1 is out
 
Thanks for the clarification!

joelbf 06-05-2008 11:20 AM

Re: GURPS Power-Ups 1 is out
 
Quote:

Originally Posted by Kromm
You pay 1 FP for the attempt either way. The rules are worded so that the CS/S/F/CF results are in one paragraph . . .
Imbuement Skills require no concentration or preparation. Roll before you make each attack roll. If you succeed, add the skill’s effects to that attack. Failure simply means you don’t get the benefit of the skill. Critical failure also costs 2 FP.
. . . while the FP cost is in another
Each use of an Imbuement Skill costs 1 FP.
Note that it doesn't say "successful use."

Now this actually got confusing :) The issue (I thought) was if you paid if you failed when you rolled vs -5 for not wanting to pay fp, not if you paid if you failed otherwise.


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