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Skill based, eh? interesting. |
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Klick->Order->Wait for Email
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Serves me right for not checking anything before I went to work! Now I have to wait until I get home!
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As I wrote in the "Power Help: Tempered Blade" Thread:
"Bought it too! :) Looks pretty cool, but I'm a bit worried about the skill based part of it." |
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I keep thinking of a "Quick Draw McGraw" Episode, where McGraw's son, back from college in the east takes up his father's mantle as "El Kabong". While sword fighting the villain and the villain takes a break, makes a twist of his wrist and his sword continues to fight for him. Junior asks how he did this and the villain shows him. Both swords continue fighting while the foes and the distressed damsel discover they all went to the same college.
The reason I am thinking of this is I CAN DO THIS IN GAME NOW, by the RAW. The Villain has Imbue 3 and Project Blow [edit: er, Dancing Weapon actually] and perhaps teaching or even Instruction! at 15 or higher. Junior has Wild Talent. |
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Well, with this, we're one step closer to a real GURPS Exalted...
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The advantage of this set up is that it goes from trying to price every conceivable piece of equipment as an advantage which would be fair at the points level, to making the cost equal at the Character’s level. Thus two characters can get the same effect, for the same cost. If character A only ever uses a .38 special and character B is using a .50 AE, then the price is still fair because character A could go get themselves a .50 AE and get the same effect.
All in all: this is an elegant solution to a persistent problem. |
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So when will the "How do I convert these things into powers" gripes will start comming up? |
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I am a die-hard abilities-as-advantages guy. I don’t like Magic because there are a lot of spells I cannot emulate, when I feel I should be able to. What I like about Imbuements is that it’s a new building block for new abilities. It improves GURPS to allow you to do things you could only kludge through before. And, this Imbuement ability is a balanced advantage in precisely the same way that Magery isn’t. (Sorry for the Adams-esque reference) I don’t want to get into a Magic discussion, but a little is going to be unavoidable. Off the top of my head, I can think of one thing in Imbuements that I cannot do easily without it: Dancing Weapon. I’m sure, given a bit of time and some interest, I can come up with a way to do it (probably using Allies) for a “reasonable” point cost. For many spells in Magic it’s unpossible (some of the Protection and Warding college come to mind). That bothers me. All that said, I realized something after reading Magic again before I ship it off to RPK (I think Kromm might have said something to this effect, but I don’t know, so don’t quote me on it). Magic doesn’t have to be consistent with Powers because the two books were designed for two, entirely different, reasons. The Magic reason was Skill-Based Super Powers, Powers’ reason was Point-Based Super Powers. Mixing the two is going to cause you a lot of problems because they’re not consistent with each other, and they were never intended to be. Imbuements, on the other hand, is balanced between the two. It’s not a cheap ability, but what it lets you do isn’t exactly puny. It balances well because if you have a Mage and an Imbuer (I have no idea how to spell that, so I’m sticking with that spelling) they’re likely to be spending the same number of points. The Imbuer will have fewer abilities, but, they will likely work faster than the Mage, and be limited only to the weapons the Imbuer chose. The Mage will have a lot of prerequisite spells that may or may not ever be useful, but were still required. If you have an Imbuer and a Super, then the Imbuer will still have a lot of points to buy other abilities, but will likely spike their skills allowing the Imbuer to regularly soak -10 to their skills and pull off some awesome effects (“Oh, mister Ul-tron! This’ll ignore your ar-mor!”). The Super will be able to do amazing things, and so will the Imbuer. Sure, the Imbuer may not be able to fly or teleport or calculate pi to the 8-billionth digit in between combat rounds, but they’re not likely to ever be truly disarmed. I've said it before, and I'll say it again: It's an elegant solution to an inelegant problem. |
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Damn the weekend for slowing banking down! |
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You know, I was never fully comfortable with the Chi skills. Always seemed to do stuff that seemed to fit better as advantages.
Reading through this, particularly some sections of the intro, got me thinking of the Chi skills in a much more possitive manner. I've kinda surprised myself by really liking how this works. Good book! |
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I downloaded it while I was at the airport waiting for a flight. God, I love living in the future. After reading it on said flight, I was very happy -- especially about the "1" in the title. I hope this becomes another popular pdf series.
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New skill: Extraction, should be restricted to Swing (imp) weapons. Prequiste Imbue 2.
This is an advanced version of the Forceful Blow skill. A hti with the swing imp weapon drives the target back as per that skill, but the weapon is successfully removed by the knockback doing it's standar4d additional damagein one turn. On a failure the weapon silips out of the body without doing the extra damage. On a critical failure the weapon goes with the target a distance of 1 hex. Because it was a crit failure, the victime does NOT fall down. (Unless he's dead or unconscious). You've just disarmed yourself. Edit: On a roll that exactly fails, the weapon is forced out by the ability, but does not inflict any damage to the victim by extraction. On a failure by more, the power doesn't work. The weapon has to be extracted on a later action. On a critical failure the knockback affects both or the person using the imbuement trait. As best suits the target. If the target is a PC, feel free to take input from that player as to where the characters end up. The target does not have a risk of falling down in any event. The imbuer however needs to make a DX-3 roll to stay standing. |
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Crippling Blow - any way to make it so your character only knows *one* particular crippling effect, e.g., Xena's paralyzing blow with cyclic Fatigue attack from not being able to breath?
Same thought for Stupefying Blow. On Sudden Death, does it seem to anyone that the default usage is actually more advantageous and flexible than the one that takes a -5? And again, it seems like there should be a way to have a fixed effect - e.g., the five-point palm exploding heart technique from Kill Bill. |
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I don't see any reason you couldn't make those optional specializations. So you could learn Crippling Blow (Broadsword; Paralysis) as a DX/H skill, which always took the given penalty and couldn't do any other crippling effects.
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Utter dome as a thin wall of statis surounding you protecting you from anything is something few would argue with, but the same effect as a spell and it really bugs people. |
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I'm very happy with this PDF, even beyond Dungeon Fantasy. It covers something that I always wanted to be able to do in GURPS, and does it very easily and elegantly. Best of all, when pondering how to handle this same issue myself, I came up with something very similar to this -- so for $5, I basically saved myself a lot of time and got a superior product. Very well worth it.
Given that this was "GURPS Power Ups 1", I very much look forward to seeing what else Kromm has in store for us in this series. |
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LOL ! >>> |
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;) |
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I'm looking forward to the Power-Downs series :| |
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more Perks are always nice!
...other nice Power-Ups I'd like to see: PU: Talents PU: Minions (from pokemons to familiars and pet demons) |
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Other power-ups I'd like to see would be ones that power-up supernatural beings like vampires, other undead, lycanthropes, ghosts, and faeries. Also I would like to see some based on law and chaos. Even ways to make runes and glysphs.
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If so, I've got dozens lying around. ^^ Still, a thread where people come up with powers for the traditional supernatural beings would be nice. I think I'll start one. |
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And summonable elementals. |
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And the troops that usually sit around at the military base, just waiting for the Lantern-Jawed Scientist to call them in to deal with this week's Atomic Horror. Minions. They're not just for fantasy any more. <g> |
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1) I want to build a gadget that has variable properties related to the stats of the wielder, but which has a fixed cost regardless of the wielder's stats. For instance, a crossbow with psionic power to fire a "mind bolt" that inflicts thr+4 fatigue damage (instead of say 1d+4 fixed) based on my Will instead of ST, with range determined by Will as well. I would like to calculate a flat cost for this item in points, and a corresponding flat cost in dollars in a campaign where such items are common enough to be a cash purchase. I'm inclined to think that the ST-Based Damage enhancement went the wrong direction; instead we should have it as a limitation where you have to have a certain minimum ST to get any effect and a maximum beyond which ST is no help...but it needs to have the flexibility for magic items which have a broader ST range than a mundane weapon would. 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. Right now, if I want enchanted items as a significant part of the economy accessible to PCs, I have to take the G:Magic route in favor of G:Powers. I can stat out a fair number of gadgets, but no game-mechanical explanation for their existence other than Afflict (cool power on gadget, permanent) which seems kludgy. For a powersmith who can get creative, I'd need Modular Abilities (Trait Limited: Affliction as above), which is even kludgier. GEF |
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Also need are rules for holy/unholy item santification. (instead of enchantment)
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What's the difference, other than flavor text?
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Another occasion to lament the lack of a 'rep' feature :/ |
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I got a comp, so I'm good. :)
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You could always start seeing examples of modifiers on perks. That would be one way it could be different. |
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Agreed. |
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Oh and commenting on the ms, of course, but still, griping was the main bit. |
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I got a rock. Actually, I couldn't be happier for all of you... really <gritted teeth> heh |
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There could also be ideas for empowering clerical items like thuribles, censures, gongs, horns, chimes, drums, atars ect. Also there could be divine limitation for use with items like only evil/godd can use, only chaotic/lawful can use, only servants of a particular deity can use ect. Plus glyphs and runes that afflict non followers of the faith. |
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lol, sounds like you need to spank that filter :p |
Example use
Imbuement 3 (one skill only) [8] @ IQ -1 [12] the skill is Dancing Weapon (Flame Jet) and the spell is known at skill level 15 and thus can produce a 1 yard long 1d incindiary attack that is cast and maintained at 0 energy. A M3 IQ 14 wizard can probably have SEVERAL of these up and independently given "fight on it's own", "fights on it's own",
Admittedly without resupplying it with fatigue each turn, the effective skill they fight with drops, but on the whole, this sort of thing would let a wizard facing several low DR foes keep them at bay and do a fairly decent job of decimating a single low DR foe before the skill issue becomes a problem. Worth the 20 pts? Depends on how often you expect to need active guardian spells vs low DR enemies. |
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Just got and scanned through it... It's pretty cool and allows you to do a lot of things that were difficult before.
A couple of skills/modifiers that I would have liked aren't there such as "Area" (Enhancement) and "Sense-Based" (Transformation). These lend real well to the archer types such as Green Arrow: DX 13 [60] Chi Talent 4 [20] Heroic Archer [20] Imbuement 3 (Bow Only -20%, Chi -10%) [28] Modular Abilities (Divine Inspiration i.e. super training, Archery Imbuements Only -40%, Chi -10%) 2 slots (Base 12) w/16 points (DX+1, Base 128) per slot. [70] Weapon Master (Bow) [20] Bow-15 (DX+2) [16] Total: 224 points for an archer that can do basically anything really well... |
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Overall, I gotta chime in with the chorus of "this rocks!" Thanks, Kromm, for basically solving what had been a persistent issue with GURPS!
That said, I do have a couple of problems. Of course. :-) Fortunately, these are fairly easily solved, given the framework already created. 1) Fatigue-free usage. Not all abilities of this sort burn energy, and the -5 to skill for removing the FP cost is a pretty big skill hit. The solution is a Talent, I think, limited to only removing the penalty for removing the FP cost. I think -50% is a pretty reasonable limitation for this. That would mean that it would cost 13 points to remove the FP cost from 6 or fewer imbuement skills, 25 to remove it from up to 12 skills, and 38 to remove it from all imbuement skills. This is one place where I'd also allow the rules for single-skill talents, normally limited to racial templates, to apply to others, for when you only want to remove the penalty from one imbuement skill. That would cost 5 points. 2) Imbueing other's weapons. A number of abilities of this sort are "auras", enhancing not just your weapon, but also your allies weapons. For this, I suggest enhancing the base Imbuement advantage, with +50% Cosmic to ignore the "can only imbue weapons that you're holding" limitation, and levels of Area Effect to cover the desired area. There should probably also be a penalty to affect more than one person on the imbuement skills - I suggest -2 per additional person sounds reasonable. Alternatively, simply have the character with the imbuement advantage roll for each attack their allies make within the affected area, but this can make for a lot of extra rolls. 3) Making weapon damage "sourced". Sometimes, you want to make just the basic weapon damage have a power source - for getting through damage resistance or Injury Tolerance: Damage Reduction with Limited (not against a particular source), or to amp up the damage against things with Vulnerabilities against a specific source. This one just requires a new Imbuement skill. Sourced Attack General; DX/Very Hard Default: Specialty for related weapon at same penalty as weapon default. Prerequisite: Imbue 1. This skill causes all basic damage dealt by the weapon to have a source - Magic, Divine, Psionic, etc. You must specialize by power source, and the GM will usually specify that you may only learn the skill for the power source of your Imbuement advantage. On a successful roll, the damage caused by your weapon is treated, for all purposes, as if had the appropriate source modifier, with all the benefits and restrictions that entails. For example, an attack with the Magic source would penetrate Damage Resistance with Limited: not against Magic, but it would be subject to being dispelled, and it would be at a penalty in a low mana area, or impossible in an area with no mana. |
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Do we need a new Imbuement skill for simply increasing raw damage, or would that be adequately covered by taking Power Blow? And in the latter case, should Power Blow be allowed as an Imbuement skill per se, or will the characters always be taking TBAM or Weapon Master in addition...?
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Since Envenomed Weapon and Incendiary already gives you up to +3d based on skill penalty I don't see it as game breaking to introduce another skill that does something similar. I would probably base it on incendiary but make the "perk" that it helps with DR penetration instead of setting things on fire. Edit: Against non-armored opponents incendiary is much better and against well armored opponents it's still less effective than either Penetrating Strike or a combination of Incendiary and Penetrating Strike. |
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Haven't looked at it beyond a brief talk with a friend about Imbuements. |
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I'm strongly thinking that Imbue, One Combat/Weapon Skill should be -10%, not -20%. Limited Skill Access at -20% (page 4) and would allow you to pick up only four Imbuement skills altogether, while "One Combat/Weapon Skill" would allow you to pick up many more Imbuement skills, just limited to one weapon. Most people wanting Imbuement are likely to want it mainly for one weapon anyway, so limiting themselves to only that weapon skill just isn't a significant limitation. Now, if the Imbuements can only be used with one particular kind of weapon, e.g. Longbows or Thrusting Broadswords, that's more like -20%. |
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My gut is that it's an accessibility that's worth -0% (fists, anything you're likely to always be able to find) to -40% (very rare perhaps / custom weapons) |
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No wait, I was wrong, you can not have a skill as an affliction. |
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I could see this as sort of a problem... I think it should work solely based on how good the imbuer is; he shouldn't impart his ability to imbue upon someone, whose skill may vary based on their attributes (their underlying talent), but should imbue the weapon for them. Sure, this method would work, but I don't know if it fits the same effect; you aren't causing an effect on someone else's weapon, you're giving them the ability to cause an effect on their own weapon, which may not be so useful for someone with substandard or average DX, and to make sure the effect has a high enough skill level, you'd have to pay a lot of points for the MA's point value... |
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The problem with just enhancements is that enhancements would not work on the skills, just imbue, so it would give people around you that kind of imbue, but not the skills to use with it. |
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My main point of contention was that it would make more sense for the imbuer to imbue weapons from a distance, perhaps at a penalty per yard and possibly resisted, rather than to grant someone the ability to imbue their own weapons; that is, if the combat is going to be short. If you wanted to make sure someone can make their sword catch fire or hit ghosts throughout the entire combat, it'd make more sense to grant them the skill itself temporarially (I could see a Cleric using an affliction to temporially give Sourced Attack (Moral, Good) to an ally so he can wail on undead and demons for a few minutes). |
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One other general comment: a reference sheet (skill, required imbue level, & modifers) would be really handy.
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And lets not even get started with how many points that would take if it's a Wildcard imbuement to work on any weapon. |
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EDIT: Okay, I got the test file from the GCA forum. |
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