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Originally Posted by NineDaysDead
Negated Advantage is worth +1% per point the advantage the worth, not +10%.
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Yeah, I meant "Negated Disadvantage" - that was a mistake.
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Originally Posted by NineDaysDead
Why not just multiply by 3.5?
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Because Dice + Adds specifically says the breakpoints at 4 and 7?
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Originally Posted by NineDaysDead
Why is this cheating? Can you back up that assertion?
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You know, if you're GMing it you can happily say "Hey, you can buy this ability like any other." But if I were GMing it or writing it - my game designer instincts say "This is cheesy as hell and it's rules-breaking so if a player want's he needs to pay for it." I might even go higher than +300% depending on the campaign. Something like +500% or so wouldn't be far off. It's effectively a built in UB.
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Originally Posted by NineDaysDead
Without "Cumulative +400%" repeated attacks won't be cumulative.
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That's a fair point - so another +400% on Affliction.
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Originally Posted by NineDaysDead
Modular Ability: Cosmic Power (Physical +100%; Social +50%) [25/level]
Is effectively 1CP/level in anything you want it to be.
Affliction (Advantage [Modular Ability: Cosmic Power (Physical +100%; Social +50%)] +250%; Cosmic: No Roll Required +100%; Cumulative +400%; Extended Duration, Truly Permanent, +300%; Malediction 1, +100%) [135/level]
This will count as a Beneficial Affliction so you can waive your right to resist, and Cosmic: No Roll Required means you don't need to roll.
So this will cumulatively grant you 1 level of Modular Ability: Cosmic Power (Physcial +100%; Social +50%) every time you use it.
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Again, that's not what I would do. GURPS owing to its amazing flexibility and awesomeness allows you to go different directions. I again ask "So now you have to keep track of a separate pool? That's jsut weird. No thanks.
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Originally Posted by Pseudonym
No, as I linked before ( http://tvtropes.org/pmwiki/pmwiki.php/Main/LevelDrain ) there are tens of examples of games where enemies can permanently lower stats.
I searched around, and couldn't find anything.
Using some of the advice from this thread, I think I'd stat out the basic ability according to my personal preferences like this:
Statistics (+755%): Affliction 1 (Will; Based on different attribute, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Life Drain, 1d, +200%; Feature, Dice-adds, +0%; Cumulative, +400%; Sorcery, ‑15%) [86].
Which is technically different from what I asked for, I admit.
Something like this might be considered a curse that can only be dispelled in certain ways as appropriate (Like anything that removes curses). Matching this even more to my specific needs of being a melee ability that takes a large amount of time just amounts to it costing a few points less. Probably a 5% nuisance effect for requiring a grapple, and a 20% takes extra time for 4 seconds of interrupt-ability, and a 30% for melee range, taking it down to 80. I also just casually observed the truly permanent version would add an extra 100% making it worth exactly 10 more points in both cases.
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I don't think you need the Immune to Dispel up there - being truly permanent means you can't get rid of it without similiar altering traits or buying it off.