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Old 03-07-2011, 03:33 AM   #11
Jürgen Hubert
 
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Default Re: GURPS Exalted - Once More, From The Top

Friendship With Animals Approach
Cost: 3 motes per minute
Ability: Survival
Prerequisite: Animal Handling at 14+.
CP Cost: 39 points.

Even the beasts and birds recognize the heroes of the dawn. This charm allows the character to eliminate all penalties to Animal Handling rolls for wild, dangerous, and untrained creatures, even if the creature in question is a man-eater. However, the character must still have at least one point in the relevant Animal Handling skill. The character must concentrate for a second to switch this effect to a different specialization of the Animal Handling skill (see GURPS Basic Set, p. 175, for specializations).

Designer's Notes: The elimination of the penalty to Animal Handling is treated as a Hard technique with 10 levels, for a base of 11 points. The ability to switch between different Animal Handling specializations is treated like a Modular Ability (Cosmic) worth a base of 110 points with a -50% limitation. Costs Energy adds another -15% limitation.
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Old 03-07-2011, 04:25 AM   #12
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Default Re: GURPS Exalted - Once More, From The Top

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Bountiful Forge Methodology
<snip>
What about the Efficient perk? It's similar, also per skill and more cost effective.
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Old 03-07-2011, 06:00 AM   #13
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What about the Efficient perk? It's similar, also per skill and more cost effective.
Where can that Perk be found?
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Old 03-07-2011, 06:47 AM   #14
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Where can that Perk be found?
PU2: Perks
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Old 03-07-2011, 08:17 AM   #15
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Default Re: GURPS Exalted - Once More, From The Top

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PU2: Perks
OK, I bought it and read it.

Hmmm... that perk isn't available in multiple levels, and I'm not quite sure of mixing a perk with a technique that essentially does the same thing...
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Old 03-07-2011, 09:30 AM   #16
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Default Re: GURPS Exalted - Once More, From The Top

New Technique:

Historical Developments - Average

The character has developed and trained with past developments in a particular TL skill. Each level in this technique reduces the penalties for working with earlier TLs than the specific TL of the skill indicates by one (see GURPS Basic Set, p. 168 for the penalties). If the "base TL" of the character allows it, he may "upgrade" his lower-TL skills by one TL by purchasing two levels of this technique for IQ-based TL skills or one level for other TL skills.


Wonder-Forging Genius
Cost: None
Ability: Craft or Lore
Prerequisites: Any five Craft-associated skills or any five Lore-associated skills at a level at least equal to (desired TL+10).

The genius of the Copper Spiders will not be constrained by the primitive knowledge of mortal sages and artisans. This charm allows the character to purchase the High TL advantage to gain a base TL beyond that of the world surrounding them (which is generally TL3 or lower in Creation of the Age of Sorrows). The maximum TL permissible is (lowest of all prerequisite skills)-10. This limit is in place instead of the normal limitations for permanent charms.

Designer's Notes: TL10 seems appropriate for the maximum TL that a Solar below the age of 100 can attain, so I went with that. Note, however, that a Solar still needs to learn the fundamental basics of a particular TL skill, and most common knowledge about a particular skill in the Age of Sorrows will be at TL3 at best (unless he can discover a First Age database), so he will have to repeatedly upgrade the TL of the skill by taking the Historical Developments technique above. Also note that due to the fundamental differences of the laws of nature of Creation (as it is essentially an artifact that imposes the "laws of nature" upon the Wyld), the TL progression of Creation diverges after TL3, and thus TL10 would effectively be TL3+7 in crossover campaigns.
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Old 03-07-2011, 09:48 AM   #17
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Default Re: GURPS Exalted - Once More, From The Top

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OK, I bought it and read it.

Hmmm... that perk isn't available in multiple levels, and I'm not quite sure of mixing a perk with a technique that essentially does the same thing...
Not that much of an issue. Either the perk comes in levels for an Exalted, or more likely that the technique costs less for someone with the perk. It's not as if the latter is without presendece. Combinations cost less for someone with TBAM/WM, DWA(Bow) cost's less for someone with Heroic Archer, and a couple of Scout power ups from DF11 list multiple costs for whether or not the Scout has WM.

Though actually a fair number of techniques in DF11, including the ones I just mentioned for the Scout, use the Unique Technique perk in order to buy up certain techniques at all.
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Old 03-07-2011, 10:02 AM   #18
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New Technique:

Historical Developments - Average

The character has developed and trained with past developments in a particular TL skill. Each level in this technique reduces the penalties for working with earlier TLs than the specific TL of the skill indicates by one (see GURPS Basic Set, p. 168 for the penalties). If the "base TL" of the character allows it, he may "upgrade" his lower-TL skills by one TL by purchasing two levels of this technique for IQ-based TL skills or one level for other TL skills.
So in other words a form of the Anachronistic Training technique from Infinite Worlds then? Well, except for the upgrading part. Which honestly I don't quite get it since seems like you can lose points, and GURPS generally doesn't do that.

Whilst buying a new skill costs [1], buying another level of the techniques costs [1], you're also losing the old skill, for [-1]. This, of course, assumes you only have one point in the skill, but even if you have more points invested you are only really spending [1] to improve the technique and then just changing the TL of your base skill.

EDIT: Though I did write that cost comparison before I realized you were doing it by penalty rather than TL. Which is how the Anachronistic Training technique does it.
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Old 03-07-2011, 10:17 AM   #19
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Default Re: GURPS Exalted - Once More, From The Top

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Though actually a fair number of techniques in DF11, including the ones I just mentioned for the Scout, use the Unique Technique perk in order to buy up certain techniques at all.
Quote:
Originally Posted by Dinadon View Post
EDIT: Though I did write that cost comparison before I realized you were doing it by penalty rather than TL. Which is how the Anachronistic Training technique does it.
This makes me realize that I'm not very up-to-date on my GURPS-fu. Well, not playing GURPS for more than five years (and not by choice!) will do that to you... ;)

Thanks for these pointers - I will take them into consideration at a later point when I rework those. In the meantime, I will see what I can come up with for other abilities - and suggestions by other people are very much welcome as well. You don't even need to be very familiar with Exalted - just come up with ideas that enhance or heroically exaggerate particular skills, and try to represent them as advantages similar to those I've posted...
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Old 03-07-2011, 02:13 PM   #20
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Flashing Thunderbolt Steed
Cost: 5 motes (commited)
Ability: Ride
Prerequisite: Riding at 16
CP Cost: 53 points

Essence infuses the Lawgiver's mount with infinite energy. As long as the motes are committed, a mount the character rides gains an additional two levels of Enhanced Move (Ground) as well as the Perfect Balance advantage.

Designer's Notes: This is built using the listed advantages with Link (+10%), Affects Others (1 person, +50% - see GURPS Powers, p. 107), Accessibility (only usable on a mount the character is currently riding, -50%), Temporary Disadvantage (5 committed points of Energy Reserve, -15%).
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