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#51 |
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MIB
Join Date: Oct 2005
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If you want it to have anything remotely to do with the existing published GURPS material, I can only see it being done with Using Abilities at Default. Check GURPS Powers for the details, but IIRC that treatment is limited to the abilities you wish to default costing no more than the abilities you wish to default from (which would be Weapon Master/Heroic Archer in this case). That might suit you, or it might not, but it could actually make sense in this context.
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#52 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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New Enhancements
Affects Group +50%/level A variant of the Area enhancement, this enhancement allows someone to affect a distinct social group with an advantage. This may be an organization, a military unit, or a secret society, but it must be a recognizable group, and not a collection of disparate individuals. The user of the advantage needs to interact with at least one recognized member of that group to make the advantage work. The maximum size of the group depends on the level of the enhancement: Level/Maximum Group Size 1/2 2/5 3/10 4/20 5/50 6/100 7/200 8/500 9/1000 and so forth. Holy +20% Attacks with the Holy enhancement inflict extra damage on beings with the Creature of Darkness disadvantage (their wounding modifier increases by one step) and such wounds heal more slowly than normal wounds (details will be found in the disadvantage description). Furthermore, advantages with the Holy enhancement function as if they had the Cosmic enhancement if opposed by advantages with the Darkness limitation, rendering them utterly ineffective. New Limitation Darkness -10% Certain attacks and defenses used by Creatures of Darkness cannot stand the holy light of the Unconquered Sun and his righteous servants. If an advantage with the Darkness limitation is opposed by an advantage with the Holy enhancement, the former is considered completely ineffective during this conflict.
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#53 |
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Join Date: Dec 2007
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[QUOTE=Jürgen Hubert;1191724]
No enhancement is needed to take advantage of someone else's limitations and disadvantages. One need not get a Cold Iron enhancement on one's "magic sword bought as a gadget" in a campaign with old school fay. It just is iron. |
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#54 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Well, what if you had an attack advantage which you could turn into a "Cold Iron" attack? Shouldn't that be worth more than an otherwise identical attack which isn't "Cold Iron", especially if there are numerous entities out there in the campaign world which are vulnerable to it?
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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#55 | ||
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Quote:
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#56 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#57 |
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Join Date: Mar 2010
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Absent buying enough Area-Effect to cover Creation (plus the Wyld plus all the Elsewheres plus Mafleas plus ...), plus enough Affect Other to cover every living, dead, divine, fae and other within those infinities ... all at once ... GURPS doesn't have the appropriate mechanics for the desired effect. As the books put it, there is no fair point cost for infinity.
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#58 | ||
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Join Date: Dec 2007
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Quote:
Quote:
Last edited by David Johnston2; 06-10-2011 at 12:55 PM. |
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#59 | |
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Join Date: Mar 2010
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#60 |
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Join Date: Sep 2004
Location: Oldenburg, Germany
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Well... maybe it should pointed out that within the context of Exalted, "Holy" does have some elements of "Cosmic". It is the aura of purview of the Unconquered Sun, the deity who was designed to triumph over all opposition (and who can declare specific creatures to be "Creatures of Darkness").
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GURPS Repository • Sunken Castles, Evil Poodles - translating German folk tales into English! |
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