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Old 04-26-2011, 03:09 AM   #51
Exxar
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Default Re: GURPS Exalted - Once More, From The Top

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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Old 06-10-2011, 11:32 AM   #52
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Default Re: GURPS Exalted - Once More, From The Top

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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Old 06-10-2011, 11:58 AM   #53
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Default Re: GURPS Exalted - Once More, From The Top

[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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Old 06-10-2011, 12:10 PM   #54
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Default Re: GURPS Exalted - Once More, From The Top

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Originally Posted by David Johnston2 View Post
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.
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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Old 06-10-2011, 12:17 PM   #55
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Default Re: GURPS Exalted - Once More, From The Top

Quote:
Originally Posted by Jürgen Hubert View Post
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.
This is severely underpriced. The canonical way requires Affects Others, that costs +50% per additional person that should get the benefit of the advantage, and requires them to be in contact with the user, unless you also add Area Effect, that makes it affect them as long as they are in the area. Since this gets ridiculously expensive very very fast, I recommend that you take a look at Auras of Power (Pyramid #3/19), notably at the Aura of Power meta-modifier that I created precisely for this kind of situation. You can tweak it to require less rolls (fixed duration, no roll required), but all targets should fall under the area effect. Simply targeting a random soldier you shake hands with, and giving massive benefits to solders that are fighting a battle half a continent away doesn't strike me as what you're going for, and is incredibly broken anyway.
Quote:
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.
Personally, I would make Holy a feature of some attacks, or tie it to a power source. The give the creatures of darkness appropriate disadvantages (vulnerability, weakness, susceptibility, quirk: slow healing when harmed with Holy attacks) and limitations on their advantages (such as Achiles Heel). No need for it being a cosmic stand-in, since AFAIR, vulnerability or weakness (not sure which) makes DR stop protecting the attacks that trigger them.
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Old 06-10-2011, 12:21 PM   #56
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Default Re: GURPS Exalted - Once More, From The Top

Quote:
Originally Posted by Jürgen Hubert View Post
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?
Then define a set of enhancements (and limitations) and toss in the actual composition as a feature, creating a composition meta-modifier: For example, Cold Iron might have linked, neutralize (Fae glamours)
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Old 06-10-2011, 12:27 PM   #57
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Default Re: GURPS Exalted - Once More, From The Top

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*snips stuff about Affect Group*
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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Old 06-10-2011, 12:51 PM   #58
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Default Re: GURPS Exalted - Once More, From The Top

Quote:
Originally Posted by Jürgen Hubert View Post
Well, what if you had an attack advantage which you could turn into a "Cold Iron" attack?
Turn it into a Cold Iron attack from what? And how?


Quote:
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?
No. It shouldn't. At most the buy-in for exploiting a weakness designed into an opponent should be a 1 point perk. "Accessory: Silver Bullets". All those characters you are lambasting with Kryptonite if they were designed with points got the points for having the weakness. You don't need to pay for it, because they have already paid for it. Although if it becomes too much of a distorting thing, then do it the other way. Don't give the other guys any weakness built into their design, but just let the character buy advantages that let them do extra or strange damage to demons or Martians or whatever.

Last edited by David Johnston2; 06-10-2011 at 12:55 PM.
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Old 06-10-2011, 12:55 PM   #59
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Default Re: GURPS Exalted - Once More, From The Top

Quote:
Originally Posted by David Johnston2 View Post
No. It shouldn't. At most the buy-in for exploiting a weakness designed into an opponent should be a 1 point perk. "Accessory: Silver Bullets". All those characters you are lambasting with Kryptonite if they were designed with points got the points for having the weakness. You don't need to pay for it, because they have already paid for it.
Monster Hunters 1 has a Blessed variant that turns your attacks into Silver for the purpose of exploiting weaknesses and vulnerabilities. Costs [15].
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Old 06-10-2011, 01:06 PM   #60
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Default Re: GURPS Exalted - Once More, From The Top

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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