Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-10-2011, 12:17 PM   #31
Kuroshima
MIB
Pyramid Contributor
Mad Spaniard Rules Lawyer
 
Kuroshima's Avatar
 
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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.
__________________
Antoni Ten
MIB3119
My GURPs character sheet
My stuff on e23
Kuroshima is offline   Reply With Quote
 

Tags
conversion, conversions, exalted

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:33 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.