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#11 | ||||||
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Join Date: Dec 2012
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I'm afraid I have been unclear about the subject, and for that I apologize. Allow me to answer what your questions, Jutlander:
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No, every changeling can use each of this methods. And there is no automatic recharge: you want your Glamour, you have to get out there and find it. Quote:
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Mechanically speaking, a brownie has a pledge with a family: the milk they give him not only feeds him, but also restores his Glamour, because it's a form of payment for his work. I don't think it works with normal money, but maybe a modern Changeling could make a similar pledge and pretend a beer for his trouble. Last edited by paradoxicalGentleman; 12-26-2012 at 02:14 PM. Reason: I messed up the quoting |
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#12 | ||||||
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Join Date: Aug 2007
Location: Rochester, MN
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General note: I'm not statting up full abilities here, just offering suggestions for base advantages. Full write-ups will have be done by those who know the setting and what's appropriate... Quote:
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I can't remember how many you listed (I'll go back and look in a moment), but let's say four: .7 * .7 * .7 * .7 = .24 or a -24% limitation. Apparently, there are many more ways to recharge the ER. Thirteen distinct ways to recharge the ER will put you at Special Recharge as a Feature. The ER doesn't recharge automatically, but it can be recharged through any of many different ways. Quote:
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#13 |
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Join Date: Sep 2004
Location: Canada
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Special Recharge doesn't include the way to get the energy back. All it does is remove the "innate" recovery of one ER per 10 minutes - you are responsible for buying an ability to recover energy yourself (or equipment based energy recovery, if it exists in your campaign world).
Special Recharge -80% ALSO includes a drain 1/s kicker, which for just a -10% difference seems ridiculously underpriced. All I can imagine is that it was capped at -80% because no enhancements for ER existed and someone sort of reflexively said "GURPS Disads don't provide more than a -80% discount". I prefer to solve both problems by making special/alternate recharge conditions (that aren't already covered by things like Absorption and Leech) into enhancements on the ER advantage - this provides a route to mechanics that aren't currently possible, and gives a reason to make Special Recharge 2 into a more significant limitation cost (appropriately scaled to the rather notable problem it presents).
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#14 | |
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Join Date: Aug 2007
Location: Rochester, MN
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#15 |
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Join Date: Jun 2008
Location: Milwaukee, WI
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The Mein is supernatural feature. It costs glamour to activate and ensorcelled mortals see through it (IIRC, by blowing all your Glamour). Not really advantageous. I'd almost call it a feature of the changeling template.
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Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
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#16 |
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Join Date: Mar 2012
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Based off of Lamech's earlier build
Pledgemaking[60] Affliction: Unusual Background: Changeling Pledge+50%, permanent+150% Cumulative+400%, Selectivity+10% (So you don't need the whole duration). Melee range, Can only have X contracts active, additional time 3, only on willing targets-100% UB:Changeling Pledge is 5 points, and accompanies a zero point met-trait that contains the effects of the pledge. *Both expire when the time is up. A changeling cannot maintain more than a certain number of pledges, based on their wyrd score |
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#17 |
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Join Date: Dec 2012
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That sounds nice, but we should swap "only on willing subjects" with "only with subjects that SAY that they agree". It may sound like nitpicking, but the difference is important: if you can get someone to agree to "do you a favor to be specified at a later date" you can pretty much call on them to do anything you ask and it doesn't matter if they realize too late that the favor you're asking is something dangerous and/or illegal.
There's something else that we should consider: ALL of the aspects of the pledge must be described in order for the pledge to work, including santions for failing and boons for keeping your word. That being said, I don't think this changes much from as far as points go. |
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#18 |
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Join Date: Jul 2009
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I'll point out that there's a lot more powers that Changelings possess that are detailed in the various sourcebooks. Some of them are things all changelings possess the ability to use (even if they might lack the skill to do so in a competent fashion), others are optional powers that changelings might develop over time.
Universal Powers: Activating Seeming and Kith Powers (CtL Corebook): Every Changeling possesses a Seeming (a broad category of Changelings: Beast, Darkling, Elemental, Fairest, Ogre, or Wizened), and a Kith (a subdivision of their Seeming, like Hunterheart Beasts or Fireheart Elementals). Every Seeming has the ability to spend points of Glamour to gain bonuses to particular Attributes or Skills. This is only limited by the amount of Glamour you can spend each turn (for PC-typical Wyrd scores, this is equal to your Wyrd). Additionally, every Kith grants a certain power; some of these require Glamour expenditure as well. Talecrafting (Swords at Dawn): Simply put, the ability to manipulate Fate by recognizing the patterns in stories occurring in life, or by forcing them to occur (either with mundane labor or simply spending two points of Glamour and making a prayer to Fate), and then they spend 1 point of Glamour and make a roll based on their Wyrd. If the roll succeeds, the desired effect occurs, and they suffer a Cruel Twist of Fate; if they critically succeed, they get the desired effect and no Cruel Twist of Fate. So, for instance, if a Changeling gets captured, she might remember the Animal Helper archetype, and spend three points of Glamour to try and Force one to appear. If she succeeds, one will show up and help her escape, but she might discover that That Job Was Too Easy, and her captor allowed her to escape to further his villainous plan, or that someone close to her is actually a secret traitor. Using this power, though, is addictive, and every time you use it adds a cumulative penalty to resist said addiction; if you fail, you start suffering from extreme moods and seeing everything as just a part of a story. Hedge-Sculpting (Rites of Spring): Changelings who spend a point of Glamour and succeed on a Wyrd-based roll can shift the Hedge like it was clay. The duration is proportional to your Wyrd and depends on how quickly the sculpt was made; regular sculpts last for a matter of hours; quickly pulling hedge-matter over yourself to hide lasts minutes, and weapons last for a number of successful attacks equal to your Wyrd. They can transplant and grow Goblin Fruits (with a successful skill roll, and some appropriate "plant food", like blood, dreams, or a temporarily-lost point of one of his skills or attributes), and hybridize them by spending a point of Glamour. They can spend a point of Glamour to imprint an area with a radius of 50 x number of points of Glamour spent with their ownership, which lasts for a month and allows her to start building a Hollow there, as well as connecting Doors to the mortal world, and shift them to locations she desires. Hedge-Spinning (Rites of Spring): Related to the previous power, this is the ability to produce permanent magical items, by acquiring and molding assorted ingredients while in the Hedge. This always requires a story to accomplish; if they're planning on building a suit of armor, for instance, they might need to acquire the bones and scales of a great hedge-dragon, and of course, the slaying of such a beast would require them to play out such a story. Once the story's concluded, they spend a point of Glamour and make a skill roll, and if they succeed, they've got the item they wanted. It's sort of like a magical version of Fast Gadgeteering. Travelling the Skein (Dancers in the Dusk): Changelings can travel the Skein, the web of inconnected dreams. First, they must enter a dream somehow. Then, they must find a dream-gate, either by having used an application of divination called oneiroscopy to find when and where one is likely to occur (which requires a skill roll and special training to do), finding a guide to show them one, using their magic to force one to appear (causing whoever's dream it was to have nightmares), or simply happening to be near one when it appears naturally (i.e. Storyteller fiat) and succeeding on a Perception roll. The number of dreams the Changeling must travel through to reach the dream that is his destination depends on the strength of the sympathetic connection between his starting dream and his destination. While within a dream he isn't oath-tasked to enter, he cannot use dreamscaping, and suffers penalties to dream riding and dream combat, and can't simply will himself to leave them; for every dream he's travelled, he needs to either retrace his steps, or an hour of rest, during which he'll be trapped in the dreamscape and can't perform actions that require resource expenditure. Optional Powers: Goblin Pledges (Rites of Spring): You develop an innate connection to one or more particular purviews of Wyrd reality (like Candles, Midnight, or Cats). This allows you to make Pledges with those aspects, rather than with other people, and since the other party isn't a person but an aspect of reality, the favors that it can grant essentially act like a free-form magic system. This allows you to, for instance, to make a Pledge to Midnight to shroud yourself in shadows to hide from pursuers, in exchange for breaking every lit streetlight you see for the next month, or to make a Pledge with Cats to get a cat to guide you to someone you're trying to find, in exchange for giving food to a feral cat for a week, and a curse on yourself if you fail to do so. |
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#19 |
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Join Date: Jun 2008
Location: Milwaukee, WI
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Nick brings up a whole ton of reasons why you shouldn't try to port over - so much that in game is useful.
In Gurps EVERYTHING (or nearly so) is accounted for. That's why perks like SOP exists - to guarantee no argument. If you are a rich noble, but didn't buy your parents as a patron, you can not guarantee that they'll help you when you ask. if you do buy them, and make the roll, they cannot refuse. (In esssence, to me, spent CP are a pledge of sorts) So adding all of those things, you can suddenly have 500 point characters. Or you can handwave them. Make a Hedgespinning Craft skill (based on IQ, since it's Wits+Craft to do it.) You can ask "what can you do?" and build based on their powers. In fact, I wouldn't force long and multiple roles on hedgespinning, just a penalty based on the hedgespuns powers.
__________________
Just Bought: Succesful Job Search! Currently Buying off: Fat *Sigh* and Poverty. Number of signatures inspired: 1 Word of God and Word of Kromm are pretty much the same thing in my book |
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#20 |
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Join Date: Dec 2012
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I don't know about that. Morph and Alternate Form seems like physical change; but Mask is no more than good automatic illusion. I looked for Illusion Power in the same book, but I couldn't find tag for "automatic" and "always successful".
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