|
|
|
|
|
#1 |
|
Join Date: Dec 2006
Location: Madison, AL
|
These were characters made using the templates in Monster Hunters 1.
1. Regarding the size of the eagle... I'm pretty sure I saw birds in a GURPS books somewhere that were the size of an eagle and had a negative SM. I thought DF:Allies had an eagle in there, but it only has a Giant Eagle, described as having a 12' wingspan and is SM:0. If my players' character becomes an eagle with a 6' wingspan, then it should probably be SM:-1 or -2. I just want to know if the intent of the authors is for them to be large birds or if this was an accidental ommission (or something else). 2. Regarding Psionics:In this instance, there's no need for my player to have Psychokinesis Talent since his only power in that category is Telekinesis. I see the Quick Contest of Will under Mindwipe now - I was an idiot for missing it before. |
|
|
|
|
|
#2 |
|
Join Date: May 2005
Location: Lynn, MA
|
I meant SM 0 not 1, oops, but you are correct that the SM 0 Giant Eagle has a 12 foot wingspan. Seems a little weird to me...
|
|
|
|
|
|
#3 | ||
|
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
Quote:
So yes, the were-eagle is large, as hinted at by its impressive ST! But not 6' tall -- its SM comes from its wingspan, not height as with a human. If it's flying high, this shouldn't be an issue. If it's just hanging out on the ground, most people will think, "Wow, I've never seen a wild eagle up close. I didn't realize how huge they were!" Experts (e.g., anyone with Animal Handling for birds or Veterinary) should get a roll to realize something is weird, as with any lycanthrope. Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
||
|
|
|
|
|
#4 | |
|
Join Date: Dec 2006
Location: Madison, AL
|
Quote:
So a bonus to all skills that could concievably be used via TK? So, a couple questions come to mind: when using TK, is it as if he only had one hand or two (TK) hands? Do range modifiers come into play if you're TK-wielding a sword from 15' away? My player also discovered that he has sufficient TK lifting strength to lift himself though at X-heavy encumberance (TK level 10; he weighs 140) resulting in move 2. Is this fatiguing (TK does not cost fatigue in MH)? How high can he lift himself? Could he levitate across the grand canyon? I'm currently thinking about having a 20' maximum altitude since that's the range of his TK and I explain it as pushing against the ground. Sounds reasonable? As for the large eagle, your explanation makes perfect sense - there would be confusion or at least a fact that would be easily forgotten, so I like the way it was done. As an aside, my player decided he'd rather be a Weretiger (is it supposed to hyphenated? Were-tiger?) thus making a large part of the conversation moot. Is there any type of clothing he can wear so that he won't be naked when he turns back into a human? Maybe signature gear or a schtick? |
|
|
|
|
|
|
#5 | |
|
Join Date: Jul 2008
|
Quote:
Fatigue should be whatever you'd normally impose for long-term exercise of the ability. I think Powers has some discussion of that? No charge for short-term use.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|
|
|
|
#6 | |||||
|
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
|
No, a bonus to skills that you are using via your TK. If the skill roll is being made to see how well you can control your TK (e.g., to swing a sword or throw something), you should add your PK Talent.
Quote:
Quote:
Quote:
Quote:
Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
|||||
|
|
|
|
|
#7 |
|
Join Date: Mar 2010
|
Adding "Absorptive Change (No Encumbrance), +5%" to the Alternate Form base advantage costs [0.75] and so a perk would be perfectly reasonable to retrofit AF with the enhancement. This'd allow them to absorb up to their basic lift in gear whenever they shift and then have it reappear unharmed when they shift back.
|
|
|
|
|
|
#8 |
|
Join Date: Sep 2007
|
|
|
|
|
|
|
#9 |
|
Join Date: Mar 2010
|
|
|
|
|
|
|
#10 |
|
Join Date: Sep 2007
|
I was thinking of the last sentence under Talents. It says GMs "ought to forbid Ninja Talent or Weapon Talent." Rereading it, I guess it doesn't say Talents can't effect combat skills. I just got that impression.
|
|
|
|
![]() |
| Tags |
| lycanthrope, monster hunters, psionics |
|
|