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Old 04-08-2015, 05:49 PM   #1
Shishiwashi
 
Join Date: Apr 2015
Default Super Powered Equipments that Grants Super Powers

Hello fellow forum dwellers.

I currently face a problem with Equipment Creation in GURPS.

What I want to achieve is the creation of an equipment that grants the user super powers. Example: a ring that gives the user Super Strength, a Hat that gives the user Elastic Skin, and so on. At the same time, I want the equipment to have super powers of its own. For example: Mana Enhancer, Damage Resistance, Invisiblity and so on.

That is turning out be quite complicated. I do not want a ring that turns me invisible: I want a ring that is invisible. And at the same time, grants the wearer an array of new advantages.

Since the ring isn't a sapient being, it makes no sense to create it as an Ally. If I did, it would have a lot of unnecessary features like Income, Encumbrance, Basic Speed, Basic Move, all the Attributes themselves would be useless too. It's just an object with powers. I don't want to create a whole new Character for each Powered Equipment I create. And if I did, I would just reduce all those unnecessary features to zero and farm a thousand points from doing it. Creating them as Allies doesn't work.

I have been searching the books and the forum and so far haven't found any guidelines of how to proceed with that. They're not magical, therefore I don't want to use Enchantment rules for them (I also personally don't like the Enchantment rules; they're unnecessarly complicated). They're not achievable by normal means, therefore I don't want to just guess a "suitable price" for them and create them as Signature Gears.

I want to create "Equipments with their own Advantages that also grants New Advantages for whoever wears them".

During my research, I have found out that people are used to just adding limitations such as "Breakable" to the Advantages Package that the Equipment grants and that is it. But that won't do it, since the powers granted by the equipment are not mine: anyone who wears the Equipment will have those Advantages temporarly, without having to pay points for them. Imagine what a nightmare it would be if everytime someone got their hands on a "special equipment" they would have to redistribute their points to be able to "receive" those temporarly Advantages.

Therefore, just "paying for the Advantages with some extra limitations" won't work as well, since anyone who would use it would have to spend points just to be able to use them (which makes no sense).

I'm almost deciding to just create two "packages" of Advantages and labeling them as "Advantages Granted" and "Equipment Advantages", apply the appropriate modifiers and treat them as a Template.

If there was a special type of Ally, like a "Ally who is not a being, but an object with 'object-achievable' advantages", I could use the Ally rules for it, solving the problem of the "Equipment Advantages" (I would just spend the Ally points on them), but not the "Advantages Granted".

After all, how could an Ally 'grant' an Advantage simply because he is "touching" you? If I proceeded that way, I would have to create an absurdly complicated kind of 'eternal affliction' that activates automatically and affects you without any tests when you touch it, but ends with no explanation when you stop touching it, and lasts for an undetermined period of time.

Also, Afflictions are one of the most expensive Advantages. To achieve one with those results I would spend a thousand points and it would not be enough. On the other hand, an Advantage Package with Gadget Limitations would be extremely cheap, but would only work for me, not for "the person who is wearing this equipment right now".

I have created quite the problem. Does anyone have the wits to help me?
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equipment, gadgets, gear, super, supers


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