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Old 11-13-2018, 11:16 AM   #20
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: Confused by the FAQ on Afflictions

I don't let someone use Afflict: Flight as Telekinesis. I'm a harsh enforcer of the ABC rule from Powers, because my fragile sanity dictates I draw the line somewhere.
A = Accurate
It is accurate to use Telekinesis to pick someone up and wave them around.

B = Basic
It is basic to use Telekinesis, rather than Afflliction and its mess of modifiers and the hairball of questions about control, and jankyness of durations. Telekinesis already exists, in the core rulebook no less.

C = Cheap
Affliction: Flight can be cheaper for man sized targets.

However, Accurate is the highest priority test, and Basic is second-highest, and Afflict: Flight as a ghetto telekinesis fails the Accuracy and Basicness tests, so the fact that it passes the Cheap test is irrelevant.

Some advantages are "steady state" when turned on, but advantages like Flight enable you to do a new thing while it's active (ie not disabled by a limitation, antipower, whatever). For those powers, I strictly require Affliction to be interpreted as "blessing" the subject with the advantage - they may not be able to "turn it off", but they can control the abilities it gives them.

Steady state advantages (Damage Resistance without Absorbtion for example) are under nobodys control once afflicted. They're just on. These advantages "do something" to the target.

For adjustable advantages that don't enable you to do new things while you are using it, I allow you to set the parameters when you Afflict it, but after that you have no interaction with it. If you have Afflict: Growth 6 (along with the requisite ST with the Growth limitation), I don't mind you choosing whether you want to apply Growth 1 or Growth 5 at the time of affliction - but you don't get to keep monkeying with their size afterwards. If you do want to, recast it.

Afflict is One-And-Done. Warp epitomizes and demonstrates the one-and-done nature of Afflict: there is no useful duration on Warp, but if you have control over the Warp, you only get to teleport the person once. You don't get to keep teleporting them around willy-nilly for the entire duration of your Affliction.

It may be a special (and somewhat extreme) case - but because you can't keep warping people around, I'm absolutely fine with layering on Fixed Duration and a bunch of Reduced Duration to take the duration of Afflict down to 1s (although I won't let you concentrate to reduce the Warp penalty any longer than the duration). I know this isn't done on the official examples of Exoteleport, but this isn't even intruding into Houserules as in new-rules territory, more Houserules as in "there's a billion ways to do it in GURPS, I like this one".

Of course if you're just "Blessing" them with the ability to Warp under their own control, reducing the duration of Afflict is probably not useful to you.

Because Afflict is One-And-Done, I require Afflict: Alternate Form to always have enough Reduced Time on that Alternate Form to bring it down to 1 second. [1] Same thing with Shapeshifting, which is also an adjustable advantage and follows my ruling on those - you can pick whatever shape you want them to be in when you Afflict Shapeshifting, but you can't change it afterwards without reapplying the Affliction. However, the duration of the Affliction is the duration they're transformed, so buying it down to 1 second is probably not useful.

Alternate Form/Shapeshifting is a bit of a wacky advantage in that it's sort of ambiguously an active power and a passive power and bleh. Because of that, I'm never surprised that it requires clarifications or special rulings.

I consider all of the above to be somewhat obvious interpretations, but of course YMMV.

[1] In actuality in my games I've increased the base cost of Alternate Form and Shapeshifting and reduced the change time to 1 second. Without my house rule, requiring the enhancement is what I'd do and is equivalent.
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