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#1 |
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Join Date: Dec 2012
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OK, but how much should 'Accessibility (only on the net)' cost? Pricing is the thing that I most frequently find myself unsure about with new limitations. My current thinking is 'somewhere between 20% and 40%,' but I'd like a clearer answer than this.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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#2 |
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Join Date: Jun 2013
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It depends on how often it would be useful in your campaign. There are guidelines for Accessibility in Powers and Power Ups 8: Limitations, where you basically look up roughly what percentage of the time you estimate the ability will be available (or percentage of potential targets it will work on), and then assign the corresponding Limitation value; the only one I know off the top of my head is that being available ~50% of the time is worth -20%.
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GURPS Overhaul |
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#3 |
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Join Date: Apr 2005
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But err towards stinginess with Accessibility limitations, since players who take powers with Accessibility limitations WILL find ways to get around them. As a guess, -20% seems fair for "Only on the Net" in a Cyberpunk campaign for a power which will primarily appeal to characters who spend most of their time on the Net.
A cyber-shaman who can just touch a computer and send a "cyberspirit" through the net to attack foes would have much less of an Accessibility Limitation ("Must make contact with some part of a contiguous computer network"). |
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#4 |
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Join Date: Apr 2005
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Your sample powers look good and well-balanced.
I agree with the idea of "range" being based on "nodes" or similar distances within the net. Functionally, they act as hexes. The same thing holds for "command phases" vs. regular turns. Increased damage rates aren't enhancements if everyone is accelerated by the same amount. If you want RAW rules, Black Ice (actually, the Flatline Program) from GURPS 3E Cyberpunk is nasty. It does 3d HP/phase (~1/10 sec.), bypassing DR & striking the victim's Brain until they can jack out (requires DX roll or similar & might do damage if you just yank out cables). It can be blocked or fooled using certain Programs (effectively a QC of defender's Computer Operations or defending program's skill vs. Flatline program skill). Even toned down, that makes for a very pricey attack: Flatline (305 points): Innate Attack (12d toxic (48 points base cost), Enhancements: Cosmic (Bypasses DR), +300%; Cyclic (3 cycles), +300%; No Signature, +20%. Limitations: Accessibility (Only vs. living cyberspace users who are jacked into the net), -40%; Ergokinesis, -10%; Melee Attack (C), -30%; Resistible (QC of attacker's IQ vs. defender's DX-based Computer Operations skill), -5%. Features: All damage is to victim's brain (4x damage modifier factored in). Damage rate is based on speed of combat in cyberspace. Fuse or similar program can substitute their skill for defender's skill. Range is based on locations in cyberspace, not real space.) It would cost 26 points per level as a leveled trait. There are many other types of Black Ice, including versions which give the defender Epilepsy or Reprogrammable (via Brain Hacking skill or equivalent) or which allow Possession by a Ghostcomp program. Base them on Affliction, but since these sorts of programs must win the Quick Contest 3 times before the victim jacks out, treat them as Secondary effects. |
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#5 | |
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Join Date: Jan 2014
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Quote:
-40% -> Only IT enthusiasts and digital entities hang out "on the net" -30% -> Regular people hang out "on the net" sometimes -20% -> Refusing to be "On the net" is considered odd. -10% -> Refusing to be "On the net" seriously inconveniences your life -0% -> The campaign takes place almost entirely "On the net" |
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#6 |
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Join Date: Dec 2012
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OK, after reading the thread and thinking a bit, a couple of possible black ICE abilities, and a defence against one of them:
Affliction (Heart Attack, +300%; Malediction, +100%; No Signature, +20%; Ergokinesis, -10%; Melee Attack, C, -30%; Only on the 'net, -20%; Feature: Range is based on locations in cyberspace, not real space.) [46] Toxic Attack 0d+10 (No Signature, +20%; Damage cannot exceed margin of victory, -50%; Ergokinesis, -10%; Only on the 'net, -20%; Feature: Range is based on locations in cyberspace, not real space.) [5/level] Cyberpsi Shield 4 points per level Skill: Cyberpsi Shield (Will/Hard). Your psyberdeck, or your own power, provides your meat-body with resistance to the more direct forms of black ICE. Statistics: Damage Resistance 1 (Ergokinesis, -10%; Only on attacks from the 'net, -20%) [4]. Thoughts?
__________________
Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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| Tags |
| cyberpunk, psionic powers, questions |
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