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#3 | |
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Join Date: Jun 2013
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Quote:
I was hoping maybe there was something already in the books for this (possibly in Psionic Powers), but if not, I think the above will work for my purposes (although if someone has another idea, feel free to suggest it). Thank you very much for the suggestion. *The base ability granted by a Wand is treated as being worth [10] - it's essentially Crushing Natural Weapon (Ranged +100%) [10], and treating this as the base cost rather than the default [5] of such. So every +10% would be worth [1]. An argument could be made that a separate Advantage like TK would be built as an Alternate Ability, meaning -1 would be enough for an Advantage worth [5], -2 for an Advantage worth [10], and it would be -1 per [+1] thereafter. I haven't come to a decision in this regard yet, but it's something to consider. I also intend for the TK to function differently than the default - it's visible, starts at the Wand and has to Move to the target, and can be targeted (having HP equal to its effective ST and being destroyed at 0 HP - but a Concentrate can restore a damaged one to full health instantly, or a new one can be conjured up). I haven't worked out all the Limitations involved - and thus how this might influence the price (or if I'll tack on some Enhancements to make up for them) - but at the very least I needed some idea on how to base it on QN rather than just saying "You can take levels up to QN."
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GURPS Overhaul |
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