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Old 07-02-2024, 09:35 PM   #231
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Default Re: The GURPS Meta-Tech Hype Thread

Why did you go with Cost Factors instead of Cost Modifiers? That is, why CF –0.1 instead of “–10% Cost”?
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Old 07-02-2024, 09:57 PM   #232
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Default Re: The GURPS Meta-Tech Hype Thread

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Another possible Meta-Tech supplement that I'd like to see would be “Inventors and Tinkerers”, where the focus is less on the Meta-Tech itself and more on the guys who make and modify it. In the latter case, I'm thinking in terms of the Power Stunts from GURPS Powers (Temporary Enhancements and Using Abilities At Default) and how they might be adapted to Meta-Tech to represent McGyver-type characters who get their gear to do things it was never designed to do.

(This was inspired by the last bullet point on page 4, which talks about using extra effort from GURPS Powers on devices; while Extra Effort and Stunts are technically different things, they're mechanically similar: spend an appropriate amount of FP and make a suitable roll at a defined penalty.)

There would be some rules crunch there; but I'd expect a good chunk of the book to be about campaign advice: how to build characters and/or a campaign around people who are always making or remaking stuff.
I wrote a creation system for it, but removed it before the first draft submission. Too many words. The techie invention rules in MH Power-Ups 1 are a distillation of the first iteration of those rules.
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Old 07-02-2024, 09:59 PM   #233
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Page 9: “For ammunition that trades damage for another effect, figure the effective value of the damaging attack as an advantage (usually Innate Attack) and subtract that from the point cost of the traded effect (e.g., Binding).” I'm going to adapt this for mechamorphosis: Shapeshifting, usually Alternate Forms, can be used here, with each form the variable-mode gear can assume being built separately, including any underlying forms (p.5): for Crescent Rose from RWBY, for instance, work out what the Scythe and Gun modes would be as Innate Attacks, then use the Alternate Form rules to determine the transforming weapon's point cost, and apply Meta-Tech's rules to determine its price, weight, etc. Likewise, a Battlesuit that transforms into a motorcycle could be done (I think) by starting up the battlesuit according to the “Armor, Clothing, Powered Suits, and Shields” rules, statting up the motorcycle according to the Vehicles rules, and allowing a transformation between them according to the Alternate Forms rules, with the Meta-Tech stats coming from that cost.

Another possibility might be a bionic hand that's detachable (Alternate Forms: one that's Cybernetic and the other that's a Construct).
There is a metamorphic modifier on p. 15.
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Old 07-02-2024, 09:59 PM   #234
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Why did you go with Cost Factors instead of Cost Modifiers? That is, why CF –0.1 instead of “–10% Cost”?
Because cost factors are easier to parse for most people.
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Old 07-02-2024, 10:04 PM   #235
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There is a metamorphic modifier on p. 15.
Yeah; I spotted that after I had composed that message. So how would I use it to construct a scythe that turns into a gun?
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Old 07-02-2024, 10:04 PM   #236
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Yeah; I spotted that after I had composed that message. So how would I use it to construct a scythe that turns into a gun?
Stat out scythe. Stat out gun. Apply modifier. Done.
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Old 07-02-2024, 10:06 PM   #237
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Stat out scythe. Stat out gun. Apply modifier. Done.
Apply modifier to what? The most expensive of the two? The sum of the two?
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Old 07-02-2024, 10:15 PM   #238
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Apply modifier to what? The most expensive of the two? The sum of the two?
Okay. To clarify further: You build each form with whatever traits it has. Right? Then find the stats, costs, etc. Then you add the modifier just like it says under the metamorphic entry. So if the total cost for the meta-tech portion is $20,000 and it has two forms then it would add a CF of +0.1. It's that simple.
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Old 07-03-2024, 02:55 AM   #239
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Default Re: The GURPS Meta-Tech Hype Thread

It seems as if at least one major goal of your book is to derive a cost in GURPS$ for various devices. But my general approach to the kinds of objects you seem to be talking about is to say that they're at least unusual, if not unique, one-of-a-kind: There are no markets where they are bought and sold, and thus no market prices for them. You don't get them for cold cash, but for character points and a plausible origin story.

What elements of your system are likely to be useful in that approach?
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Old 07-03-2024, 03:23 AM   #240
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Default Re: The GURPS Meta-Tech Hype Thread

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It seems as if at least one major goal of your book is to derive a cost in GURPS$ for various devices. But my general approach to the kinds of objects you seem to be talking about is to say that they're at least unusual, if not unique, one-of-a-kind: There are no markets where they are bought and sold, and thus no market prices for them. You don't get them for cold cash, but for character points and a plausible origin story.

What elements of your system are likely to be useful in that approach?
There is a section on pricing that includes ubiquity. Basically a final price modifier that is based on rarity from very common to unique. Even one of a kind items (such as major works of art) tend to get a price. And of course the entire point of the supplement is to assign a cash value to items.
If you truly want no price value, you could just build it as a gadget using Basic rules (though some stuff here still would be helpful) or just go with GM fiat.
But I think price modified by rarity was a good addition.
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