01-02-2017, 10:14 AM | #11 | |||
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: Need help creating some sort of advantage, I think...
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As far as the ER, that was the thought. But I was going to give them the machine trait. So no extra effort. I was thinking giving a set of advantages that require certain conditions to be met before they are "live" also I was going to build skills as advantages like that pyramid article did and then do them the same way. So for instance 1 "focus" (read er) let's them have access to enhanced move 1 and say a weapon skill of 12 instead of a 10. Etc. 2 focus let's them evaluate and aim. It also increases their skill to a 14 and might unlock a special ability or so. Quote:
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01-02-2017, 10:23 AM | #12 |
Join Date: Aug 2015
Location: Everywhere and Nowhere
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Re: Need help creating some sort of advantage, I think...
Probably the hardest thing to crossover between the two is turn scale.
because in warmachine, your caster can cast 10 spells in their turn. All doing damage, grading buffs, debuffs, etc. where as gurps 1 turns, that can get sketchy. Fast. so I don't know about the whole casting spells with their "focus" thing. that was why I was going to try and keep them seperate. It might also keep the cost of the compartmentalized mind down. If all the minds can do is control the jacks, and using them applies a debuff to your pc. then I can do the rest to cast spells, rather that be woth magery, path/book, duper science, psionics, etc. |
Tags |
advantage design, allies, character concept, npc design |
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