01-29-2021, 03:05 PM | #1 | |
Join Date: Dec 2010
Location: Wormtooth Nation
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Ghostly Movement Takes Penalties?
The Ghostly Movement advantage in Horror states:
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"Guys, I think maybe this whole time we've been the villains." Last edited by Engurrand; 01-29-2021 at 03:07 PM. Reason: fixing a typo |
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01-29-2021, 03:12 PM | #2 | |
Join Date: Dec 2007
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Re: Ghostly Movement Takes Penalties?
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01-29-2021, 06:39 PM | #3 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ghostly Movement Takes Penalties?
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01-30-2021, 09:18 AM | #4 |
Join Date: Dec 2010
Location: Wormtooth Nation
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Re: Ghostly Movement Takes Penalties?
Excellent. Thank you both. That clarifies how it would interact with existing power stunts and techniques for warp as well.
Cheers!
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01-31-2021, 11:50 AM | #5 | |
Join Date: Aug 2018
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Re: Ghostly Movement Takes Penalties?
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Unless it's something like "Cosmic: No Roll Required" where you don't need to roll for warp, but penalties for fast-warping determine if you can ATTEMPT to warp, ie requiring a minimum skill of 3. "if you would need a Lockpicking roll, you must know Lockpicking" is a strange one because per B206 most people can attempt a lockpicking roll at IQ-5... So when would a condition like "does not know lockpicking" exist? It's a TL skill so I guess B22's "Low TL" disadvantage? You start with no knowledge (or default skill) relating to equipment above your personal TLI guess this means if you're a Psycho Killer from TL 7 you can use Ghostly Movement to get into a TL 7 locked room but not a TL 8 locked room? I'm guessing the IQ roll for lockpicking might work in a similar way to the IQ roll for Warp: they don't need to make it, but perhaps need an effective skill of at least 3 (they could attempt it) for the Warp to work? The "minimum 3 for both rolls" seems like a good balancing mechanism, and would explain why a Ghostly Movement foe like Psycho Killer might spend extra time getting to a certain place... For these purposes I'm wondering if time spent prepping the warp (to get an IQ bonus to reach the minimum effective skill required) should also count as time spent prepping any required skills (ie lockpicking) for the purposes of also getting them up to a minimum of 3, or if you would add together prep times. |
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02-01-2021, 11:52 AM | #6 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Ghostly Movement Takes Penalties?
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02-01-2021, 11:57 AM | #7 | |
Join Date: Dec 2007
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Re: Ghostly Movement Takes Penalties?
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02-01-2021, 02:59 PM | #8 | |
Join Date: Aug 2018
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Re: Ghostly Movement Takes Penalties?
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Whereas even somebody Incompetent in Lockpicking (extra -4 on default : IQ-9) with an IQ of 14 would have the same effective skill... and IQ 15/16 would be better. It would seem strange that the "incompetent genius" lockpicker would be better in every scenario EXCEPT for when using it in combination with Warp... Which is why it seems better to treat "doesn't know" as "no default whatsoever" situations, like being Low TL relative to the lock. |
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02-01-2021, 05:23 PM | #9 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ghostly Movement Takes Penalties?
Sort of. You still need to see the other side unless you have Blind so it's not a perfect barrier remover. For that get something like Permeation or add Blind.
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02-01-2021, 09:54 PM | #10 | |
Join Date: Aug 2018
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Re: Ghostly Movement Takes Penalties?
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Always being at -5 doesn't seem to matter if you don't make the IQ roll at all (unless this affects requiring a minimal effective skill of 3 like with No Roll Required) Costing 2 FP per +1 instead of 1 FP per +1 similarly ... you're generally not going to need to spend FP to increase your effective IQ-based Warp skill when using Ghostly Movement since you don't make the roll... EXCEPT as previously, if we're requiring a minimum effective skill of 3, which does seem reasonable. Like basically if we view Ghostly Movement as Cosmic: Cheating: No Roll Required +100% baseline. It's the only way that "don't bother rolling" seems balanced, but then how d owe offset it since it's not priced out? H20's writeup could definitely use more "under the hood". Range Limit -50% normally limits you to 10 yards for example, but this allows "Move Yards" which is better for Move under 10 and worse for Move over 10. Changing the Range of Warp from a fixed amount to an amount dependent on a Secondary Characteristic is kind of like the reverse of what Psionic Powers 18's "modified cacity" does, by shifting it away from Lift (BL) to Lift (Static). If that's a precedent, it's a 0% feature to shift between "BL my Lifting ST gives me" and "what the BL that the human average Lifting ST of 10 is capable of lifting". If that's the case, then maybe it should be a 0% feature to shift between "the 5 yards that human average Basic Move 5 is capable of moving" and "the yards that my personal Basic Move can travel" ? This would benefit you when you're fast but you can't warp as far when slowed from fatigue/injury In that case though, it seems to go a step further, since the average movement of 5 yards is only half the 10 yards from maximum range. Reduced Range 1/2 would be another -10% and I think I've seen that used in Psionic Powers to bring Warp below 10 yards already. Instead of Cosmic +100% I'm thinking this might just be something like "Skill Adaptation" where instead of substituting a fixed skill that you can specialize in for Warp, you must substitute whatever skill is appropriate for warp, which might be a large variety of skills to learn for many different situations. On one hand that's a versatile perk set (sub a variety of skills) but OTOH it's a limited one (sub only what's appropriate). It's kine of like if you have something like "I need to roll IQ or DX to use my ability, but instead of using whichever is better I must use whichever is WORSE". |
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ghostly movement, horror, supers |
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