05-14-2013, 07:53 PM | #1 |
Join Date: Jul 2012
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Nuisance Energy Reserve
How would you model a character experiencing increased nuisance effects (or temporary advantages [EDIT:*]) based on the current level of an Energy Reserve?
I'm not sure I explained that well, so... Examples: -A Necromancer has an Energy Reserve of 20 points. While he has half or more points currently in his energy reserve, he has the effects of the disadvantage Lifebane. -A electrokinetic has an Energy Reserve of 50 points. For every five points of energy in the reserve, he gains one level of Noisy. -A super has an Energy Reserve of 20 points. For every point of energy in the reserve, he takes a -1 to all Overconfidence self-control checks. I feel like this must have been covered somewhere... but perhaps I don't own the book or am just missing it? In any case, google-fu didn't work out, so... Thoughts? [*Meant DIS-advantages here, but I suppose it would be nice to apply it to advantages too.]
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05-14-2013, 08:20 PM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Nuisance Energy Reserve
Some of these are easy to do....
the necromancer buys 10 points normally, and 10 points with the temporary disadvantage LifeBane (-10%). for 57 points total; The electrokinetic is harder. He likely buys 10 sets of noisy, picking up better and better limitations on each. Please note without special permission this can only happen 6 times (0 levels through 5 levels). assuming permission is granted the number goes up to -9, and there is a lot of math that eventually tells you the ability is worth 137 points (average -18% and 0%). thats only if the GM rounds at the end of the calculation though. If not its 141. The super with a -1 to overconfidence is odd, because normally you don't step things like that, but he can be done with sufficient interpolation. You have to get the GM to agree on a price for SC 14, and you probably want to get a rounding exemption, otherwise you'll miss a lot of the discount.
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05-14-2013, 08:27 PM | #3 |
Join Date: Aug 2008
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Re: Nuisance Energy Reserve
You could approach it as an Accessibility limitation on the individual disadvantages. How much it should be worth would depend on how often it would apply. I'd think that for most PCs, they will almost always meet the Accessibility conditions, since ER recharges pretty quickly. Maybe a -10% or less, I'd say. I'm inclined to suggest only -5%.
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05-14-2013, 08:29 PM | #4 |
Join Date: Mar 2010
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Re: Nuisance Energy Reserve
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05-14-2013, 08:35 PM | #5 | |
Join Date: Jul 2012
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Re: Nuisance Energy Reserve
Quote:
One question, though--do you just buy the ER's with different limitations with a 0-modifier stating they're all for the same ER pool (for regen purposes)?
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05-14-2013, 08:49 PM | #6 |
Join Date: May 2005
Location: Lynn, MA
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Re: Nuisance Energy Reserve
I wouldn't bother with the Temporary Disad limitations. I think the disadvantages with Accessibility modifiers (even treating a full reserve as a Mitigator) are a better route.
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05-14-2013, 09:05 PM | #7 |
Join Date: May 2008
Location: CA
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Re: Nuisance Energy Reserve
What about the opposite - say, a character with 20 points of ER, but if they're below the halfway mark they suffer the effects of some disadvantage?
(answer: same deal, probably even with the same mitigator/accessibility levels as before) |
05-14-2013, 09:42 PM | #8 | |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Nuisance Energy Reserve
Quote:
However I probably only allow this build with special recharge else the auto regeneration will mean as they refill these temporary disadvantages will kick in As this build is if they are available to use then the temporary disadvantage is active. |
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