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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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"Guys, I think maybe this whole time we've been the villains." |
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, 11:57 AM | #6 | |
Join Date: Dec 2007
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Re: Ghostly Movement Takes Penalties?
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02-01-2021, 02:59 PM | #7 | |
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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02-02-2021, 10:06 AM | #8 | |
Join Date: Dec 2007
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Re: Ghostly Movement Takes Penalties?
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02-01-2021, 11:52 AM | #9 |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Ghostly Movement Takes Penalties?
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02-01-2021, 05:23 PM | #10 |
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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Tags |
ghostly movement, horror, supers |
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