04-27-2019, 05:28 PM | #1 |
Join Date: Nov 2004
Location: Niagara, Canada
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[Powers] [Weird] Statting out 'neural augments'?
One thing GURPS is very good at is describing exactly how a superpower or given piece of tech works, down to the last +1 modifier. However, when a power's details are a mystery to a character, when they aren't completely sure how it might work or which interactions will cause problems, things get... a bit weird.
There's a webserial called "Doc Future" ( https://tvtropes.org/pmwiki/pmwiki.p...dbox/DocFuture ) I want to steal some ideas from, specifically a range of powers that fall under the description of 'neural augments'. Some of the simpler ones are cinematically-powerful mnemonics, and can be used by just about anyone to come to the more-likely-correct option more often, or sooner, or the like; the most advanced require some level of super-science (calling on not just flashy techno-helmets, but ideas such as causal loops and the 'measure' of similar alternate realities) for significantly more dramatic effects. But just because some mad scientist comes up with a trick doesn't mean that that trick has no long-term negative consequences, or plays well with similar tricks come up with by other mad scientists, or otherwise avoids complicating the user's life. (The webserial has a lot of other ideas, too, but I just want to focus on the mental-enhancement stuff now.) I suppose that the simplest option is to let a character buy up IQ as well as skills by spending hours in training, with the flufftext of 'meditative disciplines'... but I'm certain that there are a variety of other approaches, many of which can add much entertainment to an otherwise humdrum plot. For example, instead of simply buying up IQ, how about tying a +1 to IQ with a combo of Unreliable that activates a Temporary Disadvantage if the roll fails, another +1 IQ with Requires Concentrate and Costs Fatigue, and a third +1 IQ that Requires an IQ roll... or, instead of going straight to IQ bonii, the Mathematical Ability Talent? A PC with such a set of powers would have /options/, balancing increases to their rolls with risks of ever-increasing penalties if anything goes wrong. What other ideas along these lines can you think of?
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
04-27-2019, 06:52 PM | #2 |
Join Date: Aug 2007
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Re: [Powers][Weird] Statting out 'neural augments'?
This is probably Intuition with few modifiers.
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Fred Brackin |
04-28-2019, 09:50 AM | #3 |
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Powers][Weird] Statting out 'neural augments'?
True enough; I'm just hoping for some suggestions on /which/ modifiers seem most applicable. :)
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
04-28-2019, 10:11 AM | #4 | |
Join Date: Aug 2007
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Re: [Powers][Weird] Statting out 'neural augments'?
Quote:
You can hang a Power Modifier on Intuition in Psionic Powers so a PM would seem to be appropriate though I wonder about the character's opponents turning off his "neural augment". This Power could also be basically Wild. After that there are the usual supects such as Relaibility and Accessability but I note that "IQ Roll Required" is built in.
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Fred Brackin |
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04-28-2019, 10:46 AM | #5 | |||
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Powers][Weird] Statting out 'neural augments'?
I'd hoped my description in the first post would have been enough to go on; ah well. (If nothing else, posting about this might help sort out some of my own thoughts. :) )
Quote:
There's a good deal of overlap with Powers The Weird's "Transcendental Philosophy", only instead of being plugged into and interpreting the secret rules underlying what's apparently reality, all of these effects would be based on mental computation based on available sensory evidence. Quote:
Quote:
And that's without even getting into gadgetry: eg, "this helmet induces certain kinds of electromagnetic fields in carefully-identified brain regions, fields which the brain is incapable of creating on its own, and which don't do any good for the average person; but, in combination with certain long-term neurological exercises and short-term meditative disciplines, allows those brain regions to perform tasks they'd normally be incapable of, or at least would take significantly longer to consciously work through", mitigating migraines with carefully-brewed electrolytic drinks (or for heavier-duty results, IV bags), high-speed data-dumps through the eyes and ears, etc.
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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04-28-2019, 11:01 AM | #7 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Powers][Weird] Statting out 'neural augments'?
Powers: the Weird, p. 20.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
04-28-2019, 11:08 AM | #8 |
Join Date: Aug 2004
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Re: [Powers][Weird] Statting out 'neural augments'?
That just references it; it's defined elsewhere. In fact, after a little bit of looking around, I found it in GURPS Supers, p.34. Its defining feature is that the power requires intense concentration to use.
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04-28-2019, 11:49 AM | #9 | |
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Powers][Weird] Statting out 'neural augments'?
Quote:
I've just had another thought on this topic. How workable do you think it would be to allow PCs to buy "junior" versions of the powers in a powerset, which come with a full -80% of Limitations (eg, extra time, costs FP, heavier versions of requires concentration, etc), and gradually spend CP/train study-hours to gradually improve each power up to its baseline power, and then optionally onwards to a wild Advantage, or even an improved one? Eg, say we start with something like Oracle (Digital) [15], Savant (-10%), Preparation Required (1 hour, -50%), Unreliable (14-, -10%), Hard to Use (-6 to rolls, -10%) [3]. For someone with access to the powerset, it would take 600 hours of training (plus or minus self-study, nootropics, etc) to learn how to occasionally tease out useful hints from a barrage of newsfeeds... and another 2000 hours or so to buy off every limitation but Savant. And then another 3000 hours or so to end up at Oracle (Digital), Savant (+100%). The main problem with that approach and this setting is the conflict between a player being able to see the rulebook, and to know what they're paying CP (or study-hours) for... and a character who is at the limits of what's known, and is experimenting beyond what's believed to be possible with no guarantee that they'll actually find anything useful. How feasible would it be to incorporate the Invention rules into this powerset (to make rolls to try to invent new powers, instead of just new gadgets)?
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Thank you for your time, -- DataPacRat "Then again, maybe I'm wrong." |
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