Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 10-01-2016, 01:06 AM   #11
Refplace
 
Refplace's Avatar
 
Join Date: Nov 2008
Location: Yukon, OK
Default Re: Powers as techniques

Quote:
Originally Posted by Mailanka View Post
There are actually several canonical ways to do this.

First, buy a wildcard power (let's say Telekinesis!) and multiply its cost by 4. Telekinesis is 5 points per level, so if we bought 5 levels (25 points), we'd pay 100 points. Any advantage that could reasonably fall under the penumbra of TK (DR with force field, binding, innate attacks, afflictions, summonable allies created from TK-animated substances) that costs equal to or less than the base cost (the 25 points), you can use. So, you could have, for example, Flight.
Just for clarity I want to point out the Wildcard power method lets you do the other power while using your TK. There is a reason its that expensive.
__________________
Looking for group in my area
My GURPS official contributions Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
Refplace is offline   Reply With Quote
Old 10-01-2016, 08:28 AM   #12
finn
 
finn's Avatar
 
Join Date: Aug 2004
Location: Tokyo, Japan
Default Re: Powers as techniques

Ranger1751, are you suggesting a minor variation to Skills for Everyone (Powers 163)?.

The difference being that instead of requiring a new individual skill per power, you assign mundane skills such as Acrobatics, Observation, etc. that matches the theme of the power.

In addition, the character receives a penalty to the skill roll equal to the 1/5 of cost the power. You can buy off this penalty by training it like a Technique.

Where you say "perks", I think you mean "Talents". So there are no Power Talents, but Talents that add to relevant mundane skill will help the relevant power Techniques.

Since this scheme has mixed advantages and disadvantages, you still pay full cost for the power.

If so, I think this could work.

Last edited by finn; 10-01-2016 at 08:32 AM. Reason: edited to clarify intention
finn is offline   Reply With Quote
Reply

Tags
gurps 4e, powers, techniques

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 09:56 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2021, vBulletin Solutions, Inc.