02-25-2020, 04:00 PM | #351 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Power-Ups for PCs
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02-26-2020, 04:18 AM | #352 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Power-Ups for PCs
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The player has indicated that he would be happy to begin by learning a ritual that projected his consciousness (with limited effects beyond snooping), as that would only come to 1-3 points, and then he could gradually improve the power and versatility of his spirit projection, adding it as a Power with heavy limitations, then buying off limitations as it became dramatically appropriate. As the end-game for this particular power, he wants to be able to do everything the most powerful spirits in the campaign do; travel vast distances quickly, influence emotions and minds, possess mortals and have rituals affect the physical world.
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02-26-2020, 03:17 PM | #353 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Power-Ups for PCs
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First of all, I'm pretty sure that Spirits + Minds are a Very Common category. However, I want to apply different modifiers to the Detect depending on whether Lacoste is detecting disembodied or possessing spirits or the minds of living creatures. I'm fine with the detection of spirits for miles around, with diminishing precision and analysis with range, but I don't want to allow minds to be detected at any great range. Also, I don't want any detailed analysis of human minds to be possible with this ability. It can justify Empathy (Magical -10%) as a related ability, but that should be about the extent of the possible depth of insight into the thoughts of living creatures. Do I do this by applying different modifiers to different levels of the Advantage, like one does with Luck, or would it be better to use Alternate Abilities, with Detect bought twice, one Detect (Spirits) and one Detect (Minds)? And if I use Alternate Abilities, are those two Very Common categories (making this fairly expensive compared to doing it as one Detect that combines both) or can either or both be considered 'just' Common? Does anyone recall good spirit- or mind-detection powers written up, either officially or unofficially?
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02-26-2020, 05:22 PM | #354 | |
Join Date: Jun 2013
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Re: Power-Ups for PCs
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For building them, it sounds like you want Mind to have a shorter range and no ability to analyze. Unfortunately, there's no "No Analysis" Limitation, but there is Vague, which automatically includes such, but makes most forms of Detect very nearly useless, so we don't want it. I'd roughly say No Analysis is worth -20% or so. To reduce its range, something roughly akin to Easily Resisted might work, at -5% per -1 to the character's detection roll (if the target has an ability that makes it harder to detect with Detect, -5% is x2 to the penalty, -10% is x3, etc). Alternatively, you may want to play around with the sort of range modifiers the Detect abilities have to deal with. By default, these go by the Size and Speed/Range (SSR) table. For +50%, you could make Detect (Spirits) be Long-Ranged (going off of the Long Distance Modifiers table), while for -10% you could make Detect (Mind) be Close-Ranged (-1 per yard of distance). So, let's say you want Detect (Mind, Common; Close-Range -10%; No Analysis -20%) [14] and Detect (Spirit, Common) [20]. You could do these as Alternate Abilities, for [3] and [20], respectively (total [23]; optionally, boost this to [25] for a nice multiple of 5 and to account for them working together). Or, you could do it as something like Detect (Spirit, Common) [20], keeping in mind Detect (Mind and Spirit, Very Common) [30] is worth [10] more than the lesser version, and apply Close-Range -10% and No Analysis -20% to that, for a total of [27]. In either case, we're looking at somewhere around [25] for the trait.
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02-26-2020, 07:11 PM | #355 | |||||
Join Date: Mar 2006
Location: Iceland*
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Detect (Spirits) for Lacoste
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I don't want Reflexive, so needing to use a second of Concentrate to Detect is fine. With Link, I think that both Detects should work at once, but, of course, that is technically not compatible with Alternate Abilities. However, combining the Spirits + Minds categories into one Very Common category makes it hard to affect only part of the power with Limitations or Enhancements.
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02-26-2020, 10:47 PM | #356 | |
Join Date: Jun 2013
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Re: Detect (Spirits) for Lacoste
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You could run into a problem if you give different Enhancement and Limitations to each (rather than Enhancements to one and Limitations to the other); in that case, I'd suggest building it as Detect (Spirits) + Detect (Minds and Spirits), and then building it as Detect (Minds) + Detect (Minds and Spirits), and using whichever is more expensive. *Alternatively, have Minds use normal analysis, but spirits are much easier to analyze, having the Analyzing Enhancement (which makes basic analysis automatic, and allows for a roll for more in-depth analysis). That would make the above Detect (Spirits; Analyzing +100%; Long-Ranged +50%) [50] + Detect (Minds and Spirits) [10], for a total of [60]. That may be a bit out of budget, however...
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02-27-2020, 02:24 AM | #357 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [MH] Caribbean by Night
A suggestion for Detect (Minds), that may get you closer to what you want.
Take basic Detect (Minds), with normal range penalties, which mean it's pretty local. Then take an Alternate Ability to it, of Detect (Minds) Long-Range +50%, "Only in Unpopulated Areas", -50%. The latter custom modifier is one RogerBW came up with. The idea is that human minds (and to a lesser extent animal minds) generate some "static", so that in a heavily-populated area, you can tell there are lots of minds about, but that's all, you can't focus on a particular one. But on a prairie, or out at sea, with very few minds about, the Long-Range works fine.
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02-27-2020, 06:29 AM | #358 |
Join Date: Mar 2006
Location: Iceland*
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Mogwai Weaknesses
If an ethnic Cantonese sorcerer summons mogwai evil spirits as tulpas made out of magic and thought-stuff, what are good weaknesses for them?
The sorcerer is not influenced by the Gremlins movies, but some similarities creep in due to the use of local thought-stuff. If these are in some way evil fey, they should be vulnerable to iron. I think that's possible, but other possibilities include silver, gold, copper, jade, ash, salt, certain woods, certain herbs or more than one of these options. What would best suit Chinese/Cantonese culture?
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02-27-2020, 04:06 PM | #359 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: [MH] Caribbean by Night
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What is certain is that the combination of Detect (Minds) with an effective range and resolutipn somewhere between the human senses of smell and hearing, possibly ranging up to sight at best + Detect (Spirits) with a range and resolution way better than natural senses should cost significantly less than Detect (Consciousness), which would be Very Common, with the Long-Range enhancement. Having the Detect ability be much less effective for the vast majority of foes that might actually kill you should be good for a significant cost reduction. Quote:
That being said, I don't think I can use Only in Unpopulated Areas, as it has been narratively established (without me writing up the Power, because at the time, no PC had it) that some particularly coherent, powerful and aware spirits can detect various spiritual phenomena such as mass congregations of mindless qlippoth spirits for miles around, even within a town like Galveston.
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02-27-2020, 05:51 PM | #360 | |||
Join Date: Jun 2013
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Re: [MH] Caribbean by Night
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