06-10-2017, 08:13 PM | #11 | |
Join Date: Sep 2004
Location: Canada
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Re: [RPM] Advice on Charms and Elixirs
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06-10-2017, 11:17 PM | #12 |
Join Date: Jun 2010
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Re: [RPM] Advice on Charms and Elixirs
I believe the SOP (Paraphernalia Pro) perk (which can be bought as a Magic Perk as per Magical Styles) would let you organise and Fast-Draw your charms and elixirs better.
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06-11-2017, 01:32 AM | #13 |
Join Date: Mar 2008
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Re: [RPM] Advice on Charms and Elixirs
Are there any rules on the size of an object you can apply a charm to?
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06-11-2017, 01:37 AM | #14 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [RPM] Advice on Charms and Elixirs
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My Mom is like that every morning, she can never remember where she left her keys. I just sigh and shake my head. My keys are always right where they belong (but again, I have an SOP Perk*). * But there has to be a happy medium between "disadvantage" and "advantage", a space in which the character will generally keep track of their mystical nick-nacks, but still allow for occasional forgetful misplacing mishaps. And I don't think it's "constant memory rolls". |
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06-11-2017, 01:48 AM | #15 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Advice on Charms and Elixirs
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06-11-2017, 06:25 AM | #16 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [RPM] Advice on Charms and Elixirs
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In the 1930s occult horror game, where characters are required to be female and to be unlikely to believed by the police, the GM suggested Kolibri pistols, but none of the players took him up on them.
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06-11-2017, 06:53 AM | #17 |
Join Date: Sep 2007
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Re: [RPM] Advice on Charms and Elixirs
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06-11-2017, 07:38 AM | #18 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [RPM] Advice on Charms and Elixirs
My guess is that there's an intimidation factor as well. People see "gun" and freeze, not stopping to think.
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06-11-2017, 11:27 AM | #19 | ||
Join Date: Jun 2013
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Re: [RPM] Advice on Charms and Elixirs
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"You have a revolver with 6 chambers, each loaded with a different bullet. Chamber 1 has HP, 2 has +P, 3 has API, 4 has Tracer, 5 has HEMP, and 6 has FMJ. You have fired your HP and Tracer rounds, and now need to fire API. How many chambers do you need to skip to get to API?" Looking at that question, it's easy - the next trigger pull would be HEMP, so you skip it, FMJ, HP, and +P, or 4 chambers. If I asked someone this question, it would probably take them more than a second to work it out - and that's not in the heat of battle.
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06-11-2017, 12:42 PM | #20 | |||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [RPM] Advice on Charms and Elixirs
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Anyone who has a profession that has similar amounts of gear stowage and a need for rapid retrieval in stressful situations also develops these practices, cops, soldiers, security guards, etc. Are you suggesting that everyone of them has an SOP perk? Sure, if the team RPMist hands you a bag of charms and you aren't familiar with stowing and using them, then yes, have the PC have a hard time remembering where they stowed X charm or what Y charm looks like as they dig threw their kit. Quote:
* Presuming Monster Hunters characters. For the desk jockey who has a handful of "make-my-day-easier" charms sure, he might never need to access them in a hurry. He might even have a Quirk or full disad making remembering to even bring them harder. ** Which is beginning to suggest to me they all have an SOP Perk. But I still want an intermediate step betwixt "Forgetful" and "Anal-Retentive", I think applying varying degrees of Situational Awareness can work for this (for most of my games this would never come up as I run ACTION!). Quote:
Oh... hey, yeah, Familiarity. I like that. Make it a Familiarity penalty to remember odd load-outs during Situational Awareness tests. If they practice with a particular load-out, they can take it as a Familiarity. |
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advice, ritual path magic, rpm, tactics |
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