07-10-2010, 10:27 PM | #1 |
Join Date: Nov 2009
Location: Albuquerque
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[Gear] with alternate prerequisites
I accidentally pressed enter when altering my post..
GEAR with alternate prereqs I was wondering if anyone had given this some serious thought, about weapons with say.. min IQ instead of min ST, and things of that nature. Or even mundane gear with esoteric requirements like, needs Enhanced Time Sense as a prereq for its special abilities to function. I know the limiting enchantment from GURPS magic can do this, but its inspecific and I am wondering if there is any way that this can be done? Last edited by Desthro; 07-10-2010 at 10:31 PM. |
07-10-2010, 11:13 PM | #2 |
Join Date: Sep 2006
Location: Luxembourg
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Re: with alternate prerequisites
If the gear is store-gear, just stat it the way you want.
If the gear is gadget-based, it would be an accessibility limitations.(basic p110). Or, possibly, a power modifier. Obvious example would be gear that only work on people with magery or psionic talent, smart weapons that only answer to sapient (iq6+) characters, and so on. But mostly, it is a special effect decided by the GM, there is no specific rules, i think. Celjabba Last edited by Celjabba; 07-10-2010 at 11:18 PM. |
07-10-2010, 11:14 PM | #3 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: with alternate prerequisites
I see no reason that you couldn't have items with these kind of requirements. Like in a game with psionics you could make them mostly machine-enabled by having items that only work for someone with Empathy, Danger Sense, Intuition or the like. And/or have a minWill stat.
Or, returning to your ETS requirement idea, a neural interface could require you to be able to process information at superhuman speeds in order to use it properly. Mechanically, if it's for equipment you'd just add these requirements on as appropriate to your setting. If it's for Gadget-based Advantages, you can just fix prerequisites for stuff (again, as appropriate to your setting). |
07-11-2010, 11:33 AM | #4 | ||
Join Date: Jun 2006
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Re: with alternate prerequisites
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07-11-2010, 11:47 AM | #5 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: with alternate prerequisites
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Of course, if X is so common/rare that it works out to "almost everyone" or "almost no one" than it is treated as such. Super-tech goggles that grant Penetrating Vision to everyone who isn't blind is straight up "Can be stolen", while an artifact that only works for one of the half-dozen or so alien/human hybrids on the planet is "Can be stolen, doesn't work for thief". If X has a power modifier, give the same to the gadget, since anything that neutralizes the power probably neutralizes the ability to use the gadget.
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07-11-2010, 11:57 AM | #6 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: with alternate prerequisites
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However, there are GM who insist on stating everything, and if a NPC have a gadget that can be stolen and used by player, putting an accessibility on it is an option. But i like RyanW idea of limiting 'can be stolen, usable by thief' more. harder to stat, but much more elegant. Celjabba |
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07-11-2010, 12:38 PM | #7 |
Join Date: Jan 2007
Location: Your imagination
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Re: with alternate prerequisites
Actually, Powers states that prerequisites are not worth points (though I'd agree with modifying "will work for thief"), so even if the GM stats everything, it'd be a bunch of +0% features.
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07-11-2010, 01:07 PM | #8 | |
Join Date: Dec 2007
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Re: with alternate prerequisites
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07-12-2010, 07:09 AM | #9 |
Join Date: Nov 2009
Location: Albuquerque
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Re: [Gear] with alternate prerequisites
I suppose I never really thought of statting the gear as a gadget, this is more of a personal exercise than it is a GM issue. As a GM I would have no trouble at all giving items and such different requirements. Mostly beause I'd just hand-waive the issue and call it done.
Thanks for the suggestions! It helps a lot! |
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