04-07-2022, 01:49 PM | #1 |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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How to build a power: The Mime
I had a thought recently abouta bizarre power set, and I wasn’t sure how to do it.
Description of the effects: Anything you mime (that is, you are silent and act it out) involving yourself has real-world effects. Examples:
Thoughts?
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Demi Benson |
04-07-2022, 01:52 PM | #2 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: How to build a power: The Mime
Quote:
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Bill Stoddard I don't think we're in Oz any more. |
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04-07-2022, 01:57 PM | #3 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: How to build a power: The Mime
I think Modular Abilities too.
Is there a canonical Requires Gestures limitation? If not maybe it's analogous to Requires Ready or All-Out. |
04-07-2022, 02:20 PM | #4 |
Join Date: Jun 2013
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Re: How to build a power: The Mime
If I'm not mistaken, it's part of the "Pick two of three" Limitations inherent in Sorcery (Gestures, Speaking, and 1 FP). In that, it's set as -10%, so that's what I'd go with here. If you disallow speaking while it's in use, Temporary Disadvantage: Cannot Speak is appropriate (probably at the "can't make any sounds" level). Of course, that's not necessarily the case for a mime power (more on the next page, and for several pages - with an April Fools' comic in the middle - starting here), although it looks like that TD is part of what OP is looking for.
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GURPS Overhaul |
04-07-2022, 02:26 PM | #5 |
Join Date: Sep 2004
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Re: How to build a power: The Mime
It depends on what tricks you want your mime to have. This was one of my brother's characters from a long time ago:
The Killer Mime |
04-07-2022, 02:44 PM | #6 |
Join Date: Oct 2018
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Re: How to build a power: The Mime
I think if modular abilities is too expensive point-wise it may be a better idea to have a small set of tricks the mime can actually do. For instance innate attacks with the right set of enhancements and limitations could be used for invisible walls or invisible weapons.
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04-07-2022, 03:47 PM | #7 | |
Join Date: Sep 2004
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Re: How to build a power: The Mime
Quote:
My prior example becomes: Mime Pool 6 [70] (allows any ability costing up to 6 points to be done at will). Mimed Grenade [68 actual / 5 = 14] Mimed Sniper [39 / 5 = 8 ] Mimed Shotgun [ 9 actual / 5 = 2 ] Mimed Revolver [ 20 actual / 5 = 4 ] Mimed Chainsaw or Sword [ 13 actual / 5 = 3] Mimed Glider [ 12 actual = 3 ] Mimed Motorcycle [ 27 actual / 5 = 6] Mimed Robot Body [ 25 actual / 5 = 5] Mimed Stairs or Ladder or Coyote running on Air (12 actual / 5 = 3] Total: 118 points Mime Talent would be 10/lvl. |
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04-07-2022, 04:01 PM | #8 |
Join Date: May 2007
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Re: How to build a power: The Mime
Powers p.116 prices "requires gestures" at -10%. This is in the context of fantasy spellcasting, but it should work just as well for miming.
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
04-08-2022, 11:37 AM | #9 | |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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Re: How to build a power: The Mime
Quote:
Although I might add No Signature to the power modifier.
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Demi Benson |
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04-08-2022, 11:47 AM | #10 |
Join Date: Sep 2004
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Re: How to build a power: The Mime
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