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#1 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Hello all,
I'm building a custom version of the Telepathy power, and I want to adjust all its abilities to lack long-distance modifiers of any kind. My current approach is to apply Long-Range to each ability, so that all of them use the Long-Distance Modifiers (B:241) and then include Long-Range 1 (+50%) in the power modifier to upgrade them all to "no penalties". My questions are... 1. Is this a legal way to remove all distance modifiers? 2. If yes, then what category of distance modifiers (as codified under Long-Range) do each of the following abilities have? Clairsentience (range = 10 yards) Illusion (Ranged) (range = 1/2D 10, Max 100) Medium (range = “in your presence”) Mind Probe (Ranged) (range = 1/2D 10, Max 100) Mind Reading (Ranged) (rage = 1/2D 10, Max 100) Terror (Active) (range = “anyone who sees or hears you (choose one”) Looking more at the effects, it seems like Illusion (Ranged), Mind Probe (Ranged), and Mind Reading (Ranged) have penalties not as harsh as "regular spell". But I'm really uncertain.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) Last edited by Vaevictis Asmadi; 11-01-2018 at 08:21 PM. |
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#2 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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So, the important thing to remember about Long-Range is that it affects range penalties, but not simply fixed range limits. The latter is better handled with Increased Range (p. B106).
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For Clairsentience, Illusion, Medium, and Terror, I'm going to suggest using a new enhancement, based off of Increased Range, Line of Sight from Psionic Powers (p. 20). That enhancement is a special version of Increased Range that lets you use your ability on anything you can see, regardless of its actual range from you. Call the new one Increased Range, Familiarity - it lets you use your ability on anything you're familiar with, no matter the exact range, with -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; and -5 for someone you met only briefly. It would be worth +150%, and I'd generally require you to stack it with Increased Range, Line of Sight. So, Clairsentience and Illusion would require both Increased Range, Line of Sight (worth +70% for Clairsentience, since its base range is only 10 yards, and +40% for Illusion, since its base range, with Ranged, is 100 yards), and Increased Range, Familiarity, +150%. The Medium and Terror would only require Increased Range, Familiarity, since they're effectively already "line of sight". Mind Reading, by default, can only be used on a target if you can see them, or (at -5) if you know their exact location. I'd allow Increased Range, Familiarity to apply to it as well. Mind Probe would need Ranged, Increased Range, Line of Sight, and Increased Range, Familiarity to gain the same capacity. Quote:
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#3 |
Join Date: Aug 2018
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Clairsentience doesn't mention any rang-based penalties (only a -5 for destinations you can't see) so I think it begins at th highest tier, and maybe you could take the Short Range limitation to get them.
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#4 |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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#5 | |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Thank you very much for your detailed replies. You’re also helping me catch where I misread stuff!
Oof, this is so much more complicated and difficult that I had hoped. Quote:
You’re absolutely right that not all the abilities need that much range, though. The abilities in the power seem to fall into 4 categories: 1. Speak With Animals: Since Telesend (Universal) already allows communication with animals, SWA is more of a subtly-telepathy-assisted verbal communication (for folks without Telesend). So, it’ll only work at verbal range. 2. Empathy, Animal Empathy, Plant Empathy, & Spirit Empathy: They work when you “meet” someone. My hope is that they don’t need much (or any?) modification to work when meeting or observing somebody remotely (with Clairsentience, Mind Reading, or receiving Telesend). If they can “piggy-back,” they’ll have the same range as those abilities. 3. Illusion (without Mental): This is intended to work at line-of-sight. I’m not sure whether Illusion already does that. Does the 2 yards just restrict the location and size of the illusionary thing, or is it only visible to people within a 2-yard radius? If so, IIRC it needs Area Effect rather than Ranged... Is there a Line-of-Sight-radius version of AE? And it should be able to anchor Independent illusions to objects and people, preferrably even if they leave the illusionist’s side: like Mobile or Drifting, but for non-attacks. As for skill rolls, the modifiable roll would only be the Quick Contest to actually fool people. 4. Abilities that are supposed to have interplanetary range: Affliction (Malediction), Clairsentience, Detect (intelligent minds), Illusion (Mental), Medium, Mind Probe, Mind Reading, Mindlink, Special Rapport, Telesend, and Terror (Active) Clairsentience, Medium, & Terror (Active): I really like Increased Range (familiarity) in principle, because the power is indeed affected by familiarity of the targets. But that happens even at very short range, and affects all the abilities except Clairsentience and those that don't need rolls. Is it reasonable, instead, to have Increased Range (based on health)? Giving -1 at <1/4 of FP, -3 at 0 FP or less, additional -2 if 0 HP or less. Would that be fair, or if not what HP and FP penalties would make it fair? ... But that’s still fiddly and complicated, because then I still have to add separate injury- and fatigue-based modifiers to all the other abilities... The power will be much easier to use if the exact same roll modifiers apply equally to all abilities (except SWA and Clairsentience), and that’s how I wanted to build it. That’s why I was hoping for stand-alone enhancement(s) that would remove ability-specific range limits without substituting some other modifier. HP and FP would be pretty irrelevant for Speak With Animals (if you can talk, you can use it, and it requires no roll), but would matter for every other ability. The only other alternative that’s coming to mind is to cut them each down to touch range, and then give the power modifier Long Distance (Line-of-sight + Familiarity). ... I’m going to try to work more math... (Edit: yes, I can give the power's rolls penalties for unfamiliar people, and still have it work as intended. But how to make the same exact unfamiliarity penalties to apply to every ability?) Illusion (Mental, Ranged Skill-Based) The low-power psis are limited to line-of-sight as normal, or to hearing range if it has Hearing-Based –20% and Only While Singing –10%. But the high-power psis should be able to cast upon any mind in the inner solar system. So it would get the above Increased Range (condition) ? Mind Reading, IIRC, has line-of-sight as max range. So it needs the Increased Range (condition) to upgrade to interplanetary, plus Long-Range 2. Is that right? Can Mind Probe “piggy-back” on the distance enhancers on Mind Reading? Since it works on anyone you successfully mind-read. Affliction (Malediction) IIRC, this has no max distance, and needs Long-Range 3? Detect has no max distance, needs Long-Range 2? Mindlink is apparently fine out to 0.1 lightyear, so that’s good enough for me Special Rapport appears to have no range limit at all Telesend has no max distance, needs Long-Range 1? And, arg, unless every other ability has Increased Range (Familiarity) I also need an enhancement to switch off the built-in familiarity penalties. (Or a way to add them as a stand-alone limitation, for abilities that wouldn't otherwise get them.)
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) Last edited by Vaevictis Asmadi; 11-04-2018 at 10:49 AM. |
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#6 | ||||||||||||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Is there any reason you don't want to use the Mental enhancement, by the way? It seems like it already does a lot of the work of turning Illusion into something you want: it makes it a purely mental ability, removes the range limit, and has no penalties for range. Pretty much the only thing you'd have to add is Increased Range, Familiarity, really. Quote:
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In any case, I'd be very cautious about replacing familiarity modifiers with health-based ones, or really any other modifier that doesn't effectively limit your target pool. If you don't have familiarity modifiers on Clairsentience, for example, what's stopping a player saying "I use my Clairsentience on someone planning to attack me. No, I don't know anyone like that. But if there's someone out there who is, I want to see." The existing Increased Range options make sure that there's still some effective limits on the target pool (either "can you see them" for Line of Sight, or "do you know them" for Familiarity), and removing those restrictions gets into dangerous territory, in my opinion. At the very least, I'd price that at something like +300%, a Cosmic variant. Quote:
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#7 | ||||
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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It looks like -- IIRC -- that you're saying I can 1. add Increased Range (Familiarity) to every ability, even those that already have unlimited distance in RAW (I think Affliction, Detect, and by proxy the Empathy series) 2. then remove range penalties with Long-Range 3. and that combination will give everything interplanetary range and identical familiarity penalties Let's see... other than Clairsentience, the ones that lack familiarity penalties (because they lack rolls altogether) already have the range I want them at. If the above procedure works, this may be less difficult than it had begun to look! There's no need for FTL, though. Quote:
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But bear in mind that some of these, like Terror and Affliction, are only available to gods and dragon NPCs who probably have plenty of Talent. It's the user's health and fatigue, not the target. The logic is that it's harder to use when you're dying or exhausted. I could probably replace the FP limit with Costs FP. I may dry to use this instead. Really, severe injury and exhaustion should just limit all IQ, DX, and self-control rolls automatically, but in RAW they don't. Quote:
Detect does get familiarity modifiers, because it's easier to locate familiar minds. Even using Detect and Mind Reading at the same time, a googling the universe still seems implausible.
__________________
I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) Last edited by Vaevictis Asmadi; 11-05-2018 at 09:39 AM. |
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#8 | |||
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Affliction, by the way, does have such a limitation - if you don't modify it with Malediction, it has the usual Innate Attack cap of 100 yards, and putting Malediction on anything includes an inherent limitation of targeting only something "you can see or otherwise clearly perceive". Quote:
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#9 | ||
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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Edit: It looks like unmodified Empathy is limited to direct presence, per Powers p. 48. Remote should let it link with/follow-up on Mind Reading or And with the additional -50% limitation you mentioned, "familiarity penalties apply at close range": Would that limitation allow me to put Increased Range (Familiarity) on Detect? Quote:
I think Clairsentience won't be part of the power since it operates so differently from the power's other abilities, but everything else about how it works will stay the same as above so it still needs the range mods.
__________________
I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) Last edited by Vaevictis Asmadi; 11-16-2018 at 08:38 PM. |
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#10 |
Join Date: May 2007
Location: Twin Cities, Minnesota, U.S.A.
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So, ignoring the power modifier(s) for now, here's my 2nd draft/attempt to get the range and familiarity penalties. Please let me know if I got them right? :
Clairsentience (no mod) 10 yrds Clairsentience (Increased Range: Line-of-Sight +70%; Increased Range: Familiarity of location +150%) familiarity penalties don’t apply when displacing your sense to a location you can sense from where your body is X Empathy (no mod) in your direct presence, to judge from the wording of Remote (Powers p. 48) X Empathy (Remote +50%; Increased Range: Familiarity +150%; modifiers apply at short range –50%) Affliction (Malediction +200%, Based on Will +20%) line-of-sight/¿psionic contact?, long-range modifiers Affliction (Malediction +200%, Based on Will +20%; Long-Range 1 +50%; Increased Range: Familiarity +150%; modifiers apply at short range –50%) Detect (no mod) size and speed/range table Detect (Long-Range 2 +100%; Increased Range: Familiarity +150%; modifiers apply at short range –50%) or? Detect (Long-Range 2 +100%; Familiarity and other modifiers apply at short range –50%) Illusion (Mental +100%) line-of-sight Illusion (Mental +100%; Increased Range: Familiarity +150%; modifiers apply at short range –50%) Illusion (non-Mental) 2 yards, visible at line-of-sight Illusion (Independence +50%, Mobile +40%) as without mods, but can be attached to an object or target 2 yards away and then move with it (IIRC Powers p. 104); it moves at the rate the object/target moves but not under the illusionist’s direction Medium (Skill-Based) "in your presence" Medium (Skill-Based; Increased Range: Familiarity +150%; modifiers apply at short range –50%) If I read correctly and Medium doesn't even require Ranged? Mind Probe (no mod) touch/mind reading Mind Probe (Increased Range: Familiarity +150%) Mind Reading (no mod) line-of-sight, size and speed/range table Mind Reading (Long-Range 2 +100%; Increased Range: Familiarity +150%; modifiers apply at short range –50%) Telesend (no mod) long-distance modifiers, line-of-sight (or) familarity modifiers Telesend (Long-Range 1 +50%; modifiers apply at short range –50%) Terror (Active +0%) 10 yards Terror (Active +0%; Increased Range: Line-of-Sight +70%; Increased Range: Familiarity +150%; modifiers apply at short range –50%) Mindlink (no mod) 0.1 lightyear, no roll Special Rapport (no mod) unlimited distance, no roll Speak With Animals (no mod) animal within your perception range/in animal’s hearing range, no roll I begin to wonder if injury and fatigue penalties should be –0% limitations. Because if The Last Gasp and/or Conditional Injury are being used, some or all of those penalties would be superceded with universal penalties that affect everything.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional. Published GURPS Settings (as of 4/2013 -- I hope to update it someday...) Last edited by Vaevictis Asmadi; 11-16-2018 at 08:45 PM. |
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Tags |
clairsentience, illusion, long-range, medium, mind reading, powers, telesend |
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