01-26-2023, 10:54 PM | #1 |
Join Date: Jan 2018
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Ingurpsus
Well there is game series Infamous. Powers of local supers are work on absorbing right type of element Neon for neon powers, smoke for fire/smoke powers, concrete/soil for earth powers and so on. And there is the question how can I simulate it here, in gurps. It would be easy for damaging sources like fire and lightning(You just buy ER with special recharge and DR only versus this element+absorbing, however It would be much more costly, then just buying powers without limitations, but it's not how our powers work, so maybe I change the cost for such things for players, because every power absorbs some type of energy/matter for using), but there is a problem with nonharmful energy sources like aformentioned neon(Or just light) or with powers that use matter like metal and so. What your oppinion on that case?
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01-27-2023, 02:55 AM | #2 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Ingurpsus
The simple version is essentially putting Special Recharge on your Energy Reserve, then taking Fast or Very Fast Regeneration (ER-only) (Only while touching my element).
The problem is that is usually expensive compared to the amount of benefit you'd get compared to just having the ER without the limitation. Like for a hundred points I could take Fast Regeneration (ER-only) (Only while in bright light -10%; Super -10%) [40] ER 100 (Light) (Special Recharge -70%, Super -10%) [60] and that's a HUGE reserve, but it'll take me an hour and a half in the sunshine to refill. Or I could take Very Fast Regeneration (ER-only) (Only while in bright light -10%; Super -10%) [80] ER 33 (Light) (Special Recharge -70%, Super -10%) [20] And that's still a whole lot, but now I can recharge it in 30 seconds. For only 50, I could take the Fast, but dial the Reserve down to a mere 16. So I guess the real question is: how much are you going to save by putting Fatigue costs on your abilities? |
01-27-2023, 03:36 AM | #3 | |
Join Date: Jan 2018
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Re: Ingurpsus
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01-27-2023, 03:43 AM | #4 |
Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Re: Ingurpsus
My point (:D) is that if you can only use your abilities by charging them up with your element, that SHOULD cost fewer points than if you could just do it without accumulating and discharging a resource. And it will require a LOT of basic point costs on your abilities for the discount from Costs Energy Reserve to cover the investment of creating the ER in the first place, let alone to also pay for ER Regeneration.
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01-27-2023, 04:33 AM | #5 |
Join Date: Jun 2013
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Re: Ingurpsus
Limited Use (Fast Reload) should have you covered. The fact the character can reload from the environment rather than having to purchase and carry around ammunition makes it less limiting, but the fact that the character doesn't have the option of carrying around ammunition makes it more limiting, so those arguably balance out. The GM may want to adjust price based on how commonly-encountered the needed substance is in the setting. Of course, if you want to be able to use the abilities as often between reloads as you can in the games (or at least in the one I played, Infamous: Second Son), you'll probably be above the number of uses that GURPS considers a meaningful Limitation, making it +0% (although you could justify it as a -5% Nuisance Effect - "Must recharge Conduit powers from an environmental source from time to time").
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GURPS Overhaul |
01-27-2023, 05:20 AM | #6 | |
Join Date: Jan 2018
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Re: Ingurpsus
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01-27-2023, 05:22 AM | #7 | |
Join Date: Jan 2018
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Re: Ingurpsus
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01-27-2023, 05:59 AM | #8 | |
Join Date: Dec 2007
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Re: Ingurpsus
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01-27-2023, 06:25 AM | #9 | |
Join Date: Jun 2013
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Re: Ingurpsus
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If you like the mechanics of the characters basically having an Energy Reserve, well, that's an Energy Reserve with a Special Recharge. Since you're giving it to the characters as a freebie with their powers, you can play around with how much free ER the characters get, the recharge rates, how much material/energy needs to be consumed for each ER restored, etc, without worrying about modifiers and the like, until you find something that works alright for you. For pricing it, I'd say set it somewhere around [30] to double your ER - so if everyone gets ER 20 for free to start out, each +1 to ER costs [1.5]. That's based on characters by default having 10 FP to work with, and +10 ER (doubling what they have available) being worth [30].
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01-27-2023, 06:32 AM | #10 | |
Join Date: Jun 2013
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Re: Ingurpsus
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EDIT: This comes across a bit more combative than I intended, my apologies. I'm honestly trying to find out what aspect of them consuming material to power their abilities you see as important, so I can give appropriate advice as to how you might be able to handle it.
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GURPS Overhaul Last edited by Varyon; 01-27-2023 at 06:45 AM. |
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