Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-22-2014, 03:17 PM   #1
MagnetoHydroDynamics
 
Join Date: Jun 2011
Default Gadgeteer bonus TL and faster skill learning: Two new advantages [Pricing? Feedback?]

I have create two new leveled advantages, and I am unsure how to price them:

-----

Inventor TL:
The character is a super-inventor with a grasp of much more complicated technology than her fellow inventors. For each level in this advantage, consider the characters TL as one level higher for the purposes of Invention (B. 473) only.

This advantage is useful and suitable for super-inventors and mad scientists, and works well together with the Gadgeteer advantage (B. 56,) which could be a prerequisite, or the two could be alternatives of super-inventoring.

GM's approval is required for buying more than four levels of Inventor TL.

Quick Mastery:
The character has an increased ability to pick up skills. For every level, halve the number of learning hours required to increase a skill/language/learnable mental advantage by one point (B. 292.)

This advantage is suitable for characters with super-memory or super-intellect, such as high IQ, Photographic Memory (B. 51,) which could be a prerequisite. It can also at high levels serve as an alternative to Wild Talent (B. 99) or Modular Abilities (B. 71.)

GM's approval is required for buying more than two levels of Quick Mastery.

------

What should these two advantages be priced at?

I am thinking Inventor TL should be equal to direct TL (5/level).

On the plus side, Inventor TL might be available when direct TL isn't (for campaigns with absence of aliens, time-travel or parachronics.)

On the negative side, if the player wishes to have the character start with high-TL inventions, they should have some social problems and issues arising from the fact that they own a power armour with rail-guns (government agencies take offence to low LC heavy weaponry significantly more advanced than existing military, just an FYI.) This can be modeled with Secret (B. 152) or Enemy (B. 135,)

Alternatively can be used as a justification for high wealth (a cure for cancer sells well; and all inventions can in theory be replicated at any TL, given that they are mundane even if the inventor isn't.)

The advantageous nature of higher-than-campaign TL is starting equipment and education. Inventor TL nixes the education and throws a spanner in the starting equipment, but has higher availability.

As for Quick Learner I am a bit at large. Low levels of Quick Learner will amount to faster language acquisition (Learning Languages, B. 25) almost to the point of absurdity (two levels of Quick Learner will result in 25 days to master a language to accented-level spoken.)

This advantage significantly improves the utility of down-time, and might lead to some unfortunate skill-monkey behaviour. Maybe it should be dialed down to 3/4 instead of 1/2, for balance.

Thoughts? Feedback?
MagnetoHydroDynamics is offline   Reply With Quote
 

Tags
gadgeteering, new advantage, skills


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:47 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.