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Old 08-12-2024, 06:56 PM   #1
Alden Loveshade
 
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Default Jumper (World) to Yrth and Beyond

Some worlds, such as Yrth (GURPS Banestorm, etc.) restrict the Jumper advantage. For Yrth, the roll is at -25.

I see the point--the idea is that Yrth is almost completely blocked off. But some GURPS supplements do have people who can go and leave there without having to be caught in the Banestorm.

So imagine somebody's spent 4 or more points on Jumper (World). To get their current ability to the same level for Yrth would cost 100 points! I love Yrth--I believe I've spent more time there than on any other fictional world. But 100 points seems a bit much. So many years ago, a fellow GM and I made an advantage where one "can world jump in and out of Yrth, and other worlds that resist/restrict worldjumping, at normal skill level."

I'm currently re-evaluating the cost of such an advantage. What do you think it should cost?
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Old 08-12-2024, 09:34 PM   #2
ericthered
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Default Re: Jumper (World) to Yrth and Beyond

I've used cosmic, +50%.

That's higher than you probably want, but it's a number cheaper than the +100% that you're looking at. It's taken people off Yrth and Coventry in game. They didn't pay for it, it's a campaign advantage, but it's raw and it's a start.

One thing to note is that the ability to leave those worlds is highly prized and can attract powerful interests and enemies... That might compensate for the cost in some way
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Old 08-13-2024, 09:38 AM   #3
Alden Loveshade
 
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Default Re: Jumper (World) to Yrth and Beyond

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Originally Posted by ericthered View Post
I've used cosmic, +50%....
As it happens, that's effectively the same exact cost we had it at. (We defined it as Unusual Background, but the cost was effectively the same.) Maybe I'll leave it as is, or switch to Cosmic--but am open to other suggestions!
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Old 08-13-2024, 10:00 AM   #4
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Default Re: Jumper (World) to Yrth and Beyond

Well, if the campaign is set principally on Yrth*, a Jumper advantage that doesn't work basically all the time is worthless. So one that does work at all is worth 100 points, as usual. If the campaign is not player directed enough, Jumper means, "I drive the bus to the place the Boss said." and one that let's you to go and from Yrth on demand is hardly worth it. If the campaign is sufficiently player directed, the ability to go and from Yrth on demand could be worth a fair deal. +50% is good start. Maybe +10% if Yrth isn't particularly special beyond inaccessibility.

*Read Yrth as "Yrth or some other hard to access world"
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Old 08-13-2024, 10:13 AM   #5
ericthered
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Default Re: Jumper (World) to Yrth and Beyond

Specific hard to reach worlds should cost less than all hard to reach worlds, I'd think. 5 or 10 points should do it... but you also need a story to go with it! (Well I'm from Yrth, so I suppose I learned to overcome it early on...)

I'd also note that cosmic +50% should be useful against wards and magical prisons and so forth as well. Only dealing with entire worlds with that sort of effect might be merely +40%.
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Old 08-13-2024, 10:28 AM   #6
Alden Loveshade
 
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Default Re: Jumper (World) to Yrth and Beyond

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Originally Posted by TGLS View Post
Well, if the campaign is set principally on Yrth*, a Jumper advantage that doesn't work basically all the time is worthless. So one that does work at all is worth 100 points, as usual. If the campaign is not player directed enough, Jumper means, "I drive the bus to the place the Boss said." and one that let's you to go and from Yrth on demand is hardly worth it. If the campaign is sufficiently player directed, the ability to go and from Yrth on demand could be worth a fair deal. +50% is good start. Maybe +10% if Yrth isn't particularly special beyond inaccessibility.

*Read Yrth as "Yrth or some other hard to access world"

Quote:
Originally Posted by ericthered View Post
Specific hard to reach worlds should cost less than all hard to reach worlds, I'd think. 5 or 10 points should do it... but you also need a story to go with it! (Well I'm from Yrth, so I suppose I learned to overcome it early on...)

I'd also note that cosmic +50% should be useful against wards and magical prisons and so forth as well. Only dealing with entire worlds with that sort of effect might be merely +40%.
I admit I haven't fully done the math. But off the top of my head, both of your concepts seem reasonable.
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