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#942 |
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Join Date: Jun 2011
Location: Ukhta, Russia
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Well, if you build this ability with Warp, it ends up at least with cosmic(no die roll) +100% and extra carrying capacity(0.5 ton) +250%. So, even with multiplicative modifiers and even if limitations enough to qualify for -80% it would cost something like 70 points. Hmm, I know, nearly instant transportation is costly, but taking in account, that speed is only advantage of this ability before usual coach and it have some disadvantages before it too, there should be another way to stat it, or this "flavour ability" ends being the most expensive part of racial template. It's no good.
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#943 | |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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That it is only available as part of a racial package is in no way a justification for it being cheap, unless that makes it somehow less useful. |
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#944 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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#945 |
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Join Date: Jun 2011
Location: Ukhta, Russia
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Well, I suppose, this is one of such abilities, that look pretty insignificant in a book or film (because personages use them in such a way), but have serious potential to abuse in RPG. Because i have changed some other things, I think i can tone down this too. But i am still want to emphasize speed.
What about: You can instantly whistle up a cab. It will transit you to your destination in minimum possible time for usual cab(think aspected serendepity). This ability have such disadvantages as: only works at night, both you and your target destination must be in the city borders, and cab is subject to usual anti-magic contermeasures. |
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#946 | ||
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Join Date: Jun 2005
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Depends. Could be worth -50%, for an average kind of campaign. For a character with a night schtick (like a pulp hero who prowls the night seeking evildoers and their henchmen), I'd price it less. For a sunlight-fearing vampire, it might be -5%, or none at all.
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You also could try setting a number of uses per day (night), a Pact (you can't hijack the cab or abuse the driver or horses), and just for fun, Requires Skill Roll (Whistling) (+0%).
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My gaming groups Wiki: GURPS Star Wars house rules, example spaceships, etc. |
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#947 |
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Join Date: Jun 2011
Location: Ukhta, Russia
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Ok, I'll settle for last version. It can be represented as 2 perk-level serendepity( "can instantly find a cab" and "will arrive as soon as it technically possible using aforementioned cab"), both with - 60% limitations( only at night -40% , only within a city -10%(or more), magical -10% ) packaged into 1 perk.
And because cab, horses and driver are all magical constructs, I don't see any way to "abuse" it and they are immune to hijacking by definition Last edited by Nyarli; 08-06-2011 at 05:57 AM. |
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#948 |
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Join Date: Apr 2005
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Extended duration (skill)
When you are using a sustained skill during which you would need to make regular skill checks, these checks are multiplied by 1.2 For instance if you would normally need to roll against Running every 5 minutes, you would roll every 6 minutes with this perk.
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Steal Energy- giving Dungeon Fantasy wizards a pretext to learn healing magic since 2004. |
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#949 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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This is at least as common a cinematic trait as Unlimited Ammo. I don't see any reason that this isn't a Schtick by itself. In real life you have to call cabs and wait forever (usually faster to walk or take a bus) in my experience, but movie characters can always just hail them.
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#950 |
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Join Date: Oct 2004
Location: Washington
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I'd say it also works very well as a Quirk. Just have to tweak the mechanic a bit.
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"I am so old now. I used to have so much mercy." --The Doctor |
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