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#1 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
I'm building an NPC who is not very impressive in the physical sense most of the time, but can push herself to the limit when there's a real need. I know, NPCs shouldn't get that much detail, but I think later me or some player might want to buy a similar ability. The game is a cinematic ultra-tech action with high bio/nanotech, with mods vaguely inspired by Deus Ex; it is not planned as a long campaign, but who knows. I was wondering about what Advantages might help with improving Extra Effort in various ways. Here are some ideas: Buy Will limited to extra effort only. Accessibility rules would probably dictate about -35%, but given that Will is useful for lots of stuff, I'm wondering if it might be as low as -80% (remember, will costs 5/level while many Will-based skills are 4/level). Another idea is to build the Extra Effort Technique, based on Will. I'm also wondering if it would be legal to float this Technique onto Will-based rolls against appropriate Skills (but with this NPC it wouldn't be very useful anyway). I'm wondering about Advantages (Perks?) that would allow doing the following:
Thanks in advance to all who answer! Last edited by vicky_molokh; 07-07-2008 at 05:19 AM. |
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#2 |
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Join Date: Sep 2006
Location: Edmonton, AB, CA
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I use an advantage called Heroic Effect for 2 point per level that adds to Will when rolling for extra effort. I priced it the same as Fearlessness, since it is also an aspect of Will (that would make it a -60% limitation). I figured that was reasonable. Since Fearlessness isn't a Technique, I didn't think this advantage should be either, since it is very similar.
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"Learn from the mistakes of others - you can never live long enough to make them all yourself." |
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#3 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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What about other effects mentioned? I don't think most of them fit as Perks . . . |
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Join Date: Aug 2004
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This sort of ER (or just a load of extra FP, if you don't care as much about the fine details) is probably even more important than the Will boost, since so many combat options for Extra Effort don't even have a roll involved. You just expend the FP for the one turn of combat prowess... Some kind of heavily limited FP Regeneration might also be worth looking at, as well. |
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#5 | |||||||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#6 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Thanks to those who answered!
Things I'm still not sure about: Improving Will for EE only: I'm choosing between RPK's and SJ's numbers. I don't like vitruvian's, especially -20%, because it discourages players from buying EE Will - they're much better off buying one or two levels less of 'full' Will. RPK's point seems very true - EE is normally only rarely used; but SJ's point towards Fearlessness/Fearfulness is very good too, as F/F is a good precedent of a sorta-sub-attribute of Will. Regarding Godlike Extra Effort. I'm not sure I really want all what GEE gives. Specifically: while I don't want the final bonus to be limited to +100%, I want to limit the maximum bonus per 1 FP to +100% (as described in the RAW); I want to set a limit on the amount of FP spent per roll. I wonder if just saying "1FP/cp, up to 10CP, which means unlimited FP" is okay? Where does the +100%/FP come into the equation? (I'm also thinking of building the NPC with a limit of 5-6FP/effort - it looks pretty impressive, like during the tank scene in GitS, but not too much to be silly.) Regarding the traits: does anybody have good generic names for them? As in, suitable for both fantasy blessings and ultratech modifications? I think the EE-only Will called 'heroic effort' sounds a bit weird in UT. I'm calling the HP-for-FP perk 'Overdrive Booster' (or maybe 'Emergency Booster Overdrive Mode'), as nothing better comes to mind. (Does it sound too animéish?) I have absolutely no ideas regarding Trading FP for Skill and Reduced FP doesn't penalize Extra Effort. Regarding the ER: well, the weird thing is that it doesn't power Advantages at all. I mean, sure, she has Super Jump, but she's boosting her basic running/jumping/climbing/digging/throwing/etc. numbers, not specific Advantages. Would that come out as -0%? (And no, it's not just FP - I want to take Special Recharge - either Deus-style biobatteries, or some weird energy fluid infusions.) |
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#7 | |||
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Improved Extra Effort (1 point/level): Each level allows you to spend one additional FP for extra effort (e.g., with IEE 4, you could spend up to 5 FP). Multiply the effects of successful extra effort (i.e., the 5% improvement) by the FP spent, up to a maximum of 100% per FP spent. At IEE 10, you can spend as many FP as you wish. Quote:
Ignore penalty for low FP: Indefatigable Trading FP for skill/ST: Potential Power Quote:
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#8 | |
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Join Date: May 2005
Location: Lynn, MA
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Sorry for the thread necromancy... but this is something I am thinking of using for a character, and I was wondering...
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Perhaps "Will for Stunts only" should be separately purchased, but equal in price? or perhaps "Extra Effort for Powers and Stunts" still a small enough subset of Will to warrant the same cost? And do you still think "Godlike Extra Effort" is an... Or should it just be an "Extra Option" Perk if that switch isn't already on in a 4 color Supers game? (But maybe that's just a GM call...) |
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#9 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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We have Emergencies Only, and Unsupported. The latter requires a Ht roll with failure resulting in HP damage, and a critical failure crippling. With (very) rapid healing and good Health, the No Nuisance Perk should remove that danger.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#10 | |
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Join Date: May 2005
Location: Lynn, MA
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I don't think I'd allow Unsupported in conjunction with No Nuisance rolls... if that were allowed, it would only be relevant if HT was somehow penalized. |
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| unsupported, very fit |
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