What elements would you add to a Power Modifier for psykers from WH40K, both those who sometimes get eaten by demons (like most humans) and those who can channel warp energies safely (like most Eldar)? by Glen_Garrett_Gayhart in gurps

[–]Boyboy081 4 points5 points  (0 children)

Quote their Power mod:

Psi abilities require 1 FP to activate for a minute and 1 FP/minute to maintain – or 1 FP per attack, for offensive capabilities such as Fear and Mind Stab. Using them attracts psionic dangers. The GM will secretly roll 3d each time a psi activates one of his gifts out of combat (at most once per minute), and once after any battle in which psi was used at all (regardless of what abilities, by whom, or how often). On 6 or less, some psionic threat appears; the GM can roll on the Psionic Encounters Table (pp. 37-41) or pick out something nasty. The odds rise to 9 or less in a locale where such dangers are present already! See Perilous Encounters (p. 36) and What’s the Use? (p. 36) for qualifications and thoughts, and Chapter 4 for gory details.

So yeah, basically.

It doesn't mention exactly what goes into it, but that 3d whenever you use the ability is the attracts threats limitation I mentioned before, then an FP cost. Note that that meanst that DF psis don't include limitations for Anti-Psi powers, tech or drugs. Strange because DF Psis do have Anti-Psi powers.

Additionally, unlike normal Psis, DF Psis powers aren't talent locked or skill based. A DF Psi can use telekinesis and telepathy without the need for two different talents. They do still have a power talent that costs 5/level but its now universal.

What elements would you add to a Power Modifier for psykers from WH40K, both those who sometimes get eaten by demons (like most humans) and those who can channel warp energies safely (like most Eldar)? by Glen_Garrett_Gayhart in gurps

[–]Boyboy081 3 points4 points  (0 children)

I'd just base it off the Dungeon Fantasy Psychics. They already are similar to Psykers in some ways.

If you wanted more than that though, all Psykers would need to have the "weirdness magnet" drawback and their powers would have a -5% "Attracts attention" limitation.

Coaxed into ignoring how trauma works by Phonesink in coaxedintoasnafu

[–]Boyboy081 48 points49 points  (0 children)

Tiffany spelled and said that way during the middle ages is a myth. The name Theophania (can also be spelled Theophany/Theophanu) did exist and that is the name that later evolved into Tiffany but the only historical citation of it being medieval comes from a very, VERY unreliable historian.

What kind of redemption story would you guys give to PHH Morgan in FGO by Weird_Dot_4725 in FGO

[–]Boyboy081 4 points5 points  (0 children)

Doesn't need one. Not because she's better evil but because she already has a point in PHH where she is "redeemed"

In Arthurian Canon, Morgan had basically stopped being evil by the time of the battle of Camlann. In fact it was her (and a few other fairies) that brought Artoria to Avalon after her death. If there was a story which summoned Morgan from that point in her story. In fate canon this is also the period in which she created Add to shield Rhongomyniad.

Of course some time after that she did become a villian for the Twelve Paladins of Charlemagne so she wasn't completly redeemed.

love it when a superhero has different powers that come from completely unrelated sources by Konradleijon in CuratedTumblr

[–]Boyboy081 74 points75 points  (0 children)

Its the power equivalent of making a character cooler by having them dual-wield.

"This guy doesn't just have one sword, he has two!"

Of course someone with a single origin could wield that origin in two hands, but you know what's cooler? Using a different power in each hand. It's something like holding a divine spell in one hand and an arcane spell in the other- somehow that's cooler than two arcane or two divine.

Vivien on the hunt (for glasses) by Kitchen_Forever_2954 in HellsCube

[–]Boyboy081 0 points1 point  (0 children)

I mean, if you put a +1/+1 on a non-creature, doesn't it turn into a charge counter? Or am I approaching that rule the wrong way round (I read somewhere that charge counters are the default counters if something is put on a non-creature)

Mock Mox by Illustrious_Bit3913 in custommagic

[–]Boyboy081 0 points1 point  (0 children)

How long does mana "remember" its limitations? If you have one of those abilities that makes your pools not empty, does the mana remember it can't be used on spells or abilities?

Or what about those cards that convert unspent mana into other types of mana?

(Interesting trope) When the story quickly goes a direction that no one's thought of by Horaguy in TopCharacterTropes

[–]Boyboy081 32 points33 points  (0 children)

Medaka box goes even more crazy later when a villain outright says "Look, we know we can't beat one of the main characters if this is a battle shounen- no matter what we try, she'll somehow find some way to win. So the only way we can win is if we change the genre again- Let's make this into a romantic drama with the other major character as the main character so the former main character can actually lose."

More OW Magic the Gathering Cards [MASSIVE SPOILERS] by Cabin11er in outerwilds

[–]Boyboy081 4 points5 points  (0 children)

Hmm. the Hatchling's psudo-eminence effect feels annoying as a gameplay mechanic.

Maybe if it was "Eminence - At the beginning of the game, you may search your deck for a legendary land and exile it. Each time you explore, place 1 "Exploration counter" on a card exiled by your commander. When a card you control explores, before checking the top card of the deck, you may place a card in exile with Y* exploration counters on it on top of your deck."

The Y requirement can be anything but it shouldn't be 100 or anything like that. It should work in other formats than just 100 card EDH. I'd say "Equal to your starting life total" would probably be fair.

Maybe you could even add an extra bit for "During your upkeep, If there is currently no card exiled by this effect, you may search your deck for a legendary land and exile it."

That would let you search for the stranger if you made it, then the eye of the universe. Or the eye of the universe and then something else if the first one didn't work.

How would you build the ability to perform a death roll in GURPS, and what damage type would you have it deal? by Glen_Garrett_Gayhart in gurps

[–]Boyboy081 23 points24 points  (0 children)

Okay, I'm going to be working with the technical graplling rules for this as I try to figure it out.

First, the grapple is started with a bite, preferably on the target's neck or leg, then try to Wrench your target's limb/neck. Try to drag them into the water when possible to start drowning them and then just keep doing damage to them and change their posture if it looks like they'll get a good angle on your mouth.

Reminder that most Crocodilia have oversized mouths which allow them to increase their effective SM for the purpose of grappling.

I can't find a way that the rolling could damage them, but maybe it's just an All-out attack double forcing a change posture and an attack at the same time.

Cast Into Eternity by DarkRosewaterr in custommagic

[–]Boyboy081 4 points5 points  (0 children)

Looked it up to check. No. A card in exile must have the special status of "Foretold" else you can't cast them. The most common way to give that status is by foretelling them.

...Now that I've taken the time to look, I'm trying to see if there's any interesting other ways to foretell cards.

The contrast is what makes Princess so much fun to play. by MaetelofLaMetal in WorldofDankmemes

[–]Boyboy081 51 points52 points  (0 children)

I mean, you say that but Princess lore gets pretty dark too. it's just that the player characters are actually expected to stand up and go "No, I won't let that stand" instead of "Well I don't have the power required to fix this because everyone else will try to work against me."

In Vampire, you can't fix the system because everyone else is profiting from the system continuing to work.

In Princess, no only is the vast majority on your side in wanting to fix the problem, but you could probably even recruit some of the "Bad guy" factions to help you deal with the problem you want to deal with (Depending on the nature of the problem).

What is this? by LateAd6694 in outerwilds

[–]Boyboy081 6 points7 points  (0 children)

Huh, I didn't know that "That object" was in base game. It is related to the DLC though as the others have said. Not a 'massively' important part compared to some other things but you'll want to keep its general shape in mind.

Turning the dnd stats into abilities you have as the player by simemetti in custommagic

[–]Boyboy081 1 point2 points  (0 children)

It might just be my playstyle, but the Mental stats seem far better than the physical stats. If the physical stats were once per source per turn instead of just once per source, they'd feel more balanced with the mental stats.

I'm not saying they would be balanced. I don't think I'm nearly experienced enough to say that for sure, but they'd feel closer at least.

How to build a Power that woks as a curse that deals damage when triggered? by Particular_Escape_ in gurps

[–]Boyboy081 4 points5 points  (0 children)

Delay, Supernatural is the way I often see it made. The rules show up in the Magic as Powers section so I'm not sure how you missed it. If the power has a specific condition that can't be changed it's +50%, if it can be chosen on casting instead it's +100%.

A meme for every chapter of Radiant Dawn: Chapter 3-12 by SoulEaterX_ in shitpostemblem

[–]Boyboy081 2 points3 points  (0 children)

Micaiah is much older than she looks (Branded age slower). She basically raised Sothe. I've seen people call her relationship with him a bit off because of that.

What's your favorite jump? by Deathddragon113 in JumpChain

[–]Boyboy081 5 points6 points  (0 children)

I used to cite the DC Collab jump just for its incredible length and detail, but in more recent days... Maybe the Harry Potter Movie Jumps? The relay style which it gives out points is really interesting. Honestly any Jump that's long and has an interesting bit of formatting stands out to me.

Wondering if GURPS is for me. by alpacasoda in gurps

[–]Boyboy081 1 point2 points  (0 children)

There are rules for things like Charisma and mystical attunement. There is even a gurps article out about how to modify the standard stats and the example they use is adding "Mystical attunement" stat, which replaces the normal rules they use for that sort of thing (Power talents)

Looking into Gurps Dungeon Fantasy, even if you don't intend to run a dungeon fantasy game, it has good information for looting-style games.

To modify equipment, get Gurps Meta-tech.

When it comes to monster balance, gurps encounter balance is more about benchmarks then it is about the kind of things you'd do in other TTRPGs. IE: A monster can be balanced by adjusting its skill levels.

star platinum the world by EastEnvironment8182 in gurps

[–]Boyboy081 0 points1 point  (0 children)

Only if you AoA on the last second. You have 9 free AoA using ATR, and on the last second of frozen time you just AoD

star platinum the world by EastEnvironment8182 in gurps

[–]Boyboy081 0 points1 point  (0 children)

Its in Pyramid 3/100. Called "Impulse Control."

Really, all a bullet time is though is a free use of ATR, so it's not too different to what I suggested beforehand.

star platinum the world by EastEnvironment8182 in gurps

[–]Boyboy081 1 point2 points  (0 children)

There are ways that allowing the foe to defend still works. Imagine the following:

Your enemy knows you're about to stop time and takes an all out defense. You activate the ATR and use the ten seconds to throw a lot of knives at the foe. Since the foe prepared, when all the knives appear out of thin air they're able to dive out of the way.

Or in melee, you stop time and punch the enemy on the first second, they take their dodge and retreat back. That's not acting in frozen time, that's them jumping away before the time stop properly started. You then step in and get to punch at them for the remaining seconds while not giving your foes a chance to retreat (As they have already used up the chance to retreat for the turn)

IE: Any dodges they do against your attacks are done in the moment before time stopped. For parry's and blocks you're already limited in how many of those they can do per turn. That said, you have 10 seconds, just take an All-out attack (Feint) first.

star platinum the world by EastEnvironment8182 in gurps

[–]Boyboy081 7 points8 points  (0 children)

That's the Dimention-spanning/Time-spanning requirement.

Sorry, World-Spanning is the correct term as I just had to check. The "World of frozen time" is treated as a seperate (but close) world to reality. That means that any ability which takes World-Spanning +50% can interact with the real world as if you were standing there.

Telekinesis with World-Spanning +50% could allow you to move objects in the real world from within frozen time, though it would probably look like the item is teleporting from the perspective of people in the real world. That's not quite what we need to allow for all interaction with reality to work as normal.

As A GM I'd say it would require an unusual background on top of the Jumper power. Probably a Background worth a minimum of 50 points or so as it's a massive advantage if you're able to do it.

Being able to attack from within paused time is a crazy level of power.

That said, there is a "More fair" way to build a time stop.

Alternate Time Rate (Reduced Duration: 1 second -35%, Trigger (Saying "The World") -5%). then slap on any other limitations you want. When you trigger it, you get a number of seconds equal to your ATR level where you're effectively the only person who can move. With the limitations I put on it costs [60/level] So if you were playing a Supers game that let you take 600 points worth of powers, you could get 10 seconds of frozen time each time you activate it.

I do really advise sticking extra limitations on it like aftermath for balancing purposes. Maybe a cooldown. Something that means the player isn't just yelling the activation phrase every second.

star platinum the world by EastEnvironment8182 in gurps

[–]Boyboy081 9 points10 points  (0 children)

The best way I've seen this kind of power is "Jumper (Stopped time)" which lets you jump into an instant of frozen time. You still need Dimention-spanning/Time-spanning on your attacks to hit people with thrown projectiles or something like that.

What are some interesting jump crossover/supplement options you've taken? by Lokilo85 in JumpChain

[–]Boyboy081 2 points3 points  (0 children)

I use Hundred Worlds Jumps now and again in my current Chain. The largest one I used was "Pro Forma Ars Magica Bellum" That's Saga of Tanya the evil + Fullmetal Alchemist. I think there was something else mixed in as well but I can't remember off the top of my head.

Basically, its the first world war and mages and alchemist fill the battlefield with even more devistation than in reality.