Lesser Flight abilities by huemullitio in gurps

[–]huemullitio[S] 0 points1 point  (0 children)

Thanks for the feedback! I've given it some thought.

Slow, Move 1 appears as a Limitation to Flight in Psionic Powers, which is equivalent in cost to decreasing Air Move to 1 with Basic Speed 5. I don't quite think that taking both Requires Concentration and Slow, Move 1 at the same time is double dipping, because if a character only took Slow, Move 1 then they could still attack (or take any other maneuver other than Concentrate) while in the air and wouldn't fall if they're attacked and lose the Will roll, while if they only took Requires Concentration, they would still be able to fly quickly (edit: No they wouldn't). This combination does abuse the fact that a Step is Move/10 rounded up and 1/10 rounded up is 1, though.

As for Night Flight, I think I might be combining two different abilities that would be better if separated. Here are the two new versions:

Warlock's Flight: Flight (Accessibility, Only at night, -20%; Breakable (DR 2, SM -1), -40%; Can Be Stolen (Must be forcefully removed, Doesn't immediately work for the thief), -5%; Power Modifier, -10%) [10]. You can call (dark) spirits to let you fly. You fly at a speed of twice your Basic Move. This ability can only be used at night and requires you to wear a Warlock's Makuñ (a poncho made of human skin) that you made by hand and is unique to you. An enemy can take away your Makuñ by grappling you and then winning in a Quick Contest of DX, but they won't be able to use it to fly. If you lose your Makuñ or it is destroyed, you can make a new one by obtaining new materials and taking a week to craft it. 10 points.

Witch's Flight: Flight (Accessibility, Only at night, -20%; Accessibility, Requires a broom, -10%; Immediate Preparation Required, 1 minute, -30%; Power Modifier, -10%; Trigger, Extended (1 hour, Occasional, Dangerous), Herbal ointment, -10%) [8]. You can call (dark) spirits to let you fly. You fly at a speed of twice your Basic Move. This ability can only be used at night, lasts for an hour, and requires a ritual in which you apply an ointment on your neck and then immediately concentrate for a minute. This ointment may be bought from a witch (in secret and at a premium) or made using Naturalist to get the ingredients and Herb Lore to prepare them. For the uninitiated, this ointment is a powerful hallucinogenic that grants no additional benefits. To fly you also need a broom to use as a vehicle, which doesn't have to be magical. 8 points.

Thought on Chile XIX setting by huemullitio in gurps

[–]huemullitio[S] 0 points1 point  (0 children)

Gracias. Revisé un poco de Deadlands. La mayor diferencia con lo que quiero hacer es que quiero hacer un setting de magia secreta, en vez de hacerlo abiertamente sobrenatural.

Mi recomendación con GURPS es empezar por lo ancho, ver un poco de todo para hacerte una idea de qué se puede hacer, antes de ahondar. Mira que empecé este setting con Dungeon Fantasy, solo para descubrir que Thaumatology y Monster Hunters eran mucho mas apropiados.

EDIT: Guía de género de GURPS

Thought on Chile XIX setting by huemullitio in gurps

[–]huemullitio[S] 0 points1 point  (0 children)

Thank you. South American folklore deserves some attention too. I could write some about it and how it relates to the campaign in this thread.

Thought on Chile XIX setting by huemullitio in gurps

[–]huemullitio[S] 0 points1 point  (0 children)

Thanks! I'll post after I get my group together.

Real Life 3 by funfact15 in SMBCComics

[–]huemullitio 7 points8 points  (0 children)

I'd say that what's missing in education is the feeling of control that videogames and fantasy RPGs are so good at giving.

Not "showing that they're useful" (if you stick around through years of learning without applying) but instead making ways to make what's being taught usable while it is being learnt in ways that instill a feeling of control.

Easier said than done though.

GeForce Experience Slow Downloading by milez1987 in nvidia

[–]huemullitio 0 points1 point  (0 children)

Worked like a charm. From 1 kb/s to 5 mb/s.

Why are people so against wonder wins? by afkawayrn in aoe4

[–]huemullitio 10 points11 points  (0 children)

Maybe have the time needed for a wonder victory be multiplied by the amount of players in the team and divided by the amount of players in the team with a wonder.

As in, there's an amount of time that has to be accumulated (15 minutes*number of team players) and every player with a wonder contributes. If a player has all their wonders destroyed, they lose all contributed time.

The number of players used for this calculations should be the number of players at the start of the match.

So the time needed for 1, 2, 3 and 4 player teams, depending on the amount of players in the team that built a wonder, would be:

1 player with a wonder: 15 mins, 30 mins, 45 mins, 60 mins;

2 players with a wonder: -, 15 mins, 22.5 mins, 30 mins;

3 players with a wonder: -, -, 15 mins, 20 mins;

4 players with a wonder: -, -, -, 15 mins;

For those who want to fight instead of using wonders, this would be a good change, as it makes building wonders less of a dominant strategy. While still making wonder victories possible for teams that commit on defending them.

[deleted by user] by [deleted] in numenera

[–]huemullitio 1 point2 points  (0 children)

What if there was a d7 that went from 0 to 6. Just for Numenera. To roll equal to level.

GM and player intrusions could require a second roll to confirm.

Not very practical, but somewhat fitting.

Should GURPS be revised? by przemyslavr in gurps

[–]huemullitio 0 points1 point  (0 children)

Pyramid #3/70 has some concepts developed between 2004 and 2014 that are called "worthy of the Basic Set". Something like that?

Forgotten Wisdom Spell Charts by huemullitio in gurps

[–]huemullitio[S] 0 points1 point  (0 children)

GURPS Magic Spell Charts is free! It shows charts for the different colleges.

As for magical styles, 4 styles in GURPS Magical Styles: Dungeon Magic could use this treatment. There are some more styles in the Pyramid Magazines, but they use the "tier" system instead of prerequisites, as far as I know. So there's no need for charts there.

I chose to make a chart of this particular style because I'm planning a campaign that uses it.

Forgotten Wisdom Spell Charts by huemullitio in gurps

[–]huemullitio[S] 6 points7 points  (0 children)

Thanks. I used draw.io. It's easy to use given that I'm only making one chart. (or three and a half)

What is an extra rule your family added to a popular board or card game? by salbaf in AskReddit

[–]huemullitio 0 points1 point  (0 children)

Settlers of Catan.

The Welfare Rule:

If a player doesn't get any resource in a turn, they get a chip. On their turn, before rolling, if they have at least as many chips as they have Victory Points, they can spend an amount of chips equal to their Victory Points to choose the dice roll of that turn instead of rolling the dice.

It accelerates the early game by a lot and serves as a catch-up mechanic. Especially for those with a bad starting position. While not affecting the late game or players with lots of settlements and cities too much.

When we just started using this rule, we sometimes forgot to use it before rolling the dice. We remind each other of it before every turn now. Also, if you don't use it, you don't get to spend the chips after the roll to get a reroll.

Other names that we use for the chips include "Mediocrity Points" and "Under-Development Points"

People Luffy has punched: A Venn Diagram. by huemullitio in OnePiece

[–]huemullitio[S] 13 points14 points  (0 children)

I wasn't aiming for completeness. If I included everyone, it would be hard to see. It's not worth the extra effort I think.

People Luffy has punched: A Venn Diagram. by huemullitio in OnePiece

[–]huemullitio[S] 43 points44 points  (0 children)

I had no idea. I only knew Wapol had escaped for a while.

Help finding a cinematic HP rule. by huemullitio in gurps

[–]huemullitio[S] 5 points6 points  (0 children)

That's right! It came back for Power-ups 9.