Sociotard
Feb 21st, '05, 12:16 PM
Okay, I'm reading Ultimate Mystic right now, and it made me think of a nice limitation for clerics, pacters and religous mystics in general: Fasting. Basically, fasting would require you to give up something (traditionally all food and water, but often something else) for a certain amount of time.
Now, it looks like this should be a varient of Extra time. After all, if I get a -4 limitation for having to wait a day before a power activates, being forced to forgo food and water during the duration shouldn't give me any limitation smaller that -4. The question is, when should it be more?
Logically, when it becomes more limiting. Going without food doesn't become a problem until 2-3 day's pass (Heck, I've done two day's. I was dizzy, but not hurting). I say extra time is worth an additional 1/4 lim if it requires you to go without food to the point it starts causing mechanic-simulated problems. One day? you haven't started taking stun or body yet, so it's worth -4. Two full day's? -4 1/4. 1 Week? -4 3/4, and so on.
If the character is going without food and water, it's worth more, since he's getting it from two ends now. Since dehydration sets in at the 24 hour mark, we have 1 day becoming -4 1/4, Two day's -4 1/2, one week -5. well, I don't know many who can go a week without water, but some heroic characters might pull it off.
Ghandi has a supernatural ability to induce peace in the land, built as megascale mental transform. To do it, he must go on a fast for peace for about a week. He gets a -5 limitation.
There are other way's things can become limit-inducing fasts. Lets start with quirks and psych lims. For those not in the know, quirks are a gurps rule that some hero users import. basically, they're disadvantages that are so rarely limiting that they only give you 1 or 2 points. Try 'em, they're fun. Anyway, a character who must resist his own disadvantages (with lots of roleplayed weeping and gnashing of teeth) gets an automatic -1/4 slapped onto the extra time as soon as the timespan is long enough for the limitation to come into effect.
Example: Kel loves orange soda. He drinks it whenever he gets a chance, and generally carries a bottle of it with him. This means he has a 1 point quirk "loves orange soda". for kel, going 6 hours without orange soda, especially if he has access to his temptation, is miserable, so he'd get a -3 3/4
Higher levels of disadvantage may allow for more extreme limitations.
Example: Ariel is a 14 year old with some psychic talents. She has the ability to recieve visions of the future and past if she stay's in a dark enough room long enough (it forces her mind, out of desperation, to use talent so it can see something). However, she has Fear of the Dark, common total, the result of growing up in an abusive home. She has her clairsentience after spending 6 Hours in a no-light environment -4. Because of her disadvantage, she almost never uses this power, until her teammates, desperate to catch the serial killer before it's too late, resort to forcing her into a locked closet. (talk about a gritty Dark Champions game)
Dependence is another possiblity for creating fasting conditions
Example: A mystic in a victorian age game is addicted to cocaine (Dependence, must do a line at least once a day or suffer incompetence) (Uncommon, addiction) 10 character points). He buys the ability to summon a demonic spirit to his side, but this spirit loathes substance abuse. It won't come unless he has gone 1 week without, so the power has a -4 3/4
Thoughts? Comments?
Now, it looks like this should be a varient of Extra time. After all, if I get a -4 limitation for having to wait a day before a power activates, being forced to forgo food and water during the duration shouldn't give me any limitation smaller that -4. The question is, when should it be more?
Logically, when it becomes more limiting. Going without food doesn't become a problem until 2-3 day's pass (Heck, I've done two day's. I was dizzy, but not hurting). I say extra time is worth an additional 1/4 lim if it requires you to go without food to the point it starts causing mechanic-simulated problems. One day? you haven't started taking stun or body yet, so it's worth -4. Two full day's? -4 1/4. 1 Week? -4 3/4, and so on.
If the character is going without food and water, it's worth more, since he's getting it from two ends now. Since dehydration sets in at the 24 hour mark, we have 1 day becoming -4 1/4, Two day's -4 1/2, one week -5. well, I don't know many who can go a week without water, but some heroic characters might pull it off.
Ghandi has a supernatural ability to induce peace in the land, built as megascale mental transform. To do it, he must go on a fast for peace for about a week. He gets a -5 limitation.
There are other way's things can become limit-inducing fasts. Lets start with quirks and psych lims. For those not in the know, quirks are a gurps rule that some hero users import. basically, they're disadvantages that are so rarely limiting that they only give you 1 or 2 points. Try 'em, they're fun. Anyway, a character who must resist his own disadvantages (with lots of roleplayed weeping and gnashing of teeth) gets an automatic -1/4 slapped onto the extra time as soon as the timespan is long enough for the limitation to come into effect.
Example: Kel loves orange soda. He drinks it whenever he gets a chance, and generally carries a bottle of it with him. This means he has a 1 point quirk "loves orange soda". for kel, going 6 hours without orange soda, especially if he has access to his temptation, is miserable, so he'd get a -3 3/4
Higher levels of disadvantage may allow for more extreme limitations.
Example: Ariel is a 14 year old with some psychic talents. She has the ability to recieve visions of the future and past if she stay's in a dark enough room long enough (it forces her mind, out of desperation, to use talent so it can see something). However, she has Fear of the Dark, common total, the result of growing up in an abusive home. She has her clairsentience after spending 6 Hours in a no-light environment -4. Because of her disadvantage, she almost never uses this power, until her teammates, desperate to catch the serial killer before it's too late, resort to forcing her into a locked closet. (talk about a gritty Dark Champions game)
Dependence is another possiblity for creating fasting conditions
Example: A mystic in a victorian age game is addicted to cocaine (Dependence, must do a line at least once a day or suffer incompetence) (Uncommon, addiction) 10 character points). He buys the ability to summon a demonic spirit to his side, but this spirit loathes substance abuse. It won't come unless he has gone 1 week without, so the power has a -4 3/4
Thoughts? Comments?