Victim Posted October 18, 2003 Report Share Posted October 18, 2003 Instead of using Change Environment or Images, perhaps Transmit for Detect: light as a naked adder would work. Quote Link to comment Share on other sites More sharing options...
Narthon Posted October 18, 2003 Report Share Posted October 18, 2003 Would that mean you are detecting light? I don't think that works. Active sonar on visible would work perfectly though. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted October 18, 2003 Report Share Posted October 18, 2003 I was thinking more along the lines of "Suppress Darkness." Total Darkness to Sight in a 1" radius, at 0 END and Persistent, would be 20 Active Points. So, 7d6 of Suppress with Standard Effect would totally eliminate it, that's 35 Active Points. Put it on a Fuel Charge lasting one hour (-1/4) for the batteries, OAF Flashlight, making it 15 Real Points. (Lord, I am such a HERO gaming geek.) Quote Link to comment Share on other sites More sharing options...
pinecone Posted October 18, 2003 Report Share Posted October 18, 2003 I seriously (OK not so seriously) considered a Flashlight as Transmit added to the sight group OAF or just change sight to Active instead of passive...???? Quote Link to comment Share on other sites More sharing options...
DWarners Posted October 19, 2003 Report Share Posted October 19, 2003 Only problem I see is the detect only works for the person buying it. IMO the images only to use as light is best way to go. Quote Link to comment Share on other sites More sharing options...
Gary Ciaramella Posted October 20, 2003 Report Share Posted October 20, 2003 Player: I want a flashlight for my character, pleaaaaaaaaase? *puppy eyes* GM: *sigh* Ok, you have a flashlight. Quote Link to comment Share on other sites More sharing options...
Vondy Posted October 20, 2003 Report Share Posted October 20, 2003 Normal Person Junk Doctrine: I don't charge characters for normal junk ordinary people typically have, or can easily purchase - nor do I require a write up of said objects. The exceptions to this rule are two-fold: 1) if the item is beyond the characters financial bracket, or 2) it falls into the category of "weapons and armor" So things like ordinary cars, flashlights, rain-coats, condos, cel-phones, and personal computers don't generally cost points in my games because they are: 1) generally available to the common man, and 2) advance non-essential plot functions, and 3) don't impact play in an overt way that would require an expenditure of points Player: How many points does a flashlight cost? GM: Did you take any sort of finance oriented limitations? Player: No. GM: Its free. Player: Free? GM: Yeah, do you want a mid-size sedan, too? Player: Sure... uh... GM: And a common household Personal Computer? Player: What's the catch? GM: No catch. Would you like a condo to put the computer in? Player: No, really, what's the catch? GM: No, really. No catch. You can have a mobile phone too, if you want. Player: Can my phone be an encrypted sattelite phone? GM: now you see - that will cost you points... Quote Link to comment Share on other sites More sharing options...
austenandrews Posted October 20, 2003 Report Share Posted October 20, 2003 Originally posted by D-Man So things like ordinary cars, flashlights, rain-coats, condos, cel-phones, and personal computers don't generally cost points in my games because they are: 1) generally available to the common man, and 2) advance non-essential plot functions, and 3) don't impact play in an overt way that would require an expenditure of points I've run into a similar situation before. I had a Champs game where one of the players wanted a motorcycle, just slightly suped-up, with one or two minor gadgets on it. It was more for color than anything else. When we costed the thing, though, it came out to way more points than it was worth, because the vehicle rules make you pay from scratch. I ruled that the character only had to pay for functionality that went beyond what he could buy from the motorcycle dealer. That worked out much better. -AA Quote Link to comment Share on other sites More sharing options...
Vondy Posted October 21, 2003 Report Share Posted October 21, 2003 Originally posted by austenandrews I've run into a similar situation before. I had a Champs game where one of the players wanted a motorcycle, just slightly suped-up, with one or two minor gadgets on it. It was more for color than anything else. When we costed the thing, though, it came out to way more points than it was worth, because the vehicle rules make you pay from scratch. I ruled that the character only had to pay for functionality that went beyond what he could buy from the motorcycle dealer. That worked out much better. -AA A logical and reasonable approach to my way of thinking. Of course, logic and reason aren't popular in some circles, but it works for me. Quote Link to comment Share on other sites More sharing options...
Gary Ciaramella Posted October 21, 2003 Report Share Posted October 21, 2003 Originally posted by austenandrews I've run into a similar situation before. I had a Champs game where one of the players wanted a motorcycle, just slightly suped-up, with one or two minor gadgets on it. It was more for color than anything else. When we costed the thing, though, it came out to way more points than it was worth, because the vehicle rules make you pay from scratch. I ruled that the character only had to pay for functionality that went beyond what he could buy from the motorcycle dealer. That worked out much better. -AA I read a post from someone with a compromise that I found interesting... what it boiled down to is to take a template for a standard motorcycle, then the writeup for the slightly souped up one... compare thier costs and be charged the difference. So you only have to pay for the special abilities and not the every man tech part of it. I think I am going to use that as a house rule! Quote Link to comment Share on other sites More sharing options...
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