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Saturday, May 29, 2021

GURPS House Rule: New Limitation: Requires Component

 What?

A new limitation which expands the functionality of the Accessibility Trigger limitation. 

 

Why? 

A flat -5% for any kind of item you might need to use your power just falls, well, flat. I know Power-Ups 8: Limitations says you can increase this to -10% if you feel it appropriate, but I still find that unsatisfactory.

While working on this, I've learned that Trigger is the advantage intended to perform this function not Accessibility. Trigger uses up the item, and then it's gone. So these are expanded options for Trigger. I was being unfairly harsh to Accessibility.


I got started down this line of thinking by remembering the way the Resurrection line of spells in Dungeons & Dragons use those super expensive diamonds. In my many years of playing D&D, this has always been a big hassle. Many an adventure has been based around finding more of those special diamonds (which the DM always makes exceptionally rare), and many campaigns have been ended for want of those diamonds. If only we had those diamond! This seemed like it was worth much more than -5% or even -10% (which I now realize would be something like -30% with Trigger). So I set out to create a fix that would put this more in line with the expectations I came to the game with based on my D&D experience.


The Rules

This is a limitation for when your ability requires the of a specific type of object every time it's used. The component gets used up and next time you have to provide a new one.


There are a bunch of ways to modify this (think of it as being like Gadget). Add each one that applies:



Rarity (Difficulty to Acquire)

Very Common, -5%

(You can get this everywhere. This is worth points because you can happen to find yourself without access to it, such as when you're thrown in jail, or tied up by the villains, etc. Examples: Dirt, leaves, acorns, any random feather)


Common, -10%

(You can get this easily in civilization, but it requries going out of your way. If you run out of this component while in the wilderness, you're very unlikely to be able to replace it. Examples: Werther's Original, subway token, tube of toothpaste)


Uncommon, -20%

(Only certain places have this item. It might require a visit to a specialty shop, or you might have to place an online order and then wait for delivery. Even in a medium-sized city, you might have to call around to find it, and it might not be available. Examples: Specific Magic: The Gathering card, mashed potatoes from a specific diner, transmission for 1977 Ford Bronco, unusual chemical)


Rare, -30% 

These items are found only in very specific places. They might be sold only in one place in an entire country, or are only available as a special order from a specific craftsman. Perhaps they come up on eBay a few times a year, but you have to watch carefully. Examples: Portrait of Wilford Brimley painted by a specific artist, a diamond carved in a specific way, 1925 World Series ticket, PSA 10 Alpha Edition Black Lotus card)


Expense

"Free", -0%

(It's just sitting around. You don't need to worry about it. Examples: Water, dirt, old scraps, plastic cutlery)


Cheap, -5%

(Affordable to the average person. Examples: Olive oil, ounce of tin, a booster pack of Magic: The Gathering cards)


Pricey, -25%

(Doable, but expensive, to an average person. Example: Gold ring, new pair of designer shoes, cell phone)


Expensive, -40%

(Meaningful cost to someone who purchases the highest allowable level of Wealth. Examples: Cutting-edge graphics card, Magic: The Gathering deck, expensive ruby)


Transportability

Easily transported, -0%

(Fits in a pocket or small pouch. Examples: Jacks, dice, coins)


Bulky/Difficult, -5%

(Might be able to strap it to yourself to carry it, but it causes problems moving around. Examples: Microwave oven, desktop computer, cello)


Immobile, -10%

(It can't be moved. You have to go to it. When items like these are consumed, they need not crumble to dust; they are merely no longer suitable for use. These might not be literally immovable; doing so might take great effort, and require great expense. Examples: a park, a cathedral, the Liberty Bell) Note: this needs to be adjusted for different abilities; it is worth much more on a combat ability than on a divination type effect or a healing ability.

Legality

Legal, -0%

(Duh.)


Illegal,-10%

(They're illegal, but you won't get in that much trouble for them. Still a risk, though. Examples: Heroin, stolen goods, outlawed books and such in some countries)


Highly Illegal, -20%

(You don't want to get caught with these. Examples: Large amounts of illegal drugs, plutonium, highly-classified documents)


Danger

Safe, -0%

(Nothing to worry about here.)


Risky, -5%

(These pose some danger if handled improperly. You'll need to take special care while handling these. Examples: Bleach, many medications, dynamite)


Very Dangerous, -10%

(Things could go terribly wrong carrying this stuff around. Examples: Anthrax, a kg of antihydrogen, tetradotoxin)

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