Afelia

u/Afelia@lemmy.blahaj.zone
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on Who wants to try this? · c/cocktails · 33 pts · 41d

Going by the style of recipe, the name at the end, and the font, this looks like it's from an older community cookbook. Which were popular from the 1910s to early 60s. Making 6 cups of coffee and reducing it may have been the easiest way to do this at the time it was written.

on Question about Mitigators · c/gurps · 1 pts · 163d

It isn't really an "upside". ST, for example, has multiple components to it. It improves your lift, melee damage, ability to break out of binds, and hp. You can buy all of those individually. In this case, having bionic arms means you're effectively able to lose levels of Arm ST, which is normally 5pt/level. You can also effectively lose any DX skills which use your arms, which is most of them.

Ultimately as gamemaster, it's up to you to decide how likely this is through emp, rival hackers, corpo sabotage, ect. The discount remaining is to account for the possibility of it happening.

on Question about Mitigators · c/gurps · 4 pts · 163d

GCS is correct. You still have the disadvantage, you just don't get the full point cost because something lets you offset most of the downsides.

A good way to look at it is the most common mitagator in any setting: glasses. A character wearing glasses still has Nearsighted or Farsighted, the glasses don't change that. But what they do do, is allow the person wearing them to avoid the downsides of that disadvantage.

on Am I doing this right? · c/gurps · 3 pts · 180d

On the Gorilla Arms, Ultra-Tech Stats out a pair of bionic arms as Arm ST+2 (Both arms; Temporary Disadvantages, Electrical, -20%, and Maintenance, 1 person, weekly, -5%) [8]; DR 2 (Arms, -20%) [8]; No Fine Manipulators (Mitigator, -70%) [-9]. for a total of 7 points and a cost of $24,000. That's about 6~7 months worth of income to replace both arms on a regular salary, assuming you're using the job rules on Basic Set page 516.

Of course the cash cost should reflect how common or rare you want implants to be. At an arveage monthly income of $3,600, a $500 implant wouldn't be that big of an investment/impact for someone at a status of 0. At most they might have to take on a temp job for a week or two to afford it.

Ultra-Tech's section on Cybernetic starts on page 207, if you want to look at that for a baseline.

The default rules for Obscure [Sense] in Basic Set: Characters says that making it ranged gives it a max range of 100 units, and the affected area is a 2 unit radius, while I’d want to reduce it down to 50 unit range, single-target, and only affect robots and cybernetics. Would these be custom limitations I’d have to make?

Basic Set Page 101 is the start of the Modifiers section and contains a number of Enhancements and Limitations that can be applied to Advantages. Reduced Range (B115) is one of them, Half range would be -10%. Making it only affect Robots would be Accessibility (B110) and would depend on how often robots appear. If you want it to be single target, consider using Affliction (B35) to give the Blindness disadvantage [+50%] instead of Obscure.

Is there anything I’m missing from these lists?

In general, a cybernetic that completely replaces a body part should come with the Disadvantage for not having that body part with the modifier Mitigator (-60% to -70%). This reflects the fact that if the cybernetic breaks, gets hacked, or is otherwise disabled that the character does not have the ability to use that body part.

on Double Date · c/animemes · 8 pts · 1y

I think that's the "back massager" that Cappie has in Miside.

on Thoughts on the Fallout RPG? · c/rpg · 5 pts · 2y

GIRPS is nowhere near as bad as people make it out to be. Most rolls just boil down rolling 3 dice, adding the totals, and comparing them to your skill level.