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Sun, Dec. 2nd, 2018, 03:04 pm
New GURPS Ability: Omnicontact

20 ponts/level

You know people everywhere. Once per session per level of this ability (if the GM permits multiple levels), you can declare that you have a nearby Contact. The GM must approve the Contact (no saying, "I just so happen to be best friends with the leader of the bad guys, so I ask him nicely to stop") but should take your needs into account for anything short of derailing the campaign.

Decide how high-ranking (effective skill) the Contact is when you use this ability; this affects their reliability. A skill-15 Contact is Completely Reliable. A skill-18 Contact is Usually Reliable. And a skill-21 Contact is Somewhat Reliable.

Statistics: Wild Talent (Wild Ability Only, +0%) [20]; Special Effect: Based on Contacts instead of power abilities.

Thu, Dec. 6th, 2018 11:33 pm (UTC)
peekitty: Re: Nice, here is a slightly different build

Great minds think alike. And I just caught a typo; I figured Wild Ability Only at +0%, not +50%.

Fri, Dec. 7th, 2018 03:02 am (UTC)
Refplace: Re: Nice, here is a slightly different build

I was wondering about that and figured you just put in other limitations not in evidence.
I think you gave me the value for the ones I used. Initially I just had Focused.
Since it will never get its shot in Pyramid this thread seemed like a good place for it.

Off topic but great book released today. Nice to see something from you in GURPS again!