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new GURPS advantage

Started by SDragon, March 11, 2007, 05:23:01 PM

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SDragon

Since GURPS is a point-buy based system, I figured it would be much easier to balance new mechanics then, say, d20; All that really needs to be done is figure out the mechanical effect, then give it a proper point value. So now, I present my new advantage for GURPS (3e, although I imagine it would fit in 4e, as well):

Quote from: Hidden Talents/Cybernetics: 10 pointsYou have powerful latent talents (or possibly a guy who knows a guy with good implants)that can make you quite formidable- once you figure out how to properly use them.

Each time you spend points to advance your character's skills, you may choose a new advantage, and an equal value in disadvantages. These disadvantages can be bought off like normal disadvantages. Since this can only be done when improving skills, you cannot use this advantage when spending points to buy off a disadvantage.

If using this advantage for cybernetics, the GM may rule that certain implants cannot grant certain advantages and disadvantages. For example, a cybernetic eye might grant the Absolute Direction advantage, but not the Double-Jointed advantage; A cybernetic limb, however, might grant the Double-Jointed advantage, but not the Absolute Direction advantage.

Any thoughts?
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