B102. Although initially less than Increased Range, it eventually becomes better because of exponential (doubling) increase per 50% instead of 10x (linear) per 30%
P100 introduces an interaction with Costs Fatigue
- Area Effect is very often dependent on enablers. For instance, you can't just slap it on Damage Resistance to create a force field; you need Affects Others and Force Field first.
- Aura + Area Effect means that the ability keeps firing off every second. That means that every person in the area has to make a HT roll every second until affected.
Advantages v AbilitiesEdit
- The rule on p. 100 is for advantages with a fatigue cost, not abilities.
- An "advantage" is a single standalone trait;
- an "ability" is an advantage (or multiple connected advantages) after applying all enhancements and limitations.
- The Mind Control advantage does not have a fatigue cost. So regardless of what modifiers you add to it, the first bullet on p. 100 does not apply to it.
- Mind Control (Area Effect, 8 yards; Costs Fatigue, 1 FP) would cost 1 FP to use, not 8.
- You have designed it so that the ability costs 1 FP, but that doesn't mean that the underlying advantage does.
Leech without RangedEdit
- you'll also need to add Malediction. The concept behind Leech is that you are limited by (A) having to make contact with a person and hold onto them tightly or (B) having to win a Quick Contest against them. Since you have given your ability range (via AE instead of Ranged, which I think is certainly fair), you'll need to also add Malediction.
also mentions cumulative penalty:
- an ability which steals from everyone around him simultaneously, at a penalty to the roll equal to the number of subjects minus 1 (e.g., if there are four people around, the Malediction Leech roll would be his Will-3 versus their Wills.)
- Add Independent, +70%, if you want to avoid this penalty.
This is probably based on the "multiple instances" rule on Powers
- Area Effect 1 is a 2-yard radius, not 1-yard.
- A 1-yard radius would be your hex in Tactical Combat, yes.
- (TC basically rounds AOE down.)
- Tactical Combat rules effectively reduce all radii by 0.5. If you have a "2-yard radius" effect in Basic Combat, it extends two yards out. But in Tactical Combat, it only fills two circles of hexes, for what is technically a 1.5-yard radius. The assumption is that the extra 1/2-yard "spillover" into the next circle of hexes is easily and automatically avoided, since GURPS' granularity doesn't allow you to specify exactly where a person is standing in his hex.
- half-levels of AE aren't exactly canonical*, but are certainly reasonable, for +25%. "AE 1/2" would be a 1-yard radius by itself, or it would multiply the AE radius by 1.5 otherwise.
- I did use one in DF5 without much affair -- the Insect Swarm has AE of 1 yard for +25% on its Toxic Attack. So I guess there's even a RAW precedent if you're willing to call DF "RAW". :)
Insect Swarm can be found on page 9 of Dungeon Fantasy 5 Allies. PK refers to:
- Area Effect, 1 yard, +25%
- RAW is that you charge for the next level.
- Having said that, the precedent in GURPS is that when you have an base-2 exponential ability (that is, having level X gives you 2^X effectiveness), any "half levels" multiply your total by 1.5.
- In other words, if "three levels of Area Effect" (+150%) gives you an 8-yard radius, then "three and a half levels of Area Effect' (+175%) would give you a 12-yard radius. So I'd use something like this:
- +25% = 1 yard
- +50% = 2 yards
- +75% = 3 yards
- +100% = 4 yards
- +125% = 6 yards
- +150% = 8 yards
- +175% = 12 yards
- +200% = 16 yards
- +225% = 24 yards
- +250% = 32 yards
- ...and so on, with every +50% doubling the radius, cumulatively.