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Old 03-23-2020, 11:16 AM   #9
Plane
 
Join Date: Aug 2018
Default Re: [Powers] Elsa's ice powers in GURPS

Quote:
Originally Posted by phayman53 View Post
Yes, I am asking how GURPS would model the powers of a Disney princess (or, actually, a Disney queen).

Social distancing has us at home and we just watched Frozen 2 again with my daughters. I'm not so great at building powers, but watching made me wonder how one would build Elsa's fairly prestigious ice powers. Anyone want to take a stab at it? Bonus points for two sets, her powers in Frozen and her 'leveled up' powers in Frozen 2. :-)
I like Phantasm's idea of using a powers/sorcery approach.

A cursory search of the first film's transcript gives some precedent for using the Mana-Sensitive (Magical source) modifier:

"Ice has a magic can't be controlled."
"Do the magic! Do the magic!"
"I recommend we remove all magic, even memories of magic to be safe."
"Snow, it had to be snow, She couldn't have had tropical magic that covered the fjords in white sand and warm... Fire!"

The neat thing about the Magical power modifier is it gives you near-unlimited powers when utilizing Extra Effort in a Very High Mana or Wild Mana setting.

P178 "FP Cost and Source".

Wild Mana better fits her (could have the Wild Mana Generator advantage in Thaumatology) due to the lack of control she has over her abilities.

T59 defines this as even better than Very High because you don't have to spend the FP and wait 1 second to get it returned to you, successful spells just cost 0 upfront as if it were a critical success.

So even if you had something like a Crushing Attack 2 (Requires IQ roll, Magical -10%) [4] you could gamble 100 FP on Godlike Extra Effort but if your roll fails you'll probably die from the HP loss, much like magic.

That influence of Wild Mana should probably only apply if you have some kind of success roll though, since all spells do. The benefit of no FP expenditure on a crit success is offset by the drawback of the terrifying magic crit tables on failures.

I can't recall if sorcery every dealt with the "only costs 1 FP on a non-crit failure except for info spells".

Presumably the 1 FP to cancel would fall under taking Cancellation Costs Fatigue +9% as a limited enhancement for Affliction.
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