09-09-2020, 08:20 AM | #11 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Psionics] A few questions.
Also, trying to push through the wall will result in taking that 4d in crushing damage, whether or not you break through.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
09-11-2020, 06:33 AM | #12 | |
Join Date: Aug 2018
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Re: [Psionics] A few questions.
Quote:
"inflicts damage on anyone who attempts to cross it, but an intruder can traverse it provided he is not stunned, knocked out, killed, etc. by its effects" PWs don't have HP/DR. To get that you have Rigid Wall, which I don't think uses the base dice for the amount of damage. Rather: "does no damage itself, but the damage type applies to the injury inflicted on anyone crashing into it." So you would use standard collision rules to determine damage, based on the HP of the wall compared to the speed of the collision |
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09-11-2020, 02:38 PM | #13 |
Join Date: Mar 2013
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Re: [Psionics] A few questions.
Not by PK, but Powers: The Weird is like this.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
09-11-2020, 07:51 PM | #14 |
Join Date: Oct 2004
Location: San Francisco, CA, USA
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Re: [Psionics] A few questions.
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09-11-2020, 10:10 PM | #15 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Psionics] A few questions.
Ah, you're right. I misread that passage.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
09-12-2020, 12:07 AM | #16 |
Join Date: Feb 2016
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Re: [Psionics] A few questions.
Small piercing is probably better for a rigid wall than crushing. For example, a Small Piercing Attack 6d (Area Effect 2, 4 yards, +100%; Persistent, +40%; Selectivity, +10%; Super, -10%; Wall, Rigid, +60%) [90] would allow you to place one DR 18, HP 3, wall per turn that you did not attack with it. The walls would be four 3 yard by 1 yard segments that you could arrange as you liked. If you added Rapid Fire, you could actually place multiple walls per turn, though I would also have Increased Range to maximize that utility.
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09-12-2020, 09:05 AM | #17 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: [Psionics] A few questions.
This is off-topic, so we shouldn't continue this here, but he's no longer listed as a staff member. I haven't seen him on the forums for a long time.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
09-19-2020, 07:19 AM | #18 |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: [Psionics] A few questions.
Sorry for the gap in posting but I have another couple of questions:
Has anybody tried using items that can give nonpsionic characters psi powers (building them seems simple enough) and if so how badly broken were the results. Also what sort of fluff explanation would you give for the items? |
09-19-2020, 07:56 AM | #19 |
Join Date: Feb 2016
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Re: [Psionics] A few questions.
Gadgets are balanced because they cost points. If you have mass produced items though, you dramatically change the balance of the game, as it would likely be cheaper to buy Signature Gear than psionic abilities. Even if it is not, it will likely be more efficient to spend 100 CP on Wealth (Multimillionaire 2) than 100 CP on psionic abilities.
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09-19-2020, 12:36 PM | #20 |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: [Psionics] A few questions.
I don't see mass production being a thing for these.
Across the original campaign and a couple of one shots in the same world it is my understanding that we encountered a grand total of three of these things (and I never knew they existed until the other day). Having been persuaded to reconstruct the setting/ build something with the same feel I am keen to keep the same level of rareity. My final problem with the psi (at least for now) is coming up with fluff reasons for how they work and why they are not everywhere. |
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permeable wall, rigid wall |
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