05-23-2019, 05:52 PM | #21 | |
Join Date: Jan 2015
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Re: [Basic] Icarus Landing System
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I think modified Catfall advantage, Parachute modifier and potential Cosmic is a simpler solution, but I think modified Flight is not that bad too. |
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05-23-2019, 06:33 PM | #22 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Basic] Icarus Landing System
The RAW cost for Catfall is 10 points. I think it's probably over-priced at 10 points, unless the campaign sees a lot of falls from considerable heights, in which case it's probably a bargain.
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05-24-2019, 01:12 AM | #23 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Icarus Landing System
Huh, didn't realise that. Either way, basic Flight is [40], reduced flight move to 1 is [-18], so [22] even before you factor in any limitations like 'must only fly down, never up', which should be a huge one on something as versatile as Flight.
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05-24-2019, 02:34 AM | #24 |
Join Date: Mar 2016
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Re: [Basic] Icarus Landing System
It has an 80-yd minimum, but Accessory (Parachute) [1] should be valid RAW.
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05-24-2019, 04:37 AM | #25 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Icarus Landing System
By the letter of the rules, it does. I certainly would not support Resistant to falling damage, but the Immunity comes out at a plausible price, if appropriately justified.
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05-24-2019, 05:15 AM | #26 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: [Basic] Icarus Landing System
Quote:
So there is also a time limit on it's usage. |
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05-24-2019, 05:37 AM | #27 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: [Basic] Icarus Landing System
Here's an old thread about the same topic. Last post has a version based upon flight with gliding.
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05-24-2019, 06:27 AM | #28 |
Join Date: Nov 2015
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Re: [Basic] Icarus Landing System
So it's a limited duration flight with gliding and a recharge time so you can't immediately reactivate it?
It's probably overcapping limitations, on the other hand, if you're going to fall, and this is the only "slow falling" option available... |
05-24-2019, 07:18 AM | #29 |
Join Date: Feb 2016
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Re: [Basic] Icarus Landing System
Since Super Jump protects against falling damage, I would just buy such protections as Super Jump (Only for calculating falling damage, -80%) [2/level]. Level five would cost 10 CP and would allow an average Basic Move character to ignore damage from falls up to 1,600" (around 42 yards or 14 stories), and you could increase it by five yards with an Acrobatics roll. Level 15 would cost 30 CP and would allow an average Basic Move character to ignore damage from falls up to 25 miles. Level 20 would cost 40 CP and would allow characters to safely fall from LEO and would probably adequately represent most reentry systems.
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05-24-2019, 11:03 AM | #30 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: [Basic] Icarus Landing System
I don't think that's quite right. It only works on falls over 10m. But you don't take 10m worth of falling damage when it works.
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Tags |
advantage, advantages, catfall, fall damage, slowfall |
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