02-25-2016, 10:17 PM | #31 | |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
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I'd put them somewhere in the 50-100 range on this chart depending on the feat I would want them to accomplish. For outlandish things they would all have the ability to ultrapower something non-combat. Really, though, the point was that compressing most any supers character to have a ST 100 or less, costing a reasonable amount of points (900 points at the top end usually significantly less) with no fatigue tricks to worry about and everyone using the same ST rules could be a nice step forwards. Last edited by naloth; 02-25-2016 at 10:20 PM. |
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02-25-2016, 10:18 PM | #32 | |
Join Date: Dec 2004
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Re: Knowing Your Own Strength - Tank Smasher
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02-25-2016, 10:24 PM | #33 | |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
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I arbitrarily called "max lift" BLx10 since anything over BLx10 costs 1 fatigue per second. Obviously you can lift/move more, but you've moved into the extreme (and possibly extra) effort rules. |
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02-25-2016, 10:38 PM | #34 |
Join Date: Dec 2005
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Re: Knowing Your Own Strength - Tank Smasher
I've generally been of the opinion that there needed to be something similar to Enhanced Move for Strength. Why? Because all the movement powers work that way and it's a common multiplier scale in GURPS. But maybe with the breakdown of 30 for x 2 lift, 50 for x 2 strike, and 20 for x 2 hp.
so for x 8 lifting Strength you'd be paying 90 points but for x 8 Strength you'd be paying 300. So, at that point for 400 points you could buy a 160 Strength. It's still not quite steep enough but there's also the issue of buying an armor divisor which I think models skin hard enough to punch through a tank.
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02-25-2016, 11:24 PM | #35 | |
Join Date: Dec 2004
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Re: Knowing Your Own Strength - Tank Smasher
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So if you want to treat that as a genre specific Advantage, you could just create something like: Super Strength [50/level] Each level multiplies ST as follows: Level 1 = *1.5 Level 2 = *2 Level 3 = *3 Level 4 = *5 Level 5 = *7 Level 6 = *10 Every six more levels multiplies ST by ten again. This increases ST both for damage and calculating BL as well as giving the character equivalent damage reduction. Striking only would cost 25/level, Lifting Only 15/level, Damage Reduction only would cost 10/level. If that seems too cheap just up the cost per level. Try to stick to a multiple 10 so it is divisible by 5 and 2. |
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02-25-2016, 11:27 PM | #36 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Knowing Your Own Strength - Tank Smasher
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02-26-2016, 01:21 AM | #37 | |
Join Date: Nov 2012
Location: Australia WA
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Re: Knowing Your Own Strength - Tank Smasher
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Not with the right Cosmics ;) |
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02-26-2016, 05:10 AM | #38 |
Join Date: Jul 2013
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Re: Knowing Your Own Strength - Tank Smasher
Since in GURPS damage scales with the square root of Kinetic Energy, if we were to rescale the Knowing Your Own Strength damage table so it matches the basic lift table, we'd need to adjust it so that each +20 corresponds to x10 damage, and each +6 corresponds to x2. This would mean that each +1 was roughly x1.12. Using this and rounding down when possible, we get the following table:
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ST Thrust Swing BL 1 1d-3 1d-2 2.5 2 1d-3 1d-2 3.2 3 1d-3 1d-2 4.0 4 1d-2 1d-2 5.0 5 1d-2 1d-1 6.3 6 1d-2 1d-1 8.0 7 1d-2 1d-1 10 8 1d-1 1d 13 9 1d-1 1d 16 10 1d 1d+1 20 11 1d 2d-1 25 12 1d 2d-1 32 13 1d+1 2d 40 14 1d+2 2d+1 50 15 2d-1 3d-1 63 16 2d-1 3d 80 17 2d 3d+1 100 18 2d+1 4d-1 126 19 3d-1 4d+1 159 20 3d 5d-1 200 21 3d+1 5d+2 250 22 4d-1 6d 320 23 4d+1 7d 400 24 5d 8d-1 500 25 5d+2 9d-1 630 26 6d+1 10d-1 800 27 7d 11d 1,000 28 8d-1 12d+1 1,260 29 9d-1 14d 1,590 30 10d 16d-1 2,000 |
02-26-2016, 05:15 AM | #39 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Knowing Your Own Strength - Tank Smasher
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02-26-2016, 06:04 AM | #40 | |
Join Date: Nov 2013
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Re: Knowing Your Own Strength - Tank Smasher
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As an (almost dumb) example, I can easily lift a 16kg kettlebell (girya) but no matter how hard I punch it, I'll never blow through it. Certainly part of the problem is my hand lack of DR which makes me hurt myself when punching such hard surface, but even considering if I had such DR to not hurt my hand, my punching power is not even close to enough to make it happen. Another example, on a daily basis I carry or move punching bags all around. Often times we do training involving throwing them, rolling or some combination of movement while carrying them. Even though we can manipulate it, lift it, carry it over distances, throw it, there're bags there that we've been punching, kicking, kneeling as strong as we can for more than 1 year and they're still (almost) intact. The only problem I have as well, is how big the difference seems to be...but it should be considered that while the super in question does have the ST to lift many earths, he won't be able to do so mainly because he can't apply such lifting force to the whole earth. Even if we go 4-color level, such supers would only be able to lift a single building or quarter block before it brakes apart from the rest. Going super 4-color style, you could allow entire mountains to be lifted whole but that's about it. |
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pyramid 3/83, strength, supers |
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