10-31-2017, 07:44 AM | #1 |
Join Date: Aug 2013
Location: Satsuma, Fl
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Moving floors
Doing a cyber fantasy dystopia based on Dante's Inferno. The first real challenge comes from the second level...lust...i am employing moving floors with sharp spikes and blades and an eye that moves on a track on a ceiling looking for people to torment.
The floor moves in 360 degrees, think Jamiriquai video. Any source on the mechanics of such an adversary? |
10-31-2017, 07:57 AM | #2 |
Join Date: Sep 2007
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Re: Moving floors
What mechanics are you looking for?
At its most basic, the moving floor would seem to be implemented just as some additional automatic movement imposed on all the characters and objects standing on it. For instance, you might say that at the end of every turn (or "round", not that GURPS officially has rounds), all characters move 2 hexes in this direction. To make it more random, roll a d6 for direction and distance (as with the scatter rules for ranged attacks). Perhaps throw in another (secret) d6 for number of turns that the rolled displacement lasts. It gets a little more hazardous if the spikes on the floor and pits manage not to move with the floor. (Hey, it's magic...) Otherwise, characters will only collide with the walls, flying objects, that eye suspended from the ceiling, and so on, as the pits will slide with them. |
10-31-2017, 08:48 AM | #3 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Moving floors
Is this a reference to that videogame "adaptation"? The second circle of hell in Dante's Inferno was the endless storm.
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10-31-2017, 08:51 AM | #4 |
Join Date: Mar 2008
Location: LFK
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Re: Moving floors
If the floors suddenly change directions, I'd have a DX roll when they do to avoid falling.
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11-01-2017, 05:40 PM | #5 |
Join Date: Aug 2013
Location: Satsuma, Fl
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Re: Moving floors
This is a cyber fantasy dystopia where government dissadents are sentenced to hell. The floors are in a virtual space and the individuals tormented aren't allowed to die, they just experience pain.
The PC's are essentially hackers that jack into hell in order to make their way up to heaven to access the debig menu. |
11-01-2017, 05:55 PM | #6 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Moving floors
If different parts of the floor are moving in different directions, treat that movement as Move when calculating range penalties. DX checks for moving onto sections moving in different directions would also be justified.
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11-02-2017, 06:13 AM | #7 |
Join Date: Aug 2013
Location: Satsuma, Fl
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Re: Moving floors
Yeah, The spikes and blades are fixed and suspended in air since this is happening in virtual space. The NPC's bit not PCs im this area are unkillable 3 but aren't neccesarily hostile to tge PCs. I do want to employ a random mechanic for it, i like that 💡. Perhaps employing a 1d6 with 5 and 6 alternating between southeast/southwest and northeast/northwest
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11-02-2017, 08:05 AM | #8 |
Join Date: Sep 2007
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Re: Moving floors
If it's virtual space, then the floor doesn't even have to move uniformly for all characters in that space.
You could (for instance) roll different, random, results for each character. This would be a lot of rolling, but it might add an extra layer of amusement as the players try to figure out what's going on. (Yes, that presumes you're not rolling in front of them, just telling them about this extra displacement for their character.) Probably pre-roll a bunch of moves and keep a list of results to use in play, so as to minimize the extra time and avoid giving away the mechanism. For extra confusion, have a few turns of consistency to establish a pattern, then have it break up into randomness and independent motions. (Or you could randomize that, too. On a roll a 1-3, everybody gets the same result; 4-6, everybody gets their own...) |
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