11-17-2009, 10:07 AM | #21 | |
Join Date: Sep 2004
Location: Orange County, VA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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11-17-2009, 10:25 AM | #22 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
Well, someone with DR significantly over 20 will be immune, and for 75 points I can think of plenty of ways to one-shot someone with a DR of 20 or lower unless they have loads of IT(DR).
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11-17-2009, 11:24 AM | #23 | |
Join Date: Sep 2004
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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Toxic does say that it inflicts cellular damage. If you don't have a cellular structure, you're immune. That's why it's costed less than crushing and burning. |
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11-17-2009, 11:39 AM | #24 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
Well, in my supers game, one of the characters, inspired on Raziel from Soul Reaver, wields a soul sword, modeled as a melee toxic attack, that can only damage creatures with souls. This means that it affects undeads, spirits (comes with affects insubstantial), as well as living beings, but not machines/objects, or demonologists that have sold their souls to the devil.
I found that Toxic was the most appropriate damage type for this, and didn't use any special modifier to asses this, simply adding some things to the Toxic innate modifier, and removing others. The "wounds" made by this sword appeared as if the flesh that passed under it had gone necrotic. Last edited by Kuroshima; 11-17-2009 at 12:30 PM. |
11-17-2009, 12:12 PM | #25 | |
Join Date: Sep 2004
Location: Orange County, VA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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11-17-2009, 12:34 PM | #26 | |
Join Date: Sep 2004
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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I wouldn't have an issue with Kuroshima's example because while it's not exactly RAW it makes a fair trade-off in potential targets. |
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11-17-2009, 12:37 PM | #27 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
Among other things.
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11-17-2009, 01:59 PM | #28 |
Join Date: Sep 2004
Location: Orange County, VA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
Yeah, and pi- modified with incindiary has an even lower cost with the same fire starting effect. Modifiers are fickle, sometimes they can produce the same effect at a lower point cost.
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11-17-2009, 02:13 PM | #29 | ||
Join Date: Sep 2004
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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In this case, however, you are forwarding the notion that Toxic is just generic damage without any additional effects. Coupled with the Incendiary modifier the IA: Burning advantage is completely obsolete. Every single case where IA:Burning might be used Toxic w/Incendiary (under your ruling) is better. Even ignoring the Toxic description that says it damages to biological things, it's a pretty big leap to believe the designers would create such an easy loophole. |
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11-17-2009, 02:43 PM | #30 | |
Join Date: Sep 2004
Location: Orange County, VA
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Re: [Powers] Making Affliction- and DoT/Cyclic-based characters viable and effective
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Usual and normal are pesky. One of the very definitions of normal is - The usual or expected state, form, amount, or degree. It would seem that the RAW is betting on most toxic attacks to be modified in such a way that the normal use would allow something with the machine meta-trait to be immune to the effects. |
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Tags |
affliction, cyclic, damage over time, dot |
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