02-13-2016, 10:59 AM | #61 | |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: What kind of ambient cold damage would near absolute zero do?
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Nothing in those rules is 'depriving' anything of 'rational consequences'. The rules aren't saying that. The rules *do* say that if you want something that does damage, it isn't done with Temperature Control, or Create, and needs to be modeled with Innate Attack instead. Trust me, IA is *more* than versatile enough to cover all of your damage-dealing needs. |
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02-13-2016, 11:28 AM | #62 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: What kind of ambient cold damage would near absolute zero do?
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Given that the power being discussed (such a high level of Temperature Control, apparently on beings that are "healed by cold"), if this is a stereotypical high fantasy or Supers setting... nope. The joke might actually be everyone gets to this wonderful, comfortable plane of existence, but because you froze to death you're still in agony about "burning alive!" because somehow you've been "set" to that incredible cold as your norm. Again, for more of a lighthearted effect. In a remotely serious setting, even with those fantastic elements it will make no difference (your body isn't in Hell anyway) or might send you to an "ice Hell" if one exists. Quote:
Then I remembered that was Temperature Control, which included heating things up as well. How about some Limitations mentioned at the end of the entry for Temeprature Control on p. B93? Now we can get Temperature Control (Cold, -50%; Psychokinetic, -10%; -60%) dropping it to 2 points/level, or 60 points. Yes your range is only 10 yards, with the area of effect having only a 2 hex radius. If you can carry any weapon that can immobilize the target, attack them while they are in a vehicle, etc. they are a goner. Sure you can bore someone to death with a drill if they are nearly immobile as well, but this is a "I catch him at a stop light for an autokill from 30 feet away and leave such a mess they are at -10xHP" level of power. Properly modeling the effects of temperatures this low on the environment would also be a hassle. Just seems easier for the GM (and thus the entire group) to only allow enough levels of Temperature Control to lower the local temperature to something that can naturally be found on Earth. I mean as a general guideline. If someone wants to freeze people quickly, link the appropriate Innate Attack (having your body temperature drop by 20 points per second is going to KO and then kill you pretty quick anyway, isn't it?)?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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02-13-2016, 12:03 PM | #63 | |
Join Date: Feb 2014
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Re: What kind of ambient cold damage would near absolute zero do?
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02-13-2016, 03:29 PM | #64 | |
Join Date: Jun 2013
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Re: What kind of ambient cold damage would near absolute zero do?
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I do agree Temperature Control isn't appropriate for dealing damage, however. |
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02-13-2016, 07:42 PM | #65 | |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: What kind of ambient cold damage would near absolute zero do?
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\[/QUOTE] |
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02-13-2016, 07:52 PM | #66 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: What kind of ambient cold damage would near absolute zero do?
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Snatcher is priced (and structured) for you to use it to grab weapons. Create actually is according to what Varyon said. The one that doesn't seem to be is Temperature Control, though this is debatable, hence us having a discussion about it. We know it isn't designed to affect people directly, and we know that using it to bring down the temperature of an area to create a kind of environment that people have never really experienced in the flesh or at this scale before, is prone to create a lot of headaches. Maybe these things aren't an issue for you, but they definitely give me pause, and add enough complications to include whether or not there should be an extra GM note in the Basic entry for it.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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