06-04-2012, 10:08 AM | #21 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Enhanced Move, Slams, and Explosions
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06-04-2012, 10:14 AM | #22 | |
Join Date: Aug 2009
Location: OK
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Re: Enhanced Move, Slams, and Explosions
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But I took it for granted that there would be some speed that a character could move that would cause an explosion when they slammed into something. I know that there is such a thing as meteor strikes and kinetic bombardment, so I wasn't sure how to explain that in a different way from my character in game terms. If I'm trying to make a character that is a meteor moving at whatever speed the Tunguska meteor (or comet or whatever it was) was moving, that will have the same results when it hits something, how do I stat that up? And then there's the separate issue of how I could add the explosion modifier to this slam damage that I do have. I have no clue how to do that other than with imbuements, and imbuements don't seem right either, since I can't imagine any way that she could fail to explode when slamming into something. Last edited by ErhnamDJ; 06-04-2012 at 10:21 AM. |
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06-04-2012, 10:20 AM | #23 | |
Join Date: Sep 2004
Location: Canada
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Re: Enhanced Move, Slams, and Explosions
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Natural bodies on the other hand, can be going so fast as to go BOOM. Big Enough Meteors (or comets) can be moving at Many times Earth's escape velocity, and can come in some really frightening sizes, which also helps make up for any deficit in velocity. I recommend this post that originally came from the GURPSNet mailing list on kinetic kill weapons.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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06-04-2012, 10:21 AM | #24 | |
Join Date: Sep 2004
Location: Canada
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Re: Enhanced Move, Slams, and Explosions
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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06-04-2012, 10:27 AM | #25 |
Join Date: Sep 2004
Location: Canada
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Re: Enhanced Move, Slams, and Explosions
It's not linear.
1 kT = 33941d or 12d*2828.4-ish 17 kT = 576999d or 12d*48083.25
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
06-04-2012, 10:50 AM | #26 | |
Join Date: Mar 2010
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Re: Enhanced Move, Slams, and Explosions
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06-04-2012, 10:55 AM | #27 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Enhanced Move, Slams, and Explosions
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When your building a character with some ideas you need to run those ideas by the GM to be sure he is ok with them and that your both on the same page. There are no rules for a character doing this becasue it really just does not happen. The only genre where it is possible is the Supers and they dont work that way. You have some massive knock back or collision damage with minor fragmentation or rubble sometimes, most often you just have a regular impact. The hulk or Superman may fly or be knocked into a building at high speed but then the building is just trashed and falls down with scattered debris. Speedsters in a Supers RPG are often built by newbies with the intent of doing massive damage by running into things but the rules are usually you get what you pay for so there are heavy limits. However as I and others have said your also not getting a lot of the drawbacks either. If you want to build an explosion power there are a couple of ways to go. Innate Attack with explosion as an alternate of your Enhanced Move would be the simplest. You can also use the rules from PU4 and apply explosion to the PCs enhanced movement based damage. However that will be a little more work and likely more expensive. |
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06-04-2012, 11:04 AM | #28 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Enhanced Move, Slams, and Explosions
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GURPS can have rules for PPHS events, because it's comparatively easy to find out what the answers should be, and then make gameable approximations. But rules for non-PP things are harder to make seem consistent - because they aren't consistent with PP things. Please remember how many caveats I hung on that estimate of 17 kilotons. This is because it is not valid, because you can't actually move at 6.6 million mph on earth's surface according to physics, and a physics estimate is only valid in physically valid circumstances. At this point GURPS falls back on the meta-rule that "You get what you bought", which does not provide you with an explosion because you didn't buy it. And if the GM wants to rule that you get no explosion, he's completely entitled to do so. |
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06-04-2012, 11:38 AM | #29 | |
Join Date: Aug 2009
Location: OK
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Re: Enhanced Move, Slams, and Explosions
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If we can stat up other inanimate-objects-as-characters, we should be able to stat up meteors, right? |
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06-04-2012, 11:46 AM | #30 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Enhanced Move, Slams, and Explosions
It's a very boring character. No mind, no ability to move, no skills, nobody to make use of it. It spends a few billion years orbiting the sun - it has no ability to alter its trajectory - and then crashes. Dullsville.
If you want to play a sapient comet with some self-mobility, start by explaining how it works, and if I believe in that for the game I'm running, I'll try for some statistics. To summarise "I wouldn't stat the Tunguska meteor as a character. What's possible is not the same thing as what's interesting." |
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enhanced move, slam, slams |
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