08-16-2022, 01:17 PM | #1 |
Join Date: Apr 2005
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How to model a Parasitic Infectious Jet Attack?
I'm trying to stat up these guys* in a relatively simple fashion.
They've got the nasty ability to spray a short-ranged jet which initially just causes pain, but which also infects victims with parasitic eggs. The eggs burrow into the body, gestate, and eventually kill the victim when the hatchlings chew their way out. Time required for hatchlings to develop ranges from days to months depending on the victim's species. Until they emerge, however, the victim doesn't feel any pain or appear to suffer any damage. The ability to create hatchlings is actually a drawback, since they are vicious, ferociously territorial, and will compete for dominance until there's just one left in a given area. The trick is to model this power without stupid high point costs while more or less obeying RAW. Yes, the simple thing to do is model them as just being monsters and handwave the exact point cost for their attack. That's specifically NOT what I want. Inevitably, someone will want the same power for a PC or be idiotic enough to take a Gorn hatchling as an Ally. This is what I've got so far: Code:
Affliction 4x (Enhancements: Accurate (4x), +20%; Jet, +0%; Linked (Affliction), +10%; Low Signature, +10%; Moderate Pain, +20%. Limitations: Biological, -10%; Contact Agent, -30%; Limited Use (1x/day), -40%; Nuisance Effect (Multiple hits vs. same target only impose one Follow-Up Affliction), -5%; Reduced Range 1 (1/2x range), -10%.) [26] My first problem is that I haven't come up with a good, cheap method of modeling the nasty terminal conditions - effectively a Heart Attack and Infectious Attack as the hatchlings emerge. This was my first attempt: Code:
Affliction (Enhancements: Bestowed Disadvantage (Infectious Attack), +50%; Cosmic (Cannot be detected or treated using conventional medicine), +50%; Heart Attack, +300%; Linked (Affliction), +10%. Limitations: Accessibility (Delayed Onset vs. some species), -5%; Accessibility (Only vs. Size -1 or larger targets), -40%; Biological, -10%; Follow-Up to Affliction (Contact Agent, -30%; Jet, +0%; Limited Use, -40%; Reduced Range, -10%), -80%; Onset (3+ days), -30%.) [35]. Total price for the power is 61 points for 4x levels of Affliction 1, and 1 level of the follow-up Affliction, or 166(!) for four levels each of the two Afflictions (76 points with my house rules). Even if you treat the Hatchlings as a -20% Nuisance Effect rather than a +50% enhancement, RAW cost is 29 points per level or 116 points for 4 levels. That's ridiculously high for a short-ranged power that you can use just once a day, which takes at least a day to kill its victims. That leads to my second problem: The follow-up attack should be irresistible. If you get hit, you get infected. If you get infected, you eventually die. Per RAW, Affliction can't add a Cosmic modifier which removes the Resistance Roll. My second attempt to model the power was this: Code:
Innate Attack (Toxic, 17d HP (68 points), Enhancements: Cosmic (Cannot be detected or treated using conventional medicine), +50%; Linked (Affliction), +10%; No Signature, +20%. Limitations: Accessibility (Delayed Onset vs. some species), -5%; Accessibility (Only vs. Size -1 or larger targets), -40%; Biological, -10%; Follow-Up to Affliction (Jet, +0%; Contact Agent, -30%; Limited Use, -40%; Reduced Range, -10%), -80%; Nuisance Effect (Hatchlings emerge when victim dies), -10%; Onset (1+ day), -30%.) [14] Intensely territorial, vicious hatchlings that can produce more hatchlings are definitely a Nuisance Effect. Total power cost is (26 + 14 = ) 40 per RAW, or (11 + 14 = ) 25 with my house rules. Still pricy, but not as broken. The underlying problem is that multiple levels of Affliction get expensive, even with my reduced pricing scheme. My gut feeling is that a fair price for this power should be about 20-30 points, primarily for the value of the initial "pain jet" affliction. The "slowly kill your victim in nasty way" part is mostly window-dressing. *Yes, the new treatment of Gorn in SNW seriously messes with previous canon material regarding the species and breaks a lot of fans' head-canon. No, I don't care about that and it's not germane to this thread. I'm just trying to do a game mechanics exercise. Ignore the Star Trek references. Last edited by Pursuivant; 08-16-2022 at 01:47 PM. |
08-16-2022, 04:55 PM | #2 |
Join Date: Apr 2022
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Re: How to model a Parasitic Infectious Jet Attack?
Hmm, if I wanted to do this, have an ability that is cheaper than it would be if built via the rules.
Then I'd probably just make the ability free and require an unusual background to use it, priced at the value I'd want. That's handwavey, but, it does the trick :P |
08-17-2022, 07:58 AM | #3 |
Join Date: Mar 2010
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Re: How to model a Parasitic Infectious Jet Attack?
I'd model the pain-inducing jet attack normally, and the rest of it is just the species having the Infectious Attack disadvantage.
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08-17-2022, 11:22 AM | #4 | |
Join Date: Jun 2013
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Re: How to model a Parasitic Infectious Jet Attack?
Quote:
As for if the "guaranteed death after n days" effect has an appropriate price, well, guaranteed death is pretty serious, so a high price is appropriate. One arguably-munchkiny idea to reduce the cost would be to Afflict the target (probably Permanent +150%, so it can be cured before the character dies via some method) with a Rare Dependency for whatever the cure is (or if there's another method to stave off the hatching), then apply some modifier to the Dependency that it only causes Injury for purposes of checking to see if the character dies (so an infected target doesn't suffer any ill effects, right up until time runs out and out pops a chestburster or whatever). That would arguably be worth -50% on a character, but a case could be made for this to be +0% on an Affliction. A typical human has HP 10 and HT 10, so you have a 50% chance of them dying at 20 HP Injury, 25% at 30 (half of those who survived 20 HP), 12.5% at 40 (half of those who survived 30), 6.25% at 50 (half of those who survived 40), and 6.25% at 60 (all of those that survived 50). This means it takes an average of 29.375 HP of Injury to kill a typical human. If it takes around 3 days to kill a typical human, that means the character needs to lose around 10 HP per day. Losing 1 HP per hour would result in 72 HP in 3 days; losing 1 HP per six hours (the next step up) would result in 12 HP in 3 days, so we're somewhere in between. As 1 HP/hour is x3 and 1 HP/six hours is x2, perhaps x2.5 or so might work. That makes it +75% as an Enhancement to Affliction if we treat the "no damage until death" effect as +0% (+37.5% if we treat it as -50%), which combined with Permanent +150% is a bit cheaper (at net +225%, or net +187.5%) than Heart Attack +300% with Variable Onset -35% (net +265%). As for making Afflictions cost less, consider Side Effect on a No Wounding attack. Affliction 4 (Heart Attack +300%) is [160], but Innate Attack 2d+1 cr (Side Effect: Heart Attack +350%; No Blunt Trauma -20%; No Knockback -10%; No Wounding -50%) is only [42.55], which rounds up to [43] - yet the latter has the same effect and averages the same penalty (-4).
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08-17-2022, 03:21 PM | #5 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: How to model a Parasitic Infectious Jet Attack?
Linked Afflictions; pain and Terminally Ill.
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08-17-2022, 03:50 PM | #6 | |
Join Date: Apr 2005
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Re: How to model a Parasitic Infectious Jet Attack?
Quote:
I knew that there were workarounds, I'd just forgotten what they were. Side Effect looks eminently exploitable. Symptom also looks like it might be a good choice. I could design the "pain jet" as a weak Innate Attack with Follow-Up involving a much more nasty delayed Innate Attack. That would bypass the whole broken Affliction disadvantage. It would also allow use of the standard Infectious Attack disad, with a virtual guarantee that the victim will succumb, rather than the rather sketchy attempt to describe hatchlings as a nuisance effect. Thanks! |
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08-17-2022, 03:54 PM | #7 |
Join Date: Apr 2005
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Re: How to model a Parasitic Infectious Jet Attack?
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08-17-2022, 06:40 PM | #8 | |
Join Date: Jun 2013
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Re: How to model a Parasitic Infectious Jet Attack?
Quote:
As for Symptoms, if you don't want your pain-vomit to cause Injury, that gets a bit hairy, as Symptoms are normally reliant on how much HP the target is missing. There's also the issue that once you heal above a certain point, the Symptoms automatically end... which is potentially problematic if the parasites have a long incubation time (also, Heart Attack isn't a legitimate option for Symptoms... but my Dependency hack could be). You can see some possible options for dealing with these issues in this thread.
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08-17-2022, 09:31 PM | #9 |
Join Date: Dec 2007
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Re: How to model a Parasitic Infectious Jet Attack?
Cyclic toxic attack.
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08-18-2022, 12:19 AM | #10 |
Join Date: Apr 2005
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Re: How to model a Parasitic Infectious Jet Attack?
That was my first choice, but I realized that, a) Damage doesn't accrue over time. The victim appears fine until the chestbursters burst. b) Enough cycles of toxic damage to have a decent chance of killing the target carry a humongous modifier cost which negates the relative cost break of Innate Attack vs. Affliction.
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parasitic attack power |
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