12-05-2022, 10:12 AM | #1 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Race design questions
I'm making a Selkie-like race (see Bio-Tech) but with better granularity.
So, what sort of advantage would be required to allow a race to drink saline water for hydration and sneeze out the extra salt like a penguin, and how much would it cost? Likewise, for a race that is generally keeping a human body plan albeit with some aquatic adaptations like seal fur and webbed digits the Amphibious advantage seems far too powerful- it allows movement in water at full Basic Move. How can I just up water move a bit? (Although I'd like to keep the "do not suffer skill penalties for working underwater" part of Amphibious.) Enhanced Move (Water) actually requires Amphibious. The fastest human swimmer hit 2.3 m/s over 50 meters, so I figured that something a little better than that for a racial average might be acceptable, something like 3 or 4 yd/s. Is there some sort of Reduced Move (Water) disadvantage somewhere that can be paired with Amphibious? Basic Move is 5 points per +/- 1, but what would it cost for Water Move only? Maybe halve it, and take -2 Water Move for 5 points? (Average human Basic Speed is 5.00, so this would drop Water Move to 3 yd/s when paired with Amphibious, which is 3x as fast as GURPS human average.) For a Catfolk race I'd like to base it on the Felicia (Bio-Tech, again) but want to remove the Lecherousness aftermath from the Increased Speed, leaving only the Gluttony aftermath. How much would the Increased Speed advantage now cost? 33 points?
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 12-05-2022 at 10:38 AM. |
12-05-2022, 10:29 AM | #2 | |
Join Date: Aug 2007
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Re: Race design questions
Quote:
For the water move jsut buy it down at 2pts/yard. To go from 5 (Full Basic Move) to 4 seems kind of finicky ad is only worth -2 pts.
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Fred Brackin |
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12-05-2022, 10:40 AM | #3 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Race design questions
That seems pretty close to what I was thinking.
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I'd need to get a grant and go shoot a thousand goats to figure it out. |
12-05-2022, 11:06 AM | #4 |
Join Date: Jun 2013
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Re: Race design questions
Being able to drink brackish/salty water would be at most a Perk, and may not be inappropriate as a Feature, honestly. It's akin to Reduced Consumption with both Cast-Iron Stomach -50% and Water Only -50%; with the cap of -80% and a base cost of [2]/level, you could get 2.5 levels at that... but someone with those traits would actually be better off than your salt-sneezing penguin-folk, enjoying a +2.5 to resist any water-born poisons or diseases, as well as often being able to consume things much more tainted than simply salty water (dishwater and sour milk are mentioned). I'd say Perk if there aren't any drawbacks to this trait, Feature if there are (such as actually needing to consume more salt than a typical character, due to your body being a little overzealous in purging your system of it).
For a character with Amphibious, normally Water Move and Basic Move are indeed matched; I'd say being able to adjust one on its own should be an option, at [+2] per +1, matching the way Air Move works for those with Flight. Aftermath is, IIRC, worth half as much as a Temporary Disadvantage, so you should be able to work out from that what the trait would be worth without Lecherousness.
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GURPS Overhaul |
12-05-2022, 11:21 AM | #5 | |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Race design questions
Quote:
Gluttony is only -5 points, so.... -2.5%? That makes total cost 33, as I suspected.
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I'd need to get a grant and go shoot a thousand goats to figure it out. Last edited by acrosome; 12-05-2022 at 11:27 AM. |
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12-05-2022, 11:28 AM | #6 |
Join Date: Aug 2007
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Re: Race design questions
I'd have called it a Rules Exemption Perk to "Can't Drink Salt Water" even if that isn't spelled out in the rules it's because everyone knows that you can't drink salt water.
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Fred Brackin |
12-05-2022, 11:57 AM | #7 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Race design questions
Agree on the perk for saltwater.
Water Move costs 5/level (p. B18) and is limited to +2 Move (compared to +3 land) for regular humans. Amphibious is cheaper than the sum of its parts.
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12-05-2022, 08:06 PM | #8 |
Join Date: Jun 2013
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Re: Race design questions
BT215, it's listed as an option under Temporary Disadvantage. It's also found on PU8:11, where it is expanded to be an option for other Limitations (the example given is Costs FP, where the FP cost is only paid when the Advantage ends).
Correct. Note you could boost the Limitation value by making the Gluttony harder to resist (making it require a roll of 6 or lower would double the value of the Limitation to -5%, for an end cost of [32]), tossing on other Aftermaths (becoming clumsy would be an interesting Aftermath for the enhanced speed and agility boost - Klutz would be -2.5%, for [32], while Total Klutz would be -7.5%, matching the original [30] cost), etc.
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GURPS Overhaul |
12-06-2022, 05:04 PM | #9 | |
Join Date: Apr 2005
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Re: Race design questions
Quote:
It often gets stretched using house rules to allow long-term survival in water without all the small hassles that terrestrial creatures face. E.g., Blubber that allows you to not suffer from Cold when in temperate water, skin that doesn't suffer damage due to extended immersion in salt water, and nostrils that seal when you dive so you don't get water up your nose. IIRC, the "can drink brine" perk is official, since it showed up in a published race template. |
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