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Old 06-30-2013, 10:25 AM   #1
Victor Maxus
 
Join Date: May 2007
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Default Does not stack attack modifier

I want to do a modifier to a toxic attack that works in cycles but does not stack with others using the same attack. That is to say, zombie one bites victim and injects venom and victim, after one hour delay, starts to take damage over six cycles. Zombie two bites same victim a few seconds later, but victim should not suffer the cycle attacks as it is already been delivered by zombie two. HOWEVER, if zombie 2 does bit, let's say three hours later, than victim will extend his once per hour cycle attacks by three.

How would that modifier work?
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Old 06-30-2013, 10:52 AM   #2
Faolyn
 
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Default Re: Does not stack attack modifier

I think you'd have to make a new Enhancement for that. Perhaps some variant on Extended Duration. Give it Accessibility, Only when bitten by another zombie, and just handwave that it adds additional cycles. Optionally, make it a variant on the Cumulative enhancement, again, with Only when bitten by another zombie. I have no idea about point costs, though; I'm really bad at that and never bother to price these things when I make monsters.
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Old 06-30-2013, 11:33 AM   #3
Victor Maxus
 
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Default Re: Does not stack attack modifier

Hand waving may be the route to take. Make it like a 20% limitation or something, since overall, it reduces the effectiveness of the attack. Thanks anyway.
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Old 06-30-2013, 10:22 PM   #4
Sunrunners_Fire
 
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Default Re: Does not stack attack modifier

Quote:
Originally Posted by Victor Maxus View Post
I want to do a modifier to a toxic attack that works in cycles but does not stack with others using the same attack. That is to say, zombie one bites victim and injects venom and victim, after one hour delay, starts to take damage over six cycles. Zombie two bites same victim a few seconds later, but victim should not suffer the cycle attacks as it is already been delivered by zombie two. HOWEVER, if zombie 2 does bit, let's say three hours later, than victim will extend his once per hour cycle attacks by three.

How would that modifier work?
Missing Damage Effect (GURPS Powers, pg 102) is either -10% or -20%, depending on what it does(n't) affect. For what you're describing, I'd say it would be a -20% limitation.
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Old 07-01-2013, 04:18 AM   #5
Nereidalbel
 
Join Date: May 2013
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Default Re: Does not stack attack modifier

Onset period for the 1 hour delay with Cumulative and a note that duration stacks, not damage. Since rhe onset is fixed, being bitten before damage starts does nothing, but being bitten during the damage cycles would extend the duration, as the effects have already begun.
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Old 07-01-2013, 05:14 AM   #6
vierasmarius
 
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Default Re: Does not stack attack modifier

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Originally Posted by Nereidalbel View Post
Onset period for the 1 hour delay with Cumulative and a note that duration stacks, not damage. Since rhe onset is fixed, being bitten before damage starts does nothing, but being bitten during the damage cycles would extend the duration, as the effects have already begun.
If you re-read the OP, you'll not that the duration doesn't stack, it just resets. In his example, the zombie poison has 6 one-hour cycles. If bit again after 3 hours, it adds three more cycles, bringing the remaining cycles back up to six.
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Old 07-01-2013, 09:35 PM   #7
Victor Maxus
 
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Default Re: Does not stack attack modifier

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Originally Posted by Sunrunners_Fire View Post
Missing Damage Effect (GURPS Powers, pg 102) is either -10% or -20%, depending on what it does(n't) affect. For what you're describing, I'd say it would be a -20% limitation.
Yeah, this sounds like a good comparison. I have given it a -20% modifier. It seems the best solution. Thanks again everyone.
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