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Old 07-15-2023, 12:51 PM   #1
Bathawk
 
Join Date: Oct 2007
Default Density Increase Affliction

Hey all, building a character who has the ability to increase density on a target, like the Gurps character "Dwarfstar" from 3rd edition

currently I'm trying to just do it as a form of transmutation, but I saw in another thread that "Power-Ups: Enhancements" has an enhancement for affliction called "density increase"

I DO plan on on buying Enhancements myself (I had $60 dollar gift certificate for warehouse23 that went "missing" during the transfer to the new site, hoping they will correct it this week)....so I know you can't simply tell me all the rules for it here I think...but as a "placeholder" can anyone tell me how expensive of an enhancement is is at least?
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Old 07-15-2023, 01:11 PM   #2
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Density Increase Affliction

Quote:
Originally Posted by Bathawk View Post
I saw in another thread that "Power-Ups: Enhancements" has an enhancement for affliction called "density increase"
It's there. It's approximately +5% for each x2 to x2.5 step: the table is awkward to summarise.
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Old 07-15-2023, 01:12 PM   #3
monstrous engineer
 
Join Date: Jul 2023
Default Re: Density Increase Affliction

Quote:
+5% for x2 weight, +10% for x5, +15% for x10, +20% for
x20, +25% for x50, +30% for x100, and so on.
By itself, the density change is mostly just a nuisance/flavor thing. If you want to add additional effects to cover reduced ST or DX (like you'd expect if you suddenly found yourself five time heavier), those are separate.
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Old 07-15-2023, 01:19 PM   #4
monstrous engineer
 
Join Date: Jul 2023
Default Re: Density Increase Affliction

If you do formulas, the cost for most things follows a roughly logarithmic progression similar to the one used in Know Your Own Strength and a few other rules variations.

If you want a scale where each step is a constant multiple of the one before, the formula is

<this many times more powerful> = <maximum multiple>^(<some skill>/<max possible skill>

In the density affliction cost case, the maximum multiple is x100, and since we're talking about a cost rather than a skill we change the wording slightly, max cost is 30% (or just 30). So, if you want to know what you get for 15%,

<this many times more powerful> = 100^(15/30) = 10

Last edited by monstrous engineer; 07-15-2023 at 01:29 PM. Reason: posted before i was finished
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Old 07-15-2023, 01:23 PM   #5
Refplace
 
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Location: Yukon, OK
Default Re: Density Increase Affliction

Quote:
Originally Posted by monstrous engineer View Post
By itself, the density change is mostly just a nuisance/flavor thing. If you want to add additional effects to cover reduced ST or DX (like you'd expect if you suddenly found yourself five time heavier), those are separate.
You could also add Reduced Move (another modifier for Affliction in the same supplement).
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REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
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Old 07-15-2023, 01:25 PM   #6
Bathawk
 
Join Date: Oct 2007
Default Re: Density Increase Affliction

hmm so sounds like the "nuisance effect" is really just useful for dropping people through fragile wood floors and the like. I was hoping for somethign like the origianl density increase...becoming also too heavy to move and possible increased DR vs. crushing attacks
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Old 07-15-2023, 02:06 PM   #7
monstrous engineer
 
Join Date: Jul 2023
Default Re: Density Increase Affliction

Why not just go with that? Use the same basic cost structure:

Cost: 0% to 30%
density: 1x to 100x (log scale)
DR: 0 to 50 (log scale)
ST: -0 to -10 (log scale)
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Old 07-15-2023, 02:33 PM   #8
Bathawk
 
Join Date: Oct 2007
Default Re: Density Increase Affliction

Quote:
Originally Posted by monstrous engineer View Post
Why not just go with that? Use the same basic cost structure:

Cost: 0% to 30%
density: 1x to 100x (log scale)
DR: 0 to 50 (log scale)
ST: -0 to -10 (log scale)
I apologize..what's "log scale"?
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Old 07-15-2023, 02:51 PM   #9
Refplace
 
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Default Re: Density Increase Affliction

Quote:
Originally Posted by Bathawk View Post
hmm so sounds like the "nuisance effect" is really just useful for dropping people through fragile wood floors and the like. I was hoping for somethign like the origianl density increase...becoming also too heavy to move and possible increased DR vs. crushing attacks
Hence the Reduced Move modifier for Affliction I mentioned above. Its pretty cheap too. Just combine them into one Afflcition.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more!
My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
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Old 07-15-2023, 02:56 PM   #10
monstrous engineer
 
Join Date: Jul 2023
Default Re: Density Increase Affliction

Ah, sorry, it's scale where each step increases the value by constant value (kind of like how compound interest works).

It's a really useful tool when doing anything with gurps and trying to balance costs and effects. I'll try to type up a better explanation tonight if you're interested.
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