07-04-2013, 03:57 PM | #1 |
Join Date: Apr 2009
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Reflection with Counterattack
Howdy all, I'm trying to stat up a Super whose concept is redirecting kinetic energy, the main power would be parrying an attack then supercharging his followup attack with the damage he mitigated.
Reflection seems ideal for this however what I'm imaging differs in two ways: 1. It's not instantaneous reflection, a parry must succeed then on the following turn if his attack hits that's when the Reflection damage comes into play. 2. It's limited in range. While he could parry a bullet fired at him he couldn't send the attack back at the shooter unless he was in melee range. I feel it wouldn't be the full 100% Reflection though there are some benefits, namely he could parry a bullet then punch someone next to him with the force of the shot, though that's not precisely counterattacking it is in theme for the character. Any thoughts would be appreciated. Or is there a completely different way to model this without Reflection? |
07-04-2013, 04:08 PM | #2 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Reflection with Counterattack
DR(Reflection, only on X or less, accessibility(only up to X yards))
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07-04-2013, 04:23 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Reflection with Counterattack
Control (Space) enough to change direction by 180 degrees.
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07-04-2013, 05:59 PM | #4 |
Join Date: Dec 2007
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Re: Reflection with Counterattack
It isn't. That would be some kind of Absorption.
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07-04-2013, 06:01 PM | #5 | |
Join Date: Apr 2009
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Re: Reflection with Counterattack
Quote:
The pricing is what I'm having real trouble with, how much should it adjust Reflection's cost if the reflected attack is only Melee C range. |
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07-04-2013, 08:25 PM | #6 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Reflection with Counterattack
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07-04-2013, 08:30 PM | #7 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Reflection with Counterattack
Quote:
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07-04-2013, 11:01 PM | #8 |
Join Date: May 2005
Location: Lynn, MA
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Re: Reflection with Counterattack
I agree with David and Nereidalbel.
If however the return on the points isn't to your liking, you could build it in an alternate way. You could take a ST Based Melee Innate Attack with the limitations (Can't exceed Last parried Attack) and (Accessibility: Only after a parry, ??%) You would then get your normal Thrust or Swing, plus whatever your attacker last turn would have done for damage when they connected (as long as your Innate Attack dice exceeded that). |
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