02-28-2021, 08:28 AM | #1 |
Join Date: Jul 2007
Location: West Virginia
|
GURPS Hivemiind:How do I define a walking Cottage as an advantage?
Basically, while playing around with the Character generation system and I rolled up the possession of a walking house/cabin/cottage.
How do I define a small house that moves as quickly as a walking horse and is at least as able to avoid problems as a sensible and experienced horse while being far harder to panic or spook? Assume the house has normal amenities for a typical fantasy house in a normally anachronistic fantasy world. Thank-you ahead of time.
__________________
Per Ardua Per Astra! Ancora Imparo |
02-28-2021, 08:36 AM | #2 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
It's basically an Ally. Aren't there living houses in Bio-Tech? It's homogenous, with DR depending on the thickness of the walls as per LTC1? 3? Plenty of Accessory perks. Payload, to carry everything in the house.
Or maybe the house just grants Claim to Hospitality?
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
02-28-2021, 08:37 AM | #3 |
Join Date: Aug 2014
Location: Snoopy's basement
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
That sounds like an Ally to me.
IQ 5 or 6. Consider how it senses its environment, removing senses it doesn't have and adding other ones if it relies on something exotic or mystical. A house would normally have Sessile disadvantage, but if you don't put that on its sheet it would have normal move by default. You may want to give it Extra Legs. Probably it has DR and various categories of Injury Tolerance. Remember, building a character starts with whatever a baseline human has and you add or subtract from that. |
02-28-2021, 11:42 AM | #4 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
I would also call it an Ally and use Bio-Tech to determine it's template as a living house.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
02-28-2021, 12:24 PM | #5 |
Join Date: Nov 2015
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
Did an ally golem build recently, so I guess a house is doable, you'd need a lot more ST than the 15 a humanoid golem has, but between size (and I think a house could easily be SM+5) and No Manipulators, you should get a pretty good discount.
As for IT, golems already have IT Homogeneous and No Blood, not sure about No Eyes, I doubt a house would see through its windows, on the other hand, they represent windows quite well and it works for DR and stuff like that. You'll need to decide if you want the house to have multiple legs, or just walk on two or slither/crawl, doesn't matter how, but to have it move at the speed of a horse you'll have to buy some bonus move anyway. Golems are Unfazeable, so despite it's possible low Will (You start with IQ 10, but will probably lower it to 4-6 and may not want to buy will or per back to 10) it will definitely be far harder to panick or spook, it might actually do that to others when charging. |
03-01-2021, 03:15 AM | #6 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
Any real walking house would have chicken legs. That's just science.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
03-01-2021, 08:42 AM | #7 |
Join Date: Sep 2007
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
I dunno, I'd almost chart that as a piece of equipment so you don't have to worry about statting up all the weird CP math of what advantages and disadvantages a chicken-legged cottage has. Does it have extended lifespan? Immune to metabolic hazards? Disease?
can of worms. How many horses does it take to carry a house's worth of stuff (house included)? There's your price. Add 25-50% markup for it being self-contained into one leggy package. Edit: MATH draft horse, ST 25, move 6, $2000 ST25 = 125 BL @ move 3, 375lbs Cottage: 6" logs @ 200lbs/log 48 logs for walls, 9600lbs Thatch roof, 800lbs Various other building materials, windows, doors, chimney, flooring, etc. 2000lbs Your stuff (bed, chairs, blankets, kitchen, cabinets, etc.) 2000lbs Added together is 14400lbs, round it up to an even 15k lbs. That's 40 horses, costing $80k. You too can be the proud owner of a mobile cottage for the low low price of $99,999.99! Financing available, terms and conditions apply. Last edited by Polkageist; 03-01-2021 at 09:04 AM. |
03-01-2021, 09:09 AM | #8 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
Quote:
And if you still want it as an ally, look at pyramid 3/71: the captains boat.
__________________
Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
|
03-01-2021, 09:24 AM | #9 |
Join Date: Nov 2015
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
Or you could start with a basic golem.
Make it Size +5 ST +45 (total 60) [50] (with Size and No manipulators discout) DX -1 (total 10) [-20] HT -2 (total 12) [-20] Secondaries: Add some move if needed/wanted. Add DR 3, Lifting ST X and Payload Y to the list of Advantages, remove Single Minded and Vacuum Support. This could have just about any value, since it depends on how much you really want your house to carry. Replace Disturbing Voice with Mute since houses don't speak [-15]. And Slap that No Manipulators [-50] on it. It could come out quite expensive, or it could end up slightly more than a perk, but at least, when you feel like charging that band of Orcs while inside your house, you'll know how much damage it will do to the unlucky or that gets slammed by it, and how much punishment it will take before shutting down (if you keep Unnatural) |
03-01-2021, 10:41 AM | #10 |
Join Date: Jul 2007
Location: West Virginia
|
Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
In Russia, that's clearly true. But the setting my PC is in is a twisted blend of France and England.
__________________
Per Ardua Per Astra! Ancora Imparo |
|
|