05-10-2012, 07:19 AM | #31 |
Join Date: Oct 2007
Location: Vermont
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Re: Making a static trap as a Power
Maybe not by RAW, but once you've selected the actual mechanics you want (starts Fires, does Knockback, etc...) the damage type is just a feature--at least for burning and crushing, which have the same wounding modifier.
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My ongoing thread of GURPS versions of DC Comics characters. |
05-10-2012, 07:22 AM | #32 |
Join Date: Sep 2007
Location: Copenhagen, Denmark
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Re: Making a static trap as a Power
Could the witcher's immunity and inability to trigger his own Yrden-trap just be a Perk?
1 point to not trigger own powers seems fair, no? Or is there a limitation or enhancement I should take? Also, will Melee Attack (Close) work the way I want it to? I.e. make the witcher only able to place the trap on the ground within close range? Or will Melee Attack instead affect how the trap attacks once triggered? |
05-10-2012, 09:21 AM | #33 | |
Join Date: Nov 2011
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Re: Making a static trap as a Power
Quote:
the Incendiary damage modifier (p. 105) does one point of burning damage in addition to its other damage; in effect, it has a one-point linked burning attack." |
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05-10-2012, 09:29 AM | #34 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Making a static trap as a Power
Quote:
Quote:
There's a big difference between Nd Crushing with a 1 point follow-up and Nd Burning. |
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05-10-2012, 09:44 AM | #35 | |
Join Date: Sep 2007
Location: Copenhagen, Denmark
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Re: Making a static trap as a Power
Quote:
I'm more than willing to sacrifice Rapid Fire, but I'm not sure even Melee Attack will work how I want it too. |
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05-10-2012, 09:44 AM | #36 |
Join Date: Nov 2011
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Re: Making a static trap as a Power
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05-10-2012, 07:44 PM | #37 | ||
Join Date: Nov 2009
Location: Oregon
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Re: Making a static trap as a Power
Quote:
Quote:
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Tags |
powers, witcher |
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