05-23-2019, 10:37 AM | #1 |
Join Date: May 2018
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[Basic] Icarus Landing System
What kind of advantage should I use to make a cybernetic like Icarus Landing System from Deus Ex?
Catfall doesn't slow you down nor give immunity to falling damage. While we're at it, is this alternative pricing scheme for Catfall appropriate? I could use it with a "slowfall" special effect. |
05-23-2019, 10:42 AM | #2 | |
Join Date: Aug 2004
Location: Nashville, TN
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Re: [Basic] Icarus Landing System
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Once I had that number, I'd see if that felt right or if I wanted to kludge something together using a more rococo build.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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05-23-2019, 10:45 AM | #3 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Icarus Landing System
Immunity to Falling damage for [15] seems about right. Not so sure about the [10] level suggested in the link for Catfall.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
05-23-2019, 10:50 AM | #4 |
Join Date: Mar 2016
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Re: [Basic] Icarus Landing System
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05-23-2019, 10:51 AM | #5 | |
Join Date: Mar 2016
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Re: [Basic] Icarus Landing System
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05-23-2019, 11:07 AM | #6 | ||
Join Date: May 2018
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Re: [Basic] Icarus Landing System
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Regardless, I feel this solution is kludgy and not very appropriate for such a common trait in fictions. I feel like that too, given Flight with Gliding costs [20] and is more useful than just not dying due to a fall. |
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05-23-2019, 11:30 AM | #7 |
Join Date: Jun 2013
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Re: [Basic] Icarus Landing System
Walk On Air has a built-in immunity to falling damage, so long as you make a DX roll (allowed once per second) to catch yourself. I feel a version of Walk On Air that only had this would be around -80%. Not requiring the roll is Cosmic: No Roll Required +50%, but that should only really apply to the 20% of the Advantage that needs a roll. Away from my books, but I think Walk On Air is around [20], making this [6]. I’d be tempted to round up to [10] to account for if the above underpriced things too much. You may also want to look at something like Flight (Gliding), particularly as the Icarus is basically a superscience parachute.
Note both of the above prevent you from dealing damage when falling. If you want to deal, but not take, damage from a fall (like the Alex Mercer in Prototype), you need DR or IT:DR of some sort.
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05-23-2019, 11:44 AM | #8 | |
Join Date: Mar 2016
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Re: [Basic] Icarus Landing System
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05-23-2019, 11:50 AM | #9 | ||
Join Date: Aug 2004
Location: Nashville, TN
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Re: [Basic] Icarus Landing System
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__________________
I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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05-23-2019, 01:01 PM | #10 | ||
Join Date: May 2018
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Re: [Basic] Icarus Landing System
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For example, Gliding is worth -50% on Flight, so "Only to break fall" should be higher than that. Using -60%, Flight will cost 16 points. Quote:
Besides, this protects againt falling at full velocity. Icarus Landing System slows the character down before hitting ground, so it's not protecting against fall damage but preventing it from happening. It's as if Flight did not exist and you built it as a modified Super Jump. |
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Tags |
advantage, advantages, catfall, fall damage, slowfall |
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