05-23-2019, 01:11 PM | #11 |
Join Date: Jul 2006
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Re: [Basic] Icarus Landing System
Presumably preventing rather than resisting fall damage would make the landing a little less alarming as well... I know the canonical Icarus system isn't stealthy, but you don't smash a huge hole in whatever you land on either...
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05-23-2019, 01:16 PM | #12 |
Join Date: Mar 2016
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Re: [Basic] Icarus Landing System
If you want it to slow it down before landing, maybe something with heavily limited TK that only allows the use of levitate to slow down falls? The problem I see with, that, though, is that you would need to choose between it being cheap and it being fast.
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05-23-2019, 02:04 PM | #14 | |
Join Date: Jun 2013
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Re: [Basic] Icarus Landing System
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Considering Icarus is just a superscience energy field utilized as a parachute, your suggestion of Flight (Gliding) and reduced Air Move is probably the best fit. My Walk On Air version is more for games like Portal, Shadow of Mordor, etc, where the character falls normally but there’s no impact despite the incredible height involved.
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GURPS Overhaul Last edited by Varyon; 05-23-2019 at 02:08 PM. |
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05-23-2019, 02:22 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Icarus Landing System
Icarus Landing, as described, is Flight with a pretty severe limitation that all it does is cap your downwards velocity at the equivalent of a ten meter fall (about Move 15). Apparently normal people in that game take zero damage from ten meter falls.
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05-23-2019, 02:31 PM | #16 |
Join Date: Sep 2014
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Re: [Basic] Icarus Landing System
In 'Icarus Effect' official Deus Ex novel protagonist Ben Saxon landed onto ocean surface after jumping from an airborne jet. His cyberlegs where broken, but he was relatively unscathed. So I think Icarus Landing System is a good bunch of limited DR (Falling Only), not immunity nor flight.
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When in deadly danger, When beset by doubt, Run in little circles, Wave your arms and shout. |
05-23-2019, 03:13 PM | #17 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Basic] Icarus Landing System
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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05-23-2019, 03:21 PM | #18 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Basic] Icarus Landing System
Gliding and Flight Move bought down to 0 costs a net 0 points for the average Speed/Move 5 person. However, Gliding doesn't use Flight Move, so it shouldn't be granting that in the first place.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
05-23-2019, 05:29 PM | #19 | |||
Join Date: Jan 2015
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Re: [Basic] Icarus Landing System
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I think he's using "Immunity" in a general sense, not related to Resistant. That said, I support the idea that RAW Catfall should cost [5]. It's a neat ability but I find [15] exorbitant. But... Quote:
For an extra 50% (equal to Cosmic, Not subjected to built-in limitations) the character can fall at normal speed and the ability works at any distance. It's a cosmic enhancement for cinematic games, so no need to justify why it doesn't work when thrown around. The world just works like that. Last edited by Sorenant; 05-23-2019 at 05:33 PM. |
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05-23-2019, 05:47 PM | #20 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Icarus Landing System
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That's a slow fall ability, not an ability at landing better, and anything that is changing your movement in the air is flight (GURPS could use a slow fall ability, but Flight (Gliding, -50%; Downward Only -???, Minimum Descent Rate 10 yards/sec -???) works and will probably max out the limitations). |
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Tags |
advantage, advantages, catfall, fall damage, slowfall |
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