12-14-2017, 02:31 PM | #1 |
Join Date: Aug 2017
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2 Unusual Modes of Locomotion, How to Price?
For a couple of different settings, I'm working on two races that have an unusual mode of locomotion that I'm not quite sure how to stat up/price.
Race 1 is capable of boring through wood with it's own teeth and a special enzyme in its saliva. I'm undecided as to how fast this process works, but at most we're talking a rate of movement equivalent to one or two levels of Slow Tunneling. Would this be Slow Tunneling with the fact they move through wood instead of dirt and rock being a special effect, or something different? Additionally, I see the tunnels they make in wood as naturally being more stable than those described under Tunneling. How would I represent that? Race 2 is adapted to walk on top of floating plants, like a jacana bird. It can be supported by dense mats of medium-sized plants water lettuce or normal-sized lily pads, or by a single giant lily pad, but will fall through small plants like duckweed. Unlike a jacana, it's not a especially skillful swimmer, so it does not have Amphibious. It has considerably less utility than Walk on Liquid, though maybe a Specific limitation on that advantage would be appropriate. I'm not really sure what would be the best fit for this. The race with this ability is close to human size, so it's not just a feature of their SM, which could potentially be argued for the jacana. |
12-14-2017, 02:47 PM | #2 | |
Join Date: Mar 2008
Location: LFK
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Re: 2 Unusual Modes of Locomotion, How to Price?
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12-14-2017, 02:48 PM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: 2 Unusual Modes of Locomotion, How to Price?
Passing through wood could be tunneling, or it could be permeation (Tunnel), with some hypothetical 'tunnel only' limitation (probably -40%). The stability of tunnels is a feature of the thing you're tunneling through.
Race 2 might have the Light Walk skill (plus a rules exemption perk that lets them ignore the TBaM requirement), or a special advantage (possibly a form of Terrain Adaptation). |
12-14-2017, 02:49 PM | #4 | ||
Join Date: Nov 2008
Location: Yukon, OK
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Re: 2 Unusual Modes of Locomotion, How to Price?
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For a small tunnel I probably would not worry about stability at all. Quote:
From the description I would probably just go with Terrain Adaptation. That means anyone with the right size and weight could try it but they are better at it. Could be the way the legs are built, practice or both. However if no one else their weight could do it than go with Walk On Water with a hefty limitation. How much depends on how common they are. EDIT: I thought about Permeation with tunneling but I think its more expensive. Wood is base 40 points. Light walk is a good idea that could make them more interesting. I would still use Terrain Adaptation too though.
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12-14-2017, 08:15 PM | #5 | ||
Join Date: Aug 2017
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Re: 2 Unusual Modes of Locomotion, How to Price?
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12-14-2017, 08:51 PM | #6 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: 2 Unusual Modes of Locomotion, How to Price?
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It is really cheap while being more than a perk and could justify the limb adaptation your talking about. Does not mean it has to work on all plants or pads. Its pretty cheap compared to a limited version of Water Walking.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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12-14-2017, 09:14 PM | #7 | |||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: 2 Unusual Modes of Locomotion, How to Price?
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Water Plant Walker 5 points Your broad feet and long toes allow you to walk on the surface of floating water plants that otherwise wouldn't support your weight. Make a DX roll when trying to cross such a surface. This roll is unmodified for a dense mat of medium sized plants like water lettuce, but up to -8 for sparser coverage, and large plants or extremely dense growth give up to +6. If you succeed you can move at 1/3 Move across the surface without falling in. You also leave no tracks and get +1 to Stealth while doing this. Statistics: Unusual Training (Light Walk only on water plants) [1]; Light Walk at DX [4]. Quote:
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