08-27-2020, 10:10 AM | #11 |
Join Date: Feb 2016
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Re: Battle Aura/Emanation [Martial Arts/Powers]
Most of the time though, GURPS requires you to pay for any potentially useful effects. Some forms of battle aura seem to disintegrate the local environment, which would probably require high levels of Corrosive Attack, and which could be useful for destroying random obstacles.
For example, a character could have Corrosive Attack 10d (Area Effect 1, 2 yards, +50%; Emanation, -20%; Selective Area, +20%) [150]. Every turn, the character can deal an average of 35 points of corrosive damage to anything they desire within the area of effect (disintegrating clothing, destroying small objects, damaging large objects, etc.). With sufficient time (~10 minutes), they can even melt through the front armor of a main battle tank, though they will usually find easier way to disable/destroy such targets. |
08-27-2020, 02:29 PM | #12 | |
Join Date: Nov 2015
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Re: Battle Aura/Emanation [Martial Arts/Powers]
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But a collection of numbers means nothing, how about some examples of these Battle Auras, and what they achieved compared to what else was going on ? |
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08-27-2020, 02:34 PM | #13 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Battle Aura/Emanation [Martial Arts/Powers]
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The important part is that these 'battle auras' are substantially weak compared to every else going on with the character. It's cute fluff, not actually useful. |
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08-27-2020, 07:59 PM | #14 | |||||
Join Date: Aug 2018
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Re: Battle Aura/Emanation [Martial Arts/Powers]
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Reflexive is usually for defensive/sensing abilities so it's something you expect more for DR, but maybe the DR/Innate Attack are linked or have Accessibility: each other. Then of course there's the "but my reflexive knockback aura can stop thrown pies from hitting me" debate that would derail this thread if we re-opened it so we probably shouldn't :) I'd toy with Always On too in many cases. It depends a lot on the situation, but in many cases it seems like when DBZesque guys top out their power levels, turning off the aura isn't actually an option when they hit new tiers and that only comes with enhanced control and confidence after they're finished "powering up" and so on. That might well be represented by buying new levels in a limited form (always on or uncontrollable) and then buying off the limitation, of course. Quote:
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Auras can already be switched on as a free action, so what we're talking about is effectively a version of "Power Dodge" except only rolling to turn an ability on before an attack hits you, rather than to avoid the attack. Using power dodge just for "use a free action before your turn" is something we could borrow even for powers whose activation doesn't result in avoiding an attack (we could just ignore that part!) This could also work both ways: not just to turn auras on out-of-turn, but to turn them off! IE you are Johnny Storm with your flaming aura up and Apocalypse is TK-holding you in place and then TK throws a child at you: you can't likely dodge (DX penalty is too intense, he has you pinned!), and it's not your turn so you can't turn off your aura automatically as a free action... so roll a power dodge to lower your Burning Attack (Aura) quickly enough to avoid incinerating the child as they hit you. We might even extend it beyond being attacked, to reacting to all kinds of stuff. Like for example if your speedster friend is trying to run down a hall but your firewall is blocking it and you want to dispel that firewall during their turn instead of forcing them to stop and wait until after your free action to keep going. I guess it'd make sense for Spines (Switchable, Reduced Time) as well. It's only a "power defense" in the sense that you're putting up your "passive offense" to dissuade attackers. Conceptually it does feel right even though it's a house rule. Something like that would probably also make sense if you had Striker (Switchable, Reduced Time) that you wanted to rapidly create to parry with. In that case though, you'd probably need to have All-Out Defense (Double) because the power dodge (creating the striker out of turn, prior to the free action at start of your next turn) is the 1st def and the actual parry with the striker is the 2nd. Quote:
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Last edited by Plane; 08-27-2020 at 08:06 PM. |
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