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Old 03-08-2013, 05:10 PM   #1
Dalren
 
Join Date: Jun 2012
Default Linking Warp with Innate Attack

How would one go about building an attack that did damage in area around the caster when he successfully used the warp advantage? I assume it would look something like this:

Warp (Link +10%)
Innate Attack (Link +10%, Area Effect +50%, Emanation -20%)

Does that look right?

If so, how would you modify it if you could warp/deal damage multiple times in the same action. You can add Rapid Fire to Warp for +10%/level. Would you also have to add Rapid Fire to the Innate Attack for it to trigger on each hop of a rapid fire Warp?
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Old 03-08-2013, 05:15 PM   #2
ericthered
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Default Re: Linking Warp with Innate Attack

Extra attack (only when warping)

It shouldn't be a very big discount, as it lets you turn yourself into a mobile bomb, telporting in and out with a bang.
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Old 03-08-2013, 06:46 PM   #3
jeff_wilson
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Default Re: Linking Warp with Innate Attack

Quote:
Originally Posted by Dalren View Post
How would one go about building an attack that did damage in area around the caster when he successfully used the warp advantage? I assume it would look something like this:

Warp (Link +10%)
Innate Attack (Link +10%, Area Effect +50%, Emanation -20%)

Does that look right?

If so, how would you modify it if you could warp/deal damage multiple times in the same action. You can add Rapid Fire to Warp for +10%/level. Would you also have to add Rapid Fire to the Innate Attack for it to trigger on each hop of a rapid fire Warp?
Or you could give it a duration and higher damage, so that it is spread across a larger area with multiple ports but is still potent.
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Old 03-08-2013, 07:36 PM   #4
Anaraxes
 
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Default Re: Linking Warp with Innate Attack

I don't see any justification in RAW for putting Rapid Fire on Warp. Rapid Fire is a modifier for attacks only (marked with the little gun icon). You don't get to use just any ability multiple times per turn for +10% each.

I'd think you'd need ATR to gain multiple Move maneuvers. Or Compartmentalized Mind for multiple Concentrates. Basic doesn't actually say that Warping counts as a Move.

Setting off a new Emanation with different centers are also different attacks. Linked with Warp, the two are the same maneuver, but you still need multiple manuevers for multiple ability activations.

Rapid Fire would let you possibly hit the same target multiple times in one manevery, but not different targets (neglecting spraying fire, etc).

Bombardment has something of the right flavor, but only works when all the targets are in one area. If you teleport around the planet to the capital of each major country, setting off the explosion to assassinate all world leaders in one turn, you'd need a very high level of Area Effect to cover the whole planet. It's quite powerful to be able to set off a bunch of unconnected attacks on different targets with no range or LOS limits, all at the same time.
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Old 03-08-2013, 07:48 PM   #5
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Default Re: Linking Warp with Innate Attack

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Originally Posted by Anaraxes View Post
I don't see any justification in RAW for putting Rapid Fire on Warp. Rapid Fire is a modifier for attacks only (marked with the little gun icon). You don't get to use just any ability multiple times per turn for +10% each.
GURPS Supers, pg 29.

Quote:
Originally Posted by Anaraxes View Post
I'd think you'd need ATR to gain multiple Move maneuvers. Or Compartmentalized Mind for multiple Concentrates. Basic doesn't actually say that Warping counts as a Move.
Warp is odd. Warp can be used without consuming a maneuver, assuming you can swallow the -10 penalty for no preparation. You can even use it as an active defense (dodge).
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Old 03-08-2013, 08:15 PM   #6
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Default Re: Linking Warp with Innate Attack

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Originally Posted by ericthered View Post
Extra attack (only when warping)

It shouldn't be a very big discount, as it lets you turn yourself into a mobile bomb, telporting in and out with a bang.
I have to disagree on both counts.

1: Extra attack requires you take a attack maneuver. Warp uses the Concentrate Maneuver.

2: Link is really not the thing to use for this one. It is only available as a Enhancement. And linking the two really messes over BOTH abilities. Its only real beneficial is use two Advantages/Attacks using only one maneuver. If you are not able to or do not want use the linked Advantages in second to second combat time, it hurts you to take it.

(Also, you should link stats to use link, which is hard to do due to the Mechanics of Warps IQ roll, with the penalties to time and distance traveled.)

2a: Warp takes a LOT of time to use effectively without large levels of Reliable and/or the Blink Enhancement, and Blink is random and short range, so you could end up attacking yourself if you build the IA without Emanation, and even then if the GM declares the attack creates Fragmentation due to debris present.

2b: Innate Attack defeats a lot of the utility of Warp, as is now becomes dangerous to use in many areas, both coming and going, due to the danger to property, civilians, and innocents. That means a place you regularly travel will have to be kept clear at all times, or you have to contact there ahead of time to make sure it is cleared.

I would build this as alternative abilities of a Spacial Distortion Power.

The Innate has the Delayed trigger of Successful use of Warp power. Basically, you take a Attack Maneuver (or likely a Concentrate Maneuver; this seems a Mental ability)

Without the "Low or No Signature" enhancement this gives a visual auditory effect as you "powerup" likely a heatwave like-Spacial Distortion representing the Hanging attack.

Use a ready Maneuver to switch from Spacial Distortion: Innate Attack to Spacial Distortion: Warp.

The Warp Advantage has the Limitation Trigger:Very Common (available almost anywhere): -10%. (Technically this is probably Rare, but since you can generate the motive power at no cost)

You begin Concentrating to use the power. This "Consumes" the Trigger, so if something disrupts your Concentration before you roll to Warp you need to switch back to the Innate Attack to power up again.

This only saves you about 10 Points (the Trigger Limitation on Warp) but is also easy to upgrade as you gain more experience and control over your power.

And that as they are both different parts of the same power, only the most expensive one is full cost. The other has its final cost divided by 5.

You might try linking the Damage the Warp causes to how far you Warp, so each -1 penalty due to distance traveled means 1d of innate damage from spacial distortion, or the longer you concentrate on the power the more damage it does (1d of damage of every increment of time spent above 1 second)

So for example, you have imperfectly controlled warping powers. The further the more damage accompanies you at the arrival area. If you fail the IQ roll perhaps the energy instead devastates the intended departure point. (this would be Delayed Trigger:Warp Roll instead of Successful Warp roll)

And you learn to control your power you learn to "fail" the Warp roll to create damaging effects without having to move through space.

If damage is linked to distance traveled and/or meditation time this is variable (+5%) and a Nuisance Effect (-10%)

If you learn to Warp without Collateral damage that is buying off Trigger on Warp.

If you learn to create spacial disruption to cause damage without warping out of the area that is buying the Selectivity Enhancement for the Innate Attack so you are not locked into a Delayed Trigger every time you use the attack.

Or you could upgrade Delayed Trigger (+50%) to the Delay, Supernatural (+100%) trigger and buy off Emanation, allowing you to set spacial disruption bombs. that are not centered on you by setting a different trigger than warping.

If you just buy off Emanation you can still boobytrap an area against other warpers. Their warping into area will get them an explosion in the face. Fun times.

How these ideas help.
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Old 03-08-2013, 09:33 PM   #7
Anaraxes
 
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Default Re: Linking Warp with Innate Attack

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Originally Posted by Sunrunners_Fire View Post
GURPS Supers, pg 29.
Thanks! I didn't think to look there. Nightcrawler will be much happier now.

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Warp is odd. Warp can be used without consuming a maneuver.
In some specific cases for defense, sure. But in general it takes a maneuver to activate. (GURPS Supers p29 says Concentrate :))
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Old 03-09-2013, 03:28 AM   #8
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Default Re: Linking Warp with Innate Attack

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Originally Posted by Bramble Thorn View Post
2: Link is really not the thing to use for this one. It is only available as a Enhancement. And linking the two really messes over BOTH abilities. Its only real beneficial is use two Advantages/Attacks using only one maneuver. If you are not able to or do not want use the linked Advantages in second to second combat time, it hurts you to take it.
Doesn't link simply allow for the two to be used simultaneously? So you can choose have both work at the same time, or not?

IDHMBWM but that is how I remember it.
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Old 03-09-2013, 05:48 AM   #9
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Default Re: Linking Warp with Innate Attack

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Originally Posted by Maz View Post
Doesn't link simply allow for the two to be used simultaneously? So you can choose have both work at the same time, or not?

IDHMBWM but that is how I remember it.
If you can choose it costs +20%. The +10% version is inseparable.

I'd be tempted to go a different route, however--give the Innate Attack Uncontrollable Trigger (Using Warp) and Uncontrollable Only.
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Old 03-09-2013, 08:04 AM   #10
Bramble Thorn
 
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Default Re: Linking Warp with Innate Attack

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Originally Posted by Maz View Post
Doesn't link simply allow for the two to be used simultaneously? So you can choose have both work at the same time, or not?

IDHMBWM but that is how I remember it.
You can simple declare two separate advantages are part of the same power. This is especially easy if they are always on.

For example:

===

Illumination of the Golden Dawn: 20 point Power
Comprehension of the Written Word. Accented comprehension (not writing ability) of ALL written language. Native comprehension if you possess Language Talent. 10 points*
Night Vision 9, 9 points.
Oracle (Accessibility: only in the Sunsets direct light, -35%; Exposure Time, Reversed: must have been exposed to daylight from Dawn to Sunset immediately before use, -40%; Nuisance Effect: Oblivious, -5%; Reliable +4, +20%) 6 points
Perk: Illumination, 1 point
Supernatural Features:Glowing Eyes (-1 to reaction rolls when a person can see your eyes in an area with -9 vision modifier as your eyes start to glow; +1 to all rolls to deduce your secret) -5 points
Unnatural Features: Bright Golden Eyes, -1 point

Dawn is more than a mere time of day, it is a Metaphysical state of being. You have realized this truth, and internalized it. You ARE the Dawn, and the Dawn is with you always.

Either that, or that Rock you swallowed had some funky radiation thing going on. Either way, you attained the Philosophers Stone and achieved enlightenment.

Now your eyes glow, and you can see like it is Dawn all the time. Other things glow too, glyphs, runes, cave paintings, obelisks, even tagged buildings. From the beginning of time to this morning, if someone tried to set down a message to be understood without obfuscation, you understand it.

Even that which is hidden is revealed to you under the light of the sun, as the suns rays illuminate this and that to your sight, and reveal the secrets of the universe thereby. If you spend the day under the open sky, taking note of those things the sun has marked out in its pass through the sky, then you can keep them in sight as the sun sets, and see the markings clearly for a time, finally no longer eclipsed by the sun.

The sun is a scribe you see, and sunbeams his ink, the language as old as time. But sunbeams fade quickly, and few have the wits to look, and fewer still the eyes to truly see.

* Based off of Omnilingual (Supers 4ed, p29)
* Also can be based off of 10 purchases of One way Literacy (PU: Perks, p13)
* Both give the same cost of 10 points.
===

The above is many advantages (and a couple disadvantages) but is only one power. None of them are linked, but everything works simultaneously at the same time.

As I said, Link is a bad approach to Warp and Innate attack. Yes, you can use them simultaneously... several minutes apart between each simultaneous use. And you are paying a premium to design a advantage that will not realistically be useful in combat, the only time simultaneous usage really matters. Using link here gives you something that is worth LESS than the some of its parts, not the 20% more it is charging you for.
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