02-23-2020, 08:37 AM | #11 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Mechanics for Applying Innate Attack (Air Jet) to Physical Maneuvers
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So what you want is to build an Air Jet power. In GURPS Powers terms, it has a source (where the power comes from), a focus (air jets), a set of abilities (advantages like Innate Attack, Flight, and so on), a power modifier (usually a limitation that applies to all the abilities in the power and makes them subject to effects on the source), and a talent that makes the power easier to use. Anything that can be bought as an advantage by characters must be taken as an ability or else the character can't do it with that power. If you want your air jets to propel you, you must take Flight, otherwise for whatever reason you can't use the air jets to fly. Anything that doesn't require an advantage to do can just be thought of as a side-effect of an ability, at the GM's option (e.g., the GM might let you snuff out a candle flame at a short distance because it's a minor effect for which there is no particular advantage you'd ever expect to find in an air jet power). As said upthread, in GURPS, you get what you pay for. The corollary of that is you must pay for what you get. If you get versatility, you must pay for it. |
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02-23-2020, 01:47 PM | #12 | |
Join Date: Aug 2007
Location: Denver, CO
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Re: Mechanics for Applying Innate Attack (Air Jet) to Physical Maneuvers
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It's loose, flexible, and totally workable. |
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