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Old 08-24-2016, 09:56 PM   #1
munin
 
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Default Gloop Guns from The Incredibles

In The Incredibles movie, there's a scene where Mr. Incredible is trying to escape the computer room and a bunch of cannons fire sticky "gloop" at him. A single hit doesn't really slow him down (except by distraction), but after enough hits he's encased and unable to move. I was trying to think how to model this as a GURPS ability.

Binding is the obvious choice, but the gloop isn't really something you can break out of with a ST roll -- which is something no enhancement I know of can get rid of for Binding. It's probably not Unbreakable -- you could probably burn it off or just scrape it off. It obviously doesn't have One-Shot since it gets stronger with more hits, but you can't simply "break free" of the first ST 1 hit. The gloop is probably Sticky, but that's not important.

Can you have a Binding from which you can't break free (either by ST or Escape) but which must be attacked to get rid of it? And you're not grappled/rooted-in-place until the layers reach some amount (your ST probably)?

Affliction is a secondary possibility, probably reducing DX and Move cumulatively. But although you can dodge the attacks, you can't really resist them once they've hit, which is verboten for Affliction. Maybe move the resistance roll to DX -- if you succeed on your resistance roll the gloop hit you but in a location which didn't affect your movement, but after dozens of hits you'll have failed some rolls slowing you down and making it harder to resist…
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Old 08-24-2016, 10:29 PM   #2
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Default Re: Gloop Guns from The Incredibles

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Originally Posted by munin View Post
In The Incredibles movie, there's a scene where Mr. Incredible is trying to escape the computer room and a bunch of cannons fire sticky "gloop" at him. A single hit doesn't really slow him down (except by distraction), but after enough hits he's encased and unable to move. I was trying to think how to model this as a GURPS ability.

Binding is the obvious choice, but the gloop isn't really something you can break out of with a ST roll -- which is something no enhancement I know of can get rid of for Binding. It's probably not Unbreakable -- you could probably burn it off or just scrape it off. It obviously doesn't have One-Shot since it gets stronger with more hits, but you can't simply "break free" of the first ST 1 hit. The gloop is probably Sticky, but that's not important.

Can you have a Binding from which you can't break free (either by ST or Escape) but which must be attacked to get rid of it? And you're not grappled/rooted-in-place until the layers reach some amount (your ST probably)?

Affliction is a secondary possibility, probably reducing DX and Move cumulatively. But although you can dodge the attacks, you can't really resist them once they've hit, which is verboten for Affliction. Maybe move the resistance roll to DX -- if you succeed on your resistance roll the gloop hit you but in a location which didn't affect your movement, but after dozens of hits you'll have failed some rolls slowing you down and making it harder to resist…
What about an innate attack that does fatigue dmg?
This way you'll eventually get that slowing affect
And we avoid the inherent resistance rolls attached to affliction. Eventually that target will pass out due to exhaustion. Tho honestly it should have a follow up affliction with a penalty to dx to represent the awkward stickiness that presumably interferes with things. The dx penalty should be unresistable tho due to the nature of the attack. Their may be a modifier for that, Im sure I've seen it in a book somewhere

You could do it with affliction, maybe change the based on ht to based on dodge. I would actually increase the value of that though since active defenses are not subjected to quick contests.

Tho I confess I've never seen the movie.
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Last edited by Lucian; 08-24-2016 at 10:34 PM.
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Old 08-24-2016, 10:53 PM   #3
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Default Re: Gloop Guns from The Incredibles

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Originally Posted by Lucian View Post
What about an innate attack that does fatigue dmg?
I don't think that's really in the spirit. Unconciousness is very different than grappled.

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Tho I confess I've never seen the movie.
Here's a clip.
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Old 08-25-2016, 07:35 AM   #4
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Default Re: Gloop Guns from The Incredibles

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I don't think that's really in the spirit. Unconciousness is very different than grappled.
OK, watched the clip.

I'd Say Affliction ( which by RAW can be dodged or parried depending on what the actual attack is, I think if its like a poison dart it can be parried with parry missile weapons.)

Unresistable (but can be avoided) +20 % ( im ball parking this number)
Attribute Penalty -1 DX +10%
Attribute penalty -1 BM +10% (bm is aso penalized slightly by DX as it drops)
Cumulative + 400%

---
Now presumably this is a gun so

So this is a gadged that can likely be sotlen or broken

Ball parking its size and DR here but say -15% each so -30%

I'd say a total of 410%

Makes a 10 point affliction about 40 points.

And 40 points sound reasonable to me for what is pictured in the clip. Obviously thats like 30 gloop guns and one target.
Now if you want that same effect only with only 1 gloop gun. Maybe rapid fire from powers?

Actually the gloop gun I suggested seems more powerful then these. You can see the first shot at him was just a nusiance on his hand.
The first shot of mine and it would be a noticeable DX penalty and speed loss

THe nice thing is, the usual nature of affliction means you gotta buy it up in levels. But in this case you dont really have too since we're no longer worried about resistance rolls.
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Last edited by Lucian; 08-25-2016 at 07:44 AM.
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Old 08-25-2016, 09:49 AM   #5
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Default Re: Gloop Guns from The Incredibles

Aren't the gloop guns pretty much a canonical case of Goo (Powers p 42) ? They're layered bindings with Engulfing, Only Damaged by Burning or Corrosion, and Sticky, probably Linked to a low damage or non-damaging Crushing attack which is what sometimes does enough damage to knock Mr. Incredible off his feet.

Mr. Incredible trivially breaks free of a single ball (low power binding compared to his massive ST) and runs for it, but keeps getting hit and the binding layers increase. Mostly, it's not a big deal, but he gets knocked down twice and each time he gets hammered with additional layers until he can't break free and then he's done for. But at the base, it's Binding.

Hmm, might add Cosmic (breaking free doesn't reduce layered bonus) to represent that fact that until you burn those globes off, they're still sticking to you.

It really looks like a Binding to me more than a DX penalizing affliction.

Mandatory Technical Grappling Note: And it works even better if you use Technical Grappling, because all those CP start inflicting ST and DX penalties organically.
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Old 08-25-2016, 10:49 AM   #6
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Default Re: Gloop Guns from The Incredibles

You could use a delay to account for the goo shots swelling after impact. If you do use an affliction, you could also use secondary effect to indicate a further loss of mobility on a badly failed defense. Or both, 2 second delay on primary, and triggered delay (must be hit by another shot in the same location) on a secondary fail.

You could even randomize the secondary (or primary) and have cumulative tracks for a sort of "hit location" between Semi-Upright/Bad Back, Restricted Vision/One Eye/Blind, One Hand/One Arm/No Fine Manipulators/No Manipulators, No Legs/Sessile, with a cumulative eye towards eventual Quadriplegic. Or maybe use Lame. You'd have to sort all those disads by point cost and impact to figure out exactly how the cumulative affliction would work.

At some point it might get too complex to bother with, but it would simulate the movie scene better.
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Old 08-25-2016, 11:45 AM   #7
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Default Re: Gloop Guns from The Incredibles

I'd use Binding with Cosmic: Irresistible Attack (+300%)
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Old 08-25-2016, 12:02 PM   #8
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Default Re: Gloop Guns from The Incredibles

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Originally Posted by mlangsdorf View Post
Aren't the gloop guns pretty much a canonical case of Goo (Powers p 42) ? …

Hmm, might add Cosmic (breaking free doesn't reduce layered bonus) to represent that fact that until you burn those globes off, they're still sticking to you. …
Powers Goo wasn't giving me the cumulative effect I was looking for. I think Cosmic might simply be the best choice as a "it works this way instead" enhancement. Not being able to break away from a Binding feels Cosmic, +100% more than +50% I think (you're not simply ignoring a rule, you're removing a standard defense).

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I'd use Binding with Cosmic: Irresistible Attack (+300%)
That's about an attack ignoring defenses. Binding already ignores defenses like DR.
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Old 08-25-2016, 12:17 PM   #9
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Default Re: Gloop Guns from The Incredibles

Eh, I'd allow it for this. The way to resist Binding is via ST, sort of.
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Old 08-25-2016, 02:20 PM   #10
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Default Re: Gloop Guns from The Incredibles

I like the Increasing TK or Stacking TK build... but I'm not exactly sure how to do this without it being very, very expensive.
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