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-   -   [RPM] Misc Questions (https://forums.sjgames.com/showthread.php?t=122157)

Christopher R. Rice 01-25-2014 09:49 PM

Re: [RPM] Misc Questions
 
Quote:

Originally Posted by Angle (Post 1715448)
Of course, that brings up the question of how would you do RPM in dungeon fantasy?

That...would take too long to explain and type.

Angle 01-25-2014 09:49 PM

Re: [RPM] Misc Questions
 
Fair enough.

zoncxs 01-25-2014 09:51 PM

Re: [RPM] Misc Questions
 
Quote:

Originally Posted by Ghostdancer (Post 1715450)
That...would take too long to explain and type.

PM!

Though I have a few ideas lol

Christopher R. Rice 01-25-2014 09:56 PM

Re: [RPM] Misc Questions
 
Quote:

Originally Posted by Angle (Post 1715452)
Fair enough.

I'm not being dismissive here. So don't take it that way. I'm under the gun for some other content right now and what I would do would take a LOT of time to explain - besides someone else already leaked something a while back... it's vaporware at best at this point. :-)

Angle 01-25-2014 10:01 PM

Re: [RPM] Misc Questions
 
*Leaves to fire up the Atmospheric Condensator*

Angle 01-26-2014 12:26 AM

Re: [RPM] Misc Questions
 
You can do some amazing things with RPM. Check this out:

Wall of Ice
Greater Create Matter [6] (To make Wall of Ice), Lesser Create Energy [6] (To make it freezing)
Damage: External Crushing 2d [4]
Enhancements: Persistent, Rigid Wall, Extended Duration x3 [24]
Damage: External Fatigue 1d [0]
Enhancements: Follow Up [0], Hazard, Freezing [4]
Area: 10 yards [8]
Range: 10 Yards [4]
Duration: 10 Minutes [1]
Greater Effects: 1 (x3)
Cost: 53*3: 159 (174 as charm)

Creates a wall that has DR 6 and 1 HP. Anyone who touches it takes 1d fatigue damage with the freezing enhancement.

This brings up the question: when buying external damage for a wall effect, should I multiply it by 1, 2, or 3? I'd guess 1, becuase it's not a missile or an explosion, but I'm not sure.

Christopher R. Rice 01-26-2014 10:31 AM

Re: [RPM] Misc Questions
 
Quote:

Originally Posted by Angle (Post 1715507)
You can do some amazing things with RPM. Check this out:

Wall of Ice
Greater Create Matter [6] (To make Wall of Ice), Lesser Create Energy [6] (To make it freezing)
Damage: External Crushing 2d [4]
Enhancements: Persistent, Rigid Wall, Extended Duration x3 [24]
Damage: External Fatigue 1d [0]
Enhancements: Follow Up [0], Hazard, Freezing [4]
Area: 10 yards [8]
Range: 10 Yards [4]
Duration: 10 Minutes [1]
Greater Effects: 1 (x3)
Cost: 53*3: 159 (174 as charm)

Creates a wall that has DR 6 and 1 HP. Anyone who touches it takes 1d fatigue damage with the freezing enhancement.

This brings up the question: when buying external damage for a wall effect, should I multiply it by 1, 2, or 3? I'd guess 1, becuase it's not a missile or an explosion, but I'm not sure.

That works. But a few notes. Unless your intent is to cause damage - you only need to determine the Subject Weight (how much the wall weighs) and then use the guidelines on p. B558 to determine it's HP, DR, and any other effects. You'll also need to make a Path roll for a "stable" wall (or no roll if you have actual skill to do so (e.g., Engineer (Civil), Prospecting, Architecture. etc.).

You might need to do a little bit of research, for specific weights of matter (but not too much). Assuming you want a wall of 1" thick mild steel (which weighs about 0.2836 lbs per cubic inch and is 14,400 cubic inches per hex) this would be 4,083.84 lbs. and would cost +6 energy for a wall that filled 1-hex (DR 56 & HP 60 per hex).

If you DO want it to cause damage (like your Wall of Ice spell), use the Wall enhancement - but ignore the normal rules for the Area Effect enhancement and use the Area of Effect spell modifier instead. I'd nix the Extended Duration enhancement for damaging walls and instead allow Duration to be bought (which again, this is one of the only circumstances I'd allow that) - but I'd require all damage bought to use the Internal Damage guidelines. So damaging walls do 1d (+1d per +4 energy) and it...
  • Permeable: Causes damage to anyone who crosses it, but it can be traversed normally.
  • Rigid: Impedes movement and the wall has DR 3 and 0.5 HP per die of damage per yard (rounded up after you find the total length of the wall).

This way it keeps damaging walls from getting out of hand - after all a clever caster could just add Mobile to his wall for +6 energy/Basic Move +1 and move it around on the battlefield... This all assumes +6 energy for the Wall enhancement itself (or +12 energy if you can form your wall into shapes like domes, battlements, etc.)

Angle 01-26-2014 12:48 PM

Re: [RPM] Misc Questions
 
Those are pretty much the same rules I used, except I bought duration as an enhancemnet instead of a spell modifier. For rigid walls, how do you determine whether it's supposed to do damage or not? This one deals damage as a follow up to anyone who touches it, would it not be a damaging spell if I had it the other way? That would have it still do damage to anyone who crashes into it.

Christopher R. Rice 01-26-2014 12:54 PM

Re: [RPM] Misc Questions
 
Quote:

Originally Posted by Angle (Post 1715681)
Those are pretty much the same rules I used, except I bought duration as an enhancemnet instead of a spell modifier. For rigid walls, how do you determine whether it's supposed to do damage or not? This one deals damage as a follow up to anyone who touches it, would it not be a damaging spell if I had it the other way?

Rigid walls only do damage if someone slams them. I'd build most such walls the first way - and damaging walls the second. That's just me of course.

Kalzazz 01-26-2014 02:23 PM

Re: [RPM] Misc Questions
 
What is a good way to carry charms around?


What happens if a charm gets broken unintentionally? (say the wizard fell and it got smashed, or the enemy whapped it)

Im thinking of casting charms on say Pretzel sticks or something that seems like it could be Fast Drawable and still DR 0 (or maybe little sticks)


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