Quote:
Originally Posted by Refplace
(Post 2405603)
Yeah, as I wrote above the Wall part is easy. I suppose a reasonable GM would allow such a wall to block the wind and rain out, but not everyone would. Hence I usually opt for adding other things and making it a Force Field and not worrying about duration, just buy enough area and Affects Others.
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Well, that sounds more like the bizarre Affects Others + Area Effect + Force Field construct from
Powers, which I
strongly feel is a mistake to apply to DR - Innate Attack with Wall makes much more sense (and I'd allow Wall +30% to be something other than a straight line - any shape at all should work, it's just that you have to set it when you build the ability and can't decide on the fly like with the +60% version); I mean, that's basically what a rigid Wall
is.
Quote:
Originally Posted by Refplace
(Post 2405603)
Than things like Sealed to make it fully waterproof.
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Sealed makes it airtight; whether it needs that to be watertight would ultimately be up to the GM, but I'd probably allow it to count as such without anything else. Of course, it doesn't need to be perfectly watertight - most improvised shelters aren't, but they do a "good enough" job of keeping water out to let the inhabitants rest in relative comfort. Basically, if a lean-to will do, certainly a shelter constructed using Wall will as well.
If you're trying to make the "shelter" as good as sleeping indoors in a residential building in good repair, of course, you may well need supporting abilities. Your later suggestion of reducing the base price of Sealed to [1] to create Waterproof is one I can get behind, certainly (honestly, I'd probably be fine with a Perk to make any room or small building you stay in count as Waterproof while you're there).
Quote:
Originally Posted by Refplace
(Post 2405603)
Its the temperature that seems to really be accessible.
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Yeah, for some reason temperature is a serious sticking point with GURPS - Temperature Tolerance tends to be horrendously expensive to accomplish much with it, and Temperature Control is as well. I feel body temperature should be sufficiently retained to work for keeping things warm (plus if you're traveling through cold areas, you should have supplies - blankets, sleeping bags, even your winter coat in a pinch - that will help you stay warm); failing that, success on an Architecture or similar roll should let you design a building that essentially has something of a built-in chimney, allowing you to build a fire to keep warm without risking asphyxiation (related - a similar roll should let you design a not-waterproof building that keeps the living areas dry even with a torrential downpour; it would probably eventually start to grow mold or similar, thanks to the areas that do get wet, but the party would be long gone by then, and the temporary building likely destroyed). Another somewhat-humorous option would be to also have a similar Wall Innate Attack (possibly as an Alternate Ability, although that would be pushing it) that lets you create a permanent (until extinguished, by dumping water on it, covering it in dirt, or similar) fire. That's 6 hexes of fuel-less, smokeless flame that deal 1 point of burning damage to anything in contact with them, which should keep things toasty, even if the building isn't very good at retaining heat.
Cooling things down is harder. The GM
might let you pull off something similar to the firewall above, using either non-incendiary burning damage (used for some magic/superscience cold attacks) or FP damage with the Freezing Hazard, but that's a bit of a stretch. There
might be some tricks with airflow that would let a skilled builder make a building that stayed cool passively, but I kind of doubt it (the only cooling option mentioned in LTC3 is an expensive method of keeping a building water-cooled, which isn't something to rely on here).