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Old 02-17-2021, 01:05 PM   #6
Varyon
 
Join Date: Jun 2013
Default Re: Pricing for attack/Malediction hybrid

Quote:
Originally Posted by lvalero View Post
It seems like a follow up attack.

The main attack is an Innate attack with makes 0 pt of damage and ignores armour. It acts as a "carrier"

The "follow up" is what you consider as the "malediction". It has been "carried" by the main attack so its effective range is now 0.
This sounds like the most appropriate, although I think Malediction counts as a "Penetration Modifier" and is thus incompatible with Follow-Up. Also, it's possible requiring a carrier attack would actually make the metatrait cost more, which is obviously not appropriate. IDHMBWM, but is it an option to combine Malediction with Long Range? That seems like the way to make a Malediction that doesn't suffer range penalties on the Quick Contest (IIRC, each level of Long Range is one shift forward along the axis of -1 per yard -> SSR -> Long Distance Modifiers -> No Range Penalty; you'd need to shift it to the last entry, although realistically the second to last is probably sufficient, given you still need to pass the attack roll). Still needing to pass an attack roll is arguably something like Requires (Attribute/Skill) Roll; the attack roll being at a penalty based on SSR is worth a further Limitation, possibly doubling the value of Requires (Attribute/Skill) Roll.
EDIT: Alternatively, apply some sort of "Quick Contest Only" Limitation to the last level (or two, if you really need to get all the way to No Range Penalty) of Long Range; the Long Range effect applies only to the QC, not to the initial success roll, which takes SSR penalties.
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Last edited by Varyon; 02-17-2021 at 01:16 PM.
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