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Join Date: Oct 2019
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I have a character capable of transforming into something like an eldritch abomination and I'd like to give it a power characteristic of such creatures. My first thought was to have it create black holes, which is not only tactically stupid and irresponsible, but prohibitively expensive to do, even small ones. So rather than create a permanent hazard that might destroy the planet, manipulating the (theoretical) force carrier particle of gravity on a smaller scale might be more reasonable.
Here's what I have so far: Crushing Attack (2) [Graviton Pulse Field] (Area Effect (16 yd); Cosmic: Irresistible attack; No Blunt Trauma; No Wounding; Double Knockback, (Feature: Reversed Knockback +20%); Elemental: Gravity; Partial Dice (+2); Persistent; Rapid Fire (+10); Very Rapid Fire) [93] Here's what I think it does, and what I'd like it to do: The user specifies an area (+4 to hit) and makes an attack roll. If successfully landing all 10 very rapid fire shots, that one hex is the origin point for a 2d crushing implosive force that repeats over the next 10 seconds, 10 times per second, each set of ticks occurring in the same effective instant, in a 16 yd radius. On a minimum damage roll of 2cr+2cr, victims are subject to a total of 40cr damage (No wounding or blunt trauma) in one second. Here's what I'm uncertain about: 1) Should the crushing damage be summed before knockback is calculated, or for each tick separately? My hope is that it should be summed before knockback since all ticks in each second occur simultaneously for all practical purposes, thanks to the Very Rapid Fire enhancement (Powers P.105). Otherwise, the ability is virtually useless against enemies with a strength higher than 12 on the very best possible damage roll, unless they're standing in a room full of unreasonably sharp knickknacks. My logic is that if you were hit over every square inch of your body with the force of a hard-chucked basketball, it might not move you, but it'd certainly give you a noticeable kick. However, if you were hit with the same force 10 times in the very same instant, its not unreasonable to say that all those forces would add together into one big shove. 2) Does this ability even need the Cosmic: Irresistible Attack enhancement (Powers, P.128)? Could the Elemental limitation cover the desired behavior? The only property I think this version of Cosmic contributes, is the RAW ability for the effect to ignore walls and cover as an obstruction, but I'd be sending it around enemy cover anyway and hitting potential allies behind walls I can't see through is undesirable. Besides, it doesn't actually need to penetrate enemy damage resistance, even cosmic DR, since the goal of the attack is to shove everything in its area of effect towards the center and cause damage through collisions and debris impacts. Perhaps, since the attack is based on the idea of manipulating gravitons, which wouldn't care about walls anyway, would this attack pass through walls without this version of Cosmic? I mean, I want enemies to be able to counter this with anti-gravity tech or abilities, but since those abilities don't seem to require taking a Cosmic enhancement or modifier to have, I don't see why this one should, if it can be countered by non-Cosmic measures. 3) Does the Very Rapid Fire enhancement remove one's ability to determine how many shots to fire? I couldn't get an explicit read on how this enhancement is intended to work. Given that it's an enhancement, I'm thinking it still lets the user choose to fire any amount of shots up to RoF, but all shots happen together, almost instantly. I'm hoping you can still choose how many shots to fire, so this ability can be adjustable in strength. 4) If an enemy is in the center of the area of effect and pressed against another object being affected by this attack, should they take collision damage based on how fast each object would have been moving toward each other? Basically, the victims are being mashed together by a powerful force, surely that should produce a damaging effect. As far as whether damage should be summed, I found a discussion about a character making multiple attacks, but nothing specifically about the Very Rapid Fire enhancement being taken into account. However, I think the thread indirectly makes a case for summing the damage before calculating knockback: http://forums.sjgames.com/showthread.php?t=87960 Annoyingly, I could find nothing regarding how to build implosion attacks in the books, but I did find a Kromm post regarding the price for reversing the direction of knockback that I found very reasonable: http://forums.sjgames.com/showpost.p...74&postcount=8 So, this all describes a graviton pulse effect that someone can escape if they moved out of the AoE between pulses or passed through within less than a second. How would you model it if you wanted to create an attack that produced a continuous gravitational pull towards a central location, something you'd have to try to resist even if passing through for only a moment? e.g Zarya's Graviton Surge ability from Overwatch |
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#2 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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What happens if you fail to do this?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#3 |
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Join Date: Oct 2019
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Scatter, of course. There'd be multiple fields of implosion effect and only the overlapping fields might have cumulative effects, but how that plays out would be up to the GM, I suppose. I plan to include an Accurate enhancement and only ever use the ability after an Aim maneuver which, according to my stats, would only ever have any misses on a roll of 17 or 18. I didn't include this for the purposes of brevity and ease of reading.
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#4 | |
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Join Date: Mar 2013
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#5 |
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Join Date: Oct 2019
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I'm not sure what you mean; is there an example power in a book you can point me to, or can you sketch one up with the core modifiers here?
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#6 |
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Join Date: Jun 2005
Location: Lawrence, KS
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The basic idea's pretty close to what I came up with, which was a Crushing Attack with an armor divisor of infinity.
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#7 | |
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Join Date: Mar 2013
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I removed No Blunt Trauma, because I don't think it is compatible with No Wounding. I added Dissipation.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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#8 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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1) I'd think that each attack should be calculated separately. Just from a mechanical sense. In gurps you buy the effect of what happens, not the description. If you want them all to be one implosion, they should all be one attack, I'd think.
2) No, you don't need cosmic. Area effect will do all the stuff you need it to. 3) I don't think so. 4) No. You explicitly took No Wounding and No Blunt Trauma. Buy the effect, not the description. If you want the center to be damaging, you can add a linked damaging effect only at the center. I would allow damage from things flying into the center though.
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#9 | |
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Join Date: Oct 2019
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#10 | |||||
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Join Date: Jun 2013
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First off, I should note that to my knowledge, Area Effect and Rapid Fire aren't technically compatible, you'd need to make the attack Explosive instead (which has some pretty harsh fall-offs with distance, but on the bright side can cause shrapnel damage by default via incidental fragmentation - see B415). I'd suggest Explosive 3, as that has the least-harsh fall-off. Honestly, the Rapid Fire part of it looks a lot like it's meant to be a way to simply reduce cost, but I could be mistaking your intent.
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*Consider two people with ST 12 pushing you, when compared to one person with ST 17 - which is twice as strong by BL - pushing you. Realistically, the two scenarios would result in the same amount of knockback. An ST 12 push averages 5 knockback, for 10 knockback with two people. An ST 17 push averages 11 knockback, which is close enough to be fine. However, for 2xST 17 vs ST 24 (again, twice as strong by BL; note I'm using odd numbers here to get as close to "double BL" as possible), you're looking at 22 knockback vs only 16. If you want to be a glutton for complication, an option would be to find out what ST score corresponds to the knockback of each hit, then do a sum of squares - that is, square the ST scores, add them together, then take the square root - to get the "combined ST," then use that for calculating knockback. So, for 10 hits from a 2d attack, 2d corresponds to thr for ST 21 or 22; we'll use 21.5. 21.5^2=462.25, or 4622.5 when multiplied by 10. 4622.5^0.5 is 68, which is around 8d-1 (rather than the 20d you'd calculate normally). I'd recommend against this approach, in no small part because it's an attempt to be realistic, but is reliant on the rather-unrealistic ST-based damage table. Quote:
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... All told, your ability might look something like the following. Note enhancing Range (these are all Range 10/100) and Accuracy (these are all Acc 3) will, of course, increase the price. Innate Attack 5d cr (Cosmic: Ignores Walls +50%; Double Knockback +20%; Explosion 3 +150%; Persistent +40%; Rapid Fire (x10) +100%; Reverse Knockback +20%; Very Rapid Fire +10%; Elemental: Gravity -10%; No Blunt Trauma -20%; No Wounding -50%) [93] When the attack hits a target, it creates an implosion field at the point of impact. Anything not at the point of impact is pulled toward it, doing 5dx2 of knockback divided by the distance from the epicenter in yards. The implosion field deals no damage on its own, but objects within it may collide for normal collision damage, and if there is any debris around the victims may be struck by it (see incidental fragmentation, B415). The field lasts for 10 seconds. Alternatively, if you want Area of Effect (so that it affects everyone within a given area equally), you'll need to give up Rapid Fire and Very Rapid Fire, and use the savings for additional damage, although you don't get much. Innate Attack 5d+1 cr (Area Effect 16 yards +200%; Cosmic: Ignores Walls +50%; Double Knockback +20%; Persistent +40%; Reverse Knockback +20%; Elemental: Gravity -10%; No Blunt Trauma -20%; No Wounding -50%) [93] If you liked my complicated idea for the epicenter doing some damage, here's the way that build would work, going off of the Area Effect version. Innate Attack 5d (Area Effect 16 yards (No Blunt Trauma -20%; No Wounding -50%) +60%; Cosmic: Irresistible Attack (Half Damage, Epicenter Only, otherwise Ignores Walls, -50%) +150%; Double Knockback +20%; Persistent +40%; Reverse Knockback +20%; Elemental: Gravity -10%) [95]
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| Tags |
| cosmic, crushing, cumulative damage, knockback, very rapid fire |
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