|
|
|
#61 | |||
|
Never Been Pretty
Join Date: Jan 2005
|
Quote:
"A Follow-Up attack need only list its damage amount and type. All other details depend on the carrier attack." B105 Thus, if the carrier is a melee attack, the follow-up is also a melee attack and cannot have that limitation. As both Follow-up and Blood Agent are "penetration modifiers" you can only have one of them. Quote:
Quote:
We'd also need a trait to double the effect. Bad Temper seems to be the best fit. Unless the limited choices balances that. Last edited by Dragondog; 08-26-2011 at 01:20 PM. |
|||
|
|
|
|
|
#62 | ||
|
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Quote:
Quote:
If building this as a Character, the issue is that imposing Mild Wrath automatically requires quite a lot of levels of affliction. Also, instead of making it a followup, you could use the rules for modifying ST-based damage. Here's what I propose: Thrust 1d-1->0.7d As a crushing innate attack, this equals 0.7x5=3.5 points (Basic says you round up before, Psionic Powers says that you can skip rounding until the end, to avoid math issues with double roundups) Modifiers:
This is applied to the base of 3.5 points, but without counting the base 3.5 points, gives us: 3.5*(1+174/100)-3.5=3.5*1.74=6.09, rounded to [7] You also take Toxic Attack, 30 points, equivalent to 0.25+29*0.3=8.95d, with the following enhancements:
8.95d of toxic damage with a +20% enhancement cost 8.95*4*1.2=42.96, rounded to [43], for a total cost of [50] Mechanically, it works as follows: When damaged by the wrathful bite, the target makes an HT-15 roll (and quite probably fails, though he can always resist with a 3 or 4, and this is a metabolic hazard, thus resistance to metabolic hazards applies), or gets afflicted with Mild Wrath for minutes equal to his margin of failure. If the bite does not penetrate, then as it's a toxic attack, it does causes no further effects, and does not try to penetrate DR on it's own. Also, keep track of the amount of damage caused by the wrathful bite. When it exceeds 1/3 of the character's HP, Mild Wrath gets updated to Severe Wrath, when it exceeds 1/2 of the character's HP, it gets updated to Terrible Wrath, and finally, when it exceeds 2/3 of the character's HP, it gets upgraded to Fury. Statistics: Modified ST Damage, 1d-1 (Accessibility, only on a single attack, -60%; Symptoms, Severe Wrath, 1/3 HP lost (Only on targets afflicted by Mild Wrath, -40%), +72%; Symptoms, Terrible Wrath, 1/2 HP lost (Only on targets afflicted by Mild Wrath, -40%), +72%; Symptoms, Fury, 2/3 HP lost (Only on targets afflicted by Mild Wrath, -40%), +90%) [7]+Toxic Attack, 30 points (Follow-Up, Bite, +0%; No Wounding, -50%; Side Effect, Mild Wrath, +70%) [43] |
||
|
|
|
|
|
#63 |
|
Never Been Pretty
Join Date: Jan 2005
|
Where do you find the rules for modifying ST-based damage?
|
|
|
|
|
|
#64 |
|
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
GURPS Powers p. 146
|
|
|
|
|
|
#65 | |||||
|
Join Date: Dec 2008
Location: Cumberland, ME
|
Well, that's a lot of stuff I'm not quite following. Let me try to walk through it and see if I can sort it out.
Quote:
Quote:
Quote:
I also don't understand what the purpose or advantage is of doing this way instead of doing it as a Follow-Up to a normal, melee, natural unarmed attack. What does this route offer that the Follow-up route doesn't? Quote:
Quote:
Sorry to be so clueless in all this, and I know that my bumbling must be getting tired (it certainly is getting tired for me!), but it's tough trying to tackle some of these things without any significant prior experience with all of the many and scattered parts of GURPS that you need to construct them. Naturally, I have other questions, but those can wait. Baby steps... |
|||||
|
|
|
|
|
#66 | ||||||||
|
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Quote:
Quote:
Berserk (N/A) (Battle Rage, +50%) [-37] (Resisting with N/A means you auto-fail, and it's x2.5, as per Powers p. 106). Still, being forced into Berserk, with no chance of snapping out (meaning that you WILL attack your friends after you finish your foes, untill you kill them or you) is well worth +100% as an affliction IMHO, and the price difference is so small, that I liked I had the whole ability for 50 points exactly ;) Quote:
Quote:
Quote:
Quote:
Quote:
30 points of damage =>8.95d, is a direct application of the partial dice rules: The first point costs 0.25d, and any extra points cost 0.3d. You follow me right? Ok, then I add no wounding (meaning that the wounding modifier is x0) and Side Effect (meaning that the target must check at HT-half the penetrating damage, or suffer an affliction effect). The thing is, Side Effect does not care about wounding modifiers, it cares about penetrating damage, that is, damage after DR and before wounding modifiers. As I said, Toxic damage is special, in the sense that it doesn't try to penetrate DR independently if the carrier doesn't penetrate, but as a Follow-Up if the carrier penetrates, then all the damage is penetrating damage. The net effect is that anyone who gets bitten must, on top of the damage inflicted by the bite, make an HT roll against half the penetrating damage of the Follow-Up, but we've already stated that if ANY damage penetrates, then ALL damage penetrates, and otherwise, NO damage penetrates. Since the damage is exactly 30, then the exact penalty to resist is -15, every time. Quote:
|
||||||||
|
|
|
|
|
#67 | ||||
|
Join Date: Dec 2008
Location: Cumberland, ME
|
Quote:
Quote:
In this case, though, I guess my question can more specifically be, "Is there anything related to this specific special attack that lends itself better to the Modifying ST-Based Damage rules rather than the Follow-Up Affliction rules?" Quote:
So, bearing in mind that I don't actually want the Mild Wrath to be an automatic effect, I think this is where the ability currently stands: Wrathful Bite: Modified ST Damage, 1d-1 (Accessibility, only on a single attack, -60%; Symptom, Severe Wrath, 1/3 HP Lost [Only on targets afflicted by Mild Wrath, -40%], +72%; Symptom, Terrible Wrath, 1/2 HP lost [Only on targets afflicted by Mild Wrath, -40%], +72%; Symptom, Fury, 2/3 HP lost [Only on targets afflicted by Mild Wrath, -40%], +90%) [7 Points] + Affliction 1, Mild Wrath (Follow-Up, Bite, +0%; Sense-Based, Will, +20%) +40% [12 points] Mechanics: When damaged by a bite attack, the Target makes a Will-0 roll. Failure causes the Mild Wrath condition for minutes equal to margin of failure. If the bite does not penetrate, then, as a follow-up attack, it has no further effect. As the character accumulates Wrathful Bite damage, the symptoms go into play and persist indefinitely until the injuries are healed. Now, assuming that's correct, it's time for that follow-up question I alluded to earlier, in two parts: (1) How would this change if I wanted the symptoms to have the same limited duration as the Mild Wrath base? (2) Does it even matter, since it seems to me that if Mild Wrath expires, then the subsequent conditions would expire as well? (Not that that matters, either, I don't imagine. Someone who is afflicted with Fury for even one minute is probably still going to be frothing-at-the-mouth crazy when your average combat is over until his allies manage to subdue him.) Quote:
------- Post-Script Question: Based on these rules, would Fury go into effect before or after the victim's HT roll to stay conscious for hitting 0 HP? Last edited by Landwalker; 08-26-2011 at 04:26 PM. |
||||
|
|
|
|
|
#68 | |||||||
|
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Quote:
Quote:
Toxic Attack, 1 point (Based on a Different Attribute, Will, +20%; No Wounding, -50%; Side Effect, Mild Wrath, +70%) [2] Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||||
|
|
|
|
|
#69 | |
|
Join Date: Dec 2008
Location: Cumberland, ME
|
Quote:
So, assuming that Follow-up + Blood Agent isn't the way to go with this, the final version of Wrathful Bite would be: Statistics: Modified ST Damage, 1d-1 (Accessibility, only on a single attack, -60%; Symptom, Severe Wrath, 1/3 HP Lost [Only on targets afflicted by Mild Wrath, -40%], +72%; Symptom, Terrible Wrath, 1/2 HP lost [Only on targets afflicted by Mild Wrath, -40%], +72%; Symptom, Fury, 2/3 HP lost [Only on targets afflicted by Mild Wrath, -40%], +90%) [7 Points] + Toxic Attack, 1 point (Based on Will, +20%; No Wounding, -50%; Side Effect, Mild Wrath, +70%) [2 points] Total Cost: 9 CP. That makes the Wrathspawn's total write-up as follows:
Spoiler:
These suckers are going to be a right pain for an unlucky or ill-prepared PC, but fortunately some decent armor will set them in order. Now that that's out of the way, I am free to tackle the next obstacle: A Vargouille... |
|
|
|
|
|
|
#70 |
|
Never Been Pretty
Join Date: Jan 2005
|
If you read the descriptions of Follow-up and Blood Agent, you'll see that both of them are "penetration modifiers," as I mentioned earlier. And a trait can only have one "penetration modifiers."
|
|
|
|
![]() |
| Tags |
| conversion, pathfinder |
|
|