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Old 10-20-2011, 02:50 PM   #6
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: Dodge-able, Irresistible Afflictions

EDIT: DOH, this is what I get for sitting with the window open for a while.


Let me check if I have your requirements correct
  • Attacker makes a to-hit roll with the usual speed/range penalties, visibility penalties, and whatever.
    • This Attack represents a projectile, and interacts with Cover (note that by default, GURPS attacks don't actually have significant travel time unless they're Guided or Homing)
  • If the attack is successful, the Defender makes a Dodge roll
  • If there is a successful hit, the Attacker and the Defender engage in a quick contest instead of a Resistance roll by the defender.
  • The defenders worn or innate DR does not apply at any point.

A few idle questions not really directed at you so much as at the game mechanics in general, that occurred to me while making that list:
How does the defender benefit from cover if it penetrates all DR?
If cover works, can the defender Block?
What's the dividing line between cover, a shield, and armor anyways?


Back on subject - you're three quarters of the way there with a regular Affliction with Irresistible. Upgrading the regular resistance roll to a quick contest shifts it in your favor - there's nothing really equivalent to this but just poking around...

GURPS Psi Powers has the opposite - taking an attribute roll on YOUR part and turning it into a Quick Contest with the victim (a -10% limitation).

This strongly reminds me of the Short Ranged/Long Ranged modifiers, and suggests that taking the defenders resistance roll and turning it into a Quick Contest is a +50% enhancement.
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affliction, cosmic, damage resistance, irresistible attack, malediction


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