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#6 | ||||
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Join Date: Jun 2013
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Also, the mention in that thread of making an ice wall underwater sort of gives me a solution to the underground problem. For the underwater wall, you simply need to give it the Underwater +20% Enhancement. Underground is similar, but of course forming within a solid should be harder than forming in a liquid, so I'm thinking +50% (same as Adding Utility with Cosmic, which also seems about right). Quote:
... So, here's how I think things should work for each of my questions. Let me know if anything here contradicts RAW. Height was answered by Bruno in the other thread, and is indeed 4 yards. The +30% version is stuck with walls that are 1 yard thick per 1d and always 4 yards tall (for taller walls, build on top of the initial one), but I think I'll allow the +60% one to be arbitrarily thin, allowing them to be spread out. When doing so, you need to adjust DR and HP linearly. For shells, I'm going to stick with my hex-based approach. Optionally, when filling in the empty slot on top, you don't need to build an entire second level for the wall - you may instead have each "roof hex" take up two hexes worth of wall, which covers both that section and the connections to the other sections. A Wall that is able to manifest underground (but note this doesn't damage anything down there, and things return to normal once the Wall expires or is destroyed) needs an Enhancement, Underground +50%. For climbing, you may set a modifier between -4 and +4 as a Feature. If you can choose the modifier when you create the wall, that's a +20% Enhancement. The GM may allow for greater penalties or bonuses - +5% per additional -1 (maximum +30% for -10), +10% for +5 total, +20% for +6 total, or +30% to require no roll (Wall functionally has a built-in ladder). Climbing a sharp wall requires a Climbing roll every second or suffer thr/2 (use climber's HP as ST, damage cannot exceed nominal damage for Innate Attack) cutting damage to the arms. This can be avoided by going at half speed, or by wearing sufficient protection to avoid damage. Walls are functionally weightless - you need to break through them (at which point the destroyed section ceases to exist) and cannot pick them up. For hybrid walls, I'd say it should be fine to allow overlap. In fact, I'd simply define part of the Wall's damage as rigid (for determining DR and HP) and part as permeable (for determining damage dealt). Walls are by default visible but don't impede vision - you don't need to worry about accidentally running into one, but at the same time there's no penalty for looking through one. To change this, you need to Link Obscure (Vision) to the Wall. If you want a truly transparent Wall, I'd argue for Surprise Attack - and if you don't want anyone to notice that you're doing something (even if they can't see the Wall), you'll also need No Signature. Being able to see your own invisible wall (and/or those of your close allies - that is, others in the party) is a Perk. Walls by default require contact with an "anchor" of some sort - at the very least, they need to be connected to the ground on each end of the wall (or possibly in the middle, provided the result is balanced). Avoiding this requirement calls for an Enhancement, No Anchor +20%. You must choose between No Anchor (Drifting), in which the Wall will drift based on magnetic fields, gravity, or similar (set it when creating the Advantage), and No Anchor (Hovering), in which the Wall will simply hover in a set location in the air. No Anchor (Variable) +30% may also be available, letting you set if a given Wall drifts or hovers when creating it.
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GURPS Overhaul |
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| Tags |
| homogenous, wall |
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