Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-30-2009, 01:21 AM   #2
jeff_wilson
Computer Scientist
 
jeff_wilson's Avatar
 
Join Date: Aug 2004
Location: Dallas, Texas
Default Re: Force field questions

Quote:
Originally Posted by Mgellis View Post
This is following up to a couple of earlier threads on this topic because I want to make sure I've got this right before I help a player with his character...

Option 1:

DR 10 (Force field, +20%) [60] is, for all practical purposes, super-skin. It provides a sheath of power that covers your skin, your eyes, the insides of your mouth when you're talking, etc. It's always on, but it somehow knows when it's supposed to let things like air and food through.

Am I getting this right?
Not quite - it is not skinlike in that it also protects "everything you’re carrying or wearing (up to Extra-Heavy encumbrance)". Since it says "everything" rather than "objects" as the similar Can Carry Objects, this presumably could include other people.

Quote:
Originally Posted by Mgellis View Post
Option 2:

DR 10 (Force field, +20%, Switchable, +10%, Area Effect, +50%, Nuisance Effect, "two-way fence," -5%) [88] is a more typical force field, the kind you might use with a spaceship or a superhero like Sue Storm. You can turn it on and off at will. In fact, you often have to turn it off because it tends to get in the way of things. It's a two-way fence. It's hard for you to reach stuff outside the field. It's like a wall surrounding you. You can wear armor. And if something is inside the field when you turn it on, you can manipulate it or pick it up. But if you move around, your force field moves with you, pushing things away, etc. Shooting through it is as hard for you as it is for people outside. And if something is so large and you couldn't normally move it with your ST, you can be blocked by it while your field is on if you can't get around it.

Does this sound right or is there another way to build this?

Option 3:

How would you handle a "sealed, but eventually you run out of air if you leave it on too long" limitation? Still just part of a nuisance effect (which is the simple way to do it) or something else?
Option 2 needs Affects Others or it will be limited to your Extra-Heavy Encumbrance. I'm not sure that the proposed nuisance effect is truly a limitation unless people are free to leave the field without having to overcome its DR, as that would make it a useful trap as well. For Option 3, I would recommend linking Sealed and Vacuum Support to Option 2 with the same modifiers except for the Nuisance Effect.
__________________
.
Reposed playtest leader.

The Campaigns of William Stoddard
jeff_wilson is offline   Reply With Quote
 

Tags
passive abilities, transient abilities

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:42 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.