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Old 10-25-2009, 08:15 AM   #1
simulatoralive
 
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Default Damage reduces size modifier

I'm building a monster (a walking pile of coins) that should get smaller the more you damage it, because it's losing mass from each attack.

I'd like to treat it as though it didn't have any HP at all, but it's ST score takes the place of HP, along with a comparable reduction in size. So, when it reaches zero ST it dies, because it's lost all mass.

On the other hand, it heals itself by absorbing more mass (coins, in this case).

I assume this would be a disadvantage. Any ideas on how to price this would be much appreciated.
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Old 10-25-2009, 08:30 AM   #2
Stormcrow
 
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Default Re: Damage reduces size modifier

If you're just building a monster, don't worry about character points or finding exactly the right trait. Just make a note exactly like the one you wrote above, and include whatever other statistics are needed.

You only need to worry about character points and exact traits when you're building a player character.
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Old 10-25-2009, 08:35 AM   #3
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Default Re: Damage reduces size modifier

Quote:
Originally Posted by Stormcrow View Post
If you're just building a monster, don't worry about character points or finding exactly the right trait. Just make a note exactly like the one you wrote above, and include whatever other statistics are needed.

You only need to worry about character points and exact traits when you're building a player character.
I build everything with points because I like to. For all I know, I might build a PC race like this someday. It all depends.

On the other hand, I find challenges like this make it easier to build all characters.
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Old 10-25-2009, 08:53 AM   #4
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Default Re: Damage reduces size modifier

The idea is nice, but its a bit boring to fight a monster that gets weaker and weaker the longer the fight goes - it is only really strong before it takes any hits...

How about e.g. making it faster the smaller it gets?
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Old 10-25-2009, 08:56 AM   #5
simulatoralive
 
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Default Re: Damage reduces size modifier

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Originally Posted by chris1982 View Post
The idea is nice, but its a bit boring to fight a monster that gets weaker and weaker the longer the fight goes - it is only really strong before it takes any hits...

How about e.g. making it faster the smaller it gets?
Sounds like a fun idea.
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Old 10-25-2009, 08:57 AM   #6
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Default Re: Damage reduces size modifier

Quote:
Originally Posted by simulatoralive View Post
I build everything with points because I like to. For all I know, I might build a PC race like this someday. It all depends.
I find this to be good also.
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Old 10-25-2009, 09:21 AM   #7
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Default Re: Damage reduces size modifier

Okay, here's my current way of thinking:
Fragile (Unnatural), so it dies at a consistent point, every time.

Add a limitation to ST such that it scales according to HP. Not sure what the value of this should be.

Add a limitation to part of Basic Speed such that it's inversely proportional to HP. Not sure what the value of this should be, either.

The size changing bit can be a zero point feature, with perhaps a perk that allows it to shed HP in order to get smaller.

Finally, it has Regeneration with a limitation that it can only heal by absorbing the proper materials (re-absorbing the mass that was knocked off it in battle is allowed). In addition, it has Unhealing (Total) to represent that it cannot heal without using the Regeneration ability.

So, I need to figure out limitation values for ST, Basic Speed and Regeneration.

Edit: After reading Peter Knutsen's post, I'm thinking ST and Basic Speed will be tiered like suggested.
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Last edited by simulatoralive; 10-25-2009 at 09:32 AM.
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Old 10-25-2009, 10:05 AM   #8
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Default Re: Damage reduces size modifier

Okay, I think I've figured out a fair limitation value for the scaled ST and Basic Speed.

This is somewhat based on Accessibility from Powers p. 99.

Separately take ST -10 and buy up HP to whatever maximum desired.

One level of Striking+Lifting ST has no modifier and the last has -40% for only working at max HP. Everything in between has a limitation value that scales according to the amount of damage taken.

Edit: Basic Speed just goes in reverse.

Size modifier would be based on height and ST, as laid out in the Basic Set for Growth.
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Islands of War is my fantasy campaign setting for GURPS. It includes Adventures.

Have trouble drawing dungeon maps? Try Inkscape and my Dungeon Template.

I'm building a video game.

Last edited by simulatoralive; 10-25-2009 at 12:24 PM.
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Old 10-25-2009, 09:13 AM   #9
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Default Re: Damage reduces size modifier

There's no rule in RAW, so you have to make someting up or convert it. A suggestion is modifying Shrinking. Make it tied to HP. You'll need to create a chart that indicates how tall it is as it reached different levels of HP. Maybe Shrinking (Uncontrollable:Based on HP, -30%). So, a 6' tall coin elemental with 10 HP and Shrinking 5 (Uncontrollable:Based on HP, -30%) [18] would shrink to 4.5' when reduced to 9 HP, 3' at 5 HP, 2' at 4 HP, 18" at 3 HP, and 10" at 1 HP. Add in Fragile (Unnatural) [-50] so it dies at -1 HP. Use Unhealing [-20] and Leech (Coins) [25] to be able to absorb coins and regrow.
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Old 10-25-2009, 09:16 AM   #10
Peter Knutsen
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Default Re: Damage reduces size modifier

Another take on it, but rahter complex.

Give it a lot of "tiered Advantages", e.g. where the first one or two levels has a Limitation of "requires creature to be at full SM", the next one or two levels has a Limitation of "requiers the creature to not have been redued by morE than 1 SM", then the next 1-2 levels with the Limitation "requires the creature to not have been reduced by more than 2 SMs", and so forth.

The question is, what should those Limitations be?
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