09-20-2022, 12:01 AM | #21 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Ability to create water flooded terrain
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09-20-2022, 12:13 AM | #22 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Ability to create water flooded terrain
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If for example this character does not have electrical powers and no one on the team does the surge effect is so unlikely to come up its a special effect. Even if electrical powers are in play some GMs would allow it as a feature. After all you could use mundane means to get someone wet. Cosmic can also fill out a lot of details.
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09-20-2022, 09:14 AM | #23 | |
Join Date: Sep 2007
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Re: Ability to create water flooded terrain
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IMO, Create isn't a good starting point or the basis for a character concept like "I can create water to do X, Y, and Z". X, Y, and Z are the starting points, a bunch of water-themed abilities stacked in an Alternative Abilities group, while I'd leave Create just to cover the little stuff as yet another member of that AA when you just can't stand the build for an aqua-mage that somehow can't create a cup of water for tea. Since I try to avoid Create as the basis for anything major, its problems bother me less in practice. (In my view, there's a reason it got left out until Powers. It's truly not fundamental. It's the last-resort gap filler.) |
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09-20-2022, 09:24 AM | #24 |
Join Date: Nov 2018
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Re: Ability to create water flooded terrain
Ok, so considering everything you said, then it's safe to have a non-damaging innate-attack like this?
Innate Attack Fatigue Area of Effect (16 yards) [+200%] Wall (Permeable) [+60%] Persistent [+40%] No Blunt Trauma [-20%] No Knockback [-10%] No Wounding [-50%] Nature Power [-20%] Costs Fatigue 1 [-5%] Hazard (Drowning) [0%] Symptoms (Slower Move 0.2x [40%], -4 DX [40%], -2 to attack, -1 to defend [50%]) [+130%] And consider the swimming, conducting surface, blurred vision and other water interactions as features. Refplace suggested Cosmic, so I could add a Cosmic (Works at full HP/FP, resisted by water-related abilites, wear off by getting out of the area) or something like that to Symptoms to make it more realistic, any idea how that would be priced? Avoiding drawkbacks is usually 50% (Pu4 pag. 7), but since it's replacing a drawback for another, should it be priced differently? |
09-20-2022, 12:31 PM | #25 | |||
Join Date: Apr 2005
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Re: Ability to create water flooded terrain
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For +50% to +300% Cosmic should provide some real clout to a power. That doesn't seem to be the case here. |
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09-20-2022, 04:00 PM | #26 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Ability to create water flooded terrain
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Knockback is limited to Crushing and Cutting attacks (p. B378), No Blunt Trauma specifically calls the the attacke types it eligible for. No Wounding would mean no FP damage, making the Hazard useless. You could go for 1 pt of damage or a full die. It depends how much water and how forcefully your pushing it out to the battlefield. 1 pt would be like a very very heavy rain and more more like being hit with an actual river of flooding water.
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09-20-2022, 04:33 PM | #27 | |
Join Date: Nov 2018
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Re: Ability to create water flooded terrain
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Fatigue (10p/lvl) Area of Effect (16 yards) [+200%] Wall (Permeable) [+60%] Persistent [+40%] Nature Power [-20%] Costs Fatigue 1 [-5%] Hazard (Drowning) [0%] Symptoms (Slower Move 0.2x [40%]; -4 DX [+40%]; -2 to attack, -1 to defend [+50%]; Water Features [+10%]; Cosmic, Works at full HP/FP, resisted by water-related abilites, wear off by getting out of the area [0%]) [+140%] That sums up 52 points, seems reasonable. |
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Tags |
ability, control, innate attack, terrain, water |
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