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Old 10-23-2020, 01:50 PM   #1
Alex1976
 
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Join Date: Jul 2008
Location: Crosby, TX
Default Psionics Build - Using "Based off Attribute" Modifier

I'm in the process of making a game based off the Scanners movie. I'm currently making an example character, Darryl Revok. He essentially boils the blood of another character, causing their skin to begin peel and bubble off.
My core focus for this post is on the damage and resistance. I'll add other modifiers, to finish the build, later. I need a little help on the "Based on Will" modifier. I want the attack to do 1d damage but when I add the modifier in GCA, it reads "Will+0 cor mal" instead of 1d6 cor mal"

Here's the build so far:

Quote:
Innate Attack: Corrosive Attack; level 1
*24 points per level*
Based on Boil Blood (pyrokinesis, Pyrokinesis (pyrokinesis-8 (own Roll), 0%; Based on Will (Target Roll), 20%; Malediction (Uses Speed/Range Table), 150%; Sens-Based (with Malediction) (Vision)-20%; Pyrokinesis, -10%
So here's my problem. Does Based on Will (Target Roll) from Characters 102 change the damage? When added it reads, in GCA, as if the damage is now based off the resistance instead of a flat 1d6 "Will+0 cor mal" instead of "1d cor mal"

What am I missing??
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Last edited by Alex1976; 10-23-2020 at 01:54 PM. Reason: more specific title
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Old 10-23-2020, 02:56 PM   #2
Plane
 
Join Date: Aug 2018
Default Re: Psionics Build - Using "Based off Attribute" Modifier

Quote:
Originally Posted by Alex1976 View Post
when I add the modifier in GCA
Does this operate differently than http://www.sjgames.com/gameaids/gurps/g4innatecalc.html does?

It seems to lack an "Own Roll" variant of "Based on" to float it from Will to a skill.

Probably because Innate Attack doesn't usually have an 'own roll' unless you add Malediction to it.

Another problem I noticed is that checking the 'magic' box doesn't seem to do anything (other checkboxes DO add modifiers, tried them all)

Plus ob you'd need to know not to check 'no knockback' on stuff like fatigue effect

Last edited by Plane; 10-23-2020 at 03:01 PM.
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Old 10-23-2020, 03:20 PM   #3
Alex1976
 
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Default Re: Psionics Build - Using "Based off Attribute" Modifier

Quote:
Does this operate differently than http://www.sjgames.com/gameaids/gurps/g4innatecalc.html does?
I'm not sure, I've never seen that. It seems like a cool tool. I'm using GCA to build the ability.


Quote:
It seems to lack an "Own Roll" variant of "Based on" to float it from Will to a skill.
The portion, "Based on Boil Blood (pyrokinesis, Pyrokinesis (pyrokinesis-8 (own Roll), 0%;" covers the shift to a skill contest instead of a Attribute contest for the Player (not target).


Quote:
Probably because Innate Attack doesn't usually have an 'own roll' unless you add Malediction to it.
I believe that is what's messing it up but it has Malediction (Uses Speed/Range Table) +150% on it to make it a contested roll instead of an attack roll.



Quote:
Plus ob you'd need to know not to check 'no knockback' on stuff like fatigue effect
I'm not really concerned with details like that for now but want to figure out what I'm doing wrong in GCA so I can get the core calculation correct. But yes, I plan on adding stuff like that after I got the primary enhancements and limitations.
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Old 10-23-2020, 05:45 PM   #4
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Psionics Build - Using "Based off Attribute" Modifier

No, damage is always based on the level of the ability, so it sounds like a coding error. Based on Will only changes the resistance of the target from HT to Will, which really would not make sense for pyrokinesis anyway. I am also not quite sure if corrosive damage would work conceptually for pyrokinesis. I would suggest the alternative:

Boil Blood: Burning Attack 1d (Malediction 2, +150%; No Signature, Mundane, +25%; Pyrokinesis, -10%; Symptoms, Very Unfit, -1/3 HP, +45%; Symptoms, Hemophilia, -1/2 HP, +60%; Symptoms, Chronic Pain (Agonizing; 8 hours, 15-), +90%) [23/level]
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Old 10-23-2020, 07:49 PM   #5
Plane
 
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Default Re: Psionics Build - Using "Based off Attribute" Modifier

Quote:
Originally Posted by AlexanderHowl View Post
not quite sure if corrosive damage would work conceptually for pyrokinesis
Corrosive is basically just "wrecks non-ablative DR" and "I only need to target your face to damage your eyes". If it can apply to "Water Blade" then fire doing some of that doesn't seem entirely off.

Fire/Pyro could actually be a mix of a lot of stuff, like this, Burning Attack of course, Fatigue (Symptoms: Heat), Fatigue (Symptoms: Dehydration), Control Temperature... maybe all Link+10% together.
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