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Old 05-12-2012, 06:39 PM   #11
Finalsora811
 
Join Date: Dec 2011
Default Re: Always breathing poison

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Originally Posted by lexington View Post
Heads are very mobile, I'd call it Melee (Cannot Parry) and stick a half level of Area Effect on it to justify adding Permanent and such.
But doesn't Melee Attack mean I have to physically hit them with it?
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Old 05-12-2012, 07:11 PM   #12
lexington
 
Join Date: Jan 2010
Default Re: Always breathing poison

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Originally Posted by Finalsora811 View Post
But doesn't Melee Attack mean I have to physically hit them with it?
It means it happens within the same hex as your character.
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Old 05-13-2012, 12:17 AM   #13
kirbwarrior
 
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Default Re: Always breathing poison

If I remember right, Kromm (or someone) had said that Area Effect 1yd is +25%.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 05-13-2012, 12:07 PM   #14
Finalsora811
 
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Default Re: Always breathing poison

How would I calculate how long it would take for me to fill up a room with my poison? Is there a set amount of poison that does 1D, 2D, etc.?
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Old 05-13-2012, 01:36 PM   #15
Pluribus
 
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Default Re: Always breathing poison

For how long it takes to fill a room with poison I'd base it on how long it takes to empty a room of oxygen. I don't know that math for that off hand but it should be easy enough to find. But if the math says "a person in an x-by-y-by-z room has 30 minutes of breathable oxygen", then I would say it would also take thirty minutes for a poison breather to fill it. Though just as an unsealed room isn't a problem for an oxygen breather as more oxygen comes in, you might say that most of the poison leaves the room and continues expanding rather than becoming particularly concentrated.


Damage per concentration is up to you unless you want him to be breathing a specific kind of existing poison. It all depends on how deadly you want this thing to be. Though the way I see it, low damage is threatening to friends and people likely to be around you a long time, high damage is threatening to enemies. Add the control method of having a mask you can take off or put on anytime you like then low damage is a disadvantage that shouldn't give you too many points because it's easily controllable (though perhaps has some social stigma), high damage is a weapon that should cost points.
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Old 05-13-2012, 09:47 PM   #16
Finalsora811
 
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Default Re: Always breathing poison

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Originally Posted by Pluribus View Post
[...]
Damage per concentration is up to you unless you want him to be breathing a specific kind of existing poison.
[...]
Where would the existing GURPS poisons be found? I found some in Low Tech, but no respiratory agents, which is what I want.
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Old 05-13-2012, 10:39 PM   #17
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Default Re: Always breathing poison

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Originally Posted by Finalsora811 View Post
Where would the existing GURPS poisons be found? I found some in Low Tech, but no respiratory agents, which is what I want.
That isn't what matters, this should be built as an Innate Attack with modifiers. With Persistant, Always On when mouth is open, and Area Effect 1yd, the spot you stick in will fill up with gas once per second, increasing the damage additively each second until the mask is donned. Since it probably has Drifting, it will be pushed aside each second as new gas comes in. So a 5x5 yd room will be filled in 25sec (basically). If poison can't leave the room (sealed), then once the room is filled, the same thing will continue to happen, stacking damage onto itself indefinitely.

If the attack does 1d damage per second, then each 25 sec the damage will increase by that 1d. Give that a day...

EDIT: There are poisons in Campaigns somewhere, if you want to model it after a real respiratory.
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