10-25-2009, 08:15 AM | #1 |
Join Date: Jul 2008
Location: Somewhere you'll never find me, muhaha!
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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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I write science fantasy novels. You can learn more at my author site. 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. |
10-25-2009, 08:30 AM | #2 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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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. |
10-25-2009, 08:35 AM | #3 | |
Join Date: Jul 2008
Location: Somewhere you'll never find me, muhaha!
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Re: Damage reduces size modifier
Quote:
On the other hand, I find challenges like this make it easier to build all characters.
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I write science fantasy novels. You can learn more at my author site. 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. |
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10-25-2009, 08:53 AM | #4 |
Join Date: Nov 2006
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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? |
10-25-2009, 08:56 AM | #5 |
Join Date: Jul 2008
Location: Somewhere you'll never find me, muhaha!
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Re: Damage reduces size modifier
Sounds like a fun idea.
__________________
I write science fantasy novels. You can learn more at my author site. 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. |
10-25-2009, 08:57 AM | #6 |
Join Date: Nov 2006
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Re: Damage reduces size modifier
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10-25-2009, 09:13 AM | #7 |
Join Date: Sep 2004
Location: Orange County, VA
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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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10-25-2009, 09:16 AM | #8 |
Banned
Join Date: Oct 2007
Location: Europe
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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? |
10-25-2009, 09:21 AM | #9 |
Join Date: Sep 2009
Location: The top of a skyscraper downtown
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Re: Damage reduces size modifier
I once created a race called Fracts where, every time you did (HT) damage to one, it split into two half-sized ones. I had them written up at half size, quarter, down to 16th. I wrote them up as having Duplication with a 50% Limitation; the itty-bitty ones couldn't do much, move very far in a turn, etc. They were fun, though. You could do something similar here, if you wanted.
I only charged one level of Duplication under the circumstances, and probably could have priced it out differently based on the ~advantage~ being into weaker forms and involuntary, too. But for NPCs I wasn't worrying about it. (For some reason none of the PCs ever wanted to be one...) :) |
10-25-2009, 09:21 AM | #10 |
Join Date: Jul 2008
Location: Somewhere you'll never find me, muhaha!
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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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I write science fantasy novels. You can learn more at my author site. 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 09:32 AM. |
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