05-05-2020, 01:00 PM | #11 | |||||
Join Date: Jun 2013
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Re: How Do I Build This? (Graviton Pulse Field/Graviton Surge)
First off, I should note that to my knowledge, Area Effect and Rapid Fire aren't technically compatible, you'd need to make the attack Explosive instead (which has some pretty harsh fall-offs with distance, but on the bright side can cause shrapnel damage by default via incidental fragmentation - see B415). I'd suggest Explosive 3, as that has the least-harsh fall-off. Honestly, the Rapid Fire part of it looks a lot like it's meant to be a way to simply reduce cost, but I could be mistaking your intent.
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*Consider two people with ST 12 pushing you, when compared to one person with ST 17 - which is twice as strong by BL - pushing you. Realistically, the two scenarios would result in the same amount of knockback. An ST 12 push averages 5 knockback, for 10 knockback with two people. An ST 17 push averages 11 knockback, which is close enough to be fine. However, for 2xST 17 vs ST 24 (again, twice as strong by BL; note I'm using odd numbers here to get as close to "double BL" as possible), you're looking at 22 knockback vs only 16. If you want to be a glutton for complication, an option would be to find out what ST score corresponds to the knockback of each hit, then do a sum of squares - that is, square the ST scores, add them together, then take the square root - to get the "combined ST," then use that for calculating knockback. So, for 10 hits from a 2d attack, 2d corresponds to thr for ST 21 or 22; we'll use 21.5. 21.5^2=462.25, or 4622.5 when multiplied by 10. 4622.5^0.5 is 68, which is around 8d-1 (rather than the 20d you'd calculate normally). I'd recommend against this approach, in no small part because it's an attempt to be realistic, but is reliant on the rather-unrealistic ST-based damage table. Quote:
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... All told, your ability might look something like the following. Note enhancing Range (these are all Range 10/100) and Accuracy (these are all Acc 3) will, of course, increase the price. Innate Attack 5d cr (Cosmic: Ignores Walls +50%; Double Knockback +20%; Explosion 3 +150%; Persistent +40%; Rapid Fire (x10) +100%; Reverse Knockback +20%; Very Rapid Fire +10%; Elemental: Gravity -10%; No Blunt Trauma -20%; No Wounding -50%) [93] When the attack hits a target, it creates an implosion field at the point of impact. Anything not at the point of impact is pulled toward it, doing 5dx2 of knockback divided by the distance from the epicenter in yards. The implosion field deals no damage on its own, but objects within it may collide for normal collision damage, and if there is any debris around the victims may be struck by it (see incidental fragmentation, B415). The field lasts for 10 seconds. Alternatively, if you want Area of Effect (so that it affects everyone within a given area equally), you'll need to give up Rapid Fire and Very Rapid Fire, and use the savings for additional damage, although you don't get much. Innate Attack 5d+1 cr (Area Effect 16 yards +200%; Cosmic: Ignores Walls +50%; Double Knockback +20%; Persistent +40%; Reverse Knockback +20%; Elemental: Gravity -10%; No Blunt Trauma -20%; No Wounding -50%) [93] If you liked my complicated idea for the epicenter doing some damage, here's the way that build would work, going off of the Area Effect version. Innate Attack 5d (Area Effect 16 yards (No Blunt Trauma -20%; No Wounding -50%) +60%; Cosmic: Irresistible Attack (Half Damage, Epicenter Only, otherwise Ignores Walls, -50%) +150%; Double Knockback +20%; Persistent +40%; Reverse Knockback +20%; Elemental: Gravity -10%) [95]
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05-05-2020, 06:17 PM | #12 |
Join Date: Oct 2019
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Re: How Do I Build This? (Graviton Pulse Field/Graviton Surge)
Wow, thanks for taking time to think about all that! Seems well-reasoned and fair towards the point value, given the utility and severe limitation imposed by the falloff described in Explosion or Dissipation for abilities that don't also generate Fragmentation or Hot Fragments damage. I wasn't aware of the incidental fragmentation rules, so that helps too. All in all, I found the point cost for creating a useful implosion effect that realistically falls off with distance (or that affects a useful radius) far exceeds the point cost for simply creating near instant-kill or instant-incapacitation abilities. Varyon's ideas sound fairly balanced, so far.
Something else to consider for an attack of this nature are these optional limitations: http://forums.sjgames.com/showpost.p...7&postcount=12 Bonus question 1: I found the rules concerning contact explosions and explosions in enclosed spaces (B.415) and saw that there are rules for multiplying damage by up to 3x or automatically applying maximum possible damage on your available dice. Perhaps, given that implosions and gravitational attacks aren't well covered or easily described in GURPS, how fair would you say it'd be to apply one of these modifiers, or something like them, in this particular case? As far as I can tell, Explosion's damage falloff is calculated based on the idea of an attack that generates single-pulse forces reliant on the physics of a 1G, Earth-like atmosphere or the behavior of ordinary forms of matter/energy like light or fire. Perhaps the damage values for a purely kinetic ("passively kinetic"?) ability like creating a gravity well should be tweaked? Bonus question 2: If you were the GM and you allowed a gravity-based ability like this, how would you handle the fact that targets with higher mass are gripped tighter by gravity and have more inertia/momentum to overcome? Would you consider the target's ST or HP or anything else, and somehow apply that to the attacker's damage roll? |
05-05-2020, 09:31 PM | #13 | ||
Join Date: Jun 2013
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Re: How Do I Build This? (Graviton Pulse Field/Graviton Surge)
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Contact is probably OK to increase knockback, but anyone in direct contact with your attack is at the epicenter and thus has nowhere to go, so it doesn't matter. Quote:
*This makes things more complicated. Basically, you're generating an additional gravity vector, which gets combined with local gravity to generate the effective gravity. For example, on Earth you have a 1G gravity vector pointing down. If you create a 1G gravity field that pushed north, what you'll actually end up with is a 1.4G gravity vector that points at a 45-degree angle toward north and the ground (making it feel like you're on a 45-degree slope pointing north, and at +40% gravity to boot).
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05-05-2020, 11:50 PM | #14 | ||
Join Date: Oct 2019
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Re: How Do I Build This? (Graviton Pulse Field/Graviton Surge)
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Tags |
cosmic, crushing, cumulative damage, knockback, very rapid fire |
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