11-28-2021, 05:45 PM | #11 | |
Join Date: Jun 2013
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Re: Temporary Camp or shelter using Powers
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Sealed makes it airtight; whether it needs that to be watertight would ultimately be up to the GM, but I'd probably allow it to count as such without anything else. Of course, it doesn't need to be perfectly watertight - most improvised shelters aren't, but they do a "good enough" job of keeping water out to let the inhabitants rest in relative comfort. Basically, if a lean-to will do, certainly a shelter constructed using Wall will as well. If you're trying to make the "shelter" as good as sleeping indoors in a residential building in good repair, of course, you may well need supporting abilities. Your later suggestion of reducing the base price of Sealed to [1] to create Waterproof is one I can get behind, certainly (honestly, I'd probably be fine with a Perk to make any room or small building you stay in count as Waterproof while you're there). Yeah, for some reason temperature is a serious sticking point with GURPS - Temperature Tolerance tends to be horrendously expensive to accomplish much with it, and Temperature Control is as well. I feel body temperature should be sufficiently retained to work for keeping things warm (plus if you're traveling through cold areas, you should have supplies - blankets, sleeping bags, even your winter coat in a pinch - that will help you stay warm); failing that, success on an Architecture or similar roll should let you design a building that essentially has something of a built-in chimney, allowing you to build a fire to keep warm without risking asphyxiation (related - a similar roll should let you design a not-waterproof building that keeps the living areas dry even with a torrential downpour; it would probably eventually start to grow mold or similar, thanks to the areas that do get wet, but the party would be long gone by then, and the temporary building likely destroyed). Another somewhat-humorous option would be to also have a similar Wall Innate Attack (possibly as an Alternate Ability, although that would be pushing it) that lets you create a permanent (until extinguished, by dumping water on it, covering it in dirt, or similar) fire. That's 6 hexes of fuel-less, smokeless flame that deal 1 point of burning damage to anything in contact with them, which should keep things toasty, even if the building isn't very good at retaining heat. Cooling things down is harder. The GM might let you pull off something similar to the firewall above, using either non-incendiary burning damage (used for some magic/superscience cold attacks) or FP damage with the Freezing Hazard, but that's a bit of a stretch. There might be some tricks with airflow that would let a skilled builder make a building that stayed cool passively, but I kind of doubt it (the only cooling option mentioned in LTC3 is an expensive method of keeping a building water-cooled, which isn't something to rely on here).
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11-28-2021, 06:04 PM | #12 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Temporary Camp or shelter using Powers
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11-28-2021, 09:22 PM | #13 |
Join Date: Dec 2012
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Re: Temporary Camp or shelter using Powers
The Accessory perk, treated as a magical, psionic, or otherwise Powered ability, could be used to generate a shelter that is equivalent to the sort of tents that are easily available for purchase in the setting (so, probably provides little or no DR, and takes about as long to 'put up' and 'take down,' though perhaps you can give the 'take down' command and then walk away).
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11-29-2021, 12:49 PM | #14 |
Join Date: Jun 2013
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Re: Temporary Camp or shelter using Powers
Some time ago, I made a thread to discuss some of the particulars of Walls - and thanks to this thread, I decided to revisit it. The relevant bits for here would be Roofs (and some of the related bits about Orientation and Bridges), and Visibility - for the latter, specifically that the GM might opt for a Wall that has linked Obscure (Infravision - or Vision, with Extended) to be treated as an insulator for heat.
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11-30-2021, 07:25 AM | #15 |
Join Date: May 2005
Location: Lynn, MA
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Re: Temporary Camp or shelter using Powers
Just remember that a burning wall is permeable, so you might be able to use it for heat or cooling based on the special effect, but it won't keep things out that are not obliterated by the damage.
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11-30-2021, 09:50 AM | #16 |
Join Date: Jun 2013
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Re: Temporary Camp or shelter using Powers
While I'm not sure it would be conducive to rest, a "house" made out of fire would be pretty epic. It would probably need to be more than 1 point of damage per hex to survive serious rainfall, however (EDIT: Although an area where making a house out of fire would be useful, you wouldn't see much rainfall, and snow would probably fall slowly enough to get by with 1 point of damage... unless it's a blizzard). My idea was more for a wall of fire inside a (non-flammable!) shelter created by other means, to help stay warm.
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11-30-2021, 02:25 PM | #17 |
Join Date: May 2005
Location: Lynn, MA
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Re: Temporary Camp or shelter using Powers
I do kind of like the notion of Accessory:tent that somehow balloons out from a character and envelops them. it's an entertaining visual.
Or as vehicles can be allies, a summonable Winnebago is funny too. |
11-30-2021, 09:21 PM | #18 |
Join Date: Aug 2004
Location: Seattle, WA USA
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Re: Temporary Camp or shelter using Powers
But a wall that does burning damage may not be permeable, for example a wall of red-hot iron.
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11-30-2021, 09:58 PM | #19 | |
Join Date: May 2005
Location: Lynn, MA
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Re: Temporary Camp or shelter using Powers
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A red hot iron wall could be a crushing wall linked to a burning wall... |
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12-01-2021, 09:00 PM | #20 |
Join Date: Mar 2008
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Re: Temporary Camp or shelter using Powers
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