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07-09-2024, 02:38 PM | #1 |
Join Date: Mar 2023
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Magical Phosphex
After I discovered Phosphex from Warhammer 40k (basically a hyper corrosive, radioactive on steroids, toxic, liquid mist incendiary weapon that expands rapidly, can set fire to almost anything, is attracted to movement, burns underwater, can set water alight, has a sub zero burning temperature and the only sure way to stop is was exposure to a vacuum) and decided to create a magical version if it. But I'm not sure of how to pull all of it off.
How would you handle the super radioactive element? (It would need to be much more potent than the normal radiation enhancement and the radiation would need to last much longer). How would you handle an moving area attack that grows larger instead of just moving? How exactly would you handle the attracted to movement? (Vibration Sense seems like the closest to it, but it can detect things that aren't moving). How would you handle the setting water alight part, and making sure that being underwater doesn't reduce range like the Underwater enhancement does? How would you ensure that a vacuum is able to stop it? And does the sub zero flames affect the Innate Attack, or is icy fire still treated like normal fire? |
07-09-2024, 03:00 PM | #2 | |||||
Join Date: Jun 2013
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Re: Magical Phosphex
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The flames shouldn't be subzero - if they were it wouldn't burn anything, it would freeze things instead (burning damage with No Incendiary Effect, plus possibly Hazard). I suspect that's meant to be a sub-zero autoignition temperature, meaning the stuff will ignite on its own even in sub-zero conditions.
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07-10-2024, 12:24 PM | #3 | ||
Join Date: Mar 2023
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Re: Magical Phosphex
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How would you make the radiation effect cause more than 1 rad per point of damage? Quote:
Since it's a magical variant, I have more questions. Can the Variable enhancement apply to certain enhancements? (Such as reducing Area Effect, Extended Duration and/or Rapid Fire (to a level higher than the 1-3 that Selective Fire allows) if needed). Can Variable apply just to damage? (So the attack could do less or even no damage to somebody, but still corrode their equipment and irradiate them). How would you get Selective Area to work on targets that the attacker can't see (since the attack spreads, the attacker can't see all possible targets, but might want some people not to be affected (basically allow the attack to be able to decide if targets should be affected or not). Also, since the attack spreads, how would you allow it to phase through objects? (To make it even more terrifying to deal with). Last edited by beautyandnotthebeast; 07-10-2024 at 12:36 PM. |
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07-10-2024, 01:33 PM | #4 | ||||
Join Date: Jun 2013
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Re: Magical Phosphex
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So, if you want something that does 5d burn and does 3 rad per point of damage, that's 5d burn (Radiation +100%) + 10d tox (Radiation +20%). Alternatively, you could just leave Radiation off of the burning damage and toss on extra tox (rad) - in the above case, that's 5d burn + 15d tox (rad +20%). Quote:
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I'd allow it, particularly if the ability also has Selectivity. Quote:
If you want it to do that, give it Cosmic, Irresistible Attack +300% (which means it ignores DR, including Cover DR).
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07-11-2024, 02:44 PM | #5 | |
Join Date: Mar 2023
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Re: Magical Phosphex
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Also, does an Innate Attack have to come from one part of the body? It makes sense for eyes beams, breath attacks, etc, but magical attacks (or psionics and the like) could require simple thought to attack, and where it comes from doesn't matter so much. I know the Innate Attack skill improves chances of hitting, but that needs to specialize in an area of the body. What about the Innate Attack advantage itself, does that require a certain body part to fire, or can it come from anywhere? |
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07-11-2024, 04:02 PM | #6 | ||
Join Date: Oct 2007
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Re: Magical Phosphex
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For the most part, a ranged attack Power (essentially an Advantage with various modifiers, as defined in Powers) requires some Functional Special Effects. One is the point of origination and the other is the actual form the attack takes. Neither is worth points. However, these things are defined by the GM and player in cooperation when a Power is created. There are various ways to make a Power not originating from the character using it be what makes sense, like a rain of fire, rock spikes emerging from the ground or a bolt of lightning from the sky. This will often involve an Enhancement to the Power such as Overhead. Quote:
Which specialization is used would depend on the description of the ability. It is quite possible for an Innate Attack with a specific set of modifiers to fit into multiple different specializations of the Innate Attack skill just based on how the ability is described. As an example "3d Burning" could be: A ball of fire thrown at enemies - Innate Attack (Projectile) An energy beam fired from a built-in blaster - Innate Attack (Beam) The baleful gaze of a fire demon - Innate Attack (Gaze) |
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07-16-2024, 05:29 PM | #7 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Magical Phosphex
So they looked at dioxygen diflouride, and thought "Okay, but how can we make this worse?"
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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