Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-09-2024, 02:38 PM   #1
beautyandnotthebeast
 
beautyandnotthebeast's Avatar
 
Join Date: Mar 2023
Default 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?
beautyandnotthebeast is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 07:10 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.