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Old 11-11-2011, 12:24 PM   #21
Figleaf23
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Default Re: Anthro-Penguins

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Originally Posted by roguebfl View Post
you math is a bit off (6*12) = 72, so the end answer is 62" not 50"

When you pointed out the RAW issue I asked Kromm ow he would built would build it.
It makes perfect sense to me to adapt it for water.

It would still seem to be a problem that you lose the option of a run-up if you use Enhanced Move.
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Old 11-11-2011, 12:29 PM   #22
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Default Re: Anthro-Penguins

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It makes perfect sense to me to adapt it for water.

It would still seem to be a problem that you lose the option of a run-up if you use Enhanced Move.
That part I missed... So a level of Super Jumping (Enhanced Move only, -10%) [9] then?
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Old 11-11-2011, 01:28 PM   #23
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Default Re: Anthro-Penguins

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That part I missed... So a level of Super Jumping (Enhanced Move only, -10%) [9] then?
Is 10% for enhanced move really right? It seems a bit heavily restricted in comparison to regular super jumping. And shouldn't they have an advantage in surviving falls into water?

But one interesting thing: If they make a broad jump at full speed, they can cover a distance of 42 feet, or 14 yards. I posit that these guys swim fast, breach and leap through the air when on high speed dashes. That's kind of a scary image... I wonder if they could sling javelins when making those leaps?
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Old 11-11-2011, 02:00 PM   #24
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Default Re: Anthro-Penguins

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Is 10% for enhanced move really right? It seems a bit heavily restricted in comparison to regular super jumping. And shouldn't they have an advantage in surviving falls into water?
Actul that's a -10% Acceptability limitation.

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But one interesting thing: If they make a broad jump at full speed, they can cover a distance of 42 feet, or 14 yards. I posit that these guys swim fast, breach and leap through the air when on high speed dashes. That's kind of a scary image... I wonder if they could sling javelins when making those leaps?
It would be an "Move and Attack" maneuver.
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Old 11-11-2011, 02:05 PM   #25
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Default Re: Anthro-Penguins

Talking to Kromm about the Weird pricing of Reduing the Ground move for an Amphibious Creature his reply was

Quote:
Originally Posted by Kromm
Yeah, that is weird. I think that in this case, you have to go with "Amphibious means that Ground Move and Water Move both equal Basic Move, and selling back a level of either gives you 2.5 points." So Basic Move -1 is -5 points, while Ground Move -1 or Water Move -1 would be -2 points.

So far the Racial Template

We have: [23]

ST -1 [-10] (arms still more adapted for swimming than lifting)
HP +1 [2] (stout body)
Basic Move (Land) -1 [-2] (Short legs)
Basic Move (Water) +1 [5]

Amphibious [10] (oiled Feathers)
Enhanced Move (Water) 1 [20] (Penguins are described as being able to fly underwater)
Super Jump (Enhanced Move Only -10%) [9]
Perk (Feathers) [1] (No exposure risk)
Sharp Beak [1]
Temperature Tolerance (Cold) 2 [2] (legacy and helps stay in colder water longer)

Bad Grip 1 [-5] (Didn't want to give them the Killer Penguin's bad grip 2 as I do seem them as sword fighters)
Disturbing Voice [-10]

They're not going to need Temperature Tolerance for (sub) Tropical waters are they? -- edit: Was from before they had it.
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Last edited by roguebfl; 11-11-2011 at 06:34 PM. Reason: adding Temperature Tolerance, adding HP
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Old 11-11-2011, 03:04 PM   #26
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Default Re: Anthro-Penguins

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Originally Posted by roguebfl View Post
Talking to Kromm about the Weird pricing of Reduing the Ground move for an Amphibious Creature his reply was




So far the Racial Template

We have: [19]

ST -1 [-10] (arms still more adapted for swimming than lifting)
Should you make it Arm ST -1 [-5]?

(Or put another way: ST-1 plus Arm ST+1 plus HP+1.)


Quote:
They're not going to need Temperature Tolerance for (sub) Tropical waters are they?
Water takes heat away from the body quicker than air. It might be tempting to keep on level of TT as a legacy of their evolution.
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Old 11-11-2011, 03:11 PM   #27
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Default Re: Anthro-Penguins

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Should you make it Arm ST -1 [-5]?

(Or put another way: ST-1 plus Arm ST+1 plus HP+1.)
For sure they Arm's are weaker over, I gave it a Flat -1 to ST as that what Killer Penguins have... however their stout bodys might make sences they their lifting ST might not suffer... You know They might need +1 HP for the body image I think.

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Water takes heat away from the body quicker than air. It might be tempting to keep on level of TT as a legacy of their evolution.
Good point.
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Old 11-11-2011, 03:37 PM   #28
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Default Re: Anthro-Penguins

Of course I mucked up my build.

I meant -- ST-1 plus Leg ST+1 plus HP +1.
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Old 11-11-2011, 03:45 PM   #29
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Default Re: Anthro-Penguins

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Of course I mucked up my build.

I meant -- ST-1 plus Leg ST+1 plus HP +1.
Problem i don't hing GURPS has Leg ST, other than the ability to increase move. plus the leg's aren't really designed for combat kicking.

The question is Can you give Lifting ST (encumbrance only) ? (if you haven't noticed i edited the last stat one to include HP)
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Old 11-11-2011, 06:04 PM   #30
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Default Re: Anthro-Penguins

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Originally Posted by roguebfl View Post
Problem i don't hing GURPS has Leg ST, other than the ability to increase move. plus the leg's aren't really designed for combat kicking.

Good point. In fact, I wonder if they can kick at all and if that should be modelled somehow. Maybe a Weak Kick variation on Weak Bite.


Quote:
The question is Can you give Lifting ST (encumbrance only) ?
They would still be able to drag, carry, shove and topple normally, so really it would be Lifting ST (No Lifting). I haven't a clue what it should be worth.

Quote:
(if you haven't noticed i edited the last stat one to include HP)
You decided on two levels, I see. You may also want to edit the final sentence of the post.
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