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Old 02-19-2013, 05:28 AM   #1
Dragyn
 
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Default [Supers, Powers] Walk on Air (Cannot Move) and Immunity to Knockback

Hi there.

I have a player with the concept of being able to control his position in space in several ways. He's a Teleporter, among other things, and wants to have these abilities.

1> Walk on Air-
What is the value on a limitation that lets him stay at his current position in mid-air, but not actually move (in order to move, he would have to teleport, or switch off this power and fall). This basically allows him to teleport to a static point in mid-air, or saves him from falling in the event of a) a mis-teleport, or b) finding himself suddenly in mid-air for some other reason (a trap, thrown off a roof, etc)

2> value for Immunity to knockback?


Any ideas?
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Old 02-19-2013, 09:41 AM   #2
vicky_molokh
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Default Re: [Supers, Powers] Walk on Air (Cannot Move) and Immunity to Knockback

2> IIRC Immunity (Knockback) counts as Common. Check out Supers.

1> You can try taking Flight and then reducing Flying Move to 1 or even 0.
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Old 02-19-2013, 09:59 AM   #3
munin
 
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Default Re: [Supers, Powers] Walk on Air (Cannot Move) and Immunity to Knockback

1) Temporary Disadvantage, Basic Move -5, -25% (or whatever your Basic Move is).

Temporary Disadvantage, Sessile or Portable are also options but you wouldn't even be able to kick.
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Old 02-19-2013, 04:38 PM   #4
Dragyn
 
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Default Re: [Supers, Powers] Walk on Air (Cannot Move) and Immunity to Knockback

Quote:
Originally Posted by vicky_molokh View Post
2> IIRC Immunity (Knockback) counts as Common. Check out Supers.
I can't seem to find it in Supers or Powers, but I'll go with it.

Quote:
1> You can try taking Flight and then reducing Flying Move to 1 or even 0.
Excellent suggestion, thanks.
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Old 02-19-2013, 08:33 PM   #5
kirbwarrior
 
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Default Re: [Supers, Powers] Walk on Air (Cannot Move) and Immunity to Knockback

However you do it, remember that Flight Move=2xBasic Speed. I've had plenty of players either forget the 2x or that's it's Speed not Move.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 02-19-2013, 08:35 PM   #6
Anthony
 
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Default Re: [Supers, Powers] Walk on Air (Cannot Move) and Immunity to Knockback

Knockback isn't one of the classes of effects you can buy immunity to, since it doesn't have resistance roll.
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Old 02-19-2013, 08:41 PM   #7
kirbwarrior
 
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Default Re: [Supers, Powers] Walk on Air (Cannot Move) and Immunity to Knockback

PK has a nice house rule, which may be the same as in Supers.
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While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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Old 02-19-2013, 08:59 PM   #8
Dragyn
 
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Default Re: [Supers, Powers] Walk on Air (Cannot Move) and Immunity to Knockback

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Originally Posted by kirbwarrior View Post
However you do it, remember that Flight Move=2xBasic Speed. I've had plenty of players either forget the 2x or that's it's Speed not Move.
Based it on Walk on Air instead.
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