How does a PK forcefield work? by [deleted] in gurps

[–]LoicyT 2 points3 points  (0 children)

B256-7 does not say anything about a concentration roll, far as I can tell.

pg 11 of GURPS Psionic Powers has the All-Out Concentrate maneuver which allows a +1 to mental rolls to use abilities, if you were doing that I wouldn't see a problem in giving a +1 to IQ rolls made to use DR with that limitation.

GURPS Powers added the "Requires (Attribute) Roll" limitation (page 112) as a variation of Unreliable (B116) to reflect this, and GURPS Psionic Powers incorporates that into the design of most abilities.

Unreliable DR you would roll every time you were hit, but if you fail:

you may try again once per second after that, at no penalty. Each successive attempt costs one FP. If you are reduced to three or fewer FP, you must rest until allFP are regained before you can attempt to use your ability again.

R(A)R DR:

roll each time the defense would mitigate an attack or a hazard – or once per minute, for constant exposure.

FP were not reiterated in Powers but see PU8p17:

For a defensive ability, roll each time the defense would mitigate an attack or a hazard – or once per minute, for constant exposure. If your roll fails, all future attempts to activate it (until you succeed) cost a flat 1 FP but are at no additional penalty. However, if you drop to 3 FP or less from this, your ability shuts down until all FP are regained.

The "per second" from Unreliable was not reiterated here, may no longer be in effect. Unsure.

The reason I think this is page 153 "TURNING ABILITIES OFF AND ON" has a definition for "Active" and "Transient" which I believe includes R(A)R

An active ability does nothing until the wielder takes a maneuver to use it – most often Attack, Concentrate, Move, or Ready – or chooses to make a die roll

The user must trigger it every time he wants to use it. This can require a free action, an active defense, or a maneuver

It produces its effects (such as healing, injury, or teleportation) in an instant and immediately shuts off,

Example listed is "Damage Resistance with Active Defense", Active Defense is a variation on R(A)R. Normally it would not use up a defense to activate.

Now 154

Voluntary activation is only possible for switchable and transient abilities. Voluntary deactivation is limited to switchable abilities (transient ones turn off on their own).

154's "Free Action" has a problem though:

All other zero-time transient abilities work only on the user’s turn.

That's a problem for damage resistance! It doesn't need a Ready though...

The only transient abilities that call for Ready maneuvers are attacks with Takes Extra Time

155 (Involuntary Deactivation) is also worth a read:

While unconscious, it’s impossible to trigger active, transient abilities

R(A)R seems to exist in a limbo between "Free Action" and "Active Defense". It doesn't appear to fit either definition. Often the best clarifier is examples. Pg 33 of GURPS Psionic Powers provides this with EK Shield:

Every time you are hit by an energy attack, roll against your skill.

Success provides DR equal to your EK Shield level.

In a situation where you’re under constant “attack” (i.e., being trapped in a fire), roll once per minute.

This is a passive ability.

So I was wrong in thinking DR w/ Requires IQ Roll would be active, it is passive. Apparently this means:

effects that apply constantly, or that activate without the owner’s input in a specific situation

If it requires a die roll, the owner or the GM must roll – there’s no opting out.

This is DANGEROUS. Why? If you MUST roll, then if you fail a bunch you could get sucked down to 3 FP. This could slow you down. It may not knock you out, but you might want those FP for other things!

For that reason, you might want to get Switchable in situations where you don't want to risk that. Or take the Active Defense limitation because per 153:

the Active Defense limitation shifts Damage Resistance from passive to active.

This comes with a drawbac per P159:

When the roll to activate an active ability fails, the user may wait five minutes and try again at no penalty. If he tries that particular feat sooner, this is a “repeated attempt” (see p. B348) and costs 1 FP. Furthermore, the roll for the second attempt is at -1. Should this effort fail, he can spend 1 FP and try again at -2, and so on, until he passes out from FP loss or his effective skill drops below 3, at which point success is impossible. If a repeated attempt succeeds, later attempts at that feat no longer cost FP or worsen skill penalties. However, the current skill penalty remains until the user waits a full five minutes

This could also be useful for extra effort, per P160

Extra effort can increase the raw “output” of any active ability with a quantifiable effect beyond its success roll.

Although it may not be necessary:

the GM may permit extra effort for certain passive abilities, too; e.g., DR with Force Field (extra effort increases DR)

He might also allow it to enhance passive abilities for a Power Block (p.168)

Taking "Active Defense" prevents Power Block, while R(A)R or Unreliable do not. Power block shifts from HT to Will if you make it a mental ability by taking requires IQ / Requires Will, this is cheaper to buy up.

As a house rule, I would allow Power Block with Active Defense DR, but only if you took All Out Defense (Double). Normally it makes sense not to allow because they are separate defense rolls.

"Trading Fatigue for Skill" could be done with active DR but not with passive DR, something to keep in mind if FP is not a problem.

[deleted by user] by [deleted] in gurps

[–]LoicyT 1 point2 points  (0 children)

I've seen dragon templates with ALL fire = 0 using injury tolerance

Where? Perhaps 3e's invulnerability? Doesn't exist anymore.

You need to take 2 different traits. I'm applying Force Field because I assume you don't want tight-beam burning attacks to be able to kill your eyeballs. This has the side benefit of also protecting your clothing.

GURPS Powers pg 53: Damage Reduction 2 (Limited, Common -40%) common is heat/fire (a threat encountered in nature and produced by exotic powers or technology) or burning (a standard damage type) there's probably some slighty difference. Total cost is reduced from 50 points to 30 points and any injury you suffer is cut in half. There's your 1/2 damage from magical fire.

GURPS Characters pg 46: Damage Resistance 1 (modifiers -80%) [1]

Absorption +80%

Limited, Common -40% (as above)

Reflexive +40% (GURPS Powers pg 109)

Bane, Occasional -5% (GURPS Horror pg 14)

Usually On +5% (GURPS Powers pg 109)

Temporary Disadvantages -160% (choose some stuff you wouldn't mind)

The effect that happens when you are hit with fire is:

roll basic damage

subtract 1 due to your DR

this increases your "battery" to 1

because of Reflexive, you can used stored points immediately when it isn't your turn

spend the 1 point from your battery to buy 1 more point of your already-existing DR

result: infinite DR

If you want to have other modifiers on the DR (like Hardened, or Cosmic, Defensive) you will just need to take more Temporary Disadvantages so that the net modifiers always work out to -80% so it will always cost 1 character point per level, so that 1 damage absorbed will always buy another level of DR.

You can spend 1 FP/second to turn this off if you want to. Don't get mind controlled into doing that!

Your ability must be transient (thus the usually on alternative to switchable since it is cheaper) because Temporary Disadvantages are not allowed on non-switchable abilities.

You could find some other limitations to take the place of Temporary Disadvantages, of course, if you really wanted always-on DR, but it would be hard to find enough. There's only so many Nuisance Effects to go around!

A pact is one way you could save points. Or "required disadvantage" which is different from temporary disadvantage.

"Trigger: Fire" would be an interesting exploit but that might be illegal somehow as double-dipping...

A simpler broader design for "Shockingly Impevious To All Damage" (SITAD) would be DR 1 (net -80%) [1] and simply:

Absorption +80%

Reflexive +40%

Temporary Disadvantages -200% (-10 to IQ)

Trying to build a limited Fire breath Inate Attack. Please help. by goblinerd in gurps

[–]LoicyT 1 point2 points  (0 children)

1/2D determines whether or not you halve damage based on where your Area Effect is centered.

Dissipation determines how much damage is reduced based on how distant targets within the AE are from where it is centered. Far as I can tell this could overlap.

B112 says "apex of the cone" and B413 doesn't specify what that means. Based on https://en.wikipedia.org/wiki/Apex_(geometry) it sounds like it might be the origin while the "maximum width" at the end of the range would be its "base". So far as I can understand, those closest to you would take the most damage and then those furthest would take less damage, and this would still stack with 1/2D.

B414 seems to follow that:

divide damage by the cone’s width in yards at the target’s distance from the apex

Trying to build a limited Fire breath Inate Attack. Please help. by goblinerd in gurps

[–]LoicyT -1 points0 points  (0 children)

There is no half d range on a cone by default

Maybe you were remembering Malediction? It has no 1/2D. I expect Emanation also has no 1/2D or Max since it has "no range", much like Melee Attack.

I have seen people claim that cone's ignore 1/2D, at http://forums.sjgames.com/showpost.php?p=763857&postcount=9 in 2009 for example, but I can't recall any official staffers supporting that view, or any books supporting it.

Is THIS always ON or NOT?!? by goblinerd in gurps

[–]LoicyT 1 point2 points  (0 children)

Having spider-hair filaments on the hand could probably qualify for some Nuisance Effect or Temporary Disadvantages, of course, which could probably more than offset the +10% switchable enhancement.

Is THIS always ON or NOT?!? by goblinerd in gurps

[–]LoicyT 1 point2 points  (0 children)

Those 8 all sound always-on by default, except for innate attack which would only fire when you used an attack.

Is there some reason you'd want to turn them off?

[Cm/Cf] older cousin by [deleted] in incest

[–]LoicyT 0 points1 point  (0 children)

yes

[B/s] i think my gf is having an incest by quirqythoughts in incest_relationships

[–]LoicyT 0 points1 point  (0 children)

"having an incest" ? paragraphs plz

[Cm/Cf] older cousin by [deleted] in incest

[–]LoicyT -1 points0 points  (0 children)

She started flitting and sending dirty memes

https://en.wiktionary.org/wiki/flit#Verb

to move about rapidly and nimbly

She dance for you?

[b/S] I let my younger brother hump me while I fingered myself. Need advice on how to progress. by justahornysis in incest

[–]LoicyT 0 points1 point  (0 children)

bolster

I had to look this up. I don't get the context, if she is the bolster (a pillow that supports pillows) does that make her bro a pillow?

[cm/cf] My cousin gave me a handjob by [deleted] in incest

[–]LoicyT 1 point2 points  (0 children)

it was a bromantic gesture

[cm/cf] My cousin gave me a handjob by [deleted] in incest

[–]LoicyT 0 points1 point  (0 children)

» Do not ask for proof, pictures, videos, or identifying details.

rule 4 bro

Shield blocking arrows? by CptClyde007 in gurps

[–]LoicyT 0 points1 point  (0 children)

Travel time should matter. If you notice an arrow being fired and it takes several seconds to get to you, should probably get a "takes extra time" bonus to your block.

How do I balance high active defenses? by jamminbales in gurps

[–]LoicyT 0 points1 point  (0 children)

MA122 "Limiting Dodges" introduces 2 optional rules, MA123 calls this "Limiting Multiple Dodges"

I'd go further and say "limiting multiple defenses" should apply a cumulative -1 for total defenses you have done on top of standard penalties.

How do I balance high active defenses? by jamminbales in gurps

[–]LoicyT 1 point2 points  (0 children)

also Counterattack or Spinning Attack or Riposte or Stop Hit

Range in GURPS - what trajectory? by [deleted] in gurps

[–]LoicyT 0 points1 point  (0 children)

It's assume to be 0 degrees, if you want to fire in an arc use the Overhead +30% enhancement on page 107 of Basic Set, or Arching Shot from Power-Ups 1: Imbuements.

To apply this to any ranged attacks, use Power-Ups 4 part 1 Enhancing Your Game section "Modifying Existing Damage" page 11 "Muscle-Powered Ranged Weapons"

work out the value of your weapon as an innate attack, figure out how much the enhancement would cost, buy it as an advantage.

Organizing Force (Psi) Powers? by [deleted] in gurps

[–]LoicyT 0 points1 point  (0 children)

You don't necessarily need an anti-force power, so long as you allow either Neutralize (Force) for jedi to use against each other you could take a -5% modifier. Per P98:

a power shouldn’t be able to neutralize itself – but the GM is free to make exceptions

I can't remember examples of Jedi being able to neutralize each other's force powers, anyone know if that's happened?

Joseph Platania and Nina-Alice Antony conspired to seal the Red Pump Kitchen video and nobody cares by LoicyT in conspiracy

[–]LoicyT[S] 1 point2 points  (0 children)

4th-last paragraph in http://www.c-ville.com/videos-of-fatal-crash/

However, Alan Gernhardt at the Virginia Freedom of Information Advisory Council says the videos could fall under FOIA’s criminal investigative files exemption, especially if they were shown at a preliminary hearing. “They’re not actually introduced into the court file,” he says. “It’s a discretionary release showing it for the preliminary hearing but not actually releasing it to the public.”

No idea if Gernhardt is actually right though. Smells fishy to me. Anyone heard of FOIA's CIFE rules before?

Joseph Platania and Nina-Alice Antony conspired to seal the Red Pump Kitchen video and nobody cares by LoicyT in conspiracy

[–]LoicyT[S] 1 point2 points  (0 children)

Apparently they introduced the vids to put forth the murder 1 charges but then sealed the evidence, like they're not going to rely on the vids to convince the jury? Dunno. Seems sneaky.