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Jun 29th, '10, 01:54 AM
OK, this started with a fairly simple idea, but I'm having real problems putting it together. I've got a Big Bad Boss who summons these little 'Pet Slimes' (32 at a time). The idea is, they leap on people, stick (to torsos) or wrap (around a single limb or the head). The main effect I'm trying to simulate, though, is that they're heavy (10kg each). They're also intended primarily as nuisance monsters, and should be easy to take out with a single attack, so I'm keeping the point value under 25 each.
I've got them set up with a 5 BODY/3 DEF Entangle with 0DCV Concentration to simulate them jumping up and grabbing someone. I don't want to use a Grab because they're specifically quite weak, and a single wrist or ankle can't exert STR against something wrapped around it. The Entangle doesn't actually prevent movement by itself, it's just a way to represent the character having to remove the heavy slime. That part I'm happy with (though I know there are other ways to simulate it).
The problem is representing an incremental weight as a way of impairing movement, rather than the all-or-nothing Entangle effect. Five of these things stuck to an agent-level character are a real problem, since 50 kilos is a lot to a 10-15 STR person. But a Brick with 100 STR shouldn't even notice the weight. So I'm trying to come up with a way that higher STR characters are less affected than lower STR characters.
A straight Drain/Suppress STR (or DEX) doesn't work, since five slimes with a 1 pip D/S would halve the lifting power of said 100 STR Brick, which doesn't make any sense. I thought of D/S'ing Running/Leaping, but that runs into the same problem. A character with a 50 STR can run full speed with a car on his back, but even at 1 pip of effect, 12 slimes could stop him in his tracks, with average running speed, and a Speedster with 20" of running and a 10 STR could still move with twice that many stuck to him. Since the primary attack value is their individual mass, none of this really works.
Sorry for the level of detail, but I'm really hooked on this idea, and I'd love to hear some thoughts from some of you.
Thank you in advance,
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I've got them set up with a 5 BODY/3 DEF Entangle with 0DCV Concentration to simulate them jumping up and grabbing someone. I don't want to use a Grab because they're specifically quite weak, and a single wrist or ankle can't exert STR against something wrapped around it. The Entangle doesn't actually prevent movement by itself, it's just a way to represent the character having to remove the heavy slime. That part I'm happy with (though I know there are other ways to simulate it).
The problem is representing an incremental weight as a way of impairing movement, rather than the all-or-nothing Entangle effect. Five of these things stuck to an agent-level character are a real problem, since 50 kilos is a lot to a 10-15 STR person. But a Brick with 100 STR shouldn't even notice the weight. So I'm trying to come up with a way that higher STR characters are less affected than lower STR characters.
A straight Drain/Suppress STR (or DEX) doesn't work, since five slimes with a 1 pip D/S would halve the lifting power of said 100 STR Brick, which doesn't make any sense. I thought of D/S'ing Running/Leaping, but that runs into the same problem. A character with a 50 STR can run full speed with a car on his back, but even at 1 pip of effect, 12 slimes could stop him in his tracks, with average running speed, and a Speedster with 20" of running and a 10 STR could still move with twice that many stuck to him. Since the primary attack value is their individual mass, none of this really works.
Sorry for the level of detail, but I'm really hooked on this idea, and I'd love to hear some thoughts from some of you.
Thank you in advance,
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