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Old 10-28-2019, 02:28 PM   #8
Varyon
 
Join Date: Jun 2013
Default Re: Fixing Injury Tolerance [Basic/Powers]

Quote:
Originally Posted by Refplace View Post
I dont see a problem here either. As several others have already said living things are more fragile than bulk material.
Consider that you need to do 2*HP in damage to possibly kill someone, but get them to negative 5*HT o insure death, and negative 10*HT to obliterate them.
Machines are considered nonfunctional at 0 HP (effectively negative HP*1)
A few issues arise. First off, HP is used for collisions and the like, so a 150 lb sack of meat (Homogenous, HP ~40) does 4x as much damage as a 150 lb person (Living, HP ~10) when dropped from, say, 10 yards up. Oh, and you need to deal 4x as much burning damage to the sack of meat to turn it to ash as you do the person (although functionally adding IT:DR to Unliving/Homogenous/Diffuse doesn't fix this). Artifacts, meanwhile, aren't considered nonfunctional at 0 HP, they instead must roll against HT each second they are used to avoid being rendered nonfunctional, just like a character. The difference is that artifacts won't recover from this "unconsciousness" on their own and thus require repairs (an Unliving/Homogenous character, however, can recover just like a person).

That said, I don't think Unliving/Homogenous/Diffuse should have IT:DR bundled into them - a zombie can easily be just as vulnerable to crushing, cutting, and burning as the living person it was made from. However, neither should they have more powerful Slams and the like. Any additional resilience compared to their base should be purchased separately as IT:DR or HP (Massless +0%). Reduced resilience is likely in the form of Vulnerability.
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