07-30-2013, 04:50 PM | #41 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: When Unkillable Shuts Down...
I'm beginning to think that in this thread are a whole bunch of players who hold guns to their GM's head whilst getting their characters approved. 'Cosmic' this, 'Cosmic' that.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
07-30-2013, 04:50 PM | #42 |
Join Date: Mar 2010
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Re: When Unkillable Shuts Down...
True. However, Cosmic, Lingering Effect and/or Unhealing (whichever you feel is more appropriate) is worth +100% and is defeated by any Cosmic at the +50% level -- the arms race stops there; fortunately.
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07-30-2013, 04:52 PM | #43 |
Join Date: Mar 2010
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Re: When Unkillable Shuts Down...
Heh. Not in my case. I'm (almost exclusively) the GM in any game I'm participating in. I'm quite fine with Cosmic, though I don't call it Cosmic as I reserve that for the actual power source/modifier rather than for a general use 'rules exemption' enhancement.
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07-30-2013, 05:34 PM | #44 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: When Unkillable Shuts Down...
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07-31-2013, 02:08 AM | #45 | ||||||
Join Date: Apr 2010
Location: Land of the Britons
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Re: When Unkillable Shuts Down...
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---- Look, I've presented my argument a few times now, I justified it as best I could, and in doing so have convinced myself that it's a sound concise answer that holds up to the logical rigours of the system. I've attempted to implement the standard rules of the system rather than adding extra special rules for power, as such my ruling correlates with every other ability in the game. Nothing says you can't add special rules, and if the wording of Unkillable was different then it may well define those special rules - but currently it doesn't in my opinion. I'm happy for you to make your own rulings though, if you're not convinced by my argument then there's not much more I can do at this point other than repeat myself in different words. As I've no vested interest in winning you over, I'm not going to do this. This is firmly in the GMs domain anyway, in a setting where you can't buy Affliction (Negate Unkillable 3) this entire debate is moot. In a setting where players are frequently picking up Unkillable and there are entities in the world who can negate it - then its entirely up to GM to inform the players of this and explain what happens if they die whilst it's negated (whatever that ruling may be). I said similar in my first post. So I think I'm calling it a day for this debate now, been fun though.
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...like a monkey with a wrench. Last edited by PseudoFenton; 07-31-2013 at 02:11 AM. |
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07-31-2013, 02:18 PM | #46 | ||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: When Unkillable Shuts Down...
I think both sides have presented sound cases, myself; unless I hear otherwise from an "official" source, I think this is something the GM should decide before hand (that way if they are not aligning with the rules as intended, it was still a conscious decision and can be written off as part of the game world).
I will bring up two questionable statements; not because they prove/disprove someone wrong but because they smack of miscommunication. Quote:
The Psi on the other hand might realize it just because he tries to "read" Mr. Negator and can't. If Mr. Psi was levitating to fly through the air at high altitudes, speeds, or especially both and Mr. Negator hits him with a surprise whammy so that now he's just falling at high speeds... that's cheap as well. This is especially true as Mr. Negator might be near incapable without catching others off guard. Unless the game is supposed to be that difficult, he should be there the whole time or not at all. "Zombie Lad takes another full burst of machine gun fire from The Perforator's weapons. Your Unkillable 3 means you're still functional. That is until Mr. Negator just shows up behind you. Now you're dead... and I mean dead dead forever more. Hope you have a new character ready or you're done for the night." In short, give them fair warning. Quote:
Again, all this stuff needs to be worked out ahead of time by the GM, and explained to the PC if/when the Advantage comes up.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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07-31-2013, 02:53 PM | #47 | |
Join Date: Dec 2007
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Re: When Unkillable Shuts Down...
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07-31-2013, 08:55 PM | #48 | |
Join Date: Nov 2012
Location: Australia WA
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Re: When Unkillable Shuts Down...
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If the GM says no, you can't come back in that (or a similar) situation, then either accept that or see of you can take an enhancement to make it work the way you want. My preference is to making Unkillable actually that. A GM who looks at someone who spent a good deal of points on being unable to die shouldn't be thinking "OK, now how can I make them die?", there are plenty of other ways to endanger the character. You are an immortal with unkillable 3, so you think you can do anything with no repercussions (aside for an unexpected nap whenever you die), the police eventually catch you and lock you up. Well, how do you escape? You used your points on that Unkillable 3, not insubstantial or amazing levels of ST or whatever else. You could try to kill yourself to escape, but they'll probably just respond by putting you in a straightjacket. -It's not going to keep you forever, but even if you can last forever, PCs won't see things in the long term like the character would, to them, their beloved immortal they spent weeks convincing the GM to let them have is now unable to do anything. |
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07-31-2013, 09:00 PM | #49 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: When Unkillable Shuts Down...
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08-01-2013, 08:21 AM | #50 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: When Unkillable Shuts Down...
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In which case moving the corpse from a no mana zone to a mana zone can have unpredictable results... well, at least from the PC's perspective. The main thing is that I'd inform the players of this ahead of time unless it was an explicit part of the campaign setting that they can have Unkillable 3 but not know for sure what happens if it is negated.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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Tags |
death, negated advantage, unkillable |
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