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Old 11-29-2020, 09:29 PM   #31
Fred Brackin
 
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

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Thank you!
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Old 11-29-2020, 10:05 PM   #32
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

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The fact that they are immune to death by anything else is pretty good. In addition, darkness is not night, so they would start to recover when a room becomes dark (great for a dungeon).
Indeed. On the other hand inside a large modern building the lights are sometimes never turned off, so until the body is removed they'll be just normally dead. They'll be waking up in the morgue if they reform where they were when the process started.
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Old 11-29-2020, 11:14 PM   #33
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

hm, could you take Trigger: Mondays?
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Old 11-30-2020, 01:19 AM   #34
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

Yes, perfectly legal, probably worth -5% (while it happens only one day out of every seven days, you are capable of coming back all of Monday).
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Old 12-05-2020, 07:03 AM   #35
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

hard to kill 5 seems especially common, and it feels fairly exotic.

I've got a version of goblins that all have Hard to Kill 5. Its why they get slaughtered in battle and yet seem to come back with an equally large army the next time. A few versions of them change allegiance to whoever defeated them. It makes for some very messy conflict resolution.

I'm curious how different unkillable 1 and hard to kill 5 (or 10) really are.
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Old 12-05-2020, 08:15 AM   #36
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

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hard to kill 5 seems especially common, and it feels fairly exotic.
.
I could tell anecdotes of a real person I knew for many years who was not healthy by any conventional measure and critically failed many HT rolls by Gurps standards yet did not die in many situations where she could have.

I beleive that soem real people have Hard to Kill and it's only how many levels that's the question. It might be more than the 1 or 2 Bio-tech allows without Species Modification.
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Old 12-05-2020, 08:20 AM   #37
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

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I'm curious how different Unkillable 1 and hard to kill 5 (or 10) really are.
Unkillable 1 [50] is five times the price of Hard to Kill 5. It means you don't need to make HT rolls to avoid dying at all, until you reach -10xHP, when you die automatically. So it doubles your possible negative HP, and means failing rolls is no longer an issue.

Hard to Kill 10 isn't that much better; it means your rolls are better, but you can still fail. I would not accept a No Nuisance Rolls perk for HT rolls to stay alive.

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Old 12-05-2020, 02:08 PM   #38
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

UK 1 [50] is five times the price of HtK 5 [10]. Now, you could take UK 1 (Achilles Heel, Common, -50%; Hindrance, Common, -25%; Magical, -10%) [10] instead of HtK 5 [10], which is probably much more useful.
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Old 12-05-2020, 02:25 PM   #39
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

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UK 1 [50] is five times the price of HtK 5 [10]. Now, you could take UK 1 (Achilles Heel, Common, -50%; Hindrance, Common, -25%; Magical, -10%) [10] instead of HtK 5 [10], which is probably much more useful.
Do you mean that Hard to Kill 5 is probably much more useful? Or do you mean that Unkillable 1 with all those limitations is probably much more useful? Grammatically the former is the correct parsing (the antecedent of "which" is the most recent noun phrase), but it sounds as if you might mean the latter.
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Old 12-05-2020, 02:55 PM   #40
ericthered
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Default Re: [Basic] Advantage of the Week: Hard to Kill and Hard to Subdue

It occurs to me that hard to subdue is a great advantage to take along with unkillable.
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