10-24-2020, 12:22 PM | #51 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Dirty Cheap Unkillable [Powers]
I think the superior option would be to have a really good Fast Talk skill. So that the GM agrees every PC should just have Unkillable 3 (maybe with a few other traits), before the "real" CP total for your characters. In other words, the idea is you're a band of immortals spending your infinity how you wish. Or something like that.
Maybe also see how much Cosmic (The GM Agrees not to screw me over) for Unkillable 2 or 3. The idea is the GM isn't going to toss Power negators at you or through you into a situation where you're perpetually dying from damage until you die of old age (if applicable). Though Unkillable 3 already covers some of that in the first place. If you have no form of Regeneration (or other tricks) so you "heal" faster while dead, a human with HP 10 is down for months, right? That means, when your character dies:
Especially if your characters are not also Unaging. Even if they are Unaging, though, just making sure social ties matter and the world moves on without you can make temporary character death still enough of a penalty that the game feels like a game and not pure wish fulfillment where the GM just gives you whatever you ask for. ;) Now, if you cannot convince your GM of this, I still don't like the Limitations initially proposed; while it is nice you'll survive most situations, the GM has to throw the countermeasures to your Unkillable 3 at you periodically to justify the discount you received. Which means it is still a matter of when you no longer respawn, not "if". Is there a mechanic for temporarily suffering extra Disadvantages upon Unkillable 3 reviving you? "Oh, yeah. Dying and coming back leaves you a bit crazy for a while. It wears off, assuming you don't get your fool self killed again before you can recover. With some folks, it is a vicious cycle." Otherwise, the only Limitation I can think of which seems really like it fits and is priced about right is axing the effects of Unkillable 1 from Unkillable 2 or 3.
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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! :) |
10-24-2020, 01:23 PM | #52 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Dirty Cheap Unkillable [Powers]
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As for your 'example' affliction - I'm way not keen on something where the 'timer' on a temporary effect is one of the things that's suppressed by them. That's basically cheating. That's a limitation that isn't.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-24-2020, 02:39 PM | #53 |
Join Date: Sep 2020
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Re: Dirty Cheap Unkillable [Powers]
If I paid 25 points to come back to life, paid for before the incident, and then lost the ability permanently, and also didn't remove the ill effects besides death, I'd be a bit annoyed.
Unkillable 3 (Mortal, -20%; Costs Character Points, 1/5) [24] An ability like this, costing 1-3 cp per use depending on how believable, is much better in my opinion. I might throw in regeneration as well, maybe regrowth, have them all cost CP, for a max loss of 9 points per death, but they'd have to die a lot before I'd consider it a bad investment. I like when my characters die, so I wouldn't use it unless he would die too easily, like a skeleton necromancer with Unnatural [-50]. Last edited by Bucket_Head; 10-24-2020 at 02:46 PM. Reason: Spelling |
10-24-2020, 03:34 PM | #54 |
Join Date: Aug 2018
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Re: Dirty Cheap Unkillable [Powers]
Here's an idea: apply "Accessibility: only applies when HP is above -1xHP" on some HP.
-10% on 2/level would save 1 point if taken on 5 levels of HP (a quirk). Result is when you are at full negative, (say -10 HP) half your HP turns off: now -10 is actually -2xHP. Instead of forced dormancy at -100 injury it occurs at -50 instead. If you take 2 levels of this quirk (-10 to HP when -1xHP) and your base HP was 11, then at -11 HP you would be beyond -10xHP and go dormant. Interestingly this actually could help you regain conciousness faster since UK2/UK3 cap damage at a "-10xHP" threshold, so that "negative injury limit" is -10 for those with 1 HP vs -100 for those with 10 HP: so you could recover in 1 day instead of 100 days with Unkillable 2 (who become conscious at 0 HP). The difference is less stark with UK3 though since they don't become conscious at 0, they need to fully recover HP, and "fully" is going to require more amounts as your HP reactivates from being above 0 HP. You still get up to 0 faster but beyond that it's the usual time frame. |
10-24-2020, 05:29 PM | #55 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Dirty Cheap Unkillable [Powers]
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Quote:
Do the same with Regeneration and you have the ability to effectively buy Extra Life with 2cp. |
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10-24-2020, 06:59 PM | #56 |
Join Date: Feb 2016
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Re: Dirty Cheap Unkillable [Powers]
In Basic (p. 55), Extra Life says nothing about healing (or avoiding any other form of adverse condition), just that you do not die.
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10-24-2020, 07:10 PM | #57 |
Join Date: Mar 2016
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Re: Dirty Cheap Unkillable [Powers]
Actually, it says "Work out the details with the GM." It also doesn't say that you don't die, it says that you come back from the dead, an important distinction.
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10-24-2020, 07:29 PM | #58 |
Join Date: Jun 2010
Location: Dreamland
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Re: Dirty Cheap Unkillable [Powers]
Again, that interpretation doesn't seem worth 25pts and I'm pretty sure you agree because you think it's overpriced. I'd rather Extra Life basically work similar to extra lives in video games to be worth that giant cost. Considering that certain genres really do have things "I didn't actually die, it was my clone the whole time!" or hospital visits that are shorter than montages, it makes sense to me as a cinematic thing (I also think Extra Life makes more sense as 'cinematic' than 'exotic' but that's a different discussion).
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10-24-2020, 09:19 PM | #59 | |
Join Date: Aug 2018
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Re: Dirty Cheap Unkillable [Powers]
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The "effect" of a permanent limitation like "One User Ever -80%" seems like something which should vanish if you "buy up" the limitation. Until then you should count as keeping the trait, you just can't use it. Kinda like how "requires 8 hours prep" abilities are useless if you can never actually find that prep time (there is a rat which nibbles your toe every hour and distracts you), but have a hidden value of "I can buy up that limitation and get some use" I think the precedent for this exists in Psionic Powers when one temporarily adds the "Decreased Immunity" enhancement (pg 21) to re-use an ability against someone who already acquired immunity to it: Mind Swap on page 62 "If you lose or tie, you are stunned for 1d seconds and you cannot try to swap with that person again without using the New Approach psi technique." The way max immunity works for possession is like gaining "one use only -80%" only applying to "one person only", while "Decreased Immunity" gradually lessens "one use only". So if Mind Swap / New Approach works that way, you should also be able to "buy up" any other one-use ability later on and retroactively interpret the past failure as fulfilling whatever your new condition is. Like how New Approach turns "that one time they failed? immune forever" into "just -2, as if you had Decreased Immunity all along". Extra Life [25] as Extra Lives (-80% one use ever) [25] variant of Extra Lives [125] probably does mean it should function like sort sort of tweaked UK2 ("I get back up") or UK3 ("I vanished in the blast but then re-appeared at a convenient time") Actually using your "one use ever" should not remove the advantage, just make it unusable (like if you have "needs staff" magery but can't get a staff for years) until you have grounds to buy off the limitation. If it actually costs permanent CP each time then Extra Lives (-80% costs 1-3 cp per use) [25] is the same discount, having the advantage you can use it more than once but the disadvantage that you've lost CP total while the "one use" guy has not, so he's closer to buying that limitation up to "one use per day" than you are. |
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10-25-2020, 05:02 AM | #60 | |
Join Date: Sep 2006
Location: Luxembourg
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Re: Dirty Cheap Unkillable [Powers]
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For 25 cp, an unmodified Extra-life rewrite history, so that an action that killed you somehow didn't - detail to be discussed with the GM. It could be, for example, that -you made an HT roll; -or- -the attack only seemed to hit but actually missed; -or- -it was a clone that died and you were not there; -or- -it was an illusion; -or- -you really came back from the dead; -or- -something else. so whatever carry over is between the player and the GM, you cannot assume anything. Last edited by Celjabba; 10-25-2020 at 10:47 AM. |
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