Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 02-25-2021, 07:29 AM   #31
Fred Brackin
 
Join Date: Aug 2007
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

Quote:
Originally Posted by Rupert View Post
Now check age 120 at TL3. k.
I know EL Guy starts to decline rapidly at this point partly because he's losing HT. It's why most average humans without useful Traits probably don't make it to 60 at TL3.

However, Mr. Longevity rolled 20 HT rolls for each attribute betweeen 50 and 70, 40 between 70 and 90 and then 120 between 90 and 120. He's lost between 3 and 4 Attribute pts from each Attribute and when flu season comes if he's rolling at -2 against a HT of 6 he critically fails on a 14 or higher and succeeds on only a 3 or 4.

My rule of thumb for Longevity is that it will probably get an otherwise average human beyond 100 but isn't really likely to break known human longevity records. Cinematically healthy humans are another matter.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Old 02-25-2021, 09:05 AM   #32
dcarson
 
Join Date: Mar 2008
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

Quote:
Originally Posted by Varyon View Post
Only dwarves who manage to survive to 800 turn into statues - those who die from mining accidents, fighting (monsters, elves, humans, other dwarves, etc), alcohol poisoning, disease, starvation, cave-ins, asphyxiation, suicide, stupid dares, etc would just decay normally.
Read an article that figured that if we always had the risk per year of pre teen girls (lowest odds of dying) the average age of death would be mid 200s. Dwarfs have to have worse odds than that, mining and working with hot metal are not that safe.
dcarson is online now   Reply With Quote
Old 02-25-2021, 09:28 AM   #33
Michael Cule
 
Join Date: Jul 2005
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

For some reason the phrase 'self destruct' suggests something more violent to me. I know that the idea doesn't always mean that but...

How about a spore based life-form? You live just so long and then at the last moment you go 'foom' and your cells explode outwards. Good for people who can tell the signs and make preparations: they will be able to get to the top of windy mountains and spread their spores far and wide. Those who are currently prisoners of uncomprehending aliens will be less lucky.

"I dunno what happened, Sarge. I opened his cell and all this crap came tumbling out. There's no sign of him though he left his prison uniform behind. The other Ricondires are a bit surly this morning though."
__________________
Michael Cule,
Genius for Hire,
Gaming Dinosaur Second Class
Michael Cule is offline   Reply With Quote
Old 02-25-2021, 09:52 AM   #34
Pragmatic
Ceci n'est pas une tag.
 
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

Quote:
Originally Posted by Gold & Appel Inc View Post
...a motive?
When I used that for a hypothetical genemod, the reasoning I used was that while the lifespan could be extended, eventually the cascade of failures would win.
__________________
I'm a collector, not a gamer. =)
Pragmatic is offline   Reply With Quote
Old 02-25-2021, 09:53 AM   #35
Rupert
 
Rupert's Avatar
 
Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

Quote:
Originally Posted by dcarson View Post
Read an article that figured that if we always had the risk per year of pre teen girls (lowest odds of dying) the average age of death would be mid 200s. Dwarfs have to have worse odds than that, mining and working with hot metal are not that safe.
I worked it out once using life insurance tables (and as I recall they had teens dying least, despite their general foolishness), and got a figure in the 160-170 range as the life expectancy of people who didn't age. I was trying to work out how old elves were likely to be. However, there's no easy way to tell how much general competence at not dying is gained over time, and how much the early deaths of most of those who simply aren't good at not dying would change the death rate. Old Dwarves and Elves are probably very good at that not dying thing.
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."
Rupert is online now   Reply With Quote
Old 02-25-2021, 09:56 AM   #36
Aldric
 
Join Date: Nov 2015
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

Quote:
Originally Posted by Michael Cule View Post
For some reason the phrase 'self destruct' suggests something more violent to me. I know that the idea doesn't always mean that but...

How about a spore based life-form? You live just so long and then at the last moment you go 'foom' and your cells explode outwards. Good for people who can tell the signs and make preparations: they will be able to get to the top of windy mountains and spread their spores far and wide. Those who are currently prisoners of uncomprehending aliens will be less lucky.

"I dunno what happened, Sarge. I opened his cell and all this crap came tumbling out. There's no sign of him though he left his prison uniform behind. The other Ricondires are a bit surly this morning though."
I think such an ability, even if it is obviously a once in a lifetime effect (and quite uncontrollable, even if predictable) would end up costing points.
Aldric is offline   Reply With Quote
Old 02-25-2021, 12:54 PM   #37
Varyon
 
Join Date: Jun 2013
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

Quote:
Originally Posted by Aldric View Post
I think such an ability, even if it is obviously a once in a lifetime effect (and quite uncontrollable, even if predictable) would end up costing points.
By its nature, it's One Use Only, for x1/5. "Upon Death" is arguably worth around -40% (this is the value used for Unkillable Only for Regeneration), although PK suggested actually using -300% (as for Heart Attack) here, which leaves a lot of room for Enhancements (Area Effect is likely). As discussed in that article, you may be able to get a further discount by setting it as an Alternate Ability to something else. Note the above is for something that triggers upon death, regardless of how you die - something that only triggers if you die of old age (thanks to Self-Destruct) should get a more sizable discount.

For a cloud of cordyceps spores, something like Dominance with Area Effect, Emanation, and Respiratory Agents is likely appropriate - although you could probably call for a special Limitation due to the fact you have no control over the infected.
__________________
GURPS Overhaul
Varyon is offline   Reply With Quote
Old 03-03-2021, 06:04 AM   #38
malloyd
 
Join Date: Jun 2006
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

Quote:
Originally Posted by Rupert View Post
I worked it out once using life insurance tables (and as I recall they had teens dying least, despite their general foolishness), and got a figure in the 160-170 range as the life expectancy of people who didn't age.
That's rather low. Annual teen death rates are in the 50 to 100 per 100,000 range, so a result on the order of a thousand. To get a half life of 170, you'd need an annual rate of 406 per 100,000. Which is about that around age 50, so maybe you took it at the aging roll threshold?
__________________
--
MA Lloyd
malloyd is offline   Reply With Quote
Old 03-03-2021, 09:34 AM   #39
Rupert
 
Rupert's Avatar
 
Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

Quote:
Originally Posted by malloyd View Post
That's rather low. Annual teen death rates are in the 50 to 100 per 100,000 range, so a result on the order of a thousand. To get a half life of 170, you'd need an annual rate of 406 per 100,000. Which is about that around age 50, so maybe you took it at the aging roll threshold?
I didn't, because I was doing this to look at demographics in a D&D game. My number might have been life expectancy at age 5 with a relatively high death rate from 5-15 or so (because historically getting to adulthood has been the trick). I also may have been using fairly old data - it's been a while since I did the study.
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."
Rupert is online now   Reply With Quote
Old 03-03-2021, 09:59 AM   #40
Michael Cule
 
Join Date: Jul 2005
Default Re: Combining Extended Lifespan with Self-Destruct [Basic]

In biological terms having lots of spore-children after you are dead is a clear Advantage.

In individual terms, not so much though perhaps the spore people don't see it that way.

GURPS is written to favour the individual over the race so I'd see it as a minor Perk at best unless one or more of the offspring continued the parent's mind or had access to their memory.

(If the other spore person inmates discover that the guards are dumping their dead patriarch's spore in the trash and washing down the cell with disinfectant there's going to be a riot...)
__________________
Michael Cule,
Genius for Hire,
Gaming Dinosaur Second Class
Michael Cule is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:59 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.