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Old 03-19-2018, 09:05 AM   #1
smurf
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Default Unliving

If I use Unliving as a disadvantage for a Cyborg would the armour on the Cyborg be allowed to take a 30% limitation for its armour because if damaged the Cyborg will need to get it replaced or repaired?

Similarly if my power was a Battle Suit (constructed via Powers etc) would its armour be considered unliving for a 30% limitation too?

That is if they keep getting into fights and damaging the armour they will have to keep shelling out cash to replace bits.

Note the Armour is Semi Ablative so it does degrade.
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Old 03-19-2018, 09:14 AM   #2
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Wrong forum?
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Old 03-19-2018, 09:21 AM   #3
Andrew Hackard
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Wrong forum?
Not anymore.
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Old 03-19-2018, 10:57 AM   #4
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Default Re: Unliving

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Originally Posted by smurf View Post
If I use Unliving as a disadvantage for a Cyborg would the armour on the Cyborg be allowed to take a 30% limitation for its armour because if damaged the Cyborg will need to get it replaced or repaired?
Do you possibly mean "Unhealing" here instead of "Unliving"? Unliving is an advantage (technically, it's Injury Tolerance (Unliving)), and thus wouldn't be a limitation.

If you do mean Unhealing, then I'd agree, it's a valid limitation on something like armor. However, I'm not sure it's worth the full -30%. Armor, in my experience, gets damaged less than characters do - corrosion attacks are really the only source of armor damage. The way GURPS abstracts armor means that while hypothetically most attacks that penetrate it and hit the character beneath should technically be damaging the armor in the process, that sort of damage is not usually tracked. So, unless you are going to house rule that every hit the armor takes can actually damage its HP (which sounds like a lot of work, personally), I'd reduce the value of Unhealing. Probably to -15% for total Unhealing, and -10% for partial Unhealing.

I'd do this even with Semi-Ablative armor - the fact that that's easier to reduce the DR on is already covered by the Semi-Ablative limitation.
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Old 03-19-2018, 11:26 AM   #5
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Default Re: Unliving

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Wrong forum?
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Not anymore.
Oops

Sorry o_O
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Old 03-19-2018, 12:39 PM   #6
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Default Re: Unliving

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Originally Posted by Kelly Pedersen View Post
Do you possibly mean "Unhealing" here instead of "Unliving"? Unliving is an advantage (technically, it's Injury Tolerance (Unliving)), and thus wouldn't be a limitation.

If you do mean Unhealing, then I'd agree, it's a valid limitation on something like armor. However, I'm not sure it's worth the full -30%. Armor, in my experience, gets damaged less than characters do - corrosion attacks are really the only source of armor damage. The way GURPS abstracts armor means that while hypothetically most attacks that penetrate it and hit the character beneath should technically be damaging the armor in the process, that sort of damage is not usually tracked. So, unless you are going to house rule that every hit the armor takes can actually damage its HP (which sounds like a lot of work, personally), I'd reduce the value of Unhealing. Probably to -15% for total Unhealing, and -10% for partial Unhealing.

I'd do this even with Semi-Ablative armor - the fact that that's easier to reduce the DR on is already covered by the Semi-Ablative limitation.
Yes, Unhealing.

IIRC every 10pts knocks off a point of DR. It's not difficult to find scifi weapons, even pistols knocking bits off. I like the 30% off because if Cyborg characters want to go into combat it makes them think about cost of their repairs.

Maybe Cost of DR x $100 -x% based on hit mod location
Or Full body replating Cost of DR x $1000.

It does mean if the Cyborg cannot afford the maintenance bill it will have to go on with its damaged bits.
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Old 03-19-2018, 03:56 PM   #7
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Default Re: Unliving

Unhealing total B160

at -30 pts is not a big deal for big point game Cyborgs.

Currently I have a template of the 'brain in the bucket' style Cyborg a la Ghost in the Shell spec but if I want to armour it with various limitation on Armour etc and to give it some cinematic edge it has to survive some of the bad guy guns or powers etc.

Hence I think the 30% armour reduction sounds right.

DR on B46-7 has Ablative armour but that is fairly punitive. Could be for tough shields or something, it takes a hammering and you move on. Semi-Ablative at least gives some durability but not immunity. Sure some punks with gatling carbines may not penetrate the armour but they can put a dent in it and wear the Cyborg Down. This feels a bit more playable and 'realistic'.

Of course the great DR limitations will be offset by enchantments ie various levels of Hardened. So no sneaky armour divisors blasting the Cyborg to pieces (ok a heat round may put a dent on it big time)

The other side is make a modular template so different players can stylise the big one, fast one, tech one etc.
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Old 03-20-2018, 08:58 AM   #8
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Default Re: Unliving

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Cyborgs have at least organic brains and brains can be injured and then heal their injuries, something I'd like to fit into Unhealing as a limitation to it.
What about 'Perk' it.

Cyborg Brain, Brain can heal despite the Unhealing Disadvantage.
Prerequisite: Unhealing
Cost 1pt

To be fair, any Brain injury is going to need some serious medical attention anyway.
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Old 03-20-2018, 11:26 AM   #9
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Default Re: Unliving

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We might need a series of perks depending on how far converted a borg is, some can still have organic faces/necks/torsos. In the Trek series, Seven of Nine is probably the least intrusive example, while the queen was the most intrusive http://memory-alpha.wikia.com/wiki/F...isembodied.jpg and even she appears to retain an organic head/neck/shoulders.
Ah, I was working on the full borg with brain in a bucket.

The partial cybernetics can be down with normal modifications. 7 of 9 can be done on a human template with various advantages: absolute timing, 3d spatial sense, Eidetic Memory, Lightening Calculator, etc etc. Her only real techno ability is interface with computers with her retractable prongs.
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