05-22-2012, 08:33 AM | #11 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Incapacitating Afflictions and 'PvP Trinkets' in GURPS
The only "ten seconds in hell" mundane event that comes to mind is the Pin in RAW grappling. Of course, to Pin someone, you need to win a Regular Contest, which is a lot harder than it sounds against a worthy foe.
Still, that's one that comes to mind, though to be only mildly picky, it's clearly not a stun. Some spells have a duration and effect that might as well be "stunned" - the spell Tickle comes to mind.
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05-22-2012, 08:45 AM | #12 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Incapacitating Afflictions and 'PvP Trinkets' in GURPS
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Yeah, which is why I looked up at MH Destiny. I'm just unsure what the limitation value would be. Your example of Recovery is also interesting, but not the same thing. |
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05-22-2012, 09:23 AM | #13 | |
Join Date: Aug 2004
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Re: Incapacitating Afflictions and 'PvP Trinkets' in GURPS
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I haven't really looked at it, but it doesn't seem like the kind of thing you really want to throw application limits on. Instead, limits on what you can spend points on should be genre conventions or traits independent of the one granting you the option of accumulating them. |
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05-22-2012, 09:31 AM | #14 | |
Join Date: Sep 2004
Location: Canada
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Re: Incapacitating Afflictions and 'PvP Trinkets' in GURPS
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"Your recovery rolls are at -4" is easy to modify - get Resistant: Stunning (Accessability: only for recovery rolls). Or, as the GM, you don't throw things that are "Stun, save at -4 ends." unless you really mean it.
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05-23-2012, 12:36 AM | #15 |
Join Date: Aug 2004
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Re: Incapacitating Afflictions and 'PvP Trinkets' in GURPS
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05-23-2012, 11:08 AM | #16 |
Join Date: Aug 2004
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Re: Incapacitating Afflictions and 'PvP Trinkets' in GURPS
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Tags |
affliction, buying success, destiny, incapacitating conditions, luck, pvp trinket |
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