10-06-2019, 03:12 PM | #1 |
Join Date: Feb 2016
|
Super HP [Supers]
I suggest that we should have Super HP to complement Super ST. Super HP would provide an extra pool of HP that only absorbs damage when a character spends FP to active it. It is HP (Super-Effort, +400%) [10] and benefits from the same scale as Super ST. Super HP heals proportional to normal HP and adds to normal HP under normal circumstances (for example, a character with Super HP 30/120 and Regeneration (Slow) would normally heal HP 3/12 every 12 hours). The cost of Super ST should be increased to 50 CP/level to reflect the existence of Super HP.
So, what do you think? Would you allow Super HP? What impact do you think that it would have? |
10-06-2019, 03:29 PM | #2 |
Join Date: Mar 2016
|
Re: Super HP [Supers]
It's an interesting idea, but I'm not sure how it would actually work. Do you just choose every time you take a hit whether or not you want to spend FP to take it off your Super HP rather than regular HP? Is there some kind of ongoing cost?
|
10-06-2019, 04:02 PM | #3 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Super HP [Supers]
I'd go with DR (Ablative, Costs FP) instead.
For me the best answer to high scaled HP is IT:DR.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
10-06-2019, 04:17 PM | #4 |
Join Date: Jun 2005
Location: Lawrence, KS
|
Re: Super HP [Supers]
I don't think it makes much sense to say that you can make a heroic effort of will and withstand extra damage.
We have Damage Reduction (if I recall the name correctly), which divides damage that you take by 2, 3, or 4, and has an exaggerated version for supers that gives you bigger divisors. I think that makes better sense.
__________________
Bill Stoddard I don't think we're in Oz any more. |
10-06-2019, 04:35 PM | #5 | |
Join Date: Feb 2016
|
Re: Super HP [Supers]
Quote:
For example, Tungsten Girl would have ST 20 [100] and HP+10 (Super-Effort, +400%; Super, -10%) [98], giving her HP 30/120. She also possesses DR 10 (Super, -10%; Tough Skin, -40%) [25] and Homogeneous (Super, -10%) [36] because she is made of living tungsten. If she suffers 60 damage from a 50 caliber BMG, she would subtract 10 for her DR (leaving 50), divide by two because of Homogeneous (leaving 25), and spend 1 FP to shift all but one HP damage to her reserve HP (leaving her with 29/95 HP). Since she did not take a major wound, she does not have to roll for knockdown, though she will probably take cover. |
|
10-06-2019, 04:51 PM | #7 |
Join Date: Feb 2016
|
Re: Super HP [Supers]
You have to activate those in advance though if you have Costs FP. They do not reflexively activate (unlike the Super HP).
|
10-06-2019, 04:58 PM | #8 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Super HP [Supers]
That's just the costs fatigue rules being terrible, and is solved by ignoring them and just using Accessibility (Only when spends a point of fatigue).
|
10-06-2019, 05:54 PM | #9 |
Custom User Title
Join Date: Oct 2007
Location: Indianapolis, IN
|
Re: Super HP [Supers]
Spending FP to mitigate the consequences of damage like shock, stun, or the breaking of limbs (to some extent - no one is going to run far on a broken femur) might be a better fit?
__________________
Joseph Paul |
10-06-2019, 06:57 PM | #10 |
Join Date: Feb 2016
|
Re: Super HP [Supers]
But what are you going to spend FP on at the moment of injury? Even if you used Extra Effort on a defense, it ends before injury.
|
Tags |
supers |
|
|