Quote:
Originally Posted by Rupert
(Post 1620711)
That doesn't read as a one-off 'triggers at the threshold' to me. It reads as a state change. Thus if the ability was turned off and you hit -10xHP, you'd die, and then when it turned back on, you'd change state to a ghost and start healing.
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I disagree, once you hit that threshold
nothing can affect you until you hit full HP again. It also never happens
unless you hit that threshold, get to 1HP off of -10xHP and nothing noteworthy happen - hit it and it triggers the event. It doesn't matter that the event is a state change or not, it's still dependant on the trigger for your state
to change.
Note that Unkillable 3
doesn't do anything whilst you're in your 'ghost state' other than prevent damage, capture, and let you heal normally. Except dead things
don't heal, so normally healing does you no good. Just because you're a 'ghostly' corpse doesn't mean you heal any better than a regular corpse.
If the advantage said "When you die, instead become a ghost and heal back to full HP" then this would be different - but this is
not what it says. Unkillable 2 and 3
never let you die, they prevent death from ever occurring whilst they're active. If however you die whilst they're
not active, then you're dead, and need to be resurrected via normal means rather than relying on Unkillable to do the heavy lifting.
I can see how some may look at the name and say "
but gee, shouldn't you not be able to die then?" but a name is just a name. Unkillable 1 is really just "
Requires total body destruction before death", Unkillable 2 is "
Body can never be truly destroyed and always regenerates back, but can be trapped forever to prevent regeneration", whilst Unkillable 3 is "
Unkillable 2 but can now no longer be trapped and may reform at a different location than death/where body currently resides".
I again reiterate that if you've allowed Unkillable to have a power source that can be blocked, or allow someone to spend CP to acquire a power
specifically designed to remove Unkillable - then
that should mean something. The duration on the Affliction to remove Unkillable just means that once you're hit with it, you can flee (rather than fight) and eventually recover and not have to worry about dying again - it should
not mean you have to wait an extra hour or two after being killed before you start coming back again.
If you
do say that once the Affliction has expired you come back, then every version of the Affliction
will have 'Extended Duration Permanent (no dispel condition) +300%' slapped onto it because it would be
useless otherwise! Equally you can expect any Mana Dependant versions of Unkillable to have their bodies cremated down to -10xHP within a no-mana zone so the body can't be dragged out allowing them to come back. Basically - all you're doing is making it a little more costly and requiring a little more effort, but you're still not preventing Unkillable folk from being killed.
As as it takes a lot of CP to remove Unkillable 3 via an Affliction as it is, I don't really think it needs to be made any more expensive. You're also making more problems for yourself promoting the necessity for this version of the Affliction, because now you need only be hit with it once to be robbed of your 150CP investment. They don't even need to try and kill you right away, once your power is gone they can take as long as they like, and you'll
never get better without saving up another 150CP to buy the ability back again.