When Unkillable Shuts Down...
Assume a guy that is a default GURPS character (no advantages or disadvantages), except for having Unkillable. This guy takes a lot of damage, but is still kicking at -7xHP. Then something happens, and his Unkillable "goes down". Maybe someone used a temporary Affliction with Negated Advantage (Unkillable) on him. Maybe it had the Magic PM and he was moved into a No Mana zone or someone used Static (Magic) around him.
I'm assuming the character... just up and dies right there and then, suddenly a lot more mangled than he appeared before. This could be particularly horrible of a transformation if he had the No Visible Damage perk. The gruesome corpse collapses, and everyone cheers. And then whatever shut down the Unkillable is gone. The Affliction timed out, or the guy with the Static shut it off or teleported away or died. Does the guy come back to life as long as he is above -10xHP (which he is, at -8xHP), or even at -10xHP if his Unkillable was of the level 2 or 3 varieties? Or does he stay dead, barring things like resurrection? |
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I've got a feeling that's a world-building decision.
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Yeah, it depends on the reason why the character is unkillable. If "temporarily shutting down unkillable" is something to worry about in your campaign world, you might want to modify point cost depending on what answer goes.
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Considering that Resurrection advantages (like the one in Divine Favor) are built with Unkillable (Cosmic: Works Only on the Dead, +50%) I'd say it's a safe bet having unmodified Unkillable turn back on won't revive the character.
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If someone bypassess that and kills you, your Unkillable can't come back on and retroactively stop you from dying - you're already dead! You want a hindrance, not a power source, if you want them to "come back" after someone turns the power back on. |
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Transient effects do not follow into death. Unless the Nuetralize or Affliction invoke permanent duration, they don't prevent Unkillable 2/3. The Unkillable 1 guy, however, is quite dead.
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This is why sometimes Extra Life is useful, although someone with Extra Life (Mana Dependant, -10%) who dies in an ordinary no-mana zone would be out of luck. Dragging their corpse out of that area should in theory restore them back to life however. Ultimately though, this is what the GM is for, making an interpretation of the rules when there's no clear answer. So it comes down to what they decide happens where - so try to bribe them with snack food till they see things your way. |
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I look at it the same way I would afflicting someone with Fragile (Unnatural), which auto-kills you at any negative HP level. If you get afflicted with that, and you're under the HP total, you die, and you don't come back when the affliction ends.
But yes, this can also be solved in a world-building scenario, but I'd say the default is that you are dead and do not come back to life. |
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For the record, I fall firmly on the side of Extra Life is slightly better than Unkillable in this regard, but that's as much for the "I hate watching 25 points evaporate off of someones character sheet" issue as any. If you're going to suffer permanent point damage, you might as well get all the bang for your buck.
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Hitting -10xHP triggers an event which avoids ordinary death from occurring and just takes you out of the game for a while in a state that can't be tampered with. If when you hit -10xHP (or just die) and you don't have this advantage currently, well this affect doesn't occur you become a regular old dead person, who may have a ghost - but not the sort that puts its body back together so it can return to life. It's like if you had an advantage with a trigger effect that gave you +10ST, when the advantage is currently negated (due to its power source being blocked/the advantage being removed via affliction etc) it doesn't matter how many times you're exposed to that trigger - you don't have the advantage so you don't gain the ST. Even after your power comes back, you still don't get the ST, you must be exposed to that trigger whilst you have the advantage to gain the affect. Death (or the -10xHP limit after ignoring death checks all the way up to it) is the trigger event for Unkillable, reaching it without having Unkillable active does the same thing as it would ordinarily do - and gaining the advantage later does no good as the trigger event has already passed. In short, this is a valid way to "kill for good" a monster with this trait (in addition to any Achilles’ Heels they may have). |
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If you don't currently have any of these, then none of that applies, regardless of why you don't have the advantage (be it "I didn't buy it" or "it's currently off" or "it's currently negated"). This means you do roll death checks and can die, and even if you did get to -10xHP you don't get the special effect for hitting that threshold (other than now being a smear or lump of ash, which can't be restored to life). So if you're slain, your corpse can be affected by as many effects as it likes - but even a restored/afflicted copy of the Unkillable advantage doesn't do anything for you whilst you're a corpse. Unkillable doesn't 'resurrect' you when you die, it just allows you to ignore death checks until that set trigger event, where it then kicks in to prevent death once more and stops you from running off into negative infinity HP. You can mutilate the corpse after death till it reaches -10xHP if you like, but it doesn't allow Unkillable 2 and 3 to restore you to life. A corpse with Unkillable 2 or 3 at -10xHP is allowed to "heal normally" - but when your dead this just allows you to continue 'not healing' as all good corpses do, even if you're now an energy pattern of a corpse or an indestructible skeletal corpse. Hmm... indestructible skeletal corpses sound like a fun type of Undead monsters... and Unkillable does say that "With the GM’s permission ... you can trade in Unkillable and use the points to buy a spirit or undead racial template (if such things exist in the setting), becoming a ghost, revenant, etc." which I think would apply in this case. So there is still technically a loop hole to play with here. So you wouldn't be dead anymore, just Undead, which is fine - as you did properly die for once. Good luck to the PCs who thought they'd put you down for good, hey? |
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Using Cosmic to add utility (generally costed at 50%) that would allow you to come back from actual death should you reacquire (or acquire for the first time) Unkillable 2 or 3 is pretty much the same as Time Spanning - so see above. Adding Cosmic as a power source would mean that only an affliction that also paid to remove a Cosmic version of the ability would affect it. This is a prevention rather than cure, but it does neatly avoid the problem. Until whoever had the original Affliction has some more CP to pump into a new Affliction to include Cosmic Unkillable (which if they want you dead, I'm sure they'll do). Although ensuring your power source isn't one that is easily disabled/weakened is generally wise for something which you're relying on 24/7 though, so no Unkillable (Magical, -10%) if you can help it. If the game you're using has multiple levels of Cosmic then taking the highest level as a power source will help a lot, but again, is still not proof. You could go on the offensive and attempt to negate the force which is removing your Unkillable advantage, like picking up Mana Enhancer if your Unkillable is magical. Using your own Affliction to negate other Afflictions could work in theory too - but you're basically just engaging in an arms race by this point, anything you can do can be undone by anyone who knows how you did it and is able to use it first. Oh, and as has been said before, some levels of Extra Life on top of Unkillable can help in these situations to make up for when Unkillable is down. Note that these can be negated just like Unkillable can though, so its just another layer of defence and another lock that needs to be broken before you're down and out for good. In GURPS, there is no way to become entirely invulnerable, you can try pretty hard and get very close - but death comes for everyone eventually. Nothing lasts forever, so I'd suggest making peace with the fact that even the Unkillable die, and just attempt to assassinate those silver bullet carrying antagonists before they get a shot off on you. EDIT: One last thing, picking up multiple copies of the same advantage but with different sources can be a good way to add yet another layer of defence - as all of them would have to be taken down before you were vulnerable. However anyone determined enough can overcome this, and really, you could just be spending your CP on being more powerful by this point! Paranoid turtling of your powers will only get you so far, eventually you'll get so weak comparatively that it wont matter if you're alive or not - you're not doing anything meaningful any more. |
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I don't know if the argument is really settled here.
One one hand, yes I get the idea; Unkillable 2/3 trigger at a specific point; if something blocks that from triggering... you die and it can't trigger again, right? Depends upon the character, the GM, and the setting. Maybe I just missed it in RAW (I no longer have a copy of Characters or Powers handy to peruse at my leisure), but I don't recall this being explicitly stated. So I believe that a GM is within his or her rights (ignoring the option to flat out ignore/rewrite the rules anyway, so long as the group is in agreement and they don't mind the risk of "breaking" the system) to say "The entire point of [insert character's/] Unkillable 3 is that even if they die... they get better. Kill them in a place where the advantage is being negated, and their body will sit there and rot. Their soul gets stuck in limbo... until the negation ends. Then the advantage "checks" says "Okay, conditions met to trigger" and triggers. I am not saying that this is not generous (it is), but especially in a setting where this is how it is meant to work anyway, the GM shouldn't need to add an Enhancement to justify it. |
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After all, in a setting where Unkillable folk are so incredibly rare there are only a handful of unique individuals with it - and as such have to pay for an UB to acquire it (thus raising the cost of the advantage). Equally in a setting where death is cheap and characters literally respawn all the time (emulating a computer game world, for instance) then it may actually be given to everyone for "free" by just making it mandatory and raising the assumed CP level so that everyone can easily accommodate it. That said, the rules are still there for when you're not twisting the dials all the way in one direction. In the case of someone having invested in a power specifically designed to negate the Unkillable advantage or allowing Unkillable to have a power source that can be overcome - then I think its fair to say "tough luck, you went up against the True-Slayers and really-actually-died because of it" or "tough luck, you let yourself get cornered and killed in a no-mana zone, that's you really-actually-dead". As I said in my first post: Quote:
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A thought occurs: Unkillable 2/3 check for -10x hp. If you died due to negation at -7x hp, technically, neither will trigger by their own rules. In order to get better, you would need somebody to come along and mutilate what's left of your corpse, which I'm sure anybody intending to kill the unkillable would prevent, probably by just burying you immediately.
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The way I see it: Unkillable 1 - Once you're dead, you're dead. This level just suppresses the checks (including the auto-fail ones at -5xHP and below) until you hit -10xHP, so should you fail one and die while the ability is 'off', too bad. Unkillable 2 - Normally at -10xHP you're an 'indestructible skeleton' (though I expect many GMs would vary that for flavour - some might be just a skull, others, their indestructible ever-beating heart). If the ability is turned off, and then on again, I'd say you're okay as long as you didn't hit -10xHP while it was turned off - if you were, well your 'core' wasn't invulnerable and it's paste just like the rest of you. Tough luck, mate - you're gone. Unkillable 3 - As I mentioned earlier, you really are impossible to remove permanently - once your ability is no longer suppressed, you start coming back. This gives Unkillable 3 more for the extra 50 points than 'should the GM be merciful you're harder to capture once 'killed' than Unkillable 2'. EDIT - Essentially, I'm looking at Unkillable 3 as Unkillable 2 + Cosmic. One thing I do wonder though - how does one model someone who is 'unkillable' in a similar way to Unkillable 2, except that they have to make death checks normally, and then start healing up as with Unkillable 2 once they've 'died'? Extra Life is not an option - this ability is unlimited, whereas Extra Life is limited. |
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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. |
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What's the good in killing something only for it to stay dead fractionally longer than it would've otherwise?? Yeah you may be able to take down a formally Unkillable foe quicker when they have to roll death checks, but if you can't keep them dead then what's the point? If you're saying that Unkillable 3 always come back when their ability is restored, then anyone who's bought Affliction (Negate Unkillable 3) will make it a non-dispelably permanent too - or why are they even bothering to get it? Quote:
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Permanent vs Permanent w/ Dispelling Conditions simply means that the thing doesn't have its' own specific little ritual that automatically breaks it if you spring for the +300% version. |
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---- Look, I've presented my argument a few times now, I justified it as best I could, and in doing so have convinced myself that it's a sound concise answer that holds up to the logical rigours of the system. I've attempted to implement the standard rules of the system rather than adding extra special rules for power, as such my ruling correlates with every other ability in the game. Nothing says you can't add special rules, and if the wording of Unkillable was different then it may well define those special rules - but currently it doesn't in my opinion. I'm happy for you to make your own rulings though, if you're not convinced by my argument then there's not much more I can do at this point other than repeat myself in different words. As I've no vested interest in winning you over, I'm not going to do this. This is firmly in the GMs domain anyway, in a setting where you can't buy Affliction (Negate Unkillable 3) this entire debate is moot. In a setting where players are frequently picking up Unkillable and there are entities in the world who can negate it - then its entirely up to GM to inform the players of this and explain what happens if they die whilst it's negated (whatever that ruling may be). I said similar in my first post. So I think I'm calling it a day for this debate now, been fun though. |
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I think both sides have presented sound cases, myself; unless I hear otherwise from an "official" source, I think this is something the GM should decide before hand (that way if they are not aligning with the rules as intended, it was still a conscious decision and can be written off as part of the game world).
I will bring up two questionable statements; not because they prove/disprove someone wrong but because they smack of miscommunication. Quote:
The Psi on the other hand might realize it just because he tries to "read" Mr. Negator and can't. If Mr. Psi was levitating to fly through the air at high altitudes, speeds, or especially both and Mr. Negator hits him with a surprise whammy so that now he's just falling at high speeds... that's cheap as well. This is especially true as Mr. Negator might be near incapable without catching others off guard. Unless the game is supposed to be that difficult, he should be there the whole time or not at all. "Zombie Lad takes another full burst of machine gun fire from The Perforator's weapons. Your Unkillable 3 means you're still functional. That is until Mr. Negator just shows up behind you. Now you're dead... and I mean dead dead forever more. Hope you have a new character ready or you're done for the night." In short, give them fair warning. Quote:
Again, all this stuff needs to be worked out ahead of time by the GM, and explained to the PC if/when the Advantage comes up. |
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If the GM says no, you can't come back in that (or a similar) situation, then either accept that or see of you can take an enhancement to make it work the way you want. My preference is to making Unkillable actually that. A GM who looks at someone who spent a good deal of points on being unable to die shouldn't be thinking "OK, now how can I make them die?", there are plenty of other ways to endanger the character. You are an immortal with unkillable 3, so you think you can do anything with no repercussions (aside for an unexpected nap whenever you die), the police eventually catch you and lock you up. Well, how do you escape? You used your points on that Unkillable 3, not insubstantial or amazing levels of ST or whatever else. You could try to kill yourself to escape, but they'll probably just respond by putting you in a straightjacket. -It's not going to keep you forever, but even if you can last forever, PCs won't see things in the long term like the character would, to them, their beloved immortal they spent weeks convincing the GM to let them have is now unable to do anything. |
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In which case moving the corpse from a no mana zone to a mana zone can have unpredictable results... well, at least from the PC's perspective. The main thing is that I'd inform the players of this ahead of time unless it was an explicit part of the campaign setting that they can have Unkillable 3 but not know for sure what happens if it is negated. |
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An Affliction that gives the target Dependency (Aging) is an alternative for dealing with Unkillable foes. Unkillable does not prevent death due to aging (and not even Unaging helps against Dependancy (aging))
Affliction (Dependency (Common; Constantly; Aging)+65%; 100x duration +80%) [25] lasts long enough to age the afflicted target for 200 years per margin of failure and costs no more than an Affliction that negates Unkillable 3. |
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"By default, you age normally, and will eventually die of old age. To be truly immortal, combine Unkillable with Unaging" Also the description does not say anything about reviving in peak health. It just says "you heal normally – even if you’ve been hacked to pieces – and any severed body parts will grow back" It would be really weird if you could greatly improve the point value of a character who starts at old age by acquiring Unkillable ands killing yourself. |
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For example a possible character concept is a very old person who was an elite athlete in his youth, but whose body has deteriorated due to age. Him being restored to peak health could greatly increase his point value. |
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As for the poison, I tend to treat poison as a Cyclic Innate Attack, if you die by it, you won't be able to recover until the poison has run it's course (assuming there is still enough of a body for the poison to exist inside of). After it's left the body, you'll start to heal up again. The poison is basically a constant source of damage keeping you in your death-like state, but unless you're receiving new sources of poison, it won't keep you dead forever. |
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Failing that, bite your tongue. No, you probably won't actually bleed to death from it, but you can fill your mouth with blood and then breathe that in instead of swallowing it. Blocks up your lungs and makes you choke to death. Not the most pleasant way to go, but beats rolling around on your stumps looking for a cliff to fall off of. You may be able to do similar if there's anything you can swallow near at hand, like dirt. Just keep trying until your cough reflex can't keep up. If you have Doesn't Breathe, well, sucks to be you. On that topic, I assume Unkillable 2/3 is intended to include Doesn't Breathe and Doesn't Eat or Drink as well. Requiring a breathable atmosphere for the corpse to regenerate seems legitimate, so you could probably have No "Doesn't Breathe" for [-12], but only with Unkillable 2. With Doesn't Eat or Drink, lack of this takes a bit of thought. I'd argue that you can consume any legitimate food or water within your corpse's immediate area (a couple yards, say), which takes the form of it spoiling/rotting or becoming tainted/evaporating more rapidly than it should. This likely requires friendly characters leaving offerings for you. Once you're out of food in the immediate area, I'd let you use Survival, Scrounging, or similar to virtually gather more food and water - this would take the form of a local taint. With Unkillable 3, you can do the same, but you have the added bonuses that offerings (left either specifically for you, or general "for the dead" offerings, although there may be some competition for the latter) work regardless of where they are left, and you can use Survival/Scrounging anywhere you could reform. Either way, it's [-6]. Do note, however, that if using this interpretation characters who have Dependency, Restricted Diet, or similar will need to buy an Advantage that negates these while dead; this is functionally a -60% Limitation on the relevant Disadvantage. Not purchasing these will mean they have similar restrictions while regenerating. |
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Though I think that's worth at most a -5% to Unkillable, mainly because I agree with pricing Regrowth at 10 points, and even then, you still need to be able to regrow those fleshy bits, so Regrowth would have to be limited slightly further for that calculation. |
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