Statting up a Dullahan
How would you represent having a head permanently detached from the body? I originally thought modified Independent Body Parts, but upon re-reading the description, that seems like a poor fit. The way the head modifier for that advantage is described, maybe having either the head as an Ally for the body or the body as an Ally for the head would work, but generally body parts as Allies are considered ill-advised, and an Ally as part of a racial template seems clunky, anyways. Also wouldn't mind advice for how to handle some other characteristics of the dullahan, such as stuff unlocking in their presence or being impossible to run away from.
By the way, I know Pyramid 3/99 has a dullahan, but that one has no head whatsoever, and I want one where the head is just separate. |
Re: Statting up a Dullahan
I would suggest looking at Duradara!! It has a quite powerful dullahan.
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Re: Statting up a Dullahan
I'm not looking for sources about dullahan, though. I'm looking for advice on how to stat up the abilities of one in gurps. Suggesting an anime featuring a dullahan is less than useless for my present situation.
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Re: Statting up a Dullahan
Dullahan: Unkillable 3 (Achilles Heel Detached Head), Pararadar. Clairvoyance and Clairaudience, location always at head -80% (blind and deaf if out of range)
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Re: Statting up a Dullahan
Clairaudience and Clarvoyance could work, but I'm not sure where you're coming from on the Pararadar and the detached head as an Achilles heel. Could you explain?
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Re: Statting up a Dullahan
Perhaps Puppet (B78) and Possession (B75).
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If I was in need of making the stats for a player and not using David Johnston's suggestion? I was looking at Duplication to see if maybe you could have exactly one permanent duplicate. The main one is the head, and the body is the duplicate. That looks like it might take a lot of modification though. Up to you if you want to explore that possibility. The more I think about this, the more I think: hand wave it for NPCs, and just disallow it for PCs. |
Re: Statting up a Dullahan
Here's another starting point:
Injury Tolerance (No Head; actually has a head, just not attached, -?%), possibly along with Blindness and Deafness with Mitigator (head) Beats me what the limitation value should be, though. 2-body characters are hard in GURPS. I think I've also seen it suggested that an Ally with an appropriate Cosmic modifier might work? In that case, give the head Telepathy (with Sensie, etc.,), possibly Mind Reading with similar, and Mindlink, and give the body Blindness and Deafness. Pay full points for the more expensive body/character, and maybe give Telepathy a Cosmic modifier of it's own to allow skill use through it? |
Re: Statting up a Dullahan
I would actually model the head with Injury Tolerance (Independent Body Parts; Detachable Head, +15%; No Reattachment, -60%) [17]. In the case of the Duradara!! dullahan, I would also add Ally (Mount, Constant, 150%; Special Powers, +50%; Summonable, +100%; Sympathy, Death, -50%) [80], Appearance (Transcendent) [20], Immunity to Metabolic Hazards [30], Injury Tolerance (Diffuse; Infiltration, +40%; Switchable, +5%) [145], and Unaging [15]. Her shadow manipulation powers come from her mount, as well as a few other abilities.
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Appearance is at least as variable as humans, with no racial appearance; they're never Transcendent, though appearance can potentially be lower than typically allowed for humans. They're more fae than undead, so metabolic hazards do affect them. They don't pass through tiny spaces, they genuinely open locks. They certainly don't manipulate shadows. The only trait you listed that actually applies to my concept of dullahan is Unaging, and I already had that. On the note of them unlocking stuff, I'm currently representing that by converting the Lockmaster spell into an advantage as per Pyramid #3/44, and applying some heavy modifiers. Admittedly, those modifiers include a couple that should be used with caution according to the article, and two that are normally forbidden due to being attack modifiers, but since Area Effect is often applied to other non-attacks, and Emanation just means the area is centered on the dullahan, I don't think it's too game-breaking. |
Re: Statting up a Dullahan
I lean heavily toward Ally (constantly x4; Cosmic, built and played by PC, +300%), particularly if your objection to the independent body parts build is that it feels like it gives a free ally. Don't allow the based on 150% of points level of ally, of course.
However, to get the two parts to fully act as one, they should have (almost) all the same skills. Modular Abilities with Reduced Time feels like cheating to me, but I haven't statted it out. Maybe build them both as far as what differs (putting Ally on one of them), buy the based on 100% version of Ally as modified above, and buy what is the same for both of them together, kind of like how Alternate Form works. The Mindlink and Telepathy abilities I mentioned before will enable them to know what each other knows. Limit the telepathy with an advanced version of racial so it only works for that purpose. |
Re: Statting up a Dullahan
Based on a somewhat similar situation I found on the forums, if going the Ally route, what about statting up the body as a "vehicle" with a single level of Compartmentalized Mind (Controls), and possibly IQ 0? Do you think that would be viable?
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Re: Statting up a Dullahan
Maybe, but then I think the head would need to be near the body to "drive" it (maybe check how Transhuman Space handles tele-operating a shell?). Where's the similar situation? I'd like to take a look.
Off the top of my head, Possession might work better here. I'd have to think it over and consult my books, though. |
Re: Statting up a Dullahan
I found this when doing a google search of the forums for 'headless': http://forums.sjgames.com/showthread.php?t=137168
I'll look into what TS says on the matter. And, you may be right. Possession with Telecontrol and either Mindlink Required or Puppet Only might work for this. |
Re: Statting up a Dullahan
Independent Body Parts with Detachable Head allows the head to act as an ally if you also have No Brain (Horror, p. 15). Since it would be a 17 CP trait with No Reattachment, it is hardly a 'free' ally.
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Away from my books for the near future, but with something like this, I’d suggest eating the elephant one bite at a time - define the benefits and drawbacks of a permanently detached head and see if there are any GURPS traits that come close to such effects and work from there. You’ll also want to consider what actions the character can take to reduce/eliminate the drawbacks (and/or other Advantage he/she might have that would have a mitigating effect). Don’t be afraid to invent new Advantages based roughly on the cost of existing ones rather than trying to contort existing ones with a paragraph of Modifiers.
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Re: Statting up a Dullahan
The Kaldane build you link to assumes the proximity of head and body for driving, which it sounds like you don't want.
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Permanently Detatched Head Pros: Movable viewpoint - Clairsentience (Increased Range, x20, +40%; Location Always at Head, -80%) [30] Ranged Bite Attack - Natural Weapon (Crushing; Bite, +0%; Limited Use, Thrown, -5%; Ranged, +100%; Single, -20%) [9] + Weak Bite (No Bite, +50%) [-3] Doesn’t have to view and work from the same angle - Maybe Flexible only for close quarters penalties or an Unusual Posture perk? Can’t be decapitated - Injury Tolerance (No Neck; Can Still be choked or strangled, -40%) [3] Permanently Detatched Head Cons: Head position unstable unless held, secured or resting on flat surface - Unstable Head (Mitigator, Ribbon or Scarf to Secure Head, -60%) [-2] (Refluffed Klutz, equally inconvenient, but more likely to cause minor injury than expensive property damage) Head has no mobility of it’s own - ? Head can be lost, in which case body must work by touch - Blindness (Accessibility, only for actions using body, -20%; Mitigator, Head can see or is touching body, -60%) [-10] Quote:
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Re: Statting up a Dullahan
Horror 80 mentions the Headless Horsemen as specialized ghosts but doesn't appear to actually stat them...
One problem I can see with using "Independent Body Parts" is that this also allows your arms/legs to detach and fight independently and I'm not sure how to prevent that. Given that the "Detachable Head" modifier (horror 15) treats wherever your sentience isn't located as an ally, I think Cowrie's idea of designing them as allies to begin with (and just ignoring Detachable Body Parts altogether) makes sense. Quote:
If they're being defined as allies, then maybe the body could have a Dependence on the Head and die (or lose its Unkillability) if separated from it? |
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Re: Statting up a Dullahan
I'd use alternate form and duplication, where the head is necessary to survive (sequenced dupes) and each dupe is locked into one of the alternate forms. Alternate forms will have the limitation that each dupe can by only one of the two forms. Duplication will be "always on" since even if you put the head on the body, they are still functionally independent.
Depending on how the "body" can be replaced you can either use projection on duplication (fast replacement) or just build unkillable into the AF that the body has. For an NPC it doesn't really matter how you build this. For a PC, "ally" means that the GM would control your body (not fun) or head (kind of interesting) while duplication gives you direct control of both. |
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Turning to the build you suggest, this does solve a number of the problems with the ally build. For this build, would you say that each form would require the Duplication advantage? For the Always On limitation on that, I tend to think it would be at the -20% level, "physically inconvenient". For the limitation on the Alternate Form, I'm not sure what the value would be, though. Where did you find something that allows Projection to be applied to Duplication, though? I can't find any sign of that being a thing. There is the Projected Form limitation for Alternate Form, but that doesn't seem like it would apply here. |
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For example: ST 12 DX 11 IQ 12 HT 10 Alternate Form 2 (Dupes are locked into base form, and different for each) - AF template 1: IT: No Head. Unkillable? - AF template 2: No Manipulators, Sessile?, IT:DR less body. Duplication (sequential - if the head dies both die, always on -20%) Quote:
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I put the various traits in packages since those are what will swap out. Base Meta-trait Alternate Form (Head is first dupe, body is any "second" dupe; Always On -20%) [13] Duplication (Construct* +60%; Sequential -40%) [42] Total Cost for "shared" traits is 55 points. Package 1) Body without head: IT:DR No Eyes, Head, or Neck [17] Package 2) Head without body: Lame (Legless) [-30] No Manipulators [-50] For the final costs you have to figure out which form will be the base cost. For example, if you had a character that was either a cat or an elf, you could cost it as a cat that turns into an elf or an elf that turns into cat. Same trick here, head being the cat and body being the elf. Figuring it as head (base) -> body: Shared costs 55 points + pkg 2 traits of -80 points + 90% of 97 pts (17 - -80). Total 63 points. Figuring it as body (base) -> head: Shared costs 55 points + pkg 2 traits of 17 points. Since the second form is negative, you don't pay anything to swap to it. Total 72 points. I used construct on Duplication because a) it's tends to be more potent since anytime you have 10 fatigue you can pop out another body b) it also tends to be cheaper than unkillable 2. |
Re: Statting up a Dullahan
Okay, that makes a lot more sense, though I'm not sure Construct is necessary, since regardless, the base package will include Unkillable 3 (Achilles Heel, Gold, Rare, -10%) [135]. The more I think about it, I want both head and body to die if either one is killed with gold, or for both to go into "ghost mode" if either is reduced to -10xHP in another way. Actually, that seems more like it's a more severe limitation on Duplication rather than Construct+Sequential. Maybe...
Sympathetic Death: If one of your Dupes dies, so do all of them and you. If you also have Unkillable 2 or 3, if one is brought to -10xHP, all of you drop into the same dormant state. However, any effect that brings back the dead also works on all your dupes and you, including a use of Extra Life. -70%. On another note, I plan on making Telesend with the duplicate part of the base package. BS says that Telesend with just your Dupes should use the Racial limitation, but this is a race of creatures that always have a single Dupe, no more, no less, and can only communicate that way with their own Dupe. Would you say that qualifies Telesend for a more sizable limitation? |
Re: Statting up a Dullahan
Sympathetic Death would make more sense for an Ally though, as it is a limitation for Ally. For example, if the head is an allly of the body, it would make sense for the body to have Ally (Head; 100%; 15-; Special Abilities, +50%; Sympathetic Damage, Death, -50%) [15]. The head itself would have many disadvantages, such as No Legs (Portable) [-30], No Manipulators [-50], Social Stigma (Monster) [-15], and Wealth (Dead Broke) [-25], meaning that it would much cheaper Ally than otherwise suggested.
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If you want to bump up "only your dupe" to -80%, I personally wouldn't object since normally Telesend w/racial would be your entire species (humans, for example). |
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The second problem is "Social Stigma" and "Dead Broke" would apply equally to both or neither. Finally, even under the ally approach doesn't it make more sense for the head to be the "brains" of the character and the body to be a means for getting stuff done? The relationship of command seems more logical as head controls body, even though it's not attached. Here the head would be some sort of adviser? Perhaps one that usurp control periodically? If I was going to use the ally route, I'd build the head as the character with Telecontrol to manage a puppet body. |
Re: Statting up a Dullahan
It depends on if the body possesses No Brains. If it does, then the head is not the brains of the outfit, it is just a passenger that the body carries around for communication purposes (it would even be possible for the body to lock away the head if it gets too annoying, as the head depends on the body for mobility). The head is more vulnerable than the body, as it has no mobility or manipulators, so it is likely the junior partner in the relationship, though it could be useful as a spellcaster.
In this type of situation, the body of a dullahan would have two allies, a carried head and a summonable mount, each bound to the other's fate. The head would be worth 15 CP while the mount would be worth 40 CP, meaning that a dullahan should probably be a minimum of 300 CP as a template, as it will need points for other stuff. |
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If psi or magic is in play, the head could be much more capable than the body. Quote:
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Re: Statting up a Dullahan
Yes, the body would be the primary while the mount and head would be the secondaries. The body should have its own senses though, similar to the headless horseman of legend.
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Re: Statting up a Dullahan
Well, that would depend on its abilities (and it is not sessile, that is a different form of No Legs). For example, the head could possess supernatural abilities that allow it to summon the dead or open gateways to Hell. Or it could possess the ability to cause unspeakable terror with a glance and feed off the fear. It really depends on how you design the dullahan.
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Re: Statting up a Dullahan
I realize things have moved on to Duplication, but...
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What you're really looking at is something more akin to Vulnerability x7 (Sympathetic Injury), where Sympathetic Injury is really more rare than Rare. Vulnerability x7 (everything) would be [-125] (by symmetry with IT:DR), against a Rare threat it would be [-25], and against this Ultra-Rare threat it would probably be something like [-12.5], which I'd round down to [-10]. Quote:
As for the fact the dupes share senses, that's worth at least a Perk, being roughly comparable to Teamwork. Special Rapport wouldn't be entirely out of the question, however. |
Re: Statting up a Dullahan
My 2 cents: How it gets statted up probably depends a lot on how you envision "headless"... well, working. The basic portrayal I recall seeing, though I don't know if it was a Dullahan specifically, involves the head being visibly frustrated while the body fumbles around placing random vaguely right-shaped objects on its neck; usually, the head is 'tied down' by external means rather than a proper 'neck'. Most of the time I've seen it relevant, beings with detachable heads aren't immune to Decapitation - they often keep their head where it's 'supposed to' be and suffer from someone chopping it off. In fact, it's easier with them, because the neck effectively has no structural integrity outside of whatever armor is put around it - no HP and a crippling threshold of zero, in game terms.
Cases where you, say, hold your head under your arm seem thematic, and the rest of the time the body seems to run at the cleverness of a particularly dull human. If you're controlling your body remotely, that's another "level" of the "power". For that setup, I'd probably stat it up as: Headless (7/32/122 points): Injury Tolerance (Independent Body Parts; Detachable Head Only, -85%; Nuisance Effect, need to tie head down when in contact, -5%) [7] + Immunity to Neck Chokes [1] + Quirk (Neck crippling/decapitation threshold is zero) [-1]. Level two adds Possession (Own Body Only, -80%; While head is detached, -10%) + Puppet (While head is detached, -10%) [+25]. Level 3 adds Telecontrol 2 to Possession [+90]. Notes:
The price seems possibly excessive given other builds at the third level, so it'd probably be better to ignore level 3 and model "you have two separate bodies with different capabilities and can share senses between them" some other way. |
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The -60% was for the other dupe suffering instant death (same -HP as dupe) instead of 2d injury and stun when either dupe was killed. You're saying it's worth more like -30%? That's the same as a separate -10 point disad. At -60% of 35% it would come to -21 points instead. |
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