Re: Converted Abiltiy: Tough
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no staying alive HT roll untill -10*HP Unkillable 2/3 : no staying alive HT roll untill -10*HP and return from death after -10*hp unkillable 2/3 without 1 return from death after a failed staying alive HT roll usually priced as unkillable 2/3(not unkillable 1:-20%) Hope this help Celjabba |
Re: Converted Abiltiy: Tough
The other way to work it is to note that one-off abilities (Favor, for instance) are typically one fifth the cost. Sometimes that doesn't work out right, but in this case, reverse-engineering that, making Extra Life not a one-off ability gives it a price of 125, which fits neatly in between Unkillable 2 and Unkillable 3. Call it a +400% enhancement on Extra Life.
The problem with selling back Unkillable 1 when you have Unkillable 3 is that you can't be sure Unkillable 1 is really worth 50 points as part of Unkillable 3. Not having to make death checks or instant-die at -5xHP is worth 50 points for a character that can die (i.e. one that has Unkillable 1), but it's not worth as much for a character that can't die, since if he 'dies' he's just out of the fight, not out of the game. |
Re: Converted Abiltiy: Tough
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Celjabba |
Re: Converted Abiltiy: Tough
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Re: Converted Abiltiy: Tough
I would generally just throw away trying to make direct conversions of abilities, and instead try to find why Tough Models are Tough. In the Iron Kingdoms RPG, Trollkin(tough) have high constitution and an ability to shrug off "non-lethal" damage. I think this translates more as:
HT 13+, Resistance to Metabolic Hazards +3, Hard to Kill 2 or Hard to Subdue and Very Rapid Healing(maybe even a very low powered version of Regeneration). Trying to do direct conversions of wargames into roleplaying is just silly. |
Re: Converted Abiltiy: Tough
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After further consideration and reading the post above. I think I will have to go with something along the lines of HT +2, Resistance to Metabolic Hazards +3, Hard to Kill 2 (Added effect, If this bonus makes the difference between success and failure of a death save, you DO NOT collapse apparently dead or unconsious. + 50%) and Hard to Subdue 2. |
Re: Converted Abiltiy: Tough
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"Tough" is probably best represented as a combination of Hard to Subdue and high HT. Trollkin arn't the only tough models out there though. The resistance to metabolic hazards applies to the Trollkin, rather than as a blanket "tough" component. For what it's worth, here's what I would propose as a racial template for troll kin: ST +4, HP +2, DX -1, HT +3, Basic Speed -1, SM +1 Hard to Kill 2, Hard to Subdue 2, Resistance to Metabolic Hazards +3, Regeneration(slow) and regrowth. Hamfisted and some form of social disadvantages are in order. Social Stigma(Barbarians) is suitable for Kriel Trolls who arn't living in the human cities. Appearance you may have to figure out someway else: I think some trollkin look silly and buffonish, but some are real swell lookers. Trollkin are large and powerful by human standards and can take greater abuse than a man. They are somewhat clumsier and less agile, and notably slower in a foot race than a man. Full blooded trolls, on the other hand, are considerably dumber(IQ -2 or even 3), but are also much larger(SM 2 or 3, ST +8, HP +4) and solid. And their regeneration is much more extreme. Dire trolls are, again, even dumber and larger. I'd expect them to have high 20s ST scores, with low 30s a distinct possibility. And some really cool tricks in the case of earthborn. |
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