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Old 08-27-2010, 01:02 PM   #1
zylosan
 
Join Date: Jan 2010
Default Converted Abiltiy: Tough

I am working on converting Warmachine/Hordes into GURPS and would like some feedback on this power conversion. Skirmish combat is medium scale group combat in which the PC are represented as Solo units with command of a small group of military assets.

Converted Warmachine / Hordes Abilities

Tough
Source: When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.

Conversion: Extra Life (Accessibility, Skirmish Combat Only, -30%, Cosmic, Resurrection does not remove Extra Life +100%, Model is restored to 1 HP and is knocked down +0%, Unreliable 9 (5,6) -30% or Unreliable 10 (4,5,6) -25%) [35 or 34]

Description: If the model makes its activation roll, the character is revived to 1 HP and knocked prone but does NOT LOSE THE TOUGH ADVANTAGE. Almost all instances of Tough are Unreliable 9, unless the converted figure has Tough (4, 5, 6) which provides Unreliable 10.

Extra life does not specify what condition the character is returned to life or their location, most of the examples given for extra life imply that the character can be resurrected far from where they died. I felt that the loss of this ability would pretty much offset being healed to minimum HP, which makes it pretty easy to die again right away.
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Old 08-27-2010, 01:07 PM   #2
Not another shrubbery
 
Join Date: Aug 2004
Default Re: Converted Abiltiy: Tough

The Cosmic on Extra Life does not look kosher. I think you should just go for Unkillable 2 with some high level of Regeneration. Circumstantial limitations should get the cost down.
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Old 08-27-2010, 01:14 PM   #3
sir_pudding
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Default Re: Converted Abiltiy: Tough

Why should this ability only work in skirmishes? If a trollkin gets hit on the head in an accident, or shot in an operational battle he's somehow less tough?

I really don't think this ability needs to be translated as anything special anyway. Damage in Warmachine is much more abstract than GURPS. I'd just give Trollkin some combination of high HT, Hard to Subdue, Hard to Kill, and/or Regeneration.
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Old 08-27-2010, 01:24 PM   #4
Desthro
 
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Default Re: Converted Abiltiy: Tough

Permanent extra lives have been functionally described in this forum for quite some time, but Extra Life may not be the advantage you are looking for.

Converting from a tabletop battle system to GURPS is difficult, and what is described here is an innate ability to shrug off an attack that would otherwise "disable" them, and then set them at 1 hp (w/e that is) in a prone position.

"Disabled" is a difficult term here, because it can mean a lot of things, Dead, Unconscious, Paralyzed, etc, and in the system it may not matter because in a battle if you are "disabled" you are effectively "dead" regardless of whether or not you actually ARE dead.

For this to be an effective GURPS conversion, you would need to:
a) decide what "disabled" means for you
b) Trigger a set of advantages based upon that/those condition/s

Now, you have to make a conceptual link here too, is the "tough" advantage in the game designed to bring them back to life? Or is it designed to make them look like monsters that never REALLY get killed, and you put a few extra bullets in them just to make sure they STAY dead? If it's the former, then by all means use extra life, if this the latter, use Unkillable 1.

The flavor of the system is what GURPS really excels at, and direct conversions are usually next to impossible.
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Old 08-27-2010, 01:43 PM   #5
zylosan
 
Join Date: Jan 2010
Default Re: Converted Abiltiy: Tough

Unkillable is not really what I am looking for as it prevents you from dieing from failed death saves.

The problem with just using Tough to Kill is that if you make your save vs death you are still unconsious. The trollkin standard write up has Hard to kill, Hard to subdue, and extra HT and HP. All of which come into plan during standard small group combat or knocked on the head by a falling anvil. It might be better priced as Hard to Kill (Special, does not fall unconsious). Only downside is that you keep having to make death saves if you are at negative HP.

"Disabled" in this context is unconsious, dead, coma, or lack of FP sufficent to disable.

Instant death effects result in the model being removed from play and Tough does not activate.

The effect is intended to represent the abiltiy to reduce what would normally be a disabling attack to a "minor hit"
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Old 08-27-2010, 01:46 PM   #6
sir_pudding
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Default Re: Converted Abiltiy: Tough

Quote:
Originally Posted by zylosan View Post
All of which come into plan during standard small group combat or knocked on the head by a falling anvil.
What's the in-game justification for this ability that only works when the character is in command of a certain sized group in a battle?
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Old 08-27-2010, 03:45 PM   #7
Kalzazz
 
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Default Re: Converted Abiltiy: Tough

Where was permanent extra lives described? I cant seem to find it at all
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Old 08-27-2010, 08:04 PM   #8
Not another shrubbery
 
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Default Re: Converted Abiltiy: Tough

Quote:
Originally Posted by zylosan
Unkillable is not really what I am looking for as it prevents you from dieing from failed death saves.
I think the usual solution for this is to sell back the benefits of Unkillable 1.
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Old 08-27-2010, 10:18 PM   #9
zylosan
 
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Default Re: Converted Abiltiy: Tough

The in game justification for the abiltity working as part of a larger scale battle is that the essence field of each soldier combines into a self reenforcing pattern the empower select abilities created to harness such effects.

The out of game justification is that its a lot simpler to track.

Quote:
I think the usual solution for this is to sell back the benefits of Unkillable 1.
I am not sure what you mean. Could you please explain?
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Old 08-27-2010, 11:07 PM   #10
sir_pudding
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Default Re: Converted Abiltiy: Tough

Quote:
Originally Posted by zylosan View Post
The in game justification for the abiltity working as part of a larger scale battle is that the essence field of each soldier combines into a self reenforcing pattern the empower select abilities created to harness such effects.
Why not larger battles? Why only skirmishes? What happens if the Trollkin is in command of a company-sized element or larger?
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