|
|
|
#21 | ||
|
Join Date: Aug 2017
|
Quote:
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:
|
||
|
|
|
|
|
#22 | |
|
Join Date: Dec 2007
|
Quote:
|
|
|
|
|
|
|
#23 |
|
Join Date: Aug 2017
|
I might still add Pararadar, but I sort of like the disadvantages, seeing as this is supposed to be a bit fluffier than the dullahan of legend. And, like I said before, there will definitely be Unkillable 3, I'm just not sure the head will be a weak point.
|
|
|
|
|
|
#24 | |
|
Join Date: Aug 2018
|
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? |
|
|
|
|
|
|
#25 | |
|
Join Date: Aug 2017
|
Quote:
|
|
|
|
|
|
|
#26 |
|
Join Date: Sep 2004
|
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. |
|
|
|
|
|
#27 | |
|
Join Date: Aug 2017
|
Quote:
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. |
|
|
|
|
|
|
#28 | ||
|
Join Date: Sep 2004
|
Quote:
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:
|
||
|
|
|
|
|
#29 | |
|
Join Date: Aug 2017
|
Quote:
|
|
|
|
|
|
|
#30 | |
|
Join Date: Sep 2004
|
Quote:
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. |
|
|
|
|
![]() |
| Tags |
| dullahan |
|
|