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#1 |
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Join Date: Jan 2019
Location: Italy
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Hi guys, the Toxifier in the Monster book has Unkillable 1 (Achille's Heel: Magical Weapons).
What does count as a magical Weapon? Does a Weapon temporarily under the Flaming Weapon spell count? Should magical damage from a fireball count? Other related questions: was I correct or too lenient in ruling that the burning damage from a non explosive Fireball Spell would bypass the Diffuse Injury Tolerance? And finally, does a toxifier at negative hp still roll each turn for uncosciousness? You know an unconscious Cloud of gas feels weird XD It's my First Unkillable enemy and i'm a bit confused! Thanks Last edited by mirtexxan; 09-08-2023 at 06:06 AM. |
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#2 | ||||
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Based on the description preferably a weapon with Affect Spirits, but probably intended to be any enchanted weapon.
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Last edited by sir_pudding; 09-08-2023 at 06:59 PM. |
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#3 |
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Join Date: Jan 2008
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Sir Pudding gives good advice above, but I just wanted to quickly remind you that Toxifiers still die at -100 HP no matter what, because they don't have Unkillable (Total). Really, the trait name "Unkillable" is a bit misleading.
P.S. Also remember that they drop to half Move (6) and half Dodge (5) when they're below 4 HP. |
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#4 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The combination of HT 10 and diffuse makes the unkillable rather irrelevant; it's almost certainly going to drop unconscious before it would even start making death checks.
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#5 | |
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Join Date: Aug 2004
Location: Saskatoon, SK
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__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#7 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#8 |
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Join Date: Aug 2004
Location: Saskatoon, SK
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Seems strange that mindless undead like zombies and skeletons as well as constructs and some other stuff can be unconscious. I tend to add the ability to Unnatural.
__________________
MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Slipstream (Flash Gordon style pulp) |
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#9 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The usual reason would be not knowing the spell or not wanting to bother casting it (a single toxifier isn't worth spending 2 seconds and 4 fatigue). You can also cast Air Jet; a 1 fp casting will average 14 injury (it does 2d damage to vaporous creatures and the toxifier has x2 vulnerability....).
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#10 |
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Join Date: Jun 2022
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I also allow Purify Air to hurt it, as it seems thematic. 2d6 per FP, +1d per extra FP spent to "do damage to the toxifier" (IE, extra FP not used to increase the area).
I allow the Higher Purpose of Holy Warriors to count as "an enchantment to affect insubstantial beings" of their enemy type, also the "Holy" enchantment. But they're Divine, so anything immune to Divine is also thereby immune. Why? Because I once had a party with no Affect Spirits, and "enchanted weapons" do not harm toxifiers*. Ghostweapon would, but it's not in the Magic Items book, it costs the exact same as Accuracy and it just makes a weapon/ammo capable of affecting spirits (I also allow it to be enchanted on items to make bottles of 'ghost jail' and 'ghost cuffs", etc). * "... but weapons enchanted to affect spirits or insubstantial entities bypass this and do damage normally." So any old enchantment will not do, it's specifically enchantments to hit spirits or insubstantial. |
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