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#1 |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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I was working though a conversion of the D&D 3.x Ooze category and something occurred to me.
Are Immunity to Mind Control [30], Indomitable [15], and Unfazeable [15] redundant with IQ 0 [-200]? I mean in theory you could have a "smart" Black pudding (IQ 1) so those advantages would make sense.
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#2 |
Join Date: Dec 2007
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I wouldn't say Oozes are immune to mind control. I'd say that if they have any intelligence it's just too weird for normal mind control to work on it. You'd need a control fungus effect.
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#3 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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More over DF Monsters 2 Icky Goo states "Most goo has IQ 0. The IQ 1+ kinds are no easier to control, influence, or scare; they have Immunity to Mind Control, Indomitable, and Unfazeable. "
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#4 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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In GURPS you generally get what you pay for. An IQ 0 beast without the traits you mentioned would just fail on rolls to be dominated, feared, influenced, etc.
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#5 |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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So a IQ 0 being can be mind controlled even though there is no mind to control? That sounds...weird.
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#6 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Yeah. The idea is anyone could Control or Possess it. Again, you get what you pay for. I don't see a GM or designer not adding the things you listed because it makes sense for an ooze to have.
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#7 | |
Join Date: Apr 2005
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GURPS assumes, a) it's going to have something like a fear response, b) it's going to be susceptible to some sort of influence skills, if only Animal Control or Intimidation, c) its neurological responses can be manipulated by mental psi, magic, etc. attacks. d) in the absence of boosted Per and Will scores, it's functionally incapable of perceiving its surrounding in a meaningful way, or exerting any sort of self-motivation or resistance to Will-based attacks. Negating a = Unfazeable. Its neural responses only react in response to actual physical damage, rather than perceived danger. Negating b = Indomitable. Its neural responses are entirely self-controlled and can't be affected by external behavioral manipulation. Negating c = High Will &/or Immunity (Mental Influence). Psis, mages, etc. can't "get a lock" on its neurological processes to manipulate them. Alternately, this could be take as a Feature (Only Susceptible to Spells & Powers which affect Fungi). That would set it up to be easily manipulated by people with the right powers or spells, but otherwise immune to Mind Control, Telecommunication, and Body Control, Communication & Empathy, and Mind Control spells. Negating d = boosted Per and Will scores. Possibly adding sensory disadvantages like Bad Sight or Blind if its primary senses are something other than sight. Deafness, No Sense of Smell/Taste (Limitation: Smell Only), Vibration Sense and Discriminatory Taste (Only to detect & follow ground-based chemical trails) would make sense for something modeled on real life slime molds. |
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#8 | |
Join Date: Dec 2007
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#9 | |
Join Date: Apr 2005
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Animals = Animal. Elementals = Appropriate elemental college. Fungi = Fungi (if you don't fold Fungi in with Plant magic) Machines = Technology. Plants = Plant. Lesser Undead = Necromantic. I'd suggest that oozes, etc. can be controlled by one of Animal, Fungi, or Plant college spells, based on their origins. Alternately, whip up a college of "Slime Magic" which allows you to cast spells based on the nasty properties of fantasy slime monsters. |
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#10 | ||
Join Date: Sep 2019
Location: UK
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Anyhow, if an IQ 0 ooze that can move around spontaneously is rules-legal, then it seems like it should also have to make Fright Checks like any other creature, unless it has the Advantages to say otherwise.
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