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12-21-2020, 06:56 AM | #31 |
Join Date: May 2007
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
Luck lets you force an opponent to reroll a critical hit against you. Of course, it has a cooldown...
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I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
12-21-2020, 07:11 AM | #32 |
Join Date: Feb 2016
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
Stealth is generally better than defense. A DX 12 character with Craftiness 4 and Stalker 4 can acquire Stealth-24 for a total of 96 CP, and they have a lot more utility than just sneaking. The vast majority of superheroes, much less normal people, are incapable of dealing with a character with Stealth-24. That is someone who can use Stealth at an effective skill of 14 while running across an open field.
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12-21-2020, 07:59 AM | #33 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
Quote:
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Bill Stoddard I don't think we're in Oz any more. |
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12-21-2020, 08:01 AM | #34 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
None of her adversaries ever made one. If one did, she would have gotten hurt, or worse. That would have led to a change in her motivation, I expect. But I was playing her as a teenage hotshot who didn't fully realize that she could die.
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Bill Stoddard I don't think we're in Oz any more. |
12-21-2020, 08:32 AM | #35 |
Join Date: Feb 2016
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
A realistic campaign would not have Supernatural Durability. Anyway, that level of stealth is more for a NPC villain than a PC hero, as it allows for psycho killers move quickly and silently. Unless the PCs are 250+ CP heroes, they really should not have anything at 24+, even if it technically possible.
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12-21-2020, 09:03 AM | #36 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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12-21-2020, 11:20 AM | #37 |
Join Date: Sep 2008
Location: near London, UK
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
A distinction that's become important in my long-running occult WWII campaign is between a magical ability, and a magical ability with no magical signature. Running magically-silent is a tactic that both sides have had to adopt.
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12-21-2020, 11:33 AM | #38 |
Join Date: Feb 2016
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
Why depend on supernatural abilities when mundane advantages/skills are sufficient? A specialist with DX 12, Craftiness 4, and Stalker 4 could have Stealth-30 for only 120 CP total. They could walk past a pack of guard dogs and an array of closed circuit security cameras without any particular difficulty, even if they were carrying Heavy Encumbrance. Conversely, a character would need to actually spend more CP to get the same stealth benefits from Invisibility, though Invisibility is more generally more useful in combat.
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12-21-2020, 12:09 PM | #39 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
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You can have a world where nothing exists that isn't firmly established in the real world (or at least, our current understanding of it), and where no such things are absent, either. However, reality may operate differently. Gritty Realism or Harsh Realism can almost become unrealistic, because what can go wrong does seem to go wrong. The baseline level of realism in a setting does make allowances for the sake of game play and storytelling, after all. Going the opposite direction, reality behaves in a manner more conducive to game play and story telling. You can get into "cinematic" game territory, "four-color" game territory - yeah, even sans superpowers - until you push all the way into silly. You can have a silly campaign set in the real-world; think "The Naked Gun" series (for a now dated example). A.k.a. "Otaku points out how he thought GURPS is supposed to work, and hopes to receive either affirmation or correction as required.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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12-21-2020, 12:46 PM | #40 | |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
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Something like the Castlevania Netflix show would certainly have some people with very cinematically high skills, mixed with incredible powers. Meanwhile the Dean Brothers in the early* seasons of Supernatural has very mundane DX-based skills, but incredible supernatural powers are involved. You don't see anyone somersaulting in fights, but spooky monsters like demons can be strong enough to push open the pressurised doors of an in-flight aircraft. The brothers generally deal with this using their knowledge of the occult and *Didn't watch it to the end, so I don't know if it changed and they started ninja-ing around.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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advantage of the week, high pain threshold, supernatural durability |
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