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#1 |
Join Date: Aug 2018
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B89
As long as you have 0 or more HP, you are also immune to crippling injuries, and have your full Move.B327 If you have less than 1/3 of your HP remaining, you reel from your wounds.Would this basically mean that the usual 1/2 move (including rounding up fractions, which SD does not specify) happens but takes place when you drop below zero INSTEAD of 1/3? "full" at "zero or more" sounds like it's definitely canceling out the usual Move-halving, though I'm not sure about Dodge (maybe that takes place at 1/3 normally?) Would it seem reasonable to allow Injury Tolerance: Unstoppable (pg 10 of Monster Hunters Power-Ups) to cancel out the move-halving at <0 HP since it normally cancels out the move-halving at <1/3HP ? |
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#2 | |
Join Date: Jun 2013
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I don't have any of the MH books, but does Unstoppable have a point at which it no longer applies? If not, I'd say it's perfectly acceptable to combine it with Supernatural Durability (although given the latter already has a lesser version of the effect, a discount on Unstoppable may be in order).
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GURPS Overhaul |
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#3 | |
Join Date: Aug 2018
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Not that I can see, just says "ignore the usual penalties for having less than 1/3 HP"
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HPT and SD also seem to have some elements of resistant/immune to unconsciousness too, though not entirely... SD gives complete immunity to "knockout" (ie B327 right column: if you fail your Major Wound HT >4, and maybe some crit table results?) but it doesn't explicitly mention other causes of unconsciousness (like the HT rolls you make each second at <0HP per B327's middle column) so I don't know if SD prevents that... |
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Tags |
damage and injury, general damage, monster hunters, supernatural durability, unstoppable |
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