08-28-2020, 01:40 PM | #11 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Disadvantage of the Week: Wounded
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Scalped is still the most likely source, though if anyone knows of other potentially-related traits, I'd love to know. Wounded could easily be a distillation of such things. Update makes it clear that the Appearance penalty Scalped carries from 3e can be bought separately, if desired... so the idea of Wounded + [Insert Trait] = [Insert Other Trait seems plausible to me. Oh, and I never have taken anything like this, but it seems quite useful for representing various real-world and fictional characters, so it is just that I've never run or included such characters in one of my games, before.
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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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08-28-2020, 01:58 PM | #12 |
Join Date: Oct 2007
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Re: [Basic] Disadvantage of the Week: Wounded
GURPS: VtM Companion has a Permanent Wound disadvantage worth 15 points, which makes you take 2d damage at the start of every evening (not cumulative). This damage can be healed by any means available to a vampire, including First Aid.
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08-28-2020, 04:30 PM | #13 | |
Join Date: Aug 2018
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Re: [Basic] Disadvantage of the Week: Wounded
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08-28-2020, 05:31 PM | #14 | |
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Disadvantage of the Week: Wounded
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The cyclops going for -180% also seems like extreme munchinkism ;) |
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08-28-2020, 07:10 PM | #15 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Disadvantage of the Week: Wounded
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Oops. ^^'
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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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08-28-2020, 07:27 PM | #16 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Disadvantage of the Week: Wounded
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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08-28-2020, 07:52 PM | #17 |
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Disadvantage of the Week: Wounded
I think the reason for the doubling is that (say) the left leg is no harder to hit than the right one and so armoring only one just tells the opponent to hit the other so a lot of the benefit goes away. Mind, an attack that can only hit the right side of someone I would price at -20%.
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08-28-2020, 07:52 PM | #18 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: [Basic] Disadvantage of the Week: Wounded
I’ve seen this on a wizard PC who had been in a magical accident. Took it along with negative appearance and a relevant phobia, IIRC. Seemed like it worked well.
I’ve also included it (and seen it included) on NPCs. |
08-28-2020, 08:06 PM | #19 |
Join Date: Jun 2010
Location: Dreamland
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Re: [Basic] Disadvantage of the Week: Wounded
The more I think about it, the more I'm liking combining Wounded with No Depth Perception /One Eye for a more realistic 'One Eye' disad. You'd then likely put Mitigator on Wounded for something like a solid fake eye that doesn't need much cleaning or some other long term treatment that's better than having to clean and dress daily.
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08-28-2020, 09:24 PM | #20 | ||||||
Join Date: Aug 2018
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Re: [Basic] Disadvantage of the Week: Wounded
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That's why I think certain amounts of extra eyes should be an advantage. Although obviously past a certain point it's more efficient to just take No Eyes (much like with Nictitating Membrane or Eye-Only DR) rather than have backups. B54 Extra Head (Extraneous -20%) [12] subtracting 5 for extra mouth and 5 for enhanced tracking leaves you with 2/head for an extra pair of eyes, extra pair of ears, extra nose... on the other hand you have another face/nose/ears/eyes as potential targets too. I guess an extra neck is also included under the ETC since "single attack to your head or neck" is mentioned. Makes me wonder how you'd stat it where your main head has a neck but your extra ones don't... We know from Powers: The Weird that "I don't have a nose, I don't need one, I can smell from wherever" and "I don't have ears, I don't need them, I can hear from wherever!" are just perks. These are usually better than "I have spare ears/noses to hear/smell with if the others get grappled/crippled" except if you're actually wanting to bait people into attacking them... but it makes me think "spare pair of ears and eyes" is probably just worth 1 point... I guess one benefit to another neck (in addition to mouth) is a backup breathing system if somebody is smothering your primary mouth/neck? No Nose definitely is just for scent, it doesn't allow you to breathe from anywhere (that's Doesn't Breathe: Oxygen Absorbtion) so you still need to specify one or more breathing orifices (which might well look/appear like a nose!, it's jut not the monopoly of your olfactory sensation) Quote:
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If you have DR 1 (Reflective +100% One Eye -180%) or DR 1 (Absorption +100% One Eye -180%) as perks, yeah there's some risk in attacking you in the eye (might bounce back or empower you) but there's probably going to be plenty of other options. Actually to get super-technical you'll probably need to take Force Field +20% first, but you can offset that with Flexible -20% which has no drawbacks if you're dealing with DR 4 or less. Quote:
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Or I guess you could just take "Vulnerability: hits to my Wound" to get there. Not sure how to price vulnerable: location though, only example I know of is the Brain in Zombies to get better-than-x4-pulping. At some point I wonder if vulnerability should even be allowed. A creature with 1 HP for example is already getting sent to -3xHP (making 3 death checks) by 1 penetrating damage, so a x2 multiplier is sending him straight to x6 (guaranteed death for non-unkillable) so would it be fair to give more points for a multiplier BEYOND that? That only compromises them if they get some kinda magical HP buff. |
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disadvantage of the week, wounded |
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