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08-15-2015, 06:54 PM | #1 |
Join Date: Sep 2004
Location: Canada
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I think I figured out how to build Supernatural Durability out of spare parts
As the thread title says, I think I figured out how to build Supernatural Durability out of spare parts. Or something a lot like it anyways.
Another thread reminded me that I don't like the vague built-in Achilles' Heel of "Occasional or better" frequency - when the Occasional flaw is priced the same as the Very Common one, that just offends my sense of consistency. There's also the annoying overlap between SD and Unkillable - I just can't shake the feeling that a creature that wants Unkillable 2 or 3 shouldn't be paying full cost if they already have SD (or alternately they should have a discount on SD if they are buying full-fledged Unkillable). So, doodling around, I have this build, coming out to 145 points if you don't use Multiplicative Modifiers. Extra Basic Move +6 (Accessibility, Only below 1/3 HP and above -1 HP, -40%) [18] Injury Tolerance: Unbreakable Bones (Cosmic, can't be crippled at all, +300%, Accessibility, Only when 0 HP or more, -20%) [32] Immunity to Pain [30] Immunity to Subdual [40] Unkillable 1 (Accessibility, To -5xHT Only, -20%; Achilles' Heel, Some Occasional Thing, -30%) [25] Notes: Extra Basic Move +6 is to counter the halving of Move when you're dropped below 1/3 HP - but only until the new "below 0 HP" breakpoint. I chose 6 Basic Move for the generic template as a bit of an "everyman" value. Yes, the average person has Move 5, but folks with 150 point advantages tend to be a little exceptional at least, so I erred on the side of a little caution. Cosmic, Can't be crippled at all, +300% was priced to make sure it cost more than the next best thing, which is Independant Limbs, Instant Reattachment, Reattachment Only (35 points). This puts the base cost of this version of Unbreakable Bones at 40 points, and then there's the Accessibility to make it line up with the way Supernatural Durability works. Immunity to Pain, because they've got Immunity to Pain. Immunity to Subdual, because that's the immunity to physical stun, KO, blah blah. Immunity to Subdual is from this thread. Feel free to replace with 20 levels of Hard to Subdue. This is a little overkill in some games, but it provides immunity to KOing or physically stunning spells, stupidly high level Malediction Afflictions of same, etc etc. In some games that really matters, in some games you might consider 10 levels to be "good enough" and never mind actual Immunity. I feel pretty confident in the valuing of new non-Accessibility modifiers in this build; the Accessibility values were tweaked to try and get something close to 150 points in value that still felt vaguely defensible. That means they're sort of arbitrary, and I'd be happy with arguments that some of them are worth another -5% to -15%. If so, then Supernatural Durability might be overpriced by about 10% - that's not a bad margin of error for a big blob trait that's basically been grandfathered in from the previous edition.
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08-15-2015, 08:15 PM | #2 |
Join Date: Oct 2008
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Re: I think I figured out how to build Supernatural Durability out of spare parts
Note that Immunity to pain allows you to completely ignore knockdown and stunning rolls, painful and stunning afflictions and so on.
So the immunity to subdual seems a bit useless.. |
08-15-2015, 08:28 PM | #3 |
Join Date: Oct 2008
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Re: I think I figured out how to build Supernatural Durability out of spare parts
And a smaller/alternative thing:
And as for the move: I would use the same method as is used to modify ST based damage to have modifiers for natural attacks. That is: Pay for the difference in cost. The effect seems about +50% cosmic in power(avoid drawback). Thus each move would cost 7.5 points, not 5. So the cost would be 2.5 points*your move to make your move immune to a drawback. |
08-16-2015, 08:47 AM | #4 | ||
Join Date: Sep 2004
Location: Canada
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Re: I think I figured out how to build Supernatural Durability out of spare parts
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 08-16-2015 at 08:55 AM. |
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08-16-2015, 08:57 AM | #5 | ||
Join Date: Oct 2008
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Re: I think I figured out how to build Supernatural Durability out of spare parts
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Am I missing something in the text? To my reading of the advantage it only seems to be Immunity to pain on that part. Quote:
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08-16-2015, 03:20 AM | #6 | ||||
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Join Date: Aug 2004
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Re: I think I figured out how to build Supernatural Durability out of spare parts
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Last edited by NineDaysDead; 08-16-2015 at 07:30 AM. |
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08-16-2015, 08:53 AM | #7 | |
Join Date: Sep 2004
Location: Canada
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Re: I think I figured out how to build Supernatural Durability out of spare parts
Oh, well then that solves that problem. Makes the template annoyingly cheaper though.
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The price for that is RAW, right out of Powers where that form of IT was introduced. Do we have an example for that Accessibility for IT:Diffuse? (Now whether the 35 points is excessive is another question, but that's for another thread). Ah, dangit. That interaction of conditions is much more complicated than I read it as last night.
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08-16-2015, 09:08 AM | #8 |
Join Date: Sep 2004
Location: Canada
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Re: I think I figured out how to build Supernatural Durability out of spare parts
Mmph.
So. New version looks like this, costs 155 points (again, close to the RAW cost):
I don't like pricing Cosmic: Can keep going after -10xHP as a simple Avoiding Drawbacks. That's not a Drawback of the advantage, that's a Drawback of being a character in GURPS. I went with it anyways, because +50% gives the metatrait a point total very close to the original advantage. I'm open for lots of debate on the value of that enhancement. On the one hand, taking the Achilles' Heel limitations off makes the character functionally immortal, with infinite hit points. That seems like it should cost more than 75 points :P On the other hand, the infinite hit-points are all on the far-negative end. Without taking the rest of the package, you are suffering big penalties or are unconscious, and will take a very long time to heal back up to a point where you don't pass out every time you try to do something. I'm not sure all those negative hit-points are worth, say, a +300% Godlike Tricks cosmic - it's not that good.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
08-16-2015, 09:15 AM | #9 |
Join Date: Oct 2008
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Re: I think I figured out how to build Supernatural Durability out of spare parts
Where do you get that?
The whole Supernatural Durability thing talks about pain effects and Dying nothing about unconsciousness. |
08-16-2015, 11:14 AM | #10 |
Join Date: Sep 2004
Location: Canada
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Re: I think I figured out how to build Supernatural Durability out of spare parts
Knockout isn't listed under the stuff that Immunity to Pain in Divine Favor (page 10). It is one of the things someone with Supernatural Durability is immune to. It's a little unclear to me if they're supposed to be immune to the consciousness checks for being below 0 HP as well; I have erred on the side that they are. If they aren't, Knockout would be a category under Unconsciousness, and worth 20 points instead of 30.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
Tags |
immunity to subdual, supernatural durability, under the hood |
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