03-01-2016, 01:46 PM | #1 |
Join Date: Oct 2015
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The Hunter and Unkillable
Given that most local gaming groups are more active in that system, I don't have much opportunity to play GURPS. However, I find the cost-balance system of GURPS helps me stabilize and focus characters in the books I write. One of whom is a part-human hybrid who can be injured by mundane weapons, but heals very fast unless the weapon is silver (in which case it hurts a lot more and has a comparable healing time to average humans, with the caveat that he will heal from any non-fatal wound eventually as he can't bleed out). He's a self-styled hunter of these creatures, but I'm trying to figure out exactly how to build it so I make sure the ability is consistent as I write.
He isn't exactly supernaturally strong, but since the failure point of muscles is usually when they start tearing under strain he can continue to push his body past normal human limits and get back up to do it again, something he generally only uses against nonhuman enemies. These are the (Dis)Advantages that I spotted in the main book that seem relevant, though I'm not sure how to best apply them.
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03-01-2016, 02:09 PM | #2 | |||||||
Join Date: Jun 2013
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Re: The Hunter and Unkillable
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To have it apply to two different types of damage, I'd personally figure out how much it would cost to be resistant to a larger class that includes those two, then mark it somewhere logical that's in between. Physical Damage would be Very Common and would include Crushing, Cutting, Impaling, and Piercing (Burning is more Energy, Corrosion and Fatigue are fuzzier but I'd probably lump them with Energy). I don't feel like looking up the actual values, but for sake of argument let's say IT:DR (Very Common) costs [40], IT:DR (Common) costs [30]. That's [+10] for +3 damage types, so each damage type is [+3.33] or so; IT:DR (imp and pi) would thus cost [34]. Alternatively, just give him Injury Tolerance: Unliving, which has built-in resistance to piercing and impaling attacks. In GURPS, what something does is more important than what it's called - while the character may indeed be alive, the fact that he lacks many of the vulnerabilities of the living makes this trait appropriate. Quote:
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Another trait you might want to consider (although I think it comes "free" with Unliving - you'll want to check) is Injury Tolerance: No Blood to represent the fact that he can't bleed out. He might actually have blood, making him susceptible to Blood Agents and similar. I believe that is a -40% Limitation on IT: No Blood (reducing its price to [3]). Last edited by Varyon; 03-01-2016 at 02:13 PM. |
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03-01-2016, 02:26 PM | #3 | |||
Banned
Join Date: Aug 2004
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Re: The Hunter and Unkillable
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Injury Tolerance (Unliving) [20]: This gives impaling and huge piercing a wounding modifier of X1; large piercing, X1/2; piercing, X1/3; and small piercing, X1/5. This doesn't effect special locations like the vitals or the brain. If he's ok being stabbed in those add: Injury Tolerance (No Brain) [5] Injury Tolerance (No Vitals) [5] If he really doesn't mind being stabbed take Injury Tolerance (Homogenous). Impaling and huge piercing have a wounding modifier of X1/2; large piercing, X1/3; piercing, X1/5; and small piercing, X1/10. This effects all locations and includes Injury Tolerance (No Brain) and Injury Tolerance (No Vitals) Quote:
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03-01-2016, 02:36 PM | #4 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: The Hunter and Unkillable
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Extra Effort can model this and maybe give him an ER so he can do it more. Rules Exemption perk if no one else can use Extra Effort as well.
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03-03-2016, 02:34 AM | #5 |
Join Date: Oct 2015
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Re: The Hunter and Unkillable
Thanks for the pointers. I don't have GURPS Horror, but Bane sounds precisely like the vulnerability.
Advantages: Unkillable 1 [50] Regeneration: Very Fast (Bane, rare: silver) [90] Regrowth (Bane, rare: silver) [36] Injury Tolerance: Damage Reduction 2 or 3 [50 or 75] Injury Tolerance: Unliving [20] Claws: Sharp [5] Discriminatory Smell [15] Disadvantages (uncertain application): Vulnerability (Characters 161) [10] describes "take extra damage from a particular attack form". While I think treating damage as multiplied with regards to shock is appropriate, I don't think it necessarily fits as far as doing more damage. Susceptible (Characters 158) is an alternative, but the book description indicates it only applies to common things like poisons, metal. Secret (Characters 152) [30] Psionics and a couple other books (as far as I remember) treat Secret as half the advantages lost and disadvantages gained, but the core book reads "Monster...hated and feared regardless of actual disposition...liable to be hunted on sight" which is appropriate for monsters that can destroy villages as his progenitor did. Low Empathy (Characters 142) [20] He's not actually terrible at reading other people, but he's very bad at dealing with them in any constructive or supportive manner. Distinctive Features (Characters 165) [2] The book specifies "of your race", but he appears to be human except for bone ridges along his cranium, claws, and orange reflective eyes. Fanatacism (Characters 136) is a possibility given that he'd sacrifice himself or any of his comrades, but Code of Honor and Obsession already seems to cover his goal of hunting down monsters. Disadvantages (clear): Obsession (Kill all monsters, SC 6) [20] Callous [5] Frightens Animals [10] Loner [5] Nightmares [5] Bloodlust (monsters must all die now, -10%) [9] Attributes: ST 14, DX 11, HT 12, IQ 9 Secondary Attributes: HP 15, Per 13, Will 9, FP 12 Will comment on how he and Extra Effort interact later. |
03-03-2016, 03:11 AM | #6 | |
Banned
Join Date: Aug 2004
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Re: The Hunter and Unkillable
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Given that he recovers from the strain of Extra Effort really fast, why not take Fatigue Recovery +100% on his Regeneration? He would recover 1 FP per second without rest that way. |
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03-03-2016, 03:46 AM | #7 | |
Banned
Join Date: Aug 2004
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Re: The Hunter and Unkillable
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03-03-2016, 05:18 AM | #8 | |
Banned
Join Date: Aug 2004
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Re: The Hunter and Unkillable
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If you drop Injury Tolerance: Damage Reduction 3 [75]; you could buy +37 HP (Massless +0%) [74] which more than triples your HP. Low levels of Injury Tolerance: Damage Reduction are a bit rubbish if you don't have a lot of HP. |
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03-03-2016, 05:37 AM | #9 | ||
Banned
Join Date: Aug 2004
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Re: The Hunter and Unkillable
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You don't count the healing time from when you were injured, but from when you healed the previous HP. |
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03-03-2016, 06:54 AM | #10 | |
Join Date: Jun 2013
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Re: The Hunter and Unkillable
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The simplest way to handle it is, as NineDaysDead suggests, to heal the quickest-healing injury first. If the visuals of this - wounds from silver weapons not even starting to close until all other wounds are gone - bothers you too much, you could split the healing up so that you recover 1800 HP normal injury and 30 HP silver-inflicted injury in an hour. You'll overall recover at the same rate (still takes 2 hours to get back up to full), but instead of 1 HP per second followed by 1 HP per minute, you're recovering 1 normal HP per 2 seconds and 1 silvered HP per 2 minutes simultaneously. (EDIT: Of course, I should note here that your situation is purely theoretical. Regeneration actually scales with HP, just like natural healing, so Fast Regeneration would give you a rate of 366/minute, Very Fast Regeneration would give you a rate of 366/second. With some work, you might be able to figure out fair costs for 1/min and 1/sec for your HP, however.) Last edited by Varyon; 03-03-2016 at 07:00 AM. |
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regeneration, silver, unkillable |
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