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#11 |
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Join Date: Feb 2016
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I would actually model the head with Injury Tolerance (Independent Body Parts; Detachable Head, +15%; No Reattachment, -60%) [17]. In the case of the Duradara!! dullahan, I would also add Ally (Mount, Constant, 150%; Special Powers, +50%; Summonable, +100%; Sympathy, Death, -50%) [80], Appearance (Transcendent) [20], Immunity to Metabolic Hazards [30], Injury Tolerance (Diffuse; Infiltration, +40%; Switchable, +5%) [145], and Unaging [15]. Her shadow manipulation powers come from her mount, as well as a few other abilities.
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#12 | |||
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Join Date: Aug 2017
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Appearance is at least as variable as humans, with no racial appearance; they're never Transcendent, though appearance can potentially be lower than typically allowed for humans. They're more fae than undead, so metabolic hazards do affect them. They don't pass through tiny spaces, they genuinely open locks. They certainly don't manipulate shadows. The only trait you listed that actually applies to my concept of dullahan is Unaging, and I already had that. On the note of them unlocking stuff, I'm currently representing that by converting the Lockmaster spell into an advantage as per Pyramid #3/44, and applying some heavy modifiers. Admittedly, those modifiers include a couple that should be used with caution according to the article, and two that are normally forbidden due to being attack modifiers, but since Area Effect is often applied to other non-attacks, and Emanation just means the area is centered on the dullahan, I don't think it's too game-breaking. |
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#13 |
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Join Date: Oct 2010
Location: FL
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I lean heavily toward Ally (constantly x4; Cosmic, built and played by PC, +300%), particularly if your objection to the independent body parts build is that it feels like it gives a free ally. Don't allow the based on 150% of points level of ally, of course.
However, to get the two parts to fully act as one, they should have (almost) all the same skills. Modular Abilities with Reduced Time feels like cheating to me, but I haven't statted it out. Maybe build them both as far as what differs (putting Ally on one of them), buy the based on 100% version of Ally as modified above, and buy what is the same for both of them together, kind of like how Alternate Form works. The Mindlink and Telepathy abilities I mentioned before will enable them to know what each other knows. Limit the telepathy with an advanced version of racial so it only works for that purpose.
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Formerly known as fighting_gumby. |
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#14 |
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Join Date: Aug 2017
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Based on a somewhat similar situation I found on the forums, if going the Ally route, what about statting up the body as a "vehicle" with a single level of Compartmentalized Mind (Controls), and possibly IQ 0? Do you think that would be viable?
Last edited by Cowrie; 05-02-2019 at 01:25 PM. |
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#15 |
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Join Date: Oct 2010
Location: FL
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Maybe, but then I think the head would need to be near the body to "drive" it (maybe check how Transhuman Space handles tele-operating a shell?). Where's the similar situation? I'd like to take a look.
Off the top of my head, Possession might work better here. I'd have to think it over and consult my books, though.
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Formerly known as fighting_gumby. |
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#16 |
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Join Date: Aug 2017
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I found this when doing a google search of the forums for 'headless': http://forums.sjgames.com/showthread.php?t=137168
I'll look into what TS says on the matter. And, you may be right. Possession with Telecontrol and either Mindlink Required or Puppet Only might work for this. |
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#17 |
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Join Date: Feb 2016
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Independent Body Parts with Detachable Head allows the head to act as an ally if you also have No Brain (Horror, p. 15). Since it would be a 17 CP trait with No Reattachment, it is hardly a 'free' ally.
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#18 |
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Join Date: Aug 2017
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I'm in the process of statting up the head and body as two different characters. Currently, the head is worth nearly 150% of the body. I would absolutely give the ally for this set-up a Constant frequency. It may not be completely free, but it's a sizable discount. Besides, if you have a permanent ally, you should have to pay for the ally, not the reason you have it. Just let it go, Independent Body Parts works poorly for a dullahan.
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#19 |
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Join Date: Jun 2013
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Away from my books for the near future, but with something like this, I’d suggest eating the elephant one bite at a time - define the benefits and drawbacks of a permanently detached head and see if there are any GURPS traits that come close to such effects and work from there. You’ll also want to consider what actions the character can take to reduce/eliminate the drawbacks (and/or other Advantage he/she might have that would have a mitigating effect). Don’t be afraid to invent new Advantages based roughly on the cost of existing ones rather than trying to contort existing ones with a paragraph of Modifiers.
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GURPS Overhaul Last edited by Varyon; 05-02-2019 at 02:22 PM. |
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#20 | |
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Join Date: Oct 2010
Location: FL
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The Kaldane build you link to assumes the proximity of head and body for driving, which it sounds like you don't want.
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Formerly known as fighting_gumby. |
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