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Old 07-17-2008, 06:46 PM   #1
Kelsan
 
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Default Unsubduable

At an estimate, what point cost would be good for the inability to be knocked unconscious? So far there are traits that make it harder to be subdued and able to recover from it much quicker, but there doesn't seem to be one that allows someone to stay conscious without a roll.
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Old 07-17-2008, 07:07 PM   #2
alaph
 
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Default Re: Unsubduable

Quote:
Originally Posted by Kelsan
At an estimate, what point cost would be good for the inability to be knocked unconscious? So far there are traits that make it harder to be subdued and able to recover from it much quicker, but there doesn't seem to be one that allows someone to stay conscious without a roll.

I'd look at the cost for those traits and price it comparably to high levels of them.

But I think there is a skill like this somewhere, seems like it costs 150 pts and may be more than just subduable. It includes HPT.... damn I just read it last night, its in the basic book....
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Old 07-17-2008, 07:15 PM   #3
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Default Re: Unsubduable

I don't think you can, for the same reason you can't have an Affliction that bypasses the HT roll altogether: You can't have infinite effectiveness for a finite cost. All you can do is buy very high levels of Hard to Subdue, possibly combined with Doesn't Sleep.
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Old 07-17-2008, 07:30 PM   #4
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Default Re: Unsubduable

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Originally Posted by BonSequitur
I don't think you can, for the same reason you can't have an Affliction that bypasses the HT roll altogether: You can't have infinite effectiveness for a finite cost. All you can do is buy very high levels of Hard to Subdue, possibly combined with Doesn't Sleep.
Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement. Also, there are already advantages that give you the same 'infinite effectiveness'. Unkillable completely bypasses death checks and Immunity makes you totally impervious to various hazards, to give two examples. Am I just misinterpreting your point?
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Old 07-17-2008, 07:35 PM   #5
David Johnston2
 
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Default Re: Unsubduable

[QUOTE=Kelsan]
Quote:
Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement.
No, that's something Cosmic doesn't do. It can be used to eliminate things like Mindblocks that add to resistance, but there's always a resistance roll or a dodge roll.
Quote:
Also, there are already advantages that give you the same 'infinite effectiveness'. Unkillable completely bypasses death checks
Death _checks_ yes but not death. You still die even with Unkillable, although with higher levels you get to come back.
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Old 07-17-2008, 07:37 PM   #6
alaph
 
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Default Re: Unsubduable

There is an advantage in the basic book that cost around 150 that is basically immunity from subdual, shock, and a few other things....

Ill look it up after dinner
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Old 07-17-2008, 07:40 PM   #7
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Default Re: Unsubduable

Quote:
Originally Posted by Kelsan
Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement.
"No version of Cosmic bypasses the resistance roll against Affliction [...]. Despite its name, 'irresistible attack' simply negates protection such as DR and Mind Shield." (GURPS Powers page 101)

Quote:
Also, there are already advantages that give you the same 'infinite effectiveness'. Unkillable completely bypasses death checks and Immunity makes you totally impervious to various hazards, to give two examples. Am I just misinterpreting your point?
I'm working by analogy from the notion that Affliction can't be irresistible, but you can just as easily make the point that "Unsubduable" is to "Hard to Subdue" as "Unkillable" is to "Hard to Kill." Unkillable 1 costs 50 points, which works out to 25 levels of Hard to Kill. By the same token, Unsubduable would cost the same as 25 levels of hard to subdue - 50 points. I think "Unsubduable" compares more readily to Unkillable 1 because, as is the case with Unkillable 1, the character can still be neutralised given enough damage - destruction of the body, with Unkillable 1, and actually killing him, with Unsubduable.

EDIT: But as David Jonston said, Unkillable doesn't really compare since it protects the character from the permanent effects of death, not from being taken out of combat.
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Old 07-17-2008, 07:43 PM   #8
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Default Re: Unsubduable

B89 Supernatural Durability

Thats what I was thinking about
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Old 07-17-2008, 07:44 PM   #9
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Default Re: Unsubduable

Quote:
Originally Posted by Kelsan
Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement.
No, Cosmic: Irresistable Attack means you don't get any bonus to the HT roll from DR, Resistant, equipment etc. (unless they're enhanced by Cosmic as well). The only way to effectively disallow a resistance roll is to have sufficient levels of Affliction to penalise their roll below 3, meaning they cannot succeed.

Quote:
Also, there are already advantages that give you the same 'infinite effectiveness'. Unkillable completely bypasses death checks and Immunity makes you totally impervious to various hazards, to give two examples. Am I just misinterpreting your point?
I'd certainly allow it. I'd probably price it like Unfazeable, equivalent to 7.5 levels of Hard to Subdue. So 15 points. Seems fairly cheap, but it really only does one thing and is only appropriate to some characters (I'd limit it to beings who don't have a non-conscious state, making them effectively ineligible for unconsciousness)
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Old 07-17-2008, 07:46 PM   #10
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Default Re: Unsubduable

Quote:
Originally Posted by alaph
B89 Supernatural Durability

Thats what I was thinking about
That includes immunity to being knocked out but is much broader.
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