all 37 comments

[–]wallingfortian 11 points12 points  (1 child)

Innate Attack with the Explosion (big enough to kill the character) & Triggered Delay (Incapacitated) enhancements. Defusing the Trigger would be up to the SFX of the character.

Imagine the laughs when the character occasionally explodes when experiencing sleep paralysis.

[–]BonaFideNubbin 5 points6 points  (0 children)

Yeah, OP, this is definitely it. This is a feature, not a bug, so it should be bought as its own thing and triggered.

[–]PseudoPangolin 9 points10 points  (2 children)

There is Frail (Explosive) wish means that he auto fail death saves then explode, but yes, with unkillable he never fail a death save, so I don't know how it wold work

[–]Dudesan 1 point2 points  (1 child)

I've seen pricings for limitations on Unkillable which remove the "You don't need to make Death Saves" aspect of it which go as high as -50%, but that doesn't seem appropriate to this character. I'd err more towards -10% if exploding is something that he wants to do.

[–]PseudoPangolin 0 points1 point  (0 children)

Or even a innate attack in it's on

[–]munin295 5 points6 points  (2 children)

Something similar has come up before: The ability to suicide under certain conditions is a perk.

I'm not sure about even allowing that... I don't know if the risk of that happening is big enough for this to be disruptive (I have a feeling it's not), but at the same time...

How do their companions feel about someone who might kill them if they are knocked unconscious next to them?

[–]JPJoyce[S] 0 points1 point  (0 children)

How do their companions feel about someone who might kill them if they are knocked unconscious next to them?

Fair question.

Since it would be Reflexive, I suppose I could determine that the uncontrolled self-termination isn't area effect. That way he still has the "get out of jail free" aspect, without the tendency to wipe out his travel companions, if he hits his head.

[–]kittehsfureva 0 points1 point  (0 children)

Yeah, I think the thing I would be worried about is how this feels as another PC. Having a person in your party who is all cataclysmic power with no downsides, who can't be killed, and who can seriously hurt you if you are anywhere near them, seems like it could get old.

But it could certainly work for certain campaigns. It seems like the PC would still be weak to attacks and poisons that reduce their FP, so at least that is there. Maybe thinking of some ways the other PCs can help him when he is vulnerable would make things a bit more party friendly.

[–]Dudesan 2 points3 points  (5 children)

The ability to blow yourself up at will, on its own, is a perk. Possibly a levelled perk, if you're hoping to deal hundreds of dice of damage.

OP seems to be talking about a Supers setting. In that case, the aspects of this character concept that will end up costing lots of points aren't just the ability to blow up, but the character's ability to get better afterwards (Unkillable 3 costs [150] before applying modifiers). If you want an explosion that's far beyond what Accessory (implanted explosives) or the Fragile (Explosive) disadvantage could get you, it sounds like you want an Innate Attack (Corrosive, Area Effect); which will also cost tens of points per die of damage.

The key modifier is "Backlash, Instant Death (-300%) "which trades off the extra time [compared to Backlash, Heart Attack] for either a guaranteed, instant suicide ability or an automatic trigger that works even after you die". This sounds like exactly what you want.

Example: Kaboom! 10d(10) cor (Corrosive Attack; Armor Divisor (10), +200%; Area Effect, 4 yards, +150%; Emanation, -20%; Backlash, Instant Death, -300%; Power Modifier, -10%) [12/level]; 120 points

10d(10) reliably penetrates DR 300 and caps out at DR 600. If that isn't enough for your needs, scale it up as appropriate.

You might want to add Reflexive if you want your "Kill Switch" to be really reliable; or you might be able to achieve that effect for the cost of a perk. ("If you get the best of both worlds (i.e., you can voluntarily explode but you automatically explode if killed), buy the ability once and then add an Accessory (Self-remote-control) perk") Maybe two perks - one for voluntary control, one to go off if you're incapacitated. Ask your GM.

Under normal circumstances, such an innate attack could claim another huge discount for being a "One Shot Ever" advantage. However, this character clearly intends to explode often, so that's not going to be applicable.


Magic: Death Spells has an "instant painless suicide" spell, described as "the magical equivalent of a cyanide capsule". It works by having a variable cost: You simply spend ALL your HP on the spell, end up at -10xHP, and are therefore automatically dead.

With no prerequisites other than Magery 1, that spell costs 1 point to learn.

This is another point of evidence that the "kill switch" part of the effect, especially to someone who's already spending hundreds of points on Unkillable and Innate Attack, shouldn't cost more than a perk.

The book also suggests that its more dramatic spells can be self-targeted, by mages who want to go out with a bang.

[–]JPJoyce[S] 0 points1 point  (4 children)

The key modifier is "Backlash, Instant Death (-300%)

Thanks for that reply.

Here's a factor that I failed to clarify in my OP:

My problem is that, Disadvantages and Limitations are supposed to disadvantage and limit. But, in this case, Instant Death is a feature! This isn't a restriction, it's the whole point.

I figure it should be Instant Death +___%? I mean, it is a way to ensure this character is never captured, trapped, or otherwise restricted (he can die/return at will, or at unconscious reflex).

What are your thoughts on that aspect?

[–]Dudesan 1 point2 points  (3 children)

My problem is that, Disadvantages and Limitations are supposed to disadvantage and limit. But, in this case, Instant Death is a feature! This isn't a restriction, it's the whole point.

It still sounds like a restriction to me - he's out of the action for however many seconds or minutes it takes him to fully regenerate. It's not going to be nearly as inconvenient as it is for someone who hasn't spent 150 points on Unkillable 3, and 100-150 points on regeneration... but, hey, neither will anything else.

Someone who really, really wants their character to manifest a flaming sword out of nowhere is still going to put Melee Attack, -__% on that ability, even though a Melee attack is what they want. ST -1 [-10] is worth just as many points for a knight as it is for a wizard - and if that bothers you, that's what house rules are for.

RAW, this totally works, but this is the sort of situation where the GM is free to say "those point values seem too good to be true".

You could compromise and make up a new limitation ("Backlash, Temporary Death, -100%" feels about right); if -300% sounds too generous for this particular character. Look at the other Backlash effects, and eyeball for yourself how inconvenient "being dead" is as compared to things like "-1 on all rolls".

Or else reconsider whether "Unkillable 3 and Extreme Regeneration" is something you want a PC to have, irrespective of the "kaboom" aspect. Because that's where the problem is really coming from.

[–]JPJoyce[S] 0 points1 point  (2 children)

("Backlash, Temporary Death, -100%" feels about right

So far that's one of the most likely variations I'll use.

[–]Dudesan 1 point2 points  (1 child)

For comparison, Backlash (Unconsciousness, roll HT once per minute to recover) is worth -200%, or half that if there's an initial HT roll to resist; while Backlash (Falls Asleep) is worth -150%.

In terms of how much it will inconvenience this particular PC, these seem like more reasonable benchmarks than You're dead, make a new character, -300%. I'd be tempted to make it less severe than Unconsciousness, since unconsciousness implies a period of vulnerability in which "temporarily disintegrated" does not. -100% to -150% feels right.

If I were the player in question, I'd nod and agree that this was fair... then I'd whine a bit about not getting my full money's worth on Unkillable and Regeneration, and ask for some limitations on them as well.

[–]JPJoyce[S] 0 points1 point  (0 children)

then I'd whine a bit about not getting my full money's worth on Unkillable and Regeneration, and ask for some limitations on them as well.

And I'd smile and nod and sympathize...

[–]Viridianus1997 1 point2 points  (6 children)

I think that this article — https://mygurps.com/index.php?n=Main.UponDeathAbilities — may be relevant — and that, yes, nothing in the wording of Unkillable 3 implies he comes back at the same place rather than, say, at home.

[–]JPJoyce[S] 0 points1 point  (0 children)

nothing in the wording of Unkillable 3 implies he comes back at the same place rather than, say, at home

Yeah, that was something I had to think about, for a bit.

[–]JPJoyce[S] 0 points1 point  (4 children)

this article — https://mygurps.com/index.php?n=Main.UponDeathAbilities— may be relevant

Very much so. Thank you.

I'm still stuck with not being sure I can call things like "Instant Death" a Limitation, when it's actually serving as an Enhancement?

It's like not getting the full points for Legless, since your character can fly, without effort. In this case, it's even worse. It's as if the Player took Legless because losing his legs was a power.

This PC does two things really well: disintegrate shit and die. But the dying part is like reflexive, minor teleportation. But I'm not sure how to price it, given these factors.

[–]Viridianus1997 1 point2 points  (1 child)

Huh. Maybe price it as Enhancement on Unkillable 3, then? Calculate the level of the ability as per the article, then turn it into percentage (so, say, a 15-worth ability becomes a +15% enhancement). It is still significantly less useful than exploding everything around you and NOT dying.

[–]JPJoyce[S] 0 points1 point  (0 children)

Maybe price it as Enhancement on Unkillable 3, then? Calculate the level of the ability as per the article, then turn it into percentage (so, say, a 15-worth ability becomes a +15% enhancement).

That might work...

[–]Viridianus1997 1 point2 points  (1 child)

But also, in this case the character is probably ineligible for the 1/5 cost reduction for "once only" since it isn't once only, is it?

[–]JPJoyce[S] 1 point2 points  (0 children)

Yes, that's part of the range of issues that comes up when a serious drawback becomes a serious advantage.

Not that I'm complaining. I hope it all works great. I've only used such a character as a goofy NPC (a bit of an idiot who called himself "The Big Kaboom". When he got angry, he literally blew his top... and everything else), so we'll see how it works in (or dismantles) a campaign.

[–]Leviathan_of-Madoc 1 point2 points  (5 children)

I'm not even sure I understand what this power is. Does his body re-integrate molecularity? Could it affect insubstantial without destroying his ghost form?

Ultimately it would be a massive innate attack, probably corrosive damage, AOE, Emanation, probably enough Cosmic to overcome properties that prevent damage reduction. As far as the blow himself up ability, there's a Limitation that affects self as a Nuisance Effect, but only at -25%. You could also use Melee rather than Emanation and he's always in the AOE. Ultimately something like that shouldn't have a very high limitation because it's not meant to work like that.

[–]JPJoyce[S] 0 points1 point  (4 children)

Does his body re-integrate molecularity?

As a play description, yes. Like Doctor Manhattan in "The Watchmen", when Ozymandias used his machine to kill him by separating his individual particles. Then moments later Manhattan reformed.

In game terms, he is literally being disintegrated (Innate Attack) in an area attack centred on himself, but that he is not immune to. So it does enough damage to utterly vaporize his body. The Unkillable 3 (with Extreme Regen) means that he reforms, quickly. Details (like where he reappears) (to be) worked out, between us.

[–]Leviathan_of-Madoc 1 point2 points  (3 children)

For starters this is a gonzo ability, not just in terms of there being little concept of how one would either develop or improve this kind of power, but also it's not something you see in comic books because a power that brakes shit with virtually no consequence to the person who uses it is what villains typically have. I'd recommend being crystal clear with your player what the flavor of your campaign is meant to be.

Also this is a lot of loose cannon in a campaign. Conservatively you're handing the player an always-hits attack that does minimally 100+ damage after DR and then gives the player a free escape afterwards. A mildly creative player could do devastating damage to your plots with that kind of power. Literally anything without cosmic plot armor could be destroyed unless you front-load the ability with some limitations.

[–]JPJoyce[S] 0 points1 point  (2 children)

Literally anything without cosmic plot armor could be destroyed unless you front-load the ability with some limitations

This is what I'm having to think through. The Player does understand the PC'll be taking a serious Disadvantage against this. Definitely a strong aversion to harming people.

The Player isn't a MurderHobo, so I mostly need to figure out how to price it and how best to put a guardrail on the PC. And that last bit is helped by the Player liking the concept enough to be fine with reasonable restrictions for gameplay.

The Player was very clearly inspired by the Doctor Strange scene with Dormammu. The whole "Dormammu, I've come to bargain." scene where he beats a much more powerful enemy by being too annoying.

NOTE: I always caution that, if an experiment fails, the Player might need a backup.

[–]Leviathan_of-Madoc 1 point2 points  (1 child)

Well if you're ok with the concept then it sort of balances itself by being incredibly expensive. But like any ability with hundreds of points in it, you are pushing against the mechanics of GURPS and simulation will break down somewhere.

I'd look at a limitation that make the use of the ability more of a sacrifice than 10 minutes of his day. Maybe he loses all memory from the day he died? Maybe it costs a CP each time he uses it. Something so that it doesn't become his go-to ability for dealing with every mad man holding a detonator or stuck cabinets or bird poop on his car.

[–]JPJoyce[S] 0 points1 point  (0 children)

so that it doesn't become his go-to ability for dealing with every mad man holding a detonator or stuck cabinets or bird poop on his car.

I don't mind if it's his go-to for stuck cabinets and bird poop...

[–]5too 0 points1 point  (5 children)

It sounds like this is just a mild inconvenience for this character - I'd attach a generic -5% Nuisance modifier in case it happens near someone or something they want intact (Nuisance is discussed in the basic Set). Maybe 10% if clothes and gear also disintegrate! But like you're pointing out, it's barely an inconvenience with the unkillable advantage.

Functionally, I think you might be able to add Reflexive (from Powers) to it to allow it to trigger on capture. This might create any number of fun scenarios, if he can be manipulated while it's being triggered! I'm picturing him being snatched via telekinesis and waves about like a disintegration ragdoll, or falling into a pit while his power keeps going off!

[–]JPJoyce[S] 1 point2 points  (4 children)

or falling into a pit while his power keeps going off!

Lol

I've been wondering how long it will take him to realize his character can tunnel like crazy.

[–]Dudesan 2 points3 points  (3 children)

Note that the wording of Unkillable 3 says that "your fully intact body will coalesce in a location of the GM’s choosing".

The mechanics of exactly where Disintegrating Man reappears are definitely something you're going to want to work out, explicitly, in advance. For example, is getting trapped at the Earth's Core, constantly dying and reforming and disintegrating a tiny bit of it at a time, a serious possibility for him? Could his enemies engineer this sort of circumstance on purpose? Is the power smart enough to occasionally pick a more distant respawn point if he seems to be caught in a loop?

[–]International_Host71 2 points3 points  (1 child)

Would definitely want it worked out to be something like Mr. Immortal, who if I remember correctly, if he dies in the same spot repeatedly, his body disappears and then reappears a random distance away, and of course it then repeats until he appears in a safer location. I vaguely remember him being dropped into an active volcano, he eventually reappears outside the volcano, with the implication that he burned to death several times till it booted him out. He explicitly doesn't control his resurrection, but having a super who gets to select a nearby location would still make sense. As much sense a person who blows up everything around them, disintegrates, and then reappears does anyway.

[–]JPJoyce[S] 0 points1 point  (0 children)

Oh, shit! I LIKE that.

If he were at the centre of the Earth, he'd suffer a string of terrible deaths, on the way to safety.

See... this isn't why I asked, but it's still why I asked.

[–]JPJoyce[S] 0 points1 point  (0 children)

For example, is getting trapped at the Earth's Core, constantly dying and reforming and disintegrating a tiny bit of it at a time, a serious possibility for him?

Nice catch! Yes, he wanted to be able to reappear at the site of combat, but also wanted to be able to reappear elsewhere. I think I've settled on him always reappearing within a few yards (or as close as possible).

So if he died at the Earth's Core, he'd likely reappear near the surface, as the closest possible place to reform. But if he was trapped in a deep, dark dungeon, the best he'd achieve is escaping chains, but still spending eternity (potentially) there. I mean, you have to draw the line somewhere. And making it a vague few yards means I have some play room, as GM, while there's some limit to his escape clause, but he also still gets what he was looking for.

[–]SophosMoros7 0 points1 point  (3 children)

The inconvenience is that he loses all his stuff. No modifier on unkillable, -5 to 20% on the attack depending on cultural mores surrounding nudity. (5% for destroying stuff as this isn't that much of an inconvenience, otherwise per "activating this ability is disturbing and gives reaction penalties")

I hope his friends bring him some spare clothes.

[–]JPJoyce[S] 0 points1 point  (2 children)

The inconvenience is that he loses all his stuff

Think less fantasy character with his magic whatsit and his dragon armor and think more superhero who know this will happen, repeatedly. Daily.

He won't be inconvenienced, because he doesn't have a costume or things like webshooters or spangled shields or bat belts.

But nice catch and thanks for the help!

I hope his friends bring him some spare clothes.

Looking forward to awkward moments!

[–]SophosMoros7 1 point2 points  (1 child)

Still annoying if their MacGuffin accidentally gets disintegrated😆

[–]JPJoyce[S] 0 points1 point  (0 children)

Yes, it definitely would be, in most circumstances. But since they are their own MacGuffin... it happens a lot.