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Damage Resistance<br />
see p. B46<br />
Suitably limited Damage Resistance<br />
fits many kinds of cinematic campaigns.<br />
A few ideas:<br />
Ablative: Some action heroes can<br />
absorb a lot of damage before their luck<br />
runs out. They suffer kicks, punches, falls,<br />
etc., throughout the story, but only get<br />
hurt in the finale. To simulate this, the<br />
GM may allow DR (Ablative, -80%)<br />
[1/level]. Each point of damage rolled<br />
blows away a point of DR. This DR doesn’t<br />
protect against poison – but while it<br />
lasts, it does keep poisoned weapons from<br />
delivering their deadly dose! Such DR<br />
works much like HP, but the two aren’t<br />
the same. Compare lost HP to the victim’s<br />
basic HP score to determine crippling,<br />
major wounds, and death.<br />
Limited: Other fictional heroes are<br />
resistant to bludgeoning but affected normally<br />
by blades, bullets, and beams. To<br />
represent this, the GM may permit DR<br />
(Limited, Crushing, -40%) [3/level].<br />
Limited, Unarmed is also -40%, and<br />
affects cutting and impaling Claws,<br />
Strikers, and Teeth.<br />
Partial: <strong>Martial</strong> artists often toughen<br />
extremities or limbs into “iron body<br />
parts.” Those with Trained by a Master<br />
may buy DR with Partial (-80% for one<br />
hand or one foot; -40% for two hands, two<br />
feet, one leg, or one arm; or -20% for two<br />
legs or two arms) and Tough Skin (-40%).<br />
This traditionally accompanies Claws<br />
(p. 42), or requires or is an Iron Body Parts<br />
perk (p. 50).<br />
Tough Skin: The GM may let really tough guys buy DR<br />
(Limited, Crushing, -40%; Tough Skin, -40%) [1/level] for<br />
their whole body. Attacks that don’t break the skin or carry<br />
a contact poison or chi-based touch attack simply hurt less.<br />
Some warriors have DR (Tough Skin, -40%) [3/level] and are<br />
harder to hurt with all attacks! <strong>Martial</strong> artists who simulate<br />
tough body parts using Partial must also take Tough Skin.<br />
The GM decides how much DR to allow and of what<br />
type, and should base the time needed to acquire it through<br />
training on its final point cost (see Learnable Advantages,<br />
p. B294). Outside of superhero games, DR 1-2 is probably<br />
enough unless it’s Ablative. Ablative DR could go up to HP<br />
in any cinematic game, and up to 5¥HP for heroes who survive<br />
10-story falls and 60-mph car wrecks. Anything is possible,<br />
though. Damage Resistance might have nearly any<br />
modifier when part of a chi power (see Chi Powers for<br />
<strong>Martial</strong> Artists, p. 46). The GM should design powerful<br />
defensive abilities himself and present them in a manner<br />
similar to the offensive ones under Innate Attack (pp. 45-47).<br />
For instance:<br />
Desirable Advantages<br />
Below are lists of advantages particularly valuable to martial artists,<br />
split into categories that reflect common fictional archetypes. Anybody<br />
can have the mundane traits, but only cinematic or super-powered characters<br />
are likely to have the exotic or supernatural ones.<br />
•Agility and coordination. Fighters who put precision before power and<br />
feel that evading blows is more useful than being able to take lumps often<br />
have some of these traits, plus good DX, Basic Speed, and/or Basic Move.<br />
Mundane: Ambidexterity (p. B39); Combat Reflexes (p. B43); Enhanced<br />
Defenses (p. B51); Extra Attack (p. B53); Flexibility (p. B56); and Perfect<br />
Balance (p. B74). Exotic & Supernatural: Altered Time Rate (p. B38); Arm<br />
DX (p. B40); Enhanced Move (p. B52); Enhanced Time Sense (p. B52);<br />
Slippery (p. B85); and Super Jump (p. B89).<br />
• Endurance and toughness. Some martial artists pride themselves on<br />
being able to take a few hits. This calls for high HT, FP, Will, and/or HP,<br />
along with an advantage or two from this list. Mundane: Fit (p. B55); Hard<br />
to Kill (p. B58); Hard to Subdue (p. B59); High Pain Threshold (p. B59);<br />
Rapid Healing (p. B79); and Resistant (p. B81). Exotic & Supernatural:<br />
Damage Resistance (p. B46); Injury Tolerance (p. B60); Recovery (p. B80);<br />
Regeneration (p. B80); Regrowth (p. B80); Supernatural Durability<br />
(p. B89); and Unkillable (p. B95).<br />
• Power and strength. Heavy hitters require ST – as much as they can<br />
afford. In some campaigns, advantages that improve damage are available.<br />
Exotic & Supernatural: Arm ST (p. B40); Claws (p. B42); Striker (p. B88);<br />
Striking ST (p. B88); and Teeth (p. B91).<br />
• Situational awareness. Tactical and streetwise warriors try to pick<br />
their fights carefully and avoid danger. These traits help, and work best<br />
with decent IQ and Per. Mundane: Acute Senses (p. B35); Danger Sense<br />
(p. B47); Fearlessness (p. B55); Peripheral Vision (p. B74); and Unfazeable<br />
(p. B95). Exotic & Supernatural: 360° Vision (p. B34) and Vibration Sense<br />
(p. B96) – although any superhuman sense could come in handy.<br />
Finally, anyone who routinely goes on dangerous adventures would<br />
benefit from Daredevil (p. B47) and Luck (p. B66)!<br />
Ghost Shirt (-70%): DR 20 (Limited, Bullets, -60%; Pact,<br />
-10%) [30]. Notes: Your chi lets you resist bullets – if you<br />
don’t use modern weapons yourself! The special Pact limitation<br />
means you must take and observe Vow (Use only<br />
muscle-powered attacks) [-10]. If you use guns, explosives,<br />
etc., for any reason, you immediately lose the DR until<br />
1d days have passed (the GM rolls in secret). Treat the<br />
combination of DR and Vow as a meta-trait: Ghost Shirt<br />
[20]. 20 points.<br />
Enhanced Defenses<br />
see p. B51<br />
The GM decides how many levels of these traits are available.<br />
Enhanced Defenses are cinematic and not especially<br />
suitable for a purely realistic game . . . but in a campaign<br />
that adds subtle cinematic elements to a largely realistic setting<br />
(see Hybrid Campaigns, pp. 239-241), a single level<br />
won’t upset things. The typical “action movie” game can<br />
take two levels in stride. Campaigns that feature extreme<br />
comic-book and wuxia action might go up to three levels,<br />
but probably not beyond that – not unless the GM likes<br />
untouchable fighters!<br />
CHARACTERS 43