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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

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