Injury Tolerance
#advantage #character_option #rules_analogue
Physical, Exotic; Variable
You have fewer physiological weaknesses than ordinary living beings. The cost of this advantage depends on the precise frailties eliminated. Note that some forms of Injury Tolerance include others, and that Diffuse, Homogenous, and Unliving are mutually incompatible.
- Diffuse (100 points): Your body is fluid or particulate, composed of a swarm of smaller entities, or perhaps made of pure energy. This makes you immune to crippling injuries and reduces the damage you suffer from most physical blows; see Injury to Unliving, Homogenous, and Diffuse Targets (p. 380). Most foes (GM’s decision) cannot slam or grapple you! Diffuse includes all the benefits of No Blood, No Brain, and No Vitals.
- Homogenous (40 points): Your body has no vulnerable internal organs, bones, muscles, or other mechanisms. As a result, you are less susceptible to piercing and impaling attacks; see Injury to Unliving, Homogenous, and Diffuse Targets (p. 380). Homogenous includes the benefits of No Brain and No Vitals. This trait is intended for entities such as iron golems, trees, and slimes.
- No Blood (5 points): You do not rely upon a vital bodily fluid (like blood) for survival. You do not bleed (see Bleeding, p. 420), are unaffected by blood-borne toxins, and are immune to attacks that rely on cutting off blood to part of your body.
- No Brain (5 points): Your brain – if you have one – is distributed throughout your body, or isn’t your true seat of consciousness. Your opponents cannot target it for extra damage. You may have a head, but a blow to the skull or eye is treated no differently than a blow to the face (except that an eye injury can still cripple that eye).
- No Eyes (5 points): You lack eyes or other vulnerable optics, but can somehow see despite this (unless of course you suffer from Blindness, p. 124). As you have no eyes, they cannot be attacked. You are also immune to blinding attacks.
- No Head (7 points): You have no head at all. This includes the benefits of No Brain. As well, you lack “skull” and “face” hit locations, and have no need for head armor. You can still see, speak, hear, smell, taste, etc. unless you take the appropriate disadvantages. Specify how you do this (supernaturally, technologically, via organs on your torso, etc.). It is common – but not mandatory – for those with No Head to have No Neck, No Eyes, or both.
- No Neck (5 points): You have no neck. As a result, you have no “neck” hit location, and cannot be decapitated, choked, or strangled.
- No Vitals (5 points): You have no vital organs (such as a heart or engine) that attack- ers can target for extra damage. Treat hits to the “vitals” or “groin” as torso hits.
- Unliving (20 points): Your body is not composed of living flesh. You take reduced damage from piercing and impaling attacks, but are not quite as resilient as if you were Homogenous; see Injury to Unliving, Homogenous, and Diffuse Targets (p. 380). This trait is intended mainly for machines and corporeal undead.
- Unstoppable (10 points): You are immune to slowing down when you have less than 1/3 your HP left; for example, you never halve your Move and Dodge scores for being at 1/3 HP or less. You still risk collapsing at 0 HP or less. Add Fatigue Included, +100%, to extend this to less than full FP as well.
Source: GURPS 4th - Basic Set - Combined, page 60
Unstoppable is found in GURPS 4th - Monster Hunters - Power-Ups 1, page 10