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#1 |
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Join Date: Nov 2011
Location: South Dakota, USA
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Previous Thread: Fearlessness, Unfazeable
Next Thread: Pending If you're new to this series or just want to leave feedback about it, check out the Introduction Thread. If you need help finding something we've already discussed, johndallman is maintaining an index of which traits we've discussed. This is especially handy if the trait you are searching for happens to have been part of a multi-subject review. Basic Fit (p. B55)is a Mundane, Physical Advantage that grants +1 to all your HT rolls, as well as causing you to regain FP at twice the normal rate excluding FP lost to Spells, psi Abilities, etc. Very Fit (also p. B55) functions in the same way, but with a +2 bonus to HT rolls and you also lose FP at half the normal rate (for mundane forms of exertion). Both of these traits are intended to represent improved cardiovascular health. According to p. B294, Fit is an Advantage you can gain through study in game, after character creation; presumably, this is true of Very Fit. Related Traits
Other Supplements
Past Editions Sure enough, we find Fit on page 25 and Very Fit on page 31 of Compendium I, in the section for new Mundane Advantages. Besides being split into two separate entries, the only other major difference is it is slightly less detailed; no comment indicating that this trait was about cardiovascular fitness. A further note is that the mechanics of Third Edition are different; prior to Fourth Edition, Fatigue Points were based on ST and Hit Points on Health.Useful Links Feel free to suggest any existing threads or other, appropriate links on this matter. Discussion Starters This is (usually) a generic list of questions for those who want to participate in the discussion but need a little help. If you already know what you want to say, feel free to skip these. ;)
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) Last edited by Otaku; 04-24-2018 at 05:15 AM. |
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#2 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Very Fit, HT14 and Breath Control seem like a good way to approach marathon-running in GURPS. Also good for swimming in ice-cold water.
By its own, Fit is a pretty good deal; whether you want the second level will depend on how much you expect to track the various causes of mundane long-term FP loss (exhaustion, sleep deprivation, undereating etc.). |
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#3 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I take Fit on many characters, simply for the advantage on death checks. An additional +1 HT is better value than Very Fit unless the campaign is going to feature lots of FP accounting, as Vicky says.
Could one of our kindly and athletic moderators correct the thread title? This is Advantage of the Week #58, not #48.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#4 |
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Join Date: Jan 2009
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Fit is one of those amazingly good deals in CP terms: like Combat Reflexes and High Pain Tolerance, it’s near-mandatory for low-TL warriors.
I only put Very Fit on one character, a mage with Recover Energy 20. Very Fit doesn’t help recover FP spent on magic stuff, but Recover Energy does help recover FP spent on physical stuff, octupling recovery on net. They pulled down a Weapthy income digging ditches and doing other unskilled labor, in conjunction with their use of the Might spell to assist in farming and construction tasks in a low-tech colony without domesticated animals. One odd little interaction of Fit/VF and the Running mechanics is that, in places, running calls for *either* a HT roll or a Running skill roll. Since Fit/VF add to HT rolls but not HT-based skill rolls, being Very Fit increases the amount by which you have to invest in the Running skill by quite a lot, if you want to actually see any benefit from it. Last edited by Toptomcat; 04-22-2018 at 07:55 PM. |
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#5 | |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Quote:
Very fit shouldn't have any effect on starvation or dehydration. I suppose by RAW they do though.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#6 |
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Join Date: Aug 2004
Location: Wellington, NZ
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Fit is effectively an automatic pick for my players at the moment - if a character doesn't have it it's a sign that they're not expected to be getting in trouble and the point budget was very tight.
Very Fit is less common, and only taken for characters where being exceedingly fit is seen as conceptually reasonable as well as mechanically useful.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#7 |
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Join Date: Aug 2007
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I put Very Fit on a genetically engineered character but it was a very high pt game and was for "show". We tend not to do that sort of gaming.
When I was GM and made Nyx the Barbarian for a non-crunch-loving player I game her Very Fit and then (as GM) just remembered that Nyx never got tired. So this was mostly for "show" too.
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Fred Brackin |
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#8 | |
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Join Date: Feb 2005
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Quote:
Fit doesn’t actually imply any body fat percentage, but in real life most fit people have a lower BF than non-fit people... and body fat helps sustain you when you miss meals or water breaks. I agree that especially if it is cardio-respiratory based it should have no benefit to missing meals or sleep. If it’s just a generic “ you’re better at resisting that stuff” then fine... ....and I take Fit on every character I make. |
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#9 |
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Join Date: Jul 2015
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I've had fit on two of my characters and it's barely come into play, only when making a health roll and I remember it helps.
I'd rather just spend a couple of points towards extra health or Hard to subdue or hard to kill. The fatigue part never comes into play in my group. |
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#10 |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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| Tags |
| advantage, advantage of the week, fit, very fit, week, [basic] |
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