Quote:
Originally Posted by d_ns
I agree, it does go against SF, but how would you depict the ability to squeeze into tight places, and the lack of a bone structure to break?
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To squeeze into tight places, you can use Flexibility: Double Jointed (pg. B56). I would also add Extra-Flexible (pg. B53) to all Dralasite arms.
For no bones to break, you can use Injury Tolerance: Unbreakable Bones from Powers pg. 53. Add the modifier Cosmic - crippled limbs only last until a new limb can be regrown +50% and you should be good to go. A more accurate build for Dralasite limb powers might be Regrowth (with a limitation for limbs only) plus Regeneration (with a limitation of only for regrowth). However, this ends up costing a LOT!
Quote:
Originally Posted by d_ns
I'll look into that - is it referenced anywhere in the rules that you can recall, or shall I invent it whole cloth?
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Under the Damage Resistance advantage, it lists the rules for Ablative and Semi-Ablative armor. Just make it a house rule that in your GURPS Star Frontiers game all armor is Semi-Ablative. This should address Fred Bracklin's earlier word of caution. Or make all armor fully ablative, but this makes low tech armor like mail and plate rather wonky. Or maybe just "soft" armor is semi-ablative (or fully ablative) - like cloth armor, Kevlar, and skein (or albedo for lasers, and so on) while a clamshell cuirass or suit of plates acts like normal.
Luke