Any way to mitigate half move/dodge from injury
Hi guys,
We're starting up our first ever GURPS DF campaign (Actually continuing a Rise of the Runelords Pathfinder campaign with GURPS rules..but that's another story). One of our character is a Barbarian type character. High speed, High ST & HT, Tuff as hell, etc... The campaign will have its fair share of big bad monster which could easily bring our barbarian friend to a 1/3 of his HP in one hit. However, once he's down to 1/3 of his HP a lot of his defining features are obliterated. One bad hit and he's now a slow moving hunk of meat who better have put on a big plate of armor in the morning.
So my question is: is there something in the rules to reduce/delay the effect of the 1/3 HP. Did a scan through a bunch of my GURPS book and couldn't find any advantage or technique or etc... that would help with this.. Is there something that exists that'd take care of this?
Thanks!!
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