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Intrinsic: Resilient PDF Print E-mail
Written by Dennis Detwiller   
Sunday, 11 March 2007

Though WT is angled towards an Ultimates/The Authority kind of supers, the system is designed to be easily tweakable up and down the scale from gritty to four-color. The first and foremost need-be for four-color is an intrinsic like Resilient. 

Intrinsic: Resilient (10 Points)
Whether it’s because of incredible willpower, luck, or just a tough skin, your body is exceptionally resilient. After combat ends, and after you’ve recovered Shock damage normally (page xx), all Killing you’ve taken turns to Shock.

Resilient makes it much easier to recover from harm, and the GM should carefully decide whether to use this intrinsic at all. In four-color games, many or even all characters might have it, while in a gritty game it might be forbidden altogether.

You can also tweak how damage is taken and healed very easily.

Optional Rules: Damage Tweaks
Are your players tired of getting their heads knocked off at inopportune moments? At the GM's discretion, they can try some damage options to make their lives more livable.

• Wound Shift: A character can spend Willpower to change the hit location of a wound before taking the hit, during the resolve phase of combat. It costs the width of the attack in Willpower to change the roll’s height by 1, up or down. This does not affect the height of the attack roll in any other way (you can’t use wound shift to make it miss altogether), and it can only be done when the wound is taken.

• Shaking It Off:
If you want a more over-the-top game, allow characters to negate damage by spending Willpower points to “shake it off.” One point of Willpower buys off 1 point of Shock, and 2 points buy off 1 Killing.
There are lots of ways to handle this. Maybe characters can buy off damage as it happens, during the resolve phase of combat. Maybe it only applies to attacks that they can see coming; or maybe helps against any and every source of damage. Or maybe they can only buy it off after the fight is over and the dust has settled.
How you explain it is also up to you. Perhaps it only applies to characters with some kind of superhuman defensive power (i.e., they have a power with the “Defends” quality; see page xx), so it’s the character’s protective power in overdrive. Or maybe it’s just luck, fate, or divine grace. What really matters is the end result—the character spends Willpower and avoids or reduces injury.

• Die Hard:
With this middle-of-the-road modification, the ratio of Shock to Killing damage is increased. Instead of 2 Shock to 1 Killing point of damage, it’s 3 to 1, or even 4 to 1. This makes characters far more resistant to non-lethal damage. In the standard damage scheme, 4 points of Shock to the head knocks you out and 4 more kills you; with the “Die Hard” option at 3 to 1, it takes 12 more points of Shock to kill you.

• Nothing But Shock:
All Killing damage changes directly to Shock. An attack that inflicts 4 points of Shock and 4 points of Killing instead does 8 points of Shock. Additionally, Shock damage “bleeds” from limbs to torso before being converted to Killing; only if both the limb and the torso are filled with Shock does further damage turn the limb’s Shock boxes to Killing. This option is perfect for four-color games of the “superhero cartoon” variety, where a hero or villain can take a serious beating before there’s any real risk of lingering injury.

• Four-Color Recovery:
This option allows important characters to recover from Killing damage more quickly than usual even without medical treatment. If all Shock damage on the character has healed, once a day pick a hit location and roll Body+Health, with the total Killing damage on the location as a difficulty number (to a maximum difficulty of 10). If the roll succeeds, 1 point of Killing becomes 1 point of Shock.

Even these do not represent the end of the possiblities -- they just cover the basics. Make up your own if you like; it's one of the beauties of the system. It's very easy to do.

 

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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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