Hard to Subdue

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Revision as of 19:10, 22 May 2010 by Np (talk | contribs) (Created page with '{{Advantage}}{{Physical}}{{Mundane}}{{Cinematic}} {{2 points/level}} You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness...')
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2 points/level

You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness – whether as a result of injury, drugs, or ultra-tech weapons – and to resist supernatural abilities that cause unconsciousness. In a realistic campaign, the GM may wish to limit characters to Hard to Subdue 1 or 2.