Mark Skarr Wrote:In GURPS we can probably make the Polykev a TL9 ultratech bodysuit. Call it a Heavy Reflex Bodysuit, that’ll weigh 9 lbs and provide DR 18/6* to all locations except his head. And, maybe give him a point or two of personal DR, to deal with the flexibility issues the Reflex has.Don't forget that Polykev is science backed by magic. Start with the TL9 suit, then add a bit more DR for the magic reinforcement.
Well, in GURPS, to kill a normal person outright, you have to do 60 points of damage (reduce them to -5 × HP). So, an attack would have to average 30 points of damage to be, roughly the same damage. That comes out to 8.5 dice. We’ll call it 9, for simplicity sake. Honestly, that ain’t much. The damage cap for my IST game is 35d. But, let’s be honest, this isn’t Doug’s main ability, so 9d is probably sufficient.
Also, -5 x HP is merely the point of instant death. Once you're at -1 x HP, you start rolling HT vs. death every time you take a hit. Given that the average bystander has an HT of 10, I believe there is a roughly 50% chance that they'll make the roll, a 25% chance that they'll take a 'mortal wound' which will likely kill them eventually, and a 25% chance that they die immediately.
Since this means that Doug only needs to do 20 points of damage to risk killing an average thug, and Doug knows that he can kill a thug with two hits, he only has to do 10 damage per hit. Between his ST 12 and Karate skill at DX+2 or above, he already does seven damage on a good hit. Since he seems to use reinforced gauntlets to up his damage, I suggest letting the gauntlets pump his damage by one or two dice and give them the appropriate equipment modifiers (1=min. 3, avg. 8, max. 13; 2=min. 4, avg. 11.5, max. 19).
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"Anyone can be a winner if their definition of victory is flexible enough." - The DM of the Rings XXXV