Resistant to Crippling

Resistant to Crippling is something which can be approached via the Resistant advantage. Although it is not known to exist as an overall trait for all body parts, aspects of this appear to exist elsewhere.
==Resistant to Injury==
GURPS Martial Arts includes Resistant to Arm Injury and Resistant to Neck Injury found as options under MA32's "Contender" template and MA47 explains what they mean:
*"bonus in Quick Contests to avoid injury from chokes (p. B370) and Neck Snap"
*"bonus to resist injury from Arm Lock (p. B403) and Wrench Limb"
It's unclear if this would also help with crippling rolls, which is an HT roll to determine length of crippling when suffering a certain amount of damage. Passing a crippling roll 
Being "rare" the 1/3/immune pricing (div 1/2/3 rounded down) from 5 is 1/2/5.
In these cases, they only aid to prevent "injury" which can be resisted via a HT roll. They do not aid in preventing injuries inflicted by direct damage to those locations. For that you would buy DR (One Arm Only -40%) or DR (Neck Only -50%)
Immune to Arm Injury and Immune to Neck Injury thus should only prevent injure which is resistible via quick contests. They should not prevent direct non-resisted damage to limb/neck.
B61 No Neck is thus implied to be overpriced: it not only prevents chokes/snaps but also decapitation and targeting the neck for better wound multipliers. "No Neck" should probably have "Immune to Neck Injury" as a prerequisite, or folded in as a 10-point meta-trait.
No Eyes is a similar problem: it doesn't just remove the hit location, it makes one "immune to blinding attacks". B78 Protected Senses costs exactly the same amount of character points and only gives +5 to resist temporary damage ("resists glare and eye damage from lasers,")
*the only advantage Protected Vision seems to actually have over No Eyes is that NE may not help against glare, and Dark/Infra/Night adjustments from bright to dark
**Nictitating Membrane on B71 conversely has nearly-pointless DR (except that it's cheaper than face DR, if you want to bait people into pointlessly attacking your strong membranes instead of face and not injuring you) but otherwise has the effect of "HT rolls concerned with
eye damage" similar to Protected Vision or a hypothetical Resistant to Eye Damage one might price as something below rare.
***Eyes Only -90% atop Force Field +20% is a net -70% modifier (3/10 cost) for DR, so DR10 [50] would cost 15 points.
****Force Field is implied to not be needed though, Face Only DR at 
==Powers==
P158 mentions adding Talent to HT rolls to avoid crippling if you have switchable body parts. This would also open up the idea of buying Reliable on switchable body parts, since reliable functions like talent.
"DX rolls where extending or retracting body parts would help" seems more linked to switchable parts, it's unclear why talent wouldn't help a non-switchable extra body part avoid crippling.
Being able to buy reliable for non-switchable body parts opens the door to Modifying Beings with One or Two Arms.
Reliable 2 +10% for example is a perk you could buy for an arm to give it +2 to HT rolls to resist crippling, which sounds reasonable.
Reliable 8 +40% would cost 4 and give +8, the "half base cost" tier of Resistant. Resistant + 8 to arm injury for example costs 2 points.
Since rare is the lowest category and the "Reliable Arm" approach is more expensive, and since there is no mention of crippling under "resistant to arm injury", RTAI should probably NOT add to the HT roll which mitigates crippling.
That could instead be seen as recovering from an injury instead of preventing one.
Based on the 4 point cost for +8 resistant, which is closer to 10/5 (5) than 5/2 (2.5) "Arm Crippling" seems to be a more-than-rare effect.
==Indestructible Skeleton==
This differs because it doesn't give a bonus to the recover roll but instead doubles the injury threshold at which point crippling occurs. It's like injury tolerance (1/2 damage only for preventing crippling) basically.
However: since it changes permanent crippling to lasting it's like a "sometimes bonus" to resistant to crippling. It doesn't give a bonus to make temporary less likely though, which limits it's value.
The prevention of dismemberment is probably thought of as preventing "destruction", with "non-dismemberment destruction" thought of as just "permanent crippling". That's sort of like how No Neck prevents decapitation.
==Diffuse==
Immunity to Crippling notably appears to be part of Diffuse but it's not clear which portion of it's cost is that.
category:advantages