Damage Reduction [power]

Cost: 2CP per rank (DR 2 / super)
Activate: n/a
Range: self

For every rank in this power, you get DR 2 / super. You can describe this ability any way you like, as a force field, super-dense skin, a magical aura, whatever, but the power does not require any particular visual manifestation if you don’t want to have one. You can simply appear to be bullet-proof. Regardless of the manifestation, this power neither reduces nor raises your Charisma score nor does it affect your ability to use Stealth or otherwise pass undetected.

Damage Reduction affects physical damage of all kinds but not energy damage or super attacks.

Damage Reduction is always on (i.e., “activated”), which means that if you buy the power, it can be affected by metapowers at all times.

Many of the enhancements/limitations for this power alter what your DR does and does not affect. Read those effects carefully and decide if you want to take any. It’s a standard trope of comics to have one, specific weakness to your “invulnerability,” and those kinds of weaknesses can bring the cost of DR down to something more manageable.

Many of them are listed as having a price “per base rank.” For example, Super DR is 1cp per base rank, which means that to take that enhancement costs a number of CPs equal to the number of ranks you have in the base power. You cannot buy less than that; i.e., having half your DR vulnerable to Super attacks and half invulnerable to them.

Enhancements

Enhancement: Automatic Active DR
Cost: 3CP
Prerequisite: Active DR (Limitation)

In addition to activating consciously, your Active DR activates automatically, immediately after you take damage for the first time in a particular combat scene. It also remains on after you are struck unconscious and stays on until you run out of PPs. It shuts off if you actually die.

 

Enhancement: Super DR
Cost: 1CP per base rank

Your DR now works against physical Super attacks, but not energy-based Super attacks. You would be protected from a knife thrown with Super-Dexterity, but not an Energy Attack, for example.

 

Enhancement: Extend DR
Cost: 1CP per base rank
Activate: 1PP; standard action
Sustain: per round/minute; free action
Range: Touch
Save: Will negates, Wisdom-based (harmless)

You can now imbue your DR onto a single, medium-sized subject with a touch. You must maintain contact with the subject for the enhancement to work.

 

Enhancement: Extend DR More (new!)
Cost: 1CP per base rank (special, see text)
Activate: 1PP; standard action
Sustain: per round/minute; free action
Range: Touch
Save: Will negates, Wisdom-based (harmless)

For every rank in this power, you can extend your DR to another medium-sized subject. You can take this enhancement multiple times, granting the ability to extend your DR to a subsequent medium-sized subject. Furthermore, if you can extend your DR to a medium-sized subject, then you can alternatively extend it to one large-sized subject, and so on (e.g., two large-sized subjects equals a huge subject, two huges equals a gargantuan, etc.).

 

Enhancement: Trait
Cost: 1CP per base rank

Your DR is now a trait.

Limitations

Limitation: Active DR
Activate: 1PP per 4 ranks; swift action
Sustain: per round; free action
Value: 1CP per base rank

You must activate your Damage Reduction consciously. If you are rendered unconscious, it deactivates.

 

Limitation: Density Increase
Value: 2CP per base rank (special)

Your DR is the result of an increase to your body’s density, which makes you physically harder. Every rank in this power adds a multiplier to your body weight, and you must buy 1 rank in the enhancement for every 5 ranks in the base power (see table).

Your Dexterity and Strength are unaffected by your increased density because your muscles increase in density as well, but the more dense your body is, the more you weigh.

Because increasing your weight has many, many in-game effects (slowing down cars, destroying chairs and seats, destroying anything that’s under you if you fall, etc.), you must ask special permission from the GM to take this limitation.

Density Increase
DR Weight Cost
1 – 10 x2 2cp
11 – 20 x3 4cp
21 – 30 x4 6cp
31 – 40 x5 8cp
41 – 50 x6 10cp
etc. etc. etc.

 

Limitation: Damage Type
Value: 4CP

Your DR is now vulnerable to one of the four attack types:

  • ballistic
  • blunt
  • piercing
  • slashing

You can take this limitation once. You cannot take this limitation as well as a Vulnerability (see below).

 

Limitation: Thick-Skinned
Value: 4CP

Your DR now transforms HP damage into NL damage rather blocking HP damage. If you are rendered unconscious by having taken too much NL damage, then you start taking HP damage as per the non-lethal-damage rules.

 

Limitation: Vulnerability, Common
Value: 4CP

Your DR is now vulnerable to a specific substance that weapons are commonly made of or that PCs commonly take damage from:

  • flesh (i.e., unarmed strikes)
  • steel/lead (including bullets)
  • stone/rocks (including concrete)
  • wood

You cannot take this limitation multiple times. You cannot take this limitation as well as Damage Type (see above).

 

Limitation: Vulnerability, Rare
Value: 2CP

Your DR is now vulnerable to a substance that weapons are not commonly made of:

  • metal other than steel/lead (copper, tin, aluminium, etc.)
  • specific type of wood (ash, oak, cedar, etc.)
  • specific type of stone (granite, shale, limestone, etc.)
  • plastic
  • glass

You can propose a different Rare Vulnerability to the GM, as well, and the two of you can decide between you if it’s appropriate to the limitation.

You cannot take this limitation multiple times. You cannot take this limitation as well as Damage Type (see above).

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