Special Enhancements
- Absorption: You can absorb damage and use it to enhance your abilities. Each point of DR stops one point of damage and turns it into one character point that you can use to improve traits (anything but skills) temporarily. You store these points in a “battery” with capacity equal to DR (e.g., DR 10 gives a 10-point battery). Once this battery is full, each point of DR will still stop one point of damage, but will not convert it into a character point. You do not have to use stored points immediately, but you cannot reallocate points once used. You lose absorbed points – unused ones first – at the rate of one point per second. You lose enhanced abilities as the points drain away. (Exception: If you are missing HP or FP, you can heal yourself. Restoring one HP drains 2 stored points immediately; restoring one FP drains 3 points. Such healing is permanent. Only HP or FP in excess of your usual scores drain away.) You cannot absorb damage from your own ST or attack abilities. +80% if absorbed points can only enhance one trait (determined when you create your character) or can only heal; +100% if you can raise any trait
- Force Field: Your DR takes the form of a field projected a short distance from your body. This protects your entire body – including your eyes – as well as anything you are carrying, and reduces the damage from attacks before armor DR. Effects that rely on touch (such as many magic spells) only affect you if carried by an attack that does enough damage to pierce your DR. +20%.
- Reflection: Your DR “bounces back” any damage it stops at your attacker. The remaining damage affects you normally. The attacker doesn’t get an active defense against the first attack you reflect back at him, but gets his usual defenses against subsequent reflected attacks. Reflection only works vs. direct hits! It cannot reflect damage from explosions, fragments, poison gas, or anything else that affects an entire area. This enhancement is mutually exclusive with Absorption. +100%.
Special Limitations
- Ablative: Your DR stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. 80). Use this to represent supers who can absorb massive punishment but who lack the mass to justify a large HP score. -80%
- Can’t Wear Armor: Your body is designed in such a way that you cannot or will not wear body armor or clothing. -40%
- Flexible: Your DR is not rigid. This leaves you vulnerable to blunt trauma (see p. 379). -20%
- Limited: Your DR applies only to certain attack forms or damage types. See Limited Defenses (below) for details.
- Semi-Ablative: When an attack strikes semi-ablative DR, every 10 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. Lost DR “heals” as for Ablative (and you cannot combine the two). -20%.
- Tough Skin: By default, Damage Resistance is “hard”: armor plate, chitin, etc. With this limitation, your DR is merely tough skin. Any effect that requires a scratch (e.g., poison) or skin contact (e.g., electrical shock or Pressure Points skill) affects you if the attack carrying it penetrates the DR of any armor you are wearing – even if it does exactly 0 damage! Your natural DR, being living tissue, provides no protection at all against such attacks. This limitation includes all the effects of the Flexible limitation (see above); you cannot take both. It is mutually incompatible with Force Field. -40%