IMMUNITY (DEFENSE)
| Name | Type | Action | Range | Duration | Resistance | Base Cost |
|---|---|---|---|---|---|---|
| Immunity | Defense | None | Personal | Permanent | - | 1 per rank |
You are immune to certain effects, automatically succeeding on any resistance check against them. You assign ranks of Immunity to various effects to gain immunity to them (with more extensive effects requiring more ranks). These assignments are permanent. Examples include the following:
1 rank: Aging, disease, poison, one environmental condition (cold, heat, high pressure, radiation, or vacuum), suffocation, starvation and thirst, need for sleep, or a rare power descriptor (such as your own powers, a close sibling’s powers, etc.).
2 ranks: Critical hits, or an uncommon power descriptor (such as chemical, gravitic, necromantic, etc.).
5 ranks: Alteration effects, sensory Affliction effects, emotion effects, entrapment (grabbing, snares, or bonds), fatigue effects, interaction skills, or a particular Damage effect, descriptor (such as swords, cold, electricity, falling, fire, magic, radiation, sonic, etc.)
10 ranks: A common power descriptor (such as all effects with cold, electricity, fire, radiation, or weather descriptors, for example), life support (includes immunity to disease, poison, all environmental conditions, suffocation, and starvation and thirst).
20 ranks: A very common power descriptor (bludgeoning or energy, for example).
30 ranks: All effects resisted by Fortitude, All effects resisted by Will.
80 ranks: All effects resisted by Toughness (the equivalent of 40 ranks of Impervious Toughness).
DEGREES OF IMMUNITY
Some Immunity effects are a matter of degree. For example, “immunity to cold” can range from the environmental effects of cold (described under The Environment) to cold damage, to complete immunity to all effects with the “cold” descriptor. The first requires only 1 rank, and provides no resistance to other sorts of cold effects. The second requires 5 ranks and only provides immunity to cold Damage effects. The third requires 10 ranks and provides complete immunity to all effects with the “cold” descriptor whatever they may be.
EXTRAS
Affects Others: This extra allows you to grant the benefits of your Immunity to others by touch. It’s most commonly used with life support, such as the power to maintain a life support “bubble” around you. +1 cost per rank
Sustained: Sustained duration Immunity may be suitable for certain types of powers, particularly force fields or similar protective abilities requiring a modicum of concentration. It is a net +0 modifier from Immunity’s base permanent duration. +0 cost per rank
Ranged: Affects Others Immunity may have this extra, allowing it to grant its benefits at range. +1 cost per rank
Reflect: You can reflect attacks to which you are immune back at the attacker as a free action. Make a normal attack check using your own attack modifier to hit with the reflected attack. It has its normal effect if it hits. +1 cost per rank
Redirect: You can redirect attacks to which are you are immune at any other target within the attack’s normal range, as Reflect, above. You must have the Reflect extra to take this one. +1 cost per rank
FLAWS
Limited to Half Effect: You gain Resistance to the effect rather than being entirely immune to it. For environmental effects, you only make checks half as often. Roll both a d20 and the Fortune die when making Resistance Checks. -1 cost per rank





