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Damage Reduction

Superpower (Trait)

EFFECT

Cost varies

DESCRIPTION

The superhero gets a damage reduction score, which means that damage from physical attacks such as weapons is reduced by the number specified. The exact means by which the superhero resist damage is entirely up to him. It can include force fields, metal plates, or anything else the superhero can think of. It does not require any visual element; the superhero can simply appear to be bullet-proof. The superhero purchases DR on a sliding scale. These costs match the costs for Ability Enhancement, thus extra damage and extra hit points from super ability scores cost the same as the corresponding DR score.

Enhancements and limitations for Natural Damage Reduction are expressed as “x JP per DR y.” For enhancements, this means that for every set number of points of damage reduction the superhero purchases, the cost is an additional 1 JP. For example, “1 JP per DR 3” means that for every 3 points of damage reduction the superhero purchases, he pays an extra JP.

For limitations, it means that for every set number of points of damage reduction the superhero purchases, the value yields one JP. For example, “1 JP per DR 4” means that for every 4 points of damage reduction the superhero purchases, he receives a 1 JP discount. Calculate the discount off of his total DR, not the total number of JP the superhero spent on the power.

 

Natural DR

DR

Cost

1

2 JP

2

4 JP

3

6 JP

4

8 JP

5

10 JP

6

12 JP

7

16 JP

8

20 JP

9

24 JP

10

28 JP

11

32 JP

12

36 JP

13

40 JP

14

44 JP

15

50 JP

16

56 JP

17

62 JP

18

68 JP

19

74 JP

20

80 JP

21

86 JP

22

92 JP

23

98 JP

24

104 JP

25

112 JP

 

Special: Because the enhancements and limitations for this power are calculated differently than most powers, its minimum JP cost is 1 JP per point of DR, not just 1 JP.

Enhancements and limitations
  • Enhancement: Automatic Active DR (Cost: 3 JP): In addition to activating consciously, his Active DR activates automatically, immediately after he takes damage for the first time in a particular combat. It also remains on after the superhero is struck unconscious and stays on until he runs out of PPs. It even lasts until after the superhero dies, consuming the last remnants of energy from his corpse. Prerequisite: The superhero must have the Active DR limitation to buy this enhancement.
  • Limitation: Active DR (Value: 1 JP per DR 3, decrease price by 1/3): Activate: 2 PPs per 5 DR; free action. Sustain: 2 PPs per 5 DR per round; free action. His DR is now a power, and he must activate it consciously. If the superhero is rendered unconscious, his DR deactivates.
  • Limitation: Density Increase (Value: 1 JP per DR 5, decrease price by 1/5): His DR is the result of an increase to his body’s density; thus, it makes him physically harder. His Dexterity and Strength are unaffected by his increased density because his muscles increase in density as well, but the denser his body is, the more he weighs. For every 5 DR, add x2 to his weight. Because increasing his weight has many, many in-game effects (slowing down vehicles, destroying chairs and seats, destroying anything that’s under him if he falls, etc.), he must ask special permission from the GM to take this limitation.
  • Limitation: DR/[attack type] (Value: 1 JP per DR 4, decrease price by 1/4): His DR is now vulnerable to one of the three attack types: bludgeoning, piercing, or slashing. The superhero can take this limitation multiple times. Each time, it applies to a new attack type.
  • Limitation: DR/Metal (Value: 1 JP per DR 2, decrease price by 1/2): His DR is now vulnerable to any attack made with a weapon with a metal head. Special: “DR/Metal” is incompatible with a metallic Uncommon Substance (see below).
  • Limitation: DR/Stone (Value: 1 JP per DR 3, decrease price by 1/3): His DR is now vulnerable to any attack made with a weapon with a stone head.
  • Limitation: DR/[uncommon substance] (Value: 1 JP per DR 4, decrease price by 1/4): His DR is now vulnerable to a particular substance that is at least somewhat unusual in the creation of weapons. Uncommon substances include: cold iron, plastic, a type of metal other than steel (silver, copper, bronze, etc.), a specific type of wood (i.e., oak, ash, maple, cedar, etc.), or a specific kind of stone (granite, shale, limestone). Choose only one uncommon substance at a time. Other substances can be “uncommon,” but only with the GM’s permission. Remember, the substance doesn’t have to be unusual in general, just unusual in the manufacture of weapons. The superhero can take this limitation multiple times. Each time, it applies to a new uncommon substance. Special: A metallic Uncommon Substance is incompatible with “DR/Metal.”
  • Limitation: DR/Wood (Value: 1 JP per DR 3, decrease price by 1/3): His DR is now vulnerable to any attack made with a weapon with a wooden head.
  • Limitation: Power (Value: 1 JP per DR 3, decrease price by 1/3): Activate: 1 PP per level; free. Sustain: 1 PP per level per round; free. His Damage Reduction is a power. This limitation costs 1 JP for per DR 3.