
IMMUNITY
Effect: Defense
Action: Reaction
Range: Personal
Duration: Permanent
Cost: 1 point per rank
Optional: Fatigue
You are immune to certain effects, automatically succeeding on any saving
throws or ability checks against them. You assign ranks of Immunity to
various effects (with more extensive effects requiring more ranks). These
assignments are permanent:
• 1 rank: aging, disease, poison, one environmental condition (cold,
heat, high pressure, radiation, or vacuum), one type of suffocation
(breathe normally underwater or in an alien atmosphere, for example),
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, suffocation (no need to breathe at all), or an uncommon
power descriptor (such as chemical, gravitic, necromantic, etc.).
• 5 ranks: alteration effects, dazzle effects, emotion effects, entrapment
(grappling, snares, or bonds), fatigue effects, interaction skills,
trait effects, or a particular type of damage (such as bullets, cold,
electricity, falling, fire, magic, radiation, sonic, etc.).
• 9 ranks: life support (includes immunity to disease, poison, all environmental
conditions, and suffocation).
• 10 ranks: mental effects, a very common power descriptor (such as
cutting, elemental, impact, metal, magic, technological, etc.).
• 30 ranks: all lethal physical damage,
or all lethal energy damage.
• 30 ranks: Any effect calling for a particular saving throw: Fortitude,
Reflex, or Will.
For example, at Immunity 11 you could have life support (9 ranks) plus
Immunity to critical hits (2 more ranks), or life support plus Immunity to
aging (1 rank) and a rare power descriptor (1 rank), or any other combination
adding up to 11 ranks.
FLAWS
• Limited (–1): You suffer half the normal effect rather than being
entirely immune to it. For environmental effects, you only make checks
half as often. For other effects, halve the effect’s rank before determining
its saving throw DC. Alternately, if your immunity is to an effect
causing lethal damage, it can cause nonlethal damage instead.
