Subject: New Advantage: Extreme Physical Resilience
From: CraigR <[email-masked]>

EXTREME PHYSICAL RESILIENCE (or Damage Divisor v2)
by Craig Roth <[email-masked]>
        Cost is 25 point per level for levels 1 through 4. 20 points per
level thereafter.
        You are extremely tough! Damage doesn't affect you as much as it
does other people, so you can take a lot more of it.
        The first level of this advantage divides the damage taken by the
individual by 2, damage is rounded to the nearest point. Damage is
subtracted from external DR (armor, etc.) first, then divided with this
advantage, then applied to integral DR (personal toughness, etc).
(Alternately, damage could be divided before ANY DR is subtracted. The
damage divisor would be applied simultaneously with the armor divisors.)
Penalties for shock are based on damage that gets past integral DR.
Knockback is calculated as per full damage. Each additional level adds 1 to
the Divisor. 
        Given, as the name implies, an extreme resilience of the character
body, GMs may wish to impose the following prerequisite: similar to
Immunity to Disease, a minimum HT is required to buy this advantage. The
minimum HT is 12 or (10 + (EPR/2), whichever is greater. GMs may also wish
to limit the PC buying more than 10 Extra Hit Points or 20 DR, to keep them
manageable.
        An Example: A character buys 9 levels of EPR, dividing all damage
received by 10 (let's just call it EPR 10), for 200 points. he also buys 5
levels of DR for 15 points. It would take 55 points of damage inflicted
upon our hero before he would be harmed. (55/10 = 5.5 rounded to 6 points,
minus 5 (DR)= 1 point of damage)
        Radiation PF is 10 per level.
        Enhancement: Knockback is similarly divided. +20%
        Limitation: You take full penalties from shock, undivided by EPR,
making you much easier to stun than to kill. Example: you have HT 10 and
EPR 5; someone shoots you for 20 points damage. You only take 4 points of
damage, but must make a HT roll to avoid passing out and are at -20 to
skill rolls on your next turn. -20%
        Limitation: The above cost assumes protection from "everything".
The cost is modified as follows if taken against specific attack types.
(The categories are on the Defense Table, p.CI49)
          Common:     -20%
          Occasional: -40%
          Rare:       -60%
          Very Rare:  -80%
        Variant: Bouncing: Damage not absorbed bounces away from the
recipient. Projectiles bounce in random directions, energy weapons may
remain focused or disperse in random vectors, at the GM's whim. Where the
remaining damage goes (friend or foe, floor or ceiling, random or critical
piece of equipment) is decided on a case by case basis by the GM (as he
sees fit to advance the plot :) ) and is completely uncontrolled by the
player (although Luck and Serendipity may have an effect). In the above
example, of the 55 dealt, 5 points go into the DR, 1 hits our hero, and 49
bounce into the load-bearing wall the hero is standing next to, bring the
ceiling down on both the shooter and our hero. 0% (Christopher Dicely's
post about PD and godawful-high hit points is what inspired this variant.)

        Buying DR with EPR: This set up is what I have found to be the most
point-balanced way to deal with buying high levels of DR (or any other
power at very high levels). After twenty levels, reduce the cost to a
fraction of the original, 1/10 to 1/20. (Note: I do NOT reduce EPR in this
fashion.) When someone wants to buy DR, I charge the normal price for DR up
to DR 20. After that, it's half a point per point of DR times their EPR rating

        DR only vs DR+EPR: Two PCs with HT 10 (and a couple hundred points
in other advantages/skills) are allowed by the GM to spend the same amount
on protection. One spends 260 points for DR 420, the other spends 200
points for EPR 10 and 60 points for DR 20 (the first 20 DR are not adjusted
by EPR).
        They are standing 10 feet apart. A bomb goes off between them doing
450 points damage to each. PC One takes (450 - 420) 30 points of damage. PC
Two takes ((450 / 10) - 20) 25 points of damage. PC One has to make 3 HT
rolls to survive, PC Two needs to make 2.  If the blast had been 400
points, PC One would have been unhurt, and PC Two would have to make one
survival roll. If the blast had been 500 points, PC One would be toast (at
-7 * HT) and PC Two would have to make 3 survival rolls.
        This is intended to illustrate that neither is necessarily better
at lower levels, but at the higher end, EPR give a greater range of
survivability, making the GM's job a little easier ("Ooops! Sorry, dude. I
thought that missile would just slow you down, not smear you across the
landscape!").

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EXTREME PHYSICAL RESILIENCE (or Damage Divisor v2)
by Craig Roth <[email-masked]>
        Cost is 25 point per level for levels 1 through 4. 20 points per level thereafter.
        You are extremely tough! Damage doesn't affect you as much as it does other people, so you can take a lot more of it.
        The first level of this advantage divides the damage taken by the individual by 2, damage is rounded to the nearest point. Damage is subtracted from external DR (armor, etc.) first, then divided with this advantage, then applied to integral DR (pe
rsonal toughness, etc). (Alternately, damage could be divided before ANY DR is subtracted. The damage divisor would be applied simultaneously with the armor divisors.) Penalties for shock are based on damage that gets past integral DR. Knockback is calcul
ated as per full damage. Each additional level adds 1 to the Divisor. 
        Given, as the name implies, an extreme resilience of the character body, GMs may wish to impose the following prerequisite: similar to Immunity to Disease, a minimum HT is required to buy this advantage. The minimum HT is 12 or (10 + (EPR/2), whic
hever is greater. GMs may also wish to limit the PC buying more than 10 Extra Hit Points or 20 DR, to keep them manageable.
        An Example: A character buys 9 levels of EPR, dividing all damage received by 10 (let's just call it EPR 10), for 200 points. he also buys 5 levels of DR for 15 points. It would take 55 points of damage inflicted upon our hero before he would be h
armed. (55/10 = 5.5 rounded to 6 points, minus 5 (DR)= 1 point of damage)
        Radiation PF is 10 per level.
        Enhancement: Knockback is similarly divided. +20%
        Limitation: You take full penalties from shock, undivided by EPR, making you much easier to stun than to kill. Example: you have HT 10 and EPR 5; someone shoots you for 20 points damage. You only take 4 points of damage, but must make a HT roll to
 avoid passing out and are at -20 to skill rolls on your next turn. -20%
        Limitation: The above cost assumes protection from "everything". The cost is modified as follows if taken against specific attack types. (The categories are on the Defense Table, p.CI49)
          Common:     -20%
          Occasional: -40%
          Rare:       -60%
          Very Rare:  -80%
        Variant: Bouncing: Damage not absorbed bounces away from the recipient. Projectiles bounce in random directions, energy weapons may remain focused or disperse in random vectors, at the GM's whim. Where the remaining damage goes (friend or foe, flo
or or ceiling, random or critical piece of equipment) is decided on a case by case basis by the GM (as he sees fit to advance the plot :) ) and is completely uncontrolled by the player (although Luck and Serendipity may have an effect). In the above examp
le, of the 55 dealt, 5 points go into the DR, 1 hits our hero, and 49 bounce into the load-bearing wall the hero is standing next to, bring the ceiling down on both the shooter and our hero. 0% (Christopher Dicely's post about PD and godawful-high hit poi
nts is what inspired this variant.)

        Buying DR with EPR: This set up is what I have found to be the most point-balanced way to deal with buying high levels of DR (or any other power at very high levels). After twenty levels, reduce the cost to a fraction of the original, 1/10 to 1/20
. (Note: I do NOT reduce EPR in this fashion.) When someone wants to buy DR, I charge the normal price for DR up to DR 20. After that, it's half a point per point of DR times their EPR rating

        DR only vs DR+EPR: Two PCs with HT 10 (and a couple hundred points in other advantages/skills) are allowed by the GM to spend the same amount on protection. One spends 260 points for DR 420, the other spends 200 points for EPR 10 and 60 points for
 DR 20 (the first 20 DR are not adjusted by EPR).
        They are standing 10 feet apart. A bomb goes off between them doing 450 points damage to each. PC One takes (450 - 420) 30 points of damage. PC Two takes ((450 / 10) - 20) 25 points of damage. PC One has to make 3 HT rolls to survive, PC Two needs
 to make 2.  If the blast had been 400 points, PC One would have been unhurt, and PC Two would have to make one survival roll. If the blast had been 500 points, PC One would be toast (at -7 * HT) and PC Two would have to make 3 survival rolls.
        This is intended to illustrate that neither is necessarily better at lower levels, but at the higher end, EPR give a greater range of survivability, making the GM's job a little easier ("Ooops! Sorry, dude. I thought that missile would just slow y
ou down, not smear you across the landscape!").

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Craig Roth
http://www.io.com/~caroth/
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