see p. B46
「
防護点」 can represent many defenses that bear little resemblance to one another in the game world, including:
Active Control: Those with powers --especially elemental ones --can frequently use their gifts to divert or negate incoming energies.
Such
DR is typically Limited. An entire power source is “Very Common” (-20%), while a specific focus is “Common” (-40%). Many such defenses intercept attacks at a distance from the body, justifying 「
力場状」 (+20%).
Supers often add Absorption (+80% or +100%) or Reflection (+100%), too.
In the case of Absorption, use 「
持続時間延長」 (+20%/レベル) to slow the rate at which absorbed points trickle away.
Damage Tolerance: Some creatures are huge, have redundant organs (or lack organs), or have a reinforced structure that lets them absorb a lot of punishment.
To represent this, use Ablative (-80%).
This effectively turns
DR into Hit Points that don’t result in shock, stunning, knockdown, etc.
when lost, but that don’t increase the damage needed to cause crippling or death.
「
力場状」:
A close-fitting sheath of energy or matter projected around the body is a common supernatural and superscience defense, and calls for 「
力場状」 (+20%).
Add Can’t Wear Armor (-40%) if this repels anything that gets close to the body, and 「
一時的不利な特徴」, No Fine Manipulators (-30%) if it prevents picking things up.
A field that only screens against frontal attacks, like a shield, has Directional (-20%).
Add Affects Others (+50%) and 「
範囲に効果」 (+50%/レベル) for a field that covers an area.
Natural Armor: Many natural creatures have a hardened, padded, or thickened outer layer that reduces the impact of attacks.
Bone or chitin calls for unmodified DR, a thick fat layer requires Flexible (-20%), and leathery skin has Tough Skin (-40%).
If this results in a pointy, irregularly shaped, or bulky body that makes clothing impossible, add Can’t Wear Armor (-40%).
It’s possible to have more than one of these general classes of DR, but remember the “Layered” Defenses rule (p. B47): the order in which different kinds of
DR apply must be fixed at character creation.
See Partially Limited Abilities (box) for a related option.
■代案
「
負傷耐性」 (p. 52) works better for those who “soak up” damage and suffer less injury from it. 「
無生物」,
「
均一」, and 「
集合体」 in particular can be more effective, point for point, than DR; see 「
無生物・均一・集合体へのダメージ」 (p. B380).
Damage Reduction is often a better deal, too --especially against massive attacks.
Psycho killers, hulking supers, etc. should consider Supernatural Durability (p. B89) and Unkillable (p. B95) as alternatives or adjuncts to DR.
■パワーアップ
「
防護点」 is suitable for nearly any power that can affect the physical world --although it might require several modifiers to make sense.
As part of a power, it often has the 「
力場状」 special modifier.
才能 adds to Power Block attempts (see p. 168).