Energy Resistance

[Power]

**Cost**: 2CP per rank (Resistance 10)

**Activate**: free; free action

**Range**: self

Every rank in this power grants 10 points of Resistance which you can distribute as you like: Resistance 10 vs. one energy type, Resistance 2 against all types, or any other configuration you can think of. You can come up with any explanation you like for why you have Resistance, from energy-negating fields to a suit of fortified Power Armour. There are five energy types:

Acid -- Cold -- Electric -- Fire -- Sonic

Energy Resistance is a power, and it is always on, so it is vulnerable to the metapowers.

## Enhancements

**NB**: Some power's are listed as costing X per "base rank." This refers to the number of ranks you have in the base power, not in the enhancement.

**Enhancement**: Automatic Active Resistance

> **Cost**: 3CP
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> **Prerequisite**: Active Resistance (Limitation)
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> In addition to activating consciously, your Active Resistance activates automatically, immediately *after* you take damage for the first time in a particular combat scene. It also remains on after you are struck unconscious and stays on until you run out of PPs. It shuts off if you actually die.
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**Enhancement**: Energy Absorption

> **Cost**: 1CP per rank (2HPs)
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> **Activate**: free; always on
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> For every rank in this power, you can transform 2HPs of Resisted damage into 1PP.
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**Enhancement**: Energy Revitalisation

> **Cost**: 2CP per rank (2HPs)
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> **Activate**: 2PPs; use-activated (taking damage)
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> For every rank in this power, you can transform 2HPs of Resistance damage into 1HP of healing*.*
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**Enhancement**: Extend Resistance

> **Cost**: 3CP per rank
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> **Activate**: 1PP; standard action
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> **Sustain**: per round/minute; free action
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> **Range**: Touch
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> **Save**: Will negates, Wisdom-based (harmless)
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> You can now imbue your Resistance onto a single, medium-sized subject with a touch. You must maintain contact with the subject for the enhancement to work, but they can touch you to free up your hands. You can take this enhancement twice. The second rank grants the ability to extend Resistance to a second person.
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**Enhancement**: Super Resistance

> **Cost**: 1CP per base rank
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> Your Resistance now blocks super energy as well as mundane energy.
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**Enhancement**: Intensified ER

> **Cost**: 4CP
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> **Activate**: 1PP per 5ER; Use-Activated (Special; Base Power sustain)
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> **Prerequisite**: Power-based Energy Resistance
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> When you choose to activate or sustain your ER (usually done as a free action per round), you may choose to increase your ER as a free action for 1 round by spending 1PP per 5ER gained.
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**Enhancement [Cross-Power]**: True Resistance

> **Cost**: 10CP
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> **Prerequisites**: Damage Reduction (Super), Energy Resistance (All)
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> You now reduce all non-normally reducible damage types (Force, Untyped, Sacred, etc) by an amount equal to your lowest DR or ER. For all purposes, this reduction counts as Energy Resistance.
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## Limitations

**Limitation**: Active Resistance

> **Activate**: 1PP per base rank; swift action
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> **Sustain**: per round; free action
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> **Value**: 1CP per base rank
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> You must activate your Resistance consciously. If you are rendered unconscious, it deactivates.
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**Limitation**: Density Increase

> **Value:** 2CP per base rank
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> Your Resistance is the result of an increase to your body's density, which makes you physically harder. Your Dexterity and Strength are unaffected by your increased density because your muscles increase in density as well, but the more dense your body is, the more you weigh. For every 10 Resistance, add x2 to your weight. Because increasing your weight has many, many in-game effects (slowing down cars, destroying chairs and seats, destroying anything that's under you if you fall, etc.), you must ask special permission from the GM to take this limitation.
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> **Density Increase**
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**DR Weight**

1 - 10 x2

11 - 20 x3

21 - 30 x4

31 - 40 x5

41 - 50 x6