Resistant

#advantage #character_option #rules_analogue
Physical; Variable Cost

You are naturally resistant (or even immune) to noxious items or substances that are not direct, physical attacks. This gives you a bonus on all HT rolls to resist incapacitation or injury from such things.

The bonus from Resistant applies to all rolls to resist noxious effects within a particular category – usually some combination of disease, poison, and environmental syndromes (altitude sickness, the bends, space sickness, etc.). It also applies to rolls to resist attacks that use these effects. This includes Afflictions with one of Blood Agent, Contact Agent, Follow-Up, or Respiratory Agent, and Innate Attacks that have such modifiers and inflict toxic or fatigue damage.

Resistant does not protect against effects that Damage Resistance or Protected Sense either stop or provide a HT bonus to resist. This includes Afflictions and Innate Attacks that do not have any of the modifiers given above.

The base cost for Resistant depends on the rarity of the effects it counteracts:

Multiply base cost to reflect your degree of resistance:

Drop all fractions from the final cost.

An ordinary human could believably have any level of resistance to a mundane “Rare” item, such as Seasickness. He might also have Resistant to Disease (+3) [3], Resistant to Disease (+8) [5], or Resistant to Poison (+3) [5]. Anything more would be superhuman. Golems, robots, undead, and other beings that are not truly “alive” must take Immunity to Metabolic Hazards [30]; this is already included in the Machine meta-trait (p. B263). When in doubt, the GM’s word is final.

Mental Resistance: It is possible to be Resistant to a purely mental threat. This works as described above, except that the bonus applies to resistance rolls against IQ and Will instead of HT. “Psionics” is an allowed category, and is considered Very Common.

This can also be found on B80.