Cost: Variable
Resistant is a mundane physical advantage where you naturally resistant (or even immune) to noxious items or substances that are not direct, physical attacks with possible resistance rolls.[1][2]
Substance Resisted Against[]
- Very Common (Entire power source, Metabolic Hazards, Unconsciousness, Psionics if they exist) [30]
- Common (one particular focus, Power, or College of magic, Poison, Sickness) [15]
- Occasional (Disease, Ingested Poison) [10]
- Rare (Acceleration, Altitude Sickness, Bends, Seasickness, Space Sickness) [5]
Levels[]
Drop all fractions from final cost:
- Immunity - never have to make resistance rolls (x 1)[3]
- +8 to all HT rolls to resist (x 1/2)
- +3 to all HT rolls to resist (x 1/3)
Comparative Pricing[]
Thanks to the collection of and additional rules for Perks, Talents, Enhancements, Quirks, and Limitations in the much of, if not all of, B118's "Designing Entirely New Advantages" is effectively obsolete.
For example, the breakdown of Rapid Healing as HT bought with "only rolls to recover from damage" reducing it to 1/10 cost, which violates the no less then -80% of cost rule on Basic Set p 110 is explained in Power-Ups 8: Limitations' Below the Minimum. It also explains the discontinuity that B79 established it actually applied to two things, the daily HT roll for recovering HP and the HT roll made to determine severity (duration) of crippling.
Similarly, the concept of any linear pricing was eliminated with rule revisions in Power-Ups 3: Talents, Power-Ups 4: Enhancements, and Power-Ups 8: Limitations.
Powers[]
GURPS Powers™, p. 71, discusses the relation between Resistant and power sources, while on p. 108, Resistant is mentioned as an advantage that can take the Force Field enhancement. On p. 167, it is mentioned in the Defending with Powers section, and in the Resisting Abilities section on p. 169:
- It’s possible to buy Resistant against all resistible abilities of a given power, focus, or source
Examples[]
Basic Set[]
- Immunity to Metabolic Hazards [30]
- Immunity to Poison [15]
- Immunity to Sickness; Immunity (Disease) [15]
- Resistant to Disease (+3) [3]
- Resistant to Disease (+8) [5]
- Resistant to Seasickness +3 [1]
- Resistant to Seasickness +8 [2]
GURPS Powers[]
- 169 Resistant (Poison)
GURPS Martial Arts[]
47 mentions "Resistant to Chi Abilities" would be a "Very Common" category which anyone could enjoy at +3 but should have Trained By A Master for +8, while these would individually be Rare:
- Resistant to Hyponotic Hands
- Resistant to Invisibility Art
- Resistant to Pressure Points
- Resistant to Hand of Death attacks
- Resistant to Neck Injury (chokes and Neck Snap)
GURPS Horror[]
mentions coitophobia makes you immune to seduction
Demons have "Immunity to Mind-Affecting Magic [30]"
Magical Styles[]
- Spell Resistance defines "1 spell" as a rare hazard allowing +3 as a perk
Thaumatology[]
T63 Flawed Magic Resistance allows college limitations to lower the value, just like it did with Magic Susceptibility earlier.
This allows MR to go below 2/level if there's -50%
Psionic Powers[]
Tolerance defines a single psi ability as a 'rare' threat
Template Toolkit 2[]
- Hardened (common): Covers electromagnetic pulses, microwaves, and power surges. Pricing for Resistant (+8) is given as [7] when by Rounding rules it should be [8][4]
- Resistant to Influence Rolls (+3) [5][5]: Based on pricing this is considered Common.
- Resistant to Radiation [0]: generally limited to Unliving and Electrical beings/devices[6]
Kromm Quotes[]
Sean Punch has commented on Resistant and Immune in the following posts to the SJG GURPS Forums:
- On resistance to "no resistance roll" effects, such as cyanide [1]
- On the difference between an attack not affecting something, and an immune defender [2]
- On how Resistance to All Influence Skills is equivalent to Indomitable for 15pts, allowing +3/+8 levels to be determined [3]
- Immunity to Unconsciousness is worth 30 points [4] which would make it a "Very Common" hazard. So +8 would be 15 and +3 would be 10.
- "I'd split that further into refined (Diplomacy, Fast-Talk, and Savoir-Faire) vs. unrefined (Intimidation, Sex Appeal, and Streetwise), each with Immunity [10], Resistant (+8) [5], and Resistant (+3) [3]."
- "An individual skill would have Immunity [5], Resistant (+8) [2], and Resistant (+3) [1]."
- immunity to seduction is included in coitophobia!
- "An individual skill would have Immunity [5], Resistant (+8) [2], and Resistant (+3) [1]."
- "I'd split that further into refined (Diplomacy, Fast-Talk, and Savoir-Faire) vs. unrefined (Intimidation, Sex Appeal, and Streetwise), each with Immunity [10], Resistant (+8) [5], and Resistant (+3) [3]."
- Static (Power Source) [30] (Powers, p. 98) is identical to Immunity to Power Source [30] (p. B81); it's just that Static has some special verbiage for powers and allows some special modifiers.
See Also[]
- Doesn't Sleep
- Indomitable
- List of Advantages
- Magic Resistance (and Potent Resistance)
- Static
- Talent as Resistance
- Trading Fatigue for Resistance
References[]
- ↑ Basic Set 80-81
- ↑ GURPS Powers pg 72
- ↑ FAQ entry regarding Immunity to Metabolic Hazards and Temperature Tolerance
- ↑ Template Toolkit 2: Races p 45
- ↑ Template Toolkit 2: Races p 42
- ↑ Template Toolkit 2: Races p 12