Nigh-Invulnerability

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Nigh-Invulnerability (minor) By Steeler49er

"I'm Nearly unbreakable, Nearly Invulnerable, Nearly Impervious... And your not even close!"

The supers body is held together on the molecular level with near atomic level strength, akin to the Major Power of True Invulnerability, being resistant to excessive force and energy attacks. And while not anywhere near as unbeatable as a super with True Invulnerable would be, they can survive force(s) that would kill any regular human. More than this, as time goes on the super slowly becomes more and more resilient to damage and thus growing closer to becoming invulnerable.

►U.P. Score (Universal Protection): The super can not survive Vast levels of damage from things like a blast furnace, or a 10,000lb weight falling on them, let alone a thermal Nuclear explosion, but at first level most small arms fire and hits by cars don't even phase the person. At level one the super has an effective P.V. of 3, which is about as hard as bone (PV3-4) on the mohs' hardness scale and translates out to an U.P. of 30 (PV x 10). This means the super takes a mere one thirtieth the amount of damage from SDC Kinetic and Energy attacks. This Universal Protection (UP) keeps them safe from all but the hardest hitting attacks but is disrupted in a manor identical to True Invulnerability. For every level after the first, this number increases by +10 U.P. (+1PV). By the mid level the super is as hard as Diamond (the level of MDC, or an AR of 20) and by the time the higher levels are reached the super may appear to be unkillable. The super can still be knocked down, drowned, and harmed any number of other ways, but the super can survive far than normal humans.
►Armor penetration: Unlike True Invulnerability, penetrative edged type attacks drop the supers UP by 10 for every +1 level of penetration value (PV), or by 5 for every +1 Vs. AR the weapon has. Most simple knives for instance have about a 2 or 3 PV and would drop the supers hardness therefor by 20-30 points, where as to a .357 magnum may do full damage to the individual at first level and would still allow for potential damage to a second or third level super. Those with the powers Claw, Body Weapon, Alter-Limbs and Quill fare better against the super as well .
►Vulnerabilities: Magic Attacks reduce UP by ¼, as does Raw psionic energy attacks and many Chi based attacks. Weapons like Dark Blades (Nightspawn/bane) which bypass ARs , Bypass an UP score entirely, inflicting Full damage. The super can still drown but can resist depths far better than an average human, by as much as +10 additional feet per each point of U.P. he/she/it has. Any damage for going further down is reduced by said UP score, the same goes for space. Radiation does ½ full damage and poisons, toxins all do full damage. Chemical like acids and bases see their damages reduced by the supers UP score. Heat & Cold resistances are increased by 10 degrees Fahrenheit over the supers normal tolerances. Raw physical attacks by the Supernatural reduce the UP Score by half, before potential edged penetration (from rune weapons or claws) is considered.
►Bonuses: Because the supers skin and bone can take Far greater stress than any average person, they gain +4 to PS and +1 per level for normal strength, twice that for extraordinary PS, three times that for Super Human, and sees only +4 per level for anything higher. The Meta-being also gains +1D6 SDC per level.