Ranks and Contests

Ability RanksRank支线The power grade of abilities and rewards: Unranked, D, C, B, A, S. Prices combine Ranks and Reward Points, e.g. DD+1200 = two D-Ranks and 1,200 points.:

Many effects in the resourcesresource资源Anything that can be exchanged for: bloodlines, augmentations, titles, items, and more. compare the Ranks of abilities, so here is exactly how an ability's Rank works:

There are 6 Ranks: UnrankedUnranked无支线The lowest power grade, below D-Rank. Talents, flaws, and basic combat effects count as Unranked., D, C, B, A, and S. A double Rank counts as the single Rank. Abilities above S-Rank all count as S-Rank; there are no double-S or higher Ranks.
Whatever an ability calls itself internally, when comparing the levels of different abilities or effects, use the ability's Rank. Unless stated otherwise, that is the Rank of its purchase price.
The Rank of abilities from BloodlinesBloodline血统A resource that changes the character's lineage, granting racial or inherited powers., AugmentationsAugmentation改造A resource that modifies the body through technology, magic, or anomalous means., and TitlesTitle称号A resource representing a profession or identity, with its own advancement path. is fixed when they are bought. Unless stated otherwise, they don't automatically go up or down.

Example: if a Bloodline gives immunityimmunity免疫Complete protection from a kind of effect, but only from sources of equal or lower Rank. to poison at C-Rank, and its higher levels don't give stronger poison immunity, then it is a C-Rank poison immunity.

A spell or similar effect uses its own Rank. If two spells have the same Rank, the one with the higher caster level wins.
If a character has no matching immunity, they are still affected by the ability, even if its Rank is lower.

Example: winning a feint contestopposed roll对抗A roll whose DC is the opponent's successes, like racing someone or shoving them aside. can still make an A-Rank character without the relevant immunity lose their defense.

Unless stated otherwise, an effect's Rank is the higher of its Rank when it was used and its Rank when it was gained.

For example: a spell bought at C-Rank deals C-Rank conditioncondition不良状态A harmful effect on a character. Point-based conditions are mild or severe depending on the key resisting Attributes. points; once it is heightened, the condition points it deals also rise to B-Rank automatically.

Immunities from ability Rank:

Immunities: an immunity only protects against abilities whose source is at or below its Rank.

Example 1: C-Rank immunity to mind-affecting effects.

It only protects against Unranked, D-Rank, and C-Rank mind-affecting effects. It can't protect against B-Rank or higher effects.

Example 2: D-Rank immunity to mind-affecting effects.

Since immunity to mind-affecting effects also protects against emotion condition points, if an A-Rank ability causes fear points, those fear points still take effect, because their source has a higher Rank.

Gaining an immunity again
When a character gains immunity to being flat-footedflat-footed措手不及Caught unready; usually unable to use defense bonuses., to touch attackstouch attack接触攻击An attack that only needs to touch the target, ignoring armor., or to mind-affecting effects from any source, and already has the same immunity at the same or a lower Rank, they gain a certain perfect bonusperfect bonus完美加值A special bonus that stacks with any other bonus. on the matching one of the three savesthe three saves三豁免Will, Reflex, and Fortitude saves together. as compensation, representing growth in their reflexes, body, or will.
The source must be entirely different, for example a Bloodline, a Title, or a SkillSkill技能A learned ability. Attribute + Skill makes most dice pools.. When a character replaces an earlier immunity to being flat-footed, touch attacks, or mind-affecting effects with one of the same or a higher Rank, they gain a perfect bonus of (the replaced ability's Rank x 2) DP on Reflex, Fortitude, or Will savesWill save意志豁免The save against mental and mind-affecting effects. respectively (d1 c2 b3 a4 s5).

Opposing abilities:

Abilities that completely oppose each other are settled by Rank. At the same Rank, the shield (the defender) wins; a spear (the attacker) of a higher Rank breaks a lower-Rank shield.

Some examples of the shield side:

Flat-footed vs. immunity to being flat-footed: the immune side

Detectiondetection侦测Becoming aware that something is there. vs. anti-detection: the detecting side

Poisoning vs. poison immunity: the poison-resistant side

And so on.

Opposing abilities must be directly at odds (for example, making an opponent flat-footed vs. immunity to being flat-footed, invisibilityinvisibility隐形Unable to be seen. vs. seeing invisibility, ignoring armor defense vs. immunity to a weapon's [Armor PiercingArmor Piercing破甲[Armor Piercing X]: the attack strips X points of the target's armor, shield, and Natural Armor defense.] effect, and so on).

Abilities that aren't completely opposed, such as a weapon's Armor Piercing and armor's Armor Piercing resistance, don't count. That is because a weapon's Armor Piercing works not only against armor's Armor Piercing resistance but also against the armor's own defense and Natural ArmorNatural Armor天生防御A defense bonus from tough hide or other natural traits. (so they aren't completely opposed).

Abilities from TalentsTalent天赋A natural advantage a character is born with., FlawsFlaw缺陷A drawback a character is born with or acquires., and QuirksQuirk怪癖A personal habit or oddity that shapes personality more than power. count as Unranked.

Effects caused by the basic combat rules count as Unranked unless stated otherwise, such as being flat-footed from a surprise attack.

Abilities that have only an XP cost and no Rank are converted to a Rank by their XP cost, using the levels for self-made Skills. (Examples: FeatsFeat专长A special ability bought with XP or character-creation points., Team FeatsTeam Feat轮回队专长A feat bought for a whole Reincarnator team rather than one character., and certain special upgradesupgrade强化The general word for any power gained through exchange. Not the same as an enhancement bonus..)

For example: the player Lu Ren upgrades the Title "Mage Slayer" to C-Rank and gains C-Rank immunity to being flat-footed from it. When he faces the C-Rank Zerg Augmentation "Stinger Tongue", he isn't flat-footed, but when he faces the B-Rank "Nanaya Body Arts", he is still flat-footed.

Immunities that Ranks don't contest:

The following abilities have nothing that directly opposes them:

Damage immunity: damage immunity usually covers a single damage type. The damage types that can be covered are usually bludgeoning damage, slashing damage, piercing damage, ballistic damage, pure energy damagepure energy damage纯能量伤害Energy that can only be described as 'energy', with no physical explanation., fire damagefire damage火焰伤害Damage from heat, such as flames or scalding steam., cold damagecold damage寒冰伤害Damage from extreme cold., lightning damagelightning damage雷电伤害Damage from powerful electric current., acid damageacid damage腐蚀伤害Damage from acid or other corrosive substances., sonic damagesonic damage音波伤害Damage from sound vibration., radiant damageradiant damage光能伤害Damage from intense light, such as lasers and lightsabers., mental damagemental damage精神伤害Damage that strikes the mind directly., force damageforce damage力场伤害Damage from force fields., and so on.

In certain cases, an ability can break through the immunity; such cases are usually stated. If several abilities can break through immunity to the same damage, their effects don't stack; use the highest.

Immunity to grapplesgrapple擒抱Seizing and holding an opponent.: you can't be grappled, and the target's grapple roll automatically fails.

Immunity to tripstrip绊摔Knocking an opponent off their feet.: you can't be tripped, and the target's trip roll automatically fails.

Immunity to bull rushes: you can't be bull rushed, and the target's bull rush roll automatically fails.

Immunity to called shots: you have no specific body parts to hit. Attackers can still declare a called shot against you, but even if they take the body-part penaltypenalty减值A modifier that subtracts from a pool or value., "hit a specific body part" effects don't apply.

Immunity to disarm: the weapons you hold can't be knocked from your hands.

Immunity to Armor Piercing: Armor Piercing doesn't affect you.

Immunity to [Spell PiercingSpell Piercing破魔[Spell Piercing X]: ignores X points of defense from supernatural effects.]: Spell Piercing doesn't affect you.

Immunity to falling damagefalling damage坠落伤害Damage from falling.: you don't take falling damage.

Immunity to difficult terrain: you are immune to difficult terrain.

Immunity to environmental effects: you are only immune to effects from the environment. If the environment carries bonusesbonus加值A modifier that adds to a pool or value. Bonuses of the same type usually don't stack; use the highest., penalties, damage, or similar effects, you are immune to those too.

Immunity to XX environmental effects: you are immune to all effects of that environment. (For example, Space Combat: immunity to the effects of the space environment.)

Immunity to 8-again8-again8加骰The best again rule: 8s, 9s, and 10s all let you roll another die.: you are immune to the effect of 8-again on you. If someone attacking you has 8-again and you aren't immune to 9-again9-again9加骰Like 10-again, but 9s also let you roll another die., you count as gaining immunity to 9-again in that case.

Immunity to 9-again: you are immune to the effect of 9-again on you.

Can't be revivedrevive复活Bringing a dead character back to life, usually through the Overseer.: you can't be revived.

Immunity to emotion points: immunity to emotion points usually covers a single kind of emotion points. The kinds that can be covered are usually dejection, elation, and fear.

Immunity to condition points: immunity to condition points usually covers a single kind of condition points. The kinds that can be covered are burn pointsburn points燃烧点数Points that build up the burning condition., freeze points, pain points, nausea points, tinnitus points, dazzle points, crystallization points, mental bind points, entangle points, paralysis points, stun pointsstun points眩晕点数Points that build up the stunned condition., charm pointscharm points魅惑点数Points that build up the charmed condition., bleed points, fatigue points, stall points, drowsiness points, and limb impairment points. Unless stated otherwise, the immunity means you never gain those condition points at all.

Immunity to the multiple-attack penaltymultiple attacks多次攻击Attacking more than once in a round, which brings a multiple-attack penalty.: multiple attacks don't give you a multiple-attack penalty.

Immunity to conditions: immunity to conditions usually covers a single condition. The kinds that can be covered are frozen, nauseated, petrified, infatuated, exhausted, blinded, deafened, and asleep. Having these immunities doesn't make you immune to the matching condition points; those condition points just can't put you in those conditions.

Immunity to aging (unlimited lifespan): because of some leftover issues, unlimited lifespan in the book currently comes in two versions, D-Rank and A-Rank. The D-Rank effect is currently taken to be immunity to natural aging plus an unlimited lifespan. The A-Rank effect is currently taken to be immunity to all aging and to effects that change your age; abilities you activate by spending your own age or aging yourself aren't affected by this immunity, and you age as normal when using them. If you find a trait that doesn't fit, please contact the rulebook's author for a correction.

Immunity to [High SpeedHigh Speed高速[High Speed X]: the target's Base + Dodge + Parry Defense drop by X.]: High Speed doesn't affect you.

Immunities that Ranks do contest:

If one of the following abilities meets a directly opposing ability of a higher Rank, compare both sides' Ranks to settle it.

Invisibility: the character has anti-detection.

Immunity to transformation: the character isn't affected by anything that changes their form or creature type.

Immunity to possession: the character can't be possessed.

Immunity to effects from an Energy PoolEnergy Pool能量池Energy that powers abilities, such as mana, inner force, or chakra.: effects produced by spending an Energy Pool that meets the condition (a named Energy Pool, or for example Mental Energy Pools) have no effect on you.

Immunity to instant death: you aren't affected by instant death effects.

Immunity to suffocation: you aren't affected by suffocation. Creatures with no respiratory system are usually immune to suffocation automatically.

Immunity to silence: you aren't affected by silence.

Immunity to sealing: you can't be sealed, including your Energy Pools and so on, but not including the items you carry.

Immunity to imprisonment: you can't be imprisoned.

Immunity to banishment: you can't be banished.

Immunity to disease: you can't catch diseases.

Immunity to poison: you can't be poisoned and don't take poison damagepoison damage毒素伤害Damage from poison..

Immunity to mind-affecting effects: immunity to mind-affecting effects usually includes immunity to emotion points, to morale bonusesmorale bonus士气加值A bonus from inspiration or encouragement. and morale penalties, to mental damage, and to charm, control, infatuation, intimidation, and other mind-affecting effects.

Immunity to hallucinations: you aren't affected by hallucinations.

Immunity to being flat-footed: you are never flat-footed.

Immunity to touch attacks: you ignore touch attacks made against you.

Immunity to curses: you aren't affected by curses, including spells whose spellcasting SpecialtySpecialty专业A focus within a Skill that gives a specialty bonus on related rolls. is "Curse".

Immunity to time: you aren't affected by time-related abilities.

Immunity to space: you aren't affected by abilities related to space or teleportation.

Immunity to causality: you aren't affected by causality-related abilities.

Must attack: you must attack.

Can't be attacked: you can't be attacked.