10-29-2011, 12:11 AM | #11 |
Join Date: Mar 2011
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Re: Immunity
Another method is to simply declare that all fire attacks need to have "-X% does not effect [immune buggers]." and that the things immune to it are not affected by fire of the non-advantage variety. I would recommend something to compensate for the last part though. (I.E. Weakness to something else, or some sort of unusual background.)
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10-29-2011, 12:17 AM | #12 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Immunity
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10-29-2011, 11:30 AM | #13 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Immunity
DR: X (only against fire) (where X is the biggest amount of damage fire can do in your world)
Temperature tolerance X (set this to just enough to not take heat from hottest fire in your game) take on a power modifier if need be, maybe even a few other stuff (if you don't want your clothes to be effected add force field and no signature so people don't know its there). If it is a fantasy world then DR: 60 (fire only) and T.T.: 20 might be a good start off point? |
10-29-2011, 11:58 AM | #14 |
Join Date: Mar 2009
Location: Canada
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Re: Immunity
Its also perfectly reasonable to pick a point cost equivalent to what would protect 99% of the time, like zoncxs DR60 & T.T. 20, and declare that "Immune to Fire". Anything above that level can be declared too rare to be worth any points to defend against.
I know that solution has been put forth on these forums before. And that is probably the best solution. Because really, being able to survive in the centre of the sun isn't worth any points if the campaign never involves anything hotter then a forest fire. Edit: To be real safe, take that 99% cost, and double it. This allows a notable difference between "highly resistant" (hellfire daemon) and "immune" (fire elemental). Last edited by Tuoni; 10-29-2011 at 12:06 PM. |
10-29-2011, 05:30 PM | #15 |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Immunity
Thanks for the additional feedback and suggestions!
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10-30-2011, 12:11 AM | #16 | ||
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Immunity
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Nowadays, I'd recommend starting with a Selective and Persistent form of Control Space, IIRC 9 levels will bend space 180 degrees and presto! Your body simply repels damage even if struck directly on! |
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10-30-2011, 03:55 AM | #17 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Immunity
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Anything that might harm the character who possesses this ability may become insubstantial instantly when within 2 yards of him. Roll a quick contest of the character's Will+20 vs the object's, attack's or enemy character's HT, ignoring the rule of 16. For mundane attacks, assume HT 12. For Innate Attacks, assume the HT of the character possessing the Innate Attack. *Aura of Power includes Requires Will Roll, as it is a "meta-modifier" I created for the article of the same name in Pyramid #3/19 Since it's HT vs Will+20, on the worst case, that is the character rolling a 18, and the attack(er) rolling a 3, the effect is automatic unless the the attack(er) has an HT equal or over the character's Will+5. |
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10-30-2011, 06:17 AM | #18 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Immunity
Quote:
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10-30-2011, 06:29 AM | #19 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Immunity
No, as the Aura affects all those who enter it automatically.
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10-30-2011, 04:50 PM | #20 |
Join Date: Mar 2010
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Re: Immunity
I've found that pricing "Immune to ..." at [100] to be fair, figuring that Unkillable 2 [100] can be rephrased as "Immune to Death"; using Unkillable 2 as a pricing guideline (only).
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