Quote:
Originally Posted by Arcanjo7Sagi
The problem is that invulnerability, by concept is being immune to infinite damage.
|
Eh, I see that as a cop-out. In practicality, it's being immune to the most damage the GM is likely to ever throw at you, and that I find has a much smaller number attached to it.
In this case, this is a "genre assumptions" problem, which is entirely solvable. And not just in a "let's make it stupidly expensive" manner either like the Pyramid article does. In my games I'd assess the starting character points,
assess if it's appropriate for the genre, weigh it versus a theoretical Unkillable 4 (Unkillable 3 without the "and you become a ghost and have to slowly heal to reform"), and then assign it a point cost.
Since I've never run a Supers game above 800 points... 1000 points sounds reasonable. :P