09-14-2015, 02:46 PM | #21 | |
Join Date: Feb 2014
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Re: Building Immunity: Fire
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If the player wants to pick up or interact with things they're insubstantial to (unobtainium from above example), I could see requiring the enhancements. |
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09-14-2015, 03:29 PM | #22 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Building Immunity: Fire
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Note that you only need can carry objects if the objects you carry become insubstantial. |
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09-14-2015, 04:43 PM | #23 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Building Immunity: Fire
I've used the following in a game:
Insubstantial (Affects Substantial +100%, no Permeation -50%, Achilles heel -10%, Relexive +40%, Partial Change +50%) [184] It was in a 1000 point game somewhere between Monster Hunters and Supers (I named it god slayers), and told the PC's up front the opposition would have it and suggested they get it. About half of them did. I didn't find the ability broken in the least. Nor did I find it do cause any more trouble with physics than it should of. Rules wise, it wasn't nearly as broken as say -- cosmic dodge. I kept knockback in there and everything played nicely. Yes, characters with it could survive nuclear basts and shield comrades from cannon fire. But they were supposed to, and I saw other things to do with 200 points that are just as outrageous. This probably isn't quite RAW. but I stand by it as fair.
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09-14-2015, 06:41 PM | #24 |
Join Date: Dec 2007
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Re: Building Immunity: Fire
80% is of course too generous for a common damage source. Also you will of course still need the stuff that lets you affect the physical world. Lastly I've never been fond of that approach because it's just weird that insubstantial will somehow be able to set you on fire with their insubstantial fire.
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09-14-2015, 07:41 PM | #25 | |
Join Date: Jan 2010
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Re: Building Immunity: Fire
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Tags |
immunity to fire, powers as spells, sorcery |
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