Post by piratespice on Feb 27, 2005 6:43:33 GMT -5
I was never satisfied with the way Invulnerabilities were handled. It was just too open-ended, and too hard to decide how much each should cost. So I sat down and worked out a method for determining cost. This actually makes the "big" Invulnerabilities (Physical, Energy, Magic, Mental) a bit more expensive...but I don't consider this a drawback. This system is still somewhat open-ended, and may occasionally require interpretation. But its a lot more solid that what the X-Men Guide gave us.
INVULNERABILITY
Cost = See Below
Description
Sometimes a hero is simply invulnerable to a certain type of attack (or element). This is expensive, though, and as a result a hero will generally be left with an Achilles’ heel. Do not allow a player to have too many Invulnerabilities (they are ruinously expensive, in any case). Players and NPCs should always have some sort of Achilles’ heel.
Costs for Invulnerabilities are based on three factors of the element in question: its rarity, how harmful it is, and its scope (how much the Invulnerability encompasses). To determine the cost of the Invulnerability, simply add together the listed cost of each factor (all costs are in white stones).
How often does it come up?.............................Cost
Almost never (e.g. disease, bad luck)...................+1
Rarely (e.g. demons, power manipulation)................+2
Not very often (magic, cold, poison)....................+4
Common (fire/heat, earth-based attacks, gas)............+6
Very Common (energy, mental attacks, stunning)..........+8
Everyday Occurence (kinetic/physical damage)............+10
How harmful is it?.....................................Cost
Inconvenient (non-lethal drugs).........................+1
Uncomfortable (bad luck)................................+2
Painful (poison, power manipulation, stunning)..........+4
Dangerous (fire/heat, kinetic/physical, mental attacks).+6
Deadly (demons, energy, magic)..........................+8
Absolute (disintigration, Ultimate Nullifier)...........+10
How broad is the scope?................................Cost
Almost no effect (non-lethal drugs).....................+1
Very specific (disease, stunning).......................+2
Few applications (fire/heat, cold, power manipulation)..+4
Many applications (energy, bad luck, demons)............+6
Wide range (mental attacks, kinetic/physical damage)....+8
Almost limitless (magic, the Power Cosmic)..............+10
EXAMPLE: Let's say you want to be Invulnerable to Magic. Easy enough. Step 1: How often does it come up? Well, magic is rare, but not extremely rare in the Marvel Universe. So that qualified as "not very often", which adds 4 stones to our cost. Step 2: How harmful is it? Magic can call upon the most primal forces of the universe, and the most powerful forms are limited only by rote and ritual. Magic is deadly...so that's another 8 stones, for a total of 12. Step 3: How broad is the scope? Well, what can't magic do? Its fairly well limitless, and comes in a wide variety of forms. That's another 10 stones. Thus, to be able to brush off Doctor Strange's best shot with a chuckle, you pay a bargain price of 22 stones.
Comments
While the power is awesome, the expense is prohibitive. So even if you buy one of the more expensive invulnerabilities, you probably can’t afford two.
Rule for Modifier Box:
INVULNERABILITY
Cost = See Below
Description
Sometimes a hero is simply invulnerable to a certain type of attack (or element). This is expensive, though, and as a result a hero will generally be left with an Achilles’ heel. Do not allow a player to have too many Invulnerabilities (they are ruinously expensive, in any case). Players and NPCs should always have some sort of Achilles’ heel.
Costs for Invulnerabilities are based on three factors of the element in question: its rarity, how harmful it is, and its scope (how much the Invulnerability encompasses). To determine the cost of the Invulnerability, simply add together the listed cost of each factor (all costs are in white stones).
How often does it come up?.............................Cost
Almost never (e.g. disease, bad luck)...................+1
Rarely (e.g. demons, power manipulation)................+2
Not very often (magic, cold, poison)....................+4
Common (fire/heat, earth-based attacks, gas)............+6
Very Common (energy, mental attacks, stunning)..........+8
Everyday Occurence (kinetic/physical damage)............+10
How harmful is it?.....................................Cost
Inconvenient (non-lethal drugs).........................+1
Uncomfortable (bad luck)................................+2
Painful (poison, power manipulation, stunning)..........+4
Dangerous (fire/heat, kinetic/physical, mental attacks).+6
Deadly (demons, energy, magic)..........................+8
Absolute (disintigration, Ultimate Nullifier)...........+10
How broad is the scope?................................Cost
Almost no effect (non-lethal drugs).....................+1
Very specific (disease, stunning).......................+2
Few applications (fire/heat, cold, power manipulation)..+4
Many applications (energy, bad luck, demons)............+6
Wide range (mental attacks, kinetic/physical damage)....+8
Almost limitless (magic, the Power Cosmic)..............+10
EXAMPLE: Let's say you want to be Invulnerable to Magic. Easy enough. Step 1: How often does it come up? Well, magic is rare, but not extremely rare in the Marvel Universe. So that qualified as "not very often", which adds 4 stones to our cost. Step 2: How harmful is it? Magic can call upon the most primal forces of the universe, and the most powerful forms are limited only by rote and ritual. Magic is deadly...so that's another 8 stones, for a total of 12. Step 3: How broad is the scope? Well, what can't magic do? Its fairly well limitless, and comes in a wide variety of forms. That's another 10 stones. Thus, to be able to brush off Doctor Strange's best shot with a chuckle, you pay a bargain price of 22 stones.
Comments
While the power is awesome, the expense is prohibitive. So even if you buy one of the more expensive invulnerabilities, you probably can’t afford two.
Rule for Modifier Box:
- Invulnerable to (name Invulnerability)