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Re: [ORE] [Wild Talents] How should I deal with horribly cheap invulnerability?

First off, "Native" on "i r invinsible!" sets off a red flag with me.  You're just... naturally... immune to everything?  What?  How does that even?

My players are pretty bad at mechanical optimization, so this hasn't come up with them.  That said, if it did, here's some suggestions:

1. Cap +levels at the dice pool of the power
2. Only allow +levels to take effect when there's a risk of failure (since their balancing factor is that they *only* add onto a successful set)
3. Trick him into dastardly situations which require him to drop his invulnerability for other reasons, like getting a vaccine shot or something.  Since he only has 2hd, and no Go First or anything, a mere -1d penalty prevents him from reactivating it, and he's unlikely to beat any attack in initiative.  Mind control time!
4. Other things I'm not thinking of.

~me


On Fri, Jan 31, 2014 at 12:51 PM, Christopher Audette <stupidinternet303@gmail.com> wrote:
Native powers don't drop in effectiveness even when your willpower runs out, though, and this doesn't really address my question; which is how do I deal with defends powers being so easy to min-max down into such a cheap form?  Dealing with these powers isn't the issue, it's how buying a little bit of defense is made significantly cheaper, leaving more room for other powers.  What I'm more looking for is how point costs could be adjusted to deal with the cheaper powers, or whether to ban or restrict defends levels on interference defenses (two seperate versions of HAR 10, one with 10HD and the other with 2HD, cost vastly different amounts.  160 points versus 64 points, to be specific). 

I'm actually beginning to see this as an opportunity for the "necessary" defenses to be put on character for cheaper and allow the PCs to place more powers on their characters, since dealing with this on the NPC design end is simple.


On Friday, January 31, 2014 1:33:45 PM UTC-7, Longspeak Teller wrote:
Doesn't the book specifically address this. I'll tell you how I deal with it as a GM portrayed evil mastermind.

Your hero, INVULNERO, threatens my master plans. Well, he's got a girl friend. I think I'll torture her for a while and send you video of it. Oops. There goes your willpower.  INVULNERO also has a passion for, let's say, classic cars. I think I'll torch his garage, with all his cars in it. Darn, there goes more willpower. Now that Invulnero is at his lowest point, I think he'll be feeling a tad to down to put up much of a fight. But just to be sure, I'll send out my number one henchmen, driving Invulnero's favorite old car, with his girlfriend strapped to the grill. He'll try to run down Invulnero, who, already severely drained of WP, will have to defend himself while watching his favorite girl and his favorite car get repeatedly smashed up.

This works the other way around. PCs can turn the bad guy's loved ones, or get him barred from the car shows he loves so much. Or just grab him and throw cuffs on him. Yeah, you're invulnerable. Have fun being invulnerable in solitary confinement. I hope you're invulnerable to boredom.


John









On Fri, Jan 31, 2014 at 11:17 AM, Christopher Audette <stupidin...@gmail.com> wrote:
After tweaking the system for awhile, I discovered something that seems kind of game breaking... namely, this power:

Perfect Invulnerability 2HD (88)
Cost: 22/44/88
Defends+8: Interference +3, Endless +3, Native +1
Useful: Variable Effect +4, If/Then (Only for Variable Effect) -1, If/Then (Variable Effect only for Immunities) -1, Self Only -3, Endless +3, Native +1

This power, on top of providing the immunity to everything Invulnerability does, provides 10 in Hardened HAR for the cost of 88 points.  Obviously, this is the sort of thing that should be considered under the whole "Iron & the glass" section of the book, but I'm more worried about how cheap it makes defenses, given the Defends levels.  How should I deal with something like this?  Write all NPCs with similarly cheap versions of defends and let the players go to town, or forbid a certain amount of Defends levels?

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