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How powerful of an attack would it take to hurt this guy?


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Re: How powerful of an attack would it take to hurt this guy?

 

The game gets a bit...abstract at extremely high power levels:

1. At around 500 STR, you can lift a neutron star, probably the heaviest semi-cohesive object in the universe

2. At around 860 STR, if the universe was compressed into a barbell, you could lift it.

3. At around 1200 STR or thereabouts, a simple punch contains as much energy as the Big Band did.

4. At around 1600 or 1700 Active points, an attack's energy is around a googlejoule(10^100 joules).

5. At 9999 Active points(the upper limit on Hero Designer for VPP pool points), 10^600 joules, a "centillion" joules of energy.

 

Hero Designer, in 5th edition, can support a "balanced" writeup of up to 9999 base points, 9999 in complications/disads, and 9999 experience, 29,997 total points. In 6th edition, because complications don't give you "extra" points, the cap is lower, 9999+9999, or 19,998 points. Also, as mentioned, the cap on multipowers and VPPs is 9999 active points, the cap on directly bought stats is 998(except for SPD, which has a max of 99), and the cap on number of followers, bases, vehicles, etc. is 99999/9999.

I would agree, however, that much past 150 active points in attacks, a defensive power like Damage Reduction would have to have its cost adjusted upwards.

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Re: How powerful of an attack would it take to hurt this guy?

 

The trouble with that many points is you can afford everything. You'll still get some joker who wants a VPP though...

 

I am with Christopher's earlier comment: I would be inclined to make the world weaker rather than amp up power levels to this extent. Give normals 1 Body, give skyscrapers 10 Body. That way a 400 point character can kick down mountains.

 

You get all the feel of cosmic heroes with none of the fuss.

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Re: How powerful of an attack would it take to hurt this guy?

 

Have you talked to your player about why the character has this magnitude of Defense? Both why the player wants it (there may be metagaming-the-system issues involved, or impractical player expectations), as well as what a logical in-game justification would be for the PC being so invulnerable? If the player's motivations or expectations don't match the type of game you have in mind, it would be good for both of you to be on the same page before you start playing.

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