Clovis Posted August 17, 2015 Report Share Posted August 17, 2015 While I know it is up to the GM for the ending say, do you think being able to appy allocatable to damage negation should be an option in the game? Quote Link to comment Share on other sites More sharing options...
Lucius Posted August 17, 2015 Report Share Posted August 17, 2015 Offhand I don't see it as more of a problem than any other Allocatable Defense. But I never have thought deeply about it and could be overlooking a potential problem. Lucius Alexander Allocating a palindromedary Quote Link to comment Share on other sites More sharing options...
Hyper-Man Posted August 17, 2015 Report Share Posted August 17, 2015 It really just depends on the particular game setting and type of story you want to tell. I essentially provided an option* for my rookie version of Superman to have an Allocatable Damage Negation ability by way of it being included inside of a VPP. It's great for modelling the classic example of Invulnerability of him slowly walking towards an evil scientist's deathray after initially appearing to succumb to its power. * 16) The Man of Steel v1: Damage Negation (-6 DCs Physical, -6 DCs Energy) (60 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; Only to Activate; -1/4) Real Cost: 30 Notes: This could optionally be used as -12 DCs vs just Phyical or just Energy. Damage Negation also effectively functions as Knockback Resistance. go to 7:40 for an example: Quote Link to comment Share on other sites More sharing options...
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