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Vanguard00

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I'm havin' trouble with an idea, here. I posted this over on 'Hero System' but figured it might get a little more response here.

 

I'm goin' with a pheromone/charisma type character, and I want him to be harder to hit, and I want the attacker to maybe not hit as hard, all because "it just doesn't seem right".

 

Extra DCV and Damage Reduction seem the order of the day, but I'm not sure how to simulate the fact that it's based on whether the attacker can overcome the urge to NOT hit the character, or NOT hit them as hard. Between having a cold and not having the book I'm comin' up with NOTHIN'.

 

One recommendation has been DCV/Force Field combo with the limitation based on how often it should work. I'm not sure that's the way to go, but again, I'm out of ideas.

 

Help, obvious or otherwise, would be appreciated.

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Maybe the character could be built with increased Presence, the presence increase having limitations if it is strictly pheremone based.

 

The DCV bonuses could be linked to a presence roll.

 

Or you could have the DCV bonuses build incrementally based on exposure to simulate pheromones. (+ 1 DCV first phase exposed, + 2 second phase, etc.)

 

Just thinkin' as I go.

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It depends on how often you want someone to overcome the effects. Obviously most will just wear gas masks while fighting him/her. But for resisting, why not just use a limitation on the FF, victim's get ego roll to avoid effects, or phrased differently:

 

"Doesn't work against those who make ego roll -3 to roll" a 1/4 or 1/2 limitation depending on average EGO of the campaign. Normals have to roll 8-, pretty rare, and for most goons the roll can be ignored by the GM.

 

Remember the keyword in Hero is flexibility.

 

JMHO, YMMV.

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