Sorry to interrupt your basking
, but let me ask this:
If a super had Physical Absorption:ranged and Physical Deflection, then if they successfully deflected part of an attack (blast, bullet, bazooka), only the leftover dice would be applied to their absorption, correct?
For instance, Moose the brick is hit with a 5d6 blast. He successfully deflects 2 dice of it, so he would only take 3 dice. But he also has absorption, so he would only consider it a 3 die blast for absorption purposes?
Also, Physical Absorption (ranged) seemed geared mostly towards Blast-Physical attacks, but I applied it to ballistic/grenade/tank & mortar shell attacks also. In order to do that, I did a quick conversion from the damage of a weapon (i.e. an MG42 does 3d10, 5d10 when used to burst) to the closest d6 equivalent, rounding up (5d6 or 9d6 in this case), and went with the damage there. I dont want to convert all the weapons to d6, as that would break the firearms system IMO, but I didnt want to use the rule for physical melee aborption (1 point per 2 PP), as ranged damage in our game can outpace melee fairly quick (we use VP/WP and bump the die of firearms up by 1, so the MG42 does 3d10 instead of 2d10). I also didnt want the hero to equally be able to resist a pistol vs. a high-powered rifle if they both did the same number, but vastly different sized, dice of damage (3d4 pistol vs 3d10 rifle). Basically, I dont want a super to be able to shrug off a 6d6 Physical Blast attack, but get mowed down by a mook with a submachinegun (but at the same time, I dont want them to just be able to ignore firearms all together). Does that sound about right? How do you normally handle bullets/ballistic damage with Absorption (and Deflection, for that matter)?