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Blood and Vigilance tweak: suggestions?
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<blockquote data-quote="ledded" data-source="post: 2919702" data-attributes="member: 12744"><p>I disagree... the way we did this was to have the Nullification power, for example, do "damage" similar to how other damaging powers did, I believe it was 1d4 per 4pp. This damage was applied to the PP that the victim had in a particular power, and returned at a rate of 1 per round (will save applies). You chose the power affected at random unless you had the ability (cant remember the power) to "read" the power signatures, and then you had to have enough of that power to be able to see that a super had a particular power before you could target it specifically.</p><p></p><p>Basically, if you made Nullification your Super's schtick, it took it and a couple other powers with significatn investment and pretty much all your feats and stunts to be *really* devastating, but that was pretty much all you were able to do because of the investment required. It's nice to be able to cripple Captain Jetman's flight power with a nod, but when he then hits you in the chest with a burst from his Thompson on the way down, it tends to take some of the fun out of it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I don't think any of the PC's ever chose it besides one, and I used it for mook Supers several times; I had it put into a Gadget which they had fun with, but mostly just using it on each other for roleplaying fun. It only got nasty at high levels, and then only when someone would get their flight, absorption, etc power turned off when they were attempting to do something *really* stupid (gotta love a readied action used wisely on a PC...). Plus, every time my PC's even sniffed a hint of a Nullifying Mook, they would gang up and monkey-pile/pound the crap out of him really quick ("I dont care if the bus full of orphans and nuns is about to go over the cliff, *that* guy just did 4 damage to my Energy Projection!!!!").</p></blockquote><p></p>
[QUOTE="ledded, post: 2919702, member: 12744"] I disagree... the way we did this was to have the Nullification power, for example, do "damage" similar to how other damaging powers did, I believe it was 1d4 per 4pp. This damage was applied to the PP that the victim had in a particular power, and returned at a rate of 1 per round (will save applies). You chose the power affected at random unless you had the ability (cant remember the power) to "read" the power signatures, and then you had to have enough of that power to be able to see that a super had a particular power before you could target it specifically. Basically, if you made Nullification your Super's schtick, it took it and a couple other powers with significatn investment and pretty much all your feats and stunts to be *really* devastating, but that was pretty much all you were able to do because of the investment required. It's nice to be able to cripple Captain Jetman's flight power with a nod, but when he then hits you in the chest with a burst from his Thompson on the way down, it tends to take some of the fun out of it :) I don't think any of the PC's ever chose it besides one, and I used it for mook Supers several times; I had it put into a Gadget which they had fun with, but mostly just using it on each other for roleplaying fun. It only got nasty at high levels, and then only when someone would get their flight, absorption, etc power turned off when they were attempting to do something *really* stupid (gotta love a readied action used wisely on a PC...). Plus, every time my PC's even sniffed a hint of a Nullifying Mook, they would gang up and monkey-pile/pound the crap out of him really quick ("I dont care if the bus full of orphans and nuns is about to go over the cliff, *that* guy just did 4 damage to my Energy Projection!!!!"). [/QUOTE]
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