Mutants & Masterminds Quirks

For every hit to you take it gives you a cumulative -1 to your Damage saves. So it all works the same compared to a high Damage save or Protection. You still have to make the save!
 

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Yellow Sign said:
For every hit to you take it gives you a cumulative -1 to your Damage saves. So it all works the same compared to a high Damage save or Protection. You still have to make the save!

Can your saves go below 0 though.

If not then protection gets an edge. for example I have protection 10 and a 20 con for a +5 damage save. I get hit 5 times and my damage save drops to +0 I still have that protection 10.(so far same as if I had amazing save +10) Now I get hit again the amazing save guy is at total save +9 I'm at +0 but I still remove 10 from the DC of the attack.

So 10 PL EB = DC 25 amazing save guy at +9 has to roll a 16 to avoid damage. Me with proteciton I lower the save to 15 and I have a +0 save so I just have to roll a 15. It will keep getting worse for the Amazing save guy, where I'll stall out here and never get worse.
 

You're just getting a penalty to your damage save roll, not a reduction in your damage save as such.

There's no limit to how large the penalty can get.

Really, the only edge of Protection is that it allows you to ignore cops, robbers and minions shooting at you.

Against anyone of your powerlevel it's no better than amazing save. If you can get it as an extra go for it as it's still a little better than amazing save or Armor or whatnot but personnally I wouldn't choose it at its normal cost (2pp).
 
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I just found this board, so I'm looking through discussions from a while ago.

Synicism said:
2. The dilemma of "Captain Dumptruck." Under the improvised weapon rules, there's an ambiguity. It says their damage bonus is equal to the character's strength bonus, but it's not at all clear whether that adds to the character's strength bonus or not. So if you hit someone with a heavy object (like a dumptruck), you get one of two results: either it's just like hitting someone with your Strength (at which point it's simply a matter of flavor), or it's like hitting someone with twice your Strength.

It would be the first, you'd do the same damage as with just strength, but there would be situations you'd use improvised weapons beyond mere flavor:
If the target has an energy field, it will damage the improvised weapon rather than the attacker.
A long improvised weapon, like a telephone pole, allows attacking targets out of normal reach.
If you have Attack Focus with armed combat or some other weapon-related Feat, and lose your normal weapon, an improvised weapon is more effective than bare hands.
A target could have a vulnerability; for example, the Golden Age Green Lantern was vulnerable to wood, making a wooden pole a good improvised weapon.
 

Don't forget the power stacking rule. The rules are actually balanced quite well.

Let me give you an example.

Juggernaut is PL 10 with Super Strength +10 and picks up and swings a log with hardness 5.

He can do up his strength in damage from the item itself BUT anything over the hardness of the item will basically destroy the item in the course of the attack.

Since the log is Hardness 5, my Juggernaut can add up to +5 to his Strength damage bonus without destroying the item.

So Juggernaut can punch without the log for +10 damage or swing the log for +15 (without destroying the log in the act) or swing the log for up to +20 damage but the log will be destroyed.

But because of the power stacking rule, Juggernaut cannot do more damage than his Power Level. So if Juggernaut is PL 10 he cannot do more than +10 damage by swinging the log. In Juggernaut's case, swinging the log is purely special effects since he has already maxed his Super Strength at +10.

However, if Juggernaut were PL 20 but his Strength wasn't maxed out then swinging the log would be beneficial. If Juggernaut had Super Strength +6, for example, he could pick up and swing the log and add up to +6 damage from the log due to his strength. He could swing for up to +12 damage which is ok because its less than his PL of 20. However if he does more than +11 damage when swinging the log then the log will break because the log's hardness is only 5 and anything beyond that will destroy it.
 

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