do you think Kinetic energy is two broad a category for an immunity please ?
I am making a spawn type and like the idea of Kinetic energy immunity but it seems a little cheaty......
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immunity , what is too much ?
- Darren
- Supporting Character
- Posts: 14
- Joined: Fri Mar 09, 2012 12:00 am
- DevastatingWeakness
- Vigilante
- Posts: 50
- Joined: Thu Sep 15, 2016 11:00 pm
Kinetic damage is a very broad category; that'd include unarmed attacks, melee weapons, bullets, some explosives, thrown objects, falls, and impacts on scenery. That's a lot broader than the sorts of sub-types of energy immunity that are listed, like fire, electricity or cold.
I'd limit it to a specific type of kinetic damage - unarmed attacks, or bullets, or falls/body impact, etc.
Alternatively, you could look at Ghost Form 3 with some enhancements to let you interact with the physical world. It's probably still overpowered.
You might consider a few extra points of Armor, with a limitation that it only applies against kinetic damage.
I'd limit it to a specific type of kinetic damage - unarmed attacks, or bullets, or falls/body impact, etc.
Alternatively, you could look at Ghost Form 3 with some enhancements to let you interact with the physical world. It's probably still overpowered.
You might consider a few extra points of Armor, with a limitation that it only applies against kinetic damage.
- BASHMAN
- All-Father of Bash!
- Posts: 2585
- Joined: Sat Apr 03, 2010 11:00 pm
That does seem too broad to me UNLESS it only affects powers that are directed kinetic energy. Like it is Immunity vs. Telekinesis or Cyclops' optic blasts (which is often explained as raw kinetic energy) or Gambit's Cards, and similar effects, then yes, I'd say that is fine. Basically immune to pure kinetic energy.
But Immunity to punches, bullets, axes, falling, and everything else that can be explained as Kinetic Energy? No, that is too much.
But Immunity to punches, bullets, axes, falling, and everything else that can be explained as Kinetic Energy? No, that is too much.
- xBlackWolfx
- Mystery Man
- Posts: 92
- Joined: Wed Nov 24, 2010 12:00 am
I think it would be ok for a character to have immunity to the unnamed energy some characters emit. But I wouldn't apply it to anywhere else. I wouldn't let it give you immunity to say a laser or other light-based attack. Besides, there's plent of examples of characters that can shoot this unnamed energy anyway, so it would be fairly common for it to protect you anyway. Well, actually, if you are immune to that, then you would be immune to pretty much anything one character could do, which would be kinda lame.
- Darren
- Supporting Character
- Posts: 14
- Joined: Fri Mar 09, 2012 12:00 am
immunity , what is too much ?
Thank you Gent.
I hear and agree. It did seem to over powered so I wanted to touch base for a balance check which you have kindly supplied. I will think again , thank you
I hear and agree. It did seem to over powered so I wanted to touch base for a balance check which you have kindly supplied. I will think again , thank you
- Darren
- Supporting Character
- Posts: 14
- Joined: Fri Mar 09, 2012 12:00 am
immunity , what is too much ?
Ghost Form 3 sounds very much what I was looking for , do you think Telekinesis 5 could act while in Ghost Form 3 ? I am starting to think of a vengeful spirt returned to reap the guilty.
The Poltergeist
The Poltergeist
24 points (14 Stats, 12 Powers , -2 Weaknesses)
Description...
Brawn 1 Agility 1 Mind 5
x1 Defence, x5 Mental Defence, x1 Soak
Powers
Negating Weakness (Exposure): When exposed to sun light and UV lights lose all powers, and Brawn and Agility become 1. (-2pts)
Skills
Mental Skills: Investigation/Finding Clues, Questioningx5,Medicine/Paramedicx5,Streewise/Crime, Gather Informationx5
Physical Skills: Stealth/Shadowingx1
Advantages & Disadvantages
Immortality: You can't die (or can come back from the dead).
Frightening Presence: +2 dice bonus to intimidate or frighten others.
Freak: semi transparant ghost of a decomposit man in a Paramedic's uniform.
Duty: fight street crime , protect the inocent.
Other
Defence: 1, Mental Defence: 5, Soak: x1, Hits: 100
Lift: 50lbs, Run: 3 squares, Jump: 1 squares, Climb: 1 squares, Hover: 4 squares, Fly: 5 squares, Swim: 1 squares
The Poltergeist
The Poltergeist
24 points (14 Stats, 12 Powers , -2 Weaknesses)
Description...
Brawn 1 Agility 1 Mind 5
x1 Defence, x5 Mental Defence, x1 Soak
Powers
- * Ghost Form 3 (Insubstancial form; take and inflict no damage with physical attacks. Pass through matter.) (3pts)
- * Enhancement: Second Nature (Sustained) (Makes a Maintained power Sustained.)
* Limitation: Always On (Only applicable to Sustained powers. Power can never be turned off.)
- * Limitation: Personal (Power only affects yourself.)
- * Limitation: Always On (Only applicable to Sustained powers. Power can never be turned off.)
* Limitation: Personal (Power only affects yourself.)
- * Limitation: Only Affects Others (Cannot affect yourself with this power.)
- * Enhancement: Second Nature (Sustained) (Makes a Maintained power Sustained.)
Negating Weakness (Exposure): When exposed to sun light and UV lights lose all powers, and Brawn and Agility become 1. (-2pts)
Skills
Mental Skills: Investigation/Finding Clues, Questioningx5,Medicine/Paramedicx5,Streewise/Crime, Gather Informationx5
Physical Skills: Stealth/Shadowingx1
Advantages & Disadvantages
Immortality: You can't die (or can come back from the dead).
Frightening Presence: +2 dice bonus to intimidate or frighten others.
Freak: semi transparant ghost of a decomposit man in a Paramedic's uniform.
Duty: fight street crime , protect the inocent.
Other
Defence: 1, Mental Defence: 5, Soak: x1, Hits: 100
Lift: 50lbs, Run: 3 squares, Jump: 1 squares, Climb: 1 squares, Hover: 4 squares, Fly: 5 squares, Swim: 1 squares