In tonight's session, the new Mist (basically identical statwise to Nash) used her Weaken power to quickly subdue Maggie (daughter of the Shade, mortal enemy of all Ludlows), Theo's potential love interest (and secondary PC) and use her as bait for a trap. The weaken power is Cloud Area Broad Progressive Simultaneous Weaken 6 (36 PP), Affects: Ability Scores, Resisted by: Fortitude, DC 16; Cloud Area: 15 feet radius sphere, Broad: Strength, Stamina, Agility and Dexterity, Progressive, Simultaneous.
Pretty nasty if you don't have good Fortitude ranks! It took 2 rounds for his gf (with Fort 3) to go down and out, and that was with some Hero Point rerolls. Theo had to work at it to rescue Maggie from a deathtrap.
Here's the Rules Question part of the post. The player of Theo is a thinker and planner, and he tries to come up with scientific preparation for specific problems. In this case, he wants to do chemical analysis of the victim's bloodwork and prior studies of the Mist (while in captivity) to come up with a "booster shot" to immunize against this effect.
This is basically an Immunity 1 (Mist's Weaken Cloud) effect that costs 1 PP.
The player is fine with making Technology or Expertise (Science) rolls to come up with the formula. The DC is 11 for both Design and Construction checks, which means he can do Routine Checks in the lab, spend 4 hours mixing liquids, and he's got his formula. If he needs an expert, he has Contacts with the JSA that can do this for him easily. Either way, then it costs each PC just 1 PP to be immune to the Mist's main attack power.
This is an obvious game balance issue since it makes the villain far less of a threat to the heroes. And it raises the obvious question: Why don't most heroes take the time and effort to become immune to their villains' abilities? If this was the case, Batman and his crew would happily spend 1 PP each to be immune to Joker Venom, Scarecrow Fear Gas, etc.
By that same token, of course, villains could find ways to become immune to their nemeses' attack powers as well, assuming they are specific enough and have the means to do so (or know someone who can do it for them), for the cost of 1 PP each.
While the Rules As Written allow for this to be done, it kind of blows the balance of the game out the window for arch-enemies on both sides, and costs next to nothing to buy. I'm not sure how to handle this so I'd like input from other GMs and the M&M designers. Thanks!
- Andrew <:-(}







