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Quistar wrote: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.
Quistar wrote: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!
Earth-Two_Kenn wrote:By the way, it should be: 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.
For Damage its 15+ranks. For other things its 10+ranks. A DC 21 Weaken would be Weaken 11 (66 PP, with all of the same modifiers.)
I wasn't there, but there's a fair chance that if this same "oops" manifested in play may be part of the reason your player wants to immunize his character vs this effect.
Earth-Two_Kenn wrote:Assuming SSK3 has a cosmic rod that's at least reasonably close in function to his grand-daddy's, there are ways to use a cosmic rod to immunize against this attack.
Or, go down to army surplus and buy a gasmask.
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