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Super power infection

 
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JPCannon
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Joined: 09 Oct 2012
Posts: 66

PostPosted: Sun Apr 13, 2014 9:48 am    Post subject: Super power infection Reply with quote

Do not you think that the power of infection is much too powerful? It costs very little, and in return kills everyone who will be touched and who do not pass the test of vigor. Firstly, whether the victim has to roll every poison touch? If someone beats me this power fists in the face is what every blow I test the vigor, or after the first time I'm immune? Second, how does this compare to the power of regeneration. If I did not pass the first test to heal it instantly perish if I can test on every turn to get rid of the poison? In my opinion, this power should be either much more expensive or inflict a wound and not kill the so unless it comes to the simple NPC. What do you think? Can I ask for an explanation of why this power is so cheap and so powerful?
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Clint
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Joined: 13 May 2003
Posts: 17348

PostPosted: Mon Apr 14, 2014 1:48 pm    Post subject: Re: Super power infection Reply with quote

JPCannon wrote:
Do not you think that the power of infection is much too powerful?


Nope.

First, it requires a successful Touch Attack to use. The +2 bonus is nice, but when dealing with the levels of Parry in a superpowered game, it's no guarantee of success. It also means the character has to get within melee, which may not be possible.

Secondly, the power potentially negates itself. A target who is hit has at least one if not two opportunities to become immune to the power for the rest of the encounter (a raise on the Vigor roll).

Even a non-superpowered d6 Vigor character has about a 31.1% chance of becoming immune to further uses of the base power (before even considering spending Bennies on the roll).

Additionally, there are other ways to be completely immune to the power. A simple sealed suit will do it, as would the Force Field Modifier for Force Control (which could protect multiple people), Construct, Undead, or the as-cheap-as-they-come 1 PP power that immediately precedes Infection, Immune to Poison/Diseased.

Note that it also requires at least two successful attacks to even potentially cause the three necessary failures to kill a target. The power can only cause at most 2 levels of Fatigue per use (the target does not continue to roll after the second round of effect regardless of the outcome).

As far as Regeneration goes, the character could recover any Fatigue lost in half the time with the Recovery Modifier, but otherwise, it would have no effect. If the character's regeneration ability is intended to protect them from illnesses as opposed to simply fixing damage, then they would need to take a power like Immune to Poison/Disease to gain that ability.
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johnnii
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Joined: 02 Sep 2011
Posts: 95

PostPosted: Wed Apr 16, 2014 9:08 am    Post subject: Reply with quote

Just to add, it's a pretty good power on Wild cards since it bypasses wounds. But it's not that good on Extras, because extras have the same Fatigue levels as Wild cards and so it's much easier to just to cause a wound on extras. Depending on GM style for combats, the usage varies.
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