Ranger wrote on Jul 26
th, 2014 at 5:12pm:
As a house rule I'm going to go with the same concept you have Dom with a tweak. I think invulnerable should at least mean bullet proof so I'm going with ... Base 8 + (2d6) = Invulnerability per attack.
Hmm...that's a little on the high end, as it averages out to 15 points of invulnerability, which would make the character far more resistant to damage than almost any of the attacks in V&V.
The reason I went with my point spread is I think it would represent the varying levels of Invulnerability you see in comics. Some guys can ignore things like bullets, and others can bounce tank shells off their chests. But, with all that said, let me know how it works out in actual play.
Ranger wrote on Jul 26
th, 2014 at 5:12pm:
That's as a power mind you. Devices like Kevlar vest and the such would use the armor rule with the armor having a SR based on a tenth of its ADR.
Have you seen this? -
http://www.villainsandvigilantesforum.com/public_html/cgi-bin/yabb2/YaBB.pl?num=...I posted a house rule for modifying how armor would work.
Armor: For every 10 full points of Armor a character has, it would have a SR of 1. So if a character had Armor with an ADR of 120, his Armor would have a SR of 12 and it would ignore any attack that did less than 12 points of damage. The Armor could still be damaged as normal (any damage that penetrates would reduce its ADR), so it'd become less effective as it sustained more damage. So if the character undergoes an attack that does 20 points of damage, his armor would ignore the first 12 points, and the other 8 would penetrate the armor, reducing its ADR to 112.
One thing I would suggest though, is that GMs limit the amount of armor a character could have, so that things don't get out of hand.