So as not to give a non-dev answer in the Ask a Dev thread, I'm starting this one.
You are correct that Energetics will neutralize Mode/2 number of injury conditions from an attack. There are a couple of limitations to that. First, Energetics only protects against one type of energy per use. So, if you're protecting against fire, it won't protect against sonic damage. Having attacks with multiple energy types works around this defense. Second, it costs 1 psi point per defense action. That gives you a practical limit to the number of rounds you can use it in a combat. Third, in your example you may not be taking into account the fact higher Scale attacks can buy extra Inflict Injury stunts equal to the difference between scales. So, a Scale 3 blast vs. a scale 1 psion would mean it could do upwards of 4 injury conditions (3 Inflict Injury and 1 Critical Hit stunts.) A starting psion who only put dots into that mode would still risk taking up to 2 injury conditions, the equivalent of a critical hit.
Now that I read the rules again today, the above is not correct. I would still interpret it as reducing injury conditions (one per success on your roll) since damage levels of indirect damage not resisted translate into injury conditions. So, a starting psion could negate a scale 3 blast since they're rolling Psi+Energetics. And they can block up to Mode/2 types of energy. So, you'd need at least 4 types of energy to work around the defenses of someone with Energetics 5. Also, it only costs 1 Psi to activate it for the scene.
So, basically, Conversion is a really good 1 dot defensive power. Of course, so are Alertness (which just adds its dots to your Defense,) Equilibrium (which reduces damage from heat and cold attacks by Mode/2 + successes rolled,) Kinetic Shield (which adds Mode dots to soft armor,) and Blink (which lets you roll your Psi+Translocation and add successes to your soft armor.) I don't think Conversion is much more powerful than any of those. It is broader than Equilibrium, but it also isn't as powerful.
Originally posted by werlynn
View Post
Now that I read the rules again today, the above is not correct. I would still interpret it as reducing injury conditions (one per success on your roll) since damage levels of indirect damage not resisted translate into injury conditions. So, a starting psion could negate a scale 3 blast since they're rolling Psi+Energetics. And they can block up to Mode/2 types of energy. So, you'd need at least 4 types of energy to work around the defenses of someone with Energetics 5. Also, it only costs 1 Psi to activate it for the scene.
So, basically, Conversion is a really good 1 dot defensive power. Of course, so are Alertness (which just adds its dots to your Defense,) Equilibrium (which reduces damage from heat and cold attacks by Mode/2 + successes rolled,) Kinetic Shield (which adds Mode dots to soft armor,) and Blink (which lets you roll your Psi+Translocation and add successes to your soft armor.) I don't think Conversion is much more powerful than any of those. It is broader than Equilibrium, but it also isn't as powerful.
Comment