A question and/or suggestion for Jeff and Jack:
Having done further thinking about the whole Invulnerability issue, a thought occurred: in addition to the whole ablation/threshold point, as exemplified by V&V and M&M, the old Marvel Superheroes game had what might be considered the best possible blend - Invulnerability would protect an individual or thing, up to a certain point, after which any superseding damage would carry through and be taken off the character's FASE total. Now, one of the down points about the MSH was that, like M&M, damage was static - if a character did 10 points per hit, it was always going to be 10 points per hit; ergo, no matter what the player rolled on the percentile dice for the to-hit, the target was never going to be damaged if he/she/it had 10 points or more Invulnerability.
I was wondering if the V&V 3.0 Invulnerability was going to work along the lines of the following: Standard Invulnerability would be, say, 10 points - this means that every time the character is hit, 11 points must be inflicted before the character can actually be affected. However, because of the non-static nature of V&V's damage system, it might be possible to overcome that protection if the damage roll is high enough - especially if the striking character has a decent damage bonus due to Agility and/or Intelligence. Similarly, even with a high-damage attack, the striking character might roll crappily enough to allow the strikee to escape the effects of a "glancing" hit.
One final point that I'd like to note, as a positive measure of the MSH system, was the fact that high enough rolls on the percentile dice could result in a "Slam" or "Stun" effect, even if the shot itself did no damage. I was wondering if this sort of add-on might be a consideration for the new system: that if a player needs a 10 to hit, then a roll of 15 or over will result in a potential "Slam" as well as a damage roll, and knock the victim to the ground and necessitating the use of an action to get back up, and an 18 or higher would result in a "Stun" threat, resulting in no offensive actions or moves over 1" for the rest of the round; these potential outcomes could apply even if the damage roll itself was insufficient to overcome innate Invulnerability. The recipient of the shot would be able to make a resistance roll to avoid these effects, based on Endurance, and using the Saves & Tasks table, with a penalty to the roll established by how many points the Invulnerability was overcome by.
Again, no idea whether this is something that's already been considered and rejected, but thought it might be worth submitting for commentary.