Well, it costs 2 points, so it cannot be used that often, and making an opponent automiss two times during the story( even scholars with pool of 8 would likely spend half their points on different things) does not sound like that balance breaking. And yes, I want something that will make me last few turns against Rogan.
Question about Reflection. It says that when tapped, it can reflect any and all attacks that meet the 12 or lower specifications. Say you have that tapped and your Defense is 3 or 4 and the ten Mooks you are fighting only have a combat value of 5, meaning they are rolling one or two dice. Would you be Reflecting back and killing all ten of them, or would GM discretion come into play?
Changes 12/2009
GENERAL
- General tinkering with text to make it more informative. In particular- re-wrote section on how Mooks die
- Added section on armour, explaining difference between armour rating and armour pool
- Specified that making an attack ends your action unless you have an 'attack on the move' power, like Charge.
- Added section on cover
- Updated weapon list. All characters with guns are now expected to select with gun type they use. Added area effect rules. Added electrostaff (as seen in ROTS) as a weapon type. Added support blaster (the much larger rifles carried by clonetroopers) as a weapon type. Added area effect weapon types in new Heavy Weapon section.
- Written in change to how * ratings work.
- Updated refresh system to new odds- refreshes are now more common.
- Included the 'Unstoppable' rules, which always existed before but were never specified
- Added a rule about 'bonus attacks', meaning that you cannot get a bonus off of a bonus. This will help keep Cleave under control.
SCHTICKS
Important note- schtick updates are not yet complete!
- Both Guns Blazing is updated to give it more punch.
- As a result, Straight Shooter has been removed.
- Carnival of Carnage now has some targeting restrictions.
- Combat schtick changes have been made; I just don't have access right now. Coming soon!
- Balanced Guard now gives more armour but no Defence by default
- Focussed Guard has been reworked and became the first schtick that carries a fighting penalty. Similar schticks may follow as we want some other Guard options.
- Forward Guard has been improved
- Orthodox Guard has been improved
- Block has become the first non-Guard to have a penalty. Its use has been changed to Parry so that it combines well with most Guards but does not 'fill the gap' of Forward Guard.
- Charge's tap power has been altered and its basic power clarified.
- A revision warning has been added to Cleave's tap power. Its basic power is safe.
- The numbers for Reflection have been changed and a limitation introduced to the tap
- Perfect Strike slightly improved
FORCE POWERS
These are still under revision. However, the tree structure is the same. The aim is that al Force powers costing more than 1 point are being removed or improved by reducing cost to 1. Hence, any force power still costing 2 has not been changed yet and likely will be so.
- Combat Push is now improved against named targets and works differently as a basic offensive weapon against Mooks.
- The defensive bonus from lifting is now automatic. You can take an action to ebcome even more defensive against slow moving projectiles with it.
- Grip has been altered
- Bombard does more damage and is Unstoppable
- The distinction between Sabre Throw and Advanced Sabre throw has been altered.
- Clarified Defensive Leap
- Combination and Flurry have been combined into a cheaper and improved Flurry, which is using multiplication for the first time
- Twirl and Spin have been combined into a much deadlier Twirl
- Clarified that Sidestep can reduce damage to 0 in a way that armour cannot.
- Living and Cosmic Force powers will be revised later