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Another thing to be wary of is the Magic: Mystically Bestowed Abilities Class. The class can be allowed but play it like this. Let the guy roll up the char and pick the skills, then tell him he must take one of the disad forms from the list in the book and decide which Physical skills only his "Hero" form "knows". This will make the character more balanced (after all a well placed Anti Magic Cloud spell will make him a pleb MWAHAHAHAHA!! Isn't being a GM fun?
I once tried out several of my creations for Heroes Unlimited against each other (ignoring those with invulnerability)and the last fight to decide the toughest was between a guy with those 5 abilities and a guy with A.P.S. Metal, Extrordinary PS and Healing Factor the fight took 16 rounds with the Metal guy losing after running out of ammo (you cant punch someone who is above you beyond a jump's height, the first 5 attacks of the first 7 rounds were dodges. See it's very dangerous.
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