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Just not understanding the power.
If Doppleganger has one token I can give friendly character a power action, so that character can move or attack or whatever. Then I can give Dopp one free power action, leaving both characters with one action right?
Now if Dopp has zero action tolkens can I give him an action then give a friendly an action and then give Dopp a free action giving him 2 attacks or a move and attack?
Thanks for everyones help.
MINION: MINDLESS PAWN: Once per turn, if Doppelganger has exactly one action token, you may give a power action to a friendly character with a higher point value within 8 squares. You may now give Doppelganger one action as a free action.
What happens is that you give the other character a power action. That action allows you to give Dopple ganger an action .. that counts as a free action. After the reselution of the action (free one) a token is given to the NON dopple ganger character. The NON dopple ganger character does nothing else but activate this power for his POWER ACTION. This can be done at anytime Dopple ganger has one action token, even if he was just given that action token for moving , or attacking , what ever.
MINION: MINDLESS PAWN: Once per turn, if Doppelganger has exactly one action token, you may give a power action to a friendly character with a higher point value within 8 squares. You may now give Doppelganger one action as a free action.
This is a badly worded power. I think it should read:
"Once per turn, if Doppelganger has exactly one action token, a friendly character (with a higher point value and within 8 squares) may be given a power action to Mind Control Doppelganger, hitting automatically."
The only reason it is worded so badly is because they wanted to avoid a run-on sentence. But really, I don't see how this is any different than granting a friendly version of Mind Control.
This is a badly worded power. I think it should read:
"Once per turn, if Doppelganger has exactly one action token, a friendly character (with a higher point value and within 8 squares) may be given a power action to Mind Control Doppelganger, hitting automatically."
The only reason it is worded so badly is because they wanted to avoid a run-on sentence. But really, I don't see how this is any different than granting a friendly version of Mind Control.
Well, for one, you'd get endless question about whether or not you could put Compel on the higher point character(s), since, Hey!, they can use MC under the right circumstances.
Not too mention that if the character had less than an 8 range or had no LOF to Doppelganger, this wouldn't work as it does now.
I am sure I could come up with other reasons, but those two right there are enough for me to be fine with it as is.
This is a badly worded power. I think it should read:
"Once per turn, if Doppelganger has exactly one action token, a friendly character (with a higher point value and within 8 squares) may be given a power action to Mind Control Doppelganger, hitting automatically."
The only reason it is worded so badly is because they wanted to avoid a run-on sentence. But really, I don't see how this is any different than granting a friendly version of Mind Control.
Practically every power in the game that takes an action to activate it is phrased the same way, though, with a distinct break between giving the figure the action and having something result from that action.
These powers separate the action from the result text with a full stop (period):
Close Combat Expert
Exploit Weakness
Flurry
Hypersonic Speed
Penetrating/Psychic Blast
Ranged Combat Expert
Regeneration
These use a semicolon, which if you recall from high school English class, can always be replaced with a period (most people forget how to properly use semicolons, poor thing):
Barrier
Charge
Energy Explosion
Force Blast
Incapacitate
Mind Control
Pulse Wave
Quake
Running Shot
Smoke Cloud
The only powers that directly tie the actions to the subsequent text are:
Leadership
Outwit
Perplex
Phasing/Teleport
Poison
Support
Telekinesis (sorta)
If Doppleganger's power is badly phrased, so are 17 PAC powers we've been using without confusion since 2002.
To give you an example, this is how I was using him at Clix for a Cure.
I would have SI Dr. Strange perplex up Doppelganger's damage by 1 or 2 depending on how I rolled. Doppelganger would then run out as far as he could or needed to gaining an action. I would then give an Action to Dr. Strange provided that Dr. Strange was within 8 squares of Doppelganger, and then it would allow Doppelganger to make an attack basically using Dr. Strange's action as his own.
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"