In addition to the improper use of “can be missile deflected” as noted on Scarlet Archer thread, there are some other problems with characters in DH17.
Hex has two powers bought to affect the Unusual Sense Group. Per FRED, sense affecting powers cannot be bought for the Unusual Group as a whole, unless the GM agrees to waive the rule. While I’d be inclined to allow it for the Taking Your Senses power, since it is also bought for every other group, I can’t see how it’s justified for Veil of Mystery.
Stat has Penalty Skill Levels versus Sweep Penalties. Per the FAQ, this is not legal. Full two-point CSLs must be bought for Sweep.
While not illegal, it seems that Dr. Know’s Mental Enthrallment power should have the “cannot form barriers” limitation.
This last is not strictly illegal either, but brings up a pet peeve of mine. A number of characters (Hollowpoint, Bat, and Falcon) have the ‘two-handed, -1/2’ limitation on their weapons. I think this limitation is total cheese in a Superheroic game. If feeling generous, I’d allow Gestures at the –1/4 level, but no more. There is very little precedent for this being an appropriate limitation for a Superheroic campaign. Numerous characters in CKC using two-handed weapons don’t have it, such as Warpath, Binder, Thunderbird, and others. The UNTIL and VIPER rifles listed in CU don’t take it either. Admittedly the MARS Armor Piercing Energy Rifle in MC has it, but as the sole exception it seems more likely a mistake that slipped through rather than an example to emulate.




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