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Crusher Bob

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Everything posted by Crusher Bob

  1. Does the stretching power allow you to stretch 'you neck' so that you can do things like the 'adjacent' sense modifier? If not, how do you buy the ability to 'stretch your neck' and move your perception point around? This sounds like clairsentience, but there seem to be things that stretching you neck does that clairsentience doesn't 1. people can hold actions to shoot at your stretched head when it pokes around the corner, just like they could do the same to your non-stretched head. Neither clairsentience nor the adjacent sense modifier seem to have a 'feedback' option that allows people to hit your sense point. 2. The adjacent sense modifier seems to allow targeting, but clairsentience normally doesn't. So how do you get the ability to, say, stretch your head 10m to that corner, so you can stretch your fist 10m + 5m to hit the guy you just saw around the corner?
  2. Here's a sorta Kerrigan expy, suitable for use in most Champions games: This makes it so she can walk around as barely superhuman 'Sarah Kerrigan' that can teleport, turn invisible, has telepathy and can switch into full Queen of Blades mode and get all sorts of extra stats with the VPP. If you want to have more SPD, better defenses, or whatever, you can just reconfigure the VPP. It's not really setup for change in combat, you'd have to up your control pool cost and pay for a power skill to do that. But you can change your build around lots between fights.
  3. Things I can think of off the top of my head: Things that are similar to damage shield, but have different assumptions or non-damaging effects Examples: the Aliens that have acid for blood, and spray it out when they take BODY damage. This is easy to do as a trigger, not so much as a damage shield. Since the damage shield advantage assumes a continuous effect, like being on fire. Also note that the Aliens spray acid if shot and take BODY, while damage shield only covers h-t-h attacks. Something similar to DnD's 'quivering palm' where you can hit someone, and then decide if you want them to die now, or later. I.e. you set the trigger by hitting the target, and can then set off the attacks effect when you want to. Similar abilities like the "Five Point Palm Exploding Heart Technique" where the effects of the attack only happen after the target takes some specific action. Can be used to create contingent effects: contingent curses (Cú Chulainn never should have eaten that dog...), Harry Potter portkeys, etc Can be used to represent speedsters can can see and react much faster than normal heroes (e.g. The Flash, Dio Brando, etc), but we don't want to just buy up their speed. Or certain automatic defensive options example: the spidertank automatically pops smoke if it detects and incoming anti-tank missile. AI car automatically deploys crash foam into the passenger compartment the instant it thinks a crash is about to happen. Some sort of sticky or magnet guy that has swords stick to him when you attack him with them. Since thrown spears also stick to sticky magnet guy, damage shield doesn't seem to do the job.
  4. Sorry if I wasn't clear, was just making something up on the spot. All the stuff I suggested about triggers in that post was proposed house rules. And I meant 1 per turn (12 seconds) not once per phase (1 second). Once per phase would let auto-resetting triggers operating on 'continuous' triggers still work at 'speed 12' which is a bit much. So figured I'd try nerfing them hard to just happen at speed 1, since we want to encourage discrete triggers anyway. [edit] Any 'continuous' trigger condition is probably the domain of uncontrolled powers, anyway. I'm not sure of any 'reasonable' builds that would use continuous triggers anyway.
  5. You really don't get to complain about how a power construct that combines several caution and stop modifiers is cheesy... And the proper response to your grab damage trigger construct is something like this: ------------ Continuously resetting triggers and how often they can go off: For trigger to go off, it must happen on a discrete event. If the trigger is set to go off on a continuous event, it can go off on the same target at most once per turn. Examples: The electric floor zaps you once for every hex you move across it. Of if you just stand still, once a turn. The 'teleport me to where I want to go' (trigger: I'm not where I want to go) can only go off once a turn. (Trigger: when someone starts a grab on me) can go off many times in a turn (discrete events) but (trigger: when I'm being held) can only go off once a turn. There probably some better wording to be had in there, and maybe some different ways of limiting auto-resetting triggers that would work just as well, but that seems to solve your 'grab killer' power construct, even if it's just damage, without a bunch of stop and caution modifiers. ------------ Besides you missed maximum cheese. What you want is a cumulative transform that turns people into your slaves. Killing them is so wasteful. ----------- If you don't like the ability of flying dodge and triggered movement to auto avoid attacks, then you could try one or all of the following: Contested DEX rolls attacker can semi-retroactively use unused movement to 'chase' trigger move guy and still try to attack him after that. allow stretching: only to still punch guys who flying dodge or trigger move away from me (-2) or some similar modifier that makes stretching specifically as a counter against this very cheap. Or some other similar idea to make triggered movement / flying dodge less automatic in it's avoidance ability. -------------- Trigger is not just another build for abilities with the uncontrolled advantage. Most notably, triggers are set off by the actions of other people, and uncontrolled powers don't work that way.
  6. Um, if your government has deep ties with a group named 'genocide' isn't the correct response "Liberté, égalité, fraternité!" ?
  7. One thing I can think of is an END battery that is more symbolic that 'needed'. You build the main spell power framework, and then add a minor disad that it has to use something like 1/end per spell level (or whatever) and then slap some form of limited recovery condition on the END battery REC. That should make your END battery pretty cheap in points, and mostly do what you want. Basic example: Definition: Spell levels, every 20 active points of a spell indicates it level. For example, a 15 active point spell is level 1; a 30 active point spell is level 2, etc. Spell multipower x point reserve (limitation, must draw 1 point of END per spell level from END battery (-1/4)) Spell battery 20 END (5 points) 3 REC (some limited recovery limitation (-1/2)) (1 point) --------------------------- Assuming your spell multipower is 40 active points, you spend up to 8 points less on the multipower. You pay 6 points for the END battery, and can cast 10 full power spells or 20 weak spells (or some combination) before you have to meet your recovery condition.
  8. Hmm, not sure what you are asking... Are you asking for suggestions for what your character can do to find this 'Genocide' group? (I presume it's a group?) I note that you have asked all your friends what they know, but how much information that they have shared that you've shared back with everyone? You are not the only person with a brain, and they may be able to put things together (with the same information) that you could not. Some sort of intelligence sharing things is probably bureaucratics, which you have. In addition, maybe you could rope in a cop / intelligence officer / etc (active or retired) to be your Genocide info coordinator, so that even when you are off heroing, things are still being done. Follow the money. Your might not be able to find their secret base but if you can follow up on how those agents of theirs paid for that motel room and rental car, then maybe you can eventually get the IRS to freeze their assets / hijack their secret gold repository / whatever. Join up with other hunters. The next time you are kicking some of them in the face, find out who they are afraid of (that's not you). Go see if this person wants to team up / share info / whatever. Make their targets harder: You can publish a phamplet: so you are a mutant and being targeted by a murderous organization. here are a few simple things you can do to help improve your odds of survival... Or I dunno, have squads of knuckle draggers waiting at the teleport pads for when someone calls your helpline. Remember to rope in all of your friends for greater time & area coverage.
  9. Be careful with things like magic requiring an END reserve and similar, or you are just making mages pay more points to suck more. An example: Grainwind can throw fire: 2d6 RKA turn invisible (invisibility vs sight group) and fly (12m flight) He has to buy a bunch of END reserve, etc etc Jack can: 'Shoot things with a bow: 2d6 RKA (OAF, etc) is really sneaky: stealth 16- and can 'Jump good' +8m leaping (12m total) 12m gliding ----------------- Grainwind's abilities are a bit more useful than Jack's, but we presume that they also cost more points. If, in addition, you make Grainwind have to pay a bunch of extra points so that he ends up being worse off than Jack, no one will want to play Grainwind. ----------------- If you want to limit magic make sure it ends up cheaper than 'unlimited' magic.
  10. Most defenses will be significantly higher than the amount of body done by the attack. In a ~150 point martial arts game, I'd expext pd in the 6 to 15 range, and attacks in the 4 to 8d6 range. So buying my 15 PD as 8 pd normal and 7 pd at (-1/2) is a point break by not a lot of actual difference in performance. Sounds like either a genre convention switch or you should be using a more global disadvantage like 'lets 1/4th of all body damage through' as a (-1/4)? or (-1/2)? limitation on the whole Def.
  11. It's hard to evaluate because I'm not exactly sure what your objective is. In general, when you propose house rules the writeup should go something like: I don't see a way to do X within the rules, so here's some house rules to do that. Example: how do you 'attach' people to things with entangles? The way the rules currently do X is very expensive/silly/complicated and here's my suggestion on a better way to do that: Example: how to make a car headlight? Silly example: Power construct X, allowed by the rules is probably too strong. Here's my suggestion on how to fix that. Example: weak entangles are too strong But, what i think is that you've used a hammer on the rules when you should have used a scalpel. Examples of things that worked under the old trigger system that now only have very weak or very strong implementations in your house rule: (exact values of the advantages are from memory, will have to look them up later) Swordmasterguy can automatically counter-attack when you try to sword him. Specific trigger condition (+1/4) trigger activation is a non-action (+1/4) setting trigger is a zero phase action (+0) So, swordmasterguy can counter attack once between his actions. Under your system, he can either counter attack once per combat (because resetting an attack trigger would take up one of his attack actions, and we presume he is better off just swording people normally), or if he bought an auto-resetting trigger, can counter-attack an infinite number of times. ------------- [edit] Whoops, forgot the 2nd example: Something similar to attacks of opportunity from DnD 3.X Specific trigger condition (+1/4) trigger activation is a non-action (+1/4) setting trigger is a zero phase action (+0) You can attack someone once when they move within your combat reach. You can only do this once between your actions, so even if you get grown to giant size / wield a weapon with a really long reach / have an army of flying monkeys rushing by you, you can only attack once. Sure you could simply buy auto-reset to get infinite attacks of opportunity, but you don't want it to be that strong. ------------------ Which leads to: Combat starts, phase 12 Swordmasterguy1: I attack swordmasterguy2 Swordmasterguy2: Ha! I counterattack your attack! Swordmasterguy1: Ha! I counterattack your counter attack! Swordmasterguy2: right back at you. [...] Narrator: One shall stand and one shall fall Some other guy in the combat: Well now that that's done... -------------------- But wait! I could write some rules about how you can't counter-counterattacks, or something. But that breaks down for the following: There is an electrified floor. It zaps you if you move across it. It can zap 'any number' of people who move across it, or if you move several hexes across it, it can zap you several times. So either that's an autoresetting trigger that can hit you several times in a single action, or the electric floor is really many 1 hex sized electric floor triggers, or something. -------------------- The whole point of all different time a trigger can take to reset is to allow for 'weaker' versions of an autoresetting trigger. So you have the choice of: once per combat (non combat reset time), once every time I get an action (0 phase), once every time I get an action, with limitations (1/2 phase, 1 phase), or 'infinite' (auto-reset / reset takes no time). You seem to have effectively limited choices to 'non combat' and 'infinite' --------------------- You've also made a trigger you can determine at the setup cost too much. You can pick a fixed trigger you can effectively do all the time as a non-action (example: whenever I say 'Desu') which is not much different from a trigger that I can define when I set the power. Sure the 'desu' trigger can be defeated by darkness vs hearing and grabs, but it's going to be useable all the time in the normal course of play. --------------------- visibility: IIRC, the 'visibility' options in ht HERO rules are: obvious (you don't need a perception roll to notice, unless your sense is impaired in some way) inobvious (you need a perception roll to notice) invisible (you normally can't notice the power with this sense) Set triggers are normally 'inobvious'. I think your version is the same as the default rules, but I'm not exaclty sure. Please re-write to use the specific game terms. -------------------- Remember that a useable in combat trigger is comparable to just buying extra speed. Since I could buy one point of extra speed and then hold that action all the time. You've made the 'combat reaction' trigger much more painful to use compared to just buying extra speed and holding an action, and with how you've limited trigger resetting, I can use the one point of extra speed more often (i.e. once a turn instead of once a combat).
  12. Your trigger can be based on any of your senses (or any senses you buy specifically for triggers). So in your example, 'go off only for that guy' anything that would cause your senses to misidentify 'that guy' will set your trigger off. Examples: shapeshifting, disguise, images, etc. Re: multiple triggers: If you have multiple triggered powers, or have the ability to set multiple triggers with the same power, you can put them all 'in the same place' So there no limit, for example, on how many landmines you can plant on the door (well, the other players can throw cheetos at you). If the trigger is not controlled by you (example: land mine) then the power targets whoever set it off. If you control the trigger (example: triggered counter attack power) then you control how it is set off. This is where the justification for allowing you to control your triggered movement comes from.
  13. Looks like editing or building errorsAssume it's: Basic PD : 2 (cost = 0) Basic ED : 2 (cost = 0) Vs everything: (PD: 4/4, ED: 2/2) +2 rPD (cost = 3) 2 points of PD made fully resistant (cost = 1) 2 points of ED made fully resistant (cost = 1) Vs piercing or slashing (-1/2) (PD: 6/6, ED: 2/2) + 2 rPD (cost = 2) (3/1.5 = 2) vs piercing only (-1) (PD: 8/8, ED: 2/2) + 2 rPD (cost = 1) (3/2 = 1.5 rounded to 1) Assume it's: Basic PD : 2 (cost = 0) Basic ED : 2 (cost = 0) Vs everything (PD: 8/6, ED: 8/6): +6 rPD (cost = 9) +6 rED (cost = 9) Vs piercing or slashing (-1/2) (PD 10/8, ED: 8/6) + 2 rPD (cost = 2) (3/1.5 = 2) vs piercing only (-1) (PD 12/10, ED: 8/6) + 2 rPD (cost = 1) (3/2 = 1.5 rounded to 1) Assume it's:Basic PD : 2 (cost = 0) Basic ED : 2 (cost = 0) Vs everything: (PD: 12/12, ED: 8/8) +10 rPD (cost = 15) +6 rED (cost = 9) 2 PD made resistant (cost = 1) 2 ED made resistant (cost = 1) They really needed an editor, I guess. Assume it's (but build seems so badly done and/or edited that it could be something else...) Basic PD : 2 (cost = 0) Basic ED : 2 (cost = 0) Vs everything (PD: 6/6, ED: 3/2) +4 rPD (cost = 6) +1 ED (cost = 1) 2 PD made resistant (cost = 1) 2 ED made resistant (cost = 1) Vs piercing or slashing (-1/2) (PD: 8/8, ED: 3/2) + 2 rPD (cost = 2) (3/1.5 = 2) vs piercing only (-1) (PD: 10/8, ED: 3/2) + 2 PD (cost = 1) Armor plating (11- activation (-1/2)) +8 rPD (cost = 8) (12/1.5 = 8) +8 rED (cost = 8) (12/1.5 = 8) Paging Editorhero; Editorhero to the white courtesy phone, please... Don't know, don't have the book. Are the powers identical, or different? This used to be a rule in earlier versions of hero. I'm not sure what version this book is supposed to be using. If 6th edition, no. If earlier versions, you'd have to check that specific versions rulebook, since I don't remember when that got dropped.
  14. Triggered movement can help against ranged attacks. Can think of 3 ways off the top of my head: 1. move further away: increase the attackers range penalties 2. move into cover (will have to look up how cover works in hero, now that I think about it), but I'd assume it makes you harder to hit. 3. move somewhere they probably can't target you, like around the corner of a building, into an area of darkness, etc. And yes the 'trigger expires' limitation is meant to require you to have had an action in the phase you use the trigger. So, for example, if you wanted to trigger move in response to something someone else did, you'd have to abort an action. So you can't do the standard trigger move defense of setting the trigger to 'when I'm attacked' and just letting it run. With the limitation, your trigger won't last. You'd have to abort (to get an action) -> use 0 phase action to create trigger -> do whatever your official abort action is (dodge, block, I dunno) -> have trigger move go off. I supposed if you expected to be attacked in the same phase you took a normal action, you could set your trigger to 'when I'm attacked', but I'd assume that saavy opponents would just hold their attack all the way until the next phase, when your trigger will have expired. Of course, this would then give you the option of aborting to dodge, since they waited until the next phase. So there there appear to at least be some tradeoffs in holding until next phase to attack speedster guy. All this is also why I suggested (-2) on stretching to just be able to punch irritating speedsters right in the face when they try this sort of thing. It's either totally irrelevant and wasted points, or a reasonably cheap way to counter an semi-exploitative ability. Though I guess with all the other possible limitations that can be put on stretching that has this limitation (only to do damage?, no NCM?, costs END?) (-2) may end up being too much.
  15. Note that to set multiple triggers with the same power, you need some disadvantage that theoretically limits your number of triggers. Charges, foci, etc. This turns out to usually make trigger powers cheaper, since (-0) gets you 16 land mines (or whatever) which should be plenty, assuming you are operating on personal scale. And if you wanted bigger mine fields, you should have brought followers with land mines .
  16. Flying dodge has been around for, I'm not sure 15 years? and let's you auto escape h-t-h attacks if you can and want to abort an action. Triggered movement has been around just as long. This is nothing new. Just the addition of the 1 segment duration of the trigger is new, and the attempt to see what can be done with it as a general (rather than specific) power construct. Does ever character have flying dodge? Does every character now have a defensive triggered movement ability? If the only excuse of why not is 'I didn't know you could do that!', then me writing up this power construct to show that you can do exactly that doesn't change what you could do before.
  17. 5 points for the flying dodge maneuver gets you almost exactly the same attack avoidance ability. It also adds +1 DC to your dodge. Assuming buy the 0 phase movement trigger construct as a naked advantage on your regular movement will limit you to only moving your total movement per phase (rather like flying dodge does) then you can't get 'extra' meters of movement out of the zero phase movement. you'd have to buy separate movement with the trigger attached to go further. Will let discussion run a few more days, then post it up on the official rules questions thingy. Here's the list of questions so far: Can you move at non-combat speed during a triggered move (and take the appropriate OCV and DCV penalties)? If you buy trigger movement as a naked advantage on your regular movement, are you still limited to a 'maximum' of your full movement, or is the use of triggered movement 'separate' from your 'regular' use of the movement? Can you use stretching to move your viewpoint (e.g. stretch your neck to look over a wall or around a corner) or is that only possible with clairsentience ('long' range) or the adjacent sense modifier ('short' range)? Does the 'zero-phase movement' trigger construct work like I think it does? Does it let you: move -> strike -> triggered move recovery -> triggered move other full phase action (like multiattack) - > triggered move (i.e. is taking a recovery a special case)? Abort -> move + dodge abort -> move + block abort -> move + block (for another target) that is now within my reach because of the triggered move? Does the triggered movement automatically 'no sell' hth attacks, just like flying dodge does? Could I use my triggered movement to 'chase' someone who was using flying dodge or triggered movement to get away from my punch, and still have the opportunity to hit them, if they couldn't move away far enough? Is (-2) an appropriate modifier for (stretching: only to still hit people who flying dodge or triggered move away while I try to punch them)?
  18. If, for example, you want the character to be able to significantly change themselves to meet changing circumstances, then there are various applications of shapechange, multiform, and variable power pool that may get you what you want. Example: This character can turn into many different shapes that do different things. Some are small, some are big. Some have wings (and fly) some tunnel through the earth. Some has claws, etc So we build the character with Shapechange (so they look different) and a variable power pool so that they can be different in whatever shape they happen to be in at the time.
  19. Having minions is usually either 'summon' or 'followers' depending on 'things', Or some actions which technically are the actions of summons can be done up as other powers, with things like the 'has a physical manifestation' limitation. Semi-examples: Chibi-Kerrigan has 'many' 'Zerg' followers, the most fearsome of which is the 250 point 'hydralisk' Maximum follower points 250 (50 points) 256 followers (40 points) 'True' Kerrigan has nigh infinite Zerg followers, the most fearsome of which is the 5000 points living space battleship, Please, not in the face Maximum follower points 5000 (1000 points) 68,719,476,736 followers (190 points) (assuming I remembered the follower rules correctly off the top of my head, anyway) The hero system can mostly give you what you ask for, but you have to learn to ask for exactly what you want, because it's mostly deliberately made to not give you what you don't ask for. Alas, if you are new, you may forget to ask for important things, like a pair of pants.
  20. And here's an example of why just having access to a 'better' material does not always make that much difference. TLDR version, carbon fiber automobile frames have been around for a while. They weight on the order of half as much as steel frames. They cost on the order of 10-20 times as much as steel frames. BMW has been trying to reduce the costs of carbon fiber frames so their electric cars can make up for the weight of all the needed batteries by having a much lighter frame. This hasn't been working out that well for them, as this makes their 'mid range' electric cars quite expensive. So, not only does your 'super material' have to have awesome materials properties, it has to be economic to use. As an example of what might suddenly make protecto-weave everywhere: Protecto-weave fibers can undergo signifcant heating without losing their properties. This allows you to cast steel around POW fibers. So you can make ridiculously strong POW-steel constructs at very economic prices. And then it's POW-steel in automobile frames, buildings, bridges, and other civil engineering works, and I don't know what all else.
  21. Hmm... Several members of the cast of Hitman? Skitter?
  22. I can think of at least two advantages that you gain from the trigger never expiring: 1. You can set your first trigger useage out side of combat.This saves you a trivial amount of END, but more importantly, lets you setup an automatic defense that you don't need an action to take. Example: Pre combat: Speedster guy: I set my movement trigger to 'when someone tries to punch me' Combat starts: (Phase 12) Speedster guy: I delay my action Brick: I try to punch speedster guy Speedster: I move away automatically, making your punch auto fail. Speedster guy: Now, I take my turn, reset my trigger and do stuff 2. It lets you set up auto defenses similar to the above, but without having to abort and action to do so. Example: (continued from the above combat) Speedster guy has used his phase 12 action to punch brick, and reset his trigger to 'when someone tries to punch me' Bricks first phase: I try to punch speedster guy again Speedster: Ha! my triggered movement goes off again. You'll never punch me! Of course, this brick quickly starts looking for work arounds, like throwing things at speedster guy. But speedster guy can potentially still trigger move around a corner, or something, making even that hard for Brick to do. As long as speedster guy is only facing one opponent, he can never be punched (by a single opponent), because he will always be able to trigger move away. If speedster guy can trigger move around a corner, he can also make himself immune to blaster guy. ------------------ With the (-1/4) limitation, any time speedster guy wants to get a defensive movement, he has to abort an action so he can take a phase, so he can take a 0 phase action to create a trigger. This is not a large disadvantage, it's only (-1/4) which does in fact, cover small disadvantages; And it makes speedster guy punchable, which is nice. There are probably a few other uses of movement that takes no actions at all to do that I haven't though of yet. But forcing speedster guy to have to have an action in the phase he wants to trigger move is certainly a disadvantage.
  23. For killing damage, this feels like it should cost closer to 5 points per pip than 1 point per pip. Not 5 points, but something like 3 points... If we assume that 90% of our targets are going to be wearing armor, points of armor piercing are going to be just as effective as points of damage 90% of the time. So I guess it depends on how common armor is? Is armor in this game going to have activation rolls? Are 'common monsters' not going to have resistant defenses? Then I can see the disadvantage of Killing AP being reduced. But it 'everyone' wears armor, then killing AP is almost as good as regular killing damage.
  24. The smoke grenade example in the trigger writeup seems to implicitly allow for the triggering action to 'interrupt' the triggering event. That's why it specifically points out that he bought activating the trigger as a no action, so he can get the benefit of the smoke grenade when someone decides to shoot at him. The ability of a trigger to reset and how many triggers you can have are separate things. The trigger reset time is for things like an electric floor that takes time to build it's zappiness back up after having zapped someone. So I could deploy several electric floor panels (triggers) and each one could only zap someone every (reset time). You can set as many triggers as however you wrote up your power construct and the other people at the table allow, as far as I can see. A 'half phase move' is not a measure of time, but a measure of I dunno, call them action points spent, or something. It actually takes no 'time' to execute that movement. In addition, you don't get 'a half phase' when your trigger goes off having a half phase implies you can also do things like reallocate your multipowers and skill levels, reset 0 phase triggers, and so on. You have to abort an action to do that. Having a triggered movement go off just means you move. In addition, a triggered movement seems to give you the full movement allowance, not half (i.e. it's not a half phase move.). I presume that you can even use that triggered movement to move at non-combat speed, as long as you also take the appropriate penalties for non-combat movement. (GM note: watch for using triggered movement for NCM speed and setting the trigger off just before you get a phase normally, so the NCM penalty is suffered almost no time at all.) 4.3 In general, no since this seems to be a deliberate attempt to get around the costs of movement. Though I suppose I could be convinced if the retriggered movement only retriggered over a 'reasonable' time. Example: Ghost Train moves everyone toward the bad thing. It's triggered movement goes off twice a turn (in segments 6 and 12) and moves you Xm closer to the bad thing. Otherwise it's just as bad a '1m of flight megascale (1m = 10,000 km)' to get you anywhere you want to go very quickly.
  25. So you just said that a 'normal guy' can 'instantly' be 'over there', blocking that attack, because you can abort to move + block? It's no different that speedster guy being instantly 'over there', which is what you are complaining about?! 'Running' and 'teleport' are specific rules constructs. Taking 'time' to get where they are going is included in neither rules construct. The difference between 'running' and 'teleport (must cross intervening space (-1/4)) is that teleport can do things like get you to the roof of a building without needing to climb the stairs, or get you up the side of a building where you can cling to that flagpole. Running doesn't let you do that. But neither power takes any 'time'. If you wanted your version of 'running' or 'teleport' to take 'time' then buy your movement power with the 'takes extra time' disadvantage.
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