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Dave
02/13/2003, 16:32
Invisible Girl is defending a medic and an injured character. Does her defense score count in regards to the medic or can the medic heal based on the injured defense.

If Invisible Girl does have to drop her shields for the medic to heal at the lower defense rate then is it a partial drop (exposing the injured and not the medic) or a full drop leaving everyone exposed.

If the shield is dropped then do you have to wait for the start of your next to raise them again or can you raise them as soon as the medic is finished?

Tsannik
02/13/2003, 16:34
Support will ignore any powers that change the statistics at all.

So, when the figure with Support tried to heal the injured figure... it will be at the injured figure's Defense value (as Support would ignore the Invisible Girl's Defend power).

Does that make sense?

Heroix
02/13/2003, 16:37
In addition to what Tsannik noted about Support, the Defend power is optional. Says so right on the PAC. An adjacent friendly character "may" use the Defend character's Defense value. Doesn't have to.

Dave
02/13/2003, 16:39
Yes, thanks.

thunderstorm
02/13/2003, 16:48
All PAC Powers are optional. The same could be said when using Probability Control on a friendly character with Stealth. (The stealthed character can option to not use stealth to disrupt line of fire to the probability control character).

Styrix
02/13/2003, 16:54
Except Super Strength, Dave. (I just like the name.)

HeroComplex
02/13/2003, 18:15
Actually, not all PAC powers are optional---only the ones that are labeled as such. Those which are listed as optional may be turned off and then will remain off until the end of the current turn. So, yes, you may turn off Stealth to use PC on your own character, but for the rest of the turn you won't have Stealth active.

Styrix
02/13/2003, 18:28
It turns back on at the end of your turn, doesn't it?

Bolluxx
02/13/2003, 18:38
I think so.

HeroComplex
02/14/2003, 00:07
If you turn it off on your own turn, then it will come back at the end of your turn. If you turn it off on your opponent's turn, then it will come back at the end of his turn. It stays off until the end of the turn in which it's turned off.