The Time and Value Progression chart around page 71. Start at the value 10 and move one line further down the chart for each power rank after the first. That's the character's base speed in mile per hour. Multiply this number by 10 to get the number of feet per round that is their base speed (approximate).Daz said:1. How do you figure out the base speed for a hero with the super speed or time control powers?
Not really, because at that point it is better than the blaster pistol for the same cost. It should probably be 11 equipment points if you're going to make it that nice. But, it's your game so do what you want to do.Daz said:2. would it be okay to adjust the heavy handgun so that it did +5 damage and had a 19-0 critical if I increased the cost to 10 points?
Well, he could still fit the concept and have a device (Gun) that does a lot more damage than a normal gun. It's just a custom made, super-powerful weapon for killing super powered beings.Daz said:Thanks. The handgun was motly for style purposes (my character was a super hunter who became one of the enemy in a tragic accident). I didn't want him to have very many powers. I changed the concept around a little, so now he fights in melee. Thanks anyway though!!!
There is nothing wrong with fiddling with the basics to create exotic Equipment. In this case increasing the Damage and adding Improved Critical would cost 11 Equipment Points: Blast 5, Improved Critical 1, 11 points. The important distinction is to decide when something should be built and bought as Equipment and when it should be handled as a Device.Daz said:2. would it be okay to adjust the heavy handgun so that it did +5 damage and had a 19-0 critical if I increased the cost to 10 points?