Quote:Okay Doctor Foom;
Why are Ice Powers and Super Speed a deadly combination? I have seen people refer to it but no one has really explained it.
Eric explained it well; allow me to elaborate (as I witnessed it firsthand in our campaign).
This actually ties in a little bit with that thread about female players, as one of my long-time friends got his wife to join us. She had a character, White Leopard - who had both Heightened Agility (really,
really high), possibly a Speed Bonus (definitely lots of Movement), and Ice Powers. We soon found how problematic this was (that's a nice way of saying that it's completely broken), but the dynamics were such that she didn't enjoy playing that much anyway, and the concern was that nerfing her character (or bringing it more into balance) would have potentially chased her out of the group. They're now long ago divorced (and he's not even a part of the group except rarely as he moved out of state), but that was the dynamics of what we were dealing with.
See, the defensive abilities in V&V (most of them anyway - Invulnerability being somewhat the exception, though it sometimes might not work against every form of damage) have a downside, and end up being double-edged swords.
Armor (as has been written about here extensively) is supposed to have a chance of systems failure when it takes damage. It's also really expensive to repair.
Force Field, one of the most powerful ways of avoiding damage, can end up taking double hits, costing damage to your Power AND your HP.
Evasion costs an Action, so it makes one sacrifice some of your offensive capabilities.
Ice Armor,
especially when combined with any kind of speed or movement bonus (even high Agility) becomes problematic because the character could do something like this:
37: Character saves their action (sitting there with 100 Armor)
22: Character saves their action (still at 100 ADR).
20: Character gets hit by opponent; let's suppose it's a big hit and takes away 20 points of Armor, so now they've got 80.
20: The Ice character retaliates, using Movement to immediately bump their Armor back to 100, then attacks their opponent normally.
Note they
STILL have a saved action (so can bump their armor to an impregnable 100 at any time) and they will still move twice again before the end of the turn.
The ability to constantly keep one's Armor at 100 (with no chance of it "getting through"), combined with no chance of damage to that Armor and no cost, makes this extremely abusive (read=broken).