:lol: Sounds like a great time! Good use of Probability Manip., it can really come in handy when events get out of control. Are you going to do a Treebore and let them modify their powers a bit now so as to make the next game more fun?
Oh, and how are you handling Victory Points?
Yeah, fun one with them.
One question, on probability manipulation how do you handle it. Do you have them hold their action (if they have init) and then intervene, or do you allow it to be 'reactive' in that they can intervene even out of init order?
I allowed it to be reactive - she had used PK to move around shopping carts, cans knocked on the floor, etc, to trip up the thugs, then (with a good wis check) see 4 of them in the van pulling out to escape. See did PM then to cause them to reroll at -3 and (actually I just took 3 off the driver's roll) wreck the van trying to speed out of the lot. It cost her action the net round though.
I'm afraid she will do a lot of hold actions, just in case, if it isn't reactive ...
Rgr on modifying powers a bit. I did it last night even, she had taken telepathy but wanted to have the mesmerize effect. I let her switch it there. Also, I gave the little one an area effect on her suppression - Vision for the fog.
All and all I think their characters are dial in fairly well (may need a touch here or there to polish it but not much). It is actually scary how good of concepts and characters they made considering their age ... Heck, I'd be willing to play either character right now (well switch their gender but other than that) . Good concept good use of the skills and powers, good back story, and not unbalanced . I played with guys in the military who's characters weren't this good. Either broken concept or so out of balance to be game breakers ... not bad for 11 & 9 1/2 years olds.
Oh yeah, 2nd question, how do you do the fatigue for using the powers ? I know you had rules somewhere for it. I did it with something like ever 3 or 4 rounds that they used powers consecutively required a con check. It was more fluid than a hard and fast rule though.
As for victory point, I did it by the book, with them starting with 1 VP. I told them at next game they have to vote on who was more heroic to get a VP. I'll probably give them another each for the clever use of mesmerize and fog at perfect times in the game. I will let them know that it is automatic each game but they earned it in the fight.
I think I will put in a rule for Star Wars D6 and force points, that if a FP (well VP in this case) is use in a heroic way at a key point in the game the VP comes back at the start of the net game ( Han using a FP to shoot Vader's TIR and save Luke, Luke using an FP to sink the shot and destroy the Death Star as examples)