Post by jayholden on Feb 4, 2011 8:38:21 GMT -5
Rule Modifications - This section is reserved for modifications to canon rules. This list may not reflect only rule modifications that I have created, but rather those that I have created and/or adopted.
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DURABILITY
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Durability
RAW Durability dictates health, total energy, and energy regen.
Replacement - New Abilities:
Health: Pay for Health as an independent Ability, just like Intelligence or Strength. This Ability Number is the number of White Stones of Health your character has.
Energy: Pay for Energy as an independent Ability, just like Intelligence or Strength, then multiply the Ability Number by 3 to calculate your character's total Energy.
Energy Regen: Pay for Energy Regen as an independent Ability, just like Intelligence or Strength. This Ability Number is the amount of energy your character regenerates every turn.
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FREE/SPENT STONES
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1:1 Free:Spent Stone Ratio – The number of free stones cannot exceed the number of stones spent on an Action or Ability.
Example: Wolverine has Close Combat at 7 and Claws at 4. If Wolverine only puts 3 into Close Combat, his Claws modifier only provides him with 3 free stones.
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GENERIC MODIFIER
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Generic Modifier – A modifier designed by the player to modify any one of their character's Actions. The cost is as follows: (Action Cost Level/2) + 2 = Modifier Cost Level. For a modifier that can effect more than one action, perform this calculation for the most expensive Action and add another 3 Cost Levels per Action affected. Round up when necessary. This replaces current modifiers like Targeting and Claws.
Example: Jean Gray has Telepathy at 6 and several Telepathy options that make her Telepathy Cost Level a +6. She wants a modifier for her Telepathy, so she does the math: 6/2 =3. 3+2 = 5. So her Telepathy modifier is going to cost her +5 Cost Levels.
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SECOND WIND
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Second Wind – During combat, a character may take a turn to rest, either moving up to a Speed of 2 or putting up to 2 stones in defense. The character then regenerates twice as much energy as normal for their next Panel.
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DURABILITY
-------------------------
RAW Durability dictates health, total energy, and energy regen.
Replacement - New Abilities:
Health: Pay for Health as an independent Ability, just like Intelligence or Strength. This Ability Number is the number of White Stones of Health your character has.
Energy: Pay for Energy as an independent Ability, just like Intelligence or Strength, then multiply the Ability Number by 3 to calculate your character's total Energy.
Energy Regen: Pay for Energy Regen as an independent Ability, just like Intelligence or Strength. This Ability Number is the amount of energy your character regenerates every turn.
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FREE/SPENT STONES
-------------------------
1:1 Free:Spent Stone Ratio – The number of free stones cannot exceed the number of stones spent on an Action or Ability.
Example: Wolverine has Close Combat at 7 and Claws at 4. If Wolverine only puts 3 into Close Combat, his Claws modifier only provides him with 3 free stones.
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GENERIC MODIFIER
-------------------------
Generic Modifier – A modifier designed by the player to modify any one of their character's Actions. The cost is as follows: (Action Cost Level/2) + 2 = Modifier Cost Level. For a modifier that can effect more than one action, perform this calculation for the most expensive Action and add another 3 Cost Levels per Action affected. Round up when necessary. This replaces current modifiers like Targeting and Claws.
Example: Jean Gray has Telepathy at 6 and several Telepathy options that make her Telepathy Cost Level a +6. She wants a modifier for her Telepathy, so she does the math: 6/2 =3. 3+2 = 5. So her Telepathy modifier is going to cost her +5 Cost Levels.
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SECOND WIND
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Second Wind – During combat, a character may take a turn to rest, either moving up to a Speed of 2 or putting up to 2 stones in defense. The character then regenerates twice as much energy as normal for their next Panel.