Post by takewithfood on May 19, 2010 12:13:30 GMT -5
In the end, this is what I've decided to playtest in my New Mutants: Last Class game:
Push the Limits: Add +3 stones of effect from the GP to any one Action.
New Trick: Gain the benefit of a single Option or Advantage (maximum cost of +3 CL) that you do not already have, for a single Action, for one page. Of course, any Option you choose must make sense for the given Action (Material Class is meaningless when applied to Telepathy, for example). Alternately, you can ignore an Option or Disadvantage from which you already suffer.
Overstrain: You must purchase the +1 CL Advantage of the same name to benefit from this use. By spending a Drama Stone you can add up to your AN in free stones of effect to one use of your Action. Afterwards you are stunned for 1 page, and your effective Action Number temporarily decreases by an amount equal to the number of free stones you gained from your Overstrain. Your AN recovers at a rate of 1 point per day of rest, up to its usual maximum.
Second Wind: Instead of regaining your Recovery's worth of energy at the start of the page, gain enough to refill your pool to 1/2 (round up) instead.
Shrug It Off: You may halve (round down) the amount of white stones of damage you just took from a single blow.
Wake Up!: Regain consciousness (if you have been knocked out) in only one page at the expense of any and all energy left in your energy reserve. When you wake up, you recover energy normally, but are limited to only one action per panel for the next 3 pages.
Spark of Insight: By spending a Drama Stone,you can receive a vague hint or clue as to future of the game, such as a warning about unseen and impending danger, or a nudge in the direction of a missed clue.
New Trick: Gain the benefit of a single Option or Advantage (maximum cost of +3 CL) that you do not already have, for a single Action, for one page. Of course, any Option you choose must make sense for the given Action (Material Class is meaningless when applied to Telepathy, for example). Alternately, you can ignore an Option or Disadvantage from which you already suffer.
Overstrain: You must purchase the +1 CL Advantage of the same name to benefit from this use. By spending a Drama Stone you can add up to your AN in free stones of effect to one use of your Action. Afterwards you are stunned for 1 page, and your effective Action Number temporarily decreases by an amount equal to the number of free stones you gained from your Overstrain. Your AN recovers at a rate of 1 point per day of rest, up to its usual maximum.
Second Wind: Instead of regaining your Recovery's worth of energy at the start of the page, gain enough to refill your pool to 1/2 (round up) instead.
Shrug It Off: You may halve (round down) the amount of white stones of damage you just took from a single blow.
Wake Up!: Regain consciousness (if you have been knocked out) in only one page at the expense of any and all energy left in your energy reserve. When you wake up, you recover energy normally, but are limited to only one action per panel for the next 3 pages.
Spark of Insight: By spending a Drama Stone,you can receive a vague hint or clue as to future of the game, such as a warning about unseen and impending danger, or a nudge in the direction of a missed clue.