Hp Mod cost = 1r-2w You can not have a MN over your durability So cost is like this(warning a lot of math) Dur of 3 with hp mod of 2 will cost. 15 hp/2r = 7w 2r
so all this does is add 1r to you hp for each MN so if i have the Dur of 3 and the HP mod of 3 altho ill still have 3 HP each hp will be 6r/1w meaning altho I have more hp i cant really take that much more dmg it will just help adsorb some of the bigger blows from just simply 1 shooting me. also i found doing it like this stops healing factor from getting a HUGE energy buff.
Extra Regen: Dur +2 to cost
I fond a lot of time energy was ruing low so made up this modifier today for a kid who did not want a healing factor. It is simple you Regen 1 extra stone for every 3r stones you have.(was gonna do it for each w but because of my HP mod rule this will give it a bit of a buff if you get them both although it would be more pricy then a simple healing factor but meh not every 1 want to heal. so if you have the hp of 3 with the HP mod of 2 you will Regen 5 energy extra a turn for a total of 8 granted this coasted you a total of 6w stones about the same as a accelerated healing factor. might need to change this to every 4 r maby but I did come up with it on the fly.
Last Stand Cost: 1w
If you would die u can leave yourself at 1r hp for 1 panel and get back max energy for 1 final attack.
Cat Burgle(Modifier) CL+4 (Physical contact) allows for "theft" of Single Ability (str,Spd,Dur,Agility)[Changes before each use?] Increasing you Ability and decreasing the targets buy Mod # until a new target is "stolen from"
Cost up (modifier) CL+5
each time you do dmg to your opponent, every action they do takes +1 stone for each stone of dmg they take to a max of AN
e.g after taking 3 stones of dmg cyclops now need to put 12 stones into optic blast to shoot a optic blast of 9.
The longer you are fighting the more info you take in allowing you to better evaluate your energy use. Gain +1 free stone a turn for any action from this mod for each "new" action/Mod/Ability the owner has seen there opponent do
+1 Advanced Recon (you can know how many stones you opponent spent in a action you know about up to your MN #) +1 Deep Recon ( you gain "info" on a Action/Mod/Ability you have seen)
Weaken MN + 2
If you successfully hit lower the targets "toughness" buy the mod # default time of 1 min.
Life Force MN+2
Every time you loose a white stone gain the difference between your max hp and the mod # e.g MN=9 hp = 4 get 3 MN every -1 HP
Get Free stone from the general pool = to MN
+1 to cost (last life force) stones from life force can be used to go over action # but will leave you unconscious for 1 panel for each stone over AN you went.