Difficulty & ResistanceClick here for a link to the
Difficulty & Resistance Chart. It will be your best friend while playing MURPG. Difficulty & Resistance haven't changed much in 2.0 - if anything, the rest of the rules have changed around them to make a better fit.
Lifting & ThrowingThe lifting and throwing of heavy objects comes up quite often in comic book stories. In most circumstances, your Strength is what determines what you can and can't lift, and how far you can throw it.
To lift an object, first determine it's weight on the Difficulty & Resistance chart. An object's weight is also the Difficulty and number of stones of Resistance required to lift it: You must put in that many stones of Strength to hoist the object up over your head.
For each additional point of Strength you spend, you can throw the object 10 feet. Anything caught in the object's path suffers stones of attack equal to the object's weight. (If you really want to be good at throwing heavy objects, try the Heave Heavy Objects option for Ranged Combat.)
Holding a very heavy object is exhausting. The Resistance to lift an object increases by 1 per panel after the first: +1 Resistance on the 2nd panel, +2 Resistance on the 3rd panel, and so on. There is one exception to this rule: If an object has a weight 3 points lower than your Strength, then you can carry it indefinitely without suffering a cumulatively increasing resistance.
LeapingSometimes you'll find yourself in a situation where you need to leap a certain distance - often with dire consequences for failure, such as a 15 story drop! Long-distant jumps are difficult to accomplish, but easy to sort out with the rules.
Consult the Area/Leaping row of the D&R chart to determine the Difficulty and Resistance of a leap. (Halve the distance listed when attempting a vertical leap.) Your Strength must be equal to or higher than the Difficulty to even attempt the jump, but you can use Strength, Agility, or Acrobatics (or Speed, if you have a decent running start) to overcome the Resistance. You must overcome the Resistance in one attempt; you may not whittle away at the Resistance over multiple panels. If you want to be really good at jumping, check out the Leaper Modifier.
If you want to be exceptionally talented at long jumps, consider buying the
Leaper Modifier.
Breaking StuffStuff breaks in comic book stories. A lot. Especially if you are playing a character with super strength, you will inevitably find yourself in a situation where you just have to kick in a door, destroy a control panel, or just outright smash something.
First, determine the Difficulty by consulting the "hardness" row on the Difficulty & Resistance chart. You must have sufficient Strength to meet or exceed the Difficulty to have a hope of destroying the object in question. If you have an appropriate tool on hand (a sledge hammer to help break down a brick wall, or a knife to cut through a thick rope), you may add 1 to your Strength for the purposes of meeting Difficulty.
You may also be able to meet Difficulty with an appropriately violent Action, such as a Force Blast. In such cases, use your AN in place of your Strength.
Resistance generally depends on the size of the object: very small or brittle objects such as cell phones or glass windows may have a Resistance of only 1 or 2 stones; a door might have a resistance of 3 or 4; most sturdy walls generally have a Resistance equal to twice it's hardness. As always, this is up to GM's discretion. You can use your Strength or appropriate Actions such as Close Combat or a Force Blast to overcome Resistance.