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Post by takewithfood on Feb 20, 2009 16:04:51 GMT -5
[forthcoming]
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Post by takewithfood on Jun 2, 2009 13:53:12 GMT -5
A [/url]Move Action[/url]. Use the "Running" row on the Difficulty & Resistance chart; your maximum movement is limited by your Speed.[/size][/quote]
Animal Training AN+0 CL As per the Guide to the Hulk and the Avengers p.37.
Astral Travel AN+0 CL As per the core rule book p.44.
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Post by takewithfood on Jun 2, 2009 13:53:44 GMT -5
BBiocomputing AN+3 CLAs per the Guide to the X-Men p.44.Black Ops/Spying AN+1 CLSee Special TrainingBlastingsee FlightBusiness Skills AN+0 CLAs per the core rule book p.45.
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Post by takewithfood on Jun 2, 2009 13:54:07 GMT -5
CCharge Objectssee Force Blast[/b][/size] As per core book p.46, with the following addition:
Options +3 CL = Ability Bonus + Weapon Modifier. You can use both your Ability Bonus in conjunction with a weapon.[/quote] [/b][/size] As per core book p.46, with the following addition:
Options +3 CL = Heave Heavy Objects. You can combine the use of your Strength and Ranged Combat to throw heavy and unorthodox objects with destructive force.
Subtract 2 from your Strength to determine the heaviest object you can throw; you must invest stones of Strength equal to the object's weight. Any additional stones of Strength combine with your stones of Ranged Combat (and determine range). Objects of at least weight 4 (cars, for example) deal x2 damage. Objects of at least weight 7 (school buses, for example) deal x3 damage.
To calculate range, calculate the difference between your stones of Strength and the object's weight; consult the Range row on the D&R chart.
Example: Rogue has Strength 8 and Ranged Combat 2 with the Heave Heavy Objects option, and is currently in a fight with the Blob. Blob is being a jerk and won't move from his spot in the middle of the road, daring the X-Men to face him in close combat. Rogue doesn't want to play that game, so she heaves a Buick over her head and launches it at the Blob.
The Buick has a weight of 4; it takes a Strength of 6 to properly throw it, and so Rogue can accomplish this just fine, as long as she invests at least 4 stones of Strength. She decides she wants to go all out and invests 8 stones of Strength as her first Action, and combines it with 2 stones of Ranged Combat with her second Action, for a total of 10 stones of attack. This gives the Buick a range of 4 (the difference between her 8 stones of Strength and the car's weight), or up to a quarter mile! Because the car is so heavy, if it hits Blob, it will deal x2 damage.[/quote] Computers AN+0 CL[/b][/size] As per Guide to the X-Men p.44Concentration AN+3 CL[/b][/size] As per core book p.47.Create Illusions AN+0 CL[/b][/size] As per core book p.47
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Post by takewithfood on Jun 2, 2009 13:54:32 GMT -5
D, EDance AN+0 CL[/b][/size] As per Guide to Hulk and the Avengers p.37.Drain Energy[/b][/size] See Harmful Touch.Energy Absorption[/b][/size] See Energy Defense.[/b][/size] Note: This is a slightly modified version of the Entangle Action house rule - I'm not sure to whom goes the credit.
This Action allows you to bind an opponent with a physical substance that hinders his mobility and physical (but not purely mental) Actions.
Entangle comes with a Range of 2, which can be improved as an Advantage, as usual. Stones of attack ignore Toughness and Armour; stones in excess of the opponent's defense should be noted as they represent both the Resistance and Difficulty of any attempts to break the Entangle. The Difficulty cannot exceed one half your Entangle AN, rounded down; Resistance has no limit. Subsequent attacks on an entangled opponent add to Difficulty and Resistance.
Entangled opponents are physically hampered and may even be rendered helpless. Add the Resistance you've built up to the Resistance of any physical Action they attempt to use, though purely mental Actions (such as Astral Projection, Telepathy, Telekinesis, Teleportation, and others) suffer no such penalty.
To break out, the victim must place stones into Strength or an appropriate Action. (Agility or Speed may be used instead, depending on the victim and the situation, at the GM's discretion.) Assuming they can beat the Difficulty, these stones come directly out of the Resistance. Victims may be assisted by other people in the same manner, though if they use attack Actions to do so they must be careful not to injure the entangled character (the entangled character takes 1/2 of any damage dealt unless the ally allocates an additional 2 stones of effort).
If a victim cannot escape, the bindings dissolve on their own after an appropriate interval as determined by the GM (usually about one hour).
Options +1 CL = Instant Dissolve. You can cause your own Entangle Resistance to dissolve instantly, at will, no matter where you are.
+1 CL = Covering. The Entangle also completely shuts down the victim's senses, covering his eyes, plugging his ears, and so forth.
+1 CL = Sticky. The Entangle is also "sticky". Anyone else who comes into physical contact with the victim becomes Entangled as well, with the same Difficulty and current Resistance.
+1 CL = Barriers. Create barriers made out of the binding substance, which entangles anyone foolish enough to try to cross them. Such a wall cannot stand on its own but must be attached to two or more opposite surfaces (across a door frame, between two buildings, from floor to ceiling in a room, etc).[/quote]
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Post by takewithfood on Jun 2, 2009 13:55:07 GMT -5
F
Fear AN+1 CL[/b][/size] As per the Guide to the X-Men p.44
Fireworks[/b][/size] see Force Blast below
[/size]
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Post by takewithfood on Jun 2, 2009 13:55:22 GMT -5
G
Gambling AN+0 CL[/b][/size] As per core book p.50.
General Knowledge AN+1 CL[/b][/size] As per core book p.506.
[/b][/size] As per core book p.50, with the following exceptions:
For each stone of Growth, your Strength, Durability, Energy Recovery and Energy Pool increase by 1. Your Strength also increases by 1 extra point for the first stone of Growth.
The increase in Durability also increases your white stones of Health. Any wounds that you might incur transfer when you grow, and when you shrink back down in size; however, this can never lower your Health below 2 red stones.
By default, Growth can be improved by lines. Note the adjustment in cost.[/quote]
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Post by takewithfood on Jun 2, 2009 13:55:39 GMT -5
H[/b] Super strength and razor sharp claws aren't the only ways to be dangerous in toe-to-toe combat. Some of the most deadly combatants can defeat you with the gentlest touch.
Harmful Touch is a catch-all Action that covers just about any dangerous effect that can be inflicted just by touching an opponent. Touching can be accomplished with the Close Combat action (see rules for Touching). Maintaining a grapple can be a great way to keep touching an opponent in subsequent pages. If your touch is unsuccessful, your stones of Harmful Touch are refunded to you at the end of your panel.
By default, Harmful Touch does not have an effect: you must purchase at least one Option below. You may purchase more than one effect, but without the Multiple Effects option, you may only inflict one type of effect at a time (per touch).
You can purchase range for the usual cost of +1 Cost Level per step on the Range row of the D&R chart. If you do so, you must use Ranged Combat instead of Close Combat to make your touch attacks.
options +1 CL or +3 CL = Drain Energy. The most basic form of harmful touch drains energy from your victim and returns it to you. This may be painful, or perhaps the victim simply starts to feel sleepy. For each stone of effect, your victim loses 2 stones of energy from their Energy Pool; additionally, you are refunded your stones of effect at the end of the page, on top of your normal energy recovery, making this one of the most efficient attacks in the game. You can exceed your normal energy reserve by an amount equal to your AN; these excess stones bleed off at a rate of 1 per panel. If you drain more stones than an opponent has left in their Energy Pool, any excess drain results in damage. As a +3 CL option, you are instead refunded double your stones of effect.
+3 CL = Paralyzing Touch. Your touch hampers your victim's ability to act, effectively paralyzing them. Compare your stones of effect against your opponent's durability: for every 3 stones of "damage", or fraction thereof, your opponent loses one action, starting with any actions they may have coming up. If more than 2 actions are lost from a single attack, the paralysis carries over into subsequent pages.
+2 CL = Lethal Touch. Your touch can be outright deadly. Compare your stones of attack versus your opponent's durability. Any stones in excess are treated as damage.
+1 CL = Corrosive touch. Your touch is corrosive to inanimate objects. Compare your stones of attack to the object's hardness. Small objects will likely dissolve instantly, whereas any excess stones of attack are subtracted from the resistance of a larger object.
+1 CL = Multiple Effects. By paying one extra stone of energy, your touch can inflict two effects at once, using your stones of effect for each one. You can purchase this option multiple times, allowing for even more effects inflicted per touch.
-1 CL = Requires Skin-to-Skin Contact. Your initial touch attack does not ignore armor, and even heavy clothing may pose a problem.
-2 CL = Must Pierce Skin. Similar to Requires Skin-To-Skin Contact, but your initial touch attack does not ignore armor or Toughness. The touch attack does not necessarily have to deal damage to break the skin - even a simple scratch will do.
Example: Thanks to genetic engineering, Scorpion (Carmilla Black) has a unique physiology that not only makes her immune to ordinarily poisonous chemicals and toxic radiation, but allows her to store them up and unleash them with a deadly touch. She bought Harmful Touch with an AN of 6, and bought the Paralyzing Touch and Lethal Touch options, as well as one Multiple Effects option. When she touches an opponent with Close Combat, she can choose to incapacitate them with sickness, or go for the kill. Against truly dangerous opponents she can pay an extra stone and inflict both paralysis AND damage at once, though this lowers her maximum stones of effect to 5.[/quote] Healing, Medical AN+0 CL[/b][/size] As per core book p.51.Healing, Mutant AN+2 CL[/b][/size] As per core book p.51.Hex Spheres AN+0 CL[/b][/size] As per core book p.51.Horsemanship AN+0 CL[/b][/size] As per the Guide to the Hulk and the Avengers p.37Hunting/Tracking AN+0 CL[/b][/size] See Special Training
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Post by takewithfood on Jun 2, 2009 13:55:58 GMT -5
I, J, K, L
Invisibility AN+2 CL[/b][/size] As per core book p.53.
Leadership AN+0 CL[/b][/size] As per core book p.54.
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Post by takewithfood on Jun 2, 2009 13:56:42 GMT -5
M, N, O[/b][/size] You are capable of altering your body's density, becoming heavier or lighter as you desire.
For each stone of effect you can move your body weight 1 step up or down on the D&R chart. The maximum weight you can achieve is equal to your natural weight plus your AN; your weight cannot fall below 1. For each stone of increase you gain 1 strength or 1 toughness (your choice). All changes to your weight last for approximately 1 hour; if you wish to return to your normal weight prematurely, you must pay stones to increase or decrease your weight as usual.
Options +2 CL = Phase Self. You can reduce your weight to zero, which causes you to phase. Unlike the Phase Shift action, you do not disrupt electrical devices, nor can you bring those you touch into phase as well. You may purchase any Options normally reserved for Phase Shift (such as Phase Stun or Phase Attack).
+2 CL = Potent Density. Each increase in weight grants you both +1 to Strength and to Toughness.[/quote] [/b][/size] This Action allows you to manipulate and control a specific element, such as fire, wind, radiation, or magnetism (choose one from the list of elements on page 43 of the core rule book, or work with your GM to invent a new one). The limits of what you can accomplish with a mastery are defined only by your AN, your creativity, and the leniency of your GM.
To begin with, you may record one "specialty" per point of AN. Each specialty should represent one type of task that your character can comfortably carry out with their mastery, such as creating a stiff gust of wind to push back opponents, lifting heavy objects with magnetism, or turning stone into molten clay with a mastery of earth. Work with your GM to establish a game mechanic for the type of task in which you have specialized; from then on, you can perform that task without penalty.
Some tasks may be more powerful or useful than others, especially if they emulate an existing Action, such as Telekinesis or Entangle. In these cases, you may need to pay additional Cost Levels for these tasks; consider the base cost of a similar Action as a good guideline and come to an agreement with your GM.
You can attempt just about any feat with your mastery, but without a specialization, the GM may impose a situational penalty to represent unfamiliarity with that type of task. Large penalties should be applied when a player attempts something potentially game-breaking, such as using a Mastery of Water to boil someone's blood, or a using Mastery of Fire to create flames inside someone's head. For the sake of balance, the GM should be prepared to say "no".
Common tasks may include:
* Create Element: Create a mass (consult the Weight row on the D&R chart for solid or dense elements) or volume (consult the Area row on the D&R chart for gaseous or energy-based elements) of your element. It remains for only a single Page, but you can extend it's duration by paying additional stones along the Duration row of the D&R chart. If instead you pay additional cost levels (typically +1 CL, or possibly more for rare elements), material you create is permanent.
* Move Element: Push or pull a mass (consult the Weight row on the D&R chart for solid or dense elements) or volume (consult the Area row on the D&R chart for gaseous or energy-based elements) of your element. Functions within a default range of 2 (30 yards); pay additional stones for additional range. This is likely to be the most basic and common task.
* Shape Element: Craft your element into basic shapes and forms. Consult the Weight or Area row of the D&R chart for costs relative to mass and volume (as with Create Element, above); you may need to pay additional stones or combine with an appropriate Action to craft complex items. If you can also create your element, you can pay an additional cost level for the ability to shape your element for free as you create it.
* Basic Attack: You can use your Mastery as an attack by exposing opponents to your element in one way or another. Stones of effect are compared to defense normally. Comes with a default range of 2; you can spend additional stones to increase the Range.
* Barrier: You can create a wall out of your element. Physical, tangible walls have a Hardness and a Resistance equal to stones of effect; walls made out of less tangible substances have no Hardness, but instead deal an attack equal to your stones of effect to anyone and anything foolish enough to try to pass through it. These barriers have an area of 2 on the Area row of the D&R chart, and last for one Page by default; you can pay additional stones of effect for a larger area or greater duration. For +1 CL, your barriers are permanent.
* Hinder: Stones of effect are added to the resistance of any movement into a default Area of 2, or count as free stones of movement out of the area. Pay additional stones for a greater area. A master of Wind or Air might blast opponents with a stiff gust of wind; a master of water might do something similar with waves, or with currents if their targets are under water; a mastery of gravitation might ramp up effective gravity in the area, pinning opponents to the ground; a master of frictional forces might make the ground slippery and cut air resistance to next to nothing.
* Entangle: Wrap, cover, or otherwise bind your opponent with your element. This functions just like the Entangle Action, and costs +1 CL.
* Communicate with Element: You have the ability to "speak" to your element - this obviously works best with things that can feasibly communicate back, such as plants, animals, the dead, microscopic life, etc.
* Move Anything: Better than just the Move Element task - this functions just like Telekinesis, as long as your element is present. Costs +2 CL.
Get creative with your specialty tasks, and try to be resourceful during gameplay, too. Most importantly, however, be cooperative with your GM and remember that the GM's word is final.
Notes: The "Transform Into Element" option is removed; instead, see the Transform Self Challenge.
Having a Mastery does not grant you a discount to Flight; however, it will likely justify the "fits with main power" discount.[/quote] [/b][/size] Metamorphosis is the ability to dramatically change your physical body. In its simplest form you can alter and enhance your physical attributes and design; with enough Options, this Action can be immensely powerful.
This Action does not allow you to mimic the appearance of specific individuals: that is the realm of the Shape Shifting Action. However, clever applications of Metamorphosis can help a Shape Shifter mimic the physical abilities of their pretend identities, making the ruse that much more convincing.
Default Rules 1. You are limited to physical/morphological Abilities, Actions and Modifiers only; must remain at least vaguely humanoid in size and shape and you cannot grow additional limbs. You can enhance your strength, grow scales for Toughness, and sprout claws, but you can't develop, Telekinesis since it isn't a physical change, nor could you sprout wings, since they would be additional limbs.
2. Each stone spent grants you 1 Ability point, AN or MN, and allows you to shift 1 point of an Ability, Action or Modifier into another Ability, Action or Modifier. For example: You want to adopt a more feral form with claws that is more agile, but weaker than your usual form. You put 3 stones into Metamorphosis, which buys you Claws 3. You also get to shift 3 points of your Strength into Agility.
3. Metamorphosis is unusual in that it costs all of your actions in a panel. You may walk any distance you would ordinarily cover without spending stones and you may be able to speak a few short sentences. However, you benefit from your new form immediately at the start of the Page, allowing you to take advantage of any new defensive modifiers you may have morphed.
4. When you morph, any wounds in your starting form carry over to your new form. This can never lower your health below 2 red stones. Example: Husk has Durability 3 in her natural form, but she is currently injured and missing 1 white stone of health. She morphs into a more durable wooden form which has Durability 4; when the transformation is complete, she is left with 3/4 health. After a long fight in her wooden form, Husk wants to switch back to her "human" form. She is now badly injured and is at only 1/4 health. Her 3 stones of wounds carry over, and when her Durability reduces to 3, she finds herself left with only 2 red stones. She's in bad shape!
Options +1 CL = Extreme Transformation. You can shift up to twice as many points of Abilities, Actions or Modifiers as normal.
+1 CL = Animal Affinity. You can adopt the form or features of any animal, provided you can mimic the appropriate CAD. You can even sprout animal limbs such as wings or a tail. Every two stones spent for effect also allows you to shift your size/weight up or down one point on the D&R chart (though you may not phase by reducing your mass to zero).
+2 CL = Omni-morph. You can adopt just about any form or substance you can think of. Every two stones spent for effect also allows you to shift your size/weight up or down one point on the D&R chart (though you may not phase by reducing your mass to zero).
+1 CL = Self Repair. Each time you morph you automatically heal 1 white stone of health for every 3 stones of effect (round down).
+1 CL = Mind of the Beast. You can unlock feral power by adopting a more bestial intellect. You may shift stones out of your Intelligence into physical Abilities, Actions and Modifiers (but not the other way around; you cannot improve your Intelligence).
+1 CL = Rapid Metamorphosis. You can change shapes faster and with greater ease. Morphing costs only you 1 Action. You must purchase Rapid Metamorphosis if you also wish to buy either the Free Action or Permanent Action advantage.[/quote] Ninja[/b][/size] Ninja is no longer an Action in 2.0; ninja characters should consider purchasing a combination of Close Combat, Concentration and/or Special Training.
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Post by takewithfood on Jun 2, 2009 13:57:18 GMT -5
P[/b][/size] As per core book p.56, with the following exception:
Personalized Actions that are primarily for "flavour" can be purchased for free, or at least with a discount. Depending on the nature of the game, the GM may hand out a small number of free character creation stones that can be spent exclusively on Personalized Actions representing flavour. For example, Colossus' Art Action and Spider-Man's Photography Action might be considered "flavour" Actions and could be purchased with these free stones.[/quote] [/b][/size] Phase Shift is the power to slide through solid objects and matter, moving through the spaces between atoms or through an alternate dimension. It costs 2 stones to activate, and requires 2 stones of upkeep every page that you wish to remain phased. You can bring people you touch into phase with you at the cost of 1 stone per person.
You can move through and ignore attacks from at Material Class 1 or higher substances, depending on your AN:
AN 3 = material class 2 AN 6 = material class 3 AN 9 = material class 4
Attempting to phase through a higher material class can be taxing and even painful. For each page of movement through a dense material, you suffer energy loss equal to the difference between your Phase Shift AN and the effective AN of that substance's material class.
If you are (or if anyone you are phasing is) attacked by a weapon, force blast, or other damage source of a higher material class, you take energy drain from the attack instead of normal damage, up to a maximum of the difference between your AN and the source's effective AN.
Two characters who are phase shifted can attempt to attack or otherwise physically affect each other as though they were both solid. If one character has a higher Phase Shift AN than the other, they gain free stones of defense equal to the difference between their ANs.
You can remain phased for a number of consecutive panels equal to your AN, after which you must remain solid for at least one panel before attempting to phase again.
Options +2 CL = Phase Stun. Though typically a defensive and evasive power, Phase Shift can be used in conjunction with physical attacks to a variety of devastating effects. While phased, you can make Close Combat attacks against non-phased opponents, ignoring any armor or Toughness that you can phase through. Such attacks are extremely painful for the victim and cause stun damage (stones of damage come out of their Energy Pool instead of their health) instead of conventional damage.
+3 CL = Phase Attack. A superior and more lethal version of Phase Stun. This Option works in the same manner as Phase Stun, but also allows you to deal real damage instead of stun damage by physically disrupting the victim's body. Such horrendous attacks automatically gain the x2 damage Advantage and are morally questionable at best.
+1 CL = Disrupt Electronics. You can disrupt or even destroy electronic devices by phasing through them. If your AN is equal or exceeds a device's Technology rating (see the Technology row on the Difficulty & Resistance chart), the device is disrupted or possibly even destroyed at the GM's discretion.
+1 CL = Phase Mind. While phased, your mind is particularly difficult to contact with mental powers such as Telepathy. You may add your Phase Shift AN to your Mental Defense.
+1 CL = Phase Soul. While phased, you are particularly difficult to affect with magical powers. You may add your AN to your Magical Defense.
-1 CL = Gaseous/Liquid/Energy Form. You do not phase out entirely, but instead adopt a gaseous, liquid, or energy form with some physical mass. You may not shift through solid matter, but you can squeeze your body through the tiniest cracks; only a completely air-tight container will hold you. Regardless of Material Class, physical and energy attacks directed at you deal stun damage (stones of damage are subtracted from your Energy Pool, not your white stones of health), and you may treat your Phase Shift AN as free defensive stones.
Example: Kitty Pryde is trying to sneak into Mr. Sinister's base in a rather desperate attempt to rescue Cyclops, who had been captured earlier. While the rest of the X-Men lauch a diversionary attack on the front gates, Kitty sneaks in through the back.
She begins by activating her Phase Shift Action by placing 2 stones in her Action Box. Her AN is an impressive 7, so she will easily pass through anything Material Class 3 or lesser materials and can remain phased for up to 7 consecutive panels (roughly 3 or 4 minutes). She is in a hurry, so she also allocates 2 stones of speed.
While sneaking around, she finds some sort of security room that has been left empty (the diversion worked!). She stops phasing (she needed to take a break to catch her breath anyhow) and uses her Computers Action to patch into the compound's security cameras. After a quick search, she locates the cell where Cyclops is being held.
She phases again and sinks through the floor until she reaches the basement level. The GM notes that the cell seems to be made of some super-dense alien alloy (with a Material Class of 4), but Kitty isn't about to give up yet. She phases through the cell anyway, losing an additional 2 stones of energy in the process. Inside, she finds Cyclops alive and conscious, but chained to a wall. She touches him and pays an additional stone to cause him to phase too, at least long enough let him phase out of his restraints. She pays another 2 extra stones of energy to phase back out of the cell. It is exhausting and painful work, but she is through the worst of it. Now to retrace her steps and join her fellow X-Men![/quote] Pheromones AN+5 CL[/b][/size] As per the Guide to the X-Men p.46.Power Boost AN+4 CL[/b][/size] As per the Guide to the X-Men p.47.Powered Armorsee equipmentPrivate Investigating[/b][/size] See Special TrainingPsychiatry AN+4 CL[/b][/size] As per the Guide to the Hulk and the Avengers p.38.
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Post by takewithfood on Jun 2, 2009 13:57:40 GMT -5
Q, R, SShape Shifting AN+3 CL[/b][/size] As per core rules p.57.Shrink AN+1 CL[/b][/size] As per core rules p.57.Social Skills AN+0 CL[/b][/size] As per core rules p.57.[/b][/size] This is a broadly defined Action that encompasses nearly any sort of advanced professional training, from black ops techniques to private investigation to thieving and more.
Rename your Special Training Action appropriately and select one specialty per point of AN. Exactly how this Action is used depends on the situation, and it may or may not combine with a relevant Ability, Action or Modifier: a government spy with "Black Ops" might combine this Action with stones from Social Skills while interrogating a suspect; a mutant police officer with "Law Enforcement" might apply his Animal Senses modifier while staking out a suspect's house; a cat burglar with "Thieving" might combine stones with his Agility when trying to crack a safe. In almost all situations involving Difficulty and Resistance, compare only your Special Training AN against the Difficulty.
Note that specialties work both ways: a private investigator who specializes in punishing identity theft also knows how to commit it.
Some specialties have one or more synonyms - each is essentially the same, so you are free to choose one which best suits your style of Specialized Training. You may even come up with some that aren't on this list.
Specialties
Ambushes/Hiding Assassination Bodyguard Burglary/Breaking and Entering Bribery Con Artist Counterinsurgency Covert Ops/Undercover Disguise/Blend In Electronic Theft/Identity Theft Fencing Fraud/Numbers Rackets | Gather or Conceal Evidence Infiltration and Exfiltration Information Hacking Interrogation Intimidation/Protection Rackets/Blackmail Locating Individuals/Missing Persons Lockpicking Propaganda Safecracking Stalking/Tailing/Shadowing/Follow Unseen Surveillance Traps
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[/quote] Statecraft AN+2 CL[/b][/size] As per the Guide to the Hulk and the Avengers p.39.Stretching AN+5 CL[/b][/size] As per core rules p.58.Swimming AN+0 CL[/b][/size] As per the Guide to the Hulk and the Avengers p.39.
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Post by takewithfood on Jun 2, 2009 13:57:57 GMT -5
TTechnology AN+1 CL[/b][/size] As per core rules p.58.[/b][/size] As per core rules p.59, with the following changes:
Options +4 CL = Intelligence Bonus. Intelligence Bonuses cost more than they used to, but still come at a slight discount.
Telekinesis does not come with a discount if bought with Telepathy, nor does it grant a discount to Force Field.[/quote] Telepathy OptionsTeleportation AN+2 CL[/b][/size] As per core rules p.60.ThievingSee Special Training
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Post by takewithfood on Jun 2, 2009 13:58:32 GMT -5
U, VUnstoppable[/b][/size] See the Unstoppable ModifierVehicle Operation AN+0 CL[/b][/size] As per core rules p.61.Ventriloquism AN+0 CL[/b][/size] As per core rules p.61.
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Post by takewithfood on Jun 2, 2009 13:58:49 GMT -5
W, X, Y, Z[/b][/size] As per core rules p.62, with the following changes:
Wall-Crawling is a Movement Action. Your maximum speed while Wall-Crawling is limited by your Speed, or 75 miles per hour, whichever is lowest.
Options +1 CL = Rapid Movement. You are particularly fast while Wall-Crawling. Your movement is not limited by your Speed, though you are still limited to a 75 mile per hour maximum.[/quote] Web Slinging AN+0 CL[/b][/size] As per core rules p.62.
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