Post by torment on Jun 9, 2005 14:33:30 GMT -5
NEW MODS
AQUATIC:
- COST LEVEL = 3 WHITE STONES
- You are naturally adapted to an aquatic lifestyle. You can breathe underwater and are unharmed by pressures down to 330 feet x (Durability + Toughness). The oceanic chill does not bother you, unless it is at its most extreme. In effect, when it is cold, add 30 degrees Fahrenheit (17 degrees Celsius) to the ambient temperature for purposes of determining any detrimental effects that it might have on you. You also receive +1 Defense stone from the General Pool, as a Situational Modifier, when resisting cold- or pressure-based attacks. If you are willing to have slightly abnormal eyes (large and/or reflective, at your discretion), you can see in dim lighting, equivalent to twilight, as if in a normally lit room. Finally, you can buy Swimming at –1 to the Cost Level.
- OPTIONS –
o (+1 white stone) Deep Diver - You are superbly adapted to the deep ocean. Your pressure tolerance is increased to 660 feet x (Durability + Toughness), and your Situational Modifier when resisting pressure-based attacks is +2, instead of +1. More importantly, you can survive rapid pressure changes much more easily than most other creatures. In game terms, you can ignore this problem altogether, as long as you are moving no faster than your own swimming speed. You can buy Enhanced Vision: See in Darkness or Sonar Sense (your choice) at –1 to the Cost Level.
- COMMENTS –
Perfect for, well, Namor.
- RULES
o Can breathe underwater
o Can sustain ocean temps and depth
o Can see normally in dim lighting
CHAMELEON SKIN –
- COST LEVEL = MODIFIER #
- Your skin can blend in with its surroundings, making you difficult to spot. Gain free stones equal to modifier when still.
- COMMENTS – Nothing like being unseen without spending stones. Of course you can’t move either, but perfect for ambushers.
- RULES
o Modifier # = stones of resistance to seeing character when not moving
CONSTANT FLIGHT –
- COST LEVEL = 3 WHITE STONES
- This is a simple little modifier. A character with ‘Constant Flight’ is, well, capable of always flying at a AN of 1. You can be described as floating of the ground, hovering, heck, with this power you can sleep in mid-air. The benefits are useful to, it gives you a free stone that can be added to many things, and you are always flying! Hello, that is cool!!! Should be noted that the character can deactivate this at will.
- OPTIONS –
o (1 white stone) You can combine the free stone with a combat action.
- COMMENTS –
It is an inexpensive modifier perfect for those who want to add a little something to their movement.
- RULES –
o Acts as Flight of 1, with 1 free stone
o Free stone can be added to Flight action, defense, or non-combat movement
o Mass is considered lighter for being thrown around and the like
ENERGY ATTUNEMENT
- COST LEVEL = Modifier +1
- Too put simply this allows you to sense your surroundings based on certain type of energy (electricity, heat, moisture, etc). It allows you to detect and identify sources of this energy within your field of effect. Good for sensing people who are hidden, invisble, etc.
- COMMENTS – A fine addition for any master of an element.
- RULES
o Similar to heightened senses in that it allows you to defeat the AN of people who are hiding.
ENDURANCE/BRILLIANCE
- COST LEVEL = Modifier # X Durability red stones
- This modifier simulates those people who seem to be very energetic (Endurance) or full of good ideas (Brilliance). In game terms it allows for a +2 red stones to be added to your Energy Reserve per Modifier #. This will increase your base amount of energy, but does not effect regeneration rates for health or red stones. It is simply the starting amount. The dual names of Endurance and Brilliance are just flavoring for characters based on where they get there energy from. An example may show how this works best: Bob as a DU of 3 and an Endurance of 3. His DU of 3 gives him 9 red stones of energy. His END of 3 gives him 6 more (3 x 2 = 6); combine these two for a total of 15 red stones. He still, however, only regenerates 3 per panel.
- RULES –
o An additional 2 red/Mod # for initial base of energy
GESTALT
- COST LEVEL = 15 White stones
- This power allows two (or more, see below) beings to combine into one super being. The new being is an amalgamation of the ones being combined. This allows the new being to possess all the actions and modifiers of the beings combined. If the beings have any modifiers/actions in common the total MN/AN of the power becomes the average of the originals. The abilities also combine in the same way. Take the average of each ability to find the ability number of the new being. This will create a being with slightly weaker abilities than the originals to compensate for the combined actions/modifiers. The number of actions allowed for the new being cannot exceed the nine action limit by more than the durability number of the new being. All excess actions are lost during the gestalt (these extra actions to be lost are determined at the time of creation). The beings that are combined in the gestalt are determined at character creation and cannot change except under extreme circumstances (as determined by the GM. For example: upon the death of one of the initial characters). This power only has to be bought by one of the characters and each character is created separately unlike Transform Self.
- RULES
o Only 1 character has to buy (if more than 2 join together – 1 pays 15, all others pay 5)
o Abilities and shared actions are averaged between the joiners upon forming together
o 9 actions at most
FEROCITY –
- COST LEVEL = Modifier # +3
- A character with this modifier becomes amazingly dangerous when his health drops to 1 white stone or lower. As soon as the character reaches that point he assumes the benefits of ‘Ferocity’; an energy regeneration rate of his Modifier # and a bonus from the general pool to ONE action per panel equivalent to his Mod #. One final note: this Modifier # cannot be higher than your Durability.
- RULES
o Benefits come into play only when at 1 white stone or less
o Regeneration rates are never less than your Ferocity at that point
o Gain a bonus to 1 action/panel = to your Ferocity #
LEAPING
- COST LEVEL = MODIFIER # +1
- (It is important to read the new way of handling Leaping in game mechanics, before fully understanding this modifier) This modifier lets you over come Resistance, when leaping, by using free stones from the General Pool equal to your Leaping #. In addition, ½ of the Mod. # can be added to your strength (rounded down) to defeat the difficulty of a leap. This same application of ½ modifier # applies as free stones to combat if you leap upon your prey. Finally, if your Mod # is at least a 3, your high jump distance, found on the new D&R, is doubled.
- COMMENTS –
Obvious choice for Toad, but let us not forget the more subtle application of its use for agile leapers like Beast and Spiderman.
- RULES
o Apply full Mod # vs. resistance of leap
o Apply ½ Mod # vs. Difficulty of leap
o Apply ½ Mod # vs. opponent as free stones to combat when necessary.
NEMESIS
- COST LEVEL = 3W or 5W or 7W
- This modifier allows for a + 2 situational modifier against a certain type of enemy. The more broad the description the more expensive.
- 3 white – applies only to 1 individual (Hawkeye, Sabretooth, Daredevil)
- 5 white – applies to a close-knit, tight group (Avengers, Fantastic 4, Brotherhood)
- 7 white – applies to a race or loose groupe (mutants, robots, undead, etc.)
OVERPOWER
- COST LEVEL = Modifier # +3
- Choose one of the character's superpower Actions, this modifier is added to any stones placed into that Action. The stones added from this modifier may not be shifted into defense and do not allow more stones to be put into an action than the Action Number.
The free stones from this modifier must be played if any stones are placed in the selected Action. If the player wishes a lesser effect they must allocate a stone from the Action for every stone of the modifier they would like to counter.
The maximum modifier number that may be purchased is equal to one-half the modified Action Number (round down).
- RULES
o Apply to any ‘superpower’
o Cannot be used to push power past maximum AN
o Can only purchase up to ½ of AN (rounded down)
o Purchase separately for individual powers
PRESENCE
- COST LEVEL = Modifier # + 3
- This modifier deals with the power of personality a character has. The modifier is applied to Social Skills, Leadership, Statecraft, Dancing, etc. It can push actions beyond their normal limits.
- COMMENTS – While not an offensive action and perhaps seeming a little high priced, this modifier is versatile and infinitely useful in a number of situations.
STAMINA
- COST LEVEL = Durability #
- This modifier represents those who replenish their physical reserves quickly, i.e. those with stamina. It functions as a healing factor without the benefit of healing white stones. It replenishes 3r for every 2 white you have.
- RULES
o Replenish 3 red for every 2 white stones
STRIKING
- COST LEVEL = Modifier # + 4
- Similar to claws, striking adds to your close combat attack. It represents attacks by someone with steel hard hands, chi attacks, skilled at hitting critical parts, etc.
- RULES
o Add modifier to close combat attacks.
SWIMMING
- COST LEVEL = Modifier #
- (important you read game mechanics to understand this) You are able to swim with great speed and endurance. Add this Modifier Number to your Speed Number when checking the Water Speed row of the MDRC. Furthermore, if your MN is at least +3, you can halve the total Energy cost of maintaining a given Speed, during each Panel (rounding up).
- COMMENTS –
Obviously useful in areas of water. Also a perfect fit for Aquatic Modifier
- RULES
o Add modifier to your speed in water
o If MN is at least +3, you halve the energy cost of maintaining speed each panel
TAIL
- COST LEVEL = Modifier # + 1
- You have a tail. It may be furred and catlike, green and scaly, or blue and barbed—the exact appearance is up to you. You gain free stones from the General Pool equal to your Modifier Number for any action involving balance (GM’s discretion). This can include many uses of Agility, Acrobatics, Thieving, etc.
- OPTIONS
o (+2) Prehensile Tail – When using your tail you may also add your modifier number to actions involving manual dexterity. (Close Combat, Wall-crawling, Tail Whip, etc)
- RULES
o Modifier number applied to any action involving balance (also if prehensile manual dexterity.)
VOLATILE TOUCH
- COST LEVEL = Modifier # + 5
- Your body is harmful to the touch, perhaps due to a coat of spines, skin that secretes acid, etc. Those who physically contact you suffer damage equal to your Modifier Number. This damage cannot be avoided with Reflexive Dodge, though Toughness works just fine. In addition, you may add free stones equal to your Modifier Number to Close Combat when making hand-to-hand attacks.
- OPTIONS
o (+1) To turn it on/off
- COMMENTS
This is the ultimate in offense/defense, of course you had best be buying the ‘off’ option if you want any semblance of a social life.
- RULES
o Modifier # in damage to anyone who touches you.
AQUATIC:
- COST LEVEL = 3 WHITE STONES
- You are naturally adapted to an aquatic lifestyle. You can breathe underwater and are unharmed by pressures down to 330 feet x (Durability + Toughness). The oceanic chill does not bother you, unless it is at its most extreme. In effect, when it is cold, add 30 degrees Fahrenheit (17 degrees Celsius) to the ambient temperature for purposes of determining any detrimental effects that it might have on you. You also receive +1 Defense stone from the General Pool, as a Situational Modifier, when resisting cold- or pressure-based attacks. If you are willing to have slightly abnormal eyes (large and/or reflective, at your discretion), you can see in dim lighting, equivalent to twilight, as if in a normally lit room. Finally, you can buy Swimming at –1 to the Cost Level.
- OPTIONS –
o (+1 white stone) Deep Diver - You are superbly adapted to the deep ocean. Your pressure tolerance is increased to 660 feet x (Durability + Toughness), and your Situational Modifier when resisting pressure-based attacks is +2, instead of +1. More importantly, you can survive rapid pressure changes much more easily than most other creatures. In game terms, you can ignore this problem altogether, as long as you are moving no faster than your own swimming speed. You can buy Enhanced Vision: See in Darkness or Sonar Sense (your choice) at –1 to the Cost Level.
- COMMENTS –
Perfect for, well, Namor.
- RULES
o Can breathe underwater
o Can sustain ocean temps and depth
o Can see normally in dim lighting
CHAMELEON SKIN –
- COST LEVEL = MODIFIER #
- Your skin can blend in with its surroundings, making you difficult to spot. Gain free stones equal to modifier when still.
- COMMENTS – Nothing like being unseen without spending stones. Of course you can’t move either, but perfect for ambushers.
- RULES
o Modifier # = stones of resistance to seeing character when not moving
CONSTANT FLIGHT –
- COST LEVEL = 3 WHITE STONES
- This is a simple little modifier. A character with ‘Constant Flight’ is, well, capable of always flying at a AN of 1. You can be described as floating of the ground, hovering, heck, with this power you can sleep in mid-air. The benefits are useful to, it gives you a free stone that can be added to many things, and you are always flying! Hello, that is cool!!! Should be noted that the character can deactivate this at will.
- OPTIONS –
o (1 white stone) You can combine the free stone with a combat action.
- COMMENTS –
It is an inexpensive modifier perfect for those who want to add a little something to their movement.
- RULES –
o Acts as Flight of 1, with 1 free stone
o Free stone can be added to Flight action, defense, or non-combat movement
o Mass is considered lighter for being thrown around and the like
ENERGY ATTUNEMENT
- COST LEVEL = Modifier +1
- Too put simply this allows you to sense your surroundings based on certain type of energy (electricity, heat, moisture, etc). It allows you to detect and identify sources of this energy within your field of effect. Good for sensing people who are hidden, invisble, etc.
- COMMENTS – A fine addition for any master of an element.
- RULES
o Similar to heightened senses in that it allows you to defeat the AN of people who are hiding.
ENDURANCE/BRILLIANCE
- COST LEVEL = Modifier # X Durability red stones
- This modifier simulates those people who seem to be very energetic (Endurance) or full of good ideas (Brilliance). In game terms it allows for a +2 red stones to be added to your Energy Reserve per Modifier #. This will increase your base amount of energy, but does not effect regeneration rates for health or red stones. It is simply the starting amount. The dual names of Endurance and Brilliance are just flavoring for characters based on where they get there energy from. An example may show how this works best: Bob as a DU of 3 and an Endurance of 3. His DU of 3 gives him 9 red stones of energy. His END of 3 gives him 6 more (3 x 2 = 6); combine these two for a total of 15 red stones. He still, however, only regenerates 3 per panel.
- RULES –
o An additional 2 red/Mod # for initial base of energy
GESTALT
- COST LEVEL = 15 White stones
- This power allows two (or more, see below) beings to combine into one super being. The new being is an amalgamation of the ones being combined. This allows the new being to possess all the actions and modifiers of the beings combined. If the beings have any modifiers/actions in common the total MN/AN of the power becomes the average of the originals. The abilities also combine in the same way. Take the average of each ability to find the ability number of the new being. This will create a being with slightly weaker abilities than the originals to compensate for the combined actions/modifiers. The number of actions allowed for the new being cannot exceed the nine action limit by more than the durability number of the new being. All excess actions are lost during the gestalt (these extra actions to be lost are determined at the time of creation). The beings that are combined in the gestalt are determined at character creation and cannot change except under extreme circumstances (as determined by the GM. For example: upon the death of one of the initial characters). This power only has to be bought by one of the characters and each character is created separately unlike Transform Self.
- RULES
o Only 1 character has to buy (if more than 2 join together – 1 pays 15, all others pay 5)
o Abilities and shared actions are averaged between the joiners upon forming together
o 9 actions at most
FEROCITY –
- COST LEVEL = Modifier # +3
- A character with this modifier becomes amazingly dangerous when his health drops to 1 white stone or lower. As soon as the character reaches that point he assumes the benefits of ‘Ferocity’; an energy regeneration rate of his Modifier # and a bonus from the general pool to ONE action per panel equivalent to his Mod #. One final note: this Modifier # cannot be higher than your Durability.
- RULES
o Benefits come into play only when at 1 white stone or less
o Regeneration rates are never less than your Ferocity at that point
o Gain a bonus to 1 action/panel = to your Ferocity #
LEAPING
- COST LEVEL = MODIFIER # +1
- (It is important to read the new way of handling Leaping in game mechanics, before fully understanding this modifier) This modifier lets you over come Resistance, when leaping, by using free stones from the General Pool equal to your Leaping #. In addition, ½ of the Mod. # can be added to your strength (rounded down) to defeat the difficulty of a leap. This same application of ½ modifier # applies as free stones to combat if you leap upon your prey. Finally, if your Mod # is at least a 3, your high jump distance, found on the new D&R, is doubled.
- COMMENTS –
Obvious choice for Toad, but let us not forget the more subtle application of its use for agile leapers like Beast and Spiderman.
- RULES
o Apply full Mod # vs. resistance of leap
o Apply ½ Mod # vs. Difficulty of leap
o Apply ½ Mod # vs. opponent as free stones to combat when necessary.
NEMESIS
- COST LEVEL = 3W or 5W or 7W
- This modifier allows for a + 2 situational modifier against a certain type of enemy. The more broad the description the more expensive.
- 3 white – applies only to 1 individual (Hawkeye, Sabretooth, Daredevil)
- 5 white – applies to a close-knit, tight group (Avengers, Fantastic 4, Brotherhood)
- 7 white – applies to a race or loose groupe (mutants, robots, undead, etc.)
OVERPOWER
- COST LEVEL = Modifier # +3
- Choose one of the character's superpower Actions, this modifier is added to any stones placed into that Action. The stones added from this modifier may not be shifted into defense and do not allow more stones to be put into an action than the Action Number.
The free stones from this modifier must be played if any stones are placed in the selected Action. If the player wishes a lesser effect they must allocate a stone from the Action for every stone of the modifier they would like to counter.
The maximum modifier number that may be purchased is equal to one-half the modified Action Number (round down).
- RULES
o Apply to any ‘superpower’
o Cannot be used to push power past maximum AN
o Can only purchase up to ½ of AN (rounded down)
o Purchase separately for individual powers
PRESENCE
- COST LEVEL = Modifier # + 3
- This modifier deals with the power of personality a character has. The modifier is applied to Social Skills, Leadership, Statecraft, Dancing, etc. It can push actions beyond their normal limits.
- COMMENTS – While not an offensive action and perhaps seeming a little high priced, this modifier is versatile and infinitely useful in a number of situations.
STAMINA
- COST LEVEL = Durability #
- This modifier represents those who replenish their physical reserves quickly, i.e. those with stamina. It functions as a healing factor without the benefit of healing white stones. It replenishes 3r for every 2 white you have.
- RULES
o Replenish 3 red for every 2 white stones
STRIKING
- COST LEVEL = Modifier # + 4
- Similar to claws, striking adds to your close combat attack. It represents attacks by someone with steel hard hands, chi attacks, skilled at hitting critical parts, etc.
- RULES
o Add modifier to close combat attacks.
SWIMMING
- COST LEVEL = Modifier #
- (important you read game mechanics to understand this) You are able to swim with great speed and endurance. Add this Modifier Number to your Speed Number when checking the Water Speed row of the MDRC. Furthermore, if your MN is at least +3, you can halve the total Energy cost of maintaining a given Speed, during each Panel (rounding up).
- COMMENTS –
Obviously useful in areas of water. Also a perfect fit for Aquatic Modifier
- RULES
o Add modifier to your speed in water
o If MN is at least +3, you halve the energy cost of maintaining speed each panel
TAIL
- COST LEVEL = Modifier # + 1
- You have a tail. It may be furred and catlike, green and scaly, or blue and barbed—the exact appearance is up to you. You gain free stones from the General Pool equal to your Modifier Number for any action involving balance (GM’s discretion). This can include many uses of Agility, Acrobatics, Thieving, etc.
- OPTIONS
o (+2) Prehensile Tail – When using your tail you may also add your modifier number to actions involving manual dexterity. (Close Combat, Wall-crawling, Tail Whip, etc)
- RULES
o Modifier number applied to any action involving balance (also if prehensile manual dexterity.)
VOLATILE TOUCH
- COST LEVEL = Modifier # + 5
- Your body is harmful to the touch, perhaps due to a coat of spines, skin that secretes acid, etc. Those who physically contact you suffer damage equal to your Modifier Number. This damage cannot be avoided with Reflexive Dodge, though Toughness works just fine. In addition, you may add free stones equal to your Modifier Number to Close Combat when making hand-to-hand attacks.
- OPTIONS
o (+1) To turn it on/off
- COMMENTS
This is the ultimate in offense/defense, of course you had best be buying the ‘off’ option if you want any semblance of a social life.
- RULES
o Modifier # in damage to anyone who touches you.