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General Rules & Datafile Generator.

Posted by Mender PhantasmFor group 0
Mender Phantasm
GM, 15 posts
Sat 3 Jun 2017
at 00:09
  • msg #1

General Rules & Datafile Generator



Welcome Traveler,

In that which is known as the multiverse, multiple perspectives are given to a singular subject...but seldom at the same time. In this particular instance, I will be attempting to moderate a hero as well as villain campaign, concurrently, where player heroes and player villains can and do conflict across the Marvel universe. The players actions may have long lasting effects so choose your struggles wisely: foregoing the witness stand to stop a petty crime may very well allow a serial killer's pardon, a villain bent on world conquest may have sincere considerations - if they succeed, then what?

This is a Mature Rated game, so prior to acceptance - please read and follow the instructions provided in the RTJ link before seeking login permissions. This game will be based primarily upon the Cortex System, and MHRP specifically. Players are required to create their own character, a Random Datafile Generator and Datafile Template are provided in the RTJ link to assist with character concepts. The timeline will be roughly equivalent to the 'Bronze Age' of comics (circa 1970-1985), cannon related Marvel staple can and most likely will be encountered. Things can get gritty, not everything will be 'black or white'...

Does the hero ditch an important social arrangement they planned for months, or keep their promise hoping someone else can stop a crime in progress? Does the villain cease murderous acts so they can treat their comatose partner, or do they continue because twice the samples leaves more room for error? Can the heroes and villains put their differences aside to fight a blazing industrial inferno, or does a blazing inferno seem like an ideal place to settle old scores? Crossovers, team ups, group origins and epic events - you're the co-author of your part, your way, Marvel style. All this and more awaits when you crossover to Paragon City...

General Rules

1. Posting frequency of at least once per 48hrs during Transition Scenes. If you do not or can not keep up that rate, I will skip/post for you (see #2).

2. Real life will get in the way. In that event, please submit a message to the Watcher informing of your potential absence and expected return. If your absence will extend beyond 48 hours, please arrange for your character to be utilized by another active player. If such does not occur, the Watcher reserve's the right to have your character run as an NPC. Excessive absence without notice may result in the player being dropped from game.

3. Players need to post at about roughly the same rate as everyone else (3-4 times/wk optimal). While one or two players may dominate a scene momentarily, frequent occurrences such as this detracts from the other players and the overall game in general. If you're posting twice as much as other players, consider slowing your post rate. If such is due to lack of activity, please feel free to message the GM in order to resolve latency.

4. One-liner posts are discouraged, try to keep your posts interesting and entertaining. Consider each post as an extension to the story where your post provides your character's perspective and input. If you have nothing to contribute to the current narrative, feel free to linger for perhaps a better opportunity to contribute later. However, during Action Scenes - turn sequence and initiative order will be established (see #1).

5. Be respectful out of character. With that said, you can play whatever your character's personality is in game, just know that highly dysfunctional characters seldom work better than an already existing plethora of NPCs. Breathing life into your character is a lot more rewarding, not to mention the essential point behind playing a character in the first place, than just being a pain in everyone else's narrative.

6. While the majority of this game will be roughly PG13, this is a Mature rated game...not 'Adult' rated, so any smut (gratuitous intimacy) or splatter (explicitly gory) related posts are not permitted. Mature subject matter may be discussed or experienced in game, and strong language may occur, but when in doubt, if it's 'Adult' rated...just keep it out. A player's post should read like what can currently be found in existing comic book venues.

Dice Pool Summary

If you’re not sure if your action will succeed or fail; you want to try something that’s bold, challenging, or dangerous; or you want to oppose, challenge, or thwart another character's actions then follow the steps below regarding how to form a Dice Pool for the dice roller. Not all situations require the formation of a dice pool - a simple dialogue between characters is an example where a Dice Pool would be unnecessary. If the outcome wouldn't necessarily move the story forward; if there's no risk, challenge, or threat involved; if there’s nothing or nobody to stop your character from performing the action; or the situation is outside your character’s ability to change, then don't create a Dice Pool to roll. If the GM requires a Dice Pool for an action that your character's traits would allow for with ease, then you may opt to spend 1 PP to bypass the Dice Pool and simply narrate how you overcome the issue. For example, a character with Superhuman Strength D10 is required by the GM to form a Dice Pool in order to open a sealed wooden door. However, since the character can literally bend steel with their bare hands, the player lets the GM know they're spending a Plot Point to narrate how they casually backhand the pithy obstacle into a shower of tiny wooden slivers. When in doubt, feel free to ask the GM if creating a Dice Pool will be necessary.

1) DECLARE YOUR INTENT for your action in the scene. If a reaction, declare how you intend to avoid the effects of the action you are reacting to. Then, based upon that intent, and common sense...

2) PICK AN AFFILIATION that applies based upon the scene. Are you operating solo (one individual), with a partner (2 individuals) or as part of a team (3+ individuals).

3) PICK A DISTINCTION from the scene you are in, or from your character, that works to your advantage (D8) or descriptively hinders you or impedes your intent (D4 and gain 1 Plot Point).

4) PICK A TRAIT from your first power set that can help with your intent. If you can't think of how to describe it, don't add one. If you can think of more than one, spend 1 PP for each power after the first. Pick a power from the second power set, follow the same procedure as with the first power set.

5) PICK A SPECIALTY that applies. If none make sense, don't add one. If more than one makes sense, additional ones may be added for 1 PP each.

6) PICK AN ASSET that applies. Again, Plot Points can add more. If none make sense, don't add any.

7) PICK A RESOURCE that applies and add it, or pay 1 PP to include a Stunt die regarding the Specialty used in the intent, or a Push die to reflect general extra effort and focus.

8) PICK TARGET STRESS/TRAUMA, whichever is highest, and add it. You can even add your own stress die by paying 1 PP, but your stress is stepped up by +1 step after it is used.

9) PICK TARGET COMPLICATION that can logically help your intent and add it. Again, you can even use your own complication by paying 1 PP, stepping up the complication by +1 step after use.

10) PICK A SFX that applies to the action and post effects to dice pool. Multiple SFX may apply as long as the trigger requirements are met.

11) PICK A LIMITATION that applies and post the effects. Multiple Limitations may apply and are optional unless you roll one or more opportunities in an action or reaction.

Dice Pool Example

Cap needs to slow down an angry NPC Hulk before he pulverizes a car...with the driver still in it.

1) INTENT: Cap decides to use his shield to fend off Hulk's rage while verbally badgering Hulk long enough for a clerk to get out to her car. I'm hoping to inflict emotional stress in the form of calming him out of anger.

2) AFFILIATION: It's just Cap, so it's Solo for a D6. Cap's not so good by himself. I could use Buddy for a D8 if I wanted to consider the clerk a part of this action, but I want to draw the Hulk's attention away from the clerk, not put her in harm's way.

3) DISTINCTION: None of his distinctions are dead on, but "Man Out Of Time" is a good justification for his chivalry here so D8 there. It could easily be a hindrance for a D4 and a Plot Point but Cap knows what he's doing - he's courageous, not foolhardy.

4) TRAITS: First power set, Super Soldier, the only one that really fits the description is Enhanced Strength because while Cap's not trying to clobber the Hulk, he is physically attempting to impede his actions, so a D8. Second Power Set, Vibranium Alloy Shield. I'm using the shield as a form of psychological warfare - it's mere existence has inspired generations. The durability of the shield isn't as important as how effectively it can be used. So, D8 for Weapon.

5) SPECIALTIES: I'm trying to hold him off AND calm him down; I could justify either Combat Master (D10) or Psych Expert (D8) - but since I want a social outcome, the D8 is the appropriate choice.

6) ASSETS: Having set up no preexisting asset, Cap has nothing to pull from at this current time and moment.

7) PUSH/STUNT or RESOURCE: With such short notice, I'll say Cap didn't have time to gather any resources, and though I could spend 1 PP to add either a push die (D6) or Stunt off Cap's Psych Specialty (D8), I'll hold off for now...may need that PP later.

8) TARGET STRESS: Hulk may be angry, but he's not stressed or suffering trauma so Cap's out of luck there.

9) TARGET COMPLICATION: Hulk is the complication, but he's not suffering from one. A rough start for Cap as he has nothing to pull from here either.

10) SFX: With only 1 PP, it might be wiser for Cap to hold off on doing anything really fancy so I'll pass on using Cap's SFX for the time being.

11) LIM: Activating a Limitation right now for Plot Points might not be the best idea, already have one in case of emergencies so I won't activate any for now.

Cap's not trying to hurt Hulk, he's just trying to calm him down and appeal to his better sense and judgement. Mental/Emotional conflict isn't exactly the Hulk's strong point so he may not be able to resist Cap's sincere plea for civility. Then again, this may hurt because if I don't emotionally stress Hulk out enough that he leaves the scene to go off and sulk, on Hulk's panel - "Hulk Smash Cap!" is likely. Either way, Cap chooses the clerk to go next so at least she's got time to run. I could have simply chosen 'Next Active' but I want to specify who goes next in particular. If the GM wants the Hulk to go next, he will have to spend a die from the Doom Pool to interrupt the Action Scene. Since the Hulk will go last this action round, he gets to choose who goes first next round and unless the GM is feeling overwhelmingly generous...the Hulk will probably choose himself to go first next. It's probably a good thing I've got a Plot Point to spare. It is important to note that while building your dice pool, every aspect needs to have some kind or sort of relation to your post...from your affiliation die to activated limitations, your post must reflect these occurrences. An example of this is provided below...

Sample Post

There wasn't time to prepare when Steve Rogers heard the telltale signs of Bruce Banner on a bad day. Hurdling over parked vehicles and rushing past the fleeing crowd, Captain America rounds the corner of 5th and Jackson to find himself face-to-face with the 'not-so-jolly' green goliath as he turns a four-way intersection into a four-way junkyard.

Seeing the Hulk readying to demolish a nearby car...with the passenger still in it, Cap intercedes putting himself between the car and the Hulk as he tells the driver, "Run, Girl, I'll keep him here!" Brandishing his shield, hoping it will spark some degree of recognition, Cap places a firm hand on the Hulk's chest and exclaims in a steady, calm voice, "Hulk, it's me...Listen, this is no time to smash!"

Intent: Calm Raging Hulk (Emotional Attack - Stress)

Affiliation: Solo D6 (There wasn't time to prepare...)
Distinction: Man Out Of Time D8 (Cap intercedes...tells the driver, "Run, Girl, I'll keep him here!")
Super Soldier: Enhanced Strength D8 (Cap places a firm hand on the Hulk's chest)
Vibranium Alloy Shield: Weapon D8 (Brandishing his shield, hoping it will spark some degree of recognition...)
Specialty: Psych Expert D8 (Cap...exclaims in a steady, calm voice, "Hulk, it's me...Listen, this is no time to smash!")


Today: Captain America rolled 4,3,6,6,3 using d6,d8,d8,d8,d8.

Total: 12
Effect: D8
Opps: 0
PPs: 1 (+/- 0)

Reaction: Hulk
Next Action: Clerk


Random Datafile Generator

*Roll your Origin (or Origins), which determines the number of Power Sets you have, as well as additional benefits for that Origin.
*Roll your Affiliations.
*Roll to determine the makeup of your Power Sets; this gives you a spread of dice for your power traits within those Power Sets.
*For each Power Set, roll the theme of that Power Set.
*For each power trait in a Power Set, roll on that theme’s table. Repeat until all power traits are assigned.
*Assign SFX and Limits to your Power Set(s).
*Name your Power Sets.
*Assign and roll your Specialties.
*Roll and create your Distinctions and Milestones.
*Name your new character.

ORIGINS
Roll 1D12:
1-2: Mutant: One Power Set. Add an additional SFX. After rolling them all, step up one of the traits in your Power Set. You automatically have the Mutant Limit.
3: Mutant: Two Power Sets. After rolling them all, step up one of the traits in your primary Power Set. You automatically have the Mutant Limit on at least one Power Set.
4-5: Altered Human: One Power Set. Add an additional SFX. Add an additional power trait at d8 to your primary Power Set and an additional Expert Specialty.
6: Altered Human: Two Power Sets. Add an additional power trait at d8 to your primary Power Set and an additional Expert Specialty.
7: Non-Human: One Power Set. Add two additional SFX and an additional Limit.
8: Non-Human: Two Power Sets. Add an additional SFX and an additional Limit to the primary Power Set.
9-10: Trained Human: One Power Set. Gain two more Specialties, one at Expert, and one at Master.
11: Trained Human: Two Power Sets. At least one must represent equipment, and have the Gear or other Limit representing its status. Gain one more Specialty at Master.
12: Roll twice. Take the higher number of Power Sets offered, re-rolling any duplicate Origins. Take all other benefits or Limits.

AFFILIATIONS
Roll 1D6:
1: Solo D10, Buddy D8, Team D6
2: Solo D10, Team D8, Buddy D6
3: Buddy D10, Solo D8, Team D6
4: Buddy D10, Team D8, Solo D6
5: Team D10, Buddy D8, Solo D6
6: Team D10, Solo D8, Buddy D6

PRIMARY POWER SET
Roll 1D12:
1: One power trait at D10. Add an additional SFX.
2: Two power traits at D8.
3: One power trait at D10, another at D8.
4: Three power traits at D8.
5-6: One power trait at D10, two at D8.
7-8: Two power traits at D10, one at D8.
9: Two power traits at D10, and two at D8.
10: Two power traits at D10, and three at D8.
11: Three power traits at D10, and two at D8.
12: Roll twice, gaining the benefits of both.

SECONDARY POWER SET (IF TWO)
Roll 1D10:
1-3: Two power traits at D8.
4-5: One power trait at D10.
6-7: One power trait at D10, another at D8.
8-9: Two power traits at D10.
10: Roll twice, gaining the benefits of both.

Mutant
Roll 1D10:
1-4: Common Powers
5-6: Uncommon Powers
7-9: Psychic Powers
10: Mystic Powers

Altered Human
Roll 1D10:
1-4: Common Powers
5-7: Uncommon Powers
8: Technological Powers
9: Mystic Powers
10: Psychic Powers

Non-Human
Roll 1D10:
1-5: Common Powers
6-7: Uncommon Powers
8: Technological Powers
9: Mystic Powers
10: Psychic Powers

Trained Human
Roll 1D10:
1-4: Common Powers
5-7: Technological Powers
8-9: Mystic Powers
10: Uncommon Powers

POWER TRAITS
Then for each power trait (start with the largest die size first), roll on the corresponding table. If you roll a power trait you already possess within the same Power Set, and it’s not an option with multiple choices, roll again on that table.

COMMON POWERS TABLE
Roll 1D10:
1: Attack Power (Step back the power trait’s die. Choose between Weapon or type of Energy Blast. This option can be rolled multiple times.)
2: Durability
3: Movement-Based Power (Step back the power trait’s die. Choose between: Airwalking, Burrowing, Flight, Leaping, Speed, Swimming, or Swingline. This option can be rolled multiple times.)
4: Reflexes
5: Resistance (Choose an Energy type. If you have Elemental Control, you must choose that same Energy. This option can be rolled multiple times.)
6: Senses
7: Stamina
8: Strength
9: Roll on Uncommon Powers for this power trait only.
10: Re-roll on your Origin’s table, re-rolling any Common Powers result, for this power trait only.

UNCOMMON POWERS TABLE
Roll 1D10:
1: Elemental Control Power (Step back the power trait’s die. Choose from one of the following: Air, Cosmic, Darkforce, Earth, Electric, Fire/ Heat, Gravity, Ice/Cold, Kinetic, Light, Magnetic, Sonic, Technology, Weather, or Water. This option can be rolled multiple times.)
2: Intangibility
3: Invisibility
4: Mimic
5: Animal Control
6: Plant Control
7: Shapeshifting
8: Size-Changing
9: Stretching
10: Teleport

MYSTIC POWERS TABLE
Roll 1D10:
1-2: Sorcery
3: Blast (Choose Mystic or another specific elemental type. This option can be rolled multiple times.)
4: Elemental Control Power (Choose from one of the following: Air, Cosmic, Darkforce, Earth, Electric, Fire/Heat, Gravity, Ice/Cold, Kinetic, Light, Magnetic, Sonic, Weather, or Water. This option can be rolled multiple times.)
5: Movement-Based Power (Choose from one of the following: Airwalking, Flight, or Speed. This option can be rolled multiple times.)
6: Senses
7: Teleport
8: Transmutation
9-10: Roll on Uncommon Powers for this power trait only.

PSYCHIC POWERS TABLE
Roll 1D10:
1-2: Telepathy
3: Blast (Choose Psychic or another specific elemental type. This option can be rolled multiple times.)
4: Elemental Control Power (Choose from one of the following: Cosmic, Electric, Fire, Gravity, Ice, Kinetic, Light, Magnetic, or Water. This option can be rolled multiple times.)
5: Invisibility
6: Mind Control
7: Animal Control
8: Resistance (Choose Psychic or if you have Elemental Control, choose the same kind of Resistance as the type controlled.)
9: Senses
10: Teleport

TECHNOLOGICAL POWERS TABLE
Roll 1D10:
1: Attack Power (Choose between Weapon or Blast. If Blast, choose specific type. This option can be rolled multiple times.)
2: Durability
3: Invisibility
4: Movement-Based Power (Choose from Burrowing, Flight, Leaping, Speed, Swimming, or Swingline. This option can be rolled multiple times.)
5: Reflexes
6: Senses
7: Stamina
8: Strength
9-10: Roll on Uncommon Powers for this power trait only.

SFX AND LIMITS
Each Power Set automatically comes with one SFX and one Limit. These numbers might be modified by your Origin, Power Set, or other factors. These are not rolled, since various combinations of power traits may make certain SFX and Limits unworkable. The following are some suggested SFX by character type:

*Single Power Set: Unleashed, Versatile
*Many power traits: Focus, Multipower
*Few power traits: Affliction, Constructs, Counterattack
*Mutant: Dangerous, Unleashed
*Altered Human: Absorption, Counterattack
*Trained Human: Focus, Second Wind
*Technological Power Set: Afflict, Area Attack, Boost, Burst
*Psychic Power Set: Constructs, Unleashed
*Mystic Power Set: Constructs, Healing
Limits are also chosen similarly, though some Limits may be required (usually Mutant or Gear.)

Some good Limits by character type:

*Mutant: In addition to the required Mutant Limit, Conscious Activation is common.
*Altered Human: Exhausted.
*Technological Power Set: Gear, Exhausted (as Power Surge)
*Mystic Power Set: Growing Dread, Uncontrollable
*Psychic Power Set: Conscious Activation, Uncontrollable
*Two Power Sets: Mutually Exclusive
*Powerful characters: Growing Dread, Uncontrollable

Common SFX
*Absorption: On a successful reaction against a TYPE OF ATTACK action, convert your opponent's effect die into a POWER SET stunt or step up a POWER SET power by +1 for your next action. Spend 1 PP to use this stunt if your opponent's action succeeds.
*Afflict/Grapple: Add a D6 and step up your effect die by +1 when inflicting TYPE complication on a target.
*Area Attack: Add a D6 and keep an additional effect die for each additional target.
*Berserk: Add a die from the doom pool to one or more attack actions. Step up the doom pool by +1 for each action; return it to the doom pool when you're done.
*Boost: Shutdown your highest rated POWER SET power to step up another POWER SET power by +1. Recover power by activating an opportunity or during a Transition Scene.
*Burnout: Double or step up POWER TRAIT for one action, or spend 1 PP to do both. If that action fails, shutdown POWER TRAIT. Recover power by activating an opportunity or during a Transition Scene.
*Burst/Ricochet: Step up or double a POWER TRAIT die against a single target. Remove the highest rolling die and add 3 dice for your total.
*Collateral Damage: Instead of spending 1 PP, add D6 to the doom pool to create a POWER SET stunt.
*Constructs: Add a D6 and step up your effect die by +1 when using POWER SET to create ASSET TYPE assets.
*Conversion: When using POWER TRAIT in your dice pool, redirect STRESS TYPE ONE to STRESS TYPE TWO at no cost.
*Counterattack: On a reaction against a STRESS TYPE action attack, inflict STRESS TYPE with your effect die at no PP cost or spend a PP to step it up by +1.
*Danger Sense: Spend 1 PP to add POWER TRAIT (or step up by +1 if already in your pool) and reroll all dice on a reaction.
*Dangerous: Add a D6 to your dice pool for an attack action and step back highest die in pool by -1. Step up STRESS TYPE inflicted by +1.
*Extra Effective: When including POWER TRAIT as part of an attack against TARGET TYPE targets, add D6 and step up effect die by +1.
*Extra Effort: Step up or double POWER TRAIT for one action, then step back to 2D at -1. Recover power by activating an opportunity or during a Transition Scene.
*Focus: If a pool includes a POWER SET power, you may replace two dice of equal size with one die +1 step larger.
*Frenzy: At no cost, add existing STRESS TYPE to any dice pool including a POWER SET power, then step up STRESS TYPE by +1.
*Haymaker: Double POWER TRAIT for this action and add a die to the Doom Pool equal to the second highest rolling die.
*Healing: Add POWER TRAIT to your dice pool when helping others recover stress. Spend 1 PP to recover your own or another's STRESS TYPE or step back your own or another's TRAUMA TYPE by -1.
*Immunity: Spend 1 PP to ignore stress, trauma, or complications from SPECIFIC ATTACK TYPE(S).
*Invulnerable: Spend 1 PP to ignore STRESS TYPE or TRAUMA TYPE unless caused by SPECIFIC ATTACK TYPE.
*Multipower: Use two or more POWER SET powers in a single dice pool at -1 step for each additional power.
*Nova: Step up or double your POWER SET powers for that Scene, or spend 1 PP to do both. Take second-highest rolling die of each subsequent action as STRESS TYPE.
*Painful: Add D6 and step up effect die by +1 when using POWER SET powers to inflict STRESS TYPE stress.
*Power Surge: Use your current STRESS TYPE die as your effect die, then step up your STRESS TYPE by +1.
*Reactive Power: Spend 1 PP to add a POWER SET power to another character's dice pool before they roll a reaction. If that character takes STRESS TYPE ONE, take d6 STRESS TYPE ONE or STRESS TYPE TWO.
*Regeneration: Spend 1 PP to recover your STRESS TYPE stress and step back your TRAUMA TYPE trauma by -1.
*Second Chance: Spend 1 PP to reroll when using any POWER SET power.
*Second Wind: Before you make an action including a POWER SET power, you may move your STRESS TYPE die to the doom pool and step up the POWER SET power by +1 for this action.
*Stress Link: Add a die to the doom pool equal to your current STRESS TYPE stress to add that STRESS TYPE die to a pool including a POWER SET power.
*Take the Hit: Spend 1 PP to take STRESS TYPE intended for a nearby ally or friend.
*Tracer: Use an effect die to create a TRACER complication on a target during a Scene. You may track that target anywhere until the complication is removed or POWER TRAIT is shut down.
*Unleashed: Step up or double any POWER SET power for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die.
*Versatile: Split POWER TRAIT into 2D at -1 step, or 3D at -2 steps.

Common Limits
*Conditional: On a ATTACK TYPE attack, or while SITUATION is true, change any POWER SET power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.
*Conscious Activation: While stressed out, asleep, or unconscious, shutdown POWER SET. Recover POWER SET when you recover that stress or wake up. If you take TRAUMA TYPE trauma, shutdown POWER SET until you recover that trauma.
*Difficult Recovery: Add POWER TRAIT die to the opposing roll when others try to recover your STRESS TYPE.
*Exhausted/Overload: Shutdown any POWER SET power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
*Extinguished: Shutdown all POWER SET powers vs. ATTACK TYPE attack and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
*Gear: Shutdown a POWER SET power and gain 1 PP. Take an action vs. the doom pool to recover.
*Growing Dread: Count 1s and 2s on dice as opportunities when using a POWER SET power.
*Huge: Earn 1 PP when your size becomes a complication for you.
*Mutant/Origin: Earn 1 PP when affected by mutant-specific complications and tech.
*Mutually Exclusive: Shutdown POWER SET ONE to activate POWER SET TWO. Shutdown POWER SET TWO to recover POWER SET ONE.
*Uncontrollable: Change any POWER SET power into a complication and gain 1 PP. Activate an opportunity or remove the complication to recover the power.
*Vulnerability: Earn 1 PP to step up STRESS TYPE inflicted by ATTACK TYPE by +1.

After this, name each of your Power Sets.

SPECIALTIES
Roll 1D10:
1-2: Two Expert Specialties
3-4: One Expert Specialty and One Master Specialty
5-6: Two Expert Specialties and One Master Specialty
7-8: Three Expert Specialties
9-10: Three Expert Specialties and One Master Specialty Plus any bonuses granted for Origins.

Before rolling to determine what your Specialties are, you may assign some Specialties automatically:
*If you have Mystic Powers, you must take the Mystic, Cosmic, or both Specialties.
*If you have Psychic Powers, you must take the Psych, Menace, or both Specialties.
*If you have Technological Powers, you must take the Science, Tech, or both Specialties.
*If you have any Uncommon Powers, you may take the Cosmic Specialty.
*You may take the Combat Specialty regardless of Powers.

You choose if the above assigned Specialties are Expert or Master (if available.) Then for each other Specialty available, roll on the following table. Choose whether it’s going to be for your Expert or Master Specialty before rolling. Re-roll any duplicates.
Roll 1D10:
1: Acrobatic
2: Business
3: Covert
4: Crime
5: Medical
6: Menace
7: Psych
8: Science
9: Tech
10: Vehicle

DISTINCTIONS
Round out your character by choosing three Distinctions. Roll on the following table to get a category for each Distinction. It’s OK to have multiple of the same category.

Roll 1D6:
1: Personality Trait: Natural Leader, Quick to Anger, Uncompromising, etc.
2: Outlook or Reputation: Hardheaded Futurist, Misunderstood Menace, Never Grows Up, etc.
3: History/Backstory: Criminal Past, Mysterious Destiny, Texas Farmboy, etc.
4: Catchphrase or Title: Defender of Justice, “I Don’t Believe In No Win Scenarios”, “Smash!”, etc.
5: Notable Feature: Alluring, Cutting Edge Tech, World-Class Intellect, etc.
6: Profession: Ace Reporter, Billionaire Playboy, Russian Superspy, etc.
You’ll want to customize the Distinction to your hero.

MILESTONES
Your character starts with two Milestones. To determine what kind they are, roll on the table below. It’s OK to have multiple of the same category.

Roll 1D10:
1-2: Affiliation Milestone: Choose your highest or lowest Affiliation die and create a Milestone based on that. For example, someone with a Team D10 might take a Milestone about keeping his team together. Someone with a Team D6 might take a Milestone about resisting joining a team.
3-4: Origin Milestone: Create a Milestone based on your Origin. For example, a Mutant Origin could involve being a self-hating mutant. A Trained Human might make a Milestone based on keeping up with mutants and gods in a team.
5-6: Power Milestone: Create a Milestone that relates to one of your Power Sets. A hero with a Mystical Power Set might make a Milestone around mastering the arcane arts. A hero with Uncontrollable Powers might make a Milestone about keeping those powers under control.
7-8: Distinction Milestone: Create a Milestone that relates to one of your Distinctions. These include personal Milestones like succumbing to an addiction, or having the past come back to haunt your hero.
9-10: Specialty Milestone: Create a Milestone that relates to one of your Specialties, particularly if you have a Master-level Specialty. A dedicated doctor with Medical Master who is attempting to cure a dangerous disease might make this kind of Milestone.

Finally, decide if your character has a public or private identity, and give your character a name.
This message was last edited by the GM at 18:32, Fri 04 Aug 2017.
Mender Phantasm
GM, 33 posts
Mon 13 Nov 2017
at 16:49
  • msg #2

General Rules & Datafile Generator

POWER & SPECIALTY TRAITS

ATTACK POWERS (BLASTS, WEAPONS) - Attack powers are almost always used in action dice pools. Powers that represent attacks, whether it’s an energy blast or razor-sharp claws, are included in this category. Most mundane weapons are represented by D6 or possibly D8 die ratings in a Power Set. Use the following as a guideline for other types.
* At D6, the power is roughly equivalent to small arms fire or dangerous close combat weapons.
* At D8, the power is capable of greater injury or harm, roughly equivalent to automatic weapons or small explosives.
* At D10, the power is equivalent to heavy explosives or lightning bolts.
* At D12, the power is truly devastating, even if the area of effect isn’t widespread.
An Attack power’s name gives you more suggestions about when it works. Often, the Attack uses a specific type of energy, such as fire, electricity, cold, or darkforce. This may affect how you describe the effects of stress caused by the Attack and by other powers or SFX that provide resistance to those types. A generic Energy Blast is usually explosive plasma or cosmic energy with few side effects, unlike Flame Blasts or Lightning Bolts that set things on fire, or Cold Blasts that freeze. Psychic Blasts can target heavily armored foes but they’re useless against opponents without minds. Some Attacks may be used at range, while others are only effective in close quarters. Whether this is an advantage or a drawback varies on the situation. It’s easier to hit a flying target with a Force Blast than Elbow Spikes, but in a confined space the Force Blast poses problems the Elbow Spikes do not.

DURABILITY - Durability is usually included in reaction dice pools. The hero is more resistant to injury and harmful effects than the average human.
* Enhanced Durability D8 confers toughened skin and muscle, as well as the ability to withstand most minor blunt trauma or pain and low-level extremes of heat or cold.
* Superhuman Durability D10 is bulletproof skin and resistance to extreme temperatures or hazards.
* Godlike Durability D12 indicates invulnerability to almost all conventional forms of injury and harmful effects.
Durability is also used in Power Sets that represent force fields or hardened objects. Use common sense and the descriptions in the Power Set as your guide for when you can factor in Durability. Invisible Woman’s Godlike Durability in her Force Projection Power Set is a good example. Because her force fields are transparent, light-based attacks could ignore them. Similarly, Luke Cage’s Superhuman Durability doesn’t protect him from gas attacks or some kinds of mystic blasts. Durability usually, but not always, comes with an associated level of life support or protection from the environment. Whether this life support is continuous or only when the hero is using the power may depend on SFX or how the Durability is described. Energy powers are typically resisted by Durability. Some SFX protects against other, more specific types of harm, such as disease or toxins, over and above any protection Durability might give. For protection against magic or psychic powers, use Mystic Resistance or Psychic Resistance.

ELEMENTAL CONTROL POWERS (including  INFLUENCE, MASTERY and SUPREMACY) - Elemental Control powers may be used in either action or reaction dice pools. The ability to control the elements is a common power trait for super heroes. What exactly is meant by “elements” can vary from hero to hero. They aren’t necessarily elements in the periodic table sense, or the classical elements of air, fire, earth, and water, in many cases they’re more properly categorized as energy types or compounds. For the purposes of the game, a material, energy, or substance being controlled is called an element. Each Elemental Control power trait must be specified, i.e., Fire, Light, Magnetic.
* Elemental Influence D6 gives minor or basic control: extinguishing all the candle flames in a room; cooling the air in a room; shorting out household appliances.
* Elemental Control D8 gives significant local control: extinguishing a burning room; snap freezing the air in a room; shorting out a building’s electrical system.
* Elemental Mastery D10 provides citywide control: extinguishing a burning skyscraper; freezing over a city street; bringing down a city’s power grid.
* Elemental Supremacy D12 provides regional control: extinguishing a forest fire; freezing over Lake Michigan; rerouting the national power grid.

COMMON ELEMENTS IN THE MARVEL UNIVERSE
* Air: Moving air masses around, increasing or decreasing air pressure, creating whirlwinds.
* Cosmic: Channeling and redirecting the quantum power of the universe, altering or destroying the bonds between energy and matter, and connecting with the cosmos.
* Darkforce: Summoning and manipulating the extradimensional energy known as darkforce.
* Earth: Moving soil, dirt, and rock; shaping it or altering its consistency.
* Electric: Strengthening, weakening, redirecting, and otherwise altering the properties of electrical current.
* Fire/Heat: Rapidly increasing the thermal properties of the environment, shaping existing flame, combusting materials.
* Gravity: Intensifying or diminishing the hold the Earth’s gravimetric field has on objects, shifting centers of gravity.
* Ice/Cold: Rapidly decreasing the thermal properties of the environment, producing ice, freezing things.
* Kinetic/Telekinetic: Intensifying or diminishing the stored kinetic potential of objects, moving things around, holding them in place.
* Light: Intensifying or diminishing the ambient light in the environment, creating bright flashes, forming holograms.
* Magnetic: Strengthening, weakening, redirecting, or otherwise manipulating magnetic fields, affecting ferrous metals.
* Sonic: Intensifying or diminishing the ambient sound in the environment, altering sound waves, mimicking noises.
* Technology: Activating, shutting down, assembling, and manipulating technology or machinery from a distance; merging several existing machines together or creating hybrid technology.
* Weather: Anticipating, directing, and manipulating local and regional weather patterns to create meteorological effects from rain and snow to wind and drought.
* Water: Moving aqueous masses around, increasing or decreasing water volume and pressure, dehydrating a living target.

Elemental Control powers offer many opportunities for stunts; when tied together with SFX, they may be applied in dozens of ways. The basic rule of thumb is that the larger the die rating, the greater the scope of the power’s control effect. Elemental Influence D6 usually only extends to one or two types of effect, while Elemental Supremacy indicates unsurpassed manipulation of the controlled element. Note that Mind Control and other psychic powers aren’t considered Elemental Control. The same is true for Sorcery, which is its own power trait type. Psychics or sorcerers often possess some of these elemental powers, of course; Kinetic/Telekinetic Control, Fire Control, and Weather Control are frequently psychic in nature. Some Elemental Control powers might overlap with each other; it’s possible to create frosty conditions using both Ice Control and Weather Control, though the former has more accuracy and depth than the latter. Similarly, Magneto’s Magnetic Supremacy has been used before to alter electrical currents and other types of energy, though these are likely stunts rather than SFX. This sort of overlap is more likely at the Mastery and Supremacy levels; Influence and Control rarely allow the character to step outside the standard boundaries of those elements. Elemental Control doesn’t usually exist by itself in a Power Set. In order to properly represent the kinds of abilities that are associated with heroes with Elemental Control, these Power Sets also include powers like Energy Blast, Flight, or Senses, and SFX like Area Attack, Energy Absorption, and Multipower.

INTANGIBILITY - Intangibility is a power trait often associated with Power Sets that describe transforming into liquids or, at low ratings, the ability to deform or compress your body. It’s a close cousin to Stretching and is often included in the same Power Set. If the hero’s Power Set represents molecular or dimensional phasing, powers like Flight or Airwalking are common. SFX that accompany Power Sets with Intangibility include being able to disrupt people or things by phasing or passing through them, and sharing your Intangibility with others.
* At D6, the power lets you mildly disperse your molecules, reducing the impact of some physical attacks and allowing you to slowly move through highly porous or permeable obstacles, such as chicken wire fences or barred gates.
* At D8, the power represents substantial fluidity or dispersal, giving you the power to seep through tiny holes in obstacles and reduce the impact of most physical attacks.
* At D10, the power makes you ghostlike or out of phase, you can walk through almost any physical obstacle other than super-high density substances, and your movements make very little noise. Physical attacks rarely affect you.
* At D12, the power makes you completely out of phase with reality, including even energy waveforms. You’re essentially not even there.
Intangibility is usually used in reaction dice pools. The hero is able to become less solid, either through reduced molecular density, shifting phase, or becoming fluid. The primary effect of this power trait is that passing through obstacles becomes much easier, and physical objects pass through the body.

INVISIBILITY - Invisibility is usually used in reaction dice pools. The hero is able to make herself unable to be seen, whether through the bending of light waves, high-tech chameleon technology, or shifting out of phase with this dimension.
* At D6, the power blurs or obscures your visual image; it’s often limited to obscuring your image in mirrors or electronic surveillance, or in situations where vision is already impaired, such as at night. It may also be a psychic field that makes others pay less attention to you, even though you’re still visible.
* At D8, you are concealed to a greater degree, such as with chameleon-like blending, ghost-like transparency, or psychic misdirection. While still visible to others if they focus, you’ve got the equivalent of a stealth field.
* At D10, the power renders you completely invisible to standard visual means. You can move around without being noticed, and you don’t leave a shadow or other signs of being there. Certain spectrums of visual detection may spot you, such as infrared or dimensional locators.
* At D12, you are impossible to detect with any visual-based sense. You never show up on any device, and likely don’t even give off energy signatures of any kind.
Depending on how this is defined within a Power Set, Invisibility may be psychic or physics-based. If it’s psychic-based, that affects how others might detect the hero. If it’s physics-based, sometimes all you need to do is to turn up the sound detection to realize an invisible hero is nearby. This power trait when combined with others like Intangibility or Flight can essentially make the hero a phantom or apparition.

MIMIC (MIMIC, LEECH) - Mimic may be used in both action and reaction dice pools. This isn’t the ability to change shape into other forms or look like other people, that’s Shapeshifting. Mimic is the ability to copy or even steal powers from others. It may also be used to represent a hero who has no fixed powers but instead spontaneously creates them as the need arises. In order to manifest a power, the hero must create an asset with an action using this power’s die. Sometimes, the hero must physically touch or cause stress to the target; in other cases, the hero can just develop a power. The description and SFX usually define how this works. The asset created serves as the power trait in the short term. Mimic’s die rating directly corresponds to the ability of the hero to effectively copy or mimic another power. Regardless of which power the hero attempts to mimic or the effect die chosen, the scope and extent of the copied power is limited by Mimic’s die rating. If you want to copy or steal Flight as a power and only have Mimic D8, you won’t be capable of supersonic speed. You might have a D12 asset being used to represent Flight and roll that die into any actions or reactions, but the actual speed won’t be Godlike. Heroes with Mimic usually have a number of SFX and Limits that refine the power. They may also have other powers in their Power Set, such as Shapeshifting, that extend the ability of the hero to copy others.

MOVEMENT POWERS (SPEED/FLIGHT/SWINGLINE/AIRWALKING/BURROWING/LEAPING/SWIMMING) - Movement power traits are usually used in action dice pools. Movement powers confer the ability to move at greater than human speed. Speed is ground or surface travel, while Flight is air or space travel. The actual speed each die rating represents differs between Speed and Flight.
* At Speed D6, you can run as fast as the world’s fastest humans; Flight D6 is the speed of a hawk or news chopper.
* At Enhanced Speed D8, you can run at the speed of a horse; with Subsonic Flight D8, you can fly as fast as a missile or passenger airliner.
* At Superhuman Speed D10, you’re faster than a bullet train; with Supersonic Flight D10, you can fly as fast as a jet fighter.
* At Godlike Speed D12, you can travel around the world in moments; Space Flight D12 permits swift interplanetary travel.
Other Movement powers appear in Power Sets, too. Swingline, Airwalking, Burrowing, Swimming, and so forth are all Movement powers. They generally operate at the same speed as the Speed power trait, but how and when they might be used differs. Swinglines let Spider-Man and Daredevil swing through city streets above the traffic, giving them access to areas others don’t have; Burrowing is something Moloids can do that surfacedwellers can’t. Leaping describes traveling large distances with mighty bounds or spring-like steps. Swimming is being able to move through water as fast as, or faster than, an Olympic medalist. One Movement power, Teleport, gets its own entry, it doesn’t actually represent traveling but rather crossing distances without Movement at all. Movement powers are often included in Power Sets together with Reflexes or Stamina, but not always. Similarly, Strength and Leaping are often found in the same Power Set. They’re most often used to guide how quickly and in what ways someone can get to places. Creating stunts with Movement powers factor in the velocity and speed of the power more than, say, the reaction time or endurance of the hero. Movement powers that explicitly allow travel in specific environments are assumed to include the ability to survive in those environments at or beyond the D8 level. So, Enhanced Swimming D8 affords an air supply or the ability to breathe underwater, while Subsonic Flight D8 means you don’t suffer the negative effects of high velocity. If you have Space Flight, you’re not worried about the vacuum of space.

PSYCHIC POWERS (MIND CONTROL/TELEPATHY/ANIMAL CONTROL/PLANT CONTROL) - Psychic power traits are usually used in action dice pools. Psychic powers are powers that affect or influence other minds, although most people don’t include plants as minds. The two most common are Mind Control and Telepathy. Psychic powers are used to create complications on their targets. If the complication is stepped up beyond D12 and the target is “stressed out” then your effect is total. Until then, the target gets a chance to resist it or fight it off, with the complication making things tough for them. To cause mental or emotional stress, use Psychic Blast instead.

MIND CONTROL relies on planting suggestions, influencing perceptions, and altering behavior - it’s getting people to do what you want, especially when they wouldn’t otherwise. A complication you create with Mind Control (such as 'Fight your Friends!' Or 'Let Us In!') hinders your target if he resists or tries to oppose what you want him to do. If he goes along with it, even if you haven’t stepped the complication past D12, the complication doesn’t pose any problem for him.
* At D6, you can push the target to do something he was inclined to do already, such as buy something he likes or make advances on someone he’s attracted to. You can also intensify his senses to a degree, making the room seem colder, a smell seem stronger, or other mild effects.
* At D8, you can override the target’s impulse control, remove inhibitions, or provoke irrational behavior. You can make him see, smell, or hear things that aren’t there for short periods, enough to distract him.
* At D10, you can take over the target’s motor control and movements, create vivid and believable hallucinations that last for hours, or cause him to go against his core beliefs for a short time.
* At D12, you can completely possess the target, create entire fictional universes within his mind, and permanently alter his beliefs or perceptions.

TELEPATHY is making contact with other minds for the purposes of communication, although it also allows reading surface or deeper thoughts, anticipating actions, and sharing or altering memories. A complication you create with Telepathy might hinder your target if he’s trying to block you out, screen his thoughts, or remember something you’ve made him forget. Much of the time you won’t need to roll this power, especially if it’s used on willing targets. If the target isn’t willing, you need to “stress out” your target with the complication before you can pull out the information you want.
* At D6, you can maintain a link with another mind with some effort, using the link to talk or share thoughts.
* At D8, you can read surface thoughts, emotions, and share one or two senses (like sight and hearing), as well as link a half-dozen minds together for communication.
* At D10, you can probe minds for memories, thoughts, and instincts, create persistent mental links among large groups of people across great distances, and even block or influence a specific target’s memories.
* At D12, you can remain in constant communication with vast numbers of people, skim the surface thoughts of everyone on the planet, and implant entirely new life histories within specific minds.

ANIMAL CONTROL is used to make animals do what you want, though how this happens can vary. PLANT CONTROL is the same, only with vegetable matter. These powers, while psychic in nature, are really a kind of Elemental Control, with the die rating representing the scope and power of the control. At D6, your influence and ability to connect with animals or plants is limited to nudges or suggestions; at D12, you have supremacy over all animal or plant life, and you may even be connected directly to the living web of life on the planet.

REFLEXES - Reflexes may be used in either action or reaction dice pools. The hero has a greater response time, physical agility, and aim than an average human.
* Enhanced Reflexes D8 represents two to three times the normal human response time and hand-eye coordination.
* Superhuman Reflexes D10 indicates as much as ten times the response time and coordination of an ordinary human.
* Godlike Reflexes D12 confers the ability to react as if the world around you had slowed to a crawl; you have lightning-fast hand-eye coordination.
Many heroes with a Reflexes power also have Movement powers, although they are not synonymous. Quicksilver has Godlike Reflexes and Godlike Speed, while Daredevil has Enhanced Reflexes and no Movement power trait. It’s more common to have both when the Reflexes power trait is rated at Superhuman or Godlike.

RESISTANCE POWERS - Resistance power traits are almost always used in reaction dice pools. The hero is resistant to types of harm or attack that most people have no defense against. It could be innate or provided by equipment or gear. The most common types are Mystic Resistance and Psychic Resistance. Other Resistance powers are provided by Durability or show up as SFX for a Power Set (such as being immune to toxins or disease).
* A Resistance D6 is slight, but still more than any normal person would have.
* A Resistance D8 is enough to turn aside most standard attacks of this type.
* A Resistance D10 gives substantial defense against most attacks of this type.
* A Resistance D12 represents near-invulnerability to attacks of this type.
These power traits are similar to Durability in that they provide resistance or protection from harmful or damaging attacks, SFX may also provide protection against specific types of attack, on top of whatever protection is given by a Resistance or Durability. Most heroes with mystic or psychic powers also possess a Resistance of that type in their Power Set.

SENSES - Senses may be used in either action or reaction dice pools. The hero’s senses are more acute, keen, or developed than a normal human.
* Senses at a D6 rating are usually additional senses that might be brought in, like Cybernetic Sense or Mystic Sense, mostly to give you other ways to pick up on information.
* Enhanced Senses D8 represent extraordinary levels of awareness, closer to those of predatory animals.
* Superhuman Senses D10 reach beyond nature, offering incredible levels of awareness.
* Godlike Senses D12 touch upon cosmic threads of information and perception.
It’s more or less assumed that most people have Senses at the D6 level, and that if you ever need to roll it, you’d just use a Push die. For this reason, Senses D6 is primarily descriptive. In some Power Sets, extraordinary senses outside of the normal human types are actually SFX, such as Spider-Man’s Spider-Senses and Daredevil’s Radar Sense. This is because those abilities build on those heroes’ Senses power traits to give them a means of rerolling dice in their pool. Iron Man’s Cybernetic Senses on the other hand give his player a means of including computer network access in a dice pool even when Tony Stark doesn’t have normal access. These power traits don’t specify which senses are heightened. In the game, this is left up to individual character description. For the most part, Marvel characters with a Senses power enjoy heightened awareness across the spectrum, at least in terms of acquiring information from their immediate environment.

SHAPESHIFTING - Shapeshifting may be used in either action or reaction dice pools. Being able to alter the way you look or to take on the form of something else is a great stealth power; the best example in the Marvel Universe is the race of Skrulls. It can also represent the use of magic to disguise one’s appearance, as Loki does, or the power to transform into non-human shapes, like certain transforming robots or battle suits.
* At D6, you can make minor changes to your facial features or aspects of your appearance, but not enough to closely mimic anyone in particular.
* At D8, you can take on the external form of someone else, fooling most onlookers and passing as the person you’re imitating. You may also be able to take on the external form of an animal or other living creature.
* At D10, you may fully shift into another living physical form or shape, even down to the cellular level, fooling scientific instruments, extraordinary senses, and so on. Non-living shapes will still register as being organic.
* At D12, you may shapeshift into anything, living and non-living forms, fooling even cosmic senses. For all intents and purposes, you become that other thing.
Shapeshifting can be used to acquire things a hero doesn’t normally have access to, such as claws or wings. These can either be represented by stunts, thus having limited use, or by assets, which might be extended with PP. If the hero regularly creates wings or claws, they’re probably represented by other power traits in the Power Set. Hulkling, for instance, shapeshifts wings all the time, but he has Flight as a power trait to avoid having to create them as a stunt or asset. A hero might also have the Mimic power, giving him the ability to copy other powers, instead of or together with Shapeshifting. Shapeshifting is often in a Power Set with Stretching, with size-changing powers like Growth or Shrinking, and with physical enhancement powers like Durability, Stamina, or Strength. If a hero only ever shapeshifts into one form, he probably doesn’t have this power. Instead, his Power Set would include powers that describe his other form (such as Durability or Reflexes), and a Limit that shuts down these powers when he’s not in the alternate form.

SIZE-CHANGING POWERS (GROWTH, SHRINKING) - Size-changing powers may be used in either action or reaction dice pools. With these powers, the hero may grow or shrink in size. This is often through the use of the so-called Pym Particles that shunt mass into and out of the Kosmos dimension, but there are other ways of changing size in the Marvel Universe, such as mystic spells or gathering more mass from your environment.
* At D6, you can bulk up considerably (Growth) or compress your mass tightly (Shrinking). This doesn’t change your overall height or weight so much as it represents being able to snap out of or slip from restraints, fit into cramped spaces, or look somewhat more menacing.
* With Growth D8, you can grow to at least fifteen feet, more than doubling in size. With Shrinking D8, you can reduce your size to that of a doll or small animal.
* With Growth D10 , you can grow to the size of a building, upwards of a hundred feet, dwarfing all around you. With Shrinking D10, you can become insect-sized.
* With Growth D12 , you can become truly massive, perhaps without limit, almost a geographic formation of your own. With Shrinking D12, you can become microscopic, able to pierce through the barrier into the Microverse.
Size-changing powers are used when you think that being really big or really small could be helpful in a dice pool or let you change the situation in a Scene. They are almost always included in a Power Set with other power traits, Growth with Strength, Durability, or Stamina; Shrinking with Reflexes, Flight, and Senses. You can’t use both Size-changing powers at the same time, it makes no sense to roll both Growth and Shrinking. Most Power Sets with these powers have a shutdown Limit that makes the associated power traits shutdown at the same time as the Growth or Shrinking. In other words, if you have Superhuman Strength and Superhuman Durability while you’re a giant, shutting down Growth will shut those down also. Is it easier for opponents to hit you when you’re fifty feet tall? Are you less of a target when you’re the size of an ant? With these powers, ensure that there’s a Limit in your Power Set to handle the former (Huge: Earn 1 PP when your Growth becomes a complication for you) and just use your die in a reaction to handle the latter (that Shrinking D10 sure helps avoid danger!).

SORCERY - Sorcery may be used in either action or reaction dice pools. The hero can alter or change magical fields or channel power from other dimensions to affect change in this one.
* With Sorcery Novice D6, you can achieve the equivalent of parlor tricks, prestidigitation, and conjuring without having the stage magic equipment to do it. Nothing more than pulling out long scarves, lighting a candle with a snap of the fingers, or concealing doves in a cage.
* With Sorcery Adept D8, you have genuine powers of summoning and controlling mystic forces, usually to create constructs and illusions, commune with other dimensions, and invoke changes in the laws of physics.
* With Sorcery Mastery D10, you have great mystical powers, channeling power into longer lasting constructs or objects, bending the laws of physics, and dispelling the magical works of others.
* With Sorcery Supremecy D12, you can draw on world-shattering mystic power to affect far-reaching changes, bring things to and from other dimensions, and empower mystical objects or creatures of frightening strength.
Sorcery is a trait that may seem confusing or too powerful, but it’s really just another form of Elemental Control. The descriptive nature of Sorcery makes for flashy effects and interesting stunts, assets, and complications, but the power itself should not be any more potent than others. It’s included in Power Sets with many other power traits that represent specific magical effects, from Mystic Blast and Flight to Strength and Teleport. Sorcery can’t usually inflict stress on its own but it can create assets and complications. In the Marvel Universe, magic is often defined as coming from three sources: the invocation of beings of great power, tapping the ambient mystical forces in the world, and the magician’s own psychic resources. This power trait, combined with others in a Power Set, usually takes care of the first two. Note that the Mystic Specialty allows for other avenues into occult lore, including rituals, items of power, and knowledge. Heroes with Sorcery usually have this Specialty.

STAMINA - Stamina is almost always used in recovery dice pools. The hero has increased endurance and staying power, as well as recuperative ability and resistance to fatigue or toxins.
* Enhanced Stamina D8 indicates faster than normal healing and recovery, resistance to minor diseases, and the ability to perform at maximum effort for an hour or more.
* Superhuman Stamina D10 allows for rapid recovery from injury, resistance to most terrestrial diseases or toxins, and the ability to operate at maximum effort for several hours.
* Godlike Stamina D12 indicates extremely rapid recovery from even near-fatal wounds or trauma, resistance to even extraterrestrial diseases, and almost limitless ability to operate at maximum effort.
Although Stamina finds the most use in recovery, it can also be used in reaction dice pools against attacks that target a hero’s endurance or staying power, or that try to induce paralysis, sleep, or fatigue. If a hero is trying to hold his breath or some other more active effort, you might use Stamina in the action dice pool. Stamina extends the hero’s lifespan, too, if that ever comes into question, though it won’t necessarily prevent aging so much as keep the effects of aging from slowing the hero down. Heroes with a Stamina power are more resistant to chemical substances like drugs, alcohol, and caffeine; no matter how much Wolverine drinks, he never actually gets drunk.

STRENGTH - Strength is almost always used in action dice pools. The hero has strength and muscular power beyond that of a normal human.
* Enhanced Strength d8 allows you to turn over cars, break through solid barriers, and bend ordinary iron bars.
* Superhuman Strength D10 allows you to lift and throw vehicles, smash through stone and metal, and tear apart most barriers.
* Godlike Strength D12 confers the power to hurl objects into orbit, push over tall buildings, and demolish most structures.
This is one of the most common superpowers, and represents everything from mutant-enhanced musculature to hightech powered armor. As with many power traits, it’s often assumed to just work if there’s nothing challenging the hero, or if using Strength is part of the description of an action (like ripping a telephone pole out of the ground to smash a tank). It’s usually, though not always, included in a Power Set with Durability, often at a different die rating. It may also be used with Leaping, representing the use of Strength to leap great distances. If the Strength is only in one limb or otherwise limited to specific conditions, this is just part of the Power Set’s definition. There’s usually no reason to worry about Misty Knight only having Superhuman Strength D10 in her bionic right arm unless the situation specifically talks about needing strength in the legs or the left arm.

STRETCHING - Stretching is usually used in action dice pools. The hero is able to elongate or increase the length of his limbs or other body parts, often to great distances. In some cases this is through prosthetic devices like Doctor Octopus’ robotic tentacles, although in other cases it’s a metamorphic ability like Mr. Fantastic’s elastic body.
* At D6, you can reach across a normal room or access high places. It’s the equivalent of having double the usual reach with arms or legs.
* At D8, you can reach across a street, up the side of a building, or down an elevator shaft.
* At D10, you can stretch to considerable distances, several city blocks away. You can clear buildings, rivers, or wide ravines with your elongated legs and arms.
* At D12, you can reach ridiculous distances, perhaps without limit—across lakes, oceans, and even into orbit, although the further you stretch the less you’re able to make use of your limbs.
Stretching can be used much like a Movement power (long legs make travel easier), defensively (an elastic body can mitigate a lot of damage), or an offensively (a punch hurled across a street can hurt). While the way the Power Set is defined should inform how it’s used, Stretching is primarily a means of extending reach and access. Stretching is often coupled with powers like Durability, Intangibility (at low ratings), Growth, Strength, Reflexes, Shapeshifting, and even Elemental Control. SFX included in a Power Set with Stretching include Area Attack, Grapple, and Versatility.

TELEPORT - Teleport may be used in action or reaction dice pools. The hero may travel from one point to another instantaneously. Usually, no actual distance is traveled; the hero just vanishes from one place and appears in another. The power rating informs the distance that’s possible.
* At D6, you can blink in and out of place in a single location, crossing a room or a gap between buildings, effectively eliminating the need to walk. Line of sight is usually required.
* At D8, you can teleport across several miles, such as from place to place in a metropolitan area or, by taking multiple jumps, from one city to another.
* At D10, you can travel around the world in single or multiple jumps, and perhaps as far as the moon.
* At D12, you can travel across vast distances, even to other planets or galaxies.
Depending on the nature of the power (sorcery, technology, mutant, etc.), the way Teleport works can vary greatly. If the teleportation is through manifested portals or wormholes, this might affect the SFX used in the Power Set. In some cases, the teleportation is limited to the extreme ranges of the die rating; the mutant Lila Cheney has Teleport D12 but can only use it to travel intergalactic distances. At the D10 and D12 rating, you can choose to have the power only allow travel to other dimensions or other worlds; travel between locations on Earth in such instances would be a stunt. Some heroes with this power may use it to grab people and teleport them, either going along with you as a passenger or by making portals to send them away. This is represented best with SFX or by using the power with a stunt as part of an attack. Nightcrawler of the X-Men frequently uses this kind of stunt.

TRANSMUTATION - Transmutation is usually used in action dice pools. The hero has the power to transmute one substance to another. This is known to mystics as alchemy and to scientists as matter alteration; the specific details may vary.
* At D6, you can affect the integrity or cohesion of a target, causing it to soften or harden, perhaps degrade or take on other qualities, but not actually change into another substance.
* At D8, you can alter the properties of a non-living target to make it solid, liquid, or gas, or change it from one kind of solid, liquid, or gas to another.
* At D10, you can operate on the chemical or elemental level and can change one substance, living or nonliving, into another. Stone can be made flesh, water can be transmuted into oil, and so on.
* At D12, you can change any object or item into another, regardless of its original substance, shape, or qualities.
Transmutation is very powerful and, as such, typically doesn’t confer longlasting effects. Most Transmutation actions create assets or complications that represent the change in quality. The power can be used to inflict stress too, such as a disintegrator ray, but unless the target is stressed out, the effect isn’t complete or permanent. Usually, the die rating of the power also informs how well it can alter a target with Durability or Resistance. Transmutation is often found in Power Sets with Elemental Control, Shapeshifting, Stretching, or some kind of Attack power. If the hero is able to
transmute or change himself into different forms of matter, this is best represented by Shapeshifting or physical powers like Durability or Strength, with the actual elemental change being descriptive.

SPECIALTIES

ACROBATICS - You’ve had training in leaping, jumping, contorting, and dodging out of the way. You’ve got a great sense of balance and you’re not afraid of heights.
* An Acrobatic Expert is the equivalent of a competitive gymnast, circus performer, or dancer.
* An Acrobatic Master is world-class, at the level of the greatest Olympic gymnasts and performers.
Acrobatic stunts include amazing handsprings, back flips, running along tightropes or beams, or squeezing into tight spaces.
Acrobatic resources include contacts in the circus, gymnastics, or dancing communities, knowledge of fitness and dance routines, tightrope and harness equipment, and great spots to practice or compete.

BUSINESS - You’ve got business acumen and know your way around economics, finances, small businesses, corporations, and sales. You can talk statistics and spreadsheets, forecasts and futures.
* A Business Expert is the equivalent of a college graduate in business or someone who has spent considerable years selling, buying, or trading.
* A Business Master has the keen experience and understanding of the world of finance that comes of doctoral study and being one of the world’s most successful business leaders.
Business stunts include intuitive analyses of business deals, running off lists of important figures, sizing up a salesperson, predicting stock market trends, and obscuring the truth with spin and jargon.
Business resources include contacts in the world of high finance or corporate culture, industry analysts, archives of sales figures, top-level financial software, insiders on Wall Street, and friends in grass roots businesses.

COMBAT - You’re good in a fight and have the training and talent required to act on the offensive or, if you like, the defensive. Your experience may involve anything from hand-to-hand conflict with fists and swords to firefights with modern weapons.
* A Combat Expert is experienced in at least one martial art or style of combat, and probably others, including the use of weapons.
* A Combat Master knows many, if not all, fighting styles and weapons, and is on par with the world’s greatest fighters.
Combat stunts include tricks, martial arts moves, clever parries, tactical maneuvers, and reloading guns really fast or one-handed.
Combat resources include contacts in the martial arts or military communities, secrets of Kung Fu, historical warfare, specialized guns, knives, swords, or ammo, and some insight into the fighting styles of people like Shang-Chi, Captain America, and Iron Fist.

COSMIC - You’ve got knowledge and even experience with other worlds and other races beyond the stars. You have some sense of what alien cultures exist and the sheer scope of the Marvel Universe.
* A Cosmic Expert can list all of the known alien races and which of them have been to Earth, as well as identify cosmic phenomena at the level of a college graduate in astrophysics.
* A Cosmic Master knows more about other planetary systems, galaxies—even alternate dimensions—than most professors and astrophysicists, and has probably ventured into space, the Negative Zone, or beyond the temporal barrier more times than he can count.
Cosmic stunts are almost always info-based, useful bits of knowledge about other planets, alien diets, space vessels, or dimensional constructs.
Cosmic resources include fellow researchers into the cosmos, representatives of alien species on Earth, the occasional piece of alien technology, classified government documents about alien visitors or invaders, and perhaps somebody with a space ship, rocket, or teleporter.

COVERT - Whether you’re a spy or a private eye, you’ve got the training and the skills to sneak into, infiltrate, investigate, and even overthrow other organizations or locations. You could have been trained by S.H.I.E.L.D., Hydra, the Secret Empire, or whatever agency you like, even your own government. Or you could just be a really good police detective.
* A Covert Expert is the equivalent of a trained covert operative, secret agent, or detective, familiar with espionage techniques, stealth, disguise, and infiltration.
* A Covert Master is a highly trained professional with years of experience in black ops, deep cover, and rendition, even if no agency on Earth would admit to using her services.
Covert stunts include stealthy techniques, single-use spy gear, fake IDs, a temporary disguise, or a great hiding place.
Covert resources range from espionage contacts, unnamed sources, and classified government records to robust spy gadgets, safe houses, and friends in high places.

CRIME - You have a professional understanding of the criminal mind, either because you are a criminal yourself, or you hunt them down. You know how crooks think, you know the law, and you know all the tricks of the trade.
* A Crime Expert has a working knowledge of the justice system and how crime is carried out. She can plan or foil a criminal operation, defend or prosecute a criminal case, and pick a criminal out of a lineup just by his eyes.
* A Crime Master is a genius at criminal organization, from either side of the justice system. She can plan out or foil a global crime ring, defend or prosecute major cases of theft, terrorism, or conspiracy, and sense the underlying motives and trends in criminal society day by day.
Crime stunts cover classic cons, police techniques, sleight-of-hand, safecracking tricks, and prison lingo.
Crime resources include snitches, ex-cons, contacts in the police force or criminal organizations, safecracking gear, and criminal case files.

MEDICAL - You’ve had medical training. You might be an EMT, a nurse, a pharmacist, or an endocrinologist. Maybe you specialized, or perhaps you focus on general practice. You might even study ancient or tribal medicine. You know your Rx from your IV.
* A Medical Expert is the equivalent of a graduate from medical school with enough knowledge of medicine to diagnose, treat, and perform many surgical procedures on a patient. An Expert is comfortable working in one or two fields in which he’s devoted his efforts.
* A Medical Master is a world-class surgeon, specialist, or medical researcher, who’s most likely published in medical journals or a leading advocate for a narrow field in medical science.
Medical stunts include specific surgical techniques, life-saving procedures, shortcuts for first aid, and beneficial drug interactions.
Medical resources include leading medical journal articles, medical equipment, contacts within the medical community, or mysterious Tibetan or Wakandan herbal remedies.

MENACE - You know what scares people. You’re familiar with how to get others to do what you want through force, threats, intimidation, and fear. You’re also better able to resist these things yourself. This is the kind of thing Wolverine is the best there is at doing. Contrast it with Psych, which is more insightful and better for recovery.
* A Menace Expert is the equivalent of a drill sergeant at basic training or an experienced interrogator.
* A Menace Master has either a lifetime of threats behind him and the muscle to back it up, or the kind of fearful presence that makes world leaders recoil in terror.
Menace stunts include insightful threats, tried-and-tested scare tactics, or improvised intimidation.
Menace resources include fear-inducing equipment, associates in the horror film industry, questionable research, or a band of dangerous thugs.

MYSTIC - You have seen the world in the shadows, beyond the veil of the mundane. Or you’re at least blessed with a library of occult books and a passport stamped with a lot of strange places. Note: While you can create fun magical stunts with this Specialty, actual mystic blasts and arcane summonings should be described with Power Sets.
* A Mystic Expert has an understanding, beyond simple folklore or myth, of magic, sorceries, mystical dimensions, and the beings that reside there. He may know a few cleansing spells, rituals to contact benign beings, and the good sense not to try anything dangerous.
* A Mystic Master has a much greater knowledge of the mystic arts, from many years of study and interaction with magical creatures or patrons. He has committed dozens of rituals and wards against evil to memory; he’s the world’s foremost expert in one of many obscure fields.
Mystic stunts include focusing mantras, healing charms, gestures against darkness, and quotes from arcane texts.
Mystic resources include rare volumes of mystic knowledge, magical tools of invocation or divination, experts in other mystic arts, and helpful acolytes.

PSYCH - You have a gift for understanding human behavior. You’ve been a counselor, therapist, researcher, or confidante. You might even be a stand-up comedian or actor. This Specialty is the opposite of Menace, which draws on fear and negative persuasion.
* A Psych Expert is the equivalent of a postgraduate in psychology, communication, or sociology. She’s a skilled negotiator, interviewer, or orator.
* A Psych Master understands the human mind and emotions better than most; she can reliably assess and correct many psychological or behavioral problems…or make them worse.
Psych stunts include hypnotic suggestion, reflective listening, calming words, or inspirational quotes.
Psych resources include therapeutic locations, professional counselors, videotaped sessions, psych profiles, or specialist equipment.

SCIENCE - You know how the world works, and how scientific laws answer life’s problems. You’ve studied biology, physics, chemistry, or any of the other natural or physical sciences. For astrophysics and the mysteries of the cosmos, use the Cosmic Specialty. For alchemy and occult sciences, use Mystic.
* A Science Expert is the equivalent of a college graduate, someone who’s devoted her time to scientific study. Most scientists have further concentration in a specific field of science.
* A Science Master has achieved repute and renown among her peers in the global scientific community and delved into advanced areas of scientific knowledge and practice. She’s likely the world’s expert in her chosen field of research.
Science stunts include intuitive leaps, careful planning, improvised equipment, and experiments on the fly.
Science resources include other experts in the scientific community, specialized research notes, experimental equipment, and laboratory space.

TECH - You can use, repair, and invent electronic, digital, or mechanical gear. You’re an inventor, mechanic, beta tester, or hacker. Tech covers a broad range of equipment, from hand-held computers to deep space rockets. You probably have a specific area of expertise, though if anything breaks, you can probably fix it.
* A Tech Expert is able to use, build, and repair technology using readily available parts and tools; he’s the equivalent of a college graduate engineer, technician, or systems designer.
* A Tech Master is at the bleeding edge of technology and design, among the world’s most inventive talents.
Tech stunts include jury-rigging, retrofitting, kit bashing, and rerouting tech or tech systems.
Tech resources include specific technology, new advances in applied tech, theoretical knowledge, or experts in any of hundreds of tech communities.

VEHICLE - You don’t just know how to drive a car; you were born behind that wheel. You’re an aircraft pilot, skilled driver, or a talented vehicle operator. It might just be a hobby for you, but you make it look easy.
* A Vehicle Expert is a professionally trained operator of more than one type of vehicle, able to maneuver and handle them in dangerous conditions or under stress.
* A Vehicle Master is among the best in the world, able to sit down at the controls of even the most advanced transportation and pull off amazing feats with it.
Vehicle stunts include fancy maneuvers of all kinds, from controlled slides to barrel rolls.
Vehicle resources include knowing how to acquire any sort of vehicle, someone who can build one, or the schematics and history of particular vehicles.
This message was last edited by the GM at 03:57, Tue 14 Nov 2017.
Mender Phantasm
GM, 229 posts
Wed 16 Jan 2019
at 03:47
  • msg #4

General Rules & Datafile Generator

Dice Allocation Character Creation System

You get 18 D8s to distribute for powers and Specialties.

Affiliations are standard at D6/D8/D10.
Distinctions (3) are standard.

For the dice allocation you can combine 2D8 into a D10, and 2D10 can become a D12 (Specialites are capped at Master D10). You can split a D8 into 2D6.

First power set is standard. A second power set costs a D8. Each SFX costs a D8. Each power set has to have at least one Limit. Taking additional Limits is your choice.

Example Character via Dice Allocation

Psi-Chic (Secret ID: Veronica Lambeau)
Altered/Trained Human
Affiliations: Solo D10, Duo D8, Team D6
Distinctions
1) "The Mental Bombshell" - Nickname she acquired from a particular paparazzi member after she mentally crushed his camera for trying to take explicit photos.
2) Fashionista Socialite - As an aspiring fashion designer, she frequents the social scene with aplomb garnering her a reputation she enjoys as well as regrets.
3) Unique Crey Experiment - Being a science experiment of a criminal organization, she has some understanding of the agency which often makes her a target.

Psionic Amplification Project
Psychic Blast D8
Telekinetic Blast D8
Enhanced Durability D10
Telekinetic Control D10
Mind Control D10
Telepathy D10
Psychic Resistance D8
Psychic Senses D10
SFX) Area Attack - Add a D6 and keep an additional effect die for each additional target.
SFX) Reactive Power - Spend 1 PP to add Enhanced Durability or Psychic Resistance to another character's dice pool before they roll a reaction. If that character takes Stress, take D6 Mental Stress.
SFX) Unleashed - Step up or double Psychic Blast or Telekinetic Blast for one action. If the action fails, add a die to the doom pool equal to the normal rating of your power die..
LIM) Conscious Activation - While stressed out, asleep, or unconscious, shutdown Psionic Amplification Project. Recover Psionic Amplification Project when you recover that stress or wake up. If you take Mental trauma, shutdown Psionic Amplification Project until you recover that trauma.
LIM) Exhausted - Shutdown any Psionic Amplification Project power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Specialties
Business Expert D8
Psych Expert D8
This message was last edited by the GM at 22:17, Sun 21 Nov 2021.
Mender Phantasm
GM, 230 posts
Wed 16 Jan 2019
at 03:48
  • msg #5

General Rules & Datafile Generator

EXPERIENCE AND ADVANCEMENT

5 XP purchases tend to be minor alterations to existing datafile information, such as changing affiliations or existing limitations. 10 XP (and higher) is where significant changes are made, from acquiring a new ability (albeit, at D6 rating), or learning a new way to use existing abilities (such as acquiring a new SFX). Think of 5 XP expenditures as minor tweaking, but no real overall change, while 10 XP (and higher) purchases represent clearly profound alterations (like a character acquiring Flight, and now sports a pair of wings). Note that while it's possible to spend XP on just about anything, the narrative requires explanation, so even though you may have a boatload of XP to spend...a character cannot just miraculously attain Combat Master, or swap out entire Power Sets, without some form of narration explaining how.

You can spend 5 XP to do the following:
*Replace an existing Distinction with a new one.
*Add or replace a Limit in a Power Set.
*Replace a SFX to a Power Set.
*Switch two Affiliation traits.
*Unlock a minor Event resource.

You can spend 10 XP to do the following:
*Add a new SFX to a Power Set.
*Add a new D6 power trait to a Power Set.
*Step up a D6 power trait to D8.
*Remove a Limit from a Power Set that has two or more Limits.
*Unlock a major Event resource.

You can spend 15 XP to do the following:
*Step up a D8 power trait to D10.
*Replace an existing Power Set with a new one.
*Add a new Expert Specialty or upgrade an existing Expert to Master.

You can spend 20 XP to do the following:
*Step up a D10 power trait to D12
*Gain an entirely new Power Set (limit 3).
*Add a new Master Specialty or upgrade an existing Master to Grandmaster.

You are a local hero who gains advantages by championing the cause of the city you protect and serve.

[5 XP/10 XP/15 XP] Positive Press. For 5 XP An article about you or your team appears in one or more major local news publications, and news reports about your activities are shown on television. For 10 XP a major local media outlet wants to interview you or your group (your choice). For 15 XP a national or international media outlet wants to feature you or your group (your choice) in an extended news report.

[5 XP/10 XP] Embedded. Most major news sources are taking sides of of being anti-mutant or pro-mutant rights. For 5 XP, a journalist puts a hold on a story or photo for up to a few days. For 10 XP, the reporter kills a vital story or photos, keeps knowledge private, and possibly destroys all records.

[5 XP/10 XP] Law Enforcement Ally. For 5 XP you gain an ally in the police force who is a beat cop. For 10 XP You gain an ally in the police force who is a detective or SWAT team officer.

[5 XP/10 XP] Deputized. For 5 XP You become a reserve member of a local law enforcement agency. For 10 XP You become an active member of a local law enforcement agency.

[5 XP] Friends in High Places. You have an ally with influence in government or law enforcement. For 5 XP, you can delay the filing of charges against you or your team for a crime you are believed to have committed (whether you did or not) for a few days while you work to clear your name or set things right. For 10 XP, the ally destroys evidence of the alleged crime, leaving you free from repercussions for the foreseeable future.

[5 XP/10 XP] Hero of the People. For 5 XP, when you interact with ordinary residents of your city, you can use the distinction Hero of the People d8. For 10 XP, when you interact with ordinary residents of your city, you can use the distinction Hero of the People 2d8.

[5 XP] Heroic Contact. You gain access to the database of a more established hero or team of heroes during a transition scene. This allows you to access a specific piece of sensitive information before the next action scene.

[5 XP] Heroic Mentor. You are given advice on a specific situation by an experienced hero during a transition scene. This strategic advice gives you a free d12 effect die you can apply once during the Act, either to use as the effect die of a single reaction roll in place of your existing effect die, or to create an asset.

[5 XP/10 XP] Heroic Allies. You can call in a member of another team of heroes operating in or near your home city. You can request a specific hero, but the Watcher has final say over who is available and willing to accept. For 5 XP, the hero shares a Specialty with you for the duration of a Transition Scene or the hero provides you a resource die from one of his Specialties for one Action Scene. For 10 XP, you can get both of the 5 XP options or the hero backs you up as a supporting Watcher character for the duration of an Action Scene.

General Headquarters Unlockables

[10 XP] Artificial Intelligence: In your headquarters, when using Tech stunts or resources in a roll, you may spend 1 PP to add a D6 and step up your effect die.

[10 XP] Technology Workshop: In your headquarters, you may spend 1 PP to add a d6 and step up your effect die by +1 step when creating Tech related assets. You may also spend 1 PP to step up a Tech resource while in your headquarters.

[10 XP] Mystic Library: In your headquarters, you may spend 1 PP to add a d6 and step up your effect die by +1 step when creating Mystic related assets. You may also spend 1 PP to step up a Mystic resource while in your headquarters.

[15 XP] Sanctum: In your headquarters, when you create a Mystic related resource or stunt, you may step up the lowest doom die to step up the resource or stunt.

[10 XP] Infirmary: In your headquarters, you may spend 1 PP to add a d6 and step up your effect die for recovery rolls on Physical and Mental stress.

[10 XP] Science Lab: In your headquarters, you may spend 1 PP to add a d6 and step up your effect die by +1 step when creating Science related assets. You may also spend 1 PP to step up a Science resource while in your headquarters.

[10 XP] Vehicle Pool: In your headquarters, you may spend 1 PP to add a d6 and step up your effect die by +1 step when creating Vehicle related assets. You may also spend 1 PP to step up a Vehicle resource while in your headquarters.

[15 XP] Security System. When hostile forces enter or attack your headquarters, any player may spend 1 PP apply a d6 Security Countermeasures complication to all attackers until the security system is disabled.

[15 XP] Automated Defenses. You may spend 1 PP to step up the Security Countermeasures complication inflicted on a specific opponent by the Security System feature. You cannot step up that complication above d10 with this particular Unlockable (though you can do so by other means). Requires Security System.

[15 XP] Ongoing Improvements. By making the maintenance and continued improvement of a headquarters feature a consistent priority, you can improve the effectiveness of that feature. Choose one of the following Unlockables that you have already unlocked: Artificial Intelligence, Technology Lab, Mystic Library, Infirmary, Security System, Science Lab, Vehicle Pool. When the selected Unlockable allows you to add a d6 to a roll, you may instead step that die up to d8. Requires one of the above listed Unlockables.

[15 XP] World-Class Facility. Choose one of the following Unlockables, which you must have also upgraded with the Ongoing Improvements Unlockable: Artificial Intelligence, Technology Lab, Mystic Library, Infirmary, Security System, Science Lab, Vehicle Pool. When you use the feature of each of those Unlockables that adds a die to a roll and steps up an effect die automatically, you need not spend the 1 PP listed as a cost. Features that step up resources are unaffected (and still cost 1 PP). Requires Ongoing Improvements and one of the above listed Unlockables.

As a player, you always have the option to spend 1 XP to add a Plot Point to your current pool of PP. This also increases the minimum PP you start each session with by +1 to a maximum of 5 PP (with 4 XP spent).

Also note that Milestones can also be altered, even replaced, without having reached the 10 XP trigger (the character will just miss the opportunity to gain XP that way) during Transition Scenes as long as a narrative explanation is provided to describe why the character's motives changed, why the former milestone is no longer relevant, and why the new milestone has become the center of the character's focus.
This message was last edited by the GM at 02:48, Fri 18 Jan 2019.
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