HOUSE RULES
BASIC RULES
ABITILITIES
TRAITS
SIZE |
ATTACK/ DEFENSE |
STRENGTH (Minimum 1) |
TOUGH |
GRAPPLE |
STEALTH |
INTIMIDATE |
RANGE INCREMENT/ MOVE SPEED/ CARRYING CAPACITY |
| Small | +1 |
-4 |
-1 |
-4 |
+4 |
-2 |
3/4 |
| Tiny | +2 |
-8 |
-2 |
-8 |
+8 |
-4 |
1/2 |
| Diminutive | +4 |
-12 |
-3 |
-12 |
+12 |
-6 |
1/4 |
| Fine | +8 |
-16 |
-4 |
-16 |
+16 |
-8 |
1/8 |
| Miniscule | +12 |
-20 |
-5 |
-20 |
+20 |
-10 |
1/12 |
NEW POWER FEAT:
Power Manipulation: This power feat is identical to the Luck feat, except it can only be used to make an alternate power feat for a power or an array. Like the Luck feat, this can be used for one use (until the power is turned off, or used once in the case of instant powers) and it must be a reasonable use of the alternate power.
This is ideal for spell casters, elementalists, and other character who should have a wide variety of powers at their disposal but not regularly available.
Sample feat typess include: element manipulation, energy manipulation, magical manipulation, techonology manipulation, etc.
This feat does NOT add to the points available in an array.
Cost 1pp per use per day.
CHARACTERISTICS
COMBAT
When an attacker hits, they roll a d20 and add the damage of their attack (e.g. for a Blast 10 roll a d20 + 10).
Compare the result to the target's Toughness:
Toughness +7 = Bruised (+Injured)
Toughness +11 = Stunned + Bruised (+Injured)
Toughness +16 = Staggered + Stunned (+Disabled)
Toughness +21 = Unconscious (+Dying)
The attacker is rolling, so of course, the attacker can use a Hero Point to re-roll damage.
The defender isn't rolling, so can't spend a Hero Point to re-roll anything. Instead the defender can spend a Hero Point to reduce the result one category (after the attacker has finished re-rolling, etc). So if the attacker gets a Staggered result, the defender can spend a Hero Point and move that up one bracket to Stunned instead.