Yurath Superheroes Creation Rules
Character Creation Guidelines
Power Points: 150
Main Changes from Aylanae House Rules:
- Combat Mastery advantage was removed. You must now take Close Attack/ Ranged Attack again as normal in the core rules.
- Accurate extra was nerfed to only grant +1 to hit instead of +2.
- Especially broad powers (generally spellcasting arrays) requires the Varied Array Extra.
- The Spellcasting Flaw was added to represent verbal and somatic gestures.
- Vehicles now effectively get Agile for free, thus you may use your piloting bonus to boost their defenses.
- This game doesn’t use the lethal damage type, at least not on PCs. NPC on NPC violence may suffer instant kills though.
- Reach extra now grants a benefit for close combat.
- Added two new advantages: Great Fortitude and Iron Will, to encourage more diverse fort/will scores.
- Multi-attack’s cost has been reduced to a flat 5 points.
- Improved Critical Advantage now costs double (2 points per rank)
- The Charge-Up drawback was added to reflect powerful attacks that need to be charged.
- Increasing the area on an area effect is now cheaper.
- Impervious was improved.
- Senses rules have been redone, mostly for clarity.
- Ability scores now add double their rating to their key skills. So a 4 agility will be a +8 to agility based skills.
- You now get 3 skill ranks instead of 2 per point spent on skills.
- Combat skills were removed, instead just take limited flaw on close attack and ranged attack advantages (this is so that they didn’t become too easy to get combat bonuses with the increased skill ranks)
- The subtle modifier was slightly tweaked to have more levels. Overall this makes it a cost increase.
- Mind reading has been redone to be simpler and require less extraneous rolls.
- Communication power was changed to a 1-3 point feature. Using mental communication was made its own power called Telepathy.
• Dexterity now adds to initiative (in addition to agility)
• Each rank of presence you possess now gives you a free skill rank.
• Ability scores now add double their rating to their associated skills.
• The dazed condition now inflicts a -2 penalty to all close range attacks. This penalty is not cumulative with the charge maneuver. Effectively while dazed, you are always charging, even against an adjacent foe.
• The Fortitude DC to resist the dying condition is now 10 + damage rank that sent the creature to dying, with an additional +5 to the DC if the attack was a critical hit.
• Dying rolls are made in secret so that others aren’t sure how close a given creature is to death.
Skill ranks per point
You now get 3 skill ranks per character point spent on skills (raised from 2 ranks per point).
Close Combat and Ranged Combat were removed as skills. Though you may get a similar effect by taking Limited on the close attack/ranged attack advantages.
Applying Extras and Flaws to Skills is not specifically covered in the rulesbook, but there’s no reason not to.
The general usage is :
• if the character knows only one application of the skill it’s a Limited 2
• if the character knows only 2 or 3 applications of the skill it’s a Limited 1
• other cases are Quirks
Some Skills necessitate some adaptation – for instance Stealth has only two applications, and the tailing application is of less value than the hiding one. Not knowing the tailing application would be just a Quirk, and only knowing the tailing application would be a Limited 2 – unless tailing people is of particular importance in the campaign. Likewise most applications of Insight are seldom used in most campaigns.
As with all uses of the Limited Flaw, the GM should consider whether what is actually lost indeed represents about 50% (Limited 1), or about 80% (Limited 2) of the usefulness of the Skill.
In practice, the Limited Flaws used for Skills are almost always those :
• Deception (Limited 1 – no Disguise or Feinting)
• Sleight of hand (Limited 2 – Only for Concealment)
• Technology (Limited 1 – Only for Demolitions, Security and Operating)
• Technology (Limited 2 – Security application only)
• Technology (Limited 2 – to Demolitions application)
• Treatment (Limited 1 – Revive and Stabilise only)
• Vehicles (Limited 1 – Common land and air vehicles only)
• Vehicles (Limited 1 – Common and military air vehicles)
• Vehicles (Limited 1 – Common and military ground vehicles)
• Vehicles (Limited 1 – Common sea and ground vehicles)
• Vehicles (Limited 1 – Military sea and ground vehicles)
• Vehicles (Limited 2 – Common land vehicles only)
Limited Expertise Skills
You can also apply limited flaws to expertise skills assuming it represents a subset of a larger expertise. For instance, knowledge of a certain type of magic instead of knowledge of magic in general. Generally each time the skill loses 50% of its usefulness, that counts as an extra level of limited.
The GM may also rule that certain expertise skills which don’t cover broad areas or are of limited use in the campaign setting may count as limited innately and thus be cheaper.
Skills which are effectively background skills with very limited practical value can be treated as limited 2 or 3. So if you wanted your character to be good at singing, you could take a singing expertise at limited 3. This allows characters to be good at minor tasks without costing a lot of points.
• Immobile has become a 1 degree affliction. It made little sense when compared to stunned at 2 degrees.
• The cost for hindered is now a +1 point flat cost which allows you to add it to all tiers of your affliction. This is in addition to any other conditions the affliction has.
• Add blinded to the list of rank 2 afflictions.
• The controlled and compelled conditions now count as 2 conditions instead of 1, and thus require the “Extra condition” extra to take.
• Having a limited version of disabled or impaired (such as vision disabled or fighting impaired), takes 1 less degree than normal, though you can never have a condition that works on a successful resistance.
• Instead of choosing an affliction of the appropriate tier, You can get 2 afflictions of a lower tier that apply instead. So instead of taking stunned as a “fail by 2” affliction, you can opt to take impaired and dazed, in which case a target that fails by 2 degrees would be affected by both.
• New movement afflictions have been added. There is no save required to remove these afflictions unlike typical afflictions. The result is permanent but can be removed simply by moving back to where you were.
Knocked Down (1 degree): The target is knocked prone, though is not held this way, so does not require a save each turn to remove the condition, he merely stands up.
Jaunted (2 degree): The target is teleported up to 500 ft in a direction of your choice. You may not teleport him into a solid object, but you may teleport him into midair. There is no save to remove this condition. There is no save required to remove this affliction.
Banished (3 degree): The target is teleported up to the rank of the affliction in distance rank, or he is banished to another dimension, depending on the flavor of the power. Dimensional banishment is only appropriate if dimensional travel exists.
• If using radio communications or some form of media that requires a receiver, this is a 1-3 point feature. For telepathic communications, a new power called Telepathy (new Effect) was created.
• Visual senses now require 4x ranks, instead of double.
• Auditory senses now requires 2x ranks.
• Area version concealment that remains in an area no longer costs extra. A smoke cloud is significantly less useful than being invisible yourself.
• A new extra can be taken for +1 cost per rank which makes the duration of create instantaneous. This allows it to be put into an array and create real permanent objects.
• For strength-based damage with costs per rank greater than 1, characters are no longer required to purchase extras like ranged to get benefits from their strength. Instead divide their strength by the cost per rank to get the amount of strength added. Example: Ranged Strength-based damage has a cost per rank of 2. Thus if you had 6 strength, you would add 3 (6/2) instead of 6 to the damage when using that attack assuming you didn’t pay to add ranged to your strength separately. You are still free to purchase extras to account for your strength as you did before, though you no longer have to using this variant.
• The following extras can be taken, they are normally benefits from the movement category though have been made cheaper.
Safe Fall (Flat +1 point): So long as you’re capable of taking actions, you suffer no damage from falling.
Slithering (Flat +1 point): Move normally while prone and suffer no penalty while attacking while prone.
Sure-footed(Flat +1 point per rank): Reduce the speed penalty for moving through or around obstacles by 1 for each rank of sure footed.
Wall-crawling (Flat +1 point per rank): One rank of wall crawling lets you climb at your ground speed -1 with no check required, though you’re still vulnerable while climbing. 2 ranks allows movement at full speed and without being vulnerable.
Water Walking (Flat +1 point per rank): One rank lets you move your ground speed on the surface of water, quicksand or other liquids without sinking unless you fall prone or can’t move. With 2 ranks you must no longer move to walk on water, and can lay prone.
• The persistent modifier costs +1 per rank instead of +1 flat, identical to persistent for regeneration. (This seems to be an error in the book)
• Healing now requires a DC of 10 + the damage rank of the effect that inflicted the most serious wound on the target. A critical hit also increases this by +5, though other modifiers to damage DC such as power attack do not increase it.
• Healing others with a touch healing requires an attack check, though they are considered vulnerable if they want to be hit.
• You can’t revive an unconscious or dying character to combat. At most you just stabilize them. Even if fully healed of all damage conditions, they require a minute to recover.
• The Resurrection extra no longer has a separate DC, instead a character must succeed on a normal heal check by at least 2 degrees of success to resurrect a dead target.
• The “Action” extra specified is removed (it seems to be a relic of an earlier edition as it references what seems to be an inverse increased action extra that doesn’t exist). To make matters worse, the extra never actually specifies what kind of action the modified healing is, so it’s easier to simply remove this.
• The cost of illusions are halved. Visual only illusions cost only 1 point/rank, while lesser senses (like hearing/etc) cost half a point per rank.
• You may add your intelligence rank to the illusion rank for the insight DC (the illusion DC isn’t capped)
• Detailed (New Extra): For a flat cost of +1 per rank, you may increase the insight DC of your illusions by +2 per rank. This is not capped by power level.
• Immunity is still allowed but generally being discouraged except in extreme cases. In general it should be replaced with a limited form of protection. A creature made of fire for instance could be immune to fire, but for general fire resistance, take limited protection.
• Invisibility costs double the listed price.
• Cost increased to 5/rank (due to requiring extra affliction for mind control status effects)
The rules for this power were replaced. See the revised Rules here Mind Reading Redone.
• Wall crawling, slithering, sure-footed, water walking and safe-fall were moved to modifiers to ground speed (with cost reductions).
• There are also degrees of limitations for limited protection, meaning that limited was taken one or more times. Limited 1 means that the limited flaw was taken once, limited 2 means it was taken twice, etc. For a corresponding -1 cost per rank for each time it was taken. So limited 2 grants you-2 cost per rank.
Limited 1 – About 40% or less of likely attacks
Fortitude examples: Pathogens (covers Toxins and Disease)
Will examples: Magic, Telepathy
Toughness examples: Electromagnetic Energies, Physical Impacts (covers Blunt Impact, Sharp Impact, Structural Impact – the equivalent of DCH Skin Armour), Cellular Trauma (covers Corrosives, Flame, Disintegration, Compression/Pressure, and Radiation)
Limited 2 – About 20% or less of likely attacks
Fortitude examples: Poison, Temperature Extremes, Vibration/Sonics, Pain/Torture
Will examples: Emotion manipulation, Hypnosis, Mind Control — those are best expressed as a small suite (three or so) of related Conditions from the Affliction table — Pain/Torture
Toughness examples: Heat/Cold, Blunt Impact (includes Unarmed), Sharp Impact (includes Slashing, Piercing, Ballistics, Claws, Arrow, etc.), Structural Impact (Falls, Explosions, Collisions with a large object, Compression/Pressure…), Electricity/Magnetism, Corrosion (acids, alkalines, oxidizing chemicals), Vibration/Sonics
Limited 3 – About 10% or less of likely attacks
Fortitude examples: Disease, Electricity, Heat, Cold, Pressure, Sonics, Bright Lights, Radiation, Compression/Pressure, Vibration
Will examples: A specific school of magic, a specific sort of character interaction (such as making the character feel a given emotion), a specific compulsion or power (often expressed as a particular Condition)
Toughness examples: Sonics, Lightning, Ballistics, Flame, Cold, Slashing & Piercing, Falls, Lasers, Acid, Disintegration, Compression/Pressure, Radiation, Unarmed, Vibration
• Permanent Limited protections will not count against PL cap unless a character takes multiple limited protections such that they are gaining the bonus against more than 50% of attacks. Thus you are allowed one limited 1 protection and one limited 3. Taking the second chance advantage counts as taking a limited 3 protection for purposes of this. Further protections will result in you having to apply the PL cap. Keep in mind that this limit applies to added defenses as well, from advantages such as inventor, so if you have these, you must either remove one of your existing defenses, or deal with being capped.
Senses have been reworked. See Senses Redone for details.
• A new extra can be taken for +1 cost per rank which makes the duration of transform instantaneous. This allows it to be put into an array and make permanent changes to objects.
If you have no equipment granted protection effects (such as mundane armor or a shield), this advantage also grants a +1 dodge bonus versus area attacks in addition to its usual use. This dodge bonus goes away if the character is vulnerable. The dodge bonus against area attacks can transcend power level caps.
Removed. The benefits from this advantage have been lumped into Defensive Roll.
This advantage now costs_ 2 points per rank._ It also no longer requires you choose a weapon, and applies to all attacks. (Since the advantage can be built into a power or weapon itself (and for cheaper), it seemed counterproductive to screw over someone choosing it as a base advantage and limiting them to using it only with one attack form, since they could easily put those powers into an array and take it for each one. )
The rules do not define what’s an appropriate scope for Second Chance – what is too broad a Descriptor and what is too narrow. See the modified protection power for the table of effects. Second chance is limited to taking only a limited 3 toughness attack form (such as falling damage) or a limited 2 fortitude or will effect, such as poison. A character can only take this advantage up to 2 times and it counts against his limited protection cap (see limited protection).
Bonus reduced from +2 to +1.
Alternate Effect (Extra)
Characters can devote more points to an array than are necessary for the highest power, creating what is known as a “broad array”. In a broad array, characters can have multiple array elements active if they can afford them all with the total points in the array. Note that if you don’t purchase the dynamic extra, you must pay for the array element in full to activate it.
This extra has largely been replaced by a variety of new afflictions. Instead use afflictions as it is more balanced.
• A line area starts at 60 ft (rank 1) instead of 30 ft.
• Increasing the size of the area no longer requires paying +1 cost per rank, instead it is a flat +3 per area increase.
Continuous effects can no longer be used on alternate effects nor can it have alternate effects, similar to a permanent effect (however see Create and Transform for new instantaneous modifiers). However the cost of continuous has been reduced to +1 flat.
You can only take this flaw if your dodge is at least equal to 3/4 your power level (round up).
• Impervious fortitude and will totally nullify effects up to their full rank, not half the rank.
• Impervious toughness grants two rolls (take the best) on toughness rolls for damage effects whose rank is equal to or less than the full rank. This in addition to the the usual benefit of totally nullifying effects of half rank (rounded up).
Increased Range (Extra)
Attack or Control powers made into perception range require a line of effect to the target, not simply line of sight. This prevents usage of breaching vision with perception attacks to create the ultimate “kill from anywhere” combo. Attack or control powers with perception range as their base (such as illusion) do not have this limitation, only powers with the increased range extra.
The wording on this effect is a mess, so for purposes of the game I’m just going to ignore it and provide a few example ratings and what they do.
Indirect 1: Emerges in a single general direction from a physical object which isn’t generated by an effect (such as create). Examples include a thrown boomerang which comes back towards you, or a sentry gun which can fire in a narrow fire arc.
Indirect 2: An attack from the ground or the sky, coming straight up or straight down. Attacks which require you to be outdoors may also quality for the Limited flaw.
Indirect 3: An effect which emerges from another effect or a common terran. For instance, something that comes forth from a portal you create, or something that emerges from a created object/summoned creature etc. It also includes attacks that emerge from any point from the ground, or from any water.
Indirect 4: An effect which emerges from anywhere within range that you can see or otherwise sense.
This extra now costs a flat +5 points instead of +1 cost per rank.
Penetrating has been replaced by the new armor piercing modifier (see new modifiers)
When using an effect with reach, close attacks against you with inferior reach suffer a -2 penalty to hit you, so long as the character is aware. At the GMs option, an attacker may elect to ignore the reach penalty, and grant a free attack to the character with the reach weapon. The GM may also remove the reach penalty in cases where the attacker is being swarmed by attackers, or doesn’t have room to back up and utilize the advantage of his reach weapon.
Secondary Effect (Extra)
You can buy this effect multiple times, each time you do it creates another round of continuing damage.
The cost of this modifier has been changed.
• Flat +1 point: The effect can be detected via a DC 20 perception check.
• Flat +2 points: The effect can be detected via a perception check DC of 20 + your power level.
• Flat +3 points: The effect requires a special sense to detect it and a perception check of DC 20.
• Flat +4 points: The effect requires a special sense to detect it and requires a perception check DC of 20 + your power level.
• +1 cost per rank: The effect is entirely undetectable save via a complication.
If the “5 uses” version is used on multiple powers in the same array of alternate effects, they all share the same pool of 5 uses instead of having a separate pool.
Bag of Tricks (General, Ranked [1/2 PL])
For each rank in this advantage, you may execute a power stunt without suffering the effects of fatigue. Your free tricks refresh when your hero points refresh at the beginning of an adventure. You can also spend your trick points to jury-rig inventions and use an invention a second time in an adventure, as though you were spending a hero point.
Rapid Fire (Combat • Ranked)
You must buy 5 ranks in this advantage, and it allows you to assign the Multiattack Bonus to one Rank of an ability among a broad group. This works like the Close Combat and Ranged Combat Skills – for instance valid applications are Rapid Fire (Firearms), Rapid Fire (Swords), Rapid Fire (Unarmed) and Rapid Fire (Fire powers), whereas Rapid Fire (Melee Weapons) or Rapid Fire (Powers) are not allowed.
Great Fortitude (General)
If your Fortitude is at least twice your will and has remained that way for at least 1 hour, You gain a +2 bonus to fortitude. This benefit ignores power level caps. You must maintain a fortitude that is twice your will (without the +2 bonus) to continue keeping this bonus.
Iron Will (General)
If your Will is at least twice your fortitude and has remained that way for at least 1 hour, You gain a +2 bonus to Will. This benefit ignores power level caps. You must maintain a Will that is twice your Fortitude (without the +2 bonus) to continue keeping this bonus.
Armor Piercing (Extra)
Cost: Flat +1 per rank
When an attack with Ranks in the Armor-Piercing Extra hits, check whether the target has ranks of Impervious Toughness applying against the attack. If so, each Rank of Armor-Piercing negates the Impervious Extra of one rank of Toughness.
If no Impervious Toughness applies against the attack, each rank of Armor Piercing negates a Rank of Protection, if and only if this Protection is Limited and specifically lists the attack’s Descriptor among the damages it applies against.
Charge Up (Flaw)
Cost Reduction: -1 cost per rank
This can be applied to Attack powers. It requires the power to take a full round to charge (requiring the character to use both move and standard action) and visibly be charging the power in some fashion. A character charging a power is considered vulnerable. The power can be released next round as a standard action. A character treats his power level as being 2 higher for purposes of determining the power level caps of this power.
Cost: See below
The Effect with this Extra affects the target once immediately, and will keep attempting to affect its target(s) with a set periodicity after that. Like with the Secondary Effect extra, subsequent attacks do not cost Actions, but neither can they stack with subsequent uses of the Effect by the Character – see the Secondary Effect Extra (DCA p132).
The initial attack is solved normally. Starting with the first Chronic attack onward, it becomes possible for the target to beat the Effect. If the target succeeds against the Effect with 2+ degrees, the Effect is gone and will never attack again.
There exists five Ranks of the Chronic Extra :
• Chronic 1 lets the Effect attack on its own every 14 Ranks of time after the initial attack (one day). This costs a flat 1/Rank – thus one point (like a Feature 1).
• Chronic 2 lets the Effect attack on its own every 9 Ranks of time (one hour). This costs a flat 1/Rank – thus two points (like a Feature 2).
• Chronic 3 lets the Effect attack on its own every 5 Ranks of time (four minutes). This costs +1 per Rank
• Chronic 4 lets the Effect attack on its own every 2 Ranks of time (30 seconds or five rounds). This costs +2 per Rank
• Chronic 5 lets the Effect attack on its own every turn. This costs +3 per Rank, similar to making an Instant Effect Continuous.
Limited Penetration (Flaw)
Cost Reduction: Flat -1 point
If the target has any form of protection advantage, it counts as though it was impervious (using standard impervious) . If it is already impervious, halve the damage rank of the limited penetration attack.
This can only be applied to attacks which target toughness.
Cost Reduction: -1 point per 10 points (or -1 per 5 points, see text)
Applied to a full power, instead of an effect, this has the power require hand gestures or a verbal component to activate. This makes use of the power very obvious (and thus may not be taken with noticeable or subtle). It also limits the character to speaking for use of the power, or requires both hands free, thus effects that bind the character, such as grappling will restrict hand movements and anything that inhibits the ability to speak will prevent verbal effects.
If a character uses only hand gestures or verbal components, this flaw lowers the cost of the power by 1 point per 10 points of the power. If the power requires both, then increase this to 1 point per 5 points of the power.
Varied Array (Extra)
Cost: +1 point per 5 total points of the power.
This ability is generally reserved for powers (or usually arrays of powers) which have a very broad range of potential applications, such as spellcasting which can potentially do all manner of effects and aren’t limited to a specific theme like magnetism, fire control, etc.
It allows stunts in this power to have a much broader range of effects.
Improved Critical Hit Afflictions (variant): Instead of inflicting +5 to effect DC, you can instead opt to add an additional affliction (as though it was linked) to the attack. The affliction has a rank equal to the rank of the initial effect that scored the critical and uses the same defense that the triggering attack uses (and the same resistance roll).
Improved Power Stunts: Using a power stunt to create an instantaneous one-shot effect gains a bonus 5 points that may be allocated to it, beyond the normal pool that may be used. In addition, the power stunted power may treat its power level caps as though your PL was 2 higher. So a PL 8 character power stunting off a 15 point power grants 20 points for the stunt and the new power is capped as though the character was PL 10.
Power Strain (GM’s Guide): When using a power, you can opt to take a penalty to the ranks of that power (up to -5) to gain a +5 bonus to the power for its next use (or one round for long term powers). So you could strain a damage power to give it +3 ranks, but it would thereafter have a -3 penalty to its ranks. Recovering strained powers takes an hour per -1 penalty. When straining a power that is part of an array, the entire array suffers the rank penalty. The bonuses from power strain are not subject to power level cap limits.
You cannot power strain equipment or vehicles, though you can power strain a device.
Heavy Damage (Optional Variant): When making damage resistance checks, the penalty you suffer to future damage resistance rolls is equal to your degree of failure instead of always being -1. For instance, if you fail a damage resistance check by 2 degrees you suffer a -2 penalty to future damage resistance checks instead of -1.
Strength Damage on ranged weapons (Equipment Guide): When using a strength-based attack with ranged or some other modifier that increases the cost per rank, if you have not paid extra to include your strength bonus, you may instead add your strength divided by the cost per rank of the effect. For example, a ranged damage effect would add half your strength.
Alternate Vehicle Rules
When determining the defense of a vehicle, a driver/pilot can add half his Vehicle skill’s bonus, rounded down, to the defense of his vehicle (still applying the base defense penalty for vehicle size). This cannot exceed the cap based on power level. This only applies if a vehicle is moving relatively quickly and taking evasive actions. A stationary vehicle is considered defenseless and a vehicle that is moving slowly is considered vulnerable.
Vehicle Exposure and Attacking pilots
Characters in vehicle are not always immune to attack. Depending on the nature of the vehicle, a character inside a vehicle might be attackable. When attacking a character in a vehicle, do not use the character’s active defenses, but rather use the active defense of the vehicle, removing any penalties for the vehicle’s size. Damage to the character is resisted using his own defenses. All of them are vulnerable to perception effects.
Open: An open vehicle does not provide any cover for the user, like a motorcycle. Entering or exiting such a vehicle requires no action, it can be done part of movement. Area effects damage both the vehicle and the character.
Half-Open: A half open vehicle, like a car or plane cockpit, provides cover for the person inside (though he can still be attacked). Entering or exiting a half open vehicle requires a move action. Targeting someone inside is a -2 penalty for basic cover. Characters inside receive a +5 bonus against area effects unless they can permeate the vehicle (such as an electricity attack).
Slit: This vehicle grants the character a greater variety of cover. Granting a -5 penalty to target the character. Entering or exiting a vehicle of this type requires a standard action. Characters inside can’t be hit by area effects originating outside the vehicle, unless they are sense based or can otherwise permeate the vehicle (such as an area electricity attack)
Closed Vehicle (1 vehicle point): A closed vehicle offers full cover for the person inside. Entering or exiting a closed vehicle requires a standard action. Attaching this modifier to a vehicle costs 1 VP. Generally closed vehicles require some kind of electronic interface for someone to pilot them. Characters inside can’t be hit by area effects originating outside the vehicle, unless they are sense based or can otherwise permeate the vehicle (such as an area electricity attack).
Vehicle Start Up
Unless otherwise stated, it can be assumed that starting a vehicle takes time. For simple vehicles like cars, this is only a move action to start the ignition. For more complex vehicles this can be particularly longer.
Vehicle Damage and Destruction
Vehicles make toughness checks to resist damage as any object does.
One Degree of Failure: Vehicle is damaged, taking a cumulative -1 penalty on future toughness checks until repaired.
Two Degrees of failure: Vehicle is damaged, disabled and hindered. A vehicle check may be required for a vehicle in tight quarters not to lose control and crash.
Three Degrees of failure: Vehicle is wrecked. It can no longer be operated and the passengers must exit it. If in motion, the vehicle goes out of control and may crash. The passengers take half the damage of any attack that causes this level of damage.
Four Degrees of Failure: Vehicle is scrap metal. It is entirely beyond repair. The passengers take full damage from any attack that causes this level of damage.
New Combat Actions
Throw (standard/Free action)
You can throw a creature you’ve grabbed or an object you’re holding. Tossing an object or creature indiscriminately in a general direction is a free action. Tossing one at a specific target requires a standard action. If you only have a 1 degree grab on the creature, treat your strength as halved for purpose of the throw.
Throwing Distance: You can throw an object a distance rank up to (your Strength rank – object weight rank). If throwing a non-aerodynamic object, this is further reduced by 1, and if the target is unbalanced (such as top heavy), subtract a further -1 penalty. Unwilling creatures are always considered both.
Throwing Objects at another creature: You can toss an object at a creature. Treat this as a ranged attack, with a damage equal to the mass rank of the object + half your strength (round down). If the object is especially large, you can treat it as a ranged area damage effect with a rank of half your strength and half the object’s mass. All applications of this are still capped by power level.
Throwing Creatures: Throwing a creature behaves similarly to an object. If a creature you’ve thrown hits a solid wall, it takes damage equal to the toughness of the object or your strength (whichever is less).
Throwing a creature upwards: Generally it’s assumed that you’re throwing a creature for horizontal distance and not upwards, if you’re throwing a creature straight upwards for the purpose of dealing falling damage to the creature, subtract an additional point from the distance rank you throw the creature. It takes falling damage based off the distance fallen.
Power Attack: Power attack does not help to breach impervious toughness. While it does increase the effect DC, it does not actually add more ranks to the damage effect.
Healing/recovering from Damage: When removing effects from damage, such as staggered, this is considered separate (and must be removed separately) from the -1 to damage resistance that also comes with it. You do not heal them both as part of healing the staggered condition.
Homing (Extra): Since maintaining a homing attack requires a free action, you cannot switch to another power in the array without losing the homing attack. Further a power with homing can get a total of one attack roll against a given creature, so you cannot launch two separate attacks in the same round against the same creature with the same homing power.
Recovery Shock: Recovering from being unconscious requires a shock period of 1 minute to recover and be able to act normally again. Thus healing such conditions is not instantaneous.