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Old 01-22-06, 09:19 PM   #1
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Record - Living Supers Approved Rules Content

This thread is for Approved Rules Content. It will be compiled by the Living Supers Judges.

Last edited by Living Supers Judge : 01-22-06 at 09:29 PM.
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Old 01-22-06, 09:23 PM   #2
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Approved Uniforms

Suit Description:
The uniform of the Resolutes is a one-piece body stocking, that is made of a suitibly advanced super-science material such that it is undamaged by its wearer's powers, in point of fact, each is fitted to the Resolute (powers, and size). The Uniform also comes with gloves and boots.

There are two main color schemes for the uniform, green with a yellow stripe running down the body's midline (with matching gloves and boots), for more visible occasions, and a second uniform of two tones of blue for more discrete functions. These are the standard that everyone is provided with.

Customization: Resolutes have a great deal of latitude in their uniform, so long as the standard design elements are there, including the Resolute emblem over the Left breast. Resolutes have at their option, the length of sleeves (sleeveless is an option). Also at the Resolute's option is the colors in the uniform, so long as it remains two-toned, as unrelieved black is deemed undesireable from a PR standpoint.



The emblem is an R with a Globe functioning as the inner part, it would go above the left breast.


- By Shalimar (Contest Thread)
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File Type: jpg Uniform.JPG (17.3 KB, 16 views)
File Type: jpg Emblem.JPG (4.9 KB, 16 views)

Last edited by Living Supers Judge : 04-03-06 at 03:32 PM.
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Old 04-03-06, 03:28 PM   #3
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Approved Powers

PROBABILITY CONTROL
Effect: Alteration
Action: Free
Range: Personal
Duration: Instant
Cost: 4 points per rank

You have some control over the otherwise random whims of chance. Each round you can make your Probability Control rank the minimum result of any one die roll you make. If the die comes up with a lower result, use your power rank instead. So if you have Probability Control 12 you can choose a die roll and be ensured a minimum result of 12 on the die, treating any roll of less than a 12 as a 12. A 20 on the die roll acquired through Probability Control is not considered a “natural 20.”

At rank 1 Probability Control only ensures that a natural 1 on an attack roll is not an automatic miss, if the total attack roll would still hit the target’s Defense. Higher ranks increasingly ensure reliably good outcomes (or at least a degree of immunity to poor ones) while the highest ranks ensure the character can regularly accomplish amazing things.

Probability Control’s maximum rank is the campaign’s power level or 20 (whichever is less). At the Gamemaster’s discretion, you can split your Probability Control among multiple die rolls in the same round, having a lesser effect. So, for example, you could split Probability Control 12 into two minimum die rolls of 6,or any other combination adding up to 12. In this case, the GM may wish to allow Probability Control ranks greater than 20, but with no more than 20 ranks assigned to any particular die roll in a round.

Extras
• Fortune (+1): You can grant the benefits of your Probability Control to someone else by touch.
• Jinx (+1): You can affect someone else with bad luck by touch (requiring a successful melee attack roll for an unwilling subject). The target gets a Will saving throw to avoid the effect. If it fails, on one of the subject’s die rolls for the next round (chosen by you), a roll equal to or less than your Probability Control rank is treated as a 1.
• Range (+1): You can use Fortune and/or Jinx at normal range as a +1 extra. For a +2 extra, you can use either at perception range. You must have the Fortune or Jinx extra(s) to benefit from this extra.

Flaws
• Limited (–1): You can only use the Fortune or Jinx ability of Probability Control; the power doesn’t benefit you. You must have the appropriate extra (Fortune or Jinx) to take this flaw.

-Submitted by Keia, from material by Steve Kenson
(Proposal Thread )

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