Monitor Duty (Freedomverse OOC)

So how about this...


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View attachment 84277
REAL NAME: Robert Anderson
ARCHETYPE: Totem (Spider)

PL 10 (150 Power Points)

STRENGTH 8, STAMINA 6, AGILITY 8, DEXTERITY 4, FIGHTING 12, INTELLIGENCE 4, AWARENESS 6, PRESENCE 2

POWERS (Origin – Empowered/Mystical)
*Dark Sight: Sense 2 – Dark Vision • 2pts
*Fast on his Feet: Speed 2 (base 120ft movement) • 2pts
*the Tarantula Sting: Affliction 8 (Dazed, Stunned, Paralyzed; Resisted by Fortitude; Flaw: Activation – Move Activation to ready the strike) • 7pts
*Super Leaping: Leaping 2 (base 30ft jump) • 2pts
*Wall-Walker: Movement 1 – Wall-Walking (½ Speed) • 2pts

ADVANTAGES: Agile Feint, All-out Attack, Defensive Roll 2, Evasion, Hide In Plain Sight, Improved Trip, Move-By Attack, Precise Attack (concealment), Power Attack, Takedown, Uncanny Dodge

SKILLS: Acrobatics 8 (+16), Athletics 8 (+14), Insight 4 (+10), Perception 4 (+10), Stealth 10 (+18), Treatment 6 (+10), Technology 2 (+6)

OFFENSE: Initiative +8, Unarmed +12 (Close, Damage +8), the Tarantula Sting +12 (Close, Affliction +8, Resisted by Fortitude)

DEFENSE: Dodge 22 (+12), Parry 22 (+12), Fortitude +6, Toughness +8/+6 (without defensive roll), Will +6

Totals: Abilities 98+ Powers 15+ Advantages 12+ Skills 21+ Defenses 4 = points

Complications: Trill of Adventure: as mild-mannered resident, Robert was shy and introverted. As Tarantula he gets to cut loss and with amenity can be the wise cracking, outgoing, thrill seeker he always has dreamed of being. Doing Good: Robert has always wanted to do the right thing. It why he went into medicine in the first place. As Tarantula he believes in fighting for what is right and believes in doing right no matter what. Enemy: the night Tarantula was created, a dark reflection was also born – the eight limbed villainess known as the Widower!! The freakish villain claims that her patron, an evil Spider like deity, warned her of Tarantula and goes out of her way to attack the hero whenever the opportunity arises. Identity: Robert works hard to maintain his secret identity, keeping his superhero antics apart and separate from his work at the free clinic. His personality is so different that some might claim he has a split personality… if they knew both were the same person.

History
Robert Anderson was a shy and introverted medical residence when one day while heading home after a double shift at the local emergency room he was crossing a bridge and saw three men beating up an old man. Normally Robert would have put his head down and walked on past but that night, for some reason, he did not. Instead he decided to get involved. To help someone in need.

Unfortunately for Robert, he was not a great fighter and the thugs beat him up also. Too make matters worse they threw him over the bridge to drowned. But he did not drowned…

As Robert slowly sank into the murky water a light started shining from below. As he felt his consciousness slipping away something spoke to him. It offered him help and the ability to strike back at the injustices of the world. That if Robert agree, the voice would grant him to ability to fight back at those whom preyed on the weak. Robert would be his avatar of justice … the Tarantula of Justice!!!

Personality
As Robert Allen he is introverted and shy. He works full time at a free medical clinic in a poorer part of town. He is not rich but happy with this aspect of his life. He helps a lot of people who would otherwise not see a doctor. He lives alone in a small apartment near the river and spends most of his free time (when he is not Tarantula) reading.
As Tarantula he is a wise-cracking, adventurous, outgoing hero. He lives for the thrill of fighting villains and saving people.

Tactics
Tarantula is a close in melee fighter but he likes to act with surprise when possible. His random like movement allow him to often hide or get behind those he is fighting and frustrating an opponent is a great side benefit.

2pp overpent on abilities. Athletics should be a total of +16. Fort and Will BOTH 6 may be a little dicey. I wont say no, but I like to give fair warning.

Point shaving suggestion: You could make Affliction and Alt power from Strength Damage.
 
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Hm! I made those complex powers and lost count at some point it seems! Thanks for checking me. I'll make the following changes:

Defenses: Add 4 to Parry, for 4pp.

Book Spells (Easily Removeable -14pp) 23pp (37pp)

- One Hundred Ways to Die - Damage (Ranged, Multiattack, PF Variable (Magic) 2, PF Accurate 2) +10, 30pp
This adds up to 34pp, 3pp/rank x 10 ranks + 4 power feats

- Hexat - Affliction (Perception vs Will, Ext Condition, PF Rvrsble; Impaired-Vuln/Disabled-Defenseless/Controlled-Unaware) +8
This would be 33 active pp, 4pp per rank x 8 = 1 power feat

- Disjoin - Nullify (Broad (magic), Perception, Simultaneous) +8
32pp if I do my math right. May need to put some feats or something on it.

- Thunder Road - Teleport (Accurate, Extended, Easy, Limited to Extended, PF Change Dir, PF Change Vel, PF Inc Mass +4) +7 (+6 from extended)
This would be 4pp/rank x 7 plus 6 pp for feats for 34 active pp

Total cost of changes is 6 points.

But since I overcharged myself by 10, that leaves me 4 points.

Probably put these into skills and/or advantages. I'll review my options.
 

If there's still room, I've got a brick...

PROMETHEUS

[TABLE="align: left"]
[TR]
[TD]
STRENGTH
2 (10)
STAMINA
2 (12)​
[/TD]
[TD]
AGILITY
3
DEXTERITY
3​
[/TD]
[TD]
FIGHTING
2 (6)
INTELLECT
2​
[/TD]
[TD]
AWARENESS
1
PRESENCE
1​
[/TD]
[/TR]
[/TABLE]


[TABLE="width: 100%, align: left"]
[TR]
[TD]POWERS: All from Mystical Helmet (Removable)
(Powers in green are not available, they are listed to indicate future advancement only)
Flight 9
Invulnerability
Enhanced Stamina 10
Enhanced Will 7
Impervious Toughness 12
Immunity 10 (Life Support
Immunity 2 (Critical Hits)
Immortality 0
Super-Speed
Quickness 2
Improved Initiative 1
Super-Strength
Enhanced Strength 8
Enhanced Strength 3 (Limited to lifting)
Power Attack
Fire-Bringer
Enhanced Presence 0
Shed Light: Environment 2 (Full Daylight, 60' radius)
Damage 2 (Strength-based, Only when Shed Light is active, damage type: fire)
Dazzle: Affliction 10 vs. Fort [Vision - Impaired, Disabled, Unaware] (Cumulative)
Forethought
Immediate
Enhanced Dodge 3
Enhanced Fighting 4
Senses 0 (Danger Sense - Mental)
Evasion 0
Uncanny Dodge 0
Long-Range
Senses 4 (Precognition)
Quick Change
Feature: Transforms into costume when putting on the helmet (free action)


ADVANTAGES
Benefit 1 (Police Powers)
Equipment 2


SKILLS
Athletics 0 (+2/+10)
Close Combat 2 (+4/+8): Unarmed
Deception 0 (+1)
Expertise 4 (+6): Police Detective
Expertise 1 (+3): Mountain Climbing
Insight 5 (+6)
Intimiation 0 (+1)
Investigation 4 (+6)
Perception 8 (+9)
Ranged Attack 2 (+5): Pistol
Ranged Attack 3 (+6): Throwing
Technology 1 (+3)
Vehicles 1 (+4)
[/TD]
[TD][/TD]
[TD]OFFENSE
Initiative +3 (+7)
Punch:+4 (+8), (Close Damage 2 (10) bludgeoning (+ 2 fire))
Throwing:+6, (Ranged Damage 2 (10) bludgeoning)
Dazzle: +6, (Close Affliction 10, cumulative [vision])
Pistol: +5, (Ranged Damage 3 piercing)


DEFENSE
DODGE +4 (+7)
PARRY +3 (+7)
WILL +1 (+8)
FORTITUDE +2 (+12)
TOUGHNESS 2 (12, Impervious 12)


CHARACTER POINT TOTALS
ABILITIES 32
POWERS 96
ADVANTAGES 3
SKILLS 17
DEFENSES 2

TOTAL 150​
[/TD]
[/TR]
[/TABLE]
[sblock="Equipment"]As Detective: smart/camera phone, handcuffs, flashlight, light pistol
As Prometheus: comm-link[/sblock][sblock=Background]Police cadet Luke Papadopoulos was on vacation, climbing in the Caucasus mountains, when a boulder rolled out from under his foot, pulling loose from the cliff face, and bouncing down the side of the mountain. In the space where it had been, he found an old bronze helmet, green with age. Later, when he tried it on, he found himself transformed into a titanic Figure: a foot taller, incredibly muscled, and he could fly! But where were his clothes? Removing the helmet returned him to his former self, clothes included. Luke smuggled the helmet back home, and became a full police officer the next year. Over the next few years, he worked his way up through the ranks, just recently making detective. During this time, he experimented with the helmet, and the powers it granted him, ultimately devising a costume moonlighting as the hero Prometheus.[/sblock][sblock="Complications"]Motivation: Doing Good.
Defenseless against Magic
Identity[/sblock]

You seem to have spent 99pp on powers (if Dazzle is close) and only 16 on skills (31 skill ranks) for a net of 2pp over.

I would consolidate the two ranged skills into Ranged Attack advantage. No real point savings but more benefit for same cost. It seems sort of strange he was a Mountain Climber with no ranks of athletics but you did buy expertise mountain climbing. So I guess you could sub that for climb checks on Mountains.
You could make Precognition "Uncontrolled" and save a couple of PP.
 

Supername: Grimoire
Real Name: Sandra Connor
PL 10 (150)
Hero Points: 1
Exp: 0

Abilities 32
Strength 0
Stamina 0
Agility 2
Dexterity 2
Fighting 0
Intellect 6
Awareness 5
Presence 1

Defenses 24
Dodge 10 (2 base + 8)
Fortitude 7 (0 base + 7)
Parry 4 (0 base + 4)
Toughness 10 (0 base)
Will 10 (5 base + 5)
Initiative +2

Skills 20 (10)
-----------------
Athletics +2 (2)
Expertise: Magic +8 (2)
Expertise: Science +10 (4)
Expertise: History +8 (2)
Insight +9 (4)
Investigation +8 (2)
Perception +6 (1)
Technology +8 (2)
Treatment 7 (1)

Powers
----------
Soul Spells (33pp)
- Magnus Warding - Create (Selective, Affects Insubstantial 2, Subtle 2) +9, 31pp
- Soul Hand - Move Object (Perception, Subtle 2, Precise 1) +9
- Manifest Soul (all powers are Sustained)
Enhanced Trait: Strength +7 (14)
Enhanced Trait: Fighting +6 (12)
Enhanced Trait: Fortitude +3 (3)
Enhanced Trait: Athletics +4 (2)


Book Spells (Easily Removeable -14pp) 23pp (37pp)
- One Hundred Ways to Die - Damage (Ranged, Multiattack, PF Variable (Magic) 2, PF Accurate 2) +10, 34pp
- Hexat - Affliction (Perception vs Will, Ext Condition, PF Rvrsble; Impaired-Vuln/Disabled-Defenseless/Controlled-Unaware) +8
- Disjoin - Nullify (Broad (magic), Perception, Simultaneous) +8
- Thunder Road - Teleport (Accurate, Extended, Easy, Limited to Extended, PF Change Dir, PF Change Vel, PF Inc Mass +4) +7 (+6 from extended)

Enduring Effects
Barrier Warding - Protection 10, 10pts
Accio Costume! - Morph 1, 5pts
Mystically Sensitive - Super Sense (Mental - Magic Awareness, Extended 1) 2pp

Advantages
---------------
Artificer, 1
Ritualist, 1
Equipment (5), 1
Ranged Attack, 4
Sidekick: The Grimoire (20pts), 4

Equipment
Smartphone, 2
Comm-link, 1
Mini-tracer, 1
Rebreather, 1

Totals:
Attributes: 32
Defenses: 24
Skills: 10
Advantages: 11
Powers: 72
150

Complications
Motivation: I wanna try everything! Sandra is enthralled with the strange and mysterious, drawn to new experiences and new ideas. Being a superhero is in some ways a 'testbed' for her explorations of magic...giving her a socially-positive way to use abilities and techniques that would otherwise be very hard to ethically experiment with.

Secret Identity: There are several reasons she protects her true identity. Insulating her family and friends is one, but also she's unsure how using magic will affect her desire to be a scientist...and she's hedging her bets on that, keeping it compartmentalized.

Shoulder-Devil: The Grimoire was not a nice guy in his human existence. While he has resigned himself to his current state, he doesn't hold the lives of those who cannot use magic in very high regard. As such, his lessons and advice for Sandra, while forced by his geas to be honest, often reflect a callous disregard for the well-being of others.

Power Loss: Incantations: The spells cast from the Grimoire require the book to be in her hand, but also require incantations to be made in a clear voice. Background sound that drowns her out won't stop the spell from working, but anything that actually prevents her from vocalizing will. Her Soul magic has no such limitation however.

Sidekick: The Grimoire!
Sentient Construct

Ages ago, and perhaps in a different world entirely, a master sorcerer attempted to divest himself of his mortality...and what was left of his humanity...to become immortal. He did this by preparing a ritual that would invest his spirit into a virtually indestructible magical construct; a sort of golem of unspeakable power. He was stopped from this goal however, and while the ritual was not completely disrupted it's target was shifted from the golem to his very own book of spells. In the aftermath it was decided that an eternity of being able to gaze futilely at the instruments of his power while never being able to use them was a fitting punishment. A powerful geas was laid over the book, forcing it to answer the questions of those who held it honestly, in hopes he could still serve a useful function.

In time though, the study of magic waned, and the book was left in a library, then the library and the book both lost to history. The Grimoire eventually fell into a dormant state until it was awakened by the latent magical potential of someone picking it up; something it hadn't felt for...even it didn't know how long.

Attributes (10)
Dexterity 0
Fighting 0
Intellect 5
Awareness 0
Presence 0

Skills 6 (3)
Expertise: Magic +11 (6)

Advantages (2)
Artificer
Ritualist

Abilities (35)
Protection 5
Immunity to Fortitude Effects 30

Flaws (-30)
Lack 3 Attributes -30

RP Quirk - "Magic is the solution to every problem!"
 
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Ah, I was forgetting Complications; they're hidden in the SRD but just found that part. Thanks for your patience with me.

:D but mostly I did not want to be too like the martial artists type...
I think there's some substantial differences between Tarantula and my martial artist (Nightstick, possible name change pending)...

You're a fast wall-walker with a more offensive & stealthy/sneaky set of Advantages. I see you sneaking up on mooks and taking them down fast and quiet. While I'm much more getting into the fray and turning the mooks against one another and making fools of them (on a good day).

I do think if I remove the whole Dim Mak Pressure Points from my guy (which steps on the toes of your Tarantula Sting), that will further emphasize our differences & make me explore some more "good-aligned" mystical/chi powers. Plus [MENTION=4936]Shayuri[/MENTION] also has an Affliction "hex" spell, so I'll let that be Tarantula's & Grimoire's thing.

Great 1st attempt for not having the books. I see Shayuri has already given you some advice.

My only rules problems at a glance would be Reaction Leaping which may be a bit *too good* for the cost. Essentially it would make him immune to most close attacks for a couple of points.

Naming yourself "Nightstick" and having a punching Array that is better than attacking with your weapon seems a bit odd. :)

Tell me when your sheet is ready to go and we can work out any rules issues.

Yeah, Shayuri is helping me a lot!

I'm removing the Reactive aspect of the Leaping entirely.

Definitely not married to the name Nightstick...originally I was playing with Baton or Tonfa or various synonyms...probably what I'll do is replace the Dim Mak Pressure Points with something like what Shayuri suggests...a "staff attack" as part of his Legendary Fist array.

Legendary Fist is wordy and sounds too "Iron Fist" derivative, and I'm already skating close to some tropes covered by Marvel's "Iron Fist", so the more I can differentiate him from a Danny Rand knock-off the better.

I'll work on his backstory and see if a better name presents itself.

I'm thinking we can give him a 'staff attack' array perhaps that has the Easily Removable modifier. But I didn't want to get into the nitty gritty of that until we were farther in.

Really appreciate your help thus far. :)

I've invested all my points now...just have 1 free point because I'm giving up the Alternate Effect: Dim Mak Pressure Points...so I'm wondering if I could replace that with an Easily Removable Alternate Effect "Staff Attack"?
 
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You wouldn't be able to have an Easily Removable attack that's part of an array, I don't think. You could have an entire Array that's Easily Removable (Grimoire's spellbook-powered spells for example), but I think it would have to apply to all of the powers.

Hero4Hire might want to corroborate that though. I'm not 100% sure of it.

But you could invest that 1 point as a Power Feat on your base power...the Reach power feat. That'd also give you another point to spend on the array powers...potentially adding Reach to them as well, where applicable.

The Reach coming from you using a staff to attack. The advantage of this is that the staff isn't a 'thing' that can be stolen, just a special effect of the power. Perhaps he creates a glowing 'staff' of pure ki, or he just does the Jackie Chan thing and can ALWAYS find something lying around that he can smack people around with.
 

[MENTION=20711]hero4hire[/MENTION] Is there a place for extradimensional shenanigans in your game? Or are you looking for something entirely playing out in Freedom City? And is there an equivalent of Shamballa in Freedom-verse?

EDIT: Also, I'm trying to make a power called "No-Touch Ghost Finger" as part of his Legendary Fist power array...and could use some help. Remember how in the Doctor Strange movie the Ancient One (Tilda Swanton) touches Dr. Strange's third eye and forces him to astrally project / leave his body? I'm trying to devise something like that...without going the Affliction route...

[video=youtube;kkVcsMZkP2k]https://www.youtube.com/watch?v=kkVcsMZkP2k[/video]

Aiming for 18 points (like the other powers in the Legendary Fist array)... My current approach is....

No-Touch Ghost Finger (Movement 5 ranks (Dimension Travel mystic 2, Permeate 3) + Modifiers: Affects Insubstantial +2, Affects Others +1/rank, Attack +0, Mystic Dimensional +2, Reach +1) [#15#]
  • Make an attack to touch a target at Reach, who gains a DC ? Will resistance check.
  • An affected target – whether in this world, a mystic dimension, or insubstantial – is shifted either across dimensional boundaries (e.g. from a mystic dimension into the world or from the world to Shamballa), or pushed through physical objects at up to their speed and becomes insubstantial, or receive a momentary vision of a mystic dimension as their soul leaves their body.

But then it seems that the Affects Others modifier requires the target to willingly shift dimensions... So I'm not sure how to do this... maybe with the Attack modifier? Is this even a feasible/reasonable power to create? And if so, am I going about it the right way? Any limits I should put on it (e.g. duration)?

Also [MENTION=20711]hero4hire[/MENTION] it seems like the Damage power is intentionally left vague, so it seems feasible he could use his Legendary Fist with his fists or his staff or whatever you as GM felt was suitable? Earlier you'd mentioned it was odd that his name was "Nightstick" (I admit, not the best name ever) because he had no Staff-based powers...but my reading of Damage seems to imply that could be fist- or staff- based... I'm confused.
 
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You COULD do it with an Invisible/Insubstantial linked Attack ability...but I think the correct way would be to use an Affliction.

In general, if an ability can take an enemy out of the game (effectively), it should be a Damage or Affliction effect.

There are edge cases, like a Teleport Attack that can warp enemies straight to jail or similar...and being able to force people out of their bodies or into other dimensions might be one as well. That's getting well and truly into 'is the GM comfortable with this' territory and out of my jurisdiction. :)

As for what an attack power is...M&M completely divorces the mechanics of a power from the flavor text of a power.

So your melee attack could be a fist. A staff. A pair of armadillos chained together to make snarly, adorable nunchuku. It really doesn't matter.

Generally you'd design a power with an idea in mind, and build it to meet that idea in your head. So you might say, "This attack is a laser pistol." You'd build it as a Ranged Damage attack with an accuracy bonus maybe and give it the Laser descriptor. Or maybe if it's a continuous beam, you slap Multiattack on there to reflect the beam doing more damage if it's held on target for longer, or being able to 'sweep' an area with it.

You do need to give your powers descriptors though, which can be important for certain defenses or effects that target descriptors. For example, all of Grimoire's powers have the Magic descriptor. That means Nullifies that target magic can affect them.

Your attack might have the Unarmed descriptor. Or the 'weapon' descriptor, depending on how you define it. You can choose descriptors in a fairly free form way, but once chosen for a particular power, that's what that power is. You can't decide later on that your Laser Gun is now a particle beam, because the bad guy has mirror armor on.
 
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You COULD do it with an Invisible/Insubstantial linked Attack ability...but I think the correct way would be to use an Affliction.

In general, if an ability can take an enemy out of the game (effectively), it should be a Damage or Affliction effect.

There are edge cases, like a Teleport Attack that can warp enemies straight to jail or similar...and being able to force people out of their bodies or into other dimensions might be one as well. That's getting well and truly into 'is the GM comfortable with this' territory and out of my jurisdiction. :)

Yeah, I'm less looking for something to be used offensively (at least in the traditional sense of RPG combat), and more something esoteric. I wouldn't want to be knocking bad guys into other dimensions during fights, nor am I looking for a way to jump right to the third degree of the Affliction power by - effectively - incapacitating bad guys by stranding them in other dimensions.

I wouldn't totally rule that out – for example if the GM said it fit a certain climactic moment and offered to let me do something like that with Extra Effort or Victory Points – but that's not what I'm looking for.

The "combat application" would be twofold:
  1. When dealing with extra-dimensional & insubstantial bad guys, it would allow my PC to fight them effectively, and even "banish" them momentarily to buy a window of time to regroup.
  2. When fighting normal bad guys (i.e. non-extra-dimensional / non-insubstantial), it would let my PC strike them and send them flying through physical objects, like walls and stuff. Sort of a forced movement with phasing (i.e. the Permeate effect of Movement).

There'd also be a "roleplaying application" by giving a NPC (or possibly a PC) a vision of Shamballa, which could be incorporated into roleplaying Persuasion, or dealing with trauma, or seeking redemption, or any number of interactions.

As for what an attack power is...M&M completely divorces the mechanics of a power from the flavor text of a power.

So your melee attack could be a fist. A staff. A pair of armadillos chained together to make snarly, adorable nunchuku. It really doesn't matter.

Generally you'd design a power with an idea in mind, and build it to meet that idea in your head. So you might say, "This attack is a laser pistol." You'd build it as a Ranged Damage attack with an accuracy bonus maybe and give it the Laser descriptor. Or maybe if it's a continuous beam, you slap Multiattack on there to reflect the beam doing more damage if it's held on target for longer, or being able to 'sweep' an area with it.

You do need to give your powers descriptors though, which can be important for certain defenses or effects that target descriptors. For example, all of Grimoire's powers have the Magic descriptor. That means Nullifies that target magic can affect them.

Your attack might have the Unarmed descriptor. Or the 'weapon' descriptor, depending on how you define it. You can choose descriptors in a fairly free form way, but once chosen for a particular power, that's what that power is. You can't decide later on that your Laser Gun is now a particle beam, because the bad guy has mirror armor on.

Hmm... still not clear...

I've given all my powers the Chi/Mystical descriptor for their origins.

I have "Li Po's Legendary Fist"... Damage rank 6 + Modifiers: Alternate Effects 3, Multiattack +1/rank, Penetrating 6 [21 points]...

...do I need to specify that as being Unarmed (or even more specifically as Fist attacks only)? Or can it account for many types of improvised martial arts attacks including knee strikes, headbutts, melee weapons or improvised weapons?
 

Yeah, so...reading again and thinking about it, I realized you wouldn't normally say 'fist' or 'weapon' is a descriptor. Sorry, that was my bad. Even so, a particular power is normally considered to be something fairly specific. However, that doesn't mean it has to be just one thing.

Like you could say you have an attack called Fatal Flurry. It's a strength-dependent melee damage power that has multiattack on it. You define it as 'a series of punches and kicks that fly with dizzying speed.' You don't have to say it's exactly two punches and two kicks. You don't have to say it's a particular type of punches or kicks. But it should always be some combination of punches and kicks.

So your melee attack can freely be a punch or a kick, or a weapon strike, or whatever you imagine and the GM approves.

But it does need to consistently be what you decide it is, whatever that may be.

As for the extradimensional attack...there is a possible solution that is happily free.

You can use Extra Effort to do what's called a 'power stunt.' This is when you make up an Alternate Power on the fly, that lasts for just one use. It inflicts a level of Fatigue on you (though oftentimes you'll want to use a Hero Point to negate that Fatigue gain), but it gives you a one-shot power that can be tailor-made for the situation you're in.

It's a great rule to simulate powers that a hero almost never uses...situational abilities that you don't want to spend points on gaining permanently, but are crucial in that one moment.

The Power Stunt should still be consistent with your character concept, and of course it needs to be 'stunted' from an existing power of yours, but aside from those stipulations you have a lot of leeway.
 
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