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Growing up Strong...
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<blockquote data-quote="RangerWickett" data-source="post: 517651" data-attributes="member: 63"><p>Thankfully, superheroes come to the rescue (as always). Using the rules from <u>Four-Color to Fantasy: Superhero Toolkit</u>, you can use very very mild versions of super strength and super-other-ability-scores to reflect people improving their bodies. If your GM lets you do it, all this means is that you adjust your character's Equivalent Character Level. Let me quickly go into more detail:</p><p></p><p>Superpowers cost Hero Points (HrPs), and 8 HrPs equals a level. Some of the simplest super powers are those that increase your ability scores, saving throws, speed, and AC. Every +2 increase to an ability score costs 3 HrPs, and you can increase any one saving throw by +1 for 1 HrP. These costs stack, so a +4 Strength costs 6 HrPs, and a +10 bonus to your Reflex save costs 10 HrPs. However, in any given 'super power,' you can spend no more than your level +3 HrPs.</p><p></p><p>So if you're a 1st level wizard who decides to buff up, you can increase your Str +2, Con +2, and Fort +2. This costs 8 HrPs, and is thus worth one level. So you're effectively a Wizard 1/Superhero 1. However, if you aren't using your Strength for much (since you're a spellcaster, not a warrior), your GM might let you have the Str increase more cheaply.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 517651, member: 63"] Thankfully, superheroes come to the rescue (as always). Using the rules from [u]Four-Color to Fantasy: Superhero Toolkit[/u], you can use very very mild versions of super strength and super-other-ability-scores to reflect people improving their bodies. If your GM lets you do it, all this means is that you adjust your character's Equivalent Character Level. Let me quickly go into more detail: Superpowers cost Hero Points (HrPs), and 8 HrPs equals a level. Some of the simplest super powers are those that increase your ability scores, saving throws, speed, and AC. Every +2 increase to an ability score costs 3 HrPs, and you can increase any one saving throw by +1 for 1 HrP. These costs stack, so a +4 Strength costs 6 HrPs, and a +10 bonus to your Reflex save costs 10 HrPs. However, in any given 'super power,' you can spend no more than your level +3 HrPs. So if you're a 1st level wizard who decides to buff up, you can increase your Str +2, Con +2, and Fort +2. This costs 8 HrPs, and is thus worth one level. So you're effectively a Wizard 1/Superhero 1. However, if you aren't using your Strength for much (since you're a spellcaster, not a warrior), your GM might let you have the Str increase more cheaply. [/QUOTE]
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