HQ

CONTROL

CHARACTERS

TIMELINE

EQUIPMENT

HOUSE RULES

HOUSE  RULES

CONTENTS:
      2.4 BASIC CHARACTERISTICS

      § Basic Characteristics are assigned in the order of the player's choosing. Players have a choice of three options for determing Basic Characteristics. The choices are:
      1.  Roll 3d6
      2.  Roll 4d6, drop the lowest die
      3.  Use the following array: 12, 13, 14, 15, 16

2.6 FINAL CALCULATIONS
      B. Agility Modifier
      § Agility Modifier applies to Initiative only.

      C. Basic Characteristics
      § Switch the STR and AGL HP Modifiers with each other.

2.7 SUPER POWERS DESCRIPTION
      § Heightened Initiative (NEW):
      A. Roll 2d10 and add the result to Initiative.
      B. Roll 3d10 and add the result to Initiative.

      § Ice Powers:
      Ambient air temperature will affect generation of ice. Between Freezing (32° F/0° C) and Room Temperature (68° F/ 20° C), there is no bonus or penalty for generation of ice. Between 77° F (25° C) and 120° F (48.9° C), it takes twice as much Movement to generate ice, and twice as much ice melts. For every 100° above 120 (48.9° C), double the Movement cost, double the Power cost (begin at 2 at 121° F) and double the melting rate. At 451° F (232.8° C), it will be impossible to generate ice--except to counteract searing-heat damage.
      On the cool side, it takes two-thirds the amount of Movement to generate ice Below Freezing (31° F/ -0.8° C), half as much Below Zero (0° F/ -17.8° C).

      § Paralysis Ray:
      Those hit by the Paralysis Ray now gain an End save (d100) to avoid being knocked unconscious.

2.9 CHARISMA AND EXPERIENCE PROGRESSION
      § "Corrected" Experience Chart:
      XP Formula = Previous XP Requirement + (Level+1 x 1000)

      01 - 0000
      02 - 2000
      03 - 5000
      04 - 9000
      05 - 14000
      06 - 20000
      07 - 27000
      08 - 35000
      09 - 44000
      10 - 54000
      11 - 65000
      12 - 77000
      13 - 90000
      14 - 104000
      15 - 119000
      16 - 135000
      17 - 152000
      18 - 170000
      19 - 189000
      20 - 209000
      21 - 230000
      22 - 252000
      23 - 275000
      24 - 299000
      25 - 324000
      26 - 350000
      27 - 377000
      28 - 405000
      29 - 434000
      30 - 464000+

3.2 BASIC COMBAT
      F. Combat Modifiers/Manoeuvres

3.5 MULTIPLE ATTACKS
      Multiple-target attacks end with the first result of a miss. In other words, a character attacking three villains hits the first but misses the second. That hero still hits the first target, but he or she cannot roll to hit on the third. The character must still pay a Power cost of 2 per additional target (including the first miss).

4.3 GENERATING NONPLAYER CHARACTERS
      E. Origin and Background (Knowledge Areas)

      Knowledge Areas are clusters of skills covered by a descriptive title (i.e. Espionage, Scientist, Hunting, etc). The base chance of success for a "skill" not covered by your K.A. is (9 + Char/5) (round down). i.e. a 4th level character is trying to swim (Agl based), he has an Agl of 22 so his swim skill is 14 or less on d20. Knowledge Areas allow the character to add his level to the base skill chance. The character mentioned above with the appropriate K.A. would have a swim skill of 17.
      There are modifiers to the Attribute check based on the task/situation difficulty (i.e. -2 for Challenging tasks, -4 for Difficult tasks, -8 for Strenuous tasks, -16 for Extreme tasks). A roll of 1 is always a success and a roll of 20 is always a failure. Naturally for common/simple tasks, a die roll isn't needed (such cases are automatic successes).

6.3 INVENTIONS & INVENTING POINTS…

8.4 LEAPING TALL BUILDINGS…
      Characters have a base forward leap of 1" per 5 points of Strength. Characters can leap straight up 1" for every 10 points of Strength. Leaping costs movement only.