The chart from Marvel-Phile
Advancement
Response Bonus Actions
-1 point Massive loss of innocents or property due to character negligence. Negatives can also be the result of complete apathy toward the hero's calling.
0 points Either the bad guys got away or they were beaten in non-super-heroic fashion
1 point Good guys win and do everything right
2 points Saving the universe from a world-devouring Wonder Slug
Point Cost Uses of Points
1 Change the character's primary calling
2 Raise a power intensity by 1
2 Raise an Ability code by 1 grade
3 Raise an Ability code beyond A
3 Raise a Ability score by 1
3 Add a new stunt to an existing power
5 Add a new power at intensity 0
5 Upgrade a regular skill to master class
5 Eliminate a power limit
10 Upgrade a master class skill to world class
10 Eliminate a hindrance
10 Raise edge/hand size by 1
Modifications: Ability scores and Power intensities can go up to 5 points higher than original to a maximum of 20, or 2 points greater than original, whichever is higher. (If you have a 20 at character creation, it can go as high as 22 with advancement. If you have an 18, the cap is 20, if you have a 19, the cap is 21.) For normal humans or superhumans with Ability scores not linked to the character's powers, it's a bit different: Ability scores that are not enhanced should not change by more than 3 points through character advancement and not to superhuman levels (beyond 10). Of course, radiation accidents and evil experiments can change all rules. [by Thomas M. Costa]
These are rules changes we discussed after the most recent game.
- Highest agility goes first in combat. Anyone with an int equal to or greater than another character's agility can act simultaneously as that character.
- Damage accrued is resolved during the 'clean up' phase.
- Single card play for action resolution.
- Master Class and World Class skills each grant a stacking -2 to difficulty in addition to improved trumps. Skills grant a synergy bonus of -1, -2, -3 for each tier. These can not take a diff below 0. These affect only situational or base difficulty, not opposed actions.
- Contingent Actions are resolved with a single card play and each action beyond the first is resolved one tick later than the previous. Against edge 0 characters these actions are resolved at one time. (When defending against contingent actions, you can add your edge to defense)
- action types: free, instant, reflexive, exchange
- duration: instant, concentration (free, exchange, preventative), aura, constant
- An exchange is a series of actions taken by all participants in a Scene. An exchange is a series of ticks starting with the highest initiative and going sequencially to the lowest initiative.
- A characters initiative is usually equal to his/her agility unless otherwise modified by other factor
This is the updated experience chart we developed:
Powers up to 10: 1 xp per point
Powers up to 20: 2 xp per point
Powers up to 30: 3 xp per point
Stunts: 1 xp
Skills, up to 4: 2 xp
Skills, above 4: 3 xp
Master Class Skill: 5 xp
World Class Skill: 10 xp (must be master class first)
edge 2: 5 xp
edge 3: 10 xp
edge 4: 15 xp
edge 5: 20 xp
buying off a limit: 5 xp each
buying off a hindrance: 10 xp each
- Highest agility goes first in combat. Anyone with an int equal to or greater than another character's agility can act simultaneously as that character.
- Damage accrued is resolved during the 'clean up' phase.
- Single card play for action resolution.
- Master Class and World Class skills each grant a stacking -2 to difficulty in addition to improved trumps. Skills grant a synergy bonus of -1, -2, -3 for each tier. These can not take a diff below 0. These affect only situational or base difficulty, not opposed actions.
- Contingent Actions are resolved with a single card play and each action beyond the first is resolved one tick later than the previous. Against edge 0 characters these actions are resolved at one time. (When defending against contingent actions, you can add your edge to defense)
- action types: free, instant, reflexive, exchange
- duration: instant, concentration (free, exchange, preventative), aura, constant
- An exchange is a series of actions taken by all participants in a Scene. An exchange is a series of ticks starting with the highest initiative and going sequencially to the lowest initiative.
- A characters initiative is usually equal to his/her agility unless otherwise modified by other factor
This is the updated experience chart we developed:
Powers up to 10: 1 xp per point
Powers up to 20: 2 xp per point
Powers up to 30: 3 xp per point
Stunts: 1 xp
Skills, up to 4: 2 xp
Skills, above 4: 3 xp
Master Class Skill: 5 xp
World Class Skill: 10 xp (must be master class first)
edge 2: 5 xp
edge 3: 10 xp
edge 4: 15 xp
edge 5: 20 xp
buying off a limit: 5 xp each
buying off a hindrance: 10 xp each