Action Points

At character creation, you get 6AP, and then, at every level, you get a number of Action Points (APs) equal to 6 plus one-half your character level, rounded down. You can bank APs for as long as you like and spend them whenever you like.


Automatic Critical (1AP)

Make one successful hit a critical threat. You must still confirm the crit.


Death Retcon (3AP)

If you are killed (i.e., brought below -10 HPs) you can retcon yourself back to life. You must declare your intention to do so on your next turn after you were killed, and you must come up with a sufficiently plausible (although not necessarily logical or probable) explanation for how you really seemed dead a moment ago but aren’t any longer. For example, if you fall out a window, you might have grabbed a flag-pole and swung in a window downstairs. If you were stabbed in the heart and fell to the ground, you might discover that you had a book in your breast pocket that was just thick enough that the blade left you unharmed. When you’re retconned back to life, you are flat-footed and the GM will place you in the combat (you will either get up from where you fell, or come back into the area at an appropriate place).

When you come back, you have the same number of hit points you had before you were killed. For example, if you had only 5 HPs left, and were struck for 30 HPs, you would return to 5 HPs after the Death Retcon. Furthermore, you are removed from the on-going effect that killed you (if any). If you were plunged into a pool of molten steel, you wouldn’t just reappear in the steel. Your character would, miraculously, have caught a hanging chain just before hitting the vat (even though there really wasn’t a chain there to begin with), or if plausible, you could burst from the side of the vat with your Super Strength, unharmed but really, really pissed off.Minor elements of the environment can change, like a door being broken down or a new, mundane object popping into existence, but you cannot create a powered item or utterly destroy one, either. One-time set pieces, however, are ripe for destruction. You may invoke a Death Retcon only once per session, regardless of how many APs you have.


Fake Feat (1AP)

For one round (i.e., until the beginning of your next turn), you gain the benefits of a feat that you don’t have. You must have the prerequisites for this feat in order to fake it.


Roll Bonus (1AP)

Increase a single d20 roll by a 1d6 for every 5 character levels (see below).

Action-Point Bonus Dice
1st to 5th 1d6
6th to 10th 2d6
10th to 15th 3d6
16th to 20th 4d6
21st to 25th 5d6
26th to 30th 6d6
31st to 35th 7d6
36th to 40th 8d6
etc. etc.


Power Stretch (1AP)

You can “stretch” a power in order to do things not described in its text. Your GM has final say on whether or not your Power Stretch works, whether there is a check (using a skill, an attack, etc.), or any other special circumstances involved in your particular attempt to stretch your power beyond its normal use. There might also be a PP cost associated with the stretch―doubling the Activate cost for example―or just a flat PP cost decided by the GM.

For example, you might use your super strength to clap your hands loudly enough to deafen opponents. Such an action would (a) require a PP cost equivalent to a similar kind of attack (Energy Attack: Sonic, for example), and (b) would have a saving throw associated with it. A more directed effect might have an attack roll attached.

Another example, you could use an Energy Attack: Heat to make a blowtorch rather than a weaponized effect. In that case, you’d need to roll a Craft: Mechanical check rather than an attack roll (to do whatever it is you need a blowtorch for), and the GM would set a PP price (probably by gestimating how much “damage” the job requires).

A final example, you can temporarily increase the effectiveness of a power—e.g., increasing the amount of protection that Energy Resistance grants—at the cost of temporary Constitution damage, becoming instantly exhausted, or the like.


Stabilize (1AP)

If your HPs go below zero and you are in the process of dying, you can spend 1 Action Point to stabilize. You can invoke this effect on your last round before you die, if you want to.


Temporary Powers (1AP)

For one encounter, you gain 1CP for every 5 character levels (i.e., 1st – 5th: 1CP, 6th – 10th: 2cp, etc.). You can spend them any way that you like, but you use them before an encounter begins, and you have to justify them narratively (e.g., a short-lived tech upgrade, a borrowed item, a temporary gift from a higher power, etc.). At the end of the encounter, whatever you bought with the temporary CPs disappears.


Negate Damage (2AP)

If you are struck for what looks like a great deal of damage from a single attack, you can avoid that damage altogether. You must invoke Damage Negation after the hit has been announced but before the damage has been announced. GMs are under no obligation to tell you how much damage an attack would have caused had you not negated it. No in-game explanation is necessary, but it can be a fun addition to the colour-commentary of an on-going battle.

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