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M&M 2E GeneForce
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====Abilities==== There are primary and secondary abilities. You buy all the primary ones and some of the secondary. The primary abilities are: *Strength (STR) *Agility (AGI) *Constitution (CON) *Intelligence (INT) *Wisdom (WIS) *Charisma (CHA) As you see, all the normal d20 abilities, no further explanation needed. '''Each character starts with rank +0 in each. To increase the rank you pay 2pp per rank up to +6.''' ''(Yes, I use the 3E style of abilities, sue me. I just find it faster, because you don't need the exact number.)'' Rank +6 is the normal maximum for a typical human, marking him as one out of millions. For example Strength +6 would mean you're the strongest person of your generation. Higher ranks should be bought as powers. Now to the secondary abilities. These are: *Base attack *Base defense These show how good you are in combat. Their limits will be explained later. '''You can raise them for 2pp per rank.''' They can also be raised by feats and power feats. A normal civilian with no martial training should have a Base attack of +0 to +1,a police officer has around +3 (with higher attack for ranged combat, see Feats), Elite soldiers (Seals, Rangers, Marine Raiders etc.) clock in at about +5 to +6. *Toughness *Initiative These abilities are not bought directly, but derived from your primary abilities and your powers. Toughness is your ability to withstand damage. You roll with it against the damage an attack made on you. The result of that roll depicts the severity of your injury. '''You start with a Toughness equal to your CON-rank.''' Initiative determines how fast your reaction timeis. Mostly it shows your standing in the combat order. '''Initiative starts equal to your AGI-rank.''' Now to a slightly more complex part, the offensive and defensive limits: M&M pairs two abilities in two pairings. You have Attack/damage and Defense/Toughness. The sum of each pair cannot exceed the PL times 2. So in a PL 6 campaign, the sum of attack and damage cannot exceed 12. How this is split is up to the player.The same goes for the defensive pairing, defense/toughness. The exact split should be clearly marked on the record sheet and have the GM's permission. For example: Marvel's The Thing (Ben Grimm) is quite strong and where he clobbers, no grass grows anymore (=high damage). But he is not the most accurate fighter (=low attack). If Ben Grimm was build as a PL10 character (cap 20), his stats could look like this: attack +7, damage+13 Ben Grimm also possesses a rock-hard skin (=high toughness), but is a bit clumsy and easy to hit (=low defense). His stats here could be: Defense +8, Toughness +12 In this campaign I allow such trade-offs up to a 6 rank difference between the two paired abilities.
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