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== Setting Rules == '''Born A Hero''' Heroes may ignore the Rank qualifications for Edges during character creation. They must still meet any other Requirements as usual. The usual rules for Rank Requirements apply afterward. '''Fast Healing''' Wild Cards make natural healing rolls once per day instead of every five days (or once per hour if the race has Regeneration). Bumps & Bruises: Wild Cards recover one level of Fatigue from Bumps & Bruises (page 125) every four hours instead of the usual 24. '''Heroes Never Die''' Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism. With this rule in play, Wild Cards who are Incapacitated from a damage roll make a Vigor roll as usual but treat Critical Failures as regular failures and ignore the rules for Bleeding Out. How a hero might survive what should be certain death is a chance to get creative. An adventurer who falls from a towering cliff, for example, might land in a pool of water or crash through the branches of a forest far below. If the situation is particularly heroic or if it serves as a major story point, the GM and player can decide the character perishes. A hero who confronts a massive demon on a crumbling bridge, for example, might take the fiend with him with his final blow. '''More Skill Points''' Thanks to technology and improved education, characters in modern and futuristic settings have 15 skill points at character creation rather than 12. This helps them take Driving, Electronics, and other skills common in the modern world. '''No Power Points''' Instead of using Power Points, characters with Arcane Backgrounds simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is the powerβs total cost in Power Points (base cost plus all Modifiers), divided by 2. Round up. Casting protection (1 point) with More Armor (+1) and the Hurry modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2. Success means the power activates as usual. A raise grants any additional bonuses stated in its description. Failure means all current powers are canceled and the caster is Shaken. Critical Failure results in Backlash (page 151). ''Maintaining Powers'': Characters can maintain those powers that allow it as long as desired, but each one maintained inflicts a β1 to all further arcane skill rolls. ''Power Preparation'': A caster may prepare powers by concentrating for an entire round (no movement or other actions and must not be Shaken or Stunned). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.
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