Revision [1133]

This is an old revision of MMSuperStrength made by GilbertoLeon on 2010-09-05 12:52:38.

 

Super Strength


Type: Trait Action: None (passive)
Range: Personal Duration: Continuous
Saving Throw: None Cost: 2 points per rank


You|re capable of lifting and carrying more than normal for your Strength score, maybe much more. Each rank of Super-Strength grants you a +5 bonus to your Strength score when figuring carrying capacity (see Carrying Capacity, M&M, page 35). Your Super-Strength also gives you a +1 bonus per rank on Strength checks involving sustained application of strength or pressure, including grapple checks and breaking objects, but not Strength- based skills or melee damage.

Super Strength And Strength Bonus


Super-Strength power feats often refer to "Strength bonus," this is your normal modifier from your Strength score (including Enhanced Strength), not including any modification from Super-Strength rank unless it is specifically called out. You can think of some of the following power feats as Alternate Powers of Strength with Super-Strength as a prerequisite.

Power Feats


An effect with this flaw requires a check of some sort (usually a skill check) with a Difficulty of (10 + power rank) in order to work normally. If the check fails, the effect doesn|t work, although the action required to use it is expended (so attempting to activate an effect that takes a standard action takes a standard action whether the check is successful or not).

If the check succeeds, the character gains the use of 1 power rank per point the check exceeds the DC. Thus a check result of 18 against DC 14 allows the character to use up to 4 ranks of the power (18 - 14). If a lesser rank of the power doesn|t do anything, then it|s the same as failing the check.

Flaws


MMPoderes
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