"Necessary Evil" - supervillains save the world!

Game Master ZenFox42


House Rules :

-Snake eyes cannot be re-rolled with a Benny.

-Every Raise on an attack roll past the first provides AP +1 to your Damage roll.

-Lockpicking covers setting up and getting around any kind of locks and traps. More like “Security” in general. It’s Agility based in mechanical settings, and Smarts based in electronic settings.

-When you use an Advancement to get a new skill at d4, you may also increase one other skill that is currently *less* than its linked Attribute by one die value as well.

-A grappler can opt to make an opposed roll to “subdue” the target, but succeeds only on a Raise. When subdued, the target is *physically* unable to move (technically, he can’t make any Agility or Strength based rolls, unless permitted by the attacker), but *can* take mental or superpower actions. If the attacker has some kind of handcuffs, plastic straps, etc. ready to use (or a friend ready to tie the enemy with ropes, clothing etc.), then after applying them the attacker is free to act.

-Running gives you (roll+2) in extra inches of movement, up to your max Running die value (3 to 6 on a normal running die of d6).

-Getting first initiative and Holding is a great tactical advantage, that having to make opposed Agility rolls to resolve possibly negates (and slows down melee). If someone on Hold tries to interrupt someone else's action, whoever’s Holding goes first.

-A -4 Called Shot can attack the small gaps in "full armor" (but not "complete armor"), removing the armor's bonus to the target's Toughness.

-The maximum number of Wounds a single attack can inflict is four. The attacker gets a Benny for every Raise past the fourth.

-Any character can spend a Bennie to do Extra Effort : you add a d6 to an already existing Trait roll (not Damage), but then you *can't* spend another Bennie to re-roll (or add another d6). And if you spend a Bennie to re-roll, you can't then spend another to add a d6. They are mutually exclusive options.

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Lair specs :

Advanced condition. +5 pts
Command Center. +1 pt.
Garage, +2 pts.
Kitchen, +1 pt. I also think we should have a primitive replicator that just makes us food because that is a FANTASTIC thing to have. Otherwise do you know how much time we're gonna spend grocery shopping? +1 pt.
Library/computer room because bonuses to things are awesome. +1pt
Medical Center. +2 pts.
Personal Quarters, +2 pts gets us 8 lavishly advanced rooms.
Defenses. +2 points. So we can get Attack, Ranged, level 1. Auto turrets everywhere!
Secure Access +1 pt so the GM can't randomly have small children showing up in our underwear drawers.
Camouflaged +1 (outside only) - built-in.
Well Hidden +3 (tight-beam comms, blackened windows, EMI shielding, etc.)

Keep in mind, generators are monitored closely by the V'sori, so you can't just say you get one. You'll have to rip one off to get it.

Size : Huge (7 points) - built-in.
Teleporter (1 mile long underground tunnel) +2 - provided by Dr. Destruction.