S.H.I.E.L.D Training:
Spend 15xp: Unlock secondary power set.
Spend 15xp: Upgrade an Expert Specialty to Master.
Spend 15xp:
Add 1 new Expert Specialty.
Specialties
Available: Acrobatic, Business, Combat, Cosmic, Covert, Crime,
Medical, Menace, Psych, Science, Tech, Vehicle
Gain 1 XP / 1 PP for:
- use solid in-character roleplaying
- use catchphrases/puns
TRAINEE: CHAVEZ, AMERICA
Not So American Girl (SFX/Limit Bank)
SFX: A Punch to the Teeth. Add a d6 and step
back your largest die to step up physical stress inflicted.
SFX: And a Kick to the Groin. You may add a
d6 to the doom pool instead of spending 1 PP to create a Combat stunt (d8).
SFX: Dodge All Day. When taking a reaction
including Flight, add Enhanced Reflexes at no cost. Remove the highest rolling
die and keep 3 dice for your total.
SFX: Second Wind. Move physical stress to the
doom pool to step up or double a NOT SO AMERICAN GIRL power for one action.
Limit: Exhausted. Shutdown a NOT SO AMERICAN
GIRL power to earn 1 PP. Activate an opportunity or take a recovery action to
recover that power.
TRAINEE: MORALES, MILES
KAI UNLEASHED (SFX/Limit bank)
SFX: Acidic Spit. Step back the highest die
in an attack action pool to add a D6 and step up physical stress inflicted.
SFX: Blades. Split Weapon into 2d6.
SFX: Blunt Weapons. Spend 1 PP to double
Superhuman Strength for one action.
SFX: Claws. Step back the highest die in an
attack action pool to add a D6 and step up physical stress inflicted.
Limit: Kai in Command. When you take emotional
or mental trauma, the symbiote takes over. It Area Attacks all present.
“WE ARE KAI” (SFX/Limit bank)
Flight D6
SFX: Spider-Stealth. The Spider-Sense SFX
cannot be used in a reaction against a dice pool including a Symbiote power.
SFX: Symbiotic Tracer. Use an effect die to
create a Symbiotic Tracer complication on a target during a Scene. You may
track that target anywhere until the complication is removed or Enhanced Senses
is shutdown.
Limit: Renounce Violence. After inflicting
Trauma to a character, shut down Symbiote to gain 1 PP. Recover by activating
an opportunity, or during a transition scene.
TRAINEE: KHAN, KAMALA
OBEDIANCE SCHOOL (SFX/Limit Bank)
SFX: Bite and Claw. Add D6 to your dice pool
for an attack action and step back the highest die in your pool
SFX: To The Rescue. If MS MARVEL is stressed out spend 1PP to have Lockjaw remove her from the scene.
Limit: Bad Dog! Earn 1PP if you step up
emotional stress inflicted by a non-animal opponent.
SFX: Guard Dog. Physical stress received by Ms. Marvel while in close proximity to Lockjaw may be shifted to physical stress for Lockjaw.
Limit: Companion. Lockjaw has his own physical
stress track. If he is stressed out shut down Lockjaw, and gain 1 PP. Take a
recovery action against the doom pool to reactivate Lockjaw.
TRAINEE: BANNERSON, CAIERO
HONORARY
WARBOUND (SFX/Limit Bank)
Godlike Leap D12, Psychic Resistance D8
SFX: Strongest There Is! In a reaction
against an opponent with a Strength power trait, spend
1 PP or step up your
emotional stress to add a die equal to the opponent’s Strength to your dice
pool.
SFX: Defend the Warbound. Spend 1 PP to take physical
stress intended for a nearby ally or friend.
SFX: Go to My Angry Place. Spend 1 PP to maintain your emotional stress.
SFX: That Actually Hurt. Turn physical stress inflicted by an attack into emotional stress at no cost.
Limit: Dishonored. If an ally recieves trauma during a Scene, shutdown HONORARY WARBOUND power set and gain 1 PP. Recover during next Transition Scene.
SFX: Go to My Angry Place. Spend 1 PP to maintain your emotional stress.
SFX: That Actually Hurt. Turn physical stress inflicted by an attack into emotional stress at no cost.
Limit: Dishonored. If an ally recieves trauma during a Scene, shutdown HONORARY WARBOUND power set and gain 1 PP. Recover during next Transition Scene.
TRAINEE: BRADLEY, ELIJAH
SHIELDS (ITEM SFX/Limit bank)
CARBON STEEL SHIELD [current]
SFX: Remember the Fallen. Step up or double any Blood of the Super-Soldier power for one action. If that action fails, add a die to the doom pool equal to the power die.
SFX: Shield Throw. Step up and double Weapon
for one action, then shutdown Carbon Steel Shield. Activate an opportunity to
recover Weapon.
PLASMA SHIELD [cost: 30xp]
Energy Shield D10, Energy
Blast D6
SFX: Immunity. Spend 1 PP to ignore stress,
trauma, or complications from energy-based attacks.
SFX: Versatile. Replace Energy Shield die
with 2d8 on your next roll.
Limit: Short Out. Shutdown Plasma Shield to
gain 1 PP/step up the lowest die in the doom pool or add a D6 doom die. Spend 1
PP/a doom die to recover that power.
PHOTON SHIELD [cost: 30xp]
Energy Shield D10, Energy Blast D6, Weapon D6SFX: High-Power Emitter. Step up or double Energy Shield before you roll a reaction, then step back Energy Shield and shut down Energy Blast. Activate an opportunity to recover powers, or during a transition scene.
SFX: Transfiguration. Shut down Energy Shield
to step up Weapon by +1. Step back Weapon by -1 to recover Energy Shield power.
During the round you step up Weapon, you cannot step back Weapon.
Limit: Short Out. Shutdown Photon Shield to
gain 1 PP/step up the lowest die in the doom pool or add a D6 doom die. Spend 1
PP/a doom die to recover that power.
ADAMANTIUM SHIELD [cost: 60xp]
Superhuman Durability D10,
Weapon D8
SFX: Invulnerable. Spend 1 PP to ignore
physical stress or trauma caused by kinetic-based, edged or blunt attacks.
SFX: Shield Throw. Step up and double Weapon
for one action, then shutdown Adamantium Shield. Activate an opportunity to
recover Weapon.
Limit: Gear. Shutdown Adamantium Shield to gain
1 PP/step up the lowest die in the doom pool or add a D6 doom die. Activate an
opportunity to recover that power.
VIBRANIUM SHIELD [cost: 60xp]
Superhuman Durability D10,
Weapon D8
SFX: Energy Absorption. On a successful
reaction against an energy-based action, convert your opponent’s effect die
into a Vibranium Shield stunt or step up a Vibranium Shield power until used in
an action. If your opponent’s action succeeds, spend 1 PP to use this SFX
anyway.
SFX: Shield Throw. Step up and double Weapon
for one action, then shutdown Vibranium Shield. Activate an opportunity to
recover Weapon.
Limit: Gear. Shutdown Vibranium Shield to gain
1 PP/step up the lowest die in the doom pool or add a D6 doom die. Activate an
opportunity to recover that power.
VIBRANIUM ALLOY SHIELD [cost: 100xp]
Godlike Durability D12,
Weapon D8
SFX: Shield Throw. Step up and double Weapon
for one action, then shutdown VIBRANIUM ALLOY SHIELD. Activate an opportunity
to recover Weapon.
Limit: Gear. Shutdown Vibranium Alloy Shield to
gain 1 PP/step up the lowest die in the doom pool or add a D6 doom die.
Activate an opportunity to recover that power.
SFX: Explosive! Against a single
opponent, double Weapon and add three dice for the total. Shut down Throwing Stars.
Activate an opportunity to recover.
Kiss My Converse (SFX/Limit Bank)
Mimic D6
SFX: 107 Lives. When creating Mimic-based asset, you can choose to step up your Mental stress by +1 and step up the asset by +1.
SFX: Just Directa Yo' Feetsa. Step up or double Enhanced Speed for this action. If the action fails, shutdown Enhanced Speed. Recover on a n opportunity or during Transicion scene.
SFX: Who's the Master? Step up mental stress by +1 to step up any specialty by +1 or create a new specialty at expert level.
SFX: Just Directa Yo' Feetsa. Step up or double Enhanced Speed for this action. If the action fails, shutdown Enhanced Speed. Recover on a n opportunity or during Transicion scene.
SFX: Who's the Master? Step up mental stress by +1 to step up any specialty by +1 or create a new specialty at expert level.
Limit: Bioelectric Weakness. On a bioelectric-based attack, change any Chi To The City power into a complication and step the lowest die in the doom pool.
TRAINING TECHNIQUE: FUSION
Possible combinations:
For 10 XP each, team can learn BIG TIME BEAT DOWN, a five-person coordinated Fusion that costs 1 PP each from all involved. Full team must be present. Gain 5 XP.

In Memory of Monkey Joe (SFX/Limit Bank)
SFX: Berserk. Add a die from the doom pool to one or more attack actions. Step up the doom pool by +1 for each action; return it to the doom pool when you're finished.
SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in pool by -1. Step up physical stress inflicted by +1.
SFX: Focus. If a pool includes a In Memory of Monkey Joe power, you may replace two dice of equal size with one die +1 step larger.
SFX: Second Chance. Spend 1 PP to reroll when using any In Memory of Monkey Joe power.
Limit: Mutually Exclusive. Shutdown TIPPY-TOE & FRIENDS! to activate IN MEMORY OF MONKEY JOE.
TRAINING TECHNIQUE: FUSION
Access: Unlock Nick Fury
Two teammates can train for technique:fusion by spending 10 XP each. To use a Fusion in battle, each duo must spend 1 PP each.
Possible combinations:
Seeing Stars = Skaar/She-Hulk + Miss America
A-smack-nophobia = Skaar/She-Hulk + Spider-man
Miss-Treated = Ms. Marvel + Miss America
A-smack-nophobia = Skaar/She-Hulk + Spider-man
Miss-Treated = Ms. Marvel + Miss America
Marvel Team-Up = Ms. Marvel + Spider-Man
Man Up = Spider-Man + Power Man
Hulk-a-mania = Skaar + She-Hulk
Man Up = Spider-Man + Power Man
Hulk-a-mania = Skaar + She-Hulk
Condition: Come up with a fun name. Spend 10XP each.
TRAINEE: GREEN, DOREEN

In Memory of Monkey Joe (SFX/Limit Bank)
SFX: Berserk. Add a die from the doom pool to one or more attack actions. Step up the doom pool by +1 for each action; return it to the doom pool when you're finished.
SFX: Dangerous. Add a D6 to your dice pool for an attack action and step back the highest die in pool by -1. Step up physical stress inflicted by +1.
SFX: Focus. If a pool includes a In Memory of Monkey Joe power, you may replace two dice of equal size with one die +1 step larger.
SFX: Second Chance. Spend 1 PP to reroll when using any In Memory of Monkey Joe power.
Limit: Mutually Exclusive. Shutdown TIPPY-TOE & FRIENDS! to activate IN MEMORY OF MONKEY JOE.











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