CHAMPION CITY CRUSADERS HOUSE RULES
Starting Points for PCs 400
Recommended Maximum Disadvantage Points for PC's        125
Base for characters                                 275
Recommended Maximum Points for One Type of Disadvantage 50
Zero Endurance Powers or Talents in Frameworks         No
Characters Have Normal Characteristic Maxim Disad Worth 0 pts. No
Character Can Carry Normal Equipment for 0 points No
Campaign Uses Hit Locations Chart                 Yes
Campaign Uses damage Modifiers from Loc. Chart         Yes
Knockback Rules Used                                 Yes
Critical Hit Rules Used                                 Yes
Long Term endurance Rules Used                         No
Pushing: (1) Automatic +10 (2) EGO Roll = +5, +1/1 Ego Roll
Character May only use (INT/5) Powers at a time         No
Can PC's Buy Bases with Points                         Yes
Can PC's Buy Vehicles with Points                 Yes
Campaign Morality: (2) Good vs. Bad is mostly clear-cut 4
Realism (Romantic)                                 2

Character Limits
Attack Damage Classes                 20 DC
Maximum OCV (Dexterity + Skill Levels) 10
Maximum Skill Rolls                 15<=
These limits are for the powers/abilities as bought; they don's count extra damage dice from Pushing or Move-Through, for instance, OCV bonuses for surprise maneuvers, that sort of thing. A character can exceed the posted limits for these abilities with special GM permission, usually by no more than three places (23DC in one attack, OCV 18 in one attack, and Skill Roll 21- in one skill)

CHARACTER CONCEPTS -
Starting superheroes. Everything from normal people with super-technology, mutants, mythological creatures, and magical creatures are allowed. Aliens and dimensional creatures are allowed only with the GM's permission.

EVERYMAN SKILLS
Unless otherwise mentioned, Everyman Skills consist of:
Climbing
Concealment
Deduction
Paramedic
Shadowing
Stealth
Native Proficiency and Literacy in One language
AK: Home Territory
PS: Choice.
KS: Hobby
KS: Native Cultural Knowledge

Everyman skills begin at an <=8. If purchased to an full skill roll, the cost is 2 points instead of 3. Hence, a freebee point is given for each Everyman elevated to full roll.

POWER LIMITS
ATTACKS - PRIMARY & SECONDARY
Attacks - One primary, one secondary attack power - 20DC (20d6 normal, 6.5d6 Killing, 4.5d6 AP, et.) with base power, 12DC for secondary attack. All other attacks must be 6DC or less. Primary attack must include all normally used modifiers for the attacks, as it is designed with the character concept. If the attack is based on move through, the 20DC limit must include the movement. If the primary attack concept is not based on move through, the 20DC limit can be exceeded with a move through on rare occasions. This DC limitation must include special advantages such as Armor Piercing Attacks, Attack vs. Limited Defenses, or Attacks based on Ego Defense, but not include Area of Effect, Persistent, Continuous, or assorted advantages that spread the damage across multiple targets.
Characters can have their Primary and secondary attacks, with their hand-to-hand attacks separate, as long as hand-to-hand aren't their primary means of combat, i.e. they have 6DC, or less in normal hand-to-hand. (Note: this could be a normal with Martial Arts Offensive Strike or a hero with a 30 STR.)

The Primary/Secondary attack restrictions can be replaced with a Multi-Power, or similar Framework with numerous types of attacks (say incendiary, AP, explosive, shock, and stunning rounds for a gun) by taking a 10 DC limit on all attacks.

SUMMARY
Not in Frameworks
Primary Power     One 20DC including AP, AVLD, or Attacks Based on Ego Defense
Secondary Power     One 12DC including AP, AVLD, or Attacks Based on Ego Defense
All other attacks      9DC including AP, AVLD, or Attacks Based on Ego Defense
                       (If hand-to-hand, not primary attack Maximum of 6DC)
Frameworks
Primary Powers 18DC - framework with numerous similar special effect attacks

PERKS, SKILLS, & TALENTS
All normal skills and talents are allowed, except the following restrictions -
Character's that have a POWER POOL or Framework based on a skill roll must purchase the skill involved. Mental Powers based on a skill roll must have a separate Mental Skill purchased (3pts = 9+ (Attribute/5) 2pts per +1 with skill) Magical Skill, gadgeteering, etc, must have appropriate skills.

Contacts and Favors
All perks are available with minor adjustments on a few items

CONTACTS AND FAVORS
Contacts and Favors are not really an issue in this campaign

DANGER SENSE
As a GM, I am increasingly unhappy with the effects Danger Sense has on the campaign. Consequently, I have to insist that no player characters take Danger Sense as a Talent. Those characters that currently have the ability may keep it, but they may not ever improve it (it is still subject to the 12- Max roll rule, and no combat levels may be added). Should a PC that currently has Danger Sense wish to remove it and use the points for something else, I'll offer a 5 point XP incentive bonus.

FIND WEAKNESS
Find Weakness is a very potent Talent, and as such will be looked at very closely. It may only be taken with special GM permission, and will be limited in the following ways: You may have no greater chance than 12-. For every 10 active points in the power it is used with under the 50 point Max, you may add +1 to you roll. No combat levels may be added.

LANGUAGES
I have been excited about Champions' language chart ever since I took linguistics in college, but I've decided to not use the language Chart (page 29 of Champions) to effect the cost of buying languages; use only the Fluency chart on page 28.

LITERACY
Reading music, not included in KS: Music or PS: Musician, is a 1 point literacy skill

MONEY
No really an issue in this campaign

PARAMEDIC
Paramedic is not a one-phase skill; it typically takes a few phases to bind anything more than a scratch, several turns for a professional bandaging of a deep injury, much longer for more serious wounds. It's possible to use the skill in a single phase - for instance, to stop a life-threatening flow of blood - but this is unusually call for a -3 penalty (in addition to any other penalties. When Paramedic skill is being used out of combat, that is, he's taking whatever time necessary to avoid the (-3) penalty. When Paramedic skill is being used in combat, or the injury character's condition is so grave that it appears speed may be necessary, I'll ask the Paramedic character how he's using the skill.
Note that proper treatment of an injury (successful use of Paramedic skill) will result in the injured character immediately regaining some BODY. Each application of Paramedic skill will recover 1 BODY from 1 Wound. Pelasgian takes 10 BODY in one wound a 6 BODY in another, he sustained 16 BODY; if Paramedic character successfully makes two skill rolls on him, he'll immediately recover 1 BODY for each wound and be down 14 BODY instead. Within 24 Hours after the application of Paramedic skill, this BODY recover can be negated if someone later messes with the injuries - for instance, if someone removes the bandages. After 24 hours, the BODY has been regaining "permanently"

PROFESSIONAL SKILL
Certain Pro Skills encompass fields, which contain many individual styles or forms. For instance, PS: Dance would encompass many different forms of dance, while Computer Programming (which we will consider a PS for these purposes) would encompass many different programming languages, and PS: Musician would encompass many different musical instruments. For each 1 point a character puts into his PS, he gets one style or form at the level of his skill roll.

SKILL ENHANCERS
No Purchase after First Being Played. A Character who begins play without having a specific Skill Enhancer cannot later buy the Skill Enhancer. Skill Enhancers should be part of the character's initial definition, not added on only when a player believes the character should buy several types of the same skill. An exception may be made in situations where a player is allowed to redesign his character from the ground up.

SKILL LEVELS
The 10 point "overall level" skill levels are too cost effective. A character can buy 10 point overall skill levels, but these skill levels will not be combat skill levels, and so do not apply to combat. Characters who have already bought them can retain the ones they have. Only Combat Skill levels and 20 point Overall Levels do.

UNIVERSAL TRAITS
This Talent may be purchased if it is appropriate for that specific character. It will be looked at very closely. Remember that UT only allows you to understand what is being said. It does not allow you to speak it. In very special circumstances, I may allow UT to be spoke as well, for a +1 Advantage (a spell, perhaps). Be prepared to justify this. UT should not be taken to avoid buying languages.

UNIVERSAL TRANSLATOR:
This can be considered sort of a super Linguist skill enhancer, and as such, there are some other skill enhancers that can be expanded as well. Each of these works in the same fashion and cost as Universal Translator: Applies to either spoken or written languages for 20 points, to both for 30 points.
UNIVERSAL GEOGRAPHER:
Area & Cultural Knowledge Skills
Applies to either Area Knowledge or Cultural Knowledge skills for 20 points, to both for 30 points.

UNIVERSAL PROFESSIONAL:
Professional Skills
Applies to either Professional Skills or Professional Contacts for 20 points, to both for 30 points.

UNIVERSAL SCHOLAR: Knowledge Skills
Applies to either Knowledge Skills of any subject or Knowledge Skills of any subject's participants for 20 points, to both for 30 points.

UNIVERSAL SCIENTIST: Science Skills
Applies to either Science Skills or Knowledge Skills of appropriate scientific gadgets and equipment for 20 points, to both for 30 points.

UNIVERSAL TRAVELER: Contacts
Applies to either Contacts or Favors for 20 points, to both for 30 points.
I like the idea. Just as a universal professional would have a chance to know how to do any job, a Great actor should have a chance to have any skill related to acting. As an extension to his idea, I have considered, for 10 extra points, allowing the universals to apply to other related skills.

ADJUSTMENT POWERS
ABSORPTION
Absorption - Absorption can not add points to the Absorption power itself. Otherwise, there are effective limits other than character points.

AID
Aid performed just as described in the Champions rules, with the following amendments: Heal Aids follow the alternate arrangement where 1d6 of Aid is rolled as a damage die, with the Stun rolled being the amount of STUN healed and the BODY rolled is the amount of BODY healed. When creating an AID power, a character can decide to define it as being worth 3 character points added per 5 points instead of 1d6 per 5 points spent. Thus a character buying 6d6 of STR AID could instead define it as a +18 points of STR Aid.

ARMOR
One common limitation on Armor is "Does Not Prevent Penetration (-1/4) This represents a power by which attacks do appear to damage the target but actually do little or no real damage. One example is a vampire's resistance to bullets (the bullets tear through him, smacking into the wall behind, and do him some harm, but far less than they should.). The limitation value arises from the fact that attacks are predicated on the ability to get through resistant defenses. Such attacks would work against armor of this type but not against armor that resists penetration.

Clair sentience
This power is limited to egoist only, and must be bout Uncontrolled, unless it's based on technology or some such...i.e., a robot bird that can scan an area from a distance and transmit the results to the PC.

Damage Reduction
This power also can receive the "Does not prevent Penetration (- 1/4) limitation from Armor. This power should not be bought at 75% (unless it is versus one special effect) and should not be coupled with other high defenses. For each level of Damage Reduction, the total defense limitation versus DCV is reduced by 1/4. Thus, with 1/4 Damage Reduction, the total defense is reduced by 1/4, 3/4 Damage Reduction, the total defense limitation by 3/4.
Ego Attacks

Normally - 6d6 Limit (Maximum). Ego attacks do not do BODY, even if the EGO attack is defined as a Killing Attack. To do BODY, the attack must have the +1 Advantage "does BODY". If a character wishes to have an Ego Killing Attack, it must be bought the following way: xd6 RKA, based on ECV (+1), does BODY (+1)
The only appropriate defense for this is of course, resistance Mental Defense. This type of power will be watched, since it is so powerful.

Growth -
No practical limits. Growth does include the Original Rules modifications -
+1" running for every level of growth, +5 PRE for Presence Attacks ONLY per level of growth.

Immortality
There are a great number of ways to get it to work - GM.

Mental Defense -
All characters receive a base Mental Defense of EGO/5. Additional Mental Defense may be purchased, but must be declared "off" if participating in a mind link. Mental Defense is not resistant, but a character may buy Mental Damage Resistance.
Mental Defense, unlike PD and ED, is not considered "always on." Characters have to think about "turning it on." Keeping Mental Defense on cost no END, but can block potentially friendly contacts and therefore is kept on at all times. Characters who are attacked form surprise or that have no reason to expect a Mental Attack may make an EGO roll to have the Mental Defense raised on time. Characters may also take the Limitation "Always On", but can then never lover their Mental Defense, and can therefore never be contacted by friendly telepathy or participate in a mind link. May not be purchased in a framework, since it is a zero endurance power.

Mind Link
Keep in mind that anyone in an active mid link will be unable to use Mental Defense (if any) over the natural value of EGO/5.

Missile Deflection/Reflection
Characters may have this power, but only with the following restrictions. The maximum allowed total OCV with Missile Deflection will be no greater than 10, or if levels are added - 12. Characters with this ability can "abort to missile defection", which is a +1/2 Advantage.

Power Defense -
Any purchase of Power Defense must be bought with one of the following limitations:
Protects Against One Specific Adjustment Power With One Specific Special Effect (-2)
Protects Against One Specific Power or Characteristic vs. Any Power That Might Affect It (-2)

Regeneration -
No restrictions - Characters with more than 1pt of regeneration can split the points across the turn. A character who Regenerates 2 BODY per turn, would get 1 Body in segment 6 and 1 Body in segment 12.

Shrinking -
Characters can add their growth momentum to their punch damage +1d6 per level of Shrinking.

Stretching
Characters who use Stretching in hand-to-hand combat do suffer Range Modifiers at extreme ranges. Thus, a Stretching character attacking from 8" or more away suffers a (-2) penalty to hit, attacking one 16" or more away suffers a -4 penalty.

Telekinesis
If a character wishes to use TK against a liquid or gas, they must purchase "Affects Porous" for the additional 10 points.
Transfer -
Power siphoned by the Transfer power can not feed energy into the Transfer power itself.

POWER ADVANTAGES
Enhanced Armor Piercing:
An additional method of Armor Piercing is supplied here weapons fanatics. It allows for multiple purchasers of Armor Piercing can layered and bought multiple times. Any hardening negates the equivalent bonuses on Enhanced Armor Piercing Attacks. Armor Piercing - + 1/2 Advantage per level.

Hardened Defenses:
Additional hardening can be bought multiple times to negate Armor Piercing Attacks. +1/4 Advantage per level.

PSYCHOLOGICAL LIMITATIONS
Psychological Limitations: Quirks
Any character can define a set of Quirks, which are 1-point, very minor
Psych Lims derived from the GURPS system. There is a cap of 5 Max points gained from Quirks. The GM reserves the right to approve all Quirks and the player must play them appropriately.
Psychological Limitations: Temporary Efforts to Overcome
When a character wants to struggle against one of his Psych Lims, he must make an EGO roll to temporarily overcome the compulsion that the Psych Lim represents.
If the Psych Lim is Moderate, the character must make a normal EGO roll.
If the Psych Lim is Strong, the character must make an EGO roll at a -3 penalty.
If the Psych Lim is Total, the character must make and EGO roll at a -5 penalty.
If the character struggles against his Psych Lim every time the appropriate situations come up, I will require the character to buy off that Psych Lim as soon as the character has enough experience to do so.

MANEUVERS
Abort to a Dodge
This can be done without penalty only in the segment immediately proceeding a character's action phase. It a character has an action on 3 & 4, attacked in 3 and then figured out he was about to be roasted unless he moved, he could Abort to a Dodge and make a normal Dexterity Roll. He would lose his action in 4. If the character's next action is several segments away, he can still Abort to a Dodge, but at -2 per segment difference. If the character's next action wasn't until 7, he would suffer a -2 *(7-3) = -8 to his Dexterity roll.

Acrobatics
Characters who suffer Knockback effects can use their Acrobatics skill to end their Knockback movement on their feet (or in any position the GM accepts as appropriate). When a character with Acrobatics takes Knockback, he can make an Acrobatics roll with a penalty equal to the amount by which he was hit. I.e., if it required a 10 to hit him and the roll to hit was an 8, he was hit by 2, and thus suffers a -2 penalty to his Acrobatics roll. On a successful roll, he is able to end hit Knockback movement on his feet. Please note that a successful Acrobatics roll does not negate damage. Also note that it is the Acrobatics skill and not the Breakfall skill that applies to Knockback (Breakfall is only for falling and thrown characters).

Action Phase - optional
Each segment, from 1 through 12, each character rolls 1d12. If the roll is lower than the character's SPEED, then he acts on that segment. If the character gets no actions before his normal action segment from the Speed Chart, he goes on that segment instead, whether he rolls for that segment or not. Thus a character might act more often or sooner than normal, but not less than normal. For instance, a character with a 4 SPD rolls the following 6,7,4,5,6,10,2,3,12,11,11,5. He would act on segments 3,7,8, and because he didn't roll another actions before his normal fourth action in 12, he would also go on 12.

Block
When an attack against a Block is critical hit, the Block must also be a critical hit or it will have no effect. In situations where the block was successful (but not critical) and the attack was critical, the GM can optionally choose for the attack to hit the Blocking surface - shield, weapon, arm, whatever - rather than having to roll location.

Breakfall
Characters who fall or are thrown can use Breakfall to remain standing. Damage from the fall or throw will still be taken. To halve the damage, a Breakfall roll at -3 may be attempted. To take no damage, a breakfall roll at -5 may be tried, but if failed (even if made at -3), and full damage will still be taken.

Coordinated Attacks
In Champions, any two characters that have fought and trained together can coordinate attacks (see page 149 on the rulebook). That's just a little too easy for me.
Any two characters that have fought and trained together can coordinate attacks if both successfully make a 8-rol. To have a better toll, the character should buy a 3-pt DEX skill, "(Coordinated Attacks.") The skill allows coordination with any one person. For =2, essentially jumping the skill from a 3 a 5-pointer, the skill allows coordination with a small group of people (such as a regular team)
This skill can be improved as usual with 2 character points improving the roll by 1. Points spent improve the roll do not also allow coordination with a new smaller group of people, or vice versa.
In certain circumstances, coordinated attacks can be used to gain a Surprise Bonus instead of combining STUN values.

Grab-By
This maneuver is combination of Move-by and Grab. The attacking character moves past the position of his target and executes a Grab instead of a physical attack. He ends his movement beyond the target, and the limits of his combat move.
The Grab component takes a -3 OCV penalty (combined values of the Grad and Move-by), plus any additional penalties for the size of the object being Grabbed.
If the attacker is Grabbing at an object being held by another character and fails in his STR vs STR roll, he takes an involuntary Martial Throw into an adjacent hex.
This maneuver is also used to rescue an innocent from the path of danger.

Lift
Use the following equation for determining lift -
Lift (#) - 31.25 x e (0.1386294361x STR)
Strength Lift (#) Lift (tons)
-10 8 0
-05 16 0
00 31 0
05 62 0
10 125 0
13 189 1/16
15 250 0
18 379 0
20 500 1/4
25 1000 1/2
30 2000 1
35 4000 2
40 8000 4
45 16,000 8
50 32,000 16
55 64,000 32
60 128,000 64
65 256,000 128
70 512,000 256
75 1,024,000 512
80 2,048,000 1024
85 4,096,000 2048
90 8,192,000 4096
95 16,384,000 8192
100 32,768,000 16384

Stun Multiple for Killing Damage
Roll the Killing attack normally
Roll 1d6+1 (2+4) for the stun multiple.
This keeps the stun from far exceeding the capability of an equivalent DC normal attack, and also makes sure that the stun from Killing Attacks isn't ignored either.

Stunning
In Champions, when a character is stunned, he looses his next active phase - he is said to be recovering from being Stunned. In the official rules, he does nothing but lie/stand there at 0 DCV and regains the ability to move on his next action phase.
In my campaigns, this phase used to recover from being Stunned is also a normal Recovery; the character gets back his RECOVERY score in lost END and STUN.
To reach the first level of recovery, a character may go to negative his CON for one recovery per phase. Twice Con for once per phase. This makes Bricks and others tougher - based on their Cons.

Optional Effects of Damage
I will sometimes use the Optional Effects of Damage rules, if it suits the situation. Wounding might occur for dramatic purposes, as might disabling or impairing. We will not be using the Hit Location rules. We may in some cases use Placed Shots. Knockdown and bleeding are also not used.

Determining Damage
Worsening Wounds
Those who have lost more than 2 BODY in minor 1-BODY injuries exerts himself, there is a chance he will worsen a wound. Exerting himself includes any attempt to Push, any all out attack, or any action the GM feels has a chance of worsening wounds the character has taken.
Roll 3d6; if the magic number (below) comes up, the character takes an additional +1 BODY damage to his worst wound. The GM can arbitrarily decide that a different wound is worsened if circumstances are appropriate
The Rolls:
08- If the character has lost from 2BODY up to 1/3 his BODY
11- If he has lost more than 1/3 BODY up to 2/3 his BODY
14- If he has lost more than 2/3 his body

Critical Hits
When a character makes a to-hit roll that is less than half what he needs to hit, he does maximum damage for the attack. This only applies to attacks against animated targets; attacks against inanimate objects are only critical on a hit roll of 3,4,5/
If an attack is Area Effect or Explosive and rolls a critical hit, it does not automatically do maximum damage; the attack gets +1 points of damage per die. (In normal damage attacks, a 5" on a die is upgraded to a 6 and the die does an extra point of BODY.) An exception: If the attack roll was a natural 3, the attack does do maximum possible damage in the target hex and gets the standard +1 point of damage per die across the rest of its effect area.

A character can declare, before rolling to hit, that his attack can't do a critical hit. If a critical hit is rolled, normal damage is rolled - unless the attack rolls a natural 3, in which case the attack does maximum possible damage regardless of the attacker's wishes.
New Hit Location Chart
Roll (CV) Location % 3d6 %2d6+1 %2d6+7 % 3d6 %aiming here
3-5 -5 Head 4.63 16.67 0 2.89 9.26
6-7 -4 Shoulder 11.57 25.00 0 7.23 16.2
8 -4 Upper Arm 9.72 16.67 0 6.08 16.2
9-10 -3 Chest 24.07 25.00 8.33 15.00 25.9
11 -4 Forearms/ hands 12.50 8.33 8.33 7.81 16.2
12 -4 Stomach 11.57 5.56 11.11 7.23 16.2
13 -4 Vitals 9.72 2.78 13.89 6.08 16.2
14 -5 Thighs 6.94 0 16.67 4.34 9.26
15, 19 -5 Legs 4.63 0 16.67 2.89 9.26
16 -6 Knee 2.78 0 11.11 1.74 4.63
17-18 -6 Feet 1.85 0 13.89 1.16 4.63
Good points:
This solves all 3 of the problems above. (The proof is left as an exercise for the reader.)
For the Standard 3d6 roll, most probabilities are within 1% of what they were in the old chart. The Head, Shoulders, Stomach, Vitals, Thighs, and Feet all match exactly. The chest is only .93% off. The only real discrepancy is the leg is much less likely to be hit, and the knee takes the balance of this chance. The hands/arms of the old chart have changed into upper arms/forearms-hands in the new. But the probabilities of hitting the arms or hands are 21.3%, while in the new chart, the probability of hitting the upper arm or forearm/hand is 22.2%. So the odds of hitting the arm/hand system have not changed much.

Bad points:
The high-shot and low-shot are much different than they were. I happen to like them more, but that's just MHO.

The forearm and hand are now done as a group. Some may not like this, but I think it's justifiable. The muscles, which control the fingers, are mostly in the forearm. So injuries to the forearm will likely cause crippling similar to hand injuries. The GM could arbitrarily decide whether the hit was to the forearm or to the hand without changing the nature of the crippling, and thus without much bias.
The knee, what the hell are you supposed to do with the knee? I don't know. I just needed to fill in the 16 slot with SOMETHING. It was either that or makes 16 the ROLL AGAIN slots. That would have put us back where the 19 had us in the old chart.
Some may complain that with CV's all above -7, people will be calling shots left and right, and the game will be much more deadly. IMHO, it should be a little deadlier. Furthermore, the system SHOULD encourage people to aim. People aim quite often in real life.

Susceptibilities and Vulnerabilities
The following chart shows how common various special effects, conditions, and powers are for purposes of determining the value of Susceptibilities and Vulnerabilities.
Special Effects and Attack Mechanisms
Acid Attacks Uncommon
Alcohol, ingested Uncommon
Attacks (All), Physical/Normal Very Common
Blaster (same as Particle Beam Attacks) Very Common
Bullets Very Common
Chemical Attacks (same as gas/poison) Common
Chemical Attacks (air based) Uncommon
Cold Attacks Uncommon
Cold Attacks + Water Attacks Common
Darkness Affecting Normal/IR/UV Sight (for Susceptibility) Uncommon
Darkness Attacks Uncommon
Earth + Fire + Water Attacks Very Common
Electrical Attacks Very Common
Electrical + Magnetic Attacks Very Common
EMP Attacks (Electro-magnetic Pulse) Uncommon
EMR Attacks Very Common
Energy Attacks (all) Very Common
Explosion Attacks Very Common
Fiery Explosions Uncommon
Fire (for Susceptibility) Common
Fire Attacks Common
Fire Attacks + Heat Attacks Common
Gas Attacks Common
Gas + Poison Attacks (Same as Chemical) Common
Heat, High (natural, for Susceptibility) Uncommon
Heat + Sunlight (natural, for Susceptibility) Common
Heat Attack Common
Heat Attack + Fire Attack Common
High-tech Attacks Very Common
Iron Attack + Steel Attacks Very Common
Light Based Attacks Uncommon
Magic Very Common
Magic - Anti-Undead Uncommon
Magic - Hebrew Uncommon
Magic - Law Based Uncommon
Magic - Undead Uncommon
Magnetic Attacks Uncommon
Magnetic Fields Uncommon
Melee Attacks, Physical/Normal Very Common
Mental Very Common
Particle Beam Attacks (same as Blasters) Very Common
Physical contact w/ Ferrous Metal Uncommon
Physical Attacks (all) Very Common
Physical Contact w/ silver Uncommon
Plasma Beams Uncommon
Pleasurable Attacks Uncommon
Poison Uncommon
Psychic/ Psionic Attacks Very Common
Radiation Attacks Uncommon
Sonic Uncommon
Spirit Attacks Uncommon
Sugar, Processed, Ingested Very Common
Sunlight Attacks Uncommon
Undead Attacks Common
Variable Attacks/ Special Effect Uncommon
Water Attacks Uncommon
Water Attacks + Cold Attacks Common
Wood Based Attacks Uncommon
Wood Based + Silver Based Attacks Uncommon
SPECIAL SITUATIONS
Ambushes + Treacherous Attacks Very Common
Attacks When Obviously Outclassed Common
Electrically Grounded - if a flyer Very Common
Electrically Grounded - if a non flyer Common
Falling/Knockback Damage - if a Normal Character Very Common
Falling/Knockback Damage - if a Predominately High Altitude Character Common
Struck (Hand to hand) Very Common
SPECIAL POWERS AND GAME MECHANICS
Armor Piercing Attacks Common
Attack with Affects Desolid Advantage Uncommon
Dispel Magic Uncommon
Drains Common
EGO Attack Uncommon
Entangles, EGO-Based (Mental Paralysis) Uncommon
Find Weakness - Aided Attacks Uncommon
Flash Attacks (Visual) Common
Flash Attacks (All) Very Common
Images, Visual Uncommon
Images, All Uncommon
Killing Attacks, Energy Very Common
Killing Attacks, Physical Very Common
Mental Illusions Uncommon
Mind Control Common
Mind Scan Uncommon
Presence Attacks From Desirable Opponents Very Common
Transformations Uncommon