Marvel: The XP Discussion
Posted: Fri Mar 16, 2012 8:39 pm
The chart from Marvel-Phile
Advancement
Response Bonus Actions
-1 point Massive loss of innocents or property due to character negligence. Negatives can also be the result of complete apathy toward the hero's calling.
0 points Either the bad guys got away or they were beaten in non-super-heroic fashion
1 point Good guys win and do everything right
2 points Saving the universe from a world-devouring Wonder Slug
Point Cost Uses of Points
1 Change the character's primary calling
2 Raise a power intensity by 1
2 Raise an Ability code by 1 grade
3 Raise an Ability code beyond A
3 Raise a Ability score by 1
3 Add a new stunt to an existing power
5 Add a new power at intensity 0
5 Upgrade a regular skill to master class
5 Eliminate a power limit
10 Upgrade a master class skill to world class
10 Eliminate a hindrance
10 Raise edge/hand size by 1
Modifications: Ability scores and Power intensities can go up to 5 points higher than original to a maximum of 20, or 2 points greater than original, whichever is higher. (If you have a 20 at character creation, it can go as high as 22 with advancement. If you have an 18, the cap is 20, if you have a 19, the cap is 21.) For normal humans or superhumans with Ability scores not linked to the character's powers, it's a bit different: Ability scores that are not enhanced should not change by more than 3 points through character advancement and not to superhuman levels (beyond 10). Of course, radiation accidents and evil experiments can change all rules. [by Thomas M. Costa]
Advancement
Response Bonus Actions
-1 point Massive loss of innocents or property due to character negligence. Negatives can also be the result of complete apathy toward the hero's calling.
0 points Either the bad guys got away or they were beaten in non-super-heroic fashion
1 point Good guys win and do everything right
2 points Saving the universe from a world-devouring Wonder Slug
Point Cost Uses of Points
1 Change the character's primary calling
2 Raise a power intensity by 1
2 Raise an Ability code by 1 grade
3 Raise an Ability code beyond A
3 Raise a Ability score by 1
3 Add a new stunt to an existing power
5 Add a new power at intensity 0
5 Upgrade a regular skill to master class
5 Eliminate a power limit
10 Upgrade a master class skill to world class
10 Eliminate a hindrance
10 Raise edge/hand size by 1
Modifications: Ability scores and Power intensities can go up to 5 points higher than original to a maximum of 20, or 2 points greater than original, whichever is higher. (If you have a 20 at character creation, it can go as high as 22 with advancement. If you have an 18, the cap is 20, if you have a 19, the cap is 21.) For normal humans or superhumans with Ability scores not linked to the character's powers, it's a bit different: Ability scores that are not enhanced should not change by more than 3 points through character advancement and not to superhuman levels (beyond 10). Of course, radiation accidents and evil experiments can change all rules. [by Thomas M. Costa]