FEAT Intensity Table
Column Shift Modifiers

Current house rules are...

House Rules:

Initive:
Instead of just having a bonus from intuition, you recieve a bonus from high Agility, specificaly RM and above. RM +1, In +2, Am +2, etc
Time and Hyper movement powers also add to the initive. Above 32, characters receive a second and 3rd movement per their power rank.

Popularity is affected differently because of heroes from the past.
Action Award/Penalty
Defeat normal villains +1
Defeat costumed villain +2 Pop
Defeated in public -3 Pop
Accused of crime -10 total
Cleared of charges +3
Found guilty of charge -20
Media attack -20
Charity work +1
Rescues +1

Also with resources a character may save money, not spend for a certain time and buy the next rank level (remarkable saved for 8 weeks could buy incredible) up to unearthly
feeble 2 weeks poor
poor 2 weeks typical
typical 3 weeks good
good 4 weeks excellent
excellent 6 weeks remarkable
remarkable 8 weeks incredible
incredible 10 weeks amazing
amazing 12 weeks monstrous
monstrous 14 weeks unearthly
Optional for battle: one person roll, you can take your chance on what the leader -who rolls seven- or I roll, or roll for your self, Thus the leader must post more often then the rest to sub-roll for dice bums.
Also you must post for battles within 48 hours after a GM post or I'll have to post for your character, I'm trying to be lenient with this, but the game - like the show - must go on! Since I've got a lot of slow pokes, I'm going to start posting non combat, If every one but one or two have already posted, around 24-28 hours after the GM post. This excludes Saturday and Sunday, Sunday is a purely optional day (I don't expect posts, and I probably won't post anything but Karma on sunday).
Since I'm open to new ideas, I'll be modifying the game periodically, with suggestions of course.
If you need help making a character I'll do my best, I ask only you talk to me about the powers/characteristics to try to work things to a good acceptance.
Some Contacts could be changed - depending on the situation - Try to remember this world has had a bad experience with past heroes, so no ones particularly acceptable to them.
Advancement:
Abilities:
Is the same as the Players handbook explains
Powers:
The cost of increasing a power rank is 15 times the rank number gained, and the cost for cresting is 300 additional points. Any additional increase of rank beyond the first should require a rationale similar to that of the Ability advancement. Example: If a character has Good (8) and raises it to 9, it would cost 135, but if he had 15 and raised it to 16, it would cost 525.
New Power:
New powers cost 2000 plus 30 times the starting rank number.
Exceptions:
Robotic characters may be modified at a cost of 2000 plus 10 times the starting rank number; although there must be someone capable of modifying their form. The third party must have sufficient Reason to include a Power of the rank.
Magic Users may increase their spells by studying a scroll for one week, and spend 500 plus 10 times the starting rank.
Talents:
May be added by spending Karma on the advancement pool and start seeking training. Characters may learn from other player characters at a cost of 2000 points, or from NPCs at a cost of 1000 points per Talent.
Stunts:
I've returned to the standerd rules for stunts.
I think that's all the hard stuff. If I think of anything else I'll let you know.

Charts:

MOVEMENT TABLE

Land &
Water

Air

Space & Extradimensional
Hyper-
Land & Water

Hyper-Space
Travel

Rank
Areas
Mph/m
Areas
Mph/m
Mph/m
Areas
Mph/m
Rank
Speed(Sector/Hour)
Range(Fuel/Sector)
Sh0
0
0
0
0
0
0
0
Sh0
1/100
10
Fe
1
15/.25
2
30/.5
300/5
15
300/5
Fe
1
20
Pr
2
30/.5
4
60/1
600/10
30
600/10
Pr
2
40
Ty
3
45/.75
6
90/1.5
1000/17
45
1000/17
Ty
4
60
Gd
4
75/1
8
150/2
1500/25
65
1500/25
Gd
6
100
Ex
5
110/1.25
10
225/2.5
2000/33
110
2000/33
Ex
8
200
Rm
6
150/1.5
15
300/3.75
4000/66
180
4000/66
Rm
10
300
In
7
185/1.75
20
375/5
6000/100
350
6000/100
In
12
400
Am
8
220/2
25
450/6.25
10,000/167
1000
10,000/167
Am
24
750
Mn
9
300/2.25
30
675/7.5
20,000/333
1500
20,000/333
Mn
48
1000
Un
10
375/2.5
40
900/10
40,000/666
2000
40,000/666
Un
100
1500
ShX
12
525/3
50
1350/12.5
80,000/1332
5000
80,000/1332
ShX
300
2000
ShY
14
675/3.5
100
1800/25
150,000/2500
10000
150,000/2500
ShY
500
5000
ShZ
16
1125/4
200
4500/62.5
300,000/5000
20000
300,000/5000
ShZ
1000
10000
CL1000
32
2245/8
---
10,000
1,000,000/16,667
40000
1,000,000/16,667
CL1000
3000
300000
CL3000
50
6740/12.5
---
Lightspeed
Lightspeed
---
Lightspeed
CL3000
5000
500000
CL5000
100
11230/17.5
---
100x Lightspeed
100xLightspeed
---
100xLightspeed
CL5000
10000
1000000
Beyond
?
?
?
?
?
?
?
Beyond
Instantly?
?

Fighting Speed

Rank
Number of Actions per Round
Shift-0
1/round, more actions lower rank of attack.(Max of 3)
Feeble
1/round, more actions lower rank of every second attack.(Max of 5)
Poor
2/round, more actions lower rank of attack.(Max of 6)
Typical
2/round, more actions lower rank of every second attack.(Max of 10)
Good
3/round, more actions lower rank of attack.(Max of 12)
Excellent
3/round, more actions lower rank of every second attack.(Max of 15)
Remarkable
4/round, more actions lower rank of attack.(Max of 18)
Incredible
4/round, more actions lower rank of every second attack.(Max of 20)
Amazing
5/round, more actions lower rank of attack.(Max of 24)
Monstrous
5/round, more actions lower rank of every second attack.(Max of 30)
Unearthly
10/round, more actions lower rank of every second attack.(Max of 40)
Shift-X
15/round, more actions lower rank of every second attack.(Max of 60)
Shift-Y
20/round, more actions lower rank of every second attack.(Max of 80)
Shift-Z
50/round, more actions lower rank of every second attack.(Max of 100)
Class 1000
100/round(Regular Combat is no longer an option at this point and beyond, except between speedsters; in which case you treat it as normal combat)
Class 3000
300/round
Class 5000
500/round
Beyond
1000/round