Basic Rules

Basic rules for each beginner player.

Character Development
Each character is allotted 40 AP to spend to train skills or super powers. Super powers are limited due to the progression on the skill tree and limited to a fixed cost. As a general rule of thumb, the higher one dives into a skill tree, the more AP it costs.

Skill costs increase by an increment of 1 for each successive leveling of that skill. Ex: A Level 2 Skill costs 3 AP total, but a Level 5 Skill Requires a total investment of 15 AP. Skill levels improve chances of success in doing skill rolls.

Character growth (additional AP points) are awarded  through great feats, and are handled by the GM.

Super powers do not require rolls to activate

Skill Requirements
Each Skill Level improves Skill success chances.

Skill rolls are affected by the formula: 1d100 + 10 * X, where X is the number of levels for a given skill.

Conditioning is how strong and resilient your body is. Speed, Strength and Stamina

MArtial Arts is the mastery over your own movement and barehanded combat

the weapons skills reflect your ability to use those types

Electronics is a catch all technology skill for computers, programming, hacking, and gadgets

Invention is the ability to create your own tools and customized gadgets

Breaking and Entering is mroe of a villain thing, but can still be useful for spy work

Cash Flow is a representation of your purchasing power