IVhorseman wrote:wait... THAT is how SP works? How the hell was that so hard to figure out?
When was SP hard to figure out? It's not the figuring stuff out that takes time, it's the formatting it into illustrated and examplified webpages. Hell, SP was figured out ages ago.
SP: No more complicated SP points and effect purchasing tables. Now you ust buy SP dice, with a CP cost equal to half their number of faces plus one. (E.g., +3cp per d4, +7cp per d12, etc.)
Each die may be used once per turn for instantaneous effects (i.e., a die used to boost Armor only protects against a single attack or grouped attack; it doesn't boost armor for the full turn), and the effects are strictly limited to the Super unit's Super Cliche.
Each die can be assigned to add or subtract inches or points to any one of the following: Range, Damage, Armor, Skill, Movement (full inches for regular movement, half inches for flight), and Effective Size (for lifting, throwing, or operating large objects). If d10s or d12s are assigned to Damage, it's always Explosion Damage; otherwise dice do standard Damage with no area effect.
(Old stuff that's no longer allowed: Area, Duration, Create/Uncreate Matter, Influence Thought, Lend Power, and Flexibility. Some parts of Telekinesis, Portal, and Know are special cases that can still work but don't get their own sections anymore.)
Dice may be rolled one at a time or in groups, according to preference; players don't have to decide in advance the total number of dice they plan to use for a given effect.
If used for an Action, each die used adds +1 to Use rating. Super units still get only one Action per turn.
THE FUN PART: Whenever a 1 is rolled, your opponent may immediately re-roll that die and use it to modify your effect however he wishes (range inches in the wrong direction being a common choice). If your opponent also rolls a 1, the die is wasted.