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Live Blogs Let's Play Cartoon Action Hour: Season 3
MadWritter2013-11-28 04:17:09

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“BY THE POWER OF THE WEB – I HAVE THE TROPES!!!!!”

Now we move to Character Character. I'm going to the summarizes the steps. This is done with a picture of the character sheet.

  1. It's primarily to create PCs, but it can aslo create GMPCs.
  2. Step 1 is Star Power, which as mention before is usually a 3
  3. Step 2 is Qualities.
  4. You get three of them – one Singularity Quality and two Standard Qualities.
  5. Singularity Quality explains what your character in one of four different ways: primary role, specialty, gimmick, or archetype.
  6. You allow to use two aspects of your character.
  7. According to the rule book, “Generally speaking, the first segment gives an indication of the character’s main personality characteristic or race and the second word indicates what the character’s occupation or role is. This is not always the case, however.”
  8. Step 3 is Traits
  9. You get the number of points based on the series's trait tier. As mention before, Human Tier is 18 points, Superhero Tier is 26 points, and Cosmic Tier is 34 points. Usually.
  10. You can't past the maximum of the series tier's maximum rating (As mention before, Human Tier maximum is 4, Superhuman maximum is 8, and Cosmic has no maximum.)
  11. Step 4 is Special Rules.
  12. Picking a adverse Special Rule allows you get one more special rule with the maximum being three of them.
  13. You get the number of Special Rules equal to your Star Power: 2 for Star Power, 3 for Star Power 3, and 4 for Star Power 4.
  14. Step 5 is Upgrades. You have a choice of 7 upgrades to take.
    1. Upgrade #1 is increase a trait's rating by +1. The rule book warns “A single Trait rating cannot exceed that maximum by more than two.
    2. Upgrade #2 is get a new trait with a rating of 1.
    3. Upgrade #3 is get two non-adverse Special Rules and them to your traits
    4. Upgrade #4 is add a new Stand Quality.
    5. Upgrade #5 is “Versatile” Special Rule.
    6. Upgrade #6 is +1 to your Based Oomph
    7. Upgrade #7 is give 5 points to build the hero's playset

Beside the the summary above, they are 6 others parts: Series Logo, Names, Proof of Purchase, Character Picture, and Current Oomph.

After we get a page of Trait Rating Benchmarks and a page of Sample Traits.

Then we get the Special Rules which are summarized.

  1. “Accessory” is Special Rule that stands for item that is free as it's “Double-Edge Sword” – it can be help – as it can act as a third trait in chain of linking – or as it's hinder – as when you roll a flub, it's deactivated until the end of the episode unless you sent 2 OOMPH to make it reactivated at the end of scene.
  2. “Action Feature” is – according the rule book: “ A Trait with an Action Feature acts as the focal point
of what the character can do. It’s a central ability that more or less defines the character. For example, if a character is named Big Ram, his MASSIVE RAM ATTACK would likely be his Action Feature. When deciding upon an Action Feature, think of your character as an action figure and ask yourself which one of his Traits would likely be used as the toy’s action feature or primary accessory. Once per scene, when using this Trait for a check, you may choose to add a Benefit Die. Only one Trait per character can have this Special Rule.”
  1. “Advantage” is minor miscellaneous benefit.
  2. “Area” is attack that effect more then one attack – but the DN gets +2 add for everyone after the first one.
  3. “Big Attack” is attack that's good at wrecking vehicles. According the rule book, “ In order to be given this Special Rule, the Trait must be a physical attack that attacks from afar (bazookas, cannons, etc.). When making a crucial check against a vehicle, structure or large nonliving character (namely giant robots) with this Trait, add 2 to the check result. When attacking a “flesh and blood” character, add 2 to the DN.
  4. According the rule book on “Companions”: A Trait with this Special Rule represents some
manner of companion that helps the character out (and sometimes even gets him in hot water). This can be a funny sidekick, a loyal animal pal, a mount or whatever else you can dream up. The player whose character has the “Companion” Special Rule controls the companion itself. The GM controls the companions belonging to GM Cs. Companions can act either immediately before or immediately after the characters they belong to during action scenes, though only one (I.E, the Companion or the character) can initiate a crucial check per round during an action scene. Companions cannot have Oomph of their own. Any Oomph earned by them must be added to the PC’s Oomph total. The player whose character has the “Companion” Special Rule may spend his own Oomph to benefit the companion via the Oomph options (see pages 45 – 46). For all intents and purposes, a Companion’s Star Power depends on the Tier of its Trait rating: ( Human Tier: Star Power 1 – Superhuman Tier: Star Power 2 – Cosmic Tier: Star Power 3), Upon giving this Special Rule to a Trait, you must decide what functions the companion serves in the series and write them down. Functions act as broad Traits for the companion. The following functions are available to all companions: COMBAT, TOUGHNESS, STEALTH, MOVE – [insert movement type], THINK, & MANIPULATE. The GM must approve any other function you want to give your companion. Once you’ve determined the companion’s functions, you must allocate a number of points equal to the Trait’s rating +2 to them. As with normal Traits, any function not given any points will count as having a rating of 0. When it comes to linking, treat the Functions as Traits. The Companion can link its own Functions together or even link its Functions to the Traits of the character (or vice versa) to reflect the two helping each other out. Note, however, that no more than two Traits/Functions can be linked for a single check.”
  1. “Deactivate” can deactivated a certain kind of traits. Here's what the rule book has to say about this one: “This counts as two Special Rules choices. When taking it, you must determine what type of Traits it affects and write it down on the character’s bio-file. If the GM feels your selection is too “wide”, she may require you to change it. Only one Trait can be targeted by this Trait per turn and the target must be in sight of the character attempting to Deactivate the Trait, unless the Special Rule is taken more than once (see below). To Deactivate an appropriate Trait, you must make an opposed check using the Trait with the “Deactivate” Special Rule versus the Trait you wish to Deactivate. If you succeed, the Trait is Deactivated until the end of the targeted character’s next turn (or until the end of a scene if
it’s not an action scene). If, during an action scene, you roll a Boon with this Trait, the targeted Trait is Deactivated until the end of the scene. This Special Rule may be taken multiple times, with each time adding another type of Trait that is affected. In such a case, only one check needs to be made to Deactivate all affected Traits; the targeted character uses the highest rating of the targeted Traits for the opposed check. If you succeed, all the targeted Traits are Deactivated.”
  1. “Deplete” lowers trait ratings for a short time. Here's more about this one from the rule book “When taking this Special Rule, you must determine what type of Traits it affects and write it down on the character’s bio-file. If the GM feels your selection is too “wide”, she may require you to
change it. Only one Trait can be targeted by this Trait per turn and the target must be in sight of the character attempting to deplete the Trait, unless the Special Rule is taken more than once (see below). To deplete an appropriate Trait, you must make an opposed check using the Trait with the “Deplete” Special Rule versus the Trait you wish to deplete. If you succeed, the Trait rating is reduced by one until the end of the scene (negative Trait ratings are possible in this case). If you roll a Boon with this Trait, the targeted Trait is reduced by two instead. This Special Rule may be taken multiple times, with each time adding another type of Trait that is affected. In such a case, only one check needs to be made to deplete all affected Traits; the targeted character uses the highest rating of the targeted Traits for the opposed check. If you succeed, all the targeted Trait ratings are reduced by one.”
  1. “Devastating” according to the rule book as followed: “This Special Rule should be given to a Trait that has lingering effects when it causes an enemy to be Defeated. It should be reserved for Traits that are of a much higher magnitude than normal – MASSIVE CANNON, MASTER OF GUILE, LIFE-DRAIN TOUCH, etc. When a character is Defeated by this Trait, he or she begins his or her next scene with one Setback Token.”
  2. “Disadvantage” is the first adverse Special Rule we come across that stands a flaw in a trait.
  3. “Fickle” is our next adverse trait in our tour of Special Rules – it means your trait doesn't work time to time. If you roll a 4 to 12 on the D12, it works normally. If you roll a 1, 2 or 3, let's just say it doesn't work.
  4. “One-Shot” is a trait that can't be use more then one time – once used, it's deactivated for the rest of the episode.
  5. “Oomph-Power” is adverse rule that means you have to send OOMPH to use it.
  6. “Shared” – according the rule book – is “Sometimes, characters have Traits that several of
them can use. Thinking in “meta” terms, this is akin to a toy vehicle that came with two action figures. This Trait can represent an accessory, a vehicle, a companion or maybe even some form of power related to the fact that the characters are twins. This Trait can be used by any character who chips in an equal number of Trait points to create it. The Trait must then be listed on all sharing characters’ bio-files, along with the names of the other characters who share the Trait. All sharing characters have access to this Trait. However, all checks involving the Trait have +1 DN for each sharing character not present. This also goes for any subsidiary Traits for vehicles and alternate forms as well as Functions for companions.”
  1. “Situation Boost” is when a trait works the best – it's add +2 to the check when it's in the best.
  2. “Situation Setback” is when a traits works at worse – and it's adds +2 to the DN.
  3. “ Transforms, Others” – according the rule book is the following, “The Trait represents a character’s ability to change other characters or inanimate objects into another form. When you decide upon this Special Rule, you must choose which level to take it at: Minor, Moderate or Major. These will affect the game stats for the alternate form. (Minor: Counts as one Special Rules choice, Moderate: Counts as two Special Rules choices, & Major: Counts as three Special Rules choices) After you finish creating your character, you will need to create game stats for the alternate form (see pages 112 - 113). The Trait rating will affect how the alternate form is constructed.”
  4. “Transform, Self” according the rule book “The Trait represents a character’s ability to change himself into another form. When you decide upon this Special Rule, you must choose which level to take it at: Minor, Moderate or Major. These will affect the game stats for the alternate form (Minor: Counts as one Special Rules choice, Moderate: Counts as two Special Rules choices & Major: Counts as three Special Rules choices After you finish creating your character, you will need to create game stats for the alternate form (see pages 112 - 113). The Trait rating will affect how the alternate form is constructed.”
  5. “Vehicle” stands a trait that is a vehicle. More about this form the rule book, “When you decide upon this Special Rule, you must choose which level to take it at: Minor, Moderate or Major. These will affect the game stats for the vehicle. (Minor: Counts as one Special Rules choice, Moderate: Counts as two Special Rules choices, Major: Counts as three Special Rules choices After you finish creating your character, you will need to create game stats for the vehicle (see pages 114 -115). The Trait rating will affect how the vehicle is constructed.”
  6. “Versatile” is a special trait – mostly to stand for a wizard or witch's spells.
    1. You can't take “Versatile” Special Rule unless you took “Upgrade #5”
    2. A Trait must have rating of 5 or higher.
    3. Once, you take it. The trait rating must be dropped by 4
    4. The character must send a point of OOMPH to use an undefined sub-trait.
    5. The number of predefined sub-traits is based on Trait’s Tier level:
    6. Two predefined sub-traits for Human Tier Traits
    7. Three predefined sub-traits for Superhuman Tier Traits
    8. Four predefined sub-traits for Cosmic Tier Traits
    9. Undefined sub-traits are equal to the PC's star power.
    10. Sub-traits of the “Versatile” uses the Trait Rating when applicable.
    11. Sub-traits can have their one Special Rules of their own.
    12. Special Rules for Undefined Sub-traits comes out before the rolling of the dice.
    13. “Comedically Versatile” is for bumbling wizards or inept gadgets.
    14. All “Comedically Versatile” sub-traits will flub on 1 or 2. Usually resulting – according the rule book, “in a silly, useless or even self-detrimental spell/gadget. The plus side to all this is that the character (or GM for GM Cs) earns a point of Oomph when this happens during an action scene (maximum of once per scene). After all, viewers love the slapstick comedy that usually arises from these situations!

Next up are two special rules for “Transform” traits. One is “Extra Alternate Form” which all the Player to create an extra alternate form for it's character. Second is another Adverse rule which is “Involuntary” which means the PC has no control over it], Third is “Multi-Form” which is skin to Versatility for Shape-Shifters – though the P Cs and the Game Master can play it loose and easy with it.

Next is “Creating Alternate Form” which is summarized below:

  1. Step 1 is Qualities for your Alternate Form
  2. As usual, it's three Qualities – one Singularity Quality and two Standard Qualities.
  3. If it's Transform, Self – you can use port Standard Qualities for Base Form to your Alternate Form
  4. You can't port your Singularity Quality to your Alternate Form.
  5. Step 2 is Traits for your Alternate Form.
  6. By default, all base form mental and physical traits are retained in the Alternate Form unless the Game Master say otherwise.
  7. You get points to purchase new traits with. These are based on what level the special rule was taken at.
  8. Level Minor gets 8 Points.
  9. Level Moderate gets 12 Points.
  10. Level Major gets 16 Points.
  11. From the rule book, here is the stuff about “Maximum Trait Ratings” for “Alternate Forms”: “The rating of the Trait with the “Transform Self” or “Transform Others” Special Rule acts as a
maximum for the alternate form’s own Trait ratings. Specifically, the maximum is equal to the “Transform Self” or “Transform Others” Trait rating +2. For example, if your character’s “Transform Self” Trait is 4, none of the alternate form’s Traits can have a rating higher than 6. Keep in mind that its Traits must also conform to the series’ maximum rating.”
  1. An Alternate can not have one of the following Special Rules: “Action Feature”, “Versatile”, “Vehicle or Transform, Self.”
  2. Step #3 is Special Rules
  3. You get Special Rules for the Alternate Form depending on what level
  4. Level Minor get one Special Rule
  5. Level Moderate gets two Special Rules
  6. Level Major gets three Special Rules
  7. You can gain Special Rules if you take an adverse Special Rule, but up to a maximum of three.
  8. According to the rule book, “It could be that you don’t see your alternate forms having as many Special Rules as the amount you’re allowed. For every non-adverse Special Rule you elect not to take, you may raise one of the vehicle’s Trait ratings by 1 (keeping in mind the series maximum ratings allowed).
  9. Step #4 is Upgrade
  10. Level Minor is 2 Upgrades
  11. Level Moderate is 3 Upgrades
  12. Level Major is 4 Upgrades
  13. Upgrade #1 is +1 on to Trait's Rating. More on this from the rule book: “This is the only way a Trait rating can be raised above the series’ maximum rating. A single Trait rating cannot exceed that maximum by more than two.”
  14. Upgrade #2 is get a new Trait with a Rating of 1.
  15. Upgrade #3 get two new non-adverse Special Rules and add them to your traits. These can't be change in for traits.
  16. Upgrade #4 is an extra Quality for the Alternate Form

Next up is “Creating Vehicles” which is summarized below....

  1. Step #1 is Qualities for your Vehicle
  2. As usual, it's three Qualities – and Singularity Quality and two Standard Qualities.
  3. Step #2 is Traits for your Vehicle.
  4. Here's the rules for the Vehicle traits straight from the rule book: “A vehicle has three core Traits. These are the Traits that are most important to the vehicle’s concept. Once you have them written down, give one of them a rating equal to the rating of the Trait with the “Vehicle” Special Rule. The other two core Traits will have ratings that are 2 less than that (down to a minimum rating of 1).”
  5. Once you have a trait that can for the speed of a vehicle, you must add a Mode of Travel.
  6. The six standard Mode of Travel are as followed: Land, Air, Water, Underwater, Space, and Subterranean.
  7. You want a vehicle with another Mode of Travel, you going have take a second movement trait.
  8. Step #3 is Special Rules
  9. Level Minor get one Special Rule
  10. Level Moderate gets two Special Rules
  11. Level Major gets three Special Rules
  12. You can gain Special Rules if you take an adverse Special Rule, but up to a maximum of three.
  13. According the rule book, “It could be that you don’t see your vehicle as having as many Special Rules as the amount you’re allowed. For every non-adverse Special Rule you elect not to take, you may raise one of the vehicle’s Trait ratings by 1 (keeping in mind the series’ maxim.”
  14. A Vehicle can be given the following traits: “Action Feature”, “Versatile”, and “Vehicle”.
  15. Here's what the rule book has to say about Upgrades for Vehicles: “You may now select and implement upgrades. The number of upgrades you may choose is based on two factors: the character’s Star Power and whether the character’s Trait with the “Vehicle” Special Rule was taken as Minor, Moderate or Major.”
  16. Level Minor equal Star Power x 1
  17. Level Moderate equals Star Power x 2
  18. Level Major equals Star Power x 3
  19. Upgrade #1 is +1 on to Trait's Rating. More on this from the rule book: “This is the only way a Trait rating can be raised above the series’ maximum rating. A single Trait rating cannot exceed that maximum by more than two.”
  20. Upgrade #2 is get a new Trait with a Rating of 1.
  21. Upgrade #3 get two new non-adverse Special Rules and add them to your traits. These can't be change in for traits.
  22. Upgrade #4 is an extra Quality for the Vehicle.

Next is “Gestalt Creation”. First up is “Investing Trait Points” which according the rule book is the following: “All players whose characters make up a single gestalt must decide how many Trait points to pitch in during Step 3 of the character creation process. The amount each player invests must be the same (e.g., each player contributes 3 points). But wait! There’s more! For every character that contributes Trait points, add one more point to the amount. These points are set aside until after the characters have been finished. So, for example, if the gestalt form is made up of 5 characters and each one contributed 5 points, they would get to set aside a total of 30 points (25 for the amount they pitched in and 5 for the number of characters in the gestalt).

Next is “Buying Gestalts Traits” where the players work together to by traits for the Gestalt. The maxim trait allow for a “Gestalts” is 4 higher then the series normally is. If the Gestalt is made out of vehicles, it gets a free Mode of Travel out of the following: Land, Air, Water, Underwater, Space, and Subterranean. It's Mode of Travel Rating is 3. You can improve by sending points aside for the Gestalt traits. Here's what the rule book has to say about “Choosing Special Rules” for Gestalts: “The gestalt Traits may be given a number of Special Rules equal to the number of characters that form the gestalt. Unlike with characters, vehicles and alternate forms, these may not be exchanged for more Trait points. Each adverse Special Rule taken grants an additional non-adverse Special Rule.”

The following rules are very important to Vehicle Gestalts: ONE – Each character must have a vehicle, The vehicle needs the “Gestalt” Standard Quality, and Vehicle Trait must have the following Disadvantage Special Rule: (Disadvantage: Cannot merge unless character has access to the vehicle)

Next, I'm going to summary the rest of the CHANNEL.

  1. Next up is GMPC stats.
  2. You can Not Use The System.
  3. GMPC do not need to stay with in the series's Maximum Trait ratings.
  4. Using the System, you need to keep in the following in mind while GMPC with the System
    1. GMPC do not have their own OOMPH, so Upgrade #6 is off the table
    2. GMPC do not add points to the making playset, so Upgrade #7 is sent off to the junkyard.
    3. GMPC can have a different trait point amount then the P Cs
    4. GMPC ain’t bounded by the maximum rating.
  5. Allies GMP Cs comes in three types: Lone Allies, Teammates and Comic Relief
  6. Villains GMPCS comes in four types: Master Villain, Leaders, Henchman, and Goons
  7. Master Villains get Star Power: 4
  8. Master have three things: “A BIG EGO”, a Base of Operation, and a Distinctive Identity.
  9. The name of the evil must have sometime of Title attached to bit (“Baron”, “Lady”, “Queen”, etc.)
  10. Leader get Star Power 3
  11. Leader can be either loyalty or treacherous to the Master Villain.
  12. Henchmen get Star Power 2
  13. Henchman are the bulk of the “named” villains in a series.
  14. Some Henchman have one special one skill, ability, equipment or power that makes them great or awesome in one way.
  15. Some Henchman are the “Jack of All Trades, Master of None.”
  16. Goons have Star Power 1
  17. A series should have more then one Goon Squad.
  18. Here's how you should choice a “Goon Rating” according the rule book, “As a guideline, a Goon Rating of 0 represents common grunts (most Goons should be given this rating), a Goon Rating of 1 represents elite minions and a Goon Rating of 2 represents henchmen that are of the highest echelons of
Goon-dom.”
  1. Special Goon Rules are summarized below:
    1. “Hard to Defeat” means the Goon Squad is defeat once it gets it's second token instead of it's first.
    2. “Specialist” according the rule book is the following: “Choose something the character is good at and write it down in parenthesis; for example, “Specialist (Stealth)”. When making a check that would involve that area of expertise, the Goon Squad rolls one die for checks instead of rolling two dice and taking the lowest result. Some examples: Stealth, Repair, Communications, Science, Medic, etc.”
    3. Here's what the Rule Book has to say about “Vicious Assault”: “If the side with this Goon Squad
outnumbers the opposing side, each Goon Squad with this Special Rule adds +2 to its crucial check total (but only if the Goon Squad is the active character). For purposes of determining whether or not the opposing side is outnumbered, count each Goon Squad as one character.”
  1. “Special Attacks” allows the goon squad to have a special attack.
  2. “Easily Led” means when the Goon Squad is with one or more non-Goon ally – add 1 to it's Goon Rating.
  3. “Dependent” means that when Goon Squad is not with any allies, it's rolls three dices instead two.
  4. “Weakness” means the Goon Squad has a weakness and it's game effect is akin to “Dependent” in near it's weakness.
  5. “Fragile” means the Goon Squad flees or be destroyed when defeat.
  1. “Creating Playset” is next
  2. The Players get 10 points to create the heroic playset.
  3. If Upgrade #7 is taken during PCs' creation, that means they get 5 more point for the heroic playset.
  4. They can either dump all their points into a mega-playset or make spread their points through several different playset.
  5. Once they make their choice, the players must work together to create the playset until they finished all of them.
  6. Here's what the rule book has to say “Creating Villainous Playset”: “Villainous playsets are created exactly the same as heroic playsets, except for how the GM determines the number of points she receives to build them with. The amount is equal to the amount the players have. So, if the players end up with 20 points, so does the GM.”
  7. Straight from the rule book, here's a list of traits that a Playset can have: “TRAP DOOR, SECRET PASSAGES, CRUSHING WALLS, THRONE ROOM, LASER CANNON, HUGE COMPUTER, FORCE FIELD, DRAWBRIDGE, LAVA-FILLED MOAT, ELEVATOR, TRAINING ROOM, ESCAPE SHUTTLE, PARALYZER RAY, PRISON CELLS, SPEAR TRAP, TRACTOR BEAM,
MAGICAL DEFENSES, NIGH-IMPERVIOUS WALLS, SPY CAMERAS EVERYWHERE, etc.”
  1. After they are some Sample of Creating: a series, a character, idea for Game Master characters, playsets of both heroic and villainous sides. Following by how the series & playset looks in the Series Sheet, and the character looks like the Character Bio-File, and the stats for all the GM Cs mention. The good one are in white boxes while the villains are in orangeish-brown or brownish-orange boxes.
  2. Next up is “Character Alterations”
  3. “Cosmic Adjustments” is just a fancy word for a new outfit and doesn't effect Game Player
  4. According the rule book, the following deal with “Enhancements”: “With an enhancement, the character’s focus stays the same, but he just gets a little better, has a bit of new gear or has acquired a new skill (as detailed in the action figure’s “filecard” on the back of the toy package). In game terms, you get to improve your character’s Traits and (or) gain new ones. After a season is over, you may spend your Proofs of Purchase on Upgrades. You may select an Upgrade for each 5 Proofs of Purchase you spend. Thus, if you spend 10 Proofs of Purchase, you may select 2 Upgrades.”
    1. Upgrade #1 is the usual +1 to the Trait.
    2. Upgrade #2 is the usual get a new Trait with a Trait Rating 1
    3. Upgrade #3 is add two new non-adverse Special Rule to your traits
    4. Upgrade #4 is add new Standard Quality
    5. Upgrade #5 is the “Versatile” trait. This cost 10 Proof of Purchase instead of 5 P.O.Ps.
    6. Upgrade #6 is add +1 to the BASE OOMPH.
    7. Upgrade #7 adds 5 to a new playset or to modified old ones.
  5. Here's what the rules say about “Revamping”: “Characters were sometimes completely repurposed
to one degree or another in the world of action figures and retro-toons. A character established as a paramilitary ranger would suddenly become an arctic soldier, a longtime hero would inexplicably be given an ecological gimmick (and new gear and skills to match) or a barbarian would be retooled as a knight. It didn’t happen often (and not every series was guilty of it), but it did happen. Revamping the character requires an expenditure of 5 Proofs of Purchase. It allows you to do any of the following options. Each option may be taken multiple times.”
  1. Revamp #1 – from the rule book is – “Completely replace a Trait with an all-new Trait. The new Trait has the same rating as the old Trait. If the old Trait had Special Rules, you may exchange them for new ones (adverse Special Rules may only be exchanged for other adverse Special Rules). You may allocate these new Special Rules to other Traits if you’d like. You can’t exchange a Special Rule for “Versatile”, nor can you swap a Special Rule with one that counts as two or more choices (Such as “Vehicle – Moderate”).
  2. Revamp #2 – from the rule book is – “Eliminate a Trait altogether and redistribute its rating “points” to other Traits, keeping in mind the series’ maximum Trait ratings. If the eliminated Trait had any Special Rules, you may keep them the same or exchange them for new ones (adverse Special Rules may only be exchanged for other adverse Special Rules). Whether you keep them the same or exchange them, the Special Rules must be allocated to other Traits. You can’t exchange a Special Rule for “Versatile”, nor can you swap a Special Rule with one that counts as two or more choices (Such as “Vehicle – Moderate”).
  3. Revamp #3 is change the Singularity Quality of your character
  4. Revamp #4 is replacement with Standard Quality with new ones.
  5. Here's what the rule book has to say about GMPC Alliterations, “The supporting cast shouldn’t just stagnate while the main heroes flourish and grow. Find the average amount of Proofs of Purchases the P Cs received. That’s how much each recurring GMC receives. The Master Villain will receive 5 extra
Proofs of Purchases. In order to receive these Proofs of Purchase, a GMC had to have been involved in at least 3 episodes of the season that just wrapped. And by “involved”, we don’t mean quick cameo appearances… we’re talking being involved in action scenes or otherwise contributing decently to the story. These Proofs of Purchase can be spent the same way as for P Cs.”

In the next installment, I'm going to remark on the series seeds in “CAH:S3” rulebook.

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