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  1. A Piece of Infinity
  2.  
  3.  
  4. Introduction
  5.  
  6.     Welcome the first edition of A Piece of Infinity!  This game explores an entire Multiverse of linked dimensions that are only now beginning to discover each other and the greater nature of the Infinity.  Heroes and villains of all natures, powers, and thematic bases share in the experience of billions of unconnected realities coming to terms with each other’s existences and participating in slowly developing alliances and intrigue.  The characters will have to find their own way among factions new and old.  They might be forces of good or evil already, or they may be confused neophytes thrust into a life of danger, but if they survive, they will forge their own place in Infinity’s story.
  7.  
  8. Getting Started
  9.  
  10.     The easiest way to make a character is to start with an idea and allow the rules to develop from there.  It may help to pick a general setting and think of what kind of characters inhabit that setting.  Once a basic character idea is established, the next step is choosing that character’s power Theme and Sub-Theme.  This is less about what your character’s powers are and more about the philosophy behind their actions.  See the list below for more details.
  11.  
  12. Power Theme: Will
  13.  
  14.     Will is not the most accurate way to interpret the universe in terms of physics, but it is the most common theme used by heroes.  To a Will-based hero, the universe is a story, and they are the players.  Given the nature of the Infinity’s origins, it is little surprise that so many universes rely on this theme.  Will characters rely on force of personality and narrative conventions to survive.  No injury is too create if the character’s determination is great enough, even the biggest monster has a weak spot to exploit, and nothing guarantees survival like being defeated without leaving a body, especially if somebody is around to add “Nobody could possibly survive that!”  Will-based heroes call these manipulations of reality the Hero Rule, and they live by its power.
  15. Heroic Power
  16.  
  17. Heroic Power is the “default” state of the game and the underlying basis for the entire system.  Heroic Power operates on the theory that to Will-based characters, injuries are more an impediment than a medical concern.  Maybe the character just abstractly evades damage using some concept of luck or fate, or maybe they dismiss even lethal injuries as “just a scratch” or a minor flesh wound.  Either way, damage of any source is reduced to an abstract number.  In other words, the characters has a finite number of hit points, losses some hit points when damaged, and regains some over extended periods of time or various common methods (healing spells, curative potions, first aid kits, ets.)  This is the traditional RPG method used by nearly all MMO RPGS, regular RPG video games, and most table-top RPGS as well.
  18.  
  19. Restoring Honor
  20.  
  21. Conversely, Restoring Honor speaks to the modern schools of video game design, particularly many action games and shooters.  Instead of having an overt health bar or hit point limit, characters of this school of power are slightly more realistic in terms of damage.  They can survive a few attacks without any penalty, but several in a row will be instant defeat.  On the other hand, these characters are exceptional at recovering from these wounds.  A Restoring Honor character can go from near death to full health in a matter of seconds, but only if they can find a place to rest.  As a result, fate seems to be kind towards these types of characters, and they tend to find hiding places, cover, and the near ubiquitous chest-high walls wherever they go, allowing them to avoid damage and recover from damage already taken.
  22. Enduring Legend
  23.  
  24. The final Will-based power is taken from more unforgiving games, especially older ones.  Characters with this power can only take a few hits at the most before being defeated, at least hypothetically.  However, the fortune of these characters endures in various ways.  For starters, they have a number of defensive counters that quick-witted characters can use to evade attacks.  Even when these attacks fail, though, the Enduring Luck character appears to return moments later, none the worse for their failure.  This might be a matter of destiny altering things to the correct path or some sort of quantum probability shift.  Some even jokingly believe that these characters are using “extra lives” or “save points.”  But they might not be as wrong as they think.
  25. Power Theme: Grit
  26.  
  27.     Grit may not be the most glamorous or stylish force in reality, but it is the most common.  Nearly every thing operates on the cold reality of Grit, from the rotation of planets to the spread of disease.  Grit means that it doesn’t matter how important a universe says you are; the bullet flying through your skull faster than the speed of sound means that you’re dead.  Nearly every NPC in a game is Grit-based by definition, from the villains horde of minions the lowly shopkeep.  For a Grit character to make a name for themselves, they have to be either really careful, really powerful, or command the army that makes your name for you.
  28. Overwhelming Defense
  29.  
  30. Grit characters know that they can’t rely on luck, fate, force of personality, status, or how bad they want to succeed.  Rules are rules, and death is death.  So characters who rely on Overwhelming Defense won’t even let injury be a possibility.  Whether blanketed with magical protections, encased in enough armor to make a tank seem flimsy, or simply being made of nearly invulnerable material, these characters have no life bar and tend to die quite easily if their defenses are breached.  Until then, though, they are immune to nearly any attack against them.  These characters know that a good offense is the best defense and that enemies must be defeated before they can sufficiently damage their armor.  However, they also must be prepared to enter a defensive state, put up emergency barriers, or otherwise deal with enemies who can penetrate their defenses or are about to unleash an unusually strong attack.
  31. Overwhelming Numbers
  32.  
  33. Characters of this school, however, know that no defense is perfect and that death is inevitable, so they prefer that the death be someone else.  Some characters of this nature are utterly worthless in a fight, while others are fairly competent but nowhere near a similarly powered ally.  Either way, though, they know that their job is to let their minions do the fighting for them.  Some summon demons, other raise undead, create robots, or simply have a battalion of soldiers at their command.  This fighting style reflects both larger-scale real life battles and the classic simulation scenario of the winning side tearing the losers down planet by planet, city by city, or brick by brick.
  34. Overwhelming Tactics
  35.  
  36. Finally, characters of this nature know that if death is easy, every step must be taken (short of quitting to get a desk job,) to ensure that it’s never risked in the first place.  They are masters of concealment, stealth, or simple preparation.  They know that the best way to survive is to know the environment, know the enemy, and then get in there and neutralize the target before they’re even aware of the threat.  These tactics reflect everything from classical assassins (but NOT the mainstream idea of a ninja,) to modern military commandos.
  37. Power Theme: Flash
  38.  
  39.     To a Flash-based character, looking cool isn’t the bonus of being a hero, it is heroism’s lifeblood.  Reality is a performance, and they are its stars.  A Flash character will never do something simply when a more impressive option is available.  Clothing will be garish and full of seemingly useless ornaments like capes, spikes, and streaming ribbons.  They can’t simply dodge; they must flash across the battlefield.  Others might argue that Flash values style over substance, but this is no insult to a Flash character.  Style IS substance.
  40. Unstoppable Speed
  41.  
  42. Flash-based heroes don’t worry about things like hit points at all.  They exist, but they are immaterial.  They see victory when they are winning and only stop with defeat, and this is particularly true for Unstoppable Speed characters.  These characters have a constant flow about them.  It is serene and steady when at peace, but in violence, it quickly becomes frayed and shatters due to the actions of enemies.  To maintain their flow, Unstoppable Speed characters rely in rapid attacks and built up combos.  The more attacks in a row that they perform, the stronger and faster their flow and the better they get.  Conversely, every attack suffered partially or completely disrupts that flow, and they have to regain it quickly before the disruption is permanent.  Unstoppable Speed characters rely on motion-based skills to quickly close with enemies, bound across the battlefield, and dodge attacks as gloriously as possible.
  43. Primal Power
  44.  
  45. Primal Power characters often have some stylish way of moving, but that isn’t their focus.  They rely on defeating enemies in the most impressive way possible, and their appearance usually shows this.  At their weakest, Primal Power characters radiate some form of energy or special effect.  As they damage enemies, the effect grows and changes, and it fades with time or when damaged.  This combat school emphasizes building to a singular level of strength that allows for amazing, overkill attacks.  Even if these attacks fail to kill an enemy (often because they are Will-based themselves,) the damage is incredible and the appearance of raw power as sustaining as any life-giving nutrient.
  46. Stylish Victory
  47.  
  48. Of all the schools of Flash combat, the Stylish Victory perhaps embodies it the most.  Not only do they have to defeat their opponents, they need to do so in the coolest way possible.  To a Stylish Victor, the Infinity is just one massive judge and the rating that they give is the difference between life and death.  Attacking foes with the most basic weapons repeatedly will barely improve the rating at all, so these characters have to humiliate foes, strike at weak points, and even taunt them.  Defenses are based on critical timing and the proper counter to any attack, with bonuses for coming as close as possible to being attacked while still evading the threat.
  49. Power Class
  50.  
  51.     Once the basic idea of the characters are established, the player and their Game Master must establish the level of the game and its characters.  The universe as it is understood at the beginning of the setting is divided into seven Power Classes, but player characters can only viably be in four of those classes.  Each class is given a range of power from 1 to 1000, and reaching 1000 in a class means the character can reach the next class, though this change usually requires some form of dramatic resolution or character development.
  52. Dependent Class
  53.  
  54.     Though rarely considered, D-Class beings vastly outnumber all other beings in reality.  A human with this level of power is functionally invalid and would not able to survive on their own power, even in a perfect paradise.  However, smaller beings can usually survive quite comfortably.  D-Class beings include germs, cells, nearly all plants, most insects and other vermin, and small animals up to a cat or small dog.  D-Class beings are no threat individually to even the weakest beings of a higher class, though they certainly can become threats in large groups.  Epidemics of germs or swarms of insects are examples of how these beings can work together to challenge more powerful creatures.
  55. Lacking Class
  56.  
  57.     Approximately half of all humans fit this category, for it represents the lower half of the human range of potential.  Most starting heroes will see their first enemies in this category, including notably small and timid monstrous humanoids, unusually large rats, and the weakest and most poorly armed human henchmen.  All beings of this level have the same Power Theme and Sub-Theme: Overwhelming Numbers.  Specifically, they ARE the numbers that more competent rulers might organize and dominate.  A player character is not really suited to being at this level, though characters with attributes or skills might at this level in a few areas.  This justifies the existence of dumb barbarians, weak wizards, and other beings who otherwise are vastly above the human average.
  58. Potential Class
  59.  
  60.     The third class extends to the maximum range of a human being’s potential biologically, so Grit-based human character can not surpass this level without sufficient equipment or some other means of transformation.  Note that a being can have several super-human powers or traits and still be in this category, simply because they average nowhere near the human maximum capacity.  Heroes usually start at this level, and their experiences are still humble and risky.  A gang of thugs or band of marauding orcs are still a threat, travel will usually still be done by horse or public transit as the setting expects, and in some cases, heroes will have to worry about how much they can carry and where their next meal will come from.  They can expect to save entire villages or maybe whole city, but not likely the world.  Examples of characters at this level include lower-level RPG heroes (levels 1-10 in Dungeons and Dragons, for example,) or street level superheroes or vigilantes.
  61. Rising Class
  62.  
  63.     When a character reaches this level, some degree of notoriety is to be expected, but the level of danger rises dramatically.  Threats will often appear on other countries or across the continent, and their abilities will vary dramatically.  Even characters who aren’t super-powered will soon be expected to have access to ranged attacks and the way to meet enemies in the air, in darkness, underwater, and possibly even in space based on the setting.  This is often the last stage reached in most video games and RPGs (levels 11-20 in Dungeons and Dragons,) and most superheroes end up in this range as well.  Many vehicles also are in this category, from powerful tanks and modern day fighter planes to even spacecraft.
  64. Ascended Class
  65.  
  66.     A hero who reaches this level barely has to acknowledge lesser beings.  It would take a literal army, possibly numbering in the hundreds, thousands or millions, to even stop them, and they could possibly ravage entire cities or continents with their powers.  These characters can be expected to shape the story and their home setting around their actions, and their enemies plan for them with great care.  The most powerful superheroes reach this level (Superman is at minimum in this class of power,) as are epic-level heroes and extremely potent spacecraft like a Star Destroyer.
  67. Climactic Class
  68.  
  69.     In general, this is not a level that characters can expect to reach.  Instead, this is often the level of power demonstrated by the greatest threats.  A being or vehicle with this power can destroy continents or even planets with a single strike.  Often, however, even if something has Climactic Power, they don’t have the combat abilities to match it, giving heroes the opportunity to destroy it before the world can be destroyed.  As the name suggests, often stopping these things is the well-earned resolution to a hero’s story, though in the Infinity, there is no reason to assume that they stop there.
  70. Ultimate Class
  71.  
  72.     Related to the Deity Rule (listed below,) these beings don’t just have powerful attacks.  They are reality warpers who bring creation or destruction on a whim.  Beings of this nature include literal Gods along with sufficiently advanced aliens and evolved beings.  Fortunately, Ultimate Class beings are unable to directly affect beings from other dimensions, and their powers largely cease if they ever leave their home dimension.  There is no recorded instance of an Ultimate Class being who can use their powers in any dimension, fortunately, as such a being could threaten the entire Infinity with ease!
  73. The Deity Rule and Z-Modifier
  74.  
  75.     There are two frequent exceptions to the above list of Power Classes.  As mentioned above, gods and other reality warpers are affected by the Deity Rule, which prevents them using their divine or divine-like powers away from their dimension.  These beings have two Power Classes, one for their dimension and one elsewhere.  Ironically, the more powerful a god is, the weaker they tend to be away from home.  A humanoid god like Zeus, for example, is still an extremely powerful human away from his dimension with lightning powers.  Take away omnipotence from an omnipotent being, however, and there is usually little left.  Often, these things appear to be little more than confused, fetal beings away from their dimension.
  76.  
  77.     Z-modified dimensions are similarly limited to a single dimension.  In these dimensions, a character has seemingly limitless potential for growth.  An R-Class hero could advance until they are millions of times more powerful, and yet their powers appear unchanged to outside observers.  These changes are usually only important in the scale of that universe.  An outsider could arrive and find themselves suddenly possessing amazing powers that vanish the instant they leave that universe.
  78. Conversions
  79.  
  80. Every kind of universe exists in the Infinity, and that means the beings created from their own universe’s rules can leave to explore realms with entirely different natures.  When creating a new character using established rules, the first step is to choose a power theme and sub-theme from the list above.  This will modify the character’s nature to match the many ways a being can manifest their power in the Infinity.  However, this is an optional step, as there is always a way to exactly or closely match the original character concept of that universe.
  81.  
  82. Big Eyes, Small Mouth 3rd Edition
  83.  
  84.     With its super-powered, highly customizable characters and emphasis on combat and intense action, the Big Eye, Small Mouth setting is ideally suited to making characters of all nine core sub-themes.  Like most RPG universes, however, the default is Will/HP, and character of this nature will require the least modification.
  85.  
  86.     Big Eyes, Small Mouth 3rd edition uses several levels of power.  There are more levels than in the comparable range of Power Classes in A Piece of Infinity, so they don’t correspond directly.  For a comparison between the 1000-point Power Classes and their equivalents in BESM, see the chart below.  BESM characters start slightly high up in the Lacking Power Class and can easily reach the lower parts of the Climactic Power Class.
  87. Corresponding Power Class/BESM Power Levels
  88.  
  89. Lacking Class=Below-Average Human
  90.  
  91. Range for L-Class: 71-150 (80 points)
  92.  
  93. L-100 = 80 (Stat Total: 6. Average hp: 20; 65% stat)
  94. L-200 = 90
  95. L-300 = 100
  96. L-400 = 110 (Stat Total: 7. Average hp: 23)
  97. L-500 = 120
  98. L-600 = 130 (Stat Total: 8. Average hp: 26)
  99. L-700 = 135
  100. L-800 = 140
  101. L-900 = 145
  102. L-1000 = 150 (Stat Total: 9. Average hp: 30)
  103.  
  104.  
  105. Potential Class=Average to Maximum Human Capacity
  106.  
  107. Range for P-Class: 151-440 (290 points)
  108.  
  109. P-100 = 170 (Stat Total: 10. Average hp: 33; 60% stat)
  110. P-200 = 200 (Stat Total: 12. Average hp: 40)
  111. P-300 = 230 (Stat Total: 13. Average hp: 43)
  112. P-400 = 260 (Stat Total: 15  Average hp: 50)
  113. P-500 = 290 (Stat Total: 17. Average hp: 56)
  114. P-600 = 320 (Stat Total: 18. Average hp: 60; 50% stat)
  115. P-700 = 350 (Stat Total: 19. Average hp: 63)
  116. P-800 = 380 (Stat Total: 20. Average hp: 66)
  117. P-900 = 410 (Stat Total: 21. Average hp: 70)
  118. P-1000 = 440 (Stat Total: 22. Average hp: 73)
  119.  
  120. Rising Class=First Level of Superheroic Power
  121.  
  122. Range for R-Class: 441-720 (280 points)
  123.  
  124. R-100 = 460 (Stat Total: 23. Average hp: 76)
  125. R-200 = 480 (Stat Total: 24. Average hp: 80)
  126. R-300 = 510 (40% stat)
  127. R-400 = 540
  128. R-500 = 570 (Stat Total: 25. Average hp: 83)
  129. R-600 = 600
  130. R-700 = 630 (Stat Total: 26. Average hp: 86)
  131. R-800 = 660
  132. R-900 = 690
  133. R-1000 = 720 (35% stat)
  134.  
  135. Ascended Class=Superior Being Above Mortal Concerns
  136.  
  137. Range for A-Class: 721-1000 (280 points)
  138.  
  139. A-100 = 740 (Stat Total: 28. Average hp: 93)
  140. A-200 = 760
  141. A-300 = 790 (Stat Total: 29. Average hp: 96)
  142. A-400 = 820 (Stat Total: 30. Average hp: 100)
  143. A-500 = 850 (Stat Total: 31. Average hp: 103)
  144. A-600 = 880 (Stat Total: 32. Average hp: 106)
  145. A-700 = 910
  146. A-800 = 940 (Stat Total: 33. Average hp: 110)
  147. A-900 = 970 (Stat Total: 34. Average hp: 113)
  148. A-1000 = 1000 (Stat Total: 35. Average hp: 116)
  149.  
  150. Climactic Class=Being Capable of Destroying Continents or Worlds
  151.  
  152. Range for C-Class: 1001-Unknown
  153.  
  154. Default BESM Power Levels.
  155.  
  156. Human 100-149 Points
  157. Heroic 150-299 Points
  158. Mythical 300-499 Points
  159. Superhuman 500-699 Points
  160. Superpowered 700-999 Points
  161. Godlike 1,000+ Points
  162. Power Themes/Sub-Themes
  163.  
  164. Will/Heroic Power
  165.  
  166.     Will/HP is unchanged from the default BESM character.  Um, sorry?  In exchange for a lack of unique powers, Will/HP characters have ten more Character Points than an equivalent character.  Hit Points are calculated normally, but Energy Points will only factor in if a character has powers that use this trait or if the game uses these points for realistic use of fatigue or for dramatic powers.  Similarly, Shock Value has no place in a default game but can be used for universes or character with more realistic combat treatment.  Note that Will/HP characters who expect to be front-line fighters are strongly suggested to gain some powers that will improve their durability, like Armour, Tough, or Extra Defense.
  167.  
  168. Will/Restoring Honor
  169.  
  170.     Will/RH characters do not calculate hit points as normal (but record the average hit points for a character of that power level as listed above.)  Instead, all RH characters start with only four hit points and two negligible hit points.  Most attacks only do one hit point of damage regardless of its normal strength.  There are two exceptions to this: “serious,” which do more than half the average hit points for that level and always take off half an RH character’s hit points, and negligible attacks.  Negligible attacks are any attack from an enemy sufficiently weaker than the PC.  To a P-Class being, any enemy of L-Class are lower is automatically considered this.  Otherwise, the default is for the enemy is negligible if they are 500 points lower if the same Power Class, or half that if a Class lower.  In other words, to a P-600 character, P-100 characters are negligible, and to an R-200 character, P-900 characters are negligible.  However, the enemy’s Theme also affects this.  Grit imposes slightly on Will and increases the range by 100 for both cases, so 600 for enemies of the same Class and 350 for enemies of a lower Power Class.  For Flash-enemies, the reverse is effect due to Will’s effectiveness with this Class.  They become negligible at 400 and 150 respectively.
  171.  
  172.     If affected by a negligible enemy’s attack, the RH character takes Negligible damage instead of normal damage, and the character will be immune to further Negligible damage until the start of their next turn.  Whenever the character runs out of Negligible hit points, they take a normal point of damage and then refill the Negligible hit points.  They will also refill their Negligible hit points if they take normal damage from any other source.
  173.  
  174.     All Will/RH characters have Restore Honor Attribute, as described below, for free.  Several other Attributes are modified or not applicable for Will/RH characters.  See Toughness in particular for unique variants helpful for a Will/RH character.
  175.  
  176.     Restoring Honor
  177.     Cost: Free (2 Points/Additional Power)
  178.     Progression: None.
  179.  
  180.     A Restoring Honor character can automatically be restored to full health if they spend one round doing nothing while in their character’s personalized defensive position.  The player should select a defensive position appropriate to the character.  Firearm-based characters tend to restore when behind cover, rogues restore while hiding in a shadow, and more acrobatic characters can restore in an advantageous terrain enemies can’t get.  No additional powers are required to use this ability, but additional powers to enhance your skill to reach these defensive positions might be helpful at higher levels.  The character can also purchase additional uses of this power for 2 points, selecting a different defensive position each time.
  181.  
  182.     Armour
  183.  
  184.     Armour can be purchased for a Will/RH character, but it is not nearly as useful.  Armour can reduce a serious attack to a normal attack and can reduce an attack to 0 damage, but any other result will have no effect.  However, there is an alternate use of this power that Will/RH characters can find useful: Temporary Armour and Temporary Invincibility.  Temporary Armour will limit the effects of Serious attacks.  It costs 3 points/level, and each level will reduce one Serious attack a turn into a normal attack per turn.  For example, if the Will/RH character normally suffers two Serious attacks in a turn, they will immediately be reduced to 0 hit points and be rendered unconscious.  However, with one level of this power, the second attack will instead be reduced to a single point of damage.
  185.  
  186.     Temporary Invincibility is even more useful.  It costs 5 points/level, and it will make the Will/RH character completely impervious to attacks for a short time after being injured.  Negligible attacks will have no effect until the start of the character’s next turn, and one normal attack/level will be negated until the characters’s next turn.  A Serious attack will instead cost two levels to be negated or will be reduced to a normal attack if only one level is remaining.
  187.  
  188.     Force Field
  189.  
  190.     Force Fields have the same limitations as Armour.
  191.  
  192.     Shield
  193.  
  194.     The shield’s defense powers are unchanged, but its Armour traits are as limited as normal Armour.
  195.  
  196.     Tough
  197.  
  198.     Instead of the normal Tough power, Will/RH characters can take two variant versions of this power.  For 5 character points/level, the character can gain an additional hit point.  For example, by spending 15 character points, the character will have 7 hit points instead of 4.  However, Serious attacks still do half the character’s total health, and that value is rounded up for odd numbers of hits points.  P-Class characters can only take four levels of this power, making their maximum hit points 8.  For 2 character points/level, the character will instead increase their Negligible hit points, increasing the number of negligible attacks they can suffer before taking real damage.  The maximum Negligible Hit Points that a P-Class character can have is 4.
  199.  
  200.     Weapon
  201.  
  202.     There are no unique variants, but recommended enhancements include Flare, Incapacitating, Stun, Tangle, or other abilities that temporarily prevent an enemy from attacking.  This can serve as an opportunity for the Will/RH character to escape and initiate their Restoring Honor defensive positon.
  203.  
  204. Will/Enduring Legend
  205.  
  206.    
  207. Flash/Unstoppable Speed
  208.  
  209.     Flash/Speed characters do not calculate hit points.  Instead, they have a performance spectrum that reflects on their performance in battle.  When outside of battle, a Flash/Speed character will have a calm Green performance.  Repeated success in battle will raise them to a glowing Blue level, while achieving greater success than that will result in a Purple score, which will be maintaining as long as they continue their streak of attacks and avoid damage.  However, taking damage and failure to press the offensive advantage will quickly end their performance’s success.  When in Blue status or above, they will drop back to Green if they take even a single point of damage.  They will also go down a color for every round they do not attack a single enemy.
  210.  
  211.     When in Green status, an attack will bring them to the dangerous Red level.  Being attacked while Red will bring them to Black, and being damaged while at the Black level will defeat the character.  Effectively, the Speed character starts out with three hit points (Green, Red, Black,) and can gain temporary hit points through successes.
  212.  
  213.     To a Flash/Speed character, the severity of an attack isn’t as important as the number of attacks.  In addition to the Performance color, a Speed character has a combo meter which increases every time they damage an enemy.  As per the list below, raising the character’s combo level will increase their Performance.  Note that no matter how many hits a character makes, they can only increase their Performance by one per round.
  214.  
  215.     Character’s Performance       # Of Hits to Raise Performance.
  216.     Black                   2
  217.     Red                 3
  218.     Green                   5
  219.     Blue                    10
  220.     Purpose             MAX.
  221.  
  222.     In addition to their Performance score, a Flash/Speed character stands out for their movement.  If a Flash/Speed character uses one of their movement abilities during a round, they will gain an additional +2 to their defense score.  A Flash/Speed character will usually move and attack or use some other tactical action on their round, especially if they use Weapons that rely on that motion as well.  That motion should ideally also keep the character away from enemies entirely, further reducing the character’s risk from being damaged and thus lowering their performance.
  223.  
  224.     The Flash/Speed character will receive a boon as soon as they increase their Performance.  The character and GM should decide what those boons are, but here are some examples:
  225.  
  226.     A base defense increase of +1 for every performance level above Green
  227.     Activating a free power with a level of 1/every performance level above Green.
  228.     Increasing the bonus for use of their motion powers for +2/level above Green.
  229.     Increasing the level of a power for 1/every performance level above Green.
  230.     Use Movement power to auto-dodge 1 attack/performance level above Green.
  231.  
  232.     This is in addition to the other advantages to being above Green for some Weapon properties as described below.  These effects do not stack, so there should be a diversity to effects for each level of the Performance.  For example, because bonuses to base defense would not stack, a Purple character would only be at +2 if both boons went to increasing the base defense.
  233.  
  234.     Finally, Speed have an additional, Attribute choice, Extended Performance.
  235.  
  236.     Extended Performance
  237.     Cost: (5 Points/Additional Power)
  238.     Progression: Linear, +1 Performance Color/Level.
  239.  
  240.     The Flash/Speed can increase the color spectrum of their Performance, increasing their offensive or defensive opportunities.  They can add Yellow and then Orange to the negative performance levels, extending the damage they can take before failure.  Or they can add Indigo between Blue and Purple and then add a new color of their choice over Purple, increasing the strength of the boons received.  Below is the expanded list for Performance increase requirements.
  241.  
  242.     Character’s Performance       # Of Hits to Raise Performance.
  243.     Black                   2
  244.     Orange                  3
  245.     Yellow                  4 (3 if character doesn’t have Orange)
  246.     Red                 5 (4 w/ Yellow, 3 w/ Neither)
  247.     Green                   5
  248.     Blue                    10
  249.     Indigo                  15
  250.     Purpose             20
  251.     Personal Color              MAX
  252.  
  253.     To facilitate the character’s Speed nature, the highest level motion-based attribute will be halved in cost.  Valid powers include: Some Elesticity, Flight, Insubstantial, Jumping, Land Speed, Special Movement, Superspeed, Teleport, Tunneling, or Waterspeed.  Other Attributes or skills may quality as per the GM’s interpretation.
  254.  
  255.     The Armour, Force Field, and Shield Attributes are only useful if they lower damage to zero.  Tough is not applicable; the character can increase their hit points by Extended Performance instead.
  256.  
  257.     Weapon
  258.  
  259.     There are several additional variables that a Flash/Speed character can take advantage of.  They also benefit from attacks that hit multiple times or targets, so Ranged, Area, or Auto-Fire advisable choices to include on an attack.
  260.  
  261.     Flurry (Ranks: 1)-With this trait, a character will split an attack into several attacks.  Effectively, this will take the normal damage of an attack and turn into a series of attacks equal to the damage multiplier, with the attack bonus damage being added to only the first attack.  This will have no effect on damage normally, but it will increase the attack combo meter by the damage multiplier instead of just one attack.  However, armour applies to all attacks separately, so an enemy will take significantly less or even no damage from the attack, and any attack reduced to zero damage will have no effect on the combo meter.  P-Class characters can’t combine this trait with Area.
  262.  
  263.     Motion-Based (Ranks: 1)-This allows the character to use a motion-based power and an attack at the same time.  Only the attack role is required, but if the attack misses, the character will not move.  This allows the character to take a new, more advantageous position while damaging the target.  As a boon for a Performance three levels or more above Green, the character may use this as their movement action, allowing them an extra attack that round.
  264.  
  265.     Defects:
  266.  
  267.     Requires Position (Ranks: -1)-This defect prevents the character from using the attack unless they already have set themselves into a position using a movement power or favorable terrain.  It can be stacked with the effects of Leaping Attack or Diving Attack if appropriate.
  268.  
  269.     Requires Performance (Ranks: -1-4)-This attack can only be performed if the character is at Blue or above as per the rank of the Defect.  This lets the character make an especially powerful attack that can only be used after several rounds of successful Performances.
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