Cranking It Up

TG 5 suggests house rule of doubling CP inflicted.
A better solution, which can result in odd numbers and benefits to people who roll 0 CP a lot due to low ST which can't be doubled, is to double the trained ST when consulting how many dice to roll.
The same applies to:
*Critical Hits
*Double Knockback, instead of powers 101's suggestion to double damage instead of yards, double the ST the thrust is based on instead, then just halve it to get damage.
*Roll With Blow
*Springing Attacks
Category:Rules