recursal/Fanatic-Fandom huggingface dataset:
Accelerated Metabolism

**Value:** 3CP per rank

Your character suffers from a metabolism that "burns" significantly faster than that of normal humans. This causes a variety of negative effects.

**Rank 1 (3CP):** You must eat at least **one meal every twelve hours** or become automatically fatigued. Double all penalties for fatigue and other states of lack of food or rest. Last but not least, you body distributes chemicals so fast that you take a **-2 penalty to all rolls to resist drugs, chemicals, poisons, and their effects**; these are usually Fortitude saves.

**Rank 2 (6CP):** You must eat at least **one meal every six hours** or become automatically fatigued. Double all penalties for fatigue and other states of lack of food or rest. Last but not least, you body distributes chemicals so fast that you take a **-4 penalty to all rolls to resist drugs, chemicals, poisons, and their effects**.

**Special:** This Comp is incompatible with the Need Not Breathe*,* or Need Not Eat advantage. You can't have an accelerated metabolism without a metabolism.
Daredevil Driver

[Vehicle]

You are the bastard child of the God of Cars

**Prerequisites**: Drive (any) 5 ranks.

**Benefit**: You get a Competence bonus +4 to any roll you make to operate a motorized ground vehicle in a situation of immediate risk (i.e., if failing the roll will result in the vehicle or the drive/occupants being harmed in some fashion).
Feats

The mechanics of feats are nearly unchanged in *Phoenix*: you **get 1 at first level and then 1 every 2 levels thereafter**. In addition, you can also buy the Feats ad (i.e., 2cp per feat).

There is also exactly one metric crap-tonne of **new feats** that are unique to *Phoenix*. These new feats are more powerful than standard feats so that you can perform the death-defying and often physically-impossible stunts that superheroes do. If a feat in *Phoenix* shares the same name as a feat from base Pathfinder, the *Phoenix* feat takes precedence.

You are free to introduce any other feats from any other expansion books into your games, of course, but we recommend that you double-check to make sure that whatever you import into *Phoenix* isn’t already there under a different name or a slightly altered form.

#### **Tongue-In-Cheek Feats**

At the end of the regular feats is a section of feats that are either **specific to the superhero genre, specific to some other genre, or just a little on goofy side**. GMs and players should read over those feats with some care and agree, as a group, to either use them or not. Some of them require a relaxed attitude towards fixed rules and a willingness to embrace a little bit of silliness. Some of them require familiarity with some of the sillier tropes of superhero comics. If you read through those feats and roll your eyes, then you probably shouldn't use them. If you read through them and snicker uncontrollably, then you could probably have a lot of fun with them.

#### **Feat Groups**

In *Phoenix,* feats belong to Feat Groups. This arrangement helps with organization and class design because you get access to three Feat Groups for your bonus feats. The groups are: Combat, Defensive, Offensive, Ranged, General, Mystical, Proficiencies, Psionic, Saves, Skills, Supertech, Tongue-in-Cheek, Vehicle.

## **Tongue-in-Cheek Feats Table**

The Tongue-in-Cheek feats are genre-specific and kind of silly, but in the right gaming group, they can be a lot of fun. They're not grouped with all the other feats because you should decide collectively if they want to use them at all. Some of these feats grant Awesome bonuses (or the inverse, Bogus penalties), which is a new bonus type that follows all the same rules as other bonus types.
Combat Shot

[Combat]

You are accustomed to gun-play in mêlée.

**Prerequisites**: Point-Blank Shot, Precise Shot

**Benefit**: You do not provoke attacks of opportunity when you shoot a firearm (or similar futuristic/alien weapon) or loose an arrow while you're threatened.

**Normal:** Firing a gun or loosing an arrow provokes an attack of opportunity if you're threatened.
Improved Combat Throw

[Combat]

**Prerequisites:** Defensive Martial Arts, Combat Throw, BAB +3

**Benefit:** In melee combat, if an opponent attacks and misses the character, the character may immediately make a trip attack against the opponent. This counts as an attack of opportunity, which the character can make even if he or she is unarmed. Attacking unarmed in this way does not provoke an attack of opportunity.

**Special:** This feat doesn’t grant the character more attacks of opportunity than he or she is normally allowed in a round.
Space Adaptation

[Trait]

**Cost**: 2CP

Your body can withstand the hazards of space, including de-pressurisation, vacuum exposure, cold, and radiation. You have total immunity to the physical dangers of being in space.

This adaptation offers no protection against overpressure, such as that caused by the crushing depths of the ocean, nor does it supply you with oxygen, nor does it protects you from taking directed damage from Powers (i.e., any attack with an Origin). You can still be hurt by a freeze-ray or heat vision, just not by exposure to space as an environment.
Penetrating Vision

[Power]

**Cost**: 8CP

**Activate**: 1PP; move action

**Sustain**: per round/minute; move action

**Range**: 60 feet

You can see through physical barriers. If successful, you can see whatever lies on the other side as though there were no obstruction at all. Because seeing through things requires a degree of concentration, you can only attempt to examine what is behind one wall, surface, or obstruction at a time.

In order to use this power, you must choose a surface and examine it with a Observe check. If the check meets or exceeds a DC based on the type and thickness of the barrier (see table, below), you will see through the barrier for as long as you like. If you look away, your eyes refocus and you must start the process again in order to see through that particular object.

You must use a move action to activate this power, but sustaining it is effectively free as long as you continue to look through the object you designate.

To look into a person's body requires more subtlety than looking through them. It takes one round of Observing them before you can start to make out details. At the beginning of the second round, you can then actually examine under someone's skin. You can see implants, Supertech Inventions, mundane or otherwise, and even detect alien anatomy. Seeing into a creature's body grants a +10 circumstance bonus to any attempt to diagnose and/or heal injury. To learn anything from looking into someone's body, you have to have relevant skills in human anatomy, and you can see only what you would see if their skin were removed. If, however, you have Super Senses, you can combine it with *Penetrating Vision* and potentially learn other things about people's insides.

Penetrating Vision
 10
 12
 13
 15
 18
 20
 23
 25

## Enhancements

**Enhancement**: Swift Action Sight

> **Cost**: 2CP
>
>

> You can use *Penetrating Vision* as a swift action.
>
>

**Enhancement**: Reduced Power Drain

> **Cost**: 2CP
>
>

> Your *Penetrating Vision* no longer has an activation or sustained cost, but is still a Power.
>
>
Power Focus

[General]

Your super power is more effective than most.

**Benefit:** Choose a super power. Add +2 to the Difficulty Class for all saving throws against the super power you select.

**Special** : This feat has no effect on powers that don't provoke saving throws. You can take this feat multiple times. It applies to a new power each time.
Standing Jump

[General]

Physics is for normals.

**Prerequisite:** Str 13, Acrobatics 5 ranks

**Benefit:** You can make long jumps and high jumps without a running start. The DC equals the distance in feet.

**Normal:** When you make a high or long jump, you must have a running start of 20 feet, or else the DC is doubled.
Regeneration

[power]

**Cost**: 1CP per rank (1HP per round)

**Activation**: 1pp per round per rank (By CL); free

**Range**: self

For every rank in this power, you heal 1HP per round in which you carry damage. This healing functions just like natural healing, only faster. It includes non-lethal damage (and remember that 1 point of healing always counts towards lethal *and* non lethal damage). It does not healing lost HPs from starvation, thirst, or suffocation, and it does not allow you to regrow lost body parts or to reattach lost body parts. It continues to work into negative HPs, but not once you've died.

## **Enhancements**

**Enhancement**: Ability Regen

> **Cost**: 4CP per rank
>
>
> For every rank in this power, your recover lost ability points at an accelerated rate (see table, below).
>
>
>
>
>
> **Ability Regeneration**
> | 2CP
>  | 1 point per 12 hours
> | 4CP
>  | 1 point per 6 hours
> | 6CP
>  | 1 point per 4 hours
> | 8CP
>  | 1 point per 2 hours
> | 10CP
>  | 1 point per hour
>
>
> **NB**: This enhancement is a power and thus vulnerable to metapowers.
>
>

**Enhancement**: Cling to Life

> **Cost**: 6CP
>
>

> There is **no lower limit to your HPs**. You keep regenerating, at your maximum rate, even after you die. When you regain consciousness (usually at 0HPs), you have no PPs left, but you are, for all intents and purposes, in good health.
>
>

> Your body keeps healing as long as **your head is attached to your body and your body is whole**. As unpalatable as it is to contemplate, your body cannot regenerate if it is cremated, disintegrated, dissolved, puréed, or chopped into tiny pieces.
>
>

> While you are "dead" (usually when you're below -10HPs) you are have no brain activity, no heart beat, no pulse, etc. Even to a trained eye, you are *dead*. However, very close, medical inspection reveals that your cells are regenerating at a fantastic rate.
>
>

**Enhancement**: Purification

> **Cost**: 4CP
>
>

> You take only half damage (or other effects) from drugs, poisons, and diseases. In the case of diseases, you can make two Fortitude saves per day to avoid the effects of the disease. You never suffer permanent Ability Drain as a result of a poisons, drugs, or diseases.
>
>

**Enhancement**: Power Regeneration

> **Cost**: 10CP per rank (1PP per Rank)
>
>

> **Range**: Self
>
>

> You regain 1PP per round for every rank you have in this enhancement, except on the rounds after you gained PPs from some other source (ie. Damage Absorption). You can also buy this as a stand-alone Power for the same Cost, if you don't also regenerate HP rapidly.
>
>
>

## **Limitations**

**Limitation**: Vulnerability

> **Value**: +1cp per 4 ranks (i.e., 25% off the base power)
>
>

> You must also pick two kinds of damage from the list below. They cause your *Regeneration* to stop functioning for one round after you take the damage.
>
>

> an energy type: fire, cold, sonic, acid, electric
>
>

> an attack type: piercing, slashing, blunt
>
>

> a common substance: wood, iron (including steel), lead (i.e., bullets), stone
>
>

> You may ask your GM to substitute a different kind of damage, but she is under no obligation to allow it.
>
>
Improved Parley

[Tongue-In-Cheek] [Verbal]

Talk while you fight

**Prerequisite**: Charisma 15, Parley

**Benefit**: As Parley, but you can also use a verbal action during a standard action or a full-attack action. For example, you can attempt to Intimidate while attacking, or Bluff while casting a spell.

**Special**: This feat is incompatible with the Monologuer Comp.
Mercy Blow

[General]

You can put your opponents down without killing them.

**Benefit**: When you make a *coup de grace* attack against a helpless foe, you have the option of declaring a "mercy blow" rather than a killing blow. Carry out the *coup de grace attack* as normal. If the attack succeeds, the victim suffers NL equal to their current HP total +1.
Light Knockback

[Combat]

You are good at pulling your punches.

**Prerequisites** : Int 13, Dex 15, Combat Expertise

**Benefit:** You strike opponents in such a way that you do not cause knockback unless you want to.

**NB:** You can apply this feat to the power Energy Attack if you take the Knockback enhancement. You do not need Power Attack or a Strength score of 25.
Ostracism

**Value:** 2CP per rank

You are feared and hated for something that you cannot change. You could be an alien, have mutant genes, or just have a look on your face that people hate.

**Rank 1 (2CP):** You experience occasional taunts from strangers, and often find your subjected to epithets or unpleasant scrutiny. Sometimes, shops or restaurants won’t admit you, but you're free from actual violence.

**Rank 2 (4CP):** You face a society with a deeply entrenched suspicion of your kind (whatever "kind" that might be), and as a result experience constant discrimination, embarrassment, disdain, and occasionally even threats or physical assaults.

**Rank 3 (6CP):** The prejudice you face is officially sanctioned by the government of the society in which you live. You are formally treated as a second-class citizen, if you have any rights at all, and you must often submit yourself to some kind of official surveillance system and have restricted freedom of movement. You must get your GM's permission before taking this Comp because it has a significant effect on the game world.
Additional Identity

**Cost**: 1CP per rank

You have constructed at least one false persona, in addition to your every-day identity and your adventuring identity. The usefulness and depth of this alternate identity both depend on how many CPs you invest in it. You can have multiple Additional Identities. You must purchase them separately.

**Rank 1 (1CP)**: *Competent Forgeries.* Your secondary identity withstands casual perusal. It has fake addresses (email and physical), a well-forged picture ID, a false employment record, and even a small bank account. **DC 15 Research** check to reveal this identity as fake.

**Rank 2 (2CP)**: *Expert Forgeries.* Your secondary identity is quite well developed. It includes all of the above, plus a driver's license, passport, work permits, multiple bank accounts, rent and property records, criminal records, and school records. **DC 20 Research** to reveal this identity as fake.

**Rank 3 (3CP)**: *Superb Forgeries*. Your secondary identity has a great deal of substantiating background evidence. It has *all* of the above, plus photos, mementos, letters from fictitious relatives, awards and plaques, school papers, and mentions in newspapers and other media dating back at least several years. **DC 25 Research** check to reveal this identity as fake.
Dire Charge

[Combat]

**Prerequisite:** Dex 13, BAB +21, Improved Initiative

**Benefit:** If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged.

**Normal:** Without this feat, a character may only make a single attack as part of a charge.
Improved Deflect Arrows

[Combat]

You brush arrows aside like they are butterflies.

**Prerequisites** : Dex 15, Defensive Martial Arts, Deflect Arrows

**Benefit:** You can Deflect as many arrows per round as you have hands. All other conditions and limitations still apply. **Special:** If you have the Snatch Arrows feat as well, then you can snatch as many arrows per round as you have free hands.
Impaired Vision

**Value:** 2CP per rank

You have suffered damage to your sight. The nature of the damage is such that it cannot be repaired by either technological or supernatural means, and powers or feats cannot compensate for the penalties associated with it. You can take this Comp with the *Super Senses* power.

**Rank 1 (2CP)** Nearsighted. Your attack rolls take a -2 penalty and your opponents have a +1 bonus to attack you (*not* a penalty to your  AC). You take a -4 penalty on all Observe checks.

**Rank 2 (4CP)** Partially Blind. Your attack rolls take a -6 penalty and our opponents have a +2 bonus to attack you. You take a -10 penalty on all Observe checks. You can read only over-sized printing in books or on computers.

**Rank 3 (6CP)** Totally Blind. Everything has full concealment for you. You always have a 50% miss chance in combat. You lose your Dexterity bonus to  AC, if any, and your opponents have a +2 bonus to attack you. You automatically fail all Observe checks, as well as any other effort to detect things based on sight. Your Search checks take a -6 penalty. (NB: Totally Blind is incompatible with vision-based powers, such as the Super Sight enhancement of Super Senses and Penetrating Vision because no matter what powers you load into your eyes, you're still blind.)

## Additional Comps

**Additional Comp:** Night/Day Blindness

> **Prerequisite**: Partially Blind *or* Total Blindness
>
>

> **Value**: 50% discount
>
>

> You suffer your Impaired Vision penalties only during the day or at night (player's choice). For one hour around dawn and dusk, you suffer half the penalties. Partial Blindness becomes Nearsightedness, and Total Blindness becomes Partial Blindness (as above). This Additional Comp halves the value of your Blindness.
>
>
Light-Headed

**Value:** 1CP per rank

Your suffer dizziness and frequent bouts of unconsciousness when seriously injured. Any time you take 10 or more HPs of damage from any single source (including an attack, an accident, or the results of a failed saving throw) there is a 10% chance that you become stunned for 1d4 rounds. For every rank you take in this Comp, the chance of becoming stunned increases by 10%. You can take up to 6 ranks of this Comp (60%).

## Additional Comps

**Additional Comp:** Lights Out

> **Value:** 1CP per rank in Light-Headed
>
>

> Rather than being stunned by more than 10 or more HPs of damage, you fall unconscious for 1d4 rounds. The value of this Comp is keyed to the number of ranks you have in Light-Headed. If you have 5 ranks in Light-Headed, this Additional Comp is worth 5CPs.
>
>
Grunt

**Cost:** 5CP per rank

You must be at least Level 4 to take this Advantage. For every rank in this Ad, you get one Troop of Grunts. Grunts are **low-level fighters** whom you have employed or convinced to fight for you. Their application is primarily combat, but they can perform other mundane tasks if called upon to do so. Grunts are **loyal to a point**. They are paid muscle, primarily, although a leader who treats them well might get more loyalty out of them (at the GM's discretion). Individual Grunts will surrender or **retreat when they reach ¼ of their HPs**, and a squad or even an army of Grunts will eventually **collectively retreat once a battle is well and truly lost**. They do not fight to the death if they can avoid it, and they do not fight to the last if it's an option.

**If a Grunt dies or leaves** then they're gone for the rest of that gaming session. By the beginning of the next session after that, you have replaced that Grunt.

Grunts are **first-level NPCs**, either Martial Artists, Sidekicks, Sneaks, Soldiers, or Warriors (player's choice). **They do not get powers**of any kind. You build your Grunt yourself, just as if you were building any 1stlevel character, with the following options: **they do not get any CPs**, and therefore cannot buy Ads/Comps, additional feats, or powers. They do start with the standard 2 feats, but they get no more unless you take the Feat enhancement (below). They get 32 points to spend on Table 1-2 Natural Score Costs rather than the 40 points that PCs and NPCs get. You can arrange those points to taste or use the following even spread: 10, 10, 12, 12, 16, 16.

## Enhancements

**Enhancement:** Grunt Feat

> **Cost**: 2CP per rank
>
>

> For every rank in this enhancement, you can grant an additional feat to one of your Grunts. You can take this enhancementmultiple times, either granting feats to multiple Grunts, or granting a single Grunt multiple feats. Note, however, that Grunts have to fulfil all of the same prerequisites that feats normally require, and they are only 1st-level NPCs with a limited range of stats.
>
>
Impaired Mobility

**Value:** 2CP per rank

You suffer from a permanent affliction that limits your ability to move. The nature of the damage is such that it cannot be repaired by either technological or supernatural means, and powers or feats cannot compensate for the penalties associated with it.

**Rank 1 (2CP):** Reduce your base speed by 10 feet.

**Rank 2 (4CP):** Reduce your base speed by 10 feet, take a -1 penalty to  AC, and a -2 penalty to Climb and Acrobatics checks.

**Rank 3 (6CP):** Reduce your base speed by 10 feet, take a -2 penalty to  AC, and a -4 penalty to Climb and Acrobatics checks. You cannot run or charge.

**Rank 4 (8CP):** You have lost the use of your legs. Without some kind of aid, you are capable only of crawling, which requires a full-round action to move 10 feet. You lose your Dexterity bonus to  AC, suffer a -2 penalty to  AC, grant attackers a +2 to hit, and automatically fail Acrobatics checks. Climb checks take a -6 penalty.

**Rank 5 (10CP):** You have lost the use of your legs and your arms. You are normally considered helpless. This does not prevent you from using alternative means of movement, such as *Flight*. You can take this Comp only with GM approval, and a good idea as to how to even play such a character.
Laboratory

**Cost**: 4CP per mode

You either own or have access in perpetuity to a laboratory, workshop, or other such space in which you can build Items. Laboratories have three modes?mystical, psionic, and supertech?which correspond to the kind(s) of items you can build. A mystical lab contains basic texts on mystical enhancement, a wide floor area for drawing sigils and other symbols of power, and a large table with measuring, mixing, and cooking apparatus. A psionic meditation chamber is usually quite empty, with only a few mnemonic icons drawn on the walls, but the geometry of the room is attuned to the deep hypnotic states required for creating and perfecting psionic items. Finally, a supertech workshop is usually a utilitarian space filled with spare parts, books on basic math and physics as well as highly specialised computers that aid in tuning and testing supertech devices. A Laboratory takes up a large room: bigger than a den, smaller than a dining hall. You can buy all three modes of this Ad, but they would be useful to you only if you could build all three types of Items.
Empowered

**Value**: 1CP per rank

One of your Traits is now a Power. The activate cost is "free/free," but the Power doesn't work if you have no PPs left, and it is vulnerable to metapowers.

This Comp is incompatible with anything that turns a Power into a Trait (i.e., you cannot turn a Power into a Trait and then back into a Power). If a Trait already has a "powered" limitation of any kind, then use it instead of this Comp.
Poor Healing

**Value** : 6CP

You recover from injury and illness more slowly than most. Any and all means of healing, other than natural rest, work at half strength for you. This includes powers, mystical effect, medicine, and rest.

This Comp is incompatible with any feat or power that increases your rate of healing.
Origin Vulnerability

**Value:** 1CP per rank

For every rank in this Comp, you suffer a -2 penalty to Saving Throws against one of the five Origins (Bio, Cosmic, Mystic, Psi, and Supertech). You are extra vulnerable to all attacks or effects that come from that Origin. You can take this Comp multiple times. Each time, it's effect either stack, or they apply to a new Origin type.

This Comp is incompatible with any feat or power that grants any special resistance to particular Origin types.
Heroic Comeback

[Tongue-In-Cheek] [Combat]

You just. Won't. Die!

**Prerequisite**: Constitution 13, Toughness

**Benefit**: Once per game session, you can use 1AP to bring yourself from zero or lower HPs to 5HPs. You must actually be alive to use this feat. Raising your HPs requires a Swift action, but getting up from wherever your corpse landed is another matter.
Amazing Costume

**Cost:** 2CP

Most super-heroes have to fret over the state of their costumes, checking them for the constant wear-and-tear that a life of adventuring entails. Costumes are regularly burned, shot, cut, boiled, and blasted off their wearers, and must be completely replaced... but not yours! You own a nigh-miraculous costume that is probably tougher than you. An Amazing Costume **simply cannot be destroyed, damaged, discoloured, or distorted**. It will **re-size itself to the wearer's frame**, including shifting sizes, **keep itself clean**, and allow itself to be worked or reworked when its owner (and only its owner) desires a change. The costume may contain whatever regular armour or materials the character desires, other than *Power Armour*. Although the costume cannot actually be affected by any force on Earth, it will **offer no special protection** to its wearer. You could fall into a vat of acid and die, but the Amazing Costume would bubble up to the surface, unharmed. Where you got this miraculous bit of tailoring is up to you.

**Limitation:** Permanent Costume

> **Value**: 1CP
>
>

> Your Amazing Costume **never comes off**. It's effectively grafted onto your body. How you use the bathroom or perform other personal, bodily functions is a mystery.
>
>
Minion

**Cost**: 1CP per rank

For every rank in this advantage, you get one Minion. Minions are **low-level, quasi-loyal followers who do your bidding**. They can have a variety of uses. Minions can, for example, do bank runs, perform mundane labour, answer phones, relay information, act as spies, or even parley with the enemy. Minions are **as loyal to you as someone would be to a paying job, but no more so**. They will not sacrifice their safety for you. They are not believers in your mission. They succumb easily to intimidation or bribery. Their first choice is *always* to remove themselves from a situation rather than choose sides based on risk or reward.

**If a Minion dies or leaves** then they're gone for the rest of that gaming session. By the beginning of the next session, you have replaced your Minion.

**Minions do not have *any* combat abilities.** They surrender or flee at the first sign of violence. They have no feats or proficiencies, and certainly no powers. They don't even have a BAB. They can theoretically do anything that a PC can *if* it requires no training or special skills, but they are utterly unable to function in combat. They just cower or run away.

**Each** Minion gains 4 class skills and 4 skill ranks. Minions can Take 10 or Take 20. In dangerous situations, they tend to drop what they're doing and run away rather than attempt to complete their task.

### Minion

Human commoner 1

N Medium humanoid (human)

**Init** +0; **Senses** Perception +0

DEFENSE

**AC** 10, touch 10, flat-footed 10

**hp** 4 (1d6+1)

**Fort** +1, **Ref** +0, **Will** +0

**Speed** 30 ft.

STATISTICS

**Str** 12, **Dex** 11, **Con** 12, **Int** 11, **Wis** 10, **Cha** 9

**Base Atk** +0; **CMB** +1; **CMD** 11

Note: all the ability scores in this block can be switched around if desired.
Verbal Riposte

[Tongue-In-Cheek] [Verbal]

You can cut witty folks down to size.

**Prerequisite**: Charisma 15, One-Liner

**Benefit**: If and when an opponent uses a verbal feat (Battle Cry, One-Liner, Technobabble, Mumbo-Jumbo, or New-Age Nonsense) you can attempt to ad-lib a witty retort to cancel the effect. You must make an opposed Diplomacy test with your opponent, and of course you must actually come up with something witty to say. GMs are encouraged to grant circumstance modifiers for particularly witty remarks. Using Verbal Riposte requires an immediate action, which means you can use it during someone else's round. You can also use Verbal Riposte on a Verbal Riposte, in which case you can cancel the attempt to cancel your effect. You get only 1 immediate action per round, so you can counter a Verbal Riposte only once.

**Example** : Razor Shark attempts to use his Battle Cry, "I'm gonna eat ya!" on a group of heroes, which would normally imbue a Bogus penalty -2 on them, but the Glib Gladiator uses Verbal Riposte, "It'll be hard to eat once we've knocked out your teeth!" Shark and Gladiator roll opposed Diplomacy tests and Gladiator wins, which would cancel the Battle Cry's effects, but Shark returns with another Verbal Riposte, "Sharks have three rows of teeth!" and negates the Gladiator's attempt to cancel the Battle Cry's effect. The hero takes a -2 Bogus penalty.
Personal Assistant

**Cost**: 2CP per rank

**Prerequisite**: level 2

**A friend aids you in your heroic and personal life**, your PA can be a family member (by blood, adoption, or choice), a close friend, or even a loyal employee. PAs are ordinaries not superheroes, and they can take levels only in the coming NPC (WiP) classes. You can multiclass your PA, but it must be from one of those NPC classes. Your PA gains **one level** for every two character levels that *you* have. Which is to say, every second time you gain a level, the PA gains a level. Lastly the PA gains 5 CP every time they gain a level. These character points can only be spend on traits or ads that don't give the PA someone under them, such as sidekick, minion, or personal assistant.
CubeBrick Incidents

Since CubeBrick's Launch, There has been many incidents and we are listing them for you from oldest to newest

**Jan 22nd**

**The First Raid on cubebrick**

With accounts being created with bad names and cubebrick shutting down the forums quick it lasted 4 minutes but those 4 minutes were chaos.

**The Mythical Incident**

When CubeBrick's Discord server blew up and so did the users, one of them was mythical, they wanted to be admin and was hired, they did a okay job until they joined discord, they got into a fight and the server blew up, he caused it to go bad words and the forums was changed to P and N words firing him and IP banning him forever.

**The Bryn Incident**

Bryn was a admin in the start, he became a good one and one of the best, until he got corrupt and started banning EVERYone on discord, he was stopped and left, never to be seen again.

**The Luke Incident**

This time he raided when he said he got "falsely fired" he raided here's what some BH User said:

https://www.brick-hill.com/forum/thread/1482334/

if its banned it said:

"aid this site, they falsely fired me

dontclickonmyuser3

Joined 04/11/2020

Posts 873

05:17 PM 23/03/2021

https://cubebrick.flarum.cloud/

https://cubebrick.flarum.cloud/

https://cubebrick.flarum.cloud/

https://cubebrick.flarum.cloud/

https://cubebrick.flarum.cloud/

PLEASE MAKE INAPPROPRIATE USERS, SPAM THREADS AND YES

AND BTW BAN THIS SHIRT: https://www.brick-hill.com/shop/244470/

ITS USED FOR MEMBERSHIP ON THEIR SITE AND BAN THIS USER: https://www.brick-hill.com/user/318165/

OK NOW RAIDr"

It got stopped quickly though.
Walloping Strike

[Combat]

**Prerequisite:** BAB +7, Focused Strike, Powerful Strike

**Benefit:** You can sacrifice an iterative attack and its BAB to a damage roll that you make in that round for the purposes of determining Knockback. You must declare your intention to do so before you attack, and you can apply this bonus to only one attack at once. For example, if you had BAB +7/+2, you could choose to make a single attack at +7 and increase your Knockback roll by +2.
Mighty Smashing

[Trait]

**Cost:** 2 CP rank (damage multiplier)

You can do egregious harm to inanimate objects. This power applied to one specific power (e.g., Super Strength) or attack form (e.g., Unarmed Strike). Every rank adds a multiplier to your damage (x2, x3, x4, etc.). This damage applies only to inanimate objects or structures that were not purchased with CPs.

## Enhancements

**Enhancement:** Multiple Modes of Destruction

**Cost:** 2cp/rank

This power now applies to all your attack forms.
Unshakable

[General]

You don't spook easily.

**Benefit:** You get Competence bonus +4 to resist fear, horror, and demoralisation (e.g., *Charm Person* or *Charismatic Aura,* as well as Imposing Presence, Scare Tactics, or Bombastic Aura). In the case of numerical effects, like Bombastic Aura, you ignore 4 points worth of the effect.
Vehicle

**Cost**: special (see below)

You have a vehicle. You can pick any one of the Generic Vehicles (motorcycle, car, truck, or van/bus), and the base cost of the Ad equals the total cost of the vehicle—including templates, options, and mods—divided by 5 (rounded up):

**PDC / 5 = Super Vehicle Base Cost**

At your discretion, the vehicle can be decorated to match your superheroic identity ("The Flame Van," "The Ratcycle," or "Comet, the Wonder Wagon"), and while it is bound to the stats of whichever generic vehicle you chose, it does not have to resemble an actual, manufactured automobile. It can be shaped like anything you want, from a futuristic supercar to a steampunk jalopy. It is a conventional machine, however, not supertech.

You can effectively give your *Super Vehicle* powers by using the Vehicle-Mounted Gadget enhancement, you can install them into the vehicle's pre-existing Item Slots.
Unbalance Opponent

[Combat]

**Prerequisites:** BAB +6, Defensive Martial Arts

**Benefit:** During the character’s action, the character designates an opponent. That opponent only adds half of his or her Strength modifier to attack rolls when targeting the character. (If the opponent has a Strength penalty, he or she still takes that penalty.) The opponent’s Strength modifier applies to damage, as usual. The player can select a new opponent on any action.
Infighter

[Combat]

You are adept at close-quarters combat.

**Prerequisites:** Dex 13, Dodge

**Benefit**: All mêlée attacks of opportunity against you suffer a Circumstance penalty -2 to attack. This is a penalty to the attack roll and not a dodge bonus to  AC, so it doesn’t go away when you are caught flat-footed.
Gun Fu

[Combat]

You are a walking, one-man, John-Woo movie.

**Prerequisites**: Dex 19, BAB +21, Point-Blank Shot, Rapid Shot, Manyshot, Greater Manyshot

**Benefit**: As a full-round action, when you are two-gun fighting, you can make a number of firearm attacks per hand equal to your Dexterity modifier. Instead of your normal attack progression, all Gun Fu attacks use your highest attack bonus. The attack expends all your loaded ammunition at the end of the full-round action, regardless of how much you started with, but you do not run out of bullets during the attack. You can perform Gun Fu once per session for every 4 character levels you have.
Time Stop

[Power]

**Cost**: 6CP

**Activate**: 3PP; full-round action

**Sustain**: swift action

You can stop time and move freely while the world is frozen. Everything in the world still affects you as normal, including gases or in-place energy effects, as well as gravity or drowning. People around you are effectively helpless.

Your body and objects you physically move, including our clothing, are all that you can effect. Energy, including that which you generate with your body, like an *Energy Attack*, does not function. Cars won't turn on. Computers only show what's on their screens, if they're on at all, and you cannot affect software while time stopped. Electrical switches of all kinds are functionless, for you. If you flip a switch while Time Stopped, the machine won't function until you start time again. Chemical reactions don't work, so matches or gas stoves won't light. Poisons don't activate outside of a pumping heart, so you can't poison anyone else, or rather, they won't be poisoned until you start time again. However, you can swallow chemicals and they will function in your body.

## Enhancements

**Enhancement**: Extended Time Stop

> **Cost**: 2CP per round
>
>

> You can now stay in stopped time for an extra round. You can take this enhancement twice, for a maximum of 3 rounds of Time Stop.
>
>

**Enhancement**: Standard-Action Time Stop

> **Cost**: 3CP
>
>

> You can now *Time Stop* as a standard action.
>
>

**Enhancement**: Time Stop Other

> **Cost**: 4CP
>
>

> **Activate**: 1PP per person; full-round action
>
>

> **Range**: Touch
>
>

> For every rank in this enhancement, you can take one medium-sized person with you when you *Time Stop*. Large-sized people count as two Others, and Huge-sized as three Others, and so on. The additional person must be touching you when you *Time Stop.*
>
>

**Enhancement**: Temporal Stasis

> **Cost**: 2CP
>
>

> **Activation**: 1PP per hour; full-round action
>
>

> **Range**: self
>
>

> You can place yourself in temporal stasis, effectively jumping forward in time but only subjectively. While you are in stasis, you remain motionless and essentially at the world's mercy. You are vulnerable to physical but not mental attacks because your mind is effectively "off." Anybody attempting to connect to it will just hear the ocean.
>
>

> Your body is also in a state of biological suspension, thus you do not need to eat or breath and are unaffected by chemicals that would poison or anaesthetize you, though acids, corrosives, and other physical attacks still affect your body. Gases are never taken into your lungs, and poisons introduced to your body through darts or hypodermic needles, for example, have an effect only after you come out of the stasis. Your body can be carried, and as a standard action your limbs can be moved into a seating position or other postures. You do not age while in stasis.
>
>

> If you are killed while in temporal stasis, you technically haven't died yet because your body is outside of normal time and if your body can be fully repaired before you come out of it, you will live, though you'll feel sore as hell and not know why unless someone tells you.
>
>
Unreliable Power

**Value:** 1CP per rank

Your powers don't always activate when you want them to. Select one power that requires the expenditure of PPs to activate. Whenever you attempt to use that power, you must succeed at a Will save or the power fails to activate (you don't expend PPs if you fail). You can take this comp multiple times. It applies to a new PP-activated power each time.

**Rank 1 (1CP):** Will DC 10 to Activate your power.

**Rank 2 (2CP):** Will DC 15 to Activate your power.
Touch-Activated Power

**Value:** 2CP per rank

You have a power that activates whenever you touch people, whether you want it to or not. Choose one power that can affect targets at range (either Touch or a range in feet) and that has a negative effect (damage, blindness, etc.). The power goes off whenever you make skin-to-skin contact through anything thinner than cotton or polyester cloth.

In combat, your clothing can be cut or ripped off, therefore whenever you occupy the same square with anyone who is not completely covered, make a Reflex save (DC 10) to avoid skin contact. Occupying the same square includes moving through spaces occupied by comrades. You can also accidentally set off your power by Aiding Another, getting or giving first aid, searching through someone's possessions, exchanging objects, or anything else the GM deems to have a risk of skin-to-skin contact. The GM can also, as the situation dictates, either raise or lower the Reflex save DC.

If you fail your Reflex save, the power activates as normal (causing damage, provoking a saving throw). Both Touch attacks and ranged attacks alike are both presumed to be "hits" by virtue of failing the saving throw. You expend PPs as normal. If you do not have any PPs left, nothing happens. Don't bother with the Reflex save.

You can take this Comp up to 4 times. Each time, it increases both your Reflex save (to avoid contact) and your Constitution save (to resist ability damage) by 5. Alternatively, if you take this Comp multiple times, you can apply it to a different power each time, in which case you can take it as many times as you have separate powers.
Over-Sized Weapons

[Combat]

You can wield big weapons in one hand.

**Prerequisite**: either Proficiency: Weapons (mêlée) *or* Proficiency: Weapons (ranged)

**Benefit**: You can wield two-handed weapons in one hand, including firearms and weapons not sized for you. For example, you can wield a quarterstaff with one hand, or if you were a medium-sized person you could wield a weapon sized for a large person in one hand. You also wield medium-sized weapons in your off-hand as if they were light weapons (i.e., you do not incur the standard penalty for two-weapon-fighting with a medium-sized or larger weapon in your off-hand).

**NB**: You cannot take this feat multiple times. Its effects do not stack.
Third Hand

[General]

You can snag objects and protrusions.

**Prerequisites:** Dex 13, Proficiency: Weapon (exotic: whip or chain), Entangle, Improved Entangle **Benefit**: Your whip/chain is now a "third hand." With it, you can perform two additional useful tricks. First, if you fall or are pushed from a height, you can make a Reflex check, DC 15, to snag an available outcropping or protrusion and thus halt your fall. There must be something to wrap your weapon around, of course, and the GM has final say as to whether it can take your weight. You can attempt to snag a person, but that person must be strong enough to support your weight or be tied firm to something that can.

Second, if you perform the disarm manoeuvre, you can use a move action to flip the disarmed weapon or object into any square within your weapon's reach, including your own, in which case you can deposit it into your own hands (assuming you have enough hands free to hold the object). You can drop an object or weapon as a free action in order to free up a hand to catch the disarmed weapon.
下载中心

在这里，您可以一站式获取大量孤胆车神系列甚至其它Gameloft游戏的珍贵资源

```
注意：孤胆车神中文维基只承担存储职能，所有资源仅限学习交流使用，严禁任何商业用途！

```

简介
--

“下载中心”主要服务于《孤胆车神》系列游戏资源的存储与收集，因此分为“2D正传”、“2D外传”、“3D正传”及“3D外传”四个区域。其它收集到的Gameloft作品将视情况分配陈列位置

计划支持百度网盘、蓝奏云、Mega和Onedrive，如果遇到无法下载或想要提交资源的情况，欢迎随时在评论区进行说明

## 《孤胆车神》系列作品一览

### 2D正传

1. Gangstar: Crime City
2. Gangstar 2: Kings of LA
3. Gangstar: Miami Vindication
4. Gangstar Rio: City of Saints

### 2D外传

1. Gangstar 2: Kings of LA 新浪版
2. Gangstar: Samurai
3. Gangstar City

### 3D正传

1. Gangstar: West Coast Hustle
2. Gangstar: Miami Vindication
3. Gangstar Rio: City of Saints
4. Gangstar Vegas
5. Gangstar New Orleans
Track

[General]

**Benefit:** To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

**Surface Track DC**

Very Soft DC 5

Soft DC 10

Firm DC 15

Hard DC 20

**Very Soft:** Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. **Soft:** Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the quarry leaves frequent but shallow footprints.

**Firm:** Most normal outdoor or exceptionally soft or dirty indoor surfaces. The quarry might leave some traces of its passage, but only occasional or partial footprints can be found.

**Hard:** Any surface that doesn’t hold footprints at all, such as bare rock, concrete, metal decking, or indoor floors. The quarry leaves only traces, such as scuff marks. If the character fails a Survival check, he or she can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

**Condition Modifier**

Every three targets in the group being tracked DC -1 Target's Size 1 DC +8 Fine DC +8 Diminutive DC +4 Tiny DC +2 Small DC +1 Medium DC +0 Large DC -1 Huge DC -2 Gargantuan DC -4 Colossal DC -8 Ginormous DC -16 Every 24 hours since the trail was made DC +1 Every hour of rain since the trail was made DC +1 Fresh snow cover since the trail was made DC +10 Visibility 2-

Overcast or moonless night DC +6 Moonlight DC +3 Fog/Precipitation DC +3 Tracked target hides trail (and moves at 1/2 speed) DC +5

1. 1. For a group of mixed sizes, apply only the modifier for the largest size category represented.
2. 2. Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

**Normal:** Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.

**Special:** This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.
Warrior

**Description:** Warriors are masters of combat, from good old fisticuffs to complex weapons training. They don't always have the exoticism of the Martial Artist, or the flair of the Champion, or the rigorous training of the Soldier, but they *do not give up* and they almost always have a fresh set of tricks up their sleeves.

**Hit Die:** d12

**Power Die:** d6

**Skill Point per Level:** 4 + Int modifier

**Class Skills:** Climb (Str), Craft (mechanical) (Int), Drive (Dex), Heal (Wis), Intimidate (Cha), Perception (Wis), Pilot (Dex), Ride (Dex), Swim (Str), Acrobatics (Dex).

**Proficiencies:** Warriors are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

**Class Features**

**Combat Training**: A warrior may combine combat spheres and talents to create powerful martial techniques. Warriors use the Expert talent progression. When they gain their first level in the warrior class, they may choose either Charisma, Intelligence, or Wisdom as their practitioner modifier.

**Brawl** (Ex): At level 1, you get the Brawl feat for free because all superheroes need to throw the occasional punch.

**Bonus Feats**: At first level, and every even level thereafter, Warriors gain a bonus Combat feat. They count as a Fighter with levels equal to their Warrior level for the purposes of meeting prerequisites with these feats.

**Bonus Talents**: At every odd level, Warriors gain a bonus Combat Talent.

**Natural Aptitude** (Ex): At levels 1, 5, 10, and 15, Warriors can apply a +2 bonus to Diplomacy and either Intimidate or Bluff. Once Warriors make their choice, the bonuses apply to only that pair. The choice is permanent.

**Armsmaster** (Ex): At level 3, Warriors receive a -2 penalty to attack rolls when using weapons they are not proficient with, as opposed to the standard -4. If Warriors take the Improved Improvisation feat, they reduce the penalty by another -2, thus bringing it to zero, and giving them the ability to wield any weapon ever created by human hands or anybody else's.

**Tough as Nails** (Ex): At level 19, Warriors can Take 10 on any Fortitude Save, but they must declare their intention to do so before they make their rolls.
Gen

Gen is a master of Kung Fu and the 2nd Chinese fighter fought in the story mode. He would later reappear in Street Fighter Alpha 2 as well as a variety of other subsequent titles in the series, although this page is for Street Fighter 1 Gen.

Punches
 Medium Punch
 Heavy Punch

Kicks
Hitbox
 Medium Kick Heavy Kick
 Jump Attack

## Notable Players

Wildcard782
Discord: Wildcard782#0995