Biggest Change: DAMAGE
Given the more lethal take on this game, I will be using the 2e Damage & recovery system, so all attacks must be specified as Lethal/Nonlethal. *If you do not know this system, ask and I'll give more details.*
I will also be using the appropriate 2e Immunities:
20p each: Nonlethal Physical; Nonlethal Energy; Lethal Physical; Lethal Energy.
*Nobody can take immunity to more than one type of damage to start.
For purposes of power nullification/etc, Natural Abilities are limited to 4, with any above that being achieved as enhanced via powers.
Presence commonly sucks, so I'll be handling it like a lot of people on the boards do - you get a free 'social related' advantage for each rank of presence. (Social advantages, benefits, Wealth, etc).
Dex is also generally unimpressive, so add it to Initiative in addition to Agility.
*Also, and if you have 6+ ranks between Agi and Dex (3 each, 4 agi / 2 dex, etc) you gain Quickness 1 (Innate, Limited: Physical) as a bonus power.
Removed: Favoured Environment, Fast Grab, Benefit: Wealth, Speed of Thought(Int is awesome enough!), Fearless (This can instead be bought as a a 2pp Immunity Power)
Changed: Luck (Gives HP instead of just reroll), Jack of all trades (Does not apply to Expertise checks, which fall under Eidetic Memory),
I've tried this for my Solstice game and will be trying it here as well:
I don't like how overwhelmingly good Flight and Teleport seem as travel modes - They surpass the others handily! (In my mind, versatility should come with less speed, and less versatility = more speed). The cost on them doesn't seem to even the benefit.
In that vein, I will be making the following Changes:
Jump works more like 2nd edition: Each rank doubles the distance you jump with an Athletics Check.
Swimming allows you to move at speed = Rank, not Rank-2.
Burrowing is base speed rank-3 not rank-5.
Teleport: costs 5 points For the ability to Teleport, and 2/rank to increase distance . Distance = Rank -1.
-Base cost includes Change Direction.
-Accurate is not an extra anymore but can be added as needed with Extra Effort.
-Extended Doubles your effect ranks rather than adding 8.
Hover: New mode, costs 2pp. Allows you to hover in the air, slow fall, and move up to 5 feet as a move action.
Flight: costs 2/rank. Speed = Rank.
-If you do not have Hover, you must use at least 1 rank to stay airborne (Meaning you must move at least 30' per round to maintain flight)
-Flight is Distracting. You can use a power feat to lessen or Negate this : Manueverable (with 1 rank, flight is only distracting when used at more than half ranks. With 2 ranks, Flight is not distracting)
*So, the ability to Fly, hover in place, and not be vulnerable would be:
Flight (2/rank + Hover 2 + Manueverable 2) = 6pp. This would give you a 30' move speed. After that, speed increase is the usual 2pp/rank.
Movement Caps: I will be capping movement mode ranks at PL-2 (6), or PL+2 (10) for Speedsters.