The option from the Masterminds Manual to take Skill Challenges as Feats is in effect. Each rank a PC buys in the feat version of a skill challenge waives 5 points worth of the penalty for that check. For example, spending 1PP on "Fast Task (Feint)" would waive the -5 penalty for Feinting as a Move Action instead of a Standard Action. This does not count against PL limits for Skill ranks.
Accurate / All-Out / Defensive / Power Attack: These exist as maneuvers available to all characters, but they can only shift the values by +/-2. Characters with these feats can shift the values by up to +/-5.
Benefit (Wealth): FCPBP does not use the optional wealth rules in the 2E book. We do, however, use a simplified system similar to the one offered in the 3E book, as detailed below:
Impoverished (Complication or 1PP Drawback)
You own the clothes on your back and whatever's in your pockets, and that's it.
Fictional Examples: Bruce Banner (when he's on the run), Man-Thing, Spawn.
You can usually get all your monthly bills paid, if you don't have to pay to have something repaired or replaced. But most months, you do have to pay for something to be repaired or replaced.
You either rent an apartment by yourself, or you live in a small house that either has one or two roommates, or is in either a bad neighborhood (like the Fens) or a remote rural site. DC8 Disable Device check to break in.
If you own a car, it's a Rolls Can'ardly (rolls down one hill, can 'ardly get up the next). Most likely, you walk, bike, or take public transportation.
Fictional Examples: Peter Parker (before marrying Mary-Jane), Malcolm Reynolds.
Middle Class (Default)
Salaried employment (9-to-5 job).
You're in either an apartment or a small (1-or-2-bedroom) house in an average part of town, or a medium (3-bedroom + garage) house in a bad part of town or a remote rural area. DC10 Disable Device check to break in.
You have an economy-size or mid-size sedan, or something comparable.
Fictional Examples: Buddy Baker, Helena Bertinelli.
Wealthy (Benefit 1)
Professional employment, often requiring a graduate degree (doctor, lawyer, etc.), owner of a small business, or you draw a regular stipend from some inheritance. Upper middle class or lower upper class. (Complications can be used to reflect any responsibilities your job entails.)
You live in either an apartment or a small (1-or-2-bedroom) house in an upscale neighborhood, a medium (3-bedroom + garage) house in an average neighborhood, or a large (4-bedroom + 2-car-garage) house in a remote rural location (since homes like that don't show up in bad neighborhoods). DC12 Disable Device check to break in.
You can have any sort of car short of a high-end sports coupe. You fly first-class, and you may even have your own prop-plane.
Fictional Examples: Michael Morbius, Matt Murdock, Foggy Nelson, Steve Rogers, Vic Sage.
Rich (Benefit 2)
You are a millionaire, and may own a small corporation (depending on complications). Solid upper class.
You live in either a penthouse apartment/condominium, a medium (3-bedroom + garage) house in an upscale neighborhood, a large (4-bedroom + 2-car-garage) house in an average neighborhood, or a mansion (5-or-6-bedroom + 3-car-garage) in a remote rural location. DC14 Disable Device check to break in.
You can have almost anything shy of military-grade hardware. A wardrobe full of tailored designer clothes, high-end sports cars, a private plane, drivers and servants, and just about any and every electronic gadget or toy on the market, these things are all within your reach.
Fictional Examples: Tim Drake (before inheriting Wayne Enterprises), Lucius Fox, Reed Richards.
Filthy Rich (Benefit 3)
A member of the Fiction 500. You're a billionaire, with resources comparable to multi-national corporations or the governments/militaries of major nations.
You can have any sort of (standard, non-tricked out) home you want, and almost any sort of vehicle (or, more likely, fleet of vehicles). DC16 Disable Device check to break in.
A "Rich" character has their own private plane. A "Filthy Rich" character has their own private island.
Fictional Examples: Bruce Wayne, Tony Stark, Lex Luthor, Ra's al Ghul, David Xanatos, Gomez Addams, C. Montgomery Burns, Deathklok.
Each rank in the Benefit (Wealth) feat gives you a +2 circumstance bonus to Diplomacy and Gather Information checks which involve bribery. This bonus does not count against power level caps. At the GM's discretion, the Impoverished drawback/complication either imposes a -2 penalty, or simply causes you to automatically fail certain Diplomacy or Gather Information checks. For example, the bouncer you're trying to talk to simply will not talk or let you inside unless given an adequate bribe, which you may not be able to afford.
The Wealth Benefits do not carry any free status, just the money. Wealth with no Status means an eccentric wealthy recluse whom no one has heard of.
If you want an atypical version of a vehicle or home (like a motorcycle that can transform into a helicopter, or a house with a magic scrying mirror), you need to pay for the entire vehicle/HQ with Equipment feats, not just the upgrades.
Characters may have any sort of general equipment, the likes of which would not affect die rolls and which a person of the appropriate wealth level could be expected to own, within reason, for free. Examples include a cell phone, computer, camera, or basic flashlight. Anything which gives a mechanical bonus (such as weapons, armor, or +Masterwork tools) must be paid for with Equipment feats.
Defensive Roll: You can evade damage through agility and â€œrollingâ€ with an attack. Each rank of this feat gives you a +2 bonus to Toughness saving throws. But you lose this bonus whenever you are denied your dodge bonus or unable to take a free action, unless you are able to succeed on a Concentration check (DC based on circumstances; see the Concentration skill description, M&M2E page 44). Your total Toughness save bonus, including Defensive Roll, is limited by your power level.
Diehard: All PCs and non-Minion NPCs are assumed to have this feat for free. There is no need to record it on your character sheet.
Equipment: If your character is a space character, you may want a space suit. There are two versions; the "Clunky" version, freely available and costing [0 EP] and standard on space ships and space stations, gives Life Support (as the power) for a penalty of -2 to Attack, Defence, and Reflex Saves as it is clunky.
You can alternatively buy a "Slick" space suit, stylish and cool space suit for 9 EP (Life Support power), you may wish to eliminate some of the immunities (for instance, if it is an environment suit for alien atmospheres), or boost it with ranks of protection or masterwork (for a seriously comfortable and stylish number!)
It assumed that space suits have 2 hours of oxygen (like the equipment SCUBA tank), and will decompress if damaged with the appropriate descriptor (unlike a device with life support)
Favoured Environment: This feat is no longer ranked. While in your favoured environment, you gain a +2 circumstance bonus to Stealth and Survival rolls and a +2 circumstance bonus to either Attack or Defence. The attack/defence bonus is chosen at the beginning of your turn, and you can change it on your next turn. Note that circumstance bonuses do notcount against PL caps.
Suitable environments must be sufficiently specific, such as forests, underwater or arctic. Urban is explicitly not allowed.
You may take this feat multiple times within reason, applying to a different environment each time. Excessive use attempting to 'cover all your bases' will be frowned upon.
Favoured Enemy: This feat is no longer ranked. When dealing with your favoured enemy type, you gain a +2 circumstance bonus on Bluff, Intimidate, Gather Information, Investigate, Knowledge, Notice, Search and Sense Motive rolls involving this enemy. Note that circumstance bonuses do not count against PL caps.
As per the core rules, this feat is a prerequisite for Critical Strike pertaining to the same enemy type. Critical Strike allows critical hits on enemies otherwise immune to critical hits.
Suitable enemy types must be sufficiently specific, such as undead, demons, robots or mafia. Broad descriptors such as 'supervillains' or 'criminals' will not be allowed.
You may take this feat multiple times within reason, applying to a different enemy type each time. Excessive use attempting to 'cover all your bases' will be frowned upon.
Steve Kenson says, and we agree, that you can take the Critical Strike feat without taking the Favored Enemy feat, and use Hero Points to temporarily gain the Favored Enemy feat in order to trigger the Critical Strike feat.
Improved Critical: PCs cannot purchase more than 2 ranks of this feat for a single attack.
Improved Disarm: When attempting to Disarm a foe, you gain a +4 bonus on the opposed Strength check, and they do not get the opportunity to disarm you.
Improved Ranged Disarm: This feat from the Masterminds Manual is explicitly allowed.
Improved Sunder: When attacking an object held by another character which gets a Size bonus to Defense, you negate up to 4 points of that bonus (effectively gaining up to +4 Attack, but only for the purposes of canceling out the object's Defense bonus from being smaller than Medium-sized, and thus, this bonus does not count against PL caps).
Interpose: Once per round, when an ally within range of your normal movement is hit by an attack, you can choose to place yourself between the attacker and your ally as a reaction, making you the target of the attack instead. If the attack hits, you suffer the effects normally. If the attack misses you, it also misses your ally. You must declare your intention to trade places with an ally before the attack roll is made. You cannot use Interpose if you are stunned or otherwise incapable of taking actions. You cannot use Interpose against Perception-range attacks or General Area attacks, only attacks which require an attack roll.
Lionheart: This feat from Warriors & Warlocks is explicitly allowed.
Luck: PCs can have a maximum number of ranks in this feat equal to 1/3 of their PL, rounded down. PCs with Luck Control can purchase additional ranks of Luck as a power feat of Luck Control, as long as their total ranks in Luck from all sources do not exceed 1/2 their PL. NPCs cannot have Luck, unless they have Luck Control, in which case they can purchase Luck as a power feat of Luck Control, up to 1/2 their PL.
Master Plan: See "Knowledge (Tactics)" in "Skills," above. If a character purchases a second rank of this feat, they can use Knowledge (Tactics) instead of Intelligence when rolling Master Plan checks.
Minion/Sidekick: See "Summon" under Powers, below.
Ninja Run: This feat from Mecha & Manga is explicitly allowed.
Online Research: This feat from Mecha & Manga is explicitly allowed.
Speed of Thought: This feat from the Masterminds Manual is explicitly allowed.
Untapped Potential: This feat from Hero High is banned.
Withstand Damage: This feat from Mecha & Manga is banned.
The following new feats are available for characters in FC PbP:
Benefit (Native) - General, Ranked
You are a native of (and educated/experienced with) some non-Prime!Earth culture. You may be from a another world in the Prime!Universe (like Kinigos), a parallel world (like Earth-Victoriana), or even the Terminus itself! If you are from another world in the Prime!Universe, you gain a +5 bonus on Knowledge (Galactic Lore) checks pertaining to your native culture; if from another dimension, you gain a +5 bonus on Knowledge (Cosmos) checks pertaining to your native culture.
Note that you do not need this feat to be from a non-Prime!Earth culture. This feat represents having a strong grounding in/affinity for the culture.
Dazzling Attack - Combat, Ranked
Choose a sense type when you purchase this feat. You may acquire additional sense types with additional ranks, but you may only target one sense type per attack. When you make a damaging melee attack, you can choose not to inflict normal damage. Instead, the target makes a Fortitude save against a DC of 10 plus your damage bonus. A successful save results in no effect. A failed save impairs all senses the target possesses of the sense type corresponding to your feat. They suffer a -4 penalty to any Notice or Search checks involving that sense type, and all other targets gain partial concealment against them. Failure by 5 or more means the target's senses are disabled, and all other targets gain total concealment against them; if you targeted Visual-type senses, the target is Blinded, if Auditory, the target is Deafened, etc. The effects of a failed save last for 1 round. Narrative examples of this attack include smashing your hands (or weapons) against the target's ears to damage their eardrums, cutting them above the eyes to interfere with their vision, or even a strike to the nose that temporarily numbs their sense of smell.
Paralyzing Attack - Combat
When you make a damaging melee attack, you can choose not to inflict normal damage. Instead, the target makes a Fortitude save against a DC of 10 plus your damage bonus. A successful save results in no effect. A failed save means the target is Slowed for one round. Failure by 5 or more means the target is Paralyzed for one round. Narrative examples of this attack include strikes aimed at specific nerve clusters or muscles in the body to temporarily inhibit voluntary movement.