Other Skills

Skills from Black Vault can be used as well; just ask before hand.

W.P. Cape/Cloak
Some heroes use capes, some don't. Those that use them have be able to integrated into their fighting styles.
+1 to entangle at levels 1, 3, 6 10 and 15. +1 to parry at levels 2, 5, 9 and 14. +1 to disarm at levels 1, 4, 8 and 13. Its not really good to hit with unless made that way with weighs granting a +1 to strike at levels 4, 9 and 14.

W.P. Target shooting
Is a shooting sport is a competitive sport involving tests of proficiency (accuracy and speed) using various types of guns such as firearms and air-guns. Pick one of the following: rifles, handguns, shotguns or sub-machine gun for focus. When using that weapon; they gain a +1 to initiative and a +1 to strike at levels 2, 5, and 10.

The skills below can be selected as Physical or Technical skills.

Developed Reflexes
Requirements: Can not have super speed or extraordinary physical prowess or lightning reflexes
After battling or training with a super agile or super-speed individuals, a person's reflexes adjust to compensate for the for not being super fast. This could be through muscle memory, nervous system, predictability but the results are the same. When facing anyone with automatic dodge, their opponent is at a -2 penalty to automatic dodge. The developed person gets a +1 to initiative and +1 to roll with impact as well.

Expulsion Power Control Skills (by Stone Gargoyle)
These skills can be used by characters with powers related to energy expulsion.
Detect Powers: This allows a character without the ability to scan for superpowers to sense for power signatures like his own. He can scan for powers even when they are not in use, but the exact nature will not be known. Base Skill: 20%, +4% per each additional level.
Energy Attack Precision: This skill represents special training in the use of an energy expulsion power. Gives a +1 to an aimed shot at level one, and an additional +1 at levels 3, 6, 9, 12 and 15. The skill requires the character to be immobile.
Energy Sniping: This allows the character to increase the range of his energy expulsion an additional +10% per melee round, with a maximum of twice the stated range of the power. The skill must be used while the character is immobile.

Soaking (by Stone Gargoyle)
The superbeing can cause his energy expulsion powers to soak up the first 5 points of similar energy damage at level one, plus 5 points per level, from an energy expulsion attack. This is useful for characters with no immunity or resistance to energy expulsion attacks. The type of energy must be the same or similar to the characters own (so no light expulsion characters can absorb darkness attacks or cold, but could absorb fire, electricity,or lasers). A failed roll means the character takes normal damage from the attack. Base Skill: 20%, plus 4% per each additional level.

Winged Flight Skills (by Stone Gargoyle)
Moving at high speeds, diving, or flying stunts that are out of the ordinary, are considered stunts and place penalties on the flyer. Most stunts are done with a -15% penalty, and poor visibility will also place a -15% penalty, as well as force the flyer to move at half speed.
Diving: This skill pertains to power dives and the ability to pull out before collision at high speed. When diving, a flyer with this skill can move at 10% beyond their normal flying speed without penalty, though pushing beyond that imposes a control penalty equal to the percentage of speed increase over that (so diving at a speed of 15% beyond normal flight speed while in a dive will impose a -5% penalty). Base Skill: 40%, plus 5% per additional level.
Winged Flying: A routine and exercise to build flight speed and endurance. This is all about grueling, grinding, long-distance flying, in the worse conditions imaginable. Since emergency messages and small packages (such as urgently needed medicine) is fastest carried by flying, this is truly a valuable skill.
Characters without Winged Flying can fly at maximum speed for one minute for each point of P.E.
Long-Distance Flying: Characters trained in flying can fly at their maximum speed for longer than those untrained. They just "pay" for their long-distance pain. Here's how it works. Once the character has exceeded their normal limit (P.E. number in minutes), they lose or "pay" 1d4 S.D.C. for every additional fifteen minutes of flying at top speed (additional S.D.C. from Natural Armor or powers can NOT be used). Even when S.D.C. is exhausted, the character can press on, spending one Hit Point for every additional minute of top-speed flying. Lost S.D.C. and Hit Points must be regained in the normal (slow) healing way. And yes, a flyer may collapse from exhaustion or even fall into a coma and die if he pushes himself too far (down to zero Hit Points).
+1 PE
+4d4 to flight speed
+1d6 S.D.C.

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