So Players please introduce yourselves
The Protectors
Active Roster:
Dragonfyre By Shadowbourne
Gladius By Bladewind
HornetBy Tattooedman
Lithos by Prof Wierd
Magus Errant By Kasius
Vigilante Macysnow
Inactive/Reserve:
Shock By Shock
Bastion by Sakuro
Kris Majax By Kenseido
Sword Breaker By Lord Bayushi78
Johnny Liang By Classdunce
Goliath By Aerlwyn
Green Lantern By Nineofspades
Clover Madison By Nineofspades
The Owl by Celtic Rei
Photon by kenseido
Prism by glyph
Skylark By Ysariel
Going Rogue
Active Roster
Blank Slate by BGIII
Colonel Duskby Nintendogeek
Hooligan by macySnow
Nenia by Spectrum
Portia by Prof W1erd
Sebastian by Kenmadragon
Upliftby Corrigon
Inactive
Ferrous By Kenseido
Lady Light by EPIC
Oaf by Gnalthor
Powerfist by Plan B
Heroes, Villains, NPCs
Arachnos
Lord Recluse
Black widow
Daddy Longlegs
Ghost Widow
Kalinda
Spitter and Spinner
Tarantula
Trapdoor
Wolf Spider
Arachnos Agents
Wolf Spiders
Wolf Spider Alphas
Wolf Spider Huntsmen
Crab Spiders
Fortunatas
Blood Widows
Sorcerers of Mu
Deathstroke
Requiem
Chiller
Shockwave
Stinger
Death Commando
Scatterbrain
Facet
Agate
Amethyst
Aquamarine
Bloodstone
Diamond
Emerald
Garnet
Jade
Opal
Rose Quartz
Ruby
Sapphire
Topaz
Turquoise
The Masters of Fortune
Arachne
Frostbite
Gemstone
Hi-Tech
Jaguar
Psyche Out
Portal
Tower
The Nasty Boys
Shockwave
Blacklash
Bonecrusher
Dr. Photon
Torval
Smoke
Undertow
Trollkin
Atta
Trollkin and Godvords, and Supa Trolls
Gretchen
Viper
Viper Agents
Mech Vipers
Steel Serpent Powered Armor
Overrun
Battalion, Phalanx, Cohort
Bullits Raiders
Bullit
Aggressor
Onslaught
Beseiger
Z-Force
Bloodgroove
Dementia
Deathweaver
Marauder
Purgation
Splatter
The Ultimates
Binder
Black Star
Blur
Hazmat
Kelvin
Dust Devil
Thunderbolt II
Villains
XA-11 Combat Robot and Bradley Marks
Ankylosaur
Armadillo
Beetle
Bellicose
Black Anubis
Blowtorch
Brainchild
Brick
Buffalo
Bulldozer II
Buzzsaw
Citadel
Dart
Decible
Earthmover
Electrocutioner
Flip
Impulse
Javelin
Komodo
Ladybug
Laser
Mastodon
Occulon
Ogre
Photon
Porcupine
Powerhouse
Pulsar
Riplash
Ripper
Saber
Scorpion
Soulfire
Steel Commando
Steel Samurai
Titanothere
U-235
Utility
Vadimar
Vehement
GI JOE Strike Team Alpha
Katherine "Reaper" McCloud
Scarlet Shana M Ohara
Snake Eyes The original Commando, SUper Ninja and all Around BadAss Supreme
Dial Tone
Greenshirts and Back up Joes
White Shadow: Colleen Wing Female (Commando Infiltrator) Samurai enthusiast and swords woman
Rain: Michael Black Wolf Male (Commando Sniper) former swat sniper
Halcyon: Rayna Caine??? Female (commando spy) shady lady with a dark past who knows more than she should
Trajectory: Mikai Reed Male (Infantry artillery) former baseball player turned infantry prodigy with tank guns and artillery strikes
Red Hawk: Rhea Hawk Female (Infantry Mechanized) Helicopter ace capable of insane maneuvers
Patch: Marcus Cole Male (infantry Medic) adventurous medical prodigy capable of patching even lethal wounds
Deep dive: Gideon Lane Male (Officer Battlefield Psychologist) FBI profiler and psychologist
Castle Eric Wilson Naval Officer and tactical genius
White Tigress: Catherine "Kallen" James Female ( Ranger Beastmaster) Former Genetic experiment with genetically enhanced tiger pet
Dolphin: Alicia Curry female (Ranger Predator) Navy Seal and underwater beast
Jaguar: Elena Rodiguez Female (Ranger scout) sneaky forest and jungle tracker bear and wolf rescuer
Blindside: Leon Johns male (Renegade Tank) former army football lineman turned protector
Chaser: Chance Boudreaux male (Renegade Blitzer) Cajun US army ranger and hard charger
Roughhouse: Wayne Briggs male (Renegade Door Kicker) Swat officer and door kicker who ran afoul of cobra
White Rabbit: Calliann Lowry female (Tech expert) Computer hacker extraordinaire Boxer and Motorcycle enthusiast
D.VA: Hana Song Female (Tech Expert) Drone pilot and gamer enthusiast
Scavenger: Sam Carter female (Tech Tinkerer) Expert scavenger and diamond in the rough finder
Knight: Misty Knight Female (Vanguard Body guard) former secret service protector disgraced after arresting her protectee
Inferno: Erica Deveraux Female (Vanguard heavy weapons) heavy weapons fanatic who loves the big machineguns bit of a nutcase for them
JOE Vehicles and Equipment
JUMP Jet pack system
PACRATS
The Oktober Guard
General Brehkov overall team leader and tough cookie
Red Guardian Field Leader and russian patriot
Daina Sniper Pilot and All-around Jill of all trades
Ursa Major Genetically engineered Tank bear of a man with bear pet
White Rose Spy and intel analyst
Vanguard Armored Door Kicker
Stormavik Mechanized infantry pilot and driver
Dragons Fire Armed and armored tech weapons expert
Shruge Advanced Engineer and thinktank
Doc Field medic and Doctor
Scar Squad
Faceless Cobra officer with secrets
AWOL Viper faceless muscle
BEEF Wanna be saw viper
Recluse Spider enthusiast with friends
QR Televiper and opportunists
Grease Wheel Motoviper
COBRA
Cobra Recruits and Troopers
Cobra Apprentices
Cobra Vipers
Cobra Officers
Cobra Sci-Tech
Tele-Vipers
Techno-Vipers
Specialists
Cobra B.A.T.s (Robot mooks)
Aero Vipers (Cobra Ariel pilots)
Alley Vipers (Urban Warfare specialists)
Aqua Vipers aka Sea Snakes (Cobra Aquatic vehicle pilots)
Cobra Eels (Cobra underwater warfare specialists)
Cobra Lampreys (Cobra Elite Sea Pilots)
Boomslangs (Cobra Snipers)
Desert Vipers (Cobra Desert warfare specialists)
Frag Vipers (Grenade lobbers)
Flak Vipers (Anti-air specialists)
Flame Vipers (Flamethrowers) aka Pyro vipers
HEAT Vipers (Anti-Tank Specialists)
Hydro Vipers (Underwater Elite troops)
Ice Vipers (Cobra artic warfare pilots)
Jungle Vipers (Cobra Jungle warfare specialists)
Laser Vipers (Cobra Experimental Weapons specialists)
Medi Vipers (Cobra Doctors and Field Medics)
Moto Vipers (Cobra Ground vehicle pilots)
Night Vipers (Cobra Night assault specialists)
Range Vipers (Cobra Scouts and rangers)
Rock Vipers (Cobra Mountain Warfare specialists)
Saw Vipers (Cobra Fire Support troops)
Snow Serpents (Cobra Artic Warfare specialist)
Star Vipers (Cobra space warfare specialists)
Strato Vipers (Elite Pilots)
Swamp Vipers (Cobra Amphibious warfare specialists)
Toxo Vipers (Cobra Hazardous Environmental troops) aka the leaky suit brigade
The Crimson Guard aka Siegies
Crimson Guard Cadet
Crimson Guard Soldier
Crimson Guard Immortal
The Red Ninja Clan
Red Ninja Scout
Red Ninja Archer
Red Ninja Striker
Red Ninja Master
the Night Creepers
Night Creeper intern
Night Creeper partner
Night Creeper senior board member
Zartan and the Dreadnoks
Dreadnok Trainee
Dreadnok Beast Tamer
Dreadnok Bruiser
Dreadnok Scrapper
Dreadnok Incinerator
DreadnokVehicles
Motorcycles
Hydro Boats
Swamp fire
Thunder machine
Cobra Vehicles
Cobra Asp (mobile artillery or anti-air or anti-tank platform)
Cobra CLAW (Jump Jet pack)
Cobra COIL (Armed scout and attack Motorcycle)
Cobra Dragon (Flame tank)
Cobra Fang (Iconic Attack helicopter)
Cobra Firebat (light assault jet and hight speed courier)
Cobra HISS (Iconic Tank)
Cobra Hurricane (next gen fighter craft)
Cobra Hydro Sled (2-man water skimmer)
Cobra Ice Snake (Artic Warfare vehicle)
Cobra Mamba (Dual head attack helicopter)
Cobra Mantis (Attack Submarine)
Cobra Moray (Hydofoil aquatic assault craft)
Cobra Night Raven (Advanced Stealth and attack aircraft)
Cobra Puff Adder (Transport Copter)
Cobra Python (Armored APC)
Cobra Rattler (Heavy ground assault aircraft)
Cobra Sea Ray (Airborne Submersible attack craft)
Cobra Scorpion (Fast attack desert vehicle)
Cobra SNAKE (new tech powered armor suit)
Cobra Stinger and MK2 (Fast attack vehicles)
Cobra Stun (Fast assault and attack vehicle)
Trouble bubbles (Aerial Assault Craft)
Cobra Vulture (Heavy transport aircraft)
Cobra Water Moccasin (fast attack watercraft)
Allies and Guest stars
Firefly
Silver Avenger: Matye Sanchez
Morpheus AKA Sleeper
Vigiant aka Mark Greenwood
Gator
Doc RodentBy NeoPaladin
Marissa Hoskins
Special: In Memoriam
The Grasshopper By Tattooedman
The Wanderer By Femme Fatale
Thread Listing
GI JOE Strike Force Alpha IC thread
GI JOE OOC thread
Heroes Unlimited IC thread
Heroes Unlimited OOC thread
Going Rogue IC
Going Rogue OOC
House Rules:
Skills:
-Skill points are 3/pp rather then 2/pp except for Close Combat and Ranged Combat, those two skills will remain 2/pp.
Languages are a ranked advantage rank 1 multi lingual character can make an int check or spend a HP at DC 15 or more for more complex languages to understand and speak reasonably well, reading can be done of such languages with a similar roll
rank 2 Polygot character can speak read and write multiple languages fluently and easily a DC 20 check is needed for more complex dead or alien languages high DCs can be needed for even more complex langauages
beyond that PCs should buy the communication 4 power
anything beyond 4 ranks of the skill should just buy the multi-lingual feat or the comprehend power
Expertise- Some of the more useful stuff:
Expertise (Arcane Lore)- Mages and the like. Very few others would have or use this. It can often be made a "Check Required" Flaw on Magic-based powers as well, though that can be a broken points-cheat if you're not careful.
Expertise (Art)- Not entirely useful, more of a character thing. I mean, Colossus obviously has this, but it seems almost mean to "charge" a player for something that would never come up.
Expertise (Behavioral Sciences)- Alot of Telepaths might have this (even though they really don't need to, being able to read people's reactions). Less useful than many of the others, but I would allow it to be used as a kind of an "Insight" in crowd situations.
Expertise (Business)- Most rich people or business owners should at least have this.
Expertise (Civics)- Lawyers & Politicians. Heroes searching for evidence might need it.
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Expertise (Current Events)- A Skill for people who are generally aware of stuff. Finding out what country is what, which superheroes are which, etc. (ie. "Hey, it's a new Jack O'Lantern! I know this since the old ones either died or are Hobgoblin now!") Either could be it's own skill (Hero Lore or Geography), but this is often more of a handy catch-all, since Geography isn't likely to come in super-handy as it's own Skill. Honestly, though, I can't see it coming up THAT often.
Expertise (History)- Don't laugh- it's helped Batman out a few times. Immortals & Gods often have a lot of it also.
Expertise (Tactics)- Uncommon and kinda hard to use in a super-hero situation- I'd allow players to roll to "ask the GM" for the best advice in combat if necessary. Most others would just have Soldier/Mercenary. I generally allow any "Soldier" Skill to include this by default- they would normally know how to flank others.
Expertise (Theology & Philosophy)- A character-based Skill, but again, can be useful. Most any God or religious character would be expected to have a bit of it (though stereotypical depictions of Republicans likely have no knowledge of religion).
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Expertise (Computers)- Hackers are all over the place in comics, and many characters (especially younger ones) have at least a rank or two in this. I prefer to give this a separate skill than JUST Technology, as it involves a know-how of notable hackers, computer systems, the internet, etc.
Expertise (Criminal)- You know the local gangs, symbols, slang, and the various bosses, and possibly ones in other cities (it wouldn't take you too long to find out). You know where drugs are made, distributed and sold. You know how to disable an alarm system, break into a car, hotwire something (normally a Tech-skill), and probably how to recognize the signs of an easy "mark". Most super-villains with this Skill are the thuggish types who know where the money is in the bank, and knows how to safe-crack a little bit.
Expertise (Streetwise)- You know crime from an outsider's point of view, which lets you step back and view things as a whole better than someone "in the mix". You know most of the above stuff, or at least the signs of it. Criminologists and the like are up here.
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Expertise (Ninja)- You speak Japanese, and are familiar with Japanese culture, customs and morals. You know the history of the ninja clans, who the masters are and were, and you know how to break and enter places. Many other Skills are associated.
Expertise (Samurai)- You speak Japanese, and are familiar with Japanese culture, customs and morals. You have a basic understanding of the arts, calligraphy, horseback riding, and military tactics. You know the code of Bushi-Do (whether or not you actually subscribe to it is a matter of personal preference), and you can immediately recognize someone's place in Japanese society by their body language and how they speak (normally an Insight Check).
Expertise (Knight)- You speak one or more European languages, and are familiar with various tribes, clans, kingdoms and the morals of each one. You know the movers and shakers of the political world, how to make armour and weaponry (or at least who makes the best ones), how to ride horses, and you know a lot about religion (you may not subscribe to all of it, however). You also have tactical know-how.
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Expertise (Survivalist)- You know a great deal about the wilderness, from the environment, the seasons, how to survive and eat in the outdoors, and a large number of things about animals. You'd still need to buy Animal Empathy, but you gain bonuses to Insight checks against wild beasts (even some not familiar to you- like aliens). You can survive in almost any hostile environment. You also know a good bit about geography. Alot of X-Men types have this, as they're expected to survive in odd places. Quite good, as long as the GM puts you in those situations. Most anybody only needs a few ranks, though.
Expertise (Soldier)- Unlike the G.I. Joe-verse, where you buy "Soldier" and "Military Specialty" separately, in the comics, you basically know all Soldier-based stuff. You have moderate Survival capabilities, and you know how to use nearly all ballistics weapons. You have tactical skill, knowing how to plan assaults, lay traps, ambushes, etc. You know something about geography, politics and current events, usually revolving around your last conflict (ie. Iraq war veterans know more about Middle Eastern politics, the who's who of the local warlords, and which groups are friendly, and which are dangerous).
Expertise (Actor)- You know how to act in plays, films, etc., in order to draw reactions from people. You know the who's who of celebrities, and have a good knowledge of pop culture in general. You know which magazines and reporters are worth talking to, which ones to avoid, and which clubs are the most popular.
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Expertise (Animal Handling)- I would argue that this fits a Biology/Handling/Care/Empathy heading, and would take the place of the Animal Empathy Advantage- it allows people who aren't charismatic a good bonus when dealing with animals (fits those "kooky forest-living" stereotypes). Not that common, or especially useful, since relatively few in-comic guys use Animal Sidekicks. Almost more of a character descriptor thing. It's a general zoologist/Animal Persuasion/Animal Insight thing, with a smattering of Caretaking knowledge. I often just leave off Animal Empathy and use this one- it scales up, and you don't need high Presence or Persuasion to utilize it effectively.
Expertise (Pop Culture)- You know everything there is to know about celebrities, movies, TV shows, video games, etc. Mostly teenagers, and a few adults have this. It CAN come in handy (in Batman: The Animated Series, Dick Grayson was better at this than Bruce was), but is more of a character/personality thing.
Expertise (Acting/Dancing)- Again, more character-themed stuff. Unless you wanna use "Distract (Dancing)" as an Advantage.
Feats
Clean (ranked): Checks to connect you with a crime increase by DC5 per rank.
Conceal Efforts: Anyone who inspects your bindings during a Sleight of Hand escape check must make a Perception check with a DC equal to your Sleight of Hand result to notice your escape attempt.
Cunning Fighter: Use Attack instead of Deception to feint an opponent.
Damaging Escape: When you escape from a grab, you get an unarmed attack against the opponent as a free action. You still have to roll to hit.
Defensive Strike: Get a +2 to hit enemy that misses you in melee combat, a second rank increases the bonus to +5.
Durable Lie: The target believes your Deception for an additional round.
Follow-Up Strike: Additional melee attack after Critical Hit is scored.
Hide Tampering: You can conceal any tampering done to a device. Anyone who inspects the device must make a Technology check against your Sleight of Hand check to notice your tampering.
Improved Daze: Allows a character to make a daze attempt as a move action.
Improved Feint: Allows a character to make a feint attempt as a move action.
Improved Taunt: Allows a character to make a taunt attempt as a move action.
Improved Trick: Allows a character to make a trick attempt as a move action.
Last Stand: Spend an HP to ignore all Damage Conditions for one round.
Lionheart: Grants a +5 to saves against fear that is not limited to PL caps.
Master Plan: Grants a +1 - +3 Circumstance bonus on all rolls related to the plan when activated. Master Planner must make a DC 15 intelligence and/or Expertise Tactics/Strategy roll. 1 degree of success = a +1 bonus, each degree past the first = an additional +1 to a maximum of +3. The planner must be able to communicate the plan and its resultant go code to the rest of the group to initiate the bonus which lasts for the scene. The GM reserves the right to nix any bonus for rolls not related to the plan. Master Plan can be used to counter another master plan nullifying any bonuses for both sides.
Multilingual: By spending an HP a character can speak a certain language for the remainder of a scene.
Online Research: Allows a character to use the Expertise [Computers] skill instead of the Gather Information sub-skill of Investigation when looking for anything that would normally be acquired by talking to people and buy them drinks and such. This feat can be used with the Well-Informed advantage also.
Speed of Thought: Allows a character to use their Intellect modifier for Initiative.
Task Focus (Ranked): Choose a specific task or situation that can be performed with a skill check, such as keeping watch at night for Notice. When making checks that involve your chosen specialization, you gain a bonus +2 bonus that can exceed PL caps. You can buy additional ranks, these can either increase the bonus to +5 or apply to a new task.
Unbalancing Strike: When you hit an opponent with a close attack, you can choose to throw him off balance rather than inflicting damage (a hit means he is Vulnerable on defense for the next round).
Withstand Damage: Trade-Off Defense for Toughness- I would allow this for either Parry or Dodge.
Powers:
-All "Flat +1 Extras" are called "Feats" because it's ridiculous to change it to something more confusing.
-Impervious works just as it did in 2nd Edition.
-Penetrating works just as it did in 2nd Edition.
Dimensional Pocket:
Feature - Extradimensional storage of mass rank in material. (1 pt per rank)
You can access an extradimensional “pocket” or storage space where you can place things and retrieve them later.
Items placed in your dimensional pocket remain in the same state until you withdraw them. You cannot place living or unwilling beings into your pocket, only nonliving objects. The object you wish to retrieve from the pocket is always “on top” when you reach into it, coming immediately into your hand. The power’s rank determines the mass you can store at once. Once the pocket is “full” nothing else will fit into it without first removing something.
Movement:
~Air Walking: You can “walk” on air at half your normal ground movement speed as if it were solid ground and move up or down at a 45 degree angle at half speed (one-quarter your ground movement speed). For two ranks, you move at your normal ground movement speed (half speed when ascending or descending).
Summon:
~Multiple Minion (Feat: 1 pt flat): You can summon more than one minion. Each application of this extra doubles your total number of minions. So, for example, with Summon 6, you summon a single 90-point minion. With Multiple Minions 1 you can summon two 90-point minions, four at 2 ranks, eight at 3 ranks and so on. It requires a standard action to summon each minion unless you also have the Horde extra. +1 flat point.
Regeneration Rounds: To clarify, this a chart to show which rounds you recover a -1 to Toughness if you have Regeneration.
Healing Factor: Regeneration 1 (1/every 10 rounds [10]); 1 pts
Healing Factor: Regeneration 2 (1/every 5 rounds [5, 10]); 2 pts
Healing Factor: Regeneration 3 (3/every 10 rounds [3, 7, 10]); 3 pts
Healing Factor: Regeneration 4 (4/every 10 rounds [2, 5, 8, 10]); 4 pts
Healing Factor: Regeneration 5 (1/every other round [2, 4, 6, 8, 10]); 5 pts
Healing Factor: Regeneration 6 (6/every 10 rounds [2, 4, 5, 6, 8, 10); 6 pts
Healing Factor: Regeneration 7 (7/every 10 rounds [2, 3, 5, 6, 8, 9, 10]); 7 pts
Healing Factor: Regeneration 8 (8 out of 10 rounds [2, 3, 4, 5, 7, 8, 9, 10]); 8 pts
Healing Factor: Regeneration 9 (9/every 10 rounds [2, 3, 4, 5, 6, 7, 8, 9, 10]); 9 pts
Healing Factor: Regeneration 10 (1/every round); 10 pts
Regeneration 11 on would be one every round, then add a check per the chart.
Weaken:
~Slow Fade (Feat: 1 pt flat): Weaken with this modifier reduces the recovery time of Lost Points on the target’s turn. Each application moves the time interval one step down the following table;
GI JOE RPG house rules
All PCS start with 1 general perk must meet requirements
All PCS gain +1 rank Conditioning skill every at lvl 1 and every 4 levels after 4/8/12/16/20 can be combined with additional ranks as chosen by playrs
All PCs gain a general perk ever 5th level 1/ 5/ 10/ 15/ 20
All PCs start with 4 skill points free distribution as desired Total skill points should be 24 with role and origin
Performance starts with auto specialization art of choice
PCs can have one free specialization at game play based on origin and concept
PCs can improve essences and skills by training and or successful use of skills during adventures via critical success or failures or gain new ones via education or training with a mentor including new specializations
Starting PC loadout for each mission All free no requisition required
Battle Fatigues (boots gloves pants jacket helmet goggles facemask)
Hand gun (Socom AT 45 pistol)
Assault rifle or shotgun (AT 20Joe Rifle) , Remington 800 shotgun
Knife and or snap baton
1 Conc grenade, 1 Frag Grenade
1 HBBT Access Pad
1 Tac-Comm Radio
1 base GI Joe Survival kit
Tactical Backpack
Rations 1 weeks worth or more per mission
local currency purse 500$ worth or more per mission guidelines
Smartphone (unused prepaid)
Gas Mask
Flexicuffs x12
1 First aid kit with antidote shot x1
Monocular
entrenching Tool
Multi-Tool
6 Glowsticks
2 Emergency Flares
1 GPS Emergency Beacon
Socom AT 45 Pistol (Targeting)
Range: 25/80, 1 Sharp damage
Hand: 1
Traits: Ballistic
AT 20 Joe Rifle (Targeting)
Range: 60/100, 1 Sharp damage, (2 Sharp damage -2 down)
Hands: 2
Traits: Ballistic, Reload
Remington 800 Combat Shotgun (Targeting)
Range: 20/60, Buckshot: 1 sharp damage - multiple targets 2 15ft cone, Alt Slug shot: 2 sharp damage (-1 down)
Hands: 2
Traits: Ballistic, Reload
Joe K1 Combat and utility knife (Finesse or Might)
Range: Reach, 20/30 thrown Req targeting D4, Sharp 1
Hands: 1
Traits: Sharp, Martial arts, Silent
Joe B1 Combat Snap Baton (Finesse or Might)
Range: Reach, 1 Blunt damage, Alt: 1 Stun damage -1 down
Hands: 1
Traits: Blunt, Martial arts, Silent
New Eqipment Option
Limited Utility Belt
Description: You have a Utility Belt attached to your armor, giving you extra pouches for equipment.
Availability: Limited
Prerequisite: -
Benefit: You can carry 3 extra Hands of Sidearm sized weapons.
Restricted Utility Belt
Description: You have a Utility Belt attached to your armor, giving you extra pouches for equipment.
Availability: Restricted
Prerequisite: -
Benefit: You can carry 6 extra Hands of Sidearm sized weapons.
General Perk list
Acute Sense
All out Attack
Always alert
Animal pet
Battle-hardened
Cross trained
Dig Deep
Dodgy
Educated
EMT crash course
Evasive Fighting
Fast
Green
Heavy Armor training
Kung Fu Grip
Linguistics
Medium Armor training
Mentor
Nose for trouble
Pack Mule
Peerless Pilot
People Person
Photographic memory
Razor Tongue
Robot Pet
Sharpshooters Grace
Split Focus
Snap Shots
Super Heavy Armor Training
Team Players
Terrifying Presence
Tongues
Veteran
Weapons training
New Perks to be added as theyre made
Stop sign powers include Insubstantial with Ghost touch, Unlimited variables, and unlimited duplication•1 rank: 5 rounds
•2 ranks: 10 rounds
•3 ranks: 1 minute
•4 ranks: 4 minutes
•5 ranks: 15 minutes
•6 ranks: 30 minutes
•7 ranks: 1 hour
•8 ranks: 4 hours
•9 ranks: 16 hours
•10 ranks: 1 day
As always I retain the right to stoplight and or nix powers deemed broken or not fitting with the game.