Here are some sample abilities, to give you all an idea of what we are working with. There are a few other sample abilities in the full write up document if you’re curious. [hider=Sample Special Abilities by Stat] [B]FIST UNDER ELBOW[/B] (0 AP) [I]Strength [/I] Passive. If you sucessfully execute a contest which fully negates the damage of a melee attacker, you can automatically perform a basic attack against that enemy. [B]FLASH OF COLOR[/B] (2 AP) [i]Speed[/i] When one of your allies is about to take damage, you appear and spirit them away in a blur. If your ally is within your sprint distance and they are targeted for an attack, you can activate this ability. Both you and your ally appear at a location of your choice that is also within your sprint distance from your original location, and neither of you suffer any effects from that attack. This counts as your contest for that round. [B]TRICK OF THE OLD COWBOY[/B] (2 AP) [I]Skill[/I] You must have either Vector arms or Vector Guns out to activate this ability - the other can be summoned for free in the activation. Throw your Vector Gun into the air, then quickly materialize and draw your Vector Arm to make a slash against your enemy. Then drop your sword, catch the falling gun and shoot him. Make an Attack! action with both your Vector Arms and Vector Gun this turn. The second attack gains a +3 on the contest roll if contested. [b]MUTANT DNA EXTRACTOR[/B] (0 AP) [I]Tech[/I] Replace this ability with the Mutant Ability of one Mutant you have captured. Mutant abilities are usually very powerful but very expensive. Anything that is labeled a Super-move cannot be stolen with this ability or must be modified by the DM first. [b]MINI-MECH[/b] (4 AP) [i]Piloting[/i] Call forth a personal mech which covers your body like an exoskeleton. While you wear the suit, your strength is increased by 2, and all damage you take is reduced by 5. The mech can fire lasers as a basic attack with a damage of 2d6 + 2x Piloting. You get a one time volley of rockets on your shoulder that does 4d12 in a 20 foot radius at one point within 200 feet. [B]BASILISK GAZE[/B] (2 AP) [I]Color[/I] You lock eyes with an enemy through your visor, and they become paralyzed for 1 turn, unable to move or take any actions. If they have less than 20hp, they are instead turned to stone forever. Does not work against robots or mutants with no eyes. A successful partial contest against the paralyze effect means the target can act but not move; against the petrify effect it means the target is only partially turned to stone but cannot act or move. [/hider] [center][img] https://media2.giphy.com/media/htY5rAKSSrGVapfNdV/giphy.gif[/img][/center]