Roll using whatever. I trust you.
Save defenses, damage checks:
You need to calculate some additional stats for your character - specifically, in relation to their saving throws, some powers, and attacks. In all cases these are derived stats - meaning that you cannot spend power points directly on these stats to raise them. However, they all derive simply from one or more existing character statistics that can be raised with power points. If any statistic these new statistic derives from is changed, temporarily or permanently, these stats are recalculated.
You need to mark down new save defenses to go with your existing saving throws. One save defense exists for each saving throw, for a total of four. A save defense is equal to 10 + its related saving throw bonus.
Be sure to write down the bonus to a power check for any power. For this system, some powers that did not previously require a power check may do so.
Attack bonus and Defense:
These do not change.
For any power, attack, or ability that would involve a Toughness saving throw and have effects on the damage track, record a damage check bonus. This damage check bonus is equal to the power or ability's damage bonus + 5.
Here are the very simple ways the rules change:
-Any power that would call for a saving throw instead has the power's user roll a power check for that power, with a DC of the related save defense.
-When Toughness would be rolled to determine an attack or power's damage, the power or attack's user instead rolls a damage check. A damage check is 1d20+that attack or power's damage check bonus against a DC of the target's Toughness save defense. Results are per this table:
-If a modifier would be involved in either of the proceeding rolls, apply the modifier as follows:
*If it is a temporary modifier that only applies to the roll in question, invert the modifier (changing positive to negative or vice-versa) and apply it to the stat being rolled. For example, repeated uses of Mind Control in one combat on one person usually grant that person a +2 on their saving throws for each use after the first on them. Instead apply a -2 to the power check of whoever is using Mind Control for each use after the first on that person.
*If it is a temporary modifier that lasts longer than the roll in question, mark it down as a temporary modifier to the save defense in question. For example, each application of the Bruised condition applies a -1 to the Toughness save defense of that individual until it is healed or otherwise removed.
*Impervious is checked as normal.
All characters gain Ultimate Effort for free as a bonus feat. However, each of you must take it for a different action, skill, or power. This gives everyone their own significant niche or role, and helps to distinguish you as true heroes a little. Additionally, Ultimate Effort may be used once per story/adventure for free without spending a Hero Point.
Everyone should list a calling for their character - the reason, purpose, or motivation that drives them specifically to heroism. This can be a concept (patriotism or responsibility) or a specific event or background (Thom's character's problems with Trinity, for example). Callings act like complications - if they cause problems for you, you gain a hero point. Additionally, if you stick to a calling under duress or roleplay it well, you can earn hero points for that.
I'm going to be very generous in terms of handing out hero points and may even hand out free uses of extra effort (without fatigue) in return for exciting stunts, good roleplaying, and well-done description. This has the effect of making individual actions matter more - we're looking at you doing cool stuff more instead of just going through the motions.