Leaping costs 1 pts per 1m. Characters start with 2m of Leaping instead of 4m. Max Leap is 4m. No points for this.
Swimming base is 0m. No points for this.
OMCV & DMCV are ignored and cannot be adjusted.
Characteristics may not be improved after play begins without the use of Bobbleheads.
STR Lift is halved for purposes of ENC. The values on the Encumbrance Table are the point at which that encumbrance level is reached.
Luck exists as a power in Hero and can work in a very similar manner. Each +2 Luck is worth +1d6 Luck in Hero. Heroic Action Points based on Luck is a good way to reflect its utility. All Characters must start with 1d6 Luck and can have as much as 5d6 Luck. Heroic Action Points are in play.
Every time a character uses his Luck power (not when directed to by the GM), he loses 1d6 of Luck for the session.
Ghoulish Appearance: +2/+2d6 Striking Appearance (vs. all characters)
I'm a freakin' Ghoul: Life Support (100% Radiation Resistance, Variable Effects -2) (20 AP, 7 RP)
Leathery Skin: Resistant Protection (1 PD/1 ED) (3 AP, 3 RP)
High Pain Threshold: +8 PD (8 AP, 8 RP)
Radiation is good for you!: Regeneration (1 BODY per Minute); Healing equal to radiation (60 rads = 1 body; -) (14 AP, 7 RP)
Ghoulish Eyes: Nightvision (5 AP, 5 RP)Ghoulish radiation resistance is not a true immunity. They become more feral as they move through the same stages as a human, finally become a feral ghoul at the final stage. This needs some detail, but essentially will manifest as physical degradation first, then personality shift, then enraged at the simplest things, then berserk at those same things, and then finally the fall into a feral state.