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Possession

You have the ability to merge your body with that of another person (or "thrall"),
taking over their body and mind. Make an easy Possession (Willpower) action
against a target within visual distance. If successful, your body disappears and your
mind takes over your target's body for an aura duration. When the duration is up it
requires an average Possession (Willpower) action to maintain control; the difficulty
increases by one level for each additional aura duration you remain.
While in your thrall's body, you have your normal Intellect, Willpower, Edge, Hand
Size, Skills, and powers with Intellect or Willpower trump suits. You also have the
thrall's Strength, Agility and powers with those trump suits. If your thrall is knocked
out, you are automatically ejected from his body. If your thrall is killed, you die as
well.
Stunts: Prolonged
Limits: Trance

Eye Contact: You must look into the eyes of your target (limiting your range
to firing distance, at best).

Marked Thralls: Your thralls suffer some form of appearance change, such
as glowing eyes or strangely colored skin.

Dream Control
You have the ability to manipulate dreams. You can control your own dreams,
choosing what you dream. More importantly, however, you can implant images into
the mind of a sleeping individual as well as an awake one, in much the same fashion
as the Illusion and Image Summoning powers.
Stunts: Astral Projection, Image Summoning (Dreaming Summoning only),
Hypnosis, Telepathy (Mental Probe only)

Dream Travel: You can enter the short-lived pocket dimensions created by a
person's dreams and nightmares. These dream-worlds are outside the
boundaries of normal reality and exist solely as a reflection of the dreamer's
imagination. You have no direct control over the conditions within the dreamworld, however, you can interact with things in it much as you would in the
real world. Use Willpower in place of Strength when operating in the dream
world.

Sleep: You can put someone into a deep sleep for an aura duration with an
average Dream Control (Willpower) action.

Limits:

Dreaming: You can only use this power when you're asleep. If you are
awakened, your dream body returns to your physical body immediately.

Dimension Control
You can change the number of physical dimensions you occupy, altering your
physical abilities. You can shift from 3D to one other dimensional state and back.
Shifting to other dimensions is a stunt for each different dimension. Your abilities are
based on the number of dimensions you occupy:

0D: You exist as nothing more than a mathematical point in space. You can't
move or take any actions, but the good news is you're Invisible and
Invulnerable to everything except powers that act directly on your mind or
spirit.

1D: You're a nearly invisible line (Invisibility equal to your intensity). You have
0 Strength, but you can fit through any opening, no matter how small.

2D: You're a flat image of yourself. You can slip through any crack or opening
that accomodates your width, and you have Invisibility when viewed from the
side. As a stunt you can develop a Natural Weapon equal to your intensity,
letting you slice through almost anything.

3D: You have your normal physical abilities.

4D: Your Strength increases by your intensity (to a maximum of 20) and you
can "sidestep" physical objects as if you had Phasing. You gain the Enhanced
Sense of Penetration Vision.

5D: You gain Time Control and Time Travel at your power intensity.

6D: You gain Dimensional Travel at your power intensity.

Limits:

One Dimension: You can only ever assume the 2D, 3D and 4D forms.

One Direction: You can only add or subtract dimensions, not both.

Evolution
You have the ability to move "backwards" or "forwards" along the evolutionary scale
at will, transforming yourself into either a primitive caveman or a scrawny
humanoid with an enlarged head. As this is "comic book" evolution, not hard
science. The exact appearance of both evolutionary selves is left up to the player
and the Narrator.

If you move "backwards," you become a primitive Neanderthal or ape-man with


Intellect 2X and Strength equal to the Evolution intensity. In addition, the caveman
gains one of the following: two appropriate Strength- or Willpower-based skills such
as Brawling, Climbing, Clubs, Survival, or Tracking; Claws or Teeth at a bonus equal
to one half the Evolution intensity, or Prehensile Feet (see Additional Limbs) equal to
the Evolution intensity (chosen when the Evolution power is taken).
If you move "forwards," you become a futuristic being with an enlarged head,
Strength 2X, and Intellect equal to the Evolution intensity. In addition, the futuristic
being gains either two Intellect-based skills or one Mental or Sensory Power equal to
the Evolution intensity (chosen when the Evolution power is taken). The future-self
may learn Intellect-based skills and appropriate power stunts or create advanced
technological equipment as would any regular character.
Evolution cannot be taken at an Intensity less than 8.
Stunts: Affects Others

Evolutionary Modification: You can transform into different evolutionary


forms, varying the abilities of each. So you can choose the bonus abilities of
the form each time you transform.

Evolutionary Summoning: Instead of transforming into an evolutionary


form, you can summon some or all of them to your side as separate beings as
if you had Duplication. Each of your evolutionary selves responds to your
mental and verbal commands. Your evolutionary selves may be dismissed at
will.

Protoplasm Form: You gain a third evolutionary form: a pre-evolutionary


protoplasmic blob like an enlarged amoeba. This protoplasmic form has
Intellect and Willpower of 1X and Corrosion and Plasticity equal to your
Evolution intensity.

Limits:

One Form Only: You can evolve backward or forward, not both.

Life Control
You can control and alter the biology of living beings (including yourself). The basic
use of this power allows you to disrupt another being's biology within visual
distance, doing damage equal to your power's intensity, minus the target's
Strength. You can also develop a wide range of stunts using this power.
Stunts: Adaptation (Affects Others), Affliction (all stunts), Life Drain, Power
Nullification (biological powers only), Regeneration (all stunts, Affects Others),

Resistance (Biological Attacks), Shapeshifting (living things only), Stun Blast,


Transmutation (Creatures Only).

Grafting: You can use your power to operate on, dissect, rearrange, and
perform transplants on others without the need for normal surgical
techniques. Like a modern Frankenstein, you can assemble new creatures
from collections of parts.

Sense Alteration: You can change the manner in which a target receives
sensory stimuli or processes it within the brain. The simplest form negates
one or more of the senses, producing instant blindness, deafness, numbness,
and so on. However, you can also transfer one type of sensory impulse to
another sense, allowing the victim to "see" sounds or "feel" tastes.

Limits: Others Only, Touch


Endurance
Although you suffer damage normally, you don't show the effects as readily. Instead
of discarding cards due to damage, place them face up in front of you. You can
continue to play and use them normally, as if you had your full hand size. However,
when all of your cards are face up in front of you (in other words, your hand is
reduced to 0 cards) you become unconscious like anyone else. This power costs 10
points in hero creation, and its intensity is always 10.
Resistance
Resistance allows you to ignore certain effects or types of damage. Subtract the
intensity of the Resistance from the effect of an attack like normal defense. You get
one form of Resistance from the list below, each additional type of Resistance is a
stunt. The Narrator may approve other forms of Resistance created by the players.

Biological Attacks: Includes Aging, Disease, Poison (including drugs and


alcohol), and Affliction.

Detection: Includes all Sensory Powers.

Energy Attacks: Includes all Energy Control Powers.

Ensnarement: Includes Ensnarement and Wrestling.

Life Drain: Includes Life Drain, Darkforce, Hellfire and various forms of
vampirism.

Magic: Includes all Magic Powers.

Mental Attacks: Includes all Mental Powers (see also Mind Shield under
Mental Powers)

Physical Attacks: Corrosion, Force Fields, Kinetics, Metal, Pressure, Weather.

Power Control: Includes all Power Control Powers.

Sensory Attacks: Includes Blinding and other powers that disable the
senses (like Sonic Control), but not powers that confuse the senses like
illusions.

Limits:

Limited Resistance: Your Resistance only protects you against one thing in
a category, such a Resistance to Fire or Resistance to Disease.

Friction Control
You can control the strength of friction between objects, making them sticky or
slippery with relation to each other. You can change the friction of any area within
firing distance, increasing or decreasing the difficulty of climbing by the power
intensity. You can also create a slippery area that forces everyone in it to make an
average Agility (Friction Control) action to avoid falling down and losing an action.
Stunts: Blinding (Ranged, by sticking a person's eyelids together), Ensnarement
(only to stick people to surfaces, Adhesion, Instant Freedom), Fire Control (Heat
Control only, by controling friction heat), Resistance (Ensnarement, Friction), WallCrawling

Seizing: You can disable any machine with moving parts within firing
distance with an average Friction Control action, seizing up its moving parts.
This works like a Stun Blast against intelligent machines.

Plasma Control
You can generate and control charged particles. You can project a bolt of plasma out to firing
distance as an easy Plasma Control (Agility) attack, doing intensity damage.

Stunts: Absorption (plasma, Energy Conversion), Blinding (Ranged), Energy Sheath,


Fire Control (Heat Control only), Flight, Force Field (Force Shapes), Power Nullification
(plasma only).
Limits: Collateral Damage, Energy Blast, Max Only

Space Control
Space Control allows you to stretch and twist the dimensions of space. You can
lengthen or compress distances, and warp topography. Space Control has a
minimum intensity of 10.

By compressing distances you and others can move as if you had Lightning Speed
equal to your intensity. By stretching distances, you can reduce others' speed by
your intensity. Warping space can cause disorientation; anyone within the area
affected by your power (out to firing distance), must make an easy Agility (Space
Control) action to avoid losing an action while they get their bearings. You can cause
anyone moving through the affected area to fall (or otherwise collide with a surface
while moving) with an easy Space Control (Agility) action.
Stunts: Duplication, Teleportation (Gate, Passengers)

Deflection: You can cause ranged attacks to miss their targets with an
average Space Control action, opposed by the attacker's Agility or intensity.

Shaping: You can alter the topography of objects or even people with an
average Space Control action, stretching or shaping them like clay. Affected
objects return to normal when you stop concentrating.

Spatial Anchor: You can "harden" local space against certain disruptions,
increasing the difficulty of any use of Dimension Control, Dimensional Travel,
Space Control, or Teleportation within visual distance by your intensity.

Spatial Disruption: You can tear a target apart by scattering it through


space, gaining Disintegration equal to your Space Control.

Spatial Shock: You can create a spatial shockwave that does intensity
damage to one target or all targets within firing distance.

Vibration Control
You can generate and control non-audible vibrations at different frequencies. You
can fire bolts of vibratory energy out to firing distance that do intensity damage. You
can also amplify or decrease existing vibrations.
Stunts: Absorption (vibrations), Burst, Digging, Dimensional Travel, Disintegration
(Disruption only), Earth Control (Earthquake only), Enhanced Senses (Sonar), Fight,
Force Field, Phasing, Power Nullification (Sonic Control only), Resistance
(Ensnarement, Noise, Pressure), Stun Blast

Safe Cracking: You can open locks and safes by causing the sensitive
mechanisms inside to vibrate open by making an average Vibration Control
action resisted by the difficulty of the lock.

Scrambling: You can throw machinery out of kilter by vibrating delicate


components. If attacking a sentient machine with this power, make an
average Vibration Control (Strength) action to damage the machine. If the
machine is reduced to no cards or 0 Health, it will need to be repaired.

Tremors: You can send tremors through the air or ground. These don't cause
quakes, but require everyone in firing distance to make an average Agility
(Vibration Control) action to avoid falling over and losing an action.
Unsecured objects can fall and break.

Vertigo: You can perform an average Vibration Control (Willpower) attack at


firing distance, which causes an affected victim to fall to the ground, losing
an action. If you make a second successful attack against the victim in the
next exchange, the victim falls unconscious.

Vibro-Blade: You can cause blades of various sorts to vibrate, adding a


damage bonus of your power intensity divided by four or the blade's normal
damage bonus, whichever is less. You cannot not endow any blade with a
total damage bonus greater than +10.

Vibro-Smash: By generating high intensity vibrations around your hands,


you can strike with a physical attack that does damage equal to your
intensity.

Limits: Energy Blast, Max Only, Non-Generative

Amplify/Deaden Only: You can only amplify or deaden vibrations, not both.

Hellfire Control
You can summon and control hellfire, also known as soulfire, a fire-like magical
energy capable of causing excruciating pain to living beings through direct
stimulation of a person's life force (or soul). Hellfire does not physically burn in the
sense that true fire does, but can be perceived by its target as heat if its wielder
wills it. Hellfire inflicts damage equal to the power's intensity when it hits. Victims
have defense equal to Willpower, not Strength.
Stunts: Energy Sheath (hellfire), Fire Control, Flight, Life Drain, Resistance (Fire, Life
Drain)

Hellfire Weapons: You can create temporary weapons of hellfire, such as


swords and spears, that cause Paralysis at the power's intensity. The weapons
last as long as you concentrate on them.

Limits:

Hellfire Hostility: Your hellfire is sentient, and it doesn't like you. Thus,
every time you use this power, you must discard a card, which is not
redrawn.

Magic Control

You can alter the flow and behavior of magic itself, although you can't cast spells.
Attempts at control are resisted by the magic's intensity. Control lasts for an aura
duration, unless continually maintained (including any continued resistance by the
target). Magic Control allows you to change the direction of a cast spell with an
average Magic Control (Magic) action, alter the effect of a spell with a challenging
Magic Control (Magic) action, and change the nature of a spell with a daunting
Magic Control (Magic) action.
Stunts: Empowerment, Energy Absorption (Magic only, Energy Blast), Enhanced
Senses (Magic Detection only), Power Amplification (Magic only), Power Drain (Magic
only), Power Nullification (Magic only), Power Theft (Magic only)

Mystic Blast: You can fire a bolt of magical energy that does Intensity
damage out to firing distance.

Spirit Control
You can control spirits, ghosts, and so forth. Make an easy Spirit Control (Willpower)
action to dominate a spirit. The spirit's personality and goals remain, but it is unable
to resist your commands.
You and the spirit must be within visual distance (even if you cannot actually see
one another) to effect Spirit Control, though you may be separated by any distance
afterward. The spirit will obey the verbal or telepathic orders of the controller. Every
time you order a spirit to do something it would not normally do, you must make an
easy Spirit Control (Willpower) action to reinforce your control.
Stunts: Animation (Necromancy), Astral Projection, Enhanced Senses (Astral
Detection), Life Drain, Power Nullification (Mind Control and Spirit Control only)

Deny Death: You can trap a spirit within a fatally damaged body until there
is time to heal the body enough that it can contain the spirit again with a
daunting Spirit Control (Willpower) action. You can keep the spirit trapped
only as long as you concentrate on doing so.

Forced Reincarnation: You can place disembodied spirits into new bodies.
This stunt requires a daunting Spirit Control (Willpower) action. If the transfer
fails, the spirit suffers damage equal to the power intensity. If it succeeds, the
spirit takes control of the body, dominating any other consciousness within
the body. The spirit retains its own Intellect, Willpower, Edge, skills and
Intellect- or Willpower-based powers. The spirit gains the Agility, Strength,
and physical powers of the body.

Incarnation Awareness: You can remember the events of your past lives.
Moreover, you can send messages to your past incarnations when they were

actually living and receive them from future incarnations (though not vice
versa). You can recall and contact one past life (starting with the most recent
and moving sequentially backwards) for every two points of Intensity.

Spirit Storage: You can capture and contain disembodied spirits within
yourself with a daunting Spirit Control (Willpower) action. The spirits find
themselves trapped within a pocket dimension somehow connected to you.
Moreover, you can communicate freely with the spirits. You are immune to
any attempts by the trapped spirits to possess or dominate you.

Spirit Summoning: You can summon and control the nearest spirit or ghost
with a challenging Spirit Control (Willpower) action.

Voodoo: Through the use of various representative voodoo dolls and with a
challenging Spirit Control (Willpower) action, you can inflict an attack at your
power's intensity on a target. The exact range to the target is unimportant
those with intensities below 5 are usually limited to a few miles or line of
sight, while those above 10 are only limited to the same nation, continent, or
even planet.

Limits:

Dreaming: You can use this power only while asleep. If you are awakened,
any use of Spirit Control ends immediately.

Machine Control
You can mentally animate and control machines and mechanical devices out to
firing distance with an easy Machine Control action. Machines move and act as you
command, with Strength equal to thier material strength (or functional Strength for
machines like robots and battelsuits) and Agility equal to your power intensity or the
machine's normal Agility (if it has one). Sentient machines can resist your control
with Willpower, as can machines cybernetically linked to a sentient operator (like
many battlesuits).
Stunts: Broadcastable, Computer Link, Prolonged

Machine Assembly: You can assemble working machines out of scrap and
spare parts within firing distance with an average Machine Control action.

Machine Shaping: You can transform one type of machine into another with
an average Machine Control action, like turning a car into a humanoid robot.
The machine retains its material strength, but you can change its other
abilities as you like, so long as no ability is greater than your intensity. For
particularly complex machines, the Narrator may base the difficulty of your
action on the Super-Science rules from Reed Richards Guide to
Everything.

Limits: Touch

Feedback: Your mental link with machines you control is so strong that you
suffer any damage they do, as if you were subjected to a Stun Blast of equal
intensity.

One Machine Type Only: You can only control one type of machine, like
cars or household appliances.

Spinning
You have the ability to rotate your body around its axis at superhuman speed, and
still speak, hear, and see normally while spinning. This power provides three
benefits. First, your rapid spinning gives you Resistance to Ensnarement, including
Wrestling attacks. Second, the spinning generates a wind screen of the power's
intensity that substitutes for your normal defense against physical and wind attacks.
And third, you can use your power's intensity instead of your Strength when
attacking.
Stunts: Air Control, Enhanced Senses (Circular Vision), Flight, Lightning Speed

Air Ram: You can generate a focused blast of air capable knocking people
over. Make an average Spinning (Strength) action, if successful your targets
are knocked back and lose their action for the exchange.

Blade Storm: By throwing a number of small blades, shurikens, or spikes,


you can do the power's intensity plus weapon bonus (generally +1 or +2) in
damage to all individuals within firing distance.

Blade Whirl: By wielding a small edged weapon, such as a dagger or sword


of some type, you can use the power's intensity to attack and do the power's
intensity plus weapon damage bonus (generally +2 or +3) in damage against
a single target.

Multiple Attacks: You can may divide your attack into a normal attack and
one or more contingent attacks. Your normal ability score and all pre-card
play modifiers are divided among the number of attacks, rounded down.

Spinning Drill: You can drill into surfaces of material strength up to your
power's intensity.

Tornado: You can generate a tornado that inflicts intensity damage on


anyone within firing distance. You must make an daunting Spinning action to
control the tornado each exchange; if this control is ever lost, the tornado
acts randomly for one exchange and then dissipates.

Limits: Temporary

Inaccurate: Your hero has no control over the direction in which his or her
spinning takes the hero, and is prone to slam into anything in the way,
inflicting damage to his or her own body equal to the power's intensity.

Swimming
You have the ability to move quickly through the water. Swimming 10 is as fast as a
torpedo or a hydrofoil, while Swimming 20 allows you to cross an entire ocean in a
matter of hours. You can substitute Swimming intensity for Agility when dodging
attacks underwater.
Stunts: Leaping (only out of water)

Waterspout: You can create a waterspout by swimming in tight circles. The


spout has a Strength equal to your Swimming intensity for affecting ships and
other waterborne objects.

Whirlpool: You can create a whirlpool by swimming in tight circles. The


whirlpool has intensity Strength for dragging objects down under the water.

Body Weapon
You have natural weapons like claws, sharp teeth, horns, or quills (one type for free
with the power, each additional type is a stunt). Add the intensity of your power to
your Strength when doing damage in hand to hand combat. Your body weapon has
a material strength equal to four times its intensity (with a maximum of 20).
Stunts: Affliction (poison), Ranged, Unbreakable

Impaling: If you make a charging attack (see Reed Richards Guide to


Everything), double the intensity of your body weapon for damage purposes
only.

Retractable: The weapons can retract into your body for concealment.

Limits: Burnout
Weapon Creation
You can create any desired hand-held weapon out of thin air. The weapon can be of
any design, size, or material, with a maximum material strength of four times your
intensity (or 20, whichever is greater). The weapon can have a damage bonus up to
your intensity.
Stunts:

Imbue Weapon: You can empower your weapons with the ability to harm a
particular type of creature or individual, such as demons or astral projections,
that is invulnerable to normal weapons.

Limits:

One Target Only: Your weapons only effect a particular type of target (such
as magical creatures); they have no effect against other targets, passing
through them harmlessly.

One Weapon Only: You can only create a specific weapon, such as a
handgun, but not a rifle; or a knife, but not a sword.

Empowerment
You can give other people super-powers by touch. You can grant any powers with a
total intensity less than your Empowerment intensity, lowering your Empowerment
intensity by the same amount. The granted powers last as long as you concentrate,
or for an aura duration afterward. You can revoke the granted powers at any time,
returning your Empowerment intensity to normal. You cannot grant a power greater
than Intensity 20, nor can you lower your Empowerment intensity below 0.
Stunts: Ranged

Extensive Empowerment: The empowerment lasts for as long as you wish,


or until you recind it.

Limits:

One Power Type Only: You can only grant certain types of powers, like only
Energy Control powers.

Transferal: The only powers you can grant are other powers you have, and
you lose intensity equal to the amount you grant someone else.

Unstable: Any powers you grant automatically have the Unstable limit and
may go out of control.

Nemesis
You have the power to analyze any single opponent's powers and weaknesses and
instantly generate a power or powers (and appropriate stunts) that can counter or
defeat that opponent. Makes an easy Nemesis (Willpower) action against a chosen
opponent. If the action succeeds, you automatically gain the power or powers (as
determined by the Narrator) best able to defeat that opponent. No power gained in

this fashion can exceed the Nemesis power's intensity, though it may be of a lesser
intensity.
Changing opponents takes a full exchange, during which time you cannot use any
other powers, as your power adapts to your new opponent. In addition, powers
gained via the Nemesis power fade immediately following combat or the removal of
the threat at the determination of the Narrator.
Stunts: Danger Sense, Enhanced Senses (Power Detection)

Mechanical Nemesis: Your hero's Nemesis power reacts to the presence of


robots, computers, and powered armor, among other items.

Skill Nemesis: Your hero's Nemesis power reacts to the presence of regular
people, granting appropriate skills and perhaps powers.

Limits:

Overload: If you fight more than one opponent concurrently, your Nemesis
power overloads and doesn't work until you face only one opponent and an
aura duration has passed.

Power Boost
You can concentrate to raise the intensity of other beings' superpowers by touch.
The affected being gains a chosen amount of intensity to one power, and you lose
that amount of intensity in Power Boost. When you stop concentrating, the amped
intensity shifts back.
Powers cannot be raised above 30 through Power Boost, and you cannot reduce
Power Boost to less than 0. If the amount of intensity transferred is more than the
target's Willpower, draw a card; if the card's aura is negative, the subject suffers a
random negative effect chosen by the Narrator. Examples include randomly blasting
everyone in the area, teleporting uncontrollably, or passing out whenever the power
is used.
Stunts: Ranged

Extensive Boost: Your boost lasts for as long as you want it to. The amped
power doesn't return to normal until you will it, or the time allowed for the
boost ends.

Limits:

One Power Type Only: You can boost only one type of power, like mutant
powers or mental powers.

Unstable: Powers you boost automatically get the Unstable limit and may go
out of control.

Power Drain
You can weaken someone else's powers by touching them. Make an easy Power
Drain (Agility) attack with Willpower acting as the defense. Subtract your result from
the target's power intensity. This loss recovers like normal damage.
Stunts: Ranged, Resistance (Power Control)

Slow Recovery: The drain cannot be healed in the normal manner. Lost
intensity returns only after a week or more of rest.

Environmental Awareness
You are "in tune" with the natural environment around you, allowing you to sense
things like weather, movement, the presence (or absence) of life, chemical
contamination, and so forth, out to visual distance by making an easy
Environmental Awareness action. The Narrator may choose to give you additional
information in the form of hints and clues about your surroundings. At intensity 10+
you can ask the Narrator a single yes-or-no question about the environment each
game session that he must answer truthfully.
Stunts: Mind Control (Animal Control only), Plant Control, Postcognition
(environment only), Precognition (environment only), Telepathy (Animals Only),
Weather Control
Limits:

Location Specific: You environmental awareness only works in a particular


place or kind of terrain (only the British Isles, only forests, only cities, etc.)

Symbiosis: Your health and well-being is linked to that of the environment


around you. Damage to or poisoning of the environment causes you damage,
as if you were subjected to a Stun Blast of equal intensity.

Advancement
Response
Bonus
-1 point

Actions
Massive loss of innocents or property due to
character negligence. Negatives can also be
the result of complete apathy toward the

hero's calling.
0 points

Either the bad guys got away or they were


beaten in non-super-heroic fashion

1 point

Good guys win and do everything right

2 points

Saving the universe from a world-devouring


Wonder Slug

Point Cost Uses of Points


1

Change the character's primary calling

Raise a power intensity by 1

Raise an Ability code by 1 grade

Raise an Ability code beyond A

Raise a Ability score by 1

Add a new stunt to an existing power

Add a new power at intensity 0

Upgrade a regular skill to master class

Eliminate a power limit

10

Upgrade a master class skill to world class

10

Eliminate a hindrance

10

Raise edge/hand size by 1

New Limits
Edge Requirement: Taking this power requires an Edge of X. The Narrator may
dictate that without meeting this requirement you cannot take the power, or you
this power is considered Uncontrollable. (Ex: Cosmic Energy Control might require

an Edge of 3 or higher)
Intensity Requirement: This power's potential is limited unless you have an
intensity of X or higher. (See Magic)
Hindrance Activated: Use of this power activates a Hindrance (ex: Ability Boost:
Strength, activating Monsterous). The Hindrance is obtained for free, without benefit
to the character during creation.
Powerful Stunt: This stunt counts as two stunts for purposes of earning this stunt
or buying it at character creation.
Double Damage
Your hero takes Double Damage from successful attacks of a certain type (such as
fire, cold, or physical). Unlike the Susceptible Hindrance, this does not affect
defense; an attack of this type is defended normally. However, if any damage does
get through, the damage total is doubled.

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