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Sfxs

CORE

navigation SFX: Absorption: On a successful reaction against a TYPE OF ATTACK action, convert your opponent’s effect die into a POWER SET stunt
Main page or step up a POWER SET power by +1 for your next action. Spend 1 PP to use this stunt if your opponent’s action succeeds.
Contents SFX: Afflict: Add a d6 and step up your effect die by +1 when inflicting TYPE complication on a target.
SFXs SFX: Area Attack. Add a D6 and keep an additional effect die for each additional target.
Milestones SFX: Boost: Shutdown your highest rated POWER SET power to step up another POWER SET power by +1. Recover power by activating
Random article an opportunity or during a Transition Scene.
SFX: Burst: Step up or double a POWER TRAIT die against a single target. Remove the highest rolling die and add 3 dice for your total.
pages SFX: Berserk. Add a die from the doom pool to one or more attack actions. Step up the doom pool die by +1 for each action; return it to the
doom pool when you’re done.
new page
SFX: Constructs: Add a d6 and step up your effect die by +1 when using POWER SET to create assets.
SFX: Counterattack: On a reaction against a STRESS TYPE attack action, inflict STRESS TYPE with your effect die at no PP cost or spend
About this site
a PP to step it up by +1.
Recent changes
SFX:Dangerous: Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up STRESS TYPE inflicted by
Contact
+1.
All
SFX:Focus: If a pool includes a POWER SET power, you may replace two dice of equal size with one die +1 step larger.
Legal
SFX:Healing: Add POWER TRAIT to your dice pool when helping others recover stress. Spend 1 PP to recover your own or another’s
Help
STRESS TYPE or step back your own or another’s TRAUMA TYPE by –1.
toolbox SFX: Immunity: Spend 1 PP to ignore stress, trauma, or complications from SPECIFIC ATTACK TYPE(S).
Printable version SFX: Invulnerable: Spend 1 PP to ignore STRESS TYPE or TRAUMA TYPE unless caused by SPECIFIC ATTACK TYPE.
Site manager SFX: Multipower: Use two or more POWER SET powers in a single dice pool at -1 step for each additional power.
Edit this menu SFX: Second Chance: Spend 1 PP to reroll when using any POWER SET power.
Edit top menu SFX: Second Wind: Before you make an action including a POWER SET power, you may move your STRESS TYPE die to the doom pool
Manage snippets and step up the POWER SET power by +1 for this action.
SFX: Unleashed: Step up or double any POWER SET power for one action. If the action fails, add a die to doom pool equal to the normal
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rating of your power die.
SFX: Versatile: Split POWER TRAIT into 2d at –1 step, or 3d at –2 steps.
Search

SEMICORE
1990s 2000s 3w anime
antiheroe boxless SFX: Area attack with a vengeance. Against multiple targets, for every additional target add a d6 and keep an additional effect die. For each
crisis cyberpunk dc complication you create using your effect dice, step up that effect die and add d6 to the doom pool.
drawless fantasia

heroes
SFX: Armory. At the cost of creating a resource, you may step up or double <POWER> for the duration of a resource.

literature marvel mcu SFX: Angry. Add a die equal to your <STRESS> to the doom pool to include your <STRESS> in your next attack action

mtg nyc
movie
SFX: Angry 2. You can add your <STRESS> to your attack pool without stepping it up.

planeswalker SFX: Anti-Berserker. If your pool includes <POWER>, spend 1 PP to borrow a die from the doom pool for that roll. Then step back that doom
reallife scifi space die and return it to the doom pool.
thriller tv victoriana
villanos watchmen SFX: Break the Fourth Wall. When one of your opportunities is activated to add a d6 to the doom pool, replace it with a d4. Spend 1 PP to do
this to an existing d6 in the doom pool.
wildstorm x xless
SFX: Best Pal. Spend 1 PP to step up or double your Affiliation die when making a support action.
watchers
mandramas SFX: Boost, yet another. Spend 1 PP to step up or double <POWER> for one die roll.

Watch: site | category |


SFX: Circumstance bonus. Step up <POWER> when using it <CIRCUMSTANCE>.
page
SFX: Circumstance Mastery. When including a <POWER> in an action or reaction to <DO SOMETHING>, step up or double
<SPECIALITY>. Spend 1 PP to do both.

SFX: Claws & Fangs. Step back the highest die in your attack action pool to add d6 and step up <STRESS TYPE> inflicted.

SFX: Collateral Damage 1: Instead of spending 1 PP, add a d6 to the doom pool to create a <POWER SET> stunt.
SFX: Collateral Damage 2: Add a d6 to the doom pool to step up or double a <POWER>.

SFX: Conversion: When using POWER TRAIT in your dice pool, redirect STRESS TYPE ONE to STRESS TYPE TWO at no cost.

SFX: Danger Sense: Spend 1 PP to add POWER TRAIT (or step up by +1 if already in your pool) and reroll all dice on a reaction.

SFX: Disaster. Step up <POWER> by one or more for the rest of the Scene. For every step up, spend 1 PP, then inflict a Scene-based
complication equal to the new die size on all present.
SFX: Escape .wikidot.com
site-name clause 1. If <CHARACTER> is stressed out, spend 1 PP
Share on to have
Join this <COMPANION
site POWER
Edit SET>
History remove
Tags <HER/HIM>
Source Explorefrom
» the
Scene.
SFX: Escape clause 2. Spend 1 PP point to remove you and one other character from the Scene. Other characters may tag along for 1 PP
from each of them.

SFX: Extra Effective: When including POWER TRAIT as part of an attack against TARGET TYPE targets, add d6 and step up effect die by
+1.

SFX: Haymaker. Double <POWER> for an action, then add the second-highest rolling die from that action to the doom pool.

SFX: Healing Factor. Spend 1 PP to recover your <STRESS TYPE> and step back your <TRAUMA TYPE>.

SFX: Last-Ditch Effort. Step up or double any <POWER> die on your next roll, or spend 1 PP to do both, then shutdown that power. Recover
power by activating an opportunity or during a Transition Scene.

SFX: Man with the Plan. Spend 1 PP to borrow the highest die in the doom pool as an asset for your next action, then step back and return
that doom die.

SFX: Reactive Power. Spend 1 PP to add a <POWER> to another character’s dice pool before rolling. If that character takes <STRESS
TYPE>, take d6 <STRESS TYPE>.

SFX: Resourceful. Add a d6 to the doom pool to step up a <RESOURCE TYPE>.

SFX: Paincast. Step up or double a <POWER> for your next action and take d6 <STRESS TYPE>.
SFX: Paincast 2nd. Step up or double a <POWER> on an action. If action fails, take <STRESS TYPE> equal to second-highest rolling die.
SFX: Paincast Or Not. Spend 1 PP or take d6 <STRESS TYPE> to step up or double your <POWER> die.
SFX; Paincast into the limit. Step up or double an <POWER> die or stunt die for a roll. If your roll fails, step up your lowest stress die or take
d6 stress of a type you don’t
have currently.

SFX: Painful turbo mode: Step up or double your POWER SET powers for that Scene, or spend 1 PP to do both. Take second-highest rolling
die of each subsequent action as STRESS TYPE.

*SFX: Rally. Spend a d6 from the doom pool to step back emotional and mental stress and recover a team die in any unit you are
commanding.
*SFX: Master and Commander. When leading <FACTION> mobs, borrow a Team die from the mob to add to any roll including a POWER
SET power. If the action is successful, return the die. If the action fails, remove it.

SFX: Take the Hit. Spend 1 pp to take physical stress intended for a nearby ally or friend.
SFX: Your Pokemon takes a hit. Physical stress received may be converted into mental stress instead.
*SFX: Take the hit, mass: Remove a Team die to prevent stress inflicted on a <character under your protection>. If the attack would have
stressed out the original target, remove two Team dice instead.

SFX: Unleashed 2.0. Step up or double <POWER> for one action. If the action fails, add a die to the doom pool or create a <TYPE>
complication on yourself or an ally equal to the normal rating of that power die.
SFX: Unleashed by oportunity. If your pool includes <POWER>, step up or double any die in that roll. If your action generates an opportunity,
add an additional die to the doom pool equal to your effect die.
SFX: Unleashed, defensive. Double a <POWER> for one reaction to an attack action. If that reaction fails, add a die to the doom pool equal
to the normal rating of that power die.

SFX: Burnout. Step up or double <POWER> die on your next roll, or spend 1 PP to do both, then shutdown that power. Activate an
opportunity to recover the power or during a Transition Scene.
SFX: Upgrade 1. Spend 1 PP to step up <POWER>. Step back -1 for subsequent actions. Activate an opportunity to recover.
SFX: Extra effort. Step up or double <POWER> for one action. If the action fails, step back that power. Activate an opportunity to recover
that power.

SFX: Second wind unlimited. Step up your <STRESS TYPE> die and move it to the doom pool. Spend 1 PP to do the same to <TRAUMA
TYPE>.

SFX: Sidekick's strike. Target an additional opponent and either add a d8 to your pool or step up your effect die. Keep an additional effect
die.

SFX: Strongest There Is! In a reaction against an opponent with a Strength power trait, spend 1 PP or step up your emotional stress to add a
die equal to the opponent’s Strength to your dice pool.

SFX: Swap Places. Shutdown <POWER SET> to remove physical stress or trauma. Participate in a Transition Scene to recover <POWER
SET>.

Core

SFX: Toughness: Pay 1 PP to step back your <STRESS TYPE>.

Watcher only SEMICORE


SFX: Body Swap.
site-name Spend d12 fromShare
.wikidot.com the doom
on pool to transfer <CHARACTER>’s head onto theEdit
Join this site bodyHistory
of a stressed-out character
Tags Source during» the
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next Transition scene. Shutdown <POWER SET> and replace with a non-mental- or mystic-based Power Set of the character. The character
remains stressed out and <CHARACTER> keeps these powers until he is stressed out and the procedure is reversed during another
Transition scene.
SFX: Guards! Spend d6 from the doom pool to step up a <RESOURCE TYPE> stunt or resource and recover mental or emotional stress.
SFX: Mindbreaker. When inflicting mental or emotional stress, add a d6 and step up the effect die.
SFX: Mighty Blow. Spend a d6 from the doom pool to step up or double Enhanced Strength for next roll.
SFX: White Run. Spend the largest doom die in the doom pool to replace <CHARACTER>’s Affiliation die with the remaining doom pool for
one action. While using this SFX, spend a doom die to remove any sense-based or distraction-based complication. If the action fails, take
mental stress equal to the doom die spent to activate this SFX.

Limit

CORE

Limit: Gear. Shutdown any <POWER SET> power and gain 1 PP. Take an action vs. the doom pool to recover gear
*Limit: Gear. Shut down any <POWER SET> power and step up or add d6 to the Doom Pool. Spend d6 from the Doom Pool to recover.
Limit: Exhausted. Shut down any <POWER SET> power and gain 1 PP. Recover power by activating an opportunity or during a transition
scene.
*Limit: Exhausted. Shut down any <POWER SET> power and step up or add d6 to the Doom Pool. Activate an opportunity to recover.
Limit: Mutant. When affected by mutant-specific complications or tech, earn 1 PP.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown <POWER SET>. Recover <POWER SET> when you
recover that stress or wake up. If you take mental trauma, shutdown <POWER SET> until you recover that trauma.
Limit: Growing Dread. If a pool includes a <POWER>, both 1s and 2s on those dice count as opportunities, but only 1s are excluded from
being used for totals or effect dice.
Limit: Mutually exclusive. Shutdown <POWER SET A> to activate <POWER SET B>. Shutdown <POWER SET B> to recover <POWER
SET A>

SEMICORE

Limit: Achilles Heel. When affected by <TYPE>-specific complications or tech, earn 1 PP.
Limit: Achilles Heel 2. When affected by <ALGO> based stress or complication, step it and earn 1 PP.

Limit: Headstrong. When your opponent includes your existing mental or emotional stress in a dice pool, step up that stress to gain 1 PP. If
the opponent’s action or reaction fails, step back that stress.

Limit: It's complicated 1. Change <POWER> into a complication to gain 1 PP. Activate an opportunity or remove the complication to recover
the power.
Limit: It's complicated 2. On <CIRCUMSTANCE>, change <POWER> into a complication to gain 1 PP. Activate an opportunity or remove the
complication to recover the power.
Limit: It's complicated 3. Add a complication equal to <POWER> to an opposing dice pool to gain 1 PP.

Limit: Headstrong. When your opponent includes your existing mental or emotional stress in a dice pool, step up that stress to gain 1 PP. If
the opponent’s action or reaction fails, step back that stress.

Limit: Your Reach Exceeds Your Grasp. Spend a resource, asset, or complication created by <CHARACTER> to step up the lowest die in
the doom pool or add a d6 doom die.

Limit: Mutis. Leave the current scene by <METHOD> to gain 1 PP. Reappear during the next Transition Scene.

Limit: Sensible 1: Earn 1 PP and step up <STRESS TYPE>caused by <CAUSE> by +1.


Limit: Sensible 2: Step up <STRESS TYPE> inflicted by <TYPE OF ENEMY> to gain 1 PP.
Limit: Sensible 3. Step up <STRESS TYPE> in situations when you attempt to <ACTIVITY> to gain 1 PP.

Limit: Pacifist. In any pool containing <POWER>, you may not cause <STRESS TYPE> with your effect die.

Limit: Hive Control. If the flagship or hive queen controlling the fleet has been stressed out, step back Team dice. Now d6 physical stress
inflicted removes a die from Team. Recover Team dice after a Transition Scene.
Limit: Team Cohesion. Team may be targeted individually or by Area Attack SFX. <TEAM DICE +1> physical stress inflicted removes a die
from Team. Recover Team after a Transition Scene.

page revision: 36, last edited: 7 May 2015, 22:34 (1312 days ago)
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