ADVANTAGES
Additional BODY or DEF
Description: An Entangle gets more BODY or DEF than ordinary.
Value:
For each +5 points, the Entangle has +1 DEF or +1d6 to roll for BODY.
Important Points:
- The number of BODY dice cannot be more than twice the DEF, and vice-versa.
Affects Physical World
Description: Allows the use of a Characteristic or Power to affect the physical world while he’s Desolidified.
Value:
+2 Affects Physical World
Important Points:
- Applying to a character’s STR allows him to use all HTH Combat and Martial Maneuvers on solid targets, and to use Skills that require physical contact
Affects Desolidified
Description: Power can affect Desolidified characters
Value:
+½ (affects all special effects of Desolidification);
+¼ (affects only a single, defined, special effect of Desolidification)
Area Of Effect
Description: Power affects everyone within a defined area, targets DCV 3
Value:
+½ for Area Of Effect (One Hex);
+1 for Area Of Effect (Radius, Cone, Line, Any Shape);
- Radius: +1 for a 1” Radius for every 10 Active Points in the power; double the Radius for each additional +¼
- Cone: +1 for a Cone with sides (1”+ (1” for every 5 Active Points in the power)) long; double the length of the sides for each additional +¼
- Line: +1 for a Line 2” long for every 5 Active Points in the power; double the length, width, or height of the Line for each additional +¼
- Any Shape: +1 for a 1” Any Area for every 10 Active Points in the power; double the number of hexes for each additional +¼
-¼ less Advantage for Nonselective Target;
- When using an Area Of Effect power with Nonselective Target, the character must make Attack Rolls for each victim in the area.
+¼ additional Advantage for Selective Target;
- When using an Area Of Effect power with Selective Target, the character must make Attack Rolls against every target in the area whom he wishes to hit
+½ additional Advantage for Conforming;
- An Area Of Effect power with Conforming forms to the area in which it’s used, and won’t damage the walls or other objects that form that area’s boundaries. A Force Wall does not count as a “boundary” for Conforming purposes, unless the GM rules otherwise. If the boundaries do not allow the Area Of Effect to expand out to its full size, the force of the attack is channeled in whatever direction it can go.
+1 additional Advantage for Mobile
- Allows a constant are of effect power to move
-¼ less Area Of Effect Advantage for Two-dimensional
- Area Of Effect that normally covers three dimensions (such as Radius or Cone) can be made only 1” high with Two-dimensional
Armor Piercing
Description: Only half of target’s defenses apply against the attack
Value:
+½ Armor Piercing
Important Points:
- Characters can buy Armor Piercing multiple times, but can never reduce the defense below half. The only effect of multiple Armor Piercing is to negate Hardened though a defender could buy Hardened several times.
Attack Versus Limited Defense
Description: Power works against non-standard defense, but only does STUN damage
Value:
+1½ for attacks which ordinarily apply to regular defenses such as PD or ED;
+¾ for attacks which ordinarily apply to exotic defenses like Mental Defense or Power Defense
Autofire
Description: Power can fire up to 5 shots
Value:
+¼ for the ability to fire a maximum of 2-3 shots;
+½ for ability to fire a maximum of 5 shots;
up to 2x the maximum shots for each additional +½ Advantage;
Important Points:
- Autofire costs an additional +1 if the power is not applied against normal defenses or if the power does not require a normal Attack Roll;
- the value of Reduced Endurance is doubled for any Autofire power
Backlash for Entangle and Force Wall
Description: An Entangle/force wall that reflects back any attacks made by a character in a failed effort to break free or break through.
Value:
+½ Backlash
Important Points:
- The damage done by the Backlash is the same as whatever was used to attack the Entangle with — Normal Damage for an Energy Blast, Killing Damage for an HKA, and so on. If an attack destroys the Entangle, the Entangle doesn’t reflect that attack.
- Attacks made by other characters to free an entangled character do not activate Backlash
Based On ECV (BOECV)
Description: Power works like a Mental Power
Value:
+1 for basic BOECV;
+½ more Advantage if character can choose whether standard defenses or Mental Defense applies;
-¼ less Advantage if target can choose whether standard defenses or Mental Defense applies;
-¼ less Advantage if normal Range Modifier applies
Based On Ego Combat Value (BOECV) for Entangle
Description: Characters can use Entangle with BOECV to create a type of power called “Mental Paralysis.” Mental Paralysis Entangles must be built with the Advantages Takes No Damage From Physical Attacks (+¼) and Works Against EGO, Not STR (+¼), and the Limitation Cannot Form Barriers (-¼) (the latter Advantage may be a Limitation in games where EGO is, on the average, much higher than STR).
He rolls 1d6 per 5 points of EGO; this costs 1 END per 10 Character Points of EGO used, and he can Push his EGO for this purpose. A character cannot escape a Mental Paralysis with Desolidification. Depending on special effects, he may still be able to Teleport, but if so remains subject to the Mental Paralysis when he appears at his destination
Value:
+¼ Takes No Damage From Physical Attacks and
+¼ Works Against EGO, Not STR and
-¼ Cannot Form Barriers
Important Points:
- Attacks with a physical manifestation, such as bullets, energy bolts, punches, or fi re, cannot damage a Mental Paralysis. However, Ego Attacks and any Mental Power or BOECV Attack Power that primarily does STUN and/or BODY do affect it. Attacks that don’t cause BODY damage do “Normal Damage BODY” for the purposes of affecting the Mental Paralysis.
- The victim uses EGO, not STR, to escape a Mental Paralysis.
- Mental Defense neither adds to the character’s EGO for purposes of breaking out of, nor offers any other protection against, Mental Paralysis.
- Characters can apply a -½ Limitation, Mental Defense Adds To EGO, to Mental Paralysis. That means Mental Defense adds to EGO, point for point, in calculating the EGO a character may exert to break free.
- A character cannot escape a Mental Paralysis with Desolidification. Depending on special effects, he may still be able to Teleport, but if so remains subject to the Mental Paralysis when he appears at his destination
Can Apply (Remove) Adders
Description: A character can use an Adjustment Power with this Advantage to apply Adders to a Power which that Power does not already have, or can enhance an existing Adder if appropriate. Can Remove Adders, is appropriate for Adjustment Powers such as Drain. It allows the Power to remove Adders a target Power possesses. The Adders are removed first, before the base Power itself is Adjusted.
Value:
+1 Can Apply Adders
+1 Can Remove Adders
Important Points:
- The character chooses what Adders to apply, the Adder applied can vary from use to use.
Can Heal Limbs
Description: Healing BODY can regrow lost or severed limbs
+5 Character Points
Cannot Be Escaped With Teleportation
Description: Characters cannot Teleport out of an Entangle with this Advantage
Value:
+¼ Cannot Be Escaped With Teleportation
Important Points:
- If the Teleportation has Armor Piercing, it cancels out this Advantage.
- Characters may buy multiple levels of Cannot Be Escaped With Teleportation to prevent levels of armor piercing teleports
Charges
Description: Power has a number of uses per day
Value:


Important Points:
- Because a power with Charges uses no END, a power with a lot of Charges is actually better than a normal power, and must be bought with a Power Advantage
- Each Charge normally only lasts for one Phase
- Boostable Charges- This option represents a power that becomes more powerful if the character spends extra Charges. Every extra Charge spent increases the power by +1 Damage Class
- Clips- This represents a power whose Charges are broken down into several smaller “clips” of fewer Charges. Charges are normally purchased in a single “clip” — that is, all the Charges are available at all times. By taking a Limitation Bonus one level down on the Charges Table (i.e., by reducing the value of the Limitation by ¼, for most steps), the character can have 2x the number of clips of those Charges
- Continuing Charges- If a character wants a power with Charges to last longer than one Phase. Characters can only use this option with Constant or Persistent Powers.
- Fuel Charge- First, buy the power with 1 Continuing Charge, with the Charge lasting for however long the power can continuously operate. Second, reduce the value of the Limitation by ¼ (or, if Continuing Charges is an Advantage, increase it by ¼). This represents the fact that this type of power’s Continuing Charge can be turned off and on without losing any “operating time.”
- Recoverable Charges- Charges that aren’t expended when the character uses the power — instead, they can be recovered and used again.
Cellular
Description: Shape Shift works down to the most minute levels of a character’s body. His DNA, fingerprints, retina prints, and so forth all change.
Value:
+10 Character Points
Cumulative
Description: Power’s effects accumulate until reaching maximum total
Value:
+½ Cumulative;
2x the amount of points that can be added for each additional +¼
Important Points:
- Each time a Cumulative power is used against the same target within a discrete time frame the amount rolled on the effect roll is added to the total effect roll already rolled.
- The maximum amount of points a character can add to a Cumulative power equals the maximum they could roll on the dice. Double this maximum for every additional +¼ Advantage.
Damage Shield
Description: Allows a character to set up a field around himself that causes damage to any target who comes into contact with it. A Damage Shield affects anyone who hits or Grabs the character, or is Grabbed by him.
Value:
+½ Damage Shield;
+¼ to do Shield’s damage to targets with HTH attacks other than Grab
Important Points:
- To create a Damage Shield, a character buys any Attack Power and applies this Advantage to it.
- The power must be Constant either inherently or because he has purchased Continuous for it.
- If the Attack Power is normally Ranged, it automatically becomes a No Range power when Damage Shield is purchased for it; the character does not get to apply the Power Limitation No Range.
- Characters cannot apply Damage Shield to Powers other than Attack Powers without the GM’s permission
- Characters can also use Damage Shield to create a Mental Damage Shield. If someone hits the character with a Mental Power, the attacker suffers the damage from the Shield; he continues to suffer damage from the Shield for every one of the character’s Phases during which he maintains mental contact with the character. The Shield’s effect automatically hits the attacker. A Mental Damage Shield has no effect on non-mental combat or on characters who physically touch, or are physically touched by, the character with the Mental Damage Shield.
- At the GM’s option, if a character wants to buy a Mental Damage Shield that affects both mental and physical attackers, it costs an additional +½
Decreased Re-use Duration
Description: Can use Healing more often on the same character
Value:
+¼ For every level up on the Time Chart time between Healings
Important Points:
- To be able to apply Healing every 5 Minutes would be a +1 Advantage
- Characters cannot buy their Healing to be used more frequently than one Healing per Turn
Delayed Effect
Description: Allows a character to go through any lengthy preparations needed to turn on a power, then keep that power “ready” before using it. The character performs his normal activation procedure with all applicable Limitations (such as Concentration, Extra Time, Gestures, Incantations, and so forth). When finished, they can either use the power normally or can “store” it. This stored power takes up a “slot,” counting against the total number of powers the character can have functioning at one time.
Value:
+¼ Delayed Effect;
double number of powers character can have in use or activated at once for each additional +¼
Important Points:
- Characters can only use Delayed Effect in campaigns where the GM sets a limit on the number of powers a character can have activated or in use at one time — for example, in a Fantasy campaign where the GM has decided wizards can only have INT/5 spells turned on or ready at any one time. It is not recommended for Superheroic campaigns.
Delayed Return Rate
Description: The Character Points gained or lost via an Adjustment Power take longer to return to their previous value.
Value:
+¼ or greater Delayed Return Rate
For each +¼ Advantage the return rate moves one level down the Time Chart.
Difficult To Dispel
Description: Power is harder to Dispel or Suppress
Value:
Each +¼ doubles a power’s Active Points for purposes of resisting Dispel or Suppress
Important Points:
- Each time a character takes this Advantage for a power, it doubles the Active Points in that power (not including the points spent on this Advantage) for purposes of determining the effects of Dispel.
- If a power has one level of Difficult To Dispel, halve the effect of a Suppress; if two levels have been bought, reduced the effect to one-quarter normal; and so forth. This does not apply to Drain, Transfer, or any other Power, just Suppress.
Does BODY
Description: STUN only power can do BODY damage
Value:
+1 Does BODY
Does Knockback
Description: Power can do Knockback
Value:
+¼ Does Knockback
Does Not Cross Intervening Space
Description: The character’s Stretching doesn’t physically cross the intervening space between him and the target he wants to attack or touch.
Value:
+¼ Does Not Cross Intervening Space
Important Points:
- A character cannot use Stretching with this Limitation to reach out, Grab someone, and drag him to the character, nor to reach out and drag himself to a place, except with the GM’s permission
Double Knockback
Description: Power is more likely to do Knockback
Value:
+¾ Does Double Knockback
Important Points:
- With a power that has Double Knockback, the amount of BODY is doubled for the purposes of determining Knockback before the Knockback Roll is made. (If the Power, or an Advantage on the power, allows the character to add or subtract points of BODY for Knockback purposes, add points of BODY before applying the doubling, but subtract points after doubling.) This increases both the distance of, and damage caused by, Knockback
Duration Advantages
Description: Improve power’s duration
Value:
+1 for Continuous;
+½ for Persistent (power must already have 0 END cost);
+¼ for Inherent (power must already be 0 END, Persistent, and usually Always On)
Important Points:
- Continuous- converts an Instant Power into a Constant Power, and all rules governing Constant Powers apply to it
- Persistent- power remains “turned on” even though the character is unconscious.
- Inherent- can only be applied to Persistent Powers, is more than just Persistent — it’s a natural, inherent part of the character’s being. As such, it cannot be Aided, Dispelled, Drained, Suppressed, Transferred, or the like.
Entangle And Character Both Take Damage
Description: When the Entangled character is hit with an outside attack, he and the Entangle both take damage. Even if an attacker targets the Entangle specifically, the damage still affects the Entangle and the Entangled character at the same time.
Value:
+¼ Entangle And Character Both Take Damage
Expanded Effect
Description: Allows dispel to apply to Powers of a given special effect
Value:
+¼ affects any power of a given special effect, one at a time
+½ affect two powers of a given special effect simultaneously
+1 affect four powers of a given special effect simultaneously
+2 affect all the Powers of a given special effect simultaneously
Explosion
Description: Power covers an area with an explosive effect, but becomes less effective as it spreads outward
Value:
+½ Explosion;
the Explosion loses a DC (or 5 Active Points) 1” more slowly for every additional +¼
Important Points:
- If the power has No Range, the center of the Explosion is the character himself (he takes the full effect)
Fill In
Description: A tunnel created can be filled in behind the character. If Tunneling has Fill In, filling in the tunnel behind him doesn’t require any extra Actions or time. He can choose to do so, but isn’t required to, unless his Tunneling also has the -0 Limitation Fill In Always Occurs
Value:
+10 Character Points
Important Points:
- Other persons can, with the Tunneler’s permission, follow him and use the tunnel as well, but they must remain in the same hex
- A character cannot follow the Tunneling character against the Tunneling character’s will before he fills it in; if that’s attempted, the tunnel simply closes on the hapless follower
Hardened
Description: A particular defense is enhanced, enabling it to counteract the Power Advantages Armor Piercing, Penetrating, and Indirect
Value:
+½ Hardened;
Hardened may be taken repeatedly for an additional +¼ to counteract additional levels of Armor Piercing, Penetrating, and Indirect
Important Points:
- A single level of Hardened will not stop both Armor Piercing and Penetrating bought for a single Power — that requires two levels of Hardened. A character who buys Hardened defenses can define which Advantage the Hardened affects in this situation when he buys the Advantage.
Hole In The Middle
Description: Area-affecting power has a “safe zone” in the center Indirect Power strikes targets from unusual angle(s)
Value:
+¼ if the hole has a fixed size;
+½ if the size of the hole can be changed each time the power is used
Important Points:
- For +¼, the character must define the size of this hole when he buys the power (it can be any size and shape the character wants).
- For +½, the character can alter the size and shape of the “hole” each time he uses the power, or even make it disappear altogether.
- The size of the hole is usually static, but it moves with the character if the area of effect moves with the character
Imitation
Description: Allows a character to shift shape to resemble specifi c persons. The resemblance is extremely accurate; even those who know the imitated character well are unlikely to detect the deception.
Value:
+10 Character Points
Improved Noncombat Movement for Movement Powers
Description: Noncombat Movement is improved. Characters can buy this Adder multiple times.
Value:
For every +5 Character Points x2 noncombat speed (x2, x4, x8, x16, ect.)
Improved Noncombat Stretching
Description: A character may double the range of his “Noncombat Stretching”. Characters can buy this Adder multiple times.
Value:
+5 Character Points to Double Noncombat Stretching
Improved Results Group
Description: the character can Transform the target into a larger group of objects
Value:
+¼ Limited Group of objects
+1 Anything
Description: The character can transport more mass with each use of their power.
Value:
For each +5 Character Points, the character can transport 2x normal human mass (100 kg).
Increased Size
Description: This Advantage increases the size of an Image with each level purchased (thus, an Image has a 2” radius for a +¼ Advantage, a 4” radius for +½, an 8” radius for +¾, and so on). Characters may purchase this Advantage multiple times
Value:
+¼ Image’s radius x2
+½ Image’s radius x4
+¾ Image’s radius x8
Indirect
Description: A power with indirect ignores or bypasses intervening barriers between the attacker and the target. These intervening barriers include walls, fences, and even Force Walls, but not personal defenses like Force Field or Armor.
Value:
+¼ if the attack always originates at the same location and is always aimed/fired away from the attacker;
+½ if the attack always originates from the attacker but can be aimed/fired in any direction;
+½ if the attack can originate from any location but is always aimed/fired away from attacker;
+¾ if the attack can come from any location and can be aimed/fired in any direction
Important Points:
- Barriers purchased with the Power Advantage Hardened affect an Indirect attack normally characters may buy Indirect multiple times to overcome Hardened.
- An Indirect attack may receive a bonus for Surprise the first time a character uses it against a particular target
Description: A character can shift forms as a Zero Phase Action.
Value:
+5 Character Points
Invisible Power Effects
Description: Power cannot be perceived
Value:
+½ for a power invisible to one Targeting Sense Group or the Mental Sense Group,
+¼ for a power Invisible to one Nontargeting Sense Group;
+¼ for each additional Sense Group;
+1 Advantage to be Invisible to all Sense Groups;
+¼ for a power which is invisible to one Sense or in very limited circumstances;
half value to hide only the special effects but not the source of a power;
x2 cost to hide the effects of the use of the power
Important Points:
- While the source and special effects of a power may not be visible, its effects on the target are. For example, an IPE Energy Blast still causes visible damage burns, bleeding wounds, shattered objects, and the like. Furthermore, characters can always use their common sense, Skills, and the like to determine the probable source or nature of an Invisible power. If the trajectory of an attack points right back to a particular character, most observers will suspect that character of being the source of the power even if it’s bought with IPE.
- At the GM’s discretion, the effects as well as the source and special effects of a power can be made Invisible if the value of the Advantage is doubled. The victim still feels the effects of the power, but other characters won’t perceive them
Makeover
Description: Shape Shift (Sight Group and/or Touch Group) can alter his COM within the range of standards the GM defi nes for the campaign (for example, if the GM says the maximum COM is 50, the character can’t Shape Shift to have 60 COM).
Value:
+5 Character Points
MegaScale
Description: Power has a much larger range, area, or velocity
Value:

Important Points:
- Characters can buy MegaScale for the following powers:
- Powers that already affect an area (either inherently, such as Darkness, or because they have the Advantages Area Of Effect or Explosion)
- Movement Powers (except Extra-Dimensional Movement and FTL Travel)
- Powers that work at Range, such as many Attack Powers and Sensory Powers
- The first level of MegaScale converts each hex of range or area from two meters to up to one kilometer (1 km).
- MegaRange Powers suffer the standard Range Modifier
- MegaMovement is considered Noncombat Movement even though the MegaScale effect applies only to the character’s inches of Combat Movement.
- A character using MegaMovement may move so fast he can’t perceive where he’s going. Which may result in collisions, blind Teleportation, and the like. To prevent these problems, a character needs a MegaScaled Targeting Sense this is an exception to the rule that characters shouldn’t apply Advantages to Senses.
- For MegaScale the character can’t use the power on a personal level anymore. A MegaScaled power can’t be “scaled back” to cover or affect a range or area lower than the defined minimum scale. A character with an attack that has MegaRange (1” = 1 km) cannot attack targets closer to him than 1 kilometer — the defined minimum range
Missile Deflection At Range
Description: Missile Deflection can Deflect attacks not aimed directly at the character.
Value:
+½ Deflect attacks directed at targets in adjacent hex
+1 Deflect attacks at maximum range 5” x Active Points in Missile Deflection
Important Points:
- If the character also has reflection, the Advantage applies only to the Deflection part of the Power, since characters cannot use reflection at Range
Multiple Classes for Mental Powers
Description: Allows Mental Power to additional classes of minds.
Value:
For every +10 Character Points, a Mental Power can affect an additional class of minds.
Important Points:
- Characters can purchase this Adder multiple times, and the GM may alter its value as appropriate for the campaign.
No Fringe
Description: Invisibility has no Fringe effect.
Value:
+10 Character Points
No Normal Defense (NND)
Description: Power ignores conventional defenses and has all-or-nothing effect, but only does STUN damage
Value:
+1 NND
+½ for switching to an equally common defense or if the defense is extraordinarily common
Important Points:
- When a character purchases an NND attack, he must define a reasonably common power or circumstance, or a set of uncommon powers or circumstances, as the defense. If the target has this defense, he totally ignores the attack — it does no damage to him at all
- The GM must approve all chosen defenses
- Example: Sonic Blast, Hearing Group Flash Attack - defense is solid ear coverings, Hearing Group Flash Defense, covering your ears, or being deaf;
No Relative Velocity
Description: Teleportation that compensates for relative velocity.
Value:
+10 Character Points
Important Points:
- Teleportation with this Adder allows a character to Teleport into a moving vehicle, or to the ground while falling, without suff ering any damage.
- If a character has Teleportation Usable As Attack, he cannot buy this Advantage for it to “add” velocity to a target Teleported as an attack.
Opaque
Description: A character can make his Force Wall opaque
Value:
+5 Character Points opaque to one Sense
+10 Character Points opaque to one Sense Group
Description: A Transform with this Advantage does have gradual game effects before it’s fully effective.
Value:
+½ Partial Transform
Important Points:
- A Minor Transform with this Advantage inflicts a full Cosmetic Transform when it does Transform damage equal to half of the BODY needed to fully Transform the target.
- A Major Transform inflicts a full Cosmetic Transform when it does Transform damage equal to one-third of the BODY needed to fully Transform the target, and a full Minor Transform when it inflicts Transform damage equal to two-thirds the BODY needed to fully Transform the target.
Penetrating
Description: Attack always does some damage regardless of defenses
Value:
+½ Penetrating
Important Points:
- No matter how high defenses, the target takes a minimum of 1 point of effect for every 1 “Normal Damage BODY” rolled on the dice or the damage he’d take from the attack after applying his defenses, whichever is greater.
- Characters can apply Penetrating to the STUN of Normal Damage attacks, the BODY of Killing Attacks, the points lost due to a Drain, or any other effect that applies the total of the dice against a target’s defenses.
- Penetrating cannot apply to NNDs, the BODY of Normal Damage attacks, Flash Attacks, or any other attack that applies the “Normal Damage BODY” of the attack against a target’s defenses without the GM’s express permission.
- Targets with Hardened defenses ignore the effect of Penetrating though they still suffer the normal damage or effect from the power; characters with Damage Reduction cannot reduce the minimum effect.
- Characters can buy Penetrating multiple times, but only to counteract multiple levels of Hardened.
Personal Immunity
Description: Prevents a character from being affected by his own power.
Value:
+¼ Personal Immunity
Position Shift for Movement Powers
Description: Unusual Movement Powers (such as Flight or Teleportation) can be used powers to get to their feet as a Zero Phase Action after being knocked down, and without moving any distance,
Value:
+5 Character Point Adder
Protects Carried Items for Force Field
Description: A character’s Force Field protects items he carries in his hands, including other persons. It does not apply to people the character Grabs, or who Grab him, unless the character chooses to apply it to them while carrying them.
Value:
+10 Character Points Protects Carried Items
Important Points:
- If a carried person attacks the character carrying him, the character does not get the benefit of his Force Field.
- The Force Field does not hinder or diminish the carried person’s ability to make attacks against other persons.
Range Advantages
Description: Improve power’s range, or make it work better at range
Value:
Increased Maximum Range
+¼ for every x5 multiplication of the power’s maximum range
- increases a power’s maximum range.
+½ Line Of Sight
- A power with this works on a Line Of Sight (LOS) basis, like Mental Powers, instead of following the usual rules for Ranged attacks
+½ No Range Modifier
- Ignores the Range Modifier when making Attack Rolls with the power. It has as good a chance to hit at its maximum range as at point blank range
- The maximum Range of a power bought with this Advantage is 5” x Active Points don’t include this Advantage when calculating the Active Points upon which the power’s range is based. The power suffers the standard Range Modifier.
- This Advantage does not automatically allow the character to use the power on others if the power isn’t an Attack Power, the character also has to buy the Power Advantage Usable On Others.
- Characters cannot buy this Advantage for their STR
Ranged
Description: Makes non-ranged power work at range
Value:
+½ Ranged
- Characters cannot buy this Advantage for powers with a “range” of Self Only.
+¼ Limited Range
- A power with this Advantage works at Range, but with a maximum Range less than 5” x Active Points (often much less). The GM sets the exact Range of the power
+¼ Range Based On STR
- A power with this has a Range based on how far the character can throw it
Reduced Endurance
Description: Power costs less (or no) END
Value:
+¼ for Half END cost;
+½ for 0 END
- The minimum END cost for Half END is still 1 END per Phase. Don’t consider the Reduced Endurance (½ END) Advantage when determining the END cost of a power; it halves the END cost of the power unmodified by itself.
+¼ Costs Endurance Only To Activate
- A Constant Power with this Advantage only costs END to turn on; it costs no END to maintain
Resurrection At the GM’s discretion
Description: Characters may use Healing BODY to bring deceased characters back to life.
Value:
+20 Character Points
Description: If a character uses ExtraDimensional Movement or Teleport and travels to a place where there’s a solid object occupying his arrival point, the character instead appears in the open space nearest to his target location large enough to hold him
Value:
+¼ Safe Blind Travel
Sticky
Description: Power also affects people who touch original victim
Value:
+½ Sticky
+¼ if freeing one victim frees all victims
Important Points:
- This only applies to touching the character who was originally affected by the power. Touching someone who touched him has no effect
- Characters can only buy this Advantage for powers that require no conscious control from the character after the initial attack, such as Entangles and attacks bought with the Advantage Uncontrolled.
- The power must also have a physical effect; Mental Powers may not be bought with this Advantage unless they also have the Limitation Based On CON
- If a Sticky power involves paying END beyond the initial use — for example, if it’s Uncontrolled — the basic END cost for the power carries it over and maintains it for any number of people who might be affected.
- A character who has a Constant area-affecting attack (see page 99) can apply Sticky at the +½ level so that when a character leaves the affected area, he continues to take damage as if affected by a nonarea Constant attack.
Stops A Given Sense
Description: An Entangle now blocks a certain Sense. An Entangled character cannot use that Sense until he breaks free.
Value:
To stop one Sense costs +5 Character Points;
to stop one Sense Group costs +10 Character Points
Important Points:
- The character defines the affected Sense when he buys the Adder
Takes No Damage From Attacks
Description: Entangle is transparent to attacks — attackers can damage the Entangled character normally without damaging the Entangle itself.
Value:
+¼ only transparent to certain types of attacks
+½ transparent to all attacks
Important Points:
- If an attacker targets the Entangle specifically (at -3 OCV), the damage affects the Entangle and then the Entangled character, as with a normal Entangle.
- In many cases, Entangles with this Advantage should take the Cannot Form Barriers (-¼) Limitation. By definition, a barrier or wall has some sort of physical existence, and that means it ought to take damage if attacked
Telepathic
Description: Mind Control that doesn’t require verbal communication. This only allows communication of the command; the character cannot read the target’s mind.
Value:
+¼ Telepathic
Time Delay
Description: Allows a character to set off a power at a certain time in the future after a given number of Segments or other units of time have passed, or upon the occurrence of specific time-related event, such as the next dawn or a clock striking noon.
Value:
+¼ Time Delay
Transdimensional
Description: Power can affect targets in other dimensions
Value:
+½ to affect targets in a single dimension;
an additional +¼ to affect targets in a related group of dimensions, one dimension at a time;
an additional +¼ to affect targets in any dimension, one dimension at a time
Trigger
Description: Character can activate power immediately under designated conditions
Value:

Uncontrolled Power
Description: Power can maintain itself without conscious thought or effort from character
Value:
+½ Uncontrolled; the Power must already be Constant
Important Points:
- The character must activate and use the power as normal including succeeding with an Attack Roll, if necessary. Once successful, the character feeds as much END as he desires into the power to create a pool of END to fuel it. The Uncontrolled power runs for as long as there’s END to power it.
- Any power bought with this Advantage must have a reasonably common and obvious set of circumstances that will turn it off or negate it.
- If an Uncontrolled power is an Area Of Effect, the effect remains in all Segments, not just the attacker’s Phases. Any character who enters the area takes damage or suffer the power’s effects (no Attack Roll is required) that Segment and on each of the attacker’s Phases thereafter until he leaves the area.
Usable On Others
Description: Character can grant/force power to other characters
Value:

Important Points:
- All Usable On Others (“UOO”) powers have No Range. This means a character has to be within HTH Combat range of (or touch) a person he wants to grant a power to. The recipient can use the power without having to remain in contact with the caster; the caster just has to maintain Line Of Sight.
- A character can eliminate the LOS and consciousness requirements by purchasing the Reduced Endurance (0 END) (if the power costs END) and Persistent
- Usable On Others powers work on one living target (regardless of mass) or an inanimate object of approximately human mass (100 kilograms). For each additional +¼ Advantage, the character can double the number of living targets (regardless of mass) or the mass affected.
- If a character wants the ability to force a power on another character, and/or to control how the recipient uses a power, he must buy Usable As Attack
Variable Advantage
Description: Character can change the Advantages on the power
Value:
Double the value of the Advantages the character can apply to the power;
¼ less for a limited group of Advantages (but with a minimum value of +½)
Important Points:
- A power with this Advantage can have any Power Advantages of up to a certain value. The character can change the Power Advantage(s) on the power before it is used. Changing the Advantage(s) is a Zero Phase Action, but characters can only change Advantage(s) once per Phase unless the GM permits otherwise.
Example:
Firelord buys an Energy Blast 10d6 with +½ Variable Advantage (+1) (100 Active Points). He can apply any +½ Advantage to this power — it can be Armor Piercing one Phase, an Explosion the next, and have Invisible Power Effects the next. If he can only apply two to four predefined Advantages to the Energy Blast (for example, Armor Piercing, Penetrating, Explosion, and 0 END), the Advantage is only worth +¾.
Variable Effect
Description: To apply Adjustment Power to any Characteristic or Power within a related group of special effects one, or multiple at a time with the full effect
Value:
For a +¼ Power Advantage, a character can apply Adjustment Power to any Characteristic or Power within a related group of special effects, one Power at a time.
For a +½ Advantage, a character can apply an Adjustment Power to any two Characteristics or Powers with related special effects simultaneously
For a +1 Advantage, a character can apply an Adjustment Power to any four Characteristics or Powers with related special effects simultaneously
For a +2 Advantage, a character can apply an Adjustment Power to all Characteristics and Powers with related special effects simultaneously (regardless of how many there are).
Important Points:
- An Adjustment Power with Variable Effect can have its maximum effect on all Characteristics or Powers it can affect.
Example:
Aid with the +¼ Variable Effect Advantage, and the Aid can add a maximum of 30 Character Points’ worth of effect. The character wants to Aid both STR and DEX. He could add 30 Character Points’ worth of STR (+30 STR) and 30 points’ worth of DEX (+10 DEX) to the same character. He’s not limited to a total of 30 points’ worth of effect; he can add his maximum of 30 Character Points’ worth of Aid to both Characteristics
Multiple Special Effects
Description: At the GM’s option, a character who’s bought Variable Effect at the +½ or greater level can buy a separate Advantage, Multiple Special Effects, to increase the number of special effects he can affect.
Value:
For a +¼ Advantage, an Adjustment Power with Variable Effect can affect either of two special effects, but only one special effect at a time.
For a +½ Advantage, an Adjustment Power with Variable Effect can affect the defined number of powers in two special effects simultaneously.
For a +1 Advantage, it can affect the defined number of powers in four special effects simultaneously.
For a +2 Advantage, it can affect the defined number of powers in all special effects simultaneously.
Example:
AquaChimp wants to project a blast of water that can reduce a target’s Fire-based powers. However, he realizes water usually short-circuits Electricity-based powers as well, so he wants his power to affect two special effects at once. He builds that power: Drain Fire and Electricity Powers 2d6, all Fire powers simultaneously (+2), Multiple Special Effects (Fire and Electricity simultaneously; +½). Total cost: 70 points. When AquaChimp uses his power, he does a Drain 2d6 of all Fire Powers and all Electricity Powers his target possesses.
Variable Healing Method
Description: A Transform can have a different method of healing defined each time it’s used.
Value:
+½ Variable Healing Method
Variable Special Effects
Description: Character can change power’s special effects
Value:
+¼ for special effects from a Limited Group;
+½ for any special effect
Important Points:
- This Advantage has no direct effect on combat: an Energy Blast 10d6 remains an Energy Blast 10d6 regardless of what it looks like or how it manifests. However, a character can use a power with Variable Special Effects to exploit an enemy’s Limitations or Disadvantages.
LIMITATIONS
Ablative
RECCOMENDATION: Ask GM for how he will apply Ablative limitations and Mechanics
Description: A Defense Power with this Limitation is shot off little by little by attacks. As an Ablative Defense takes damage, it acquires a lower and lower Activation Roll until the defense is gone altogether.
Value:
-½ Ablative BODY
-1 Ablative STUN and BODY
Important Points:
- If a character’s Ablative defenses are hit by multiple attacks in the same Segment or from the same source, such as Autofire, or a Coordinated attack, each hit that can reduce the defense does so
Activation Roll
Description: Power only works some of the time, based on a roll
Value:

Important Points:
- A character always makes Activation Rolls after all other preparations
- The character must roll the Activation Roll number or less on 3d6 each Phase he wants to use or maintain it (even if the power is Constant)
- Burnout- A character makes Activation Rolls after he uses the power. If the roll succeeds, he may use the power again normally. If the roll fails, the power burns out and he cannot use it again for the rest of the adventure (or until the power recovers from Burnout or is repaired, at the GM’s discretion).
- Jammed- If the makes the Activation Roll, the power functions normally. If the roll fails, the power does not activate, and it won’t work for the rest of the adventure (or until it has been “unjammed,” at the GM’s discretion).
Example:
Armor that covers only part of the body
Complicated gadgets that sometimes malfunction
Affected As Another Sense Or More Than One Sense for Senses
Description: The selected Sense(s) are affected not as their usual Sense Group, but as some other Group.
Value:
-0, -¼, -½ Affected As Another Sense Or More Than One Sense
Important Points:
- In some circumstances (such as when a very common Sense, i.e. Sight, is substituted for a very uncommon Sense), it might constitute a -¼ Limitation.
- a high-tech communications unit in a soldier’s helmet requires both HRRP and the soldier’s Normal Hearing and Normal Sight (to hear and see the audio and video transmissions he receives). This amounts to a Limitation on the Power (in these examples, Radar and HRRP).
- If the additional Sense through which the Power can be affected is very common (for example, Sight), the Limitation is -½; if it’s any other Sense, the Limitation is -¼.
Example:
a closed radio link defined as a Mind Link isn’t affected as the Mental Sense Group — it’s not really a “mental” power, after all — but as the Radio Sense Group. In most cases, this sort of “switch” is a -0 Limitation;
Some Senses are affected by Sense-Affecting Powers as if they are more than one Sense. For example, the radar screen on a battleship requires both Radar (which is built into the device) and Normal Sight (used to read the screen);
Affects Body Only
Description: Shape Shift only affects the character’s actual body; his clothes and equipment remain unchanged.
Value:
-½ Affects Body Only
Important Points:
- Characters may only take this Limitation if they regularly wear clothes, carry equipment, and the like.
All Or Nothing
Description: A Transform with this Limitation does not have a cumulative effect, it must completely Transform the target with one attack.
Value:
-½ All Or Nothing
Always On
Description: Power cannot be turned off
Value:
-½ Always On
Important Points:
- Before a power can take Always On, it must first have the Advantages Reduced Endurance (0 END) and Persistent (unless it naturally costs 0 END and/or is Persistent).
- At the GM’s discretion, a character who has an Always On power can nevertheless turn the power off temporarily, but at great personal cost.
Based On CON for Mental Powers
Description: A Mental Power to affect targets through their CON instead of their EGO. A Power with this Limitation becomes a normal attack with a range of 5” x Active Points, is targeted with CV instead of ECV (unless the GM allows the character to choose otherwise), is perceivable by three Sense Groups, is subject to the Range modifier, and requires an Attack Roll to hit its target. The target’s Energy Defense or Physical Defense, not Mental Defense, applies against the attack (the character defines which Characteristic applies when he buys the power, and cannot change it thereafter).
Value:
-1 Based On CON
Important Points:
- When sufficiently affected by a Mental Power Based on CON, a character responds to the first person to give commands: for Telepathy, he answers the first question asked; if Mind Controlled, he obeys the first order given him; for Mental Illusions, he responds to the first illusion described to him.
- The attacker isn’t always the first person to give a command....
- Buying a Mental Power with this Limitation does not enable a character to detect Mental Powers.
- Some Mental Powers, like Mind Scan, do not work well based on CON.
Beam
Description: This Limitation represents a Ranged Attack Power that manifests as a thin/narrow beam or similar type of effect.
Value:
-¼ Beam
Important Points:
- A character cannot Spread a Beam attack.
- Characters must use Beam attacks at maximum damage; they cannot use them at reduced effect.
- When a beam damages characters or items, a Beam attack does so by “puncturing” them rather than blasting or blowing open a larger hole This makes it very difficult for a character to blast down a door or escape from an Entangle using a Beam attack.
- Attacks that affect an area either inherently, or because they have the Area Of effect or Explosion Advantage cannot take Beam.
Blackout for Clairsentience
Description: The character cannot use any of his normal Senses while using Clairsentience — in effect he’s deaf and blind through personal Senses and can only perceive things through Clairsentience until the Power turns off.
Value:
-½ Blackout
Bright Fringe
Description: Invisibility has a fringe that’s easier to perceive than usual.
Value:
-¼ Bright Fringe
Important Points:
- A Bright Fringe normally cannot be perceived at all beyond 8”.
Broadcast Only; Receive Only
Description: Telepathy that can only broadcast or only read thoughts.
Value:
-½ Receive Only
-½ Broadcast Only
Can Be Dispelled
Description: A power with this Limitation can be Dispelled. The normal rules for Dispel apply.
Value:
-¼ Can Be Dispelled
Important Points:
- Characters cannot take this Limitation for Continuous Entangles.
Can Be Missile Deflected (-¼):
Description: Allows attack powers to be Missile Deflected such as Mental Powers, Powers bought with the Area Of Effect Advantage, and most Entangles.
Value:
Can Be Missile Deflected (-¼
Can Only Teleport To Fixed Locations
Description: Characters can only use Teleportation to Teleport to a character’s Fixed Locations.
Value:
-½ Floating Fixed Locations
-1 only has Fixed Locations
Cannot Attack Through Lock-On
Description: Mind Scan that the character cannot use to attack, only to locate.
Value:
-½ neither the character nor target can use the link to attack mentally
-1 neither the character nor target can use the link to attack mentally or to communicate
-1½, the character cannot use the link to attack or communicate, but the target can attack or communicate
Cannot Be Used With Multiple-Power Attacks
Description: A character cannot use an Attack Power with this Limitation in a multiple-power attack.
Value:
-¼ Cannot Be Used With Multiple-Power Attacks
Important Points:
- If a power is bought in such a way that it would be difficult or impossible to use it in a multiple-power attack, he cannot take this Limitation for it.
Cannot Be Used With Specific Combat Maneuver
Description: This Limitation represents an Attack Power that a character cannot use with a specific Combat Maneuver.
Value:
-¼ Cannot Be Used With Specific Combat Maneuver
-½ Cannot Be Used With Common Specific Combat Maneuver
Important Points:
- The value of the Limitation depends upon the effectiveness, usefulness, and commonality of the Combat Maneuver in the campaign.
Cannot Be Used Through Mind Link for Mental Powers
Description: This Limitation represents a Mental Power a character cannot use through a Mind Link.
Value:
-¼ Cannot Be Used Through Mind Link
Description: A character cannot use an Entangle with this Limitation to form walls or barriers.
Value:
-¼ Cannot Form Barriers
Cannot Pass Through Solid Objects
Description: Desolidification that does not provide true intangibility; The character can squeeze through very tiny openings, but cannot actually pass through physical objects.
Value:
-½ Cannot Pass Through Solid Objects
- still immune from damage as per standard Desolidification
Cannot Resist Knockback
Description: Clinging with this Limitation does not subtract +1d6 from Knockback.
Value:
-¼ Cannot Resist Knockback
Cannot Use Targeting
Description: Only characters in campaigns that use the Hit Location rules can take. Signifies that the character cannot target the Attack Power at specific areas of the body.
Value:
-½ Cannot Use Targeting
Chameleon
Description: Invisibility that only works if the character remains motionless
Value:
-½ Chameleon
Charges
Description: Power can only be used a few times per day
See Charges Under Advantages article
Communication Only
Description: Can only use Telepathy to send and receive thoughts.
Value:
+¼ Communication Only
Concentration
Description: This Limitation requires the character to concentrate partially or totally while activating or using a power. As a result, he’s less able to defend himself or take notice of events occurring around him
Value:
-¼ for half DCV;
-½ for 0 DCV;
an additional -¼ if character is totally unaware of nearby events;
values are doubled if power is Constant and character must Concentrate throughout
Important Points:
- A character who has activated or is using a power with Concentration may stop Concentrating, but the power immediately turns off, and he must re-do any preparations if he wants to use the power again. If anything else breaks his Concentration, the same result occurs.
Costs Endurance To Maintain for Mental Powers
Description: A continuing-effect Mental Power now costs END both to activate and to maintain each Phase.
Value:
-¼ Costs Endurance To Maintain 1/2 END
-½ Costs Endurance To Maintain Full END
Important Points:
- This limitation does not prevent it from “deteriorating” so that Breakout Rolls become easier to do that, the character must pay END a second time each Phase.
Decreased STUN Multiplier
Description: Killing Attack tends to do less STUN than a regular Killing Attack.
Value:
-¼ For each -1 to STUN multiplier roll
Important Points:
- Characters can take twice, the maximum value Decreased STUN Multiplier can have is -½
Difficult To Alter
Description: Images take longer to change.
Value:
-¼ can only make simple changes as a Half Phase Action
-½ can only make simple changes as a Full Phase Action.
Divided Effect for Adjustment Powers
Description: For Adjustment Powers, damage is divided equally among all targets in the area for an AoE or Explosion
Value:
-¾ Divided Effect for AoE and explosion effects
Does Not Apply Against Certain Types Of Defenses
Description: Find Weakness with this Limitation only applies against some or specific types of defenses. If it affects just one type of defense, the Limitation is worth -1; two defenses, -½; three or more, -¼. The GM may adjust the value of this Limitation as appropriate.
Value:
-¼ three or more
-½ two defenses
-1 affects one type of defense
Important Points:
- Can be defined as a Power “does not work against Force Field” or a special effect “does not work against mystic defenses”
Does Not Prevent The Use Of Accessible Foci
Description: Does not prevent the Entangled character from using most Accessible Foci. The GM determines whether an Entangled character can use a particular Focus.
Value:
-1 Does Not Prevent The Use Of Accessible Foci
Important Points:
- An Entangle with this Limitation does not automatically take no damage from attacks.
Does Not Provide Mental Awareness
Description: A Mental Power with this Limitation does not grant Mental Awareness to the character.
Value:
-¼ Does Not Provide Mental Awareness
Important Points:
- At the GM’s option, characters with multiple Mental Powers that would take this Limitation should instead take No Mental Awareness as a 5-point Physical Limitation.
Does Not Work Against Desolidified Characters
Description: Attacks that ordinarily would work against Desolidified characters no longer will
Value:
-¼ Does Not Work Against Desolidified Characters
Does Not Work On Defined Type Of Damage
Description: Healing does not work against one or more types of damage whether defined by the type of Power that causes the damage, or the nature of the attack or phenomenon that causes damage.
Value:
-¼ does not work against one type of damage
-½ does not work against two or more types of damage
Double Endurance Cost
Description: Taken on a power that uses an Endurance Reserve rather than the Reserve itself, signifies a power that must draw its full END cost from both the Endurance Reserve and the character’s personal END every Phase it’s in use.
Value:
-½ Double Endurance Cost
Important Points:
- If either or both sources of END is unavailable for any reason, the character cannot use the power though he could still expend personal STUN in the place of personal END.
Duration Limitations
Description: Power has a worse than normal duration
Value:
-½ for Instant;
-¼ for Nonpersistent
Important Points:
- Instant- converts a Constant Power into an Instant Power. It only remains in effect for, at most, the Phase in which it’s turned on. Just long enough for the character to make an Attack Roll
- NonPersistant- A character can convert a Persistent Power into a Constant Power
- A Defense Power with this Limitation does not protect the character at all times; instead, it must be “turned on” (a Zero Phase Action). Thus, the character will usually have no defense against certain surprise attacks
Easily Perceived
Description: Shrinking with this Limitation imposes no negative modifiers on other characters’ PER Rolls to perceive the Shrunk character.
Value:
-¼ Easily Perceived
Empathy
Description: Empathy is a form of Telepathy that can only read emotions.
Value:
-½ All Emotions
-1 One Emotion
Endurance Limitations
Description: Power costs END, or more END than normal
Value:
-¼ if power only costs END to activate;
-½ if power costs END every Phase the character uses it

Important Points:
- Cost Endurance- characters can only buy for Powers that inherently cost no END
- Increased Endurance- Characters cannot take this Limitation for Powers that inherently cost no END
Entangle Has 1 BODY
Description: An Entangle is brittle. It has normal DEF, but only 1 BODY, and thus is much easier to break free from than a regular Entangle.
Value:
-½ Entangle Has 1 BODY
Important Points:
- Characters may only take this Limitation for Entangles with 2 or more dice of BODY.
- If the Entangle’s BODY dice and DEF are bought separately, the character may only take this Limitation on the points used to buy BODY dice.
Description: Power takes longer than normal to activate or use
Value:

Important Points:
- While a character activates a power wiThextra Time, he may take other actions (if not, the Limitation is worth an additional -¼). However, the power only activates once the proper amount of time passes. Attacks are an exception: if the character takes this Limitation for a power that requires an Attack Roll, he cannot make another attack until the power has been used (unless the GM gives permission otherwise).
- If a power requires an intermediate time period to turn on, use the next lowest period to determine the value of the Limitation. Thus, if a character has a power which requires 30 Minutes to take effect, use the -2½ Limitation for 20 Minutes.
- Delayed Phase (-¼) means the power does not activate on the character’s normal DEX in a Phase. Instead, his DEX for purposes of determining when the power activates is halved. He may still perform a Half Phase Action (such as making a Half Move) on his normal DEX.
- Extra Segment (-½) means the power requires an extra Segment to activate. The character starts activating the power on one of his Phases (he may take a Half Phase Action first, if he so desires). The power activates at the very end of the next Segment (after all other characters have acted; if more than one character has such a power, they go in order of their DEXs at the end of the Segment). If the target moves before the character can activate his attack, the attack misses — the character cannot “track” a moving target after he starts activating the power
- Full Phase (-½) means the power requires a character’s Full Phase to activate and use. The character can perform Zero Phase Actions before he begins activating the power, but may not perform Half Phase Actions. However, the power still activates on his DEX in the Phase; he isn’t required to wait until the end of the Phase to turn it on.
- Extra Phase (-¾) means the power requires a Full Phase plus an extra Full Phase to activate and use. The power activates on the character’s DEX in the second Phase (or on his delayed DEX, if Delayed Phase is also taken as a Limitation). During these two Phases, and the Segments between them, the character can perform no other Actions; if he does, the power stops activating. The character pays the END cost for the power in the first Phase, when he begins activating it.
Fixed Perception Point for Clairsentience
Description: A fixed perception point is defined when the character purchases the Power. The character cannot change the perception point thereafter.
Value:
-1 Fixed Perception Point
Important Points:
- This Limitation is often used to build closed-circuit television systems and similar devices.
Forward/Upward Movement Only
Description: Leaping only improves with Forward Leap or Upward Leap, not both. .
Value:
-1 Forward Movement Only
-1 Upward Movement Only
Description: Requires the character to establish eye contact to make an ECV Attack Roll.
Value:
-½ Eye Contact Required
-1 Eye Contact Required throughout
Important Points:
- Typically a character can only make eye contact with a target within 3” of him in decent light.
Focus
Description: A power with this Limitation works through some sort of object or device. This is a very common Limitation; for example, guns, swords, magic rings, helmets, shields, and powered armor can all be Foci
Value:

Important Points:
- An Accessible Focus is one that’s easily taken away from the character, or of whose benefit the character can easily be deprived.
- An Inaccessible Focus can’t be hit with a Grab or otherwise attacked for purposes of taking it away from a character while that character is in combat (an Inaccessible Focus could still be targeted
- An Obvious Focus is one where it is easy to tell it is the source of the power, such as a gun
- An Inobvious Focus is one where it’s not immediately clear where the power comes from.
- If removing a “Focus” requires surgery (or some other lengthy and difficult procedure or Skill Rolls) or causes damage to the character, then the item in question isn’t really a Focus, so the character receives no Limitation.
- A Bulky Focus is large and unwieldy. A character can carry it, but not conveniently (even with two hands). A character is at ½ DCV when carrying a Bulky Focus.
- If a Focus is actually Immobile — it’s part of a base or castle, is a huge obelisk, or the like — then it receives an additional -1 Limitation.
Gestures
Description: Character must make special, distinctive gestures to use power
Value:
-¼ Gestures;
an additional -¼ if both hands are required to perform Gestures;
x2 value if power is Constant and requires Gestures throughout
Important Points:
- Gestures must be clearly visible at a distance and cannot be useful for any purpose other than activating that specific power (Gestures cannot include attacking with a weapon, for example). If the character takes damage from or is adversely affected by any power that requires an Attack Roll or ECV Attack Roll while he’s Gesturing, the power doesn’t activate or immediately turns off.
Gradual Effect
Description: Power takes effect more slowly than normal
Value:

Important Points:
- When a character uses a power with a Gradual Effect, the GM must apportion the damage proportionately over the course of the time period. For example, if the character has an RKA 5d6 that takes 5 Minutes to do full damage, he rolls 1d6 damage per minute.
- If the power costs END, the character pays the END in the Phase when he activates and first uses the power; he does not have to pay END throughout to “maintain” the power.
- The victim may apply any appropriate defense against the attack, but only gets the value of his defense once — it applies until such time as the total damage from the attack exceeds the value of the defense. Thereafter he may apply no defense against the damage.
Ground Gliding
Description: A form of Gliding that only works along the ground; the character cannot Glide through the air or across the surface of water or other substances less firm than ground. and so forth.
Value:
-¼ Ground Gliding
Important Points:
- The character does not leave traces or tracks as he moves across the ground.
- A character’s inches of Ground Gliding cannot exceed his inches of Running.
- Other standard rules for Gliding apply
Incantations
Description: Character must speak special, distinctive words to use power
Value:
-¼ Incantations;
x2 value if power is Constant and requires Incantations throughout
Important Points:
- A character can use a power with Incantations only if he speaks loud phrases that are audible at a distance and are obviously out of the ordinary (they cannot, for example, double as normal conversation, a shouted warning, or the like).
Increased Return Rate for Adjustment Powers
Description: Increase the rate at which the Character Points added or removed by Adjustment Power fade or return.
Value:
-¼ or more Increased Return Rate
Important Points:
- -¼ if the points fade/return at 10 per time increment;
- -½ if the points fade/return at the rate of 20 per time increment; and so on (assuming the GM allows any further increase in the rate of fade/return).
- If all the points fade/return immediately when 1 Turn or some lesser increment of time passes, that’s worth a flat -½
- If an Adjustment Power has the Delayed Return Rate Advantage, the Limitation described above simply reduces the value of the Advantage, but the Advantage has a minimum value of +¼. The GM may alter the value of the Advantage as he sees fit to preserve game balance.
Independent
Description: Power is separate from character; losing it costs him Character Points permanently
Value:
-2 Independent
Important Points:
- Independent is mainly used to create special items
- Can build a power with both the Focus and the Independent Limitations. If the focus is Independent, it means the ability to throw Energy Blasts is part of the focus, not the character. If the character loses the focus (or it’s taken from him), anyone who picks up the focus can use it to throw Energy Blasts.
- A character could also place an Independent power on a person or a place
Language Barrier
Description: Telepathy that depends on language. The character can only communicate and read thoughts in languages they know.
Value:
-½ Language Barrier
Limited By Senses
Description: A Mental Illusions power that cannot affect certain Senses.
Value:
-¼ inability to affect a Nontargeting Sense Group
-½ Inability to affect a Targeting Sense Group
Limited Class Of Minds
Description: A Mental Power only works against a restricted set of a class of minds
Value:
-½ Limited Class Of Minds
-1 Limited Class Of Minds
Important Points:
- Classes of minds - Human, Animal, Machine, and Alien; the GM can add other classes or alter these as he sees fit.
Example:
- Mental Power that works on a subset of a class of minds; Humans, but Only Works On Men, it takes a -½.
- A Mental Power which only works against a single species or type of mind; Animals, but Only Works On Sharks, it takes a -1
Limited Effect
Description: Shape Shift with this Limitation only affects one or two Senses in a Sense Group, rather than the entire Sense Group.
Value:
-¼ Limited Effect
Example:
Shape Shift Sight Group might take this Limitation to affect only Normal Sight. The character’s heat signature as viewed with Infrared Perception Sight Group wouldn’t change.
Limited Medium
Description: Tunneling can only move through specified types of substances.
Value:
-½ Limited medium
-1 Very Limited medium
Limited Power
Description: Players can use this catch-all Limitation to construct their own Limitations if they can’t fi nd one that does what they want elsewhere
Value:


Important Points:
- A Limited Power lacks some of the normal effects or effectiveness of the standard power
- Conditional Powers don’t work at all in a given situation, or only work in a particular situation.
Limited Recovery
Description: An Endurance Reserve with this Limitation can only Recover END in certain circumstances, such as only when plugged into an electrical socket, only when more fuel is added, or only when the character performs a special process or procedure.
Value:
-2 to -¼ Limited Recovery Ask DM to determine value
Important Points:
- Typically this is worth a -2 Limitation on the REC of the Endurance Reserve, but the Limitation may be worth less if the method of recharging the Endurance Reserve is particularly common.
Linked
Description: Power can only be used when another power, specified when purchased, is used
Value:

Important Points:
- When Linking two powers, a character should only take Linked for the power that costs fewer Active Points.
- If a character wants to Link three or more powers, every power but the power that costs the most Active Points may take Linked
- All powers that take Linked are considered lesser powers
- A character may Link two or more lesser powers to the same greater power and decide from Phase to Phase whether to use either, both, or none of the lesser powers.
- A character cannot Link two instances or uses of a single Power to form one larger power (such as Telekinesis (30 STR) plus Telekinesis (30 STR), Increased Endurance Cost (x2 END), Linked) without the GM’s permission.
- A character can’t Link an ability to his STR. He must Link to a specific use of STR, such as Linked to Punch, Linked to Grab, or the like.
- A Linked power that works at Range has the Range of the greater power
Lockout
Description: Using power prevents use of other powers
Value:
-½ Lockout
Important Points:
- It’s most commonly taken for a slot in a Power Framework that prevents the character from using other slots in the Framework
Mandatory Effect for Mental Powers
Description: The character must achieve a threshold level of effect for the power to work.
Value:
-¼ Mandatory Effect EGO +10
-½ Mandatory Effect EGO +20
-¾ Mandatory Effect EGO +30 or greater
Important Points:
- If the character always has to achieve a certain effect such as victim never remembers Mind Control or victim is never aware Telepathy has been used, this Limitation is worth an additional -¼
Must Be Used At Full PowerOnly Size Powers
Description: Size powers Density Increase, Growth, or Shrinking can only be used at full effect.
Value:
-0 or -¼ Must Be Used At Full Power
Important Points:
- In most cases this is a -0 Limitation, but the GM may increase the value to -¼ if he believes this condition would significantly hinder the character in some circumstances. The difference between 1” tall and 2” tall probably isn’t enough to qualify for more than -0, but if a character’s only option is to become 64” tall, the case for a higher Limitation value is stronger.
Must Pass Through Intervening Space
Description: Teleportation requires the character to actually pass through the intervening space physically.
Value:
-¼ Must Pass Through Intervening Space
Important Points:
- Characters cannot use Teleportation with this Limitation to escape from Entangles.
No Conscious Control
Description: Character cannot control use of power
Value:
-2 No Conscious Control;
-1 for a power the character can use at will, but whose effects he cannot control
Important Points:
- Although the character possesses the power, he cannot consciously activate or use it. The power only turns on when the GM chooses — usually when it furthers the adventure, or when an accidental “discharge” of the power inconveniences the character.
No Defense
Description: An Entangle has no DEF, only BODY. Anyone can break free from it, given time.
Value:
-1½ No Defense
Important Points:
- When buying an Entangle with No Defense, build the Entangle normally (including buying extra BODY, if desired), then apply this Limitation.
Description: Characteristics bought as Powers that would normally add to Figured Characteristics do not increase the Figured Characteristics.
Value:
-½ No Figured Characteristics
No Growth Momentum
Description: Changing size does not allow a character to do damage with growth momentum.
Value:
-¼ No Growth Momentum
No Knockback
Description: An Attack Power with this Limitation never does Knockback, regardless of how much BODY the attacker rolls.
Value:
-¼ No Knockback
Important Points:
- In most cases, an Attack Power that does No Knockback exerts no pressure. The character can’t use it to flip a switch or push a button, for example. However, it may, at the GM’s discretion and based upon the nature of the special effects involved, exert pressure.
No Noncombat Movement for Movement Powers
Description: Movement Powers with this Limitation cannot attain Noncombat Movement velocity.
Value:
-¼ No Noncombat Movement
No STR Bonus
Description: A HKA to which the character cannot add extra damage from STR or movement.
Value:
-½ No STR Bonus
No STR Increase for Density Increase
Description: Does not provide any extra STR to the character.
Value:
-½ No STR Increase
Important Points:
- Eventually the character’s weight becomes more than he can lift with his STR, meaning he cannot walk and has to be carried or driven everywhere.
No Turn Mode for Movement Powers
Description: A Movement Power does not have a Turn Mode; the character can turn and maneuver freely.
Value:
+¼ No Turn Mode
Nonresistant DEF
Description: The DEF of an Entangle with this Limitation is not Resistant, Killing Attacks damage it easily.
Value:
-¼ Nonresistant DEF
One Sense Only for Clairsentience
Description: Clairsentience does not work with a Sense Group at its base level, but only a single Sense. Characters should normally only take this Limitation for Clairsentience powers bought with a single Sense Group.
Value:
-¼ One Sense Only
One Use At A Time for Adjustment Powers
Description: A character cannot use an Adjustment Power on a target a subsequent time until the first use fades entirely.
Value:
-½ One Use At A Time
One-Way Link
Description: Mind Scan only works one way; the character can mentally attack his target, but the target cannot mentally attack him back.
Value:
-1 One-Way Link
Only Affects Certain Materials
Description: Find Weakness with this Limitation only affects certain substances, such as metal or stone.
Value:
-¼ Common
-½ Uncommon
-1 Very Uncommon
Important Points:
- A character may not take this Limitation if the Find Weakness only applies to a single Attack Power that can only affect that substance.
Only Applies To One Type Of Defense
Description: Lack Of Weakness only applies to one type of a characters defense in a given category (only PD, not ED; or only the character’s Armor, not Force Field).
Value:
-1 Only Applies To One Type Of Defense
Description: Flight that only works when the character touches a surface The character can “fl y” down roads, on water, up the sides of buildings, and so forth, but cannot use his Flight when not in contact with a surface of some sort.
Value:
-¼ Only In Contact With A Surface
Important Points:
- The Character leaves tracks, if the surface is soft and durable enough to take them
- Other standard rules for Flight apply
Only In Heroic Identity (“OIHID”)
Description: Power only works for one of the character’s identities
Value:
-¼ Only In Heroic Identity
Important Points:
- For this Limitation to be valid, the character must have some difficulty changing forms — the change must take at least a Full Phase, if not longer (during which the character can do nothing else), and/or there must be other difficulties or ways to prevent him from changing identities.
- A power usually cannot take both OIHID and a Focus Limitation
Only On Appropriate Terrain
Description: Running that only works on appropriate terrain. Reduce the character’s Running by half or more (up to loss of all extra inches of Running) when he uses it on inappropriate terrain.
Value:
-½ or more Only On Appropriate Terrain
Only Restores To Starting Values for Adjustment Powers
Description: An Adjustment Power can only restore lost Characteristics and Powers but not raise them above starting values.
Value:
-½ Only Restores To Starting Values
Important Points:
- Characters cannot take this Limitation for Healing (which by definition only restores Characteristics and Powers to their starting levels)
- Characters cannot take this Limitation for Adjustment Powers with a Variable Effect defined as affecting “Characteristics and Powers below starting value.”
Only Through Dreams for Clairsentience
Description: Precognition or Retrocognition with this Limitation only provides visions to the character through dreams.
Value:
-1 Only Through Dreams
Only Through The Senses Of Others for Clairsentience
Description: The character must have another creature to use as his perception point.
Value:
-½ or more Only Through The Senses Of Others
- Does not inherently have a mobile perception point. When the being whose Senses he’s using moves away from the vicinity of his perception point, the power instantly turns off.
- If the character buys Mobile Perception Point, the perception point can keep moving with the subject even if the subject’s velocity exceeds the perception point’s velocity.
- The GM may rule that the power stops functioning in some circumstances (such as if the subject Teleports or uses a MegaScaled Movement Power).
Only To Create Light
Description: Images can only create light.
Value:
-1 Only To Create Light
Description: Entangle can only form barriers; it cannot restrain or immobilize targets in the manner of a normal Entangle.
Value:
-1 Only To Form Barriers
Only When Not Attacking
Description: Invisibility that only works when the character remains peaceful and does not attack or threaten anyone.
Value:
-½ Only When Not Attacking
Only Works Against Limited Type Of Attack for Defense Powers
Description: A Defense Power which only protects against a limited type of damage.
-½ Only Works Against Limited Type Of Attack
-1 Only Works Against Very Limited Type Of Attack
Example:
only protects the character against Fire or Sonic attacks, the Limitation is worth -½.
only protects the character against Magical Fire attacks or Sonic Killing Attacks, the Limitation is worth -1.
Others Only for Adjustment Powers
Description: The Power can never used on the character.
Value:
-½ Others Only
Description: A form of Attack against which a defense that provides PD (or ED) in any form off ers protection even though it normally would not.
Value:
-1 PD (or ED) Applies
Important Points:
- If the character has Mental or Power Defense it stacks with PD (or ED) for purposes of resisting the Attack.
- Characters cannot take this Limitation for an Ego Attack that’s Based On CON, since such a Power already works against PD or ED.
Personal REC
Description: Endurance Reserves so closely linked to the character that they can only Recover END if the character could if the character is Knocked Out, cannot breathe, or otherwise could not take a Recovery himself, the Endurance Reserve cannot Recover either.
Value:
-½ Personal REC.
Physical Manifestation
Description: Power has a physical manifestation other characters can attack
Value:
-¼ Physical Manifestation
Important Points:
- must define the exact nature of the physical manifestation; this requires the GM’s approval and may involve applying other Limitations to the power. Treat the manifestation like a Breakable Focus for purposes of determining its DEF and BODY. It has a DCV equal to the character’s base DCV (i.e., as calculated from DEX, with no other modifiers), unless the GM rules otherwise
Precognition (or Retrocognition) Only for Clairsentience
Description:With this Limitation, the character can only sense the future (or past) and cannot use the perceive-at-a-distance aspect of Clairsentience.
Value:
-1 Precognition (or Retrocognition) Only
Range Limitations
Description: Power has no range, or less range than normal, or functions less effectively at range
Value:
-½ for No Range;
- A Ranged power that doesn’t work at Range. The character can only use the power at HTH Combat range.
-¼ for Limited Range;
- a Ranged power with less than normal Range. The GM sets the power’s exact Range based upon its special effects, but in any event the range cannot be greater than half of the power’s normal Range.
- With the GM’s permission, Limited Range increases to -½ if applied to a Mental Power. You can call this Normal Limited Range. Powers with this Limitation suffer the standard Range Modifier even though they work on Line Of Sight. If a character prefers not to suffer the Range Modifier, he can leave the value of the Limitation at -¼
-¼ for Range Based On Strength;
- a Ranged power whose Range depends upon the Strength the character uses to throw the power. It’s most often used for grenades, throwing knives, and similar thrown weapons.
-¼ for Reduced By Range;
- a power that gets weaker over a distance. The power does full damage to targets within 4”. It loses 2 Damage Classes for each doubling of Range thereafter
-¼ for Subject To Range Modifier
- Limitation for powers that are not ordinarily subject to the Range Modifier (for example, most Mental Powers). The power suffers the standard Range Modifier
Rapid Healing
Description: A character can define a Transform with the healing condition of “target heals back normally” as healing back more quickly than the target’s REC per month.
Value:
-¼ For each step up the Time Chart
Reduced Penetration
Description: Power penetrates defenses less well than ordinary attacks
Value:
-¼ Reduced Penetration
Important Points:
- Reduced Penetration splits the attack into two equal parts for the purpose of determining BODY damage and applying that damage to the target’s defenses. If the Attack Power is an HA or HKA, the damage added by STR (or other means, such as a Combat Maneuver or Combat Skill Levels) should be added before the attack is split in two.
Requires A Skill Roll
Description: Character must make a Skill Roll to use power
Value:

Important Points:
- A character may use an existing Skill (such as Stealth or Lockpicking) for his Required Skill Roll, or he may create his own Skill
- If the character has any Skill Levels with the Skill, he may apply them when using it to make a Required Skill Roll.
Requires Multiple Users
Description: Two or more characters must use power for it to work
Value:

Important Points:
- It’s most often used for artillery, other devices that require a crew to operate, or rituals
Restrainable
Description: Limitation is generated by or based upon an area of the body that can be restrained. So things such as Grabs or Entangles prevent use of power.
Value:
-½ Restrainable;
-¼ for powers Restrainable by means other than Grabs and Entangles
Important Points:
- A power ordinarily should not be Restrainable and bought as a Focus; either one or the other will apply. However, with GM’s permission, in some cases taking both may be acceptable
Restricted Shape
Description: Must always create a Force Wall in the same shape straight line, ring, square, or ect. Must define this shape when he buys the Power, and cannot change it thereafter.
Value:
-¼ Restricted Shape
Restricted Use
Description: Generally, a character must define which of his powers draw END from an Endurance Reserve, and is not entitled to a Limitation for this. But in some cases, an Endurance Reserve can supply END to only some types of powers, abilities, or devices.
Value:
-¼ Restricted Use
Resurrection Only
Description: Resurrection Healing with this Limitation can only be used to resurrect the dead; it cannot Heal characters who are still living.
Value:
-½ Resurrection Only
Self Only for Adjustment Powers, Force Walls, Mental Illusions
Description: The Power can only used on the character.
Value:
-½ Self Only
Important Points:
- A Force Wall bought with this Limitation only protects the character who creates it. Such Force Walls usually also take the Limitation No Range (-½). The Force Wall functions as normal, meaning the character has to buy Indirect for his STR if he wants to be able to touch or punch people through it without breaking it.
- This simulates a Mental Illusions power a character can only use to change his outward appearance.
Set Effect for Damage Reduction, Images, Mind Control
Description: Damage Reduction with this Limitation only works against attacks of a specific special effect, or does not protect against attacks of a specific special effect.
Description: Images a form of Images the character can only use to create a single Image.
Value:
-1 to -¼ Set Effect:
Important Points:
- The value of the limitation is determined by the GM based on how easy it is to circumvent the damage reduction and how easily this knowledge can be obtained.
- At the GM’s option, its value may be reduced to -½ if the Image is particularly useful or powerful
- A Mind Control with this Limitation only allows a single command (for example, “fall in love with me”). The value of the Limitation depends on how limited the Set Effect is. Some examples include:
Example::
A fire wizard could buy Energy Damage Reduction, Only Works Against Fire, at a -½ Limitation, giving him a special resistance to fire attacks.
A werewolf could buy 75% Physical Damage Reduction which Does Not Work Against Silver (-½ Limitation — silver isn’t common, but everyone knows it hurts werewolves).
Only To Control/Inflict Emotions (Empathy) (-½); Only To Control/Inflict A Single Emotion (-1); “Go Home” Only (-½); “Go Home” Only in a Particular Situation (-1). The GM has the final say on how limiting a set command is; most are worth -½.
Set Effect (Hands Only; Feet Only) for Entangle
Description: Only Entangles the target’s hands or feet; his other limbs remain free. The targets DCV is reduced to half while he’s Entangled
Value:
-1 Set Effect (Hands Only; Feet Only)
Important Points:
- If only a character’s arms/hands are Entangled, he may still run at his full Running velocity;
- if only his legs/feet are Entangled, he may still move at half Running velocity.
Side Effects
Description: This Limitation means disadvantageous or harmful things happen to the character when the power fails or, in some cases, any time the power is used
Value:

Important Points:
- Side Effects usually occur (or are rolled for) when the character activates/uses the power. With the GM’s permission, a character could define Side Effects as occurring after he stops using the power, but only if the Side Effect always occurs.
- The exact nature of a Side Effect is up to the character (with the GM’s approval), but it must always be disadvantageous or harmful
- Normally the character using the power suffers the Side Effects. However, at the GM’s discretion, this doesn’t always have to be the case. Such as the target of a beneficial power or the environment
- The character, environment, or recipient gets no defenses against the Side Effect, and it doesn’t matter if he’s Desolidified or otherwise protected from that form of damage under ordinary circumstances
Description: Requires the character to establish skin-to-skin contact to make an ECV Attack Roll. A power with this Limitation cannot also take the No Range Limitation.
Value:
-1 Skin Contact Required
Important Points:
- “Skin Contact” means just that — contact between the attacker’s skin and the target’s skin. Anything which gets in the way, even a superhero’s skintight costume, prevents the character from using the power. If a target’s clothing reveals only a portion of his skin, the character must make an Attack Roll (with appropriate Hit Location modifiers) to touch the unclothed area.
Slow Recovery
Description: An Endurance Reserve recovers END more slowly than the usual rate of once per Turn.
Value:
-½ Limitation for every increment on the Time Chart below 1 Turn
Stops Working If Mentalist Is Knocked Out or Stunned for Mental Powers
Description: If this Limitation is taken, the character causes the Power to shut off instantly.
Value:
-¼ Stops Working If Mentalist Is Knocked Out
-½ Stops Working If Mentalist Is Stunned
Important Points:
- This Limitation is not normally the same as the Concentration Limitation; a character may take both Limitations (unless the GM rules otherwise)
Surface Only
Description: Swimming only allows the character to move along the surface of the water, not beneath it.
Value:
-1 Surface Only
Susceptible
Description: Entangle that can be completely removed by some substance or effect that wouldn’t damage an ordinary Entangle. If the attack to which the Entangle is Susceptible is
Value:
-¼ Uncommon or very difficult to determine
-½ Common or difficult to determine
-1 Very Common or easy to determine
Example:
A particular type of super-glue attack might easily be removed with alcohol.
Time Modifiers for Clairsentience
Description: Precognition or Retrocognition with this Limitation is harder to use over greater spans of time.
Value:
-½ Time Modifiers
Important Points:
- The Precognition or Retrocognition must have a Required Skill Roll or Attack Roll.
- For every step on the Time Chart away from the present there’s a -2 “Range Modifier” to the Required Skill/ Attack Roll.
- The GM may alter the penalty, or the rate at which it accrues, if desired; this may also entail reducing the value of the Limitation.
Turn Mode for Movement Powers
Description:Movement Powers which naturally lack a Turn Mode (such as Running) have a Turn Mode if they take this Limitation.
Value:
-¼ Turn Mode
Usable As Second Mode Of Movement for Movement Powers
Description: Makes a main Movement Power function as a second mode of movement.
Value:
+¼ Usable As Second Mode Of Movement
Important Points:
- When used as the second mode of movement, the power is subject to all rules governing that Movement Power, instead of the rules for the primary Movement Power.
- To use this Advantage, a character must apply it to the more expensive of the Movement Powers he wants to use. He can’t buy the cheaper one and then use the Advantage to make it function like the more expensive one.
Example:
Flight usable underwater as if it were Swimming
ice slides defined as both Running and Gliding
wings defined as both Flight and Gliding
Vague And Unclear for Clairsentience
Description: This Limitation for Precognitive or Retrocognitive Clairsentience simulates an ability to foretell the future (or uncover the past) which is, at best, unreliable.
Value:
-½ Vague And Unclear
Important Points:
- information gained is not definite; it could be misleading, false, easily misinterpreted, or any number of things — or it could, in fact, be a correct vision of what is to come (or what occurred). The character must decide just how much to trust the information gained by using the power.
Variable Limitations
Description: Character can change Limitations on power as a Full Phase Action
Value:
The character selects the value of the Variable Limitation on a power -¼; -½; -¾; -1. Each time he uses the power, he must define Limitations with twice that value. Thus, if a power has a -¼ Variable Limitation, the character must choose one or more Limitations with a total of -½ each time that power is used.
Important Points:
- Switching the Limitations on a power with Variable Limitations requires a Full Phase Action, during which the character is at half DCV. The character can make the switch even if he’s suffering the hindrance of the current Limitation. For example, if a character assigns the Limitation to Focus, and someone takes his Focus away from him, he can switch to other Limitations even though he doesn’t have the Focus.
Visible
Description: Only for powers that are normally invisible (such as Armor, Density Increase, Mental Powers, and most Special Powers). A Visible power can be perceived by three Sense Groups
Value:
-¼ Visible
Important Points:
- In some circumstances (and with the GM’s permission), characters can also take Visible for powers that are ordinarily visible to simulate the fact that those powers are much more perceptible than normal
Vulnerable for Entangle
Description: An Entangle is unusually vulnerable to particular types of attacks — it takes double damage from them.
Value:
-¼ Uncommon or very difficult to determine
-½ Common or difficult to determine
-1 Very Common or easy to determine
Will Not Work Against Heavy Missiles
Description: Missile Deflection doesn’t work against attacks that involve physical projectiles too heavy for the character to lift.
Value:
-¼ Will Not Work Against Heavy Missiles
ADVANTAGES