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Common SFX

These SFX are based on those found in the datafiles of the Marvel Heroic
Roleplaying Basic Game.
Absorption: On a successful reaction against a TYPE OF ATTACK action,
convert your opponent's effect die into a POWER SET stunt 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.
Afflict: Add a d6 and step up your effect die by +1 when inflicting TYPE
complication on a target.
Area Attack: Add a d6 and keep an additional effect die for each additional
target.
Berserk: Add a die from the doom pool to one or more attack actions. Step
up the doom pool by +1 for each action; return it to the doom pool
when you're done.
Boost: Shutdown your highest rated POWER SET power to step up another
POWER SET power by +1. Recover power by activating an opportunity
or during a Transition Scene.
Burnout: Double or step up POWER TRAIT for one action, or spend 1 PP to
do both. If that action fails, shutdown POWER TRAIT. Recover power by
activating an opportunity or during a Transition Scene.
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.
Collateral Damage: Instead of spending 1 PP, add d6 to the doom pool to
create a POWER SET stunt.
Constructs: Add a d6 and step up your effect die by +1 when using POWER
SET to create ASSET TYPE assets.
Conversion: When using POWER TRAIT in your dice pool, redirect STRESS
TYPE ONE to STRESS TYPE TWO at no cost.
Counterattack: On a reaction against a STRESS TYPE action attack, inflict
STRESS TYPE with your effect die at no PP cost or spend a PP to step it
up by +1.
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.
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 +1.
Extra Effective: When including POWER TRAIT as part of an attack against
TARGET TYPE targets, add d6 and step up effect die by +1.

Extra Effort: Step up or double POWER TRAIT for one action, then step
back to 2d at -1. Recover power by activating an opportunity or during
a Transition Scene.
Focus: If a pool includes a POWER SET power, you may replace two dice of
equal size with one die +1 step larger.
Frenzy: At no cost, add existing STRESS TYPE to any dice pool including a
POWER SET power, then step up STRESS TYPE by +1.
Grapple: See Afflict.
Healing: Add POWER TRAIT to your dice pool when helping others recover
stress. Spend 1 PP to recover your own or another's STRESS TYPE or
step back your own or another's TRAUMA TYPE by -1.
Immunity: Spend 1 PP to ignore stress, trauma, or complications from
SPECIFIC ATTACK TYPE(S).
Invulnerable: Spend 1 PP to ignore STRESS TYPE or TRAUMA TYPE unless
caused by SPECIFIC ATTACK TYPE.
Multipower: Use two or more POWER SET powers in a single dice pool at
-1 step for each additional power.
Nova: 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.
Painful: Add d6 and step up effect die by +1 when using POWER SET
powers to inflict STRESS TYPE stress.
Power Surge: Use your current STRESS TYPE die as your effect die, then
step up your STRESS TYPE by +1.
Reactive Power: Spend 1 PP to add a POWER SET power to another
character's dice pool before they roll a reaction. If that character takes
STRESS TYPE ONE, take d6 STRESS TYPE ONE or STRESS TYPE TWO.
Regeneration: Spend 1 PP to recover your STRESS TYPE stress and step
back your TRAUMA TYPE trauma by -1.
Ricochet: See Burst.
Second Chance: Spend 1 PP to reroll when using any POWER SET power.
Second Wind: Before you make an action including a POWER SET power,
you may move your STRESS TYPE die to the doom pool and step up the
POWER SET power by +1 for this action.
Stress Link: Add a die to the doom pool equal to your current STRESS TYPE
stress to add that STRESS TYPE die to a pool including a POWER SET
power.
Take the Hit: Spend 1 PP to take STRESS TYPE intended for a nearby ally or
friend.
Tracer: Use an effect die to create a TRACER complication on a target

during a Scene. You may track that target anywhere until the
complication is removed or POWER TRAIT is shut down.
Unleashed: Step up or double any POWER SET power for one action. If the
action fails, add a die to the doom pool equal to the normal rating of
your power die.
Versatile: Split POWER TRAIT into 2d at -1 step, or 3d at -2 steps.

Common Limits
These Limits are based on those found in the datafiles of the Marvel
Heroic Roleplaying Basic Game.
Conditional: On a ATTACK TYPE attack, or while SITUATION is true, change
any POWER SET power into a complication and gain 1 PP. Activate an
opportunity or remove the complication to recover the power.
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 TRAUMA TYPE trauma, shutdown POWER
SET until you recover that trauma.
Difficult Recovery: Add POWER TRAIT die to the opposing roll when
others try to recover your STRESS TYPE.
Exhausted: Shutdown any POWER SET power and gain 1 PP. Recover
power by activating an opportunity or during a Transition Scene.
Extinguished: Shutdown all POWER SET powers vs. ATTACK TYPE attack
and gain 1 PP. Recover power by activating an opportunity or during a
Transition Scene.
Gear: Shutdown a POWER SET power and gain 1 PP. Take an action vs. the
doom pool to recover.
Growing Dread: Count 1s and 2s on dice as opportunities when using a
POWER SET power.
Huge: Earn 1 PP when your size becomes a complication for you.
Mutant: Earn 1 PP when affected by mutant-specific complications and
tech.
Mutually Exclusive: Shutdown POWER SET ONE to activate POWER SET
TWO. Shutdown POWER SET TWO to recover POWER SET ONE.
Overload: See Exhausted.
Uncontrollable: Change any POWER SET power into a complication and
gain 1 PP. Activate an opportunity or remove the complication to
recover the power.
Vulnerability: Earn 1 PP to step up STRESS TYPE inflicted by ATTACK TYPE
by +1.

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