Powerstar (Rank 2)

You have a single, often spectacular, core superpower. Beams of energy shoot from your eyes, the power of magnetism is yours to command, your flesh can burst into flames, you can generate lightning, or something equally amazing. This ability forms the backbone of your heroic identity, allowing you to attempt incredible feats, though sometimes posing unique challenges in controlling your gift in all circumstances.

With a Powerstar on the team, the obstacles villains throw your way are easier to break, burn, or otherwise demolish. Most heroes welcome you into their ranks (or in a temporary team-up), as long as you can keep your volatile abilities leashed.

Background

  • Thinking it was your patriotic duty to help round up unregistered superhumans, you did your part. Then you discovered you were probably on the wrong side of history, and now you work against the agencies targeting those with abilities.
  • Your secret identity was discovered by a journalist a month ago, but they've kept quiet so far.
  • When the war broke out, it was your patriotic duty to serve. The war's long over, but you still feel a duty to protect.
  • A year ago your power flared out of control and you nearly hurt innocent bystanders.
  • After almost losing your abilities through disuse, you swore to yourself to get out there, make a difference, and, most importantly, use your power well (and often).
  • The only way to stop a villain you fought recently was to kill them. But you never found the body.
  • You were part of a superteam that disbanded after a series of setbacks six months earlier.
  • Your sibling's child is showing signs of manifesting powers akin to your own.

Powerstar Abilities

  • Able to take three more minor wounds and one more moderate wound
  • Add +4 to Might Pool
  • Add +4 to Speed Pool
  • Add +6 to Intellect Pool
  • Add +2 to the Pool you choose for your Superheroics ability
  • Add +1 Edge in Pool of your choice
  • Freely use light weapons
  • Freely use all armor
  • Three power shifts
  • One ability from the Origin Superhero Abilities list
  • At tier 3 and tier 6, choose an appropriate ability from the Science Fiction Genre Abilities list or the Fantasy Genre Abilities list

Enhanced Energy: When you succeed on an important task using your powers as determined by your GM, you regain 4 points to your Intellect Pool. Each time you do, you regain 1 less point. This ability renews after you take a ten-hour recovery. Enabler.

Power Prowess: You inflict +1 damage with any attack you make involving your powers. Enabler.

Superheroics: Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add your rank to the amount of Effort you can apply, allowing you to apply additional levels of Effort to tasks in that Pool.

In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effort you can apply to tasks in your chosen Pool (as long as this doesn't push you past your Effort limit for that Pool).

Finally, add your rank as a bonus to your recovery, with those points going only into the Pool you have chosen. Enabler.

By using Effort and free levels of Effort, higher-tier superhero characters can easily hit the game's normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upward so the ability remains useful at higher tiers.

In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.

Wider Use: When you pick your focus, in addition to choosing two tier 1 abilities, you also choose one tier 2 ability. Enabler.


Part of Superheroes