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Quirks & Perks

Like normal humans, you may not absorb aggravated damage. This Quirk may not be purchased by a super with a Power (such as Invulnerability) that can automatically convert aggravated damage to a lesser type. If a super with this Quirk later purchases one of these Powers (or a stunt from a Power that has the same effect), he must 'buy back' the Quirk, paying an additional 5 Story Points for the Power or Stunt.


Askani Training (7 point Perk)

Like Cable, you have had intensive training by the Askani sisterhood and extensive war experience. The sisterhood's far in the future, guys, so it's not the easiest thing to get. This merit allows the purchase of the Powers: Meditative Focus and Iron Will with Story Points. It also allows the purchase of the Askani Martial Art (the Martial Arts Skill) at half cost, the Theology Knowledge at half cost, and Willpower at half cost (this last for Experience purchase only).


Backlash (1-3 point Quirk)

Your body does not handle the use of one or more of your Powers very well, and this becomes evident whenever you use it. The form of the backlash that you suffer varies, but it's typically related to the Power. Use of Matter Body (Stone) might cause stiffness (increasing Dexterity difficulties by one). Use of Hyper-Speed might cause dizziness and disorientation (increasing difficulties for all mental actions, such as initiative, by one). Use of Energy Emission (Fire) might inflict burns on the hands, causing a Health Level of damage. The value of the Quirk depends on when the penalties accrue. For one point, the backlash occurs once you've stopped using the Power — at the end of combat, for example. For two points, the backlash occurs while you're using the Power, but the effects do not continue afterward. For three points, the backlash occurs while you're using the Power, and continue after you've stopped. One - or two - point backlash effects can last, at the most, for a scene. Three point backlash effects can last for as long as a day. 

In the case of direct reduction effects (damage to Health or loss of Willpower), the effects last as long as they normally would — until the body heals, for example. A one-point backlash of this nature would assess one point of lost Willpower or Health at the end of the combat/scene, no matter how many times the Power was used. A two-point backlash would assess the point loss when the Power was first activated in the scene. A three-point backlash would assess a point loss both at the activation and at the end of the combat/scene.


Brain Box (4 point Quirk)

Cyberdata (of the Top Cow universe) is fond of using cybernetic implants in a subject's brain to simulate memory implants. This functions in all respects as the flaw: Memory Implants (5 pts) save that it can be more easily nullified. On the upside, this Quirk allows the super to purchase the Power: Psychic Defense with Story Points.


Charged Up (4 point Perk)

You regain Power Charge at a rate of one point per hour of total rest, in addition to the regular rate of one point per day. This is cumulative with Accelerated Recovery, if you have that Power.


Chaste Training (6 point Perk)

The Chaste are a group of reclusive martial artist monks headed by the mysterious spirit Stick. They have a small membership, but such better-known luminaries as Daredevil have received this training. There are a number of advantages to this.
First, the super may increase Brawl, Martial Arts, Meditation, Athletics, and Acrobatics above five points with Story Points or Freebie points. It also allows the super to purchase the Power: Iron Will with Story Points.


Conditional Recharge (1 or 2 point Quirk)

You don't regain Power Charge automatically. Instead (for one point) you must have fulfilled your Nature or Demeanor such that you would receive Willpower (regaining one point of Charge instead; it does not come immediately, but at the beginning of the following day). For two points, a specific condition (such as having perfect health, being drunk, having taken a Health Level of damage from fire, etc.) must be met before Power Charge can be regenerated. It returns in the same wise as for the one-point condition. The Mastermind may rule out conditions at her discretion. See also the Undercharged Quirk.


Dedicated Hatred (3-6 point Perk)

The super lives to hunt and destroy a particular enemy, be it Sentinels, Hydra agents, members of the Brotherhood, or what have you. In any case, the super’s re-roll range when directly opposing this thing she hates (in combat, etc. — the thing has to be present for the bonus to accrue) is increased by one. That is, in most cases, the super will re-roll any die that comes up nine or ten. For three points, the enemy is a single person (like Magneto), probably a very powerful one. For four points, this merit would apply to that person and his most direct minions (for example, Magneto and his lieutenant du jour, or Apocalypse and his Horsemen). For five points, the enemy can be quite a large group (such as all Sentinels, all Hydra agents, all members of the Brotherhood of Evil Supers). For six points, the enemy can be a large group and its clear sympathizers. Note that the super is not eligible to take this person or group as an Enemy flaw.


Dormant Power (1-5 point Quirk)

One of the super’s powers is dormant - he or she cannot activate it on purpose, and it will only function when the Mastermind wants it to, if at all. This Quirk can be bought off with Story Points. The value of the Quirk is equal to the dormant Power's Rank.


Draining Power (4 point Quirk)

The use of one of your Active Powers requires the expenditure of a point of Power Charge at the start of the round.


Elite Military Training (4 point Perk)

Rhe Navy Seals, Mossad agents, the X.S.E., and the Black Razors all have the most intensive possible military/police training, and with this Perk, so does your super! The following Abilities may be bought with Story Points or Freebie points for half cost: Alertness, Brawl, Firearms, Melee, Stealth, Survival, and one of Blindfighting, Climbing, Heavy Weapons, Intuition, Military / Intelligence Lore, or Swimming. This Perk allows the character to purchase the Talent: Intuition, though he cannot improve it above Rank one.


Empathic Link (2 point Quirk)

This flaw ties one of your Powers strongly to your character's emotional state. The Power must be one that can be activated; not a passive power like Wolverine's claws or the Beast's agility. Like Storm of the X-Men, you may find that you must keep your feelings reined in to stay in control. 

If the character becomes very agitated or upset (player or Mastermind's option), the Power will kick in - a Willpower check (difficulty 6) is required to keep it under control. For every success scored on this roll, the effective Rank of the effect that leaks out (for instance, a super with Energy Emission (Flame) might start spurting flames from his hands) will be reduced by one from the maximum. Thus, a super with a Rank three Power who scores only one success on his Willpower roll will find that his Power has kicked in at an effective Rank two level. If the Power has a fixed or minimum Rank (like Charge Building does) then decrease the effect as possible with successes, or simply rule that the super requires the full range of successes to dampen the Power (in this case, 3). 

The affected Power will be augmented in certain ways, as follows: a) Whenever the super botches his Willpower check to control himself, the effective Rank of the Power's effect increases to his Power Potential. b) If the super has Rage, he can spend a point of Rage to increase the Rank of his Power for one attack, but he must make a Frenzy check each time he does so, whether or not he has the Frenzy stunt. c) If the super enters a Frenzy, he uses his Power for attack each round, if possible, at the maximum level normally allowed by his Rank. This is one of the few cases in which the super can use a Power while in a Frenzy. d) If the character is attacked by an Empath, the difficulty for his control roll increases by the attacker's Rank in Empathy.


Family Rivalry (2 point Perk)

If you have family members that are also supers, you are immune to their powers. However, they can take this Perk also and be immune to yours!


Hidden Power (5 point Perk)

The super has a power that he or she does not even know about, but will be revealed in due time. The Mastermind gets to pick the power.


Involuntary Power (2 to 4 point Quirk)

One of the super’s powers is on all the time and cannot be shut off or controlled. Rogue's absorption powers and Cyclops' eye beams are like this, and both supers suffer for it. The amount of the Quirk depends on how much of an inconvenience it is. To Rogue (who can't touch anyone), it's huge.


L L & L Bank Account (3 point Perk)

Your character invests his money with Landau, Luckman, and Lake. This requires the Background: Resources. He cannot be deprived of his money by government fiat, tricksy computer work, or stock market collapse. Furthermore, due to the interdimensional cross - time sneaky investment strategies that LL&L employs, the monthly allowance of the character is treated as if his Resources were one point higher - if he has Resources 5, it is increased to 6.


Legacy Virus (5 point Quirk)

Your character has contracted the deadly Legacy Virus, which will slowly unravel your powers and kill you. The effects are debilitating, and your powers may soon go haywire, out of your control.


Memory Implants (3 or 5 point Quirk)

Often associated with the Nightmares flaw. Not all of your memories are true - they have been implanted by someone who is not looking out for your best interests. A three-point Quirk is a simple group of false memories. These are not detectible as false by telepathy. A five - point Quirk is worse - it contains triggers (imperatives) which may be set off in a variety of ways to force you to do something. You may or may not be conscious of what is happening when a command has been triggered.