Players and GMs can create special rules to represent magical spells, super powers, cybernetic implants, and so on. The following rules apply:

1. A Power must have a specific game effect that is approved by the GM.
2. A Power that affects other people can always be resisted.
3. Powers may not simply do damage, but can affect Aspects.
4. Powers can also result in enhanced Aspects, but not Abilities.
5. Powers must be activated by using Hero Dice.

Beyond that, it’s the GM’s call. Powers are – well, powerful. Create them wisely.

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