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.

Common Limits

Breaking Bonds RamZ