recursal/Fanatic-Fandom huggingface dataset:
Improved Counter-Spelling

[General]

**Benefit:** When you perform a counter-spell, you can use a spell of the same school that is one or more spell levels higher than the target spell.

**Normal:** Without this feat, you can counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
Blendina

**Blendina** is the merged tribe of Hinkvovor: Florida. Their tribe color is white.

## Members

* ►►Doglikermuch also known as Aaron
* ►►Tripletlet also known as Doublet
* ►►Cheleanapsdnono also known as Emile
* ►►SpankingHunter93 also known as Hunter
* ►►Lightnedar also known as Jerald
* ►►JerardDrip also known as Jerard
* ►►0Nateisback0 also known as Jimmy
* ►►Lukasclaws also known as Lukas
* ►►Maxwellnice also known as Maxwell
* ►►Taylorthegreat also known as Taylor
* ►►Willovesbridges also known as Will
Freddie

**Freddie** is the merged tribe of Hinkvovor: Game Theory. Their tribe color is hot pink.

## Members

* ►ErnestoReal also known as Ernest
* ►Gametheoryfanatic also known as Grant
* ►Owenwasthetraitor also known as Harold
* ►PencilandPaper also known as John
* ►JustinTimbersLakes also known as Justin
* ►KyletheCarp also known as Kyle
* ►Colesship also known as Cole
* ►Oswardofd also known as Oswlad
* ►LinusTechmaster also known as Linus
Deelish

**Deelish** is the merged tribe of Hinkvovor: Cici's. Their tribe color is purple.

## Members

* ►►Burritolover10000 also known as Albert
* ►►Bensonbreathed also known as Benson
* ►►DiggityDawg also known as Dawg
* ►►Trojandonkey0 also known as Jenna
* ►►Niceknees also known as Jen
* ►►EpicJuanson also known as Juan
* ►►0Nateisback0 also known as Nate
* ►►Celent0 also known as Otis
* ►►RafaelSurvivorfan also known as Rafael
Heroic Surge

[Combat]

**Benefit:** The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.

Level 1 - 4: once per day

Level 5 - 8: twice per day

Level 9 - 12: three times per day

Level 13 - 16: four times per day

Level 17 - 20: five times per day
Trolay

**Trolay**is one of the starting tribes of Hinkvovor: Isle of Mutiny. Their tribe color is green.

## Members

* Sidestreetsmarts also known as Ally
* Coolgalll1 also known as Chanelle
* MobamboSham also known as Helly
* JamesDBI30 also known as James
* Grepense also known as Jerd
* Whitebreadex also known as Lincoln
* Withuforever also known as Monika
* NightattheIsland also known as Night
* TheDumball3 also known as Wok

## Mutiny I

* **►**Sidestreetsmarts also known as Ally
* **►**Coolgalll1 also known as Chanelle
* ►Fantasticdrink also known as Fenta
* **►**MobamboSham also known as Helly
* **►**JamesDBI30 also known as James
* **►**Grepense also known as Jerd
* **►**Whitebreadex also known as Lincoln
* **►**TheDumball3 also known as Wok

## Swapped Teams

* **►****►**Sidestreetsmarts also known as Ally
* ►►Lovineggs also known as Dewey
* ►**►**Fantasticdrink also known as Fenta
* ►►Princeofthebest also known as Gilmore
* **►****►**MobamboSham also known as Helly
* **►****►**JamesDBI30 also known as James
* ►►SupaLuisbottom also known as Mario

## Mutiny II

* **►****►****►**Sidestreetsmarts also known as Ally
* ►►**►**Lovineggs also known as Dewey
* ►**►****►**Fantasticdrink also known as Fenta
* ►►**►**Princeofthebest also known as Gilmore
* **►****►****►**MobamboSham also known as Helly
* **►****►****►**JamesDBI30 also known as James
* ►►**►**SupaLuisbottom also known as Mario
* **►****►**►TheDumball3 also known as Wok

## Mutiny III

* **►****►****►****►**Sidestreetsmarts also known as Ally
* ►►**►****►**Lovineggs also known as Dewey
* ►**►****►****►**Fantasticdrink also known as Fenta
* ►►**►****►**Princeofthebest also known as Gilmore
* **►****►****►****►**MobamboSham also known as Helly
* **►****►****►****►**JamesDBI30 also known as James
* ►►**►****►**SupaLuisbottom also known as Mario
* **►**►►►Withuforever also known as Monika
Cause Fear

[Power]

**Cost**: 6CP

**Activate**: 1PP; use-activated (touch attack)

**Range**: touch

**Save**: Will (negates), Charisma-based

You can fill your target with overwhelming fear with a touch. To use this power, spend 1PPs and make a mêlée touch attack. The target can make a Saving Throw to avoid being overcome with fear. This is a mind-affecting power. If the target fails their will save, they become **shaken** (-2 penalty on attack rolls, saving throws, skill checks, and ability checks).

This power's effects are cumulative; a shaken person becomes **frightened.** A frightened target takes the same penalties as a shaken target, but it also attempts to escape from the source of its fear by any means to which it has access, including special abilities or powers. If it can't run, it might fight.

If you use this power on a frightened target, the target becomes **panicked.** A panicked target takes the same penalties and attempts to escape the source of the panic just like shaken and frightened targets. It also drops anything it holds, and it's so unnerved that it runs from almost anything it encounters along its path away from the source of the panic. A panicked target is too scared to fight and cowers if someone attacks it, but it will use the Total  AC action if it's cornered.

This power's effects last for 1d6 rounds. Targets remain at the same level of fear (shaken, frightened, or panicked) until the duration ends, at which point they return to normal. The duration does not stack. Instead, every time a target loses its saving throw, you roll a new duration.

## Enhancements

**Enhancement**: Ranged Use

> **Cost**: 4CP
>
>

> You can now use *Cause Fear* at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The victim gets a save, as usual.
>
>

**Enhancement**: Extended Range

> **Cost**: 4CP per rank
>
>

> **Prerequisite**: Ranged Use
>
>

> The range at which you can use *Cause Fear* increases by 30 feet for each rank in this enhancement, to a maximum of four ranks, which grants a range of 150 feet. The Range Increment for this power is 30 feet.
>
>

**Enhancement**: Increased Duration

> **Cost**: 2CP per rank
>
>

> Each rank in this enhancement extends the duration of the power by an additional 1d6 rounds. You can take this up to four times, for a maximum duration of 5d6 rounds.
>
>
Photographic Muscle Memory

[power]

**Cost:** 2CP per rank (1CP worth of abilities)

**Activate**: 1PP per CP value of target power; special

**Sustain**: special

You can **mimic other people's physical abilities** through visual observation. However, you retain only a limited amount/number of mimicked abilities at a time. **For every rank in the power, you can retain 1CP worth of abilities**, going by the standard CP costs (see table, right). Class Features vary slightly in power level and/or utility, and you can emulate only those class features that you observe in action (you cannot emulate a Bonus Feat and then pick a random feat, for example).

To activate this power, you must observe someone employing the ability you want to mimic. It take **20 minutes per CP** value of the ability. You can observe either first-hand (e.g., attending a basketball game) or through a recording (e.g., watching a karate tournament on TV). For vocal abilities (singing, accents), you can listen to an audio recording. You must observe someone performing the actual ability you want to mimic. You can't just rummage around in their character sheet. To **learn a new ability**, you must purge yourself of an old one of equal or greater value (player's choice)**,** which requires a full-round action of concentration, during which you must close your eyes and remain perfectly still. Using the ability afterwards does not cost PPs. You pay the activation when you observe the ability in use.

The **abilities you mimic must be physical in nature**, not mental, and mimicking an ability cannot raise your actual ability scores. For example, you could Mimic touch-typing, but not screenwriting. Similarly, you could Mimic a particular set of dance moves and a certain ability to improvise similar moves, but you would not have the mental capacity to design your own choreography. As a rule of thumb, you can mimic anything based on Dexterity, or something that is learned. You can mimic the **number of Ranks** someone has in a physical skill (e.g., Acrobatics, Climb, Swim). You can mimic **physical feats**, and you do not need that feat's prerequisites (e.g., Combat Martial Arts or Dodge). Finally, you can mimic **class features** that are based on a physical action (e.g., Uncanny Dodge or Walk Away Unscathed), but you cannot mimic a Champion's *Bombastic Aura*, for example because Charisma is a mental ability score.

Photographic Muscle Memory
 Class features
 Feats
 Powers

## Enhancements

**Enhancement**: Quick Study

> **Cost**: 2CP per rank
>
>

> For every rank in this enhancement, reduce your observation time to learn an ability (see table, right).
>
>

Quick Study
 2
 3
 4
 5
 6
 7
 8
 9
 10

**Enhancement**: Able Learner

> **Cost**: 6CP
>
>

> If you currently have a mimicked feat or skill in your repertoire and you level up, you can learn that feat or skill at a reduced cost. Feats cost 1CP instead of 2CP, and Skill ranks cost 1CP for 8 points, instead of 1CP for 4 points. If you buy a feat in this fashion, you must have its prerequisites, unlike with the base power.
>
>
Glash

**Glash**, also known as the Brawn tribe is one of the starting tribes of Hinkvovor: Florida. Their tribe color is red.

## Members

* KanEastofbeast also known as Eas
* Lightnedar also known as Jerald
* JerardDrip also known as Jerard
* Left4Jon30 also known as Jon
* Taylorthegreat also known as Taylor
* Willovesbridges also known as Will

## Swapped Members

* ►Tripletlet also known as Doublet
* ►Cheleanapsdnono also known as Emile
* ►Littlesussy also known as Evan
* **►**JerardDrip also known as Jerard
* ►Lukasclaws also known as Lukas
* ►Maxwellnice also known as Maxwell
* **►**Willovesbridges also known as Will
Hinkvovor: Trinidad

**Hinkvovor: Trinidad** is the 2nd season of Hinkvovor

A season with many personalities and a very dominant winner who played a perfect game, Hinkvovor: Trinidad is often regarded as the best they've ever seen. Although the pace slowed down a few points, it was very interesting to watch from beginning to end.

## Twists

* **Early Merge:** The merge occured on Day 16 with 13 players remaining.
* **Late Jury:** Despite the merge being on Day 16, the Jury did not begin until Day 19
* **Final Tribal Council:** The 3 finalists will face a Jury of 9
Non-Oxygen Breather

**Value:** 2CP per rank

You respiratory system processes something other than oxygen. In Earth-like environments, you require a filtration system or portable atmosphere supply, as well as a sealed private refuge away from Earth-standard atmosphere. You can decide what you *do* breathe. This Comp is incompatible with the Need Not Breathe power.

**Rank 1 (2CP):** Normal nitrogen-oxygen earth air is inert gas for you. Breathing it causes no toxic distress, but you can smother in it the same way a human can smother in carbon dioxide. Apply drowning rules if you find yourself in an oxygen atmosphere without a filtration mask (same purchase DC as a gas mask) or holding your breath.

**Rank 2 (4CP):** Oxygen is a metabolic poison to you. Exposure to oxygen atmosphere (once you stop holding your breath) counts as a poison attack, save DC 18, 1d6 Constitution damage for round of exposure. Thus, you suffer both asphyxiation and poison effects at once. Ability damage lingers if you survive the asphyxiation effects.

**Rank 3 (6CP):** Oxygen is a virulent metabolic poison to you and an irritant to your mucous membranes. You must not allow any part of your face or respiratory system to come into contact with it. Even momentary exposure to oxygen (regardless of whether or not you hold your breath) counts as a poison attack, save DC 20, 1d6 Constitution damage for round of exposure. Exposing your eyes requires a Fortitude save DC 20. If you fail, you are blinded for as long as you're exposed to oxygen, and for another 1d6 rounds afterwards. You must make these saves versus poison every round until you leave the oxygen or start taking damage from it.
Oh yeah yeah, oh yeah yeah!

**Oh yeah yeah, oh yeah yeah!** is the third episode of *Hinkvovor: Senpau*.

## Challenges

**Reward Challenge:** Relay: First to type out the relayed word wins a reward

**Winner:** Blenda.

**Immunity Challenge:** Guess Who: Teams will play a simple game of guess who, the first team to win 3 games will get immunity

**Winner:** Clodo.

## Trivia

* The episode was named after John's quote
Epic 1337

[Tongue-In-Cheek] [Combat]

**Prerequisites**: Base Attack +5, 1337 Ph347

**Benefit**: Any attempt to Pwn you that would normally hit instead triggers an opposed level check between the Pwner and the Leet. The loser of this opposed check takes 1d4 morale damage per point of difference between the rolls. It's epic spank or epic fail, but either way, the screenshots will end up on the forums.
Blazing Charge

[Combat]

You have perfected the delicate art of running straight at your opponents while screaming at the top of your lungs and pulling the trigger as fast as you can.

**Prerequisites:** Dex 13, Dodge, Mobility, Point-Blank Shot, Shot on the Run

**Benefit:** If you have a firearm in hand, you can execute a full-attack while charging. At the beginning of a Blazing Charge, you must have at least 4 shots/bullets left in your firearm, and at the end of it, you deplete them all, regardless of how many times you actually attacked.

You make all your iterative attacks, just like a normal full-attack, but you make them along the line of your charge. You can, therefore, choose where to make your attacks from, although you have to make them in order, of course. You take -2 to attack and -4 to  AC until the beginning of your next turn.

If you strike a target or miss them by 5 points or less during your Blazing Charge, then those targets must make Will saves (DC 15) or be shaken for 1d4 rounds.
Hero's Code

There are some things that you just won't do (see below). In moments of drastic need, you can attempt to over-ride your Hero's Code. The GM will set a DC for doing so (at least 20). However, if you go back to this well too often, the GM is perfectly within her rights to increase the Will save by *large* numbers. If you take this Comp, you have to play along.

This Comp is modular. You can take any or all of its Modes.

**Mode: Fair Play**

> **Value** : 4CP
>
>

> You refuse to flank in combat, shoot anyone in the back, take opponents unaware, or attack anyone lying prone. This comp is incompatible with the Dirty Fighter Feat and precludes you ever making Sneak Attacks.
>
>

**Mode: Honesty**

> **Value**: 2CP
>
>

> You may not place any ranks in Bluff or Gambling. You absolutely refuse to tell lies except in the most dire circumstances?even to "bad guys"?or to exaggerate, gamble, or lie on behalf of others. You can still conceal your non adventuring identity or identities. That kind of lying just doesn't count for superheroes. This Comp is incompatible with any Feat that improves your Bluff or the Gambling skill.
>
>

**Mode: Law and Order**

> **Value:** 4CP
>
>

> Even if you are a costumed vigilante, you have the utmost respect for the letter of the law and balk at pushing its boundaries too far. Your view yourself as a "forward element" of uniformed law enforcement and prefer to turn matters over to the legitimate authorities as soon as possible. You refuse to pick locks, break and enter, interrogate suspects without turning them over to the police first, commandeer vehicles or property from ordinary citizens, etc. Basically, if it involves anything more than patrolling and confronting criminals or villains engaged in obvious acts of mischief and mayhem, you can't do it.
>
>

**Mode: Loyalty**

> **Value:** 4CP
>
>

> You are incapable of abandoning a friend or ally, even if it would make sense to do so, even in foolish or suicidal conditions. Come Hell or high water, you fight side-by-side with your friends and will die doing so if that’s what fate decrees. You are rarely the one that goes running for help.
>
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**Mode: Mercy**

> **Value**: 4CP
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> You do not kill, ever, even in the pursuit of the greater good. You cannot intentionally kill another person, nor allow another person to die when your actions could save them. Even an accidental death in which you're involved will *feel* like your responsibility.
>
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**Mode: Extreme Mercy**

> **Value:** 4CP
>
>

> In addition to Mercy, you have extreme difficulty dealing with the guilt caused by a death that you think you could have prevented. If you accidentally cause or fails to prevent a death (provided you realistically could have done so), you lose all of your Action Points as a reflection of your anguish.
>
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Pressure-Point Attack

[Combat]

You can strike painful nerves with great skill.

**Prerequisites**: Dex 13, Improved Unarmed Strike

**Benefit:** You can make a Pressure-Point Attack instead of an unarmed strike. If you hit, you inflict a -1 penalty to your target's attack rolls and a -2 penalty to their  AC. These effects last 1d6 rounds but cause no other damage. Multiple pressure point attacks can cause cumulative penalties. You can make only one Pressure-Point Attack per round. The target of a Pressure Point Attack must have discernible humanoid anatomy and physiology. Anyone with an armour or natural  AC bonus higher than +6 is immune to this feat's effects.
Parley

[Tongue-In-Cheek] [Verbal]

Have a lively conversation while on the move.

**Prerequisite**: Charisma 13

**Benefit**: You can use a verbal action/feat while you execute a move action or full-round action that includes only movement (e.g., Run). For example, you can attempt to Bluff while moving your full Speed or a full-round Diplomacy check while Running.

**Special**: This feat is incompatible with the Monologuer Comp.
Sleeper Hold

[Combat]

You can put opponents to sleep with your grip.

**Prerequisites**: Str 15, Improved Unarmed Strike, Improved Grapple

**Benefit**: If you have successfully initiated a grapple, you can declare that you are beginning a Sleeper Hold. On your next turn, you inflict 1d6 NL, and on the next turn after that, 2d6, until either your opponent breaks the grapple or falls unconscious. You can perform a Sleeper Hold only on creatures with discernible anatomy whose neck is small enough that you can get your arms around it.
Greater Manyshot

[Combat]

You are skilled at firing many arrows at once, even at different opponents.

**Prerequisites:** Dex 17, BA+6, Point Blank Shot, Rapid Shot, Manyshot

**Benefit:** When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.
Hinkvovor: Florida

**Hinkvovor: Florida** - Brain vs. Brawn vs. Beauty is the 4th season of Hinkvovor

Releasing to a large success, Hinkvovor: Florida proved to be an outstanding season. Notable for a dynamic merge and interesting players, this season lives on to be one of the greatest.

## Twists

* **Brains vs Brawn vs Beauty:** Teams will be divided by their qualities of life in a battle of the ages!
* **Hidden Immunity Idols:** Hidden Immunity Idols are hidden in each camp for anybody to find
Onomatopoeia

[Tongue-In-Cheek] [Verbal]

Biff! Pow!

**Benefit:** If you (both you at the table, and you, your character) can yell an appropriate onomatopoeia while you roll your attack dice (Wham! Bonk!), you can grant yourself an Awesome bonus +4 to your damage roll. (Kronk! Slam!) You can use this feat three times per session, and you have to yell a different onomatopoeia each time (Zing! Kablamo!). If you repeat an onomatopoeia and anyone at the table notices, you instead take a Bogus -4 penalty to damage.
Burst Fire

[Combat]

**Prerequisites:** Wisdom 13, Proficiency: Firearms

**Benefit:** When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage. Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.

**Normal:** Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

**Special:** If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.
Field Commander

[Combat]

You can bark orders on the battlefield.

**Prerequisite**: Cha 15

**Benefit**: On your turn, as a swift action, you can reposition your teammates. You do this by barking out an order or yelling some last-minute, life-saving advice, whatever you'd be more likely to do. You can take this feat multiple times. Each time, it increases the number and distance you can reposition people.

1. 1 teammate, 5 ft. reposition (1 square).
2. 2 teammates, 5 ft. reposition (1 square).
3. 3 teammates, 10 ft. reposition (2 squares).
4. 4 teammates, 10 ft. reposition (2 squares).
5. 4 teammates, 15 ft. reposition (3 squares).
Sprint

[General]

You can channel your inner cheetah.

**Prerequisite**: Run

**Benefit:** You can add a number of feet equal to your Strength *or* Dexterity modifier (player's choice, permanent choice) to your speed for 1 round at a time. Every round you Sprint, you must make a Constitution check, starting at DC 10 but increasing +2 every round. If you fail the check, you cannot Sprint again for a number of rounds equal to the number of rounds you spent Sprinting, but you can still Run or take a double-move action.
Pwned

[Tongue-In-Cheek][Combat]

You like sneaking up on noobs.

**Prerequisite**: Stealth 5 ranks

**Benefit**: You can make a Pwned attack against anyone who fails an Observe check to notice you, or is otherwise unaware of your presence. Pwned attacks grant an extra morale bonus +1d4 to damage because who doesn't love laying the smack on a loser noob?
Reputation

Reputation is used to determine whether another character (a GM character) recognizes a character. Those who recognize the hero are more likely to help the hero or do what he or she asks, provided the reputation has a positive connotation to the character who recognizes the hero. A high Reputation bonus also makes it difficult for the hero to mask his or her identity.

Most of the time, a hero doesn't decide to use his or her reputation. The GM decides when a hero's reputation can be relevant to a scene or encounter. At the moment it becomes relevant, the GM makes a Reputation check for a GM character who might be influenced in some fashion due to the hero's fame or notoriety, as detailed below.

### Fame and Infamy

Most characters with a high Reputation bonus (+4 or higher) are considered well known within their profession or social circle. Whether this has a positive or negative connotation depends on the point of view of the person who recognizes the hero.

When a character has a positive opinion of a hero's reputation, the hero is considered to be famous by that character. Fame, when recognized, provides a bonus to certain Charisma-based skill checks.

When a character has a negative opinion of a hero's reputation, the hero is considered to be infamous by that character. Also, at the GM's option, a hero might be considered infamous in certain situations due to events that have transpired in the campaign.

Infamy, when recognized, provides a penalty to certain Charisma-based skill checks.

### Using the Reputation Bonus

Whenever the GM decides that a character's reputation can be a factor in an encounter, the GM makes a Reputation check (DC 25) for the GM character involved. A Reputation check is 1d20 + the hero's Reputation bonus + the GM character's Int modifier. (Some Knowledge skill modifiers might apply instead of the Int modifier, if the hero would be well known in the field covered by the Knowledge skill.) Modifiers to the Reputation check depend on the hero and the GM character in question, as shown below. Note that if the GM character has no possible way of recognizing a hero, then the Reputation check automatically fails.

If the GM character succeeds at the Reputation check, he or she recognizes the hero. This provides a +4 bonus or a -4 penalty on checks involving the following skills for the duration of the encounter: Bluff, Diplomacy, Gather Information, Intimidate, and Perform.

### Situation

 GM character is part of the hero's professional or social circle
 The hero has some small amount of fame or notoriety

The GM must decide that a character's fame or infamy can come into play in a given situation to make a Reputation check necessary. A character who doesn't know, or know of, the hero can't be influenced by his or her reputation.
Drive-By Attack

[Vehicles]

**Benefit:** The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.

**Normal:** When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.
Improved Sucker Punch

You really know how to smack people before they're ready

[Combat]

**Prerequisites:** BAB +6, Brawl, Sucker Punch

**Benefit**: As Sucker Punch, and your critical multiplier increases by x2 (i.e., one multiplier).

**Special:** This feat has been changed from "Improved Knockout Punch" in order to more accurately reflect its true function.
Amphibious

[Trait]

**Cost**: 4CP

You can breath under water indefinitely and gains a swim speed of 10 ft. The water does not have to be totally pure, but it must be actual water, not just any liquid. Any poisons or toxins in the water travel into your bloodstream instantly, as if you had swallowed them.

## Limitations

**Limitation**: Aquatic

> **Value**: 1CP
>
>

> You must breath water most of the time. You can survive outside of the water for a number of hours equal to your Constitution modifier (minimum 1), but after that, you must spend an equal number of hours breathing water. Otherwise, you start to suffer from asphyxiation.
>
>
Mighty Lifting

[Trait]

**Cost**: 2CP per multiplier

You can lift and carry much more weight than your Strength score would normally allow. Every rank in this power increases your load, lift, and drag values by 100%. In game terms, it adds a x2 multiplier to them. One rank in the power is x2, two ranks is x3, three ranks is x4, etc. The light load for Strength 20, for example, is 133 pounds. With two ranks in *Mighty Lifting*, it would increase to 499 pounds (133lbs x3). This power increases your loads for all game purposes, including attacking with over-sized objects (see Chapter 8: Combat and Movement). It has no other affect on your Strength, such as attack and damage bonuses.
Equipment Cache

[Tongue-In-Cheek][General]

You were a Boy Scout in a former life.

**Prerequisite:** Plot Device

**Benefit**: When you're in your home territory (usually a city), you can spend an Action Point to remember that you miraculously thought ahead and stowed a cache of supplies 1d6 blocks away (down an alley, under a dumpster, etc.). The cache can contain any or indeed all of the following items:

* spare clothes (a superhero costume or regular clothes, nothing that grants a  AC bonus)
* money (a wad of cash, a spare credit card, etc.; grants +1d4 Wealth for the remainder of the session) ammunition (1d4 mags, bundles of arrows, Supertech batteries, whatever is appropriate to your weapon) food and water (enough to feed you for a day)
* one Plot Device

If you are outside of your home territory, your GM *might* allow you to spend 2APs to have a cache nearby (in a tree, under an overpass, etc.). In a truly exotic location (inside a villain's lair, on the Moon, etc.), and if you ask *really* nicely, your GM could be on enough antihistamines to allow you to spend 3APs to have a cache nearby.
Monologeur

**Value**: 3CP per rank

You can't help but **make a little speech whenever you're about to do something important**, even in combat. "Something important" includes, but is not limited to: starting combat (every time); activating a device or machine that would, in theory, end a fight or accomplish your over-all goals (i.e., a "master plan"); or delivering what looks to be the final blow to an *almost* subdued opponent. When this happens, you must **make a Wisdom check or spend one Standard action monologuing** about

the situation you're in. For the purposes of role-play, it's best if you actually make a little speech (and that is half the fun of this comp, isn't it?).

The most common form of monologuing is when you explain, in dramatic detail, exactly what you're doing and why, which often gives your enemies *just* enough time to stop you. Other options include: gloating about how they couldn't possibly stop your plans from completion (once you push this button right here) or telling them how their many mental deficiencies have kept them from stopping you (until now).

GMs have final say as to what triggers a monologue, and they are perfectly within their rights to trigger one outside of combat as well, but **it is ultimately up to you to voluntarily make monologuing checks**. If you or the GM determine that you should have made a check but didn't, you automatically fail the next one.

This comp is obviously most common among villains, specifically Masterminds, but Champions are also prone to stopping in mid-fight to preach to the enemy about the virtues of ethical behaviour or physical fitness, and more playful heroes might think it's worth the time spent to sling clever insults at the bad guys.

**NB**: This Comp requires some vigilance, and therefore attention and energy, on the part of your GM. Ask him or her before taking the Comp.

**Rank 1 (3CP)**: Wisdom DC 15

**Rank 2 (6CP)**: Wisdom DC 20

**Rank 3 (9CP)**: Wisdom DC 25
Surface Vehicle Operation

[Vehicles]

**Prerequisite:** Drive 4

**Benefit:** Select a class of surface vehicle (heavy wheeled, powerboat, sailboat, ship, or tracked). The character is proficient at operating that class of vehicle.

The heavy wheeled class includes all kinds of semi-trucks and tractor-trailers, as well as wheeled construction vehicles (such as earth movers) and wheeled armoured vehicles (such as some armoured personnel carriers). Powerboats are engine-powered water vessels designed for operation by a single person and usually no more than 100 feet in length. Sailboats are wind powered water vessels. Ships are large, multi-crewed water vessels. Tracked vehicles include bulldozers and tanks and other military vehicles.

The character takes no penalty on Drive checks or attack rolls made when operating a surface vehicle of the selected class.

**Normal:** Characters without this feat take a -4 penalty on Drive checks made to operate a surface vehicle that falls under any of these classes, and to attacks made with vehicle weapons. There is no penalty when you operate a general-purpose surface vehicle.

**Special:** A character can gain this feat as many as five times. Each time the character takes the feat, he or she selects a different class of surface vehicle.
Glasses of Disguise

[Tongue-In-Cheek][General]

You can hide behind a pair of specs.

**Benefit** : By wearing a pair of glasses in your everyday life and not wearing them in your superheroic persona, or vice-versa, you get the equivalent benefit to wearing a Full-Face mask when you're in costume (DC 25 to recognise you, see Secret Identities) and no mask in your everyday life. After all, you couldn't possibly be the same person; one wears glasses and the other one is a *superhero*.
Catfall

[Trait]

**Cost**: 2CP per 30 ft. of falling

For every rank in this power, you can ignore up to 30 feet worth of falling damage. You must either deliberately jump down from a height or make a Reflex check (DC 15) on an involuntary fall to use this trait. When you hit the ground, you are flat footed, and probably hunkered down on one knee, all heroic like, with little cracks in the pavement under you, and stuff.
Environmental Combat Speciality

[Combat]

You are trained to fight in a specific environment.

**Prerequisites**: BAB +1

**Benefit:** Select one environment from the following list:

* Arctic
* Desert
* Forest (Temperate)
* Jungle
* Mountain
* Ocean
* Outer Space
* Subterranean

In that environment, you get a competence bonus +1 to attack and a dodge bonus +1.

**Special** : You can take this feat multiple times. Every time, it applies to a new environment.
Cloak Dance

[Combat]

You are skilled at using optical tricks to make yourself seem to be where you are not.

**Prerequisites:** Hide 10, Perform (dance) 2

**Benefit:** You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.
Double Tap

[Combat]

**Prerequisites:** Dex 13, Point Blank Shot

**Benefit:** When you use a semiautomatic firearm with at least two bullets loaded, you can fire two bullets as a single attack against a single target. You receive a -2 penalty on this attack, but deal +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.
Resist Fatigue

[General]

You keep going and going and going...

**Prerequisites**: Con 15, Endurance

**Benefit**: Once per session when you would ordinarily become fatigued, you can instead totally ignore the fatigue-causing effect. If it arises from a situation from which there is no immediate relief (thirst, starvation, etc.) then using this feat will delay the onset of fatigue by four hours.
Cause Blindness

[Power]

**Cost**: 8CP

**Activate**: 1PP; use-activated (touch attack)

**Range**: touch

**Save**: Fortitude (negates), Charisma-based

You can cause your target to become temporarily blind with a touch. To use this power, spend the activation cost and make a mêlée touch attack. The target can then make a Saving Throw to avoid being blinded. In addition to the obvious effects, a blinded person automatically fails Observe checks related to sight, suffers a 50% miss chance in combat (all opponents have full concealment), loses any Dexterity bonus to  AC, grants a +2 bonus to attackers' attack rolls (they are effectively invisible), moves at half speed, and suffers a -4 penalty on most Strength- and Dexterity-based skills. The effect of this power lasts for 1d6 rounds. If you use it again on an already blinded victim, it will last 1d6 rounds from that time. The durations are not cumulative.

## Enhancements

**Enhancement:** Tougher Save

> **Cost:** 2CP per rank (+1 to save DC)
>
>

> For every rank in this power, increase the save DC by +1 to a maximum of 10 ranks.
>
>

**Enhancement**: Extended Duration

> **Cost**: 3CP per rank (1d6 rounds)
>
>

> The duration of the *Blindness* extends by an additional 1d6 rounds for each rank in this enhancement. You can take this up to four times, for a maximum duration of 5d6 rounds.
>
>

**Enhancement**: Ranged Use

> **Cost**: 3CP per rank (30 ft. range)
>
>

> You can now use *Cause Blindness* at a range of up to 30 feet. Instead of a mêlée touch attack, you must make a ranged touch attack. The victim gets a save as usual. For every rank in the enhancement, you get another 30 ft. to a maximum of 5 ranks (150 ft.)
>
>
Bad Shot

**Value:** 2CP

You **cannot take any proficiency or feats** that pertain to ranged weapons, including firearms, non-ballistic projectiles, or thrown weapons. Because of this non-proficiency, you take a -4 penalty on all ranged attack rolls.

**Special:** This Comp is incompatible with Amazing Accuracy.

## Additional Comps

**Additional Comp:** Worse Shot

> **Value**: 1 CP / rank
>
>

> For every rank in this Additional Comp, you take an additional -2 to hit when using firearms. You take take this Additional Comp up to three times, for a total penalty of -10.
>
>
Cape Misdirection

[Tongue-In-Cheek] [Combat]

You can hide within the flowing folds of your own cape.

**Prerequisite:** a billowing cape or cloak

**Benefit** : As a swift action, you can whip up your cape in such a way that it hides the exact shape of your body; this action grants you Concealment (20% miss chance) against mêlée and ranged attacks. You can declare your intention to use Cape Misdirection at any time during combat, and you can effectively "leave it on" as long as you keep moving. You never stop moving in combat, so you can leave it on the entire time, but if you do stop for any reason, you have to drop it. You cannot use Cape Misdirection if, for any reason, you are denied your Dexterity bonus to AC.
Distance Knockback

[Combat]

Your knockbacks *really* send people flying.

**Prerequisite** : Str 25, Power Attack, Improved Knockback

**Benefit**: Your knockbacks throw your targets a number of squares equal to 1/5th your damage roll (i.e., the total damage, in feet).

**Normal:** Knockback causes victims to be flung a number of squares equal to 1/10th the damage of the knockback attack (i.e., a number of feet equal to half the damage).

**NB:** You can apply this feat to the power Energy Attack if you take the Knockback enhancement. You do not need Power Attack or a Strength score of 25.
Heroic Intervention

[Combat]

You are great at taking hits meant for others.

**Prerequisites:** Dex 13

**Benefit:** Once per round, you can instantly switch places with any medium- or large-sized person directly adjacent to you (i.e., within five feet) specifically in order to take the damage from a successful attack meant for that adjacent person. You must invoke this feat after the GM or player announces the successful hit but before they announce the damage. You *will* be hit by the attack you intercept because that's how you're keeping it from hitting the other person. Using this feat requires a swift action. You cannot use this feat flat-footed.
Plot Device

[Tongue-In-Cheek]

Where *do* you get those wonderful toys?

**Benefit**: Once per session, you can dig into your pockets and find a single, extremely **useful mundane tool or device** that you happen to need at the time: an electronic lock-pick, a grappling hook gun, a rebreather, a compact motorcycle repair kit, etc. It can be up to **$500**. For the remainder of the session, you have that specific device, but by the next session, it can be anything again. Invoking the Plot Device does not require a purchase roll and it does not affect your Wealth score because you had it the whole time (wink, wink).

You can take this feat **up to three times**. Each time, you get one more plot device per session.
Protected Identity

**Cost:** 1CP per rank

You have taken extraordinary steps to ensure that one or more of your identities is totally unconnected to the other(s). You can come up with whatever explanation you wish. You can take this Ad multiple times, either to upgrade your Protected Identity to Rank 2, or you can apply it to a Alternate Identity.

**Rank (1CP):** The DC of any and all skills associated with uncovering a connection between one of your identities and any other(s) you might have **increases by +15**. An investigator must have solid, convincing evidence that the identities in question are in any way connected in order to ignore the DC increase, and that evidence must come from a direct blunder on your part, such as running around town with your mask down or calling your boyfriend "snooky bunny" in public.

**Rank 2 (2CP):** The DC of any and all skills associated with uncovering a connection between one of your identities and any other(s) you might have **increases by +30**. An investigator must have solid, convincing evidence that the identities in question are in any way connected in order to ignore the DC increase, and that evidence must come from a direct blunder on your part, such as running around town with your mask down or calling your wife "sugar lips" in public.
Light Sensitive

**Value:** 1CP per rank

You have an aversion to bright light, especially sunlight. Whenever exposed to light of equivalent brightness to full daylight without the benefit of eye protection, you suffer a -1 penalty to all skill checks and saving throws. You can take this Comp up to 6 times. The effects stack.

If the effects of this comp can not be cancelled using eyewear increase it's value by 50% (round up).

## Additional Comps

**Additional Comp:** Vulnerable to Sunlight

> **Value:** 2CP per rank
>
>

> When directly exposed to bright sunlight, you suffer 1 HP of damage per round per rank in the Additional Comp. Sunlight bypasses your DR, if any. Only a fully opaque barrier, including clothing but not including thick make-up, can protect you from this damage. You can take this Additional Comp multiple times. The effects stack.
>
>

> (**NB**: "Clever" players who take many ranks in this Comp and then contrive a way to never *ever* risk exposure to sunlight should expect their GMs to contrive even more cleverer ways to expose them to it at every turn.)
>
>

> You can take this Additional Comp as well as Vulnerable to Light. The effects stack. If exposed to artificial light, you take damage from Vulnerable to Light. If exposed to Sunlight, you take damage from Vulnerable to Light and from Vulnerable to Sunlight.
>
>

**Additional Comp:** Vulnerable to Light

> **Value:** 4CP per rank
>
>

> When directly exposed to bright light, you suffer 1 HP of damage per round per rank in the Additional Comp. Sunlight, as oppose to artificial light, bypasses your DR, if any. Only a fully opaque barrier, including heavy cloth but not including thick make-up, can protect you from this damage. You can take this Additional Comp up to 6 times. The effects stack. (NB: see Vulnerable to Sunlight above re: "cleverness.")
>
>

> You can take this Additional Comp as well as Vulnerable to Sunlight. The effects stack. If exposed to artificial light, you take damage from Vulnerable to Light. If exposed to Sunlight, you take damage from Vulnerable to Light and from Vulnerable to Sunlight.
>
>
Greater Vehicle Focus

[Vehicles]

You have an instinctive rapport with your vehicle of choice.

**Prerequisites**: Drive 5 ranks, Vehicle Focus

**Benefit**: As Vehicle Focus, with another +1 to both skill checks and  AC bonus (total +2).

**Special:** You can take this feat multiple times. Each time, it applies to a make and model that you selected for Vehicle Focus.
Control Anything

[Vehicle]

You can drive, fly, or pilot just about anything.

**Prerequisites:** Surface Vehicle Operation, Drive 4 ranks *or* Pilot 4 ranks.

**Benefit**: You can now operate any vehicle as if you were trained. This includes any vehicle that can be controlled by a single pilot, even things as esoteric as flying saucers and anti-grav speeders.

**Normal**: Ordinarily, driving or piloting a strange vehicle counts as a "trained action," so you cannot attempt it without the appropriate skill.
Cold-Blooded

**Value:** 4CP

Your circulatory system has difficulty maintaining its essential core temperature on its own. You must spend at least one hour (preferably more whenever possible, but one is sufficient) out of every twenty-four basking in a heated environment, under a strong sun, or against a heated object. If you don't, you suffer a -2 penalty to Strength, Dexterity, and Wisdom until you can to do so again. These penalties stack every 24 hours, starting 24 hours after the last time you were in a heated environment. If any of your abilities reaches 3, you fall into a comatose state. If they all reach 0, then you die.

This Comp is *not* incompatible with powers or special abilities that render the character resistant to damage from cold-based sources. However, such resistances will not change the affects of the Comp.
Last Desperate Trick

[General]

You always have one last card up your sleeve.

**Benefit:** This feat allows you to use any single class ability, special ability, or feat ability again after you have used it the maximum number of times per day or session. You can also use any class feature that normally requires that you spend an Action Point without expending one.

**Special:** You can use this feat only once per day. It does not allow you to use an ability that requires PPs.
Sidekick (ad)

**Cost**: 4CP per rank (special)

You have a loyal lieutenant who aids your fight against the evils of the world. This Sidekick probably has powers and a persona that match yours, but not necessarily. The Sidekick can be a youthful ward, a romantic partner, a robot you built yourself, or anything else you can think of that fits the stats available.

The CP cost of a Sidekick depends on your Character Level. You pay **4CP per *your* levels and you get a Sidekick who always has ¾'s your Levels and CPs**. Use the table below for reference as to when the sidekick levels up. If you stop paying 3CP when you level-up, then your Sidekick stops progressing as well. You can resume paying for your Sidekick any time you like.

**You can choose your Sidekick's classes and spend their CPs any way you like.** When you create them, you follow all of the same rules as a when you create your own character. You can choose any class for the Sidekick, not just the actual Sidekick class, although a Mastermind or a Champion might be hard to role-play (but not impossible). They get 10CP per level, just like any other PC.

Most of the time, you play your Sidekick as if they were another character, making decisions on their behalf, speaking for them, and so on. The GM does, however, reserve the right to step in from time to time and play your Sidekick for you if the story calls for it. For example, if you send your Sidekick off on a mission and they get kidnapped, the GM might take over from that point in order to preserve the mystery.

**If your Sidekick dies, you must spend the rest of that gaming session and the next two sessions in mourning.** After that time has passed, you may, at the beginning of the third session, respectfully announce that you have found a new Sidekick, a different person who has nearly the same abilities (with some leeway if the GM permits) and a variation on the same costume. For the sake of role-play, this new Sidekick might behave as if they were less loyal or less dedicated to your cause because of the death of the previous Sidekick, but you can play them basically the same as the old Sidekick.

**Enhancement:** Sidekick Reincarnation

> **Cost**: 3CP
>
>

> If your Sidekick dies, instead of replacing them with exactly the same character, for a one-time fee of **3CPs, you can redesign a new Sidekick** with the same number of levels and Character Points as the last one. This Sidekick is a new person with a new history, but takes on the persona of the old one.
>
>
Sliding Shot

[Combat]

You can slide across the ground and just keep shooting!

**Prerequisites**: Dex 13, Dodge, Point Blank Shot, Mobility, Shot On The Run

**Benefit:** As part of a full attack action, you can slide or roll along the ground up to half your normal movement distance while taking a full-attack action with a firearm or firearms. You are prone for the duration of this manoeuvre and remain so at the end of it ( AC +4 vs. ranged attacks,  AC -4 vs. melee attacks). You do not trigger attacks of opportunity when you use this feat.

**Special**: Improved Prone Fighting and Light Footed do, indeed, combine with this feat. If you had both feats and executed a Sliding Shot, your  AC during the action would be +1 against ranged attacks and -1 against mêlée attacks, and you could stand up without provoking an attack of opportunity. Pretty sweet, eh?