Ads & Comps

Advantages and Complications, Ads and Comps for short, are little extras that aren't quite feats and certainly aren't powers, but nevertheless have a real effect on your life. Where feats usually indicate some skill or ability that you possess, **Ads can be material, like an indestructible costume, or extremely ephemeral, like a boost to your good name.**

**Comps are things that make your life a little more complicated**, as their name implies, but not necessarily flaws or hindrances**.** A dependant family member or loved one, for example, complicates your life, as does a strong dislike of guns. Neither of these things are *bad*. They just make being a superhero a little tougher. **Ads cost CPs and Comps grant CPs.**

You must clear your Ads and Comps with your GM because some, specifically the Comps, might simply not *complicate* your life enough in a particular game setting or under a certain style of play. Forsworn From Firearms, for example, complicates your life only if you live in a country in which firearms are commonly available and legal. Similarly, if your GM runs a light hearted, high-fantasy game, then it may be the case that nobody uses firearms to begin with. Similarly, in a game set in a small, urban area, Bad Driver might not mean much because you don't do any driving at all.

Many Ads/Comps are **purchased on a per-rank basis**. The cost per rank is listed in the description, and the *total* costs are listed next to the rank description. For example, 3 ranks in Ally is 6CP (2CP per rank). Ads and Comps also have enhancements or Additional Comps, which you purchase separately, over and above the cost/value of the Ad or Comp itself.

## Comps Rules

**In a standard game, you cannot take more than 3CP worth of Comps per level (thus, 12CP at character creation)**, but your GM can choose to lift that maximum as she sees fit. Similarly, **you can take new Ads/Comps at every level-up**, provided that you can supply a suitable explanation for how these things suddenly appeared in your life. Ideally, these new Ads/Comps will result from experiences you've actually had, in-game, such as developing a Phobia, building a Lair, or undergoing a radical physical change that results in a Power Redistribution. If, in the normal course of the game, you *acquire* something that functions like a Comp, such as a Nemesis, then you are within your rights to ask the GM if you can receive compensation for it in the form of CPs. The GM might say no, but you are entitled to ask.

You can **buy off Comps with CPs** as part of the process of levelling-up. Buying off a Comp costs the value of the Comp plus 1CP for every 4CP of its value, to a minimum of 1CP extra (i.e., value of the Comp plus 25%, rounded up). A 6CP Bane costs a total of 8CP to remove, for example (see table, below).

Buying Off Comps
 13CP to 16CP | Value + 4CP

A word of warning, **do not turn the Comps Table into a shopping trip.** Comps aren't here to give you bonus CPs. They're here to give you an in-game balancing factor against a character trait that you chose in order to make your character more interesting. If you take a Comp knowing that it won't have an effect on how you play the game, then it's not a "complication" and you shouldn't have taken it. At the very least, you shouldn't be rewarded for it.