Optional Rule: Power Shifts

Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding trains, and cobble together interdimensional gateways in a few hours. It’s tempting to say that such characters are stronger, faster, or smarter, so they should have higher Might, Speed, or Intellect Pools. However, simply bumping up stat Pools or Edge doesn’t fully represent this dramatic increase in power. Instead, consider using an optional rule called power shifts.

In the world of Vigilantes And Tragedies, all the strongest heroes of the universe are gone, or if they aren’t gone they’re busy dealing with greater issues than what a PC would be focusing on. As such, typical superhero PCs get two or three power shifts, depending on the circumstances of the campaign rather than the intended five in the core rulebook.

Power shifts are like permanent free levels of Effort that are always active. They don’t count toward a character’s maximum Effort use (nor do they count as skills or assets). They simply ease tasks that fall into specific categories, which include (but are not necessarily limited to) the following.

Accuracy: All attack rolls

Dexterity: Movement, acrobatics, initiative, and Speed defense

Flight: The character can fly a short distance each round; each additional shift increases this speed (whether the flight comes from a power shift or a character ability) by one range category (long for two shifts, very long for three shifts)

Healing: One extra recovery roll per shift (each one action, all coming before other normal recovery rolls)

Increased Range: Increases the range of one ability or attack. A touch-range ability (such as Shock) increases to short range, a short-range ability increases to long range, and a long-range ability increases to very long range

Intelligence: Intellect defense rolls and all knowledge, science, and crafting tasks

Power: Use of a specific power, including damage (3 additional points per shift) but not attack rolls

Prodigy: Give up a lower-tier ability to get a higher-tier ability

Resilience: Might defense rolls and Armor (+1 per shift)

Savant: Two specific skills (other than attacks, defenses, or a special ability), such as history, perception, or persuasion

Single Attack: Attack rolls and damage (3 additional points per shift) for one specific kind of attack, such as pistols, kicks, or Thrust

Strength: All tasks involving strength, including jumping and dealing damage in melee or thrown attacks (3 additional points of damage per shift) but not attack rolls

If a PC wishes to gain further Power Shifts, then they can do so by spending 10xp per Power Shift.

Optional Rule: Cosmic Powers

Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.