[Types]
(Rank 2)
You’re more than human. Something made you that way—your abilities might be due to cutting-edge cybernetics; a freak accident, such as exposure to exotic energies or chemicals; an experimental serum or genetic therapy, unlocking latent potential or rewriting your very DNA; an alien artifact or mystical ancient relic; or something else. Whatever the source of your enhancement, your abilities allow you to perform feats that are impossible for normal people.
Your abilities include those that lend themselves to combat, which means that a team-up with others usually has you among those taking the brunt of any hostilities, protecting allies whose enhancements aren’t quite as fearsome as your own.
Your unarmed attacks (such as punches, kicks, elbows, or knees) inflict an additional 2 damage.
When your damage-dealing attack roll is 17 or higher, you deal +1 damage with the attack. If you roll a 19 or 20, you inflict the extra damage regardless of whether you choose to deal additional damage or take a special minor or major effect.
If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach as an extra action on your turn. You can use this ability with melee attacks and ranged attacks.
Whenever an ability grants a choice between two Pools, each time you use that ability you can decide which of those two Pools to spend your points from. You can’t split the cost between both Pools.
An attack made as an extra action on your turn counts as a separate action for the purposes of modifying them with Effort.
Choose one Pool: Might, Speed, or Intellect. For tasks using your chosen Pool, add your rank to the amount of Effort you can apply, allowing you to apply additional levels of Effort to tasks in that Pool.
In addition, you can choose to push yourself so hard that you take a moderate wound in exchange for two free levels of Effort you can apply to tasks in your chosen Pool (as long as this doesn’t push you past your Effort limit for that Pool).
Finally, add your rank as a bonus to your recovery, with those points going only into the Pool you have chosen.
By using Effort and free levels of Effort, higher-tier superhero characters can easily hit he game’s normal limit for six levels of Effort on any task. The Superheroics ability adjusts this limit upward so the ability remains useful at higher tiers. In effect, superhero characters have three different Effort limits (one for each Pool) instead of just one.