Accelerated Metabolism | 3 JP per level | The superhero needs a lot food and sleep. |
Age | 2 JP | The superhero is a teenager or just past middle age. |
Animal Antipathy | 1 JP per level | Animals just don't like the superhero. |
Bad Driver | 2 JP per level | Vehicles just don't like the superhero. |
Bad Luck | 3 JP per level | The superhero is extremely unlucky. |
Bad Shot | 2 JP per level | The superhero sucks with ranged weapons. |
Bane | varies | The superhero has his own, personal kryptonite. |
Bizarre Area Effect | 2 JP per level | Something's different about the superhero. |
Calling Card | 2 JP | The superhero always leaves his mark. |
Chemical Dependency | 2 JP per level | The superhero needs a chemical to function. |
Chemical Vulnerability | 1 JP per level | The superhero is bad at resisting chemicals. |
Cold-Blooded | 2 JP | The superhero needs heat to keep moving. |
Dependent | 2 JP per level | The superhero has people he has to protect. |
Diurnal Power Cycle | 4 JP | The superhero's powers function only at night/day. |
Dramatic Activation | 2 JP | The superhero's powers requires a power word or gesture. |
Favors Owed | 2 JP per level | The superhero owes someone big. |
Forsworn from Firearms | 2 JP per level | The superhero really doesn't like guns. |
Form Shifting | 2 JP | The superhero shifts from from zero to HERO! |
Fragile | 1 JP per level | The superhero has a -1 penalty to Fortitude saves. |
Glass Jaw | 2 JP per level | Crits affect the superhero more severely. |
Hero's Code | 2 JP | The superhero has rules to live by. |
Impaired Hearing | 2 JP per level | The superhero can't hear as well as others, |
Impaired Mobility | 2 JP per level | The superhero can't move as well as others. |
Impaired Vision | 2 JP per level | The superhero can't see as well as others. |
Inattentive | 1 JP | The superhero is oblivious |
Insatiable Curiosity | 2 JP | The superhero can't let secrets go. |
Light Sensitive | 1 JP per level | The superhero doesn't the light... it burns... |
Light-Headed | 1 JP per level | The superhero gets knocked out a lot. |
Magical Vulnerability | 1 JP per level | The superhero has a -1 penalty to resist magical-based attacks. |
Nemesis | varies | The superhero has an arch-enemy of his very own. |
Notoriety | 2 JP | Everyone wants a piece of the superhero. |
Ostracism | 2 JP per level | The world hates the superhero. |
Phobia | 2 JP per level | The superhero is afraid of something. |
Poor Healing | 4 JP | The superhero's healing is half as effective. |
Severe Magnetic Signature | 2 JP | The superhero erases magnetic recordings. |
Slow Reflexes | 1 JP per level | The superhero has a -1 penalty to Reflex saves. |
Slow-Witted | 1 JP per level | The superhero has a -2 penalty to Initiative checks. |
Split Personality | 3 JP | The superhero's identities have split. |
Touch-Activated Power | 3 JP | Skin contact sets off the superhero's powers. |
Unipower | 2 JP per level | The superhero uses only one power at once. |
Unreliable Power | 1 JP per level | The superhero's powers requires a Will save for activation. |
Vulnerability | 1 JP per level | The superhero has a penalty to resist energy types. |
Weak-Willed | 1 JP per level | The superhero has a -1 penalty to Will saves. |