| 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. |