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8* ''Literature/TheAccidentalSuperheroine'': Empowered characters have near-complete control over the molecules of their bodies, but are (largely) constrained by the laws of physics, requiring clever tweaks to be able to do things like fly.
9* ''Literature/AlexVerus'': Elemental mages generally get their required secondary power for free, just by being what they are. It's pretty much impossible to burn a Fire Mage, drown a Water Mage, and so on. On the other hand, the required secondary power for Alex's divination has to be learned -- it's the ability to block out his own divinatory abilities so as not to GoMadFromTheRevelation.
10* ''Literature/{{Animorphs}}'':
11** The heroes frequently come to the conclusion that the Andalite scientists who created the ability to morph into animals must have also added the ability to not feel pain as your organs and bones transform with a sickening sound. It's often described as not painful, but imparting the feeling that pain ''should'' be happening, sort of like getting one's teeth worked on after getting shot up with Novocain.
12** Creator/KAApplegate apparently realized that [[{{Animorphism}} the ability to turn into animals]] wouldn't be very useful in combat if the heroes couldn't communicate with each other while in the form of animals with mouths incapable of speech. Hence, their powers also give them the ability to communicate telepathically with each other (a power known as "thought-speak"), making their animal forms much more practical.
13** The kids also have the ability to absorb and copy the DNA of animals through tactile contact (known as "acquiring" morphs), which is a necessary prerequisite for morphing into them. Because having shapeshifting powers doesn't mean that a person can instinctively know the exact DNA sequences of every living thing on Earth. In addition, when an animal's DNA is acquired, they go into a lazy, trance-like state for a couple of minutes, which allows the kids to survive getting close enough to touch a really dangerous animal.
14** And because using and being coordinated in a very different body shape that does some very complicated things, such as flying, would usually take considerable time and practice, TheMindIsAPlayThingOfTheBody to a certain extent, and "instincts" come with each morph. [[HowDoIShotWeb Practice]] is still helpful, but it's very important to know when to allow the morph to take over, or to use its reflexes.
15* ''Literature/{{Belgariad}}'': When you use magic to move an object, the resulting force is the same as if you had physically touched the object -- so you have to brace yourself with equal force, similar to tightening up your muscles, or some such. The main character learns this the hard way the first time he tries to move a giant stone, as he ends up buried up to his armpits in the ground (he tried to push it up instead of merely sideways). The protagonist's mentor scolds him and comments that if he HAD tried to push it sideways, he'd likely have been thrown across the continent by now. This is also used as an explanation for why certain magical effects are not used very often. For instance, changing the weather is not a normal effect, because it requires moving vast amounts of atmosphere around.
16** Also {{Inverted}} with the gods of this setting, which lack any ability to recover from wounds because they're supposed to be impossible to harm in the first place. So when the Orb of Aldur managed to burn Torak, [[WoundThatWillNotHeal the burns are still exactly as bad thousands of years later as they were the moment they were inflicted]].
17* ''Literature/BlackAndBlueMagic'' avoids most of the side effects of a human with wings because AWizardDidIt, but the main character does wind up with extraordinarily well-defined chest muscles as a side effect of weeks of flying. [[FridgeLogic Despite the human body not having muscles and bones in the right places for that to happen]].
18* Literature/TheBrightestShadow: Made explicit. Warriors who train in only one capacity will run into problems because they lack the secondary abilities to support their strength.
19* ''[[Literature/HeraldsOfValdemar Brightly Burning]]'' has Lavan Chitward, who has the [[PlayingWithFire Firestarting Gift]]. In him it's so overwhelmingly strong that it's a {{Pyromaniac}} SuperpoweredEvilSide that really just wants to burn everything around him. He is ''situationally'' fireproof; during his TraumaticSuperpowerAwakening he was unharmed in a burning building until he tried to spare another kid's life, at which point the flames turned on him and gave him some painful burns. Later in the book he's pressed into war and starts turning the fire on people and armies. Whenever he does this, small flames play in his hair and over his body without harming him. In his final SuperPowerMeltdown he wants to die while burning the world; fortunately for the world, he [[SelfImmolation immolates himself]] after only burning out a mountain pass, and with his death the vast, unnatural fire subsides.
20* ''Literature/BruceCovillesBookOf Spine Tinglers II: Same Time Next Year''. Two random kids who stumble upon a time machine. The notes show the inventor tested it, but never came back. One refuses to use it because it's potentially unsafe, the second gleefully hops in and heads to the future [[spoiler:in the exact same location: empty outer space. [[TimeAndRelativeDimensionsInSpace Because the machine didn't account for Earth's movement]]. The story doesn't say what frame of reference the machine was set to, but statistically, it doesn't really matter.]]
21* ''Literature/ChasingTheMoon'': Diana finds that there are fringe benefits to being the BarrierMaiden charged with keeping several {{Eldritch Abomination}}s from destroying the world: namely CompleteImmortality and being (almost) TheOmnipotent. Unfortunately, said omnipotence causes [[BlessedWIthSuck more problems than it fixes]], as it reacts to basic desires as well as conscious choices, and it often [[LiteralGenie takes the path]] [[JerkassGenie of least resistance]]. For example, wanting to stay home from work causes a fire to break out in her store, wanting to sell more coats leads to (accidental) MassHypnosis, etc.
22* ''Literature/ChrysalisRinoZ'': As Tiny the Storm Ape leans further and further into DumbMuscle with each evolution, Anthony finally intervenes and forces him to gain enough points of Cunning to manage his evolutions properly. The first order of business? Upgrading his bones, so that he won't break himself when he punches things.
23* ''Literature/{{Circleverse}}'' nods to this now and then. There's at least one seer in the series who can't control or ignore his visions and was locked up as a madman. Daja and Frostpine are noted to be lucky enough to have fire resistance, with the implication that there are smith-mages who don't.
24* ''Literature/TheCobraTrilogy'':
25** The eponymous Cobras are commandos whose bones have been covered with a practically unbreakable ceramic laminae, whose joints have been augmented with servomotors, and who have been implanted with a power source, concealed energy weapon systems and a computer to help them control everything (which also provides a library of preprogrammed "combat reflexes", shortening training time). In the first book, the initial crop of training injuries are skin abrasions and subcutaneous bleeding caused by not possessing RequiredSecondaryPowers for super strength. It's eventually discovered that Cobra modifications inevitably cause anemia, arthritis, and (believed) immune system deficiencies. (The books are devoted less to combat than the peacetime ramifactions of wartime decisions... incidentally, Cobra recruitment is still going strong by the end of the trilogy, two generations later.)
26** One of their energy weapons is an "anti-armor laser" in the leg, the emitter in the heel of their foot. The main character of the first book, in addition to suffering the arthritis and anemia, has chronic pain in that ankle, which he attributes to his overuse of the laser during a particularly brutal mission.
27* ''Literature/CodexAlera'': This can be an issue with [[ElementalPowers Crafting]], as most explicitly lack the required secondary powers. A windcrafter can move with SuperSpeed, but if they go too fast they risk breaking their own bones; a metalcrafter can block out huge amounts of pain, but may consequently ignore severe injuries that incapacitate them; a watercrafter can [[TheEmpath feel the emotions of those around them]], but any especially strong emotion can have them [[UnhappyMedium curled up in a ball and wimpering]]. Most of these weaknesses can be made up for with a talent for one or more of the other elements, but since almost no one but the [[PersonOfMassDestruction High Lords]] are actually powerful with all six types, {{Unhappy Medium}}s, {{Fragile Speedster}}s, and the like are fairly common. That said virtually anyone with a combination of even two or three types of crafting is a terrifying combatants. There are also so noted secondary skills that crafters need to learn, for example Windcrafters to steer the air around them while flying or risk injured by small bits of flying debris, and Firecrafters have to learn to use their powers without burning themselves.
28* In ''VideoGame/{{Crysis}}: Legion'' by Creator/PeterWatts, when he first cloaks, Alcatraz is surprised to see that his weapon also gets cloaked. This implies that existing methods of active camouflage don't do so.
29* Creator/MartinCaidin's novel ''Cyborg'', upon which ''Series/TheSixMillionDollarMan'' was based, expressly states the limitations of Steve Austin's bionics: he can't lift a car, but he has a grip with incredible crush strength. He can't outrun a car, but he can run at a sprinter's pace indefinitely, since he's not building up fatigue poisons.
30* ''Literature/{{Discworld}}'': A wizard who wants to move a large weight telekinetically needs to harness some secondary force to avoid being crushed by the mass he's lifting; e.g. in ''Light Fantastic'', a wizard levitates himself by dropping a weight off a roof and transferring the force to himself. This rule seems to be often ignored [[RuleOfCool if it would get in the way of the story]], however.
31** If attempting something like this without such an exchange, a wizard would have to use his own mental skills to do so, with a related physical cost... avoidance of which is described as (paraphrased) "preventing your brain being flicked out your ears", as Rincewind discovers during one of his few actually magical feats when he picks a lock with magical telekinesis during the events of ''Literature/TheLightFantastic'', and the strain of shifting the tiny metal parts of the lock exhausted him. One example is in ''Literature/TheLastContinent'', where a mathematically-inclined wizard spends some time working out a long-distance teleportation spell to account for angular momentum (which they end up dumping on a kangaroo, since it has to go ''somewhere'').\
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33The math for this infuriates the senior staff to no end in ''Literature/InterestingTimes'', where Ponder Stibbons insists that, since the Disc is constantly revolving, they ''have'' to find an object of similar mass to Rincewind to trade him with during teleportation, otherwise either he would end up smeared all over the destination or ''they'' would receive something at terminal velocity in their Main Hall. It nearly ends disastrously both times the first time they traded him with a very heavy bronze cannon on wheels, which simply rolled a few inches on arrival, while he [[MillionToOneChance luckily]] splashed into a convenient mound of snow. When retrieving him they send back the cannon but [[UnluckilyLucky as luck would have it]] a third node is created in the teleportation, swapping Rincewind with [[LandDownUnder a 'six foot tall rat']] and causing him to enter a convenient lake at some speed, the 'rat' is sent to the Unseen University dining hall where it is later removed from the wall with a spatula, and the cannon arrives completely stationary. Though the Wizards did light the fuse before they sent it back...
34** Eskarina demonstrates teleportation without an "anchor". Part of the ''Discworld'' narrative causality is things can be possible as long as you aren't told they aren't. Which raises the question of [[FridgeLogic how they figured out it was impossible in the first place]]. Although it is noted that her teleportation action has shifted grains of sand nearby and redecorated few beaches(!) miles away, by subconsciously shifting certain sand dunes... The whole point of wizardry is to make the magic "safe to use" by discovering the rules of magic and, in the end, not using it at all when you know how easy it is. The best use for a wizard is if said wizard is enjoying food, taking naps and generally lazing around and NOT doing anything magical.
35** The Required Secondary Powers necessary to use the magical gadgets of folklore and mythology are acknowledged in some of the novels as well. For instance, SevenLeagueBoots exist, but using them requires extensive magical protection and preparation, since having one leg miles ahead of the other can cause [[GroinAttack certain difficulties]] if done wrong.
36** Orcs in Discworld possess a HealingFactor that is powerful enough to bring one back from being clinically dead overnight. However, the body healing a grievous injury leaves the orc starving, indicating that the energy and nutrition required to grow parts of the body back together doesn't come from nowhere.
37* ''Literature/DoraWilkSeries'': Exploited. When [[spoiler: Miron]] gains [[PlayingWithFire fire powers]], he also becomes fire-resistant, as otherwise he'd burn himself any time he tried to use this new skill. When a group of [[OurAngelsAreDifferent Thrones]] visit him and burn down the building he's in, he survives thanks to that.
38* ''Literature/{{Dragonlance}}'': In one story, a group of gnomes flies a zeppelin to the moon of Lunitari, the god of neutral magic. The inherent magic gives them powers... but not secondary powers. At first the powers are very light; one can see slightly better, one can hear slightly better, one is stronger, one can cling to walls, etc... but with prolonged exposure the powers keep getting stronger and stronger. Eventually the one with sight starts seeing through the entire moon with covered eyes, the one with hearing has to stuff his ears lest the crawl of insects make them bleed, the strong one breaks everything he touches and the clingy one just gets stuck.
39* ''Literature/DragonridersOfPern'':
40** Dragons generally range from 20 to 42 ft. long, with wingspans not anywhere near large enough to support that much weight in flight. Much later in the series, it's {{retcon}}ned that they're instinctively using telekinesis to help out the flight process. Since their [[PsychicPowers telepathic and teleportation abilities]] were known long before this, it's not a huge leap. Their bones aren't of the same material as Terran animals' bones -- lifeforms of Pern have some chemical differences (notably being high-boron), and dragons were engineered from native creatures -- which helps, but the native creatures in question are about the size of a hawk, so the SquareCubeLaw is still an issue for them. However, since Kit Ping Yung, the creator of the dragons, was the only geneticist smart enough to be taught the Eridani secrets of gene manipulation, it's entirely possible she enhanced the telekinetic properties of the fire-lizards to make up for this.
41** Important plot points in some books rely on the fact that teleportation is a dangerous business -- as suggested in the article, a bad mental image of one's destination resulted in a young dragonrider pair accidentally [[TeleFrag entombing themselves in stone]]. On the flipside, envisioning your destination ''too well'' may end up in TimeTravel as you travel to when the location actually looked like how you're envisioning it.
42* ''Literature/TheDresdenFiles'':
43** Overall, the series as a whole does its best to obeys the laws of physics when magic isn't directly involved (and to some extent even when magic is involved). Basically, magic is only how an effect (like a blast of wind or fire) is produced, and once that happens it will obey normal physical laws from that point on. For instance, after becoming the Summer Knight, [[spoiler: Fix]] has the ability to [[PlayingWithFire throw fireballs]]. In ''Literature/ColdDays'', he gets caught in the crossfire between Harry and someone else throwing a bunch of fire around. It's implied that this would have killed him, because even if the heat didn't, the lack of oxygen (from the fire consuming all of it) certainly would have. Harry goes on a rant once when a fireball in a ''D&D'' stand-in stops at a precise distance, rather than move like fire should.
44--->'''Kirby:''' It's like taking a physicist to a ''Star Trek'' movie.
45** Beings with superhuman durability and strength still weigh the same as they normally would, so a human-sized being will still have roughly human ''mass'', and can be thrown around by impacts or one of Harry's force spells even if they aren't actually injured by them. Similarly, superhuman strength and speed don't do any good without a surface to push off against, so unless they have a way to control their flight they still can't change direction in midair, something Harry has taken advantage of several times.
46** In ''Literature/BloodRites'', Harry Dresden gets badly burned when a vampiric sorceress works out that the force fields he uses so much block force, but not heat. Two of her goons break out the flamethrowers, and while the shields block the napalm itself, the heat roasts Harry's hand requiring a great deal of recovery and physical therapy. When he finally makes a new shield bracelet, he ensures the shield protects against ''everything'', even things like ''sound'' and ''electricity'', but this has the drawback of using more of his energy.
47** Following Harry's injury, Butters bundles together a number of points of data - that WizardsLiveLonger, and that Harry should be experiencing all the long-term micro-injury effects to his body a veteran NFL player does, given how often he's been knocked around - to surmise that wizards have a HealingFactor. This is also used to explain why Harry was right to keep the hand, even though the doctors were recommending amputation; as long as it's attached, it can still recover. [[spoiler: The main reason Harry becomes the Winter Knight is because he suffers a spinal injury that paralyzes him from the waist down and would have healed naturally... maybe in 50 years. And he needs to get up and moving ''now.'']]
48** Similarly, kinetic energy is still transferred to Harry's shields; objects that hit the shield rebound off it, but momentum is still imparted to him, with the force evenly distributed throughout his body, which means that a sufficiently powerful blow can send him flying. He actually takes advantage of this once by catching the force of an explosion on his shield and using it to propel himself out of the blast zone, as his shield would have given out had he tried to withstand the explosion directly.
49** Harry also points this out himself when dealing with potions. While he can make a super-strength potion, he'd also need to make a corresponding potion to deal with the damage having said SuperStrength would do to his body. The issue with that of course is that mixing potions, just as with mixing drugs, is a ''bad'' idea.
50** The problem with super-strength is further discussed when [[spoiler:Harry]] becomes the Winter Knight and among its many assets receives greater strength, to the point of being able to bench press 400 kilos[[note]]just shy of 900 pounds[[/note]]. Butters suspects that this isn't the Winter Mantle increasing strength as much as bypassing the natural inhibitors around the use of one's muscles. This would means that the Winter Knight will burn out more easily and will therefore be easier to remove if Mab is unhappy with him. Of course Butters is largely speculating and it is totally possible that [[spoiler:Harry]] ''does'' have the RequiredSecondaryPowers to use SuperStrength safely and recover from physical efforts faster. Both ''Literature/ColdDays'' and ''Literature/SkinGame'' feature fairly intensive workout routines, the former provided by Mab, and the latter being most of a year with nothing to do but fanatically practice LeParkour. Without any inhibitors, overtraining should have had some pretty significant long-term negative effects, but instead it just made him much sufficiently strong and agile to [[spoiler:hold his own against Tessa while [[BroughtDownToBadass deprived both of his magic and Winter power.]]]]
51* ''Literature/FatalTerrain'', by Creator/DaleBrown, has Jon Masters mention that though the variable airframe on the Wolverine cruise missiles allows for incredible maneuverability, they have to be limited below what they can really do because pulling super high-G maneuvers causes the explosives to cook off or something and a super-maneuverable missile's a fat lot of good when it blows itself up before even reaching the target.
52* In ''Literature/FateZero'', Assassin has only optical invisibility but not thermal, so Kiritsugu can find him perfectly well with an infrared scope.
53* ''Literature/{{Gladiator}}'': Hugo Danner has SuperStrength and NighInvulnerability. He specifically mentions that if he wasn't invulnerable, his own strength would have destroyed his body. Also, he needs to eat a lot and when he gets tired he can sleep for twenty hours to recover his energy.
54* In ''Literature/TheGrimnoirChronicles'', Travelers have the ability to tell exactly where everything else in the area is. This is necessary because if they teleport into a space that is occupied by something else, the other object will be embedded into their body. The reason that Travelers are rare is because most of them don't realize that they need to use this secondary ability, and end up killing themselves when they teleport into occupied space and get a fly blocking a vein or something.
55* ''Literature/HarryPotter'': Flying broomsticks are enchanted to have a cushioning charm to make them comfortable to ride. Riding a broom without one leads to [[ShareTheMalePain the ol' jewels getting gradually squashed]]. The Weasley Twins lampshade this while testing some of their Wizarding Wheezes candies, the offending flavor being implied to give you massive, pus-filled boils on your bum that make riding a broom a real pain in the arse.
56* ''Literature/HeartOfSteel'' explores this in the character of Alistair Mechanus, who is a cyborg with a mechanical arm and two mechanical legs. His arm is anchored to a reinforced titanium spine so it doesn't just tear free of his torso, and he has the ability to block pain so that his implants don't bother him overmuch. However, the pain-blocking function screws him over when it's neutralized and he subsequently gets the shit beaten out of him.
57* ''Literature/HereticsOfDune'' sees [[spoiler: Miles Teg]] gain SuperSpeed, but needs to become a BigEater to compensate (several characters lampshade his Big Eating). He also gets his hands badly bruised and torn from hitting his enemies at such speeds.
58* ''Literature/HonorHarrington'' has capabilities that are above what we would call peak human. Explained by being a genetically engineered {{heavyworlder}}. She has to pay for it with a proportionally [[BigEater larger appetite]] to fuel those boosted muscles.
59** Because the ability to eat all the food you want and not gain a pound is such a big downside... It ''is'' an actual problem once, when she is given standard prisoner rations for a length of time and halfway starves to death. So it's a ''serious'' problem then, but still -- it's once, in 13 novels and counting.
60** The longevity-granting Prolong treatment comes with the drawback of extending all life periods -- imagine the gawky teen phase lasting 20 years.
61** A partnership with a [[BondCreatures treecat]] granted a friend for life, enhanced mental stability, and in some cases, even LivingLieDetector empathy. But early bonds were tragic, due to humans lacking the RSP of a 2-300 year lifespan. The prolong treatment granted the ability.
62** The series' version of a ReactionlessDrive is the "impeller", which generates gravity bands above and below the ship, allowing it to "surf" forward. However, an [[InertiaIsACruelMistress inertial compensator]] is required for the stupendous levels of acceleration to be survivable. The results of compensator failure are...[[ChunkySalsaRule not pleasant.]]
63* ''Literature/ImmortalGuardians'': When Seth has to save Sean and Nicole from a free fall of tens of thousands of feet in the air, he shifts into a dragon and slowly flies them to safety. When Sean later asks him why he didn't just teleport them all to the ground, Seth explains that his ability to teleport doesn't negate terminal velocity. If he'd teleported them, they would have landed still going at fatal speeds.
64* ''Literature/TheInvisibleMan'': The titular man's invisibility only extends to his body. As such, he needs to walk around naked to use his power and has to avoid eating beforehand, so that digesting food won't be visible. Also, his corneas aren't actually invisible, just really, really hard to see due to some partial invisibility and small size, allowing him to see, albeit not very well. His eyelids, on the other hand... note that the nudity requirement isn't actually necessary, as Griffin's process works on white fabric as well as on living creatures. He just [[IdiotBall doesn't think to create some invisible clothes]] for himself before smashing his equipment and becoming a fugitive.
65* ''[[http://archive.is/yv7y0 Keeps The Autodoc Away]]'': Played straight; a couple hack the eponymous [=AutoDoc=] to [[BeCarefulWhatYouWishFor "cure" them of being out of shape]]. Al tells [[LiteralGenie the machine]] to, among other things, turn all his fat into a set of enormous, powerful muscles. Near the end, it is revealed, aside from his [[GagPenis seven-foot erection]] knocking him out from blood loss, that his enormous muscles had shattered almost every bone in his body. If it wasn't already obvious, this story [[NotSafeForWork isn't exactly safe for work.]]
66* ''Literature/KnownSpace'': Humanity has developed teleportation technology that has distance and mass limits due to the Law of Conservation of Energy. Teleporting east-west doesn't generate many problems, but teleporting too far north-south generates problems because of the difference in orbital velocities between where you are and where you were. In short, teleport too far north or south, and you arrive at your destination as a human-shaped exploding nuclear weapon. This isn't how it'd actually work. Nearly ''all'' teleportation around the surface of a rotating sphere would cause lethal and destructive velocity issues, including east-west transfers. On Earth, 0º and 180º longitude are travelling at nearly mach 3 relative to each other. In fact, the only exception would be be traveling to the same lat/long in the opposite north/south hemisphere; all the relative velocities would be the same. There's still altitude-induced differences, but they would be very minor in comparison (about 3 mph difference between Mt Everest and Challenger Deep).
67* Specifically called out in ''Creator/EEDocSmith'''s [[Literature/{{Lensman}} Galactic Patrol]]: Kim Kinnison has a massively [[PoweredArmor over-powered and armoured suit]], specifically designed to survive a [[MoreDakka gatling gun]] firing armour piercing shells. During training, the suit shrugs off the shells with no problem, but Kim is knocked down and thrown across the room by their kinetic energy, until he develops the required secondary skills to stand up and actually fight in it.
68* In [[http://lib.aldebaran.ru/author/lukin_evgenii/lukin_evgenii_sila_deistviya_ravna/lukin_evgenii_sila_deistviya_ravna__1.html one of]] Yevgeny Lukin's short stories, a wife with telekinetic abilities constantly threatens to send her husband to the [[https://en.wikipedia.org/wiki/Karakum_Desert Karakum Desert]]. In the end, she does... and ends up in [[https://en.wikipedia.org/wiki/Chukchi_Peninsula Chukotka]] herself.
69* In ''Literature/TheMagicians'', Quentin attempts to fly to the Moon as his graduation thesis. While he successfully casts spells to achieve escape velocity and survive in a vacuum without oxygen, he neglects to shield himself from cosmic radiation and in less than an hour lands back on Earth with the equivalent of a really bad sunburn.
70* ''Literature/MalazanBookOfTheFallen'': The [[VoluntaryShapeshifter Eleint Soletaken]] are able to transform into massive dragons. However, the sheer size of their new forms means that half of their flight relies on sorcery and if their wings are damaged they need to rely almost solely on it to stay airborne.
71* In ''Literature/MaximumRide'', the eponymous [[WingedHumanoid winged girl]] and her friends were genetically engineered so as to have these necessary powers, so to speak. They do have birdlike bones, and are definitely {{Big Eater}}s. They also happen to be super strong because their wing muscles had to be built using a more efficient chemistry than human muscle to make them strong enough to lift a human-sized body without a heavy load of muscle mass, and as long as you're doing the wings, hey why not buff the whole body as well. In the movie, their ''clothes'' are a [=RSP=] -- the entire flock wears loose-fitting sleeveless tops so their wings can fold out.
72* Played with in the H. F. Saint book, ''Memoirs of an Invisible Man'', in several ways. The accident that turned Nick invisible did the same to everything within the building he was in, for a spherical radius that included a number of rooms, and the protagonist had the presence of mind to collect as much invisible material as he could before setting the building on fire to destroy the rest. He thus has the ability to make himself invisible clothing and tools, but as he can't see himself or the materials he's working with any more than anyone else can, it's very difficult to do things like make or modify clothing. Invisible things, Nick included, have a RequiredSecondaryPower of being very resistant to dust, mud, etc. sticking to them, although rain or a swimming pool create an interesting effect. Digestion is also tricky; while he can eat regular foods which then become invisible as they are incorporated, some foods disappear quickly while others remain visible for hours, even days, so he has to stick to a fairly high-carb diet that's digested readily, and Nick experiments with clear foods as well, eating a small amount of an item and then timing how long it takes to disappear. Eventually, he takes up skiing and living in cold-weather climates so he can wear mufflers and goggles outside without comments.
73* In the ''Literature/{{Midnighters}}'' series, one of the characters incredible leaping abilities during the 'blue hour' translate into Parkour in normal time because of his innate sense of physics.
74* In the H. G. Wells short story "The New Accelerator", which features a [[SuperSerum super-speed serum]] (probably marking its first use in its modern form), it not only predicts today's doping scandal by mentioning that the stuff could be used to cheat in fencing but also has the characters suffering vertigo while the serum takes effect, not being able to run without beginning to burn up, leaving footsteps of burnt whatever-they-step-on wherever they walk, and in one instance being unable to keep objects perfectly still, so that a little dog goes flying across a field. While talking about the serum (which is when the cheating was brought up), the characters talk about the consequences of using the serum over long periods of time, namely accelerated aging and appetite. The only thing it misses is they should be walking like they're on the moon.
75* ''[[https://www.royalroad.com/fiction/48951/a-not-so-simple-fetch-quest/ A (Not So) Simple Fetch Quest]]'': When Katie gains draconic firebreath, she doesn't automatically get the associated resilience for her throat to survive it. So she has to develop it the hard way, by repeatedly burning her throat out and respawning, to build up her fire resistance skill.
76* In the novel ''Literature/NuklearAge'', the villain Blazer can shoot lasers out of his eyes that obscure his vision and leave him unable to see, although he somehow manages to avoid permanent blindness. However, Nuklear Man gets some of the same powers as Superman with absolutely no implications; at one point, a scientist puts him in a chamber of heat that goes up to thousands of degrees to test his powers, and marvels at the fact that even his clothes were undamaged. Presumably the fact that he draws energy directly from the stars has something to do with it.
77* ''Literature/ThePerfectRun'': Every elixir grants the person who drinks it one power. Every other power is inevitably either a clever use of that power or a side effect of the various protective secondary powers they have.
78** Ryan Romano's sole power is creating a "save point" that he will return to upon death. However, the act of creating that save point stops time; after he's stopped time for ten seconds, the new save point is created. By canceling the time stop before that moment, he can use the power without moving his save point. He also has supernatural timing and photographic memory, so he can repeat his old actions perfectly.
79** Livia has the power to see six alternate timelines at once. She mentions she processes this information far faster than normal, which allows her to interact with people in the real world despite being several minutes in the future six times over.
80** Capital G-Geniuses are {{Mad Scientist}}s with a specific focus. However, they can often convince their power to let them make something else, so long as its tangentially related. For example, Vulcan is a weapon specialist, but she's most known for her PoweredArmor, even if as far as her power is concerned it's nothing but a delivery platform for her weapons.
81** Anything that [[NoConservationOfEnergy pulls matter and energy from nowhere]] is actually pulling it from [[ExtradimensionalPowerSource one of the higher dimensions]]. This is why Dynamis' knock-off elixirs are so much weaker; they can give people the ability to throw fire, but only using the body's own energy, which isn't that impressive. To be a true pyrokinetic, you need to be able to draw energy from the Red dimension.
82* ''Literature/PleaseDontTellMyParentsImASupervillain'': Mirabelle is a CatGirl who is literally made of glass. The glass is ''not'' any tougher than normal glass, meaning that she is in danger of creating dangerous fractures just from walking down the street. She's never ''run'' in her life. She does have a reverse-entropy HealingHands ability which allows her to repair objects, so she can heal any damage she suffers, but it's still painful. In ''Literature/PleaseDontTellMyParentsImAGiantMonster'', she gets an AmplifierArtifact that gives her brief bouts of NighInvulnerability and also increases her healing ability, so she can actually ''do'' things for once.
83* In ''Literature/RachelGriffin'', Rachel has a PhotographicMemory which allows her to see through TheMasquerade. In the second book of the series, she is given a power which prevents her mind from being tampered with, or compelled to forget by magic.
84* Not touched upon at all in Creator/SergeyLukyanenko's ''Literature/RoughDraft'' and its sequel ''Final Draft'', where the protagonist is erased from existence and becomes a "[[DifferentlyPoweredIndividual functional]]", gaining various abilities specific to his "function", in this case that of an interdimensional customs official. He lives in a water tower that links to several parallel worlds. His job is to let other functionals and normal people through, provided they follow the rules and pay their customs duties. His powers include super-strength, super-speed, nigh-invulnerability, knowledge of advanced martial arts, knowledge of all contraband items and duties, and the ability to determine what a person is carrying at a glance. At one point, he is running away at super-speed from soldiers and helicopter gunships. Nobody mentions that he should be bouncing instead of running, but he is able to zig-zag, avoiding bullets. The soldiers then take a pill that temporarily allows them to move as fast as him. The second novel briefly touches upon the functionals using advanced quantum physics to do whatever they please (something about taking pieces of themselves from myriad other worlds, where their powers are the norm).
85* Lampshaded as early as the first scene of ''Literature/TheRunelords'' in which two men who each have multiple endowments of strength engage in a fight which the narrator explains is little more than "bone breaking contest" for though they both have super strength, that power does nothing to harden their bones. The books further illustrate the need to balance ones endowments such as balancing 'brawn' with 'grace', 'metabolism' 'stamina', and 'wit.'
86** Unfortunately, this forms a minor plot hole -- the strength of ten men would be more than enough to break the bones to which the muscles were attached, let alone the strength of hundreds or thousands. Runelords do, however, have major issues with things like leaning into turns when running at 60 miles per hour, healing correctly, living their lives at massive speed whilst everyone else is normal, aging at supernally fast rates because they've loaded up too much on metabolism, etc etc. In general, Farland deals with the lack of required secondary powers very effectively. Similarly, the difficulties which occur when one loses one's Dedicates are dealt with in detail.
87* Thanks to Creator/BrandonSanderson's rather [[FunctionalMagic scientific approach]] to [[MagicAIsMagicA magic systems]] lots of his powers show the problems of missing Required Secondary Powers.
88** In the ''Franchise/{{Mistborn}}'':
89*** Tineyes have heightened hearing and sight, but can be very vulnerable to bright lights and loud noises while burning. Steelpushing and Ironpulling are not run-of-the-mill telekinesis, but are based around force, mass, and their interaction through Newton's Third Law. Several times during the books, Mistborn can Steelpush objects heavier than themselves, but only by anchoring themselves to another object with either an Ironpull (so something beneath themselves) or a Steelpush (to something opposite of what they're pushing). But with heavy objects, they have to "flare" their pewter, which increases physical durability and strength, or they'll be crushed by the very forces they're using.
90*** The Kandra are a race of shape shifters with essentially perfect control of their form, however they can't make certain structures like bones or hair so they have to take them from dead creatures. Their HealingFactor means they can't be killed by conventional means (generally acid is required), but wounds are still painful and regeneration takes time and food.
91*** Feruchemists store traits (like weight, speed, vision) and can pull the same amount out later. This does come with some secondary powers, like increasing their weight also gets their body strengthened proportionally so they don't squash themselves under their own increased weight.
92*** Allomancers tap into the powers of their metals by ingesting and burning them in their stomachs. They're not technically immune to metal poisoning, but burning metal destroys them, so they won't get sick as long as they burn their stocks. Also, burning alloys that aren't at the right proportion will make the Allomancer sick, but this isn't generally an issue because metal sellers don't want angry allomancers breaking their shops.
93*** Pewter enhances physical power, dexterity, and healing, but pushing beyond the user's limits is a real danger. Pewter burners generally need to be in good shape without pewter to fight effectively.
94*** Chromium and Bendalloy Allomancers create bubbles of time that move slower or faster than the rest of the world, respectively. WordOfGod is that the power they draw from also prevents redshift and blueshift because otherwise the whole bubble would be microwaved by accelerating and decelerating the outside light entering the bubble.
95*** Zinc and Brass Allomancy allow EmotionControl by Rioting or Soothing emotions that are already there, but don't grant the power to read emotions, nor the power to alter emotions unnoticed. If they want to influence someone without the mark noticing, they need to read their emotions the mundane way.
96*** Emotional Allomancy also doesn't have the power to hide their effects; someone who knows the signs can tell when they're being influenced. Vin is almost killed early on because she tried to Soothe an [[CorruptChurch Obligator]], who are trained for this. Conversely, someone who knows they're being Soothed or Rioted can't always tell what the Allomancer wants; it's one thing to know that someone's trying to scam you, but another [[KansasCityShuffle to know what the scam is]].
97*** Bronze allows the user to sense Allomancy, and copper blocks the user and their surroundings from being seen with bronze. A Mistborn burning both can't sense with bronze through their own coppercloud.
98*** Played straight with Steelsight and Ironsight. Steel and Iron allow the user to push and pull on nearby metals, and helpfully grant the power to detect those metals with Steelsight and Ironsight. The Allomancer can see blue lines from them to the metals, thick lines for large amounts of metal and thin for small metals. [[spoiler:Steel Inquisitors, whose steel spikes [[EyeScream in their eyes]] grant them powerful Steel Allomancy at the cost of their eyesight, navigate by detecting trace metals in everything]].
99*** Burning atium [[CombatClairvoyance lets the Allomancer see the immediate future of everyone around him]], and explicitly enhances his mind to let him process all that additional information.
100** In ''Literature/TheStormlightArchive'':
101*** [[PoweredArmor Shardplate]] is both nearly indestructible and grants the user immense strength. However, it also weighs hundreds of pounds, so that it's impossible to use normally if the suit runs out of [[{{Mana}} Stormlight]]. More importantly, each individual piece of armor has its own Stormlight reserve, meaning that a broken greave means you won't be able to stand and partially-broken arm plating means you might snap your arm in half from the force. Also, on a more mundane level, when the completely face-obscuring visor is lowered, it becomes transparent from the wearer's perspective so they can still see.
102*** When [[spoiler: Kaladin]] is first learning to use "lashings" (a type of Surgebinding which can redirect or amplify the effects of gravity), some secondary powers exist while others don't. The Surge can reorient gravity to allow the user to treat ceilings or walls as "down" for them, but that is extremely disorienting and take a great deal of practice to use fluidly. However the power does come with some instinctive knowledge of the mechanics of the lashings, as [[spoiler: Kal]] is aware that, seemingly illogically, a half-lashing will render someone weightless [[note]]because half their weight is being pulled up and half is being pulled down, resulting in effective weightlessness[[/note]] and a quarter lashing will halve the target's weight [[note]]because a quarter is being pulled up, canceling out a quarter of the weight being pulled down, leaving half their normal weight unaffected[[/note]], but cannot actually explain why those values are correct.
103* ''The Secret War: Spies Codes and Guerrillas, 1939--1945'' (non fiction) by Creator/MaxHastings. In the opinion of the author, spying on your enemies and cracking their codes is neat and everything, but it won't help you much unless a) you have the hard power needed to take advantage of what you have learned, and b) your national leaders are willing to believe intelligence that goes against their preconceived ideas. He says that the democracies were generally better at point b).
104* In ''Literature/ShadowOfTheConqueror,'' [[SwissArmySuperpower Lightbinding]] is loaded to the brim with these. [[EmpoweredBadassNormal Daylen]] notes many times how his powers seem to have built-in safeties that allow him to use them properly, such as [[SuperStrength his strength]] also increasing when he boosts his mass to allow him to carry it, and his mind being temporarily able to process the incredible amounts of information that come from [[HyperAwareness increased]] [[SherlockScan perception]].
105* In ''Literature/TheShahnameh'', written by Ferdowsi of Tus, the main hero, Rostam, at the beginning of the story is too strong to walk, since with every step he would ram his leg into the earth up to the waist. He had to pray to his god to make him weaker to actually be able to walk normally.
106* In ''Literature/ShamanOfTheUndead'', the main character can lead the ghosts to the underworld. She soon discovers she can [[DreamingOfThingsToCome Dream of Things to Come]], so that she can be on time to lead the ghost, and that being kicked out of her own body doesn't kill her, because she's doing the same to reach the Land of the Dead.
107** The immortal oaths also give people who made them additional skills, such as DreamingOfTimesGoneBy, so that ThePromise can be fulfilled.
108** There's also one character who has an AwesomenessByAnalysis gift powered by junk food and caffeine, but no heightened metabolism, so she's rather fat despite her attempts at exercising.
109* ''Literature/SoImASpiderSoWhat'':
110** Powerful sensory abilities such as Appraisal and Detection [[MySkullRunnethOver bombard the brain with more information than it can process]]. Even a low-level Appraisal causes fierce migraines so humans largely rely on tools to use the skill, while a split second of Detection actually damaged Kumoko's soul. To use the skills to their fullest, Kumoko has to acquired multiple skills to improve her brain's capabilities, such as Parallel Minds and High Speed Computation, and Heresy Resistance to protect her soul.
111** The skills derived from the Seven Deadly Sins and Seven Heavenly Virtues are immensely powerful, but they also warp the soul and mind over time. The only way to remain yourself after acquiring such a skill is with Heresy Resistance.
112** Kumoko eventually evolves into a spider which has a natural Rot element attack. The first time she uses it, the attack not only kills her enemy but dissolves one of her limbs. The only reason it didn't flat out kill he was that she had acquired a Rot Resitance skill. She deduces that what few spiders evolved into this form likely all died using the new attack.
113** Creatures with Poison and Paralysis attacks are naturally born with a matching Resistance skill to avoid damaging themselves. By contrast, [[spoiler:Ariel]]'s body was faulty as a child because it naturally produced a venom that damaged her organs, leaving her bedridden and with massive caloric requirements to survive. [[spoiler:The Skill System neutralized all natural poisons, including her venom]].
114** All magic skills required two supplementary skills to ever be performed. As monsters lack the intelligence to naturally earn or select thse skills, they are incapable of magic even if the earn a magic skill.
115* In ''Literature/SoonIWillBeInvincible'', Dr. Impossible, a MadScientist, has superhuman strength and durability from a lab accident. However, he's not as strong as any of the superheroes who have superhuman strength as a power, and all his plans revolve around Mad Science rather than his own brawn. Considering that he's a SuperVillain in a ComicBook-like world, FailureIsTheOnlyOption, so presumably he would have to have some degree of superhuman strength or toughness just to survive all the times he gets thrown around, beat up and concussed by heroes.
116** The heroes get a good dose of this, too. Fatale is a [[WeCanRebuildHim combat-ready cyborg]] who needs specially crafted furniture due to the weight of all her cybernetics. Feral is a Wolverine-style genetic mixture of an ordinary human and a Bengal tiger, but his frame is such that walking on fours isn't really possible and walking on just his feet hurts. And Damsel is a HalfHumanHybrid whose parents didn't really look into how well the two genomes mix; as a result, she's stricken with regular bouts of nausea, and throws up so much her teammates think she's bulimic.
117* Downplayed version in ''Spindle's End'', a retelling of Sleeping Beauty by Creator/RobinMcKinley. Rosie was gifted a beautiful singing voice by one of her fairy godmothers--but said fairy godmother neglected to put in anything about musical acumen (which, as anyone who's taken voice lessons can tell you, is quite a separate thing). So Rosie still has a tin ear and can't carry a tune in a bucket.
118* In ''Literature/StarCarrier'', ships moving near the speed of light (for example, {{Space Fighter}}s launching a near-''c'' AlphaStrike) generate a gravity well ahead of them to clear away dust particles and such, which would cause severe damage if struck at relativistic speeds. Unlike the above-mentioned ''Literature/HonorHarrington'' example, the author points out that a small enough ship that's always falling into a black hole wouldn't need InertialDampening, as the gravity well would be acting equally on the craft and everything in it. Basically, the pilot would just feel a little nauseous from a constant feeling of falling, but astronauts should be used to that. Even maneuvering wouldn't require any dampening, since it involves projecting a singularity to the side and allowing the craft to travel along the curved space-time (but still straight from the craft's point of view).
119* ''Franchise/StarWarsLegends'': Corran Horn can manipulate energy in any way he desires, but he has to find some output for it. Interestingly, this is the only way he can perform psychokinesis, so Corran is one of the few Jedi who actually obeys the laws of thermodynamics.
120* Hellion and Ifrit from ''Literature/SuperMinion'' are both more or less fireproof, to prevent their [[PlayingWithFire super power and mutation respectively]] from killing them.
121* ''Literature/SuperPowereds'': A Super is defined by having, in addition to a basic superpower, additional abilities that allow this power to be used safely and efficiently.
122** Sasha has SuperSpeed. It's stated that her perception speeds up along with her speed, but only at the same proportion. This means that, while running fast, she has trouble aiming her hits properly, the same way a normal human would when running. She also has ''some'' protection from hitting things at great speeds, but not enough to keep her from shattering every bone in her hand by attempting to punch a girl who can turn her skin into steel. Her recovery is also sped up from certain effects, such as an electric shock ([[spoiler:during her second fight, she goes up against a {{Technopath}}, wearing a suit made by her GadgeteerGenius twin brother and ends up receiving a powerful electric shock on contact; as she's convulsing on the floor, the ref is counting down from 10; at 2, though, she manages to recover enough to get up; the other girl, suffering from a broken rib, immediately concedes defeat, as her suit's battery was drained by the shock]]).
123** Besides the Supers, there's a significantly larger population of Powereds, people with super powers but without the ability to control them reliably. They tend to be looked down upon and seen as dangerous by both normal humans and Supers. The main characters are former Powereds, who have been turned into Supers through an experimental secret therapy, designed to give them a measure of control. There's also a guy, whose SuperStrength is directly proportional to his intoxication level. However, he lacks SuperEndurance, so if he drinks too much, then he loses his fine motor skills and is unable to properly fight. He always has to balance on the fine edge between being "just drunk enough" and "not too wasted".
124* ''Literature/{{Temeraire}}'': Dragons aren't immune to their own {{Breath Weapon}}s, which can be an issue, especially for the {{acid|attack}}-spitting ones -- at one point, a sick Longwing dissolves most of his jaw as a result of pronounced sneezing fits. To combat this, Longwings are physically unable to spit acid unless their heads are angled downwards, which prevents the substance from falling back on their faces if spit during flight.
125* ''Literature/TuckEverlasting'' is probably the first children's book to examine WhoWantsToLiveForever in detail. It's never explicitly stated that the characters can't die in ''any'' way (other than a brief anecdote of Jesse surviving a fatal fall), but this is implied to be the case, given the Tuck household's being located squarely on DysfunctionJunction and the fact that none of its inhabitants have [[DrivenToSuicide offed themselves]] in their roughly 100 years of immortal life thus far.
126* ''Literature/TheVampireChronicles'': Rationalized by the fact that ''all'' of a vampire's superhuman abilities, and indeed the fact that they can move at all, is because they are animated by MindOverMatter. Thus physics issues associated with SuperStrength, SuperSpeed and FlashStep are averted.
127-->'''Akasha:''' Whether you take a step or take flight, it is all a matter of degree.
128* Jack Fleming in PN Elrod's ''Literature/TheVampireFiles'' can turn invisible and (mostly) intangible, but he's unable to see in that form.
129* ''TabletopGame/Warhammer40000'': In ''Literature/HorusHeresy'', the Perpetuals are equipped with ResurrectiveImmortality and don't age, but their HealingFactor doesn't fix the mental issues arising from the sheer experience of dying, meaning that with every resurrection, they get more and more insane.
130* ''Literature/WarlockOfGramarye'': Rodney's children do an AsYouKnow InfoDump about how being able to sense where you're about to teleport is a survival characteristic to avoid TeleFrag.
131* ''Literature/WearingTheCape'':
132** In ''Young Sentinels'', new character Mal gains the ability to [[ExplosionPropulsion generate explosions he can use like a rocket]]. During his subsequent medical test, his SuperToughness and HealingFactor are tested; the doctor had known he must have something, because otherwise his rocket feet would have killed him the first time he used them.
133** Because of the way [[TraumaticSuperpowerAwakening Breakthroughs]] work, this is very common. Basically, someone in a terrible situation gets the power they need to escape it ([[PersonalityPowers based on what they think is the best way to escape]]), plus whatever they need to survive their new powers. SuperStrength almost always comes with SuperToughness and a HealingFactor, ShockAndAwe powers are usually only a side effect of becoming immune to electricity, so on and so on.
134** Strength and flight rarely come with any sort of power to keep large objects from crumpling under their own weight. Therefore, most flying vehicles have their hardpoints labeled from the outside so that flying heroes can see where to safely grab.
135* ''Literature/WhateleyUniverse'': This is usually an important part of the plot and/or the character. Since Whateley is an AcademyOfAdventure teaching teenagers how to deal with their powers, this trope gets discussed quite a bit within several stories.
136** Telekinetic FlyingBrick characters like Lancer get flight and anchoring and NighInvulnerability and such from their PK field around (and through) their body.
137** Density changers like Phase also have gravity warping so they don't sink through the floor when completely light (Phase can now fly, but when he first got his power, he did have trouble not sinking through the floor). Phase may be an IntangibleMan, but he doesn't become intangible as much as he moves matter interdimensionally. So he has no trouble with breathing or keeping his blood inside his circulatory system: it's just that he's moving matter into another dimension. It turns out this means he can go to 'normal density' and 'disintegrate' whatever he is moving through.
138** Speedsters like Scrambler and Go-Go are Energizers, need to eat a ''ton'', and ''do'' have to worry about things like chafing. Well-endowed female speedsters like Go-Go also have to worry about bouncing -- which she pointedly states is rather uncomfortable, and that finding a good sports bra which is durable enough for it is a problem.
139*** It's further mentioned that, for speedsters whose ''perceptions'' are by default accelerated, they frequently have problems dealing with everyday life and social interactions, with many turning to illegal sedatives and narcotics in order to cope.
140** Wallflower can go invisible and make things around her invisible: powers testing demonstrated her 'sight' when invisible was psychic because an invisible eye cannot perceive light.
141** Size warpers don't actually change their size, they put up warp displacement fields that make them look like they've changed their size, and have all the effects thereof (which in the case of Matterhorn, includes generating a field of cold sufficient to cause frost to form). Phase uses this to his advantage once he realizes that [[spoiler: being a density warper lets him take over the warp displacement fields of others, at least in some cases.]]
142** Whateley also has a lot of students who ''lack'' required secondary powers, effectively turning their super abilities into super ''disabilities''.
143*** Frostbite can move water, but she uses the heat in it to move it, and as the heat gets displaced it all freezes solid wherever it happens to be, and so she ends up being an 'ice manifester' by accident. And she has no protection from the cold she creates. She's given herself lots of colds and one nasty case of pneumonia.
144*** Supervillain alumna Density specifically lacks gravity warping so full application of her powers causes her to sink helplessly into the ground.
145*** The ultimate example is Puppet who is not immune to the extreme toxicity of her extremely corrosive blood. It takes equally extreme life support measures just to keep her alive.
146* ''Literature/WildCards'': This comes up on a number of occasions:
147** {{Fl|ight}}ying Joker-Aces often fall into this:
148*** The TV celebrity Peregrine [[WingedHumanoid possesses birdlike wings attached to her shoulders]] and can {{fl|ight}}y. Simply attaching wings to a human's back isn't enough to make them able to fly, however, and Peregrine is no exception. Her flight is telekinetic in nature and the wings are used for additional propulsion and steering, in addition to serving as a psychological prop for activating her ability.
149*** Chickenhawk's Joker traits manifested as a flight membrane, but without propulsion powers he is limited to gliding and riding updrafts.
150** Fadeout bends light to become invisible, and is effectively blind while doing so because by bending all light around himself none can reach his corneas. He can only see by making his eyes visible.
151** Gary Bushorn is a Deuce with the ability to produce flame from his hands. Normally this would make him an Ace... except for the fact that he's not immune to his own fire. Luckily, he has a minor [[HealingFactor regenerative ability]] which regenerates his burns.
152** The Mechanic has the power of mechanism control with the requirement to stay in contact with the mechanism with the stump of a freshly severed limb. A finger for a car, several fingers for a helicopter and so on. Luckily, he regenerates even major trauma and is thus considered a full Ace.
153** Loophole a.k.a. Jumper Prime has the power to bestow [[GrandTheftMe Jumper]] [[BodySurf powers]] unto others. While he cannot Jump others, he is also immune to being Jumped himself.
154** The Great and Powerful Turtle (a.k.a. just "Turtle" in a pinch) telekinetically lifted an aircraft carrier out of the water. Since his telekinesis doesn't come with object integrity protection, Turtle had to carefully distribute his power among superstructure points of said carrier to lift it into dry-dock and not to break the hull.
155** Some aces (e.g. Golden Boy, Harlem Hammer and Rustbelt) can take a tank shell to the face (super-toughness) and tear the gun off that tank (super-strength), but only very few can lift the whole tank without either breaking the hull (no item protection) or breaking through the ground they stand on (no super-anchoring).
156** [[HealingFactor The regenerators]] Carnifex, Crypt Kicker, Demise, Midnight Angel and Stuntman have different RSP issues:
157*** Carnifex doesn't have the eternal youth advantage of e.g. Wolverine, and with advanced age his healing has become less and less effective. He also makes a habit of having his face redone by plastic surgeons every couple years thanks to the scars and similar healing mishaps he inevitably accumulates as a BloodKnight.
158*** Crypt Kicker's power doesn't really heal (or regenerate) him, animating his decaying corpse instead. While this allows him to withstand repeated lethal injuries, his appearance degrades more and more.
159*** Demise regenerates in the shape his body has when his rapid regeneration kicks in. This allowed the Astronomer's goons to teach Demise a lesson by breaking a leg and making the bone regenerate crooked. Demise had to re-break it later (and took the grudge out on Astronomer later).
160*** Midnight Angel's regeneration is essentially just accelerated metabolism (with corresponding food requirements) and thus neither cosmetically nor functionally fully restorative. She still bears the scar on her abdomen (from the event triggering her powers) and has never recovered the ability to bear children.
161*** Stuntman's power has a delay between injury and the "bounceback", the seizure-like process which heals him. This delay has been steadily increasing over time. [[spoiler: Ultimately the delay exceeded the time Stuntman could survive the last injury, and he was beaten to death.]]
162** Several shapeshifters suffer from [[ShapeshifterBaggage mass-energy conservation issues]]:
163*** Kid Dinosaur, who can change into any dinosaur he wants... But he can't increase or decrease his body mass. So he can become a ''T. rex'', but the ''T. rex'' is only a 4 feet tall caricature. However, dinosaurs of corresponding mass are fully functional.
164*** John Hive, who can turn into a swarm of green wasp-like insects. Losses taken by the swarm directly translate into him losing body mass and body parts, up to being wheelchair-bound after sacrificing his legs to have enough mass for the upper body. Hive is considered a full Ace, though, as he slowly regenerates both in human and in swarm form.
165*** Elephant Girl, who causes minor blackouts by draining nearby electric conduits to power her transformation into an elephant. When she transforms back, the extra mass is converted back into energy and released in a blinding flash.
166*** Mr. Nobody, who unconsciously drains and dumps energy to power his much more versatile shapeshifting powers. While he generally sticks to human-sized shapes, his most famous transformation into King-Kong caused a blackout to the entire New York City.
167* Given how ''Literature/{{Worm}}'' is a general {{Deconstruction}} of superheroes, many heroes will have explicitly detailed secondary powers that let their powers work effectively or safely, while others will lack the secondary powers required to do things you might assume their powers could do.
168** Skitter has perfect control over every insect within a roughly five-block radius. In order to effectively control insects she can't see, she can also use all of their sensory input, meaning she basically always has near perfect knowledge of everything nearby. Of course both processing all this information and individually controlling each insect in a massive swarm is far beyond what a normal human can manage, so her power comes with a great deal of extra processing power to deal with all of it. Plus the fun side effect of being quite possibly the best multitasker on the planet.
169** Sundancer, who creates and manipulates a miniature sun, is immune to flames and heat. Any excess heat around her is shunted into another universe, effectively normalizing the temperature in a small radius around her, keeping herself and things close to her (like the ground she's on and her clothes) safe.
170** Siberian is the only character who can do things like lifting a car by the door without breaking it, because her powers include the ability to selectively give invincibility to anything she touches. Others with super strength can lift cars, but have to be more careful and generally lift it by its frame, since otherwise they'll just rip off whatever part they grab it by.
171** There's also a character who can turn these powers ''off'', which can, depending on the target's powers, may literally just kill them.
172** Additionally, most of the characters have the secondary limitations that prevent them from using their powers directly on or inside a person, called the Manton Effect. Most people can't PortalCut someone, ignite a fireball inside someone, use hydrokinesis to pull all the water out of someone's body, etc. Sometimes these limits go away when someone experiences a Second Trigger event[[note]]A Trigger is a traumatic event that gives someone superpowers. The Second Trigger is an additional Traumatic event that boosts the power of their existing abilities[[/note]]. Individuals who don't have this limitation are generally far more powerful as a result, like Narwhal who can create forcefields ''inside'' people, or the [[{{Kaiju}} Endbringer]] Behemoth who can [[InstantDeathRadius incinerate anyone within 30 feet from the inside out]] are incredibly dangerous as a result. Faultline theorizes that the self-protection powers have also works as a sort of unconscious limiter. Basically, you can't Portal Cut someone else because another person is too psychologically similar to the user, and the powers are intentionally unable to affect the person using them.
173** ReedRichardsIsUseless because [[GadgeteerGenius Tinkers]] receive unconscious assistance from their powers when creating equipment and find it difficult if not impossible to explain how it works. As a result, most Tinkertech cannot be maintained or replicated by anyone else, limiting its spread to the general populace. It's actually theorized at one point that Dragon's specialty (most tinkers have one) is the ability to actually document her work in a way that allows others to actually use and maintain it. It also might just be because [[spoiler:she's an AI and can actually write documentation as she's working as a result]].
174** It is eventually revealed as to precisely why superpowers have these required secondary abilities: [[spoiler: they're deliberately included as part of each of the shards released by the [[EldritchAbomination Entities]] to grant powers. Since the shards need their hosts to survive so they can get useful applicable data from the hosts and their combat experience,]] they automatically include limitations, secondary abilities, and defenses to protect [[spoiler:their hosts]] from their own powers or to allow them to use a power that would otherwise be impossible to use effectively, i.e. Taylor's insect-control.
175** In the SequelSeries ''Literature/{{Ward}}'', as a result of one major (spoiler filled) event late in ''Worm'', many new capes don't have the proper limitations to their powers. Such events are known as "broken triggers", and typically result in the victim dying in a horrifying way as a result of their new "power".
176* ''Literature/{{Xanth}}:'' This is what elevates Bink's talent of immunity to magical harm to a Magician-tier talent. Not only does his power prevent magic from harming him directly, but it also prevents even the most indirect forms of magical harm. For example: if someone knew about the nature of his talent, they would know to attack him non-magically, so his talent works by using apparent coincidences to protect Bink and blocks anything that would reveal the nature of his power.
177* Addressed for the FlashyTeleportation, due to the vacuums created, in the third ''Literature/YoungWizards'' novel, ''High Wizardry''. When Dairine first becomes a wizard [[PowersAsPrograms she gets a computer which does the spells for her]], with Dairine acting as the power source (sort of a training-wheels for wizards). After a long-range teleport to Jupiter renders her nauseous, [[PowersAsPrograms she opens up the source code for the teleportation spell]], determined to improve it... Only to find that it's highly complex, dealing with all the things that are needed to keep a human alive when teleporting over long distances. She wisely decides to leave it alone until she has a lot more experience.
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