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* DealWithTheDevil: Power from Servitude pacts, a form of Mystically Bestowed power, happen when a demon lord grants power to a mortal. Sometimes, this is an open agreement to life-long servitude, while other times it's a single favor (which will almost certainly damn the mortal).[[note]]Note the "almost." The book is a little self-contradictory on this, as it admits that you potentially ''can'' come out without your soul damned, and taking the pact doesn't actually change your CharacterAlignment, but it also says that there's never a reason to take the pact.[[/note]][[invoked]]
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* ArmedBlag: In the "One Dam Thing" adventure, the Gold Falcon's plan is to rob an armored car transporting millions of dollars worth of evidence (in cash and coke) from a recent drug bust while his unwilling accomplice Brainstorm distracts the cops with a flashy attack on Hoover Dam.


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* WeNeedADistraction: In the "One Dam Thing" adventure, Brainstorm's attack on Hoover Dam is meant to keep the cops busy while his blackmailer, the Gold Falcon, robs an armored car.
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* {{Blackmail}}: In the "One Dam Thing" adventure, the young college student Jeff Erikson is a mutant with hydrokinetic powers. Jeff tries to keep his powers secret and just wants to live a normal life. Unfortunately, a supervillain witnessed him using his powers to save some friends from a boating accident. That villain is now threatening to expose Jeff's secret unless Jeff puts on a costume and attacks the Hoover Dam.
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* CompetitiveBalance: Mutant animals have a pool of Biological Energy (or [=BIO-E=]) points which they spend at character creation to give themselves increased size, human features such as bipedalism or the ability to speak, special abilities, and psionic powers. The number of available points is inversely proportional to the size and deadliness of the animal, with small animals like frogs and mice having a ton of BIO-E points while larger animals like tigers and bears have few or no points. The only way a big animal can get more points is by making it smaller. This was an intentional choice by the designers to keep players from gravitating to the biggest, nastiest animals available while ignoring the smaller ones.

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* CompetitiveBalance: Mutant animals have a pool of Biological Energy (or [=BIO-E=]) BIO-E) points which they spend at character creation to give themselves increased size, human features such as bipedalism or the ability to speak, special abilities, and psionic powers. The number of available points is inversely proportional to the size and deadliness of the animal, with small animals like frogs and mice having a ton of BIO-E points while larger animals like tigers and bears have few or no points. The only way a big animal can get more points is by making it smaller. This was an intentional choice by the designers to keep players from gravitating to the biggest, nastiest animals available while ignoring the smaller ones.
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* CompetitiveBalance: Mutant animals have a pool of Biological Energy (or [=BIO-E=]) points which they spend at character creation to give themselves increased size, human features such as bipedalism or the ability to speak, special abilities, and psionic powers. The number of available points is inversely proportional to the size and deadliness of the animal, with small animals like frogs and mice having a ton of BIO-E points while larger animals like tigers and bears have few or no points. The only way a big animal can get more points is by making it smaller. This was an intentional choice by the designers to keep players from gravitating to the biggest, nastiest animals available while ignoring the smaller ones.
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* AGodAmI: Of of the many weaknesses a Mega-Hero can be saddled with is a "God Syndrome" which makes them view themselves as a deity. Naturally, such prideful characters feel themselves as being above petty mortals and their laws and generally view normal humans and less powerful supers as inferior beings. They also have a bad habit of underestimating their foes, which can backfire on them spectacularly in certain situations.

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* AGodAmI: Of One of the many weaknesses a Mega-Hero can be saddled with is a "God Syndrome" which makes them view themselves as a deity. Naturally, such prideful characters feel themselves as being above petty mortals and their laws and generally view normal humans and less powerful supers as inferior beings. They also have a bad habit of underestimating their foes, which can backfire on them spectacularly in certain situations.
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* AGodAmI: Of of the many weaknesses a Mega-Hero can be saddled with is a "God Syndrome" which makes them view themselves as a deity. Naturally, such prideful characters feel themselves as being above petty mortals and their laws and generally view normal humans and less powerful supers as inferior beings. They also have a bad habit of underestimating their foes, which can backfire on them spectacularly in certain situations.


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* TheChosenMany: Many heroes are granted their abilities from various gods or other supernatural beings that have decided to gift them and others like them with powers to aid in their fight against the forces of evil (or good if the entity in question is evil).


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* EnigmaticEmpoweringEntity: One of the main sources of superpowers in this game involves specifically chosen mortals receiving special gifts from mysterious supernatural entities such as gods or demons.


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* ReallySevenHundredYearsOld: One of the special powers a Mega-Hero can have is drastically slowed aging. (This gives them roughly a dozen extra years for each normal year a regular human has.)
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* ProveIAmNotBluffing: In the "Mall of Terror" adventure, the Crime Masters are threatening to blow up a mall unless the police pay them a ransom of three million dollars. They plan to detonate the bomb even if their ransom demands are met, just prove that they weren't bluffing.
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* GeometricMagic: Wizards can use circle magic, which--as the name implies--requires them to create and stand in intricate circles to cast spells. This is more expensive and time-consuming than conventional spellcasting, as even the simplest magic circle takes half an hour to create, but it can produce some impressive effects which regular spell magic cannot replicate.
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* OurZombiesAreDifferent: Evil magic users can reanimate the dead as loyal zombie thralls. Zombies are dim-witted but quite tough, as they possess superhuman strength and cannot be harmed by any weapon that is not holy, magical, or made of silver. And if you manage to kill a zombie, it will reanimate within two days unless you exorcise it or bury its head separately from the rest of its body.
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* TheTeamNormal: In the "Mall of Terror" adventure, Task Master (no relation to the Marvel Comics character) is a non-superpowered mercenary in a team consisting of himself, a super strong mutant who can shoot various kinds of energy blasts, and a guy who can control darkness. Despite his lack of powers, Task Master's experience, military training, and arsenal of weapons make him the deadliest of the three.
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* SummoningRitual: Wizards can conduct a ritual to summon an extradimensional creature. This requires them to scribe a magic circle according to exact specifications and energize it with a blood sacrifice, at which point the creature will manifest within a few minutes. If the wizard allows the summoned creature to leave the summoning circle or stay in the mortal world for too long, they will lose control of the creature. Given that such creatures are evil and hateful toward humanity, losing control is not good.
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* ByThePowerOfGrayskull: Heroes who wield an Enchanted Weapon must speak the weapon's name aloud to activate it and gain their powers. Similarly, heroes whose powers were Mystically Bestowed upon them must speak a word of power to transform from their normal identity into their superhuman form.


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* HenshinHero: Mystically Bestowed heroes and wielders of Enchanted Weapons both undergo a transformation when activating their powers. The transformation is more extreme in the Mystically Bestowed hero's case, as they can go from a child or an invalid to a superhuman with a HeroicBuild. The Enchanted Weapon wielder bulks up too, just not to the same extent. In both cases the transformation garbs the hero in a fancy costume as well.
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* OnlyTheChosenMayWield: Anyone can pick up an Enchanted Weapon and swing it around, but unless the wielder's alignment matches that of the weapon, the weapon will not grant them its mystical powers. So heroic characters cannot use the powers of an evil weapon, and a supervillain cannot use the powers of a good weapon.


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* TouchedByVorlons: The Magic category includes rules for creating a superhero whose powers were granted to them by a supernatural entity. This lets the hero transform from an ordinary person into a superhuman with enhanced physical attributes and a selection of spells and/or superpowers, not unlike ComicBook/{{Shazam}}.
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* ElementalShapeshifting: The various Alter Physical Structure powers let you transform into a being made of an elemental substance like fire or stone.
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* DetectEvil: Wizards and magicians can sense the presence of profoundly evil beings, such as evil supernatural entities or supervillains of diabolic alignment. There is also a psionic power which lets you see a creature's general alignment, getting a sense of whether the creature is good or evil.
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* OurMagesAreDifferent: The Magic category is quite broad and allows players to create many different types of mystical heroes. You could make a non-magical person whose powers come from possession of an Enchanted Weapon or Enchanted Object, a wizard or illusionist who gained their powers through intense Mystic Study, or a random person who was Mystically Bestowed their powers by some supernatural being.
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* MagicalAccessories: The Magic category lets you create a superhero whose magical powers come from an enchanted object such as a medallion, [[RingOfPower ring]], belt, [[MaskOfPower mask]], [[ClothesMakeTheSuperman cape, gloves,]] and so on. Such an object can either give the wielder superpowers or grant them a fixed number of magic spells.

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* MagicalAccessories: MagicalAccessory: The Magic category lets you create a superhero whose magical powers come from an enchanted object such as a medallion, [[RingOfPower ring]], belt, [[MaskOfPower mask]], [[ClothesMakeTheSuperman cape, gloves,]] and so on. Such an object can either give the wielder superpowers or grant them a fixed number of magic spells.
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* MagicalAccessories: The Magic category lets you create a superhero whose magical powers come from an enchanted object such as a medallion, [[RingOfPower ring]], belt, [[MaskOfPower mask]], [[ClothesMakeTheSuperman cape, gloves,]] and so on. Such an object can either give the wielder superpowers or grant them a fixed number of magic spells.
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* NotQuiteFlight: Superheroes who possess the Weight Manipulation power can glide by making themselves weightless, while heroes with the [[ElementalShapeshifter Alter Physical Structure: Electricity]] power can fly by turning into a bolt of lightning and rocketing off in a random direction.
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* PowerUpFood: The optional Crazy Hero rules allow you to create a superhero who ''thinks'' that they get their powers from eating a specific (usually disgusting) food. The powers aren't actually tied to the food, but the hero's belief that they are is so strong that it functionally makes no difference. The game calls this "WesternAnimation/{{Popeye}} Syndrome" in a nod to the TropeMaker.
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* BadPowersBadPeople: Evil enchanted weapons can grant their wielders a variety of unpleasant powers like conjuring darkness, making people sick, raising the dead as mindless thralls, and opening portals to realms of unspeakable eldritch horror. Since enchanted weapons will only bestow their powers upon people of a matching alignment, this means that heroic characters will never be able to use these abilities.
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* PowersViaWeapon: The Magic category includes rules for playing a superhero whose powers come from an enchanted weapon. While the character has the weapon, they are a powerful MagicKnight with a boatload of mystical abilities at their disposal. Without the weapon, they're just an ordinary person.
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* FashionVictimVillain: Even for a super hero genre series some of the costume designs in this game are... ''interesting'' to say the least.
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* FashionVictimVillain: Even for a super hero genre series some of the costume designs in this game are... ''interesting'' to say the least.


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* {{Stripperiffic}}: Many of the female (and some male) hero outfits in this game leave very little to the imagination.


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* WeaksauceWeakness: It's entirely possible for a Mega-Hero to end up with one of these. Bad allergies, anyone?
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* AchillesHeel: Mega-Heroes are deliberately given a major weakness to help balance their immense power. These can range from susceptibility to certain elements like fire, vulnerability to magic or even just a simple allergy.


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* ChivalrousPervert: One side effect of the "Loves the Opposite Sex" weakness (see DistractedByTheSexy below) is that the hero in question will be more sympathetic towards the opposite gender and more inclined to support and believe them over others.


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* DistractedByTheSexy: Heroes with the "Loves the Opposite Sex" weakness will become easily distracted whenever an attractive member of the opposite gender strolls by, ignoring all but the most blatant and unsubtle events going on around them in the process.
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* TheAlcatraz: The ''Gramercy Island'' sourcebook focuses on a large prison complex of the same name used to house the worse scum and villainy in the world. Naturally, the whole book has a huge focus on criminal gangs and super villains as well as a brief look into the prison lifestyle of the superpowered.


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* CaptainPatriotic: There are dozens of examples of both heroes and villains that have motifs based upon their country of origin. Heck, even the cover of the core game book features this.


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* CreepyCrossdresser: Judy of the Fun Bunch gang dresses like a male clown because she believes it makes her look more intimidating and matches the look of her partner.


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* GangOfHats: Many of the villain groups have a common theme or motif that ties them together. The ''Gramercy Island'' sourcebook in particular has a massive section dedicated to various unique super villain gangs and their members.


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* MonsterClown: The Fun Bunch gang are a large group of [[CircusOfFear murderous circus themed]] criminals with several members that base their costume design off of this.
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* WolverineClaws: Bionic characters can be fitted with all kinds of retractable arm- and finger-blades, including ones based on the TropeNamer.
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* HumanAliens: You can easily create a [[Franchise/{{Superman}} Clark Kent]]-style alien superhero who looks indistinguishable from ordinary humans.
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* DayHurtsDarkAdjustedEyes: Aliens can come from a "twilight world" shrouded in perpetual darkness. Such aliens have evolved to be extremely sensitive to light: they can see incredibly well in the dark, but any light brighter than 100 watts is blinding to them, and they must wear protective eyewear if they wish to fight crime during the day.

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