Always a Hero!
All our characters are born a hero and most of them even stay that way. This purchase allows you to select an Edge above your current rank (subject to GM approval). Of course you must have an advance and all necessary prerequisites. Not applicable to Dragons and Ifs Mimicked from them.
(3 EP) Seasoned
(5 EP) Veteran
(7 EP) Heroic
(10 EP) Legendary
Driving on Empty
Sometimes you need just 1 more power points to get the job done. These rewards allow for emergency recovery of some power points, of course you cannot exceed your normal maximum.
(1 EP) Recover 5 PP
(3 EP) Recover 10 PP
(5 EP) Recover 15 PP
(7 EP) Recover 20 PP
Good In a Pinch
Heroes seem to have that little je ne sais quois which allows them to do just the right thing, just in the nick of time. These rewards let your hero temporarily bend fate in their favour.
(1 EP) Power Efficiency: Use a power for 1/2 PP costs (one time only)
(2 EP) Power Flexibility: Temporarily switch trappings on a power (can be maintained as normal).
(3 EP) Inspiration: Temporarily use an Edge you qualify for (ignoring Rank) for the duration of the current scene (scene length is defined by GM)
(3 EP) Wild Thing: One time use of: Deadshot, Mighty Blow, or Power Surge when dealt a Joker.
(5 EP) Expanded Understanding: Your character adds a power to her power list that she would normally not have access to. This may only be selected once per Rank. Note: This does not give your character the power; it merely adds the power to her list. She must still learn the power as normal (typically via spending an Advance on the New Power Edge). (new, Q4 2018)
Our tech heroes are always on the lookout for a good deal on weapons and gear. These rewards let you acquire some normally unavailable gear. These rewards can be taken either at character creation or negotiated with the GM to be acquired by role play (i.e. an interlude describing how it was acquired, something given by the legion or benefactor for performance, purchased with credits, etc.).
(3 EP) Access Restricted Gear (Such as CS Armor, Power Armor, and Weapons) to replace a single gear choice.
(1 EP) Replace your starting gear from another Iconic Framework (excluding power armor, robots, and, vehicles - character creation only)
(5 EP) Roll on Body Armor Table
(5 EP) Roll on Close Combat Weapons Table
(5 EP) Roll on Ranged Weapons Table
(5 EP) Roll on Mystic Weapons and Enchanted Items Table
(5 EP) Roll on Cybernetics Table (new, Q4 2018)
(10 EP) Gain a Signature Item. This custom unique piece of gear could be an enchanted, TW, or technological item that grants a benefit fitting with your character concept. This will be created using existing house rules for TW, echanted, and Super Tech in discussion with your GM. For power level use a Heroic level Techno-Wizard item as a guide. Limit one per character.
Sometimes bennies, extra effort, and all that just leaves you out to dry. For those times when you just have to succeed, these rewards give you one more kick at the can.
(1 EP) Have I Got a Backstory for You: At character creation, your character may make his allotted Hero’s Journey rolls on any table or combination of tables of his choosing (except on tables specifically prohibited by his Iconic Framework, if any). He does not gain extra rolls by purchase of this option. (new, Q4 2018)
(1 EP) Purchase 1 additional Benny for any character
(1 EP) Roll d54 for a random Adventure Card - Card List
(1 EP) Twist of Fate: To add +4 to any Trait or Skill Roll (must be declared before rolling)
(2 EP) Fate's Chosen: Add the value of your Trait die to a Trait or Skill roll (must be declared before rolling)
(5 EP) Choose any Adventure card from the deck not already in use
(5 EP) Deus Ex Machina: Retroactively Spend a Benny to reroll a critical failure.
(3 EP) Blow on the Dice: Move up or down any d20 table roll; +/- 1
(5 EP) Shake the Table: Move up or down any d20 table roll; +/- 2
(7 EP) Pound the Table: Move up or down any d20 table roll; +/-3
(10 EP) Flip the Table: Move up or down any d20 table roll; +/- 4
(4 EP) Blow on the Dice: Move up or down any d12 table roll; +/- 1
(6 EP) Shake the Table: Move up or down any d12 table roll; +/- 2
(8 EP) Pound the Table: Move up or down any d12 table roll; +/-3
(11 EP) Flip the Table: Move up or down any d12 table roll; +/- 4
Adventure Card Notes:
- Max 4 draws per quarter.
- Adventure Cards are held until used. Players can only hold one card per rank (Novice = 1, Seasoned = 2, Veteran = 3, Legendary =4). EP & Patron Cards do not count toward this limit.
- There are a limited number of each card in the 'Community Deck", once all of each type are in play they are unavailable for use by another player.
(3 EP) Inactive Character Slot
(5 EP) Second Character Account
(10 EP) Third Character Account
(20 EP) Fourth Character Account
(10 EP) Per Each Additional Character Account
(5 EP) Patron Item Permanence Unlock