

The basic question to be asked is: Has this hero done this sort of thing before? The players will, without a doubt, come up with an innumerable amount of stunts for their Powers (and the Judge will be told how to decide if a Power Stunt is possible in his Judge’s Book). Certain Powers, such as weather elemental controls, almost entirely consist of these stunts.
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Or our example above, the wall-crawler decides to use his stick-to-it-ness to grapple a thief. Or a character with Leaping Power decides to use his powerful leg muscles to disrupt the ground, knocking over an opponent. These are known as Power Stunts.įor example, a character with the Speed Power suddenly decides to run in a circle very fast, creating a whirlwind. There are some cases when a hero may use a Power in a way it was not originally intended to carry out a certain task. Here's what it says on its first appearance in the Advanced Players' Book (p. Basically, it gives a formal way to extend a character's super-powers by paying a fairly hefty amount of Karma (quasi-experience awards) for a chance to do some previously undefined ability. The Marvel Super Heroes Advanced Game (i.e., the 2nd edition of the FASERIP rules in 1986), by Jeff Grubb, has a novel rule called "Power Stunts".
