RULES, SUPPLIMENT

Powers

Oops! I've been forgetting to include the Trump suit for your powers! When you use your power, it's just like any other action-- add cards and possibly trump in order to beat the difficulty or opposed score. But if you'd like to know WHAT those Trump suits actually ARE for your powers, then read on!

Equipment: Uses the Trump of "normal" equipment. Blasters are Agility, swords are Strength, and powered armor uses Intellect. (I know, it doesn't make a lot of sense for powered armor to be Intellect-based, but hey, save those Agility and Strength cards for better trumps!)

Body Armor, Immortality, and Resistences don't use card-play, but are Strength-based powers.

Everybody else, your trumps are abbreviated after your powers' intensity.

Hawkeye:
Wings (10A)
Enhanced Senses: Vision, Telescopic Vision (12W)
Clairvoyance (8W)
Communicate with Birds (8W)

Venom:
Enhanced Senses (8W) Five senses, 360degrees, Infravision
Detection: Astral, Illusion, Life (8W)
Cosmic Awareness (5W) Limited to Earth
Communicate with Spiders (15W)

Moon Knight:
Density Control (14A) 14 Strength at maximum, 0/Phasing at minimum
Limit: Uncontrollable (depends on phase of moon)
Light Control (14 i) Emmission, Light Blast
Limit: Gives faint glow at near/full power; Uncontrollable (depends on phase of moon)
Shadow Control (14 i) Shadow Darts, Blending
Limit: Uncontrollable (depends on phase of moon)

Skills

Fighting skills: Most skills are like weapon and fighting skills-- they reduce the difficulty of performing such an action. Such skills are Archery, Boxing, Brawling (Street Fighting,) Flinging (Thrown Weapons,) Hammers, Knives, Marksmanship (Guns, etc.) Martial Arts Weapons, Shields, Spears, and Swords.

Martial Arts and Arial Combat: Special fighting skills. These allow the hero to use Agility instead of Strength when in hand-to-hand combat (Arial Combaters need to be in flight for this benefit, natch.) Very handy! Martial Artists can also use their talent to lessen damage from falling and catch thrown items..

General Skills: This basically says your character knows this area of knowledge in general, and can enjoy a reduced difficulty if needed. Such skills are: Astonomy, Equestrian, Languages, Lore, Mythology, Physics, Piloting/Spacecraft, Survival, and Tracking.

Other skills of note:

Acrobatics:
Besides a reduced difficulty for balancing, etc. Acrcobats can lessen damage from falling and dodge easier.

Assessment:
By taking a full exchange to analyze, the hero can determine specific questions about his opponent or situation, including the Difficutly of an action or intensity or attribute of an opponent.

Espionage:
Like a General Skill, above, but with more specific tasks-- trying to find clues, notice someone trailing you, operating small equimpent, etc.

Intimidation:
Reduced difficulty to get people to do what you want through threats and stuff. Great role-playing tool.

Meditation:
By spending at least an exchange concentrating, the hero can reduce the difficulty of any Willpower-based action, including power useages (Detections, Enhanced Senses, etc.)

Military:
Like a General Skill, above, but with more specific tasks-- leading troops, understanding tactics, protocol, etc.

Observation:
A general ability to tell if something is Not Quite Right, but also reduces difficulties for actions involving your senses.

Theivery:
Like a General Skill, above, but with more specific tasks-- pickpocketing, moving silently, picking locks, etc.