Power-Up

Power Up MN+1 CL
Some characters take a while for their powers to warm-up before they can really show off their potential; others, like the Incredible Hulk, are frightful to begin with, but become utterly devastating under the right circumstances.

Choose a physical Ability and record a trigger, such as when you are overcome with rage, when you are standing still, when you are in motion, or so on. Once your trigger activates, you gain a 1-point increase in your chosen Ability per page, until a total bonus equal to your MN is reached (or until your Ability hits a maximum of 10).

The effect ends when your trigger deactivates - if you become calm, if you move or are stopped from moving, or whatever the case may be, depending on the trigger you selected.

With GM permission you may choose an appropriate Action in place of an Ability.

Options include:
 * +1 CL = Rapid Build-Up. You gain an additional point to your Ability score at the start of each Page. You can choose this Option multiple times, representing an almost instantaneous power upgrade.
 * +1 to +3 CL = Additional Power. For +1 CL, choose an additional Ability; when you power-up at the start of each Page, you can choose which Ability gets the boost. For +2 CL, choose an additional Ability as usual - however, both Abilities power up at the start of each Page. For an additional +1 CL, you can choose an Energy Ability (such as Recovery or Energy Pool), or a Modifier to increase instead of a regular Ability. You can choose this Option multiple times, representing a broad scope of power.
 * +2 CL = Limit-Breaker. Your Ability can power-up beyond the normal limit of AN 10, pushing you into uncharted territory. This can be dangerous to say the least, both to yourself and others, so be warned! Expect your GM to say "no"..
 * -1 CL = Trade-Off. Choose an Ability that is naturally at least AN 2 or higher; this Ability actually decreases by one point each time you power-up at the start of a Page, to a minimum of 1.

Example: ''The Incredible Hulk had only been mildly irritated by the puny soldiers and their silly little guns, and had been content instead to simply smack them out of his way - until the helicopters and tanks arrived. A tank shell exploded in the sand right in front of Hulk's face. That made Hulk angry!''

''Hulk naturally has a Strength of 10 and a Recovery of 7, but he also has the POwer-Up Modifier (renamed "Rage") with an MN of 8. As one might expect, he chose Strength as his primary Ability, but he also paid an extra cost level to have his Recovery increase as well. He also bought one level of Rapid Build-Up and, of course, the Limit-Breaker Option.''

''Immediately at the start of the next Page, the Hulk's Strength and Recovery each jump up by 2 points, to 12 and 9 respectively. So long as he remains furious, his rage will build, only leveling-off at a maximum of Strength 18 and Recovery 15. In case you ever wondered, that's why you wouldn't like him when he's angry.''