Challenges


 * 1w to 5w = Addiction. An addiction is similar to a compulsion (see below), but the penalties for withdrawl are more severe. You suffer a cumulative +1 penalty to the resistance of all actions for each consecutive day you go without getting your fix, up to a maximum penalty equal to the number of stones this challenge is worth.
 * 1w or 2w = Adolescent or Child. For 1 white stone you're an adolescent (under 18), which can pose problems in certain situations. You might not have a driver's license, an apartment or dwelling of your own, or be able to get into night clubs or bars, and in general, adults might not take you seriously. For 2 white stones you're a child (generally under 12), which can be even more awkward.
 * 1w to 3w = Chronic Disease/Condition. Depending on the cost, your affliction may not directly impact your character much or at all.. yet. But whatever it is, it isn't going away.
 * 1w to 3w = Compulsion. You have a psychological compulsion towards some kind of behaviour. Perhaps you are a compulsive gambler, smoker, liar, or you just can't resist sticking up for the underdog. Alternatively, maybe you won' tbreak the rules or break the law, kill an innocent, or kill anyone at all. A compulsion is annoying and possibly costly, but often less severe than an addiction (see above).
 * 1w to 5w = Conflicting Interests. You have a separate agenda or duty that conflicts with those of your team or your friends. You may even have two such devotions that conflict with one-another. If you also have a Driving Goal, your conflicting interest must be of equal or lesser value.
 * 1w to 5w = Deadly Enemies. Someone, or a group of someones, is out to get you. The exact value of this Challenge depends on your enemy's strength relative to your own. An enemy weaker than yourself might be worth 1 or 2 stones, while an enemy of superior strength might be worth 4 or 5 stones.
 * 1w to 2w = Disliked or Shunned by Peers. Something about you or something that you did has ticked off the people in your life. The severity of the Challenge depends on how much you've upset your peers, and how much that bothers you and disrupts your life.
 * 1w to 5w = Driving Goal. You have one goal in particular that is your primary concern. Whatever it is, it must be theoretically achievable. Unlike a Conflicting Interest, the pursuit of this goal need not be perpendicular to the other goals in your life; however, it is a nagging passion that you find difficult to put down. If you manage to achieve your Driving Goal during the course of play, you may immediately claim additional white stones equal to it's value (effectively doubling it's value). You may only have one Driving Goal at a time.
 * 1w to 5w = Elemental Vulnerability. You have a weakness to a specific element, such as fire, cold, acid, radiation, etc. Depending on how common the element is, for 1 to 3 stones you suffer x2 damage from this slement; for 4 to 5 stones you suffer x3 damage from this element. You and your GM may come up with alternative weaknesses; perhaps said element always penetrates your toughness, or so on. For vulnerability unrelated to a specific element, try Special Vulnerability.
 * 1w to 2w = Fish out of Water. Maybe you're a time-traveler, an alien, or an android - whatever the reason, you are ignorant of, and perplexed by, some aspect of society, such as modern technology, etiquette, or important historical events.
 * 1w to 3w = Haunted Past. Your past includes anything from embarrassment to hardships to outright trauma - and worst of all, you just can't seem to escape it.
 * 1w to 4w = Looking Non-Human. Some supernatural beings can blend in with the humans, but you aren't quite so lucky. Benchmark characters include Gambit (2 white), Mystique (3 white), and Thing (4 white). For 1 white you only look non-human when you actively use some or any of your powers.
 * 3w to 5w = Loss of a Sense. You have lost one of your 5 primary senses. Typically, smell or taste might be worth 3 white; touch or hearing 4 white; since humans rely most heavily on sight, blindness is usually worth 5 white. Depending on the circumstances of the setting and/or the nature of your character, these values might change.
 * 3w = Mutant. Super powers are in your genes, but unfortunately for you, so is being a minority and a scapegoat. Depending on the nature of the game, this Challenge may be worth more or fewer stones; it may not even be allowed in games that don't take place in the Marvel Universe.
 * 1w to 5w = Psychological. You have some kind of psychological restriction, such as a mental illness or developmental disorder. This could be anything from dyslexia to chronic depression to paranoid schizophrenia. How, if at all this impacts game mechanics is up to you and your GM.
 * 1w to 5w = Restricted Movement. You have some kind of physical restriction, whether its just a mild but persistent limp (1w), or being completely without the use of your legs (5w).
 * 1w to 2w = Secret Identity. You struggle to maintain a secret identity. The value of this Challenge depends on how hard your secret identity is to keep from your friends, associated, loved ones, and those pesky prying relatives.
 * 1w to 5w = Special Vulnerability. Superman has his kryptonite, wereweolves fear the full moon, and you, too, have your own unique weakness. Hammer out the details with your GM and determin ethe value of this challenge based on how common your weakness is, and how much it affects you.
 * 1w to 4w = Vulnerable Ward. Somebody in your life is your responsibility - someone vulnerable, who may or may not even know your secret identity. Your ward may not even be vulnerable, as long as you percieve them to be, protecting your ward will be a competing priority.
 * 1w or more = Weak Immune System. You suffer from some kind of affliction which weakens your health. You require a regular treatment or daily doze of medication or serum, or lose one or more health stones until you get it. This challenge is worth one white stone for every stone of Health so affected.