As a general rule, powers get stronger as they get restricted. Limits provide a means of narrowing the base effect of the power in exchange for greater intensity or more stunts. Assuming a limit is approved by your Narrator, it will allow you to add points of intensity when creating a new hero. (The Roster Book builds these adjustments into the power listings.)
Limits should halve the number of circumstances in which the power can be used , or halve its effectiveness always. If the limit is already in the power description (as Spell-Focused is part of Magic and Line of Sight is part of Telekinesis), it doesn’t count as a limit which will grant extra points in intensity.
Stunts may apply to an entire power, or may be implied to a specific stunt of a power.
Here are some examples of limits (you are, of course, allowed to make up your own limits so long as they follow the above guidelines):
- Animals Only:
Effects animals of 0 or 1 intellect. - Blocked:
Doesn’t effect some very common substances or objects. - Charged:
Limited number of charges before disappearing. - Degradable:
Weakend by 1 point of intensity each exchange. - Gender-Specific:
Affects only those of one gender. - Increased Difficulty:
The difficulty rating of the action is doubled. - Infrequent:
Requires 24 hour or similar wait before it can be used again. - Line of Sight:
User must see target to use power. - Masochistic:
Causes the user to suffer wounds equal to the power’s intensity. - Preventative:
Prevents user from taking another action during use. - Short Duration:
Stops if GM’s draw is negative. - Situational:
Works only in certain situations. - Spell Focused:
Needs gestures and incantations, delays until end of exchange. - Touch:
Works only if the target is touched. - Trance:
Use must be in a trance for one exchange to use power. - Triggered:
Works only if certain event triggers it. - Uncontrolled:
Activates whether or not user wants it to. - Unpredictable:
Scenario Master (SMer) draws a new card, fails if draw is negative.