When this limitation is taken on a character's power(s), he may raise it by an amount of CS allowed by the game Judge, who must determine just how much more difficult the limitation makes the new hero's life, right?
At any rate, each time the power(s) that fall under this limitation are used, they subtract an amount of points equal to their power rank from their power pool.
A character's power pool can take many forms. Some are a bit more difficult to play around than others. The five forms of power pool are listed here:
- Health Score:
- The character's power pool is directly tied to his Health score; use of the power drains away like amount of Health points. The damage is only temporary, but if the character runs out of health, he still has to make an Endurance FEAT (green) or begin losing Endurance ranks.
- Health Score:
- This one functions as per number one, above, except that the power cannot kill you; falling to zero health due to using the limited power won't kill a body; the temporary damage must be kept track of separately, since it is similar to stunning damage.
- Power Score:
- The character's power pool is a sum of energy on tap, determined by mathematical formula. To find this sum of energy, apply the following math to each power rank falling under the limitation, and add the results together to find the total power pool. Essentially, take the power rank number, and add all the successive rank numbers before it on the Universal Table to that number. This will be the power pool. For example, say this limitation is used on a power of Amazing (50) rank. To begin, start with the number 50. Now, add to this all the rank numbers of all the ranks before Amazing to get the result. In this case, the sum would be: 50 + 40 + 30 + 20 + 10 + 6 + 4 = 162.
- When the character depletes the pool to the point that he can't use his power(s) at full strength, he can either wait for his power to regenerate (see below), or use the power at a decreased rank; the rank will fall within the rank indicated by the remaining amount of the pool. Depleting the power pool to zero, however, isn't a good idea. This will knock the character unconscious for 1d10 turns. No other adverse effect will befall him, though.
- Same as above, but instead of falling unconscious when running out of power, the character's power will dip into his health points to function. The same dangers apply to this form of power pool as does those that plague number 1, above.
- Same as above, but instead of falling unconscious when running out of power, the character's power will dip into his health points to function. Furthermore, the loss of health due to this power isn't so deadly; it acts as is describes in number 2, above.
As one can see, the power pool generation methods grow increasingly less deadly. That is where the column shifts for limitations come in:
- 3CS on primary power, 2CS on secondary powers under limitation.
- 2CS on primary power, 2CS on secondary powers under limitation.
- 2CS on primary power, 1CS on secondary powers under limitation.
- 1CS on primary power, 1CS on secondary powers under limitation.
- 1CS on power. Allowing multiple powers on this form of the limitation isn't recommended, to curb munchkin-type players.