Learn to Play · Season 3

Powers, Harm and Teams

Building powers, Showstoppers, getting hurt, and how a team holds together.

Episode 15

Building a power

Powers are tools, not rewards. Any power takes six moves, each a short answer: an Effect in one plain sentence; a Family, which sets the flavour, what counters you and a free Signature Trouble; an Array of two to four things it does, each tied to an action and a skill; a Hard Limit, the one honest thing it can’t do; a Cost for pushing past its reach; and up to three Showstoppers. You never roll “a power”: you take one of the four actions with an Array entry.

Episode 16

Showstoppers

A Showstopper breaks a rule on purpose. Ghost’s Now You Don’t lets her Vanish end the exchange outright, once per session, unless a Truth has her pinned; no ordinary Set Up can do that. The test is simple: if it only makes the dice better, it isn’t a Showstopper, it’s a Reach. You get one or more free at creation, set by your Tier, and you can buy more by lowering your Reserve.

Coming next

The nine power families.

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Everything in these videos comes from Nova City Heroes: First Light. The QuickStart has everything you need for your first night in Nova City.