Editing MTH:Weaknesses

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Not all superpowers function as effectively as they could; some of them rely on devices that a character could be parted from, others will not function (or only function) under certain conditions, and others simply have a shorter range or less kick than other powers of that type.   
 
Not all superpowers function as effectively as they could; some of them rely on devices that a character could be parted from, others will not function (or only function) under certain conditions, and others simply have a shorter range or less kick than other powers of that type.   
  
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A power can have any number of weaknesses or limitations attached to it; doing so grants diminishing returns. The first class level dropped takes one Weakness, the second class dropped takes an additional two, and so on. A Gamma Power would take 3 Weaknesses to make into an Alpha Power.
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A power can have any number of weaknesses or limitations attached to it; doing so grants diminishing returns. The first class level dropped takes one Weakness, the second class dropped takes an additional two, and so on. A Gamma Power would take 6 Weaknesses to make into an Alpha Power.
  
 
The following is a list of general weaknesses that a power might have.  This list is by no means comprehensive; players and Storytellers are encouraged to make up other weaknesses to add to it.  The Storyteller is the final arbiter of whether any given drawback is significant enough to reduce a power's Class.
 
The following is a list of general weaknesses that a power might have.  This list is by no means comprehensive; players and Storytellers are encouraged to make up other weaknesses to add to it.  The Storyteller is the final arbiter of whether any given drawback is significant enough to reduce a power's Class.

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