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===Setting Rules=== *'''An Arm And A Leg:''' If a Wild Card has no bennies, they can still choose to make a Soak roll. Regardless of the results of the Soak roll they immediately gain an appropriate hindrance: One Arm, One Eye, or Slow (Major). This Hindrance lasts until the end of the next session and cannot be healed otherwise. *'''Combined Attacks:''' Support an allyβs attack to deal +2 damage, +4 with a raise *'''Comic Book Combat:''' Combined Attacks, Knockback, Power Stunts, Synergy *'''Conviction:''' Heroes gain Conviction Tokens that can be used to add a d6 to all Trait and damage rolls for one round. *'''Expanded Conviction:''' In addition to the standard uses, Conviction can be spent to: **Reroll a Critical Failure. **Force an enemy to reroll a single Trait roll and use the new roll. **Negate a Benny used by another character. **Conviction may be gifted to another character who is Trusted (see below) for immediate use. *'''Death & Defeat:''' A Wild Card who is incapacitated by lethal damage gets an immediate Vigor roll to potentially recover. *'''Larger Than Life:''' Wild Cards may take one additional Major or Minor hindrance, gaining points for it normally. This extra hindrance must be a mental/social hindrance. *'''Mega-Destruction:''' Superpowers and kaiju attacks cause massive property damage. *'''More Skill Points:''' Heroes start with 15 skill points instead of 12. *'''Never Surrender:''' Incapacitated Wild Cards are dealt initiative cards normally. On a Joker they regain consciousness and rejoin the fray. *'''No Finishing Moves:''' Downed Wild Cards are immune to Finishing Moves *'''Popcorn Initiative:''' Players may post in whatever order, as they are available to do so. The GM will have NPCs act whenever it makes sense. The edges Quick and Level-Headed, and the hindrance Hesitant, do not exist. Cards will still be drawn for the sake of Jokers and complications. *'''Throwdown:''' Ignore the Unarmed Defender rule.
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