Creating an Advantage

Any character, regardless of their Powers or Ability scores can attempt to create an Advantage.  When you decide to Create an Advantage, you must describe what it is that you want to change in your favor and how it is meant to help.  You can Create an Advantage to help someone else, too, or to create a DISadvantage for an enemy that any of your allies may use.

Here are some examples:

“I want to shoot out the lock so that I can kick in the door.”

“I want to get to higher ground so that I can see the battlefield better.”

“I want to get a tire-iron out of the back of my car to use as a weapon.”

“I want to knock the sniper’s gun arm as he shoots to help the Mayor dodge the attack.”

“I want to wrap the giant monster in this chain link fence.”

The GM will tell what Ability to base your roll on, and if you can use any of your Powers to help you. Then you roll as normal, and if you succeed, you have created an Advantage.

Advantages are temporary. When you create an Advantage, you can decide if the Advantage is designed to give you either:

  • +2 dice advantage or disadvantage for a single action. OR
  • +1 die advantage or disadvantage lasting UP TO 3 actions.

An Advantage gets no bonus for any Additional Successes you roll when you create it.  That is, additional successes don’t add any additional dice or number of actions to the Advantage – it’s always either +2 dice for one action, or +1 die for up to three actions.

Here are some common examples:

  • A character picks up a loose gun.  This provides an advantage to Aim for an attack, or to Influence for an attempt to frighten someone or control their behavior.  If the player wanted to use it as such, he could say, “the gun has a scope I want to use to see what is happening on the other rooftop” and take the advantage to to Perception.
  • A character throws sand in the face of an enemy, giving himself or allies an advantage to dodge against this enemies attacks, or to stealth against this enemy seeing what they are doing.
  • A character uses stealth to sneak up behind unsuspecting guards.  A successful Stealth roll gives the player an advantage to an attack to KO these guards before they can raise an alarm.

Once again, it is important to state your intent when you try to gain an advantage – advantages should always be created and used toward a specified outcome.

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