Rules Clarifications

Rewards and Bonuses
Power Points and Power Levels
Time Travel

Rewards and Bonuses
Earn up to 2 bonus Hero Points for use in the next session by
1. composing a journal entry,
2. adding to the wiki,
3. adding your character’s stats to their page.
Earn up to 2 bonus Power Points per week for use on any character by
1. adding original artwork to the wiki (1 point)
2. GMing a game (1 point)
creating complications, a supporting cast, and plot hooks for your characters, and bringing them to the GM’s attention! (1 point)
Remember to note Power Points earned in this way on your character record!

Power Points and Power Levels
Characters will move up in power level by one level for every 20 power points. So for example, when a hero who began at PL10 has a total of 170 Power Points, PL11 will be unlocked and that character can raise their abilities, power ranks and skills accordingly. This is a slightly slower progression than in the book but the idea is to encourage diversification with regard to feats, skills, et cetera and also to diminish gaps in power between heroes that see a lot of play (and earn a lot of experience) versus ones who only get used occasionally.

Time Travel
Time travel is an awesome power and an equally awesome responsibility! To keep it from becoming an unbalancing force in the game, here are a few basic guidelines.

  • It’s important to remember that time travel is not the same as teleportation. You move through time in the same spot where you began, relative to the nearest gravity well.
  • Time traveling during combat requires a skill or concentration check to arrive in the appropriate era, as well as the expenditure of extra effort. No matter how long they spend in another era, the fatigue from the extra effort cannot be removed until the traveler returns to the their point of departure.
  • Time travelers should try to avoid meeting themselves, as touching each other creates a temporal instability (the Blinovitch Limitation Effect) that results in a penetrating area blast attack of magnitude (campaign PL) against anything in line of sight.
  • Changing the past in blatant ways (bringing someone back to life by preventing them from dying in the first place, making it so people or objects important to the current situation were never there) has the effect of inflicting a magnitude (campaign PL) stun attack vs. Will on anyone in a position to be aware of the change, as their minds try to reconcile two diverging timelines. So generally it is better to change the past in small, difficult-to-notice ways (such as fetching a defibrillator to save the dying person, or stashing a needed key behind a potted plant).

Rules Clarifications

New Adventures of the Infinity Legion jacobkosh