Super Skill α

★ Prereq: requires Nile Empire ; At least three adds in the selected skill

The pulp hero is exceptionally good at something. Maybe he’s a crack shot in fire combat, a mind unrivaled in science, or has a wit that cuts his foes to the bone via taunt.

When Super Skill is taken, the character increases any one skill by two adds. She may exceed the usual maximum of +5 adds without taking the Mastery Perk. (If the character has the Mastery Perk, it stacks with Super Skill.) This stacks with all other skill increases and allows a pulp hero to reach superhuman levels of competency far faster than most.

Like Super Attribute, the champion may only take this Perk once — she cannot have more than one Super Skill.

Enhancements:

  • Favored: The skill is considered Favored
  • Power: The skill is increased to +4 adds
Pulp Powers

The vigilantes of the Nile Empire are not the four-color super heroes of modern comics. They are pulp heroes with powers more in line with the Shadow, Green Hornet, or even street level crimefighters such as Batman. They are, in essence, ordinary men and women with a few extraordinary abilities, but cut them, and they will bleed.

Pulp hero powers have many different trappings. One character’s Super Strength might be the result of exposure to strange radioactive isotopes in Dr. Mobius’s lab. Another hero’s might come from the Electro-Static Belt he wears. Whatever the reason, the powers work the same. If the power comes from a gadget it doesn’t work correctly for anyone else. If the GM takes powers away (usually by confiscating relevant devices) the hero should get them back by the next act as usual.


From Core Rules