Surges
You start every game session with 1 surge. During gameplay, GMs can award surges to players for various reasons, typically for moments of intriguing and risky heroism. You can only have up to a number of surges at a time equal to two of the following:
- number of powers you have
- number of specialties you have
- rank in your highest power
- rank in your highest specialty
Any additional surges beyond this threshold are gained as temporary surges, which vanish at the end of the current scene if not used by then.
You can spend a surge to do various things as listed below.
- Add dice to a roll (2 if declared after roll, 4 if declared before).
- Cheat death, immediately returning to 1 hit point if the GM rules it as feasibly possible for you to survive.
- Multiply the area, damage, duration, hardness, healing, hit points, and/or range of an effect you use (double if declared after roll, triple if declared before).
- Take an extra Action or Reaction at no penalty.
- Reroll an entire roll with 1 less dice than the previous roll
- Immediately make a recovery roll even if you've already done so for the interval
LEGENDARY SURGES
At the end of every overwhelming scene, end of a year's worth of downtime, and start of every new campaign, you gain a legendary surge. You can have only 1 legendary surge at a time. You can spend a legendary surge to do various things as listed below:
- get a critical success on a roll
- immediately refill your surge pool
- conjure any effect deemed plausible (if however unlikely) by the GM such as conjuring an ally who just happened to be in the area or a sudden earthquake or storm etc.