Handicaps

The point value (as well as Max Value allowed) of the handicap is multiplied by the characters level to determine the Handicap Points generated.

Achilles Heel ~ {5 or 10 points} {Max Value 10} ~
There is a condition or exception that the heroine is helpless against.  This will reduce her ability to avoid harm.
{ 5 points}  When ever this condition is met, the Heroine will halve her resistance.
{10 points}  When ever this condition is met, the Heroine will have no resistance.
Example  Green Lantern with anything yellow or Supergirl with Magic.

Weakness ~ {10 or 20 points}{Max value 20}~
 There is a type of attack that your character is particularly suceptible to.  You're alot easier to hurt when attacked in this manner.
Suceptible Weakness ~ {10 points} ~
The character makes flubs on a 1 and 2 and suffers criticals on a 5 and 6 when this weakness comes into play against her.  Once the condition that triggers a fatal is removed, the Damsel is free to act normally.
Example - A Cold/Ice manipulating Heroine suffering in an Hot/Fire enviroment
Fatal Weakness ~ {20 points} ~
The character makes flubs on a 1, 2, and 3 as suffers criticals on a 4, 5, and 6.
Once the condition that triggers a fatal is removed.  The Damsel begins to recover.  The weakness is reduced from fatal to suceptible for one turn of actions and then removed.
Example - Supergirl attacked by a Kryptonite Weapon

Power Drain ~ (10 points) {Max value 20}~
This is a condition or environment that makes your heroine weak in the knees and helpless.  All of the heroines Abilities and Powers are at -1 Level each time they are 'exposed' to this weakness.
The character will normaly recover one level once, the condition that causes power drain is removed.  Excess level loss is recovered at the rate of one level per scene.
Example -  Supergirl exposed to Kryptonite .

Bitch Tamed ~ (10 points) {Max value 10}~
The heroine draws her power from being sassy and spunky.  As her confidence crumble so does her powers.
 None of her powers or ablity scores may be higher than her 'Sass'.  The character must state a condition that will reduce her Sass by one for each level of this handicap.  Once the character losses Sass, it recovers slowly.  The character will normally recover one point of Sass per scene, untill it is fully recovered.
Example - Green Lantern's Power Ring needs his Willpower to make it work.

Unlucky ~ (5 points) {May be taken a number of times equal to heroines level+1}~
The heroine has no luck and can't seem to catch a break.  Circumstances always seem to conspire against her, that cause her to fail simple actions, while allowing her enemies the most outlandish successes.  Once during the scene the Dastard may turn ANY success the heroine achieves (even a critical one) into a Flop or they may turn any villain failure (even a flop) into a critical success.

Heroine Complication ~ (5 to 10 points) {Max value=(Heroines level+1)x5}~
Anything not covered above that makes your characters life more difficult.
Sample Heroine Complications
~ {Clueless} ~ The Damsel is impressively clueless or naive.  The Damsel will flop a 'Smarts' Test on a 1 or 2.  This handicap is worth five points.

~ {Reluctant Heroine} ~ The Damsel is just not cut out for Heroics.  She is timid and uncertain of her worth.  The Damsel will flop a 'Sass' Test on a 1 or 2.  This handicap is worth five points.

~ {Heroine Identity}  The charactes is normally just a Level Zero Damsel/Diva.  They must shapechange/transform to take on the form of their Heroine Identity.  This is worth 10 points if there is a method to prevent them from taking this form.

~ {Nemesis}  The character has an organization or someone out to get them.  This complication is worth 5 points if they are as powerful as the Damsel.  This complication is worth 10 points if they are more powerful than the damsel.