=============== POWER FLAWS ===============
Pulp Powers may be taken with built-in flaws that reduce their adventure cost. No power may have its adventure cost reduced below 1. However, a character may declare two or more powers to be linked; in this case, they may not have their adventure costs paid for individually, but only the total group of powers has a minimum of 1.
Flaw: Activation If the player must accomplish some simple action to use their power (clapping their hands or saying a word, for example), the adventure cost of the power is reduced by 1. If they must do something that is not automatically successful (concentrate until they generate a MIND total of 12, for example), then the adventure cost is reduced by 2. In the latter case, if the total must be generated _every_ round the power is to be used, the AC is reduced by 3.
Flaw: Activation Time If the player must spend 1-3 rounds doing no non- simple actions before they can use the power for the first time in a scene, the AC is reduced by 1. If they must spend 4-9 rounds, the AC is reduced by 2. If they must spend 10 or more rounds, the AC is reduced by 3. If they must wait the given number of rounds _every_ time the power is to be used, the AC is reduced by 1 more. If once they initiate the power they _cannot_ abort by doing something else, the AC is reduced by 1 more (except for a 1 round activation).
Flaw: Burnout If the player can lose the power for the rest of the scene by rolling a 1 on the power-use die roll, the AC is reduced by 1. If the power can be lost by rolling a 1-2, the AC is reduced by 2, and so on. If the power is lost until the next Act, the AC is reduced by another 1. If it is lost until the next adventure, the AC is reduced by 2 more. If it is lost until the adventure after the next one, the AC is reduced by another 3. If it is permanently lost, the AC is reduced by another 4.
(If a gadget is taken with permanent Burnout, then no identical gadget may ever be constructed. If the die roll calls for both Burnout and disconnection, Burnout alone occurs, as the contradiction is taken care of without disconnecting.)
Flaw: Charges If the player can only use a power 5 times in an adventure, the AC is reduced by 1. If they can only use it 4 times, the AC is reduced by 2. 3 times = -3; 2 times = -4; 1 time = -5.
Flaw: Fatal Flaw If the power makes the character so vulnerable to a condition that it automatically does a wound each round, the AC is reduced by at least 3, possibly more depending on the commonness of the condition.
Flaw: Limit This is a generic flaw, meaning that the power's duration or application is reduced. Perhaps it doesn't work under certain conditions, or only under certain conditions. Perhaps the power level is significantly lower than the listed value. GM's discretion.
Flaw: Power Setback If there is some sort of not-too-uncommon attack or situation which makes the character lose their power for a full minute, the AC is reduced by 2. If the power is lost for longer periods, the AC may be further reduced.
Flaw: Roll-Again If the power makes the character vulnerable to a certain kind of attack (so that such an attack gets a free Roll-Again) the AC is reduced by 2. (Damage from such an attack may not be healed for a full minute after being taken.)
Flaw: Shock If whenever the character uses the power, they take 1 point of shock damage, the AC is reduced by 1. This is a silly Flaw to take on a Super-Attribute or Super-Skill power.
Flaw: Stymie If whenever the character uses the power, they are Stymied for that round, the AC is reduced by 1.