Inherent Ability

The Grid Attack Bonus Inherent

Plus (x) to attack vs. Characters with (power type) Power Grid 7 or 8

Activated

Whenever the character attacks.

Rules

  • Gives the Character the indicated bonus whenever they attack someone with a Power Grid matching the required Power Grid specifics.
  • Bonus does not count for Damage or Venture Total.
  • For purposes of determining if a Character's Power Grid qualifies, look only at the printed Value on the Power Grid. Do not include any modifications to the Power Grid as a result of Specials cards, Artifact cards or Inherent Abilities.

Character Examples

  • Havok (7-3-4-5) +1 to all attacks vs. Characters with Energy Power Grid 7 or 8.
  • Hulk: Mr. Fix-It (2-6-6-6) +1 to all attacks vs. Characters with Strength Power Grid 7 or 8.
  • Ka-Zar (1-7-5-5) +1 to all attacks vs. Characters with Fighting Power Grid 7 or 8.
  • Rapture (5-7-2-3) +1 to all attacks vs. Characters with Intellect Power Grid 7 or 8.

The Mission Attack Bonus Inherent

Plus (x) to attack if opponent has (x) Mission cards in (pile name) Missions Pile.

Activated

Whenever the character attacks.

Rules

  • Gives the Character the indicated bonus whenever they attack and the opponent's Mission Cards are as indicated.
  • Cards that have been ventured from a particular pile do not count as cards that are in that pile. For example, if the opponent has 3 missions in the Completed Pile and 2 being ventured from the Completed Pile, no bonus would be received.
  • Bonus does not count for Damage or Venture Total.

Character Examples

  • Scorpion (5-5-7-2) +1 to attack if opponent has 4, 5, or 6 Mission cards in Completed Pile.

The Damage Venture Bonus Inherent

Plus (x) to Venture Total for each Hit in (character name) Hits to Current Battle.

Activated

When Venture is totaled.

Rules

  • Gives the character a bonus to Venture Total based on the number of hits that are on the characters Hits to Current Battle.
  • Bonus applies to only those cards which are on his Hits to Current Battle at the end of the battle. Any hits which were removed during the battle do not obtain a bonus.
  • Inherent abilities that affect Venture require the character to be conscious and on the Front Line at the time that Venture Total is calculated.

Character Examples

  • Iceman: The Ice-Man (7-5-3-3) +1 to Venture Total for each Hit in Iceman: The Ice-Man's Hits to Current Battle.

The Attack Anti-Shift Inherent

Attacks made with (power type) (card type) cards may not be moved or shifted from Target Character.

Activated

Whenever the character makes an attack of the specified type.

Rules

  • No cards that are in play or that can be played defensively would allow an attack of the specified type to be shifted or otherwise moved off of the original target. This includes Inherent Abilities that allow for shifting.
  • An attack made with a particular card could be any type of attack, so long as the specified card is a part of that attack. For example, an attack made with an Energy Power card could be (a) just a power card attack (b) playing an Energy Power card as part of a teamwork follow-up (c) Contributing an Energy Power card to a Double Shot card, etc.

Character Examples

  • Bastion (3-2-4-7) May play any 'Sentinels' Special cards. Attacks made with Intellect Power cards may not be moved or shifted from Target Character.
  • Colossus: Age Of Apocalypse (2-5-7-3) Attacks made with Strength Power cards may not be moved or shifted from Target Character.
  • Goblyn Queen (7-5-2-5) Attacks made with Energy Power cards may not be moved or shifted from Target Character.
  • Typhoid Mary (5-7-3-2) Attacks made with Fighting Power cards may not be moved or shifted from Target Character.

The Restricted Defense Inherent

Attacks made with (card Type) cards may not be defended using (card type) cards.

Activated

Whenever the character makes an attack of the specified type.

Rules

  • When an inherent prevents a particular kind of defense, it prevents cards from being played against the attack defensively. It does not prevent the attack from being affected by cards already in play, even if the card is of the specified type.
  • Note that an attack made with a particular card could be any type of attack, so long as the specified card is a part of that attack. For example, an attack made with an Energy Power card could be (a) just a power card attack (b) playing an Energy Power card as part of a teamwork follow-up (c) Contributing an Energy Power card to a Double Shot card, etc.

Character Examples

  • Spider-Girl (4-6-5-3) Attacks made with Power cards may not be defended using Activator cards.

The Additional Bonus Inherent

(Character/Team) (Card type) Universe card bonuses are (plus/minus) (x) .

Activated

Whenever the specified type of card is played.

Rules

  • Unless the Inherent specifies otherwise, it only affects the character with the ability, not the entire team.
  • Bonus does not count for Damage or Venture Total.

Character Examples

  • Banshee (7-5-3-5) Teammates' Training card bonues are an additionl +1.
  • Forge (5-5-3-7) Team Basic Universe card bonuses are an additional +1.
  • Hawkman (4-6-6-4) Basic Universe card bonuses are an additional +2.
  • Martian Manhunter (4-4-7-5) Teammates' Training card bonus' are an additional +1.
  • Ra's Al Ghul Sword Master (4-7-4-5) Basic Universe cards are an additional +1 when used by Ra's Al Ghul.

Home Base Examples

  • Concrete Jungle The Concrete Jungle Team's Universe: Training cards are an additional +1 to attack, +2 to defense.
  • Department H Department H Team's Universe: Teamwork card bonuses are an additional +1.
  • Fall's Edge Compound All of Opponent's Universe: Teamwork Card attacks are -1
  • Madripoor All of Opponent's Universe: Teamwork Card Bonuses are +0.

The Special Access Inherent

May Play any (character name) Special cards.

Activated

From the onset of the game.

Rules

  • Inherent Abilities that grant the use of other cards always allow the character to both play them as well as place them.
  • The cards usable through an Inherent Ability may be put into the Draw Pile without having a character on the team who can use the card without an Inherent Ability or other modification.
  • Special cards which are usable through an Inherent Ability are not considered as that character's Specials. For example, if Storm: Neutralized were to play a CQ Special via an Activator, which would double all Storm Specials, any Morlock non-OPD Specials that Storm: Neutralized plays would not be doubled by the effect of the Special.

Character Examples

  • Bastion (3-2-4-7) May play any 'Sentinels' Special cards. Attacks made with Intellect Power cards may not be moved or shifted from Target Character.
  • Batman Detective (4-4-4-8) Batman may play Comm. Gordon & G.C.P.D. 'Sting Operation' Special.
  • Beta Ray Bill (5-4-7-6) May play any 'Thor' Special cards.
  • Beyonder (i-i-i-i) May play any Special cards.
  • Black Canary (3-7-3-5) May Place and play any Hero Intellect Ally cards.
  • Black King (3-3-6-7) May play any Hellfire Club Special Cards.
  • Callisto (2-6-3-5) May play any 'Morlocks' Special cards. May play 'Caliban' from Reserve.
  • Crystal (7-4-3-3) May play any Inhumans Special Cards.
  • Daemonite Voodoo (3-6-7-2) May play any Voodoo Specials
  • Dark Beast (1-6-5-7) May play any Beast Specials.
  • Dark Beast (1-6-5-7) Dark Beast may play any Beast Specials.
  • Deathbird (3-7-3-3) May play any 'Shi'ar' Special cards. May defend Front Line with Power cards from Reserve.
  • Donald Pierce (4-2-6-7) May play any 'Reavers' Special cards.
  • Doppelganger (1-3-6-0) Doppelganger may play any Spider-Man Specials.
  • Doppelganger (3-6-6-1) May play any Spider-Man Specials.
  • Falcon (3-6-5-4) May Place and play any Fighting Basic Universe card.
  • Future Backlash (6-4-3-7) May play any Backlash Specials
  • Golden Age Wolverine (3-7-4-5) May play any Wolverine Special Cards.
  • Storm: Neutralized (1-6-4-5) May play any 'Morlocks' non-One-Per-Deck Special cards.
  • Superpatriot (3-6-7-2) May play any 'Captain America' Special cards.
  • Team X (5-7-6-5) May play any Non-One-Per-Deck Wolverine, Sabretooth, or Maverick Special Cards.
  • X-Men: Original Team (7-2-4-5) May play any 'Professor X' One-Per-Deck Special cards.

Exceptions

  • The following characters should not be considered to have an Inherent Ability - they are clones, not variants: Future Backlash, Daemonite Voodoo, and Golden Age Wolverine.

The Power Card Bonus Inherent

(Character/Team) (Power type) Power cards are plus (x) when used for (offense/defense).

Activated

Whenever the specified type of card is played.

Rules

  • Gives the Character the indicated bonus whenever they use the specified card type with the specified action (or any action if none is specified).
  • Bonus does not count for Damage or Venture Total.

Character Examples

  • Batman Avenger (4-8-4-4) Batman's MultiPower cards are +1 vs. any Character with a Villain code
  • Black Cat (3-6-3-4) Power cards are +1 when used for defense.
  • Booster Gold (6-4-5-3) Intellect Power cards are +3 when used for defense.
  • Catwoman Whiplash (3-7-3-4) Catwoman's Fighting Power cards are +1 vs. any Character with a Hero code.
  • Doctor Polaris (6-4-4-6) Power cards are +1 when used for defense.
  • Domino (4-7-3-5) Energy Power cards are +2 when used for defense.
  • Green Goblin (4-4-6-6) Intellect Power cards are +1 when used to attack.
  • Henry Pym (3-4-3-7) MultiPower Power cards are +2 when used for defense.
  • Hobgoblin (4-6-6-3) Strength Power cards are +1 when used to attack.
  • Killrazor (3-7-5-4) Strength Power cards are +2 when used for defense
  • Mandarin (7-4-3-5) Fighting Power cards are +2 when used for defense.
  • Mojo (6-3-1-6) MultiPower Power cards are +1 when used to attack.
  • Mole Man (4-4-2-6) Power cards are +2 for defense if 'Social Outcast' is in play.
  • Mystique (5-6-3-6) Fighting Power cards are +1 when used to attack.
  • Shadowhawk (2-5-6-6) Strength Power cards are +2 when attacking any Character with an Energy Power card Hit in their Permanent Record.
  • Spider-Woman (6-3-6-4) Energy Power cards are +1 when used to attack.
  • Storm (7-5-3-4) Intellect Power cards are +2 when used for defense.

Home Base Examples

  • Coda Island Coda Island Team's Intellect Power cards are +1 to attack.
  • Four Freedoms Plaza For each Value of 4 or less on Character's Power Grid, Character's Power cards are +1 to defense, & any attack made on FF Plaza character may be moved to any other character.
  • Hellicarrier Helicarrier Team's Energy Power Cards are +1 to defense, +3 to defense against any attack from a Battlesite.
  • Krakoa Krakoa Team's Energy Power cards are +1 to attack.
  • Landau, Luckman, & Lake Landau, Luckman, & Lake Team's MultiPower Power cards are +1 to attack.
  • Princess Bar Princess Bar Team's Energy Power cards are +2 to defense.
  • Sewer The Sewer Team's Intellect Power cards +2 for defense.
  • Wakanda Wakanda Team's MultiPower Power cards are -1 to attack.

The Automatic Venture Inherent

(Team) is (plus/minus) (x) to Venture Total per battle.

Activated

When Venture is totaled.

Rules

  • Inherent abilities that affect Venture require the character to be conscious and on the Front Line at the time that Venture Total is calculated.

Character Examples

  • Blue Beetle (4-6-4-5) Team is +2 to Venture Total per battle.
  • Comm. James Gordon (5-6-4-5) Comm. Gordon & G.C.P.D. are +2 to Venture Total each battle.
  • Havok: Mutant X (7-3-4-5) Team +3 to Venture Total when a teammate is K.O.'d.
  • Invisible Woman (6-4-3-6) Team is +2 to Venture Total per battle.
  • Landslide (6-4-6-2) Opponent is -3 to Venture Total when Landslide's teammate is K.O.'d.
  • Longshot (3-7-4-3) Opponent's team is -2 to Venture Total per battle.

Home Base Examples

  • Age Of Apocalypse</b> Age of Apocalypse Team +2 to Venture Total per battle if using Age of Apocalypse Mission with at least 1 Event card.
  • Gamma Base</b> Gamma Base Team -2 to Venture Total per battle if opponent is using Annihilation Affair Mission.
  • Marvel Universe Opponent's Team is -1 to Venture Total per Battle.
  • New York City New York City Team is -3 to Venture Total per Battle.
  • Omniverse Opponent's Team is -1 to Venture Total per Battle.

The Deckbuilding Inherent

Counts as (x) points for Tournament Deckbuilding.

Activated

From the onset of the game.

Rules

  • Once the game begins, even the removal of the Inherent Ability would not cause the character to be kicked off.
  • Restrictions of what can and cannot be used for defense can be modified with the play of other cards (Specials, Artifacts, etc.).

Character Examples

  • Backlash (5-6-5-6) Counts as 18-Points for Tournament Deckbuilding
  • Hydra (5-6-5-5) Counts as 17-Points for Tournament Deckbuilding.
  • Malebolgia (7-4-6-8) Counts as 23 Points for Tournament Deckbuilding. May not use Intellect Power Cards for Defense.

The Enhanced Avoid Inherent

(Character/Team) may use (card type) to avoid any (card type) attack.

Activated

Whenever the character defends an attack with the specified type.

Rules

  • Allows for a particular card to be used as if it had the text Avoid 1 attack on it.
  • Depending on the Inherent, the type of attack may be restricted to particular types of attacks.

Character Examples

  • Crux (6-6-2-3) Crux may avoid any attack with a level 1 Intellect Power card.
  • Taskmaster (3-7-4-5) May use Intellect Power cards to avoid any Fighting attack.

Home Base Examples

  • Avengers Mansion Avengers Mansion Team may use Tactic Doubleshot cards, with normal contribution, to avoid any attack.

The K.O. Draw Inherent

Draw (x) card(s) when (Character Name) is K.O.'d.

Activated

Whenever a K.O. takes place on the characters team.

Rules

  • Whenever a character is K.O.'d, this inherent comes into play, and, if the specified character has just been K.O.'d, a draw of card(s) may occur.
  • The draw takes place at the moment when the character is K.O.'d (even if the character can still participate in the battle).
  • If the Inherent does not specify, duplicates must be discarded. Unusables are always discarded.

Character Examples

  • New Warriors (6-6-5-5) Draw 2 Cards from Draw Pile when K.O.'d. Keep Duplicates.
  • Xaos (7-4-4-1) Draw 1 card when Xaos' teammate is K.O.'d.

The Grid Defense Inherent

(Power Type) Power Grid Rating is (x) for defense.

Activated

From the onset of the game.

Rules

  • Modifies what the character's power grid is for a particular skill when they are defending - making their To Use higher than normal.

Character Examples

  • Captain Mar-Vell (6-6-6-4) Energy Power Grid Rating is 8 for defense.
  • Reyes (6-2-2-6) Intellect Power Grid Rating is 8 for defense.
  • Tiffany (6-6-4-4) Fighting Power Grid Rating is 8 for Defense

The Reserve Motion Inherent

If in Reserve, may move to Front Line during same battle teammate is K.O.'d.

Activated

Whenever a K.O. takes place on the characters team.

Rules

  • This Inherent would allow the character to move up to the front line immediately after a character has been K.O.'d. Note that the character does not necessarily have to be removed from the battle - only K.O.'d.
  • This Inherent would not come into play if an opening appeared on the Front Line and there was no K.O. that caused the opening

Character Examples

  • Ripclaw (4-7-5-4) If in Reserve, may move to Front Line during same battle teammate is K.O.'d.

Home Base Examples

  • Latveria Latveria Team's Reserve Character may enter battle immediately upon K.O. of Front Line Character.

The Attack Reserve Inherent

May attack the Reserve with (power type) Power Cards.

Activated

Whenever the character makes an attack of the specified type.

Rules

  • Allows the character to make the specified attack against the Reserve character of the opponent's team.
  • If the specified type of card is placed to the character with the IA (or it is known through some other way that the specified card is available to the character), then it is legal for the reserve character of the opponent to keep defensive cards that could work towards the defense of that character against that type of an attack.

Character Examples

  • Curse (3-5-4-6) May attack the Reserve with Strength Power cards
  • Green Arrow (4-7-3-5) May attack the Reserve with Energy Power cards.
  • Shadowcat: Age Of Apocalypse (6-6-3-3) May attack the Reserve with Intellect or Strength Power cards.

The Reserve Card Access Inherent

May play (card type/card name) from Reserve.

Activated

From the onset of the game.

Rules

  • Allows the character to perform certain actions while in Reserve.
  • An attack made with a particular card could be any type of attack, so long as the specified card is a part of that attack. For example, an attack made with an Energy Power card could be (a) just a power card attack (b) playing an Energy Power card as part of a teamwork follow-up (c) Contributing an Energy Power card to a Double Shot card, etc.

Character Examples

  • Absorbing Man (5-5-7-1) May play 'Molecular Mimic' from Reserve.
  • Captain Atom (7-6-4-3) May play Fighting Teamork cards from Reserve.
  • Captain Marvel (5-4-7-2) May play 'Speed of Mercury' from Reserve.
  • Cyclops (7-4-4-5) May play 'Fearless Leader' from Reserve.
  • Deathbird (3-7-3-3) May play any 'Shi'ar' Special cards. May defend Front Line with Power cards from Reserve.
  • Deathlok (4-5-5-6) May play 'Luther Manning' from Reserve.
  • Flash (6-6-4-3) May play 'Reap the Whirlind' from Reserve.
  • Hawkeye (4-7-4-2) May play 'Dynamite Delivery' from Reserve.
  • Jean Grey (7-3-2-4) May play 'Telepathic Unity' from Reserve.
  • Kingpin (2-4-5-6) May play Teamwork cards from Reserve.
  • Maggot (4-6-4-4) May play 'Slugfest' from Reserve.
  • Polaris (7-3-3-4) May attack with Energy Power cards while in Reserve.
  • Psycho-Man (5-2-5-6) May play 'Emotion Box' from Reserve.
  • Puppet Master (6-3-1-6) May play 'Alicia Masters' from Reserve.
  • Serpent Society (3-6-6-3) May play Tactic cards from Reserve.
  • Shang Chi: Master Of Kung Fu (2-7-5-5) May play 'Elixir Vitae' from Reserve.
  • Silver Sable (4-6-2-6) May play Fighting Teamwork cards from Reserve.
  • Strong Guy (3-4-7-3) May play 'Pile It On' from Reserve.
  • Sunfire (7-5-4-4) May play 'Solar Flare' from Reserve.
  • Two-Face Crimeboss (6-3-3-6) Two-Face may play 'Flip of the Coin' from Reserve.
  • Velocity (6-5-2-3) May attack with Power cards while in Reserve
  • Vision (5-4-6-6) May play 'Android Endurance' from Reserve.

The Teamwork Power Type Inherent

May follow up any teammate's Teamwork card attack with a (x) (Power Type) Power card.

Activated

Whenever a Teamwork attack is launched by a teammate.

Rules

  • Allows the character to make either of the 2 follow ups to a Teamwork card played by a teammate with a specific card. The specified card does not need to match the skill required by the teamwork bonuses and would receive the appropriate bonus.
  • Other Front Line teammate may make either of the follow ups (either before or after the character with the inherent) with normal contribution.

Character Examples

  • Overtkill (5-5-7-1) May follow up any teammate's Teamwork card attack with a Level 1 Intellect Power card.

The Card Duplication Inherent

May have duplicate (card name/card types) cards.

Activated

During the discard phase.

Rules

  • This Inherent allows for a specified number of Cards to be exempt from duplication during the discard phase.
  • Exempt cards are still subject to being discarded because of usability.

Character Examples

  • Aquaman (2-5-6-6) May have duplicate 'Allies From The Deep' Specials.
  • Brood (3-6-6-4) May have duplicate 'Brood Spawn' Specials.
  • Gambit (6-6-4-4) May have duplicate 'Charge Object' Specials.
  • Iceman (7-4-4-3) May have duplicate 'Snow Blind' Specials.
  • Iron Man: Original Armor (4-3-5-7) May have duplicate 'Radar Warning' Special cards.
  • Jubilee (6-4-2-4) May have duplicate 'Blinding Flare' Specials.
  • Marrow (2-6-4-4) May have 1 Duplicate 'Bone Snap' Special card.
  • Shadowcat (6-3-3-6) May have duplicate 'Ghostly Phase' Specials.
  • She Hulk (1-4-7-5) May have duplicate 'Public Defender' Specials.

Home Base Examples

  • Vault The Vault's Team may keep duplicate Level 2 Power Cards of different Power Types.

The Double Place Inherent

May have 2 (card type) cards Placed. May not be duplicates.

Activated

During the Placing phase.

Rules

  • Allows for an extra slot on the character for purposes of placement (of a specified type). The Placed cards may never be duplicates, even if there is an event in play that allows for duplicates to be kept this battle.

Character Examples

  • Enforcers (3-6-4-3) May have 2 Special cards Placed. May not be duplicates.
  • Fairchild (1-4-7-5) May have 2 Universe cards Placed. May not be duplicates
  • Starjammers (3-7-4-5) May have 2 Power cards placed. May not be duplicates.

The Teamwork Follow-Up Inherent

May make one or both follow up attacks to any Universe: Teamwork card.

Activated

Whenever a Teamwork attack is launched.

Rules

  • Allows the character to make one or both of the follow ups to any Teamwork card played. The teamwork card can be played by a teammate or the Character with the Inherent.

Character Examples

  • Multiple Man (6-6-3-3) May make one or both follow up attacks to any Universe: Teamwork card.

The Location Exclusion Inherent

May not be attacked by (card type) from a Location.

Activated

From the onset of the game.

Rules

  • Modifies what the opponent can use to target the character.
  • Inherents which discuss Location cards refer to Locations being used either as a Home Base (and prevent Aspect cards from being used against the character) or as a Battlesite (and prevent Specials played via Activators from being used against the character).

Character Examples

  • Post (1-6-4-6) May not be attacked by any card from a Location.

The Conditional K.O. Inherent

May only be/not be (K.O. type) K.O.'d with (card type) Cards.

Activated

From the onset of the game.

Rules

  • Prevents the Character from being K.O.'d in specific ways. Note that if a Character is both Spectrum and Cumulative K.O.'d then they are K.O.'d, regardless of Inherent Abilities.
  • If a character does not have an Intellect skill on their character card, it would not count as having an Intellect skill of (x) or less.

Character Examples

  • Blob (4-5-6-1) May not be Spectrum K.O.'d with Strength Power cards.
  • Colossus (1-5-7-4) May not be Cumulative K.O.'d with Strength Power cards.
  • Deadpool (3-7-5-3) May not be Spectrum K.O.'d with MultiPower Power cards.
  • Elektra (2-7-4-4) May not be Spectrum K.O.'d with Fighting Power cards.
  • Ghost Rider (6-6-6-2) May only be Spectrum K.O.'d by four Power Types.
  • Green Lantern (7-3-4-4) May not be Spectrum K.O.'d with Energy Power cards.
  • Grifter (4-7-4-4) May not be Spectrum or Cumulative K.O.'d with Universe: Teamwork cards
  • Grunge (6-5-4-2) Must have a MultiPower card Hit to be K.O.'d
  • Human Torch (7-4-4-4) May not be Cumulative K.O.'d with Energy Power cards.
  • Mister Miracle (3-5-3-7) May only be Spectrum K.O.'d by four Power Types.
  • Morbius (5-3-6-5) May only be Cumulative K.O.'d by 30 or more points.
  • Morph (4-5-3-6) May not be Spectrum K.O.'d with Intellect Power cards.
  • Mysterio (6-3-4-6) May not be Spectrum K.O.'d with Energy Power cards.
  • Punisher (3-7-4-4) May not be Cumulative K.O.'d with Fighting Power cards.
  • Red Skull (3-5-4-7) May not be Cumulative K.O.'d with Intellect Power cards.
  • Rogue (4-4-7-2) May not be Spectrum K.O.'d with Special cards.
  • Rogue: Brotherhood Of Evil Mutants (6-5-3-2) May not be Cumulative K.O.'d with Special cards.
  • X-Babies (5-5-4-1) May not be Spectrum or Cumulative K.O.'d with Power cards

Home Base Examples

  • Asteroid 'M' For every Value of 2 or less on Character's Power Grid, that Character may not be Spectrum K.O.'d by that Power Type.
  • Ravencroft Opponent's MultiPower Power cards do not count for Spectrum K.O. against Ravencroft Team.
  • Ship 'Ship Team Hits to K.O. is 25 points, unless otherwise altered.
  • Stark Enterprises For every Value of 3 or less on Character's Power Grid, that Character may not be Cumulative K.O.'d by that Power Type.

The Reserve Defense Inherent

Reserve may defend (character name) with (card type) Cards.

Activated

From the onset of the game.

Rules

  • Allows the Reserve character (not the character with the IA) to perform certain actions while in Reserve.
  • Note that with a particular card is any type of action, so long as the specified card is a part of that action. For example, an defense made with an Energy Power card could be (a) just a power card attack or (b) contributing an Energy Power card to a Double Shot card played by a different Character, etc.

Character Examples

  • Dazzler (7-3-3-3) Reserve may defend Dazzler with Power Cards, without Universe.

The Universe Venture Inherent

(Character) Basic Universe cards count toward damage and Venture Total.

Activated

From the onset of the game.

Rules

  • This Inherent allows Basic Universe cards to count towards damage and Venture. Only the points of the bonus are applied towards the Cumulative K.O. of a character. They do not add anything to the Spectrum K.O.

Character Examples

  • Psylocke: Betsy Braddock (6-3-2-5) Psylocke's Basic Universe cards count toward damage and Venture Total.

The K.O. Venture Inherent

(Team) (plus/minus) (x) to Venture Total when K.O.'d.

Activated

When Character is K.O.'d.

Rules

  • Grants the player a benefit when they are K.O.'d. The benefit may be a number of things - the drawing of cards or a bonus to venture (or a penalty to opponent's venture).
  • This Inherent is unusual in that it allows the Venture to be modified by a K.O.'d character. It does not modify the general rule that a conscious character must be on the front line to contribute to Venture.

Character Examples

  • Carnage (5-7-4-2) Team +5 to Venture Total when K.O.'d.
  • Scarlet Witch (7-3-2-5) Opponent's team -5 to Venture Total when K.O.'d.

The Fight Duration Inherent

When K.O.'d, (character name) may continue to fight and is not discarded until (condition).

Activated

When Character is K.O.'d.

Rules

  • Allows the character to continue to play in the battle in which the Character is K.O.'d. It is like the character has an LG coded Special in play at the beginning of the game.
  • When they are K.O.'d, placed cards are not discarded, hits on Permanent Record are not returned, cards in play are not discarded, etc. The Character can continue to attack and be attacked.
  • Once a character is K.O.'d they will continue to be considered K.O.'d even if a hit is subsequently removed.

Character Examples

  • Phoenix (7-5-4-3) When K.O.'d, Phoenix may continue to fight and is not discarded until end of battle.

The Defensive Shifting Inherent

Any attack made on (Team) may be moved to any other character.

Activated

When Character is attacked.

Rules

  • Attacks that are shifted must be defended by utilizing the character's power grids. Power cards, Universe cards, and Tactic cards can all be used by the team to defend the shifted attack. Special cards (including those played via activator) cannot be used.

Home Base Examples

  • Four Freedoms Plaza For each Value of 4 or less on Character's Power Grid, Character's Power cards are +1 to defense, & any attack made on FF Plaza character may be moved to any other character.

The Reserve Swap Inherent

(Team) may switch the Reserve Character with any Front line Character

Activated

After hands have been drawn, and Events played, before Discarding.

Rules

  • This Inherent would allow the Reserve character to move up to the front line in exchange for one of the front line characters.
  • If there is no Reserve character, the player may not move a front line character into Reserve.

Home Base Examples

  • Hell's Kitchen Before every Discard Phase. Hell's Kitchen Team may switch the Reserve Character with any Front line Character.

The Mission Card Setup Inherent

(Team) begins game with (x) Mission cards in Reserve Missions Pile and (y) Mission card in Defeated Missions Pile

Activated

From the onset of the game.

Rules

  • This Inherent causes the player to begin the game with one Mission card in the Defeated Missions Pile.

Home Base Examples

  • Big Apple Big Apple Team begins game with 6 Mission cards in Reserve Missions Pile and 1 Mission card in Defeated Missions Pile.

The Power Card Venture Inherent

(Team)'s (Power type) Power Cards are (plus/minus) (x) to (Team)'s Venture Total when they Hit

Activated

When Venture is totaled.

Rules

  • This Inherent causes certain cards to either add or subtract from the playing character's Venture Total.
  • The Venture value of the cards which have landed is still added in to the Venture Total of the player. The bonus/penalty is in addition to that number.
  • The bonus/penalty only applies to cards which exist in the Hits of Current Battle at the time of Venture. Hits which land during the battle but are removed prior to the calculation of Venture do not receive the bonus/penalty.

Home Base Examples

  • Blue Area Of The Moon Blue Area Team's Energy Power Cards are -2 to Blue Area Team's Venture Total when they Hit.
  • Outback The Outback Team's Intellect Power Cards are an additional +2 to Venture Total when they Hit.

The Card Type Restriction Inherent

(Team) may not use (Card Type).

Activated

From the onset of the game.

Rules

  • This Inherent causes certain card types to be prohibited from the player's deck.

Home Base Examples

  • Daily Bugle Daily Bugle Team may not play any MultiPower Power cards.
  • Morlock Tunnels Morlock Tunnels Team may not use Universe: Training cards.
  • Sanctum Sanctorum Sanctum Sanctorum Team may not have a Battlesite.

The Card Replacement Inherent

During Discard phase, (condition for draw), (what to draw).

Activated

During the Discard Phase.

Rules

  • This Inherent allows the player to perform a draw based on what was discarded.
  • Draws can only occur once. If a drawn card meets the criteria of the cards set out in the Inherent, no additional redrawing is permitted.

Home Base Examples

  • Cape Citadel During discard phase, after discarding 1 or more duplicate or unusable cards, sort through Power Pack and draw any 1 card. May not be duplicate.
  • Danger Room During Discard phase, replace each unusable Power card with 1 card from Draw Pile. Discard Duplicate & Unusable cards.

The Card/Hit Removal Inherent

During the Discard Phase, (Team) may (discard/remove) 1 (card type) card.

Activated

During the Discard Phase.

Rules

  • This Inherent allows the specified player to remove either a placed card or a specific type of hit from one of their own front line characters. It does not give them the ability to have cards be removed from opponent's characters.
  • One card means only one card, it does not mean one card per character.
  • Once the player of the team has Placed their first card, the time to utilize this Inherent is over.

Home Base Examples

  • Avalon During the Discard Phase, Opponent may remove 1 Hit from any Character.
  • Marvel Manhattan During the Discard Phase, Marvel Manhatten Team may discard 1 Placed card.
  • Mojoworld During Discard Phase, Mojoworld Team may remove 1 Special Card Hit from any Character.
  • Muir Island During Discard Phase, Muir Island Team may remove 1 Power Card Hit, level 1-2, from any Character.

The Hand Reduction Inherent

(Team) may only draw (x) cards during the Draw phase

Activated

During the Draw Phase.

Rules

  • This Inherent forces the player to draw 1 card less then the standard number of cards. If another card were to come into play that would affect the number of cards drawn, the team with this Inherent in play would need to draw 1 less than the amount that would be otherwise drawn.

Home Base Examples

  • Onslaught's Citadel Onslaught's Citadel Team may only draw 7 cards during the Draw phase.

The Attack After Concession Inherent

Opponent may make 1 attack after (Team) has conceded the battle. (Team) may defend.

Activated

When a player concedes.

Rules

  • This Inherent allows the opponent to make one attack after the player concedes. This attack is subjected to the same rules as the attack made via a BE Special.

Home Base Examples

  • Savage Land Opponent may make 1 attack after Savage Land Team has conceded the battle. Savage Land Team may defend.

The Placement Restrictions Inherent

(Team) may not Place any (Card Type) cards

Activated

During the Placing Phase.

Rules

  • This Inherent creates an initial restriction to the number of type of cards that can be placed.
  • Other cards might be played onto individual characters that expand what they can place. These cards would override the Inherent.

Home Base Examples

  • Outer Space Outer Space team may not Place any Universe cards.
  • Spawn's Alley Spawns Alley Team Character's may only have up to three cards Placed to each Character.

The Attack Modification Inherent

(Team)'s (Card Type) attacks are not affected by Special cards already in play

Activated

Whenever the character makes an attack of the specified type.

Rules

  • Any attack made of the specified type cannot be affected by cards of the specified type which were already in play prior to the attack.
  • Any cards, even ones of the specified type, may be played in reaction to the attack (provided it is legal to play it from all other circumstances)
  • If a card of the specified type prevents the character with this Inherent to make an attack in the first place, then this Inherent would not come into effect - first the attack must be makeable. Once makeable, then it will not be affected by cards in play.
  • A Power Card attack is an attack made with a power card only. It is not any attack made with a Power Card (such as a teamwork follow up).

Home Base Examples

  • X-World X-World's Power card attacks are not affected by Special cards already in play.

The Venture Limitation Inherent

(Team) may not Venture more than (x) Mission Cards per battle

Activated

During the Venture Phase.

Rules

  • This Inherent only restricts the number of cards that can be ventured during the Venture Phase. It does not restrict the number of cards that could be Ventured should the Mission cards be manipulated by other cards, such as CF Specials.

Home Base Examples

  • Wundagore Mountain Wundagore Mountain Team may not Venture more than 2 Mission Cards per battle.

The DoubleShot Power Type Inherent

(Team) may combine (Power type) Power Cards level 1-4 with any Doubleshot card. Does not affect Power Grids

Activated

Whenever a DoubleShot card is played.

Rules

  • Allows the characters to contribute either the regular power card type or a Strength power card (usable by the playing character) to a DoubleShot.
  • This Inherent allows for the card to be contributed for DoubleShots played either offensively or defensively.
  • This Inherent does not alter either of the To Use requirements of the DoubleShot - both must still be met before the power card can be contributed.

Home Base Examples

  • X-Mansion X-Mansion Team may combine Strength Power Cards level 1-4 with any Doubleshot card. Does not affect Power Grids.
Last modified on 11 June 2012, at 16:33