Player's Handbook · Chapter 3

Crisis Crossover Rules

When two universes collide, powers glitch, headlines lie, and strangers in capes must learn to fight as one.

Universe Friction

Your powers learned their physics at home. Abroad, they stutter. In your first scene in a foreign universe, roll Fortune vs. DC 13. On a failure, take 1 Decrease (−1d4 or −2) on all power-based rolls until you Anchor yourself — one Prepare Gear scene attuning to local physics (a sun-lamp, a Speed Force relay, a binding ritual). Once Anchored in a universe, you stay Anchored.

The Crisis Clock

The Director tracks a shared 8-segment Incursion Clock. Faction schemes, exposed secrets, and heavy collateral each add a segment during the World Phase. At 4 segments universes bleed — variants, rifts, wrong skies. At 8 the Crisis erupts: a set-piece event both teams must answer. Clearing rifts or forging alliances removes segments.

Team-Up Synergy

When two heroes with different power sources (tech and magic, mutant and alien, skill and cosmic) combine Intel on the same target, the striker gains 1 free Boost die and you may share a single Exploit Point between you. Name the combo. The table remembers: "Fastball Express," "Red Sun Protocol."

Public Trust, Split

Track reputation twice — one score per Earth (−100 to +100 each). Saving Metropolis moves DC-Earth; the Bugle still calls you a menace on Marvel-Earth. Smears, parades, and collateral apply to the universe where they happened. At +60 a universe offers sanctuary and free Intel; at −60 its authorities hunt you.

Mantles and Variants

Two bearers of one mantle in a scene resonate: each gains 1 Boost — but they share Weakness exposure. Expose or strike one myth and both feel it. Evil variants count. Choose whether the resonance steadies you or hollows you.

Speedsters and Time

Speed breaks fights if left unchecked. A speedster gains one extra move action per turn. Every third scene in which you use super-speed for extra actions, pay 1 Exploit Point or take 1 Decrease on all speed rolls (friction, fatigue, Time Wraiths notice). No chaining extra actions into extra attacks more than once per turn.

Magic vs. Science Edge

Magic and super-science never learned to block each other. When a magic-source attack hits a tech-armored target, or a tech-source attack hits a warded/mystic defense, ignore 1 Resist or one layer of mundane immunity. Ancient runes crack power armor; calibrated frequencies unravel wards.

Manual updated Oct 26, 2026.