

REALITY CHECK: [Link: INT, Range: Self, Type: Dice, Base Cost: 30, Factor Cost: 3]
First, characters with this Power automatically know they are in a comic or game. Further, with Reality Check, players can cut through the truth of any situation, and even use it to discover if something is really happening, or if it is just a game illusion or silliness created by the GM. However, if a player disputes something and doesn't make the roll, the Power will backfire on the player, attacking the character's Mental Attributes as he or she tries to deal with the backfire. To do a Reality Check, the GM's age is both the Opposing and Resistance Values, and the RAPs are how much information the GM tells the player concerning what is really happening. If the GM needs to boost the OV and/or RV to maintain the illusion for the players, he can do so by using the amount of money that he has in the same manner as Hero Points (1 dollar = 1 Hero Point). The GM does not need to give any money away, but must show it to let everyone know the cash exists. No change is allowed, only paper money (as well as loonies and twonies for Canadians). When a Reality Check backfires, the APs of Reality Check act as both the Acting and Effect Values, with the character's INT and MIND as the OV/RV. RAPs are subtracted from the current value of the character's MIND, which will never fall below zero due to any backfire, cumulative or no. In cases of a Reality Check where the character's life depends on knowledge of what is really happening, reality may shift in an attempt to totally waste the character. There will be a second attack on the hero's Mental Attributes in the next phase as reality shifts. If he succeeds, he/she may take him/herself out of the game or allow the GM to change some aspect of the environment.

Think about it. Grant Morrison is restructuring the DC Universe, and the man has a clear Silver Age fetish. Those subtle, tongue-in-cheek, Kryptonian winks from his childhood eventually turned into fourth wall-breaking (and Fourth World-breaking??) existential fantasies, from Animal Man onward. In Morrison's DCU, it's possible to meet your maker, to walk through comic book limbo, to spit out comic books to herald a Crisis, and to break the bounds of the comic book panel to reach the "white space" on the other side.

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