Q1. My character has Shapeshifting and an Agility of 3, which gives her an Agility Pool of 9. Shapeshifting says the pool cost is 5. This means that I can only Shapeshift once per day! Isn't that sort of limiting?
A1. Yes. However it's in keeping with the spirit of the Power Grrrl setting. Teen super heroes have great potential, but are as yet untrained in using their powers, and so they can't just keep shifting or flying or hurling balls of energy all day long. This isn't that sort of super hero setting.
Q2. Some of the Specials allow you to turn into something else (i.e., Shapeshifting, Morphing, etc.), but they don't say if there's a cost to turn back. Is there?
A2. Unless the Special says otherwise, reverting to normal has a Pool Cost of 0 and an Action Cost equal to the Special's normal Action Cost.
Q3. Super Speed costs 10 pool points to use, but the minimum score is only 2, which means if I have an Agility of 2, my pool is only 4 -- too low to use the Special! What gives?
A3. This is an editing error. The following Specials have pool costs that are too high, and should be adjusted as follows:
Animation - Min. Score 4, Pool Cost 16
Channel - Min. Damage 2, Pool Cost 4
Leap - Min. Brawn 2, Pool Cost 4
Second Sight - Min. Cognition 2, Pool Cost 4
Super Speed - Min. Agility 2, Pool Cost 4
Q4. The Power Grrrl Worldbook shows Power Grrrl with bazookas and all sorts of rocket launchers, but there's no place to buy these in the rules. Why?
A4. If the Moderator wishes his players to get a hold of heavy weaponry, he or she may do so. The Worldbook was meant to portray the items that might be available in the nearby mall, and that certainly does not include missiles and rockets!
Q5. Armor seems a bit unbalanced. Football pads can stop a shotgun blast, and an army uniform is pretty tough too. Also, while there are lots of ways to prevent physical damage, there's no helmets to stop super powers or anything. Is this intentional?
A5. Indeed. It's in keeping with the nature of the setting, which is not meant to be utterly realistic.
Q6. In the Introductory Adventure in the Power Grrrl Worldbook, one of the encounters says that it's 1d6 students in a fight. Does this mean that it's possible for one student to be fighting himself?
A6. If you wish, sure. However that was supposed to read 1d6+1.
Q7. How does Sound Control defend against Psionics? Sound can't stop a mental attack. Can it?
A7. It's not Psionics, it's Psonics. No "I". Psonics replicates a power in the cartoon which is a sound-based attack. It's not the popularized Psionic mental attack seen in other RPGs.
Q8. The basic roll is 2d6 plus your Statistic Score, compared to a difficulty. This means that the average roll of 7 plus the average Stat Score of 1 is 8. But when this is compared to the "average" difficulty of 10, it means that even if you are perfectly average you usually fail. What's wrong here?
A8. Page 8 of the POW! Core Rules says that a Difficulty of 10 is "Average - Just about anyone can do it, given time." That "given time" part is key. During stressful combat situations, average things get a bit harder, and yes, you will fail more often. Note that there are really easy ways to increase your chances. Cooperation, for example, gives you a +1 for each friend helping you out at something (max +5). In addition, see the next question.
Q9. How do actions really work? If I get 5 Actions, does that really mean that I can run out, shoot a guy three times, and run back behind cover without him touching me?
A9. The simple answer is, yes. However, keep in mind that after you do all that, the bad guys can swarm your position and blow you to bits without you having a chance to respond. Thus, it's usually better to save some actions up for later. Also, one additional optional rule you may wish to consider is allowing players to increase their roll by +1 for each additional Action they spend on a single task (GM Discretion).
Q10. Is Power Grrrl really real?
A10. Of course!