OP Guide to Inherent Abilities

Welcome to the OverPower Inherent Ability Guide (last update: 3/30/99). This Guide is to serve as a quick reference tool for OverPower Inherent Abilities (that little line of text found at the bottom of some Character Cards).

Unlike the Guide to Specials, the Guide to Inherent Abilites is organized into a series of broad catagories. Each catagory has a name, a broken down sample of an Inherent, a number of rules that apply to it, and then finally a listing of all the Characters and Locations that have that type of Inherent Abiliy.

We've tried to make the broad names of the Inherent catagories descriptive enough to allow for easy searching. Remember OPRulesQNA is always available for specific Inherent Ability questions as they apply to game play.

How To Use This Guide

Simple. Just click on the Catagory Name for the Inherent Ability grouping listed below, and then read!

 

Categories


The Grid Attack Bonus Inherent (#1)
The Mission Attack Bonus Inherent (#2)
The Damage Venture Bonus Inherent (#3)
The Attack Anti-Shift Inherent (#4)
The Restricted Defense Inherent (#5)
The Additional Bonus Inherent (#6)
The Special Access Inherent (#7)
The Power Card Bonus Inherent (#8)
The Automatic Venture Inherent (#9)
The Deckbuilding Inherent (#10)
The Enhanced Avoid Inherent (#11)
The KO Draw Inherent (#12)
The Grid Defense Inherent (#13)
The Reserve Motion Inherent (#14)
The Attack Reserve Inherent (#15)
The Reserve Card Access Inherent (#16)
The Teamwork Power Type Inherent (#17)
The Card Duplication Inherent (#18)
The Double Place Inherent (#19)
The Teamwork Follow-Up Inherent (#20)
The Location Exclusion Inherent (#21)
The Conditional KO Inherent (#22)
The Reserve Defense Inherent (#23)
The Universe Venture Inherent (#24)
The KO Venture Inherent (#25)
The Fight Duration Inherent (#26)
The Defensive Shifting Inherent (#27)
The Reserve Swap Inherent (#28)
The Mission Card Setup Inherent (#29)
The Power Card Venture Inherent (#30)
The Card Type Restriction Inherent (#31)
The Card Replacement Inherent (#32)
The Card/Hit Removal Inherent (#33)
The Hand Reduction Inherent (#34)
The Attack After Concession Inherent (#35)
The Placement Restrictions Inherent (#36)
The Attack Modification Inherent (#37)
The Venture Limitation Inherent (#38)
The DoubleShot Power Type Inherent (#39)


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