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PowASsembler!For Open Game Content Super Power Creation compatible with the Action! System Core Rules

Requires the use of an Action! Packed product or the Action! System(TM) Core Rules, published by Gold Rush Games(TM)

'Action! System', 'Action! Ready' and the Action! System and Action! Ready logos are trademarks of Gold Rush Games and are used with permission.Action! System copyright 2001-2004 by Gold Rush Games. All rights reserved. This product contains derivative material based on the Action! System Core Rules (A!SCR) released under the Open Game License.

This product is not endorsed by Gold Rush Games. Action! System and the Action! System logo are trademarks of Gold Rush Games and are used under license in accordance with the terms of the Action! System Trademark License, available at www.action-system.com. Author: Jamie Borg Action! System rules created by Mark Arsenault & Patrick SweeneyAction! System Core Rules written by Mark Arsenault, Patrick Sweeney & Ross Winn

Current Version: Tuesday, February 05, 2008 11:25 PM

Printing Recommendation Use the Fit 2 Pages - Landscape feature of either the printer driver or PDF Reader Software.Written using OpenOffice.orgTable of ContentsIntroduction3Superpowers3Acquiring Super-Powers3How Super-Powers Work3Power Groups5Why Power Groups?5Power Group Levels6Buying Power Groups6Power Group List6Creating New Power Groups10Power List11Power Descriptions13Power Name13Absorb Knowledge14Absorption15Adaptation15Addictive Metabolism15Adhesion16Alternate Form16Animation17Armor (HITs)17Astral Projection18Astral Trap18Atomic Control19Attribute Shift19Banish20Blending20Blindsight20Boost20Catalyst21Claws21Clinging21Comprehend21Compu-link22Confession Burn22Coordinate22Cosmic Power23Creature Creation23Damage Field24Danger Sense24Darkness25Dazzle25Deflection25Density Control26Determine Destiny26Digging27Dimensional Shunt27Dimensional Travel27Disintegration28Drain28Duplication29Eco Control30Elasticity30Electromagnetic Pulse31Electronic Projection31Energy Control32ESP32Extra Limb33Fade33Fatigue34Fear34Flight34Force Field35Friendship Aura36Gadgets36Gestalt37Gravity Mastery38Growth39Healing39Hyper-Breath39Illusion40Imbue Energy40Immovability41Incorporeal42Invigorate42Invisibility42Leaping43Light Control43Luck43Mathematical Precision44Meld44Melee Damage44Mental Blast45Merge45Microscopic Vision46Mimic46Mind Control47Neutralize47Non-Detection48Order48Paralysis49Peaceful Aura49Personal Dimension49Petrification50Pneumatic Step50Poisonous Metabolism51Possession51Power Scan51Probability Control51Prognostication52Projected Damage52Protection (AV)53Rage53Rebuff54Regeneration54Running54Sensory Link55Sensory Protection56Shape Matter56Shapeshift56Shrinking57Slick57Slow57Snare58Spirit Sense58Stun58Strike59Suffocate59Summon59Super-Attributes59Super-Science60Super-Sense60Super-Skill60Super-Speed61Sustain61Swarm62Swimming62Telekinesis62Telepathy62Teleportation63Time Travel64Transfer64Transmutation65Tremor65Voice Alteration66Virtual Objects66Power Modifiers66Legal Information74

IntroductionPowASsemble is my version of super power rules for the Action! System. Funnily enough it's my second crack at super powers. The original CharactASsemble rules were good for Anime-style characters, but the source materials I grabbed these powers from originally were specific to super heroic action. I've since greatly modified, added, retrofitted, expanded, omitted and generally bashed together this set of rules to start of your Superheroic Action(!) Journey.These rules are designed to be plugged directly into the Assembler Core rules. In fact I recommend that GMs grab the Assembler Core rules, rip out the MechASsemble section, and paste in the PowASsemble section for a complete Superhero RPG rule book. Enjoy!Superpowers

Although some heroes and villains rely on nothing more than their talents and (often considerable) skills, most are set apart from the rest of humanity by their super-human powers. PowASsemble characters may be able to lift tanks, fly through the air, throw lightning from their hands, shoot lasers from their eyes, or any number of other amazing things. The power to do these things comes from the super-powers (or simply powers) described in this section.Acquiring Super-PowersCharacters spend some of their character points to get levels in various powers, much like acquiring skills or other attributes. PowASsemble characters can acquire their powers in two ways. Players can individually choose from the powers given on pages 13-64 and they can use the Power Groups system.Choosing PowersThe Power Descriptions section offers a large selection of super-powers players can simply choose from for their characters. They pay the powers cost per level as given in its description from the characters available character points, modifying the powers cost according to any modifiers applied to it. Characters cannot have more levels in a power than their power level. The Gamemaster has the right to refuse to permit certain powers in the campaign, or to modify how some powers work to better suit the campaign.Power CostsEach super-power has a cost in character points. This cost is per level of that power. A super-power never costs less than 1 character point per level and may cost 10 character points or more per level. A powers cost is based on what it is capable of doing, the more powerful and broad the power, the greater its cost.Modifiers Three things can modify a powers cost. These are power traits, tweak, and problems.Power Traits: Associated with a particular power, power traits allow the power to be used in a different way, or grants a bonus when using a power in a particular way. Power traits, when acquired cost 2 character points each. A character must be able to use a power in order to use any of the powers stunts. If the power is reduced or inoperative, then none of the stunts are usable, either.Tweaks: A tweak expands the capabilities of a power. A tweak increases the powers cost per level by 1 character point.So a power with a cost of 4 and one tweak has a cost of 5 character points per level. Two tweaks increase it to 6 points, and so forth. Some tweaks can be applied to the same power multiple times increasing the powers cost each time. Theres no limit to how high tweaks can increase a powers cost, although the GM may choose to limit certain tweaks, just like certain powers.Problems: A problem is the opposite of a tweak, reducing a powers capabilities. Problems decrease the powers cost per level by 1 character point each, but never to less than 1 character point per level. So a power with a cost of 3 and one problem has a cost of 2 points per level. Additional problems would not reduce the powers cost (since its already a 1 point per level). Problems can often balance the expense of adding tweaks. There is no limit to the number of problems a power can have, but the cost cannot be reduced below 1 point per level, regardless of the number of problems.How Super-Powers WorkUsing super-powers is a fairly simple matter. Some powers work automatically, with specific effects given in their descriptions. Other powers particularly those that affect other people require some effort to use and a power roll. Powers that affect others also allow a saving throw against their effects.Power RollsIn some cases, characters may be required to make a power roll to determine how well a power works. A power roll is just like any other roll in the game: roll 3d6, plus the power's level, plus any applicable modifiers, against a Target number set by the GM. Unlike skill rolls, power modifiers are not added to power rolls. The results of various power rolls are described individually in this section. Power roll = 3d6 + power level + modifiers vs. Target number or Opposed Power rollsIn some cases, usually when one super-power is used directly against another, an opposed check is called for. This is handled the same way as opposed checks for skills (see the Core Rules) except a power roll is used in place of a skill roll. The character with the higher result wins the contest.DescriptionTNPower Roll examples

Average/Easy12Standard use of the power without any outside interference

Tricky15Standard use of the power with some interference

Challenging18Standard use of the power while under heavy interference

Difficult21Non-Standard use of the power to achieve an effect not normally produced

Demanding24Non-Standard use of the power to boost the power's normal effect

Extreme27Non-Standard use of the power to double the power's normal effect

Legendary30Some extreme use of the power to achieve a nearly impossible effect.

Speed and DurationA super-power requires a particular amount of time to use. Some may require a full turn or even longer. See the Combat Section for details about the different types of actions. Each power also has a default amount of time that it lasts, which may be changed by Tweaks or problems. The Action is described as the Speed/Duration.SpeedNone: Using the power does not require an action or any conscious effort on the character's part. This is generally only the case for continuous or permanent powers, and continuous powers still require a free action to activate or deactivate.

Reaction: Characters can use the power at any time in response to something else, such as an attack. Characters must still be capable of taking an action (not stunned, for example) in order to use the power. Character's DEF remains unchanged for the turn.

Free: The power can be enabled at any stage within the turn. This may be a held action or part of an aborted attack depending on the character's initiative that turn. The character may be moving but the power can be used without penalties (unless striking a target).

Half: This power is usable while the character is moving and is subject to the usual penalties to hit. If the character does not actually move during his action then it is feasible that another half action could be taken at a -3 TN penalty. He can also move cautiously as part of the turn without penalty.

Full: Using the power is a full-turn action. The character cannot do anything other than use the power that turn. The Character's DEF has a -4 penalty while using this ability.

DurationInstant: The powers effect occurs and ends in the same action, although its results may linger. Most attack powers are instant; the effect happens immediately, although it may take some time for the target to recover. This is also true of alteration effects.

Concentration: The power lasts for as long as characters concentrate on maintaining it. Concentration is a half action (see the Concentration skill, in the core rules, for details). Characters can't use other powers while concentrating on maintaining one. Once their concentration lapses (either voluntarily or because of a failed Concentration check), the effect ends.

Sustained: The power lasts for the entire turn and requires that the character be stationary or moving at a cautious speed. Characters are committed to the power use even if they fail the target number.

Continuous: The power lasts for as long as characters wish, without any concentration or effort on their part. Once activated, it stays that way until characters deactivate it.

Permanent: The power is always active and cannot be turned off, even if characters want to.

RangeEach power has a default range, which may be changed by Tweaks and problems.Personal: The power works only on characters.

Touch: The power works on anyone or anything characters can touch. Touching an unwilling subject requires an unarmed attack roll against the subject's Defense.

Normal: The maximum range of the power is based on its power level 30m (100ft). So a normal range power bought up to level 10 has a maximum range of 300 meters (1,000 feet). A ranged power suffers a the same penalties for ranged combat as shown in the Combat Modifiers section in the Core Rules. A range increment is a useful mechanic in resolving some game situations. The increment is a tenth of the the maximum range. There are ten range increments in the normal range.

Sight: The power works on any target in their line of sight. If there are any obstructions between characters and the target or the target has complete cover, the power does not work.

Special: The powers range is defined in its description.

Doing DamageUnless otherwise stated, a super power which inflicts damage follows the following formula:Power Level 1d6This means if a Power is bought to the 6th power level and inflicts damage then the damage rolled is 6d6. The individual power will demonstrate which Type and Form of damage is inflicted.The three basic Forms of damage are Stunning (S), Lethal (L), and Special (Sp).The three basic Types of damage are Blunt (B), Penetrating (P), and Special (Sp).All damage has a Form and a Type. Therefore a 10th level Energy Blast which is affected by armor or the character's TGH attribute and also stuns the target would be defined as inflicting 10d6 B/S damage.Pulling PunchesAttackers can choose a maximum effect for their attack before they make the attack roll. For example, if a character wants to make a lethal attack, but doesn't want to disable the target, he can choose to limit the attack's effect to a maximum type of "Stunning." Characters with the Full Effect problem (p. 68) on an attack cannot choose to pull their punch with that attack; they get whatever dice result comes up.Saving ThrowPowers that affect other characters allow a saving throw. The type of saving throw (Strength, Health, Reflex, Intellect, Will and Presence) depends on the power. The TN of the saving throw is generally 10 + the power level. So the TN of a Reflex save against a Level 12 Snare is 22 (10 + 12). A successful save means the power has a reduced or no effect against the target. In some cases, the target's saving throw bonus adds to the TN of the power roll, which may reduce or eliminate the power's effect. Saving Throw Target number = 10 + the powers level (unless stated otherwise).Personal powers (powers that work only on the user) do not require or allow saving throws unless the character is using the Range extra that allows a personal power to affect another character. Willing characters can choose to forgo their saving throw and allow the power to take effect.Power Groups

Much like the Skill Group system, Powers can be organized into Power Groups, representing collections of powers with a logical common theme. Think of it in terms of a power tree, in which Groups are the branches, with individual Powers being the leaves.In simpler, rules-light games, the option is there for only Groups to be used. In many games, however, Groups and specific Powers (as well as sub-categories, called Traits, Tweaks and Problems) are used. Whether you use some or all of these in your game is up to you.There are also powers presented as individual selections with sub-powers described within. These powers are a little too specialized to be listed in a generic power group list although the costing for these powers follows the skill group system. They are not available to be taken within Power Groups as they have already been costed to the player's benefit.

Game TypeGroupsPowersTraits/Tweaks

Very simpleX

ModerateX

DetailedXX

Very detailedXXX

Why Power Groups?

Buying levels in Power Groups is a cost-effective way of increasing the characters proficiency with all the powers in the Power Group. The cost is considerably less than buying levels with each individual power, presenting a discount to players who wish to increase their characters scores for a group of related powers. Also the group can be associated with problems which affect all the powers within the group and again cheapens the cost in CP.Power Group Levels

A score in one level is applied to the score for all other power levels below it, but does not add to the score of any higher level. So, a score of 1 in a Group adds +1 to the level for any Power in that Group. This is called a cascade bonus, and is written as a second score, with any cascade bonus added in, in parenthesis after the basic score for that level. A score of 4 in a Power does not add +4 to the score of the governing Group, as Cascade bonuses only apply downward, not upward.Uberman has a score of 2 in the Hyper Alien Group, and he has the Flight Power at +4. He would record the powers like this: Hyper Alien +2 Stun +2, Flight +4 (+6).When a character buys levels in a Power Group, any powers within that group that require a Tweak or Trait must be defined when the groups levels are purchased. Power Group levels apply only to the specific Power Trait selected by the character, not to all possible Traits or Tweaks for that power.Buying Power Groups

Groups cost 20 points per level. A group tweak or problem costs or refunds a point respectively. Otherwise powers are bought and modified individually and at full cost.

The cost for each level of power is shown below.LevelCost

Group20 Pts/Group Level

Group (Tweak)+1 Pt /Group Level

Group (Problem)-1 Pt /Group Level

PowerDependant on power descriptions per level

Power (Trait)+2 Pt./ Trait purchased

Power (Tweak)+1 Pt./ Power Level

Power (Problem)-1 Pt./ Power Level

Heres an example of how you might record some of your characters powers on your character sheet. Well just use one power Groupthe Animal Totem Groupin this example. In this example, the player has purchased 3 levels in the Animal Totem - Weasel power Group, 2 levels in the Claws power, plus and additional level with Leaping (total cost: 75 CPs).NameLevelTotal LevelsCost (CP)

Animal Totem Badger3+360

Claws2+510

Digging+3

Super-Senses+3

Fear+3

Blindsight+3

Leaping1+45

Total Cost:75 CP

Changing Form

Some power groups have the special effect of completely altering the character's appearance or actual metabolism while the power is in effect. The Alter Ego problem is the obvious problem associated with a special effect of this type. However, there are various problems available to individual powers that are also available to the entire Power Group. A power group that changes the character's form may also have the Slow, Obvious, Device, Drain (and others) to build the power group concept.

Power Group List

Alchemist

To create something out of either nothing or something else is an alchemist's speciality.Virtual ObjectShape MatterDisintegrationTransmutationAnimationAnimal TotemSelect 5 powers that represent their selected animal to emulate. Remember that the powers must total between 28 and 32 CP at first level. The following example is for a feline totem.

Claws

Leaping

Super-Sense

Stun

Blindsight

Fade

Running

Artificial Being

This character was created and not born.

Melee Damage

Armor

Protection

Compu-link

Electronic Projection

Damage Field

Child of the Cosmos

Born of the stuff of the universe, these characters are intimate with the ways of the cosmos.

Flight

Super-Attributes

Strike

Protection

Armor

Neutralize

Controller

Either through their intense knowledge of the human psyche or some form of psionic ability, the Controller knows how to get their way with other people

Fear

Confession Burn

Mental Blast

Friendship Aura

Coordinate

Dreadnought

This brawler is a walking, talking tank.

Melee Damage

Immovability

Armour

Protection

Strike

Super-Attributes

Elementallist

The control of a specific environment is either a natural, bestowed or a technological feat

Eco Control

Adaptation

Immovability

Force Field

Armour

Protection

Energizer

Pick a form of energy for the character to manipulate.

Energy Control

Projected Damage

Damage Field

Imbue Energy

Melee Damage

Dazzle

Fantasmologist

The character has a link to the dead or otherwise departed souls

Astral Projection

Confession Burn

Spirit Sense

Prognostication

Friction Control

This power group allows characters to control friction between molecules in the surrounding area.

Clinging

Slick

Deflection

Projected Damage

Snare

Slow

Hyper Alien

The radiation and environment of the Earth reacts with the Alien character's physiology to the extent that he, she, it gains what the natives call Super Powers

Flight

Hyper-Breath

Protection

Projected Damage

Melee Damage

Super-Attributes

Knowledge Keeper

This character's brain or resources enables the acquisition and storage of knowledge.

Absorb Knowledge

Compu-link

Comprehend

Super-Science

Rebuff

Mariner

The oceans and rivers of the Earth are this character's domain

Adaptation

Telepathy

Running

Protection

Leaping

Blending

Mazel Tov

This character forms their own luck

Luck

Danger Sense

Probability Control

Determine Destiny

Sensory Protection

Mecha/Robot/Vehicle

The character points, traits, complications, tweaks and problems are used to build a machine in which the character pilots or otherwise controls.

Super Attributes (see Core Rules vehicle stats)

Armor

Protection

Running

Projected Damage

Super-Senses

Nano-Machines

Characters have a small legion of miniature machines at their beck and call, allowing them to mimic a number of powers.

Regeneration

Healing

Compu-link

Disintegration

Gadgets

Swarm

PhysiologistAffecting the characteristics of themselves and others is this character's specialtyAttribute ShiftSustainPower ScanHealingBoostParalysisPower SuitThe armor may be natural or a manufactured ancient, medieval, modern, or high-tech suit.Suits of magical armor or high-tech battlesuits often have additional capabilities.ArmourFlightSuper-SenseStrikeSuper-AttributesAdaptationPsionicThe character can affect their surroundings using the power of their minds.TelepathyMental BlastMind ControlAstral ProjectionTelekinesisSorcererCharacters are a sorcerer (also known as a mage, wizard, or magician) able to manipulate arcane forces to cast spells. There are tonnes of Tweaks and Problems which would shape the school of magic the player wishes to take. Example: ShamanEco ControlSpirit SenseFadeBlindsightDanger SenseForce FieldSpeedsterQuick as a flash and able to whiz miles in a blink of an eye.Super-SpeedSuper-SenseTeleportationStrikeClingingSuper SoldierThis power group represents physical attributes that can propel the character to the limits of human possibilities and beyond.Danger SenseOrderProtectionRunningStrikeTechnologistThe Character uses technology to become a hero. The projected damage power is based on a gadget of some description.GadgetsSuper-ScienceSuper-SkillNon-DetectionProjected DamageProtectionTelekinetic ManipulationUsing the power of his or her mind, a character can manipulate the physical surroundings.TelekinesisMental BlastProjected DamageFlightForce FieldDeflectionTemporalistCharacters have the power to alter the flow of time itself, speeding it up or slowing it down for yourself and others.Super-SpeedTime TravelDetermine DestinyPrognosticationTrans-DimensionalistThe mirror universes, parallel realities or sub-atomic dimensions (depending on the character concept) can be freely traversed and manipulated by this character.DuplicationDimensional ShuntDimensional TravelPersonal DimensionIncorporealCreating New Power Groups

While a number of Power Groups are described in the rest of this section, GMs are free to create new Power Groups for their game. Use the Power Groups in this chapter as a guideline when creating new groups.Special Effects or What Will it Do?

When creating a new Power Group, decide what archetype you wish to represent. Every Power Group must provide some unique power spreads for the character. The trick is to group the powers so that a suitable link can be attributed to each power. The best way of looking at potential new Power Groups is to try and define one or two problems to the entire list of powers. For instance, a speedster may have the Restricted (Must be moving forward) problem. If the Blindsight power was part of the speedster group it would make little sense to have that restriction. Gamemasters should jump all over convoluted attempts at linking disparate powers. The only real discrepancy to this is the Hyper Alien power group and that exists only to take a nod at the classic Man of [insert metal here] concept. The first problem linking the Hyper Alien power group should be the problem Restricted: Doesn't work when exposed to Home-planet-ite.It is up to you to define the special effects of the Power Group. That is, how the Power Group is described in real life terms is up to you. The effects of the Power Group in game rule terms determine the cost or value of the Power Group.What Powers Should I Assign?

When creating a new Power Group, use the following guidelines for determining the effects of the Power Group for each level. You should also examine similar Power Groups presented earlier in this chapter to help determine the values and effects of your new Power Group.The total first level power costs should total between 28 and 32 CP. Every power group presented in the list above would fall within these costs if purchased individually.

If the concept's powers fall under 28 CP then multiple levels of a single power may be taken to make up the slack (see Alternate Form)

Do not individualise the powers using traits and tweaks within the Power description. The Mariner power group could also be used as a Desert Mariner in a post apocalyptic campaign or a Star Mariner in a cosmic campaign. Speedsters have the teleportation power in the power group. This could represent bursts of speed that give the effect of disappearing in one spot and reappearing in another or it could be represented as vibrating out of one plane, moving then vibrating back into the original plane of existence in a new location.

Example

Cathy tells her GM that she wants her character to be a Kwellian Alien; the apex of an invasion force from the Kwellian Protectorate. Kwellians are a reptilian, winged, telepathic race and they have a cybernetic extra appendage attached at birth which can manipulate various energies. Being reptilian, Kwellians hate the cold and suffer at temperatures below 10 degrees Celsius (50 degrees Fahrenheit/283 kelvin) Her GM decides that since Earth has many temperate and sub-temperate areas the problem is a realistic link for the powers, after checking out similar Power Groups the GM comes up with a new Power Group.Kwellian Alien

Kwellians are a reptilian, winged, telepathic race and they have a cybernetic extra appendage attached at birth which can be manipulate a form of energy decided upon at birth.FlightExtra limbEnergy ControlArmorTelepathyRegenerationThe total of these powers at first level would come to 28 CP.

Later, Roger tells his GM that he wants his character to be the King of Atlantis and also fly. The GM decides that, while the Mariner group does not have the flight power, his character concept doesn't warrant the creation of a new Power Group. He declines to create the new Power Group and Roger just needs to purchase flight at the normal costs.Power ListSuper Power

Brief Description

CP Cost

Absorb Knowledge

Characters are able to absorb information from physical recordings

5

Absorption

Characters can take the energy of an incoming attack and absorb it

6

Adaptation

The character can adapt to survive in an environment hostile to ordinary humans

5

Addictive Metabolism

Characters are able to addict others to the byproducts of their metabolism

5

Adhesion

Characters secrete a sticky substance from their body on command

10

Alternate Form

A character with Alternate Form can instantaneously transform into another form

20

Animation

Characters can bring inanimate objects to life

5

Armor

Characters have a natural plating

3

Astral Projection

Characters can separate their astral form from their physical body

8

Astral Trap

Characters have the ability to trap the astral essence of their victims into physical objects

8

Atomic Control

Characters can control atoms and sub-atomic particles

20

Attribute Shift

Characters can shift their powers and attributes around

5

Banish

Characters can force summoned creatures whence they came

5

Blending

Characters can change their color to match their surroundings like a chameleon

3

Blindsight

Characters can sense the location of objects near characters with amazing precision

5

Boost

Boost temporarily improves one of their attributesa power roll or power level

5

Catalyst

Characters can start chemical reactions within their power range

6

Claws

Characters have claws on their handsor similar natural weapons

5

Clinging

Characters can climb or walk along vertical surfaces and ceilings

5

Comprehend

Characters can understand any unfamiliar spoken or written communication

5

Compu-link

Characters can mentally interface with computers

6

Confession Burn

Characters can inflict injuries on others based on the misdeeds they have committed

6

Coordinate

Characters can create a mental link amongst willing participants

10

Cosmic Power

Characters command the primal forces of the cosmos

20

Creature Creation

Characters can create monstrous creatures using living beings as their building blocks

8

Damage Field

Characters can surround their body in a damaging field

5

Danger Sense

Characters have an uncanny ability to sense danger before it strikes

7

Darkness

Characters can create an area of absolute darkness

5

Dazzle

Characters can temporarily overwhelm one of a target's senses

5

Deflection

Characters can deflect incoming attacks

5

Density Control

Characters can control their own density increasing or decreasing it at will

15

Determine Destiny

Characters are able to alter the future in small but possibly important ways

4

Digging

Characters can tunnel rapidly through soil and packed earth

3

Dimensional Shunt

Characters are able to open portals to a small pocket dimension

7

Dimensional Travel

Characters have the power to reach other dimensions of existence

5

Disintegration

Characters can weaken the structure of non-living objects and even destroy them

5

Drain

Drain temporarily reduces a specific attribute power or skill

7

Duplication

Characters can create duplicates of him or herself

5

Eco Control

Characters can control a particular element of nature

5

Elasticity

Characters can elongate their limbs and the rest of their body

6

Electromagnetic Pulse

Characters are able to emit a powerful electro magnetic pulse

5

Electronic Projection

Characters can separate their mind from their body and send it into computers

6

Energy Control

Characters control a particular form of energy projecting it at will

5

ESP

Characters can sense distant places and things as if characters were actually present

5

Extra Limb

The character has an additional fully muscled fully functional arm or prehensile limb

5

Fade

People do not see the characters when looking right at them

4

Fatigue

Characters can strike an opponent with an attack that saps their energy exhausting them

5

Fear

Characters are able to induce fear in their opponents

5

Flight

Characters can fly through the air without any visible means of support

5

Force Field

Characters can surround their body with a field of energy

3

Friendship Aura

Characters are able to convince targets they are friends

5

Gadgets

The Gadget Power represents a characters access to useful equipment

5

Gestalt

Characters are able to join with others who have this power

5

Gravity Mastery

Characters are able to control the forces of gravity created by all matter

20

Growth

Characters can increase their size

12

Healing

Characters can heal injuries by touch

5

Hyper-Breath

Characters are able to inhale or exhale on a monumental scale

3

Illusion

Characters can create realistic illusions

5

Imbue Energy

Characters are able to imbue their powers into an object

5

Immovability

Characters are particularly hard to move if characters don't want to be moved

5

Incorporeal

Characters can assume an incorporeal form

5

Invigorate

Characters radiate a powerful energy field that improves the life energy of those nearby

6

Invisibility

Characters can become invisible to normal sight

5

Leaping

Characters can jump a greater distance than normal

5

Light Control

Characters are able to control photons creating and destroying light

20

Luck

Characters are are extraordinarily fortunate or have influence over probability

8

Mathematical Precision

Characters are able to carry out incredibly complex mathematical calculations

5

Meld

Characters are able to meld with other beings taking control of their body

6

Melee Damage

Similar to Projected Damage only this power generates energy

5

Mental Blast

Characters can project a blast of mental force that can stun or knock out a target

6

Merge

Characters are able to meld either machine parts or organic matter onto living beings

5

Microscopic Vision

Characters can see extremely small things

5

Mimic

The character controls a power capable of emulating other powers

7

Mind Control

Characters can take control of a targets mind

5

Neutralize

Characters can neutralize the effects of another character's powers

5

Non-Detection

Characters are able to avoid detection

5

Order

By controlling the whims of chance characters are able to instill order in chaos

6

Paralysis

Characters can render a target unable to move

5

Peaceful Aura

Characters emanate an aura of calm

5

Personal Dimension

Characters are a master of a small dimension

7

Petrification

Characters are able to turn organic targets into stone calcified bone or other minerals

8

Pneumatic Step

Characters are able to walk on gaseous and liquid matter as if it were solid ground

3

Poisonous Metabolism

The character's metabolism naturally produces compounds that are poisonous

5

Possession

Characters can enter and take over the body and mind of another person

6

Power Scan

With a glance characters are able to determine how powerful a person is

5

Probability Control

Characters are able to control random chance swinging probabilities in their favor

7

Prognostication

Characters can get glimpses into the past or future

10

Projected Damage

Characters can fire a blast of energy force or matter that does damage at range

5

Protection

The character is extremely hard to kill

7

Rage

Characters are able to instill a murderous rage in those they touch

7

Rebuff

Characters are able to prevent nearby creatures from approaching them

6

Regeneration

Characters heal very rapidly 1d6 LIF points per level every 10 minutes

5

Running

Characters can run more quickly than usual

5

Sensory Link

Characters are able to experience distant places through the senses of others

5

Sensory Protection

Their senses are protected from overload by outside stimuli

3

Shape Matter

Characters can reshape inanimate matter into new forms as if it were clay

5

Shapeshift

Characters can transform their body into different shapes of the same mass

5

Shrinking

Characters can decrease their size

5

Slick

Characters can create a slick or slippery area

5

Slow

Characters can reduce the speed at which another character moves and acts

5

Snare

Characters can trap a target limiting their power to move

5

Spirit Sense

Characters are able to see the spirits of the dead

7

Stun

Characters can project an attack that stuns targets

3

Strike

Strike denotes an innate killer instinct

7

Suffocate

Characters can cause a target to begin to suffocate

6

Summon

Characters are able to summon creatures from other dimensions

5

Super-Attributes

This power is useful when a character should have one or more high attribute scores

5

Super-Science

Characters are an expert in the most difficult sciences

9

Super-Sense

A Character's sense is heightened beyond those of normal people

3

Super-Skill

Certain skills or skill groups may be linked to a super ability or alternate identity

1 or 5

Super-Speed

Characters are capable of moving and reacting at super-human speed

10

Sustain

Characters produce a type of energy that will sustain creatures of their own species

6

Swarm

Characters can transform into numerous smaller forms

6

Swimming

Characters can swim at faster than normal movement

5

Telekinesis

Characters can cause an object to move through the air

5

Telepathy

Characters can read minds and project their own thoughts into the minds of others

5

Teleportation

Characters can move instantly without crossing the distance between

5

Time Travel

Characters can travel through time into the past or the future

5

Transfer

Characters can transfer one of a subjects attributes

6

Transmutation

Characters can transform non-living solids and liquids

6

Tremor

Characters are able to cause violent shaking in the ground

6

Voice Alteration

This ability allows the character to modify the tone and volume of his or her voice

3

Virtual Objects

Characters can form objects out of nowhere

5

Power Descriptions

The powers presented in the following section cover most common powers heroes might have. The powers are presented in alphabetical order. Here is the format for power descriptions: [Power Description Sidebar]Power NameCost per Level: The powers character point cost per level.Speed: The type of action required to use the power: None, Reaction, Free, Half, or Full. Followed by how long the power lasts: Instant, Concentration, Sustained, Continuous, or PermanentRange: The range at which the power operates: Personal, Touch, Normal, Sight, or Special (defined in the power's description).Saving Throw: Which saving throw is used to resist the power. If the power has a normal range of personal, it does not allow a saving throw.A general description of the power and its effects follows, with any pertinent game mechanic information about the power.Power Traits: Some powers have unique power traits, which are described here. Add 2 CP per trait.Tweaks: Some powers have unique Tweaks, which are described here. Add 1 CP per level per tweak.Problems: Some powers have unique flaws, which are described here. Deduct 1 CP per level per problem.[/Power Description Sidebar][BEGIN SIDEBAR]Double UpMany abilities double a particular quality such as movement rate, carrying capacity, or some other attribute for each rank in the ability. For easy reference, consult the Doubling Values Table below to see how much a given rank of an ability multiples the base ability or value by.For example, each rank of Running doubles the normal running multiplier (x2) MOV. So, according to the table, a character with Running +8 has 256 times his normal MOV while running. This table can also be useful for discussing a characters abilities in general terms. For example, it would be accurate to say that a character with Super Speed +10 is a thousand times faster than a normal person.Doubling ValuesPower LevelMultiplier

1x2

2x4

3x8

4x16

5x32

6x64

7x128

8x256

9x512

10x1,024

11x2,048

12x4,096

13x8,192

14x16,384

15x32,768

16x65,536

17x131,072

18x262,144

19x524,288

20x1,048,576

[/END SIDEBAR]Absorb Knowledge

Cost per Level: 5Speed: Half, ConcentrationRange: Touch Characters are able to absorb information from physical recordings almost instantaneously. They can read magnetic discs, optical storage devices, or even entire encyclopedias with a touch and a few seconds of concentration. Characters gain a Knowledge skill for the subject of the absorbed information with a rank equal to the power level. This skill lasts as long as characters keep the power active. They can absorb one source of information at a time with this power. Absorbing a second source of information forces characters to lose the Knowledge skill for the first subject. This power does not affect the target.Power TraitsMultiple Subjects: Characters are able to absorb information from one additional source for each time they take this power trait, allowing multiple Knowledge skills from this power. When actually absorbing the information, characters must be in contact with each information source or the source must be in contact with another source being absorbed, such as absorbing a set of books on a bookshelf.Tweaks:Personal Knowledge: Characters are able to absorb information from living sources. This mental ability requires a normal attack against the target. The target receives a Will saving throw, TN 12 + power level. If the target fails the save, characters gain a single Knowledge skill of the target with a level up to the power level. If the target has no Knowledge skills or succeeds in the Will save, characters learn nothing.Active Use: Characters can gain skills besides Knowledge skills if the gamemaster approves. For example they might gain skills in repair from absorbing the information in a book on car repair.ProblemLimited Medium: Characters are able to absorb information only from one medium, such as books, which is chosen when taking this power.

Absorption

Cost per Level: 6Speed: None, ContinuousRange: PersonalCharacters can take the energy of an incoming attack and absorb it, channeling it to enhance their own powers. Characters can store either physical attacks or energy attacks, chosen when the power is taken. Characters reduce the damage of an attack by their Absorption level. If this reduces the absorbed damage dice to less than 0, characters take no damage. Otherwise characters take normal damage against the reduced attack. Characters can use stored energy to power another effect. Choose one of the following effects to channel their stored energy into. One is free as part of their power. Characters can gain the others as other powers or part of a Power Group.Boost: Characters can use absorbed energy to increase the level of one of their powers or powers as a half action, like a use of Boost at the same level (p. 19).

Projected Damage: With a half action, characters can redirect absorbed energy into a blast of the same type with a level up to that of the absorbed energy. So if characters absorb 10 levels of electricity, characters can shoot a level 10 electrical blast.

Energy Conversion: Characters can convert absorbed energy from one type to another (sound into light, for example, or kinetic energy into heat) as a free action. Characters can then project the new type of energy using the Energy Blast tweak, or use it to power an Energy Control power that requires an existing source of energy.

Healing: Characters can use absorbed energy to heal any damage characters have suffered as a half action, like a use of the Healing power (p. 37).

Tweaks:Both Types: Characters can absorb both physical and energy attacks not just one or the other.

Problems:One Energy Type: Rather than being able to absorb all physical or all energy attacks, characters can only absorb a specific type of physical or energy attack, such as only fire, electricity, magic, and so forth. Their Absorption doesn't work against other sorts of attacks.

Adaptation

Cost per Level: 5Speed: None, ContinuousRange: PersonalSaving Throw: HealthThe character can adapt to survive in an environment hostile to ordinary humans with bonuses equal to his or her Adaptation Level. Examples of hostile environments include: acidic/basic liquids, extra dimensional, extreme pressure, intense cold, intense heat, noxious gases, radiation, underwater (the ability to breathe water), and vacuum (low pressure, not the absence of air). Adaptation does not apply to non-human characters whose natural environment is not the Earths atmosphere (such as a mermaid living in the ocean). In these cases, the character must assign Adaptation (Earth Atmosphere) to survive in normal human environments. Characters are able to survive in their chosen environment without assistance. This may include such abilities as being able to breathe underwater and survive the cold and pressure of the ocean deep, ignore the sub-zero temperatures of the arctic, or even withstand the vacuum of space. Any saving throws against the rigors of their environment receive a bonus equal to the power level. If characters are attacked by a power that mimics their chosen environment (such as a character with the arctic specialty getting hit with a cold blast), characters receive a bonus to any saving throws equal to their power level. The MOV attribute also applies natively to the environment. This means an aquatic character can swim as fast as their MOV attribute.Characters receive a bonus equal to their power level to either their Reflexes, Health, Willpower, and Strength while in their chosen environment (choose one and note any derived attribute changes).Problems:Specific Area: Their power only works in a specific place, such as only in one city or only in one sea.

Addictive Metabolism

Cost per Level: 5Speed: Half, InstantRange: TouchSaving Throw: WillpowerCharacters are able to addict others to the by-products of their metabolism, such as blood, sweat or saliva. When someone ingests any of their bodily fluids or flesh, characters and the victim make an opposed check - the power level against the target's Willpower save. If the character wins, the target enters a euphoric state for one hour, during which the victim feels very happy. The target is thereafter addicted to the by-products of their metabolism. Each day the victim goes without imbibing one of these metabolic by-products, the target must make a WIL save against a TN 10 + the power level to resist the addiction. If this check is successful, the victim fights off the addiction without ill affect; if the save is unsuccessful, the victim gains a -1 penalty to all skill rolls, attack rolls and power rolls that day until they get another dose of their metabolisms by-products. This check is made every day the victim goes without, and the penalties gained are cumulative. Once the victim beats the addiction, the penalties decrease by one point per day until the victim returns to normal.If the penalty ever increases to -10, the victim dies of withdrawal. Proper medical care grants the victim a +2 bonus to his WIL save. The addiction can be removed with a Healing power roll, TN 15 + the level in Addictive Metabolism.Tweaks: Contact: The power works on anyone coming into physical contact with characters, including unarmed combat.Delayed Effect: Characters can delay the onset of the addictive effects of their metabolism by one day per power level.Problems: Permanent: Characters cannot turn off the affects of their metabolism. Anyone characters kiss or share a drink with may become addicted to their metabolisms by-products.Adhesion

Cost per Level: 10Action: HalfRange: PersonalDuration: SustainedCharacters secrete a sticky substance from their body on command, enabling them to climb walls with ease, confound those who grapple characters, and glue together objects with a touch. This power grants characters the following powers at their power level: Characters can climb walls and ceilings with ease, granting characters the Clinging power.

Characters add their power level to all grapple checks.

Characters can glue objects together by touching them, granting characters the Snare power with a range of touch.

Characters may add their power level to Disarm checks performed with their bare hands.

Tweaks:Automatic Adhesion: When a melee attack strikes characters, the attacker must make a Strength check against TN 12 + their power level or the attacking weapon is stuck to characters. The attacker may choose to let go of the weapon or continue each round to pull it free. Characters can automatically let the weapon fall free as a free action. If the attacker is unarmed, the creatures limb is stuck to characters and cannot be used to attack until freed. The attacker in this case can still initiate a grapple.Alternate FormCost per Level: 20Speed: None, ContinuousRange: PersonalA character with Alternate Form can instantaneously transform into one other specific form that is determined during character creation and approved by the Game Master. Once selected, the form cannot be altered. Alternate Form allows the character to possess a radically different body shape than his or her normal human form, and exhibit exotic physical features as well.If a character only has a single, permanent, non-human form, this power should not be applied. Instead, the character must acquire the relevant Attributes, Powers and Traits that best represent the forms additional capabilities. A character with several different Alternate Forms should assign this power multiple times. The powers gained in the characters Alternate Form use the power group rules for cost benefits. If there are character physical traits applicable to the alternate form, they are purchased at half the regular character point cost and are additional to the base 20 CP per level. However, the alternate form can also get half refunds on character complications. Social complications could arise from the altered state of the character.ProblemPartial Form: Every partial form problem deducts 4 CP from the pool of 28-32 available CP to buy powers. This can represent the character not fully transforming into the alternate form, but instead taking most of its attributes. An example of this is a were-wolf character that can transform into a wolf form and also transform into a partial wolf/partial human form. By purchasing Alternate Form again with enough Partial Form problems to buy only the powers required to emulate the half-form, the character completes the character concept.Sample Alternate FormsThe examples herein suggest some powers that may be appropriate for the Alternate Forms, but the GM can modify them if desired. Other types of alternate forms can include electricity, radiation, light, emotion, data, dream, sound, and many others.Animal Forms: Many nature-based shapeshifters (and cursed martial artists) have one or more Partial-Powered animal forms. Suggested Powers and Traits: any that are relevant to the specific animal form, such as Armour, Protection, Features, Flight, Heightened Senses, Jumping, Body Weapon, Special Movement, Digging, etc.Elemental/Chemical Forms: This option covers a wide range of possible forms, including: acid, base, gold, granite, ice, mercury, water, sulphur, synthetic drugs, etc. Suggested Powers and Traits: Adaptation, Armour, Duplication, Super Attributes, Elasticity, Extra Limb, Incorporeal, Regeneration, Snare, Swarm, Swimming.Flame Form: The character is composed of fire, and can ignite flammable objects on contact. Any person near the character may suffer burn damage as well. Suggested Powers and Traits: Adaptation (Heat), Armour (Optimised to heat), Protection, Eco-Control (Heat), Flight, Force Field.Gaseous Form: This form is less substantial than a liquid form. The character cannot pick up solid objects and can only exert the pushing force of a gentle wind. Suggested Powers and Traits: Adaptation, Extra Offensive Action, Flight, Rebuff, Invisibility, Incorporeal, Virtual Objects, Regeneration, Danger Sense, and Shrinking.Incorporeal Form: An Incorporeal form is without physical substance (for example, a ghost or living shadow). The character can pass through walls, walk on air or water, and perform similar ghost-like feats. Suggested Powers and Traits: Adaptation, Flight, Invisibility, Incorporeal, Special Defence.Melding Form: The character can meld into any inanimate object, and still perceive nearby events as though he or she is still human. Once merged, the character cannot be harmed unless the object is damaged. Suggested Powers and Traits: Adaptation, Incorporeal, Teleportation (Within melded object), Digging, Non-detection, Damage Field.Two-Dimensional Form: A 2-D character has height and width, but not depth. He or she can squeeze through the spaces between atoms, and is completely invisible when viewed from the side. An entire new two-dimensional universe may be waiting to be explored by such a character. Suggested Powers and Traits: Adaptation, Incorporeal, Pocket Dimension, Extra Defensive Action, Special Movement, Elasticity, Shapeshift.Animation

Cost per Level: 5Speed: Half, SustainedRange: NormalCharacters can bring inanimate objects to life, imbuing them with movement and even limited intelligence. Animating an object requires a half action. The object gains movement according to its form. Statues can get up and walk, for example, while rugs crawl and slither, balls roll, cars drive, etc. If the object is normally capable of movement, it does so at its normal speed. Otherwise it has a MOV of 3, just like a character.Characters can animate objects with an Armor Value up to their power level. For each size category the object is above medium, add one to the required level. For each size category below medium, subtract one. So animating an Immense (+5) statue with an Armor Value 8 requires Animation at level 13.An Animated object has a Strength attribute equal to half its Armor Value, +1 per size category greater than Medium, -1 per category smaller than Medium. It has no Health Attribute, and is immune to effects requiring Health saves. However, the objects will be normally affected by effects applicable to inanimate objects (like armor penetrating damage). Animated objects are also unaffected by anything calling for a WIL saving throw, except for those things that normally affect inanimate objects. Animated objects suffer damage just like inanimate objects and vehicles.Leftover Animation levels may be assigned to give the object bonuses to Reflexes (which starts out at an attribute of 1), mental attribute scores (which start out at level 0), Defensive Target Number bonus (which starts out at 10), or skill levels (which start out at 0). Characters cannot give an object a bonus to an attribute or skill greater than their own.Characters can normally animate one object as a half action. However, if characters take a full action and accept a penalty on their Animation level (reducing the powers of objects characters can animate by half) characters can animate one additional object per level reduced. So a character with Animate +10 could animate one object with maximum bonuses and levels of +9 or 2 objects with maximum bonuses of +5, or any combination thereof. Characters cannot animate more total objects than their power level.Tweaks: Horde: Each time characters take this tweak, the total number of objects characters can animate doubles, although it does not affect the number of objects characters can animate in one action. Image Animation: In addition to animating objects characters can also animate pictures, bringing them to life. The animated image has the normal powers and an Armor Value of the thing it represents, but no bonus can exceed their Animation level. Optionally, characters can have the power to animate images instead of objects, in which case the powers cost does not increase. Animated images normally have no powers, but characters can grant images one suitable power per tweak purchased (5 CPs worth of power per tweak purchased).Problems: LimitedOne Type: Characters can only animate one type of object or image, such as only dead bodies (creating zombies), only machines, only natural stone, only images from a particular book or Tarot deck, and so forth.Armour (HITs)

Cost per Level: 3Speed: None, ContinuousRange: PersonalCharacters have a natural plating/covering that provides characters with 5 HITs per level purchased. With the right combination tweaks and problems, the armour power allows for the creation of suits of power armour and cybernetic attachments.Combining with the Protection power (page 51) allows the character to beef up both AV and HITs. The Armour's base AV is equal to the character's TGH attribute. Armour TypesThe following list gives the player some structured options that must be taken as a tweak. Feel free to build your own types of armour with GM approval.Subtle: Subtle natural armour is derived from some quality of the characters own flesh. Although it provides less protection than other kinds of natural armour (4 HITs per level), it has the benefit of being completely invisible. Hide: The characters skin is tough and leathery (or furry), like that of an animal. Add 1d6kg (2d6lbs) to the characters weight and subtract 1 from his Presence attribute. Hide armour has no unusual strengths or weaknesses and is resilient to find weakness types of skills or spells equal to half the power level (round up)Smooth/Chitinous: The characters skin is hard and smooth, like the chitinous exoskeleton of an insect or the scales of a lizard. Add 2d6kg (4d6lbs) to the characters weight and subtract 1 from his Presence attribute. Chitinous armour has no unusual strengths or weaknesses and is resilient to find weakness types of skills or spells equal to the power level.Stony: The characters skin is rock-hard, craggy, and impossible to mistake for normal flesh. Multiply the characters weight by 2, add +2 to his STR damage, and gains a +/- 2 to his Presence attribute (depending on looks or intimidation). The weakness of stony natural armour is that it offers only half protection (round down) against corrosive attacks. Crystalline: The characters skin is smooth, opalescent crystal. This tough surface is quite fascinating to look at, but again clearly marks the character as inhuman. Multiply the characters weight by 1.5 and subtract 1 from his Presence attribute. Crystalline armour offers double protection against light-based attacks, but only half protection against sonic/vibration attacks. Metallic: The characters flesh is composed of (or gilded by) gleaming, flawless metal. This can lend his features a striking beauty, but only substance abusers will ever mistake him for an ordinary human. Multiply the characters weight by 2, subtract 1 from his Presence attribute, and add +1 to his unarmed melee damage. Metallic armour offers double protection against ice/cold attacks and sonic/vibration attacks, but only half protection against electrical attacks and corrosive attacks.Artificial: The characters flesh has been covered in certain areas with a high-tech overlay of plastic, ballistic fibre, or light-weight alloy. This armour may be sleek and gleaming or somewhat low-key, as the character prefers. Add 2d6 kilograms (4d6 pounds) to the characters weight and subtract 1 from his Presence attribute. Artificial armour has no unusual strengths or weaknesses and is resilient to find weakness types of skills or spells equal to half the power level (round up)Tweaks:Traumatic Impact Resistance: The characters armour is extremely resistant to blunt impact (as from Trauma Weapons) and the trauma of falling damage. Damage from those sources is reduced, by the power level in Armour Value.Astral Projection

Cost per Level: 8Speed: Half, ContinuousRange: PersonalCharacters can separate their astral form their mind, spirit, or life force from their physical body. Their physical body sinks into a death-like coma, while their astral form is free to move about on its own. Their astral form is invisible and incorporeal, immune to physical harm and the effects of the environment, and able to pass freely through physical objects. In astral form characters can move freely in any direction, unaffected by gravity. Their MOV/Astral is equal to (power level 5) with running and sprinting suitably enhanced.While in astral form characters can become visible at will and speak telepathically to other people. Powers that affect the mind or soul work normally on their astral form and characters can use mind-affecting powers on others while in astral form, but their effective level with the power cannot exceed their Astral Projection level. Characters with the Psychic Awareness trait (see Core Rules) can see the astral form, even while the users are invisible. Characters can leave their body for as long as characters wish (although it will eventually dehydrate and starve if characters are away for too long). Characters are unaware of what happens to their physical body while characters are in astral form, although characters are aware of any damage that their physical body suffers. If their physical body is killed while their astral form is away, characters must make an immediate Astral Projection check (TN 24) or die as well. If characters survive, characters are trapped permanently on the astral plane as a kind of ghost.While in astral form, characters whom have the ability to travel to other dimensions (see Dimensional Travel p. 26) remain invisible and intangible while in physical dimensions. In astral dimensions, characters can interact as if characters were in physical form.Astral Trap

Cost per Level: 8Speed: Full, Permanent (See below)Range: NormalSaving Throw: WillpowerCharacters have the ability to trap the astral essence the mind, spirit, or life force of their victims into physical objects. Assuming the physical objects remain intact, characters can keep their victims captive with little hope of escape. Using this power requires a full turn action and a successful ranged attack against the target. The target gets a Will save, TN 12 + the power level, to avoid the attack. If this save fails, the targets astral essence is captured within a physical object of their choosing. The objects characters use for trapping astral essences must be special to their character, such as a set of rare gems or voodoo dolls. Creating a new astral trap item requires 24 hours of uninterrupted time. These items have an armour value equal to their power level and are Tiny in size. Characters can only have one being per power level trapped at a time. Once trapped, astral essence can be released only by destroying the astral trap item containing it. If the gamemaster wishes, trapped characters may also try to free themselves by spending an action point and making another Willpower save, TN 12 + the power level.The physical body of trapped astral essence collapses and remains motionless except for basic bodily functions, such as breathing. The body will die of starvation if not properly cared for. If its body is slain, a released being must find another suitable body (such as a clone) or become a ghost, gaining the Astral Projection power at its power level and with a permanent duration. Characters who escape an astral trap can move into their living bodies instantaneously.Tweaks:Hard Trap: The AV of their astral trap item increases by +1 (effectively doubling the AV)Transposed Prison: The victim's entire body is trapped astrally. If the trap is destroyed, the victim materialises in exactly the same condition as when they were entrapped.Problems:Weakening Prison: For each day a being is trapped, it receives another Will save to escape.Atomic Control

Cost per Level: 20Speed: Half, SustainedRange: NormalSaving Throw: HealthCharacters can control atoms and sub-atomic particles, allowing characters a wide variety of powers arising from this simple basis. Atomic Control grants characters the following powers at their power level: Characters can use Virtual Object by rearranging atoms into whatever form and compounds characters desire.

Characters can surround themselves with a field of super-dense particles, as per the power Force Field.

Characters can rip the atoms of targets apart, as per the Disintegration power.

Characters are immune to all forms of radiation.

Characters can use Shape Matter on existing matter to change it into different forms.

Characters can split atoms, creating powerful explosions as per the Energy Blast (radiation power) with the Explosive Blast tweak.

Characters can start or stop nuclear reactions, such as those inside nuclear power plants, within their range.

Characters can sense nuclear reactions or read the molecular structure of matter with a power roll (TN set by the GM). The maximum range is 10 meters (30ft), doubled for every power level, however characters are at -1 to the TN, per increment of power level in meters, between characters and the reaction or matter.

Problems: Missing Effect: For each base effect of Atomic Control that characters cannot use, characters can apply a problem to the power.Radiation Leak: During any turn characters use Atomic Control, characters emit low levels of radiation equal to their power level in Special/Lethal damage. Anyone within ten feet of characters must make a Health save, TN 12 + the power's level.Radiation Aura: Characters continually emit low levels of radiation. Anyone who stays within their immediate vicinity for more than 24 hours must make a Health save, TN 5 + their power level, treating the result as stunning damage. Preventative measures against radiation, such as protective suits, will prevent this damage (see the Radiation section in the Core Rules)

Attribute Shift

Cost per Level: 5Speed: Half, ConcentrationRange: PersonalSaving Throw: WillpowerCharacters can shift their powers around, not increasing their total power but allowing characters to change their attributes to meet different situations. By decreasing one attribute point, characters gain the appropriate number of character points for that decrease, which can then be spent on raising another attribute or power. Attributes and powers may only be raised or lowered by the number of levels characters have in this power. This change remains as long as concentration is not disrupted. The normal power bonus limitations remain when using this power. Characters cannot gain levels in new powers using Attribute Shift, only increase their levels in existing powers.Example: Strongarm has a Strength of 12 and an Intellect of 5. Wanting a tweak bit of raw muscle when combating his arch nemesis, he spends a half action and decreases his Intelligence by 2, gaining 20 character points he then spends the 20 CP to raise his Super Strength by 4 levels to 16, now giving him a STR inflicted damage dice of 8d6 up from 6d6. Strongarm can now lift a six ton truck instead of his former limit of 800kg. However, any INT-based skills attempted while shifting are rolled at the decreased level.Tweaks: Affect Others: Characters can use Attribute Shift on other people by touch as well as on his or herself. Unwilling targets receive a WIL attribute save to resist the effect of this power. Characters must decide how the targets powers are rearranged. Problems: Limited Powers: Characters can only switch points between two specific powers or attributes - chosen when this power is taken.Banish

Cost per Level: 5Speed: Half, InstantaneousRange: NormalSaving Throw: WillpowerCharacters can force summoned creatures, teleported creatures or dimensional travellers back whence they came. Creatures that are called using the Summoning power or someone using the Teleport or Dimensional Travel powers may be targeted, only within five turns of that power being used to enter the banish power range. Characters must make an opposed power roll against the power level of the appropriate power of the target (for Teleport or Dimensional Travel) or the WIL save of the summoned character (in the case of the Summoning power). If this check is successful, the target is forced back to the location it was summoned, teleported or dimension travelled from. This power contains the problem Others Only.Power Traits: Dimensional Blackout: No one can use the Teleport, Summon, Dimensional Shunt, Personal Dimension or Dimensional Travel powers within range of their Banish power without beating characters in an opposed power roll first.Tweaks: Close Portal: Characters can close active dimensional or teleport portals with an opposed power roll.Problems: Limited Banish: Characters can only counter one kind of dimensional power: Teleport, Summoning or Dimensional Travel.Blending

Cost per Level: 3Speed: Free, ContinuousRange: PersonalCharacters can change their colour to match their surroundings like a chameleon. Characters get a bonus to all skills where this would come in handy (like Stealth and Hunting) equal to their power level.Blindsight

Cost per Level: 5Speed: None, ContinuousRange: PersonalThrough non-visual means characters can sense the location of objects near characters with amazing precision regardless of light or concealment. Characters may sense out to their power range regardless of blindness, light or concealment. Characters can move at full speed when blinded, and invisible characters receive no bonuses when attacking characters. Characters also reduce the effective power level of Invisibility and Obscure powers used within their range by their power level. Also characters increase the miss chance TN by their power level when attacking targets with concealment. If the miss chance goes above Challenging (TN 18), characters effectively ignore the concealment.This sensory power is assumed to be based on excellent hearing or sense of smell.Power Traits: Spatial Sense: Their Blindsight sense is based on some special spatial awareness that cannot be affected by the Dazzle power or similar effects.Boost

Cost per Level: 5Speed: Half, InstantRange: PersonalBoost temporarily improves one of their attributesa power roll or power levelas a half action. The affected attribute is chosen when the power is taken. Characters gain bonus ranks in that attribute equal to the Boost power level. For attribute scores these are levels in the appropriate super-ability. The boost wears off at a rate of one point of bonus per turn until it is gone. Characters cannot gain a bonus to the attribute greater than their Boost power level. Boost cannot add its bonus to its own level.Tweaks: Affects Others: Characters can Boost other people by touch as well as Boosting yourself. If characters can only Boost others and not yourself, the cost of Boost remains the same. All Attributes: Their Boost works on all attributes of a particular category or special effect at once, such as the body group (STR, REF, HLT), mind group (INT, WIL, PRE), skill groups, magical powers, mutant powers, and so forth.Catalyst

Cost per Level: 6Speed: Half, SustainedRange: NormalSaving Throw: HealthCharacters can start chemical reactions within their power range. This requires a power roll with a TN based on the difficulty of starting the chemical reaction, as detailed below. Reaction Type: TN

Simple Reaction (carbonating) 12

Moderate Reaction (fermenting, stopping a car engine)15

Complex Reaction (manufacturing chemicals)18

The reaction continues as long as characters continue concentrating, but may continue afterward if the reaction is self sustaining, such as fire burning until it runs out of fuel. When used to inflict damage, such as igniting volatile chemicals around their target, it is assumed the power inflicts damage at its power level, though less powerful reactions may decrease this. This power only affects non-living substances (so spontaneous combustion is out of the question).In addition to starting chemical reactions, characters may also end them using the same TN. This allows characters to douse fires, stop cars from running and stop sodas from fizzing. If characters wish to oppose a power being used to create a chemical reaction, such as a fire based attack, characters may attempt to stop the reaction with an opposed power roll against the power to be nullified. Success means the targeted power ends.Tweaks: Affect Living: Characters are able to affect living targets as well as non-living targets. By targeting the internal reactions of the body, characters can cause damage equal to their power level. Such unwilling targets receive a Health save with a TN of 10 + the power level to avoid this effect.Problems:Runaway Reaction: If the roll is failed, the power actually works as planned but refuses to stop reacting. Only be concentrating and beating a Difficult roll (TN 21) can the reaction be stopped.Claws

Cost per Level: 5Speed: Half, ContinuousRange: PersonalCharacters have claws on their handsor similar natural weapons like fangs, horns, or sharp spinesthat allow characters to inflict penetrating lethal damage with their unarmed attacks. Add their power level to their Strength bonus to determine their total damage dice when attacking with their claws. Claws are limited by react and do not qualify for melee or range problems.Tweaks: Climbing: Their Claws grant characters a bonus on their Climb checks equal to their level.Clinging

Cost per Level: 5Speed: Half, SustainedRange: PersonalCharacters can climb or walk along vertical surfaces and ceilings. Their MOV/Clinging is equal their level in Clinging, up to their normal speed, with no chance of falling. Any attempt to pull characters away from the surface characters are clinging to requires an opposed Strength check, and characters gain a +1 bonus on the check per level in Clinging. Characters also gain their Clinging level as a bonus on checks to avoid being tripped up.Problems: LimitedOne Surface: Characters can only use Clinging on a particular type of surface, such as glass, ice, natural stone, metal, and so forth.Comprehend

Cost per Level: 5Speed: Reaction, ContinuousRange: PersonalCharacters can understand any unfamiliar spoken or written communication. When characters encounter a form of communication that they don't possess the necessary Language skill for, make a Comprehension check (3d6 + Power Level) and consult the difficulty table. If characters succeed, characters understand the communication. If characters fail, characters can try again with a +1 increase in the TN (this also means characters can take extra time). A successful Comprehension check is a good justification for later acquiring Novice level with a particular language.TNTask

12Comprehend a common human language

15Comprehend an obscure or difficult human language

18Comprehend an alien language or complex code (like most computer codes)

21Comprehend a language based on something other than speech

Problems: LimitedSpeech Only: Their Comprehension only applies to spoken communication, not written languages. LimitedWriting Only: Their Comprehension only applies to written communication, not spoken language.Compu-link

Cost per Level: 6Speed: Half, SustainedRange: NormalCharacters can mentally interface with computers, allowing characters to operate and control them at a distance. Add their Compu-link level as a bonus to all Computers skill rolls. See the Computers skill (see Core Rules), for the difficulties of different computer-related tasks. Characters can modify a program or break into a computer system as a half action with a successful Computer Skill roll (including their Compu-link bonus). This is unlike Electronic Projection, which actually inhabits the computer system. Against intelligent computers, Compu-link works like Telepathy at the same level (see p. 61).Confession Burn

Cost per Level: 6Speed: Half, InstantaneousRange: NormalSaving Throw: DamageCharacters can inflict injuries on others based on the misdeeds they have committed. This normally takes the form of an energy burst that envelopes the target, leaving wounds according to how spotted a past the target has. To use Confession Burn, make a ranged attack roll against the target in order to activate their history. If roll succeed, the target must make a WIL save based on the table below. Where exactly each target falls in the spectrum of evil is up to the gamemaster. This analysis of evil deeds should take into account the victims actual deeds, the source of the Confession Burn power, and the moral tone of the campaign. While the gamemaster can choose to take the characters beliefs into account, the gamemaster should make sure such leeway is not abused. Level of EvilBase Damage

No evil deeds (newborn child)0

Occasional misdeed (average person)5d6

Regular misdeeds (professional crook)10d6

Willfully evil (murderer)15d6

Downright vile (serial killer)20d6

Damage inflicted by this power is assumed to be fire damage, but other types of damage may be chosen at the gamemasters discretion. Damage is Sp/S unless tweaked.Tweaks: Touch of Truth: When someone in physical contact with characters lies, they take P/S damage equal to 10d6 + the power level.Dual Damage: Their Confession Burn can do Sp/S or S/L damage, chosen each time characters attack.Problems:Confessional: The target has been absolved of his sins as far as their soul is concerned. The power only works once on a target in short order. However attacking a career criminal weeks or months later may reveal more misdeeds in which they could take damage.Coordinate

Cost per Level: 10Speed: Free, SustainedRange: NormalSaving Throw: WillpowerCharacters can create a mental link amongst willing participants, coordinating their combat powers and senses to create a unified operation. Characters can link with one other person for each level they possess in this power. The linking process requires a full action and cannot be done with unwilling characters. Everyone who is linked may communicate instantly with anyone else in the link and has limited access to the senses of others in the link. When attacking targets with concealment, all members of the link may use the lowest concealment miss chance of everyone in the link. Also all those in the link instantly know the health of everyone else in the link and the approximate direction and distance to their location.Power Traits: Wide Link: Each time characters take this power trait the number of people they can link doubles.Long Link: Each time characters take this power trait the range of the Coordinate power doubles.Tweaks: Blindsight: Everyone in the link gains the Blindsight power. Problems: Difficult Link: Characters must make a power roll, TN 12 + the number of people in the link, when characters create the link and each time characters add another person to the link.Feedback: If anyone is disabled while in the link, everyone in the link must make a WIL save, TN 15 to avoid taking the damage that the disabled character received.Cosmic Power

Cost per Level: 20Speed: Half, SustainedRange: NormalCharacters command the primal forces of the cosmos, giving characters tremendous power and the potential to do nearly anything. Cosmic Power grants characters the following powers at their power level: Characters can fire Projected Damage (p. 51) of cosmic power out to normal range. Characters can surround themselves with a protective Force Field (p. 33). Characters have Flight (p. 33) equal to their power level. Characters can alter matter like Transmutation (p. 63) at their power level. Their body is sustained by cosmic energy, giving characters one Adaptation (p. 13) per power level. Characters can sense cosmic forces and energies with an INT roll (TN set by the GM). The maximum range is 30 meters (100ft), doubled for every power level. Characters are at -1 to their rolls for each 3m (10ft) range increment between characters and the phenomenon.Power traitsCharacters can gain any of the following powers as power traits of Cosmic Power - Animation, Virtual Object, Dazzle, Dimensional Travel, Disintegration, Healing, Shape Matter, Snare, or Teleportation.Problems: Missing Effect: For each base effect of Cosmic Power that characters cannot use, characters can apply a problem to the power. For example, if characters cannot fly using their Cosmic Power, that counts as one problem. If characters also cannot alter matter, thats two problems, and so forth.Creature Creation

Cost per Level: 8Speed: Special, PermanentRange: SpecialSaving Throw: HealthUsing time, proper materials and supernatural science skills, characters can create monstrous creatures using living beings as their building blocks. Using this power requires a fully equipped medical lab (characters with this power are assumed to have a properly equipped lab in their headquarters), raw organic materials (blood, body parts) and five days of work. This power allows characters to create new life forms or modify existing ones. When creating a creature, characters create it as if it were a character, assigning it a power level that can be no greater than their levels in this power. The creatures character points are spent as normal. After five days of work, characters make a power roll against a TN equal to 15 + the power level of the creature created. If the check fails, the creature does not come to life and the past five days are wasted. If the check is successful, the creature comes to life. Now characters must find some way to control it because this power gives characters no innate influence over the creature. The creature will remain alive until killed. Characters can only have one treated creature active for each level characters have in Creature Creation. All created creatures are considered minions but do not take up a minion slot in the Trait.Modifying an existing creature also requires five days of work, most of which will be intensive surgery. Characters may reallocate the creatures character points as characters see fit except for mental powers, skills and traits, but each time a creature undergoes this treatment, the creature loses one power level. For the transformation to succeed, characters must make a power roll, TN 12 + the HLT of the creature characters are modifying. The subject may resist the transformation with a Health check, TN 15+ the level in Creature Creation. Using this power on an unwilling victim requires the victim to be incapacitated for the entirety of the operation. Once the operation is complete, the subject may use any new powers or powers immediately and the subject is fully healed. There is no maximum number of modified creatures characters can have active at the same time.Power Traits: Quick Change: The time required to use Alter Creature is reduced by one day for each time taken (maximum of 4 days removed).Favourite Pet: Each time characters take this power trait, characters may specify one of their creatures as an assistant instead of a minion.Horde: Each time characters take this power trait, the maximum number of creatures that characters can have active at one time doubles.Tweaks: Mind Control: Characters have a version of the Mind Control power that only affects creatures characters have created or modified.Problems: Creator Rage: Any creatures created or modified will automatically be violently hostile to the character, resenting their interference in their existence. The creature will attack characters when able and try to thwart their creators whenever possible.Damage Field

Cost per Level: 5Speed: Free, SustainedRange: TouchSaving Throw: HealthCharacters can surround their body in a damaging field. Anyone who touches characters may suffer Sp/S damage. The field may be fire, electricity, radiation, acid seeping from their pores or some other special effect. The fields damage dice equals its level. Anyone touching them (including striking characters with an unarmed attack) will take damage from the Damage Field. The Character's field may also damage weapons that strike characters.If characters strike an opponent with an unarmed attack, they also suffer the effects of their Damage Field. Apply the damage from the unarmed attack and the field separately (so the target saves against one and then the other).Tweaks: Dual Damage: Their Damage Field can do either stun or lethal damage as characters choose. Selective: Characters can choose what areas of their body their Damage Field covers, allowing characters to, for example, uncover their hands so characters can handle or carry something without damaging it.Problems: Permanent: Their Damage Field always surrounds characters, making it difficult for characters to touch things without damaging them. Characters cannot have the Selective tweak.Danger Sense

Cost per Level: 7Speed: None, ContinuousRange: PersonalCharacters have an uncanny ability to sense danger before it strikes, allowing them to avoid ambushes and sneak attacks. When characters would normally lose their REF bonus to DEF, they instead retain a bonus equal to the Danger Sense level. Danger Sense does not increase their normal REF bonus. When attacked by someone using the element of surprise, characters may make a power roll against a TN equal to the attack roll. If successful, the target is still hit, but any bonuses from the surprise attack do not apply.In addition to being alert to attacks, you also sense other forms of danger such as poison drinks or falling pianos. This is a power check requiring a free action against a TN listed on the table below.Situation TN

Obvious Danger (falling objects, traffic) 12

Hidden Danger (poison drink, pit trap) 15

Completely Concealed, Unexpected Danger (teleported explosives)18

With a successful check characters know danger is near, but not its source. Generally they have one turn before the danger comes to fruition. Characters can also add their power level to any Searching or Awareness check rolls to detect sources of danger.Power Traits: Exact Sense: When making power checks to sense danger, characters can tell the source of the danger if the power check is successful.Tweaks: Danger Reaction: Characters add the power level to initiative checks.Problems: Blind Spot: There is a certain type of danger, such as ambushes or poison, that cannot be detected.Darkness

Cost per Level: 5Speed: Half, SustainedRange: NormalCharacters can create an area of absolute darkness within range with a radius of 1 meter per level. The darkness provides total cover for everyone in the area and those outside the area have total cover from those inside it.Characters are unaffected by their own darkness. Various enhanced senses (like blindsight and darkvision) can also see through it.Tweaks: Selective: Characters can choose to allow some characters in their darkness (such as their allies) to remain unaffected by it.Dazzle

Cost per Level: 5Speed: Half, InstantRange: NormalSaving Throw: ReflexCharacters can temporarily overwhelm one of a target's senses sight, hearing, etc. rendering it useless. To use Dazzle, make a normal ranged attack roll against the target. If characters succeed, the target must make a Reflex saving throw against a TN of (12 + power level). If the save succeeds, the target is not affected. If the save fails, the sense is rendered useless.On each of his following actions (starting the turn after being dazzled), the target can make a Health save vs. the Dazzle TN to throw off the effects and regain use of the sense. The target gains a +1 bonus to the Health save for each turn after the first. A succe