SAVE THE WORLD . . .
OR DESTROY IT!
GURPS Powers is the ultimate book for the
ultimate characters in the new Fourth Edition
of GURPS! Here’s everything you need to cre-
ate every kind of amazing, off-the-chart super-
hero you can imagine . . . as well as amazing
wizards, wuxia fighters, shamans who com-
mand spirits . . . even gods!
Written by GURPS Line Editor and Fourth
Edition co-author Sean Punch, GURPS
Powers introduces some new rules, but it is
mostly about using the rules that are already in
the GURPS Basic Set to cover superpowered
characters, megawizards, and earth-shattering
psionics. GURPS Powers also includes guide-
lines for “special effects” and several different
ways to vary a power on the fly – two crucial
concepts for comic-book superheroics.
If you’ve got a high-powered campaign . . .
or high-powered players . . . you want GURPS
Powers!
This PDF is an electronic copy of the
recently released printed edition of
GURPS Powers. All known errata from
that edition have been corrected, as of the
publication date, listed below.
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD.
of Steve Jackson Games Incorporated. Pyramid, GURPS Powers, and the PRINT.
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names of all products published by Steve Jackson Games Incorporated are reg-
istered trademarks or trademarks of Steve Jackson Games Incorporated, or used e23
under license. All rights reserved. GURPS Powers is copyright © 2005, 2006
STEVE JACKSON GAMES TM
by Steve Jackson Games Incorporated.
e23.sjgames.com
The scanning, uploading, and distribution of this material via the Internet or
via any other means without the permission of the publisher is illegal, and pun-
ishable by law. Please purchase only authorized electronic editions, and do not
participate in or encourage the electronic piracy of copyrighted materials. Your
support of the authors’ rights is appreciated.
STEVE JACKSON GAMES
e23.sjgames.com
Stock #82-0146 Version 1.0 April 7, 2006
Written by SEAN PUNCH and PHIL MASTERS
Edited by ANDREW HACKARD
Cover Art by ROMAS KUKALIS, BOB STEVLIC, EVA WIDERMANN, and JOHN ZELEZNIK
Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, JUSTIN DE WITT, TONY PARKER,
BOB STEVLIC, CHRIS QUILLIAMS, EVA WIDERMANN, and JOHN ZELEZNIK
ISBN 1-55634-742-1 1 2 3 4 5 6 7 8 9 10
STEVE JACKSON GAMES
CONTENTS
INTRODUCTION. . . . . . . . . . . . . . 4 Learning Powers. . . . . . . . . . . . . . . 35 Antipsi . . . . . . . . . . . . . . . . . . . . . 122
Awakenings. . . . . . . . . . . . . . . . . . . 36 Anti-Super . . . . . . . . . . . . . . . . . . 122
About GURPS . . . . . . . . . . . . . . . . . 5 Player-Designed Powers . . . . . . . . . 37 Astral Projection . . . . . . . . . . . . . 122
About the Author. . . . . . . . . . . . . . . 5 Bioenergy . . . . . . . . . . . . . . . . . . . 123
2. BUILDING ABILITIES . . . . 38 Body Alteration . . . . . . . . . . . . . . 123
1. BUILDING POWERS . . . . . . . 6 ADVANTAGES . . . . . . . . . . . . . . . . . . . . 39 Body Control . . . . . . . . . . . . . . . . 123
Chaos . . . . . . . . . . . . . . . . . . . . . . 124
WHAT IS A POWER? . . . . . . . . . . . . . . .7 Optional Rules for Afflictions . . . . 40 Cold/Ice. . . . . . . . . . . . . . . . . . . . . 124
Focus vs. Source . . . . . . . . . . . . . . . 7 Projection . . . . . . . . . . . . . . . . . . . . 44 Cosmic . . . . . . . . . . . . . . . . . . . . . 124
Powers vs. “Wild Advantages” . . . . . 8 Partially Limited Abilities . . . . . . . 46 Darkness. . . . . . . . . . . . . . . . . . . . 125
Independent Body Parts. . . . . . . . . 52 Death . . . . . . . . . . . . . . . . . . . . . . 125
CHOOSING ABILITIES . . . . . . . . . . . . . . 9 Guns as Innate Attacks . . . . . . . . . 54 Dimension Travel . . . . . . . . . . . . 125
Attacks . . . . . . . . . . . . . . . . . . . . . . . 9 HEAVY LIFTING TABLE. . . . . . . . . . . . . 58 Divine . . . . . . . . . . . . . . . . . . . . . . 126
Inappropriate Abilities . . . . . . . . . . 10 Optional Rule: Small Size Earth. . . . . . . . . . . . . . . . . . . . . . . 126
Defenses . . . . . . . . . . . . . . . . . . . . . 11 Electricity. . . . . . . . . . . . . . . . . . . 126
Optional Rule: and Combat . . . . . . . . . . . . . . . 76 Electrokinesis . . . . . . . . . . . . . . . 126
Alternative Abilities. . . . . . . . . . 11 AWE AND CONFUSION CHECK TABLE . . 85 ESP . . . . . . . . . . . . . . . . . . . . . . . . 127
Movement Abilities . . . . . . . . . . . . 12 Evil . . . . . . . . . . . . . . . . . . . . . . . . 127
Uniqueness . . . . . . . . . . . . . . . . . . . 12 New Advantages . . . . . . . . . . . . . . 90 Force Constructs . . . . . . . . . . . . . 127
Attributes as Abilities . . . . . . . . . . . 13 Neutralize and Static vs. Good . . . . . . . . . . . . . . . . . . . . . . . 128
Mental Abilities . . . . . . . . . . . . . . . 14 Gravity . . . . . . . . . . . . . . . . . . . . . 128
Finding the Right Mix . . . . . . . . . . 16 Non-Powers. . . . . . . . . . . . . . . . 97 Healing . . . . . . . . . . . . . . . . . . . . . 128
Physical Transformations. . . . . . . 17 Heat/Fire . . . . . . . . . . . . . . . . . . . 129
Number of Abilities . . . . . . . . . . . . 19 MODIFIERS . . . . . . . . . . . . . . . . . . . . . 99 Illusion . . . . . . . . . . . . . . . . . . . . . 129
Optional Rule: Multiplicative Kinetic Energy. . . . . . . . . . . . . . . 129
EVALUATING POWER MODIFIERS . . . 20 Modifiers . . . . . . . . . . . . . . . . . 102 Life . . . . . . . . . . . . . . . . . . . . . . . . 130
Countermeasures . . . . . . . . . . . . . 20 New Enhancements . . . . . . . . . . 107 Light . . . . . . . . . . . . . . . . . . . . . . . 130
Required Disadvantages . . . . . . . . 21 Gadget Limitations and Powers . . 107
Opposed Powers . . . . . . . . . . . . . . . 21 New Limitations . . . . . . . . . . . . . 110 Machine Telepathy . . . . . . . . . . . 130
Channeled Energies . . . . . . . . . . . 24 Magic . . . . . . . . . . . . . . . . . . . . . . 131
Other Factors. . . . . . . . . . . . . . . . . 25 SPECIAL EFFECTS . . . . . . . . . . . . . . . 113 Magnetism . . . . . . . . . . . . . . . . . . 131
Finalizing the Modifier. . . . . . . . . 25 “Functional” Special Effects . . . 113 Matter Control. . . . . . . . . . . . . . . 131
Quick Reference: Cosmetic Effects . . . . . . . . . . . . . 113 Order. . . . . . . . . . . . . . . . . . . . . . . 132
Power Modifiers . . . . . . . . . . . . 25 Beam, Breath, and Bolt . . . . . . . . 113 Plant Control . . . . . . . . . . . . . . . . 132
Sample Modifiers . . . . . . . . . . . . . 26 Minor Benefits Probability Alteration . . . . . . . . . 132
Zero-Cost Modifiers . . . . . . . . . . . . 27 and Drawbacks . . . . . . . . . . . 114
Stacking Power Modifiers . . . . . . . 28
FINISHING UP . . . . . . . . . . . . . . . . . . 114
PRICING TALENTS . . . . . . . . . . . . . . . . 29 Naming Your Ability . . . . . . . . . . 115
Existing Advantages as Talents. . . . 29 Writing It Up . . . . . . . . . . . . . . . . 115
RELATIONSHIPS BETWEEN SPECIAL CASES . . . . . . . . . . . . . . . . . 115
Multiple-Choice Problems . . . . . 115
POWERS . . . . . . . . . . . . . . . . . . . 30 Emulating Fictional Abilities . . . 116
Powers With Similar Sources . . . 30 Absolutes . . . . . . . . . . . . . . . . . . . 117
Power vs. Power . . . . . . . . . . . . . . 30 Benchmarking Attacks
Structure Within Powers . . . . . . . . 31 and Defenses . . . . . . . . . . . . . . 117
Powers, Great and Small . . . . . . . 32 Energy Reserves . . . . . . . . . . . . . . 119
ADDING AND IMPROVING POWERS . . 33 3. EXAMPLES . . . . . . . . . . 120
Starting Out With Powers . . . . . . 33 SAMPLE POWERS . . . . . . . . . . . . . . . 121
PC Powers vs. NPC Powers . . . . . . 33
Adding and Improving Air . . . . . . . . . . . . . . . . . . . . . . . . . 121
Powers in Play . . . . . . . . . . . . . 34 Animal Control . . . . . . . . . . . . . . 121
Anti-Magic . . . . . . . . . . . . . . . . . . 121
GURPS System Design ❚ STEVE JACKSON Production Artist ❚ ALEX FERNANDEZ Sales Manager ❚ ROSS JEPSON
GURPS Line Editor ❚ SEAN PUNCH Print Buyer ❚ MONIQUE CHAPMAN Errata Coordinator ❚ ANDY VETROMILE
Art Director ❚ STEVE JACKSON
Page Design ❚ PHILIP REED Prepress Checking ❚ MONICA STEPHENS GURPS FAQ Maintainer ❚ ❍❍❍❍❍
Marketing Director ❚ PAUL CHAPMAN STÉPHANE THÉRIAULT
Lead Playtester: Jeff Wilson
Playtesters: James Barrett, C. Lee Davis, Nathaniel Eliot, Scott Harris, Chris Helton, Leonardo M. Holschuh, Rev. Pee Kitty, Jonathan Lang,
Christian Maillefaud, Jeff Raglin, Emily Smirle, William H. Stoddard, Stéphane Thériault, Chad Underkoffler, and Jefferson Wilson
GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Powers, and the names
of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated,
or used under license. GURPS Powers is copyright © 2005 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.
2 CONTENTS
Psychokinesis. . . . . . . . . . . . . . . . 133 Spirit Powers . . . . . . . . . . . . . . . . 178 Powers in Non-Mythic
Radiation . . . . . . . . . . . . . . . . . . . 133 Super-Powers. . . . . . . . . . . . . . . . 178 Fantasy . . . . . . . . . . . . . . . . . . 204
Sound/Vibration . . . . . . . . . . . . . 133
Spirit Control. . . . . . . . . . . . . . . . 134 5. POWER GAMES. . . . . . . 179 Mythic Fantasy Genre
Telepathy . . . . . . . . . . . . . . . . . . . 134 ORIGINS . . . . . . . . . . . . . . . . . . . . . . . 179 Conventions . . . . . . . . . . . . . . 205
Teleportation . . . . . . . . . . . . . . . . 134
Time Mastery . . . . . . . . . . . . . . . . 135 Biological Powers . . . . . . . . . . . . 180 Mythic Origins. . . . . . . . . . . . . . . 205
Vampirism . . . . . . . . . . . . . . . . . . 135 Chi Powers . . . . . . . . . . . . . . . . . . 180 Mythic Fantasy Antagonists. . . . 205
Water . . . . . . . . . . . . . . . . . . . . . . 135 Cosmic Powers . . . . . . . . . . . . . . 180 Mythic Magic. . . . . . . . . . . . . . . . 206
Weather Control . . . . . . . . . . . . . 136 Divine Powers . . . . . . . . . . . . . . . 180 Playing Monsters . . . . . . . . . . . . . 206
High-Tech Powers . . . . . . . . . . . . 180 Wuxia Fantasy . . . . . . . . . . . . . . . 207
SAMPLE ABILITIES . . . . . . . . . . . . . . 136 Magic Powers . . . . . . . . . . . . . . . 180 Mythic Fantasy Adventures . . . . 208
Attacks . . . . . . . . . . . . . . . . . . . . . 136 Racial Abilities . . . . . . . . . . . . . . . 180 Tales of the Uncanny . . . . . . . . . . 208
Psionic Powers . . . . . . . . . . . . . . 181
BUILT-IN FIREARMS Spirit Powers . . . . . . . . . . . . . . . . 181 MODERN ADVENTURE . . . . . . . . . . . 208
ATTACK TABLE . . . . . . . . . . . . . . . 137 Unified Metaphysical Subgenres. . . . . . . . . . . . . . . . . . . 209
Arms Control . . . . . . . . . . . . . . . . 138 Pulp Chi . . . . . . . . . . . . . . . . . . . . 209
Theories / Magical Psi . . . . . . 181 Horror and Monster-Only
ELEMENTAL ATTACK TABLE . . . . . . . . 141 Super Powers. . . . . . . . . . . . . . . . 182 Powers. . . . . . . . . . . . . . . . . . . 210
Defenses . . . . . . . . . . . . . . . . . . . . 145 Some Weirder Origins . . . . . . . . . 182 Modern Adventure Genre
Conventions . . . . . . . . . . . . . . 211
POISON ATTACK TABLE . . . . . . . . . . . 145 CHARACTERS . . . . . . . . . . . . . . . . . . . 183 Origins for Modern
Modifying ST-Based Damage. . . . 146 Power Level . . . . . . . . . . . . . . . . . 183 Action Heroes. . . . . . . . . . . . . 211
Movement Abilities . . . . . . . . . . . 147 Consistency vs. Realism . . . . . . . 183 Modern Antagonists . . . . . . . . . . 211
Mental Abilities . . . . . . . . . . . . . . 148 Possible Origins. . . . . . . . . . . . . . 184 Upgraded Animals . . . . . . . . . . . . 211
Physical Transformations. . . . . . 150 What’s Allowed . . . . . . . . . . . . . . 184 Modern Adventures. . . . . . . . . . . 213
Unusual Backgrounds . . . . . . . . 184 Explorers. . . . . . . . . . . . . . . . . . . . 213
4. POWERS IN ACTION . . . 152 PCs vs. NPCs . . . . . . . . . . . . . . . . 185 Going Macrocosmic. . . . . . . . . . . 213
Balancing Powers . . . . . . . . . . . . 186
TURNING ABILITIES OFF AND ON . . 153 Powers vs. Other Abilities . . . . . 186 SECRET POWERS . . . . . . . . . . . . . . . 214
“Switchability”. . . . . . . . . . . . . . . 153 Power Talents and Subgenres. . . . . . . . . . . . . . . . . . . 214
Active vs. Passive Abilities . . . . . . 153 Cinematic Skills . . . . . . . . . . . 188 Secret Powers Genre
Voluntary Activation and Gaming With Powers vs. Conventions . . . . . . . . . . . . . . 215
Deactivation . . . . . . . . . . . . . . 154 Power-Gaming . . . . . . . . . . . . 189 Secret Power Origins . . . . . . . . . 215
Involuntary Deactivation . . . . . . 155 The Forgetful Hero . . . . . . . . . . . . 190 Secret Powers Antagonists . . . . . 216
Crippled Abilities . . . . . . . . . . . . . 156 Constraints. . . . . . . . . . . . . . . . . . 190 Secret Powers Adventures . . . . . 217
Losing Control. . . . . . . . . . . . . . . 156 GM Bribery . . . . . . . . . . . . . . . . . . 192 Illuminati . . . . . . . . . . . . . . . . . . . 217
SUCCESS ROLLS FOR ABILITIES . . . 157 ADVENTURES . . . . . . . . . . . . . . . . . . 192 PSIONICS . . . . . . . . . . . . . . . . . . . . . . 217
The Role of Talent . . . . . . . . . . . . 158 Powers as Plots . . . . . . . . . . . . . . 192 Subgenres. . . . . . . . . . . . . . . . . . . 218
Multiple Feats . . . . . . . . . . . . . . . 158 Meaningful Challenges . . . . . . . . 192 Psionics Genre Conventions . . . 218
Repeated Attempts . . . . . . . . . . . 159 Plot-Stoppers . . . . . . . . . . . . . . . . 194 Psionic Origins . . . . . . . . . . . . . . 218
Abilities and Exertion . . . . . . . . . 159 Running Adventures . . . . . . . . . . 198 Psionic Antagonists. . . . . . . . . . . 218
Extra Effort . . . . . . . . . . . . . . . . . 160 Meaningful Rewards. . . . . . . . . . 198 Psionic Adventures . . . . . . . . . . . 219
Plot Points and New Abilities . . . 199
USING ABILITIES WITH SKILLS . . . . 161 FUTURISTIC SF . . . . . . . . . . . . . . . . . 220
Skills for Everyone . . . . . . . . . . . . 162 CAMPAIGNS . . . . . . . . . . . . . . . . . . . . 199 Subgenres. . . . . . . . . . . . . . . . . . . 220
Background . . . . . . . . . . . . . . . . . 199 SF Genre Conventions . . . . . . . . 221
DETECTING ABILITIES . . . . . . . . . . . 163 Style . . . . . . . . . . . . . . . . . . . . . . . 200 Origins of SF Heroes . . . . . . . . . 221
Obvious Effects . . . . . . . . . . . . . . 163 Keeping It Real . . . . . . . . . . . . . . . 200 SF Antagonists. . . . . . . . . . . . . . . 221
Subtle Effects. . . . . . . . . . . . . . . . 164 Prevalence of Powers . . . . . . . . . 201 SF Adventures . . . . . . . . . . . . . . . 222
Secrecy . . . . . . . . . . . . . . . . . . . . . 202
SUPERHUMAN ABILITIES Transitional Campaigns. . . . . . . . 202 SUPERS . . . . . . . . . . . . . . . . . . . . . . . 222
Subgenres. . . . . . . . . . . . . . . . . . . 223
IN COMBAT . . . . . . . . . . . . . . . . .164 6. EMPOWERED GENRES . . 203 Historical Supers . . . . . . . . . . . . . 224
Attacking . . . . . . . . . . . . . . . . . . . 164 MYTHIC FANTASY . . . . . . . . . . . . . . . 203 Cartoon-Animal Supers . . . . . . . . 225
Collateral Damage . . . . . . . . . . . . 165 Supers Genre Conventions. . . . . 226
Defending with Powers. . . . . . . . 167 Subgenres. . . . . . . . . . . . . . . . . . . 204 Minor Gadgets . . . . . . . . . . . . . . . 227
Resisting Abilities . . . . . . . . . . . . 169 Super Origins. . . . . . . . . . . . . . . . 227
Alternate History and Supers . . . 228
STUNTS . . . . . . . . . . . . . . . . . . . . . . . 170 Supers and Infinite Worlds . . . . . 229
Combining Powers . . . . . . . . . . . 170 Types of Supers . . . . . . . . . . . . . . 229
Creative Uses of Four-Color Morality . . . . . . . . . . . 230
Special Effects. . . . . . . . . . . . . 170 Super Antagonists . . . . . . . . . . . . 231
Temporary Enhancements . . . . . 172 Super Teams . . . . . . . . . . . . . . . . 232
Using Abilities at Default . . . . . . 173 Villain Teams . . . . . . . . . . . . . . . . 233
Super Adventures . . . . . . . . . . . . 234
SOURCE-SPECIFIC RULES . . . . . . . . 174
Biological Powers . . . . . . . . . . . . 175 GLOSSARY . . . . . . . . . . . . 235
Chi Powers . . . . . . . . . . . . . . . . . . 175
Cosmic Powers . . . . . . . . . . . . . . 175 INDEX . . . . . . . . . . . . . . . 237
Divine Powers . . . . . . . . . . . . . . . 175
Elemental Powers . . . . . . . . . . . . 176
Magical Powers . . . . . . . . . . . . . . 176
Moral Powers. . . . . . . . . . . . . . . . 177
Nature Powers . . . . . . . . . . . . . . . 177
Psionic Powers . . . . . . . . . . . . . . 177
CONTENTS 3
INTRODUCTION
Not all games feature superhuman creatures that can do things like inject In particular, Powers gives signifi-
gifts – but most do! Fantasy wouldn’t venom, spin webs, and walk on walls – cant thought to a matter that the Basic
be the same without mages and and in a “hard” science-fiction setting, Set only touches upon, which is that a
priests pitting their magic and mira- advances in biotechnology might let character gifted with special abilities
cles against monsters with exotic humans do all of these things without might produce some or all of them by
attacks. Space opera practically invoking the impossible. Even shoot- manipulating a single superhuman
requires telepaths, not to mention ing devastating energy beams and force: divine will, inner strength, life
godlike aliens. Horror features every- deflecting bullets might be realistic . . . energy, mana, psychic potential, spirits,
thing from children with uncontrol- for a robot. etc. Someone with the capacity to
lable psychokinesis to space-warping, direct such energies is said to possess a
madness-inducing Things. And the The common theme here is gifts power. Powers includes full rules for
entire supers genre is defined by that no ordinary human can possess. creating powers and using them in play
unusual abilities. When designing such abilities, the – hence the title.
GURPS Basic Set – with its hundreds
Even in less “over-the-top” back- of advantages – is an excellent starting Powers also looks at how to inte-
grounds, heroes – and their foes – may point. But all that variety can be grate superhuman capabilities into a
have special capabilities that set them daunting: to get the ability you want, campaign with due respect for its
apart. The kung fu master who can kill you might have to choose between genre and dramatic mode – and with-
with a touch, the psychic detective, the several similar advantages, and apply out blowing game balance out of the
faith healer, the feral child who speaks many modifiers. The top priority of water. It’s a toolkit, and the GM is
with beasts . . . characters like these GURPS Powers is to provide advice, responsible for choosing the right
abound in adventure fiction. examples, and new options that make tools for the job. Before allowing the
this process easier and more fun. players to use the rules in this book,
Superhuman doesn’t have to mean the GM should read it all – especially
supernatural, either. Nature is full of the last two chapters – to discover
which options best suit his campaign.
PUBLICATION
HISTORY
This is the first edition of GURPS
Powers. The GURPS Third Edition
books GURPS Psionics and GURPS
Supers were inspirational – and a few
modifiers for Shapeshifting (p. 74)
first appeared in GURPS
Shapeshifters – but it’s otherwise a
completely new product.
Note to
Third Edition Players
If you’ve been playing GURPS
since the Third Edition (or earlier!),
you might ask, “What does GURPS
Powers replace?” The answer is
simple . . . and not so simple.
Powers covers a lot of the same
ground as GURPS Psionics and
GURPS Supers. By following the
advice in this book, you’ll be able to
recreate the effects of psi and super
abilities from those supplements.
The implementation isn’t the same,
4 INTRODUCTION
however, so old hands definitely have GURPS Basic Set, Fourth Edition capable of handling high-powered
some learning to do. covers more territory than did the fantasy “spellcasters,” wuxia fighters,
Basic Set, Third Edition. High ST, DR, shamans who command spirits . . .
For psi powers, there’s no overall extra limbs, and gadgets are all com- even gods. Thus, it represents a truly
“level” that rates every one of the mon in supers games, but the Basic generic and universal advantage-
power’s abilities. Instead, the player Set has them covered. The same goes based alternative to the skill-based
crafts each ability separately by buy- for rules for super-speed collisions, abilities of Third Edition books such
ing it as an advantage, choosing the picking up and throwing huge objects, as GURPS Martial Arts, GURPS
level (where possible) and modifiers and so on. This leaves more space for Religion, and GURPS Spirits. This
that fit his vision of his character’s other things. makes it easy to mix characters with
aptitude with that one ability. Many of radically different powers in the same
the special rules and “stunts” from The biggest change for both psi campaign.
Psionics appear in Powers, but and super abilities is that they don’t
they’re generalized to all powers and require skills. We present skill use as In other words, Powers by itself
optional, so that the GM can better tai- an option (see Skills for Everyone, p. isn’t quite the complete book of supers
lor them to his campaign. 162), but the GM doesn’t have to use or psi – it’s something more. It’s a
it. Talents (p. 8) fill this role, and a “how to” guide to the Basic Set for
For supers, the emphasis is on new enhancement (see Reliable, p. these things and nearly every other
active abilities, such as flying and 109) permits fine-tuning. kind of wondrous ability; think of it as
shooting rays. Some passive abilities – a Basic Set: Powers. Combined with
e.g., tough skin – appear, but they Powers covers much more than just the Basic Set, it gives you the tools to
aren’t a priority. This is because the psis and supers, though. It’s equally create almost any powered character
you can dream up – a claim that no
About GURPS Third Edition book could make.
Steve Jackson Games is committed to full support of GURPS ABOUT THE
players. Our address is SJ Games, Box 18957, Austin, TX 78760. AUTHOR
Please include a self-addressed, stamped envelope (SASE) any time
you write us! We can also be reached by e-mail: [email protected]. Sean “Dr. Kromm” Punch set out
Resources include: to become a particle physicist and
ended up as the GURPS Line Editor.
Pyramid (www.sjgames.com/pyramid/). Our online magazine Since 1995, he has compiled the two
includes new GURPS rules and articles. It also covers the d20 system, GURPS Compendium volumes, writ-
Ars Magica, BESM, Call of Cthulhu, and many more top games – and ten GURPS Wizards and Undead,
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recently, he and co-author David
New supplements and adventures. GURPS continues to grow, and Pulver created the GURPS Basic Set,
we’ll be happy to let you know what’s new. For a current catalog, send Fourth Edition.
us a legal-sized or 9”¥12” SASE or just visit www.warehouse23.com.
Sean has been a fanatical gamer
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e23.sjgames.com. He lives in Montréal, Québec, with his
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Errata. Everyone makes mistakes, including us – but we do our best a noisy parrot.
to fix our errors. Up-to-date errata sheets for all GURPS releases,
including this book, are available on our website – see below. Phil Masters has been playing
RPGs since 1978; his first professional
Internet. Visit us on the World Wide Web at www.sjgames.com for writing appeared in 1980, his first
errata, updates, and much more. The GURPS Powers web page is RPG book in 1990, and his first work
www.sjgames.com/gurps/books/powers/. for Steve Jackson Games (GURPS
Arabian Nights) in 1993. Since then,
Bibliographies. Many of our books have extensive bibliographies, and he’s worked on many more GURPS
we’re putting them online – with links to where you can buy the books books, including the Discworld and
if they interest you! Go to the book’s web page and look for the Hellboy RPGs (the latter also with
“Bibliography” link. Jonathan Woodward). He’s also
written for White Wolf, Guardians of
GURPSnet. This e-mail list hosts much of the online discussion of Order, and Eden Studios, among oth-
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Rules and statistics in this book are specifically for the GURPS
Basic Set, Fourth Edition. Page references that begin with B refer to
that book, not this one.
INTRODUCTION 5
CHAPTER ONE
BUILDING
POWERS
The thief stepped off the flat roof of will protect you against the power of two in my brain, but I can just burn my
the skyscraper. Falling, he gestured, and elemental fire?” way into this place, and burn anything
wings of fire billowed out and carried that stands in my way. The more you
him gently to the ground. Where his feet His opponent frowned, as though annoy me, the more I’ll destroy. You
touched the road, the asphalt melted considering this as a serious academic lack power.”
and bubbled. question. “I’m not sure,” she admitted.
“True,” the telepath replied, and sud-
At the sight of him, and the flames “Then die.” The thief gestured again, denly, the blue sky above darkened with
that flared about him, civilians and and sent a searing blast of flame toward black clouds. “I’m a little short on raw
guards alike fled for their lives. By the his opponent. But the telepath was no force. But I do have range, and I have
time he reached the bank, only a single longer in its path. friends who’ll help when I need them.”
figure, clad in black and yellow, stood in From the clouds, hailstones large as
his path. “It might not protect me, but it fists came pounding down, quenching
means that I can control your visual the thief’s flames and hammering him
“Ah,” the thief said, “the mutant cortex.” The telepath’s amused tones to his knees. “And I’m told that a fire
freak is back. But this time, I’m ready, echoed in the thief’s head. He frowned, elemental is a couple of steps down
and you have nowhere to run. Do you then shrugged. “It makes no difference,” from a storm god.”
really think that your telepathic trickery he said. “You can project your voice,
and maybe you can plant a picture or From ancient demigods to cos-
tumed comic-book vigilantes, heroes
with superhuman abilities abound in
myth and fiction. Each has a different
explanation for his gifts, but most
have one thing in common: their capa-
bilities are rooted in the energies they
control, in the power they manipulate
– be that inner strength, magic, an ele-
mental force, or the will of the gods.
The Basic Set presents many
advantages that could be attributed to
such powers, but leaves their source
unspecified. On their own, these traits
are “wild” gifts; they work like they
work. And sometimes, that’s enough.
In most game worlds, though, it’s
important to answer the following
questions:
• Which advantages could logically
originate from a given source of
power?
• How does this source change
these advantages?
• How do these abilities relate to
one another?
• How do these abilities interact
with other powers?
These are questions that GURPS
Powers aims to answer.
6 BUILDING POWERS
WHAT IS A POWER?
A “power” is an exotic or supernat- • A supernatural phenomenon Telesend (for a complete list, see
ural gift that you can direct in differ- (e.g., astral projection, second sight, or Telepathy, p. 134). What these advan-
ent ways to produce a number of the will of a specific god). tages have in common is that they lend
related effects. A good example is themselves to interpretation as direct
Telepathy (see p. B257): the capacity • A class of targets (e.g., animals, interactions between sentient minds.
to channel your thoughts in order to computers, living bodies, plants, sen-
affect others’ minds. This might let tient minds, or spirits – or other pow- A power’s abilities usually have a
you read minds, transmit thoughts, ers of one particular source). number of structural similarities.
and lash out with bolts of mental They might all be physical or mental,
energy. Yet all of these things are just • An abstract notion (e.g., good, or supernatural – or perhaps they all
manifestations of a single power – the evil, the future, or probability). depend on rolls against the same
power of Telepathy. attribute. This is a suggestion and not
ANATOMY OF a requirement, but the GM should def-
Source A POWER initely bear it in mind when designing
powers. A power will seem contrived if
Each power has a source: the origin In addition to its source and focus, its abilities belong to many different
of the energy the wielder manipulates a power has three game-mechanical classes of advantages that work noth-
to produce its effects. This is normally components: ing alike.
chosen from the list under Advantage
Origins (see p. B33) – for instance, 1. A set of advantages that repre- It might be necessary to modify or
Telepathy is “psionic” – but the GM is sent different ways the power can qualify an advantage to better meet
free to invent other sources. manifest. These are known as the these goals before allowing it as an
power’s abilities. ability. For instance, Telepathy lists
The “chi” and “psionic” sources Affliction and Innate Attack as abili-
suggest that the power comes from 2. A special modifier – most often a ties, but only when they cause fatigue,
within – from the user’s body and limitation – called a power modifier. stunning, incapacitation, temporary
mind, respectively. Most other sources This turns any advantage that has it mental disadvantages, or DX, IQ, or
imply that the user is channeling into an ability within the associated Will penalties – and only with the
external energies: the will of a god for power. Malediction enhancement. These
“divine,” servitor spirits for “spirit,” restrictions serve to exclude such
mana for “magical,” and the energy of 3. A Talent that makes it easier to attacks as fire bolts and death rays,
creation for “cosmic.” A few straddle use all of the power’s abilities. which are inappropriate for Telepathy
the line, and suffuse the user and his as depicted in most fiction.
surroundings; see Nature (p. 28) for a Abilities
source like this. It’s important to be The GM need not treat a power’s list
aware of this distinction, as it can Each power has a list of abilities: of abilities as exhaustive or prescrip-
affect how powers work in play (see advantages that make sense as mani- tive. If a player provides a reasonable
Channeled Energies, p. 24). festations of the power, given its focus. explanation for why an advantage that
For instance, Telepathy offers such isn’t on the list would suit a particular
For more on sources, including a abilities as Empathy, Mind Control, power, the GM should be generous.
discussion of which sources are Mind Probe, Mind Reading, Mind
appropriate for a given genre and Shield, Mindlink, Possession, and
campaign type, see Origins (p. 179).
Focus vs. Source
Focus
Focus and source might correspond on a one-to-one basis. For
A power also needs a focus: the instance, the power to command some spirits in order to influence oth-
item it manipulates or the concept it ers would have “spirit” as both its source and its focus. This doesn’t have
revolves around. This can be broad, to be the case, however.
but should be well-defined and fit into
one of these categories: Most sources encompass more than one focus. For example, the
“psionic” source extends to all six powers described in Chapter 6 of the
• A form of matter or energy, or its Basic Set: Antipsi (focus: other psionic powers), ESP (focus: knowl-
absence (e.g., air, cold, darkness, edge), Psychic Healing (focus: healing), Psychokinesis (focus: motion),
earth, electricity, fire, light, radiation, Telepathy (focus: sentient minds), and Teleportation (focus: instanta-
sound, vacuum, or water). neous travel). Likewise, the “divine” source is extremely broad; in most
settings, each god grants its servitors a unique power.
• A natural phenomenon (e.g.,
death, disease, volcanic activity, or Conversely, a given power could have more than one source. The
weather). focus “fire” might be divine, magical, or psionic in nature, depending on
the game world.
BUILDING POWERS 7
See Choosing Abilities (p. 9) for a Powers vs.
detailed discussion of how to choose “Wild” Advantages
appropriate abilities for a power.
Not everyone with advantages from a power’s list of abilities possess-
Power Modifiers es that power. As explained under Power Modifiers, an advantage only
becomes part of a power if it has the relevant power modifier. The GM
Each power also has a power mod- decides whether it’s possible to buy the advantages that make up pow-
ifier: a limitation or enhancement that ers as stand-alone traits.
turns an advantage into one of the
power’s abilities. An advantage must In some game worlds, many advantages exist both “in the wild” and
have the relevant power modifier in as part of one or more powers. Without a power modifier, an advantage
order to be part of the power; there are works exactly as per its description – none of the special rules for pow-
no exceptions. ers apply to it. For instance, effects that negate, drain, or enhance an
advantage when it’s part of a particular power have no effect on the wild
An advantage with a power modifi- version. Things that benefit or restrict the wild version have their usual
er is subject to all the special rules that effects on all modified versions, though!
apply to the power. If the power is sub-
ject to a broad set of countermeasures In other settings, the only way to obtain certain advantages – espe-
or situational penalties, only works in cially exotic or supernatural ones – is as part of a power. By ensuring
certain circumstances, or restricts the that unusual abilities are always subject to power modifiers, the GM
user’s actions, its power modifier is a can control dozens or hundreds of advantages by defining a small num-
limitation. If the power’s abilities are ber of modifiers. Of course, unusual NPCs might still have wild versions
more flexible than the unmodified of such traits . . .
traits, its power modifier is an
enhancement. The value of the limita- abilities. The GM is free to interpret Talent without abilities. Those in
tion or enhancement depends on just Talent creatively for abilities that don’t either situation possess the power in
how much the restrictions are tight- normally require a die roll; see The question, and can generally add the
ened or relaxed; see Evaluating Power Role of Talent (p. 158) for ideas. missing component later on; see
Modifiers (p. 20). Adding and Improving Powers (p. 33).
The cost per level of Talent can
Talents vary, as explained under Pricing This is all you absolutely need to
Talents (p. 29), but most Talents cost 5 know to skip to Chapter 3 and start
Finally, each power has a Talent points/level. No one may buy more adding powers to a character. The
that represents natural or learned than four levels of a given Talent with- remainder of this chapter is aimed at
aptitude with the power. This is simi- out the GM’s permission. GMs who are designing powers for
lar to a mundane Talent (see p. B89), their campaign, and players who have
but instead of giving a bonus to skill It’s possible to purchase the abili- the GM’s permission to give their
rolls, it gives a bonus to all success ties of a power without taking the characters custom-built powers.
rolls made to activate or use any of the associated Talent, but most empow-
power’s abilities; e.g., Telepathy Talent ered heroes will find Talent indispen-
3 gives +3 to the IQ, Will, and sable. Likewise, the GM may allow
Perception rolls to use telepathic
8 BUILDING POWERS
CHOOSING ABILITIES
The first step in designing a power simply earning a living. Below is an enhancements makes this the most
is to pick a reasonable list of abilities. overview of several important cate- common attack. Because of this
The goal is to create a list that’s long gories of abilities. See Chapter 2 scope, a power that includes Affliction
enough to justify the work of coming for rules for converting specific should always specify the types of
up with a power modifier and a Talent advantages into customized abilities. enhancements allowed.
(and the special rules that go with
them), but short enough that the ATTACKS Most nonlethal attacks are
power doesn’t become meaninglessly Afflictions with one of three enhance-
vague . . . or the only power worth hav- In most action genres, those who ments: Attribute Penalty, for weak-
ing. Ask yourself two questions before have powers can hurl them at their ness-inducing attacks that drain ST or
you add any advantage to a power: foes. This is one of the key roles of neural blasts that reduce DX or IQ;
powers in supers settings, where “ele- Disadvantage, for psionic or magical
1. Does the advantage make sense mental” powers are typically capable abilities that cause madness, decrepi-
given the power’s focus? A power’s of a bewildering variety of attacks. For tude, etc.; and Incapacitation, for
abilities – with no exceptions – must instance, Heat/Fire power might let sleep, stunning, and paralysis effects.
directly address its focus. For the user conjure fireballs, flame jets, Lethal attacks are usually Innate
instance, if you’re designing a necro- smoke, spark showers, etc. Of course, Attacks (below), but “all or nothing”
mantic power, all of its abilities should not every power is destructive. A attacks could instead be Afflictions
deal with death and the dead. power with many other uses – or one with the Coma or Heart Attack
Channeling and Medium are a perfect that’s wholly nonviolent (e.g., Psychic enhancement.
fit. Innate Attack would work, too, if Healing) – can get by with no attacks.
given a reasonable set of modifiers to The Advantage enhancement is
turn it into, say, a “life-draining Because of the sheer number of perhaps the most versatile of all. Used
touch.” However, Healing would be modifiers available, always specify all with Growth and Shrinking, it allows
hard to justify, and Binding wouldn’t enhancements and limitations needed enlargement and diminution, respec-
make sense at all. to adapt an attack advantage to a tively. With Morph, it can turn the tar-
power; see Selecting Modifiers (p. 99) get into another creature. With
2. Does the advantage make sense for details. A few important examples: Insubstantiality, it can turn him into a
given the power’s source? The ability “ghost.” And with Jumper or Warp, it
shouldn’t clash with the folkloric tra- • Normally ranged abilities, like can make him disappear altogether!
ditions or genre conventions normally Innate Attack, have the Melee Attack
associated with the power’s source. limitation (p. B112) if they charge up Binding
For example, psionic abilities should a hand or other body part for striking.
feel like powers of the user’s mind; Touch-only abilities, such as With suitable modifiers, Binding
therefore, a trait such as True Faith, Neutralize and Possession, require can hold the target in place with
which traditionally relies on a connec- Ranged (p. B107) to work at a bonds of telekinetic force, imprison
tion to a god or a spirit, would be distance. him within a block of ice, summon
unsuitable. vines to entangle him, and so on. Like
• Abilities resisted by IQ or Will Affliction, Binding should come with a
Don’t put these tests ahead of cre- need the Based on HT enhancement list of special modifiers that adjust it
ativity, though. A clever choice of spe- when added to a fundamentally phys- to suit the power. The Environmental
cial effects and modifiers can some- ical power. Those resisted by HT need limitation is among the most impor-
times turn an otherwise inappropriate Based on Will when included in a tant of these, and is useful for describ-
advantage into a good fit. For mental power. See Based on (Different ing abilities that command nature.
instance, Binding might actually be Attribute) (p. B102).
quite reasonable for a necromantic Innate Attack
power . . . if it’s defined as skeletal •Curses, mental blasts, and similar
hands that erupt from the ground and supernatural attacks work best with This is the basic “do damage” abil-
seize the victim! All that’s needed is an Malediction (p. B106) or Sense-Based ity. Always specify permitted damage
Environmental limitation: “Only in (p. B109). types, which should suit the power’s
graveyards, old battlefields, and other focus.
death-aspected areas.” Direct Attacks
If the focus is matter – earth, ice,
When choosing a power’s abilities The beams, bolts, gazes, curses, metal, etc. – choose a Crushing,
– especially those available to PCs – etc. wielded as weapons by those with Cutting, Impaling, or Piercing Attack
it’s crucial to make sure that they’re powers most often injure, weaken, to represent a solid projectile. A liquid
varied enough to make the power subdue, or inconvenience their target or gas that pushes the target around
useful for some or all of combat, directly. has Double Knockback (p. B104) and
stealth, transportation, information No Wounding (p. B111). A poisonous
gathering, social interaction, or Affliction liquid or gas is a Fatigue or Toxic
Attack with Contact Agent (p. B111) or
The vast range of possible Respiratory Agent (p. B108).
effects available through special
BUILDING POWERS 9
to heal oneself is Leech (p. 96). This is
Inappropriate Abilities most often part of a supernatural
power with a vampiric or necromantic
When narrowing down a power’s list of abilities, bear in mind that a bent.
power is supposed to be an innate capacity to produce extraordinary The ability to remove powers is
effects – usually by actively manipulating some kind of energy. Traits Neutralize (p. 97). Powers that include
that don’t meet this criterion are rarely suitable. In particular, the fol- this advantage must specify the affect-
lowing are normally off limits: ed source, and might use the One
• Attributes and secondary characteristics. A hero can actively use Power or One Ability limitation to nar-
great ST to smite foes or high Basic Move to sprint, but the benefits are row it down further. If the attacker
mainly passive. A super with extreme scores can call his gift a “power” acquires the stolen powers, add the
or “super-ability,” but he can’t claim a discount from a power modifier Power Theft enhancement to the list.
or a bonus from a Talent. This best suits super-powers.
• Advantages that grant bonuses to attribute or skill rolls. Traits such
as Acute Vision, Hard to Kill, and Talents are situational attribute Environmental Control
bonuses, and are subject to the same cautions as attributes. Some advantages let the user alter
• Advantages that represent physiology, racial traits, implants, or sur- his environment in order to compro-
mise opponents in battle. These might
gery. Advantages such as Claws and Extra Arms are just body parts, and not cause direct harm, but it’s wise to
aren’t usually suitable as part of a power. Racial templates are inappro- count them as attacks when designing
priate for similar reasons; “being a dragon” isn’t a power! This applies a power. A power with many of these
equally to technological body parts: bionic arms, implanted firearms, abilities is definitely useful in combat.
etc. These are interesting abilities (see Chapter 3 for examples), but they
rarely suit powers. Control and Create
• Disadvantages and quirks. These render the user less capable, and A power with these advantages
so are unsuitable as abilities. A power might have disadvantages as pre-
should normally limit them to its
requisites, though; see Required Disadvantages (p. 21).
focus; e.g., Control (Earth) and Create
• Skills. Powers can sometimes assist skill use and vice versa (Earth) for Earth power. Occasionally,
(see Using Abilities with Skills, p. 161), but this doesn’t make the it makes sense for a power to include
skills involved part of a power, however exotic they are. Skills are Control and Create for a diametrically
learned, not innate. opposed focus, too; for instance, Air
• Social traits. Legal Enforcement Powers, Patrons, Status, etc. origi- power might include Create (Vacuum)
nate from society – not powers. A power would have to be very unusual if it can move air out of an area. See
Control (p. 90) and Create (p. 92) for
to include such advantages as active abilities. details.
Put creativity first, though. Only disadvantages, quirks, and skills are Obscure
always inappropriate. The other traits above might be fine with suitable
modifiers. For instance, attributes are explicitly permitted in some cases
(see Attributes as Abilities, p. 13), physiological traits are fine if switch- Before adding Obscure to a power,
able (see Switchable Body Parts, p. 18), and even technological body parts think about which senses the power’s
are acceptable if the GM allows “Superscience” as a power modifier (see focus could block. Heat/Fire power
Gadget Limitations and Powers, p. 107). could inhibit vision with smoke and
jam Infravision with heat, while ser-
vants of Trickster, Spirit Guardian of
If the focus is energy, the best Leech and Neutralize Thieves, might have a power that
option is a Burning Attack. This can includes all forms of Obscure. Use the
represent a laser, lightning bolt, fire- Individuals who can rob others of Extended special enhancement for
ball, radiation blast, etc. Some force their capabilities exist in most settings related senses, multiple instances of
beams and sonic/vibratory attacks with powers. The ability to reduce the Obscure for unrelated senses.
victim’s FP, HP, or attributes in order
work more like solid projectiles,
however.
Supernatural powers should use
Fatigue Attack for nonlethal effects When narrowing down a power’s list of abilities,
(e.g., mind blasts) or Toxic Attack for bear in mind that a power is supposed to be an
deadly ones (e.g., death rays). Such
abilities frequently have the Side innate capacity to produce extraordinary effects –
Effect enhancement (p. B109).
Only exotic foci are likely to have a usually by actively manipulating some kind of
Corrosion Attack. This might repre- energy.
sent an acid jet, antimatter beam, or
disintegrator – or even accelerating
time to cause decay.
10 BUILDING POWERS
Static Optional Rule:
Alternative Abilities
Static (p. 98) interferes with all
powers of a particular source. The It often makes sense to define several abilities as distinct, mutually
basic advantage is a personal defense, exclusive “settings” of a single, adaptable trait. For instance, Burning
but it tends to have the Area Effect Attack, Ladar, and Laser Communication might be different intensity
special enhancement in fiction – and levels and modulations for a laser that can function as a weapon or a
often the Ranged enhancement sense or a means of communication. Similarly, two Innate Attacks
(p. B107), too – making it more like an might represent different power settings for a ray gun.
attack. If it appears among a power’s
abilities, the power generally shouldn’t If only one such ability works at a time, it’s reasonable to give a cost
include any ability that stems from the break. If the GM agrees, those with “alternative abilities” pay full price
affected source, with the exception of only for their most expensive ability. All the rest are at 1/5 cost. Find each
Neutralize, Obscure, and Resistant. ability’s final cost after all enhancements and limitations (including the
Thus, Static works best for “anti-pow- power modifier, if any), apply the divisor, and round up.
ers.” For instance, Antipsi (p. 122)
includes Static (Psi), but doesn’t Example: Jocko the psychokinetic has Flight (PK, -10%) [36], Super
include psi abilities other than those Jump 2 (PK, -10%) [18], and Walk on Air (PK, -10%) [18]. The GM
that block psi. decides that these advantages represent a single ability to levitate. Jocko
pays full price for Flight, as it’s the most expensive trait. He pays 1/5 cost
DEFENSES for Super Jump and Walk on Air. Each costs 18/5 = 3.6 points, which
rounds up to 4 points. Final cost is 36 + 4 + 4 = 44 points.
Powers are as likely to include
defenses as attacks. This might seem The GM shouldn’t permit abilities with incompatible in-game expla-
odd, given that the majority of suitable nations as alternatives. Obscure and Burning Attack in the form of
traits – notably Damage Resistance smoke and a fireball are reasonable alternatives . . . but if the smoke
and Resistant – are passive, and don’t were darkness and the fireball a laser, the combination would need
let you do anything. But including superscience or the supernatural to make sense!
such advantages in a power often
makes it possible to employ extra Alternative abilities have three drawbacks:
effort (see Extra Effort, p. 160), attempt
special active defenses (see Defending 1. It’s impossible to use the abilities simultaneously or have a Link
with Powers, p. 167), and perform (p. B106) between them. To change settings requires a Ready maneuver.
“stunts” (see Stunts, p. 170) – all of After switching to an attack (Affliction, Binding, Innate Attack, Leech,
which benefit from Talent. Of course, Neutralize, Obscure, Static, and anything else the GM views as an
there’s a tradeoff: anything that neu- “attack”), switching to a different attack is a free action. If the user can
tralizes the power also neutralizes the make more than one attack per turn, he must use the same setting for
defenses it provides. all of them.
Types of Defenses 2. Anything that disables one ability disables the whole collection. If
injury or critical failure cripples or burns out any of the abilities – or a
Before choosing specific defensive foe neutralizes or drains one – none of them are available until the
abilities, think about how the power affected one recovers!
protects its user. A power might work
in any or all of the following ways: 3. Using an ability that can’t be activated again until its duration
expires (e.g., Neutralize with the Power Theft enhancement, or almost
Obstructing the attack. Some pow- anything with the Ranged enhancement) means that none of the abilities
ers interpose themselves between the are available for the duration.
user and the incoming attack, weaken-
ing the attack in a way that’s logically For additional notes that apply to attacks, see Alternative Attacks
or dramatically consistent with the (p. B61).
power’s focus. For example, Cold/Ice
power might let the user shroud his direct it around or away from himself, Negating the attack. Certain powers
body in ice, creating a physical barrier reducing the attack’s effectiveness. let the defender wholly or partially
against damage. This best suits pow- Examples include a telepath who can “cancel out” attacks that are diametri-
ers that manipulate materials (earth, ward off the incursions of other cally opposed in focus. This is most
ice, metal, etc.) or create energy fields telepaths and a fire elemental who’s appropriate for powers with a clearly
(e.g., Psychokinesis, p. 133). largely immune to fire. This explana- defined opposite: Good vs. Evil, Light
tion makes sense for almost any focus. vs. Darkness, etc.
Diverting the attack. Other powers
protect the user by allowing him to
channel his focus so effectively that
when he’s attacked with an item or
substance he can control, he can
BUILDING POWERS 11
Typical Defensive a negating defense against the oppo- Tolerance (which might be diverting
Abilities site focus. As with DR, an entire or negating; e.g., Heat/Fire power vs.
source is “Very Common,” while a heat or cold).
Once you know how a power pro- single focus is “Common.”
tects its user, it’s easier to choose the MOVEMENT
advantages and modifiers that make Immunity is often appropriate, too. ABILITIES
up its defensive abilities. However, the GM is free to forbid a
power from offering full Immunity to Movement abilities are another sta-
Damage Resistance its own source if any shield capable ple of action genres. Most of these
of completely blocking its harmful traits allow flashy maneuvers that
This works well for all three kinds energies would also block external make them every bit as dynamic as
of defenses. As an obstructing defense, energies that must reach the user to combat abilities.
DR should work against most or all empower him in the first place. This
attacks. The Force Field enhancement consideration is dramatic, not game- Types of Movement
is especially appropriate. mechanical. Abilities
As a diverting defense, restrict DR Specific Defenses There are many possible explana-
to the power’s own source or focus by tions for movement abilities. The most
applying the Limited modifier. For the Many defensive advantages work obvious is that the power has “moving
purposes of Limited Defenses (p. B46), against specific threats. The most things” as its focus. Powers that can
an entire source is “Very Common” important are Mind Shield (as a move distant objects – like
(-20%), while almost any focus broad diverting defense for any mental Psychokinsis (p. 133) – can often
enough to justify a power is power), Protected Sense (most often a transport the user, too, with the most
“Common” (-40%). The Absorption negating defense; e.g., Darkness common result being Flight. “Moving
and Reflection enhancements are power might give Protected Vision by things” can also mean instantaneous
logical additions. reducing glare), Radiation Tolerance movement. Powers of this kind, such
(a diverting defense for energy-related as Teleportation (p. 134), offer
As a negating defense, use Limited powers, but also a suitable as an Jumper, Snatcher, or Warp.
to restrict DR to a focus that opposes obstructing defense for powers that
that of the power. manipulate dense materials), Sealed Equally common in fiction are
(an obstructing defense that often powers that let the user command or
Resistant accompanies DR with the Force Field conjure his focus in such a way that it
enhancement), and Temperature carries him along or enhances his
At the +3 or +8 level, Resistant is movement capabilities. A super with
suitable as a diverting defense against Air power might ride within a minia-
the power’s own source or focus, or as ture tornado (Flight), a hero with
Cold/Ice power might slide along an
Uniqueness icy trail (Enhanced Move (Ground))
and climb walls by freezing his hands
A given advantage can belong to more than one power. For instance, to them (Clinging), and so on.
Healing isn’t just part of the Healing power; the Bioenergy, Good, Life,
and Order powers also include it (see Chapter 3). However, variations A few powers allow the wielder to
between power modifiers do mean that the advantage might have project his focus to generate thrust,
unique strengths and weaknesses, relative to its base form, in each case. like a jet or a rocket. Any power ener-
getic enough to do damage with a
An advantage should only be truly unique to a single power if the direct attack could believably work
campaign background demands it. For example, in a world where the this way – especially an elemental
only powers are divine, certain abilities might be the exclusive domain power that lets its user project water,
of particular gods. fire, etc. This most often grants
Enhanced Move, Flight, or both.
Multiple Copies of the Same Advantage
Finally, a power that gives precise
You can buy the same advantage more than once as the ability of dif- control over a focus is likely to let the
ferent powers – usually as insurance against one of your powers failing, user control how his body interacts
or to serve as a prerequisite (see p. 31). Pay full price only for the most with that focus. For instance, Gravity
expensive ability, after all modifiers; the others are at 1/5 cost (round power might let a hero reduce the pull
up). Unlike Alternative Abilities (p. 11), there’s no connection between of gravity on his body (justifying
these abilities. The discount simply reflects the diminishing returns on Catfall, Super Jump, or even Flight),
buying an advantage multiple times. while Earth power could enable him
to meld his body with stone in order to
If the advantage comes in levels, you can instead opt to pay full price climb it (Clinging) or pass through it
for both versions. This lets you add the levels together in a situation (Permeation).
where both powers would work, provided your powers aren’t opposed
in some way (GM’s decision).
12 BUILDING POWERS
Typical Movement Attributes as Abilities
Abilities
The GM shouldn’t allow modified ST, DX, IQ, HT, Will, Per, Basic
Most movement advantages are Speed, or Basic Move as abilities. However, bonuses to these scores are
suitable abilities for powers, but appropriate for powers if either of the following is true:
matching them up can be tricky.
Below are a few suggestions. • The bonuses have limitations that mean they require conscious
activation or don’t always work; e.g., Costs Fatigue, Limited Use, or
Amphibious, Trigger. For instance, a ST bonus with Costs Fatigue might suit a bio-
Terrain Adaptation, logical or chi power.
and Walk on Liquid
• The power modifier itself genuinely limits utility. For example, a
These traits let the user function at super-power might grant ST and Basic Move bonuses that can be negat-
full Move in or on a substance that ed (by Neutralize and related effects) along with the rest of the power.
normally limits movement. They’re
common for elemental powers that let Price such a bonus as additional levels of the affected score, adjust-
the user adjust the interaction ed as usual for modifiers. List it as an advantage, however – don’t factor
between his body and his power’s it into “permanent” attributes, secondary characteristics, skills, etc. It
focus: Amphibious and Walk on provides the full benefits of a higher score . . . when it works. When the
Liquid both suit Water, Terrain player wishes to use his bonus, he must declare this like any other abil-
Adaptation (Ice) fits Cold/Ice, and so ity use. This gives the GM a chance to rule on whether the bonus is
on. Powers granted by spirits or gods available under the circumstances.
associated with nature are also candi-
dates for such abilities; for instance, a Talent doesn’t affect these bonuses at all. A “Wisdom of Horus”
sea god might bestow Amphibious, power might offer IQ +10 as one of its abilities, and give +10 to IQ and
while a desert spirit might give Terrain IQ-based skills when it works, but the Wisdom of Horus Talent would
Adaptation (Sand). give no further bonus.
Clinging and Super Climbing To turn FP and ST-based damage into abilities, use the special rules
under Energy Reserves (p. 119) and Modifying ST-Based Damage (p. 146)
Clinging and Super Climbing are instead.
logical for any power that lets the user
create a bond between his body and a him through the air. This is one of the Those trying to save points should
surface. Depending on the power, this few abilities that can, with a little cre- consider applying limitations such as
bond might be physical (ice, stone, ativity, suit almost any focus! The GM Gliding and Lighter Than Air to their
etc.) or due to an attractive force should keep an open mind. Flight. Alternatively, they might buy
(gravity, magnetism, psychokinetic Super Jump or Walk on Air; either
energy, etc.). If the bond can only form ability is suitable for a power that
with the focus of the power, or allows full-fledged Flight.
if the focus can only form a bond
with certain substances (e.g., metals, Jumper, Snatcher, and Warp
for Magnetism), add the Specific
limitation. In most game worlds, these abilities
are the exclusive domain of powers
Enhanced Move with “instant movement” as their
focus. They are frequently the only
This movement ability nearly abilities of such powers, with the pos-
always occurs alongside others: sible exception of Affliction with the
Enhanced Move (Air) with Flight, corresponding Advantage enhance-
Enhanced Move (Water) with ments. Since these traits can short-cir-
Amphibious, and so on. Enhanced cuit adventures, the GM should be
Move (Ground) is extremely flexible; it conservative about accepting “cre-
can represent elemental “matter surf- ative” explanations as to why they suit
ing,” chi- or psi-based body control, atypical powers or sources. By limiting
and many other things. which powers include these advan-
tages, and restricting those powers to
Flight, Super Jump, PCs who draw power from suitable
and Walk on Air sources, the GM can easily dampen or
jam just those powers, allowing him to
Flight is probably the single most shore up his plot without robbing the
common ability attributed to gods, heroes of all their abilities.
supers, psis, and others with remark-
able powers. A hero might ride the
wind, soar atop a column of flame,
control gravity or psychokinetic
energy, or summon spirits to whisk
BUILDING POWERS 13
Permeation and Tunneling for contemplative characters. In con- Speak with Animals
spiracy, horror, and secret-powers and Speak with Plants
Powers with a specific material campaigns, the GM might decide that
focus often count Permeation of they are the only abilities available to These abilities occur most com-
that material among their abilities. anyone. Telepaths can read minds . . . monly as part of powers granted by
A power might even encompass sever- but not fry the brains of enemies. nature deities. In game worlds where
al versions of Permeation; e.g., Shamans can perceive spirits . . . but psi powers can influence nonsapient
Permeation (Earth) and Permeation not fly. And so on. life forms, they might instead be
(Stone) for Earth power. Conversely, obscure telepathic abilities, or belong
more than one focus might make Here and elsewhere, Powers splits to distinct Beast Telepathy and Plant
sense for a given form of Permeation; mental gifts into “communications,” Telepathy powers. They also suit more
e.g., both Cold/Ice power and Water “influence,” “information,” and “sens- generic animal-, plant-, and nature-
power could include Permeation (Ice). es.” These categories overlap a great control powers.
deal. For example, the Medium advan-
Tunneling rarely suits powers other tage allows the user to sense and Speak Underwater
than those that deal with earth or speak with spirits, raising the possibil-
stone. ity of asking them for assistance or Aquatic supers often possess this
information; thus, Medium could fit ability – almost always as part of
Telekinesis into any or all of these classes. If it’s Sound/Vibration or Water power. Holy
important to categorize an advantage folk empowered by sea gods, ocean
Telekinesis is unique among move- precisely, the GM’s word is final. spirits, and similar entities might
ment abilities in that its chief function enjoy this capability as well.
is to move things other than the user. Communications
The most familiar explanation for this Subsonic Speech
ability is psi, but dozens of other phe- Certain abilities enable the user to and Ultrasonic Speech
nomena can produce identical results: communicate with others despite
spirits, tightly focused winds, gravity physical barriers (distance, sound- These abilities mainly suit
beams, magnetism, etc. As a result, proofing, etc.), lack of a common lan- Sound/Vibration power. They aren’t
Telekinesis is nearly as widespread as guage, physiological differences, and appropriate for most supernatural
Flight, and suits an equally broad so on. Two classes of powers are espe- powers. The knowledge that some ani-
spectrum of powers. cially likely to offer such abilities. mals produce sounds at frequencies
Powers that focus on a type of energy inaudible to human hearing – in fact,
MENTAL often give the ability to signal with the entire concept of different fre-
ABILITIES that energy, while powers that focus quencies of sound – comes from mod-
on entities that don’t use normal ern science, and doesn’t mesh well
Combat and movement abilities human speech generally include the with traditional beliefs. Druids,
enjoy the highest profile in fiction, ability to communicate with those shamans, and the like should use
but interesting powers offer many beings. Speak with Animals to talk to bats,
other possibilities. Particularly dolphins, etc.
important are capabilities useful for Channeling and Medium
investigation and social interaction. Telecommunication
Most of these gifts require IQ, Will, or These advantages enable the user
Perception rolls to use, making to interact with spirits. They nearly Telecommunication is best thought
them “mental” for all practical always occur as part of a supernatural of in terms of “Telesend vs. everything
purposes – however physical their power (divine, magical, psionic, or else.” Most forms use mundane
manifestations. spirit), and rarely suit other kinds of energy to transmit a signal; therefore,
powers. In settings where “spirits” are they suit powers that focus on
Any power might offer a few men- the perfectly natural residents of the type of energy involved. For
tal abilities. However, powers with a another dimension, however, either instance, Infrared Communication fits
divine, magical, psionic, or spiritual ability might belong to a power that Heat/Fire or Light power, Laser
source tend to offer many such abili- allows interdimensional communica- Communication is an obvious choice
ties – or even consist solely of these tion or travel. for Light power, and Radio is logical
abilities – because of the connections for Electricity power. If the GM wish-
that myth and fiction draw between Mimicry es, all three might be part of a broader
the supernatural and the mind. Psi power that focuses on electromagnet-
powers are defined as mental, while Mimicry is an obvious choice for ism in general; e.g., Electrokinesis.
divine, magical, and spiritual ones Sound/Vibration power, and might
depend on faith, knowledge, and suit a chi- or psi-based body-control Telesend uses many of the same
awareness, all of which are ultimately power that allows voluntary reshaping rules as other forms of Telecom-
rooted in thought. of the vocal apparatus, or a power that munication, but it’s ill-suited to powers
focuses on animals or nature. with scientific or pseudo-scientific
Because mental abilities manifest Trickster spirits and gods of language explanations. For most people, direct
through thoughts more so than might empower their servants with thought transference defines “psionic.”
actions, they are especially appropriate this ability, too. As such, the GM might wish to reserve
it for psionic powers – notably
Telepathy (p. 134) – and other super-
natural powers with similar foci.
14 BUILDING POWERS
Influence him. This makes them especially granted by deceivers and tricksters
appropriate for psionic powers (although believers might regard the
Influence abilities allow the user (Telepathy in particular), but note that illusions as “visions”).
to read or alter others’ emotions, any power that focuses on animals,
thoughts, or perceptions. Some of plants, or spirits could logically Mind Control and Possession
these traits would fit equally well include the appropriate variety of
under Communications. The crucial Empathy, regardless of source. Mind Control permits the user to
difference is that the advantages list- Healing powers might offer these abil- order his victim around, while
ed below let the user manipulate oth- ities as well, albeit through reading Possession goes a step further and lets
ers – either by giving him an uncan- vital signs instead of minds. him take direct control of his victim’s
ny degree of emotional or intellectu- body. Both offer special enhance-
al access to his “victim,” or by Illusion ments that allow the emulation of
enabling him to control his victim countless other effects common in fic-
directly. Illusion (p. 94) represents the abili- tion – most of which are appropriate
ty to project images. In its basic form, as psionic or spirit abilities. In fact,
Animal Empathy, Empathy, it’s appropriate for Light power, psion- these capabilities are only rarely suit-
Plant Empathy, and ic Electrokinesis, etc. It often occurs able for powers that don’t have a
Spirit Empathy with the Mental special modifier, supernatural source.
though, which turns it into a true
These traits make it possible to influence ability. This makes it an Mind Probe and
determine the emotional state and excellent match for supernatural pow- Mind Reading
predisposition of another being with- ers – especially Telepathy, magical
out his knowledge or consent – powers, and divine and spirit powers These advantages are most often
indeed, without even conversing with psionic, found as part of Telepathy
power – or Machine Telepathy, if given
the Cybernetic Only special limitation.
Other supernatural powers could offer
them, however. For instance, spirits
might mentally eavesdrop for a
shaman, or a deity might empower
“inquisitors” to pry information from
mortal minds (or, with a suitable
Accessibility limitation, just the
faithful).
Rapier Wit
Rapier Wit can represent many dif-
ferent psionic abilities: reading the
victim’s mind for words guaranteed to
shock or incense him, telepathically
projecting emotions while speaking,
etc. If its source is divine, the user
might speak with the voice of the
gods. It might instead be a chi-based
attack – a variation on the Kiai skill
(p. B203). It could even represent
the ability of someone with
Sound/Vibration power to modulate
his voice in order to exploit the physi-
ological effects of sounds above or
below the audible range.
Terror
The ability to instill fear is com-
mon to many powers. Fictional exam-
ples include channeling chi or divine
will to intimidate others, using psi to
manipulate emotions, summoning
frightening spirits, and wielding the
power of pure Evil. Terror needn’t be
supernatural; it’s possible to unnerve
others with subsonic vibrations
(Sound/Vibration power), tuned elec-
tric fields (Electricity power), or other
“natural” effects.
BUILDING POWERS 15
True Faith Finding the Right Mix
True Faith normally comes from There’s more to designing a power than choosing abilities that suit
within . . . but many fantasy and hor- its source and focus. You must also ensure that its abilities work
ror tales portray the wielder as a con- together as a set . . . and that they’re appropriate for your game. If
duit for external energies. Either way, you’re uncertain about a specific ability, test it by answering the ques-
this gift is best reserved for divine and tions below. If you answer “no” to any of them, the ability is probably
spirit powers. When True Faith comes inappropriate.
from a divine power, it’s acceptable to
include the Pact limitation (see 1. Does it suit the genre? Almost any power intended for an action
Required Disadvantages, p. 21) in the genre – four-color supers, mythic fantasy, pulp, etc. – should include
power modifier, as those entrusted to attacks, defenses, and movement abilities. Impressive physical transfor-
administer divine power by proxy are mations are suitable, too. Choose mental abilities for their utility in
held to higher standards than True action scenes; e.g., Danger Sense to detect ambushes, Mimicry and
Faith intrinsically assumes! Illusion to confuse foes in combat, and Enhanced Tracking to aim
weapons.
Information
Powers for investigative genres (including most conspiracy and hor-
A few abilities let the user know ror, and more cerebral science fiction) should focus on mental abilities
things without perceiving them with – perhaps exclusively. Where attacks, defenses, movement abilities, or
his senses (however exotic) or stealing transformations exist, they should be incidental to the power, not its
information from others’ minds. The centerpiece.
GM should realize that any informa-
tion he gives to PCs with such gifts 2. Does it suit the realism level? In a “realistic” game world, abilities
could paint him into a corner or shouldn’t blatantly violate physical laws or generate phenomena
derail the plot; therefore, it’s wise to unheard of in nature. This rules out attacks, movement abilities, and
reserve these capabilities for powers physical transformations that involve massive amounts of energy (X-ray
that genuinely call for them. lasers, FTL flight, etc.) or outré effects such as intangibility and telepor-
tation. Exceptions must be supernatural – and subject to real-world
Blessed and Oracle beliefs about the supernatural (e.g., “iron is proof against faerie magic”).
These advantages best suit powers In a “cinematic” setting, an ability merely needs to match the power’s
that represent an attunement to a focus to be suitable. Rubber-science justifications and the extravagant
divine or spiritual force that provides excesses of myth are fine, as long as the result is stylish: Thundar the
information directly (Blessed) or indi- Storm God can fly and shoot lightning; Mindforce the psychokinetic
rectly (Oracle). In either case, it’s super can hurl locomotives; and Ssthr the Reptile Man shaman can turn
acceptable to include the Pact limita- into a dragon.
tion in the power modifier, as
explained under True Faith (above). 3. Does it suit the secrecy level? If powers are a secret, they should
Oracle might be appropriate for other consist of abilities that are undetectable or easily dismissed as coinci-
kinds of powers – for instance, psionic dence: attacks that only affect enemies with powers or who are other-
ESP – at the GM’s discretion. wise “in the know” (e.g., Static), defenses that can pass as luck (e.g.,
Resistant), mental abilities without obvious side effects (which excludes
Danger Sense and Telecommunication, Scanning Sense, and anything else that emits
Precognition detectable energy), self-concealing physical transformations (e.g.,
Invisibility), and so on.
Foreknowledge – vague (Danger
Sense) or precise (Precognition) – is Bear in mind that neither “action-oriented” nor “cinematic” auto-
the essence of ESP, making these matically means “obvious.” A cinematic action game can be a secret-
advantages eminently appropriate as powers game. For instance, a martial-arts master in a violent cinemat-
psionic abilities. Rubber-science argu- ic campaign might have Telekinesis as a secret ability. It’s invisible and
ments can justify either as part of a impossible to prove – and also entirely unrealistic, and handy for
power that includes Jumper (Time) or bashing foes!
FTL travel abilities, too. Finally, since
some animals seem to react to events universes. A radical but interesting a time-travel power of some kind.
before they occur, the GM might allow origin for Intuition is a mental power However, a power that grants its user
these gifts to those with animal- that enhances the user’s ability to extremely acute senses (see Senses,
control powers. process data, letting him make below, for ideas) might grant a variant
extremely accurate guesses! form of Psychometry that can make
Intuition limited guesses about the past by
Psychometry building up a composite image from
Any power that includes other scents, residues, and wear patterns.
information abilities could logically As explained on p. B78, this ability
include Intuition. It might stem from is most often either psionic or part of
divine guidance, ESP, or an acute
awareness of events in alternate
16 BUILDING POWERS
Racial Memory suit an elemental Sound/Vibration Detect: A power with a given focus
power, psionic ESP, or perhaps a spe- and source can usually detect one or
Racial Memory might involve con- cialized form of Psychokinesis both of those things – and perhaps
tacting spirits of the dead for counsel. (“sonokinesis”). related or opposed foci, too. Earth
If so, it’s ideal for powers of a necro- power should include Detect (Earth),
mantic nature – spirit, magical, or Smell and Taste Good power might encompass both
otherwise. Alternative explanations Detect (Good) and Detect (Evil), and
tend to be psionic: usually ESP Discriminatory Smell and so on. Some foci require creative
(“retrocognition”), but possibly Discriminatory Taste work best as thinking; for instance, Healing power
Telepathy, if telepaths can read the abilities borrowed from beasts using could allow Detect (Disease) or Detect
minds of the dead or tap a “collective animal-control powers. They might (Poison), while a sea god might give
consciousness.” also result from a body-control power; his servitors Detect (Sea Creatures).
a matter-control power that lets the
Senses user analyze and alter chemical com- Scanning Sense: Radar suits
positions; or even a more narrowly Electricity power, Ladar fits Light
Extended senses are the most com- focused chemical power. power, and Sonar is ideal for
mon mental abilities granted by pow- Sound/Vibration power. There are
ers. Almost any power that lets its Touch some more subtle matches, too; for
wielder manipulate a focus will let him instance, a psi with Electrokinesis
sense that focus, too. In the case of Sensitive Touch and Vibration could justify Radar or Ladar, and
supernatural foci, powers that include Sense extend the normal human sense someone with Water power might
communications and information of touch considerably. Either might have Sonar to navigate underwater.
abilities frequently bestow enhanced suit Sound/Vibration power. These Para-Radar, on the other hand, is
senses. Finally, it’s traditional for ani- advantages also offer an interesting nothing like these other senses, and
mal-control and totemic spirit powers alternative explanation for chi-based almost always supernatural. It’s most
to provide the sensory capabilities of sensory abilities, with Sensitive Touch often associated with ESP or a form of
beasts. allowing a martial artist to detect his divine or cosmic awareness.
opponents’ subtle movements and
Vision Vibration Sense allowing him to fight PHYSICAL
blind. TRANSFORMATIONS
Sight is the centerpiece of the
human sensorium, which is probably Other Senses A few abilities enable the user to
why storytellers attribute so many alter the structure or composition of
unusual visual capabilities to those A few senses aren’t extensions of his body. These can benefit mobility
with amazing powers. Possibilities the five human senses so much as (by letting the hero turn into a fish,
include 360° Vision, Dark Vision, entirely new capabilities. sprout wings, become a ghost, etc.),
Enhanced Tracking, Hyperspectral stealth (by altering his appearance),
Vision, Infravision, Microscopic Clairsentience: This is the generic and defense (by healing damage),
Vision, Night Vision, Penetrating “sensing at a distance” advantage, among other things.
Vision, Peripheral Vision, See suitable for any power that lets the
Invisible, Telescopic Vision, and user displace his consciousness. It’s Nearly all of these abilities affect
Ultravision. The Light power is the usually psionic – part of Astral the user only. To transform others, the
most obvious candidate for such Projection or ESP – but shamans with power must include an Affliction that
traits, but many of these senses are spirit abilities often possess it as well. has a suitable Advantage enhance-
equally logical as ESP abilities (ESP is It’s hard to justify through non-super- ment. Such Afflictions might accom-
called “second sight” for a reason!) – natural means, but powers that deal in pany transformations that affect the
and Dark Vision suits Darkness power, time and dimension travel might be wielder (typical of powers that focus
Infravision suits Heat/Fire power, and able to warp space sufficiently to let on transformations) or replace them.
so on. the user perceive a distant location as
if it were nearby.
Chi powers, too, can give the user
an uncanny awareness of his sur- There’s more to designing a power
roundings. This might just be the than choosing abilities that suit its
Blind Fighting skill (p. B180), but a source and focus. You must also ensure
power that includes 360° Vision, Dark that its abilities work together as a set
Vision, and Enhanced Tracking would . . . and that they’re appropriate for
cover that ground and more. your game.
Hearing
Hearing is the “second sense” of
humans, a status reflected in the rela-
tively short list of hearing-related
advantages: Discriminatory Hearing,
Parabolic Hearing, Subsonic Hearing,
and Ultrahearing. Such abilities might
BUILDING POWERS 17
Metamorphoses control powers that let the user borrow occur frequently in myth; a divine
the capabilities of squid, chameleons, power might let a man become a titan
The most common transforma- etc. Such abilities might instead result . . . or vice versa. Super-powers that
tions are those that allow the user to from illusions that sit atop the skin, in bestow such abilities sometimes “con-
alter his body’s size, shape, or physiol- which case they would be ideal for a serve” mass by moving matter into or
ogy. In general, these don’t affect com- dedicated Illusion power, or even a out of another dimension; thus, these
position – transformed people are power granted by a mischievous spirit gifts could occur as part of dimension-
still made of living flesh, vehicular or demonic deceiver. travel powers. A cosmic power, suit-
transformers remain mechanical, and able for gods and godlike supers,
so on. Growth, Shrinking, might let the user convert matter to
and Stretching and from energy, or alter the funda-
Chameleon and Elastic Skin mental scale of creation!
These advantages involve physical-
Powers that enable conscious con- ly improbable size changes, and so are Hermaphromorph
trol of the skin might incorporate best suited to supernatural or cine-
either of these traits. This is typical of matic powers. Growth and Shrinking Many spirits and deities seem to
body-control powers – or of beast- change sex at will, and might grant
similar abilities to those they bless
with powers. Body-control powers
might also include this capability.
Since Hermaphromorph results in a
fully functional change, it isn’t suitable
for illusion and deception powers that
merely alter outward appearance.
Shapeshifting
Alternate Form: This versatile
advantage can occur as part of many
powers. The most obvious of these are
supernatural; for example, a divine
power that lets a priest take on the
forms associated with his god, or a
spirit power that enables a shaman to
become a totem animal. A dimension-
travel power might give the wielder
the ability to appear in different bod-
ies, storing unused ones “elsewhere”
for the duration. And a body-control
power could give the user enough con-
trol that he can turn into something
else.
Morph: All of the explanations
given for Alternate Form work here,
but Morph is far more flexible. It suits
the most cinematic, open-ended forms
of beast control and matter control
seen in comic books, and provides the
truest emulation of the capabilities of
mythological shapeshifters.
Switchable Body Parts
Not all transformations are broad
changes in shape or size. Many pow-
ers permit a few specific alterations
in form. The GM may allow such
advantages as Claws, Extra Arms,
Extra Legs, Flight (Winged), Striker,
and Teeth to have the Switchable
enhancement (p. 109). Any power
that can justify a total metamorphosis
could reasonably grant such partial
changes.
18 BUILDING POWERS
Transmutations This lets the user separate his con- spirits – and of course elemental super-
sciousness from his material body, powers. Those who can switch into
Some abilities do let the user alter which remains unchanged. and out of these forms have Alternate
his body’s composition. These tend to Form, with the relevant meta-trait as
be totally unrealistic, and best suited Invisibility their alternate racial template.
to supernatural powers and highly
cinematic super-powers. Exotic body-control and matter- Shadow Form
phasing powers can sometimes trans-
Insubstantiality mute the body into something trans- When enabled supernaturally, this
parent. However, two common expla- advantage usually represents a spirit
Interpreted as a spirit form, nations for Invisibility don’t involve form of some kind. The GM might
Insubstantiality suits the entire gamut body alteration – they just create the wish to reserve it for powers that
of divine, magical, and spirit powers. appearance of a transformation. Chi- spring from sinister forces: black
It’s also a logical ability for non-super- based powers and psionic Telepathy magic, foul spirits, the patron god of
natural powers that focus on dimen- work by letting the user affect others’ assassins, Evil embodied, etc. Shadow
sional travel: the user moves into an minds so that they don’t seem him, Form rarely occurs outside of settings
alternate dimension where he can see while Light and Electrokinesis powers that feature the supernatural, but if
but not interact with the “real” world. let him vanish by bending light the GM allows a Darkness power, this
Four-color supers might even gain this around his body. ability certainly fits!
ability from elemental powers, using
Electricity power to become pure Meta-Traits Restorations
energy, Sound/Vibration power to
oscillate out of phase with reality, and Any of the forms under Elemental Traits that keep the body in good
so on. Meta-Traits (p. B262) might be the repair are considered physical trans-
result of a transformation. Such traits formations: they transform the body
Insubstantiality is not always a mainly suit supernatural powers from “damaged” to “whole” or let the
transformation. It’s sometimes the associated with elemental forces or user adjust his physiology to cope with
result of the Astral Projection power. injury, starvation, suffocation, etc.
Such abilities are frequently manifes-
Number of Abilities tations of powers that channel chi,
psionic energy, pure Good, or the
A power should offer enough choices that those who possess it don’t blessing of a benevolent spirit or deity.
all seem the same, but not so many potent abilities that players come to Some supers use a “generic” Healing
see it as the only power worth having. Some guidelines for GMs: power that stems from none of these
sources, however.
• Attacks: Two attack advantages is plenty. To encourage player cre-
ativity, leave these reasonably general; e.g., “Any Toxic Attack, and any Healing
Affliction that causes an incapacitating condition.”
Healing is one of the few physical
• Defenses: Aim for two or three major defenses. A “major” defense transformations that normally affect
is one that’s open-ended (like DR) or that grants total immunity. Add others. Divine, psionic, and spirit pow-
minor defenses as you think of them – there’s no need to count. ers are the most common explana-
tions. More unusually, those with
• Movement Abilities: Again, consider two or three major abilities. In time-warping powers might be able to
this case, “major” means an advantage that lets the user move in an hasten natural recovery by accelerat-
environment previously inaccessible to him (e.g., Flight) or that pro- ing time – or by undoing the harm in
vides more-or-less unrestricted mobility (e.g., Warp). the past.
• Mental Abilities: Include at most two or three potentially game- Metabolism Control
changing senses or communications abilities (e.g., Para-Radar or
Telesend). Count potent influence abilities – for instance, Mind Control Control over bodily functions (such
– as attacks. Make lesser abilities as numerous as you wish. as heartbeat) is one of the best-known
abilities of those with chi powers –
• Physical Transformations: Count any ability with significant com- kung fu masters, yogi, etc. – and psion-
bat utility – Insubstantiality, Invisibility, etc. – as a “major defense.” ic healers. This gift rarely originates
Otherwise, there’s little need to restrict these abilities; in fiction, most from other sources.
powers that allow body alteration permit many transformations.
Regeneration and Regrowth
These limits are only suggestions. If you decide to adhere to them,
be open to horse-trading. You might reduce the number of major These abilities are generally just
abilities in one category to add muscle to another. You might com- facets of the powers suggested above.
pensate for the complete absence of a particular category by adding An interesting alternative would be a
major abilities elsewhere. Telepathy (p. 134) is a good example: its dimension-travel or matter-control
small number of highly specialized defenses and total lack of move- power that restores damaged tissue by
ment abilities and transformations balance an impressive list of channeling, converting, or creating
influence and communications abilities. matter.
BUILDING POWERS 19
EVALUATING POWER MODIFIERS
After determining which advan- doesn’t affect the wild version of an powers. Neither an “environment
tages best suit the power, it’s time to advantage does affect the version a likely to occur in nature” nor “every-
work out the modifier that makes power provides, that’s a limitation. day items and knowledge” is likely to
those traits part of the power. This The size of the limitation depends on affect a supernatural power . . . but
enhancement or limitation is the the nature of the countermeasure and “the will of a true king,” “true love,”
power modifier. how likely it is to appear during an or something similar just might. If
adventure. the GM doesn’t mind powers being
The power modifier converts any contingent on intangibles, he’s wel-
advantage that has it into one of the Mundane come to permit such things as mun-
power’s abilities. If that’s all it does – Countermeasures dane countermeasures.
if it implies no additional restrictions
or capabilities – it’s worth +0%. This If the power loses much of its utili- Anti-Powers
is comparable to the situation for ty – or just doesn’t work – in a reason-
advantages that don’t belong to a ably common environment likely to If the setting includes natural or
power: the source is background occur in nature, and enemies could artificial countermeasures expressly
color, a “special effect,” and doesn’t exploit this weakness using only every- intended to knock out the power – per-
affect game play. The buyer pays the day items and knowledge (not just haps even all powers of the same
listed cost for the advantage and gets specialized technology or training, source – that’s a limitation. The size of
its benefits as written. or other powers), add -10% to the the limitation depends on how exten-
power modifier. Individual abilities sive the countermeasures are:
But a power’s source or focus can’t claim a further discount for
often suggests restrictions. Most an overlapping limitation such as • If the countermeasures are spe-
powers let the user channel some Accessibility, Environmental, or cific capabilities found only in the
kind of energy, and energy can run Terminal Condition, however. hands of those with unusual advan-
out . . . or be choked off at the source. tages (notably Neutralize and Static)
If the power is supernatural, the Example 1: Because fire requires or skills (including cinematic skills
wellspring might be willful – an enti- oxygen, the GM may rule that no abil- and magic spells), add -5% to the
ty that demands propitiation or ity of the Heat/Fire power works with- power modifier. For instance, the
attaches conditions to the gifts it out it. For instance, if the user is Dispel Magic spell (p. B250) and Mana
bestows. Super-powers frequently underwater or in a vacuum, he can’t Damper advantage (p. B67) can knock
have dramatic “fatal flaws.” And all use his jet-like Flight, “ignite” his Body out magical powers, so magical pow-
but the mightiest powers can meet of Fire, or launch fiery Innate Attacks. ers can claim this -5%.
their match in the form of manmade Even if oxygen is present, his enemies
countermeasures or diametrically might be able to extinguish his Body • If the countermeasures consist of
opposed powers. Any of these things of Fire and blunt his attacks using specialized technology that works for
would make the power modifier a water, sand, or a fire extinguisher. This anyone who possesses it (jamming
limitation. gives a -10% limitation – and rules out fields, shield helmets, drugs that shut
Accessibility limitations such as “Not down the power or grant immunity to
More rarely, the opposite is true, underwater” and “Not in a vacuum” it, etc.), add -5% to the power modifi-
and the power increases the scope of on specific abilities. er. For example, if particular drugs
advantages tied to it by letting them and frequencies of sound disrupt the
ignore built-in limitations or making Example 2: Sound/Vibration power biofeedback needed to make a body-
them useful in situations where they requires the user to have a direct path control power work, the power gets
normally wouldn’t be. If so, the power through air, water, or another fluid to this -5%.
modifier is an enhancement. anything he wishes to affect. His
Innate Attacks don’t work in a vacu- • If both situations apply, add
In all cases, the final value of the um, his Rapier Wit and Terror rely on -10% to the power modifier. This is
power modifier is found by adding up subtle vibrations that radio can’t the case for psionic powers, which
the individual limitations and transmit, and so on. In a soundproof are blocked by Antipsi power (p. 122)
enhancements it encompasses. room, his abilities would stop at the and by shield helmets, dampers, etc.
walls. These drawbacks add -10% to This is also true for “generic super-
COUNTERMEASURES the power modifier – and individual powers” (see Super, p. 29), which are
abilities can’t also claim “Only with a traditionally subject to Neutralize,
A countermeasure is anything that direct fluid path” as an Accessibility Static, and a plethora of weird-
blocks or negates an advantage or its limitation. science gadgets.
effects. Even “wild” advantages (those
not associated with powers) face As the examples suggest, this These limitations are cumulative
countermeasures. For instance, Terror modifier suits elemental powers best. with the -10% for mundane counter-
is worthless against those with the The GM may allow it for other measures.
Unfazeable advantage, and someone
with Night Vision can be blindfolded.
But when a countermeasure that
20 BUILDING POWERS
Opposed Powers This doesn’t render Invisibility
immune to its usual countermeasures,
Some powers “oppose” others; e.g., Heat/Fire vs. Cold/Ice, Good vs. though – it’s still useless against those
Evil, or Antipsi vs. any psi power. A power might be able to claim an with See Invisible, because that’s a
opposed power as a countermeasure. The effects, if any, on power mod- weakness built into the advantage.
ifiers depend on how the two powers interact.
A few powers – such as those of
If it takes a specific, active use of one power to cancel out each spe- deities and godlike supers – do offer
cific, active use of another, neither power qualifies as an anti-power, and abilities that aren’t subject to the
their power modifiers are unchanged. Consider Heat/Fire vs. Cold/Ice: countermeasures that affect wild
the environmental effects of their respective abilities often cancel each advantages. For powers like this, the
other out, and fire and ice attacks might be able to shoot each other “countermeasures” aspect of the
down (see Defending with Powers, p. 167), but neither power can com- power modifier is actually an
pletely prevent the other from working. enhancement. This is the equivalent of
the Cosmic enhancement (p. B103);
If a power is subject to mundane countermeasures that another therefore, we refer to such powers as
power just happens to emulate, it gets only the -10% under Mundane “cosmic powers.”
Countermeasures (p. 20). There’s no additional discount for the existence
of a power that can exploit its flaws. For example, Heat/Fire power Cosmic powers add +50% to their
receives -10% because vacuum, water, and cold can negate it. It gets no power modifier. This lets their abilities
extra bonus if Vacuum, Water, and Cold/Ice powers exist. Next to the ignore the things that normally block,
world’s oceans, the boundless vacuum of space, and so on, a few people shut down, or nullify wild versions of
with powers is insignificant. those traits, unless those countermea-
sures are themselves cosmic; e.g., only
An opposed power normally only counts as an anti-power if it con- a cosmic barrier can block cosmic
tains Neutralize and Static abilities that can negate all of the other Insubstantiality and only cosmic
power’s abilities at once. In this situation, the affected power can claim vision can penetrate cosmic
the -5% described under Anti-Powers. The number of anti-powers is Invisibility. Furthermore, nothing can
irrelevant – the limitation is a flat -5%, not -5% per anti-power. take away the wielder’s power – his
abilities work on any world he visits,
The GM may rule that other powers rate as anti-powers. Two possi- are present in any body he occupies,
bilities are powers that offer Afflictions with Negated Advantage and so on.
enhancements intended to cancel another power’s Talent or abilities,
and those that include Obscure for the express purpose of blinding a This power modifier counts as the
power that focuses primarily on enhanced senses. A power should never first +50% of all Cosmic enhance-
receive the -5% discount unless another power specifically targets it, ments added to the power’s individual
though. abilities. For instance, if the ability
includes an irresistible attack, it costs
Bear in mind that a power can negate another power without being +250% over and above the +50% in
negated by it. For example, Antipsi interferes with Telepathy, but the power modifier, for a total of
Telepathy doesn’t foil Antipsi – indeed, no power can block Antipsi! On +300%. See p. 101 for two additional
the other hand, fiction is full of powers that are mutual anti-powers versions of Cosmic useful when
(e.g., Good and Evil), in which case both powers have a -5% limitation. designing cosmic abilities.
No Countermeasures legends suggest that mundane or tech- The basic +50% for a cosmic power
nological factors can render such enables the power’s abilities to work
Powers that face no countermea- powers useless. Thus, chi powers get normally against attacks and opposing
sures except those that affect the wild +0%. abilities enhanced with more expen-
versions of their abilities add +0% to sive Cosmic options.
their power modifier. This is the Example 2: In myths where gods
“default” situation; it applies to any bestow powers upon their servants, no REQUIRED
power that can’t claim a limitation mortal can rob the blessed of their DISADVANTAGES
under Mundane Countermeasures or powers. Divine powers therefore have
Anti-Powers. +0%. Some powers stem from dedicat-
ed exercise, meditation, prayer, etc.
Example 1: It’s traditionally impos- The fact that a power faces no The devotee walks a path that limits
sible to neutralize chi powers. Two unusual countermeasures doesn’t his freedom or puts significant
such warriors can use their powers to mean that its abilities can bypass demands on his time. In return, he
block one another – and in most tales, things that would normally negate enjoys special abilities. Should he
the stronger fighter eventually them. For example, if Invisibility deviate from his chosen path, he
exhausts the weaker. However, neither belongs to a power that gets +0% for loses his power until he takes suit-
warrior can deprive the other of all of countermeasures, the power has no able steps to set things right. This
his abilities in an instant . . . and few special flaws that people without See might be merely inconvenient . . . or
Invisible can exploit to see the user. downright dangerous.
BUILDING POWERS 21
Anyone who wishes to possess a Suggested -10 points: A Code of Honor or
power like this must take certain self- Disadvantages Sense of Duty that affects a large
imposed mental disadvantages (see group, such as every member of a reli-
p. B121) to reflect his dedication. The Some powers require just one self- gion, is appropriate for most divine
GM determines these traits – not the imposed mental disadvantage; others powers. Honesty (12) is equivalent –
buyer. They are prerequisites for all of prescribe behavior complex enough to again, mainly for “good” deities.
the power’s abilities, and also for its justify several. Below are suggestions
Talent. that suit particular sources and foci. -15 points: Honesty (9), or a Code
All have variable point costs. The more of Honor or Sense of Duty that applies
The most common “required dis- severe the disadvantage, the harsher to everyone, is only really suitable for
advantages” are Disciplines of Faith the ultimate limitation will be. those who wield the power of pure
and Vows – but Code of Honor, Good, or the divine powers of the
Fanaticism, Honesty, Intolerance, Code of Honor, Honesty, most benevolent (or just) deities.
Sense of Duty, and Trademark are also and Sense of Duty
appropriate. In general, required dis- Disciplines of Faith and Vows
advantages should total between -5 These disadvantages are appropri-
and -15 points. See Suggested ate for powers that emanate from Disciplines of Faith and Vows often
Disadvantages (below) for guidelines. gods or spirits that actively monitor indicate a personal commitment to a
their servants’ moral conduct – that is, program of diet, physical exercise, and
Required disadvantages give the divine and spirit powers. The most meditation. This is the traditional ori-
usual number of points. This reflects likely result of a holy man failing to gin of chi powers: the master balances
their effects on the taker’s day-to-day uphold his deity’s moral code is the yin and yang in every aspect of his life,
life – he must live up to the standards immediate and total loss of power. To and contemplates the nature of the
they demand. If he fails, he suffers recover his abilities, he must atone. universe. His efforts provide the phys-
whatever mundane effects the GM This might include a time-consuming ical and mental discipline that fuels
feels are appropriate: loss of standing cleansing ritual, a sacrifice, or an his power. But should he neglect his
in his religion or community, psycho- ordeal (possibly involving privation or exercises and meditation, his abilities
logical breakdown, or just fewer scarification). will fail under stress! To recover them,
bonus character points. he must spend time in contemplative
-5 points: A Code of Honor or isolation, or undertake a quest for “re-
Since the power-wielder also loses Sense of Duty that applies to a small enlightenment.”
his power if he falters, he has further group, such as “all shamans,” would
to fall than an equally dedicated indi- suit certain spirit powers and the These disadvantages can also be
vidual who lacks powers. This gives divine powers of lenient deities. A religious in character, and suitable for
him a discount on the cost of his abil- “good” deity of this kind might instead divine and spirit powers. In this case,
ities. See Required Behavior and Power require Honesty (15). use the point-cost guidelines under
Modifier (p. 23) to work this out. Code of Honor, Honesty, and Sense of
Duty (above).
22 BUILDING POWERS
-5 points: Disciplines of Faith likely to demand -10-point Honesty or 1. Choose the required disadvan-
(Ritualism) is suitable for spirit pow- Sense of Duty. tages, normally worth between -5
ers. A minor Vow, such as chastity, fits and -15 points, and apply a limita-
almost any supernatural power, -15 points: Like other -15-point tion numerically equivalent to the
whether it comes from within or traits, Fanaticism only suits divine point value of those disadvantages.
without. powers bestowed by demanding, judg- For instance, a -10-point Vow is
mental deities. It’s also a perfect fit for worth -10%. This part of the modifi-
-10 points: Disciplines of Faith the powers of pure Good and Evil er is identical to the Pact limitation
(Monasticism) and (Mysticism) suit in settings where compromise is (p. B113); you can’t take that a sec-
both chi and divine powers. Major impossible. ond time.
Vows (e.g., “Never draw blood in bat-
tle.”) also come in at this point level, Trademark 2. Decide on the speed with which
and suit many divine powers. the power vanishes (choose one):
Trademark is the least common
-15 points: Disciplines of Faith required disadvantage. It works just • Gradually, with enough warning
(Asceticism) or a great Vow (e.g., like the rest of these traits, but with a to escape a dangerous situation: +5%.
“Only fight in self-defense.”) would twist: the user must leave a physical
only be appropriate for divine powers sign of his work wherever he uses his • Quickly enough to endanger the
granted by exacting deities – or for chi abilities. Otherwise, his power fails user in combat: +0%.
powers that demand complete, life- him the next time he calls upon it. The
long dedication. only way to rectify the oversight is to Add -5% if the power doesn’t just
return to the neglected site and mark vanish but turns against the user!
Fanaticism and Intolerance it appropriately – which might prove
difficult if it’s a bloody urban battle- 3. Determine the act necessary to
A few powers spring from the field crawling with detectives, or an restore the power (choose one):
wielder’s unswerving dedication to a enemy stronghold. This is most suit-
set of beliefs rather than from his puri- able for spirit powers. • A day out of adventuring to pray,
ty or enlightenment. This is typical of meditate, etc., or sacrifices worth a
powers that focus on fundamental -5 points: A simple Trademark day’s income: +5%.
moral principles, such as Good and might be a single rune or holy symbol,
Evil, and of divine and spiritual pow- left behind by the user of a divine or • A week out of adventuring, or
ers given – often grudgingly – by spirit power to honor the entity he sacrifices worth a week’s income; a
amoral gods, primeval spirits, and serves. minor quest; or minor harm (1d injury
Things Man Was Not Meant To Know. or an irritating affliction): +0%.
In fiction, such powers are nearly -10 points: A complex Trademark
always frightening, whatever their resembles a simple one, but the mystic • A month out of adventuring, or
moral bent. marks are more elaborate and time- sacrifices worth a month’s income; a
consuming, and might offer clues as major quest; or serious harm (4d
Fanaticism demands unquestion- to the ritualist’s identity (his totem, injury, crippling, or an incapacitating
ing loyalty. If the fanatic refuses one tribal mark, etc.). affliction): -5%.
order, makes any concession that
might weaken his cause . . . he’s cut -15 points: An elaborate Trade- 4. Add all of the above together to
off, and his abilities might even turn mark means the sorcerer must con- find the final adjustment to the
against him! Intolerance requires an duct a cleansing ritual after using his power modifier. If positive, reduce it
active effort to convert, enslave, or power in order to dissipate danger- to +0%. If a power requires minimal
destroy the target group. Any gesture ous spiritual residues that could devotion, only departs gradually if
of clemency leads to immediate power rebound upon him. He might leave the user neglects this, and returns if
loss. In both instances, the nature of behind fetishes, animal sacrifices, or he takes a day to set things right, it
the needed reparations mirrors the his own blood. isn’t limited (the wielder can use it in
harsh character of the disadvantage, the current situation and make
with sudden injury or affliction being Required Behavior amends before the next time he
likely. and Power Modifier needs it) – but it isn’t more useful
than a power without this modifier.
-5 points: Intolerance of one partic- If a power requires disadvantages,
ular group – possibly fairly abstract any violation of the behavior code that It’s possible to get large limita-
(e.g., “Evil”) – is suitable for many of those traits imply costs the user all of tions – up to -25% – using these
the divine powers and pure moral his abilities. The limitation value guidelines. The GM may allow such
powers of fantasy, which often rely on depends on how taxing the code is, modifiers, but they’re only appropri-
their opposition to some other force how rapidly the power departs after a ate for powers granted by a merciless
for definition. transgression, and how difficult the god who would strike down his own
power is to recover. The GM should servant for the slightest impure
-10 points: Intolerance of everyone calculate the effects of these factors thought. The GM must enforce this
who doesn’t worship the same god is on the power modifier using the . . . and the players have no room to
appropriate for almost any divine following guidelines: complain, because they’re getting a
power. Fantasy tends to reserve this big discount on a wide array of use-
for evil deities; good deities are more ful advantages.
BUILDING POWERS 23
CHANNELED Ambient Energies could be a mundane insulator or a
ENERGIES mundane countermeasure is worth
A power might let its user shape -10%. A power can only claim one lim-
Every power involves directing and direct energy already present in itation per shortcoming – the GM
some kind of energy. “Channeled ener- the environment. In the absence of decides which.
gy” is energy that originates from a this energy, it doesn’t work. The effect
source outside the user. If an external on the power modifier depends on Fickle Forces
influence can cut this off in transit, how likely the user is to be cut off
that’s usually a limitation – for obvious from his power source: A few powers channel willful ener-
reasons! To understand which powers gies. The user petitions some kind of
qualify for this discount, though, it’s •If the power commands a form of intermediary to invoke his power. The
necessary to know which ones don’t. energy that suffuses the entire uni- game effect is that he must make a
verse, and that can’t be screened out or reaction roll whenever he wishes to
Powers that originate from bioen- drained by any means, add +0% to the use one of his abilities. Normal reac-
ergy, personal charisma, the mind, or power modifier. This is the case for tion modifiers don’t affect this roll;
the soul don’t qualify, because the cosmic powers that channel the ener- neither does Talent. The GM may
energies involved are internal. This gy of existence – the absence of which apply situational modifiers, of course.
definitely includes all chi and psi pow- implies nonexistence, which makes
ers. The only external factor likely to power failure irrelevant. Such powers have the Fickle limi-
interfere with a power like this is an tation (p. 110), which adds -20% to the
anti-power (see Anti-Powers, p. 20). • If the power directs energy that power modifier. Fickle is intended
That’s a different limitation, because it surrounds and permeates all things, chiefly for spirit powers, and is most
doesn’t cut the target off from his and that only esoteric insulators or suitable for powers that command
power source – it just keeps him from supernatural intervention or catastro- capricious spirits: demons, faerie, loas,
directing it. phe can cut off, add -5% to the power etc. Powers granted by angels, genii,
modifier. A power that relies on the totems, and the like tend to have
Divine powers don’t qualify, either. life force emanating from all living required disadvantages instead. Of
A holy man does channel the will of things or the psychic energy field set course, a given spirit power could
his patron deity, but the only force that up by the minds of all sapient beings have both limitations!
can intercept divine might in transit is qualifies; so does a Gravity power that
another deity. Since a god has cosmic manipulates ambient gravity. This -5% The GM is free to allow Fickle on
powers that can interfere with a lesser also applies to powers that work at a any power. It fits many visions of mag-
being’s capabilities in any case, this penalty, or not at all, in certain places; ical powers – even those that don’t
weakness isn’t a particular limitation e.g., magical powers, which rely on involve spirits. However, it’s rarely
of divine powers. A deity might cut off the area’s ambient magical energy, or suitable for divine powers, save per-
the powers of an unfaithful servant – mana (see p. B235). A power that gets haps those granted by tricksters.
but again, that’s a separate limitation bonuses for location about as often as Required disadvantages are much less
(see Required Disadvantages, p. 21). it gets penalties doesn’t qualify – that’s random, and better suit the decisive
worth +0% (see Zero-Cost Modifiers, nature of most deities.
Powers that only work in a particu- p. 27).
lar environment also don’t qualify.
Heat/Fire power might not work with- • If the power manipulates ordi-
out oxygen, Sound/Vibration power nary, natural energy that mundane
might fail without a medium to trans- insulators can block, add -10% to the
mit it, and so forth, but such restric- power modifier. This might be true for
tions don’t cut the user off from his certain elemental powers, such as a
power source – they limit his ability to Light power that lets the user shape
project his power. See Mundane ambient light or a Radiation power
Countermeasures (p. 20) for the appro- that concentrates and directs cosmic
priate limitation. rays.
This leaves two broad categories Fiction often fails to distinguish
of powers that do qualify for this these things from countermeasures.
limitation. Anything that could be an esoteric
insulator or a technological counter-
measure gives -5%; anything that
Every power involves directing some
kind of energy.
24 BUILDING POWERS
OTHER FACTORS there are practical reasons to keep lim- make the power modifier +0%. That
itations between -10% and -20%. way, the power’s abilities are no less
The possibilities discussed so far useful than wild advantages worth the
are merely the most common compo- A -5% limitation simply isn’t mean- same number of points, and the play-
nents of power modifiers. The GM is ingful on an advantage worth less than ers won’t be faced with a restriction
free to add an enhancement if the 20 points – point costs round up, so that doesn’t give a fair discount. For
power is hard to counteract, or if its 5% off a cost under 20 points means more on this option, see Zero-Cost
abilities are otherwise better than wild paying full price. Since few players Modifiers (p. 27).
advantages. Conversely, he might will suffer the restrictions of a limita-
assess a limitation if the power isn’t tion without receiving a discount, a Power modifiers much beyond
always available, or if its abilities are -5% limitation encourages players to -20% also have problems. Many spe-
somehow less useful than normal. ignore appropriate and interesting cial limitations are worth -50% or
low-cost traits. By contrast, a -10% -60% . . . but since a net limitation
Discretionary modifiers must be limitation is meaningful for advan- more severe than -80% becomes
balanced with respect to standard tages worth as little as 10 points, and a -80%, players may avoid these inter-
ones. A good way to ensure this is to -20% limitation is significant for traits esting options if the power modifier
base them on the general modifiers in down to 5 points. is large. In fact, suffering the restric-
Chapter 2 and the Basic Set. If all of a tions of -85% or more in limitations
power’s abilities have an ordinary And of course since players are fru- in return for an 80% discount is the
enhancement or limitation, make this gal with points, the more substantial kind of rotten deal that can steer
part of the power modifier. Doing so the discount, the more likely the limi- players away from the power. Some
has the additional benefit of making tation – and hence the power – is to will compensate by adding heaps of
the power modifier “shorthand” for a see use. If you end up with a -5% lim- inappropriate enhancements to bal-
long list of modifiers. itation, consider going back and find- ance the limitations, which can ruin
ing another -5% or more. character concepts.
A few examples:
If you want a trivial limitation, dis-
• Accessibility: Most GM-defined pense with formal limitations and
limitations fall into this category, and
affect when or where the power works. Quick Reference:
Try to keep the value between -10% Power Modifiers
and -30%. Limitations that restrict the
power to certain targets are only When calculating power modifiers, it’s useful to have all the
appropriate if all of the power’s abili- numbers in one place. Unless indicated otherwise, all modifiers are
ties affect others. cumulative.
• Costs Fatigue: This is one way to Channeled Energies
balance powers against cinematic Ambient energies blocked by (choose one)*:
skills and spells that cost FP. It adds
-5% per FP per use – but note that con- Esoteric or supernatural item/condition: -5%
tinuing effects follow special rules (see Mundane item/condition: -10%
p. B111). If the FP must come from an Fickle: -20%
Energy Reserve (p. 119), rendering the
power ineffective when the ER is Cosmic Power: +50%*
empty, add a further -5%.
Countermeasures*
• Nuisance Effect: A power’s abili- Mundane countermeasures: -10%
ties might have negative side effects. Special advantages or skills: -5%
Be creative! For instance, using each Technological countermeasures: -5%
ability might trigger a distinct, loud
tone, interfering with stealth and Required Disadvantages
social interaction, and letting the Code of conduct: Point value of
hero’s enemies know what he’s up to.
Most Nuisance Effects are worth -5%. required disadvantages,
expressed as a percentage.
FINALIZING Power disappears (choose one):
THE MODIFIER Gradually: +5%
Immediately: +0%
After calculating individual modi- Power turns against user: -5%
fiers for countermeasures (or no coun- Restoration requires (choose one):
termeasures), required disadvantages, A day: +5%
channeled energies, and anything else A week, a minor quest, or minor harm: +0%
you wish to consider, add them togeth- A month, a major quest, or serious harm: -5%
er to find the final power modifier.
There are no firm limits on this, but * Cosmic powers can neither be blocked nor have countermeasures.
BUILDING POWERS 25
In addition, when a severe limita- the way novels and movies depict to the point where you can channel it
tion is rigidly enforced, it tends to those powers. Each lists its individual for superhuman feats, you must
limit an advantage so much that it’s no subcomponents to make it easier to engage in exercises and meditation for
longer fun. When it isn’t enforced, customize and to demonstrate the a few hours each day. This require-
some PCs get a free lunch, which can principles of design. The overall mod- ment is a -10-point disadvantage
unbalance the game. Either outcome ifier is the sum of these parts – don’t (-10%), most often Disciplines of Faith
is bad – but it’s especially damaging in apply the component modifiers a sec- (Monasticism or Mysticism) or a com-
the case of powers, as the effects ond time! Be sure to change the gener- parable major Vow. Should you neg-
extend across many advantages. ic names to suit specific powers. lect this, your power fails you the first
time you call upon it under stress
In general, if a power modifier is a Biological (+0%). To restore it, you must take
limitation more severe than -20%, 1d days to rebalance your chi
consider paring it down to -20% by -10% (+0%). Until you do, you feel ill;
removing elements that aren’t truly the GM should choose one of
necessary to convey the “feel” of the Your power is a physical capability these afflictions from Irritating Condi-
power. of your body. It’s fatiguing to use tions (p. B428): Coughing/Sneezing,
because your metabolism must supply Drowsy, Nauseated, or Pain.
Giving It a Name all of the energy: pay an extra 1 FP
whenever you use an active ability Cosmic
Give each power modifier a unique (Costs Fatigue, 1 FP, -5%). Anything
name. Make this descriptive, so that that upsets your unique metabolism +50%
it’s clear which power it represents: might deprive you of your power –
Animal Control, ESP, Good, Light, including targeted pathogens, drugs, Your power originates from the
Magical, Power of Thor, Psychic and nanotech designed by your ene- energy of creation! Your abilities
Healing, Psychokinesis, Telepathy, etc. mies (technological countermeasures, ignore the ordinary countermeasures
-5%). that work against wild advantages,
SAMPLE and you always have access to them –
MODIFIERS Chi nothing can neutralize your power or
cut off its energy source. This is iden-
Below are examples of power mod- -10% tical to the +50% level of the Cosmic
ifiers appropriate to broad categories enhancement on p. B103. If you have
of powers. They attempt to stay true to Your power emanates from your individual abilities with more expen-
life force – a mysterious energy often sive versions of Cosmic, your power
called chi or ki. To strengthen your chi modifier only covers the first +50% of
their value; after that, you must pay
for Cosmic normally.
Divine
-10%
A deity grants you your power.
Nothing can prevent your god’s power
from reaching you . . . but your patron
expects certain behavior in return.
The precise details depend on your
god.
A good god expects you to lead a
virtuous life. The required moral code
is a -10-point disadvantage (-10%),
typically Honesty (12), Sense of Duty
(Coreligionists), or a major Vow.
Should you transgress, your god will
suspend your power – but since he’s
benevolent, he won’t cut you off if this
would endanger you (+5%), save for
the most egregious of sins. To make
amends, you must offer significant
penance: up to a month of fasting,
questing, or equivalent (-5%).
An evil god lets you do as you wish,
provided you make suitable sacrifices,
corrupt the innocent, etc. These
26 BUILDING POWERS
Zero-Cost Modifiers Magical
A power modifier can be +0%. This means that, on average, the -10%
power’s abilities are neither better nor worse than wild advantages. It
doesn’t mean that they are identical to wild advantages. Your power channels ambient
magical energy (mana). This is diffi-
A power might end up with a +0% modifier because its benefits and cult to block and found almost every-
drawbacks cancel out. Whether this is by design or coincidence, it’s where. “No-mana zones” – areas
important to spell out the effects to keep players from assuming that where your power doesn’t work at all –
zero cost implies zero effect. For instance, Things Man Was Not Meant occur only rarely in nature. However,
To Know might grant cultists an unstoppable power (Cosmic, +50%), low-mana zones are more common,
but they might be fickle (-20%) and demand extremely strict behavior and all rolls to use your abilities are at
(-25% for required disadvantages) – and using the power might have -5 in such regions. This aspect of the
unpleasant consequences (Nuisance Effect, -5%). The total modifier is limitation is worth -5%.
+0%, but certainly not irrelevant!
In addition, a variety of anti-pow-
The rules for countermeasures, required disadvantages, and chan- ers can thwart your abilities. The
neled energies can also result in a +0% modifier. A power might face Mana Damper advantage simulates
countermeasures different from but no more common than those that the effect of a low- or no-mana zone,
affect wild advantages . . . or require minor upkeep that the user can while Magic Resistance shields others
safely put off for a day . . . or channel energy that isn’t prone to interfer- from your attacks. Moreover, spells
ence. All of these things are worth +0%, but you should still note them, that dispel or protect against magic
because they can matter in play. affect your abilities exactly as if they
were spells. This is worth another -5%.
Finally, the GM can add a +0% modifier as a “special effect,” possi-
bly for the sole purpose of marking the power’s abilities as part of the This modifier is identical to the
power. Even then, the modifier isn’t irrelevant. If nothing else, it deter- Mana Sensitive limitation on p. B34.
mines which advantages benefit from the power’s Talent and what traits
those who have the power can add later on (see Adding and Improving Moral
Powers, p. 33). It might even make the power mutually exclusive with
some other power. -20%
requirements are worth -10 points Elemental Your power comes from some cos-
(-10%), most often in the form of mic moral principle – Chaos, Evil,
Intolerance or a heinous major Vow -10% Good, Order, etc. – that transcends the
such as “Kill someone on the night of mortal and even the divine. This isn’t a
the full moon.” If you forget, your Your power lets you manipulate an true cosmic power . . . it’s more like
deity will revoke your power instantly “element”: one particular kind of natu- half a cosmic power, because it has an
(+0%). It will turn on you in horrible ral matter or energy, or its absence. opposing anti-power (-5%): Chaos vs.
ways until you make amends (-5%). A Examples include Air, Cold/Ice, Order, Evil vs. Good, and so on. This
single killing or desecration will get Darkness, Earth, Electricity, Heat/Fire, anti-power offers its wielders
you back in favor – since you’ve Light, Radiation, Sound/Vibration, Neutralize and Static abilities (and
already sold your soul, this should be and Water. This power isn’t psionic or perhaps other gifts) that they can use
easy for you (+5%). channeled from an elemental god; against you. Your power gives you
powers like that are Psionic or Divine, similar weapons, of course.
An ineffable force of nature only respectively. Instead, you’re cosmically
rarely concerns itself with mortal attuned to your element; in effect, you Your ability to tap this power stems
affairs, leaving you free to act in its are an elemental spirit. from your dedication to a moral code,
name as you see fit. But it has princi- to which you must adhere at all times.
ples – often strange, confusing ones – The GM should choose a mun- This is a -15-point disadvantage
that constitute a -10-point disadvan- dane countermeasure or insulator (-15%), usually Fanaticism – although
tage (-10%), perhaps a Code of Honor that can interfere with your elemen- Honesty (9) or Sense of Duty
such as “Respect nature, and violently tal energy. Either way, this is worth (Humanity) is just as likely for Good.
oppose those who do not” or a com- -10%. If your element would not log- If you falter, even for a moment, you
plex Trademark that few can under- ically merit the full -10% for counter- lose your power instantly (+0%). To
stand. It will immediately cut you off measures or channeled energies, the get it back requires an extreme
for any perceived improbity (+0%). To GM may rule that this limitation is a demonstration of commitment that
get back in good standing, you must little of both. It’s fairest if every ele- costs at least 2d days of lost time or
complete a minor quest (+0%) sug- mental power is more or less equally earnings (+0%). Details are up to the
gested to you through omens. limited. GM, who should pick something
appropriate to your power; e.g., a
large donation to charity, for Good.
This modifier only exists in settings
with absolute morality, where moral
forces battle openly in the world and
are both tangible and detectable.
BUILDING POWERS 27
Nature Stacking Power Modifiers
-20% A power modifier works like any other limitation or enhancement. It
obeys all the usual rules for modifiers. It applies to all of the power’s
Your power channels the vital ener- abilities (but not to its Talent, required disadvantages, or Unusual
gy that surrounds all living things. Background, if any).
This exists even in the driest deserts
and on the most barren peaks, but the If an ability has other modifiers, add the power modifier to them
ravages of civilization interfere with it, normally. For example, an advantage with +150% in enhancements and
acting as a mundane insulator against -50% in limitations would cost +100% – but as the ability of a power
your power (-10%). You’re at -1 to use with a -10% power modifier, its final modifier would be +90%.
your abilities in a despoiled wild place
such as a clear-cut forest, -3 in a city, -5 Power modifiers aren’t exempt from the rule that modifiers can’t
amidst ordinary pollution, and -10 in a reduce cost by more than 80% (see p. B110). If the total modifier on a
poisoned wasteland. given ability, including the power modifier, is worse than -80%, treat it
as -80%.
Technology – not technological
countermeasures, but any technology No advantage can have multiple power modifiers. (Exception: A
– also impairs your power. In effect, power can be both Elemental and Super.) It’s legal to have multiple pow-
it’s a mundane countermeasure ers, but their modifiers never apply simultaneously. When someone
(-10%). You’re at a penalty equal to takes an ability that several of his powers have in common, he must
half the TL (round up) of the most decide which power it comes from and apply the modifier for that
advanced manufactured item you’re power only. If he wants the ability for more than one power, he can buy
carrying, wearing, or riding in or on. multiple copies – see Uniqueness (p. 12).
Use the full TL of implants. Thus, a
TL3 sword gives -2, while a TL8 pace- The discount pricing schemes under Uniqueness and Alternative
maker gives -8. Abilities (p. 11) use the final, modified costs of the traits involved. Add
all modifiers, including power modifiers, to all relevant abilities, and
An ability that requires no die roll then apply any special discount.
loses 10% of its effectiveness (bonus to
reactions or skills, DR, etc.) per -1 Spirits are fickle (-20%), and
instead. If the penalties total -10 or whether they answer your summons
worse, you’re powerless. at all depends on an unmodified reac-
tion roll. You can command them, but
This modifier best suits Animal you must show basic respect. This
Control, Plant Control, and Weather imposes a -5-point disadvantage (-5%)
Control powers. – typically Disciplines of Faith
(Ritualism), Sense of Duty (Servitor
Psionic Spirits), or a simple Trademark in the
form of a small offering or token. If
-10% you fail to live up to this, the spirits
turn against you, depriving you of
Your power is an innate capability your power at the worst possible
of your mind. The energy comes from moment (-5%). Since they ultimately
within, but a large number of counter- want you to turn them loose on the
measures exist, including anti-powers world, though, it’s easy to make
in the form of Antipsi power (-5%) and amends – a minor sacrifice, such as a
technological countermeasures in the food offering, is usually enough
form of “psychotronic” or “psi-tech” (+5%).
defenses (-5%).
The spirits associated with an indi-
The Basic Set includes several vidual ability might be more or less
specific examples of psionic powers: friendly, giving from -4 to +4 on reac-
ESP, Psychic Healing, Psychokinesis, tion rolls. If so, that one ability has an
Telepathy, and Teleportation. extra -5% modifier per -1, or +5% per
+1, on top of the basic power modifier
Spirit that applies to all abilities.
-25% In some settings, spirits aren’t this
capricious and the GM might dispense
Your power comes through com- with the reaction roll. This reduces
manding spirits: you give orders and Spirit to -5%.
the spirits do the work. Since only
those with powers of their own are
likely to realize this, it’s often hard to
distinguish your abilities from chi,
psi, etc. But there are some important
differences.
28 BUILDING POWERS
Super and that weird-science devices built by the world. For instance, being under-
gadgeteers can block them or even water might be as effective as Static or
-10% steal them (-5%). In effect, this is just a power-suppressing serum for negat-
a special form of the Psionic limita- ing a fire-related power. If your power
Your power is a “generic super- tion. In many settings, the two are one is like this, you may give it both the
power.” Details depend on the game and the same. Super and Elemental modifiers. This
world. What’s common to all such is an exception to the restriction
powers is that they face Neutralize Certain super-powers are subject to against “stacking” power modifiers.
and Static – as wild advantages and as mundane insulators or countermea-
part of various anti-powers (-5%) – sures that limit their ability to affect
PRICING TALENTS
The final component of a power is Talents (see p. B89) – is reasonable for points/level. Talent for a power so
its Talent. This advantage comes in most games. In highly cinematic broad as to encompass nearly any-
levels and gives a bonus equal to its games, the GM is free to allow as thing (e.g., “Cosmic Talent”), or that
level on any success roll made to use much Talent as he can tolerate. otherwise transcends the normal limi-
any of the power’s abilities. This tations of source, costs 15 points/level.
includes DX rolls to maneuver with Most Talents cost 5 points per level. No modifier of any kind ever applies
movement abilities; Innate Attack skill A Talent with a wide range of applica- to the price of Talent.
rolls to hit with attacks; IQ, Will, and bility, comparable to Magery, costs 10
Perception rolls to use mental abili-
ties; and any other success roll the GM In highly cinematic games, the GM is
requires for the power. free to allow as much Talent as he can
tolerate.
Talent doesn’t modify rolls for the
effects of abilities; e.g., damage rolls, Existing Advantages
the target’s resistance roll, or rolls on as Talents
the Fright Check Table (p. B360). It
applies only to success rolls made by The GM may opt to interpret advantages from the Basic Set as
the user. Talent doesn’t normally mod- Talents for suitable powers. To qualify, a trait must come in at least four
ify reaction rolls, either, but the GM levels that cost between 5 and 15 points apiece, act mainly as an apti-
might make exceptions for entities tude that gives a bonus to some kind of success roll, and not be appro-
directly conjured by the power (such priate as the ability of a power in its own right.
as Allies with the Summonable
enhancement) and beings associated Most importantly, the advantage must suit its new role! The best
with the power’s source (such as examples are Magery (without any special modifiers) as Talent for a
angels that serve the god behind a magical power and Power Investiture as Talent for a divine power. Even
divine power). mundane Talents may be suitable; e.g., the GM might rule that Green
Thumb represents Talent for a plant-control power.
Talent also doesn’t affect rolls to
work around limitations on the This is a useful tool when introducing powers into a campaign that
power’s abilities. For instance, it does- formerly lacked them. For instance, a traumatic supernatural ordeal
n’t benefit the activation roll called for might lead a mage to discover how to use the abilities of a magical
by the Unreliable limitation. In partic- power . . . because he had its Talent all along.
ular, it never affects the reaction roll
required for fickle channeled energies, The GM can get creative, too. For example, he could use these rules
even if the GM rules it affects other to model political power, with nations for sources and economic and
reaction rolls. military interventions as abilities. What would be appropriate as Talent?
Status, of course!
Talent for a power only gives a
bonus with the abilities of that one Identifying an existing advantage as the Talent of a power doesn’t
power. Since individuals with multiple change its point cost.
powers must assign each of their abil-
ities to a specific power, no die roll
ever benefits from two or more
Talents.
To prevent heroes from becoming
too capable, and to avoid watering
down the value of attributes and skills,
the GM should set a limit on how
many levels of Talent are available.
Four levels – just as for mundane
BUILDING POWERS 29
RELATIONSHIPS
BETWEEN POWERS
Once you know a power’s source, Variations are reasonable – per- Of course, these abilities are likely to
focus, abilities, power modifier, and haps even desirable – as long as they’re manifest differently from deity to
Talent, you have everything you need balanced. For instance, if one of the deity, and it’s important to note the dif-
to start using it in play – if it’s the only above abilities doesn’t make sense for ferences.
power in the campaign, or one of a a particular element, its power should
small number of intentionally unrelat- get a suitable replacement (e.g., Once again, power modifier and
ed powers. If the game incorporates Sound/Vibration power might get Talent shouldn’t vary from power to
many powers that are likely to interact Mimicry instead of Alternate Form). power. All divine powers call for the
with one another, though, things will And to keep things interesting, each Divine modifier (p. 26), suitably
run more smoothly if there’s an over- power ought to have a list of unique renamed (e.g., “Power of Thor”). Use
arching logic to it all. This sometimes abilities, too – but these lists should be Power Investiture (p. B77) as Talent;
means revisiting a few powers to do a comparable in scope. most divine powers are sufficiently
little “fine tuning.” broad in scope to justify the expense
To keep one element from seeming (10 points/level).
POWERS obviously “better” or “worse” than the
WITH SIMILAR others, use the Elemental power mod- Moral Forces
SOURCES ifier (p. 27) for all of these powers.
Spell out its precise effects in each Moral powers are in many ways a
In fiction, powers with similar case. Finally, give each power a Talent hybrid of the elemental and the divine.
sources often differ in focus and have – Heat/Fire Talent, Sound/Vibration On one hand, they deal with “elemen-
dissimilar abilities. They might even Talent, etc. – priced in line with the tal” Good, Evil, Order, Chaos, etc., and
oppose one another. But they general- scope of elemental powers in general, like true elemental powers, should
ly resemble each other in composition. so it costs the same in all cases. include a shared tool kit of abilities
In game terms, they offer comparable that channel their respective foci. In a
options during character creation: The Pantheon cinematic setting, this analogy might
they’re close in scope, their power be complete, with moral powers offer-
modifiers are equal in value (if not If the game world features many ing Innate Attack (bolts of power for
effect), and their Talents have the divine powers, each should mirror the smiting foes in the eternal struggle for
same price. Thus, two characters with sphere of influence of the deity that the hearts of men) – and even Create
the same number of points to spend bestows it. This means that abilities and Control, if the GM wishes to
on a power will enjoy about the same will vary widely from power to power. define them.
degree of flexibility no matter which For instance, Innate Attack is fine for
power they choose. Below are three the Fire God, the Death God, and the On the other hand, moral forces –
cases of particular importance. God of War, but hard to justify for the like deities – have different spheres of
Patron God of Masons, and just influence in the world, so the associat-
Elementals silly for the Goddess of Healing. But ed powers tend to have unique capa-
the Goddess of Healing might be the bilities, too. For instance, abilities that
In settings with elemental powers, only deity who grants the Healing pertain to light, healing, and warmth
individual powers should have rough- advantage! suit Good, while those that deal in
ly the same number of abilities per darkness, harm, and cold befit Evil.
major category. Each power might It’s still important to make the All that matters is that the powers are
include Alternate Form combined powers comparable in scope. Perhaps comparable in scope, and that power
with the appropriate elemental meta- each god offers five Great Blessings modifier (see Moral, p. 27) and Talent
trait; Create, Control, and Detect with (or Curses) and 10 Lesser Blessings, or are identical in size for each power.
respect to its element; Innate Attack a different ability for each of the 13
for lethal elemental bolts; one of lunar months, or some similar POWER VS.
Binding or Obscure as a nonlethal arrangement. It shouldn’t be possible POWER
attack; a suitable movement ability, to tell which god is most influential
such as Tunneling for Earth or Flight just by looking at what faithful mor- It’s also important to consider
for Air; and DR with the Limited mod- tals can do . . . not unless you intend which powers can cancel out which
ifier for that one element. that as part of the setting! other powers – and how. Below are the
two most common cases. For more
A few abilities should be common information, see Opposed Powers
to all divine powers. Details depend on (p. 21).
the genre and game world; for
instance, in fantasy settings, Blessed
and True Faith seem almost universal.
30 BUILDING POWERS
Opposing Foci However you handle it, there’s little anti-power (see Anti-Powers, p. 20),
need to revisit the abilities, power the implications are more profound:
If two powers have opposing foci – modifier, or Talent of either power . . . you must create an entire anti-power.
Light and Darkness, Heat/Fire and although the game will be more excit- At minimum, an anti-power needs
Cold/Ice, etc. – but neither can disem- ing if you go back and make sure that Neutralize and Static against any
power users of the other, there needn’t the powers have a few abilities that power that names it as a countermea-
be any game effect. But it’s more fun if can shoot each other down or cancel sure. Most anti-powers include other
those with such powers can use their each other out in battle! “anti-abilities” as well: Resistant,
abilities to “block” and “parry” one Obscure, Afflictions that negate
another (see Defending with Powers, True Anti-Powers abilities or Talent, etc. Further details
p. 167) – and in fiction, it’s often impos- depend on the nature of the
sible for an individual to possess both If the campaign includes powers anti-power.
powers. Either consideration merits a that receive a discount for having an
brief note in the power description.
Structure Within Powers
The GM needn’t let those who possess a power discover forgotten or unknown abilities, he must
spend points freely on any of its abilities. Some reason- research them.
able restrictions can curb abuse and give the power
more depth. A few suggestions appear below. These The GM should decide what specific deeds, skill
assume that powers are just about the only way to rolls, and prerequisite traits unlock the abilities on the
acquire exotic and supernatural advantages. They’re secret list. Those who wish to start with secret abilities
meaningless if every advantage is available “in the must buy an Unusual Background.
wild.”
Level Limits
These stipulations don’t make the power cheaper. If
nothing else, access to the special options in Chapter 4 Users can’t spend as many points as they wish on
more than makes up for them. Be sure to note all appli- open-ended abilities or those that come in levels.
cable restrictions and options in the power description Instead, each trait has a maximum point expenditure
– they’re as much a part of the power as the abilities or level – GM’s decision – and this defines the limits of
themselves. the power’s capabilities.
Prerequisites Level limits might apply across the board to all users
(“Maximum Innate Attack is 8d.”) or depend on the
Some abilities have other abilities or a minimum user’s Talent (“Maximum Innate Attack is 2d ¥ Talent.”).
level of Talent as prerequisites. To be able to purchase They might also vary between powers; for example, the
advanced abilities, the buyer must first get the basics. destructive power of Chaos might leave Innate Attack
The power might have several chains of prerequisites, open-ended but limit Damage Resistance, while the
which might run parallel to one another or converge at protective power of the Mother Goddess might do just
the power’s “apex” abilities. Usually, the more expensive the opposite.
and powerful the advantage, the further up a chain it is.
Required Modifiers
A given ability is likely to have a different set of pre-
requisites for each power that offers it . . . and might Particular advantages must have certain modifiers
itself be a prerequisite for something different in each to qualify as abilities of the power. General limitations
case. The abilities of one power never count as prereq- that apply to all of the power’s abilities are just part of
uisites for those of another power! the power modifier, but the power’s source or focus
imposes additional modifiers on specific abilities.
Secret Abilities
Required modifiers are frequently enhancements.
Not every user is aware of all of the power’s abilities. These make abilities more expensive – which in turn
Perhaps the force that grants the power or the teachers helps curb abuse. For instance, the attacks of cosmic
who instruct others in its use deliberately keep the most powers must take a +50% or +250% enhancement over
potent abilities secret, or perhaps certain abilities have and above the power modifier to be lingering or irre-
been forgotten – or haven’t been discovered yet. sistible (see No Countermeasures, p. 21).
A power like this has two lists of abilities: a “public” Required modifiers might instead be limitations.
one, known to all users, and a “secret” one, known only These give the GM a way to control the affected ability
to the GM. To gain access to deliberately hidden abili- in play. For example, the Telekinesis advantage must
ties, the hero must first prove his worth to his god, have the Magnetic limitation when it occurs as part of
masters, etc., or achieve a minimum level of Talent. To the Magnetism power.
BUILDING POWERS 31
One-Way POWERS, GREAT For powers less than cosmic in
AND SMALL importance, add this modifier to the
Some anti-powers are strictly one- other components of the power mod-
way: they negate other powers, but Ordinarily, two advantages that ifier. It’s the premium for being able
nothing negates them. To prevent interact in a particular way in their to brush aside lower-tier powers.
those who have such powers from wild form interact no differently when
striking with relative impunity, which one or both belongs to a power – even Apply an additional enhancement
is neither fair nor fun, special design if their power sources are very differ- equal to the basic tier enhancement to
considerations are in order. ent. For example, Mind Shield resists any attack with a lingering effect that
all mental attacks, of any source, no lower-tier power can extinguish.
A one-way anti-power should only whether it’s a wild advantage or a chi, Apply an enhancement five times as
include anti-abilities. Since it’s almost psi, or magical ability. Similarly, large if the attack can ignore the
by definition immune to things that Damage Resistance subtracts from the defenses of lesser powers. Other forms
interfere with powers, its power mod- damage inflicted by Innate Attack, of Cosmic on attacks have their full
ifier should never be less than +0%. regardless of the source of cost, less that of the tier modifier. For
Particularly far-reaching anti-powers either trait, unless the DR
might even qualify for the +50% is limited not to work instance, in a three-tier system, the
Cosmic enhancement! Finally, the against the attack or the middle-tier power has a basic
power should be mutually exclusive Innate Attack is +25%; pays an extra +25%
with any power it negates . . . and per- enhanced to bypass DR. (total +50%) on lingering
haps even with all other powers. Cosmic powers are the attacks and +125% (total
sole exception; see p. 21. +150%) on irresistible
Contrary to the Antipsi power on attacks; and pays +25%
p. B255, though, it isn’t an absolute If you wish, though, less for all other Cosmic
requirement that powers like this lack you can set things up so that attack modifiers.
a Talent. Many anti-abilities are active, certain powers operate on a higher These not-quite-Cosmic
not passive – and even those that are plane than others. To do so, arrange
“passive” can be used actively to per- the powers into “tiers.” Whenever a enhancements don’t let powers
form the special feats in Chapter 4. power interacts with a higher-tier bypass wild advantages! Wild traits
power, treat the higher-tier power as if exist outside the hierarchy – only truly
For examples of powers like it were cosmic. For instance, if there cosmic powers can ignore them. In a
this, see Anti-Magic (p. 121), Antipsi are three tiers, then bottom-tier See setting where powers are this ordered,
(p. 122), and Anti-Super (p. 122). Invisible can only defeat bottom-tier though, only mundane and racial
Invisibility; middle-tier See Invisible advantages should be wild.
Two-Way can pierce bottom- or middle-tier
Invisibility; and top-tier See Invisible Example: Supernatural powers in
Not all anti-powers have “negating can penetrate any Invisibility. a particular fantasy world are
other powers” as their sole focus. arranged in five tiers. At the top is
Many are broader powers that happen In this model, truly cosmic the raw power of existence, wielded
to include the capacity to disrupt powers add +50% to their power only by the gods. This is Cosmic,
another power – and the flaw that modifier and are superior to all +50%.
another power can disrupt them. other powers. The “least” powers
There are many possibilities: a pair of add +0% and are inferior to all oth- On the second tier are grand moral
opposing foci taken to an extreme (A ers. Powers in between add an inter- aspects of existence, such as Good and
negates B, B negates A); powers mediate value that depends on Evil. These powers add +35% to the
arranged in a “ring,” with each power which tier they occupy and how usual -20% for Moral, for a net +15%.
affecting one other (A negates B, B many tiers there are, as follows:
negates C, C negates A); or something Next come the powers that the
more complex. Two tiers: Tier 1 (Cosmic), +50%; gods bestow upon their servants,
Tier 2 (everything else!), +0%. “stepped down” so that mortals can
Be sure that a two-way anti-power use them safely. As third-tier powers,
possesses abilities that can interfere Three tiers: Tier 1 (Cosmic), +50%; they get +25%. Combined with the
with the power it’s supposed to negate. Tier 2, +25%; Tier 3 (least), +0%. -10% for Divine, the final power mod-
It might include other abilities, too; ifier is +15%.
this isn’t particularly unbalanced, Four tiers: Tier 1 (Cosmic), +50%;
since another power can negate it. For Tier 2, +30%; Tier 3, +15%; Tier 4 Fourth are spirit powers, which
instance, Good and Evil powers might (least), +0%. flow from entities that are more than
include Neutralize and Static with mortal but less than divine – elemen-
respect to one another as well as the Five tiers: Tier 1 (Cosmic), +50%; tals, demons, etc. They get +10% for
other abilities mentioned under Moral Tier 2, +35%; Tier 3, +25%; Tier 4, being fourth-tier powers. With the
Forces (p. 30). +10%; Tier 5 (least), +0%. -25% for Spirit, this comes to -15%.
When calculating the power modi- Six tiers: Tier 1 (Cosmic), +50%; Last come the mortal disciplines of
fier for such powers, take care that it Tier 2, +40%; Tier 3, +30%; Tier 4, chi control, magic, and psionics.
includes the -5% discount for an anti- +20%; Tier 5, +10%; Tier 6 (least), These have no links to the divine, and
power. Some of the modifiers on +0%. are the least of powers. They use Chi,
pp. 26-29 already include this. Magical, and Psionic as written, for
-10% each.
32 BUILDING POWERS
ADDING AND
IMPROVING POWERS
As the GM, once you’ve designed or options exist, you are free to choose Relationships Between Powers, p. 30),
chosen a set of powers for your cam- just one for your entire campaign – let the players know ahead of time.
paign, and specified how they interact, but it can be more interesting if you Also indicate which abilities of each
it’s time to consider their impact on make such decisions independently power are subject to the special
character design and growth. Unless for each source or power. restrictions under Structure Within
you enjoy chaos, you should be ready Powers (p. 31).
to answer your players’ questions on STARTING OUT
which powers and abilities are avail- WITH POWERS How Many Powers?
able to PCs, and with what restric-
tions; how many different powers one In a “powers-centric” game – e.g., a Specify how many powers a given
person can possess; and how many horror campaign that features psychic PC can start out with, too. This usual-
points each hero may spend on pow- abilities, an over-the-top kung fu cam- ly depends on the scope of the avail-
ers. Your answers will often differ for paign with chi powers, or almost any able powers.
starting characters and those in play. supers campaign – the PCs might have
access to powers from the start. Powers, Unlimited
Chapters 5 and 6 take a detailed Before anyone spends a single point,
look at these matters, but the most though, you should decide on the If powers are narrow, with relative-
important rule fits in one sentence: extent of this access. ly few abilities, then it’s reasonable to
allow each hero to have several, as
You can always say “no” to any- Allowed Powers long as none of them are mutually
thing you feel is inappropriate for a and Abilities exclusive by design. A PC who buys an
PC. ability common to more than one of
Make a list of the powers available his powers must assign it to a specific
Still, the game is more fun if you to PCs. Clearly state the source of power. It only benefits from that
don’t have to say “no” all that often. each, and spell out any limitations power’s Talent and counts as a prereq-
Below are some suggestions for keep- inherent in its power modifier. If uisite for that power’s abilities.
ing powers under control without some powers exclude, supersede, or
being heavy-handed. None of these are superseded by others (see One Power Per Hero
are hard-and-fast rules, and most offer
multiple choices. Where several On the other hand, if powers are
very broad – or in a secret-powers
PC Powers vs. campaign where each hero is sup-
NPC Powers posed to have a single special gift –
you might wish to limit each PC to just
A “player character power” is one that players may buy for their one power. Specify whether powers
characters, either during character creation or in play. It should be bal- are mutually exclusive by nature or if
anced above all, with a modest power modifier – say, a -10% to -20% this is just a starting condition. In the
limitation – and abilities that are useful but unlikely to short-circuit the latter case, it might be possible to gain
plot. The GM should realize that the players won’t be impressed by such new powers in play.
a power when it shows up in the hands of an NPC opponent . . . they’ll
be ready for it! One Source Per Hero
A “non-player character power” is reserved for NPCs under the GM’s An in-between option is to restrict
control. It might include abilities that could harm the plot, or have a each hero to a single source but
power modifier that no player (or every player!) would want, or simply impose no limit on the number of
be a secret. It should still be fair in cost-to-benefit terms. “Ultimate pow- individual powers he may have. For
ers” might befit gods, but the powers of ordinary foes ought to be com- instance, a psi could have multiple psi
parable in strength to those of the PCs – although the effects and trap- powers but no other powers. Treat
pings may differ. each deity or moral force as a distinct
source. In most settings, it’s impossi-
There’s no rules distinction between these categories. As the GM, you ble to have multiple patron deities – or
may assign any power to either category – or move powers between to wield the power of Good and Evil.
them during the course of the campaign.
Points in Powers
It’s wise to limit the number of
starting points the PCs can spend on
powers. This can be as important as
how many starting points they have in
BUILDING POWERS 33
the first place. A 200-point game with it represents learned aptitude, only who gain new abilities must buy them
no limit on powers can get out of hand those who can actively exercise their with one or more of Uncontrollable,
faster than a 300-point game with a abilities are likely to have it. Unreliable, and Untrainable (see
50-point limit – or even a 400-point p. B116). Later improvement can
game with no powers. The point costs ADDING AND remove these limitations.
of individual traits are balanced, but IMPROVING
it’s hard to predict every possible POWERS IN PLAY To keep the heroes from develop-
abuse of capabilities that don’t exist in ing so quickly that they become unrec-
the real world. Those with a power’s Talent or any ognizable, the GM should allow each
of its abilities (that is, any advantage PC to do only one of the following per
Special Starting with its power modifier) are said to game session:
Conditions possess that power. In most settings,
they can spend earned points to 1. Add one level of Talent. Those
Here are some additional options improve their Talent and abilities in without Talent may buy the first level.
that can help keep powers under con- play.
trol at the start of a campaign. 2. Add one level to an existing abil-
Individuals who have neither ity that comes in levels. For abilities
Ability Without Talent Talent nor ability lack the power – that allow the buyer to spend any
even if they have wild advantages that number of points, such as Morph, a
The PCs can buy abilities for their appear among the power’s abilities. recommended limit is 5 points per
powers (subject to any other restric- But they might be able to acquire the game session.
tions you wish to impose) but can’t power later on, if the GM wishes.
start out with Talent – they must 3. Add one level of an enhancement
acquire this in play. This has the effect As the GM, you’re free to rule on that comes in levels to one ability that
of making powers somewhat impre- either situation on a case-by-case already has that enhancement.
cise. In effect, the heroes are “just basis. To avoid arguments, though, it’s
starting out,” and must learn to wield best to determine these things in 4. Add one new enhancement to
their abilities with finesse. advance and apply your decision fair- one ability. This means the first level
ly and consistently during the course of an enhancement that comes in
Talent Without Ability of the campaign. levels.
The heroes can only possess pow- Improving 5. Remove one limitation from one
ers in the form of Talent. They can’t Existing Powers ability – or reduce it by one level if it
enter play with any abilities! They comes in levels.
must buy their abilities in play as Anyone who has at least one of a
explained under Talented Beginners power’s abilities can buy more Talent 6. Add one entirely new ability. This
(p. 35). This is an excellent option for or abilities if he has enough unspent means the first level of an ability that
campaigns where powers are sup- points to pay for the desired improve- comes in levels. The new ability can
posed to be secret or emergent. It ment or addition. To keep character have any combination of enhance-
especially suits a common theme in development consistent with charac- ments or limitations that suits the
supers settings: the unusual global ter experience, it’s advisable to enforce power. Regardless, if the GM rules that
event – virus, comet, mysterious rays a few additional rules: all new abilities come with a limitation
from Sirius, etc. – that triggers spe- such as Uncontrollable, Unreliable, or
cial powers in only a few talented • To add or improve Talent, the PC Untrainable, the buyer must take that
individuals. must have actively used at least one limitation and cope with it for at least
ability of the associated power during one game session. He can buy off such
Dormant Ability the previous game session or adven- limitations, one at a time, during later
ture. sessions.
Starting characters can only have
abilities they don’t know how to use. • To improve an existing ability, Finally, note that it’s impossible to
They must buy these as “potential the PC must have actively used that add, remove, or alter a power modifi-
abilities” and activate them in play, as ability during the previous game er. Power modifiers are permanent.
described under Potential Abilities session or adventure. Allowed
(below). Whether they can have Talent improvements include purchasing Latent Powers
depends on what Talent is: if it’s a nat- more levels of an advantage that
ural gift, it makes perfect sense for comes in levels, reducing or buying A power is “latent” if its possessor
those with potential abilities . . . but if off a limitation, and increasing or can’t actively use any of its abilities.
adding an enhancement. This might be because his abilities are
dormant and as yet unrealized . . . or
• To add a new ability, the PC must because he has no abilities, just Talent.
first experience suitable “trigger” con- The two are dramatically equivalent,
ditions; see Awakenings (p. 36). He but lead to important differences in
must also meet the ability’s prerequi- play.
sites, if any. At the GM’s option, those
Potential Abilities
Anyone with a power might have
abilities that he hasn’t yet discovered
or learned to use. These “potential
34 BUILDING POWERS
Learning Powers he can activate a potential ability at
any time simply by paying the remain-
It might be possible to acquire or improve powers through special ing cost.
training. This only suits a few powers – and only in certain genres. For
instance, the greatest martial-arts masters reputedly school their best • Activation works just like adding
students in chi powers, elderly shamans traditionally train their succes- a completely new ability. See
sors in spirit powers, and “psi academies” feature in many space-opera Improving Existing Powers (p. 34). The
settings. In all cases, the GM has the final say. PC needs more than points – he must
experience suitable “trigger” condi-
If it is possible to learn powers, the GM must decide how this works. tions.
Below are three sets of independent options to consider.
• Activation requires training. See
New Powers or Existing Ones? Learning Powers (box). An interesting
twist is to limit starting PCs to poten-
Students who completely lack a power might be able to acquire it at tial abilities only and require those
the feet of a teacher. This is typical of chi powers and many kinds of who wish to activate their abilities to
spirit powers. pay the residual cost at the usual rate
of 1 point per 200 hours of instruction.
On the other hand, instructors might only be able to educate those
who already possess the power, although latent power is usually enough Talented Beginners
(see Latent Powers, p. 34). Magical and psionic powers often work this
way. Heroes who possess only Talent
can normally add abilities. But gain-
Hours or Points? ing that first ability might be difficult
or traumatic! Options include:
Each point of Talent or abilities learned from a teacher requires 200
hours of instruction, like a skill. This might be the only requirement, • A talented individual can buy his
with every 200 hours giving the student 1 point to spend on his power. first ability as soon as he has enough
The GM might even rule that Talent gives the same 10%-per-level reduc- unspent points.
tion in learning time that mundane Talents give for skills (see Talents,
p. B89). • A hero with Talent can buy his
first ability only after he experiences
Alternatively, training might provide no points – just the opportuni- suitable “trigger” conditions. If the
ty to spend earned points more freely. If the student puts in sufficient GM normally requires die rolls to
hours and has enough unspent points, he can buy any improvement acquire new abilities, the roll may be
that his teachers know about (GM’s decision). This option is valuable at a penalty for a hero’s first ability. For
because it allows heroes to develop previously unneeded abilities before details, see Awakenings (p. 36).
they go into dangerous situations where those abilities would be useful.
It’s especially suitable for supers. •Those with Talent must gain their
first ability through training; see
Required or Optional? Learning Powers (box). This might
require a roll against the student’s IQ,
If training is the only way to improve powers, it may take a long time the instructor’s Teaching skill, or both
for the heroes to improve. This can be for the best if powers are sup- (GM’s option). Anything that modifies
posed to be subtle or mysterious. If instruction is an additional option trigger rolls is likely to apply to these
for improvement, however, it actually accelerates the rate at which the rolls as well. Talent always gives a
PCs gain new capabilities. bonus.
These situations aren’t necessarily exclusive. Those with latent pow- • Talented beginners have no con-
ers might require training to gain control of their abilities, after which trol over their first ability. The GM
instruction is optional. Conversely, those with potential might be able to chooses an ability and decides when
learn to use, even improve their formerly untapped gifts on their own – and how it appears. If this is complete-
but need a teacher if they wish to add new abilities. ly outside the player’s control, the GM
shouldn’t require the player to pay
abilities” cost half as many points as nothing . . . unless the GM wants it to points, as the ability might not be
usual. Halve cost after applying any manifest unpredictably. See Potential what he wanted. Instead, the points
modifiers – don’t treat this as a -50% Advantages (p. B33) for ideas. are effectively a gift – see Traits Gained
limitation. These points represent a in Play (p. B291). On the other hand,
placeholder, not the cost of a more It’s up to the GM to decide when the GM and the player could agree on
restricted ability. those who have potential abilities can a list of abilities from which the GM
pay to activate them. A few possibili- will pick one at random, in which case
To be able to use a potential abili- ties, which can vary from power to the ability has its usual cost. See
ty, the possessor must pay the resid- power: Paying the Price (p. 37) for other ideas;
ual point cost, in full, out of earned most of the suggestions for heroes
points. Until then, the ability does • Activation requires points alone. gaining completely new powers are
If the PC has enough unspent points, equally appropriate for someone buy-
ing the first ability for a power he
already possesses.
BUILDING POWERS 35
All of these options assume that it’s Awakenings
possible to add abilities in play. As the
GM, you’re free to rule that the PCs At the GM’s option, points alone aren’t enough to justify new abilities
can’t acquire new abilities – but if you for an existing power, awaken a latent power, or acquire an entirely new
do, be sure to inform your players so power. In order to spend points on a power, the subject must also expe-
that they don’t waste points buying rience a suitable external “trigger,” which is likely to be different for
Talent without abilities. each power. Some common triggers:
Adding New Powers • A deliberate, brute-force attempt to awaken the ability or power
instantly. In fiction, such an effort is usually either technological (exper-
Mythic and fictional heroes often imental drugs, surgery, etc.) or supernatural (e.g., divine intervention or
acquire powers in the course of their a magical wish) . . . and there’s often a down side, even if it works.
adventures. In settings where this is
possible, the GM should decide which • Intensive exercises, meditation, and so on aimed at gradually
powers are only available at character awakening the ability or power.
creation and which are also available
in play – or only available in play. • A stressful or dangerous situation in which the new (or newly acti-
vated) trait would directly reduce the stress or danger. For example, a
The GM should determine the con- heroine’s distress at seeing her child mortally wounded might activate
ditions under which new powers are her potential Healing ability.
available, too. These might differ
from power to power. The justifica- • Unwitting exposure to power-inducing chemicals, microbes, radia-
tions suggested under Learning tion, weird science, supernatural forces, etc. This might be something
Powers (p. 35) and Awakenings (box) normally present in the environment; a natural disaster; an accident,
for improving existing powers are weapon, or curse; or spillover from a deliberate attempt to give some-
equally good as explanations for new body else powers.
powers. For the sake of consistency
and drama, though, the GM ought to Trigger Rolls
tailor such rationales to the game
world and the specific powers found A trigger doesn’t necessarily work automatically – the GM might
in it. require the subject to make a “trigger roll.” This is a HT roll for physi-
cal abilities, a Will roll for mental ones. It’s up to the GM what to roll
In technological settings, acciden- against to acquire a new power with a mixture of physical and mental
tal exposure to power-inducing abilities.
forces is the most common origin of
powers. Aliens, mad scientists, secret Modifiers: The power’s Talent, if the subject has it. A particularly
super-soldier programs, and so on can strong or weak trigger might give a bonus or penalty (GM’s decision).
sometimes reproduce such effects The subject’s other abilities also give a modifier, as follows:
intentionally through drugs, surgery,
genetic engineering, etc. These influ- +5 to activate a potential ability (see Potential Abilities, p. 34).
ences most often give rise to biological +0 to acquire a new ability in a power where the subject already has
and psionic powers – and, in supers at least one other awakened ability (see Improving Existing Powers,
settings, elemental powers and “gener- p. 34).
ic super-powers.” -5 to acquire the first ability of a power for which the subject has only
Talent (see Talented Beginners, p. 35).
In worlds with active supernatural -10 to acquire any element of a completely new power (if this is
forces, divine intervention might grant possible at all; see Adding New Powers.
any power – although deities tradi-
tionally grant divine or moral powers, eventually gain chi or psi powers. universes. Unless the heroes achieve
or pledge the assistance of servitor Study is another possibility, with mar- godhood in play (which does occur in
beings (spirit powers). A god might tial-arts masters teaching chi powers, some myth), such powers are likely to
bestow powers on those who ask shamans training apprentices in spirit be forever out of reach.
properly, those in need, those who powers, and so on.
show great faith, or those who make a What Comes First?
generous donation to the temple. In Finally, a stressful situation could
fantasy settings, magical wishes are awaken almost any kind of power that If the heroes can add powers in
another possibility. These often result exists in the setting. Stress might be play, it’s important to specify exactly
in magical powers, and typically can’t the final trigger needed to activate what they gain when that fateful trig-
give divine or moral powers. weird-science forces . . . or the “push” ger roll succeeds, they complete their
that drives a hero to pledge his life to training, their god empowers them, or
In nearly any background, adven- a god or a moral cause . . . or the whatever. This usually depends on the
turers might discover special regimes ordeal that enlightens a novice. origin of the power. Some options:
of exercise and meditation that can
awaken powers. Those who persevere Cosmic powers are an exception to Everything! Newly empowered
and “stay with the program” might all of this. They represent the powers heroes gain fully functional abilities –
of the gods or all creation in most and possibly Talent, too. This suits
36 BUILDING POWERS
powers bestowed by deities and magi- instead of bonus character points. For possibilities; for instance, a Duty to a
cal wishes, and those taught by the instance, if the player roleplays his master for a learned power, a strict
best instructors. priest character especially well, a Vow for a divine power (see Required
divine power might be a more suitable Disadvantages, p. 21), or physical dis-
Well, almost everything. As above reward than mere character points. advantages as side effects of powers
. . . except that the new abilities come that stem from accidents, drugs, or
with one or more limitations: The gift horse. The power comes surgery.
Uncontrollable, Unreliable, Untrain- with disadvantages that partly or
able, etc. This is appropriate for any wholly “pay” for it. There are many
new power, particularly one granted
by half-understood rituals or weird Player-Designed Powers
science.
This chapter leaves all the important decisions about what powers
Potential. A new power gives one or include, how they’re structured, and how PCs can acquire them up to
more potential abilities, subject to the the GM. This is because it’s the GM’s job to design powers for his cam-
usual limits; see Potential Abilities paign.
(p. 34). This fits powers that result
from accidents: the trigger event Still, the GM might wish to let players design powers for their char-
plants a seed that blossoms into a acters. This has several benefits – the most notable of which is reducing
power at a later date. the GM’s workload in campaigns where dozens of gods grant divine
powers, each super has a unique power, and so on. And the players
Talent. Those who gain powers get might dream up good ideas that didn’t occur to the GM.
a level of Talent. To develop abilities,
they must follow the usual path of A few tips for GMs who wish to allow player-created powers:
those with Talent but no abilities; see
Talented Beginners (p. 35). This is Specify which sources are allowed. Only allow sources appropriate to
typical of powers gained through exer- the game you want to run. If you don’t want your game to include super-
cises, meditation, or training. natural beings, tell your players that they may not design divine and
spirit powers. If you’re running a sci-fi game where all powers must be
Paying the Price biological or psionic, say so. And if you want to keep certain sources
secret, or save them for NPCs, you’re under no obligation to let on that
As the GM, you also need to deter- they even exist. Sources affect the fundamental nature of the setting,
mine whether the PCs must pay for and such matters are far too important to leave to the players.
powers gained in play – and if so,
when and how. A few suggestions: Veto foci that don’t fit the setting. Even if the underlying source is
acceptable, a particular focus might be unsuitable for the campaign.
The price of admission. To acquire a For instance, a fantasy game could allow elemental powers, but only
new power, the PC must have enough Earth, Air, Fire, and Water – not Gravity and Radiation. Likewise, if the
unspent points to buy its abilities or fundamental moral conflict in the setting is Good vs. Evil, you don’t
Talent when the opportunity arises. have to allow Chaos power.
This is the best option for powers the
hero is actively working toward – List any abilities that are strictly off-limits. If you think a particular
especially if he’s earning the necessary advantage is inappropriate, or if you find it hard to cope with or simply
points through study. dislike it, you don’t have to allow it as an ability – even if it would “make
sense” for a power. If a trait is strictly off-limits to all PCs, then how a
The installment plan. As above, but PC obtains it should be unimportant.
if the hero doesn’t have enough points
to pay for his new power, he can “go Consider level limits and required modifiers. Even allowed abilities can
into debt.” Until he pays off his debt, get out of hand if players can buy high levels of open-ended traits or
he must put all earned points toward apply modifiers at will. Be sure to set general limits on effect – especial-
reducing it. Since this option curtails ly damage – and indicate forbidden enhancements or required limita-
ongoing character development, it’s tions. For further thoughts on this, see Structure Within Powers (p. 31).
best reserved for divine and moral
powers that truly demand total devo- Keep an eye on scope. Some players will cook up creative reasons to
tion, and for powers that arise from include every advantage in the Basic Set in a power. To avoid this, con-
ongoing activities (intensive training, sider limiting each power to a fixed number of abilities per category –
quests, etc.) that constitute an actual e.g., no more than two attacks, three defenses, three movement abilities,
adventure on which the hero can earn four mental abilities, and one physical transformation – and requiring
points. those who wish to trade between categories to seek permission.
The gift. The hero gets his power Set limits on power modifiers. It’s advisable to restrict players to the
for free: raise his point total and get on subset of “stock” power modifiers on pp. 26-29 that match the sources
with the game. This is a good option you wish to allow. If you decide to permit custom power modifiers, set
for true accidents, divine decrees, and strict limits on their size. Few powers truly need a limitation outside the
other events that happen to the char- -10% to -20% range, and even a flat +0% limit can accommodate plen-
acter without the player having a say ty of interesting powers.
in the matter. The fairest way to
approach this is to award powers
BUILDING POWERS 37
CHAPTER TWO
BUILDING
ABILITIES
I’d been after Anton Makram for Unfortunately, however, by sheer deeply paranoid cultural memeplex;
three weeks before I tracked him to blind stupid bad luck, before I could they think it’s smart to give their chil-
Tranquility City. He wasn’t hard to locate him precisely, I ran into him in dren boosted reflexes, augmented mus-
locate, once I’d got hold of his full pro- person. I was sitting in a café on a culature, and built-in weapons.
file. He had various peculiar dietary small pedestrian concourse when Strangely enough, at least three percent
requirements that made his purchasing Makram walked out of a side passage of them end up as active sociopaths.
records light up like a fusion drive when and spotted me. I hadn’t had time to Makram’s idea was doubtless to get to
I ran the right queries. have my face changed since our last me in a single leap and rip my throat
run-in, and I suddenly saw him staring out.
I wanted to supervise the arrest right at me from 30 yards away.
without any comm lag, so I took a flight Unfortunately for him, things didn’t
down. I wasn’t anticipating any real He leapt instantly, popping claws quite work as he intended. I think I
trouble, though; Makram was born into from his fingertips as he came. Like I even heard the impact when his head
the Schmied Kameradschaft, who are said, the Schmied Kameradschaft are met the ceiling. He landed heavily, 10
terribly old-fashioned and predictable in terribly old-fashioned, and they have a yards short of me, and staggered. His
some very important ways. so-called “survival-oriented” genemods
didn’t include any great ability to adjust
for different gravities.
Unlike mine. By the time he hit the
ground, I was already out of my chair
and going for my electrolaser. I’m not
quite as fast as him, and his skull was
evidently good and solid – but then
again, I don’t have those stupidly
expensive dietary requirements. He was
still five yards away from me when I
fired and he fell.
People began screaming a second
later. I slapped a neurocuff and
comm-blocker on Makram, and then
turned my carefully designed smile
and fine-tuned voice on my audience.
They worked just fine, of course; my
genemods are useful.
I mean, really – claws!
An ability is an advantage cus-
tomized to fit a particular game world
or work like a specific fictional exam-
ple. For instance, Innate Attack is an
advantage – but Dragon’s Breath,
defined as Burning Attack 4d (Cone, 5
yards, +100%; Limited Use, 3/day,
-20%; Reduced Range, ¥1/5, -20%), is
an ability.
Abilities typically have four parts,
but only the first of these is truly a
requirement:
38 BUILDING ABILITIES
1. Advantage(s). This determines optional. Not every ability belongs to 4. Name. A “stock” advantage name
what the ability does, on the most a power – and in some game worlds, will do in a pinch . . . but the more
basic level. The simplest ability is a all abilities are “wild,” unmodified advantages, modifiers, and special
single, unmodified advantage. On the advantages. effects the ability involves, the handier
other hand, complex abilities might a simple, descriptive label becomes.
require several advantages, possibly 3.”Special effects.” These are small
connected with Follow-Up (p. B105) ways in which the ability differs from The purpose of this chapter is to
or Link (p. B106). the underlying advantage. They might help you create interesting abilities,
have a nontrivial effect on game play, either for use on their own or as part
2. Modifiers. Most abilities have at but there’s no effect on point cost. of a power designed using the rules in
least one enhancement or limitation, Special effects are essentially informal Chapter 1.
if only a power modifier, but this is +0% modifiers. Think of them as
“quirks for advantages.”
ADVANTAGES
The first step in creating an ability martial-arts masters, omniscient Affliction
is to visualize what you want it to do deities, and the like might know what’s
and select the advantage that comes going on behind them without having see p. B35
closest to this. The choice might be to look.
clear (e.g., Innate Attack for Fire Affliction covers any attack that
Breath), but the most suitable advan- Alternatives causes an effect other than injury (see
tage isn’t always obvious – and even Innate Attack, p. 53) or physical
when you do hit upon it, you might To follow several things going on restraint (see Binding, p. 42). General
need a new special modifier to get it around you at once, take Enhanced forms of Affliction often seen in fiction
just right. Tracking (p. 49) instead or as well. include:
Without this, you must focus on one
EXISTING thing at a time. Beam: A ranged attack that affects
ADVANTAGES one target; e.g., a paralysis beam or a
New Special Enhancements shrinking ray. This is the most basic
Below is a list of advantages from form of Affliction. It’s especially suit-
the Basic Set that are especially useful Panoptic 1: You can see all around able for supers, gods, and ultra-tech
for building abilities. Each entry you without turning your head and beam weapons. Roll against Innate
includes comments on the fictional without the need for extra eyes. This is Attack (Beam) to hit.
roles the advantage can fill, and one or an enhancement because your gift
more sets of additional notes: isn’t obvious – you can visibly stare in Curse: Fantasy and horror
one direction and actually be looking Afflictions are more often “spells” than
Alternatives: Similar traits that in another! You still need eyes, “bolts of power,” with the attacker call-
might be more appropriate in certain though. If you’re blindfolded, dazzled, ing upon supernatural forces to weak-
cases. blinded by injuries, etc., you cannot en or incapacitate his foe. The only
see. +20%. requirement is Malediction 1
New Special Enhancements/Limita- (+100%). To simulate the spells on
tions: Additional modifiers that let the Panoptic 2: As above, but you don’t pp. B242-253, add suitable levels of
advantage simulate effects seen in need eyes. You can always perceive Costs Fatigue (-5%/level) and Takes
fiction. everything going on around you, even Extra Time (-10%/level). Most mental
if blinded or blindfolded. You still effects are Based on Will (+20%).
Powering Up: Thoughts on whether need light, unless you have something There’s never any roll to hit;
the advantage makes sense as part of a like Dark Vision. Blows to the eyes Maledictions use a Will roll instead.
power – and if it does, advice on suit- injure you normally but won’t blind
able types of powers and suggestions this sense. +60%. Field: The user constantly emits a
on how Talent might work. Abilities baneful effect; e.g., a demon might
don’t have to be part of a power, Powering Up cause those who approach too closely
though; you can ignore this section in to suffer Agony (+100%). If he affects
campaigns that don’t use the rules in Those with body-alteration or everyone around him once, when they
Chapter 1. shapeshifting powers often add first come within range, take Area
Switchable (p. 109) to temporarily Effect (+50%/level) and Emanation
360° Vision grow extra eyes. Light power might let (-20%). If he automatically attacks
the user direct light coming from all anyone he touches or who touches
see p. B34 directions to his eyes; this calls for him each time he makes contact, use
Panoptic 1. Panoptic 2 is for those Aura (+80%) and Melee Attack (-30%)
This trait most often represents with supernatural powers – ESP, chi, instead. In either case, add Always On.
extra eyes, eyestalks, etc., but it does- divine omniscience, etc. In all cases, This is a -10% limitation, as Afflictions
n’t have to be physiological. Espers, Talent adds to the user’s IQ and Vision are socially inconvenient but not phys-
rolls to notice the presence of “inter- ically troublesome for the user. No roll
esting” activity in parts of his visual
field he isn’t currently focusing on.
BUILDING ABILITIES 39
to hit is required, but those with Aura Optional Rules
can actively try to affect a victim by for Afflictions
making a melee attack.
Afflictions don’t have to do bad things to living targets. These rules
Gas: Sleeping gas, paralysis gas, address two common exceptions.
and the like. Such Afflictions have
Area Effect (+50%/level) and one of Beneficial Afflictions
Respiratory Agent (+50%), Blood
Agent (+100%), or Contact Agent If an Affliction’s effects are so unquestionably positive that no one
(+150%). For a mobile gas cloud, add would ever object to them, the GM may reverse the sign of the HT mod-
Drifting (+20%) and Persistent ifier; e.g., Affliction 3 gives a HT+2 roll instead of a HT-2 roll. Duration
(+40%). A gas that surrounds the becomes minutes equal to the subject’s margin of success, not his mar-
attacker has Emanation (-20%) gin of failure.
instead. Insidious gases have No
Signature (+20%) and possibly Onset If such an Affliction has Malediction, the subject can waive his right
(variable). There’s no roll to hit; gas to resist. The ability works if the user can make an unopposed Will roll
has a chance of affecting everyone (at the usual range penalties). In this case, duration in minutes equals
exposed to it. the user’s margin of success.
Gaze: A gaze is a common vehicle Afflictions and Inanimate Targets
for supernatural Afflictions. For
instance, a hypnotic gaze might cause An Affliction can affect anything with a HT score . . . if the target is
the target to sleep. If the gaze works susceptible to its effects. Most inanimate objects – including all
on any target the attacker can see, it machines – have Immunity to Metabolic Hazards. This stops most
has the Vision-Based enhancement Afflictions, with two exceptions.
(+150%). Roll against Innate Attack
(Gaze) to hit. Gaze attacks by fantasy Afflictions restricted to inanimate targets via Accessibility modifiers
monsters tend to be short-ranged and (such as “Only on Electrical”) affect those objects instead of living
curse-like; apply Malediction 1 beings. This is only acceptable in conjunction with effects that make
(+100%) and the Vision-Based limita- sense for the intended targets. You could render a machine “uncon-
tion (-20%) instead. To affect the tar- scious” by cutting its power, but you couldn’t inflict nausea.
get, make the usual Will roll for
Malediction. Afflictions that cause Invisibility, Shrinking, and other transforma-
tions through the Advantage modifier affect everything. To prevent those
Mental Blast: Direct mind-to-mind with low levels from zapping planets, the GM should let unliving,
attacks that stun or daze are common homogenous, and diffuse targets add their SM to their resistance roll
psi abilities. Such Afflictions have (an Earth-sized planet is SM +43). If modified HT comes to 21+ after
Malediction 2 (+150%) and Based on applying SM and the Affliction’s HT modifier, resistance is automatic –
Will (+20%). If the attack is totally nothing happens.
undetectable, add No Signature
(+20%). As with all Maledictions, the Malediction, roll the Quick Contest to crippling (Incapacitation, or extreme
only roll required is a Will roll. see if the Affliction works only after levels of Attribute Penalty or
scoring a hit. Disadvantage), or lethal (Coma or
Sensory Attack: Some Afflictions Heart Attack). Note that Choking isn’t
affect everyone nearby though their Venom: Toxins often cause weak- usually lethal – it responds to mundane
senses. Such attacks have Area Effect ness, paralysis, unconsciousness, treatment that takes two seconds and a
(+50%/level) and Emanation (-20%). coma, or heart attack. Those borne on First Aid roll (artificial respiration, oxy-
Bright flashes are Vision-Based fangs, claws, etc. have Follow-Up gen mask, Heimlich maneuver, etc.,
(+150%), with a Disadvantage (+0%), while poisonous spray or spit depending on “special effects”).
enhancement that inflicts Blindness has Contact Agent (-30%) or Blood
(+50%); howls, thunderclaps, etc., are Agent (-40%). Many poisons take time The Advantage enhancement is a
Hearing-Based (+150%), and cause to work; if so, add Onset (variable). special case. It’s useful for specialized
Deafness (+20%). As with gas, no roll Make a melee attack to hit with a nat- attacks; for instance, it might shrink
to hit is necessary – everyone in the ural weapon. Roll against Innate the target (Shrinking, +50%/level)
area is exposed. Attack (Breath) to hit with spray or or turn him into a specter
spit. (Insubstantiality, +800%). However,
Touch: Monsters, wizards, and it’s also a key element of many benefi-
supers often have to touch those they Afflictions that do more than stun cial abilities, which use special rules;
wish to afflict. The simplest form of have special enhancements, too. see Beneficial Afflictions (box).
this is Melee Attack (-30%). Attacks Effects might be inconvenient (Irritant,
that must touch bare skin or an open Negated Advantage, or modest levels of Remember that an Affliction can
wound have Contact Agent (-30%) or Attribute Penalty or Disadvantage), have multiple effects. If an effect
Blood Agent (-40%), respectively, applies only if the victim fails his HT
while supernatural attacks that bypass
DR get Malediction 1 (+100%). Make
an unarmed melee attack to hit. For
40 BUILDING ABILITIES
roll by 5+ or rolls a critical failure, it’s new ones. In the latter case, the GM Alternatives
“secondary” and worth 1/5 as much. If must make a reaction roll whenever
the GM wishes, effects that require a new Allies appear, to determine their Summoned entities that do little
critical success on the user’s roll willingness to obey orders. If they’re but harass and attack foes – insect
(attack roll, Will roll for Malediction, killed, the summoner must wait a full swarms, animated shadows, etc. –
etc.) can also be secondary. day to call replacements. The draw- work better as Afflictions (p. 39) or
backs of conjuring entities with no Innate Attacks (p. 53) with Area
Finally, note that it’s often more memory of or devotion to the sum- Effect, Homing, Mobile, and
cost-effective to add the Malediction moner offset the benefits of being able Persistent. To conjure illusionary crea-
enhancement than to buy high levels to replace slain Allies; Summonable tures, take Illusion (p. 94).
of Affliction. Against a high-HT target, costs +100% either way.
a Quick Contest of Will vs. HT is more Powering Up
likely to succeed than an unopposed Summonable often calls for the
HT roll (even at a penalty) is to fail. Minion enhancement as well. If it Summonable Allies suit many pow-
brings forth new Allies each time, the ers: elemental powers that conjure ele-
Alternatives GM should require this, as the sum- mental spirits, magical powers that
moner won’t know his charges well bring forth familiars, nature powers
An Innate Attack with the Side enough to have any special obligation that call on animals, divine and spirit
Effect or Symptoms enhancement to them. Other modifiers depend on powers that summon servitor spirits,
(see p. B109) can have Affliction-like the ability’s origin; Accessibility and and so on. Talent never affects appear-
effects in addition to damage. Side Costs Fatigue are common. ance rolls but does add to the summon-
Effect is better than Affliction for sim- er’s rolls to influence his Allies and his
ulating “reduced lethality” weapons. The GM determines how long it Allies’ reactions toward him.
Symptoms are generally superior for takes summoned beings to appear.
poisons and diseases that incapacitate This can vary with the circum- Altered Time Rate
with only moderate injury. stances: fire elementals might appear
instantly in a volcano but not at all at see p. B38
Healers should note that the sea, animals might need to reach
Healing advantage (p. 31) costs far less the summoner on foot, and so on. Altered Time Rate (ATR) is typical
than Affliction with Advantage, This variability makes most modi- of super-speedsters and over-the-top
Regeneration. fiers that affect time requirements cinematic martial artists. It’s also
inappropriate. appropriate for those who control
New Special Enhancement time, and even suits the fastest com-
puters and robots.
Negated Disadvantage: The victim
loses a specific disadvantage for one
minute per point by which he fails his
HT roll. If he lacks that disadvantage,
there’s no effect. This is worth +10%
per point the disadvantage is worth. If
the disadvantage comes in levels,
specify the level negated.
Powering Up
Most powers can justify some kind
of Affliction. Even wholly beneficial
powers – Psychic Healing, the divine
power of the God of Medicine, etc. –
are likely to include Afflictions
enhanced with Advantage or Negated
Disadvantage, or with Ecstasy, Sleep,
or Unconsciousness for use as an
anesthetic. Talent gives a bonus to
rolls to hit with Afflictions, and
benefits Will rolls in the case of
Malediction.
Allies
see p. B36
The Summonable enhancement
converts Allies from a social trait to a
supernatural ability to conjure beasts,
monsters, spirits, etc. The GM, with
the player’s input, decides whether
each use summons the same beings or
BUILDING ABILITIES 41
Alternatives water, or supernatural command over Simulate this with Engulfing (+60%).
water or water spirits. Almost any attack can eventually chip
To react quickly, improve Basic away the material, so Only Damaged
Speed and consider either Combat Powering Up By X and Unbreakable are rarely
Reflexes (p. B43) or Enhanced Time appropriate.
Sense (p. B52). High running speed When Amphibious occurs as part
calls for Enhanced Move (p. 49) – or of an elemental Water power, the Entombment: Another common
just a good Basic Move. For multiple power of the Sea God, etc., the associ- elemental attack is turning the earth
attacks, take Extra Attack (p. 49). To ated Talent benefits all Swimming and beneath the victim’s feet to mud or
speed up learning, get Super- Aquabatics rolls. quicksand, causing him to sink into
Memorization (see Modular Abilities, the ground. Wizards and evil priests
p. 62). Binding might even command the ground to
open up and swallow him! This is
New Special Enhancement see p. B40 Engulfing (+60%), Unbreakable
(+40%), and likely Suffocating
Super-Speed: You’re even faster out Most forms of Binding seen in fic- (+75%). Since it only affects those who
of combat! When performing mun- tion fall into one of these categories: are touching the ground and not flying
dane or repetitive tasks – building or standing on an artificial surface, it’s
things (including new inventions), Bonds: In its simplest form, also Environmental (-20%).
reading, making repairs, etc. – look up Binding ensnares the target with some
your ATR level in the Size column of kind of physical “rope.” This doesn’t Force Fields: Supers and wizards
the Size and Speed/Range Table require special modifiers – but the two often restrain opponents with mysteri-
(p. B550) and divide the time required most common examples are webbing, ous forces. Such Bindings are
by the number in the Linear which is Sticky (+20%), and the abili- Unbreakable (+40%) and in most
Measurement column. For example, ty to cause existing vegetation to cases One-Shot (-10%). If the target is
ATR 6 gives a divisor of 20, which entangle the target, which is actually “tied up” – not just rooted in
means a repair that normally requires Environmental (-40%). place – add Engulfing (+60%).
an hour takes you just three minutes.
You can reduce time further by taking Encasement: Individuals with the Goo: Some monsters “slime” their
a skill penalty (see p. B346). You can’t power to command elemental forces prey with sticky goo. This glues the
hasten learning, special abilities (mak- can sometimes materialize ice, stone, victim’s arms to his sides, clogs his
ing magic items, concentrating on etc. around a foe, sealing him inside. mouth, and leaves him helpless.
Mind Control, etc.), Concept rolls Represent this with Engulfing (+60%),
when inventing, or interactions with Only Damaged By Burning or
people or machines incapable of Corrosion (+20%), and Sticky (+20%).
matching your speed. The GM may Range is often limited; if so, add
wish restrict Super-Speed to super- Reduced Range (-10%/level).
heroic speedsters. +20%.
These attacks bind a single foe. To
New Special Limitation affect more than one target by blan-
keting the area with webbing, quick-
Non-Combat Speed: You enjoy the sand, creeping vines, etc., add Area
benefits of Super-Speed out of com- Effect (+50%/level). If the effect
bat, but get no additional maneuvers endures, and affects anyone who blun-
in combat. You can buy some of your ders into it, take Persistent (+40%),
ATR with Super-Speed and the rest too. And if the persistent effect forms
with this limitation. -60%. a vision-impeding barrier (like dense
spider webs), stack Wall (+30% or
Powering Up +60%) on top of that.
ATR is most suitable for time-con- Alternatives
trol and dedicated super-speed pow-
ers, but might also suit cinematic chi Binding assumes external
powers. Talent never provides a restraints. If the victim is frozen by
bonus, but offsets penalties for taking magical or psionic control, transfixed
less time to execute a task. by divine will, paralyzed by venom or
a superscience weapon, etc., that’s an
Amphibious Affliction with a suitable enhance-
ment – most often Attribute Penalty
see p. B40 (DX) or Paralysis.
This trait is normally a permanent New Special Enhancements
morphological adaptation, but with
Switchable (p. 109), it might represent Standard Binding leaves the vic-
a minor form of body control, the abil- tim’s head poking out and gives him
ity to project a “force bubble” that sufficient room to breathe. Certain
enables easy movement through the types of Binding would logically
42 BUILDING ABILITIES
Supers and wizards often restrain Chameleon
opponents with mysterious forces.
see p. B41
suffocate or squeeze the target, but this (and a better choice for superscience
isn’t automatic. To add such effects, abilities). This ability is suitable not only for
buy one of these enhancements: natural chameleons but also for illu-
Powering Up sionists of all stripes and those with
Constricting: Your Binding actively built-in ultra-tech camouflage.
constricts the victim. Until he breaks Blessed suits any power that
free, the Binding attacks him each admits the existence of supernatural Alternatives
turn with a Constriction Attack entities that are better informed than
(p. B43), at a ST equal to that of the mortals. Talent gives a bonus to the IQ Those who can actually alter their
Binding. +75%. roll to use the ability. body should take Morph (p. 74), while
those who can disappear completely
Suffocating: Your Binding cocoons Catfall will find Invisibility (p. 56) more
the target or blocks his breathing pas- effective.
sages. While it’s in place, the victim see p. B41
cannot breathe. If he runs out of New Special Enhancements
breath before he breaks free (see Unmodified Catfall represents the
Holding Your Breath, p. B351), he ability to twist in midair in order to Controllable: You can consciously
starts to suffocate; see Suffocation land softly. This might be inborn or select your surface pattern. The effects
(p. B436). +75%. the result of secret acrobatic tech- are mainly aesthetic, but there’s a use-
niques. With suitable modifiers, it can ful side benefit: you can assume a
Powering Up represent other fall-breaking meas- high-visibility pattern that gives +2 per
ures, from parachutes or retrorockets level to your attempts to signal others
Powers that project force fields – to super-powered gravity control. and distract enemies, and to others’
Gravity, Psychokinesis, etc. – almost rolls to spot you. This is mutually
always include Binding. It makes New Special Enhancement exclusive with Always On. +20%.
sense for powers that can summon
matter, too; e.g., Water power might Feather Fall: You always enjoy the Dynamic: Your surface pattern
encase the target in ice or turn dry benefits of Catfall, even if bound and adapts instantly to new surroundings
earth into muck. Talent adds to rolls to dropped on your head. +20%. and corrects for “motion blur.” You get
hit, but not to ST rolls made for the your full Stealth bonus (+2 per level)
Binding. For that, buy a higher level of New Special Limitation when moving. +40%.
Binding!
Parachute: You have a natural Powering Up
Blessed parachute, such as wings or skin flaps.
This works like unmodified Catfall for Any kind of body-alteration or illu-
see p. B40 falls that take two seconds or more, sion power might include Chameleon.
but deploys too slowly to affect short- Talent adds a further bonus to Stealth
Despite its name, Blessed doesn’t er falls (distances of 6 ¥ g yards or skill rolls to avoid being seen.
have to be a divine gift. The forces that less). Your parachute needs open air
inform the user might be demons, his in a radius equal to your height to Channeling
genius (guardian spirit), or shades function; it’s worthless if falling down
from the future. To convert Blessed a narrow passage, and is of no use in see p. B41
into a generic, paranormal informa- “very thin” or thinner atmospheres.
tion-gathering ability, keep the -30%. Channeling normally lets the user
requirements for divination (1 hour, serve as a conduit to the spirit world,
10 FP, and an IQ roll) but drop both Powering Up but the GM may permit variant forms
the obligation to serve a deity and the that enable contact with the dream
reaction bonus from the faithful. This Any power that can lower world, the past, parallel universes,
has no effect on point cost. gravity or density, or justify Flight, cyberspace, etc., instead. Each form of
might include Catfall. For Gravity, Channeling is a separate advantage.
Alternatives Psychokinesis, etc., add the Feather
Fall enhancement. Those who have Alternatives
Compare Oracle (p. 65), which has chi powers can use unmodified Catfall
no FP cost, and Precognition (p. 68), to simulate “body lightening” (karumi- To speak with spirits, take Medium
which is much more controllable jutsu). Talent adds to DX rolls to halve (p. 59). Those who experience posses-
damage in all cases. sion by a spirit that grants superhu-
man capabilities should take an
Alternate Form (see Shapeshifting,
p. 74) – possibly with the
Uncontrollable limitation – that repre-
sents their possessed self.
New Special Enhancement
Aware: You remain aware of the
world when using your ability, and
can move and act normally while spir-
its speak through you. +50%.
BUILDING ABILITIES 43
New Special Limitations Projection
Channeling often requires a ritual Projection – an enhancement for Clairsentience (see left), a limita-
or séance to use. If so, add Preparation tion for Insubstantiality (p. 55), Jumper (p. 57), and Warp (p. 88) –
Required (p. B114). Another limita- makes it possible to send forth a projection while the body lies uncon-
tion is common in many settings: scious in the physical world. The projection’s visibility and potency
depend on the underlying advantage, but a few rules always apply.
Specialized: You can only channel
one specific class of spirits. Most importantly, the body isn’t in suspended animation. If the pro-
Possibilities include angels, demons, jector must eat and drink, he’ll suffer starvation or dehydration if he
elementals, faerie, ghosts, and any- stays away for too long, unless he arranges for artificial feeding. (The
thing else the GM wishes to allow. GM can always let projections take sustenance – spirit energy, astral
-50%. food, or whatever – that satisfies these needs, if it suits the setting.) If
the projector must breathe, his comatose body needs air, too.
Powering Up
Anything that can injure or fatigue the body has its usual effects
Channeling suits almost any super- while the projector is away. Similarly, lack of sleep, attacks enhanced
natural power. Talent adds to Will rolls with Affects Insubstantial, and so on affect the projection. All HP and
to enter the trance and resist FP losses come out of the same pool, regardless of which form suffers
Possession (or other mental attacks) them. The projection suffers any negative effects: shock, stunning, etc.
by channeled entities.
If the projection would become “unconscious,” it vanishes instead.
Clairsentience The mind snaps back to the body, which remains unconscious until it
recovers.
see p. B42
If death results, consequences depend on which form suffered the
With suitable modifiers, Clairsen- killing injury. If this was the projection, the projector’s personality and
tience can emulate almost any kind mind are gone, but his body may survive as a mindless husk; use the
of remote viewing. In a “realistic” set- Mortal Wounds rules (p. B423), but the victim can never awaken. If the
ting, most psychics should have body died, the projector gets a Will-15 roll, modified by Talent, at the
Clairaudience (-30%) or Clairvoyance moment of death. Success means he swaps his projection ability for the
(-10%), as few claim to have full Astral Entity meta-trait (p. B263) and becomes a “ghost” in the realm
Clairsentience. On the other hand, his projection was in. Failure means he’s just dead.
high levels of Increased Range
(p. B106) are appropriate – global Projected Form: These rules also apply to Alternate Form with
range (Increased Range 19, +190%) Projected Form (p. 75). However, both forms are physical, and if either
appears to be commonplace among dies, both do. If HP or FP differ, use the unconscious body’s scores and
remote viewers. scale all losses in projected form proportionally; e.g., if a man with 10
HP has 20 HP as a beast, and loses 8 HP in beast form, he marks off 4
Supers, gods, and other high-pow- HP.
ered types know no such limits.
They’re likely to have one or more of Compartmentalized Mind: Projectors with this trait send out all
the powerful special enhancements instances of their mind when they project. They can’t “leave behind” a
below. mind to control their body. To get two conscious bodies, take
Duplication.
Alternatives
automatically gives them priority, insensible); +140% if you can
Use Detect (p. 47) for abilities that unless you also have Second Nature use spells, mental abilities, and
let the user know “something is there” (below). All tasks that depend on the Maledictions on the material world
but little else. Penetrating Vision senses you aren’t prioritizing – includ- from your viewpoint, too. If others can
(p. 66) is a better choice for the hero ing attack rolls, defense rolls, and see your projection, take Visible
who can see through distant objects. Sense rolls – are at -4. +50%. (p. 112) as well.
Scanning Sense (p. 72) – notably Para-
Radar – is more suitable for extrasen- Projection: You don’t merely send Second Nature: Your ability is
sory abilities with pseudo-scientific your senses out of body . . . you send reflexive. You can initiate it as a free
explanations. out your consciousness. Your body action and change viewpoints as
falls unconscious unless you also quickly as you can shift your gaze. You
New Special Enhancements have Aware. Your projected self is still need to concentrate for a minute
only vulnerable to spells, mental abil- and make an IQ-5 roll if your desired
Aware: You can sense the environ- ities, Maledictions, etc. See Projection viewpoint is out of sight, with the
ment around your body while using (box) for other rules. +0% if you can usual bad effects on a failure. This
your ability. You can still only pay only affect the insubstantial world enhancement is cheaper than
attention to one set of senses. At the (a new capability that balances leav- Reduced Time, but only applies to
start of each turn in combat, state ing your body unconscious, not just Clairsentience. +70%.
whether you’re giving priority to your
natural senses or your remote ones.
Concentrating to move or change
the facing of your displaced senses
44 BUILDING ABILITIES
Powering Up Magnetic limitation). An equally com- Powering Up
mon explanation is the ability to form
This advantage (often limited with a bond with a particular substance. Common Sense could be psionic:
Clairaudience, Clairosmia, or This requires the Specific limitation the ability to draw upon the collective
Clairvoyance) is one of the definitive (p. 112), and is appropriate for ele- wisdom of others fits Telepathy, while
abilities of ESP. With the Projection mental powers – Earth power in par- the capacity to see enough of the
enhancement, it’s also a perfect fit for ticular. Talent adds to all ST, DX, and future to know the outcome of one’s
Astral Projection. Modifiers can adapt skill rolls made to negotiate obstacles actions suits ESP. It might represent
it to many other supernatural powers or stop a fall. divinely imparted wisdom instead,
– notably spirit powers. Talent adds to making it appropriate for a divine
IQ rolls to activate the ability and shift Common Sense power. Those with moral powers may
viewpoints, and to all Sense rolls to receive similar guidance from their
spot things while using this ability. see p. B43 “moral compass.” Talent adds to IQ
rolls to use this ability.
Clinging Common Sense usually represents
practical wisdom, but there are other Constriction Attack
see p. B43 possibilities. Digital Minds with exten-
sive databases of past experiences, or see p. B43
This advantage is most suitable for the ability to think many steps ahead,
natural creatures that cling to sur- might enjoy the same benefits. More In addition to being the classic
faces, and for robots and supers that dramatically, this trait could represent python ability, this trait is suitable for
stick to walls and ceilings using adhe- divine guidance – after all, advice any being with a “rubber body,”
sives, magnetism, suction, etc. given to the player by the GM comes including stretching supers, blob-like
Realistic Clinging for human-sized from a Higher Power from the aliens, and fantasy monsters that
and larger characters calls for the character’s point of view. envelop their prey.
Requires Low Gravity limitation
(below) – but supers are free to ignore Alternatives Alternatives
this.
Those who are good at avoiding Constriction Attack isn’t neces-
Alternatives incorrect decisions as opposed to stu- sary to grapple and crush (see Choke
pid ones have Intuition (p. 56). or Strangle, p. B370); enough ST or
Flight (p. 50) with the -25% level of “Correct” isn’t automatically the same Lifting ST (p. 58) makes the -5 to
Low Ceiling better models the abilities thing as “smart”! crush the body without this trait
of those who glide along surfaces irrelevant. Only Constriction Attack
without touching them. Individuals New Special Enhancement lets you choke a foe “hands free,”
who rely on exceptional balance and however.
strength of limb to make seemingly Conscious: Not only does the GM
impossible climbs are more likely to warn you when you’re about to do New Special Enhancement
have Brachiator (p. B41) and Super something stupid . . . you can ask him
Climbing (p. 79). to suggest what would be smart in Engulfing: You totally engulf your
your current situation. He’ll roll victim. If he doesn’t break free
New Special Enhancement secretly against your IQ; the better the between when you grapple him and
roll, the better the advice. +50%. when you start to crush him, he’s
Attraction: You can cling to a sur- pinned; see Pin (p. B370). This pin is
face with any part of your body – you completely “hands free.” Victims with
don’t need to assume a crawling pos- abilities such as Innate Attack and
ture. You can walk “upright” along a Spines can hit you automatically
vertical surface, leaving your arms while engulfed, however. If so, you get
free, or even hang from the top of your no active defense. +60%.
head or your back in order to use all of
your limbs. +25%. Powering Up
New Special Limitation This is a logical ability for a body-
alteration power in a supers game, in
Requires Low Gravity: Your ability which case it’s likely to accompany
doesn’t function in gravity fields over a Elastic Skin, Flexibility, Morph,
certain, maximum strength. For and/or Stretching. Talent adds to ST
humans, this is typically 0.6G. -5% per rolls to crush victims.
0.1G under 1G (-5% for 0.9G, -10% for
0.8G, and so on – down to -50% for Damage Resistance
0G).
see p. B46
Powering Up
Damage Resistance can represent
Clinging is often mediated by some many defenses that bear little resem-
kind of attractive force, making it suit- blance to one another in the game
able for such powers as Psychokinesis, world, including:
Gravity, and Magnetism (with the
BUILDING ABILITIES 45
Partially Limited Abilities Danger Sense
You needn’t apply the same modifiers to every level of a “leveled” see p. B47
advantage like Damage Resistance or Innate Attack. Applying a limita-
tion to only part of the advantage lets you create an ability that’s more This is most often a supernatural
potent in situations where the limitation doesn’t interfere. Other modi- sensitivity that originates from ESP,
fiers can still apply to the entire ability. finely honed chi, the gods, etc.
However, it could represent extremely
Example: Many characters have DR with a bonus against certain sensitive mundane senses, or even an
threats. To get this, buy general DR at full cost and bonus DR with enhanced capacity to analyze data and
Limited; e.g., “DR 5 (10 vs. Fire)” is DR 5 [25] + DR 5 (Limited, Fire, predict risky outcomes (appropriate
-40%) [15]. As a force field, this would be DR 5 (Force Field, +20%) [30] for Digital Minds).
+ DR 5 (Force Field, +20%; Limited, Fire, -40%) [20].
Alternatives
Active Control: Those with powers – thickened outer layer that reduces the
especially elemental ones – can fre- impact of attacks. Bone or chitin calls Those who can truly predict the
quently use their gifts to divert or for unmodified DR, a thick fat layer future should take Precognition
negate incoming energies. Such DR is requires Flexible (-20%), and leathery (p. 68), which includes this trait.
typically Limited. An entire power skin has Tough Skin (-40%). If this
source is “Very Common” (-20%), results in a pointy, irregularly shaped, Powering Up
while a specific focus is “Common” or bulky body that makes clothing
(-40%). Many such defenses intercept impossible, add Can’t Wear Armor Danger Sense is ideally suited to
attacks at a distance from the body, (-40%). ESP, but fits any supernatural power –
justifying Force Field (+20%). Supers chi, divine, magical, spirit, etc. – that
often add Absorption (+80% or It’s possible to have more than one provides situational awareness or
+100%) or Reflection (+100%), too. In of these general classes of DR, but information. It also suits time-travel
the case of Absorption, use Extended remember the “Layered” Defenses rule powers, since those who can perceive
Duration (+20%/level) to slow the rate (p. B47): the order in which different the future well enough to travel there
at which absorbed points trickle away. kinds of DR apply must be fixed at can often sense “ripples” from immi-
character creation. See Partially nent danger. Talent adds to the
Damage Tolerance: Some creatures Limited Abilities (box) for a related Perception roll.
are huge, have redundant organs (or option.
lack organs), or have a reinforced Dark Vision
structure that lets them absorb a lot of Alternatives
punishment. To represent this, use see p. B47
Ablative (-80%). This effectively turns Injury Tolerance (p. 52) works bet-
DR into Hit Points that don’t result in ter for those who “soak up” damage The exclusion of light, radar, and
shock, stunning, knockdown, etc. and suffer less injury from it. Unliving, sonar leaves few realistic explanations
when lost, but that don’t increase the Homogenous, and Diffuse in particu- for this trait. It almost has to be a kind
damage needed to cause crippling or lar can be more effective, point for of “sixth sense,” attributable to ESP,
death. point, than DR; see Injury to Unliving, chi sensitivity, cosmic awareness, etc.
Homogenous, and Diffuse Targets
Force Field: A close-fitting sheath of (p. B380). Damage Reduction is often Alternatives
energy or matter projected around the a better deal, too – especially against
body is a common supernatural and massive attacks. Infravision (p. B60) and Night
superscience defense, and calls for Vision (p. B71) are cheaper, while
Force Field (+20%). Add Can’t Wear Psycho killers, hulking supers, etc. Hyperspectral Vision (p. 51) has the
Armor (-40%) if this repels anything should consider Supernatural same price but different benefits and
that gets close to the body, and Durability (p. B89) and Unkillable drawbacks. Other ways to function in
Temporary Disadvantage, No Fine (p. B95) as alternatives or adjuncts to total darkness include Scanning Sense
Manipulators (-30%) if it prevents DR. (p. 72) and Vibration Sense (p. 86).
picking things up. A field that only
screens against frontal attacks, like a Powering Up New Special Enhancement
shield, has Directional (-20%). Add
Affects Others (+50%) and Area Effect Damage Resistance is suitable for Hypersensory: Your brain builds up
(+50%/level) for a field that covers an nearly any power that can affect the a “picture” of your surroundings from
area. physical world – although it might the input of your senses of hearing,
require several modifiers to make smell, and touch (temperature differ-
Natural Armor: Many natural crea- sense. As part of a power, it often has ences, vibrations, and even electric
tures have a hardened, padded, or the Force Field special modifier. fields), and from tiny flashes of light
Talent adds to Power Block attempts due to chemical reactions, static dis-
(see p. 168). charges, and cosmic ray impacts.
You’re not aware of these things indi-
vidually, but collectively, they let you
see in the dark as if it were daylight,
and even spot invisible foes. Each
sense you lose – hearing, smell,
touch, or vision – gives -2 to Vision
rolls (this penalty can’t exceed the
46 BUILDING ABILITIES
current darkness penalty). You’re only can locate radio signals and heat ultra-tech senses and computerized
truly blind if you lose all four. You’re sources, respectively – but you need minds capable of precise detection
still limited to the standard human arc Radio (p. B91) to understand radio sig- and analysis.
of vision unless you have Peripheral nals and Infravision (p. B60) to see by
Vision or 360° Vision. +40%. infrared radiation. Alternatives
Powering Up New Special Enhancement If a high Sense roll is what matters,
Acute Senses (p. B35) are more cost-
Like any vision ability, Dark Vision Analyzing: Your sense has an effective. Discriminatory Senses are
fits Light and Darkness powers. It’s extremely high resolution, like a priced as much for the ability to dis-
also a good match for chi powers (as superscience scanner. Basic analysis is tinguish things non-visually as for
an alternative to Blind Fighting skill, automatic if your Sense roll succeeds. their bonus to Sense rolls.
p. B180) and ESP. In all cases, Talent Only make a separate IQ roll if you opt
adds to Vision rolls. to do a detailed analysis. Success Equivalent traits for vision and
reveals details such as the form and touch are Hyperspectral Vision
Detect purity of the item sensed, its precise (p. 51) and Sensitive Touch (p. 73),
subclass, etc. This is incompatible respectively.
see p. B48 with Vague. +100%.
New Special Enhancement
Detect is extremely common in fic- Powering Up
tion, where it typically takes one of Profiling: You possess an extensive
three forms: Any power might have Detect for mental database of sensory “signa-
its own focus or an opposed one. For tures” that you can quickly compare to
Extended Senses: Detect can emu- the purpose of Detect, treat a single new sensory impressions. This dou-
late almost any kind of believable focus or power as “Rare,” a single bles the bonus to analyze and recog-
remote sensing. Senses like Detect power source as “Occasional,” a group nize targets (but not to sense or track
(Magnetic Fields) and Detect (Radio) of related sources (e.g., all supernatu- them) to +8. As a side benefit, all
suit realistic robots and vehicles as ral powers) as “Common,” and all attempts to memorize new signatures
well as supers. Signal Detection (+0%) powers as “Very Common.” Talent succeed automatically – there’s no
is common for such abilities. affects Sense rolls to use this ability need for an IQ roll. +50%.
and IQ rolls for analysis.
Para-Senses: Detect might instead Powering Up
sense ordinary things that would real- Discriminatory Senses
istically defy discovery without physi- Discriminatory Senses suit animal-
cally searching the area or taking a see p. B49 related powers and certain elemental
sample; e.g., Detect (Cats), Detect powers (e.g., Sound/Vibration power,
(Disease), Detect (Gold), or Detect Discriminatory Hearing, Smell, for Discriminatory Hearing). They
(Poison). Such abilities might be and Taste are appropriate for preda- might even be appropriate for ESP in
superscience or a form of supernatu- tors that navigate their environment some settings. Talent adds to the IQ
ral divination. and track prey using a sense other roll to memorize sensory impressions
than vision – and for beings with and the Sense roll to use the affected
Supernatural Awareness: Detect sense.
could be a supernatural sensitivity to
otherworldly forces; e.g., Detect Discriminatory Hearing, Smell,
(Magic). It might even sense moral and Taste are appropriate for
concepts. What this means is up to the predators that navigate their
GM – a zombie or serial killer might environment and track prey using a
trigger Detect (Evil) in some worlds sense other than vision – and for
but not others. Moral powers always beings with ultra-tech senses and
set it off, however. computerized minds capable of
precise detection and analysis.
How Detect presents information
to the user is a special effect. Someone
with Detect (Magic) might experience
magic as a glow visible through
intervening obstacles, a scent, an odd
foreboding, or anything else he likes.
Alternatives
Detect doesn’t provide the capacity
to comprehend transmissions or see
by the “light” they provide, even if it
can locate them and analyze their
composition. Such capabilities are
separate advantages. For instance,
Detect (Radio) and Detect (Infrared)
BUILDING ABILITIES 47
Duplication ones. Add Construct (above) if you can Empathy Advantages
replace dead Dupes with copies from
see p. B50 other possible futures. -40%. Awareness of the emotions and
general motivations of other beings is
This is typically a super ability, Powering Up central to several important fictional
with two important exceptions. First, archetypes. Telepaths and “empaths”
with the Digital limitation, Duplic- With the Construct enhancement, usually have Empathy (p. B51); medi-
ation can represent a Digital Mind Duplication is appropriate for any ums and shamans traditionally pos-
capable of controlling multiple com- magical or spirit power that allows the sess Spirit Empathy (p. B88); and
puters. Second, exotic alien life user to summon or create a doppel- elves, druids, and rangers in fantasy
forms – notably cinematic blobs and ganger. With Sequential, it’s suitable often enjoy Animal Empathy (p. B40)
amoeboids – can sometimes divide for time-travel powers. Talent affects or Plant Empathy (p. B75).
and recombine at will (and should all skill rolls made by one Dupe to
probably have the Shared Resources interact directly with another Alternatives
limitation). (Empathy rolls, First Aid rolls, etc.).
Communication with animals,
New Special Enhancement Elastic Skin plants, and spirits calls for Speak
With Animals (p. 77), Speak With
Construct: Your Dupes are material see p. B51 Plants (p. 77), and Medium (p. 59),
projections under your mental respectively. Animal, Plant, and
control. When you dispel them, they As the name implies, Elastic Skin Spirit Empathy don’t include this
vanish, leaving you with your current – might involve actually altering one’s function. Seeing spirits calls for a
not average – FP and HP. You also skin. On the other hand, it could just suitable form of See Invisible (p. 72).
enjoy all the benefits of No be a skin-deep illusion. Decide which To read thoughts – not emotions –
Sympathetic Injury (don’t buy it sepa- when buying the ability. Each has its buy Mind Probe or Mind Reading
rately). Finally, the death of a Dupe pros and cons – there’s no difference in (p. 61).
isn’t permanent: by taking a point cost.
Concentrate maneuver and spending New Special Enhancement
10 FP, you can generate a replace- Alternatives
ment. But there’s only one “true you,” Remote: Your ability isn’t limited to
and if you die, all your Dupes die with Individuals who can only change direct, personal meetings. You can
you! This is incompatible with Digital their appearance to camouflage them- “read” any subject you can see or hear
and Shared Resources. +60%. selves should take Chameleon (p. 43). – even over electronic media (or
Those who can transform their entire by supernatural means, for Spirit
New Special Limitation body have Morph (p. 74). Empathy). +50%.
Sequential: You and your Dupes are Powering Up New Special Limitation
chained together in a specific order.
Number them from 1 (the original Elastic Skin suits illusion powers Specialized: The Specialized limita-
you) on up. When a Dupe dies, all and body-alteration powers (often tions for Speak With Animals (see
higher-numbered Dupes vanish, too. alongside Constriction Attack, Flexib- p. B87) and Speak With Plants
This lets you create a character who ility, Stretching, etc.). With the (see p. 77) are equally valid on Animal
can summon copies of himself from Glamour limitation (p. 111), it’s also Empathy and Plant Empathy,
one possible future, with “later” copies reasonable for Telepathy. Talent adds respectively. Spirit Empathy already
dependent on the survival of “earlier” to Disguise rolls made in conjunction includes this limitation.
with this ability.
48 BUILDING ABILITIES