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Published by l33tgringo, 2022-09-03 10:28:30

GURPS - 4th Edition - Powers

GURPS - 4th Edition - Powers

MODIFIERS

The next step in ability building is “Only on supers” is worth -50% in Accurate
to adjust the underlying advantage(s) settings where supers make up much
to work in a way that fits your mental less than 1% of the general popula- see p. B102
picture of the ability. Many advantages tion, as in most comics. In worlds
offer user-defined choices, or multiple where a significant percentage of peo- Any ability with the Ranged
forms or levels – and sometimes that’s ple have powers, use the table. This enhancement (p. B107) can have
enough. Just as often, though, the only limitation doesn’t apply to Neutralize, Accurate. See Reliable (p. 109) for an
way to get things exactly right is to Static, or any other advantage that enhancement that affects die rolls
add modifiers. Modifiers fall into three only affects those who have powers in other than those for ranged attacks.
categories: the first place.
Affects Insubstantial
1. Special modifiers. These are A common limitation on mental-
modifiers that appear in advantage influence abilities is “Only on those see p. B102
descriptions. They adjust the details of who share a language with me.” This
how a particular advantage works, and is worth -10%, and valid only on Affects Insubstantial is common on
might effectively convert it into new abilities that already require the user the abilities of divine, magical, psi,
advantage. Choosing special modifiers to talk, such as those with Hearing- and spirit powers. Advantages modi-
is part of advantage selection. For Based. fied with it affect those using
hints and tips, see the relevant advan- Clairsentience, Jumper, or Warp with
tage entry and the notes in the previ- Abilities that let the user defy grav- the Projection modifier – not just tar-
ous section. ity – Clinging, Walk on Air, Walk on gets using true Insubstantiality. The
Liquid, etc. – often have “Only while GM may permit the following variant:
2. Power modifiers. These modifiers moving.” If the user stops moving, he
make an advantage part of a power, falls. This is worth -10% if he must Affects Insubstantial (Selective):
and only exist in campaigns with pow- take at least a step per second, -20% if You can choose to affect just insub-
ers. See Evaluating Power Modifiers he must travel at half Move, or -30% if stantial targets, just substantial tar-
(p. 20). he must use his full Move. It’s incom- gets, or all targets. (If you can only
patible with All-Out (p. 110). affect insubstantial targets, take the
3. General modifiers. The enhance- Insubstantial Only limitation; see
ments and limitations given on Some supernatural abilities p. 111.) +30%.
pp. B101-117 are of broad applicabili- require ritual or worship by others to
ty. Choosing the right ones can be work. To evaluate “Only with assis- Affects Substantial
tricky; see the next few sections for tants,” halve the basic point value that
advice. Maintenance (p. B143) gives for that see p. B102
number of people and write it as a per-
Remember that modifiers, regard- centage; e.g., 11-20 people is -25%. Those who possess Clairsentience,
less of type, can’t reduce cost by more Jumper, or Warp with the Projection
than 80%. Treat a net modifier of -80% A limitation that prevents an attack modifier, Shadow Form, or any simi-
or worse as -80%. from working on targets it couldn’t lar ability that renders them effectively
affect anyhow is meaningless, and insubstantial can use this modifier to
SELECTING worth no discount. For instance, “Not let advantages that wouldn’t normally
MODIFIERS on machines” isn’t valid for a Fatigue affect the physical world do so. As
Attack (machines lack FP), and “Only with Affects Insubstantial, a variant
Below are notes on ways to use the on psis” isn’t allowed on Neutralize exists in some worlds:
modifiers in the Basic Set to emulate (Psi).
effects from myth, novels, cinema, Affects Substantial (Selective): You
and comics. The most radical and Finally, limitations such as “Only can choose to affect just substantial
unorthodox reinterpretations are when using ability X” are forbidden if targets, just insubstantial targets, or
optional; their use in any campaign is the limited ability has a Link to X. all targets. +50%.
up to the GM.
Percentage Limitation Always On
Accessibility of Time the Value
Ability Works -40% see p. B110
see p. B110 -35%
1-6% -30% For Insubstantiality and Obscure,
If an ability only works in a situa- 7-18% -25% Always On is worth -50%. The GM may
tion that applies an easily calculated 19-31% -20% permit this level of Always On for other
percentage of the time (e.g., “Only on 32-43% -15% abilities. To qualify, the ability must be
a Sunday” is 14% of the time), find the 44-56% -10% at least as crippling as Insubstantiality
limitation on this table: 57-68% -5% (user can’t interact with the physical
69-81% -0% world) or Obscure (user is deprived of
82-93% a sense and can’t use stealth). A weaker
94-100% version of Always On makes sense for
many abilities:

BUILDING ABILITIES 99

Usually On: Any advantage that can particular subject, during which time choose the target attribute before he
be Always On can instead be Usually the others continue to experience the attacks.
On. The ability is on almost all the last effect specified.
time – but the user can switch it off The GM may permit this modifier
briefly by expending 1 FP per second. Armor Divisor on advantages that require the user to
If Always On is no worse than -20%, roll against his own DX, IQ, HT, Will,
Usually On is worth half as much; if see pp. B102, B110 or Per, shifting the roll to another of
it’s a larger limitation, add a +10% these scores. This still costs +20%. He
enhancement to find the value of The GM may allow this modifier – can take this enhancement twice to
Usually On. as an enhancement or a limitation – change his roll and his target’s roll,
on attacks affected by specialized where logical.
Area Effect defenses other than DR. Adjust the
defense’s level just as you would DR. Blood Agent
see p. B102 For example, an Affliction with Vision-
Based (which bypasses DR) could add see pp. B102, B110
For advantages that already affect Armor Divisor (5) to reduce the effects
an area, the area of effect sometimes of Protected Vision from +5 to +1. When an attack that normally
depends on the advantage level. If so, ignores DR (like Leech) depends on a
the only way to increase the area is to When using this option with the natural weapon – such as Claws or
buy a higher level of the trait – Area Armor Divisor limitation, treat targets Teeth – penetrating the victim’s DR,
Effect is off limits. that lack the specialized defense as if apply the Blood Agent limitation. Don’t
they had the lowest level of the use Follow-Up; that’s intended for
Area Effect makes it possible to defense. For instance, a radiation attacks that can’t normally ignore DR.
affect groups of people with non- beam with little penetrating power
attack advantages that normally affect might be a Toxic Attack with Blood Agent is also a legitimate
just one target; e.g., Healing, Mind Radiation and Armor Divisor (0.5). limitation for attacks that require the
Control, and Telekinesis. Several spe- Targets with Radiation Tolerance attacker to bleed on his victim. When
cial rules apply to such abilities: would get double its divisor; those Blood Agent works “in reverse” like
without Radiation Tolerance would this, the attacker must suffer at least 1
• If the advantage has a FP cost, gain the benefits of Radiation HP of injury from a cutting, impaling,
multiply this by the radius in yards. Tolerance 2 (the lowest level). or piercing attack, and then ensure
Paying this cost lets the user affect that his blood reaches his target. This
everyone in the area – he doesn’t pay Aura is automatic with Aura but otherwise
FP separately for each subject. For requires the usual attack roll. The GM
instance, on a single subject, Healing see p. B102 may rule that such attacks simply
costs 1 FP per 2 HP healed; on every- don’t work underwater or in other
one in an eight-yard radius, it costs 8 Creatures that bleed acid, flame, environments where blood would be
FP per 2 HP healed (which the GM and so on when wounded have a diluted or washed away. The target’s
may interpret as 4 FP per HP). Burning Attack or Corrosive Attack DR works normally. This variant is
that combines Aura (+80%) with worth -40%.
• If the advantage affects the target Always On (-20%), Blood Agent
via a Quick Contest, the user must roll (-40%), and Melee Attack (-30%), for a Bombardment
a separate Contest with each potential net -10%. Always On is worth -20%
victim in the area. because it’s inconvenient to fry your see p. B111
possessions whenever you’re cut.
•If the advantage specifies a penal- Blood Agent works “in reverse” here; Bombardment is a legitimate limi-
ty to affect each victim after the first, see Blood Agent (below) for details. tation for Area Effect and Cone
the user has a penalty equal to the attacks that conjure something that
total number of potential victims, less Based on attacks everyone in the area instead of
one, on his roll for each subject. For (Different Attribute) truly “bombarding” it. The classic
example, to use Mind Control (Area example is a swarm of biting pests. In
Effect) on four people at once, roll to see p. B102 this case, the “effective skill” of the
affect each of them at -3. attack is the skill of whatever the
Some sinister entities (e.g., attack summons. Such attacks often
• If the advantage has user-defined demons) can “aim” Afflictions, Mind have Blockable (p. 110).
effects, these must be the same for all Control, and so on at their victim’s
subjects. In the Mind Control example weaknesses. If the GM permits, an Cone
above, the controller could tell all four attack can have several instances of
victims, “Attack those men by the this enhancement, letting the user see p. B103
door!” He could not order, “John, save choose how his attack is resisted.
the girl. Paul, grab the treasure chest. Each attribute – including the one that The notes under Area Effect (above)
George and Ringo, attack the men normally resists the attack – costs also apply to Cone. The only differ-
by the door!” If the ability is ongoing, +20%. For instance, to target IQ, HT, ence is that the user multiplies the FP
it takes a second (or the usual amount or Will costs +60%. The attacker must cost of non-attack advantages by the
of time for the advantage, if longer) maximum width of the cone instead of
to specify different effects for a a radius in yards.

100 BUILDING ABILITIES

When combining Cone with attack roll succeeds, you hit. The vic- 2. Divide this maximum FP cost by
Malediction – which has no Max sta- tim’s DR and other purely passive pro- the attack’s maximum dice of damage
tistic – assume that the cone spreads tection works normally, and this to find the FP cost per die.
by one yard per yard of range. It enhancement doesn’t prevent resist-
attains its maximum width at a range ance rolls. +300%. 3. Multiply cost per die by “aver-
equal to that width (e.g., at five yards, age” damage dice – (1 + maximum
for a five-yard-wide cone), and has no Cosmic options are cumulative. dice)/2 – to find average FP cost.
effect on more distant targets. Work For instance, an Innate Attack that
out the range modifier separately for requires no roll to hit (+100%), allows 4. Drop all fractions.
each target within the cone, following no active defense (+300%), and
the usual rules for Malediction. ignores DR (+300%) is +700%. An The result is the number of levels
Attack maneuver lets you immediately of Cost Fatigue to take.
Contact Agent apply your damage roll to your target’s
HP! Example: Laser Lad has Burning
see pp. B103, B111 Attack 10d with Variable and Costs
No version of Cosmic bypasses the Fatigue. His FP cost at full effect is 20.
Attackers who must touch victims resistance roll against Affliction, Mind His attack requires 20/10 = 2 FP per
with their bare skin should take Control, Maledictions, and similar die. “Average” damage dice are (1 +
Touch-Based, not Contact Agent; see abilities. Despite its name, “irresistible 10)/2 = 5.5d, so average FP cost is 2 ¥
Sense-Based (p. 105). attack” simply negates protection 5.5 = 11 FP. He takes Costs Fatigue 11,
such as DR and Mind Shield – it does- for -55%. When he attacks, he pays 2
Cosmic n’t deny the target his chance to resist. FP for 1d, 4 FP for 2d, and so on, to a
maximum of 20 FP for 10d.
see p. B103 On a carrier attack, all forms of
Cosmic raise the cost of Follow-Up on Use the same method to add a vari-
The following new options are the follow-up attack. able FP cost to non-attack abilities
powerful, and not suitable for every that come in levels; just substitute lev-
campaign: Cosmic as a Power Modifier: At the els of effect for dice. Abilities other
+50% level, Cosmic is often a power than attacks don’t need the Variable
No die roll required. Only for abili- modifier (see p. 26). On abilities with enhancement to use this option (see
ties that require a success roll. Your this modifier, reduce the total cost of Variable, p. 107).
advantage works if you have any all Cosmic options by +50%. In effect,
chance of success. Apply all the usual the first +50% of Cosmic is built in. In campaigns with powers, the GM
modifiers to your base skill. If your When using Powers, Great and Small may require Costs Fatigue on all but
effective skill is 3 or more, you succeed (p. 32), each tier has an enhancement completely passive abilities, forcing
– don’t bother to roll. The only way cost, and pays a premium equal to the heroes to think strategically rather
you can fail is if your effective skill that cost for a lingering attack, or five than hurl their powers at every prob-
falls below 3. You can add this times that cost for an irresistible lem. This is especially appropriate if
enhancement to attacks, but not to attack. “No die roll” and “no active powers are supposed to be mysteri-
abilities with effects based entirely on defense” are at full cost, less the value ous. It can also help balance powers
margin of success. This excludes such of the tier enhancement. against spells and cinematic martial
resisted abilities as Mind Control and arts skills.
Maledictions. +100%. Cosmic vs. Cosmic: When Cosmic
abilities conflict, handle it as if neither Cyclic
No active defense allowed. Only for side had Cosmic. For instance, DR
attacks that the target can dodge, with Cosmic subtracts from “irre- see p. B103
block, or parry. Your target gets no sistible” attacks with Cosmic. The not-
active defense against your attack, no quite-cosmic powers of Powers, Great If the attack is contagious, those
matter how fast or skilled he is. If your and Small only count as Cosmic who come into contact with victims
against lower tiers – and only top-tier must roll against HT, per Contagion
powers count as Cosmic against wild (p. B443). “Mildly contagious” (+20%)
abilities. Powers on the same tier means the required contact is holding
interact as if neither were Cosmic. or being held by an infected victim for
a full cycle, or contact with bodily flu-
Costs Fatigue ids. “Highly contagious” (+50%)
means the effects spread at the slight-
see p. B111 est touch.

Those adding Costs Fatigue to an Damage Modifiers
Innate Attack that has the Variable
enhancement may, if the GM permits, see pp. B104, B111
specify that the FP cost is proportion-
al to the dice of damage used. To find Double Knockback: To make this
the size of the limitation: meaningful for low-damage attacks,
double the basic damage of the attack,
1. Set the FP cost to use the ability for knockback purposes only, instead
at full effect. of doubling yards of knockback.

BUILDING ABILITIES 101

Fragmentation: The GM may per- Optional Rule:
mit options other than regular and hot Multiplicative Modifiers
fragments. Large Piercing Fragments,
like the ball bearings hurled by mod- Normally, enhancements and limitations are additive: add them
ern antipersonnel mines, cost +15% together and apply the total modifier to advantage cost. For instance,
per die. Impaling Fragments, like the +20% in enhancements and -50% in limitations come to -30%, so abili-
flechettes scattered by some artillery ty cost is 70% of advantage cost.
shells, cost +20% per die. In all cases,
use the usual fragmentation rules; Optionally, the GM may treat enhancements and limitations as mul-
damage type is all that changes. tiplicative. Total the enhancements and apply them first. Then total the
limitations (reducing any total over -80% to -80%) and apply them to
Incendiary: Optionally, to represent the result. In the above example, +20% in enhancements would increase
superscience and magical attacks with ability cost to 120% of advantage cost, and then -50% in limitations
fire-starting potential out of propor- would reduce this to 60%.
tion to damage, add Incendiary to a
Burning Attack. This moves the effec- The GM decides which model to use. The results aren’t the same
tive flammability class of anything (although they’re close for small modifiers), so using both isn’t recom-
damaged by the attack up a step; see mended. The additive model is a good “default,” but the multiplicative
Making Things Burn (p. B433). model can be fairer in campaigns where huge enhancements (like
Cosmic, +300%) occur routinely.
Missing Damage Effect: If the GM
agrees and the special effects support This is worth the usual +50% if the Extended Duration
it, an attack may lack one of the nor- triggering condition is fixed, +100% if
mal “side effects” of its damage type. the attacker can specify the details of see p. B105
The absence of an effect that damages the curse when he attacks. The tradi-
the target’s HP, FP, or DR is worth tional way to neutralize such attacks is Duration occasionally depends on
-20% (like No Blunt Trauma); e.g., No with an exorcism, Remove Curse spell, advantage level. If so, the only way to
DR Reduction, for a Corrosion Attack. or similar measure. increase it is to buy a higher level of
Most other limitations are worth -10% the advantage; Extended Duration
(like No Knockback); e.g., No Emanation isn’t allowed.
Incendiary Effect, for a Burning
Attack. see p. B112 The +300% level of Permanent can
be unbalancing on Afflictions with the
No Wounding: The GM may allow The GM may allow Emanation in Advantage enhancement. If the GM
this on Burning and Corrosion conjunction with Explosion (p. B104) permits this combination, the best
Attacks. For a Burning Attack, roll instead of Area Effect. Use this combi- way to keep things fair is to require
damage normally but use it only to nation to simulate antipersonnel the recipient to buy the granted
determine whether the attack sets a grenades mounted on the hull of an advantage with unspent points if he
fire; see Making Things Burn armored vehicle . . . or the attack of an wishes to keep it. Otherwise, the bene-
(p. B433). In the case of a Corrosion entity that flares like a phoenix with- fits vanish after the usual duration.
Attack, the damage only serves to out destroying itself.
reduce the target’s DR. Extra Recoil
Emergencies Only
Radiation: In settings that feature see p. B112
weird, mutation-inducing radiation, see p. B112
attacks with this modifier can bathe This limitation is incompatible
the target in these energies instead of An “emergency” is any event that with Very Rapid Fire; see Rapid Fire
causing regular radiation damage. causes severe mental, emotional, or (p. 105).
Effects are up to the GM. physical stress. Most situations involv-
ing self-control rolls for disadvan- Follow-Up
Surge: Electronics that take over tages, Fright Checks, or HT rolls for
1/3 HP from an attack with this major wounds qualify. The GM should see p. B105
enhancement must make a HT roll to also let a hero with a Code of Honor,
avoid shorting out. Failure disables Sense of Duty, or Vow that compels Follow-Up is only valid on attacks
the target for seconds equal to the him to protect others use his ability to that can’t normally ignore DR. If an
margin of failure; critical failure dis- aid an innocent person who’s in imme- attack that normally ignores DR (e.g.,
ables it until repaired (see Repairs, diate danger (being mugged, falling to Leech) only works if a natural weapon
p. B484). his death, suffering a heart attack, – Claws, Teeth, etc. – pierces DR, use
etc.). the Blood Agent limitation (-40%)
Delay instead.

see p. B105

Supernatural attacks often use a
variant of Triggered Delay that goes
off if the victim performs some forbid-
den act: attacks someone, speaks, etc.

102 BUILDING ABILITIES

Guided or Homing Each “use” lets you roll once per 24 to supernatural attempts to trace
hours to use the advantage. those that are magical, psionic, etc.
see p. B105 For information-gathering abilities If the ability is obvious and trace-
such as Blessed, Mind Probe, and able, buy the enhancement twice to
Cinematic missiles don’t crash on a Psychometry, each question answered foil both forms of detection.
miss . . . they turn around and make counts as one “use.”
another pass. Add +10% to the Malediction
enhancement per pass after the first; Limited Use isn’t allowed on social
e.g., a Guided attack that gets three advantages, advantages that must see p. B106
chances to hit is +70%. If the initial always be “on” to make sense (like
attack misses, reroll it a second later, Destiny, Digital Mind, and Unaging), A Malediction affects substantial
using the same effective skill as on the or advantages with built-in usage lim- and insubstantial targets equally,
first attempt. Roll again once per sec- its (notably Extra Life, Gizmos, Luck, whether the user is substantial or
ond until the attack hits or runs out of Oracle, Serendipity, and Wild Talent). insubstantial. This makes Malediction
extra passes – or, if Guided, the attack- especially suitable for divine, magical,
er stops guiding it. Link psi, and spirit abilities. In some set-
tings, it might only be available for
For attacks with Rapid Fire and see p. B106 abilities with supernatural power
either Guided or Homing, make the modifiers.
attack roll as usual, but the roll is for Link is a key building block of cus-
the entire pack of missiles. Success tom abilities – without it, a tangler Melee Attack
means one missile hits, plus addition- grenade that strikes its target for dam-
al missiles equal to the margin of suc- age (Crushing Attack) and releases see p. B112
cess, to a maximum of the attack’s webbing that restrains and blinds the
RoF. victim (Binding and Affliction) would Melee Attack results in an effect
be impossible. Label each Link on the like energy claws or a flaming sword.
Increased Range character sheet in a way that distin- This extends from the wielder’s body,
guishes it from other Links and makes letting him attack and parry. “Touch
see p. B106 all connections clear. No trait can have only” abilities that call for a light
multiple Links, but a single Link can touch with the hand have Reach C and
Increased Range isn’t allowed on connect any number of advantages. can’t parry (-35%). Those that must
advantages whose range depends on The GM wish to use these optional touch bare skin also have Contact
advantage level. To increase the range rules: Agent (-30%), while attacks that cir-
of such traits, buy more levels of the cumvent DR should add Malediction 1
advantage. When adding this Asymmetric Links: A set of linked (+100%) if resistance is possible,
enhancement to a trait that normally advantages can mix the +10% and Cosmic (+300%) if not.
doesn’t work at a distance, Ranged +20% versions of Link. The advan-
(p. B107) is a prerequisite. tages with the +20% level work both as Melee Attack turns an attack
part of the Link and on their own. advantage into a powered melee
Jet Those with +10% level are only avail- weapon, not a ST-based one; damage
able when using all of the linked isn’t cumulative with thrust or swing
see p. B106 advantages at once. damage. It lets the user wield his
attack in one hand. The GM may per-
Jets have limited range but enjoy Discretionary Links: When a set of mit modifiers that relax these restric-
many benefits reserved for melee advantages has Link at the +20% level, tions, possibly turning Melee Attack
attacks. They can use All-Out Attack the user can specify that he’s using into a net enhancement:
(Double), Deceptive Attack, Feint, and one, some, or all of them, in any com-
Rapid Strike, and get +4 to hit with bination. For instance, if his Affliction, Melee Attack (Destructive Parry):
All-Out Attack (Determined). A jet is Binding, and Innate Attack had a Your attack damages weapons it par-
narrow – no thicker than a pole +20% Link, he could use just one of ries or that parry it. Roll damage nor-
weapon – and must engage targets one the three attacks, or any of three com- mally and apply it to your foe’s
at a time. For a “jet” that can sweep an binations of two, or all three at once. weapon on a successful parry by
area, take Cone. Jet is for force blades, either of you. Price Melee Attack
flame jets, plasma swords, and so on Low or No Signature as usual, and then add a +10%
that are longer than Melee Attack enhancement.
(p. B112) allows. see p. B106
Melee Attack (Dual): Your ability
Limited Use These enhancements make any generates two melee weapons – usual-
ability less noticeable – they aren’t ly one in each hand – permitting a
see p. B112 just for attacks. If the GM desires Dual-Weapon Attack (see p. B417).
extra detail, he can charge +5% per Price Melee Attack as usual, and then
For the purpose of this limitation, -2 to rolls to notice the ability, add a +10% enhancement.
treat any advantage that produces an and treat -10 (+25%) as “unde-
instantaneous effect – e.g., Healing, tectable.” These penalties apply to Melee Attack (ST-Based): Only for
Jumper, Rapier Wit, Snatcher, Terror, Sense rolls to spot most abilities, or Crushing, Cutting, and Impaling
Visualization, or Warp – like an attack. Attacks. You can add your dice of

BUILDING ABILITIES 103

A hero can have a Pact with the GM, if no active defense is possible. This is
the GM agrees. The GM should only allow most suitable for attacks that teleport
this if both the Pact and the modified or emerge from extradimensional por-
ability support a genre convention, like tals behind the target. +150%.
“kung fu movie realism.”
Pact
thrust or swing damage to the damage (p. B35). If you succumb for a minute
of your Innate Attack. Work out Melee (a second, for Stunning), and can roll see p. B113
Attack as usual, and then add a +100% against HT once per minute (second)
enhancement. (This modifier is more after that to recover, apply a limitation A hero can have a Pact with the
cost-effective than Striking ST; the equal in size to the equivalent GM, if the GM agrees. The GM should
GM may wish to reserve it for cine- enhancements. If you get a HT roll to only allow this if both the Pact and the
matic genres.) resist, and the effects last for minutes modified ability support a genre con-
(seconds) equal to your margin of vention, like “kung fu movie realism.”
Mobile failure, halve this. For instance, For instance, the player of a super-
Nauseated is worth +30% on heroic karate master might make a
see p. B107 Affliction, so nausea is worth -30% if deal with the GM: if he fights his foes
automatic or -15% if resistible. hand-to-hand, bullets mostly won’t
This enhancement is legal for any hurt him. He takes a -10-point Vow
ability with an enduring area effect, Onset (“Never use a gun.”) and buys DR with
even if it lacks one or both of Area Limited, Bullets, -60% and Pact, -10%.
Effect and Persistent; e.g., Obscure see p. B113 If he uses a gun, he gives up his DR for
with the Ranged enhancement. the rest of the fight.
The Exposure Time variant is legal
Nuisance Effect – and appropriate – for advantages The GM may also give limitations
that work like Maledictions (e.g., for disadvantages other than self-
see p. B112 Mind Control). It represents a compul- imposed mental disadvantages:
sion that slowly creeps over the victim
Harsher-than-usual consequences as he views or speaks with his influ- Required Disadvantage: You have a
under the optional rules in Chapter 4 encer. This is worthless in combat but disadvantage such as Increased
can be Nuisance Effects. Examples subtle enough to escape notice in Consumption or Sleepy. If you fail to
include being unable to affect a given social situations. Limitation value is meet its requirements, you lose your
subject for 24 hours after a failure unchanged. ability in addition to the usual effects
when using Repeated Attempts of missing meals, sleep, etc.
(p. 159), or having to check for crip- Overhead Alternatively, you must indulge an
pling after any failure when using Addiction to keep your ability. In
Crippled Abilities (p. 156). Each such see p. B107 either case, if you lose your ability,
drawback is worth -5%. the only way to restore it is to satisfy
The target of an Overhead attack the needs of your disadvantage and
An ability that prevents the use of defends at -2 the first time he’s recover fully from any ill effects it
certain skills while active can claim attacked; after that, assume he’s on the caused you during the period where
-5% if the GM feels the skills it dis- lookout (see Attack from Above, you didn’t: FP or HP loss, attribute
rupts would be especially useful with p. B402). Defenses against attacks that penalties, afflictions, etc. Price this
that ability. For instance, a rocket- swoop around the target and strike limitation exactly as you would Pact.
powered robot that can’t use Stealth from behind are also at -2 (see
while flying could claim -5% on Flight. “Runaround” Attacks, p. B391). The Abilities with power modifiers
GM may allow a special variant: that include Pact or Required
Those whose abilities severely Disadvantage can’t take a separate
inconvenience them may use this Surprise Attack: Your attack origi- limitation for these; see Required
variant: nates behind the target. Victims with Disadvantages (p. 21).
360º Vision or Peripheral Vision
Backlash: You suffer noxious defend normally, while those with Persistent
effects when you use your ability. Danger Sense may defend at -2 on a
Choose these from among Attribute successful Perception roll. Otherwise, see p. B107
Penalty, Incapacitation, Irritant, and
Stunning, as defined for Affliction An advantage doesn’t need Area
Effect as a prerequisite for Persistent
if it affects an area innately. Any
Persistent ability can be “on” in sev-
eral different areas simultaneously
as the result of successive attacks,
unless the underlying trait forbids
this. Multiple uses in the same area
never “stack,” however.

104 BUILDING ABILITIES

Ranged Reduced Fatigue Cost enemies look like madmen (“What
man? You’re talking to a dog!”).
see p. B107 see p. B108
• Illusion. Another way to make
Abilities that are normally “touch In situations where the rules multi- people look crazy!
only” or “zero range” – Control, ply the FP cost to use an ability, this
Create, Healing, Illusion, Leech, Mana enhancement subtracts 1 FP per level • Telecommunication. This lets the
Damper, Mana Enhancer, Neutralize, from the cost after multiplying. For user choose who can receive – or
Possession, Static, etc. – often work at example, when using Healing with make sense of – a broadcast (e.g., by
a distance in fiction. The GM may also Area Effect and Reduced Fatigue Cost, Radio, or Telesend with the Broadcast
permit Ranged on information-gath- multiply FP cost by radius and then enhancement). This combination is
ering abilities (such as Mind Probe, reduce it. useful for simulating secure tactical
Precognition, and Psychometry), communicators.
allowing them to “read” distant sub- Reduced Range
jects. Ranged doesn’t prevent an • Terror. This is appropriate for
advantage from working the usual see p. B115 dragons, deities, and other powerful
way (in an area around the user or by entities that can demoralize their foes
touch, as appropriate) when the wield- When adding this limitation to without frightening off their allies.
er wishes. For other rules on using a trait that normally doesn’t work
Ranged with specific advantages, see at a distance, Ranged (p. B107) is a Neither regular Selective Area nor
the advantage text and the notes in prerequisite. Selective Effect is compatible with
this chapter. Where Ranged appears Always On (which is only a limitation
as a special enhancement, as it does Resistible if you can’t choose who is affected), or
for Obscure, use that version of with advantages that offer the
Ranged and not the general one. see p. B115 Discriminatory special enhancement.

When creating abilities based on A supernatural disease or magical Selectivity
advantages that normally have no poison (like an alchemical elixir)
range, Ranged is a prerequisite for might allow a Will-based resistance see p. B108
all modifiers that affect ranged- roll. An ultra-tech threat might be
attack statistics (Range, Acc, RoF, engineered to require a ST, DX, or IQ Abilities with Selectivity can have
Shots, and Rcl). roll. Represent either by adding mutually incompatible enhance-
Resistible and specifying an attribute ments, if the GM permits. For
Rapid Fire besides HT; e.g., “Resistible, Will-3, instance, a spirit might buy Visualiza-
-15%.” Don’t use Based on (Different tion with Selectivity plus both
see p. B108 Attribute). The GM is the final judge of Blessing and Cursing in order to curse
what combinations are allowed. or bless, while a super might take a
Rapid Fire assumes the attack Burning Attack with Cone, Jet, and
delivers its RoF over the course of a Selective Area Selectivity so he can “dial down” his
full second, but some TL8+ projectile broad cone to a precise jet in close
weapons fire their full RoF in a tiny see p. B108 quarters. The user pays full price for
fraction of a second. They shoot so all of his enhancements, but he must
rapidly that recoil isn’t felt until after Abilities without Area Effect or choose just one of them when he uses
the entire burst is in the air. The result- Cone can have “Selective Effect” for his ability; incompatible enhance-
ing stream of projectiles is a lot like a +20% if they have the potential to ments can’t be active at the same time.
beam. The following option simulates affect an area or multiple targets
this: actively. The GM should work out the Sense-Based
details, using the following examples
Very Rapid Fire: You fire your full for inspiration: see pp. B109, B115
RoF almost instantly. Follow the
rules under Rapid Fire (p. B373), •Attacks with Rapid Fire. An attack It’s permissible to “reverse” Sense-
except that you get two extra hits per with Selective Effect and Rapid Fire Based to create an ability that works
point by which you make your attack can hose down an area that contains through the user’s senses. To affect his
roll. When using rapid fire against both friend and foe without risking a target, he must see it with his unaided
close stationary targets (see p. B408), “friendly fire” incident. The GM might eyes (Vision-Based), hear it with his
any success means you hit with all even permit Selective Effect on attacks own ears (Hearing-Based), touch it
shots. You can’t attack multiple tar- with RoF 1. This would prevent shots with his bare hand (Touch-Based),
gets or an area with spraying fire or that miss or overpenetrate from hit- and so on. If he can’t – or if he’s
suppression fire, however – you can ting allies in the line of fire. Either deprived of his sense (e.g., by a blind-
only ever attack one target. This costs option is suitable for the “smart bul- fold for Vision-Based or heavy gloves
+10% over and above the cost of lets” seen in pulp sci-fi. for Touch-Based), or using a techno-
Rapid Fire, and is incompatible with logical or paranormal intermediary –
Extra Recoil. • Elastic Skin, Invisibility, and his ability doesn’t work. This variation
Shapeshifting with the Glamour limi- is only allowed as a limitation on an
tation. This keeps the user from being advantage that’s normally unaffected
misidentified or overlooked by his by DR, and gives its usual discount.
allies . . . and lets him make his

BUILDING ABILITIES 105

Example: A robot that analyzes heroes to two levels of Takes Extra Trigger
minerals by detecting minute quanti- Time, which is equal in value to the
ties of airborne dust has Detect lowest level of Preparation Required. see p. B115
(Minerals; Smell-Based, -20%), and
can’t use its ability in a vacuum or When Takes Extra Time results in Injury is an entirely valid Trigger.
from within a sealed suit. more than one second of Ready to use Since a desperate hero can nearly
an ability, it is possible to interrupt the always find a way to wound himself,
Side Effect user, just as if he were concentrating this Trigger is Very Common . . . and
(see p. B366). since injury is by definition danger-
see p. B109 ous, the limitation is worth -15%. This
Takes Recharge isn’t the same as Blood Agent (p. 100)
An Innate Attack with Side Effect “in reverse.” The user needn’t bleed on
can have Based on (Different see p. B115 his victim or suffer a particular form
Attribute) to shift the resistance roll of injury; even 1 HP of blunt trauma
from HT to another attribute. Use this This limitation is suitable for ener- will do.
score instead of HT in the duration gy attacks that fire from an “accumu-
formulas, too. This is especially suit- lator” charged by a power plant or the Uncontrollable
able for a supernatural attack that user’s body. If the attack has Rapid
produces a curse-like effect that’s tied Fire, it gets shots equal to its RoF see p. B116
to wound severity but more logically before it needs to recharge. Once all
resisted by Will than HT. shots are fired, the attack is unavail- Situations that involve self-control
able until one full recharge period rolls for disadvantages, Fright Checks,
Takes Extra Time passes; then shots equal to RoF are or HT rolls for major wounds qualify
available again. Shots don’t trickle as “stressful”; see Emergencies Only
see p. B115 back gradually during the recharge (p. 102). Disadvantages that don’t
period. allow self-control rolls can also trigger
Takes Extra Time means the ability this limitation. For instance, a hero
is constantly available but demands a Temporary with Pacifism might lose control if
long “ready time” immediately prior Disadvantage forced to commit violence.
to use, making it unavailable in “quick
response” situations. It isn’t the same see p. B115 Anyone who takes Uncontrollable
as Preparation Required, which must specify the “intelligence” that
allows the wielder to prepare in Those who wield evil powers, psi commandeers his ability: his subcon-
advance, giving him a single use with abilities that drive them mad, and so scious or something else. His subcon-
which to respond instantly. To keep on often suffer a mental breakdown scious uses his scores for all rolls, and
the two balanced, the GM may restrict the instant they activate their gifts. To its first priority is always to deal with
simulate this, select a mental disad- the cause of the stress. For example, if
vantage that requires a self-control a super were to lose control of her
roll (e.g., Berserk or Pyromania), spec- Death Ray due to a major wound, her
ify a self-control number of “N/A,” and ability would go after whoever caused
price Temporary Disadvantage as if the injury first – even a foe she must
the disadvantage were worth 2.5 times capture unharmed, or a friend with
its listed cost (drop fractions). Using bad aim – and use her Innate Attack
the ability always causes the effects skill to hit.
specified for a failed self-control roll.
If the ability originates from a
Example: El Tigre immediately demon, implanted AI, or other intelli-
goes berserk when he uses Alternate gence the user can’t fully control, it
Form (Tiger). Berserk is worth -10 has its own scores and agenda (deter-
points, so it’s worth -25 points if irre- mined by the GM, exactly as for an
sistible. El Tigre has a -25% limitation, Enemy). It acts purposefully and per-
and must savagely attack anyone near- haps subtly; it could let the user
by when he uses his ability! remain “in control” but pervert his
intent. For instance, Mind Control
An “always on” advantage can have might work as desired but send vic-
Temporary Disadvantage. Instead of tims additional suggestions, unknown
affecting the entire character, the dis- to the user.
advantage has the potential to shut
down the advantage. See Cybernetics The GM may allow the following
(p. B46) and Cyberpunk Abilities variant:
(p. 116) for more information. In this
case, “temporary” means the disad- Uncontrollable Trigger: Your ability
vantage is irrelevant after it causes the manifests uncontrollably in the pres-
advantage to fail. ence of an item, not stress. Use the rar-
ities given for Weakness (p. B161).
This isn’t a meaningful limitation if
the item is “Rare.” It’s worth -5% if

106 BUILDING ABILITIES

“Occasional,” -10% if “Common,” or or cinematic genetic engineering or Untrainable
-15% if “Very Common.” Triple this for mutation. On an attack roll equal or
destructive abilities. Unconscious greater than Malf., roll 3d: see p. B116
Only is a frequent addition.
3-4 – The ability fails to go off and is Abilities with Untrainable gain no
Underwater crippled. See Duration of Crippling benefit from Talent. This is in addition
Injuries (p. B422) to determine to the limitation’s other effects.
see p. B109 recovery time. In some worlds, a Abilities that require a roll to use can
Bioengineering, Physician, or take this special version:
The GM may permit aquatic Surgery roll can hasten recovery.
heroes to add Underwater to abilities Hard to Use: You have a penalty on
other than attacks – e.g., Scanning 5-8 – The ability fails to go off and is all rolls to use your ability, and Talent
Sense and Telecommunication – that temporarily unavailable. After doesn’t help. Each level of Hard to Use
don’t normally work (or work well) three seconds, make a HT roll. gives -3. This is incompatible with
underwater. Like attacks, they func- Success means the ability comes Reliable (p. 109) and forbidden on
tion at 1/10 range underwater. This is back online. Otherwise, wait three ranged attacks (but see Inaccurate,
unrealistic for radio waves, but comic- more seconds and roll again. p. B112). -5% per -3, to a limit of -12.
book supers often ignore such details. Critical failure on any of these HT
rolls means the ability is crippled Variable
Unreliable as in 3.
see p. B109
see p. B116 9-11 – The attack fires a single shot
and then fails as described for 5. Variable is strictly for attacks,
The GM may allow natural which otherwise work at full power
attacks to have a “Malf.” statistic 12-14 – As 5. at all times. Non-attack abilities
similar to that used for gadgets and 15-18 – As 3, but the attack also don’t need it – their range, area, level
built-in firearms. This is especially of effect, and so on are variable
suitable for abilities that originate strains the user. He suffers 1d-3 automatically.
from experimental drugs or surgery – (minimum 1) each of fatigue and
injury. DR doesn’t protect. NEW
ENHANCEMENTS
Gadget Limitations
and Powers The GM may invent enhancements
as needed – see the variants suggested
In fiction – especially comics – some heroes possess powers partly or above for inspiration. Below are some
wholly by virtue of special items: chi-invested weapons, holy artifacts, entirely new enhancements for use in
magic wands, etc. To create such gadgets, buy a set of abilities and apply games that feature many superhuman
both a power modifier and any suitable gadget limitations from abilities.
pp. B116-117.
Affects Others
The power source of many gadgets is “superscience,” not magic, psi,
etc. The GM can either treat the abilities such items bestow as wild Variable
advantages or allow a special Superscience power modifier. Details
depend on the setting, but a typical modifier is comparable to Super You can extend your advantage’s
(p. 29) and worth -10%. If the GM wishes to let heroes take a modifier benefits to others. If you can affect a
like this on innate powers (to represent techno-evolution, nanotech, limited number of willing subjects by
etc.), a better model is Biological (p. 26), also -10%. touching them, Affects Others costs
+50% per person. This isn’t an attack –
Talent normally resides in the owner and represents his ability to use it has no effect on unwilling recipi-
the item. For instance, a Helm of Telepathy is more effective for some- ents. You must take a separate Ready
one with Telepathy Talent. In some tales, though, the abilities are native maneuver to make contact with each
to the user while the item improves his control – that is, it grants Talent. companion, who must be within
To do this, apply gadget limitations to Talent (an exception to the pro- reach. This bestows the effects of the
hibition against modifying Talent). This Talent might even add to the advantage, not the ability to use it. You
user’s own Talent, letting him exceed normal limits. turn it “off” and “on,” set its level, and
so on, and your decisions apply equal-
If a power has required disadvantages (p. 21), the user of an item ly to you and all subjects.
that grants that power’s abilities or Talent must have these disadvan-
tages. For example, a holy relic doesn’t work for just anyone – only for Your ability only affects others
those of suitable faith. Should the item be lost, the disadvantages don’t while they’re touching you. They can
go away. The GM may wish to award a suitable replacement item if the end its effects at any time by breaking
player roleplays his disadvantages well, though. contact with you. To affect those who
are merely nearby, add Area Effect – in
which case a Ready maneuver lets you
affect any number of people up to
your limit, if they’re in your area.

BUILDING ABILITIES 107

The above version of Affects Others Cost depends on how much you Game Time
is for movement abilities (e.g., Flight can carry: No encumbrance is +10%;
and Permeation) and physical trans- Light, +20%; Medium, +50%; and +0%
formations (e.g., Growth and Heavy, +100%.
Shrinking). It’s a good way to keep the Some traits – including Luck,
PCs together on adventures that To affect people you’re touching, Serendipity, and Wild Talent – rely on
would leave behind those who can’t add Affects Others (above). To extend real time. This modifier lets such an
fly, shrink, etc. The GM may allow defensive effects to your possessions, advantage use game time instead. If it
Affects Others on other traits when it take Force Field (below). usually works at least once per real
serves this purpose. hour, you get uses per game day equal
Erosive to its maximum possible uses per real
If you apply Force Field to one of hour; e.g., Ridiculous Luck, which
the defenses listed for that enhance- +10% works every 10 real minutes, gets six
ment (below), you may add Affects uses per game day. If it’s rated in uses
Others for a flat +50%, provided you Erosive must accompany one of per session, you get that many uses
also take at least one level of Area Blood Agent, Contact Agent, or per game week; e.g., Serendipity 3
Effect. Together, these three modifiers Respiratory Agent, and either Area gives three uses per game week. The
let you extend your advantage’s pro- Effect or Cone. Your attack is a gas GM may adjust these ratios.
tection to everyone inside your area. that eats away at the seals on gas
This force field works against attacks masks, environment suits, etc. Independent
and hazards crossing it from the out- Whenever the wearer of such gear is
side. Threats inside the force field exposed to the gas, roll against his +40% or +70%
bypass its protection. equipment’s HT. Assume HT 12 unless
otherwise specified. Any failure means This enhancement is for advan-
If based on Damage Resistance, the enough gas seeps in to affect him and tages that require concentration to
force field impedes movement, too. reduce the HT of his equipment by 1 control. Your ability demands no
Foes who wish to cross it must force (this loss is cumulative). Restoring a attention after the initial Concentrate
their way in. Those who try this as a point of lost HT is a major repair (see or Ready maneuver to activate it. If it
free action (allowed once per turn) roll Repairs, p. B484). requires a die roll, it lasts for minutes
thrust damage. Those who use Attack, equal to your margin of success (your
Move and Attack, or All-Out Attack to Force Field margin of victory, for a resisted abili-
blast their way in roll their attack’s ty) or its usual duration – whichever is
usual damage. If damage exceeds DR, +20% less. During this time, it’s completely
they make an opening large enough to self-sufficient. Its effects endure even
step through. This closes at the end of This enhancement converts a if you’re incapacitated or killed.
their turn, and doesn’t weaken the defensive trait into a field projected a
force field. short distance from your body. The Independent doesn’t allow multiple
field engulfs and protects your entire instances of the advantage’s effects
The GM shouldn’t allow either body – including your eyes – and unless this is standard for the trait. If
form of Affects Others on advantages everything you’re carrying or wearing this is standard, all instances are
that let the user do something, such as (up to Extra-Heavy encumbrance), “hands free” and you’re exempt from
Healing, Innate Attack, and Mind even if the unmodified trait wouldn’t. penalties for simultaneous uses.
Control. To grant forbidden traits or Always apply its effects before those of
affect unwilling subjects, buy armor, environment suits, etc. See The only down side is that you
Affliction with a suitable Advantage Extending Defenses (p. 173) for other don’t control your ability after activa-
enhancement. benefits. tion. Its effects last for the entire dura-
tion specified above – you can’t end
Can Carry Objects Force Field is suitable for Damage them early or maintain them. You
Resistance (but never with Tough must specify all particulars required
Variable Skin), Improved G-Tolerance, Magic by the ability when you activate it, and
Resistance, Pressure Support, Prote- can’t change these later on.
A physical transformation normal- cted Sense, Radiation Tolerance,
ly affects your body but not your Resistant, Sealed, Slippery, Temp- Independent is worth +40% for
belongings. With this enhancement, erature Tolerance, and Vacuum most advantages, +70% for those with
your advantage also transforms Support. The GM may permit it on penalties for simultaneous uses.
objects you’re carrying or wearing. It other advantages. If you have multiple
ceases to affect these things when you traits with Force Field, note whether Long-Range
put them down. Can Carry Objects is you have one force field or several
already defined for Insubstantiality, (and their order). +50%/level
Invisibility, Permeation, Shadow
Form, and Shrinking, but it’s also use- Force Field often occurs in combi- Your ranged ability uses a better
ful for Chameleon, Elastic Skin, nation with Affects Others and Area class of range penalties than usual.
Growth, Morph, and anything else the Effect (see Affects Others, p. 107, for From worst to best, these classes are
GM allows. rules), and alongside the Active -1/yard like a Regular spell (p. B239),
Defense limitation (p. 112). the Size and Speed/Range Table
(p. B550), Long-Distance Modifiers
(p. B241), and no penalties at all. Each

108 BUILDING ABILITIES

level of Long-Range makes the penal- – use Accurate (p. B102) for those. meta-traits, either. To get a switchable
ties one step more favorable. The abil- Reliable costs +5% per +1 bonus, to a meta-trait, buy an Alternate Form.
ity’s 1/2D and Max range don’t change; maximum of +10.
use Increased Range or Reduced A weaker version of Switchable is
Range for that. Long-Range affects the Ricochet logical for some advantages:
cost of Follow-Up.
+10% Usually On: Only for advantages
Once On, Stays On that are “always on” by default. Your
When using Ricochets (p. 166), ability is usually on, but you can
+50% your attack doesn’t lose damage on switch it off by expending 1 FP per sec-
each bounce. ond. For advantages that are normally
Only for physical transformations off by default, this is a limitation; see
that end if you’re knocked out or killed Selective Effect Always On (p. 99). +5%.
– mainly Elastic Skin, Shadow Form,
and Shapeshifting. You revert to your see Selective Area, p. 105 Time-Spanning
“normal” form only if you consciously
choose to do so. Sleep, unconscious- Surprise Attack Variable
ness, and death don’t force you to
change back. Severed body parts may see Overhead, p. 104 Your ability works across time.
remain transformed after you change Rolls to use it this way have a penalty
back, if you wish; specify this when Switchable for the time gap between you and your
you buy your ability. target; use Long-Distance Modifiers
+10% (p. B241) and substitute “days” for
Reflexive “miles.” Find the distance in space as if
This enhancement only exists for you were at the same point in time.
+40% physiological features (e.g., Claws), This is worth +50% if you can reach
defenses, and other traits that are nor- just the past or just the future, or
Reflexive is for defenses that take a mally “always on.” It lets you switch +100% for both; add -50% if your abil-
second to activate, senses that require your advantage off and on with a ity doesn’t work in the present.
a second of concentration (e.g., Ready maneuver. Specify whether it
Detect), and anything the GM feels switches on or off – or remains in its The GM decides which advantages
serves a purpose similar to either. It current state, whatever that is – when can use this enhancement. It’s meant
lets your ability switch itself on – you’re knocked out. for sensory and communications abil-
under attack if a defense, in the pres- ities (e.g., Clairsentience and
ence of something “interesting” if a You can’t add Switchable to an Telesend), but might suit other mental
sense – without a Ready or advantage that lists special modifiers abilities – like Possession – if the user
Concentrate maneuver. If this normal- that enable you to turn it off and on, also has an ability that lets him sense
ly requires a success roll, activation regardless of whether your ability has his target across time. If the GM
requires a roll at -4; otherwise, it’s those modifiers. If an advantage notes allows this on an attack, Cosmic
automatic. If you’re asleep, successful Switchable as a special enhancement (+50%) is a prerequisite.
activation also wakes you up. with a different value, use that value
instead. Switchable isn’t permitted on Usually On
Reflexive counts as a level of
Reduced Time when you use your see Switchable, above
ability consciously. It’s incompatible
with Active Defense, Always On, and Very Rapid Fire
Usually On.
see Rapid Fire, p. 105
Reliable
World-Spanning
+5% per +1 bonus
+50% or +100%
Your ability usually works as
intended. Perhaps you have extensive Your ability can reach parallel
experience or natural aptitude with it, worlds. Find the distance in space as if
or maybe it’s just easy to use. you and your subject were on the
Whatever the reason, you get a bonus same world. The GM may also permit
on all rolls to use it. This works exact- a Plane-Spanning variant for abilities
ly like Talent, and can’t affect anything that work across dimensions other
that Talent wouldn’t affect. It’s cumu- than parallel worlds. Either is worth
lative with Talent, where applicable. +50% if you can only contact other
worlds or planes, or +100% if your
Reliable is handy for advantages ability also works in your current
that routinely suffer large penalties realm. See Time-Spanning (above) for
(e.g., the -8 to use Precognition active- guidelines on allowed advantages.
ly). It isn’t available for ranged attacks

BUILDING ABILITIES 109

NEW instance, Visualization is so slow that in a particular environment . . . and
LIMITATIONS Aspected, Combat would make it the GM can alter its effects if the
worthless. environment you’re attempting to
Below are some new limitations of manipulate is at all unusual.
general applicability. The GM might Backlash
also allow “wild” advantages to have Example: A Binding that com-
some of the limitations normally see Nuisance Effect, p. 104 mands plants to entangle the victim
reserved for powers, where logical; see would do nothing in an area without
Evaluating Power Modifiers (p. 20). Blockable vegetation. It would be little more
When creating limitations, remember than a nuisance if the only plant
that a modifier that doesn’t restrict the -5% or -10% nearby were a small potted fern . . .
user isn’t a limitation – it’s a special and totally unpredictable in an alien
effect (see Special Effects, p. 113). Ranged attack abilities (Affliction, jungle!
Binding, Innate Attack, advantages
Active Defense with the Ranged enhancement, etc.) The GM should base the value on
normally work like firearms when it the environment’s rarity:
see Requires (Attribute) Roll, comes to the target’s legal active
p. 112 defenses: the victim can only dodge. Very Common: Environment is
Abilities that affect an area – including present all the time, outside of one or
All-Out anything with Area Effect, Cone, or two unusual situations that would be
Explosion – only allow an attempt to difficult for an enemy to arrange; e.g.,
-25% dive for cover, whether or not they’re in a gravity field, in the presence of air,
ranged. If either kind of attack pro- or on a planet. -5%.
Your ability requires an All-Out duces an effect that the target could
Attack maneuver; you can’t use it with try to block with a shield, it has a -5% Common: Environment is present
any other maneuver (e.g., Move or limitation – or -10%, if he could also most of the time, but a resourceful foe
Change Posture). You have no active attempt to parry. could arrange for it to be absent; e.g.,
defense while using it. If it would let in contact with dust or in the presence
you move more than a step, you’re Use this limitation to simulate of microbes. -10%.
limited to half your Move in a forward slow-moving projectiles (like nets or
direction. You may attack if the advan- Missile spells), summoned swarms of Occasional: Environment is often
tage is one that lets you do so, but All- biting creatures, and so on. To block absent, or easily avoided by enemies
Out isn’t just for attack abilities – you an attack with Blockable and (although a crafty user might be able
can add it to any advantage that Overhead – like a rain of stones – the to “rig” an important encounter to
requires a maneuver to use (typically defender must hold his shield over his work around this); e.g., in a city, in the
Concentrate or Ready), replacing the head. wilderness, outdoors, or touching the
standard maneuver with All-Out ground. -20%.
Attack. Explain what you’re doing that Costs Hit Points
limits you: deep concentration, spin- Rare: Environment is usually
ning in place, etc. Variable absent and difficult for the user to
arrange; e.g., in a storm, in dense veg-
Aspected This limitation works exactly like etation, in the desert, or underground.
Costs Fatigue (p. B111), except that it -40%.
-20% depletes HP instead of FP, and is
worth twice as much: -10% per HP per Very Rare: Environment is so
Your ability works only when pur- use, doubled to -20% if the cost is per unlikely that the ability is useless most
suing a specific class of related tasks or second. It can also convert FP costs of the time; e.g., in lava, in quicksand,
activities (e.g., athletics, combat, built into advantages to HP costs, at or in vacuum. -80%.
investigation, or social interaction), or -5% per FP converted – or -10% per
in a specific area of daily life (e.g., job, FP, if the cost is per second. The GM should forbid proposed
personal health, or romance). The GM Environmental limitations that dupli-
has the final say, and can make the Environmental cate one of the ability’s built-in restric-
categories as broad or as narrow as he tions; e.g., “in the water” isn’t valid for
wishes. Variable Control (Water). In games with pow-
ers, an ability that gets -10% for a
Aspected is meant for Intuition, Only advantages that affect others mundane countermeasure or insula-
Serendipity, and advantages that can have this limitation. Your ability tor as part of its power modifier
directly alter your odds of success manipulates an existing item or already has this limitation – don’t
at tasks (Luck, Super Luck, condition, which must touch or apply it a second time.
Visualization, etc.). The GM may surround the target. Unlike
allow it on other traits. Certain Accessibility, this doesn’t affect acti- Fickle
“aspects” aren’t useful even on normal- vation – you can trigger your ability
ly permitted abilities, though; for anywhere, barring a failed roll or -20%
another limitation. However, your
ability is only effective if the subject is Your ability is or seems sentient,
and sometimes reacts poorly. Make an
unmodified reaction roll whenever you
wish to use it. For an attack, make this

110 BUILDING ABILITIES

roll before each use. For other abili- reaction modifiers do apply to the normally leave “on” indefinitely (e.g.,
ties, the advantage works until you reaction roll, and you can substitute Insubstantiality). Your ability can
need to make a success roll for it . . . an Influence roll. -5%. only operate for a limited length of
then make a reaction roll. For time. After that, it shuts down with-
instance, Flight requires a reaction Glamour out warning and you can’t reactivate
roll when you try a DX roll to “push it for five minutes. Limitation value
the envelope,” or an Aerobatics or Variable depends on the time limit:
Flight skill roll, while Dark Vision calls
for a reaction roll anytime you Only available for Chameleon, Less than 30 seconds -75%
attempt a Vision roll in the dark. Even Elastic Skin, Invisibility, Shape-
“passive” abilities sometimes require shifting (with the Cosmetic limita- Up to 1 minute -65%
die rolls; see Extra Effort (p. 160), tion), Silence, and similar traits that
Defending with Powers (p. 167), and alter how others perceive you. Your Up to 10 minutes -50%
Stunts (p. 170). ability controls others’ perceptions
through a persistent hypnotic sugges- Up to 30 minutes -25%
On a reaction of Neutral or better tion, mental illusion, or psychic com-
(10+), the ability works as expected pulsion. It doesn’t affect machines. Up to 1 hour -10%
and you can attempt your attack roll, Living victims get a Will roll to resist
DX roll, Sense roll, etc., as applicable. your influence and sense you normal- Up to 12 hours (or one night) -5%
A Very Good reaction (16-18) gives +1 ly – and individuals with Mind Shield
to the ensuing roll; an Excellent reac- may add their level to this roll. A Greater than 12 hours -0%
tion (19+) gives +2. resistance roll against Will-5 is worth
-5%. Each +1 to the roll is a worth Minimum Duration
On a reaction of Poor or worse (9 another -5% (e.g., Will+4 is -50%).
or less), the ability fails. If it wasn’t Variable
already active, it refuses to activate. If Hard to Use
it was active, it shuts down. This does- Only available for switchable abil-
n’t normally endanger you directly; for see Untrainable, p. 107 ities that would – in the GM’s opinion
instance, Flight sets you down gently – seriously inconvenience you if you
and Insubstantiality leaves you in Insubstantial Only couldn’t deactivate them at will. Your
open space. Of course, the sudden loss ability must stay “on” for a certain
of DR in battle, Dark Vision in an unlit -30% period of time once activated; you
room full of traps, and so forth can can’t shut it off before this time is up.
endanger you indirectly. Your ability only affects intangible Minimum Duration can never exceed
targets: beings with the Spirit meta- Maximum Duration (if any).
On a reaction of Very Bad or worse trait, individuals using Insubstan- Limitation value is as follows:
(3 or less), the ability does endanger tiality, and those using Clairsentience,
you, or turns on you in some unpleas- Jumper, or Warp with the Projection Less than 1 hour -0%
ant way. Flight drops you like a stone, special modifier. This modifier is espe-
Insubstantiality leaves you stranded cially useful for attacks intended to Up to 8 hours -5%
inside a wall, your attack blasts you, exorcise spirits.
and so forth. The GM should be Up to 12 hours (or one night) -10%
creative! Magnetic
Up to 24 hours -15%
You can try to invoke a failed abili- see Specific, p. 112
ty every second if you wish, but the Up to 1 week -20%
reaction roll is at a cumulative -1 per Maximum Duration
repeated attempt as your ability (or Up to 1 month -25%
the forces behind it) become increas- Variable
ingly annoyed by your requests. To Greater than one month -30%
eliminate this penalty, you must go for Only available for switchable,
a full hour without using your ability. beneficial abilities that you could On an advantage that allows
Always On, this limitation is worth at
Fickle is often part of a power mod- most -5% less than Always On; e.g., if
ifier; see Fickle Forces (p. 24). In this Always On is -20%, Minimum
case, the outcome of the reaction roll Duration can’t go beyond -15%.
and the hour needed to lift penalties
for repeated attempts apply to the Minimum Range
entire power. The abilities of such
powers can’t take this limitation – they -5% or -10%
already have it.
You can’t use your ranged ability
The GM may permit a weaker on a target inside a certain range.
limitation: Use this for weapons that have a
minimum fusing distance or that fire
Requires Reaction Roll: Your ability in a high arc, and for sensors with a
works as described above, but normal “blind spot” within which they can’t
resolve targets. The GM should
restrict this modifier to ranged abili-
ties that are normally useful at rela-
tively close range. This is worth -10%
for a minimum range of 5% maxi-
mum range, -5% for a minimum
range of 1% maximum range (always
at least a yard).

BUILDING ABILITIES 111

Missing Damage Effect definite activation conditions (e.g., Terminal Condition
Empathy) can also take them; if so, it
see Damage Modifiers, p. 101 requires the maneuver in question to Variable
use.
Required Disadvantage Only allowed on abilities that affect
Requires Reaction Roll others for at least a minute. Your ene-
see Pact, p. 104 mies can end your ability’s ongoing
see Fickle, p. 110 effects with a simple act: kissing the
Requires (Attribute) Roll subject, speaking three words, etc. If
Short-Range this condition isn’t met, the effects
-5 or -10% have their usual duration.
-10%/level
This limitation works like This is worth -5% if the condition is
Unreliable (p. B116), except that Your ranged ability is subject to arcane enough to require research;
instead of rolling against a fixed acti- more severe range penalties than -10% if a skill roll (against Religious
vation number to trigger your advan- usual. Use the rules for Long-Range Ritual, Ritual Magic, Thaumatology,
tage, you roll against DX, IQ, HT, Will, (p. 108), except that each level makes etc.) can discover it; or -20% if com-
or Per (choose one when you buy the the penalties a step less favorable. You mon knowledge. These values become
ability). Things that temporarily mod- can combine Short-Range with -0% (a special effect), -5%, and -10% if
ify your score do affect this roll. For a Reduced Range, but the total limita- the condition is difficult to arrange
defensive ability, roll each time the tion value can’t exceed -30%. Short- even if known, like a kiss from a
defense would mitigate an attack or a Range affects the cost of Follow-Up. princess or words spoken by an elf.
hazard – or once per minute, for con- It’s incompatible with Guided,
stant exposure. -10% for a DX, IQ, or Homing, Long-Range, and Melee Abilities that can’t end until a cer-
HT roll; -5% for a Will or Per roll. Attack. tain condition is met just have
Extended Duration, Permanent
A special version of this limitation Specific (+150%). This enhancement already
exists for the defensive traits listed requires such a condition – you can’t
under Force Field (p. 108): Variable take Terminal Condition separately.

Active Defense: Your ability only Specific restricts an ability that lets Uncontrollable Trigger
protects you against threats you’re you interact with a material to a sub-
aware of – and only if you make a roll set of what it normally affects. see Uncontrollable, p. 106
to interpose it in time. This roll is at Advantages that already require a par-
DX/2 + 3, +1 for Combat Reflexes. If ticular choice of materials can’t be Usually On
you try to use the same ability more Specific. This limitation is generally
than once in a turn, apply a cumula- worth -40% for common materials, see Always On, p. 99
tive -4 per attempt after the first. You -60% for uncommon ones, and -80%
roll at -4 if stunned, and can’t roll at all for absurd ones – but the GM sets the Visible
in situations where you wouldn’t get precise value, which might be as little
an active defense (attack from behind, as -10% for very common materials. -10% or -20%
unconscious, etc.). -40%. Abilities that affect ferrous metals –
iron (including steel), nickel, and Your ability has a manifestation
Requires Concentrate or cobalt – have a -50% limitation, called that makes it plainly obvious to every-
Ready “Magnetic” and not “Specific, Ferrous one nearby. The effects and value
Metals” to save space. See the exam- depend on the underlying advantage:
-15% or -10% ples under Clinging (p. B43),
Penetrating Vision (p. B74), Super • A communication, influence,
Your ability requires a series of Climbing (p. 79), Walk on Air (p. 87), information, or sensory ability that
Concentrate or Ready maneuvers to and Walk on Liquid (p. 88) for other would otherwise have no visible effect
maintain. Taking any other maneuver suggestions. – such as Clairsentience or Mind
(such as Attack or Move) causes it to Reading – generates an attention-
switch off. Thus, you can only move grabbing effect (shimmering ray, float-
one step per second while using it, and ing eye, etc.) that gives away the fact
can’t attack, aim, etc. Requires Ready that you’re affecting or observing the
is worth -10%. Requires Concentrate subject. This makes subtlety impossi-
is worth -15%, and means your ability ble (if it doesn’t, you don’t have a limi-
shuts down if you lose your concentra- tation). -10%.
tion. You can’t combine these with
each other or All-Out (p. 110). • An ability that lets you physically
attack might qualify if it’s normally
Normally, only switchable advan- invisible and largely unavoidable; e.g.,
tages that would otherwise stay on Telekinesis. In addition to the effects
without an active effort can have these above, your target gets an unpenalized
limitations. A passive ability without defense roll to avoid the attack. -20%.

112 BUILDING ABILITIES

SPECIAL EFFECTS

Advantages and modifiers are so fireball. Flight (Winged) might involve Modifiers, too, can vary as a special
precisely defined that an ability built two wings, like those of a bird or a effect. This usually involves extending
from them is liable to seem boring if plane . . . or four wings, like those of a the list of advantages to which they
it’s merely the sum of its parts. To dragonfly . . . or rotors. Elastic Skin apply (e.g., allowing Unreliable to give
make things interesting, try to speci- might be an illusion . . . or a physical natural attacks a Malf. number; see
fy a few ways in which your creation metamorphosis. Such choices some- p. 107) or expanding their definitions
deviates from its generic compo- times matter in play, but since they’re (e.g., the Selective Effect variant of
nents. The comics are full of supers largely “color” – with no real effect on Selective Area, p. 105). The GM might
with Flight and Burning Attack . . . overall capability – they don’t affect also exchange one score for another
but one hero might leave a fiery trail point cost. (like basing Resistible on an attribute
and toss fireballs, while another hov- other than HT; see p. 105). He might
ers in a green globe of force and zaps The GM should require players even “reverse” the way the modifier
his foes with a laser beam. Little who buy exotic and supernatural works (see Blood Agent, p. 100, and
details like this are called special advantages to specify such “function- Sense-Based, p. 105), if he’s willing to
effects. al” special effects for their abilities – define the effects.
especially those with many modifiers.
Special effects are trivial features The entries for most such advantages The GM is the final judge of which
with no effect on point cost. They in the Basic Set offer a few sugges- variant traits are allowed.
describe how the ability works in the tions; the notes under Advantages
game world, what it looks like, and (pp. 39-98) and Modifiers (pp. 99-112) COSMETIC
how it differs from other abilities built add many more. EFFECTS
from the same elements. Any benefits
they provide should be minor – with Variant Traits Unless a specific advantage descrip-
little influence on overall utility – and tion states otherwise, any attack with-
balanced by modest drawbacks. If the Functional special effects needn’t out the Low or No Signature enhance-
GM feels that a proposed special effect be subtle. A radical redesign of an ment (p. 103) has obvious effects. Most
is effectively an enhancement, he’s advantage is still a special effect if it other advantages lack obvious effects
within his rights to price it as such or uses roughly the same game mechan- except when given the Visible limita-
forbid it altogether. ics as the original and is no more tion (p. 112). For obvious abilities, an
potent in play than the “stock” ver- important special effect is what
“FUNCTIONAL” sion. Examples include Jumper observers perceive. Consider the follow-
SPECIAL EFFECTS (Spirit) (p. 57), Oracle (Digital) (p. 65), ing questions:
Protected Power (p. 69), and True
A vital role of special effects is to Faith (Chosen) (p. 84); versions of • What color is the effect? If it
provide a game-world (as opposed to Medium that communicate with a emits light, how bright is it, and is it
game-mechanical) explanation for dream world or parallel universe steady or lambent? If it looks solid,
how the ability works. A Burning instead of the spirit realm (p. 59); and smoky, or shadowy, is it transparent,
Attack might be a laser beam . . . or a the special Awe and Confusion vari- translucent, or opaque? Or does it
ants of Terror (p. 84). seem to suck in light?

Beam, Breath, and Bolt •Does the ability make noise? If so,
how loud? Is it low- or high-pitched?
Two particularly important functional special effects for ranged Is it a sharp report, like a gun? A
attacks are the body part that projects the attack and the attack’s physi- mechanical hum? A weird screech or
cal form. These factors determine the specialty of Innate Attack skill warble, like a sci-fi ray gun?
(p. B201) used to aim the attack.
• Does the ability generate a dis-
Continuous beams and jets can stream from the hands, mouth, or tinctive odor?
eyes, and use Innate Attack (Beam), (Breath), or (Gaze), respectively.
Solid projectiles and discrete bolts – like fireballs – use Innate Attack • Can others feel the ability as
(Projectile). For abilities that don’t fit neatly into these categories, the vibrations, a breeze, a temperature
GM may arbitrarily assign an existing specialty or invent a new one. change, or an electric field that causes
hair to stand on end?
Those with Burning Attacks should also decide whether their ability
is a tight-beam burning attack. Such attacks have both benefits and • Is the ability obvious to senses
drawbacks (see Tight-Beam Burning Attacks, p. B399), but there’s no beyond the normal human ones? Does
effect on point cost – the distinction is a special effect. it emit infrared or ultraviolet light?
Ultrasonics? Electromagnetic noise?
Psionic noise?

• Does it have weird effects, like
causing glowing magical symbols to
appear, or a rumbling voice from the
heavens?

BUILDING ABILITIES 113

These effects can be as simple or The GM should ruthlessly forbid any
elaborate as the user wishes. For cosmetic effect that’s a useful ability in
instance, a death ray might resemble a its own right.
beam-weapon attack . . . or consist of
a stream of wailing, ghostly skulls that lighter, a laser beam as a flashlight, Example: Blessed (p. 43) offers the
swirl around the target, chilling him and an air attack as a leaf blower) and option of dropping the requirement to
and making his hair stand on end. Shtick (e.g., Damage Resistance with serve a deity (a built-in restriction) in
Force Field might repel dirt and keep return for losing the reaction bonus
The GM should ruthlessly forbid you clean at all times). Other effects from the faithful (a standard benefit).
any cosmetic effect that’s a useful abil- are possible. For instance, a particu- This converts Blessed from a “holy”
ity in its own right; e.g., jamming all larly impressive ability might be good ability to a generic supernatural one.
radios within a mile, shattering glass, for +1 to Intimidation attempts when In game terms, this is just a special
or blinding onlookers. Minor benefits used. effect.
are acceptable if they have balancing
drawbacks. For instance, a super with Quirks should follow the guidelines Special Effects
a flame jet has a useful light source – for physical quirks, giving the user a On the Fly
but his enemies can target him by its small penalty to one or two die rolls
light, and he wouldn’t want to use it in when he activates his ability – or giv- It’s impossible to predict every logi-
the city library! ing opponents a modest bonus (for cal special effect for an ability, espe-
instance, to spot him). cially one with many modifiers. If the
MINOR BENEFITS player proposes a reasonable special
AND DRAWBACKS Example: Revok can run his Mind effect in the course of an adventure,
Control “passively,” persuading others the GM should generally go along with
If the GM permits, the player can he’s mostly harmless; he enjoys the it for the sake of drama . . . and if the
specify one or two trivial benefits for benefits of the Honest Face perk most GM feels that the ability would be
his ability in return for accepting of the time. When he uses his ability slightly limited in a particular situa-
some equally minor drawbacks. actively, though, others perceive him tion, the player should accept the GM’s
Special effects of this kind must be as sinister; he attracts attention as if judgment and let the game go on.
related to the ability’s primary effect – he had the Distinctive Features quirk.
and to its source and its focus, if the Trust is crucial here. It’s simply
ability is part of a power. Omissions more fun if everyone is willing to live
with rulings like “Of course Snowball’s
Additions The GM might instead let the play- ice bolts can chill drinks!” and “Sorry,
er eliminate one built-in restriction on Snowball, but the bad guys found you
Special effects often take the form his advantage in return for accepting by following the puddles!” The alter-
of a modest additional capability bal- the loss of one of its normal benefits. native – requiring Snowball to link a
anced by a new restriction. A simple This should always be an even trade; low level of Temperature Control to
but effective way to balance such that is, the two omitted elements his Innate Attack, add Nuisance Effect
effects is to word the advantageous should be roughly comparable in (Leaves puddles), and so on – results
aspects as perks (see Perks, p. B100) importance. If not, the GM can omit in needlessly complex abilities.
and the disadvantageous ones as additional elements to balance things,
quirks (see Quirks, p. B162), and to or simply forbid the special effect.
require an equal number of both.

The most common perks for this
purpose are Accessory (for instance, a
flame attack might work as a cigarette

FINISHING UP

After choosing the advantages and Ignore special modifiers (they’re limit the user . . . so they aren’t real
modifiers that make up your ability – designed for the advantage), but note limitations, and are forbidden even if
and noting a few interesting special that many general modifiers are off- there’s no explicit note saying so.
effects – it’s time to clean it up and put limits for specific advantages. In par-
it on your character sheet. The follow- ticular, attack modifiers are normally 3. Verify that all the modifiers are
ing checklist can help you avoid errors off-limits for advantages other than compatible with each other. Often,
and omissions: attacks. only one of two incompatible modi-
fiers notes a conflict, so be sure to read
1. Drop any modifier that’s explicit- 2. Delete any limitation that dupli- each description. If there’s an incom-
ly incompatible with the advantage. cates one of the advantage’s built-in patibility, remove one of the problem
restrictions. Such limitations don’t modifiers. An alternative solution in

114 BUILDING ABILITIES

the case of conflicting enhancements Writing It Up
is to add Selectivity (p. 105).
You can write down abilities however you like, but the following
4. If the ability is part of a power, steps outline a clear format that includes all the information needed to
remember its power modifier – and use the ability in play:
any modifiers that the power requires
on this particular advantage. • Start with the advantage name, exactly as it appears in Powers or
the Basic Set. Exception: For Innate Attack, replace the word “Innate”
5. Once all of the modifiers check with the damage type; e.g., if the Innate Attack inflicts burning damage,
out, add them together to find the abil- write “Burning Attack.”
ity’s overall modifier. If this is a net
limitation that exceeds -80%, reduce it • After this, write the advantage’s level or dice of effect: Affliction 3,
to -80%. Burning Attack 10d, Damage Resistance 30, Striking ST +10, and so on.

6. Apply the net modifier to the • If the advantage has a particular specialty or form, note this in
advantage’s point cost to find the abil- parentheses after advantage level; e.g., Control 5 (Water) or
ity’s point cost. Round all fractional Regeneration (Fast). For resisted abilities, like Affliction, note the resist-
point costs up; for instance, 10.01 and ance roll instead; e.g., Affliction 3 (HT-2).
10.99 both round to 11.
• In the same parenthesis, list the ability’s modifiers in alphabetical
7. Name the ability (see Naming order, separating names, levels, and values with commas. Separate the
Your Ability, below). modifiers from each other – and from the ability’s specialty or resistance
roll – using semicolons.
8. Write the ability on your charac-
ter sheet as explained in Writing it Up • At the very end, write the ability’s point cost in brackets.
(box).
Example: Affliction 3 (HT-2; Area Effect, 64 yards, +300%;
NAMING YOUR Emanation, -20%; Hearing-Based, +150%; Heart Attack, +300%;
ABILITY Limited Use, 1/day, -40%; Selective Area, +20%) [243].

An interesting ability needs a names like “Pyrokinesis,” “Firebolt,” Link or Follow-Up, you can just list its
descriptive, original, cool name. and “Plasma Blast.” Never settle for an name and point cost on your charac-
Anime heroes and cinematic martial advantage name like “Burning Attack” ter sheet to save space. Write out all
artists shout out impressive names for – that’s boring! the gory details elsewhere. A name can
their abilities (“Four-Way Demon Yin- replace a paragraph or even a page of
Yang Fire!”). Wizards prefer names There is a practical benefit to nam- modifiers, special effects, and notes,
that hint at secret knowledge or the ing your ability. If your ability is com- making your character sheet much
monikers of forgotten magi (“Al- plex, with many modifiers and per- tidier.
Azrad’s Burning Death”). Priests haps even multiple traits joined with
honor gods (“Wrath of Agni”). Even
the most serious psis and supers coin

SPECIAL CASES

It isn’t always easy to hit upon the which choice is “right” for his cam- • Basic. If none of the redundant
combination of advantages, modifiers, paign. When in doubt, use the “A-B-C options is obviously a better fit –
and special effects that does exactly Rule”: which is often true for highly adapt-
what you want. It’s often difficult to able “generic” advantages – pick the
decide what the starting advantage • Accurate. When a character con- simplest option. Example: A super who
should be – or which modifiers make cept or fictional precedent provides an can become a living flame could buy
it work as desired. Below is advice to explanation for the ability, select the Injury Tolerance (Diffuse) with the
help solve some of the more common advantages and modifiers whose built- Switchable enhancement, and then
problems. in mechanics and special effects most take all the other traits that constitute
closely fit that explanation. Example: the Body of Fire meta-trait (p. B262)
MULTIPLE- A “universal translator” might have with “Accessibility, Only when dif-
CHOICE Mind Reading plus Telesend with the fuse.” However, Alternate Form (Body
PROBLEMS Universal enhancement (p. B91) . . . or of Fire) would be less convoluted –
Modular Abilities with Limited, and easier to record on the character
The wealth of traits available in Languages Only (p. 64). The former is sheet.
GURPS sometimes makes it possible superior for a telepath who “assimi-
to represent a capability in more than lates” the languages of conversation • Cheap. If two options are equally
one way . . . and the point costs might partners. The latter is better for a suitable and simple, choose the one
not even be close. The GM decides robot translator that runs language that costs fewer points. The GM
programs – which usually are discrete should be wary of “creative account-
modules. ing,” though – the cheaper choice

BUILDING ABILITIES 115

ought to be less useful. GURPS tries to (p. 170). That entire set of rules is sim- “Hard” Science-Fiction
enforce this, but like any game, it like- ply an extensive collection of special Abilities
ly has loopholes. If a player finds one effects that let superhuman abilities
of these, the GM should put special work more like they do in anime, Advantages: Most “realistic” special
restrictions on the bargain-priced abil- comic books, and action movies. abilities are mundane or exotic, and
ity, or just forbid it. Example: Affliction physical in nature – granted by surgery,
1 (HT; Advantage, Warp, +1,000%) Below is some additional advice by genetic engineering, etc. In settings
[110] costs less than Warp (Extra genre. with advanced AI, Computer Brain is
Carrying Capacity, +50%) [150]. Both likely (see Modular Abilities, p. B71).
can teleport others – but the former is Cyberpunk Abilities
resisted and doesn’t let the user tele- Modifiers: A new use for a body
port, while the latter lets the user tele- Advantages: Implants (“cyber- part that prevents it from serving its
port with anyone he’s carrying, regard- wear”) can grant many mundane and original purpose calls for Temporary
less of HT or DR. exotic physical advantages, but few if Disadvantage. Drug-activated abilities
any supernatural ones. Extended sens- have Trigger. Experimental technology
EMULATING es and additional body parts are espe- is often Unreliable. Mental traits that
FICTIONAL cially common; see Switchable Body affect the brain (not the mind) need
ABILITIES Parts (p. 81) and Weapon Mounts Based on HT or Requires HT Roll. The
(p. 138) for details. Many cyberpunk Accessibility, Environmental, and
Each advantage in the Basic Set worlds feature Chip Slots (see Specific limitations can restrict abili-
was designed with iconic fictional Modular Abilities, p. B71). ties to particular atmospheres, gravity
examples in mind. For instance, Mind fields, materials, etc. Add Costs
Control establishes an invisible men- Modifiers: Most advantages that list Fatigue, Limited Use, or Takes
tal connection, depends on the user’s a Cybernetic or Digital special modifi- Recharge to enforce energy
mental capacity (IQ), and must over- er require that modifier in cyberpunk. conservation.
come the target’s willpower (Will). It’s Use Temporary Disadvantage,
a good match for the abilities of hyp- Electrical (-20%) to represent vulnera- Horror Abilities
notists and telepaths. But Mind bility to electrical overload. Large
Control could result from an injected implants – notably bionic limbs – Advantages: Low-powered super-
drug that’s resisted by HT, or be a form often have Temporary Disadvantage, natural advantages – typically mental
of machine control that requires the Maintenance, 1 person, Weekly (-5%). – are likely for heroes. Exotic traits, if
user to “jack in.” There are countless Experimental implants tend to be allowed, often result from a curse.
valid interpretations . . . and each Unreliable. See Guns as Innate Attacks Cinematic advantages (even mundane
requires its own set of modifiers. (p. 54) for modifiers suitable for built- ones) can wreck suspense, and are
in weapons. rarely appropriate. Of course, Evil
The first step when simulating a Things can have almost any kind of
fictional ability is to choose a few like- Fantasy Abilities trait!
ly advantages and consult their entries
under Existing Advantages (pp. 39-90) Advantages: Innate gifts are typical- Modifiers: Much of the discussion
for advice on adapting them. See ly mundane (but often cinematic) or under Fantasy Abilities applies, but
“Alternatives” for suggestions on how supernatural. Learned “spells” can horror abilities are rarely reliable or
to choose between similar traits. “New emulate nearly any advantage – flashy. Fitting modifiers include Costs
Special Enhancements/Limitations” notably attacks and mental abilities – Hit Points, Fickle, Maximum
often introduces modifiers specifically and powerful wizards and priests Duration, Nuisance Effect (especially
intended to cover important fictional might meet new challenges with Backlash), Preparation Required (for
examples. Super-Memorization (see Modular long rituals), Short-Range, Temporary
Abilities, p. B71). Almost any exotic or Disadvantage, Trigger (often involving
Don’t be afraid to apply plenty of supernatural trait would suit some foul ingredients), Untrainable, and
special effects. Even major, game- fantasy monster, somewhere. weirder forms of Accessibility (e.g.,
changing special effects are fine, if “Only when the stars are right”).
they apply to all similar abilities in the Modifiers: Appropriate power mod- Cultists often end up with Pact, while
setting. For an example, see Stunts ifiers include Divine, Magical, Moral, troubled psis have Unconscious Only
Nature, and Spirit. Spells traditionally and Uncontrollable. Reliable is highly
require fatiguing, time-consuming rit- inappropriate. The Things, on the
uals, and aren’t physical, making all of other hand, often have the Cosmic
Affects Insubstantial, Costs Fatigue, enhancement.
Malediction, and Takes Extra Time
suitable. Glamour and Requires Martial-Arts
Concentrate often fit, and Terminal and Pulp Abilities
Condition suits fairy-tale magic. Such
accessibility limitations as “Requires Advantages: The most cinematic
material components,” “Requires ges- mundane advantages, off-limits in
tures,” and “Requires magic words” many genres, are highly appropriate
are common, and worth -10% apiece.

116 BUILDING ABILITIES

here – pulp heroes are frequently the sky” – call for creative interpreta- bother with limitations that merely
Gadgeteers, Weapon Masters, and so tions of Accessibility, Limited Use, serve to keep abilities realistic.
on. Physical supernatural and exotic Maximum Duration, Minimum
traits can represent secret martial-arts Duration, and Terminal Condition. Supers Abilities
techniques. Heroic gifts often come with a Pact
requiring total devotion to a patron Advantages: Nearly every advan-
Modifiers: The most common deity. Divine beings rarely have severe tage shows up in some comic book.
power modifier is Chi, but Biological limitations; often, their abilities are Traits that let the hero adjust his capa-
works for mad science. Based on Will Cosmic, and have powerful enhance- bilities to suit the situation – e.g.,
and Requires Will Roll are commonly ments such as Malediction 3, World- Modular Abilities and Morph – are
added to otherwise physical abilities Spanning, and Extended Duration, especially popular. Be sure to use
to represent the triumph of discipline Permanent. Alternative Abilities (p. 11), too.
over raw, animal power. The modifiers
under Horror Abilities fit the bizarre Space-Opera Abilities Modifiers: Any power modifier is
rituals of forgotten civilizations, evil possible; Elemental, Psionic, and Super
ninja cults, etc. Advantages: Almost anyone worthy are just the most common. Abilities are
of being called a hero has cinematic often Visible, even if traditionally invis-
Mythic Abilities advantages. Space-opera psis have ible in other genres. Switchable
access to most mental advantages, appears on almost any advantage that
Advantages: Heroes and demigods regardless of type. Cinematic aliens permits it, Force Field and Reflexive
of myth generally have a mixture of and mutants might have almost any are popular for defenses, and an attack
supernatural advantages and extreme exotic trait. is likely to have Selectivity, Variable,
levels of mundane ones – the more and many enhancements so that the
cinematic, the better. For actual Modifiers: The Biological and hero can tune it from a 1d-2 jet to a 10d
deities, Control, Create, and Cosmic Psionic power modifiers are common. explosion. A handful of special
Power (see Modular Abilities, p. B71) The Unreliable limitation is tradition- enhancements are meant for supers,
are de rigueur. Mythic monsters have al for experimental rubber-science notably Super-Speed for Altered Time
many exotic advantages. abilities. Apply the guidelines under Rate (p. 42) and Super-Effort for
“Hard” Science-Fiction Abilities if Lifting ST (p. 58).
Modifiers: Peculiar usage limits – they would be dramatic . . . but don’t
e.g., “Three times while the sun is in ABSOLUTES

Benchmarking Attacks A few classic abilities are
and Defenses absolute: invulnerability, death rays,
wishes, etc. They’re rarely a problem
Below are guidelines on how large an attack must be to simulate a when a skilled author creates all the
weapon or hazard. Except where noted, damage is per second – the heroes, and guides them through a
duration of one attack. To resist average damage, take DR 3.5 per die; to plot that conveniently takes their
be immune, buy DR 6 per die. gifts into account . . . but matters are
rarely so simple in a roleplaying
Acid (p. B428): Immersion causes 1d-1 corrosion. This can degrade game. The GM never knows what the
DR. players will try, while the players are
never sure exactly what will work.
Electricity (p. B432): Household current inflicts 3d burning damage, This uncertainty is part of the fun,
at worst. Industrial accidents and lightning bolts start at 6d and range and the finality of “irresistible
up to 6d¥3. forces” and “immovable objects” can
diminish that. This makes allowing
Fire (p. B433): Ordinary fire rarely exceeds 1d burning. To rate other them a risky proposition – but some
fires, use Making Things Burn. For instance, magma should ignite even important genres simply won’t work
“highly resistant” items instantly, which takes 30 points of damage – without them.
average damage for 8d+2.
Unerring Attacks
Poison (p. B437): Most poisons inflict 1d or 2d toxic damage per
cycle, and rarely exceed 12d total. The deadliest poisons inflict up to 6d Attacks that can’t miss – divine
immediately. thunderbolts, spears of vengeance, etc.
– have one of the new forms of Cosmic
Radiation (p. B435): The most lethal radiation accidents actually described on p. 101: “no die roll
inflict less than 1 rad/second. Attacks should rarely exceed 1d rads. required” or “no active defense
allowed.” Heroes on a budget can
Weapons (pp. B267-281): The strongest man is unlikely to inflict obtain near-absolute reliability by tak-
more than 4d with a muscle-powered weapon. Pistols range up to 3d; ing some combination of Accurate,
submachine guns, to 4d; rifles, to 9d; grenades, to 10d; and machine Guided, Homing, and Surprise Attack
guns, to 13d. Rocket launchers and cannon start at 6d¥2. The heaviest (p. 104).
portable weapons (missiles, mortars, etc.) go to 6d¥10. Most anti-tank
and ultra-tech weapons have armor divisors, too.

BUILDING ABILITIES 117

Unstoppable Attacks him to a prison dimension, and so If the entire universe freezes, the
forth. He isn’t exactly dead . . . but his GM may represent it by combining
There are several ways to create odds of recovering on his own are no Temporal Stasis with an extreme level
attacks that ignore DR: Malediction cir- better (and possibly worse) than his of Area Effect. More modestly, a high
cumvents DR but allows a resistance odds of returning from the grave. level of Altered Time Rate (p. 41) with
roll; Sense-Based bypasses DR but Treat all such curses as Afflictions. Super-Speed or Non-Combat Speed
requires sensory contact; and Area can give functionally similar results by
Effect or Cone combined with Blood Since Heart Attack (+300%) would greatly speeding up just the user.
Agent, Contact Agent, or Respiratory kill the target on a failed HT roll, bar-
Agent affect anyone without special ring special medical aid, the GM might Invulnerability
defenses. To unconditionally avoid pro- let the same +300% buy an effect that
tection requires the “irresistible attack” removes the target from play without True invulnerability that makes
version of Cosmic (p. B103) – and even killing him. Since either takes care of every attack bounce off harmlessly has
then, defenses with Cosmic can still the target for good in the absence of no fair price. A fixed cost, however
interfere, if the GM allows them. powerful external intervention, the dif- high, invites comparison with the
ference is largely a special effect. same number of points spent on
Instant-Death Attacks Damage Resistance . . . and a finite DR
Alternatively, the GM can treat is always less favorable than “infinite”
The simplest attack that slays the such curses as a combination of DR.
victim outright – like a “death ray” – is Paralysis (+150%) and Extended
an Affliction with the Heart Attack Duration, Permanent (+150%). Once Effective invulnerability is attain-
enhancement. For reliable lethality, again, it’s the special effects that mat- able in a variety of ways, each with
take lots of levels; a godlike being with ter. It’s no more “powerful” to petrify several inherent limitations to keep
Affliction 19 (HT-18; Heart Attack, someone than to paralyze him forever. things fair. Multiple options could
+300%) [760] could instantly kill any- coexist in a given setting.
one with human-level HT (20 or less). Either option costs +300%. The net
effect is that the victim is incapacitat- • Damage Resistance. In settings
Innate Attack can also do the job. ed indefinitely until he receives a spe- where “invulnerability” means “can’t
The average man has 10 HP and expe- cial cure – usually a spell of some kind, be harmed by typical threats,” just buy
riences certain death at -5¥HP. That in fantasy settings. enough DR to stop the deadliest ordi-
requires 60 points of injury, which is nary threat, at the rate of DR 6 per die
about average for a 17d attack. The GM Stopping Time of damage. Before TL6, DR 30 is
might instead allow a “0d+60” attack enough to stop the blows of the might-
that deals a flat 60 points of damage; Beings that can stop time appear iest normal man, ballista bolts, early
this costs the same as 18d. Total bodily frequently in fiction . . . as plot devices. firearms, dragon’s fire, etc. At TL6-8,
destruction (-10¥HP) calls for 110 It’s risky to trust PCs with such capa- DR 80 will stop small arms up to
points of injury. This is 32d-2, with a bilities. If the GM wishes to allow this, heavy machine guns, cars hitting at 50
flat “0d+110” costing as much as 33d. he should make the ability costly, and mph, falls from aircraft, etc. At higher
Any damage type will do, but attacks limit its scope and duration. The fol- TLs, add levels of Hardened to negate
that only affect the living should be lowing enhancement for Affliction is the armor divisors of beam weapons.
Toxic Attacks. To affect targets with lots fairly balanced: This gets expensive, but limitations
of HP or DR, add a few extra dice – or such as Can’t Wear Armor and Tough
the Cosmic enhancement. Temporal Stasis: The victim and his Skin can make it affordable. The
equipment stop in time. Time contin- Limited modifier is useful, too, as
Disintegration ues to flow in the rest of the universe, many supers and mythic creatures are
just not for him. He’s frozen in place – only invulnerable to specific threats.
Follow the Innate Attack guidelines in mid-action or even midair. He does-
under Instant-Death Attacks and use a n’t age, breathe, or require sustenance. • Injury Tolerance (Damage
Corrosion Attack. A target reduced Injury, disease, and poison halt their Reduction). The GM might permit
-10¥HP by corrosion damage is gone: progress. He keeps his position in the heroes to buy divisors larger than 4. A
dissolved, disintegrated, or vaporized. local frame of reference (usually a divisor of 5 costs 125 points. To price a
Resurrection is impossible. For a planet), but the physical world doesn’t divisor of 10 or more, find it in the
cheaper way to disintegrate one spe- otherwise affect him. He can’t be Linear Measurement column of the Size
cific type of unliving matter, use injured, moved, robbed, etc. In most and Speed/Range Table (p. B550), add 2
Create (p. 92) with the Destruction settings, this extends to supernatural to the corresponding entry in the Size
enhancement. powers (e.g., his mind is unreadable). column, and multiply the sum by 25.
Likewise, he’s unaware of the universe This gives 150 points for a divisor of
Petrifaction, and can’t act in any way, not even 10, 300 points for 100, 450 points for
Banishment, and Other mentally. This lasts for a minute per 1,000, and so on. The GM might
Permanent Curses point by which he fails his HT roll. require Limited, but he could waive
After that, his actions, perceptions, this restriction for those who are sup-
Powerful spells and fantasy mon- and so on pick up where they left off. posed to be almost untouchable.
sters can petrify their victim, banish This isn’t a metabolic effect; it can Minimum injury from an attack that
afflict objects (see Afflictions and pierces DR is always 1 HP – but the
Inanimate Targets, p. 40). +1,000%.

118 BUILDING ABILITIES

GM may rule that those with Cosmic, capacity to summon a modest castle. margin of the HT roll, but let the
+50% only suffer this if the injury is at The GM should probably set an upper recipient buy them “for real” if he has
least 1 HP after applying the divisor. weight limit! enough unspent points.
See Injury Tolerance (p. 52).
A few beings grant new abilities. Entities that can grant any advan-
• Injury Tolerance (Diffuse). By lim- This is Affliction (Advantage, +10% tage require Cosmic Power (see
iting injury from impaling and pierc- per point of advantages; Extended Modular Abilities, p. B71) with Physical
ing damage to 1 HP per attack and Duration, Permanent, Irreversible, (+50%) and Limited, Afflictions that
that from other damage to 2 HP per +300%). Thus, each level costs 40 grant permanent advantages (-50%).
attack, this trait provides limited points plus the price of the advantages This costs 10 times as much (400
invulnerability. Even the deadliest hits – although one level is probably points plus 10 times the cost of traits
cause little more than flesh wounds. enough. To keep things fair, the GM granted). For instance, a god with 600
The GM might allow super-tough might rule that the advantages take points in this ability could grant any
heroes who aren’t truly diffuse to buy effect for only one minute times the advantage worth up to 20 points.
this advantage. It doesn’t help against
area effects, cones, or explosions, Energy Reserves
though.
Fictional power-wielders often draw on special “power supplies” to
• Insubstantiality. The GM may fuel their abilities. To represent this, buy Fatigue Points at the usual 3
allow the ability to become insubstan- points apiece but treat them as a new “Energy Reserve” (ER) advantage.
tial for just an instant when exposed to This is always tied to a particular power source; e.g., 10 FP for psi pow-
damage. Physical and energy attacks ers is “ER 10 (Psi) [30].”
pass through harmlessly. Attacks with
Affects Insubstantial or Malediction – An ER can only power abilities of the same source. It can pay the
and spells, Mind Control, and similar basic FP costs to use advantages, those added by Costs Fatigue, and
abilities – work normally. This is expenditures for extra effort and stunts (see Chapter 4). It can also fuel
Insubstantiality (Affect Substantial, related skills; e.g., ER (Magical) can energize spells. Powers can still
+100%; Can Carry Objects, Heavy, draw on normal FP; if they can’t, add -5% to the power modifier.
+100%; Partial Change, +100%;
Reflexive, +40%; Unconscious Only, However, an ER isn’t the same as FP. Only associated powers can
-20%; Uncontrollable, -10%) deplete it. Fatigue Attacks, missed sleep, and so on don’t sap it, and
[328]. Reflexive briefly activates other powers, wild abilities, and ordinary extra effort can’t tap it.
Insubstantiality when hit. Affect Furthermore, depleting an ER causes none of the effects of going below
Substantial, Can Carry Objects, and 1/3 FP – and having a full ER doesn’t protect against those effects.
Partial Change keep the user from
dropping things, falling through the An ER recharges by one point every 10 minutes, independent of rest.
floor, or losing control of other abili- You can recover FP at the same time if you rest. Factors that alter FP
ties. Unconscious Only and recovery generally have no effect on ER recharge rate.
Uncontrollable prevent him from con-
sciously becoming insubstantial – he Skills connected to the ER’s source can help replenish it. For
can only avoid damage. Those with instance, the Recover Energy spell (p. B248) improves the recharge rate
this ability can’t shield others with of ER (Magic). Abilities of that source can also help. Damage Resistance
their body, of course. with Absorption can heal ER, FP, or HP for the usual +80%. Leech can
have “Heals ER” or “Only Heals ER” for the price of “Heals FP” or “Only
Wishes Heals FP.” Regeneration can have “ER Recovery” or “ER Only” for the
price of “Fatigue Recovery” or “Fatigue Only,” and often has an
“Granting wishes” can mean many Accessibility limitation such as “Only in direct sunlight” (-10%), “Only
different things. Some godlike entities on holy days or in holy places” (-40%), or “Only inside a nuclear reac-
control the outcome of events. Buy tor” (-80%).
this as Super Luck (Wishing, +100%)
[200]. Those who can do this reliably Special Modifiers
might have higher levels of Super
Luck (see p. 80). In most games, 12 or Abilities Only: Your ER can only pay the basic FP costs of your abil-
13 levels (2,400 or 2,600 points) suffice ities. It’s of no use for extra effort or stunts. -10%.
to affect every die roll made in the
user’s presence. One Power: Only available if you have two or more powers of a given
source. Your ER works with just one of your powers. -50%.
Other beings fulfill wishes for
material goods. Snatcher (Creation, Slow Recharge: Your ER recharges slowly. -20% for one point/hour;
+100%; Large Items, +50%; More -60% for one point/day.
Weight, 100 lbs., +40%; Permanent,
+300%) [472] can create most items of Special Recharge: Your ER doesn’t recharge over time. It only
personal equipment – armor, recharges via DR with Absorption, Leech, the Steal Energy spell, etc. This
weapons, etc. Improve More Weight to is incompatible with Slow Recharge. -70%, or -80% if the energy bleeds
1,500 tons (+175%), and raise away at the rate of one point/second, forcing you to use it quickly.
total cost to 580 points, for enough
Stunts Only: Your ER is only useful for extra effort and stunts. It can’t
pay the FP costs for normal ability use. This is incompatible with
Abilities Only. -10%.

BUILDING ABILITIES 119

CHAPTER THREE

EXAMPLES

As he ran through the bamboo for- they would have been ordered to slay suggested its nature; with but a glimpse,
est, Huang Pao pondered the question him. he could perceive the detached serenity
of his destiny – most specifically, of his of its feng shui.
fate in the next few minutes. He had Hence, he decided to test their agility
long since left the regiment of ordinary rather than their fighting skill. Focusing Huang permitted himself a flicker of
government soldiers far behind, but he his own chi, he leapt high into the air, a smile, and turned his course that way.
sensed that at least five or six pursuers grasping the very top of a tall bamboo The guards would catch him sooner
were keeping pace with him even now. plant with his fingertips before he could now, of course, but not before he
Evidently, the corrupt Minister Chien fall back to earth. He let the plant sway reached the monastery – and the monks
Ping had sent some of his elite guards – downward with his weight then swing of the mountain not only forbade
men trained in the martial arts, adept in back upright, throwing him forward to bloodshed within their precincts, but
killing with blades or bare hands and another. Repeating the action twice could enforce such rules, even against
capable enough of focusing their chi for more, he was soon running through the the Minister’s own guard.
crude but pragmatic effects. upper foliage. He risked a glance back-
ward as he went. Now we’ll show how everything in
Huang knew that he could defeat Chapters 1 and 2 comes together.
two or even three of these hunters, but The pursuers were a little further Sample Powers (pp. 121-136) provides
his skills were not unlimited. He found behind, but they were still in sight – and a selection of powers popular in
that, despite his scrupulous self-disci- they too were now moving through the games and fiction. Sample Abilities
pline, a particle of fear survived in his heights of the forest. Evidently, these (pp. 136-151) offers worked examples
spirit. He had no wish to determine were indeed capable men. of abilities suitable for a variety of
whether he could survive against more genres, plus a few optional rules relat-
such opponents, given the likelihood Huang looked around, considering ed to buying abilities. You can use the
that he could not and the certainty that his options further. He glimpsed some- abilities alone (for aliens, cyborgs,
thing through the foliage – a building, etc.) or to flesh out the sample powers.
high on the mountainside to his left.
His grasp of the Tao immediately

120 EXAMPLES

SAMPLE POWERS

All of these powers follow the dust clouds, energetic plasmas, or gods (Divine) or totem spirits (Spirit).
guidelines in Chapter 1. The GM supernatural or superscience “ether.” Shapeshifting suits shamans and
decides which powers exist in his supers, but not psis; the GM might
campaign. Each entry includes: Air Talent wish to substitute telepathic abilities
(see Telepathy, p. 134), specialized to
Name: A “generic” name for the 5 points/level animals, for those with the Psionic
power. modifier.
Air Abilities
Sources: Suitable sources for the Animal Control Talent
power; see Source (p. 7). If the power Alternate Form (Body of Air);
is known by another name when asso- Control (Air); Create (Air or Gas); 5 points/level
ciated with a particular source, that Damage Resistance, with either
name appears in parentheses. The GM Limited, Air (-40%) or both Force Animal Control Abilities
decides which sources are valid in his Field and Limited, Physical (-20%);
campaign. Doesn’t Breathe; Enhanced Move Advantages marked * involve direct
(Air); Flight; Modular Abilities, with mental contact, and require
Focus: The focus of the power; see both Limited, Air (-10%) and Physical; Specialized, Animals Only, -25% (see
Focus (p. 7). Obscure (Vision); Pressure Support; Possession, p. 67). They work only on
Protected Power; Resistant, to any ordinary, nonsapient animals.
Description: What the power does, kind of inhaled threat; Sealed;
a few fictional precedents (often asso- Telekinesis, with Environmental Allies (animals), with Summon-
ciated with specific sources), and any (-5%); Vacuum Support; Vibration able; Animal Empathy; Damage
special notes that apply to most or all Sense (Air); and Walk on Air. Resistance, with Limited, Animals
of the power’s abilities. (-60%); Detect, for animals or any type
Innate Attacks are also allowed. of animal; Enhanced Defenses (any),
Talent: The name and point cost of They must be crushing, and can only with Limited, Animals (-60%);
the power’s Talent, as well as any spe- have modifiers that suit air jets, con- Mimicry; Mind Control*; Mind
cial rules for that Talent. Talent gives cussion waves, tornados, etc. (GM Probe*; Mind Reading*; Mindlink,
+1 per level to use the power’s abilities; decides). Add Environmental (-5%) to with an animal; Possession*;
see The Role of Talent (p. 158). Those any attack that shapes existing air. Protected Power; Shapeshifting, into
with Talent can also spend points on any animal form; Speak with Animals;
new abilities for that power. Power Modifier: Air. The advantage Special Rapport, with an animal; and
belongs to the Air power. This modifi- Telecommunication (Telesend)*.
Abilities: Advantages likely to be er is usually Divine (-10%), Elemental
abilities of the power in most settings (-10%), Magical (-10%), Spirit (-25%), Power Modifier: Animal Control.
– with notes on required or forbidden or Super (-10%), and may be both The advantage belongs to the Animal
versions, or modifiers, as applicable. Elemental and Super. Control power. This modifier is most
This includes only some of the recom- often Divine (-10%), Nature (-20%),
mendations in Chapters 1 and 2. The ANIMAL CONTROL Psionic (-10%), Spirit (-25%), or Super
GM should customize the list for his (-10%).
campaign. Sources: Divine, Nature, Psionic
(“Beast Telepathy”), Spirit, or Super. ANTI-MAGIC
Power Modifier: The “generic” mod-
ifiers (see Sample Modifiers, p. 26) that Focus: Natural, nonsapient Sources: Anti-Magic, Divine, or
best suit the power. Choose the option creatures. Spirit.
that matches the power’s source,
change its name to suit the power, and Animal Control lets the user under- Focus: Negating mana, mages, and
use the associated rules and value. stand and command ordinary beasts. magical spells.
It has no effect on sapient or supernat-
AIR ural creatures. Explanations include This power deals with neutralizing
an innate attunement to animals magic. In some worlds, anti-magic is a
Sources: Divine, Elemental, Magi- (Nature or Super), specialized telepa- unique power source and the opposite
cal, Spirit, or Super. thy (Psionic), and the favor of nature of magic – just as antimatter is the
“opposite” of matter. In others, it orig-
Focus: Gases. inates from gods (Divine) or spirits
(Spirit) that resent wizards using
This is the power to create and magic to tamper with creation. In all
manipulate gases. Adept practitioners cases, it’s the anti-power of Magic
in some settings can even become a power (p. 131).
gas. It might represent direct control
over air (Elemental and Super), a col-
lege of air spells (Magical), the alle-
giance of elemental air spirits (Spirit),
or the holy favor of a sky god (Divine).
Air abilities only affect true gases – not

EXAMPLES 121

Anti-Magic Talent through mutation (Biological or most often stands alone in its own
Super) or meditation (Chi). “Anti-Super” category. Other possibili-
5 points/level ties are control over mutant genes
Antipsi Talent through bioenergy (Biological or
Anti-Magic Abilities Nature) or psi (Psionic), or the will of
5 points/level a deity that opposes “abominations”
Damage Resistance, with Limited, (Divine).
Magic (-20%); Detect, for magic, This Talent doesn’t exist in every
spells, wizards, etc.; Magic Resistance; setting. In many game worlds, Antipsi Anti-Super Talent
Mana Damper; Mind Shield, with is always random and uncontrollable.
Limited, Magic (-50%); Neutralize 5 points/level
(Magic), but not with Power Theft; Antipsi Abilities
Obscure (any), with Limited, Magic Anti-Super Abilities
(-20%); See Invisible (Magical); and Damage Resistance, with Limited,
Static (Magic). Psi (-20%); Detect, for psi powers, psi Damage Resistance, with Limited,
users, etc.; Mind Shield, with Limited, Super (-20%); Detect, for any or all
Specialized Afflictions are also Psionic (-50%); Neutralize (Psi), but super-powers; Mind Shield, with
allowed. These must have Malediction, not with Power Theft; Obscure (any), Limited, Super (-50%); Neutralize
plus either an Advantage enhancement with Limited, Psi (-20%) or Limited, (Super), but not with Power Theft;
that grants Magic Resistance, Mana ESP or Telepathy (-40%); Resistant or Obscure (any), with Limited, Super
Damper, or Damage Resistance Immunity to all psi or specific powers (-20%); Resistant or Immunity to all
against magic, or a Negated Advantage or abilities; See Invisible (Psionic); super-powers or specific super-powers
enhancement that negates Magery or and Static (Psi). or super-abilities; See Invisible
Mana Enhancer. (Super); and Static (Super).
Specialized Afflictions are also pos-
Power Modifier: Anti-Magic. If the sible. These require Malediction, plus As with Antipsi (above), Afflictions
source is some kind of fundamental Advantage to grant Damage Resist- are allowed if they have Malediction
anti-magic, this is a +0% placeholder ance or Resistant against psi, or and either Advantage to protect
that indicates which abilities benefit Negated Advantage to rob the subject against super-powers or Negated
from Anti-Magic Talent. Otherwise, it’s of specific psi abilities or Talents tem- Advantage to take away super abilities
usually Divine (-10%) or Spirit (-25%). porarily. or Talents.

ANTIPSI Power Modifier: Antipsi. If the Power Modifier: Anti-Super. If
source is antipsi energy, this is a +0% “anti-super” is its own, unique source,
Sources: Antipsi, Biological, Chi, or placeholder that indicates which abili- this is a +0% placeholder that indi-
Super. ties benefit from Antipsi Talent. cates which abilities benefit from
Otherwise, it’s usually Biological Anti-Super Talent. Otherwise, it’s usu-
Focus: Blocking psionic energy and (-10%), Chi (-10%), or Super (-10%). ally Biological (-10%), Divine (-10%),
powers. Nature (-20%), or Psionic (-10%).
ANTI-SUPER
Antipsi is the anti-power of all ASTRAL
powers with the Psionic power modi- Sources: Anti-Super, Biological, PROJECTION
fier, regardless of focus. In many set- Divine, Nature, or Psionic.
tings, the explanation is unusual Sources: Divine, Magical, Psionic,
psionic energy that interferes with Focus: Negating super-powers. or Spirit.
the ordinary variety. These “antipsi”
emissions might be categorized as Settings with generic super-powers Focus: The Astral Plane.
psi, but are immune to effects that typically feature individuals who can
block psi (including antipsi itself). negate those powers, regardless of This is the power of perceiving and
Another common explanation is focus. Because this power can inter- journeying through the Astral Plane.
interference by bioenergy, whether fere with other powers without itself Some travelers stay in an “outer”
being susceptible to interference, it plane that overlaps the material
world, allowing them to view it dis-
Settings with generic super- creetly; others venture to an “inner”
powers typically feature individuals plane that adjoins higher planes of
who can negate those powers, existence. Adept projectors can do
regardless of focus. both. Astral Projection is traditionally
either a psychic discipline (Psionic) or
a gift from denizens of the Astral
Plane or an adjacent realm (Divine or
Spirit). Wizards occasionally unlock
its secrets, too (Magical).

122 EXAMPLES

Astral Projection Talent as long as it’s flashy; Protected Power; Hermaphromorph; Injury Tolerance
Rapier Wit, with Based on HT; (any); Mimicry; Modular Abilities,
5 points/level Scanning Sense (Para-Radar); Terror, with Limited, Body Parts Only (-20%)
with Based on HT; and Vibration and Physical; Morph; Protected
Astral Projection Sense, with Sense of Perception. Power; Regrowth; Shadow Form, with
Abilities Finite Thickness; Shrinking; Slippery;
Bioenergy can justify almost any Stretching; Super Jump, with
Alternate Form (Astral Entity), kind of Affliction or Innate Attack, too. Bouncing; and Terrain Adaptation,
with Projected Form; Channeling, The kung fu masters of video games with Active.
with Specialized, Astral Beings and anime can breathe fire, conjure
(-50%); Clairsentience, with glowing swords, kill enemies with a Any advantage that represents
Projection; Detect, for astral beings, touch, and so on. The GM should limit extra body parts is also permissible, if
astral projectors, etc.; Insubstantiality, each hero to a small number of “signa- it’s Switchable (see Switchable Body
with Projection; Jumper (World), with ture” attacks and require elaborate Parts, p. 81). “Always on” advantages
Projection; Medium, with Specialized, power names and special effects. bought as part of this power frequent-
Astral Beings (-50%); Protected ly have Switchable, too.
Power; and See Invisible (Ghosts). Power Modifier: Bioenergy. The
advantage belongs to the Bioenergy Power Modifier: Body Alteration.
In addition, Doesn’t Breathe, power. This modifier is typically The advantage belongs to the Body
Doesn’t Eat or Drink, Doesn’t Sleep, Biological (-10%), Chi (-10%), Psionic Alteration power. This modifier is gen-
Enhanced Move, Flight, Immunity to (-10%), or Super (-10%). erally Biological (-10%), Divine
Metabolic Hazards, Invisibility, and (-10%), Magical (-10%), or Super
Possession are available with BODY (-10%).
Accessibility, Only when projecting ALTERATION
(-10%). Such abilities work when BODY CONTROL
using advantages with Projection or Sources: Biological, Divine,
Projected Form modifiers. Magical, or Super. Sources: Biological, Chi, Psionic, or
Super.
The GM may also allow attacks Focus: The user’s physical form.
with Insubstantial Only. This is the power of altering the Focus: The user’s metabolism.
appearance, structure, and composi-
Power Modifier: Astral Projection. tion of one’s body. Fiction often attrib- Body Control lets the user take
The advantage belongs to the Astral utes Body Alteration to alien physiolo- control of his metabolism in order to
Projection power. This modifier is gy (Biological), powerful magic heal injury, perform amazing physical
usually Divine (-10%), Magical (-10%), (Magical), or bizarre “rubber body” feats, purge his body of poison, and so
Psionic (-10%), or Spirit (-25%). mutations (Super). In fantasy settings, on. It’s almost de rigueur for cinematic
servants of demons and mischievous masters of yoga and the martial arts
BIOENERGY gods sometimes possess this power (Chi), but could instead be a mutant
(Divine). power (Biological or Super) or even a
Sources: Biological, Chi, Psionic, or variant form of psychic healing
Super. Body Alteration Talent (Psionic). Fiction often portrays Body
Control and Bioenergy as “internal”
Focus: The body’s internal energy. 5 points/level and “external” paths of a single
discipline.
Comics and anime often portray Body Alteration Abilities
powerful mutants (Biological), mar- Body Control Talent
tial artists (Chi), psis (Psionic), and Chameleon; Constriction Attack;
supers (Super) as being able to direct Damage Resistance, with Limited, 5 points/level
bodily energies – far more than the Crushing (-40%) or Tough Skin;
human body could realistically con- Double-Jointed; Elastic Skin; Growth; Body Control Abilities
tain – to blast enemies, project force
fields, fly, etc. Unlike most ray-shoot- Breath Holding; Catfall; Damage
ing powers, Bioenergy isn’t associated Resistance, with Tough Skin;
with an element such as fire or light. Enhanced Defenses (any); Enhanced
This makes it a useful catch-all power Move (Ground); Extra Attack, with
for energy-projecting heroes who Multi-Strike; Lifting ST; Metabolism
don’t fit elsewhere. Control; Perfect Balance; Protected
Power; Protected Sense (any);
Bioenergy Talent Radiation Tolerance; Reduced Consu-
mption; Regeneration; Resistant, to
5 points/level any physical threat; Sensitive Touch;
Silence; Striking ST; Super Climbing;
Bioenergy Abilities Super Jump; Temperature Tolerance;
and Universal Digestion.
Damage Resistance, with Force
Field; Flight; Healing; Obscure (any),

EXAMPLES 123

Power Modifier: Body Control. The COLD/ICE Effect*; Modular Abilities, with
advantage belongs to the Body Limited, Cold (-10%) and Physical†;
Control power. This modifier is usual- Sources: Divine, Elemental, or Obscure (Infravision or Vision)*†;
ly Biological (-10%), Chi (-10%), Super. Penetrating Vision, with Specific, Ice
Psionic (-10%), or Super (-10%). (-60%)*; Permeation (Ice)*; Protected
Focus: Cold and ice. Power*†; Slippery*; Temperature
CHAOS Control, with Cold†; Temperature
Cold/Ice power lets the user freeze Tolerance†; and Terrain Adaptation
Sources: Divine, Moral, Spirit, or his foes or bind them with ice, “surf” (Ice or Snow)*.
Super (“Entropy Control”). along an ice slick, and so on. It gener-
ally represents direct control over cold Innate Attacks are also possible.
Focus: Disorder. (Elemental and Super), but might Ice attacks are crushing, cutting,
instead emanate from a god who impaling, or piercing. Cold attacks
This power deals with increasing reigns over winter (Divine). Cold isn’t inflict fatigue with the Freezing
the disorder of the universe. It works a traditional element to wizards and enhancement. Either might add Side
on every level, allowing the wielder to alchemists, but the GM is free to Effect, Paralysis if it can “freeze” the
disorganize material objects and ignore this and permit a Magical or victim. Cinematic Cold attacks might
afflict others with delirium. It also Spirit version of this power. Cold instead be Afflictions with the
includes abilities that protect the user and Ice are separate powers in some Paralysis modifier.
from having order imposed on his settings.
mind or body. Chaos power most Power Modifier: Cold/Ice. The
often represents chaos embodied Cold/Ice Talent advantage belongs to the Cold/Ice
(Moral). Other possibilities are the power. This modifier is usually Divine
will of a mad god (Divine) or prankish 5 points/level (-10%), Elemental (-10%), or Super
spirits (Spirit), or even rubber-science (-10%), and may be both Elemental
“entropy control” (Super). Whatever Cold/Ice Abilities and Super.
its source, Chaos is the anti-power of
Order (p. 132). Abilities marked * would suit a sep- COSMIC
arate Ice power; those labeled † are
Chaos Talent appropriate for a separate Cold power. Source: Cosmic.
Focus: Everything!
5 points/level Alternate Form (Body of Ice)*;
Binding, with Engulfing*; Clinging*†; Cosmic power represents the
Chaos Abilities Control (Hail or Snow), with Natural boundless capabilities of deities and
Phenomena*; Control (Ice)*; Create (in some settings) the most powerful
Channeling, with Specialized, (Ice)*; Damage Resistance, with either supers. It doesn’t have a single focus –
Chaos Spirits (-50%); Detect, for either Ablative or Semi-Ablative*, or by definition, it deals with anything
Chaos or Order; Injury Tolerance Limited, Cold (-40%) or Heat (-40%)†; and everything – and the only counter-
(Diffuse), with both Swarm and Enhanced Move (Air or Ground)*; measure it faces is itself. This kind of
Switchable; Medium, with Specia- Flight, with Low Ceiling and Nuisance
lized, Chaos Spirits (-50%); Mind
Shield; Neutralize (Order), but not
with Power Theft; Obscure (Divin-
ation); Protected Power; Resistant, to
the abilities of Order; Static (Order),
with Resistible; Telekinesis, with
Uncontrollable; Temperature Control,
with Heat; Terror (Confusion); and
Visualization, with Cursing.

Afflictions with Hallucinating or a
Disadvantage that causes insanity
(Delusions, Paranoia, etc.) are
allowed, but must have Malediction.
Innate Attacks that inflict burning or
corrosion damage are also part of this
power.

Power Modifier: Chaos. The advan-
tage belongs to the Chaos power. This
modifier is most often Divine (-10%),
Moral (-20%), Spirit (-25%), or Super
(-10%).

124 EXAMPLES

unlimited scope comes at a price: the (Light), with Destruction (+0%); Dark Attacks. All must have one of
power modifier and associated Talent Vision; Illusion, with Visual Only; Malediction, Melee Attack, or Sense-
are both very expensive. Invisibility; Modular Abilities with Based. The GM might allow Afflictions
Limited, Darkness (-15%) and with Advantage, Alternate Form that
Cosmic Talent Physical; Night Vision; Obscure, can raise corpses as undead.
against Ladar or any type of vision;
15 points/level Protected Power; Protected Sense Power Modifier: Death. The advan-
(Vision); and Shadow Form. tage belongs to the Death power. This
Cosmic Abilities modifier is most often Divine (-10%),
Afflictions must be Vision-Based, Magical (-10%), or Spirit (-25%).
Any advantage can be a Cosmic and have Disadvantage (Bad Sight or
ability, as long as it has the Cosmic Blindness) or Negated Advantage DIMENSION
modifier. When creating a god, the (Dark Vision, Night Vision, etc.). TRAVEL
GM should consider forbidding abili- Innate Attacks represent conjured
ties that oppose the deity’s sphere of shadows that deliver blows or a chill- Sources: Divine, Magical (“Gate
influence; e.g., no fire blasts for a sea ing touch. Any damage type is possi- Magic”), Psionic, Spirit, or Super.
god. Since most advantages remain ble. All such attacks require Area
available, this doesn’t lower the cost of Effect, Mobile, and Persistent, and Focus: Parallel realities.
Talent. either Bombardment or Homing.
Dimension Travel deals with con-
Note that a “Cosmic Power” advan- Power Modifier: Darkness. The tacting and journeying to other reali-
tage appears as part of Modular advantage belongs to the Darkness ties. The number and nature of such
Abilities (p. B71). In some settings, power. This modifier is typically realms depend on the setting; this
that trait totally replaces this power, Divine (-10%), Elemental (-10%), power is most valuable in back-
and cosmically powerful entities sim- Spirit (-25%), or Super (-10%), and grounds with many planes of exis-
ply wish abilities into being as needed. may be both Elemental and Super. tence. Dimension Travel is common
In others, the two options coexist. The among wizards who study dimension-
GM decides which is the case in his DEATH al gates (Magical) and holy folk who
campaign. can traverse the domains of gods or
Sources: Divine, Magical spirits (Divine or Spirit). Supers set-
Power Modifier: Cosmic, +50%. (“Necromancy”), or Spirit. tings often feature parallel worlds, and
This is the basic modifier. An attack some supers can move between these
with a more expensive version of Focus: Death and the dead. using psionics (Psionic) or direct
Cosmic must pay the difference “dimension control” (Super).
between +50% and the full cost of that This power deals with every aspect
enhancement. of death: corpses, ghosts, and curses Dimension Travel Talent
that steal the victim’s life force. It’s
DARKNESS most common among worshippers of 5 points/level
gods that rule death or the underworld
Sources: Divine, Elemental, Spirit (Divine), wizardly necromancers Dimension Travel
(“Shadow Control”), or Super. (Magical), and those who command Abilities
ghosts or death spirits (Spirit). Many
Focus: Shadow. regard Death power as evil, but this Affliction, with an Advantage
isn’t automatically true – see Evil enhancement that inflicts Insub-
This is the power to create and con- (p. 127) for that. stantiality or Jumper; Channeling
trol shadow. Its effects range from (Parallel Universes); Clairsentience,
blotting out light to letting the wielder Death Talent with World-Spanning; Detect, for
become a shadow. Some adept users extradimensional phenomena, world-
can even conjure semi-material shad- 5 points/level jumpers, etc.; Insubstantiality;
ows to attack enemies. Darkness Jumper (World), almost always with
power is usually a form of direct con- Death Abilities Interplanar; Medium (Parallel Univ-
trol (Elemental and Super), but it erses); Protected Power; Snatcher, but
could also represent the favor of Allies (undead), with Summonable; not with Creation; and Telecom-
dark gods (Divine) or a rapport with Alternate Form (any undead tem- munication (Telesend), with World-
animate shadows (Spirit). plate); Channeling, with Specialized, Spanning.
Ghosts (-50%); Detect, for dead bod-
Darkness Talent ies, ghosts, undead, etc.; Leech, but Power Modifier: Dimension Travel.
not with Steal (Other Score); Medium, The advantage belongs to the
5 points/level with Specialized, Ghosts (-50%); Dimension Travel power. This modifi-
Protected Power; Racial Memory; er is usually Divine (-10%), Magical
Darkness Abilities Unaging; and Unkillable. (-10%), Psionic (-10%), Spirit (-25%),
or Super (-10%).
Allies (shadow beings), with Attacks must be lethal Afflictions –
Summonable; Control (Light); Create usually Coma, Heart Attack, or
Disadvantage, Terminally Ill – or Toxic

EXAMPLES 125

DIVINE The GM can easily add such capabili- modulation is possible, letting the
ties if he wishes. user generate radio signals. Due to its
Source: Divine. technological overtones, this is most
Focus: Will of one particular deity. Earth Talent often a super-power (Elemental and
Super), and rarely suitable for super-
A mortal empowered by a deity 5 points/level natural powers other than those asso-
might simply apply the Divine modifi- ciated with thunder gods (Divine). The
er to the power on this list that best Earth Abilities GM is free to make exceptions.
suits his patron’s sphere of influence.
This isn’t the only possibility, though. Alternate Form (Body of Earth or Electricity Talent
The “generic” power described below Stone); Binding, with Engulfing and
represents a more traditional arrange- Environmental (-20%); Clinging, with 5 points/level
ment: the priest has a few innate gifts Specific, Stone (-40%); Control (Earth
that represent holy status, but flashy or Stone); Create (Earth); Damage Electricity Abilities
miracles – healing, smiting, etc. – Resistance; Detect, for earth, specific
require specific prayers or spells (see minerals, etc.; Modular Abilities, with Control (Electricity); Create
Clerical Magic, p. B242). Limited, Earth (-10%) and Physical; (Electricity); Damage Resistance, with
Obscure (Vision); Penetrating Vision, Limited, Electricity (-40%); Detect, for
Power Investiture with Specific, Stone (-40%); electricity, radio signals, or magnet-
Permeation (Earth or Stone); ism; Modular Abilities, with Limited,
10 points/level Protected Power; Terrain Adaptation Electricity (-10%) and Physical;
(Mud or Sand); Tunneling; and Walk Obscure (Radar); Protected Power;
At the GM’s option, the Power on Air, with Specific, Dust (-40%). Scanning Sense (Imaging Radar,
Investiture advantage (p. B77) gives Radar, or T-Ray Vision); and
+1 per level to “clerical” spells and the Innate Attacks must be crushing, Telecommunication (Radio).
specific abilities below. Like other cutting, impaling, or piercing, and
Talents, it leaves open the possibility take the form of boulders, earth- This power permits many attack
of earning new abilities in play – if the quakes, sandstorms, etc. Add abilities. Afflictions must be stun-only
deity chooses to bestow them. Environmental (-20%) if the attack (no special modifiers), have Heart
shapes existing Earth. Attack, or have both Accessibility,
Divine Abilities Only on Electrical (-20%) and
Power Modifier: Earth. The advan- Unconsciousness to “dampen”
Deities that would rather have their tage belongs to the Earth power. This machines. Innate Attacks must inflict
servants pray for aid than turn them modifier is usually Divine (-10%), burning damage, with both Surge and
into supermen often bestow these Elemental (-10%), Magical (-10%), Side Effect, Stunning.
advantages: Allies (servitors of deity), Spirit (-25%), or Super (-10%), and
with Summonable; Blessed; Higher may be both Elemental and Super. Power Modifier: Electricity. The
Purpose; Modular Abilities (Divine advantage belongs to the Electricity
Inspiration), with Limited, Spells Only ELECTRICITY power. This modifier is usually Divine
(-20%); Oracle; Patron (deity), with (-10%), Elemental (-10%), or Super
Highly Accessible; Rapier Wit, with Sources: Divine, Elemental, or (-10%), and may be both Elemental
Words of Power; Serendipity; Terror Super. and Super.
(Awe); True Faith; Visualization; and
Wild Talent, usually with Focused, Focus: Electrical phenomena. ELECTROKINESIS
Divine (-20%).
This power deals with generating Sources: Psionic or Super.
Power Modifier: Divine (-10%). and channeling electricity. Its most Focus: Electromagnetic fields.
impressive effects are destructive dis-
EARTH charges – like lightning – but precise

Sources: Divine, Elemental, Due to its technological overtones,
Magical, Spirit, or Super. Electricity is most often a super-power
(Elemental and Super), and rarely suitable
Focus: Earth and stone. for supernatural powers other than those
associated with thunder gods (Divine).
This is the power to shape and cre-
ate earth in any form: soil, sand, clay,
stone, etc. It might involve direct con-
trol over earth (Elemental and Super),
sorcery dealing with earth as a tradi-
tional magical element (Magical), or
calling upon the aid of an earth god-
dess (Divine) or elemental earth spirits
(Spirit). Earth abilities don’t normally
affect refined metals or other solids.

126 EXAMPLES

Electrokinesis lets the user sense Extrasensory Perception (ESP) is Evil Talent
existing electricity and electromagnet- the power to acquire knowledge
ic (EM) energy, generate low-powered through means other than the five nat- 5 points/level
EM fields in order to control that ener- ural senses. Myth and legend attribute
gy, and produce subtle effects in its this supernatural gift to martial-arts Evil Abilities
absence. Standard explanations are masters (Chi), prophets (Divine), wiz-
psi (Psionic) or exotic “field control” ards (Magical), psychics (Psionic), Allies (demons), with
(Super). Electrokinesis can’t generate shamans (Spirit), and most other mys-
the energetic discharges associated tics and illuminati. The GM makes Summonable; Channeling, with
with Electricity power (above), but ESP skill rolls in secret. The better the
offers more control and subtlety – so roll, the higher the quality of the infor- Specialized, Demons (-50%); Detect,
much so that it and Machine mation received. On any failure, the
Telepathy (p. 130) could justifiably be GM will say, “You learn nothing.” If for either Evil or Good; Leech;
a single power, if the GM wishes. the roll fails by more than 5, the GM
will lie! Medium, with Specialized, Demons
Electrokinesis Talent
ESP Talent (-50%); Mind Shield; Neutralize
5 points/level
5 points/level (Good), but not with Power Theft;
Electrokinesis Abilities
ESP Abilities Possession; Protected Power;
Control (Electricity or Light);
Damage Resistance, with Limited, EM 360° Vision, with Panoptic 2; Resistant, to the abilities of Good;
Radiation (-40%); Detect, for EM Channeling; Clairsentience; Common
fields or phenomena; Hyperspectral Sense; Danger Sense; Dark Vision; Shadow Form, but not with Light
Vision; Illusion, with Visual Only; Detect, for supernatural beings or
Infravision; Invisibility; Obscure, activities related to the power source; Insensitive or Finite Thickness;
against any visual or Scanning sense Enhanced Tracking; Intuition;
save Para-Radar or Sonar; Protected Medium; Oracle; Penetrating Vision; Static (Good), with Resistible;
Power; Protected Sense (Scanning Precognition; Protected Power;
Sense or Vision); Radiation Tolerance, Protected Sense (any special sense); Temperature Control, with Cold;
with Force Field; Scanning Sense Psychometry; Racial Memory;
(any but Para-Radar or Sonar); Scanning Sense (Para-Radar); and See Terror; and Visualization, with
See Invisible; Telecommunication Invisible.
(Infrared, Laser, or Radio); and Cursing.
Ultravision. Power Modifier: ESP. The advan-
tage belongs to the ESP power. This Any bad Affliction is acceptable.
Affliction is allowed if it has both modifier is generally Chi (-10%),
Accessibility, Only on Electrical (-20%) Divine (-10%), Magical (-10%), Psionic The Advantage enhancement is only
and Unconsciousness; this is the abili- (-10%), Spirit (-25%), or Super (-10%).
ty to stop the flow of electricity. The permissible if it causes a disturbing
attacks listed for Electricity (above) EVIL
and Light (p. 130) are also possibilities, effect (e.g., Shadow Form), while
but must have Environmental (-40%) Sources: Divine, Magical (“Black
to restrict use to the presence of light Magic”), Moral, or Spirit Negated Disadvantage must remove
sources or electricity energetic enough (“Demonology”).
to do damage in the first place (GM’s “good” disadvantages (e.g., Honesty).
decision). Focus: Pure Evil.
Toxic Attacks that work like disease
Power Modifier: Electrokinesis. The This power only exists in settings
advantage belongs to the where Evil is a tangible force. The or poison are also allowed. All
Electrokinesis power. This modifier is wielder is aware of Evil in all its forms
usually Psionic (-10%) or Super and can use it to corrupt foes, sum- attacks must have Malediction,
(-10%). mon demons, and afflict others with
chills, disease, terror, and many other Melee Attack, or Sense-Based.
ESP unpleasant effects. This power might
emanate from Evil embodied (Moral), Power Modifier: Evil. The advan-
Sources: Chi, Divine (“Prophecy”), forbidden magic (Magical), or demon- tage belongs to the Evil power. This
Magical (“Divination”), Psionic, Spirit, ic entities (Divine or Spirit). It’s the modifier is most often Divine (-10%),
or Super. anti-power of Good (p. 128), and Magical (-10%), Moral (-20%), or
includes basic protection from that Spirit (-25%).
Focus: Knowledge. power.
FORCE
CONSTRUCTS

Sources: Magical, Psionic, or
Super.

Focus: Semisolid force fields.

This power lets the user conjure a
force that he can shape into attacks,
barriers, objects, and even creatures
(although these aren’t sentient). This
isn’t a fundamental force like gravity
or electromagnetism, but something
slightly mysterious – perhaps a
superscience phenomenon (Super),
or pure magical (Magical) or psychic
(Psionic) energy. Force constructs
often feel solid and function like
physical objects, but they aren’t mat-
ter and always look slightly peculiar
(glowing, green, shadowy, etc.).

EXAMPLES 127

Force Constructs Talent the abilities of Evil; Static (Evil), with Attacks that represent an abrupt
Resistible; Temperature Control, with increase in gravity are Crushing
5 points/level Heat; Terror (Awe); True Faith, with Attacks with Cosmic, Irresistible
Turning; and Visualization, with attack (+300%). No ordinary form of
Force Constructs Blessing. DR stops gravity.
Abilities
Any beneficial Affliction with Power Modifier: Gravity. The
Allies (tangible force projections), Advantage or Negated Disadvantage is advantage belongs to the Gravity
with Minion (+0%) and Summonable; acceptable. All such abilities must power. This modifier is nearly always
Binding; Control (Mysterious Force); have Malediction, Melee Attack, or Elemental (-10%), and often Super
Create (Mysterious Force); Damage Sense-Based. Good power rarely (-10%) as well.
Resistance, with Force Field; Illusion; allows true attacks, save perhaps for
Modular Abilities, with Limited, Force cinematic “Rays of Truth” or “Bolts of HEALING
Fields (-5%) and Physical; Protected Pure Good.” If the GM permits these,
Power; Snatcher, with Creation and they’re Burning Attacks with Sources: Biological, Chi, Divine
Nuisance Effect, Objects look fake Accessibility, Truly Evil beings only (“Faith Healing”), Magical, Psionic
(-5%); and Telekinesis, with Visible. (-50%). (“Psychic Healing”), Spirit, or Super.

The force this power shapes can Power Modifier: Good. The advan- Focus: Healing living beings.
take any number of dangerous, pseu- tage belongs to the Good power. This
do-solid forms, allowing Crushing, modifier is most often Divine (-10%), Healing abilities let the user diag-
Cutting, Impaling, and Piercing Magical (-10%), Moral (-20%), or nose and treat sickness and injury.
Attacks. Spirit (-25%). Most healers can heal themselves and
others, but a suitable choice of advan-
Power Modifier: Force Constructs. GRAVITY tages and modifiers can create a heal-
The advantage belongs to the Force er who can do only one or the other.
Constructs power. This modifier is Sources: Elemental or Super. Common explanations for Healing
typically Super (-10%), and less often Focus: Gravity. include a restorative bioenergy field
Magical (-10%) or Psionic (-10%). (Biological or Super), control over yin
This is the power to control the and yang (Chi), faith healing (Divine
GOOD gravity fields of massive objects or Spirit), healing spells (Magical),
(affecting weight) and project focused and psychic healing (Psionic).
Sources: Divine, Magical (“White gravity waves. It’s nearly always a
Magic”), Moral, or Spirit. form of direct force manipulation Healing Talent
(Elemental and Super). Since gravity
Focus: Pure Good. isn’t a traditional magical element or 5 points/level
divine sphere, this power rarely has a
This power enables the wielder to supernatural source. Use Psycho- Healing Abilities
sense and channel the forces of kinesis (p. 133) for supernatural force
Good. He can call upon benevolent control. Create (Drugs); Detect, for disease,
spirits – “angels” – for aid, and can poison, vital signs, etc.; Empathy;
provide warmth, healing, and bless- Gravity Talent Healing; Metabolism Control;
ings to those around him. This Penetrating Vision, with Specific,
power normally stems from tangible 5 points/level Flesh (-60%); Protected Power;
Good (Moral), but might instead Regeneration; Regrowth; Resistant or
flow from unselfish magic (Magical) Gravity Abilities Immunity to any noxious physical
or a beneficent higher power (Divine effect; and Special Rapport, with
or Spirit). It’s the anti-power of Evil Binding, with Unbreakable; Transferable (but not for machines).
(p. 127), and includes defenses Catfall, with Feather Fall; Clinging,
against that power. with Attraction; Control (Gravity); Healing doesn’t permit attacks as
Damage Resistance, with Force Field such, but does allow Afflictions that
Good Talent and Limited, Physical (-20%); Detect, are useful to healers (GM’s decision).
for gravity manipulation or massive Suitable enhancements are any form
5 points/level objects; Enhanced Move (any); of Advantage that bestows Regen-
Flight, with Planetary; Improved eration, Regrowth, or another healing-
Good Abilities G-Tolerance, with Force Field; related trait; Negated Disadvantage;
Modular Abilities, with Limited, and Ecstasy, Sleep, and Unconsc-
Allies (angels), with Summonable; Gravity (-10%) and Physical; iousness (as painkillers).
Blessed; Channeling, with Specialized, Protected Power; Super Climbing;
Angels (-50%); Detect, for either Good Super Jump, with Planetary; Power Modifier: Healing. The
or Evil; Empathy; Healing; Higher Telecommunication (Gravity-Ripple); advantage belongs to the Healing
Purpose; Medium, with Specialized, Telekinesis; and Walk on Air, with power. This modifier can be Biological
Angels (-50%); Mind Shield; Planetary. (-10%), Chi (-10%), Divine (-10%),
Neutralize (Evil), but not with Power Magical (-10%), Psionic (-10%), Spirit
Theft; Protected Power; Resistant, to (-25%), or Super (-10%).

128 EXAMPLES

HEAT/FIRE Attack if it delivers a high-intensity Cosmetic; Obscure (any); Protected
“heat ray,” a Fatigue Attack if it ele- Power; See Invisible; and Silence.
Sources: Divine, Elemental, vates the target’s body temperature. In
Magical, Psionic (“Pyrokinesis”), either case, the GM may permit other Afflictions are allowed if they
Spirit, or Super. damage types with the Incendiary use Advantage to grant Chameleon,
modifier. Invisibility, Mimicry, Morph
Focus: Heat and flame. (Cosmetic), or Silence to others – or
Power Modifier: Heat/Fire. The Disadvantage to inflict Blindness,
Heat/Fire power commands heat advantage belongs to the Heat/Fire Deafness, No Sense of Smell/Taste, or
and its usual consequence, fire – power. This modifier is typically Numb. All such attacks must have
although Heat and Fire might be sep- Divine (-10%), Elemental (-10%), Malediction or Sense-Based.
arate powers in some game worlds. A Magical (-10%), Psionic (-10%), Spirit
common power in legend and fiction, (-25%), or Super (-10%), and may be Power Modifier: Illusion. The
it’s associated with fire gods (Divine), both Elemental and Super. advantage belongs to the Illusion
fire spells (Magical), elemental fire power. This modifier can be Divine
spirits (Spirit), and direct elemental ILLUSION (-10%), Magical (-10%), Psionic
control (Elemental and Super). Psis (-10%), Spirit (-25%), or Super (-10%).
with such capabilities might have Sources: Divine, Magical, Psionic,
Psychokinesis (p. 133) . . . but pyroki- Spirit, or Super. KINETIC ENERGY
nesis (Psionic) is often a unique
power. Focus: Sensory deception. Sources: Elemental or Super.
Focus: Gross physical force.
Heat/Fire Talent This is the power to control what
others perceive. The illusionist can This is the power to project beams
5 points/level alter his voice and appearance; con- and fields of force that attract or repel
jure illusory scenery and beings (per- objects, act as reactionless thrusters,
Heat/Fire Abilities haps even semi-material ones); and and so on. It’s named “Kinetic Energy”
make things vanish from sight. This is rather than “Force” because the only
Abilities labeled * would suit a sep- most often a college of magic thing it has in common with any
arate Fire power; those with † are (Magical) – or a psionic specialty that believable physical force is that it
appropriate for a separate Heat power. combines aspects of Electrokinesis alters kinetic energy. Kinetic Energy
and Telepathy (Psionic). It might power is intended mainly for highly
Alternate Form (Body of Fire)*; instead originate from deceitful cinematic supers. Gravity (p. 128) and
Control (Fire)*; Create (Fire)*; demons, puckish spirits, or divine Magnetism (p. 131) are slightly more
Damage Resistance, with Limited for tricksters (Divine or Spirit). Direct, realistic, while Psychokinesis (p. 133)
Cold†, Heat†, or Ranged Projectiles* subtle light-and-sound control is is more suitable for psionic force
(all -40%); Flight, with Nuisance another possibility (Super). control.
Effect*; Infravision†; Modular
Abilities, with Limited, Fire (-10%) Illusion Talent Kinetic Energy Talent
and Physical*; Obscure, against vision
or Ladar (smoke)*, or Infravision†; 5 points/level 5 points/level
Protected Power*†; Scanning Sense
(Active IR)†; Telecommunication Illusion Abilities Kinetic Energy Abilities
(Infrared)†; Temperature Control,
with Heat†; Temperature Tolerance†; Allies (semisolid projections or Binding, with Unbreakable;
and Walk on Air, with Specific, Smoke shadows), with Summonable; Catfall, with Feather Fall; Damage
(-40%)*. Chameleon; Detect, for illusions, pro- Resistance, with Force Field and
jections, etc.; Duplication, with Limited, Physical (-20%); Enhanced
A Fire attack is generally a Burning Construct; Elastic Skin; Illusion; Dodge; Enhanced Move (any); Flight;
Attack – but an Affliction with Invisibility; Mimicry; Morph, with Lifting ST; Protected Power; Resistant
Coughing or Suffocation can repre- or Immunity to acceleration, motion
sent smoke. A Heat attack is a Burning sickness, etc.; Slippery; Striking ST;
Super Jump, with Maneuverable; and
Heat/Fire power commands heat and Telekinesis.
its usual consequence, fire – although
Heat and Fire might be separate powers Crushing Attacks are also permissi-
in some game worlds. ble. To stay true to the comics, these
should have Double Knockback in a
supers setting.

Power Modifier: Kinetic Energy.
The advantage belongs to the Kinetic
Energy power. This modifier is nearly
always Elemental (-10%), and often
Super (-10%) as well.

EXAMPLES 129

LIFE vision, bend it to hide things from Power Modifier: Light. The advan-
sight, and concentrate it to attack his tage belongs to the Light power. This
Sources: Divine, Magical (“Druidic foes with blinding flashes and lasers. modifier is usually Divine (-10%),
Magic”), Nature, or Spirit. This is generally either direct elemen- Elemental (-10%), Psionic (-10%), or
tal control (Elemental and Super) or Super (-10%), and may be both
Focus: Life force. specialized psionic “photokinesis” Elemental and Super.
(Psionic) – but deities associated with
This power represents a special the sun, purity, or good might also MACHINE
attunement to life and living things. It grant such a power (Divine). TELEPATHY
grants the user a long life in harmony
with nature, and is found among Light Talent Sources: Psionic or Super.
priests of nature deities (Divine), Focus: Digital Minds.
shamans who can influence nature 5 points/level
spirits (Spirit), and fantasy “druids” This is the power to establish a
who work natural magic (Magical). It Light Abilities mental link with a computer in order
often occurs alongside Animal Control to communicate with or control it. It
(p. 121), Plant Control (p. 132), or 360° Vision, with Panoptic 1; is to Digital Minds what Telepathy
Spirit Control (p. 134). In some set- Control (Light); Create (Light); (p. 130) is to living minds, and is
tings, the “life force” of all living things Damage Resistance, with Limited, most often a hybrid power halfway
generates a universal energy field that Light (-40%); Dark Vision; Enhanced between Electrokinesis and Telepathy
the gifted can channel directly Defenses, with Limited, Light (-40%); (Psionic). It might instead be a brute-
(Nature). Hyperspectral Vision; Illusion, with force capacity to emit signals that
Visual Only; Infravision; Invisibility; override the normal operation of
Life Talent Microscopic Vision; Modular Abilities, machines (Super). It only affects
with Limited, Light (-10%) and machines that have at least a rudimen-
5 points/level Physical; Night Vision; Obscure, tary computer “brain,” and never
against Ladar or any kind of vision; affects living beings.
Life Abilities Protected Power; Protected Sense
(Vision); Scanning Sense (Active IR or Machine Telepathy
Animal Empathy; Channeling, Ladar); See Invisible; Telecom- Talent
with Specialized, Nature Spirits munication (Infrared or Laser);
(-50%); Detect, for animals, plants, or Telescopic Vision; and Ultravision. 5 points/level
all life; Empathy; Healing; Medium,
with Specialized, Nature Spirits The GM might allow almost any Machine Telepathy
(-50%); Metabolism Control; Plant advantage modified with Vision-Based Abilities
Empathy; Protected Power; Regen- as a Light ability, if it suits his cam-
eration; Resistant or Immunity to any paign. Channeling (Cyberspace); Detect,
natural threat; Speak with Animals; for Digital Minds, data transmissions,
Speak with Plants; Unaging; and Allowed attacks are tight-beam etc.; Invisibility, with Machines Only;
Unkillable. Burning Attacks, and Afflictions with Medium (Cyberspace); Mind Control,
Vision-Based and Disadvantage, Bad with Cybernetic Only; Mind Probe,
In fantasy settings, Life power Sight or Blindness. An attack that
includes Burning Attacks and focuses existing light – meaning it
Corrosion Attacks with Accessibility, requires strong, direct light to work –
Only against the undead (-50%). These has Environmental (-20%).
attacks cause the walking dead to per-
ish in cleansing fire – or just crumble
to dust.

Power Modifier: Life. The advan-
tage belongs to the Life power. This
modifier is most often Divine (-10%),
Magical (-10%), Nature (-20%), or
Spirit (-25%).

LIGHT

Sources: Divine, Elemental, Psionic
(“Photokinesis”), or Super.

Focus: Visible and near-visible
light.

Light power gives the wielder
almost complete control over light. He
can focus it in order to enhance his

130 EXAMPLES

with Cybernetic Only; Mind Reading, Magical Abilities Field; Super Climbing, with
with Cybernetic Only; Mindlink, with Magnetic (-50%); Super Jump, with
Cybernetic Only; Obscure, against any The basic abilities of Magic power Planetary; Telekinesis, with Magnetic
Scanning Sense; Protected Power; are: Detect, for magical creatures, (-50%); and Walk on Air, with
Resistant, to any mechanical threat spells, wizards, etc.; Mana Enhancer; Planetary.
(e.g., nanomachines); Special Modular Abilities (Super-Memori-
Rapport, with Transferable, Digital zation), with Limited, Spells Only To use Magnetism offensively –
Mind; Telecommunication (any but (-20%); Regeneration, with Fatigue e.g., to wield ferrous objects as melee
Telesend); and Wild Talent, with Only; and Wild Talent, with Focused, weapons or hurl them as missiles –
External and Focused (skills provided Magical (-20%). buy a high level of Telekinesis
by a “friendly” machine). (Magnetic).
With the GM’s permission, those
Those with Digital Mind can also with Magic power can also buy abili- Power Modifier: Magnetism. The
take Duplication, with Digital; Mind ties that simulate spells from advantage belongs to the Magnetism
Shield, with Cybernetic; and pp. B242-253 or GURPS Magic – and power. This modifier is nearly always
Possession, with Digital. conceivably even variants or entirely Elemental (-10%), and often Super
new spells. The GM should strictly for- (-10%) as well.
Afflictions are allowed, but must bid any ability that doesn’t fit his
have Accessibility, Only on Electrical vision of magic in his game world; MATTER
(-20%). The GM should interpret the thus, this power isn’t truly “open CONTROL
effects of such attacks creatively; e.g., ended.”
Daze puts the machine in “standby Source: Super.
mode,” Seizure makes it go haywire, Power Modifier: Magical (-10%). Focus: Reshaping matter.
and Unconsciousness turns off the
power. MAGNETISM Matter Control lets the wielder
alter the shape of macroscopic objects
Power Modifier: Machine Sources: Elemental or Super. and make fine adjustments to their
Telepathy. The advantage belongs to Focus: Magnetism. atomic and even subatomic structure.
the Machine Telepathy power. This He can’t affect living beings – only
modifier is usually Psionic (-10%) or This is a cinematic magnetism-con- inanimate objects – but because many
Super (-10%). trol power. It lets the wielder do the of his abilities alter matter in contact
kinds of tricks justified by “magnet- with his body, he might seem to con-
MAGIC ism” in the comics – e.g., surfing along trol his own structure, too. This power
the Earth’s magnetic field, hurling is extremely cinematic, and best
Source: Magical. heavy objects, and working metal – reserved for high-powered supers
Focus: Casting “spells.” most of which are hard to explain in (Super).
terms of realistic magnetism. Those
Wizards normally work magic who possess this power seem to use Matter Control Talent
using specialized skills called “spells,” direct force manipulation (Elemental
as described on pp. B234-253. If the and Super), justified through rubber 5 points/level
GM prefers, though, magic can science, if at all.
instead operate through advantages – Matter Control Abilities
which can, if desired, be the abilities Magnetism Talent
of a power. To represent a specific Binding, with Environmental
“college” of magic, apply the Magical 5 points/level (ranges from -5% if it “solidifies” air to
modifier to the most suitable power -20% if it turns the ground to goo);
on this list (e.g., Heat/Fire power for Magnetism Abilities Clinging; Control (for any variety of
Fire spells). Use the “generic” power matter); Create (Solid, Liquid, or Gas),
below to accompany or replace the Absolute Direction; Binding, with with Transmutation; Damage
spells of all magical colleges. Magnetic (-50%) and Unbreakable; Resistance; Detect, for any kind of
Clinging, with Attraction and matter; Injury Tolerance (Homo-
Magery Magnetic (-50%); Control (Ferrous genous or Diffuse); Permeation (any);
Metals or Magnetism); Create Protected Power; Terrain Adaptation,
5 points for Magery 0, (Electricity); Damage Resistance, with Active; Tunneling; Universal
+10 points/level with Force Field and Limited, Digestion, with Matter Eater; and
Electricity (-40%) or Metal (-40%); Walk on Liquid.
At the GM’s option, the Magery Detect, for electricity, magnetism, or
advantage (p. B66) gives +1 per level ferrous metals; Enhanced Move Corrosion Attacks are allowed, and
to standard spells and Magical abili- (Air); Flight, with Planetary; represent disintegration. Buy “air to
ties. If so, Magery 0 is a prerequisite Modular Abilities, with Limited, poison” and similar chemical attacks
for all Magical abilities as well as for Magnetism (-15%) and Physical; as Toxic Attacks with suitable
Magery 1+, and those with Magery Obscure, against any kind of magnet- modifiers: Environmental (-5%),
can spend earned points to acquire ic detection; Protected Power; Respiratory Agent, etc.
new Magical abilities, even if they did- Radiation Tolerance, with Force
n’t start with them.

EXAMPLES 131

Power Modifier: Matter Control. PLANT CONTROL Power Modifier: Plant Control. The
The advantage belongs to the Matter advantage belongs to the Plant
Control power. This modifier is usual- Sources: Divine, Nature, Psionic Control power. This modifier is most
ly Super (-10%). (“Plant Telepathy”), Spirit, or Super. often Divine (-10%), Nature (-20%),
Psionic (-10%), Spirit (-25%), or Super
ORDER Focus: Natural, nonsapient plants. (-10%).

Sources: Divine, Moral, or Spirit. Plant Control lets the user com- PROBABILITY
Focus: Structure and serenity. mune with and control ordinary ALTERATION
plants. It has no effect on sapient plant
Order power attempts to combat life, magical flora, or other unnatural Sources: Divine, Magical
disorganization and impose struc- vegetation. In fiction, this power is (“Wishing”), Psionic, Spirit, or Super.
ture on the world. It enables the usually the result of a profound empa-
wielder to block damage, noise, and thy with plants (Nature or Super), a Focus: Luck and fate.
other disruptions; restore mind and variant form of telepathy (Psionic), or
body to a state of inner peace; and the favor of nature gods or spirits
achieve enlightenment by perceiving (Divine or Spirit).
patterns hidden amidst the chaos of
existence. This most often represents
order embodied (Moral) or the will
of supernatural champions of jus-
tice, law, or peace (Divine or Spirit).
Order is the anti-power of Chaos
(p. 124), and provides protection
against that power.

Order Talent Plant Control Talent This is the power to alter uncertain
outcomes, precipitate fortuitous coin-
5 points/level 5 points/level cidences, and “bless” or “curse” oth-
ers. It might represent divine interven-
Order Abilities Plant Control Abilities tion (Divine), wizardly tampering
(Magical), psychic visualization
Channeling, with Specialized, Binding, with Environmental (Psionic), the efforts of invisible servi-
Spirits of Order (-50%); Common (-40%); Control (Wood); Damage tor spirits (Spirit), or a subtle cosmic
Sense; Damage Resistance, with Force Resistance, with Limited, Plants power (Super). Probability Alteration
Field; Detect, for either Chaos or (-40%); Detect, for a type of plant or all doesn’t visibly do anything; its effects
Order; Healing, with Xenohealing, plants; Modular Abilities, with manifest in the outcome of the tasks it
Anything (+100%); Indomitable; Environmental (-40%) and Physical; influences.
Intuition; Medium, with Specialized, Penetrating Vision, with Specific,
Spirits of Order (-50%); Mind Shield; Wood (-40%); Permeation (Wood); Probability Alteration
Neutralize (Chaos), but not with Plant Empathy; Possession, with Talent
Power Theft; Oracle; Protected Power; Plants Only (-25%); Protected Power;
Regeneration; Regrowth; Resistant, to Speak with Plants; and Telekinesis, 5 points/level
the abilities of Chaos; Silence; Static with Environmental (-40%).
(Chaos), with Resistible; Temperature Probability Alteration
Control, with Cold; Unfazeable; and Most attacks are just creative appli- Abilities
Visualization. cations of Modular Abilities or
Telekinesis, but the GM may permit Abilities marked * are open-ended.
Attacks that increase order are those who can turn plants into The GM decides how many levels are
also suitable. Most are Afflictions weapons to purchase Innate Attacks available.
that use Advantage to bestow with Environmental (-40%). Damage
Indomitable, Silence, Unfazeable, is crushing for animated trees, cutting Detect, for blessed or cursed items,
or a similar trait – or Negated for thorns, fatigue (with Suffocation) reality alteration, wishes, etc.;
Disadvantage to remove Confused, for strangling vines, and toxic for poi- Enhanced Defenses; Luck, with
Impulsiveness, Indecisive, and relat- sonous plants. Another common Wishing; Protected Power; Seren-
ed mental problems. Fatigue Attacks “attack” is Affliction with Advantage, dipity*, with Wishing; Super Luck*,
with Freezing are also appropriate. Growth and Accessibility, Only on especially with Alter Reality and
plants (-25%).
Power Modifier: Order. The
advantage belongs to the Order
power. This modifier is most often
Divine (-10%), Moral (-20%), or
Spirit (-25%).

132 EXAMPLES

Wishing; Visualization, with any spe- Perception; Walk on Air; and Walk on Radiation power also includes
cial modifier; and Wild Talent*. Liquid. Burning Attacks and Toxic Attacks
with the Radiation enhancement.
Afflictions that “bless” or “curse” The GM may also permit ST with- Given the sheer deadliness of radia-
others fit, too. These must have one or out HP (see Telekinesis, p. 82) and tion in settings without TL8+ shield-
more of Advantage, Disadvantage, Lifting ST (with or without Super- ing and medicine, the GM might wish
Negated Advantage, or Negated Effort; see p. 58) as PK abilities. to impose serious restrictions on these
Disadvantage, and can only affect attacks in low-tech game worlds.
Cursed, Luck, Serendipity, Super Many Innate Attacks are reason-
Luck, and Unluckiness. They must able: cryokinetic attacks do fatigue Power Modifier: Radiation. The
also have No Signature and one of damage with Freezing, pyrokinetic advantage belongs to the Radiation
Malediction, Melee Attack, or Sense- attacks deliver burning damage, and power. This modifier is nearly always
Based. The user may suggest specific telekinetic attacks are crushing. Direct Elemental (-10%), and often Super
fates for the subject, but the GM telekinetic attacks on vital areas are (-10%) as well.
decides what actually happens – which Afflictions with Choking or Heart
always looks like a coincidence. To Attack. All PK attacks must have No SOUND/
dictate specific coincidences, add Signature, and Afflictions require VIBRATION
Cosmic, +300%. Malediction, too.
Sources: Elemental, Psionic
Power Modifier: Probability Power Modifier: Psychokinesis. The (“Sonokinesis”), or Super.
Alteration. The advantage belongs to advantage belongs to the Psycho-
the Probability Alteration power. This kinesis power. This modifier is usually Focus: Mechanical vibrations of all
modifier is generally Divine (-10%), Divine (-10%), Magical (-10%), Psionic kinds.
Magical (-10%), Psionic (-10%), Spirit (-10%), Spirit (-25%), or Super (-10%).
(-25%), or Super (-10%). Sound/Vibration power provides
RADIATION total control over mechanical vibra-
PSYCHOKINESIS tions – including sound, unless the
Sources: Elemental or Super. GM rules that Sound and Vibration
Sources: Divine, Magical, Psionic, Focus: Energetic particles and elec- are separate powers – in air, water, or
Spirit, or Super. tromagnetic radiation. solids. This lets the user enhance his
senses of hearing and touch, generate
Focus: Motion. This power lets the user detect, noise as a diversion, assail his enemies
control, and emit dangerous radia- with concentrated sound, and so
Psychokinesis (PK) abilities let the tion. It’s really only suitable as a super- forth. Sound/Vibration power is most
user produce kinetic effects – both power (Elemental and Super); the sci- often a specialized offshoot of
macroscopic (visible motion) and entific sophistication implied by an Psychokinesis (Psionic) or a form of
microscopic (cooling and heating) – understanding of radiation meshes direct elemental control (Elemental
simply by willing them. This is tradi- poorly with supernatural powers. Like and Super).
tionally a psi power (Psionic), but the comics, Radiation power treats
gifted priests (Divine), shamans radiation as a monolithic phenome- Sound/Vibration Talent
(Spirit), and wizards (Magical) can non. In reality, alpha particles, gamma
achieve similar results using their rays, neutrons, X-rays, and so on dif- 5 points/level
command over supernatural forces. fer greatly. The GM decides what
PK is also suitable as a generic super- impact, if any, such distinctions have Sound/Vibration
power (Super), but see Heat/Fire on this power. Abilities
(p. 129), Gravity (p. 128), Kinetic
Energy (p. 129), and Magnetism Radiation Talent Abilities marked * are suitable for a
(p. 131) before choosing. standalone Sound power; those
5 points/level labeled † are appropriate for a sepa-
Psychokinesis Talent rate Vibration power.
Radiation Abilities
5 points/level Control (Sound)*; Create
Control (Radiation); Create (Sound)*; Damage Resistance, with
Psychokinesis Abilities (Radiation); Damage Resistance, with Limited, Physical (-20%)†, Sound
Limited, Energy (-20%); Detect, for all (-40%)*, or Vibration (-40%)†;
Binding, with Unbreakable; radiation or particular types; Discriminatory Hearing*; Illusion,
Catfall, with Feather Fall; Clinging, Hyperspectral Vision, with Extended with Auditory Only*; Mimicry*;
with Attraction; Damage Resistance, High-Band; Modular Abilities, with Modular Abilities, with Physical and
with Force Field and Limited, Limited, Radiation (-15%) and Limited, Sound (-10%)* or Vibration
Physical (-20%); Enhanced Move Physical; Penetrating Vision; Protected (-15%)†; Obscure (Hearing*,
(Air); Flight; Protected Power; Power; Radiation Tolerance; Regen- Sonar*†, or Vibration Sense†);
Stretching, with Force Extension; eration, with Radiation Only; Parabolic Hearing*; Protected
Super Climbing; Super Jump; Scanning Sense (Para-Radar); and Power*†; Protected Sense (Hearing)*;
Telekinesis; Temperature Control; Telecommunication (Neutrino).
Vibration Sense, with Sense of

EXAMPLES 133

Rapier Wit*†; Scanning Sense (Spirit); Medium; Mind Shield; Telepaths often have Charisma as
(Sonar)*†; Sensitive Touch†; Silence*; Oracle; Patron (major spirit), with a side effect of their power, but it isn’t
Speak Underwater*†; Subsonic Highly Accessible; Protected Power; considered one of the power’s
Hearing/Speech*†;Telecommunicatio See Invisible (Ghosts); Spirit abilities.
n (Directional Sound* or Sonar*†); Empathy; Telekinesis; True Faith, with
Ultrahearing/Ultrasonic Speech*†; and Turning; and Visualization. Allowed attacks are Fatigue
Vibration Sense, but not with Sense of Attacks and Afflictions that cause
Perception†. Direct physical attacks are inappro- stunning, incapacitation, mental dis-
priate, although spirits can be com- advantages, or DX, IQ, or Will penal-
The GM might allow almost any manded to hurl things (use Telekinesis ties. The GM may wish to permit
advantage modified with Hearing- for this). “Curses” definitely fit, how- telepaths in horror and supers games
Based as a Sound ability, if it suits his ever; almost any Affliction with to fry the subject’s nervous system for
campaign. Malediction is suitable. actual injury – a Toxic Attack. All tele-
pathic attacks require Malediction
Many attacks are possible. Sound Power Modifier: Spirit Control. The and No Signature, and Afflictions
attacks are Crushing Attacks, or advantage belongs to the Spirit must be Based on Will.
Afflictions with Hearing-Based and Control power. This modifier is usual-
Disadvantage, Deafness. Vibration ly Divine (-10%), Magical (-10%), or Power Modifier: Telepathy. The
attacks are Burning Attacks with No Spirit (-25%). advantage belongs to the Telepathy
Incendiary Effect, or Afflictions with power. This modifier is most often
no special modifier (stunning only), TELEPATHY Biological (-10%), Magical (-10%),
Nauseated, or Unconsciousness. In Psionic (-10%), or Super (-10%).
extremely cinematic games, Mind Sources: Biological, Magical
Control might be possible, mediated (“Mind Control”), Psionic, or Super. TELEPORTATION
by vibrations (add Based on HT) or
sounds (add Hearing-Based). Focus: Living, sapient minds. Sources: Magical, Psionic, or
Super.
Power Modifier: Sound/Vibration. Telepathy is the power of direct
The advantage belongs to the mental communication and control. Focus: Instantaneous movement.
Sound/Vibration power. This modifier It’s traditionally a psi power (Psionic),
is typically Elemental (-10%), Psionic but some modern fiction portrays it as Teleportation lets the user move
(-10%), or Super (-10%), and may be a “neural” phenomenon that uses a himself or other things across space
both Elemental and Super. bioenergy field (Biological or Super). without traversing the intervening dis-
Wizardly mind control (Magical) is tance. Explanations include transmit-
SPIRIT CONTROL another possibility. Telepathy normal- ting matter to the destination as an
ly only affects living, sapient beings energy beam (Super) and warping
Sources: Divine, Magical, or Spirit. (IQ 6+) – but the GM should allow it to space through sheer willpower
Focus: Spirits and the spirit world. work on all sentient minds (IQ 1+) in (Magical or Psionic). In some back-
game worlds where the Animal grounds, Teleportation allows the user
A variety of powers can become Control power doesn’t exist. Attempts to visit parallel worlds, often by acci-
“spirit powers” with the simple addi- to affect machines or plants fail auto- dent (add Uncontrollable and
tion of the Spirit modifier. This creates matically. Unconscious to Jumper) – although
a power that deals with a specific class Dimension Travel (p. 125) is better
of spirit: demons, ghosts, totems, fire Telepathy Talent suited to the task.
elementals, etc. Spirit Control empow-
ers the user to perceive, communicate 5 points/level Teleportation Talent
with, and bind all manner of spirits.
Ritual magicians should buy this Telepathy Abilities 5 points/level
power with the Spirit modifier, but the
capacity to command spirits is just as Detect, for telepathic phenomena, Teleportation Abilities
suitable for fantasy clerics (Divine) sapient minds, etc.; Elastic Skin, with
and wizards (Magical). Glamour; Empathy; Illusion, with Detect, for Warp, matter transmis-
Mental; Invisibility, with Glamour; sion, wormholes, etc.; Enhanced
Spirit Control Talent Mind Control; Mind Probe; Mind Dodge; Jumper (World), but not with
Reading; Mind Shield; Mindlink; Interplanar; Protected Power;
5 points/level Possession, with Mind Swap or Snatcher, but not with Creation; and
Telecontrol; Protected Power; Racial Warp, with any special modifier.
Spirit Control Abilities Memory; Rapier Wit; Social
Chameleon; Special Rapport; Tele- The only “attacks” normally avail-
Allies (minor spirits), with communication (Telesend); Terror, able are Afflictions with Advantage,
Summonable; Alternate Form, with with Active; and Xeno-Adaptability. Jumper or Advantage, Warp, which
Projected Form; Blessed; Channeling; Add Animal Empathy and Speak with teleport other people or objects in
Clairsentience; Detect, for spirits, spir- Animals in backgrounds where their entirety. The GM might permit
it phenomena, etc.; Intuition; Jumper Animal Control doesn’t exist. attacks that teleport away part of the
target or send foreign objects into his

134 EXAMPLES

body. Build these as Afflictions with Vampirism involves far more than the
Malediction, or Impaling Attacks with mere theft of vitality through bloodsucking or a
Malediction and Based on HT. chilling touch. It’s the power to steal thoughts,
dreams, and abilities from the living – perhaps
Power Modifier: Teleportation. The even their physical forms.
advantage belongs to the
Teleportation power. This modifier is Duplication and add Projection to Forms and Needs Sample; Neutralize,
usually Magical (-10%), Psionic Jumper). with Power Theft and possibly
(-10%), or Super (-10%). Cosmic; and Protected Power.
Power Modifier: Time Mastery. The
TIME MASTERY advantage belongs to the Time Power Modifier: Vampirism. The
Mastery power. This modifier is gener- advantage belongs to the Vampirism
Sources: Divine, Magical, Psionic, ally Divine (-10%), Magical (-10%), power. This modifier is most often
or Super. Psionic (-10%), or Super (-10%). Biological (-10%), Magical (-10%),
Psionic (-10%), or Super (-10%).
Focus: Time. VAMPIRISM
WATER
Time Mastery lets the user observe Sources: Biological, Magical,
and communicate with the past; Psionic (“Psychic Vampirism”), or Sources: Divine, Elemental,
receive information from and send Super. Magical, Spirit, or Super.
messages into the future (and perhaps
summon future selves to assist him!); Focus: Stealing life force. Focus: Water.
travel in time; and influence the flow
of time. Explanations include the Vampirism involves far more than This is the power to create and
favor of a deity that governs time the mere theft of vitality through manipulate water. Gifted users can
(Divine), powerful sorcery (Magical), a bloodsucking or a chilling touch. It’s even become water. It might represent
psychic link between past, present, the power to steal thoughts, dreams, direct control over water (Elemental
and future selves (Psionic), or direct and abilities from the living – perhaps and Super), traditional elemental wiz-
“time control” (Super). even their physical forms. This might ardry (Magical), the favor of a sea god
be a feeding mechanism (Biological), (Divine), or command over water ele-
Time Mastery Talent an offshoot of necromancy (Magical), mentals (Spirit). Water includes ice
traditional “psychic vampirism” and steam, but Cold/Ice (p. 124) and
5 points/level (Psionic), or a variation on Anti-Super Air (p. 121) more thoroughly address
power (Super). Vampirism doesn’t freezing and gases, respectively.
Time Mastery Abilities affect machines or inanimate objects.
Water Talent
Absolute Timing; Altered Time Rate; Vampirism Talent
Channeling (The Past); Clairsentience, 5 points/level
with Time-Spanning; Danger Sense; 5 points/level
Detect, for temporal anomalies, time- Water Abilities
jumpers, etc.; Duplication, with Vampirism Abilities
Sequential; Enhanced Time Sense; Alternate Form (Body of Water);
Jumper (Time); Medium (The Past); Leech is the core Vampirism abili- Amphibious; Control (Oceans), with
Precognition; Protected Power; ty, and can have any set of modifiers. Natural Phenomena; Control (Water);
Psychometry; Telecommunication Attacks are equally important, and Create (Water); Damage Resistance,
(Telesend), with Time-Spanning; include Afflictions with Attribute with Limited, Fire or Water (both
Temporal Inertia; and Unaging. Penalty or Negated Advantage, or per- -40%); Detect (Water); Doesn’t
haps Disadvantage, Amnesia (stolen Breathe, with Gills; Enhanced Move
Afflictions that alter the flow of thoughts); Fatigue Attacks with (Water); Modular Abilities, with
time are also allowed. These must Missed Sleep (stolen dreams) or Limited, Water (-10%) and Physical;
have Advantage, Disadvantage, another Hazard; and Toxic Attacks. All Obscure (Vision); Permeation (Ice);
Negated Advantage, or Negated such attacks require Malediction, Pressure Support; Protected Power;
Disadvantage, and add or remove Melee Attack, or Sense-Based. Sealed; Speak Underwater; Vibration
Altered Time Rate or Decreased Time Sense (Water); Walk on Air, with
Rate. The GM might also permit the Other advantages that can be Specific, Vapor (-40%); and Walk on
Temporal Stasis enhancement; see Vampirism abilities include Detect Liquid.
Stopping Time (p. 118). (Life); Morph, with Cannot Memorize

These abilities can wreak havoc on
plots. The GM may restrict PCs to abil-
ities that affect only the past or the
future, or time flow in the present. He
might even remove the capacity to
“move” physical objects (delete

EXAMPLES 135

Many Innate Attacks are possible. You will buy your weather from me! And by
Gouts of water cause crushing dam- God you’ll pay for it.
age, narrow jets inflict corrosion or
cutting damage, and attacks that affect – Sir August de Wynter, The Avengers
the water in the target’s body deliver
fatigue damage with Dehydration or and Water, but Weather Control isn’t Environmental (-5%) and Physical;
Drowning. an elemental power. The user can only Obscure, if justifiable as fog,
produce weather; e.g., hail, lightning, snow, etc.; Protected Power;
Power Modifier: Water. The advan- rain, stifling heat, and wind. He can’t Sealed; Temperature Control; Terrain
tage belongs to the Water power. This emit concussion waves, shoot freeze Adaptation, for ice, mud, snow, or
modifier is usually Divine (-10%), rays, jam radios, turn to flame, etc. other conditions caused by weather;
Elemental (-10%), Magical (-10%), and Walk on Air.
Spirit (-25%), or Super (-10%), and Weather Control Talent
may be both Elemental and Super. A wide variety of Innate Attacks are
5 points/level suitable: giant hail (piercing), light-
WEATHER ning bolts (burning), etc. All must
CONTROL Weather Control have Area Effect, Bombardment, and
Abilities Overhead. An attack that only works
Sources: Divine, Magical, Nature, when there’s already a violent storm in
Spirit, or Super. Control (Weather, or a subset such the area has Environmental (-40%).
as Clouds, Precipitation, or Winds),
Focus: Atmospheric conditions. with Natural Phenomena; Damage Power Modifier: Weather Control.
Resistance, with Limited, Elemental The advantage belongs to the Weather
This is the power to manipulate (-20%); Detect, for clouds, rain, Control power. This modifier can be
ambient humidity, pressure, and tem- storms, etc.; Enhanced Move (Air); Divine (-10%), Magical (-10%), Nature
perature. It might channel storm gods Flight; Modular Abilities, with (-20%), Spirit (-25%), or Super (-10%).
or spirits (Divine or Spirit), involve
“weather witching” (Magical), or rep-
resent direct control (Nature or
Super). Its effects sometimes overlap
Air, Cold/Ice, Electricity, Heat/Fire,

SAMPLE ABILITIES

These worked examples cover a Attack, or represent a “hot load” by Rapid Fire, RoF 3, +50%; Surge,
variety of interesting fictional abilities. adding more dice of Piercing Attack. +20%) [55]. Special Effects: Tight-
Each consists of one or more advan- beam. 55 points.
tages, often highly modified. When Built-In Firearms
buying them, there’s no need to note Blaster Rifle (+310%): Burning
all the details. Just record the ability’s These rarely make sense as part of Attack 6d (Accurate +9, +45%; Armor
name and cost as you would for a a power. They’re intended as stand- Divisor (5), +150%; Increased 1/2D,
meta-trait. alone abilities for cyborgs and robots. ¥50, +25%; Increased Max, ¥20, +20%;
Rapid Fire, RoF 3, +50%; Surge,
ATTACKS Antitank Rocket (+250%): Crushing +20%) [123]. Special Effects: Tight-
Attack 6d¥6 (Armor Divisor (10), beam. 123 points.
For attacks, the total value of all +200%; Explosion 1, +50%; Increased
modifiers on each advantage appears Range, ¥20, +40%; Limited Use, 1 use, Flamethrower (+105%): Burning
in parentheses. When designing an Slow Reload, -35%; Nuisance Effect, Attack 3d (Armor Divisor (0.5), -30%;
attack with an identical set of modi- Hazardous back-blast, -5%) [630]. 630 Cyclic, 10 seconds, 3 cycles, +100%;
fiers, simply note this value and use points. Increased Range 4, +40%; Jet, +0%;
the name of the associated ability as Limited Use, 10 uses, Slow Reload,
shorthand for those modifiers; e.g., Assault Rifle (+150%): Piercing -5%) [31]. 31 points.
“Pistol, +70%.” Attack 5d (Accurate +2, +10%; Extra
Recoil +1, -10%; Increased Range, Heavy Machine Gun (+165%):
You can vary these attacks by ¥50, +50%; Limited Use, 3 uses/30 Large Piercing Attack 13d+1 (Accurate
adjusting the underlying advantage shots, Fast Reload, -10%; Rapid Fire, +3, +15%; Extra Recoil +1, -10%;
and then applying the same collective RoF 10, Selective Fire, +110%) [63]. Increased 1/2D, ¥200, +35%;
modifier to its cost. For instance, with 63 points. Increased Max, ¥100, +30%; Limited
a built-in firearm, you might simulate Use, 10 uses/100 shots, Fast Reload,
hollow-point bullets by changing Blaster Pistol (+265%): Burning -5%; Rapid Fire, RoF 10, +100%)
Piercing Attack to Large Piercing Attack 3d (Accurate +2, +10%; Armor [212]. 212 points.
Divisor (5), +150%; Increased 1/2D,
¥20, +20%; Increased Max, ¥10, +15%; Laser Pistol (+210%): Burning
Attack 3d (Accurate +3, +15%; Armor
Divisor (2), +50%; Increased 1/2D,

136 EXAMPLES

×20, +20%; Increased Max, ×10, +15%; Use, 5 uses, Fast Reload, -5%) [85]. 85 Double Knockback, +20%; No

Rapid Fire, RoF 10, Selective Fire, points. Wounding, -50%; Reduced Range,

+110%) [47]. Special Effects: Loses Sonic Stunner (+395%): Affliction 4 ×1/5, -20%) [50]. Notes: A gust of wind

damage in smoke; can bounce off mir- (HT-3; Armor Divisor (5), +150%; capable of pushing away groups of

rors; tight-beam. 47 points. Environmental, Air, -5%; Rapid Fire, foes without doing serious harm. 50

Laser Rifle (+260%): Burning RoF 3, +50%; Unconsciousness, points.

Attack 5d (Accurate +11, +55%; Armor +200%) [198]. 198 points. Twister (+225%/+95%): Crushing

Divisor (2), +50%; Increased 1/2D, Submachine Gun (+135%): Attack 2d (Area Effect, 2 yards, +50%;

×50, +25%; Increased Max, ×20, +20%; Piercing Attack 3d-1 (Accurate +1, Double Knockback, +20%; Environ-

Rapid Fire, RoF 10, Selective Fire, +5%; Extra Recoil +1, -10%; Increased mental, Air, -5%; Link, +10%; Mobile

+110%) [90]. Special Effects: Loses Range, ×20, +40%; Limited Use, 3 1, +40%; Persistent, +40%; Side Effect,

damage in smoke; can bounce off uses/33 shots, Fast Reload, -10%; -2 DX, +70%) [33] + Obscure 5 (Vision;

mirrors; tight-beam. 90 points. Rapid Fire, RoF 11, Selective Fire, Environmental, Air, -5%; Link, +10%;

Light Machine Gun (+150%): +110%) [33]. 33 points. Mobile 1, +40%; Ranged, +50%) [20].

Piercing Attack 5d+1 (Accurate +2, Notes: Spins existing air into a tiny

+10%; Extra Recoil +1, -10%; Elemental Attacks tornado that hurls people around and
Increased 1/2D, ×100, +30%; stirs up debris. Knockback is vertical.
Increased Max, ×50, +25%; Limited These could be superscience The side effect represents dizziness. 53
Use, 10 uses/120 shots, Fast Reload, weapon implants, super-abilities, points.
-5%; Rapid Fire, RoF 12, +100%) [68]. combat spells, or natural attacks for
68 points. monsters. For comparison’s sake, all Vacuum (+100%): Fatigue Attack
cost approximately 50 points. For a 2d+2 (Area Effect, 2 yards, +50%;
Pistol (+70%): Piercing Attack 2d+2 more or less powerful attack, vary Respiratory Agent, +50%; Suffocation,
(Extra Recoil +1, -10%; Inaccurate -1, the level of Affliction, Binding, +0%) [52]. Notes: Reduces air pressure
-5%; Increased Range, ×20, +40%; Innate Attack, or Obscure. to zero over a small area, leaving those
Limited Use, 5 uses/15 shots, Fast Descriptions and special effects without breathing gear gasping for
Reload, -5%; Rapid Fire, RoF 3, +50%) appear under “Notes.” breath (unless they don’t breathe). 52
[23]. 23 points. points.

Shotgun (+135%): Small Piercing Air Wind Blast (+10%): Crushing
Attack 1d+1 (Increased 1/2D, ×5, Attack 9d (Increased 1/2D, ×5, +10%)
+10%; Limited Use, 2 uses/6 shots, Concussion (+50%): Crushing [50]. Notes: Hurls a bolt of com-
Slow Reload, -25%; Rapid Fire, RoF Attack 6d+2 (Explosion 1, +50%) [50]. pressed air that pummels the target
3×9, +150%) [10]. 10 points. Notes: Creates a ball of compressed air like a clenched fist. 50 points.
that ruptures explosively on impact.
Sniper Rifle (+80%): Piercing Might blow out small fires. 50 points. Cold/Ice
Attack 9d+1 (Accurate +6, +30%;
Increased 1/2D, ×100, +30%; Super-Breath (+50%): Crushing Blizzard (+210%/+290%): Obscure
Increased Max, ×50, +25%; Limited Attack 6d+2 (Cone, 5 yards, +100%; 2 (Hearing; Area Effect, 16 yards,

+150%; Link, +10%; Ranged,

+50%) [13] + Obscure 5

Weapon Damage Acc Range (Vision; Area Effect, 16 yards,
RoF Shots Rcl Notes +150%; Extended, Active IR,
Antitank Rocket 6d¥6(10) cr ex 3 200/2,000 1 11
Infravision, Ladar, Ultravision,
Assault Rifle 5d pi 5 500/5,000 10 30(3) 2
+80%; Link, +10%; Ranged,
Blaster Pistol 3d(5) burn 5 200/1,000 3 – 1 [1, 2] +50%) [39]. Notes: A raging

Blaster Rifle 6d(5) burn 12 500/2,000 3 – 1 [1, 2] snowstorm that blocks light
Flamethrower
3d(0.5) burn – 25/50 Jet 10 – [3] and infrared (-5), and absorbs

Heavy MG 13d+1 pi+ 6 2,000/10,000 10! 100(5) 2 sound (-2). Quickly melts and

Laser Pistol 3d(2) burn 6 200/1,000 10 – 1 [1] leaves puddles, except in sub-

Laser Rifle 5d(2) burn 14 500/2,000 10 – 1 [1] freezing temperatures. 52

Light MG 5d+1 pi 5 1,000/5,000 12! 120(5) 2 points.

Pistol 2d+2 pi 2 200/2,000 3 15(3) 2 Freeze Ray (+400%): Fatigue
Shotgun 1d+1 pi- 3 50/100 3×9 6(3i) 1 Attack 1d (Accurate +2, +10%;

Sniper Rifle 9d+1 pi 9 1,000/5,000 1 5(3) 4 [4] Armor Divisor (5), +150%;

Sonic Stunner HT-3(5) aff 3 10/100 3 – 1 [1, 5] Freezing, +20%; Increased

Submachine Gun 3d-1 pi 4 200/2,000 11 33(3) 2 1/2D, ×10, +15%; Increased

Notes Max, ×2, +5%; Side Effect,
Paralysis, +200%) [50]. Notes:
[1] Gets unlimited shots from possessor’s internal energy supply. Add Limited Use if This thin, icy beam leaves the
this isn’t true, or Takes Recharge for an “accumulator” that recharges slowly. victim shivering. The side
effect represents being frozen.
[2] Damage has the Surge modifier. Attempts to chill beer, etc. suc-
[3] Damage is cyclic: three 10-second cycles. ceed automatically. 50 points.
[4] Doesn’t qualify for Extra Recoil because it lacks Rapid Fire.
[5] Failed HT roll renders target unconscious for minutes equal to margin of failure.

EXAMPLES 137

Arms Control

The GM might wish to put limits on the PCs’ offen- cannon and light antitank guns; and 100 points for
sive abilities to keep his campaign from turning into a attacks comparable to howitzers and aircraft bombs.
bloodbath. Attacks no more capable than weapons History-altering “secret weapons” would be LC0, and
commonly issued to ordinary police and troops in the require a 200-point Unusual Background if the GM
setting – that is, most LC2+ weapons – are rarely a allowed them. Nonlethal stunners, tanglers, and so on
problem. Advantages are harder to take away and easi- wouldn’t require any Unusual Background, despite
er to conceal than guns . . . but entire armies have sim- being futuristic.
ilar firepower, and the heroes’ enemies can even the
odds by buying off-the-shelf weapons. Weapon Mounts

Built-in attacks comparable to LC1 armaments are In settings where cybernetic implants or armed
sometimes a problem. The GM could just forbid them, robots are common, the GM might feel that the heroes
but it’s more fun to permit such abilities to heroes who shouldn’t pay a lot of points for weapons that anyone
really want them . . . if they also pay for an Unusual could buy and install. Such game worlds need a mech-
Background. Suggested costs are 25 points for attacks anism to reduce the cost of attacks available as stan-
on par with portable support weapons, 50 points for dard weapons systems.
those equivalent to light vehicular weapons, and 100
points for those as deadly as heavy vehicular weapons The GM may opt to let cyborgs and robots buy one
or artillery pieces. or more instances of Extra Arm (Weapon Mount, -80%)
[2]. Each can mount a single weapon that weighs no
Abilities that emulate LC0 weapons pose a serious more than BL. Mounted weapons cost cash – not points
threat to campaign integrity. If the GM insists on giving – and their weight counts as encumbrance. Those with
the PCs access to strategic weapons, he should charge suitable mounts and controls might even cost and
at least 200 points for an Unusual Background. weigh more than regular ones . . . but they leave both
hands free.
These guidelines don’t apply to nonlethal attacks or
“body weaponry” (claws, venom, etc.), even if they’re A mounted weapon is plugged in, not built in. The
technically LC1. Such attacks can be fight-stoppers, but user can swap it for another weapon with a suitable
they’re much easier to avoid or resist than an armor- interface. On average, it takes five seconds to mount or
piercing laser. Fatigue Attacks that suffocate, Toxic unmount a weapon, but this varies by weapon. Such
Attacks that inflict damage in rads instead of HP, and weapons are obvious, and enemies or the authorities
Afflictions that cause comas and heart attacks aren’t can confiscate them, just like carried weapons.
exempt, however – these silent killers are as lethal as
any machine gun or blaster. This measure is effectively the opposite of an
Unusual Background, but the two aren’t exclusive. The
Example: In a WWII supers campaign, the GM GM might let cyborgs mount standard weapons for 2
might charge no Unusual Background cost for RoF 1-3 points apiece, require mutants to pay full cost for “nat-
attacks that inflict up to 7d damage (comparable to ural” attacks that don’t exceed such weapons in effec-
rifles); 25 points for attacks equivalent to machine guns tiveness, and charge godlike beings an Unusual
and bazookas; 50 points for attacks as deadly as 20mm Background for built-in strategic weapons.

Frost Breath (+250%): Crushing Ice Slick (+155%): Affliction 2 [50]. Notes: Hurls a razor-sharp icicle
Attack 3d-1 (Cone, 5 yards, +100%; No (DX-1; Area Effect, 4 yards, +100%; that melts shortly after impact. 50
Blunt Trauma, -20%; No Knockback, Based on DX, +20%; Disadvantage, points.
-10%; Reduced Range, ×1/5, -20%; Total Klutz, +15%; Environmental,
Side Effect, Paralysis, +200%) [49]. Touching ground within area, -20%; Ice Storm (+255%): Large Piercing
Notes: A broad cone of stinging ice Persistent, +40%) [51]. Notes: Creates Attack 2d+1 (Area Effect, 16 yards,
crystals that can actually freeze those it a small patch of ice on the ground. +200%; Bombardment, skill 10, -15%;
injures. 49 points. Those who leave the area are free of Overhead, +30%; Persistent, +40%)
the Affliction, but must make a new [50]. Notes: Calls down bullet-like hail
Ice Bonds (+60%): Binding 15 resistance roll if they return. The over a vast area. This can kill unar-
(Engulfing, +60%) [48]. Notes: Freezes resistance bonus equals the DR of the mored victims who don’t flee. 50
the victim in ice. Treat FP lost to failed victim’s footwear (heavier boots give points.
attempts to break free as freezing (see better purchase). 51 points.
Cold, p. B430), but the victim doesn’t Snowball (+10%): Crushing Attack
become helplessly entangled on 17-18. Ice Spear (+25%): Impaling Attack 9d (Increased 1/2D, ×5, +10%) [50].
This tradeoff is a special effect. 48 5d (Accurate +1, +5%; Increased 1/2D, Notes: Lobs a cannonball-sized lump
points. ×10, +15%; Increased Max, ×2, +5%) of hard-packed snow or ice that melts
shortly after impact. 50 points.

138 EXAMPLES

Earth can see, by winning a Quick Contest of explodes on impact, damaging every-
Will vs. the HT of each subject. 50 thing nearby. 50 points.
Quicksand (+100%): Binding 12 points.
Flame Breath (+80%): Burning
(Area Effect, 2 yards, +50%; Electric Stun (+65%): Affliction 3 Attack 5d+1 (Cone, 5 yards, +100%;
(HT-2; Accurate +1, +5%; Armor Reduced Range, ×1/5, -20%) [49].
Environmental, Touching ground, Divisor (2), +50%; Increased 1/2D, ×5, Notes: Classic “dragon-fire” attack that
+10%) [50]. Notes: Delivers a blasts foes in a broad cone. 49 points.
-20%; One Shot, -10%; Persistent, nerve-jangling electrical pulse similar
to an electrolaser bolt – a useful non- Flame Jet (+0%): Burning Attack
+40%; Unbreakable, +40%) [48]. lethal attack for heroic supers. 50 10d (Jet, +0%) [50]. Notes: Lets the
points. user project a flamethrower-like torch
Notes: Turns a small patch of ground from his hand. 50 points.
Electrified Skin (+140%/+90%):
into quicksand. Anyone who enters it Affliction 1 (HT; Aura, +80%; Link, Immolation (+50%): Burning
+10%; Melee Attack, -30%; Secondary Attack 6d+2 (Aura, +80%; Melee
sinks up to his knees. After 10 seconds, Heart Attack, +60%; Underwater, Attack, -30%) [50]. Notes: User
+20%) [24] + Burning Attack 2d+2 sheathes himself in flames that incin-
the ground hardens and can no longer (Aura, +80%; Link, +10%; Melee erate enemies who touch his body. 50
Attack, -30%; No Incendiary Effect, points.
trap new victims. 48 points. -10%; Surge, +20%; Underwater,
+20%) [25]. Notes: The user charges Inferno (+95%): Burning Attack 5d
Rain of Stones (+100%): Crushing himself up like an electric eel. Foes (Area Effect, 2 yards, +50%;
who touch him receive a potentially Persistent, +40%; Variable, +5%) [49].
Attack 5d (Area Effect, 2 yards, +50%; lethal shock. 49 points. Notes: The affected area erupts in a
roaring pillar of flame. At its lowest
Blockable, -5%; Bombardment, skill levels, this is useful as a bonfire or bar-
beque. 49 points.
10, -15%; Overhead, +30%; Persistent,

+40%) [50]. Notes: Pounds the area of

effect with boulders. These crumble to

dust and blow away after 10 seconds.

50 points.

Sandstorm (+250%/+110%):

Cutting Attack 1d (Area Effect, 4

yards, +100%; Link, +10%; Persistent,

+40%; Side Effect, Blindness, +100%)

[25] + Obscure 6 (Vision; Area Effect,

4 yards, +50%; Link, +10%; Ranged,

+50%) [26]. Notes: Conjures a

flesh-tearing blizzard of blinding grit.

Machines are more likely to be These could be superscience weapon
implants, super-abilities, combat spells,
clogged than blinded. 51 points. or natural attacks for monsters.

Stone Missile (+10%): Crushing

Attack 9d (Increased 1/2D, ×5, +10%)

[50]. Notes: Shoots a fist-sized rock at

the target. Decide whether it stays

behind or crumbles to dust. 50 points.

Electricity Lightning Bolt (+100%): Burning Plasma Torch (+125%): Burning
Attack 5d (Accurate +2, +10%; Attack 4d+1 (Armor Divisor (5),
Arc (+40%): Burning Attack 7d Increased 1/2D, ×10, +15%; Increased +150%; Melee Attack, Reach C, 1,
(Melee Attack, Reach C, Cannot Parry, Max, ×2, +5%; Side Effect, Stunning, Cannot Parry, -25%) [50]. Notes: A hot,
-35%; Side Effect, Stunning, +50%; +50%; Surge, +20%) [50]. Notes: Hurls short-ranged torch, useful for cutting
Surge, +20%; Variable, +5%) [49]. a destructive bolt of electricity that through armor. 50 points.
Notes: An electrical arc that leaps sets fires and fries machinery. 50
between the user’s hands. At its lowest points. Smoke (+190%/+100%): Affliction 1
setting, it can jump-start cars (and (HT; Area Effect, 2 yards, +50%;
hearts!); at its highest setting, it can Surge (+0%): Burning Attack 10d Coughing, +20%; Drifting, +20%;
kill instantly. 49 points. (Accurate +2, +10%; Increased 1/2D, Link, +10%; Persistent, +40%;
×10, +15%; Increased Max, ×2, +5%; Respiratory Agent, +50%) [29] +
Call Lightning (+175%): Burning No Wounding, -50%; Surge, +20%) Obscure 5 (Vision; Drifting, +20%;
Attack 3d+2 (Area Effect, 2 yards, [50]. Notes: A low-energy, high-fre- Extended, Ladar, +20%; Link, +10%;
+50%; Bombardment, skill 12, -10%; quency electrical bolt that scrambles Ranged, +50%) [20]. Notes: Raises a
Environmental, Air, -5%; Overhead, machinery without harming living tar- cloud of smoke big enough to disap-
+30%; Persistent, +40%; Side Effect, gets. 50 points. pear behind. Enemies who try to fol-
Stunning, +50%; Surge, +20%) [50]. low are left coughing. 49 points.
Notes: Calls down repeated lightning Heat/Fire
strikes on the target area. This creates Kinetic Energy
electrical noise nearby. 50 points. Fire Bolt (+10%): Burning Attack
9d (Increased 1/2D, ×5, +10%) [50]. Ball of Force (+70%): Crushing
Dampen (+400%): Affliction 1 (HT; Notes: A simple bolt of flame that sets Attack 6d-1 (Double Knockback,
Accessibility, Only on Electrical, -20%; fires and cooks flesh. 50 points. +20%; Explosion 1, +50%) [50]. Notes:
Area Effect, 2 yards, +50%; This globe of force explodes on
Malediction 2, +150%; Selective Area, Fireball (+50%): Burning Attack impact, pushing aside anything near-
+20%; Unconsciousness, +200%) [50]. 6d+2 (Explosion 1, +50%) [50]. Notes: by. 50 points.
Notes: Lets the user shut down Similar to Fire Bolt, but the bolt
electrical devices, in a small area he

EXAMPLES 139

Force Beam (+50%): Crushing 1/2D, ×10, +15%; Increased Max, ×2, Causes a loud pop or crash that stuns
Attack 6d+2 (Accurate +2, +10%; +5%; Radiation, +100%; Surge, +20%) and deafens those in the area. Might
Double Knockback, +20%; Increased [52]. Notes: A tight-beam energy shatter extremely brittle objects. 50
1/2D, ×10, +15%; Increased Max, ×2, attack that sets fires, irradiates the liv- points.
+5%) [50]. Notes: A pencil-thin beam ing, and overloads machines. 52
of force that breaks bones and sends points. White Noise (+250%): Obscure 7
the victim flying. 50 points. (Hearing; Area Effect, 8 yards, +100%;
Radiation Beam (+80%): Toxic Extended, Subsonic Hearing,
Force Bonds (+90%): Binding 13 Attack 7d-1 (Accurate +2, +10%; Ultrasonic Hearing, Sonar, Vibration
(Engulfing, +60%; One-Shot, -10%; Increased 1/2D, ×10, +15%; Increased Sense, +80%; Ranged, +50%;
Unbreakable, +40%) [50]. Notes: Max, ¥2, +5%; No Signature, +20%; Underwater, +20%) [49]. Notes: Fills
Conjures glowing bands of force that Radiation, +25%; Variable, +5%) [49]. the area of effect with broad-spectrum
pin the victim’s arms to his sides. 50 Notes: The classic science-fiction acoustic distortion. Insomniacs might
points. death ray, invisible and deadly. It can welcome the soothing hiss . . . 49
also save lives, by sterilizing food and points.
Shove (-5%): Crushing Attack (at low levels) destroying tumors. 49
10d+1 (Double Knockback, +20%; points. Water
Increased 1/2D, ×10, +15%; Low
Signature, +10%; No Wounding, Sound/Vibration Dehydrate (+190%): Fatigue Attack
-50%) [50]. Notes: A broadly focused 2d-1 (Based on HT, +20%;
attack that forcefully pushes away the Sonic Scream (+75%): Burning Dehydration, +20%; Malediction 2,
target. The bolt is invisible, except per- Attack 6d-1 (Environmental, +150%) [50]. Notes: Lets the attacker
haps as a vague blur. 50 points. Air/Water, -5%; No Incendiary Effect, drive moisture from the victim’s body
-10%; Side Effect, Deafness, +70%; by winning a Quick Contest of Will vs.
Light Underwater, +20%) [51]. Notes: A HT. Also dries out wet equipment. 50
beam of “coherent sound” that cooks points.
Darkness (+150%): Obscure 10 the living without the risk of fire. Being
(Vision; Area Effect, 8 yards, +100%; very broad-beam (not tight-beam), it Fog (+240%): Obscure 7 (Vision;
Ranged, +50%) [50]. Note: Plunges the inflicts full-body damage and can’t tar- Area Effect, 16 yards, +150%; Drifting,
area into total darkness. Those with- get hit locations. 51 points. +20%; Extended, Ladar, +20%;
out enhanced senses are blind while Ranged, +50%) [48]. Notes: Summons
they remain in the area. 50 points. Sonic Stun (+365%): Affliction 1 a fogbank that interferes with vision
(HT; Armor Divisor (5), +150%; and ladar. Weakens fire attacks like
Flash (+400%): Affliction 1 (HT; Environmental, Air/Water, -5%; the Fog spell (p. B253) – but any wind
Area Effect, 16 yards, +200%; Unconsciousness, +200%; Under- more forceful than a light breeze dis-
Disadvantage, Blindness, +50%; water, +20%) [47]. Notes: Similar to a perses it. 48 points.
Vision-Based, +150%) [50]. Notes: superscience stunner, this incapacitat-
Lobs a “flash bomb” that goes off at a ing attack is useful for heroes who Water Blade (+30%): Corrosion
distance, potentially blinding those dislike killing. 47 points. Attack 4d-1 (Armor Divisor (2), +50%;
who see the blast. 50 points. Melee Attack, Reach C, 1, -20%) [49].
Sound Effects (+110%): Illusion Notes: Projects an abrasive stream of
Images (+100%): Illusion (Area (Area Effect, 8 yards, +100%; Auditory high-pressure water capable of dis-
Effect, 4 yards, +50%; Independence, Only, -70%; Independence, +40%; solving most materials. 49 points.
+40%; Ranged, +40%; Visual Only, Ranged, +40%) [53]. Notes: Projects
-30%) [50]. Notes: Generates believ- autonomous sound effects that can Water Blast (+30%): Crushing
able, fire-and-forget illusions at a dis- distract enemies. The user can specify Attack 7d+2 (Increased 1/2D, ×5,
tance. Handy as a distraction! 50 whatever he likes. If he’s a musician, +10%; Underwater, +20%) [50]. Notes:
points. he can even have his own personal A water jet focused tightly enough to
soundtrack! 53 points. be lethal at long range. 50 points.
Laser (+100%): Burning Attack 5d
(Accurate +3, +15%; Armor Divisor Thunderclap (+395%): Affliction 1 Water Cannon (-10%): Crushing
(2), +50%; Increased 1/2D, ×20, +20%; (HT; Area Effect, 16 yards, +200%; Attack 11d (Double Knockback, +20%;
Increased Max, ×10, +15%) [50]. Disadvantage, Deafness, +20%; No Wounding, -50%; Underwater,
Notes: An accurate, long-ranged laser, Environmental, Air/Water, -5%; +20%) [50]. Notes: More broadly
suitable for sniping. Attack is tight- Hearing-Based, +150%; Stunning, focused, this water jet is useful for
beam. 50 points. +10%; Underwater, +20%) [50]. Notes: crowd control, putting out fires, etc.
50 points.
Radiation
White Noise fills the area of effect
Irradiate (+150%): Toxic Attack 5d with broad-spectrum acoustic distortion.
(Area Effect, 4 yards, +100%; No Insomniacs might welcome the soothing
Signature, +20%; Radiation, +25%; hiss . . .
Variable, +5%) [50]. Notes: Bathes the
area in harmful – and invisible – radi-
ation. Variable intensity makes it use-
ful for mad scientists. 50 points.

Particle Beam (+300%): Burning
Attack 2d+2 (Accurate +2, +10%;
Armor Divisor (5), +150%; Increased

140 EXAMPLES

Elemental Attack Damage Acc Range RoF Rcl Notes
Arc 7d burn* – C Melee – [1, 2]
Ball of Force 6d-1 cr ex 3 100 1 [3]
Blizzard Hearing-2 3 100 1 1 Area 16p
Vision-5 – – 1 – Area 16p
linked 3d+2 burn 3 100 – 1 Area 2p [1, 2, 4]
Call Lightning 6d+2 cr ex 3 100 1 1
Concussion HT aff – 1 – Area 2s [5]
Dampen Vision-10 3 Malediction 2 – 1 Area 8p
Darkness 2d-1 fat – 100 1 – [6]
Dehydrate HT-2(2) aff 4 – 1 [5]
Electric Stun HT aff – Malediction 2 1 – [7]
Electrified Skin 2d+2 burn – 50/100 Aura – [2, 8]
9d burn 3 C Aura 1
linked 6d+2 burn ex 3 C 1 1 Cone 5
Fire Bolt 5d+1 burn 3 50/100 1 1
Fireball 10d burn – 100 1 – Area 16 [5, 9]
Flame Breath HT aff 3 20 Jet 1 Area 16dp
Flame Jet Vision-7 3 5/10 1 1 [3]
Flash 6d+2 cr 5 100 1 1 [10]
Fog ST 13 bind 3 100 1 1 [1, 6]
Force Beam 1d(5) fat 5 100/200 1 1 Cone 5 [1, 11]
Force Bonds 3d-1 cr 3 100 1 1 [10]
Freeze Ray ST 15 bind 3 100/200 1 1 Area 4p [5]
Frost Breath DX-1 aff 3 20 1 1
Ice Bonds 5d imp 4 100 1 1 Area 16p [4]
Ice Slick 2d+1 pi+ 3 100 1 1 Area 4ip
Ice Spear Illusion 3 100/200 1 1
Ice Storm 6d+2 burn – 100 1 – Area 2p
Images 5d burn* 3 100 Aura 1 Area 4 [12]
Immolation 5d tox* 3 C 1 1
Inferno 5d(2) burn 6 100 1 1 [1, 2]
Irradiate 5d burn 5 100 1 1 [2, 12]
Laser 2d+2(5) burn 5 1 1
Lightning Bolt 4d+1(5) burn – 200/1,000 1 – Area 2p [10]
Particle Beam ST 12 bind 3 100/200 Melee 1 [12]
Plasma Torch 7d-1 tox* 5 100/200 1 1 Area 2p [4]
Quicksand 5d cr 3 1 1 Area 4p [1]
Radiation Beam 1d cut 3 C, 1 1 1 Area 4p
Rain of Stones Vision-6 – 100 1 – [3, 13]
Sandstorm 10d+1 cr 3 100/200 – 1 Area 2dp [5, 9]
HT aff 3 100 1 1 Area 2dp
linked Vision-5 – 100 1 –
Shove 9d cr 3 – 1 [1, 8]
Smoke 6d-1 burn 3 – 1 1 [5]
HT(5) aff 3 100 1 1 Area 8ip
linked Illusion 3 100 1 1
Snowball 9d cr 3 1 1 Cone 5 [3, 13]
Sonic Scream 6d+2 cr 3 – 1 1 [2, 13]
Sonic Stun 10d burn 5 50/100 1 1 Area 16 [5, 9]
Sound Effects HT aff 3 10/100 1 1 Area 2mp [1, 3]
Stone Missile 2d cr 3 10/100 1 1 Area 2mp
Super-Breath Vision-5 – 1 – Area 2 [6, 9]
Surge 2d+2 fat 3 100 – 1
Thunderclap 4d-1(2) cor – 50/100 1 – [3, 13]
Twister 7d+2 cr 3 Melee 1 Area 8p
11d cr 3 20 1 1
linked Hearing-7 3 100/200 1 1
Vacuum 9d cr 3 1 1
Water Blade 100 1
Water Blast 100
Water Cannon
White Noise –
Wind Blast 100
C, 1
50/100
10/100
100
50/100

Notes

* Damage is variable.
Area is in yards of radius; d = drifting, i = independent, m = mobile, p = persistent (10 seconds), and s = selective.

EXAMPLES 141

Cone gives width at maximum Fatigue and Takes Extra Time to touch bare skin. The victim gets a HT
reduce cost to this level. Adept users roll to resist. If he fails, the attacker
range. can buy off these limitations, while can inflict a heart attack at some
less-capable ones can add higher lev- unspecified point in the future, from
[1] Side effect: make a HT roll at -1 els to save points. any distance. To escape this fate, the
victim must slay his tormentor or con-
per 2 points of penetrating damage or Touches vince him to cancel the Hand – there’s
no cure! 50 points.
suffer blindness (Sandstorm), deaf- Burning Touch (+250%): Burning
Attack 3d-1 (Accessibility, Only on liv- Leprous Touch (+155%): Affliction
ness (Sonic Scream), paralysis (Freeze ing beings, -10%; Cosmic, Irresistible 2 (HT-1; Contact Agent, -30%;
attack, +300%; Melee Attack, Reach C, Disadvantage, Terminally Ill, Up to
Ray, Frost Breath), stunning (Arc, Call Cannot Parry, -35%; No Incendiary two years, +50%; Extended Duration,
Effect, -10%; Variable, +5%) [49]. Permanent, +150%; Melee Attack,
Lightning, Lightning Bolt), or -2 DX Notes: Causes flesh to cook and blister Reach C, Cannot Parry, -35%; No
without heat or fire. This attack pass- Signature, +20%) [51]. Notes: A subtle
(Twister). es through and has no effect on inani- “death touch” with no visible effects.
mate objects – including armor. 49 The attacker must touch his victim’s
[2] Surge can disable machinery. points. bare skin. The victim gets a HT-1 roll
to resist. If he fails, he contracts a
[3] Double knockback. Chilling Touch (+290%): Fatigue wasting disease that will kill him slow-
Attack 1d+1 (Cosmic, Irresistible ly over about two years. Mundane and
[4] Bombards the area from over- attack, +300%; Freezing, +20%; Melee supernatural medicine work as usual.
Attack, Reach C, Cannot Parry, -35%; 51 points.
head with skill 10 (Ice Storm, Rain of Variable, +5%) [51]. Notes: Inflicts the
effects of extreme cold on a living tar- Paralyzing Touch (+155%):
Stones) or 12 (Call Lightning). get, regardless of clothing or armor. 51 Affliction 2 (HT-1; Extended Duration,
points. 3×, +20%; Melee Attack, Reach C,
[5] Affliction: make the indicated Cannot Parry, -35%; Paralysis, +150%;
Hand of Death (+400%): Affliction Selective Effect, +20%) [51]. Notes:
roll or suffer blindness (Flash), cough- 1 (HT; Contact Agent, -30%; Cosmic, The victim must roll against HT-1 if
Lingering special effect, +100%; Delay, touched; DR gives its usual bonus.
ing (Smoke), deafness (Thunderclap), Triggered, +50%; Heart Attack, Failure means he suffers paralysis for
+300%; Low Signature, +10%; Melee three minutes times his margin of fail-
stunning (Electric Stun, Attack, Reach C, -30%) [50]. Notes: ure. Selective Effect lets the attacker
This attack from kung fu legend looks touch specific hit locations in order to
Thunderclap), Total Klutz (Ice Slick), like a punch (only a martial-arts mas- paralyze them. 51 points.
ter could tell otherwise) and must
or unconsciousness (Dampen, Sonic Steal Energy (-15%): Leech 2d+2
(Accelerated Healing, +25%; Only
Stun). Dampen only affects those with Heals FP, -20%; Steal FP, -25%;
Variable, +5%) [49]. Notes: The attack-
Electrical. er quickly steals the target’s FP for
himself, on a 1:1 basis. Subject to all
[6] Treat fatigue as dehydration the usual restrictions on Leech – see
p. 96. 49 points.
(Dehydrate), freezing (Freeze Ray), or
Steal Life (+30%): Leech 1d
suffocation (Vacuum). (Accelerated Healing, +25%; Variable,
+5%) [49]. Notes: Identical to Steal
[7] Affliction: No primary effect. Energy, above, but transfers HP. 49
points.
Failure by 5+ on the HT roll indicates
Curses
a heart attack.
Curse (+365%): Affliction 1 (Will;
[8] No incendiary effect. Based on Will, +20%; Disadvantage,
Cursed, +75%; Extended Duration,
[9] Penetration modifier: Hearing- Permanent, +150%; Malediction 1,
+100%; No Signature, +20%) [47].
Based (Thunderclap), Respiratory Notes: Curses the victim until he
achieves a notable success . . . at
Agent (Smoke, Vacuum), or Vision- which time his victory and the curse
evaporate. Spells that remove curses
Based (Flash). work normally. Roll Will vs. subject’s
Will. 47 points.
[10] Binding modifiers: Force

Bonds have Engulfing, One-Shot, and

Unbreakable; Ice Bonds have

Engulfing; and Quicksand has One-

Shot and Unbreakable.

[11] No blunt trauma or knock-

back.

[12] Inflicts rads equal to damage;

see Radiation (p. B435).

[13] No wounding.

Supernatural Attacks

These could be chi, divine, magical,
psi, or spirit abilities – add power
modifiers as necessary. Touches are
baneful melee attacks, some of which
bypass DR. Curses are prayers, spells,
and similar rituals that require a near-
by subject. Mental attacks are longer-
ranged effects. Curses and mental
attacks call for a Concentrate maneu-
ver, not an Attack. See the accompany-
ing notes for the resistance roll (if any)
and special effects.

As with elemental attacks, all of
these abilities cost about 50 points.
Expensive abilities have enough Costs

142 EXAMPLES

Death Wish (+400%): Affliction 1 Costs 2 FP. Roll Will vs. subject’s HT-1. the subject blind. Costs 4 FP. Roll Will
50 points. vs. subject’s HT-1. 50 points.
(HT; Costs Fatigue, 4 FP, -20%; Heart
Pestilence (+1,560%): Fatigue Mental Attacks
Attack, +300%; Malediction 1, +100%; Attack 1 point (Based on HT, +20%;
Costs Fatigue, 6 FP, -30%; Cyclic, 1 Cryokinetic Attack (+210%):
No Signature, +20%) [50]. Notes: If the hour, 72 cycles, Highly Contagious, Fatigue Attack 1d+2 (Based on HT,
+1,470%; Malediction 1, +100%; No +20%; Freezing, +20%; Malediction 2,
subject fails to resist, his heart stops – Signature, +20%; Onset, 1 hour, -20%) +150%; No Signature, +20%) [50].
[50]. Notes: An insidious “death spell.” Notes: Causes the subject’s body tem-
which is usually fatal. Costs 4 FP. Roll After an hour, the subject becomes ill. perature to plunge, chilling him (see
He loses 1 FP/hour for three days, and Cold, p. B430). Roll Will vs. subject’s
Will vs. subject’s HT. 50 points. is infectious during this time. HT. 50 points.
Remember that at 0 FP, each FP lost
Diminution (+400%): Affliction 1 saps 1 HP. Costs 6 FP. Roll Will vs. sub- Mental Blow (+160%/+150%):
ject’s HT. 50 points. Fatigue Attack 1d (Costs Fatigue, 2 FP,
(HT; Advantage, Shrinking 6, +300%; -10%; Malediction 2, +150%; No
Sickness (+150%): Affliction 2 Signature, +20%) [26] + Affliction 1
Costs Fatigue, 4 FP, -20%; Malediction (HT-1; Malediction 1, +100%; (HT; Follow-Up, Fatigue Attack,
Nauseated, +30%; No Signature, +150%) [25]. Notes: A mental blast
1, +100%; No Signature, +20%) [50]. +20%) [50]. Notes: A quick, easy curse that wears down the target. Costs 2 FP.
that leaves the subject feeling ill. Roll Roll Will vs. subject’s Will to deliver
Notes: Shrinks the subject to 1/10 nor- Will vs. subject’s HT-1. 50 points. the attack. If this works, the subject
must roll vs. HT to avoid being
mal size over a period of six seconds. Silence (+395%): Affliction 1 (HT; stunned. 51 points.
Advantage, Silence 5, +250%;
Costs 4 FP. Roll Will vs. subject’s HT. Disadvantage, Mute, +25%; Maledic- Mental Paralysis (+400%):
tion 1, +100%; No Signature, +20%) Affliction 1 (Will; Based on Will,
50 points. [50]. Notes: Completely silences the +20%; Malediction 2, +150%; Mobile
subject. He can’t speak at all. Treat the 1, +40%; No Signature, +20%;
Fear (+0%): Terror (-2 to Fright involuntary Silence advantage as -10 Paralysis, +150%; Selective Effect,
to hear the subject, reduced to -5 if he +20%) [50]. Notes: Paralyzes the vic-
Checks; Active, +0%) [50]. Notes: tries to make noise. Roll Will vs. sub- tim. Mobile and Selective Effect repre-
ject’s HT. 50 points. sent the capacity to limit paralysis to
Terrifies a single subject within 10 particular body parts and move the
Sleep (+400%): Affliction 1 (HT; paralysis to other body parts by con-
yards who can see or hear the user. Extended Duration, 100×, +80%; centrating after a successful attack.
Malediction 1, +100%; No Signature, Roll Will vs. subject’s Will. 50 points.
Roll Will vs. subject’s Will-2. 50 points. +20%; Unconsciousness, +200%) [50].
Notes: The subject falls into a deep Mental Stab (+165%/+250%): Toxic
Feeblemindedness (+400%): sleep, and can’t be awakened for 100 Attack 1d+1 (Based on HT, +20%;
minutes times the attacker’s margin of Costs Fatigue, 5 FP, -25%; Malediction
Affliction 1 (IQ; Attribute Penalty, -20 victory (e.g., five hours, if the attacker 2, +150%; No Signature, +20%) [16] +
wins by 3). Roll Will vs. subject’s HT. Affliction 1 (HT; Follow-Up, Toxic
IQ, +200%; Based on IQ, +20%; 50 points. Attack, +150%; Seizure, +100%) [35].
Notes: A psychic blast that burns out
Disadvantages, Cannot Speak, Slow (+400%): Affliction 1 (HT; the target’s nervous system. Costs 5 FP.
Advantage, Subsonic Speech, +100%; Roll Will vs. subject’s HT to deliver the
Gullibility (6), Hidebound, Short Costs Fatigue, 4 FP, -20%; Disad- attack. If this works, the subject must
vantage, Decreased Time Rate, roll vs. HT to avoid suffering a seizure.
Attention Span (6), +60%; Malediction +100%; Malediction 1, +100%; 51 points.
Negated Advantage, Altered Time Rate
1, +100%; No Signature, +20%) [50]. 1, +100%; No Signature, +20%) [50]. Mindwipe (+385%): Affliction 1
Notes: Slows the subject by 50% and (Will; Based on Will, +20%;
Notes: The subject becomes a drooling robs him of a level of Altered Time Disadvantage, Total Amnesia, +25%;
Rate (enough to negate the Great Extended Duration, Permanent,
idiot who can’t speak, discern the Haste spell, p. B251). Also shifts his +150%; Malediction 2, +150%; No
speech into the subsonic range – he Signature, +20%; Selective Effect,
truth, or focus on tasks. IQ can’t fall can’t speak normally. Costs 4 FP. Roll +20%) [49]. Notes: Obliterates memo-
Will vs. subject’s HT. 50 points. ries. Selective Effect lets the attacker
below 1 (a special effect). Roll Will vs. delete specific memories, if desired. To
Strike Blind (+150%): Affliction 2 undo this effect, use hypnotism, shock
subject’s IQ. 50 points. (HT-1; Disadvantage, Blindness, therapy, or Mind Control with
+50%; Costs Fatigue, 4 FP, -20%; Conditioning. Roll Will vs. subject’s
Frog (+400%): Affliction 1 (HT; Malediction 1, +100%; No Signature, Will. 49 points.
+20%) [50]. Notes: Instantly renders
Advantage, Alternate Form, Frog,

+150%; Costs Fatigue, 4 FP, -20%;

Extended Duration, Permanent,

+150%; Malediction 1, +100%; No

Signature, +20%) [50]. Notes:

Transforms the victim into a frog.

Cancelled by a kiss from a member of

the opposite sex, or any spell that

removes curses. Costs 4 FP. Roll Will

vs. subject’s HT. 50 points.

Madness (+150%): Affliction 2

(IQ-1; Based on IQ, +20%; Costs

Fatigue, 4 FP, -20%; Disadvantages,

Delusion (Severe), Paranoia, Phantom

Voices (Diabolical), +40%; Maledic-

tion 1, +100%; No Signature, +20%;

Takes Extra Time 1, -10%) [50]. Notes:

The subject believes that friends are

foes . . . and hears evil voices that tell

him to kill. Takes two seconds and

costs 4 FP. Roll Will vs. subject’s IQ-1.

50 points.

Pain (+150%): Affliction 2 (HT-1;

Costs Fatigue, 2 FP, -10%; Malediction

1, +100%; No Signature, +20%; Severe

Pain, +40%) [50]. Notes: Subject is in

such pain that he has -4 on most rolls.

EXAMPLES 143

Psychic Vampirism (+100%): Leech combination of Cyclic, Onset, +10%) [3]. Notes: The victim must
1 (Accelerated Healing, +25%; Resistible, and Symptoms. make a HT-2 roll an hour after injec-
Malediction 2, +150%; Only Heals FP, tion or suffer 1d injury. Swelling
-20%; Ranged, +40%; Steal FP, -25%; Average Venom (+40%): Toxic occurs near the injection site. If dam-
Takes Extra Time 6, -60%; Temporary Attack 2d-1 (Cyclic, 1 day, 4 cycles, age exceeds 2/3 HP – which is rare,
Disadvantages, -10%) [50]. Notes: Resistible, +15%; Follow-Up, unless the victim receives many doses
Siphons “psychic energy” from a Teeth/Striker, +0%; Onset, 1 hour, or has few HP – this gives -1 DX until
distant target to the attacker at the -20%; Resistible, HT-3, -15%; the injury heals. This is typical of
rate of 1 FP per minute of concentra- Symptoms, 2/3 HP, -3 DX and IQ, all but the worst scorpion stings and
tion. This carries some of the victim’s +60%) [10]. Notes: The victim must spider bites. 3 points.
personality. The GM picks -10 points make a HT-3 roll an hour after injec-
of the subject’s mental quirks and dis- tion and daily for three days. Each Defensive Venoms
advantages, and the vampire suffers failure inflicts 2d-1 injury. Those who
from these as he feeds. Roll Will vs. lose 2/3 HP or more suffer shakes and These chemical weapons are
subject’s Will. 50 points. fever: -3 DX and IQ until healed. This meant mainly to discourage others
venom could kill an unlucky human. from damaging (or eating) the posses-
Pyrokinetic Attack (+190%/+250%): Use it for the nastiest spiders and scor- sor, but have their uses as attacks.
Burning Attack 1d (Based on HT, pions, or the average venomous snake.
+20%; Malediction 2, +150%; No 10 points. Acidic Blood (+890%): Corrosion
Signature, +20%) [15] + Affliction 1 Attack 1d-3 (Always On, -20%; Aura,
(HT; Agony, +100%; Follow-Up, Fantasy Venom (-5%): Toxic Attack +80%; Blood Agent, Reversed, -40%;
Burning Attack, +150%) [35]. Notes: 6d (Follow-Up, Teeth/Striker, +0%; Cyclic, 1 second, 10 cycles, +900%;
The subject’s body temperature rises Resistible, HT-5, -5%) [23]. Notes: The Melee Attack, -30%) [10]. Notes:
to the point where he begins to burn. victim must make an immediate HT-5 Someone with this ability seeps acid if
Roll Will vs. subject’s HT to deliver the roll or suffer 6d injury. Acute venoms he suffers any cutting, impaling, or
attack. If this works, the subject must this fast and symptom-free are unreal- piercing injury. He bleeds on the
roll vs. HT to avoid collapsing due to istic, yet entirely suitable for fantastic weapon that wounded him – or his foe,
the searing pain. 50 points. monsters that can instantly incapaci- if attacked with Claws, Teeth, etc. –
tate or kill a hero with a bite. 23 which immediately begins to corrode.
Telekinetic Squeeze (+185%/+250%): points. Until he stops bleeding (see Bleeding,
Crushing Attack 1d (Based on HT, p. B420), the acid drips on everything
+20%; Malediction 2, +150%; No Paralytic Venom (+290%): Affliction nearby. This works like any other
Knockback, -10%; No Signature, 1 (HT; Extended Duration, 300×, Aura, and the user can deliberately
+20%; Variable, +5%) [15] + Affliction +100%; Follow-Up, Teeth or Striker, attack others by flicking his blood
1 (HT; Choking, +100%; Follow-Up, +0%; Onset, 1 minute, -10%; Paralysis, around. 10 points.
Crushing Attack, +150%) [35]. Notes: +150%; Secondary Coma, +50%) [39].
A direct attempt to crush the victim’s Notes: The victim must make a HT roll Deadly Skin/Tentacles (+80%): Toxic
throat or vital organs. Roll Will vs. a minute after being injected. Failure Attack 3d-1 (Always On, -20%; Aura,
subject’s HT to deliver the attack. If means he’s paralyzed for five hours +80%; Contact Agent, -30%; Cyclic, 1
this works, the subject must roll vs. times his margin of failure; failure by hour, 4 cycles, Resistible, +30%; Melee
HT to avoid choking. 50 points. 5+ means he falls into a coma. 39 Attack, -30%; Resistible, HT-4, -10%;
points. Symptoms, 2/3 HP, Terrible Pain,
Poisons +60%) [20]. Notes: A coating of lethal
Strong Venom (+100%): Toxic contact poison that affects anyone
Natural, manmade, and fictional Attack 3d-1 (Cyclic, 1 hour, 4 cycles, whose bare skin touches or is touched
toxins range from annoying to instant- Resistible, +30%; Follow-Up, by the possessor. The victim must
ly fatal. They defy normalization to a Teeth/Striker, +0%; Onset, 1 minute, make a HT-4 roll immediately and
particular number of points. Thus, -10%; Resistible, HT-4, -10%; again hourly for three hours. Each
they cost what they cost. Symptoms, 2/3 HP, -3 ST, DX, IQ, and failure inflicts 3d-1 injury. Those who
HT, +90%) [22]. Notes: The victim lose 2/3 HP or more suffer searing
Venomous Bites and Stings must make a HT-4 roll a minute after pain until healed. This venom suits the
injection and hourly for three hours. deadliest jellyfish. 20 points.
Poison carried by a bite requires Each failure inflicts 3d-1 injury. Those
Sharp Teeth [1] or Fangs [2]. Venom who lose 2/3 HP or more become seri- Deadly Spines (+50%): Toxic Attack
on a stinger calls for Striker (Piercing) ously ill: -3 to all attributes until 3d-1 (Cyclic, 1 hour, 4 cycles,
[5], (Large Piercing) [6], or (Impaling) healed. This venom will kill those who Resistible, +30%; Follow-Up, Spines,
[8]. Add the cost of this delivery sys- don’t receive medical or supernatural -50%; Onset, 1 minute, -10%;
tem to that of the venom. aid. It’s only appropriate for the dead- Resistible, HT-4, -10%; Symptoms, 2/3
liest real-world serpents . . . and mon- HP, -3 ST, DX, IQ, and HT, +90%) [17].
These venoms are “generic” exam- sters of fantasy and horror. 22 points. Notes: Must accompany either Short
ples, intended to illustrate the princi- Spines [1] or Long Spines [3]. Anyone
ples behind venom design. Real-world Weak Venom (-30%): Toxic Attack injured by the spines must make a
venoms can have damage ranging 1d (Follow-Up, Teeth/Striker, +0%; HT-4 roll after a minute and hourly for
from 1d-3 to 4d, and almost any Onset, 1 hour, -20%; Resistible, HT-2, three hours. Each failure inflicts 3d-1
-20%; Symptoms, 2/3 HP, -1 DX, injury. Those who lose 2/3 HP or more

144 EXAMPLES

have -3 to all attributes until healed. contact with it must make a HT-4 roll minute after exposure and hourly for
This attack is typical of puffer fish. 17 immediately and again daily for a three hours. Each failure means 2d-1
points. week or suffer 1d injury. Those who injury. Those who lose 2/3 HP or more
breathe it must make a HT-1 roll every grow feverish: -3 DX and IQ until
Irritating Spines (-20%): Affliction 1 hour for six hours or suffer 1d injury. healed. 9 points.
(HT; Attribute Penalty, -3 DX, +30%; These effects are cumulative. 27
Follow-Up, Spines, -50%) [8]. Notes: points. Tranquilizer Dart (-35%/+210%):
Only available with Short Spines [1] Small Piercing Attack 1d (Accurate +1,
or Long Spines [3]. Anyone injured by Nerve Gas (+655%): Toxic Attack +5%; Armor Divisor (0.2), -50%;
the spines must make a HT roll or 2d (Area Effect, 2 yards, +50%; Increased 1/2D, ×5, +10%) [2] +
immediately suffer a terrible itching Contact Agent, +150%; Cyclic, 1 Affliction 1 (HT; Follow-Up, Small
and burning sensation that gives -3 minute, 6 cycles, Resistible, +100%; Piercing Attack, +10%; Uncon-
DX. This is typical of most spiny fish Drifting, +20%; Persistent, +40%; sciousness, +200%) [31]. Notes: Fires a
and sea urchins. 8 points. Resistible, HT-5, -5%; Symptoms, 1/2 tiny dart that’s unlikely to pierce
HP, Paralysis, +300%) [61]. Notes: This armor or inflict serious injury . . . but
Stinging Skin/Tentacles (+180%): military weapon is rapidly incapaci- if it inflicts any injury, the victim must
Toxic Attack 1d-1 (Always On, -20%; tating and almost inevitably lethal. make a HT roll or fall unconscious. 33
Aura, +80%; Contact Agent, -30%; Anyone who comes into contact with points.
Melee Attack, -30%; Symptoms, 1/3 it must make a HT-5 roll immediately
HP, Terrible Pain, +180%) [9]. Notes: and every minute for five minutes; DEFENSES
The possessor has stinging cells on his each failure inflicts 2d injury. Once
skin, or on non-prehensile tentacles injury passes 1/2 HP, the victim is par- Defensive advantages are generally
dangling from his body. Anyone he alyzed until healed. 61 points. straightforward – they work “as is,” or
touches on bare skin or who touches require at most a power modifier. The
him with bare skin is stung for 1d-1 Sleeping Gas (+230%): Fatigue following examples, taken from fic-
damage. If damage exceeds a mere 1/3 Attack 1d (Area Effect, 2 yards, +50%; tion, are more complex. They consist
HP, the victim experiences burning Cyclic, 1 minute, 3 cycles, Resistible, of multiple or modified advantages,
pain until healed. Use this for ordinary +40%; Drifting, +20%; Missed Sleep, assembled into “defensive meta-traits”
stinging sea creatures. 9 points. +50%; Persistent, +40%; Resistible, with a fixed cost per level. Multiple
HT-2, -20%; Respiratory Agent, +50%) levels are cumulative. Write the
Gas [33]. Notes: A relatively safe incapaci- defense’s name and level instead of
tating agent. Those who breathe it listing its constituent parts.
These attacks represent “gas must make a HT-2 roll immediately
grenades” or equivalent abilities, with and twice more at one-minute inter- To be strictly correct when buying
Acc 3, Range 100, RoF 1, and Rcl 1. vals. Each failure costs 1d FP. This these abilities as part of a power, apply
They burst on impact, filling a two- counts as missed sleep, and those who the power modifier separately to each
yard radius with gas that drifts for 10 fall to 0 FP sleep until they recover the subtrait. If the GM finds this too com-
seconds. All of these gases are FP. 33 points. plex, though, he’s free to treat these
Resistible, and the victim must keep meta-traits as new advantages and let
making the initial resistance roll until Ranged Poisons players apply power modifiers to the
he fails or leaves the area. For most overall cost per level. In most cases,
gases, roll every second; for those with Blinding Spray (+190%): Affliction the error involved is small.
Onset, roll on first exposure and again 1 (HT; Blindness, +50%; Jet, +0%;
after each full onset period. Reduced Range, ×1/2, -10%; Armor
Vision-Based, +150%) [29]. Notes: A
Blistering Gas (+295%/+175%): narrow jet of blinding poison. Targets These defenses are “skin deep.”
Toxic Attack 1d (Area Effect, 2 yards, without eye protection must make a They protect the user’s body – not his
+50%; Contact Agent, +150%; Cyclic, 1 HT roll or suffer temporary blindness. possessions.
day, 8 cycles, Resistible, +35%; 29 points.
Drifting, +20%; Link, +10%; Electromagnetic Armor: DR 1
Persistent, +40%; Resistible, HT-4, Poison Spit (+15%): Toxic Attack (Hardened 4, +80%; Limited, Shaped
-10%) [16] + Toxic Attack 1d (Area 2d-1 (Blood Agent, -40%; Cyclic, 1 Charges, -60%) [6]. Notes: A special
Effect, 2 yards, +50%; Cyclic, 1 hour, 6 hour, 4 cycles, Resistible, +30%; Jet, layer that uses an electrical discharge
cycles, Resistible, +50%; Drifting, +0%; Onset, 1 minute, -10%; Reduced to disrupt the armor-piercing jet of
+20%; Link, +10%; Onset, 1 hour, Range, ×1/2, -10%; Resistible, HT-3, shaped-charged warheads. Each level
-20%; Persistent, +40%; Resistible, -15%; Symptoms, 2/3 HP, -3 DX and provides DR 1 against these attacks.
HT-1, -25%; Respiratory Agent, +50%) IQ, +60%) [9]. Notes: This jet of venom This DR ignores the (10) armor divisor
[11]. Notes: Mustard gas, or something must hit the eyes or open mouth, or an of such weapons. 6 points/level.
similar. Anyone who comes into open wound, to have any effect.
Victims must make a HT-3 roll a

Poison Attack Damage Acc Range RoF Rcl Notes

Blinding Spray HT aff. – 2/5 Jet – Causes blindness.
Poison Spit 2d-1 tox – 2/5 Jet – See description for details.
Tranquilizer Dart 1d(0.2) pi- 4 50/100 1 1
HT aff. –– – – Causes unconsciousness.
follow-up

EXAMPLES 145

Modifying ST-Based to break free, and adds HT degrees to
Damage the “hot” end of his temperature com-
fort zone. 11 points/level.
The GM might permit certain attack modifiers on unarmed thrust-
ing damage. Options include Affects Insubstantial (for heroes who com- Insulated Skin: DR 5 (Limited,
bat spirits), All-Out (for strong, awkward fighters), Armor Divisor (to Energy, -20%) [20] + Radiation
simulate martial-arts training similar to Breaking Blow, p. B182), Tolerance 10 [15] + Temperature
Double Knockback (for cinematic heroes who punch enemies through Tolerance 5 [5]. Notes: An energy-
walls), Incendiary (for flaming creatures), No Blunt Trauma (for mar- resistant skin barrier similar to the
tial artists whose strength is “chi projection,” not brute force), No “superconducting armor” seen in
Knockback (ditto!), No Wounding (for semisolid spirits), and Takes some science fiction. Each level gives
Extra Time (for big, slow fighters). DR 5 vs. energy, divides radiation
dosage by 10, and adds 5×HT degrees
The GM may allow other modifiers, but many are strictly forbidden: to the “hot” end of the user’s comfort
zone. 40 points/level.
• Area Effect, Cone, Explosion, Jet, and anything with such a modi-
fier as a prerequisite: Bombardment, Dissipation, Drifting, Emanation, Mirrored Skin: DR 2 (Limited,
Erosive, Mobile, Persistent, Selective Area, and Wall. Light, -40%) [6] + Enhanced Dodge 1
(Limited, Light, -40%) [9]. Notes:
• Cyclic, Onset, Resistible, and other modifiers intended for toxins. Gives the user a shiny surface. Any
• Melee Attack, Variable, and Visible, which are already built into movement can turn a hit by a light-
unarmed damage. based attack, such as a laser, into a
• Modifiers intended only for ranged attacks: Accurate, Blockable, graze that reflects off harmlessly. Even
Extra Recoil, Guided, Homing, Inaccurate, Increased Range, Long- direct hits hurt less. Each level (maxi-
Range, Ranged, Rapid Fire, Reduced Range, Ricochet, and Short- mum six) gives DR 2 and +1 Dodge
Range. against light-based attacks. 15
• Modifiers that don’t apply to crushing attacks: Double Blunt points/level.
Trauma, Hazard, Radiation, etc.
• Penetration modifiers other than Armor Divisor: Blood Agent, Super-Toughness: DR 1 (Limited,
Contact Agent, Follow-Up, Malediction, Respiratory Agent, and Sense- Crushing, -40%; Tough Skin, -40%)
Based. [1]. Notes: The mysterious physical
toughness of comic-book supers!
To apply modifiers to ST-based damage, follow these steps: Each level gives DR 1 against crushing
attacks . . . but follow-up effects on
1. Find thrusting damage for the highest ST you can use for unarmed such attacks (poison, electric shock,
combat. This is the sum of regular ST, Arm ST, and Striking ST. etc.) work even if the carrier doesn’t
penetrate DR. This DR has no effect
2. Calculate the “effective point cost” of the basic thrust damage on bullets, knives, lasers, and other
from step 1 as if it were a Crushing Attack. Don’t pay this cost! You just non-crushing attacks. 1 point/level.
need it for step 4.
Force Fields
3. Total the desired modifiers. Treat a net limitation larger than -80%
as -80%. These defenses are projected some
distance from the user’s body. Most
4. Multiply the cost from step 2 by the net modifier from step 3 to extend just enough to engulf his
find the cost of the modifiers. Round up. Record a positive cost as an equipment, but a couple of abilities
advantage, a negative one as a disadvantage. are useful at longer ranges.

Example: Kong has ST 15, Arm ST +10, and Striking ST +10. He can Acoustic Dampening Field: DR 2
strike with ST 35, which gives him 4d-1 thrusting damage. Crushing (Force Field, +20%; Limited, Sound,
Attack 4d-1 would cost 19 points, so Armor Divisor (10), +200%, would -40%) [8] + Silence 1 (Dynamic, +40%)
be a 38-point advantage for Kong, while All-Out, -25%, would be -4- [7]. Notes: Sheathes the user and his
point disadvantage. gear in an active sound-canceling
field. Each level gives +2 to Stealth vs.
Enhancements benefit kicks, punches, and other unarmed melee hearing at all times and DR 2 against
attacks, but not muscle-powered weapons. Limitations affect all ST- sound-based attacks. 15 points/level.
based attacks. If you have Claws, Strikers, or Teeth and modifiers on ST-
based damage, you must buy your body weaponry with exactly the Deflector Screen: DR 5 (Force Field,
same modifiers. +20%; Limited, Ranged Physical,
-40%) [20] + Enhanced Block 1 [5] +
Icy Skin: DR 1 [5] + DR 1 absorbs damage, makes him hard to Enhanced Dodge 1 [15] + Enhanced
(Heat/Fire, -40%) [3] + Slippery 1 [2] + hold onto, and keeps him cool. Each Parry (All) 1 [10]. Notes: A force field
Temperature Tolerance 1 [1]. Notes: level (maximum five) gives him DR 1 – that turns projectiles and deflects all
Coats the user in a slick skin of ice that doubled vs. heat/fire – and +1 on rolls attacks enough that they’re easier to
avoid. Each level (maximum three)

146 EXAMPLES

gives DR 5 vs. projectiles and +1 to Persistent, +40%; Reduced Create Portal: Warp (Extra Carrying
active defenses. 50 points/level. Range, ×1/10, -30%; Capacity, Extra-Heavy, +50%;
Wall, Rigid, +60%)
Distortion Field: Chameleon 1 [22]. Notes: Similar Tunnel, +40%) [190]. Notes: Lets
(Dynamic, +40%; Extended, Infra- to Wall of Force, the user create a portal linking
vision, Radar, Ultravision, +60%) [10] above, but the two points in space. This is
+ DR 2 (Force Field, +20%; Limited, barrier is made of subject to the usual rules for
Electromagnetic Radiation, -40%) [8]. ice, metal, stone, Warp and the Tunnel
Notes: This field actively filters all elec- or another solid. enhancement. In particular,
tromagnetic (EM) energy that crosses Those who collide the user must have visited or
it in either direction. Each level gives with it do take dam- be able to see his destination
+2 to Stealth to hide from Radar, age. 22 points/level.
Infravision, regular vision, and point. 190 points.
Ultravision, and DR 2 against EM MOVEMENT Digitization: Jumper (World;
radiation attacks. 18 points/level. ABILITIES Limited Access, Cyberspace, -20%;
Naked, -30%; Special Portal, Terminal,
Energy Screen: DR 5 (Force Field, Most of these movement abilities -20%) [30]. Notes: By touching a ter-
+20%; Limited, Energy, -20%) [25] + consist of a single modified advantage minal on an information network, the
Radiation Tolerance 10 (Force Field, – although a few include Enhanced jumper – but not his gear – can enter
+20%) [18] + Temperature Tolerance 5 Move, too. As with all of the abilities in the net as a stream of data, allowing
(Force Field, +20%) [6]. Notes: A field this chapter, you can save space on rapid travel between “wired” loca-
that interferes with all dangerous character sheets by noting only the tions. To resume material form, he
energy. Identical to Insulated Skin ability’s name and point cost. must roll against Area Knowledge
(p. 146), except that it also protects the (Cyberspace) to locate a terminal, and
user’s eyes and equipment. 49 Astral Projection: Jumper (World; then Computer Hacking to gain access
points/level. Limited Access, Astral Plane, -20%; to it. Digitization only provides trans-
Projection, Can affect destination, portation. To affect computers in
Force Shield: DR 1 (Active Defense, -0%) [80]. Notes: The user’s mind other ways, buy modified Mind
-40%; Directional, Front, -20%; Force leaves his unconscious body and Control, Mind Probe, Possession, and
Field, +20%) [3]. Notes: Lets the user enters the Astral Plane. His astral form so on. 30 points.
actively interpose a small, mobile is visible to and can interact with Force Surfing: Flight (Low Ceiling,
force field between himself and any other astral entities. In some settings, 30 feet, -10%; Planetary, -5%) [34].
frontal attack. This is a Block defense he can enter higher planes of existence Notes: The flyer moves along a planet’s
at DX/2 + 3. A successful block gives by making a “physical” journey. The gravitational or magnetic field. He
DR 1 per level against the attack. 3 Move and other scores of his astral appears to walk on air or glide on a
points/level. form depend on the setting. 80 points. glowing disk of force. He can’t venture
more than 10 yards from the planetary
Reflective Shield: DR 2 (Active Create Door: Permeation surface. 34 points.
Defense, -40%; Directional, Front, (Everything; Can Carry Objects, Matter Surfing: Flight (Low Ceiling,
-20%; Force Field, +20%; Limited, Heavy, +100%; Costs Fatigue, 1 FP, 5 feet, -25%; Nuisance Effect, -5%)
Ranged, -20%; Reflection, +100%; -5%; Finite Thickness, 1 foot, -15%; [28]. Notes: The “surfer” travels five
Requires DX Roll, -10%) [13]. Notes: A Requires IQ Roll, -10%; Takes Extra feet above the ground on a projected
force shield that lets the defender Time 1, -10%; Tunnel, +40%) [160]. trail of matter (e.g., ice). This is visible
bounce ranged attacks back at his Notes: Lets the user create a “door” and persists for 3d seconds. Attempts
attacker. It gives DR 2 per level against through a barrier up to a foot thick, to spot or track the traveler succeed
frontal attacks – but only if the user regardless of composition. To do so, automatically until the trail vanishes.
blocks at DX/2 + 3. Success lets him he must concentrate for a second and 28 points.
attempt a separate DX roll to return make an IQ roll. It costs 1 FP to open Matter Transmission: Affliction 1
the blocked damage to the attacker. 13 a door, 1 FP/minute to hold it open. (HT; Advantage, Warp, +1,950%;
points/level. 160 points. Malediction 2, +150%) [220]. Notes: If
the wielder wins a Quick Contest of
Wall of Force: Crushing Attack 2d Create Gate: Jumper (World; Extra Will vs. his target’s HT, he may try an
(Area Effect, 2 yards, +50%; No Carrying Capacity, Extra-Heavy, immediate IQ roll to teleport the sub-
Wounding, -50%; Persistent, +40%; +50%; Special Movement, Must walk, ject with Warp (Extra Carrying
Reduced Range, ×1/10, -30%; Wall, -10%; Tunnel, +40%) [180]. Notes: Lets Capacity, Extra-Heavy, +50%; Range
Rigid, +60%) [17]. Notes: Lets the user the user open a gate between worlds. Limit, Orbital, -5%; Reliable +10,
project a force wall anywhere within 10 Use the standard rules for Jumper and +50%). The +10 for Reliable cancels
yards by taking an Attack maneuver. the Tunnel enhancement, except that the -10 for no preparation. The user
The barrier is 6 yards long and 1 yard the summoner (and anyone else who can send the subject to any place he
thick, arranged in any shape the user wishes to use the gate) must be free to can see or has visited, subject to his
likes. It has DR 6 and 1 HP per level. move through the gate – he can’t sim- range limit, and can cancel range
While it’s “rigid,” it doesn’t damage ply vanish. 180 points. modifiers by spending his own FP. 220
those who collide with it. 17 points.
points/level.

Wall of Matter: Crushing Attack
2d (Area Effect, 2 yards, +50%;

EXAMPLES 147

Reaction Drive: Flight (Newtonian Tactical Teleport: Warp (Blink, (Accessibility, Sounds only, -80%) [2].
Space Flight, +25%; Nuisance Effect, +25%; Extra Carrying Capacity, Notes: The user stores recordings of
-5%) [48] + Enhanced Move 11.5 Extra-Heavy, +50%; No Strain, +25%; everything he hears. He can play back
(Space; Newtonian, -50%; Nuisance Range Limit, 10 yards, -50%; Reliable sounds exactly as he heard them, sam-
Effect, -5%) [104]. Notes: A “realistic” +10, +50%) [200]. Notes: Supers-style ple them selectively, or just borrow a
rocket. It gives a voyager with Basic teleportation that lets the teleporter voice to use with his own speech. 17
Speed 5 a delta-v of 30,720 – enough cover short distances – up to 10 yards points.
to escape from and return to an Earth- – safely and reliably, with all of his
like planet, with room to spare for gear. This requires no preparation; he Tactical Radio: Radio (Burst,
travel and maneuvering. A rocket is can even use his ability to evade 1,000×, +90%; Increased Range, ×20,
noisy and visible; the flyer can’t use attacks in combat. 200 points. +40%; Secure, +20%) [25]. Notes: A
this ability stealthily. 152 points. long-range (200 miles) radio capable
MENTAL of encrypted bursts. Attempts to inter-
Reactionless Drive: Flight ABILITIES cept it are at -3 and require the eaves-
(Nuisance Effect, -5%; Space Flight, dropper to win a Quick Contest of
+50%) [58] + Enhanced Move 10.5 Below are mental abilities from interception skill against the sender’s
(Space; Nuisance Effect, -5%) [200]. each of the four categories defined in IQ to understand the message. 25
Notes: A “reactionless” rocket like Chapter 1 (see p. 14). Such gifts are points.
those seen in space opera. It can do popular in fiction – especially as psi
everything that Reaction Drive can . . . abilities – so we provide many exam- Universal Translator: Mind Reading
and maneuver indefinitely. 258 points. ples. The GM should review these (Hearing-Based, -20%; Telecommuni-
before allowing them to PCs, to ensure cation, Telesend, -20%; Universal,
Stardrive: Warp (Blind Only, -50%; that any assumptions made for the +50%) [33] + Telesend (Universal,
Extra Carrying Capacity, Extra-Heavy, sake of concreteness are valid in his +50%) [45]. Notes: The possessor can
+50%; Hyperjump, 1 LY/day, -25%; No setting. For instance, most of these project his thoughts to make himself
Strain, +25%; Reliable +5, +25%; capabilities imply the existence of understood to anyone, regardless of
Tracking, +20%) [145]. Notes: A space- superscience or the supernatural. language. After establishing outgoing
opera FTL drive. It lets the user cover contact, he can open full two-way
a light-year per day, along with any- Communications communication. This lets him under-
thing he can carry. It requires precise stand his subject’s words and inten-
coordinates (Reliable cancels the -5 Culture Sense: Social Chameleon tions – if he can hear that person
for Blind Only), only works in vacu- (Accessibility, Must converse with sub- speak. 78 points.
um, and is useless over short dis- ject, -20%; Exposure Time, 1 minute,
tances. However, it never “burns out,” -30%) [3] + Xeno-Adaptability Influence
and can follow other FTL travelers by (Accessibility, Must converse with sub-
sensing their “trail.” 145 points. ject, -20%; Exposure Time, 1 minute, Compel Truth: Mind Probe
-30%) [10]. Notes: The user temporari- (Accessibility, Must converse with sub-
ly adjusts to foreign social norms ject, -20%; Vision-Based, -20%) [12].
through careful observation or “psy- Notes: To use this ability, the user must
chic osmosis.” After a minute of con- be close enough to touch his subject,
versation with a sapient being, he no engage his mark in conversation, and
longer suffers penalties for cultural maintain eye contact. If he satisfies all
unfamiliarity or differences in Rank or three requirements, he can compel the
Status. These benefits last for as long subject to give one truthful answer per
as the user interacts with that person minute. Roll a Quick Contest of IQ vs.
or members of the same culture, and Will for each question. 12 points.
for a minute afterward. 13 points.
Cyberpsi: Mind Control (Condit-
Mindshare: Mindlink (10 billion ioning, +50%; Cybernetic Only, -50%)
people; Racial, -20%; Vague, -50%) [50]. Notes: The ability to seize control
[33] + Telesend (Broadcast, +50%; of a computer or other Digital Mind.
Racial, -20%; Vague, -50%) [24]. The controller must see or touch his
Notes: The communication ability of subject. Success lets him operate it
“hive minds” in speculative fiction. remotely. Once “inside,” he can try to
Each member of the race sends his rewrite its programming (Condi-
emotions and general experiences (no tioning). Use Computer Operation for
details!) to every other member at all rolls to establish control and
times, with no chance of failure. 57 Computer Hacking for reprogram-
points. ming attempts, where either is superi-
or to IQ. 50 points.
Sampler: Mimicry (Voice Library,
+50%) [15] + Photographic Memory Data Probe: Mind Probe (Based on
HT, +20%; Cybernetic Only, -50%;
Invasive, +75%) [29]. Notes: A sensi-
tive electromagnetic probe that affects

148 EXAMPLES


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