Digital Minds. The user must touch – subject to the user, who can then dis- Telereceive: Mind Reading (Multiple
or be close enough to touch – the com- cern his subject’s mental state at any Contacts, +50%; Sensory, +20%;
puter, and roll a Quick Contest of IQ time. Establishing the bond requires a Telecommunication, Telesend, -20%)
vs. the HT of its hardware (this repre- minute, an IQ roll, and a willing or [45]. Notes: Enables the user to read
sents its shielding). If he wins, he can helpless target. 11 points. the surface thoughts and sensory
root through its memory by making impressions of multiple subjects (at -1
an uncontested roll against the higher Mind Clouding: Invisibility (Can per additional subject), but only after
of IQ or Computer Hacking for each Carry Objects, Heavy, +100%; contacting them with Telesend. Thus,
piece of data. 29 points. Glamour, Will-4, -10%; Switchable, Telesend is a prerequisite. This has one
+10%) [80]. Notes: The user projects a perk: the user can receive from sub-
Emissions Scan: Mind Reading mental compulsion that makes his jects he can’t see by “touching” them
(Based on HT, +20%; Cybernetic Only, body and all of his equipment invisible mentally. 45 points.
-50%) [21]. Notes: Enables the user to to living beings. Viewers can see
learn what’s being typed on the key- through the ruse by making a Will-4 Information
board and displayed on the screen of a roll. 80 points.
terminal right now. To do this, he must Absolute Morals: Intuition
have a line of sight to the subject and Mindswitch: Possession (Mind (Aspected, Moral decisions, -20%;
win a Quick Contest of IQ vs. the HT Swap, +10%; No Memory Access, Inspired, +100%) [27]. Notes: The
of the computer hardware. 21 points. -10%; Ranged, +40%; Specialized, user knows, with 100% certainty,
Own race, -40%) [100]. Notes: The what his religious or philosophical
Emotion Control: Mind Control user can swap minds with another beliefs would have to say about any
(Accessibility, Only affects members of member of his race at a distance. To situation. He can distinguish “good”
own or similar race, -20%; Emotion do so, he must win a Quick Contest of people, places, and items from “evil”
Control, -50%; Independent, +70%) IQ against his target’s Will, applying ones without special senses, and
[50]. Notes: Directly implants an emo- standard range modifiers to his roll. always knows what behavior would
tion of the controller’s choice in the After the swap, neither party has any appease or anger gods, spirits, etc.
subject. Roll IQ vs. Will, as usual. This access whatsoever to the other’s mind 27 points.
endures without further concentra- – just the body. 100 points.
tion. Doesn’t work on aliens, animals, Divination: Precognition (Active
monsters, or anything else with emo- Suggest: Mind Control (Indep- Only, -60%; Directed, +100%; Reliable
tions foreign to the user. 50 points. endent, +70%; Suggestion, -40%) [65]. +8, +40%) [45]. Notes: The seer must
Notes: Lets the controller implant a deliberately meditate on one specific
Illusion Disguise: Elastic Skin suggestion by winning a Quick question about the future. On a suc-
(Glamour, Will-4, -10%; Reduced Time Contest of IQ vs. his subject’s Will. The cessful IQ roll, he experiences a
4, +80%) [34]. Notes: Alters the posses- victim acts upon the suggestion as if it glimpse of the future pertinent to his
sor’s appearance by projecting a sug- were his idea. This requires no further question. He never has passive visions
gestion into the minds of those who concentration on the user’s part. 65 – even if he’s in severe danger. 45
can see him. This takes no time. points. points.
Viewers can shrug off this influence by
making a Will-4 roll. 34 points. Super-Hypnotism: Mind Control Pattern Analysis: Common Sense
(Independent, +70%; No Memory, (Conscious, +50%; Link, +10%) [16] +
Linguistic Programming: Mind +10%; Suggestion, -40%; Vision- Intuition (Inspired, +100%; Link,
Control (Area Effect, 8 yards, +150%; Based, -20%) [60]. Notes: Lets the user +10%) [32] + Oracle (Digital; Inspired,
Conditioning, +50%; Emanation, implant suggestions with a glance. +100%; Link, +10%) [32]. Notes: Lets
-20%; Hearing-Based, -20%; This requires eye contact; a touch isn’t the user analyze available data and
Independent, +70%; Takes Extra Time enough. If the controller wins the predict outcomes in real time. Make a
1, -10%) [160]. Notes: By speaking for Quick Contest of IQ vs. his victim’s single IQ roll for the entire ability.
two seconds in a master language Will, he can silently convey a sugges- Success reveals the safest course of
understood by all sapient minds, the tion. The subject then carries this out action; the most effective path, and its
user can “program” anyone within independently – there’s no need for risks; and any choices doomed to fail-
earshot. He can give short- or long- further concentration. 60 points. ure, and why. It can’t predict total
term instructions, and then leave his coincidence or supernatural interfer-
thralls to execute his orders. Gods Telecontrol: Possession (No ence, however. 80 points.
often have this ability – usually with Memory Access, -10%; Ranged, +40%;
Cosmic (+300%). 160 points (310 Specialized, Own race, -40%; Retrocognition: Psychometry
points with Cosmic). Telecontrol 2, +100%) [190]. Notes: (Active Only, -20%; Directed, +50%)
Allows the user to control the physical [26]. Notes: The seer must deliberate-
Mental Illusions: Illusion (Mental, actions of a distant subject without ly meditate on a specific question
+100%) [50]. Notes: Totally hijacks the relinquishing control of his own body. about the past. A successful IQ roll
subject’s perceptions. This requires He must win a Quick Contest of IQ vs. gives him a glimpse of past events
constant concentration. Roll IQ vs. the his target’s Will. Standard range mod- surrounding his question. He never
subject’s Will. 50 points. ifiers apply. The invader remotely has spontaneous visions – even when
operates his victim’s body but has no exposed to potent psychic residues.
Mental Trace: Special Rapport access to the subject’s mind. He can 26 points.
(One-Way, +20%; Transferable, Any only affect members of his own race
willing/helpless living being, +100%) or a nearly identical one. 190 points.
[11]. Notes: Mentally bonds one
EXAMPLES 149
Second Sight: Precognition (Can’t Total Awareness gives the user a
See Own Death, -60%; Passive Only, second set of ranged senses that he can
-20%) [5]. Notes: Weak precognition, put anywhere within a yard of his body
similar to that claimed by most real- and aim in any direction.
world psychics. At random intervals,
the possessor gets brief glimpses of identify it, +4 to shadow it, and +3 to Notes: Gives the user a second set of
random events. He can’t control the hit it with an aimed attack. 33 points. ranged senses that he can put any-
content or timing, and has no special where within a yard of his body and
capacity to sense danger. 5 points. Remote Viewing: Clairsentience aim in any direction. He can use and
(Clairvoyance, -10%; Increased Range shift the focus of these senses effort-
Time-Scanning: Psychometry 19, +190%; Preparation Required, 1 lessly, letting him perceive what’s
(Active Only, -20%; Directed, +50%; hour, -50%) [115]. Notes: This ability going on behind him, in darkness or
Immersive, +100%; Mundane, -30%) simulates the extrasensory capabilities smoke, etc. at all times. A classic abil-
[40]. Notes: The scanner mentally attributed to secret research projects ity of ancient kung fu masters! 95
replays time at his location. This takes by conspiracy theorists. After an hour points.
an active effort, and doesn’t zero in on of special exercises and meditation,
strong emotions or important events. the viewer can displace his vision to Ultra-Scan: Para-Radar (Bio-Scan,
He sets start and end times . . . and any place on the planet! (Increased +50%; Penetrating, +50%; Scanner,
then watches history unfold in real Range 19 comes to over 11,000 miles; +50%) [100]. Notes: This ability works
time (he can’t “fast forward”). 40 Earth’s diameter is about 8,000 miles.) like a superscience sensor suite. It
points. 115 points. ranges and images the target, analyzes
its emissions and composition, and
Senses Tactical Radar: Radar (Increased supplies a schematic of the interior –
Range, ×100, +60%; LPI, +10%; Multi- complete with details on occupants
Analyze Magic: Detect (Magic; Mode, +50%; Targeting, +20%) [48] + and machinery. It works in any envi-
Analyzing, +100%; Short-Range 1, Enhanced Tracking 4 (Accessibility, ronment. The GM should let it do any-
-10%) [19]. Notes: Gives the user a Only with Radar, -10%; Multiple Lock- thing he has seen a sensor do in a
Sense roll, at -1 per yard to the target, Ons, +20%) [22]. Notes: Advanced space-opera movie. 100 points.
to detect and analyze magic at rough- radar, like that of a fighter jet. It can
ly the same level of detail as the track five targets at once out to 100 X-Ray Vision: Para-Radar (Link,
Analyze Magic spell (p. B249). 19 nautical miles, identify them at 1/10 +10%; Penetrating, +50%; Reduced
points. that range, and give +3 to hit any of Range, ×1/2, -10%) [60] + Toxic Attack
them with an aimed attack. 70 points. 1d-2 (Link, +10%; Radiation, +25%)
Astral Sight: Medium (Specialized, [3]. Notes: Quasi-realistic X-ray vision.
Astral Beings, -50%; Visual, +50%) Targeting Laser: Ladar (Reduced The user emits radiation out to 100
[10]. Notes: Enables the user to see the Range, ×1/2, -10%; Targeting Only, yards whenever he activates his sense.
Astral Plane and communicate with -40%) [10]. Notes: A built-in laser He must make an attack roll for his
entities therein. This ability doesn’t rangefinder with an operational range Toxic Attack against anything he spots
work on ghosts, demons, and so forth of 100 yards. Trained on something – but it’s possible to make the Sense
unless they happen to be astral. 10 already spotted by another sense (usu- roll and fail the attack roll. For “harm-
points. ally sight), it places a visible dot on the less” X-ray vision, use Penetrating
target and measures its precise range. Vision (p. B74). 63 points.
Electronic Support Measures This gives +3 to hit with aimed
(ESM): Detect (Radar and Radio; attacks. 10 points. PHYSICAL
Precise, +100%; Signal Detection, TRANSFORMATIONS
+0%) [20]. Notes: On a successful Telescan: Detect (Sapient Minds;
Sense roll, this ability detects radar Analyzing, +100%; Long-Range 1, These abilities alter the user or
and radio signals, and reveals the dis- +50%; Precise, +100%) [70]. Notes: subject’s body in some beneficial way.
tance to each source. Make an IQ roll Detects sapient minds at great dis- They’re among the most powerful of
to analyze the signal; success tells a tances. A successful Sense roll gives special gifts, and merit close GM
random emission from a targeting the location and race of everyone scrutiny. Where there are multiple
lock. 20 points. nearby – handy for locating guards paths to a given effect – e.g., Alternate
and ambushers! A follow-up IQ roll Form vs. a set of Switchable advan-
Hydrophone: Discriminatory reveals the name a particular person tages, Modular Abilities vs. Morph, or
Hearing (Accessibility, Only underwa- would give if asked; roll once per per- Healing vs. Affliction with Advantage,
ter, -30%; Link, +10%; Profiling, son. Only a critical success discovers a Regeneration – the GM is free to rule
+50%) [20] + Vibration Sense (Water; secret identity. 70 points. that only one option exists in his
Link, +10%; Targeting, +20%) [13]. campaign.
Notes: Senses moving objects in the Total Awareness: Clairsentience
water. Make one Sense roll, modified (Aware, +50%; Reduced Range, ×1/10,
as for Vibration Sense (p. B96), but -30%; Second Nature, +70%) [95].
with +4 for Discriminatory Hearing.
Success reveals the target’s general
class (e.g., “nuclear attack sub”),
location, and vector, and gives +8 to
150 EXAMPLES
Metamorphoses Elemental Form: Alternate Form FP. Once he’s at full HP, there’s no fur-
(Elemental Meta-Trait; Absorptive ther HP gain or FP loss. The user only
Active Camouflage: Chameleon 3 Change, No Encumbrance, +5%; rolls against HT or pays FP if he’s also
(Controllable, +20%; Dynamic, +40%; Active Change, +20%) [Variable]. the recipient. 30 points.
Extended, Infravision, Radar, +40%) Notes: The user can voluntarily adopt
[30]. Notes: Lets the user adjust his one of the elemental meta-traits on Laying On Hands: Healing
opacity to radar, infrared, and visible p. B262, absorbing equipment that (Capped, 6 FP, -15%; Faith Healing,
light. He can make himself nearly weighs no more than Basic Lift. He +20%; Limited Use, 1/day, -40%) [20].
transparent (+6 to Stealth), highly can act during the transformation, but Notes: A holy gift of healing. The heal-
reflective (+6 to others’ Sense rolls), or only gains the benefits of his meta- er can spend up to 6 FP per day to heal
anything in between. Movement has trait after 10 seconds. Cost is 19 points injury (up to 12 HP) or cure disease
no effect on these bonuses. Clothing plus 90% of the price of the meta-trait, (up to -3 on his roll) on anyone his
halves them to +3. 30 points. rounded up. 25 points (Fire), 52 points gods deem worthy. He must touch the
(Air), 109 points (Ice), 145 points patient. 20 points.
Rubber Body: Double-Jointed [15] (Stone), or 177 points (Earth, Metal, or
+ Modular Abilities (Cosmic Power, 30 Water). Rejuvenation: Healing (Capped, 10
points; All-Out, -25%; Limited, Body FP, -5%; Cure Affliction, +60%;
Parts Only, -20%; Costs Fatigue, 1 FP/5 Spirit Form: Insubstantiality Reduced Fatigue Cost 10, +200%;
points, -15%; Physical, +50%; (Affect Substantial, +100%; Requires Reliable +5, +25%; Xenohealing,
Requires HT Roll, -10%; Takes Extra Will Roll, -5%) [156] + Invisibility Anything Alive, +80%) [138]. Notes:
Time 3, -30%) [150] + Stretching 5 (Accessibility, Only when insubstan- Miraculous healing – like divine inter-
[30]. Notes: Gives the user an extreme- tial, -10%; Substantial Only, -10%) vention or cinematic nanotech – that
ly elastic body. He can bend as if [32] + Doesn’t Breathe, Doesn’t Eat or repairs nearly any harm to anyone.
Double-Jointed (+5 to climb, break Drink, Doesn’t Sleep, and Immunity to Each application heals 20 HP or cures
free, etc.) and stretch body parts at +1 Metabolic Hazards (all with a disease or Affliction that gives up to
SM per second (maximum +5 SM). He Accessibility, Only when insubstantial, -5 on the healing roll. The user rolls at
can even reshape his body, adding up -10%) [72]. Notes: Lets the user IQ+5 minus normal skill penalties, but
to 30 points’ worth of body parts; see become an invisible, immaterial spirit needn’t pay FP. 138 points.
Switchable Body Parts (p. 81). It takes in the material world. This requires a
eight seconds and a HT roll to add a Ready maneuver and a Will roll. He Resurrection: Affliction 1 (HT;
body part, and costs 1 FP per 5 points requires neither rest nor sustenance in Advantages, see below, +2,250%;
the advantage is worth. The user is this form. He can use magic and psi Contact Agent, -30%; Melee Attack,
defenseless while reshaping himself. on material targets, but must turn off Reach C, Cannot Parry, -35%) [229].
195 points. his ability (rendering him vulnerable Notes: Brings the dead back to life!
to suffocation, poison, etc., unlike a The healer must touch the subject’s
Shape-Stealing: Morph (Cannot materialized spirit) to interact physi- skin, whereupon the patient gets a HT
Memorize Forms, -50%; Mass cally. 260 points. roll. Each point of success grants a
Conservation, -20%; Needs Sample, minute of Unkillable 1 and
Touch, -5%; Unlimited, +50%) [75]. Transparent Body: Invisibility Regeneration (Very Fast), both with
Notes: A shapeshifter with this ability (Affects Machines, +50%; Fringe, Cosmic, Works on the dead (+50%).
can assume any form of roughly his -10%; Switchable, +10%) [60]. Notes: Thus, if he’s above -10×HP, he regains
mass, provided its racial template is The user can alter his body’s composi- 60 HP per minute. If he heals to above
worth no more than his own. He must tion to become transparent. The only -HP, he returns to life. To keep this
touch the person or object he wishes way to spot him is to notice the slight ability balanced, “Cosmic, Works on
to duplicate for the 10 seconds it takes distortion when he moves (a Vision the dead” means it only works on the
him to transform – he can’t shapeshift roll at -6). Sensors are no more effec- dead – not injured living people – and
on sight or from memory. 75 points. tive than the naked eye, unless they gives one try, ever. If the subject fails
detect something other than electro- his HT roll or regains too few HP to
Transmutations magnetic radiation (e.g., gravity revive, he’s dead for good. 229 points.
waves, life, or vibrations). 60 points.
Body of Swarm: Injury Tolerance Universal Antibodies: Healing
(Diffuse; Swarm, +80%; Switchable, Restorations (Affects Self, +50%; Based on HT,
+10%) [190]. Notes: Lets the user +20%; Blood Agent, -40%; Disease
become a swarm of insects by taking a Healing Drug: Healing (Affects Self, Only, -40%; Onset, 1 hour, -20%;
Ready maneuver. His “body” is cohe- +50%; Based on HT, +20%; Blood Reliable +6, +30%) [30]. Notes: The
sive enough to affect the world nor- Agent, -40%; Injuries Only, -20%; healer produces a broad-spectrum
mally but diffuse for injury purposes. Onset, 1 minute, -10%) [30]. Notes: anti-microbial drug. An hour after
Once in swarm form, a Concentrate The user secretes a drug that restores swallowing it or receiving it via injec-
maneuver lets him scatter, effectively lost HP to anyone who swallows or is tion, an ill subject (who can be the
becoming insubstantial (see Injury injected with it (including himself). healer) gets a roll at HT+6 minus the
Tolerance, p. 52). Regaining cohesion After a minute, roll against the sub- usual penalty to cure the disease.
takes a second Concentrate maneuver; ject’s HT. Every point by which he suc- Success means he’s cured, but must
returning to ordinary flesh calls for a ceeds restores 2 HP but costs him 1 pay FP equal to twice the HT penalty.
further Ready maneuver. 190 points. The user only rolls or pays FP if he’s
also the patient. 30 points.
EXAMPLES 151
CHAPTER FOUR
POWERS IN
ACTION
It was by the most refined and fas- “My associates have explained the “Disabled your electrical defenses,”
tidious of investigations that the precise probabilities involved,” said the replied the Poet.
Professor’s machinations were exposed, Poet. “Your Hermetic wards, your
and it was by the most refined and fas- Atlantean spiritual science, your electri- “They will recover in but moments.”
tidious of men that the Professor was cal barriers – all are measured and The Professor searched his pockets for
confronted. Holding himself to be assessed.” his revolver. But at that moment, a gal-
invulnerable, the Professor responded vanic impulse struck the house.
with mere curiosity when his butler “Then you know that none of your
brought him a calling card. associates can harm me, while your “That,” explained the Poet, “has
own oracular maundering was never damaged one of your Hermetic wards.”
“The Poet!” he declared. “Bring any danger to me at all.” The Professor fell to his knees. “The
him!” assault that has passed through that
“Indeed.” breach will in turn distract you from
The Poet entered the room with a “How, then, can you dare to cross those intricate Atlantean mesmeric
languid air. His black velvet suit con- my threshold?” exercises, and thus . . .” the Professor
trasted with the silk brocade of the “I will explain, sir, as it was collapsed, blood from his nose staining
Professor’s smoking jacket. explained to me. My gift of foresight, it a gaudy Turkish carpet “ . . . comes the
seems, may be regarded as a perception final stroke.”
“Sir,” said the Professor, “I would of probability. Hence, by dint of utterly
offer you hospitality, but given our tiresome mathematical disciplines, the Since abilities are based on advan-
respective positions, I am disinclined to need for which I may never forgive you, tages, and powers are just sets of relat-
such follies.” I am able to use it to guide my steps, ed abilities, all the rules you need to
and even –” the Poet winced “– to direct use these things in play appear in
“Thank you, Professor. Such an offer me in physical activity.” Chapter 2 of the Basic Set. The rules
would be an intolerable burden, given He gestured with his cane. Its sharp- that follow are optional elaborations,
the vigor with which I would feel ened tip penetrated the plaster of the intended primarily to simulate the
obliged to refuse it.” wall, and damaged the wires embedded way powers work in particular genres.
therein. There came the scent of ozone. The GM decides which options, if any,
“Why, then, have you come?” “What have you done?” demanded apply in his campaign.
“To inform you, Professor, of your the Professor.
defeat.”
The Professor permitted himself the
smallest of laughs. “You speak of
improbabilities!” he declared.
152 POWERS IN ACTION
TURNING ABILITIES
OFF AND ON
Certain enhancements and limita- Always On 2. The ability doesn’t have discrete
tions, and several optional rules, “uses” built in or added via Costs
require a clear-cut definition of when An ability is “always on” if its Fatigue, Limited Use, Takes Recharge,
an ability is off and when it’s on. This effects apply continuously and the etc.
isn’t always as obvious as it sounds. only way to turn it off is to obstruct its
power source (see Channeled Energies, 3. The ability has none of these
“SWITCHABILITY” p. 24) or negate it using a special modifiers: Active Defense, All-Out,
attack (Neutralize, an Affliction with Emergencies Only, Fickle, Reflexive,
Activation and deactivation always Negated Advantage, etc.). This catego- Requires (Attribute Roll), Requires
work in just one of three ways for a ry includes all abilities with the Concentrate or Ready, Switchable,
given ability. No ability can belong to Always On limitation and any ability Trigger, Unreliable, or Usually On.
multiple categories – although that meets all three of these criteria:
the same advantage can underlie abil- Examples: Unmodified Claws,
ities that fall into two or all three 1. The underlying advantage isn’t Damage Resistance, Invisibility, and
categories. explicitly switchable in its description. Sealed.
Active vs. Passive Abilities Switchable
Chapters 1 and 2 often differentiate between “passive” and “active” An ability is “switchable” if it meets
abilities. This distinction affects several optional rules, and is important both of these criteria:
when customizing Accessibility limitations, the Detect advantage, and
anything else that could carry the qualifier “Active abilities only.” Use 1. Either the description of the
the following definitions in all cases: underlying advantage explicitly states
that it’s possible to switch the advan-
• A passive ability has effects that apply constantly, or that activate tage on and off with a free action or a
without the owner’s input in a specific situation. If it requires a die roll, maneuver (and this hasn’t been
the owner or the GM must roll – there’s no opting out. Passive abilities changed by adding Always On), or it
include body parts (e.g., Extra Arms); defenses (e.g., Resistant and has Switchable or Usually On.
Sealed); abilities that provide spontaneous warnings (e.g., Danger
Sense); senses that don’t emit energy (e.g., Infravision and Vibration 2. It has ongoing effects that last
Sense); and sustenance traits (e.g., Doesn’t Sleep and Reduced until the user turns them off, stops
Consumption). Abilities such as Spines and attacks with Aura are also concentrating (for advantages that
passive: if the possessor touches someone – or if someone touches him require concentration), or stops pay-
– the effects apply whether he likes it or not. ing FP (for advantages that normally
cost FP or have Costs Fatigue or
•An active ability does nothing until the wielder takes a maneuver to Usually On).
use it – most often Attack, Concentrate, Move, or Ready – or chooses to
make a die roll. Examples include attacks (Affliction, Innate Attack, etc.) Examples: Flight, Growth,
without Aura; most communication and influence traits (e.g., Mind Insubstantiality, Mind Shield, Claws
Control and Telesend); movement advantages (e.g., Flight and Warp); with Switchable, and Innate Attack
and senses that emit energy (e.g., Scanning Sense). with Aura.
A given advantage can underlie both passive and active abilities. Be Transient
sure to consider it in the context of its modifiers when deciding which
category it belongs in. For example, the Aura enhancement changes An ability is “transient” if all three
Innate Attack from active to passive, while the Active Defense limitation of the following are true:
shifts Damage Resistance from passive to active.
1. It’s normally off.
The same ability can have both passive and active aspects, too. 2. The user must trigger it every
Precognition provides passive warnings, for instance, but also allows time he wants to use it. This can
the user to concentrate to use it actively. And turning on a switchable require a free action, an active
ability (e.g., Growth, Mind Shield, or any attack with Aura) counts as an defense, or a maneuver.
active use, even if the ensuing effects are passive. Unlike the ongoing, 3. It produces its effects (such as
passive effects of such abilities, these active efforts can trigger sensors healing, injury, or teleportation) in an
or abilities sensitive to active abilities – if only momentarily. instant and immediately shuts off, or
has a duration that the user can’t con-
trol because it relies on a random roll
or because the underlying advantage
or one of its modifiers (e.g., Limited
Use) specifies “uses” of finite duration.
POWERS IN ACTION 153
Examples: Healing, Jumper, Luck, Physical and Mental Abilities
Obscure with Ranged, Damage
Resistance with Active Defense, and The rules sometimes distinguish between “physical” and “mental”
all Afflictions and Innate Attacks abilities. In general, abilities built from physical advantages are physi-
except those with Aura. cal, while those based on mental advantages are mental . . . but modi-
fiers such as Based on (Different Attribute), Malediction, and Requires
VOLUNTARY (Attribute) Roll can blur this distinction. Regardless of the underlying
ACTIVATION AND trait, any ability that requires an IQ, Will, or Per roll to use is mental,
DEACTIVATION while one that calls for a ST, DX, or HT roll is physical, unless the GM
specifies otherwise.
Voluntary activation is only possi-
ble for switchable and transient abili- (Active), Visualization, and Warp; with enough Reduced Time to work
ties. Voluntary deactivation is limited active uses of Precognition; and instantaneously) work only on the
to switchable abilities (transient ones any attack with the Malediction user’s turn.
turn off on their own). The act enhancement.
required in each case depends on the The only switchable abilities acti-
ability. Attack vated or deactivated with a free action
are Mind Shield, attacks with Aura,
Concentrate Many transient abilities call for an and switchable advantages that work
Attack maneuver to activate. The most instantaneously thanks to Reduced
Some switchable abilities call for important of these are Affliction, Time. The user must switch these on
one or more Concentrate maneuvers Binding, Innate Attack, Leech, or off at the start of his turn.
to activate. These include anything Neutralize, and any advantage with
based on Channeling, Clairsentience, the Ranged enhancement. (Exception: Active Defense
Control, Duplication, Elastic Skin, Malediction changes the maneuver
Hermaphromorph, Illusion, Mind needed from Attack to Concentrate.) If The Active Defense limitation
Control, Mind Reading, Possession, the user can’t make an Attack, he can’t (p. 112) creates a transient ability that
Shapeshifting, Telecommunication, use such abilities. only works if the possessor is attacked
Telekinesis, Temperature Control, or – and only if he would normally get an
True Faith. Modifiers can add this All-Out Attack: An ability that needs active defense against the attack. Such
requirement to other abilities; e.g., the an Attack can instead use an All-Out abilities are useless if the user is
Swarm enhancement for Injury Attack. For a melee attack, all choices unaware of the attack. If the GM is
Tolerance (Diffuse) requires the user are valid except All-Out Attack using Defending with Powers (p. 167),
to concentrate to scatter his body. (Strong) – only attacks with the Melee these restrictions apply to any ability
Attack (ST-Based) enhancement used to defend.
Deactivation varies by ability. (p. 103) have that option. For ranged
Switching off Channeling, Mind abilities, All-Out Attack (Suppression Move
Reading, or Telecommunication is a Fire) is only possible for attacks that
free action on the user’s turn (he can’t have Rapid Fire, RoF 5+; otherwise, To use Enhanced Move or
break contact on somebody else’s use All-Out Attack (Determined). Tunneling requires a Move maneuver.
turn). Ending Control, Illusion, Mind Abilities with the All-Out limitation Both advantages are switchable – they
Control, Telekinesis, Temperature (p. 110) require an All-Out Attack operate indefinitely until the user
Control, True Faith, or anything with to activate – and, if switchable, a con- stops taking Move maneuvers.
the Requires Concentrate limitation tinuous string of All-Out Attacks to
(p. 112) is a matter of ceasing concen- maintain. Ready
tration. The user must make this
choice at the start of his turn – Move and Attack: Any ability that All remaining switchable abilities
although an interruption might break uses an Attack also works with a Move call for one or more Ready maneuvers
concentration at any time (see and Attack. A ranged ability has a Bulk to turn on or off. These include
Involuntary Deactivation, p. 155). of -2 for this purpose. Growth, Insubstantiality, Obscure,
Turning off Clairsentience or reversing Scanning Sense, Shadow Form,
Duplication, Elastic Skin, Free Action Shrinking, Stretching, and Terror;
Hermaphromorph, Possession, or anything modified with Switchable or
Shapeshifting requires one or more Those with Luck, Super Luck, or Usually On; and any advantage with
Concentrate maneuvers. Wild Talent can use them at any time. Affects Others, when actually trying to
For instance, a hero with Wild Talent, affect another person.
A few transient abilities also an axe, and no Axe/Mace skill could
require Concentrate maneuvers to invoke Wild Talent to parry as if he The only transient abilities that call
use. The most important are Allies knew Axe/Mace at DX – even if the for Ready maneuvers are attacks with
(Summonable), Create, Detect, attack occurred on somebody else’s Takes Extra Time, which require one
Healing, Jumper, Mind Probe, turn. All other zero-time transient abil- or more Ready maneuvers before each
Psychometry, Snatcher, Terror ities (notably Rapier Wit and attacks Attack.
154 POWERS IN ACTION
INVOLUNTARY While unconscious, it’s impossible more valuable than others (e.g., Acute
DEACTIVATION to trigger active, transient abilities, Vision and Eidetic Memory) when
such as attacks and Wild Talent. If unconscious.
Any ability might shut down tem- someone falls unconscious after using
porarily under certain circumstances. an ability like this to generate a lasting Interference
Details vary (see below), but there are effect, though, the effect won’t end
two constants: before its entire duration is up. In par- Many abilities – but especially those
ticular, Affliction, Neutralize, Obscure that belong to powers – are subject to
• If the rules call for involuntary with Ranged, and abilities with Cyclic, being shut down by accidental or
deactivation, all effects of the termi- Delay, Onset, or Persistent always run deliberate interference.
nated ability end immediately unless their full course unless somehow
the underlying advantage produces a negated. Innate Flaws
permanent change in the world (e.g.,
wounds closed using Healing, or dam- Unconsciousness might affect a Some advantages – e.g., Shadow
age caused by Innate Attack) or has passive, switchable ability. Most such Form and Shapeshifting – require the
“residual effects” that persist for a abilities let the user decide whether user to specify a particular external
fixed duration unless shut down sepa- they switch off or on, or stay in their influence that cancels their effects.
rately from the advantage (Affliction current state, when he’s knocked out. Others, notably Possession, can have
works like this – as does Mind Control, This is a permanent special effect, set special limitations that introduce such
if the user stops concentrating). when he buys the advantage. Traits a weakness. In the presence of the rel-
like this include Growth, Insub- evant “spoiler,” the affected ability
• Once the ability is available stantiality, Mind Shield, Obscure, instantly switches off and can’t be
again, it requires a new “use” to reac- Shrinking, and Stretching – and reactivated until the baneful influence
tivate. This is especially important if it advantages such as Invisibility, Mana passes.
takes time or FP to activate, or has Damper, and Static, if given
Limited Use, Preparation Required Switchable. The only exceptions are Anti-Abilities
(the ability now needs preparation), or Elastic Skin, Shadow Form, and
Takes Recharge (the full recharge peri- Shapeshifting, which end when the If an enemy uses Affliction with
od must pass). user is knocked out (but see Once On, Negated Advantage to remove a spe-
Stays On, p. 109). cific ability – even one that’s passive
Distraction and Injury and otherwise always on – that ability
Unconsciousness never has any is deactivated until the Affliction ends.
Mental and physical interruptions effect on passive, transient abilities; If he uses Neutralize to negate a
only affect switchable abilities that e.g., unmodified Luck. It doesn’t affect power, all abilities of that power
require constant concentration; e.g., always-on abilities, either – although switch off for the duration. Lasting
Control, Illusion, Mind Control, some always-on advantages (e.g., effects endure as explained under
Telekinesis, and anything modified Damage Resistance and Sealed) are Unconsciousness (above), but aren’t
with Requires Concentrate. If the user maintainable.
of such an ability attempts an active
defense or resistance roll (against an
Affliction, spell, etc.), makes a self-con-
trol roll for a mental disadvantage,
falls, or suffers affliction or injury, he
must make a Will-3 roll. Failure means
he loses his focus and his ability
switches off. If he’s mentally or physi-
cally stunned – or stops concentrating
– his ability deactivates automatically.
Unconsciousness
Unconsciousness ends the effects
of all active, switchable abilities except
those built from advantages that
explicitly stay on once switched on.
For instance, Flight shuts down and
the user plunges to the ground,
Scanning Sense ceases to emit radia-
tion, and abilities that require con-
stant concentration end (unless they
have a “residual duration,” like Mind
Control).
POWERS IN ACTION 155
Crippled Abilities Power Modifier Effects
The GM may rule that unlucky heroes can suffer from “crippled” A power modifier may specify con-
abilities, just as they might experience sprains. If so, any critical failure ditions under which all of a power’s
on the roll to use an active ability – or for an active use of a passive abil- abilities cease to function. Examples
ity – requires an immediate check for crippling. This is a HT roll for include:
physical abilities, a Will roll for mental ones.
Required Disadvantages (p. 21):
Failure means the ability suffers temporary crippling – minor physi- Violating the terms of required disad-
cal or psychic strain – and is unavailable for minutes equal to the mar- vantages results in the suspension of
gin of failure. Roll once per minute after that; success indicates recovery. all abilities. How quickly this occurs
depends on the details of the modifier,
Critical failure results in lasting effects: the ability is completely but once it does, the abilities deacti-
unavailable for 1d months. The GM may allow treatment with special vate instantly and their effects –
skills – Esoteric Medicine if the ability is chi-based, Religious Ritual if including “residual” ones – end.
divine, etc. – to hasten recovery, just as Physician skill does for crippled
limbs; see Duration of Crippling Injuries (p. B422). Ambient Energies (p. 24): If the user
is cut off from his energy source, his
Crippling is in addition to the usual effects of critical failure. For abilities cease to work and shut down
alternative abilities (p. 11), note that crippling one ability cripples the immediately. For ongoing effects, the
whole set. Passive abilities are immune to crippling, except during GM should look at how the power
active uses. defines the energy flow. If energy
moves from the source, through the
Crippled Powers wielder, to the location of the effects,
then cutting off the user ends the
Critical failure when using extra effort (see Extra Effort, p. 160) or effects. If the wielder creates a direct
performing a stunt (see Stunts, p. 170) with a power can cripple the channel from his source to the loca-
power. Roll against HT if the power modifier is Biological, Elemental, tion of the effects, then the effects only
Nature, or Super, or against Will if it’s Chi, Divine, Magical, Moral, end after their usual duration.
Psionic, or Spirit. The GM chooses for other powers. Cosmic powers are
immune to crippling. Limitations
Failure or critical failure cripples all of the power’s abilities, as Any ability can have limitations
described above. Roll as usual for recovery – again, for the entire power. that switch it off under certain cir-
As with crippled abilities, the GM may let certain skills hasten recovery. cumstances. Most common are situa-
tional Accessibility modifiers such as
Grit vs. Glory “Only at night” or “Only while flying.”
If the situation changes to one where
In gritty campaigns, the GM might want permanent crippling to be the ability wouldn’t work, it turns off
possible. Use these rules, but read “temporary” as “lasting” and “lasting” immediately. Other common limita-
as “permanent.” tions are Environmental (p. 110),
which renders the ability useless if the
In optimistic games, the opposite might be true: crippling is possible required environment goes away;
but never serious. Where the rules indicate “temporary” effects, no crip- Pact, which terminates the ability if
pling occurs, while “lasting” effects are merely temporary. the user doesn’t uphold his end of the
bargain; and of course Terminal
Deliberate crippling (below) works as usual in either case. Condition (p. 112). In all cases, lasting
effects also switch off – they don’t last
Deliberate Crippling out their full duration.
To cripple specific abilities, use either Affliction with Negated LOSING CONTROL
Advantage or Neutralize with One Ability or Precise. To cripple a power,
use Neutralize without One Ability. Both are temporary, but the GM may It is possible to lose control over
permit “called shots” that inflict lasting harm. The attacker is at -4 on his abilities. They might switch on or off
attack roll (with Affliction) or Will roll (for Neutralize, or Affliction with unexpectedly, go completely haywire,
Malediction) if targeting an ability, -8 if targeting a power. If the victim or even fall under enemy control.
fails to resist, his ability or power suffers lasting crippling.
Emergencies Only
Brute-Force Attacks: The GM might let those whose powers include and Uncontrollable
Innate Attacks use them to target the abilities of foes with the same
power or a directly opposed one. Such attacks are at -4. On a hit, find Emergencies Only on a transient or
penetrating damage as usual, but instead of converting it to injury, com- switchable ability means the ability
pare it to the point cost of the targeted ability. Consider only the most only operates under stress. If a PC
expensive ability from a set of alternative abilities, but the total cost of takes this limitation, the GM can
advantages connected with Follow-Up or Link. If damage equals or
exceeds points, the victim must roll against HT or Will to avoid crip-
pling. This rule especially suits psi powers and super-powers.
156 POWERS IN ACTION
switch on the affected ability in an with the cause of the stress (just like bypass a limitation that restricts acti-
emergency, and turn it off as soon as the Uncontrollable limitation). Uncon- vation (e.g., Emergencies Only or
the danger has passed, without the trollable Appetite triggers abilities Unconscious Only) or limits uses
player’s consent. See Emergencies Only related to feeding. Epilepsy and (Limited Use, Preparation Required,
(p. 102) for details. Sleepwalker – and the seizure afflic- Takes Recharge, etc.).
tion – can activate almost any ability
Uncontrollable means the ability (GM chooses or rolls randomly). Also note that the controller isn’t in
usually works – but under certain cir- direct control of his slave’s abilities. He
cumstances, it can turn on or off, For Flashbacks, Phantom Voices, gives his thrall instructions on his own
change targets, and adjust variable or Nightmares – or the hallucinating turn; each set of orders requires a
effects against the user’s wishes. With affliction – the GM should tell the Concentrate maneuver. Then his vic-
Unconscious Only, the ability always player what his character perceives tim uses his abilities on his next turn.
works this way. For more information, and let him decide what abilities he As soon as control expires, the slave
see Uncontrollable (p. 106). uses. These go off in the “real world,” regains control of all his abilities –
whatever the consequences. He can even those activated while enslaved.
In either case, involuntary activa- choose not to use his special gifts . . .
tion or deactivation is instant and but this can backfire if some of the Possession
absolute: the user’s ability suddenly dangers he confronts are real!
starts or stops working – and if it A few forms of control – such as
stops, all lasting effects cease as well. Mind Control Possession and the Control Person
spell – give the controller dominance
Disadvantages Someone under the influence of over the subject’s body, not his mind.
and Afflictions Dominance, Mind Control, the Charm While “inside” his victim, he enjoys all
spell, cinematic hypnotism, or a simi- the benefits of his puppet’s physical
Those suffering from disadvan- lar effect can be directed to use any abilities and his own mental ones, but
tages or afflictions (pp. B428-429) that ability that he consciously controls. his host’s mental abilities and his own
render them unusually volatile or His controller can order him to turn a physical ones are inaccessible. In the
erratic might unwittingly activate or switchable ability on or off, trigger a case of body swapping, these guide-
deactivate switchable or transient transient ability, or use an active abili- lines apply equally to the subject: he
abilities. The GM decides which abili- ty for any feat it could normally per- has his own mental abilities and his
ties switch on and when they shut form. If the GM is using the optional possessor’s physical ones. For more
down. Berserk and Stress Atavism rules for extra effort, stunts, etc., these information, see Mind Transfer
tend to set off abilities that help cope are considered “normal” uses. (p. B296).
The controller can’t order the Once possession ends, each party
impossible, however. No amount of regains his own abilities. Ongoing
mental influence can turn off an effects anchored to either body (e.g.,
always-on ability, make a purely pas- nausea or crippled limbs) stay with
sive ability operate actively, trigger an that body. Those tied to a mind (e.g.,
ability that’s “offline” due to interfer- IQ penalties or ongoing Mind Control)
ence (p. 155) or crippling (p. 156), or move with that mind.
SUCCESS ROLLS FOR ABILITIES
Most active abilities require one See Using Abilities with Skills (p. 161) Success and Failure
success roll per use (although their for other options.
effects often lead to additional rolls). Success means the ability acti-
The GM will sometimes roll in secret Modifiers and vates and works as intended. On a
for passive abilities, too. All such rolls Effective Skill critical success, apply any special
work as explained on pp. B343-349, benefits noted in the advantage
with a few added details. To find effective skill, start with description, and ignore the ability’s
base skill and add all relevant modi- FP cost (if any).
Base Skill fiers from the advantage text, plus any
modifier the GM requires for the diffi- Failure means the ability doesn’t
Base skill with an ability is the culty of the specific task (see Task go off. You can try again, but if using
attribute, secondary characteristic, or Difficulty, p. B345). The Time Spent the optional Repeated Attempts rule
skill specified in the description of the rules (p. B346) never apply to ability (p. 159), these future attempts will be
underlying advantage – or by Based use. There may be additional modi- more difficult. On a critical failure,
on (Different Attribute), Malediction, fiers if using optional rules such as you lose 1d FP in addition to the
or Requires (Attribute) Roll, if the Multiple Feats (p. 158) and Trading usual FP cost (if any), and may crip-
ability has one of those modifiers – Fatigue for Skill (p. 161). ple your ability; see Crippled Abilities
plus Talent with the ability’s power. (p. 156).
POWERS IN ACTION 157
Special Cases for that task. This is cumulative with • Senses: Add Talent to Sense rolls
any basic bonus the advantage pro- affected by a power’s sensory abilities.
Resisted Abilities: Any ability that vides to untalented users. Examples: Examples: Hearing rolls for Discrimin-
requires the user to roll a Quick Chameleon, Invisibility, and Silence atory Hearing and Ultrahearing;
Contest with the victim is resisted. would benefit Stealth rolls (so would Perception rolls for Vibration Sense;
This includes most mental-influence Shadow Form, but only in the dark); and Vision rolls for Infravision and
abilities (e.g., Mind Control) and all Elastic Skin and Morph would aid Microscopic Vision.
Maledictions. The user must succeed Disguise rolls; Metabolism Control
to activate his ability and win the would assist Acting rolls to feign • Switchable body parts: Add Talent
Quick Contest to affect his subject (see death; Mimicry would help Acting or to HT rolls to avoid crippling or harm
Resistance Rolls, p. B348). The Rule of Mimicry rolls for impersonation; and to body parts added by a power, and to
16 always applies (see p. B349), and Terror would enhance Intimidation DX rolls where extending or retracting
resisted abilities never automatically rolls. body parts would help (but never to
defeat the target’s resistance – even on attack rolls). Examples: Claws, Extra
a critical success (a major difference • Life-support abilities: If a power Arms, or Strikers.
from Resisted Spells, p. B241). grants life-support abilities, wielders
who possess those abilities might have See the Powering Up entries in
Attacks: Afflictions, Bindings, enough subconscious control over the Chapter 2 for many specific sugges-
Innate Attacks, and abilities with the power to add its Talent to HT when tions. Extra Effort (p. 160), Defending
Ranged modifier activate automatical- resisting attacks or hazards that the with Powers (p. 167), Talent as
ly unless they have the Malediction abilities could reasonably oppose. Resistance (p. 169), and Stunts (p. 170)
enhancement. The user must roll Examples: Injury Tolerance (Diffuse) describe other situations where Talent
against Innate Attack skill (p. B201), might let Talent aid resistance rolls gives a bonus.
but this is an attack roll, not an activa- against Affliction (Advantage,
tion roll. Only Talent and ordinary Insubstantiality), while Radiation Most of the rules in this chapter are
combat modifiers apply. Treat critical Tolerance would justify adding Talent optional – the GM can apply them or
success or failure just like any other to HT rolls for radiation effects. not, as suits his campaign. However,
critical hit or miss; ignore the special because Talents give those who use
rules for abilities. • Movement abilities: Add Talent to powers a significant edge over those
rolls to maneuver, perform acrobatics, with “wild” advantages, Multiple Feats
THE ROLE or avoid fatigue or mishap when using (below) and Repeated Attempts (p. 159)
OF TALENT a power’s movement abilities. are strongly recommended to keep
Examples: Aerobatics and Flight rolls players from wondering why a power
Talent with a power acts as a bonus for Flight; Aquabatics and Swimming modifier should ever give a discount
to all success rolls against attributes, rolls for Amphibious; Body Sense rolls on advantage costs.
secondary characteristics, or skills to for Warp; Climbing rolls for Super
use the power’s abilities. This includes Climbing; Jumping rolls for Super MULTIPLE FEATS
rolls to activate, attack with, control, or Jump; and Running rolls for
defend with those abilities. This doesn’t Enhanced Move (Ground). In fiction, those with powers –
include damage rolls, reaction rolls especially psis and supers – often find
(except those for Allies with • Physical transformations: Those it difficult to use their powers for sev-
Summonable and Patrons with Highly who can alter their physical form may eral tasks simultaneously. To make
Accessible), appearance rolls for add Talent to rolls to resist involuntary powers work like this, the GM may
Associated NPCs bought as abilities, changes of the same or opposite kind, enforce the following rule:
rolls required by limitations, or rolls and subtract it from penalties that
made by the ability’s target. For addi- their transformation would help All rolls for active uses of a power’s
tional details, see Pricing Talents (p. 29). avoid. Examples: Morph would justify abilities are at -1 per active ability
a bonus to resist unwanted shapeshift- already “on.”
Some abilities, especially passive ing spells; Shrinking would explain a
ones, rarely call for success rolls. The bonus to resist Affliction (Advantage, Transient abilities receive penalties
GM should try to make Talent useful Growth); and Stretching would help for abilities “on,” but never cause
with these, at least occasionally – most cancel penalties to Mechanic skill them – even if they have enduring
often by giving a bonus to an associat- when repairing hard-to-reach machin- effects. No passive use of abilities ever
ed skill. If the ability would never ery. The GM might also wish to receives or causes a penalty for multi-
require a roll, it’s acceptable to break increase the rate at which Growth, ple feats. Penalties only accrue for
the rules and apply another kind of Shrinking, and Stretching adjust Size abilities within a power; they never
bonus. Some suggestions: Modifier from ±1 to ±(Talent+1) per “cross” powers. Lastly, these penalties
second. aren’t cumulative with those defined
• Abilities that complement skills: If for multiple uses of some advantages
the GM feels that a talented hero • Reality-altering abilities: Each use (e.g., Mind Control and Telecom-
could employ his ability to improve of an ability that produces a direct munication); they’re a generalization
his odds of success at a task, he may change in reality gets a bonus equal to of those penalties to all abilities of a
let him add his Talent to his skill roll Talent on the first die roll it influences. given power.
Examples: Luck, Serendipity, and
Super Luck.
158 POWERS IN ACTION
Example: Revok possesses depends on the power: letting the affect the thugs themselves wouldn’t,
Telepathy and Psychokinesis. His tele- supernatural interference around the though – two sapient beings are never
pathic abilities include Affliction, subject die down, calming the mind or identical unless they’re Dupes (see
Empathy, Mind Control, Mind Shield, body, or simply regaining confidence. Duplication, p. B50).
and Telesend. His PK abilities are
Crushing Attack and Telekinesis. Only successive attempts at the Consecutive successful rolls for the
same feat are repeated attempts. This same feat are never repeated attempts.
Revok contacts an ally using means trying the same ability on the As long as the user continues to suc-
Telesend. Since he has no telepathic same subject or an identical one, ceed, he can do the same thing indefi-
abilities “on,” he rolls at no penalty. regardless of changes in physical cir- nitely at no penalty. Rolls for passive
After establishing contact, he uses cumstances (distance, speed, etc.). abilities never suffer penalties for
Mind Control on a foe; this is at -1 for Repeated uses of an ability that repeated attempts, either. DX-based
Telesend. Leaving both abilities on, he requires a Quick Contest (e.g., rolls to hit with attacks are also
goes on to attack an enemy with Mind Control, or anything with exempt, because they aren’t activation
Affliction. He rolls at -2 for two abili- Malediction) are always repeated rolls.
ties on. However, if he stuns his target, attempts when attempting to affect
he isn’t at -3 on further tasks until his the same subject. Trying to conjure When an advantage that already
victim recovers, because residual tran- fire on the same patch of ground specifies the effects of repeated
sient effects don’t count as active. would also involve the same subject. attempts – e.g., Mind Probe or Mind
Reading – is part of a power that uses
Revok would have no penalty to Attempting to deflect two arrows this rule, apply the worst penalties,
attack with Crushing Attack or would involve identical subjects. highest FP cost, and longest wait
Telekinesis, because they’re psychoki- Trying to levitate two handguns held between uses. Don’t “stack” the two
netic, not telepathic. He also has no by thugs would, too. Attempting to sets of effects.
penalty if the GM rolls in secret for
Empathy to see whether he notices Abilities and Exertion
that his ally is under mind control,
because that’s a passive use. He From ancient myth to modern comics, most great heroes can use
would be at -2 to perform an active their special gifts for hours before they tire. This is why so few abilities
“scan,” though. And throughout all cost FP, except for repeated attempts or extra effort – even 1 FP per use
this, Revok’s Mind Shield would give would tire all but the fittest heroes in seconds. Fictional heroes do even-
no penalty to any task, because it’s tually tire, though. To represent this, the GM may charge FP after pro-
passive. longed ability use.
REPEATED Combat: Assess the FP cost for a battle according to Fighting a Battle
ATTEMPTS (p. B426), but add 1 FP for combatants who activated abilities on them-
selves (e.g., Warp or Insubstantiality), or 2 FP for those who used abili-
Many fictional heroes, confronted ties to affect the environment or someone else (e.g., Control or Innate
with challenges to their powers, grow Attack).
desperate and fatigued if their abilities
fail. This is especially true of comic- Movement: Long-distance travel with most movement abilities
book supers, cinematic psis, and chi- (Flight, Super Climbing, Tunneling, etc.), and out-of-body journeys with
powered martial artists. The following abilities that have the Projection modifier, incur the same FP cost as
rule reproduces this effect. hiking. Top-speed travel – and all movement through solid objects using
Insubstantiality or Permeation – has the same FP cost as running. See
When the roll to activate an active Fatigue Costs (p. B426) for details.
ability fails, the user may wait five
minutes and try again at no penalty. If Other Intensive Use: High-intensity ability use, with only one or two
he tries that particular feat sooner, this seconds between rolls, costs 1 FP per minute. Examples: A psi at an air-
is a “repeated attempt” (see p. B348) port using Mind Reading on everyone who steps off a plane; a super
and costs 1 FP. Furthermore, the roll using his energy bolts to blast a path through a mountain.
for the second attempt is at -1. Should
this effort fail, he can spend 1 FP and Long-Term Use: Low-intensity but relatively constant ability use costs
try again at -2, and so on, until he 1 FP per hour. Examples: A stealth mission during which the hero uses
passes out from FP loss or his effective Super Jump to hurdle a fence, switches on Invisibility to avoid guards,
skill drops below 3, at which point and opens a lock using Telekinesis; a super-powered researcher using
success is impossible. Detect instead of technological sensors to run lab analyses.
If a repeated attempt succeeds, The GM should waive these FP costs if the only abilities used have
later attempts at that feat no longer the Limited Use limitation, or are built-in weapons with a finite num-
cost FP or worsen skill penalties. ber of shots. Such abilities consume “uses,” not the owner’s internal
However, the current skill penalty energy supply. Built-in weapons with no specific limit on shots don’t get
remains until the user waits a full five his exemption, because they do rely on the user for power.
minutes. What this represents
POWERS IN ACTION 159
EXTRA EFFORT who are in danger and nearly spent – and the task you were attempting
seem more able to succeed at extra fails. You must also check for crip-
The GM may let heroes push active effort! If using a power, add a bonus pling, as explained under Crippled
abilities past their usual limits by pay- equal to your Talent. Abilities (p. 156). This roll is for your
ing FP – much as they would use extra entire power if your ability is part of a
effort to run faster, lift more, etc. (see Succeed or fail, extra effort costs power. Failure indicates temporary
Extra Effort, p. B356). It’s up to the FP. Instantaneous feats (e.g., attacks) crippling; critical failure means last-
GM whether to permit extra effort for cost a flat 1 FP per use. For maintain- ing crippling.
all advantages, only for exotic or able abilities (Flight, Telekinesis,
supernatural ones, or only for abilities Temperature Control, etc.), make the Trading fatigue for effect is impos-
that belong to powers. above roll once per minute of ongoing sible for passive abilities other than
use, and pay 1 FP per roll. Should it those described above, even for active
In all cases, if an advantage offers matter, you must spend these FP after uses; abilities that already tie effect to
specific rules for extra effort, use the Will roll and before the roll to use FP spent, such as Healing; and abili-
those rules instead. For instance, the ability. ties with unquantifiable effects, such
Clairsentience lets the user pay 2 FP as Channeling.
per minute to double his range with- Success means you gain the
out a Will roll, and Warp lets the user desired increase in effect. This doesn’t Machines and Extra Effect: Those
trade more than 4 FP for a bonus to guarantee success at using your abili- with the Machine meta-trait (p. B263)
his activation roll. ty; you could still fail your Innate can’t use extra effort, but the GM
Attack roll and miss with your extra- might make an exception in cam-
Trading Fatigue powerful Bolts o’ Doom. On a critical paigns with superscience mecha or
for Effect success, you don’t have to pay FP for space-opera starships. Start with the
your extra effort. rules above, replace the Will roll with
Extra effort can increase the raw a HT roll, and mark off FP costs
“output” of any active ability with a Failure means you achieve only against HT. For machines with opera-
quantifiable effect beyond its success what you would have accomplished tors, the GM may replace the Will roll
roll. Examples include: without extra effort. On a critical fail- with a skill roll (against Engineer,
ure, you push your ability too far. It Piloting, etc.), basing skill on the
• Damage, for Innate Attack. flickers off for a second – your attack machine’s HT instead of the operator’s
• Level, for Affliction, Control, is a dud, your force field provides no DX or IQ (see Using Skills With Other
Create, Leech, Obscure, Temperature DR, your Flight cuts out in midair, etc.
Control, etc.
• ST, for Binding or Telekinesis (ST
bonus, for Lifting ST or Striking ST).
• Top speed, for movement abilities
(Flight, Tunneling, etc.), after multi-
plying for any Enhanced Move.
The GM may permit extra effort for
certain passive abilities, too; e.g., DR
with Force Field (extra effort increas-
es DR) and attacks with Aura (extra
effort works as usual for Affliction,
Innate Attack, etc.). He might also
allow it to enhance passive abilities for
a Power Block (p. 168). In a high-pow-
ered supers game, he could even let it
temporarily boost the points in a
Modular Abilities slot.
To use extra effort, make a Will roll
at -1 per 5% increase in effect or frac-
tion thereof; e.g., Affliction 9 repre-
sents 12.5% more effect than
Affliction 8, so it would require a roll
at -3. The maximum bonus to effect is
100%, at -20 to Will.
Modifiers: +5 in the situations
described under Emergencies Only
(p. 102), regardless of whether the
ability has that limitation. Unlike ordi-
nary extra effort, there’s no penalty for
missing FP – in heroic genres, heroes
160 POWERS IN ACTION
Attributes, p. B172). Handle HT losses, more effect . . . or 10 FP for 150% it carries no risk of catastrophic fail-
and repairs made to reverse them, as if more effect. This greatly magnifies the ure. It’s up to the GM whether you can
they were due to missed maintenance power of heroes with large Energy combine this with trading fatigue for
(see Maintenance, p. B485). Reserves (p. 119). Handle with care! effect.
Godlike Extra Effort: In campaigns Trading Fatigue for Skill This option is available for any
intended to emulate heroic epics and active ability that requires a roll to
over-the-top comics, the GM may let You can instead put extra effort activate or a Quick Contest with the
heroes trade more than 1 FP for extra into focus and concentration to gain a subject. Passive abilities can’t use it.
effect. Use the same rules, but multi- one-time bonus to your success roll. Neither can abilities that require an
ply bonus effect by the FP spent and This costs a flat 1 FP per +1 to the roll, attack roll instead of an activation roll
ignore the 100% limit on the bonus. to a maximum of +4. Since this use of – the equivalent option for attacks is
For instance, a hero who makes a extra effort actually increases control, All-Out Attack (Determined).
Will-3 roll could burn 1 FP for 15%
USING ABILITIES WITH SKILLS
Usually, when an advantage and a Below is a list of advantages that Mimicry: The Mimicry skill can
skill interact, either the advantage could benefit from skills. It isn’t replace IQ when mimicking sounds
gives a passive bonus to the skill (e.g., exhaustive – players are welcome to associated with the appropriate spe-
Discriminatory Smell gives +4 to dream up new and creative uses for cialty (Animal Sounds, Bird Calls, or
Tracking) or the skill picks up in the their skills. However, the GM should Speech).
wake of the advantage (e.g., Body only allow a skill roll if, in his opinion,
Sense helps recover after using Warp). the ability supplies a miraculous tool Mind Control: Many skills can
It’s rare for the two to work together that someone with suitable know-how replace IQ: Animal Handling to affect
actively, tackling the task as a team. could truly put to better use than beasts, Computer Hacking to control
someone without training. computers (requires Cybernetic or
This doesn’t have to be the case. Cybernetic Only), Brainwashing if
Supers frequently exploit mundane Binding: If the attack involves using the Conditioning enhancement,
skills to put their abilities to new and webs, vines, etc., use Knot-Tying to or Hypnotism when the ability has the
unexpected uses, legendary martial bind a prisoner out of combat. Suggestion limitation.
artists have many gifts that blur the
line between the studied and the Control: Almost any craft skill – Mind Probe: Interrogation can
innate, divine blacksmiths incorporate Carpentry, Masonry, Smith, etc. – can replace IQ when probing living beings.
great power and prodigious skill in replace IQ when shaping suitable When probing a computer (requires
their craft, and so on. These rules are materials. Cybernetic or Cybernetic Only), use
for GMs who desire such things in Computer Hacking instead.
their campaign. Create: Alchemy, Chemistry, or
Physics can replace IQ when using the Psychometry: Criminology, Fore-
SKILLS Transmutation modifier. nsics, Search, etc. can replace IQ for
ENHANCING active attempts to seek clues about
ABILITIES Detect: Many skills can replace IQ past events at a location. Success pro-
for analysis rolls. Use Chemistry for vides insights appropriate to the skill:
Mundane expertise might provide chemicals, Diagnosis for diseases, motives for Criminology, items for
insight into how to bring superhuman Metallurgy for metals, Physics for radi- Search, and so forth.
capabilities to bear on a problem. If ation, Thaumatology for spells, etc.
the GM agrees, when a hero applies an Rapier Wit: This normally calls for
ability to a task that he could accom- Healing: Esoteric Medicine or Public Speaking, but the GM might
plish using a mundane skill, he may Physician can replace IQ when heal- allow Poetry or Singing – or even Kiai,
attempt a roll against his skill – based ing lost HP or curing disease. Use for shouting insults!
on the advantage’s controlling attrib- Surgery to repair crippled limbs.
ute (see Using Skills With Other Telekinesis: Suitable DX-based
Attributes, p. B172) – if this would be Illusion: Artist (Illusion) can skills always work remotely via this
better than his usual roll for the abili- replace the IQ roll in most cases – but advantage.
ty. For instance, instead of rolling if the ability has the Mental enhance-
against IQ to use Healing, he might ment, use Psychology instead. Terror: Intimidation can replace
make an IQ-based Esoteric Medicine Will when using the Active
roll. If Talent affects the ability, it also Innate Attack: Use Explosives enhancement.
adds to these special skill rolls. (Demolition) to destroy things out of
combat, or Forced Entry to blast open True Faith: Use Exorcism in place
doors. of Will if the entity being repelled is
susceptible to exorcism. Religious
Intuition: Almost any IQ-based Ritual might also work, if the user
knowledge skill might replace IQ takes the time to conduct a ritual.
when dealing with information salient
to that skill (e.g., Navigation, when Warp: Navigation (Hyperspace)
deciding which way to steer). can replace IQ if Warp has the
Hyperjump limitation.
POWERS IN ACTION 161
ABILITIES On a critical success, the skill roll effective skill was 2 or less, add the +2
ENHANCING succeeds normally (don’t bother to or +4 and roll normally if this raises
SKILLS roll) if effective skill was 3 or more. effective skill to 3 or more. If final skill
The user may opt to roll at the bonus is less than 3, even with the bonus, the
The Basic Set defines many skill above if he wants to try for a critical task remains impossible. All this
bonuses for passive abilities. Most of success – but if he fails, he fails. If assumes an appropriate ability, but in
these apply all the time; the user does-
n’t need to do anything. Active abilities Skills for Everyone
can also simplify certain tasks – but
they require conscious use, and only In many settings, powers need training to be useful. As explained in
give bonuses if they work. For Learning Powers (p. 35), the GM can require individuals with powers to
instance, Telekinesis gives +4 to tasks train if they wish to add or improve abilities. Another, fully compatible
that benefit from High Manual option is to associate each of a power’s abilities with its own “power
Dexterity (itself a passive trait that skill.” Heroes might learn power skills through trial and error (typical of
always works) . . . if the user makes an super-powers), or seek training from ancient masters (traditional for
IQ roll to use his TK properly. The chi, magical, and spirit powers), academies (appropriate for psi and
catch is that active abilities can fail – magical powers), or monasteries (especially for chi or divine powers).
sometimes badly – and give penalties.
This makes them more of a gamble. When using this option, a power skill exists for any ability – passive
or active – that requires an activation roll (not just an attack roll). This
The players are welcome to dream is a Hard skill named after the underlying advantage and based on its
up interesting ways for abilities to controlling score. Those who possess the ability must roll against the
assist skills. To provide an actual associated skill to use it. Unskilled users roll at default: (controlling
bonus, though, an ability must be a attribute)-6. Talent benefits both trained and default use. Individuals
suitable tool for both the skill and the who lack the ability can’t learn its skill or use it at default, even if they
task in question. This depends some- have the correct power and a high level of Talent.
what on the game world – comic-book
supers often use their abilities in ways Example: Healing is based on IQ. If the GM requires skills to use psi
that wouldn’t suit a mythic-fantasy powers, a psychic healer with Healing must roll against Healing
setting, and vice versa – but as always, (IQ/Hard) to use his ability – or at IQ-6 if untrained. In either case, his
the GM’s word is final. Healing Talent gives a bonus.
Once the GM and the player agree The GM decides which powers require skills, and for which abilities.
on what’s being attempted, the user This has no effect on the cost of power modifiers or Talents, as the short-
rolls normally to activate his ability. term drawbacks balance the long-term benefits. Those without training
Abilities that always activate – e.g., do have a large penalty (-6 for working at default) relative to individu-
Flight, Innate Attack, Obscure, als with “wild” abilities or powers that don’t require skills. Even trainees
Telekinesis, and Temperature Control who know the skill have a small penalty at low levels (-2 or -1 with only
– require an IQ roll to direct them. If 1 or 2 points in the skill). Ultimately, though, they can buy as much skill
the GM lets skills enhance abilities, as they wish, allowing them to perform feats far beyond the capabilities
the user may roll against a skill of those limited to just attributes and Talent.
instead, but this can’t be the skill that
stands to gain a bonus on a success. Power Techniques
Talent, if any, applies as usual.
Another option is to let heroes “buy off” the penalties that certain
On a success, the user gets a skill advantages assign to specific feats. Each such specialized use becomes
bonus for that one task: +2 if his abili- a Hard technique (see Techniques, p. B229) that defaults to the control-
ty does what fine-quality mundane ling attribute at the penalty given in the advantage description. The abil-
equipment would do, or +4 if its aid is ity’s owner can improve this like any other technique, but can’t exceed
truly miraculous (GM’s decision). the controlling attribute. If using power skills, power techniques default
Inappropriate abilities give no bonus to these at the same penalty, and can’t surpass the power skill.
or penalty. These bonuses aren’t the
same as those given under The Role of Example: Healing is at -6 to repair a crippled limb. The GM might
Talent (p. 158). You get a bonus equal permit a healer to learn Repair Limb as a Hard technique. Since this
to Talent only when your ability is pas- task is at -6, Repair Limb defaults to IQ-6. It can’t exceed IQ, or
sive and would aid your skill without a default+6 (7 points). If using power skills, the default is Healing-6 and
conscious effort, or when attempting a the technique can’t exceed Healing skill.
skill roll because you’re using an abili-
ty. You get a bonus for enhancing a At the GM’s option, even those without powers can learn power tech-
skill only when you opt to involve one niques, if they possess suitable abilities – but only those with powers can
of your abilities in a mundane task have Talent and power skills.
that otherwise has nothing to do with
your powers. The two never “stack.”
162 POWERS IN ACTION
The players are welcome to dream up the +3 for Empathy (it’s a more
interesting ways for abilities to assist skills. advanced version of the same thing).
To provide an actual bonus, though, an
ability must be a suitable tool for both the Obscure: +4 to Invisibility Art if
skill and the task in question. using smoke or darkness to distract
witnesses. This is better than the +3
a silly campaign, the GM might let an produce useful substances on for a smoke bomb because viewers
inappropriate ability give +1 on a criti- demand. This is about as useful as a aren’t warned by seeing the bomb.
cal success, if the explanation was well-stocked lab.
clever enough. Precognition: +4 to Gambling,
Detect: +2 to Forensics, Observ- Market Analysis, Tactics, or Strategy
On a failure, the attempt is at -1. ation, Prospecting, Search, etc., when for a successful active use to predict
This becomes -2 if the ability used intentionally seeking anything the the likely outcome of a game of
was, in the GM’s opinion, inappropri- sense can find. A similar bonus chance, investment, or battle – and a
ate. On a critical failure, the skill roll applies to Electrician when using similar bonus to use Meteorology to
also critically fails, regardless of effec- Detect (Electricity) to trace wiring. predict the weather.
tive skill – and if the ability was unsuit- This is comparable to a portable sen-
able, the results should be embarrass- sor (e.g., a metal detector). Psychometry: +4 to Tracking, but
ing, too (-2 to reaction and Influence only if you know exactly who you’re
rolls with any witnesses). Flight: +4 to Acrobatics (not following.
Aerobatics), Climbing, Flying Leap,
Some examples (this list isn’t Jumping, and Light Walk rolls, by Scanning Sense: +2 to Observation
exhaustive!): virtue of “body lightening.” in any situation where the sense
would work and be able to spot the
Clairsentience: +2 to Diagnosis, Illusion: Using Illusion to project objective. This is cumulative with the
Lockpicking, Surgery, and similar charts, images, and other media gives +2 for Detect.
skills in situations where being able to +2 to skill rolls against Public
see inside the subject would be useful. Speaking, Teaching, and so on during Telecommunication: Using Telesend
This is equivalent to an X-ray machine briefings and presentations. on someone gives +2 to Hypnotism
or endoscope. Being able to see all the attempts, and to Leadership or
cards in a card game is good for +4 to Mimicry: +2 to Acting rolls when Teaching rolls to tell him what to do.
Gambling. impersonating someone else.
Telekinesis: +2 to use Filch, cheat at
Control: See Control in Combat Mind Reading: +2 to Influence Gambling, or parry with Parry Missile
(p. 91) for bonuses. skills, Tactics, or Strategy in situations Weapons, by moving objects without
where knowing what the subject is using your hands; +4 to DX-based
Create: +2 to Alchemy, Chemistry, thinking would be useful. This bonus rolls against Lockpicking, Surgery,
Pharmacy, Poisons, and related skills increases to +4 for Detect Lies or and any other skill where a pair of
if using a specialty of Create that can Fortune-Telling, not cumulative with hands inside what you’re working on
would be helpful (cumulative with the
+2 for Clairsentience).
Warp: +4 to Shadowing attempts
on foot, if used to bypass crowds,
watch your quarry from rooftops, etc.
The GM should require one Warp roll
per Shadowing roll.
DETECTING ABILITIES
When it comes to detecting abilities, power, if applicable – determine which he uses the ability. Observers notice
two rules apply unless the underlying senses work in each case. them automatically, barring obstruc-
advantage specifically says otherwise tions or missing senses.
or has modifiers that make it easier or OBVIOUS
harder to detect: EFFECTS If there’s any doubt as to whether
a potential witness notices the abili-
1. Observers can only detect the If the ability isn’t based on a mental- ty, make a Sense roll, modified as
ability if it’s currently in use or has influence advantage (e.g., Mind usual for his sensory capabilities
enduring effects. Reading or Mind Control) or another (e.g., Hyperspectral Vision gives +3
trait with explicitly invisible effects, to see visible effects, while Acute
2. Active uses are always detectable isn’t totally passive, and isn’t enhanced Hearing 5 gives +5 to hear audible
with vision, hearing, touch, and/or with No Signature (p. B106), then the ones). Observers must always roll if
smell, while passive uses are only dis- buyer must describe a set of effects that the ability has the Low Signature
cernable using special senses. are obvious to one or more ordinary enhancement; see Low or No
human senses. These occur whenever Signature (p. 103) for penalties.
The ability’s special effects – and the
source and focus of the overarching
POWERS IN ACTION 163
Advantages with invisible effects, such as are genuinely undetectable to normal
Clairsentience and Telekinesis, are genuinely senses – even if their consequences are
undetectable to normal senses. The same goes for obvious, like a rock tossed with TK –
abilities with the No Signature enhancement. unless given the Visible limitation
(p. 112). The same goes for abilities
In the case of a power, the GM aren’t available, unless the ability has with the No Signature enhancement.
should also specify one or more “spe- No Signature. In most game worlds, such abilities
cial” senses that can detect all of the still leave a “psychic impression,”
power’s active abilities by sensing its All of this remains true when the “supernatural residue,” or “signature”
source or focus. For instance, Detect user is undetectable. Invisible heroes that those with special senses can track
(Magic) or Magery would sense magi- who don’t want their abilities to give down. Psychometry is the best tool for
cal abilities by detecting their source, them away should add No Signature. the job, but specific forms of Detect
while Infravision would be able to can also work.
spot active uses of the Heat/Fire power SUBTLE EFFECTS
by perceiving its focus (heat). Special Abilities that aren’t currently in
senses work even when normal senses Advantages with invisible effects, use, or totally passive ones, are never
such as Clairsentience and Telekinesis, detectable except with a specialty of
Detect specifically designed to identify
individuals who have those abilities.
See Detect (p. 47) for more on how
to rate the rarity of foci and sources
when buying the Detect advantage.
SUPERHUMAN ABILITIES
IN COMBAT
Most of these notes apply to all Aftermath: Unless the attack is subject to all the usual rules; see Melee
abilities with combat uses, but a few – Blockable (p. 110), the target can only Attacks (p. B369). In most cases, a
notably those under Defending with dodge (but see Defending with Powers, touch suffices and the roll is against
Powers (p. 167) – describe special p. 167). If the attack misses or the tar- DX or any unarmed combat skill – but
moves intended for heroes with pow- get dodges, consult Hitting the Wrong Leech requires a grapple (with DX,
ers. The GM decides whether fighters Target (p. B389) or Scatter (p. B414), as Judo, Sumo Wrestling, or Wrestling)
whose abilities don’t stem from pow- applicable, unless the GM is using and Follow-Up attacks on Claws,
ers can use such tricks. Collateral Damage (p. 165) instead. Strikers, etc. call for an actual blow
(with DX, Boxing, Brawling, or
ATTACKING Melee Attacks Karate). A few “touch only” abilities,
such as Possession, require a
Abilities with offensive potential – Includes: All normally ranged Concentrate maneuver before an
including Mind Control, Obscure, and attacks modified with Melee Attack, as attack is possible.
many other advantages that aren’t well as “touch only” abilities such as
“attacks” per se – fall into four cate- Leech and Neutralize. Attacks tied to Aftermath: The target may try to
gories based on how they work in body weaponry via Follow-Up also dodge, block, or parry the touch, grap-
combat. involve a melee attack. ple, or blow. If he succeeds, the ability
has no effect unless it has Aura or
Ranged Attacks Hitting the Target: Use an Attack
maneuver to launch a melee attack,
Includes: Affliction, Binding,
Innate Attack, and abilities that affect
others at a distance via the Ranged
enhancement. However, attacks modi-
fied with Emanation, Malediction, or
Melee Attack – or Follow-Up limita-
tions that tie them to melee attacks –
fall into other categories.
Hitting the Target: Take an Attack
maneuver and roll against Innate
Attack skill to hit. This is an ordinary
ranged attack, and all the rules under
Ranged Attacks (p. B372) apply.
164 POWERS IN ACTION
Melee Attack (Destructive Parry). In or by radio, and must rely on hand sig- attackers can coordinate – not when
those cases only, the attack affects the nals. In a cinematic game, ignore this their target gives them a clear shot –
defender’s shield on a block, weapon requirement. everyone rolls at -3 per fighter past the
on an armed parry, or arm on a bare- first (-3 for two, -6 for three, and so
handed parry; DR applies normally. In addition, everyone must attack on). Those with Enhanced Time Sense
the same target at the same time. This (p. B52) roll at only -2 per extra attack-
Maledictions means that at least some of the coordi- er. Add +1 if everyone in the group is
nating fighters will have to take Wait using a power with the same source or
Includes: Attacks with the maneuvers. focus, or +2 if everyone is using the
Malediction enhancement, and the same power. Talent and all standard
majority of mental-influence advan- As soon as everyone can attack, attack modifiers apply as usual.
tages (e.g., Mind Control). each fighter attempts his attack roll.
Since the attack occurs when the
Hitting the Target: Take a
Concentrate maneuver and roll a Collateral Damage
Quick Contest with the target. The
only combat modifiers that apply are In a high-realism game, the GM should use Tactical Combat
those for range. Use -1 per yard for (pp. B384-392) on a battle map to determine where missed shots go,
Malediction 1, the standard modifiers and HP and DR of Objects and Cover (p. B557) to assess damage to the
from the Size and Speed/Range Table surroundings. In a cinematic game, though, this degree of detail can
(p. B550) for mental-influence traits spoil the mood. The GM is free to decree that all misses vanish harm-
and abilities with Malediction 2, and lessly, of course, but property damage is a hallowed tradition in many
Long-Distance Modifiers (p. B241) for genres – especially supers! Below is a quicker, less-realistic alternative
Malediction 3. for larger-than-life battles.
Aftermath: The target’s defense is Whenever an attack misses or is dodged, and whenever any area
his resistance roll (but see Defending effect, cone, or explosion goes off, roll 3d on the table below. Only roll if
with Powers, p. 167). there are bystanders or breakable objects present (on a busy street,
inside the Secret Underground Fortress, etc.), and only if the attack
Emanations could actually affect someone or something in the area. Even nonlethal
attacks require a roll, though. An Affliction or Fatigue Attack can mean
Includes: Ordinarily ranged attacks a lawsuit if it causes someone to stumble and break a tooth (or worse),
modified with Emanation, advantages and a “harmless” Binding might foul and damage delicate machinery.
such as Obscure and Mana Damper
(Switchable), and similar zero-range Modifiers: Lethal attacks: +2 for 10d damage, +4 for 100d damage,
area-effect abilities. and so forth; +2 if incendiary or burning; +2 if area effect, cone, or
explosion.
Hitting the Target: Simply take a
Ready maneuver and state that you’re Nonlethal attacks (Affliction, Binding, Fatigue Attack, etc.): -8.
turning on your advantage. All attacks: +2 indoors; +2 in the presence of dangerous surround-
ings (rocket fuel, high-tension cables, etc.); +2 if the attacker is trying to
Aftermath: Everyone in the area is cause collateral damage instead of attacking a specific target; -2 per -1
“hit” automatically, although they may a cautious attacker accepts on his attack roll specifically to avoid collat-
try to dive for cover (see Dodge and eral damage.
Drop, p. B377).
8 or less – No appreciable damage.
Optional Rule: 9-10 – An object susceptible to the attack sustains $100 worth of dam-
Coordinated Attacks
age, or a person is harmed badly enough to justify a $100 fine or law-
This option lets heroes vanquish suit; e.g., a broken window or dented fender, or a minor graze or torn
tough foes by carefully timing their shirt.
attacks. There’s no restriction on the 11-12 – Damages totaling $1,000; e.g., a broken computer or car wind-
attacks used – special abilities, fists, shield, or a loose tooth or permanent scar.
guns, etc. – although it’s easier to coor- 13-14 – Damages totaling $10,000; e.g., a caved-in wall or totaled car, or
dinate related powers. a broken limb or other major injury.
15-16 – Damages totaling $100,000; e.g., a house fire, a blast that shat-
Everyone who wants to coordinate ters every window for a block, or a coma or similar injury that caus-
should be able to communicate, if es lasting harm.
only with a few words or a gesture. 17-18 – Damages totaling $1,000,000; e.g., a multi-house fire, or serious
The GM may exclude individuals who injuries to many people. The GM might instead rule that a bystander
can’t communicate at all. In a realistic is killed.
campaign, the GM might even require 19 or more – Damages totaling $10,000,000; e.g., a fire that consumes
the group’s leader to take a a city block, the destruction of irreplaceable lab equipment, multiple
Concentrate maneuver and make a deaths, or a similar catastrophe.
Leadership roll to instruct his allies
for at least a second before everyone
attacks. This might take several sec-
onds if the leader can’t speak in person
POWERS IN ACTION 165
A fighter can opt out of a New Technique: To attack with a ricochet, the
Coordinated Attack at the last Coordinated Attack attacker must be able to see his target,
moment. If so, he ignores the special detect it using a ranged sense that’s
modifiers above. However, his allies Hard equivalent to vision (e.g., Scanning
suffer the penalty for the original num- Sense), or know for sure where it is.
ber of fighters involved, as they didn’t Defaults: prerequisite skill. This might be as simple as looking
know their ally’s true intentions. Prerequisite: Any combat skill. down a hall or peering through a wall
with Penetrating Vision – or as com-
The attackers must choose one of Fighters who practice together plex as using mirrors, cameras, or sen-
these options before anyone rolls to may learn this technique for use when sory impressions sent by an ally with
hit: coordinating with members of that Telesend. The GM should require a
group (only). It has no maximum Sense roll if there’s any doubt as to
• Overwhelm: This is an attempt to level. Apply Coordinated Attack modi- whether the attacker can spot his
overload the target’s defenses with fiers to this technique and use the quarry, at -2 per camera, mirror, tele-
simultaneous attacks from different result instead of combat skill for the pathic relay, or other “remove.”
angles. Each coordinated attacker attack. If it exceeds combat skill,
after the first who hits gives the vic- reduce it to that level before applying The attacker must then describe
tim -2 to active defenses or -1 to other modifiers. his attack’s path. He can bounce his
resistance rolls against all of the attack off of as many surfaces as he
attacks. Halve this penalty (dropping Optional Rule: likes. Each ricochet diminishes the
all fractions) if the target has Ricochets attack’s effectiveness, though, so he
Enhanced Time Sense. should try to keep the number low.
The GM may let heroes bounce Ignore such details as angle of inci-
• Wound: The attackers may attacks off walls, the ground, and so dence and the DR and HP of the sur-
instead concentrate their attacks on on to surprise enemies and hit foes faces. Those would only matter if this
one specific point. They must all be around corners. This is consistent rule were realistic!
able to attack the same side of the with the laws of physics in comic
same hit location. Those who hit add books and anime. GMs running realis- Once the attacker knows where his
their damage together for knockback tic games use this rule at their own target is and how his attack will get
purposes, which is useful for pushing risk! there, he rolls to hit. This is a regular
high-ST foes off precipices, into ranged attack, with three exceptions.
prison cells, etc. Apply the target’s DR An attack can only ricochet if DR First, the total path length – not the
separately to each attack for the pur- affects it and it requires an attack roll. straight-line distance to the target –
pose of determining injury – but add Attacks that bypass DR don’t ricochet determines the range penalty. Second,
together attacks that don’t penetrate – they go straight through obstacles. if spotting the target required a Sense
DR when assessing blunt trauma (see Those that require only a resistance roll at a penalty, that penalty applies to
p. B379). roll (like Maledictions) don’t cross the the attack roll, too. Finally, there’s an
intervening space, and don’t need a ric- additional -2 per bounce.
After working out the final HP of ochet to hit a target the user knows
injury inflicted by each attack – tak- about.
ing into account DR, damage type,
hit location, etc. – add the injuries
together and treat them as a single
wound for the purpose of shock,
knockdown, stunning, crippling, and
anything else that depends on wound
size. This lets attackers with relative-
ly weak attacks inflict major wounds
on opponents with high DR . . . or
blow apart a foe with Supernatural
Durability.
Coordinated attackers can even
launch (tough!) friends by capitalizing
on combined knockback. Apply these
rules as usual, but halve “knockback”
for a vertical launch. The living projec-
tile can coordinate with his launchers;
he counts as an attacker, and must
make his Jumping roll at the same
penalty as the others’ attack rolls.
Success lets him add his broad-jump
distance to horizontal knockback,
his high-jump distance to vertical
knockback.
166 POWERS IN ACTION
If the attack succeeds, the target “power defenses” like this. Work out leaves the defender in altered-body
may defend . . . if he knows he’s being Power Dodge, Power Parry, and Power form. On his turn, he can opt to switch
attacked. An attack that suddenly Block ahead of time and record them back or remain in that form.
comes bouncing around a corner is next to the associated abilities on the
effectively a surprise attack. An attack character sheet. Whether a Power Dodge is better
from in front of the target that than an ordinary dodge depends on
bounces around and hits him from As with mundane active defenses, the situation and the ability. It can
behind or above isn’t, but it still gives power defenses get +1 for Combat sometimes avoid attacks that a stan-
-1 to defenses per bounce. The victim Reflexes, +2 for All-Out Defense dard dodge couldn’t hope to avoid.
knows he’s being attacked, just not (Increased Defense), and are unavail- Examples include:
from what angle. able to a fighter who makes an All-Out
Attack or doesn’t know he’s under Insubstantiality: Success means the
Reduce the damage rolled for the attack. Power defenses aren’t mun- attack passes right through. This
attack – or the level of Affliction, dane defenses, though. A hero can works against everything – even area-
Binding, etc. – by 10% per bounce attempt a Power Block and a mun- effect, cone, and explosion attacks.
(round down). For a Follow-Up attack, dane block on the same turn, has no But if the attack has Affects
only the carrier is weakened. Don’t penalty on future parries if he tries a Insubstantial, the Power Dodge is
worry about damage to the bouncing Power Parry, and can attempt a Power worthless.
surfaces, though. That’s no more rele- Parry during a Move and Attack. No
vant than DR and HP were in the first one may use more than one power Morph: A successful dodge means
place. defense per turn, however. you change shape in such a way that
the attack passes over, under, through,
In battles between heroes who can These rules don’t apply to abilities or past you. Specify the details; for
see each other, the GM may reduce with the Active Defense limitation. instance, “I become a mouse and drop
this rule to its fundamentals: -2 to hit, Such abilities use the rules under under the attack” or “I turn into a
-1 to defend, and -10% to damage per Active Defense (p. 112) instead. giant donut so that the attack passes
bounce. through the hole.”
Power Dodge
DEFENDING Permeation: Only allowed if you’re
WITH POWERS If a switchable movement ability or standing on a surface you can perme-
physical transformation is instanta- ate. Success means you sink into the
Defensive advantages – Damage neous – either in its unmodified form ground and the attack passes over
Resistance, Mind Shield, Resistant, or due to Reduced Time (p. B108) or you.
etc. – are nearly always passive. The Reflexive (p. 109) – the user might be
possessor doesn’t have to “use” them able to use it to evade attacks. This is Shadow Form: Success means you
to enjoy their protection. In the only possible if the GM feels that acti- become a shadow on the ground, wall,
absence of limitations, they work all vating the ability would cause the etc., before the attack hits. This lets
the time. attack to pass harmlessly around or you dodge in many situations where
through the defender. Treat this as a movement is impossible.
Buying such a trait as part of a dodge, but roll against the following
power changes nothing – it protects score instead of Dodge: Shrinking: Success lets you shrink
against everything the “wild” advan- away from or under the attack without
tage does. For instance, Damage Power Dodge = Basic Speed + 3 ducking or sidestepping. This permits
Resistance that belongs to a power + Talent/2 a dodge even when restrained.
stops both mundane and powered
attacks, and does so regardless of its Drop all fractions. Standard Warp: This advantage has specific
power modifier or that of the attack Dodge modifiers apply, except those rules for evading attacks (see p. B98).
(unless one of the power modifiers is for Acrobatic Dodge, bad footing, Use those instead of a Power Dodge.
Cosmic). Modifiers can change this, of dodge and drop, encumbrance, pos-
course: a defense with Limited is ture, relative height, retreating, and Power Parry
effective against only some attacks, shield DB.
penetration modifiers (Follow-Up, An Innate Attack can sometimes
Malediction, Sense-Based, etc.) often Success means the attack doesn’t knock aside or “shoot down” another
let attacks bypass DR, and so on. affect the defender at all. Failure Innate Attack, much as one melee
means it hits before his ability goes weapon can parry another. This is a
In heroic settings, though, individ- off. Either way, the ability activates. Power Parry. It’s normally only possi-
uals with powers often enjoy a broad Exception: If using Crippled Abilities ble in two situations:
mastery of their power that tran- (p. 156), a critical failure means the
scends its specific abilities. They can ability fails completely, in addition to 1. If the defending and attacking
bend the usual assumptions, taking the usual effects of a critically failed powers share a focus, the defender
control of normally passive defenses defense roll. can exploit his control over the focus
in order to defend actively, perhaps to weaken the attack. This is regard-
even using non-defensive abilities to Treat a Power Dodge as an active less of source. For instance, two oppo-
blunt attacks. These rules cover use of the ability for all purposes: nents with Heat/Fire power can use
detection, FP cost (if any), Limited their attack abilities to defend against
Use, etc. A physical transformation one another . . . even if one is a priest
with a Divine power and the other is a
wizard with a Magical power.
POWERS IN ACTION 167
2. If the defending and attacking In games that obey traditional
powers are opposed (see Opposed comic-book physics, the GM should
Powers, p. 21), the defender can par- let any attack parry any other!
tially cancel out the attack by brute
force. Again, source doesn’t matter. Collateral Damage. Exception: If the Mind Shield vs. Mind Control. In this
For example, a super with the Cold/Ice GM is using Crippled Abilities (p. 156), case, focus and source are unimpor-
power and another with the Heat/Fire a critical failure means the ability fails tant. The GM might even allow a
power could attack and parry with completely, on top of the usual effects Power Block with an ability that does-
their icy and fiery bolts. of a critically failed defense roll. n’t belong to a power.
In games that obey traditional Power Parry is meant for Innate 3. The attack is Affliction or Innate
comic-book physics, the GM should Attacks, but the GM can let Afflictions Attack and the defending ability is a
ignore all this and let any attack parry parry other Afflictions and Bindings variety of Control or Obscure that
any other! parry other Bindings. These attacks could reasonably influence or block
cancel out on a level-by-level basis: the attack’s focus; e.g., Control (Light)
The only other requirements are Affliction 3 reduces Affliction 4 to or Obscure (Vision) vs. a laser.
that the parrying ability be currently Affliction 1, Binding 15 reduces
accessible and have no limitation that Binding 25 to Binding 10, and so on. In cases 1 and 2, the defending
prevents immediate activation, such ability can’t have the Active Defense
as Takes Extra Time. Neither its other The GM might even let any attack limitation; if it does, it already
modifiers nor its damage type are ability parry any other. If so, 1d of requires a defense roll to work at all,
important. For instance, an expanding Innate Attack, one level of Affliction, and can’t be reinforced. In case 3,
ring of frost bought as a Fatigue and five levels of Binding are equiva- Control and Obscure can’t have any
Attack with Emanation and Freezing lent for the specific purpose of negat- limitation that prevents rapid activa-
can parry a fireball bought as a ing one another; e.g., Affliction 8 tion (e.g., Takes Extra Time).
straight-up Burning Attack. In all reduces Innate Attack 10d to 2d, and
cases, the GM’s word is final. Binding 20 reduces Innate Attack 10d Calculate Power Block as follows:
to 6d and Affliction 8 to Affliction 4.
Calculate Power Parry as follows: Power Block = 3 + (HT +
Power Parry is an active use of the Talent)/2, for physical abilities.
Power Parry = 3 + (Innate Attack parrying ability for all purposes.
skill + Talent)/2 Power Block = 3 + (Will +
Power Block Talent)/2, for mental abilities.
Drop all fractions. For abilities that
don’t use Innate Attack skill (e.g., If the GM wishes, those with pow- Drop all fractions. Standard Block
Emanations), use the formula under ers can “reinforce” normally passive modifiers apply, except those for foot-
Power Block (below) instead. Standard defensive abilities to better obstruct ing, posture, relative height, retreat-
Parry modifiers apply, with a few incoming attacks. This feat – called ing, and shield DB.
exceptions: there’s no penalty to parry a Power Block – is possible in three
a ranged attack; shield DB only adds if situations: Success means the attack still hits
the attacking ability has the Blockable but the defense is greatly enhanced. A
or Melee Attack limitation; and modi- 1. The attack is Affliction or Innate defensive ability gets double its usual
fiers for bad footing, posture, and rel- Attack, the defensive ability is a form DR or resistance bonus against the
ative height only apply if the parrying of Damage Resistance that’s effective attack, while each level of Control or
ability has Melee Attack. against the attack, and the two abili- Obscure provides DR 1 or +1 to resist,
ties belong to powers that either have as applicable. Thus, a weak-but-talent-
On a success, each fighter rolls his the same focus or are opposed. The ed telepath with Mind Shield 4 could
damage. The defender subtracts his justification here is identical to that double his resistance bonus to +8,
damage from that of the attacker. for Power Parry, and the GM is free to almost ensuring successful resistance,
(Exception: If the parrying ability has waive the restrictions on focus. while a smoke-tossing super could use
Wall, subtract its DR.) If the defender Obscure 10 (Vision) to get DR 10 vs. a
rolls less damage than his attacker, the 2. The attacking ability calls for a laser.
residual damage affects him normally resistance roll and the defending abil-
– but if he took All-Out Defense ity provides a bonus to that roll; e.g., Failure means the defense has no
(Double Defense), he can try to dodge effect – not even its usual effect. The
this. If his damage equals or exceeds attack goes right through it. A defender
that of his attacker, he’s unharmed; he
doesn’t damage his foe. If using
Collateral Damage (p. 165), roll once
on the table, using the larger attack’s
damage type and the modifier for the
difference between damage dice.
On a failure, the defender is hit
normally. His attack still goes off,
though – roll for both attacks if using
168 POWERS IN ACTION
taking All-Out Defense (Double (below), and Trading Fatigue for attacker’s objective is to cause fear or
Defense) can try another defense; oth- Resistance (below) for bonuses. induce a Fright Check.
erwise, he’s out of luck. If the GM is
using Crippled Abilities (p. 156), criti- Contested Resistance Fit: Gives +1 (Fit) or +2 (Very Fit)
cal failure can also cripple the ability. to any HT-based resistance roll.
Thus, Power Block is a bit of gamble. Other abilities resolve resistance
Use it wisely! using a Quick Contest between attack- Hard to Kill: Adds to resistance
er and defender. These obey the rules against Afflictions modified with
Power Block counts as an active under Resistance Rolls (p. B348). Such Heart Attack.
use of the defending ability, even if attacks include Neutralize, anything
that ability is normally passive. modified with Malediction, and most Hard to Subdue: Adds to resistance
mental-influence abilities – Illusion against Afflictions modified with
RESISTING (Mental), Mind Control, Terror Coma, Sleep, or Unconsciousness.
ABILITIES (Active), etc.
High Pain Threshold: Gives +3 to
These rules are only for abilities Modifiers to Attacker’s Roll: A bonus resist Afflictions modified with Agony
that have resistible effects. They apply equal to Talent; +1 to +4 from Trading or Pain (any level).
specifically to resistance rolls – not to Fatigue for Skill (p. 161).
attack rolls for resisted abilities or Magic Resistance: Adds to rolls to
defense rolls against them. Modifiers to Defender’s Roll: All resist any ability with the Magical
modifiers to resistance rolls given power modifier.
Uncontested Resistance under Uncontested Resistance (above).
Metabolism Control: With the
Some abilities offer the subject a Enforce The Rule of 16 (p. B349) Mastery enhancement, gives a bonus
simple resistance roll against an after both sides have added all equal to its level to any HT-based
attribute, Will, or Per, with success modifiers. resistance roll.
indicating that he’s unaffected.
Examples include Afflictions (except Advantages that Mind Shield: Adds to any IQ, Will,
those with Malediction), Terror Aid Resistance or Perception roll made to resist men-
(unless given Active), and anything tal-influence abilities or abilities with
with the Glamour or Resistible limi- Many advantages give bonuses the Glamour limitation.
tation. Should it be unclear which to resist specific types of attacks,
score to use, assume HT if the ability including: Protected Power (p. 69): Gives +5 to
affects the body, Will if it affects the resist direct attacks on the power itself;
mind. Damage Resistance: Adds to rolls e.g., Neutralize.
to resist Afflictions – but Armor
Modifiers to Resistance Roll: A Divisor adjusts DR, while other pene- Protected Sense: Gives +5 to resist
penalty equal to level-1 for Affliction; tration modifiers (e.g., Follow-Up, Sense-Based attacks that exploit the
the Fright Check penalty bought for Malediction, Respiratory Agent, and shielded sense.
Terror; a modifier ranging from -5 to a Sense-Based) bypass it completely.
bonus for Glamour or Resistible. Enhancements and limitations on Resistant: Resistant gives +3 or +8
Those attacking with Affliction can the DR can be important, too. to resist a broad category of attacks;
use Trading Fatigue for Effect (p. 160) Directional and Partial mean the DR e.g., Resistant (Poison) adds to rolls to
to increase the level, and hence the only applies if the attack strikes cer- resist any Affliction, Fatigue Attack, or
penalty, temporarily. Coordinated tain hit locations; Limited restricts Toxic Attack defined as poison. It’s
Attack (Overwhelm) gives -1 per the bonus to Afflictions in a specific possible to buy Resistant against all
attack after the first that hits; see category; and only DR with Force resistible abilities of a given power,
p. 165. See Power Block (p. 168), Field covers the eyes. focus, or source; see Resistant (p. 71)
Advantages that Aid Resistance for details.
Fearlessness: Adds to rolls to resist
any mental-influence ability when the Trading Fatigue
for Resistance
Talent as Resistance
At the GM’s option, the target of
Those who possess powers enjoy a degree of subconscious control any ability that allows a contested
over their power’s focus and source, distinct from its specific abilities. resistance roll can sacrifice FP for a
This is the reasoning behind Power Parry (p. 167) and Power Block bonus to resist. When using this rule,
(p. 168). Optionally, the GM may use the same logic to permit those who the attacker rolls secretly and tells the
have Talent with a power to add it to all rolls to resist that power’s abil- defender whether he succeeded or
ities. The defender only gets this bonus if his assailant’s power has the failed, but not his margin of success.
same source, focus, and power modifier as his own. The defender then declares how many
FP he wishes to spend (maximum 4
FP), marks off the FP, and makes his
resistance roll at +1 per FP used. This
only benefits that one roll.
This rule is optional – but in the
interest of fairness, the GM should
probably use it if he allows Trading
Fatigue for Skill (p. 161). Like extra
effort, this option is unavailable to indi-
viduals with the Machine meta-trait.
POWERS IN ACTION 169
STUNTS
The players will eventually try to effects that exceed their individual telepaths, etc.) can combine more
use the PCs’ abilities in ways that no capabilities. This stunt, known as effectively, however.
advantage or modifier provides rules combining powers, is an involved
for – particularly in campaigns that process that directly links the partici- The GM has the final say on who
emulate myth, high fantasy, or comic pants’ powers. If the objective is mere- can combine powers with whom.
books. The GM is free to forbid such ly to gang up on an opponent, make a
attempts, of course, but it’s more fun Coordinated Attack (p. 165) instead. Linking Up
to allow them . . . as long as the risks
balance the potential rewards. Any number of people can com- The first step in combining powers
bine powers, but only if their powers is “linking up.” This normally requires
These rules cover some of the more have the same source: all divine, all the entire group to be in physical con-
common heroic “stunts.” They’re com- psionic, etc. Their powers needn’t tact (but see below). Topology is unim-
pletely optional, and it’s up to the GM have a common focus, though. For portant as long as each participant is
whether they apply to all advantages, instance, priests of like-minded gods touching at least one other. The most
only to exotic or supernatural ones, or could combine divine powers, and common configurations are touching
only to the abilities of powers. Be espers and telepaths could combine a common center and holding hands –
aware that these options make abili- psi powers. Those with identical pow- often in a circle. In combat, some
ties much more flexible. ers (all priests of Loki, all psionic group members might have to take
In all cases, a critical failure to per- Any number of people can combine
form a stunt involving a power can powers, but only if their powers
cripple the power, if Crippled Abilities have the same source: all divine,
(p. 156) is being used. all psionic, etc.
COMBINING
POWERS
In many kinds of fiction, power-
wielders – notably wizards, psis, and
supers – can cooperate to produce
Creative Uses of Move maneuvers to get close enough
Special Effects to touch others. Establishing contact
with someone in reach requires a
Most abilities are “second nature,” like walking and talking. The GM Ready maneuver.
shouldn’t require die rolls for trivial feats that take advantage of their
special effects (see Special Effects, p. 113) – any more than he would Individuals unable to touch the
make the PCs roll against DX to cross the street or IQ to engage in casu- rest of the group physically can still
al conversation. For instance, if Laser Lad buys Burning Attack join via a mental link. The remote
(Variable), the GM should let him reduce it to 0d and use it as a laser participant must either contact or be
pointer without a roll against Innate Attack skill. contacted by another member of the
group using Mind Reading or
Exploiting special effects in a manner that affects the plot (see When Telesend. Use the standard rules to
to Roll, p. B343, for guidelines) does require a roll, just as crossing a initiate contact; this generally
tightrope or inciting a riot requires a skill roll for walking or talking. The requires a Concentrate maneuver.
roll needn’t be against the score that usually controls the ability, howev- There’s one drawback, though: men-
er. Use DX if reflexes matter, IQ if strategy or planning is important, and tally linked participants can only
a skill if knowledge is involved. The GM might require Laser Lad to roll combine powers that originate from
against Artist skill to burn a complex diagram on the wall, for example. the same source as the ability used to
As long as the stunt is still a minor use of special effects, though, it establish contact; e.g., a mental link
requires no penalties or costs to be balanced. via psionic Mind Reading would only
be useful when combining psionic
If a hero wishes to use one of his abilities as a different ability with powers.
similar special effects, that should require a die roll and involve costs or
penalties; see Using Abilities at Default (p. 173). This would be the case Once everyone is in contact, physi-
if Laser Lad tried to blind someone with his laser, using his Innate cally or mentally, they must form a
Attack as an Affliction. link between their powers. Each mem-
ber of the group must take a
Concentrate maneuver and roll
against IQ.
170 POWERS IN ACTION
Modifiers: A penalty equal to the Ability forces him to break physical contact
number of other people involved (-1 with the group. A mentally linked indi-
for a group of two, -2 for a group of If the ability comes in levels, dice, vidual is instantly unlinked if the abil-
three, and so on); -2 if connected via a ST points, etc., the leader’s effective ity mediating his link fails due to jam-
one-way mental link; +0 if using a level is equal to the highest level ming, incapacitation, etc. Those
physical link or two-way mental link among those who possess the same whose sole link to the group is
(both parties using Telesend, one ability and power, plus 1/2 the total through someone who’s no longer
party using both Telesend and Mind level of all other participants with that linked are themselves unlinked.
Reading, etc.); Talent (the highest ability and power, plus 1/4 the total
Talent, for those with multiple powers level of those who have an ability that The only effect unlinking has on
that share the group’s common uses the same advantage but belongs the group is the loss of access to the
source); +5 if the entire group has the to a different power of the same gifts of the unlinked individual(s).
same power. source. Drop all fractions.
Example of
Success links that individual’s pow- If the ability doesn’t come in levels, Combined Powers
ers to the group. Failure means he the extra power lets the leader tem-
can’t participate, but his power still porarily add or improve enhance- Four of the East Side Mutants are
lets him act as a “bridge” between ments to his ability, remove or reduce trapped behind 10 tons of reinforced
other group members. Critical failure its limitations, or both. Those with the concrete in the collapsing stronghold
may cripple his power (see Crippled same ability and power as the leader of the nefarious Dr. Boom. They all
Abilities, p. 156), and cuts off those give +50% apiece; those with similar have Telekinesis (TK), but even their
whose sole link to the group runs abilities from other powers of the strongest telekinetic, Singularity, can’t
through him. same source give +25% each. The budge the rubble – his TK 40 can only
leader can modify his ability in any move 3,200 lbs. at Extra-Heavy
If the entire group agrees, those way his power and the GM allow. The encumbrance. The Mutants decide to
who failed can try again. Everyone GM should always permit boosts in combine their powers to escape.
must reroll, but this only counts as a area, duration, and range.
repeated attempt for those who failed Degauss has Magnetism power,
(see Repeated Attempts, p. 159). Use In either case, someone whose abil- Talent 2, and Telekinesis 30; his TK
the same rule when a latecomer tries ity has limitations can only contribute has the Magnetic limitation, but the
to join – but remember to apply the if the GM agrees that the ability would GM rules that he can lock onto the
modifier for the new group size. be useful for that specific task. steel rebar in the rubble. Poltergeist
has Psychokinesis (PK) power, Talent
The GM is free to impose other con- Other Effects 3, and TK 30. Singularity has Gravity
ditions that suit the powers involved. power, Talent 2, and TK 40. Sk8ter
Onerous requirements should come If the ability has a FP cost – for nor- has Kinetic Energy power, Talent 4,
with compensating benefits. For mal use or for a special feat like extra and TK 18. All four have the Super
instance, priests might require a full effort – the group can divide this power modifier, so they can combine
minute of ritual prayer to link up, but among themselves however they powers.
get to roll against the higher of IQ and please. In the event of a dispute, the
Religious Ritual skill to do so. GM can split the cost equally or just The Mutants’ leader – a brain-in-a-
roll randomly to see who pays. jar known only as Professor
Combined Powers Hippocampus – is across town at
in Action There are only two drawbacks to Mutant HQ. Sk8ter calls the Prof on
combining powers. First, critical fail- her cell phone and fills him in on the
Linking up lets the group combine ures affect each and every member of situation. The Prof has Telepathy
its abilities and Talents. For each task, the group as if he, personally, had power, Telepathy Talent 4, and
the group must select one of their rolled a critical failure. Second, each Telesend . . . and also PK power, PK
number as leader. This person can use of a particular ability by the group Talent 2, and TK 40. Luckily, both of
change from task to task. The leader counts as a use for every participant, his powers have the Super modifier, so
can use any of his abilities for the task, for all purposes (repeated attempts, he can use Telesend to link up with
and makes all associated die rolls . . . Limited Use, etc.). Sk8ter and lend his PK to the task.
but he gets a big boost from his
companions. Unlinking With the Prof in her head, Sk8ter
touches hands with her three compan-
Talent Any participant can end his ions and they all concentrate.
involvement at any time, as a free Everyone has to roll against IQ, at -4
The leader’s effective Talent is his action. Unlinking isn’t always volun- for four other participants. Talent
native Talent, plus 1/2 the total Talent tary, though. A group member who’s reduces this to -2 for Degauss and
of all group members who share the stunned must make a Will-3 roll, with Singularity, -1 for Poltergeist, and 0
power he’s using, plus 1/4 the total failure meaning he’s unlinked. One for Sk8ter and the Prof (he uses his
Talent of members who share only the who is knocked out, or suffers an inca- best Talent) – but the Prof has an extra
source of that power. Drop all frac- pacitating or mortal affliction (see -2 for a one-way mental link, for a net
tions. Effective Talent can exceed four Afflictions, p. B428), is automatically -2. Being smarter than average, every-
levels. unlinked. A physically linked partici- one succeeds, establishing the link.
pant is immediately unlinked if move-
ment, knockback, or anything similar
POWERS IN ACTION 171
Since the group has two psychoki- proceed to the next step. If he feels Below are some suggested uses for
netics and knows that identical pow- that the desired changes call for an temporary enhancements. The GM is
ers work well together, they designate entirely new advantage, see Using free to allow whatever he likes in his
Poltergeist as their leader (the 10-yard Abilities at Default (p. 173). And if he campaign.
range limit on TK puts the Prof out of decides that the proposed stunt isn’t
the running). Poltergeist gets her PK possible, it isn’t! In particular, the GM Enhancing Active
Talent; plus 1/2 the Prof’s PK Talent, should consider forbidding anything Abilities
since they share PK power; plus 1/4 that calls for Link, Reduced Fatigue
the others’ Talents, since they share Cost, Reduced Time, Reliable (but see Enhancements that increase an
only a source. That comes to 3 + 2/2 + Trading Fatigue for Skill, p. 161), or ability’s physical scope – e.g., Area
(2 + 2 + 4)/4 = 6. enhancements that negate the abili- Effect to widen area, Can Carry
ty’s permanent limitations, and only Objects to affect more weight,
As for Telekinesis, Poltergeist uses allow Cosmic when truly appropri- Extended Duration to increase dura-
the highest level possessed by those ate. tion (but never to permanent), and
who share her power, which is the Increased Range to extend range – are
Prof’s 40, plus 1/2 her own TK level, Adding temporary enhancements generally suitable for all active abili-
plus 1/4 the others’ levels. This is 40 + requires a Concentrate maneuver and ties that have the relevant parameters.
30/2 + (30 + 40 + 18)/4 = 77. a Will roll for a mental ability, a Ready Selectivity is also acceptable; it lets the
maneuver and a HT roll for a physical user switch off one or more perma-
Telekinesis 77 still isn’t enough to one. In games that use Skills nent enhancements that aren’t
move 10 tons . . . but Poltergeist can Enhancing Abilities (p. 161), the GM required by his power. The GM should
apply her high effective Talent to use might permit a Will- or HT-based roll judge other enhancements, particular-
extra effort. At -1 to Will per extra 5%, against a suitable skill instead. Use ly special enhancements, on a case-by-
she goes for an extra 30%. The +6 for Expert Skill (Psionics) for psi powers, case basis.
Talent cancels the -6 on the roll. She Meditation for chi powers, Religious
makes her Will roll, pays 1 FP, and Ritual for divine powers, Ritual Magic Improving Attacks
adds 30% to the combined TK level. for spirit powers, Thaumatology for
That comes to TK 100 – and ST 100 is magical powers, and so on. Some specific temporary enhance-
just enough to lift 10 tons at Extra- ments are especially suitable for
Heavy encumbrance. With a titanic Modifiers: -1 per +10% of enhance- attacks:
effort, the Mutants toss aside the con- ments added, or fraction thereof. The
crete slab and escape to freedom! user can offset this penalty (but never • Area Effect: A single level (filling a
get a net bonus) by voluntarily spend- two-yard radius) is reasonable for any
TEMPORARY ing FP; each FP cancels -1 in penalties. attack, and represents spreading the
ENHANCEMENTS Those using powers get a bonus equal attack over a small area. Attacks that
to their Talent. already have Area Effect can add any
Many fictional adventurers blithely number of levels.
modify their abilities on the fly, meet- Succeed or fail, the attempt costs 2
ing each problem with a creative solu- FP over and above any voluntary FP • Armor Divisor: Any attack other
tion. Players who want to do this kind expenditure. than an area effect, cone, or explosion
of thing regularly should consider tak- can add a level of this enhancement to
ing Selectivity (p. B108) alongside Success means the ability gains represent narrowing the attack to bet-
many other enhancements, connect- the desired enhancements. If the ter pierce armor.
ing several related abilities using the enhanced ability is transient –
Alternative Abilities rule (p. 11), or just Healing, Innate Attack, etc. – it gets • Cone: As for Area Effect, except
buying Modular Abilities (p. B71). The one “shot.” The user must prepare and that attacks that lack Cone are limited
GM might allow anyone to add tempo- roll again if he wants to repeat the to a cone a yard wide. This represents
rary enhancements in a pinch, though stunt. Ongoing abilities get a minute widening or “fanning” the attack.
. . . at a cost. of enhanced use, and the user can
maintain the enhanced effects by • Cyclic: Two or three cycles, with
The first step is to specify the making a new roll and paying FP an interval no longer than 10 seconds,
game-world effects of the stunt. The every minute. On a critical success, are suitable for Corrosion and
player must tell the GM exactly what there’s no FP cost for that use or Burning Attacks that don’t normally
he wishes to accomplish and which minute. endure.
enhancements he feels would let his
ability do this. The proposed use must Failure means the ability gains no • Drifting, Mobile, Persistent, and
be a simple extension of the ability, enhancements but continues to func- Selective Area: An attack with Area
consistent with the focus and source tion normally. On a critical failure, it Effect can have Persistent or Selective
of the user’s power, and involve only becomes so scrambled that it’s Area as a temporary enhancement.
enhancements normally allowed on unavailable for 1d seconds. This is Drifting and Mobile can always
the underlying advantage. true even for always-on abilities. In accompany Persistent.
addition, check for crippling (see
If the GM agrees that a few Crippled Abilities, p. 156) – and note • Low or No Signature: The user
enhancements would do the job, that the consequences apply to the can always try to attack stealthily,
entire power. unless his ability has glaringly obvious
effects (GM’s decision).
172 POWERS IN ACTION
• Rapid Fire: The GM might allow though. This allows powerful mental- Use, Preparation Required, Takes
this as a kind of Rapid Strike with a ists to protect their friends – a feat Extra Time, Takes Recharge, Trigger,
ranged attack. Maximum RoF should- often seen in fiction. Unreliable, etc. If the starting ability
n’t exceed twice regular RoF (giving requires 10 seconds of concentration
RoF 2 for most attacks). USING ABILITIES and costs 5 FP, so does anything that
AT DEFAULT defaults to it . . . and if it only gets one
• Variable: This lets the attacker use per day, the default use counts.
“pull his punch” with an ability that The GM might permit cinematic
doesn’t normally allow that degree of heroes to press active abilities into Finally, the point value of the
control. service as related abilities based on default ability can’t exceed that of the
totally different advantages. For one providing the default. Use both
• Wall: Attacks that have the +30% instance, a super with a laser built abilities’ final costs, after all modifiers.
level of Wall can boost it to the +60% from Innate Attack might retool it as a Don’t stop the game to do math,
level, letting the user shape the effects. blinding Affliction in an emergency. though. The GM should simply esti-
Attacks that lack Wall in the first place Such temporary capabilities are called mate the point costs involved. Of
can’t add it. “defaults,” by analogy to skill defaults course, the players are welcome to
(p. B173). The flexibility of defaults work out likely default uses before
The GM shouldn’t allow temporary comes at a price, however. Those who play begins, if they want to run the
enhancements that change the attack’s plan to engage in constant improvisa- numbers.
fundamental game-world effects – for tion are better off with Modular
instance, by turning a beam to gas. Abilities (p. B71). The GM decides whether a default
This restriction might prohibit some is possible given these considerations.
of the options above, and nearly Before allowing any default, the If it is, skip to the next step. Otherwise,
always excludes Aura, Blood Agent, GM should have the player describe he rolls secretly against the hero’s IQ,
Contact Agent, Follow-Up, Guided, the proposed stunt’s precise game- with +4 for Common Sense but at -2
Homing, Jet, Malediction, Overhead, world effects. The player must specify or more if a disadvantage such as Bad
Respiratory Agent, Sense-Based, Side the ability he intends to use, the one Temper or Overconfidence is involved.
Effect, Symptoms, Underwater, and he wishes to emulate, and why he On a success, he tells the player that
most Damage Modifiers. thinks his character could make the the proposed improvisation isn’t pos-
first serve as the second. There must sible. On a failure, he applies the rules
Enhancing Passive be an uncontrived relationship below – penalties, FP costs, etc. – but
Abilities between the special effects of the two doesn’t say that the stunt is impossible.
abilities – and if a power is involved, When the time comes to use the abili-
Few passive abilities are suitable both abilities must belong to the ty, though, it has only its usual effects.
for temporary enhancement. Those power. Thus, only related abilities of Default use is risky for those with an
that have active uses are the exception. the same power default to one inflated view of their capabilities!
When actively using such abilities, the another. It’s up to the GM what
wielder can enhance them as defaults, if any, are possible for “wild” Improvising one ability from
described for active abilities. advantages. another requires a Concentrate
maneuver and a Will roll if the starting
Extending Defenses The default ability must share the ability is mental, a Ready maneuver
starting ability’s power modifier and and a HT roll if physical. A Will- or
Most defensive abilities aren’t all of its usage limitations: HT-based roll against a skill might be
under the user’s conscious control – Accessibility, Costs Fatigue, Limited possible instead; see Temporary
they’re passive and always on. The GM Enhancements (p. 172) for details.
should generally forbid temporary
enhancements on them, with two Modifiers: -2 per 25% of the start-
exceptions: ing ability’s point cost the default abil-
ity is worth, or fraction thereof; e.g.,
Force Fields: Fictional heroes with for a 40-point ability, this would be -2
personal force fields often extend for a default that costs 1-10 points, -4
them to protect others. The GM for 11-20 points, -6 for 21-30 points,
should allow the combination of and -8 for 31-40 points. Apply another
Affects Others and Area Effect on any -2 if the two abilities aren’t of the same
ability that already has Force Field. general type – both attacks, both
See Affects Others (p. 107) for details defenses, both communications abili-
on combining these modifiers. ties, etc. The user can offset these
penalties (but never get a bonus) by
Mind Shield: The Force Field spending FP; each FP cancels -1.
enhancement is intended to protect Those using powers may add their
the user’s eyes and possessions. It Talent.
rarely makes sense for Mind Shield,
which protects the mind. The GM Succeed or fail, the attempt costs 3
should permit it in conjunction with FP over and above any voluntary FP
Affects Others and Area Effect, expenditure.
POWERS IN ACTION 173
Success means the ability works as Occasionally, amplification lets a Scanning Sense as makeshift
intended. If it’s transient, each use of non-attack ability work as an attack. Telecommunication; aiming Binding
this stunt gives one “shot.” If it’s ongo- For instance, a desperate hero might at the eyes to act as a blinding
ing, the user gets a minute of opera- use Control to concentrate ambient Affliction; employing Neutralize to
tion, after which he must roll again energy into a weapon, or ramp up the burn out one specific ability, turning it
and pay FP for another minute. On a output of Scanning Sense or into an Affliction with Negated
critical success, there’s no FP cost for Telecommunication for offensive use. Advantage; and using subtle Mind
that use or minute. Whatever the abil- This can result in Affliction or Innate Control to convince the subject he’s
ity and however great the success, Attack. The -2 for different ability afraid, causing Terror. If the default
default abilities get -2 to all required types is mandatory here! use corresponds to physical precision
die rolls due to unfamiliarity (see – e.g., aiming at the eyes – use the larg-
Familiarity, p. B169). In addition, if Moderate er of the -2 for unfamiliarity and the
the user lacks the skill needed to wield usual penalty to hit.
the ability, he must use that skill at It’s also possible to “tone down” an
default. These penalties are cumula- ability to produce more subtle effects. Broadcast
tive. The GM may allow heroes to The usual application is to turn Innate
reduce the penalties for use (not for Attack into a nonlethal weapon; e.g., Conversely, a normally precise abil-
the stunt itself) by buying a technique. dial back a sonic blast to a deafening ity might act entirely differently when
Affliction, or strategically place ice spread over an area. Tight-beam
Failure means nothing happens, bolts to act as an icy Binding. If the Telecommunication might serve as
but the ability continues to function power’s focus is fundamentally dan- Scanning Sense; someone with
normally. This is obvious except when gerous – like death magic or gamma Illusion could generate “noise” that
the stunt is impossible and the person rays – the GM shouldn’t allow non- acts as Obscure; some types of Innate
attempting it fails his IQ roll and tries lethal effects as defaults, though. Attack might disperse enough to func-
it anyhow. On a critical failure, the tion as Create (especially those that
ability – even one that’s always on – By accepting the extra -2 for chang- project electricity, light, or sound); and
goes offline for a second, and the user ing ability types, attacks can also emu- Telesend could project a disconcerting
must check for crippling (see Crippled late non-attack abilities, such as aura that works as Terror.
Abilities, p. 156), with the results Scanning Sense and Telecom-
affecting his entire power. munication. For instance, a sonic Reverse
blast could become Sonar or
Below are some common options Directional Sound. Even “opposite” abilities might
for default use. The GM is the final default to one another, if they’re part
judge of what’s possible. Moderation isn’t just for attacks. of a power that regards them as
Many advantages could be “less halves of a single, two-way capability
Amplify extreme” versions of others: (GM’s decision). For instance, the
Possession might act as Mind Control wielder of a power that includes
Fictional heroes often “overload” by influencing the target’s mind with- Control (Air) and Control (Vacuum)
nonlethal attacks, turning them into out utterly dominating him, Terror might reverse the flow of air, allowing
Innate Attacks. This is especially likely might serve as Rapier Wit by unnerv- one Control to default to the other.
for Afflictions – a blinding light beam ing victims without terrifying them, Likewise, the user of a power that
becomes a scorching laser, a paralysis Flight might scale back to Super offers Precognition and Psychometry
ray becomes a neural disruptor, and so Jump, and so on. might actively use one as the other by
on. In the case of Binding, amplifica- looking in the opposite “direction” in
tion typically involves bludgeoning Target time. Reversed uses are always at -2
victims with the projected force or for changing ability type.
matter. Even Obscure can have lethal Another option is to wield the
potential; e.g., thickening blinding ability with greater precision than
smoke into choking gas. usual. Examples include modulating
SOURCE-SPECIFIC RULES
For each power in the campaign – Beneficial Options: Suggestions as Limiting Options: Recommended
or at least, each source – the GM should to which effectiveness-boosting “controls” on such powers. Skills for
examine the options in this chapter and options best suit that power source, Everyone (p. 162) qualifies because
choose those that give the “flavor” he based on fictional precedents. Abilities those who don’t spend extra points on
desires. Not every power need allow Enhancing Skills (p. 162), Creative special skills must rely on their
defaults, extra effort, and so on. A few Uses of Special Effects (p. 170), and defaults, giving them an effective -6 to
powers might even be subject to unique Talent as Resistance (p. 169) should use their abilities.
rules. Here are some recommendations apply to all powers – and the first two
for optional rules to use with common to “wild” advantages as well – if they Special Rules: Additional optional
power modifiers (see Sample Modifiers, apply at all. rules and notes that apply only to
p. 26), including: those powers.
174 POWERS IN ACTION
If the GM feels that a given power Attacks (p. 165) and Defending with COSMIC POWERS
is simply better because it enjoys many Powers (p. 167) suit larger-than-life
beneficial options or suffers from few combat; Power Techniques (p. 162) Beneficial Options: Godlike powers
or no limiting ones, he’s free to adjust complement mundane combat tech- should have access to the entire gamut
its power modifier or assess an niques; and Skills Enhancing Abilities of options – even when other powers
Unusual Background cost. (p. 161) makes it possible for those don’t – unless the GM deems a particu-
with cinematic skills to get the most lar rule inappropriate for his campaign.
BIOLOGICAL out of their gifts. Mighty efforts are
POWERS elemental to martial-arts mythology, Limiting Options: Collateral Damage
so Trading Fatigue for Effect (p. 160) (p. 165) is a classic result of battles that
Beneficial Options: Skills and Trading Fatigue for Skill (p. 161) involve truly awesome powers.
Enhancing Abilities (p. 161) often also fit. Crippled Abilities (p. 156) should apply
applies, since the user’s special gifts when using optional rules that charge
are “natural” and as easily incorporat- Limiting Options: Abilities and FP to “push the envelope,” but not at
ed into mundane training as ordinary Exertion (p. 159) and Crippled Abilities any other time. The GM should also
physical capabilities. In most worlds, (p. 156) are highly appropriate, given consider waiving Abilities and Exertion
the only absolute limit on what these the blurry line between chi-fuelled (p. 159). Of course, demigods might
powers can accomplish is the wielder’s feats and ordinary physical ones. stumble and sweat as much as anyone
supply of bioenergy; thus, Temporary Repeated Attempts (p. 159) is ideal for else in a silly campaign . . .
Enhancements (p. 172), Trading settings where true masters do things
Fatigue for Effect (p. 160), and Using on the first attempt while novices Special Rules for
Abilities at Default (p. 173) are highly squander their chi trying and failing. Cosmic Powers
appropriate. Given the emphasis on training in
martial-arts fiction, the GM may wish Laws of Creation: In keeping with
Limiting Options: Biological abili- to consider Skills for Everyone (p. 62). myth, the GM may rule that even god-
ties are about as tiring as lifting, run- like powers are subject to certain basic
ning, and so on – and like physical Special Rules restrictions built into the universe,
feats, they can lead to crippling strain for Chi Powers and that there’s no way to remove
if pushed too far. Abilities and Exertion these limits . . . save, perhaps, with the
(p. 159) and Crippled Abilities (p. 156) Chi Imbalance: If a chi-user some- unanimous agreement of every wield-
are strongly recommended. how manages to cripple his power, he er of cosmic powers. For instance, the
suffers a chi imbalance in addition to GM might declare that cosmic abili-
Special Rules for the usual effects. This takes the form ties can’t disrupt the mass, orbits, and
Biological Powers of a long-term affliction; see Chi so on of astronomical bodies (planets,
(p. 26) for details. stars, etc.) – even when the rules sug-
Targeting Biological Abilities: gest that this is possible.
Fighters who’ve studied biological Skill Use: Those who possess a chi
powers might be able to target the ability and a cinematic martial-arts DIVINE POWERS
unusual organs responsible for these skill that cover similar ground –
gifts. To attempt this, the attacker must Invisibility and Invisibility Art, Super Beneficial Options: Combining
observe the target ability in action and Jump and Flying Leap, etc. – get +4 Powers (p. 170) is ideal for complex rit-
make a successful roll on Expert Skill when they use the ability to enhance uals involving many priests. Holy folk
(Bio-Powers), Physiology (Homo supe- the skill, and may roll against the skill can sometimes use skills such as
rior), or other obscure skill set by the instead of an attribute to use the abil- Exorcism and Religious Ritual to direct
GM. Success lets him target that abili- ity. The GM should also consider let- their abilities; this is a special case of
ty at -8 using any impaling, piercing, or ting Power Blow replace Will for extra Skills Enhancing Abilities (p. 161). Use
tight-beam burning attack. Figure effort with chi powers. Finally, Body Temporary Enhancements (p. 172),
injury as for the torso. A major wound Control and Meditation might stand Trading Fatigue for Effect (p. 160),
(see p. B420) cripples the ability. Use in for HT and Will, respectively, when Trading Fatigue for Skill (p. 161), and
Duration of Crippling Injuries (p. B422) checking for crippled chi abilities or Using Abilities at Default (p. 173) when
to determine recovery. Permanent powers. In all cases, only use a skill if those blessed with divine powers pray
crippling is possible. To overload a it’s better than the usual score. for additional aid.
power without damaging the target,
use Deliberate Crippling (p. 156) Targeting Chi Abilities: The Pressure Limiting Options: When mortals
instead. Secrets skill (p. B215) can target phys- smite foes with divine might, their
ical chi abilities by striking the vitals, imperfect control is likely to cause
CHI POWERS or mental ones by striking the skull, at Collateral Damage (p. 165). Other ways
an extra -2 to hit. If the victim suffers to represent the limited ability of holy
Beneficial Options: The customary at least one point of injury, roll a Quick servants to control divine will are
link between these powers and the Contest of Pressure Secrets vs. the Multiple Feats (p. 158) and Repeated
more colorful claims made for the subject’s HT (physical) or Will (men- Attempts (p. 159). In settings where
martial arts sets the tone. Coordinated tal). Victory cripples the target ability each miracle demands a specific ritu-
for 2d seconds, after which it recovers al, the GM may wish to use Skills for
automatically. Everyone (p. 162).
POWERS IN ACTION 175
Special Rules attuned to the deity’s sphere of influ- resist Heat/Fire abilities and ordinary
for Divine Powers ence; e.g., a volcano, for a fire god), or heat, but -3 to resist Cold/Ice abilities
very high (ancient and powerful tem- and ordinary cold.
Angering the Gods: On a critical ples, sites where the deity has per-
failure when using optional rules to formed miracles, etc.), the abilities “Out of Your Element”: The
improve or alter a divine ability, don’t work normally. Elemental power modifier is in
use Crippled Abilities (p. 156). Instead, essence an Accessibility or Environ-
make a reaction roll for the deity, at -1 ELEMENTAL mental limitation that prevents ele-
per similar failure since the miracle- POWERS mental abilities from working in situ-
worker last paid penance, sacrificed, ations where the element can’t exist or
etc. A Poor or worse reaction results in Beneficial Options: These powers the opposed element prevails. In envi-
the same outcome as violating the emphasize direct control over an ele- ronments where the element is merely
power’s required disadvantages; see ment. In most cases, this implies suf- suppressed – not completely shut out –
Divine (p. 26). Even an ordinary, suc- ficient precision to fight creatively the GM may assess a -1 to -9 penalty to
cessful application of a divine ability using Coordinated Attacks (p. 165) related abilities. The power is unavail-
can produce such effects, if the deity and Defending with Powers (p. 167), able in situations where the penalty is
doesn’t approve. as well as some latitude to adapt -10 or more. For example, in hot envi-
abilities on the fly via Temporary ronments, Cold/Ice abilities might be
Holy Days: Divine powers might Enhancements (p. 172), Trading subject to the penalties to HT rolls
track a sacred calendar created by the Fatigue for Effect (p. 160), Trading under Heat (p. B434).
GM. This could be astronomical Fatigue for Skill (p. 161), and Using
(solar, lunar, celestial, etc.), numero- Abilities at Default (p. 173). MAGICAL
logical, or seemingly random. Certain POWERS
days or seasons might give skill bonus- Limiting Options: Most elemental
es or extra effect, while others impede abilities are energetic, and should be Beneficial Options: Use Combining
power use. Bonuses and penalties subject to both Abilities and Exertion Powers (p. 170), not Ceremonial Magic
should roughly cancel out over the (p. 159) and Collateral Damage (p. B238), when those with magical
course of a year. (p. 165). When spending FP to “push abilities cooperate. Dedicated stu-
the envelope,” Crippled Abilities dents of magic might practice Power
Sanctity Level: In settings where (p. 156) applies. Since precise control Techniques (p. 162) and have access to
holy powers resemble magic, the requires undivided attention, the GM Skills Enhancing Abilities (p. 161),
“sanctity” levels mentioned for Clerical should consider enforcing Multiple rolling against Thaumatology and
Magic (p. B242) might affect divine Feats (p. 158). other arcane skills to employ their
abilities. These parallel mana levels gifts. The dramatic reason to use mag-
(see Mana, p. B235), with the follow- Special Rules for ical powers instead of spells is to
ing effects: Elemental Powers permit improvisation; thus, the
GM should consider Temporary
• In areas of no sanctity (places Aspect: As a twist on Talent as Enhancements (p. 172) and Using
deliberately desecrated with respect to Resistance (p. 169), the GM may rule Abilities at Default (p. 173).
the deity, sites of very high sanctity for that Talent with an elemental power
diametrically opposed deities, etc.), means the possessor has an innate Limiting Options: To keep magical
the abilities don’t work at all. “aspect” toward his element . . . and abilities in line with spells – which
away from its opposite. He gets a have a FP cost to maintain and take -1
• In areas of low sanctity (sites of bonus equal to Talent on all rolls to per spell “on” – the GM should proba-
high sanctity for diametrically resist his element in any form, mun- bly enforce Abilities and Exertion
opposed deities, and natural places dane or powered – but Talent acts as a (p. 159) and Multiple Feats (p. 158). He
opposed to the deity’s sphere of influ- penalty whenever he must resist the might also adopt Skills for Everyone
ence; e.g., the sea, for a fire god), die opposed element. For instance, (p. 162) and require mages who desire
rolls to activate the abilities are at -5. Heat/Fire Talent 3 would give +3 to precise control over their abilities to
learn spell-like skills.
• In areas where sanctity is normal
(most places, including the temples of Special Rules for
unopposed divinities), high (the deity’s Magical Powers
own temples, as well as natural places
Backfires: If a mage critically fails
when attempting to use temporary
enhancements or default abilities, roll
on the Critical Spell Failure Table
(p. B236) instead of using Crippled
Abilities (p. 156). A roll of 17 on the
table, which would cause a spell-cast-
er to forget his spell, means the ability
is crippled.
176 POWERS IN ACTION
Drawbacks of Magic: The Magical have similar consequences, if the PSIONIC POWERS
limitation (p. 27) is worth -10% wielder is acting against his cause.
because magical abilities work at -5 in Beneficial Options: Telepaths link-
areas of low mana (and not at all if Places of Power: Sites associated ing up to form a collective mind is the
there’s no mana), allow targets with with noble – or heinous – acts can archetype for Combining Powers
Magic Resistance a bonus to resist, acquire a moral “charge” over time. (p. 170); the GM might wish to permit
and are subject to disruptive spells – This gives from +1 to +5 to use the this option for psi powers even if he
Blocking spells can ward off attacks, moral power behind said deeds, but a forbids it elsewhere. Use Defending
Dispel Magic can end ongoing effects, matching penalty (-1 to -5) to employ with Powers (p. 167) for mental
and spells that resist magic can block its anti-power. This can be a serious blocks, stopping bullets with PK, and
new effects. In Quick Contests with obstacle when taking the battle to the so on – and Temporary Enhancements
spells, use the ability’s controlling enemy! (p. 172) to extend such defenses to
attribute or skill as its effective skill others. Psi academies often teach
level. If it normally requires no roll, NATURE POWERS Power Techniques (p. 162) for feats like
use HT for a physical ability, Will for a active Precognition, and train psis to
mental one. Talent still applies. Beneficial Options: Combining employ their gifts as extensions of
Powers (p. 170) is logical for any mundane capabilities, leading to Skills
MORAL POWERS power that emanates from a “life ener- Enhancing Abilities (p. 161). Trading
gy” field that ties together every living Fatigue for Effect (p. 160) is a standard
Beneficial Options: Banding togeth- thing. Skills Enhancing Abilities fictional trope – but so is a penalty for
er against Evil, Chaos, or some similar (p. 161) – especially with such skills as trying too hard, which makes Trading
menace is a venerable fantasy tradi- Herb Lore and Naturalist – supports Fatigue for Skill (p. 161) unsuitable.
tion, so the GM should consider per- the traditional identification of nature
mitting Combining Powers (p. 170) guardians as wise men. The GM Limiting Options: In most game
and Coordinated Attacks (p. 165). An should also entertain Trading Fatigue worlds, psis can burn out their powers
interesting alternative is to allow only for Skill (p. 161), as it permits those if they are careless or unlucky
Good or Order to combine powers, who wield nature powers to work (Crippled Abilities, p. 156), are capable
while only Evil or Chaos can coordi- around the penalties for despoilment of concentrating on only a few tasks at
nate attacks. In epic moral conflicts, and technology . . . at a cost. a time (Multiple Feats, p. 158), and
it’s traditional for opposing powers to tend to break a sweat if their initial
obstruct one another and for true Limiting Options: A common attempt is frustrated (Repeated
heroes to push themselves past their assumption in folklore is that nature Attempts, p. 159). Psi is famously diffi-
limits; thus, Defending with Powers responds poorly to constant prodding, cult to control without training, which
(p. 167), Trading Fatigue for Effect making Repeated Attempts (p. 159) the GM can represent with Skills for
(p. 160), and Trading Fatigue for Skill appropriate. Nature also appears to Everyone (p. 162).
(p. 161) all fit. reserve Collateral Damage (p. 165) for
urban areas, leaving wild places Special Rules for
Limiting Options: Apply Abilities untouched. Skills for Everyone (p. 162) Psionic Powers
and Exertion (p. 159) when champions isn’t appropriate in most cases – wise
use their capabilities in wearying folk might be learned, but the formal- Brain vs. Mind: Psi powers flow
patrols, vigils, and battles to thwart ity of study is almost antithetical to from the mind and stay with the psi if
The Other Side. Collateral Damage nature in its wildest form. he switches into a body with another
(p. 165) is crucial to epic battles brain. However, the psi’s current
between Light and Darkness. The GM Special Rules for brain must work properly if he wish-
should also look at Multiple Feats Nature Powers es to use psi – just as a computer
(p. 158), as it forces heroes to make must be functional for software to
difficult choices about where to apply Aspect: As with elemental powers, run on it. At the GM’s option, a psi
their limited capabilities, which is the GM may rule that Talent as must make a HT roll for each psi
quite fitting in great moral struggles. Resistance (p. 169) works somewhat power whenever he suffers a major
differently here. Talent with a nature wound (see p. B420) to the eye or
Special Rules for power might add not only to rolls to skull. Treat failure exactly as per
Moral Powers resist that power, but also to resistance Crippled Abilities (p. 156). Also roll if
rolls against truly natural threats, suffocation, surgery, or drugs inflict
Faltering: Don’t use Crippled such as plant and animal poisons. If over HP/2 as brain damage.
Abilities (p. 156) for critical failures so, it acts as a penalty to resist toxic
with moral powers. Instead, the hero pollution, genetically engineered dis- Psi-Tech: Superscience counter-
must make an immediate Will roll. eases, and other “abominations.” It measures are almost standard in set-
Failure means a moment of doubt or also subtracts from any roll to adapt to tings with psionic powers. Antipsi hel-
hesitation, which counts as a viola- or use surgical implants or bionics. met lining might grant Mind Shield 6
tion of his power’s required disad- (Limited, Psionic, -50%), and add
vantages; see Moral (p. 27). Any Despoilment and Technology: $1,000 to helmet cost and 1 lb. to
application of moral abilities can Remember to apply the special modi- weight. Typical antipsi drugs might
fiers under Nature (p. 28) to all rolls to give Resistant to Psionics (+3) for
use nature abilities.
POWERS IN ACTION 177
6 hours and costs $100 per injectable -1 to reactions. If the roll to use the minutes, one of minutes to hours, or
dose – but such agents, being experi- ability critically fails, handle it just as one of hours to days gives +3; two
mental, are likely to have side effects if the initial reaction roll had come up steps give +5; and three steps give +7.
on a failed HT roll (the irritating con- Poor. If the critical failure involved
ditions on p. B428 all fit). The GM extra effort, treat it like a Very Bad ini- SUPER-POWERS
should let gadgeteers develop better tial reaction. These effects are instead
drugs using Ultra-Tech Drugs (p. B425) of Crippled Abilities (p. 156), and the Beneficial Options: Super-powers
with Gadgeteering (p. B475). cumulative reaction penalty replaces typically occur in cinematic settings,
Repeated Attempts (p. 159). and the GM should plan accordingly.
SPIRIT POWERS Super-teams often work together by
Blood: In many worlds, the only Combining Powers (p. 170) and mak-
Beneficial Options: Like other ritu- way to get spirits to do you a favor is ing Coordinated Attacks (p. 165). In
alists, sorcerers can cooperate to pro- to offer them blood. If this is true, battle, supers routinely use Defending
duce powerful effects; see Combining extra effort with spirit powers costs with Powers (p. 167) and Ricochets
Powers (p. 170). Skills such as Ritual HP instead of FP. (p. 166). And it’s essential to the genre
Magic and Symbol Drawing could log- for heroes to stretch their powers with
ically replace attribute rolls for spirit Ritual Modifiers: If the GM wishes Temporary Enhancements (p. 172),
abilities – a version of Skills to make spirit abilities work more like Trading Fatigue for Effect (p. 160),
Enhancing Abilities (p. 161). Trading traditional rituals, he may apply some Trading Fatigue for Skill (p. 161), and
Fatigue for Effect (p. 160) and Trading or all of these modifiers: Using Abilities at Default (p. 173).
Fatigue for Skill (p. 161) are both
excellent ways to represent “sacri- • Affecting others: Most abilities Limiting Options: Abilities and
fices” made to spirits for more potent that work on others assume that the Exertion (p. 159) explains why supers
results. target is in the sorcerer’s physical pres- without massive levels of Enhanced
ence. Some have stricter require- Move can’t fly to Mars, and why even
Limiting Options: Since spirits are ments, like touch. Those that can the toughest heroes get ground down
notoriously indifferent to the harm affect targets that aren’t present – by war, natural disaster, etc. Collateral
they cause in the material world, the Telesend, Maledictions on those Damage (p. 165) is practically required
GM may wish to roll for Collateral viewed remotely, etc. – require a repre- for super-battles. Super-powers are
Damage (p. 165) for any use of spirit sentation of the subject to work, and similar to psi powers in most other
abilities that could conceivably cause even then have a penalty for his respects – they’re the same thing in
damage. Multiple Feats (p. 158) is emi- absence: -1 for a video or DNA sample, some worlds – and should use Crippled
nently suitable, since only the greatest -2 for a photo or blood sample, -3 for Abilities (p. 156), Multiple Feats
sorcerers can command more than a hair or fingernails, -4 for clothing, -6 (p. 158), Repeated Attempts (p. 159),
few spirits. In some worlds, each abil- for a drawing, or -10 for nothing. and possibly Skills for Everyone
ity involves specific spirits called with Optionally, these modifiers can (p. 162).
a unique invocation; handle this with replace Long-Distance Modifiers
Skills for Everyone (p. 162). (p. B241) for abilities that would nor- Special Rules
mally use them. for Super-Powers
Special Rules for Spirit
Powers • Consecration: -1 to -5 for ritually Super-Tech: In hallowed comic-
desecrated ground, +0 under most cir- book tradition, the GM may rule that
Angering the Spirits: Attempts to cumstances, or +1 to +5 for specially weird-science technology can affect
use spirit abilities call for a reaction consecrated areas. super-powers. This is typically the
roll, per Fickle (p. 110). If the result is purview of gadgeteers and the opera-
Neutral or better, the sorcerer can try • Regalia: -3 if the sorcerer lacks tives of “black” agencies. Reliable tech-
his ability; otherwise, he can’t, and proper ritual trappings – masks, robes, nology works like the shielding or
future invocations are at a cumulative etc. serum used against psi powers (see
Psionic Powers, p. 177). More potent
• Ritual length: To negate the above gadgets create rays or fields that simu-
penalties, the sorcerer can take extra late Neutralize or Static, and shouldn’t
time to use his ability. Shifting show up in the hands of common
a time requirement of seconds to thugs. In most cases, they’re flawed,
with 1d/2 bugs (round up); see Gadget
FP Cost and Source Bugs Table (p. B476). Furthermore,
they rely on weird science and have
Sometimes, using an ability costs FP. This requirement might be 1d-3 side effects (minimum one); see
built into the underlying advantage, a result of the Costs Fatigue limita- Random Side Effects Table (p. B479).
tion, or a consequence of the special rules in this chapter. If the ability All such flaws are permanent – the
belongs to a power, all such FP costs are subject to any special rules for GM shouldn’t let gadgeteer PCs engi-
FP associated with the power’s source in the game world. For instance, neer them away to create “perfect
since FP spent on magic spells recharge in one second in areas with very weapons.”
high mana (see Mana, p. B235), so do FP spent on magical powers.
Likewise, if sacrifices to spirits can supply FP for sorcery (see Sacrificial
Magic, GURPS Fantasy, p. 165), the same FP can fuel spirit powers.
178 POWERS IN ACTION
CHAPTER FIVE
POWER GAMES
There was a blonde. A blonde to Sparta Tertia. I didn’t think that I was to eat my lower soul, just as a
make a grand hierophant kick a hole in getting very far, but the goons trying to warning, I take it badly.
a stained glass window. She had, in persuade me to drop the case clearly dis-
fact, done so on three separate occa- agreed. I’m used to bruisers pushing me So I went to the top. I walked
sions. My client was annoyed by this, into dark corners and telling me to back through the front door of the
and wanted her to stop. off, and I’m used to finding that I’ve got Shrine of Dark Gateways, and a
a shadow – but when that shadow tries pale, nervous fellow with watery
I was looking for her on the streets of eyes jumped up from the front
desk and tried to tell me that I
couldn’t come in without an
appointment.
“So make me one,” I said. “I
haven’t got time for the
runaround.”
He tried to talk some more, but
just then, there was a shimmering
in the air, and somebody who
looked like he had some authority
was standing there. I decided I was
getting somewhere.
Of course, the new fellow had to
spoil the moment by ordering two
heavies I hadn’t seen before to
throw me out, but when I said a
word, and their hands caught fire
as they touched me, he started lis-
tening to sense.
It was all a family problem, of
course. The tough cases always are.
Powers and abilities increase the
options for character design. Hence,
they increase the scope of the GM’s
task. This chapter deals with the art of
running games in which powers loom
large.
The various powers discussed in ORIGINS will probably use radio, laser, or
earlier chapters have an equally wide infrared. In a psi-based game,
range of possible origins – things or same way in each case. The available Telecommunication will probably
events that grant powers to a being. origins determine much of the cam- mean Telesend with the Telepathic
Source and origin are not the same paign flavor, and are in turn related to limitation. On the other hand, psionic
thing. Source defines how a power the setting’s laws of nature and tech technology might permit robots to be
works; origin defines how it came to level. built with superscience “psychotronic
exist. For example, a character might circuitry,” giving them Telesend – or
have psi powers as the result of a Available powers in an ultra-tech, psis might actually have power over
genetic mutation, a superscience drug very materialistic game may be tech- the electromagnetic spectrum,
treatment, or quasi-mystical training – nological and mechanical in nature – enabling them to communicate via
but the powers work in exactly the the product of devices built into radio.
robots and cyborgs. A character in
that setting with Telecommunication
POWER GAMES 179
BIOLOGICAL Racial Abilities
POWERS
Defining a race in game terms is usually the GM’s job; he should have
Biological powers are often inborn the clearest idea of its nature. See the rules for template design in
traits. However, they could also be the Chapters 7 and 15 of the Basic Set. Remember that racial abilities don’t
result of weird lab accidents, super- usually constitute a power, though some races do have powers – usual-
science treatments, or divine gifts (or ly biological or psionic, or technological in the case of robots.
even curses: for example, vampires).
Nonhuman races or genetically modi- to keep a game under some kind of What technology can do depends
fied humans may have such powers, control. Anyone with cosmic powers is very much on the nature and TL of the
though most will have just a few playing at the level of the gods, at least campaign. In a gritty near-future
minor abilities. some of the time. Even if the cam- game, a few cyborgs may have power-
paign allows for divine PCs, they boosters in their bionic limbs, giving
CHI POWERS might be better treated as having them a little Striking ST and Super
mostly noncosmic powers; a god may Jump. In a space opera setting, robots
Chi powers are usually the product only be able to produce ordinary fire, with “memory metal frames” may
of intensive training, similar to cine- especially if fire isn’t part of his sphere have Shapeshifting, Stretching, and
matic martial arts. Precisely which of influence. The high cost of cosmic countless other abilities.
abilities are available, and how they powers should keep problems under
are acquired, may be specified as part control. MAGIC POWERS
of the campaign background. (“You
employ the Hundred-Pace Leap! You DIVINE POWERS Most GURPS campaigns focusing
must have studied at the Green on magic will probably not use the
Mountain Monastery!”) Players may Cosmic powers are what gods do. Powers rules; rather, they will employ
come up with ingenious stories to get Divine powers are what gods empow- the “spells” system from Chapter 5 of
around these restrictions (possibly er their servants (priests, angels, dae- the Basic Set and GURPS Magic.
requiring Unusual Backgrounds), and mons, etc.) to do. In some games, they However, in some cases, usually in
really advanced chi adepts may create might take the Cosmic enhancement superhero or lightweight fantasy sto-
unique tricks of their own. (a god with transcendent powers may ries, wizards can employ powers with-
lend out a fragment of them), but this out apparently learning and casting
COSMIC POWERS is not mandatory. specific spells. These characters may
Cosmic powers involve direct con- Hence, divine powers usually have
trol over the universe. A shorthand a very specific origin – the favor of a
definition is that they’re “what gods god. This may imply Clerical
do.” As such, in most campaigns, they Investment, but this isn’t universal. A
will be limited to gods or extraordinar- devout hermit might receive the abili-
ily insightful beings – and if no gods ty to work miracles without becoming
exist and no great insights are possi- part of a temple hierarchy. More
ble, cosmic powers may be banned important, divine powers are restrict-
outright. ed by the rules set by the deity. Gods
give aid on their own terms! Players
Furthermore, even gods may be who dislike having their PCs told what
restricted by their natures. A fire god to do should not take divine powers,
might be unable to control anything and campaigns should only be built
under the ocean, either because his around such powers if the players are
powers are limited by the mystical comfortable playing in a world where
nature of water or because he has a some beings definitely outrank them.
binding pact with the god of the sea
that neither may venture into the HIGH-TECH
other’s realm. (Indeed, legends may POWERS
say that water douses fire because of
such a pact. In a mythic fantasy game, High-tech powers come from sci-
this may be true.) Nor do all gods nec- ence and technology. In some
essarily have cosmic powers; those campaigns, this may be cinematic
who are just powerful spirits or crea- superscience, or alien or pre-catastro-
tures of magic may be bound by the phe knowledge far beyond the PCs’
same ultimate limitations as lesser understanding.
beings.
Allowing the Cosmic enhancement
has many implications. It bypasses
many restrictions that enable the GM
180 POWER GAMES
Unified Metaphysical have internalized the principles of
Theories magic so completely that they can
improvise new effects at whim, they
In some settings, there may be no fundamental distinction between may be using gifts granted by magic-
“magical” and “spirit” or even “divine” powers; “magicians” work by manipulating deities, or they may
commanding or petitioning supernatural beings. Similarly, a world’s have been enchanted like a living
gods may be exceptionally powerful spirits (certainly, some beliefs make magic item.
little distinction between the two categories), or creatures of great mag-
ical power – far beyond any human wizard, perhaps, but not actually PSIONIC POWERS
different in kind. Likewise, the gods, or friendly spirits, may grant their
priests or servants useful abilities – which may in fact be “spells.” A wiz- The idea of “psi” is relatively mod-
ard might gain the ability to fly or hurl lightning bolts after years of ern, but in the last 50-60 years, it has
study, while a priest might have the same knowledge and skill placed in become the concept most often used
his brain as a reward for his prayers, but they could still end up employ- to explain super-powers in fiction. Psi
ing the same methods to exploit the laws of the universe in the same appears in a wide range of stories:
way. low-key horror (such as Stephen
King’s Carrie), science fiction with fan-
Of course, whether or not the various power-users know that they tastical twists (such as Julian May’s
are manipulating the same basic forces is another question. If there’s a “Pliocene Exile” and “Galactic Milieu”
rivalry between “toadying priests” and “atheistic wizards,” they might series), and superhero comics.
both become angry at anyone who points out the truth. Certainly, gods
with any pride will object to being placed in the same category as mere The essential idea here is that a
human conjurers. conscious mind – or perhaps any bio-
logical organism – can affect the phys-
Giving apparently different powers the same origin and fundamen- ical universe directly. Occasionally,
tal nature has various practical advantages for the GM. It can make theories will involve some kind of
interactions between different power-users easier to manage, for exam- energy source or a physical process
ple. However, it may also make the setting feel less rich and complex. that fits in with accepted science – for
example, telepathy might be explained
Magical Psi as the brain generating low-power
electromagnetic waves – but mostly,
In some settings, “magic” and “psi” both tap the same energies, in things come down to consciousness
one case by study and formal disciplines, in the other by raw talent and somehow influencing reality. Many or
willpower. If magic is simply psi power unlocked by self-hypnosis, the all humans may be potential psis,
way that magical powers are defined for game purposes should reflect needing only the right training or
this. insights to unlock the power, or psi
may be a rare mutation or the result of
“Pseudo-magical psi” might be stopped or negated by anti-psi pow- a superscience treatment. Some fic-
ers (-5%) and have a minor Accessibility limitation to reflect the need to tional nonhuman races are naturally
perform brief incantations, make small “casting” gestures, and have powerful psis, as a result of evolution,
“spell components” to hand (-10%) for a net power modifier of -15%. divine gifts, or their own systems of
(This assumes a low-tech generic fantasy setting where psionic technol- science or training.
ogy doesn’t exist, or at least can’t produce effective countermeasures.)
SPIRIT POWERS
On the other hand, if psi can achieve almost anything, but most
humans need lots of complicated procedures and tools to produce even The idea of commanding spirits
restricted effects, it may be simplest to treat it as magic. Psi might even probably represents the oldest concept
use the standard GURPS spell system. (“Mana levels” would probably of magic. Spirit powers are very
not vary much in such a setting, although some areas might be more appropriate in some “mythic” or “folk-
“psi-friendly” than others.) The most important practical effect is that loric” campaigns. They may be
“magic” and “psi” could always interact directly, able to detect, negate, inborn, the result of special training,
and even enhance each other. or a gift from a spirit-ruler. They usu-
ally differ from divine powers in that
Cosmic Magic the spirit does not imbue a human
with power but must itself be present
Likewise, magic and psi may be “cosmic” in nature, manipulating to perform a task, and in that the rela-
reality directly – though only the most powerful adepts comprehend its tionship between mortals and spirits
true nature and potential. Magic and full-blown cosmic powers may is more equal than that between mor-
interact, and magicians might shed most of the restrictions on their tals and gods – more likely to involve
powers as they advance in the art. negotiation then worship. Still, the
distinction between priests (who deal
POWER GAMES with gods) and shamans (who deal
with spirits) is fuzzy.
181
Some Weirder Origins
Transcendent Attunement: The powers of nature or Digital Reality Control: Some people are aware that
morality may transcend even the gods, and grant the entire universe is a computer simulation – and have
powers to beings who are psychologically attuned to root access, or at least a set of cheat codes. This access
these cosmic principles. This idea fits with “Moral” or can grant Cosmic powers, although the system may
“Nature” powers (p. 27), and works well in fantasy have restrictions. Higher levels of authorization grant
universes with pantheistic metaphysics. It is less more spectacular abilities. A “regular user” might have
appropriate for settings where phenomena are to obey the laws of physics, while “superusers” might
explained by quasi-scientific logic or personified by be able to fly or create multiple “shells” of themselves.
gods.
Nanite Command: In a far-future world where every-
Evolutionary Regression: A character might gain the thing and everyone is suffused with “nanites” – micro-
ability to access his “evolutionary heritage” through scopic super-technological robots, capable of high-
superscience biochemical treatments or “psychic” speed molecular manipulation – someone whose genet-
methods. This implies a Biological power with a lot of ic code or neural patterns authorize him to control the
minor Switchable physical abilities such as Brachiator, nanites could have seemingly “magical” powers). He
Claws, or Gills (plus, optionally, Racial Memory). The might create and destroy objects (subject to the avail-
power modifier can vary, depending on exactly how ability of suitable materials, and to constraints from the
“regression” works. It may require special drugs or laws of thermodynamics), or communicate and
lengthy meditation, and induce temporary IQ loss or observe events over great distances by tapping the
psychological disadvantages. nanite communication web.
SUPER POWERS book’s sense at all, instead featuring severe, even dangerous limitations in
superhuman attributes, minor abili- the modifier, such as Nuisance Effect
The “Super” power modifier on ties, or high-tech gadgets. (Backlash) plus Uncontrollable.
p. 29 can be used in settings where Powers become impossible to control
“super powers” are a specific class, as Even if there is a single source for and unpleasant to use, and heroes
distinct as “magic” or “psi.” They all super-powers, the modifier may be may even become tragic figures.
might come from a mutation in some defined differently. Marvel Comics’
human brains (making them concep- mutants can be identified by mutant While “super powers” may encom-
tually similar to psi), a “quasi-cosmic” detectors. There are devices that can pass a broad range of effects, GMs
ability to distort reality itself, radical suppress any mutant power, but no should discourage players from giving
changes to the human body caused other super-powers. The power modi- supers a random assortment of such
by an alien virus, or infusions of fier used in such a setting would have abilities. Most comic-book heroes and
alien-cosmic energy. to incorporate a limitation to reflect villains have a clear focus and theme
this. Another option for a variant to their powers.
However, not all powers in a supers campaign is to include more
“superhero” game may use this modi-
fier – especially if the setting resem- In hallowed comic-book tradition, the GM
bles traditional comics, which regu- may rule that weird-science technology can affect
larly feature a mixture of biological, super-powers. This is typically the purview of
chi, cosmic, divine, elemental, magi- gadgeteers and the operatives of “black” agencies.
cal, nature, psi, and other powers,
with a vast range of origins, all called
super-powers. Many “super” charac-
ters may not even have powers in this
182 POWER GAMES
CHARACTERS
Many GURPS PCs are essentially spent on it will likely make an impor- through walls, predict the future, or
realistic. Even a barbarian swordsman tant difference. Genre fiction is full of talk with spirits can avoid many fights,
or a space pilot is simply a human such characters – young psis discover- or ensure that they only happen on
being – with exceptional skills, yes, but ing their powers, trainee martial favorable terms.
nothing too unlike things that any of artists, apprentice space knights, and
us might learn. so on. On the other hand, impressive “Real” powers usually require
and colorful powers do tend to be starting levels of at least 150-250
Powers make characters much expensive, so many powers-oriented points. This doesn’t produce super-
more exotic. They also have conse- games work best with substantial heroes, but it does enable PCs to be
quences for scenario and campaign starting totals. capable adventurers, with an array of
design. It’s easy to come up with chal- advantages and skills, and still mani-
lenges for normal human PCs: a sheer In games where PCs start with 100 fest a power or two. “Empowered”
cliff, an NPC who refuses to tell some points or fewer, powers and exotic PCs on this level still find ordinary
important secret . . . However, if a hero abilities will be low-powered or limit- humans of the same point level – who
can fly or read minds, such problems ed, especially if the PCs are supposed are merely tough, smart, and good
quickly vanish. The way to deal with to be competent in other ways; 100 with weapons – to be useful partners
this might be to restrict the powers points (plus a few disadvantages) can and dangerous opponents. PC parties
available, or it might be to come up buy moderately respectable powers, may well consist of a mixture of types
with different challenges. but these won’t be much use if the – psionic adepts and their warrior
character is hopeless at everything bodyguards, meditative monks who
There are a number of considera- else. A well-balanced team can get have refined their control of chi,
tions here, starting with questions to around this problem, if the players are brethren who concentrate more on
be answered before any PCs are willing to run highly specialized PCs. martial arts, or cyborg warriors and
designed. their support technicians.
That doesn’t mean that powers are
POWER LEVEL useless in low-points games, especial- “Real” powers-focused campaigns
ly if they are rare in the setting. An may require several hundred points –
Almost every campaign has a fixed ordinary person with the ability to fly, exactly how many depends on the
starting PC point level. That special however slowly, can accomplish plen- intended style. Just 500 points buys
powers are available does not mean ty. Someone with just enough natural someone who can pass fairly con-
that the campaign must have a high armor to stop pistol bullets and sword vincingly as a comic-book superhero,
starting value. It’s possible to run very cuts can survive incidents that would but who may not quite be able to
interesting powers-heavy campaigns kill ordinary mortals, even though he emulate the feats seen in four-color
with the starting point level set delib- must watch out for heavy weapons. comics (appropriate for a stories
erately low. A PC with a low-strength, Powers in such campaigns often need about the gap between the myths of
short-ranged, or unreliable power extra time and special procedures to heroism and harsher realities). A
must use it cautiously and inventively. activate, making them useless in com- well-designed 750-pointer can proba-
Every couple of experience points bat – but someone who can see bly defeat any number of normal
human opponents. In all cases, much
Consistency vs. Realism depends on the balance of defenses,
hit points, and regenerative abilities,
PC powers aren’t usually “realistic.” There are exceptions – robots or and also on just how exotic the
genetically modified beings might have abilities that are perfectly plau- available powers are, compared to
sible in terms of known science, such as built-in weaponry or the abili- mundane technology.
ty to fly – but most of the traits covered by this book are blatantly fan-
tastical. For PCs who can pass as gods,
starting point levels in four figures are
Even so, powers should generally work in a logical, structured way. essential. At this level, however, the
Magic and psi aren’t realistic, but that doesn’t mean they have to lack GM needs to set very strong guidelines
rules. Historically, many beliefs about how magic worked were full of as to how points should be spent, and
internal logic. Ideas about psi derived from serious, though largely what PCs should be capable of accom-
unsuccessful, scientific research. plishing. An invulnerable individual
who can slaughter whole human
On the other hand, a setting may call for totally unpredictable, arbi- armies might be able to demand wor-
trary, subjective powers. GMs can administer such things as they see fit, ship, and could be created with less
but will have to make arbitrary judgments about what will work. They than a thousand points, but if he can’t
will also need the trust of their players. Players who come to RPGs answer prayers or travel to the heav-
expecting consistency and a sense of objective “fairness” may not be ens, he’s rather unconvincing in the
happy if these disappear at crucial moments. role.
POWER GAMES 183
Disadvantage Limits logic. Empowered people can lie or be certain level, or some abilities at any
deluded about their powers. A devious level. In a game about young,
Character disadvantages have a god might provide humans with untrained, “wild talent” wizards, the
large effect on the style of any cam- unusual powers under a false name, in PCs may be capable of only a few,
paign. The guideline of no more than order to draw worshippers away from unreliable, short-ranged effects. They
50% of base point levels holds fairly a rival. A naturally gifted psi might can improve later, with practice, study,
well for PCs in the 100-300 point think that his powers are divine gifts and bonus character points – but get-
range, but outside this range, different or temptations offered by evil spirits. ting from here to there is the point of
limits may well be appropriate. This is a common theme in stories, the game. Limited starting point levels
with liars being exposed or gifted help with this, but some players may
In a game with 50-point adoles- characters learning the truth about try to juggle disadvantages and limita-
cents just discovering their unreliable themselves. tions and distort character designs to
powers while hunted by sinister get more starting power than fits the
forces, mandatory or logical disadvan- WHAT’S game concept.
tages – Social Stigma, low Wealth, ALLOWED
Enemies, and so on – may exceed that UNUSUAL
50% even before the players start indi- GMs can restrict not just power BACKGROUNDS
vidualizing their characters. origins, but also the exact abilities
Conversely, if the PCs are built on 750 involved. If psi is defined to repre- The Unusual Background advan-
points, letting them have -375 points sent simply a sensitivity to low- tage can be a useful tool in permitting
in disadvantages may leave them vir- strength electromagnetic patterns, players to develop “possible but exot-
tually unplayable, and certainly inca- then mind-reading and ESP are plau- ic” character concepts without unbal-
pable of following interesting plot sible, but telekinesis or teleportation ancing the game. GMs should try to
leads. Indeed, for a four-color super- are inappropriate. avoid over-using this; if all PCs have
hero game, the GM can enforce a dis- to take an Unusual Background,
advantage limit as low as -50 to -100 In games that focus on low-pow- presumably their powers aren’t as
points, ensuring that the heroes have ered abilities, the GM can require spe- unusual as all that. Also, the point
no problems beyond the traditional cific limitations. For example, psis costs of GURPS powers and abilities
high-mindedness and a couple of might be able to paralyze opponents were chosen to be as fair and internal-
enemies. or move moderate weights with sever- ly balanced as possible; it shouldn’t be
al seconds of intense concentration, necessary to charge Unusual
POSSIBLE but in an unexpected fight, they’d have Background costs just to stop anyone
ORIGINS to resort to fist and gun like everyone from being too powerful.
else.
The “metaphysics” of a game world Rather, someone with an Unusual
define what origins the PCs’ powers Starting PCs may simply be Background should have radically
may have. It’s important for GMs to banned from buying powers above a
veto PCs who don’t fit. If the setting is
“agnostic,” with no gods visibly pres-
ent, no one can have divine powers.
For that matter, if there are only a few
active gods, and each provides a
known, restricted set of powers to its
servants, an individual who claims to
commune with some previously
unknown deity is either a liar, delud-
ed, or the bearer of world-shaking
revelations.
Likewise, if the campaign is about
the discovery of psi powers in a world
much like the present day, “magic”
should be excluded. The presence of
magic will destroy the game’s sense of
science-fictional cohesion.
There is nothing wrong with set-
tings in which powers derive from a
wide range of sources. However,
there’s also a lot to be said for working
within constraints and exploring the
implications of well-defined systems.
Nor need everyone in the game
world know the limits of its internal
184 POWER GAMES
unusual abilities, giving the wielder an known to most opponents, or which GMs should feel free to vary such
edge by virtue of their scarcity. They grants substantial advantages given costs, especially if players insist on
should be able to gain some advantage considerable effort. (Examples might taking powers that make the game
in fights (say, because they can include short-range teleportation that much harder to GM – although if the
breathe fire in a world where empty- requires an hour of meditation per power is really a severe nuisance, it’s
handed combatants can’t usually use, weak and unreliable telepathy or often better to ban it outright.
attack at range). Most people will fail ESP in settings where such are held to However, the campaign style, and
to take simple, logical precautions be impossible, or magic in a super- what PCs may be able to achieve,
against them. (If a teleporter can get hero game that focuses heavily on psi should be negotiated between the
into any room that he can see on live powers.) Charging 50% of starting players and GM, and negotiation
TV, people may be careful where they points is only appropriate for game- means compromise; a GM may
allow cameras – unless teleportation is twisting powers that grant a reliable choose to permit a player to take
thought to be a myth.) If powers don’t “killer” advantage; playing the only Precognition – so long as he gives it
carry an Unusual Background cost, empowered priest of some powerful the Unreliable limitation and takes a
then other people should be prepared deity might merit 50%. 100-point Unusual Background . . .
for them. A telekinetic cat burglar has
a huge advantage in a “secret powers” PCs vs. NPCs
campaign; in one where telekinesis is
old news, he might well choose anoth- In games, PCs generally start at the same point value, but NPCs can
er career. vary enormously. While opponents intended to engage PCs in one-to-
one physical combat will usually be around the same value, some may
The problem is with games where be master warriors, able to take on the entire PC party simultaneously,
most or all of the PCs possess powers while others may be weak cannon-fodder, or simply noncombatants
that are new and rare in the world in with a single talent that the plot requires. Even “one-to-one” opponents
general. The first wave of superbe- may actually have quite different point values. A focused combat spe-
ings will have huge advantages – but cialist might be designed to take on a versatile PC with many points
their powers won’t be “unusual” spent on noncombat abilities, and hence be a tough fight despite being
among PCs. If powers are going to be “weaker” in point terms. Another foe might have greater personal abili-
truly universal in the party, then it’s ties to balance some equipment that the PCs have acquired. Powers-ori-
not worth requiring an Unusual ented games amplify this variation even further, especially if characters
Background – the GM can just drop are especially vulnerable or resistant to particular attacks. A mighty
the starting point level. But if some vampire may be brought down by an elderly priest with True Faith, a
of the players are going to play nor- crucifix, and a supply of holy water, while an unworldly wizard may be
mal humans, and if the rest of the outmaneuvered by a weak but clever mind-controller who knows which
world isn’t going to adapt to the exis- leaders and law-enforcers to dominate.
tence of these powers very quickly,
then the special advantage granted In addition, some powers may only be available to NPCs – or maybe
by the powers justifies an Unusual only to PCs, if the campaign concept is “the last gods” or “the first genet-
Background. ic upgrades.” Players are often unhappy if they are told that NPCs can
do things that PCs can never accomplish, but this may be inevitable if
Cost the campaign is basically a war story, and the enemies are relentlessly
hostile aliens with specific biological powers or devoted servants of evil
The appropriate cost for an who receive special “dark” powers. (If the players insist on playing rene-
Unusual Background is closely linked gades from the other side, GMs might permit this with an Unusual
to other details of the campaign, Background.)
and may be proportional to starting
point levels. A 50-point Unusual Spirit PCs
Background for a given power would
mean that only a really determined In some games, the PCs might be spirits. Such beings often embody
player would take it in a 150-point and control some aspect of the universe on a local scale, making
campaign; in a 500-point game, it Elemental powers (p. 27) very appropriate. Most will have Elemental or
would be less of a problem. Spirit meta-traits (pp. B262-263), or even both. The GM may define
racial templates for various types of spirit, or, for a wilder game, give the
In general, 10 points is appropriate players a free hand and a high starting point level, and see what they
if the character merely gains minor, come up with.
occasional benefits, has an unusual
combination of commonplace pow- If spirits are susceptible to summoning or control, they may have
ers, or has a couple of levels more of disadvantages such as Duties (often Involuntary) and Reprogrammable.
the related talent than anyone else. A Their supernatural natures may also give them Dreads or Revulsions.
cost equal to 20-30% of PC starting On the other hand, if they build good relations with shamans or sum-
points suits a power that is rare moners, they may have useful human Allies.
enough to cause surprise, but which is
POWER GAMES 185
Remember also that not every enough DR to stop damage or lots of Supernatural
“unusual background” is worth any hit points to absorb it. The latter can Advantages
points at all. If someone acquires ESP be safer in many ways, giving resist-
thanks to 10 years of study in a ance to all sorts of harm and requiring Blessed (p. B40) indicates a rela-
Himalayan monastery, but other char- less-frequent rolls to survive when tionship with a deity or higher power,
acters gain the same power thanks to current hit points go negative, but hit as do divine powers. Everyone who
the unexpected side-effects of a new points do get worn away by repeated receives the aid of the same being will
type of aspirin, that’s no special advan- hits. Not taking damage at all is usually be expected to cooperate,
tage – unless the monks also taught always safe. A good HT score is invalu- while those who are supported by hos-
other useful techniques, or the drug able for individuals who frequently get tile gods will generally be hostile to
had other, negative effects on everyone into fights; rolls to remain conscious each other. Blessed characters who
who took it. and alive, and to withstand poisons, receive visions may be expected to
drugs, and suchlike, are matters of life give guidance to those with more
BALANCING and death. active divine powers.
POWERS
Nonpowered characters with nor- Channeling (p. B41) and Medium
While a character’s point total mal human levels of strength often (p. B68) may permit someone to com-
defines how powerful he is, broadly have difficulty matching the damage municate with the same spirits that a
speaking, how those points are distrib- levels that can be inflicted by super- character with spirit powers employs.
uted is also immensely important. The strong PCs, let alone a foe with many This can be useful if, for example, the
balance among offense, defense, and points in Innate Attacks. Players of spirit power is fickle and fails because
mobility needs to be watched quite “talented normals” who focus on sub- of an unfavorable reaction roll. The
carefully. Given the flexibility of a tlety and skill rather than raw power channeller or medium may be able to
point-based design system, it’s all too should still make sure that they can do ask why it is unhappy. Likewise, Spirit
easy to come up with characters who something in a fight. Good weapons Empathy (p. B88) can enable the user
can destroy anything in their path, but can help, as can clever tactics, intelli- to sense the spirit’s feelings. At the
never hit a moving target and fall over gent use of “placed shots” at hit loca- GM’s option, especially if there is
the moment they themselves are hit, tions, and other tricks, but it may be some specific penalty reducing the
or who can never reach a battle in advisable to give PCs whose concept chance of success, the empowered
time to help. doesn’t call for flamboyant powers character may be able to correct the
something subtle but effective. A problem and then attempt a reroll
GMs may wish to define a value for martial artist might have minor chi without the usual penalty for repeated
expected damage from common powers that provide Striking ST. attempts.
attacks by PCs and major NPCs, along Alternatively, the subtle hero can leave
with guidelines for combat skill levels, the major opponents to his colleagues, In addition, a channeller or medi-
notes on how the PCs are expected to while taking down cannon fodder, um may be able to contact spirits who
get around, and so on. They may also sneaking in and out of enemy bases, have recently served someone with
set a hard upper limit on damage from or piloting vehicles. spirit powers to ask them about the
attacks, to prevent players from com- tasks they performed. This is strictly
ing up with PCs who solve every prob- POWERS VS. optional, and may not work very well;
lem by hitting harder than anybody OTHER ABILITIES “servant” spirits may be bound to
else. PCs should ideally be able to silence by the powers that control
withstand at least a couple of hits Not all special abilities are powers. them, may fly off to distant planes as
from a “campaign average” attack and While a power can provide a logical soon as they have completed their
survive; rugged “tanks” or “bruisers” underpinning for extraordinary tal- tasks, or may simply be uninterested
might be able to withstand several and ents, it’s perfectly possible to come up in things mortals consider important.
keep on coming, while more agile with capable PCs who don’t have such (“Yes, I started a fire here at some
types who depend on avoiding rather things. Even if most PCs can fly, hurl shaman’s request. No, I didn’t notice
than soaking up damage should still fire or lightning, and shield them- what he looked like, or what it was I
be able to suffer at least one unlucky selves with force fields, a “merely” burned.”) Imaginative use of these
moment and continue breathing, if strong, fast, smart individual, maybe abilities may help solve a lot of mys-
not standing. with some minor advantages such as teries, and adds to the atmosphere of
Claws or Eidetic Memory, or some games with active spirits; all dealings
Attacks are mostly defined by the well-chosen equipment, may survive with them can become roleplaying
number of dice they do. An average and distinguish himself in their com- opportunities. However, this gives
roll does 3.5 points of damage per die, pany. Comic-book examples include GMs more work to do, as each spirit
but good or bad rolls can vary from DC Comics’ Batman or Marvel’s may have a personality. For simplicity,
the average. Remember also that Captain America. At times, it may also GMs can roll a reaction for any spirit,
impaling, cutting, and large piercing be important to determine how the and then play out the result to the full.
attacks do substantially increased different types of character features Spirits are generally held to be whim-
damage after subtracting DR. interact. sical and slightly unpredictable . . .
Characters can survive a hit by having (Also see Spirit PCs, p. 185.)
186 POWER GAMES
Dominance (p. B50) changes the recognize a living being imbued with characters with major powers of these
nature of a victim, which may have all powerful magical forces (such as types may be strong and clear, giving a
sorts of consequences for his powers. strong innate powers), and perhaps bonus to rolls to sense and interpret
For example, a goddess of life may even extend the rule to other super- them. When great forces are loose in
regard vampires as abominations. natural categories such as spirit the world, oracles and seers tend to
Anyone to whom she grants divine powers. Levels of Magery may also notice!
powers will lose them if he is infected function as the talent to use with
with vampirism. (Whether he can magical powers; see p. 29. Power Investiture (p. B77) might
forge a new relationship with a god of function as the talent for divine pow-
death, and gain new divine powers Magic Resistance and Mana ers; see p. 29.
thereby, is up to the GM – but switch- Damper (p. B67) oppose or negate
ing sides should be a complicated role- magical powers. This is a large part of Psychometry (p. B78) often works
playing exercise.) In some settings, the definition of the Magical power by detecting faint “residual energies.”
such transformations reshape the vic- modifier (p. 27). Objects that have been in contact with
tim’s spiritual essence, destroying magical, psionic, moral, or cosmic
many types of innate powers. The psy- Mana Enhancer (p. B68) raises the powers may have especially strong
chological trauma and new hungers effective local mana level. In a world residues, giving a bonus to the roll. An
associated with such a transformation where the natural level never falls object touched by the powers of
can play havoc with the victim’s capac- below “low,” anyone with both this absolute evil may cause a Fright
ity for focused concentration. Other and powers with the Magical power Check!
powers may survive, however. modifier will rarely, if ever, be disad-
Vampires are often depicted as talent- vantaged by mana-level variations. Reawakened individuals (p. B80)
ed wizards, presumably meaning that GMs may rule that the Magical power might acquire powers or talents with-
magical powers can survive the transi- modifier (p. 27) is only worth -5% if out training. However, if the power is
tion to undeath. combined with this advantage. essentially physical (if it is biological
or technological in nature, or involves
Illuminated characters (p. B60) Mindlink (p. B70) ensures auto- a brain mutation), remembering that
have a direct insight into the nature of matic successes for uses of Telesend one had such a thing in a previous
the universe. This may enable them to and Mind Reading between linked body is little use. Remembering a past
identify other individuals with cos- characters. The GM may extend this life as a chi adept may be a good start,
mic, moral, possibly even divine or to other basically telepathic powers, but the character may still have to
spiritual powers, or to recognize such as Illusion with the Mental spend time mastering the forces in his
those powers in action. They can cer- enhancement (p. 95). This automatic new body. Reawakened people might
tainly recognize spirits associated success might be limited to psionic also recall encountering certain pow-
with Illuminated conspiratorial fac- powers, but it’s also conceivable that, ers in past lives and be able to remem-
tions, which should extend to recog- for example, a god might provide his ber appropriate countermeasures.
nizing when they are summoned priests with the ability to communi-
using powers. cate mentally, giving them Mindlink Terror (p. B93) may be linked to the
and “telepathic” divine powers. use of certain powers – especially cos-
Magery (p. B66) bestows a sensi- mic or moral powers, which are often
tivity to magical forces. GMs Oracle (p. B72) and Precognition unnerving for a mere mortal to wit-
may optionally permit a mage to (p. B77) imply sensitivity to cosmic, ness. “Only after using power” may be
divine, or spiritual forces. Omens a reasonable limitation here, with a
and precognitive flashes relating to value depending on how easily and
often the power can be used.
True Faith (p. B94) is generally
associated with benevolent deities,
and may provide protection against
demonic powers, malevolent spirits,
and powers based directly on super-
natural evil. At the GM’s option, evil
divine and moral powers, and any
spirit power effect based on the sum-
moning of “unlawful” spirits, may be
excluded from the one-yard zone
around someone asserting True
Faith. This may seem like a large
bonus for anyone with the advantage,
but they have limits of their own. It
may also seem like a significant
restriction on those powers, but True
Faith is generally rare enough that it’s
not worth increasing the size of the
power limitation.
POWER GAMES 187
In a few settings, pure law, chaos, Cinematic skills permit PCs to advantage and spells purchased as
or even evil may inspire True Faith, accomplish superhuman feats compa- skills. (See Chapter 5 of the Basic Set,
protecting against manifestations of rable to minor powers. Most are asso- and GURPS Magic.) If a game setting
opposing principles. ciated with the kinds of cinematic includes both powers and spells, they
martial artists who are Trained By A provide two different ways to achieve
Exotic Advantages Master, and indeed a character may exotic effects that may appear similar.
well have both cinematic skills and chi
Detect (p. B48) may be used to powers. In fact, in some campaigns, Spells and magical powers interact
detect a specific power source, or pos- Trained By A Master might be a pre- in various ways. If a spell that is nor-
sibly a power focus. The frequency of requisite for chi powers. But the skills mally resisted by some other spell
occurrence of a given source or focus alone can accomplish plenty, often interacts with a magical power that
depends on the setting. As a guideline, with fewer complications! doesn’t normally require a die roll to
cosmic powers are usually rare function, it is resisted by a roll against
(except in “gods walk the earth” myth- If cinematic skills and chi powers the better of the power-user’s IQ or
ic games), anything that requires an do coexist in a campaign, remember Will, plus any Talent applicable to the
Unusual Background is probably rare that they explicitly have the same magic power. For example, if a spell-
or occasional, and very few powers are basis. Somebody who can sense chi caster casts Dispel Magic on someone
very common. manipulation in use (“This is a strong using magical Flight, and the flyer has
one!”) will notice cinematic skills, and IQ 12, Will 10, and three levels of mag-
Digital Mind (p. B48) grants immu- something that disrupts a character’s ical power Talent, he rolls against 12 +
nity to “telepathic” powers and spells chi will also reduce or negate them, 3 = 15 to keep the power working.
that affect living minds. Any psionic or perhaps imposing the same penalty on
magical power that affects the mind or cinematic skill rolls and any roll that Knowledge spells can be used to
perceptions might fit. benefits from the chi power’s Talent. detect magical powers, just like spells
and items. Detect Magic can deter-
Speak With Animals and Speak Similarly, GMs may declare that mine that magic powers of some kind
With Plants (p. B87) may grant the Enthrallment skills are actually low- are currently operating on or through
ability to communicate with beings level manifestations of magical or psi an object (“that ring is magic”).
who possess “animal powers” or power. In the former case, they might Identify Spell can determine what
“plant powers” respectively – especial- not work in a no mana area, Magic powers have been used on or by the
ly if they are visibly nonhuman. Resistance might add to Will rolls to subject in the last five seconds (“he’s
resist them, and the effects might be using a power”). Analyze Magic can
Cinematic Skills dispelled like magic (perhaps with a tell which magical powers are operat-
penalty to the roll, because of the sub- ing on the subject (“he’s been affected
In general, skills or techniques are tlety of the effect). In the latter case, by a power”). The latter two spells will
considered “cinematic” if they have the Static Psi advantage and techno- tell the caster “there’s magic here, but
Trained By A Master or Weapon logical anti-psi defenses might block it’s an innate power, not a spell” and
Master as a prerequisite or, in the case them. In either case, a Mind Shield will give a fairly good idea of what the
of techniques, if they relate to a specif- would also defend against them. power does – “it enables him to fly by
ically cinematic combat option (such interacting with the air” or “it works
as Dual-Weapon Attack with melee Magic on the target’s mind, probably to
weapons). Others may be flagged as extract information, rather than to
cinematic on a case-by-case basis; While some of the powers dis- send messages or control.” Additional
Enthrallment (p. B191) may qualify, cussed in this book are magical, stan- spells in GURPS Magic operate simi-
as it produces quasi-supernatural dard GURPS magic functions outside larly in relation to powers.
effects. the powers rules, using the Magery
Of the spells from the Meta-Spells
Power Talents and college, Counterspell only works
Cinematic Skills against powers if the caster possesses
the exact same ability himself (GM’s
GMs might permit chi power Talent to act as a Talent for cinematic decision as to whether a much weak-
skills that involve chi manipulation. However, most of these are combat er or stronger version, or one with
skills, which should not normally gain benefits from Talents, so this isn’t slightly different enhancements or
recommended. If GMs decide to permit it anyway, the cost of the Talent limitations, is the same ability), but
should be increased to 10 or 15 points/level. It would grant a reaction Dispel Magic can negate all sorts of
bonus from martial arts adepts and the like; such people recognize and abilities. GURPS Magic provides
respect each other! Likewise, if Enthrallment skills are actually a form many spells that expand this college,
of magic or psi, Magery or an appropriate power Talent might give a and which can interact with powers.
bonus to the skill roll. Scryguard, Scrywall, and Scryfool
shield against magical Clairsentience;
Suspend Spell, Ward, Reflect, and
Great Ward can oppose another’s use
of a ability that the caster possesses;
and so on. Penetrating Spell can be
188 POWER GAMES
used to give a magical attack power clouding minds, they’ll start thinking Secrets, whether they’re the “secret
an armor divisor. about what the people behind these identity” of the four-color superhero
spiffy powers are like. GMs should or shadowed mysteries associated
Spells may also interact with other avoid the sort of antagonistic mindset with magical training. It’s usually easy
types of powers, although only powers that makes them seek ways to cripple to set up a situation in which using
with an innate limitation that makes PCs; players who’ve gone to the trou- powers would threaten a PC’s Secret
them susceptible to such countermea- ble of designing powers should get the . . . or in which powers are completely
sures can be dispelled, warded, etc., as chance to use them. irrelevant to a problem associated
a matter of course. Rather, specific
spells may oppose powers in specific Still, it’s worth reminding them with the Secret. Many superheroes
ways. For example, Pentagram (from occasionally that their powers can’t do have complicated soap-operatic pri-
GURPS Magic) might keep spirit everything, and that the PC has other vate lives, and while a supervillain can
powers from crossing it (roll a Quick concerns. If a power has built-in limi- usually be targeted with a cosmic
Contest between Pentagram skill and tations that mean it can be negated, energy megazap, using that same
the power-user’s IQ + talent, or use the then use them when it’s logical to do power on a romantic rival or an irri-
relevant spirit’s attributes as usual if so. Intelligent, competent opponents tating kid sister is hardly heroic.
they are known). This is a small limi- may well analyze the PCs and come up Codes of Honor and other idealistic
tation for spirit powers, as Pentagram with countermeasures. There should psychological features can also create
is fairly rare and cannot be used very also be situations in which power use useful complications; see below for
effectively in combat, and so does not is impolite or socially dangerous. more on this.
affect the Spirit power modifier. Sense Hurling magical effects around while
Spirit might be used to detect the enti- visiting the royal court may be illegal, Mentors
ties invoked by spirit powers; Deflect is certainly likely to make the guards
Energy can be used to parry fireballs, intensely nervous, and may mark one In many stories, the training
lightning bolts, etc., created by all down as a gauche braggart in the eyes required to acquire or control powers
sorts of powers; Resist Cold can pro- of sophisticated courtiers. gives protagonists their personality
tect against elemental cold powers; and motivation. Classic sources for
and so on. Disadvantages training include:
Auras: The Aura spell (and possibly The GURPS disadvantage system • Martial arts movie monasteries.
some similar powers and devices) is an invaluable tool in reminding • Sorcerers who take apprentices.
detects whether someone has Magery players that PCs have an existence • Mature, idealistic teachers who
and some other supernatural facts. beyond their powers. Quite a few act as mentors to teenage mutant
People with magical powers probably empowered characters have major superheroes (or ninja turtles).
have similar auras to a mage. The GM
might suggest that they look slightly
different and drop hints as to the
nature of any powers possessed. The
aura of anyone with other supernatu-
ral powers may appear distinctive –
elemental or spirit powers will almost
certainly color a person’s aura (magi-
cal fire powers might give a ruddy,
flickering aura; elemental fire powers
might make one’s aura blaze fiercely),
and that of someone with moral pow-
ers could be very striking. Any being
with cosmic powers will probably
have an astonishing aura.
GAMING WITH
POWERS VS.
POWER-GAMING
Roleplaying games are supposed
to be about playing characters, not
simply moving a piece around and
fighting other pieces. With some play-
ers, this may just be a matter of time.
After a few sessions of flying around
the scenery, hurling fire blasts, and
POWER GAMES 189
A campaign may be built around a The Forgetful Hero
school, which provides a structure and
quite likely a Duty and Patron for One way that writers prevent empowered characters from handling
every PC, at the cost of limiting things every problem with yet another display of power is by having them
slightly. Alternatively, they may all seemingly forget some of their abilities. Every long-time fan can tell sto-
have trained at the same institution in ries of superheroes or fantasy wizards struggling with a problem that
the past, making it simply a bit of they could brush aside with a trick that they demonstrated only a few
shared background, and maybe a use- episodes earlier.
ful source of Contacts and occasional
plot threads; or they may be at odds However, it’s not something that really works in games. Players are
with their old school, making it a notorious for squeezing every last drop out of PCs’ abilities. Some play-
source of formidable Enemies with ers can be amazingly forgetful, inefficient, or dense from time to time,
deep knowledge of the PCs’ abilities; but such lapses are rarely timed to make the plot more entertaining.
or it may have been destroyed and the
PCs’ mentors killed, giving the group a On the other hand, fictional characters are rarely as failure-prone as
major Enemy and a lot of motivation RPG heroes. They may not always win, but they rarely fail in trivial
to fight. Pupils may have a Sense of ways. They suffer colorful catastrophes at entertaining moments, or
Duty to their mentors, or a Duty to a misjudge situations dramatically. A stealthy hero rarely “fails his roll” to
school that sets that as the price of slip past an ordinary guard . . . although if some master villain is check-
admission – or they might rebel, devel- ing the perimeter at that moment, that’s another matter.
oping Obsessions to prove themselves
independently, or just adopting atti- Players often regard low skills or power activation rolls as “un-dra-
tudes directly opposed to a school’s matic,” and prefer powers that are completely reliable. It might be bet-
ideals. ter to regard unreliable abilities as “emergencies only” options, to be
“forgotten” at other times. If the game uses the optional rule for
Teachers often demand Pacifism, a Influencing Success Rolls (p. B347 – highly appropriate for cinematic
Code of Honor, or Fanaticism from all campaigns), players can ensure that such abilities work anyway, so long
students, and may even claim that cer- as they don’t use them too often. The rule for Using Abilities at Default
tain powers are impossible to attain (p. 173) provides another way of letting heroes pull occasional tricks
otherwise – which may be true, if the that they “forget” at other times.
power modifier includes required dis-
advantages. However, plenty of stories really imply much in the way of Players who are too dedicated to
involve renegade ex-students or failed personality – either because their personality-driven characters can be
apprentices who nonetheless retain character concept is built more just as much of a problem as “blank
dangerous amounts of training, and around physical than psychological slates.” If the entire group tries too
these can make fascinating Enemies – factors, or because they see psycholog- hard, the worst that is likely to happen
“dark reflections” of loyal students. ical problems as an annoying restric- is a bit too much noise and slow
Conversely, the heroes may have cast tion on their ability to do what they progress. More often, one or two play-
off their corrupt teaching, and the like. The latter is fine so long as they ers will turn out to be “spotlight hogs,”
“loyalists” may be the dark reflections. are nonetheless interested in develop- taking up all the GM’s time. The solu-
ing some kind of personality, but if tion is to ask such players to calm
It may be possible for a renegade to their sole interest in the PC is his abil- down and let other people do some-
retain his powers, despite required ity to go round blowing things up, a thing, while deliberately setting up
limitations that should prevent this. A GM who wants to include more sub- events to give other PCs the chance to
rival school or teacher may help him tlety in the game may find it very hard shine, but GMs should watch out for
to adapt his knowledge. An enemy god to enjoy playing with them. character descriptions where person-
may replace divine powers with some- ality seems to be given much more
thing similar that can use the same Having some of a PC group be emphasis than powers.
talents. A really determined renegade “blank slate” personalities can be fine.
may simply apply cleverness or sheer It may even be a relief, if other players CONSTRAINTS
force of will. The “loyalists” may still are roleplaying to the point of excess.
retain an edge, thanks to their use of The less melodramatic PCs can play Other factors in a game can con-
the “unsullied” power, but this advan- off the others and develop as individu- strain PCs from using their powers to
tage may seem rather theoretical, and als as the campaign proceeds. But if deal with every situation.
demonstrating its importance may the entire group seems bland and
involve some long, hard fights. unmotivated, the GM will have to Honor
work hard to run plots more subtle
Blank Slates vs. than a glorified assault course, and Concepts of honor or propriety,
Spotlight Hogs may have to throw in one or two usually described in terms of charac-
melodramatic NPCs to provide some ter disadvantages, are an extremely
Not all empowered characters feel interest and provoke reactions. powerful constraint on fictional and
the need for training, and some play-
ers select disadvantages that don’t
190 POWER GAMES
legendary heroes. Medieval-fantasy or Trademark, but if it’s an important marginal interest in the genre, in
knights tend to have Code of Honor feature of the setting as a whole, GMs which case, the idea that most heroes
(Chivalry), four-color superheroes tra- can enforce it in subtle ways. Heroes behave in a particular, suboptimal
ditionally have Pacifism (Cannot Kill), may be expected to be generous to the way will just earn a shrug and a mut-
and an individual who sees his power poor, accept friendly challenges from ter of “more fools them.” But if they
as a gift from the gods may have visiting warriors, boast colorfully become engaged with the style of the
Disciplines of Faith. round the fire, or hang out with media campaign, and acquire a feel for what
stars. Somebody who fails to act thus is and isn’t accepted and respected,
Such limitations round out a PC cannot expect to be treated as a hero. many will modify their behavior
and prevent him from solving every Not being taken seriously may seem accordingly.
problem the same way. When the merely irritating at first, and some
question is whether it’s right to fight at players may enjoy a feeling of misun- Reputation
all, whether one fights with sword, derstood loner angst, but it should ulti-
rifle, or mystic thunderbolt is hardly mately prove frustrating and uncom- Reputation ties into both honor
relevant. There’s no obvious reason for fortable. Recognized heroes get coop- and personal style; being known as
empowered characters to live by eration (from law enforcers, other dishonorable or unstylish is certainly
stronger codes than normal mortals – heroes, or the general public) in a valid basis for a negative Reputation.
except, perhaps, that the discovery situations where less impressive “Dishonorable” usually implies a reac-
that one has powers could make any- people get less. tion penalty with most or all members
one reflect on one’s place in the world of a society, whereas “unstylish” may
– but powers and honor codes tend to In any case, players who are inter- only cause trouble with devotees of a
go together in fiction. It’s honor or ide- ested in playing in a specific genre, particular ideal of heroism – though
alism, not powers, that make a hero whether Hong Kong action movies, that means everybody, in some soci-
admirable. classic superheroes, or Celtic epics, eties! Negative Reputations can be
often want to play a “proper hero” as acquired in play, if a PC behaves badly
Personal Style seen in the source material. Even if enough in front of enough people.
they want to play angst-ridden, misun-
Anyone can fight monsters, com- derstood anti-heroes, there’s a differ- In short, PCs have to deal with the
mit crimes, or search for treasure – ence between that and mere thugs. ramifications of their actions. These
but if you don’t look good doing it, can range from dirty looks, high
where’s the satisfaction? Being good at The mere suggestion that they are prices, and poor accommodations in a
such things is important because it being “uncool” may lead them to village where they are regarded as bul-
allows for variation – one doesn’t have change. GMs shouldn’t assume that it lies, through not receiving employ-
to go for the boring optimum in every will always work; players tend to like ment from nobles who think that they
situation. their PCs alive as well as cool, and if are incompetent, up to being classed
the GM seems to make coolness too as enemies of the realm and outlawed.
A style can take the form of dangerous, some will choose survival All the built-in consequences of a bad
Compulsive Behavior, Overconfidence, over style. Also, some may only have a reaction roll can, and eventually will,
hit PCs who acquire a large enough
penalty – and things will eventually go
beyond even this.
A really bad Reputation will reach
the ears of people with social and legal
power. From Bronze Age city gover-
nors who hear that the PCs have blas-
phemed against the gods, and who
therefore order the guard to run them
out of town, to modern-day newspa-
per editors who run virulent anti-
superhero campaigns that influence
politicians, a bad name can influence
all sorts of figures who never get to
hear the PCs’ stories or encounter
their looks, charisma, or social skills.
This can be a “big stick,” and
should be used sparingly, or at least
gradually. A bad Reputation takes
time to build up. It’s not the same
thing as a bad report, inconvenient for
a few days and forgotten in a month;
rather, it’s an accumulation of many
such reports.
POWER GAMES 191
Oversight GM Bribery
Some characters may be systemat- If the conventions of a genre clash with sensible, rational PC behav-
ically watched by groups and factions ior, GMs can offer some kind of in-game benefit for “playing along.” For
who are concerned by what they may example, they could hand out “plot points” in exchange for appropriate
do with their powers (government behavior or when the players accept a genre-typical plot twist without
agencies will have many reasons to too much protest. Conversely, GMs could dock players a couple of plot
worry), directly involved in their per- points when they blatantly act in a way not typical for the genre.
sonal histories (priests with divine
powers usually serve active gods), or Plot points might be used to “purchase” one-time benefits, such as a
just curious (as with anyone who single reroll or to avoid spending Fatigue or Hit Points.
draws intensive press interest). This
sort of thing may be represented on This option is similar to the guidelines in the Basic Set for awarding
character sheets by an Enemy bonus character points for good roleplaying, combined with the option-
(Watcher) or Duty disadvantage, but al rule, Influencing Success Rolls, on p. B347, and GMs may certainly
anyone who is observed using powers use these rules instead.
(or doing a lot of other typical PC
things) may draw some kind of atten- superbeings, organized crime, or real identities, might be less worried
tion – especially if they acquire a potent conspiracies who can (at the than they are about protecting human
Reputation. This shouldn’t usually be very least) cause the PCs trouble. life, and might even use them for
intrusive or excessively annoying, morally ambiguous missions. A deity
unless it comes from a specific disad- The behavior that pleases an over- who keeps an eye on his demigod
vantage or the PCs do something over- sight group may not be what is consid- progeny might have feuds with other
ly dramatic or unwise, but it may be ered “noble” or “heroic” in the setting. gods, so that the demigod’s family loy-
enough to remind wiser players that In some cases, watchers may even try alties might clash with his sense of
actions can have serious conse- to nudge PCs away from such ideals. A general piety.
quences. In most game worlds, there government agency that monitors
are police, military, state-sanctioned superheroes might want to know their
ADVENTURES
Obviously, adventures for PCs with responsibilities, such as guarding MEANINGFUL
powers have to allow for what those temples or preaching. CHALLENGES
powers can do. This is sometimes
harder than it sounds; a flash of inge- Broader plots may involve the If powers can defeat certain prob-
nuity from a single player may short- nature of powers in the setting. lems with trivial ease, then empow-
circuit a whole scenario. Superheroes might find themselves ered PCs should face greater chal-
investigating the common origin of all lenges – or at least different ones.
POWERS super-powers or opposing a supervil- These challenges should not always
AS PLOTS lain who uses dangerous technology render those powers irrelevant.
to transform ordinary humans into Rather, they should be tough even
In “empowered” campaigns, sce- super-minions. Sometimes, the two with those powers, and some inci-
narios can be about the powers. Power sides in some great conflict each wield dents should require something more.
origins may be central to plots. If psi a different power, and possessing a
powers can be granted by a super- power obliges a being to join in the At the simplest, this means that
science drug, then anybody research- war; moral good vs. moral evil is an heroes should fight enemies of rough-
ing that chemical may need to be obvious example. ly equal power. It can also mean that a
investigated, watched, or guarded. A hero must play detective to track
spiritually empowered monster-slayer Divine and spirit powers have down an enemy before fighting him,
might find that the beings who whole campaigns’ worth of plots or a mythic warrior who needs to
empowered him are taking an interest attached, as they come from powerful build a temple to his god overnight
in his career. beings who tend to have personal must consult with architects and the-
rivalries, strong moral codes, and ologians to create an appropriate
Powers can also have social “side- long-term objectives. In some cases, design. Problems may arise when a
effects.” If the PCs are among the first they simply issue instructions to their PC’s power is temporarily unavailable,
generation to possess a telepathic servants, but it may be more interest- forcing him to choose between wait-
mutation, their own families might ing if patron gods take a somewhat ing to act or acting without the power.
become nervous of them. Priests of a “hands off” approach, or are unable to
particular goddess who are granted speak directly to mortals very often. Coming up with suitable chal-
divine powers will have priestly PCs will have to work to determine lenges is much easier if the opposi-
their wishes, or deal with unreliable tion, or the world in general, knows
intermediary spirits.
192 POWER GAMES
But he who, with strong body serving mind, masks even when committing quiet
Gives up his mortal powers to worthy work, burglaries with no witnesses, while
Not seeking gain, Arjuna! such an one smart crooks might simply take extra
Is honorable. care to avoid any suspicion or atten-
tion to avoid the risk of telepathic
– The Bhagavad-Gita probing.
that powers exist and has some idea impossible to come up with one who If the powers have limited range in
what they can do. Adventurers who can always keep every associate and space and time, it’s easier to keep
always have the advantage of surprise innocent bystander from harm. Even things challenging. A crime that took
face far fewer real challenges. This Superman has not only kryptonite place a week ago can’t be solved by
doesn’t mean that every enemy should but friends and loved ones to worry someone who can’t look more than 24
know how to negate the PCs’ powers, about. There’s usually something, hours into the past – but he could still
but if there is such a countermeasure, somewhere, that can supply the right be hugely helpful in tracking suspects.
it should come up at least occasional- kind of damage to hurt any hero. A telepath can only read the mind of a
ly. Groups facing superhuman foes known, available suspect, and reading
may deploy heavier weapons or more Mysteries over a hundred minds could involve a
troops, while organizations facing lot of time and effort.
telepaths will be very careful about RPG mystery stories are tricky to
internal secrecy. The heroes of ancient run at the best of times. If the PCs Another possibility, especially in a
Celtic myth sometimes had known include clairvoyants and telepaths, world with secret powers, is a “mys-
dooms that enemies could attempt to they can seem completely impossible. tery” where the truth is known as soon
activate. However, there are plenty of prece- as the investigators use their powers,
dents in fiction. but acquiring proof that can stand up
Threats of Force under legal scrutiny is a lot harder.
It is generally essential for oppo- Criminals would have to take great
Some empowered PCs may be so nents to know something about the care to obliterate all physical evidence
robust that they are effectively PCs’ powers for mysteries to work. If of their actions – but then, some man-
immune to any violence that they are technological mind shields and ESP age to avoid detection even in the face
likely to face – at least, they may think barriers or reliable magical wards and of modern forensic techniques.
they are. However, it’s hard to create protective charms are widely avail-
a character who’s immune to any able, competent criminals will use Solutions to the problems posed
conceivable threat, and probably them. Simpler protections could also by particular abilities are discussed
work. Criminals might take to wearing further on pp. 194-198. General
advice on running mysteries can be
found in GURPS Mysteries, avail-
able from e23 (e23.sjgames.com).
Time and Distance
One difference between classic
“low fantasy” or historical settings and
anything set in the present day or an
SF future is the speed of transport. A
journey from one country to another
that would involve weeks of strenuous
riding and sailing can take mere hours
aboard a commercial airliner. Heroes
who can fly, teleport long distances, or
run like the wind merely make this dif-
ference more pronounced. Even fast
long-range communication, without
physical travel, can disrupt some
plots.
The GM should be prepared for
travel and communications to work
more like a modern-day game than a
medieval setting, whatever the nomi-
nal tech level. On the other hand,
there’s no reason to ignore the subject
entirely. GMs are fully entitled to
track distances, calculate journey
times, and insert the odd problem en
route.
POWER GAMES 193
Complacent PCs may get them- payments or sheer terror may accom- Banning healing may be fairly easy,
selves into trouble. A fast runner mov- plish a lot, but even if no normals especially in worlds where scientific
ing independently of the main party make a principled stand, the “heroes” logic applies. Breaking things and
may be ambushed, and any solitary may find that their suppliers suffer all people is simple, but – thanks to the
scout who lets himself be caught up in sorts of inconvenient “accidents.” laws of thermodynamics – putting
fights will get into trouble sooner or Even if only a minority of the popula- them back together again can be hard.
later. A party may end up scattered all tion objects to them, those objectors Even with magic, achieving a perma-
over the map and incapable of coordi- may provide support and information nent cure may require a permanent
nation if the PCs aren’t careful. to the heroes’ enemies. The worst enchantment, world-altering spells, or
Meanwhile, communications may be social rebels are seen as monstrous – just a heavy expenditure of energy,
subject to interception, disruption, and monsters inspire monster-slayers. and the cure may even be reversed in
jamming, or faking. no-mana areas.
PLOT-STOPPERS
Social Taboos Genre conventions also apply.
The following are among the most Healing, as opposed to “self only”
Reputations and “proper” behavior egregious game-wrecking abilities. regeneration, is rare in superhero
are discussed on p. 191, but to repeat They need to be watched and con- comics, though not entirely unknown.
the point: living up to the image of the trolled. If it’s clear that a particular (A known healer might be overloaded
“proper” hero can be a challenge in ability will damage a campaign, it can with pleas to help out with ordinary
itself. Some heroes are powerful just be flatly prohibited – but it’s best medical problems and end up
enough to live by their own rules – and to have a good reason for this absence, employed in a hospital rather than
players may even make a point of in terms of game-world logic. If the fighting crime.) In some fantasy set-
doing so, especially if the convention- ability is one of the chosen genre’s tings, healing magic is fairly wide-
al morality of the setting disagrees standard features, a ban may look very spread, but is controlled by religious
with their own personal ideals – but odd. groups with their own rules.
that makes the PCs into rebels and
outcasts. Healing If healing is available, GMs should
try and keep the level of potential
Social revolutionaries are at war Healing is a staple of RPGs, but it damage from any given threat at least
with society – a determined and well- also causes problems. If the PCs come slightly uncertain. PCs may not fear
supported enemy. Just because heroes to regard any risk of physical injury as mere injuries, but will be worried if
preach a radical new morality won’t a transient threat, an obstacle that there seems to be a possibility of dam-
make it universally accepted; most would realistically make people look age so extreme that it will keep them
people are extremely attached to con- for an alternative route may end up as out of action even after the healer’s
ventional ideas, and can be fiercely a joke. “A pitfall with spikes? We’ll be ministrations, or even instant death.
brave in defending them. If the char- okay.” Healing can also render tragic GMs are justified in calling for Will
acters don’t even try to justify their NPC death scenes farcical, and make rolls before adventurers willingly risk
actions, resistance will be even more heroes complacent about endangering serious harm, even when they are cer-
explicit and determined. In some set- innocent bystanders. tain that they’ll survive and can get
tings, the PCs may come into conflict instantly healed. This reflects reflexes
with actual gods, who make and and survival instincts. People flinch
enforce moral laws – and even if the
deities don’t drop thunderbolts on Some heroes are powerful
uppity mortals, they may empower enough to live by their own rules –
champions of their own. and players may even make a
point of doing so, especially if the
Normals conventional morality of the setting
disagrees with their own personal
Even if no gods intervene, ordinary ideals – but that makes the PCs
people may oppose the “heroes” – into rebels and outcasts.
which raises the question of how the
nonpowered inhabitants of a setting
can be made relevant.
Most PCs, even the most powerful
ones, need something from mundane
society: food, assistance in laborato-
ries or libraries, legal and prison sys-
tems to hold captured villains, or just
ammunition. The more the adventur-
ers alienate the mass of humanity, the
harder, more grudging, and more
unreliable such relations will be. Cash
194 POWER GAMES
from pain, even when it isn’t accompa- the setting and the character, and not solving mysteries as a clairvoyant,
nied by any significant injury, but completely effective even then. they can become effectively invulner-
players don’t necessarily accept that able when they choose.
their characters have such natural Mind Control
reactions. If an injury was especially and Possession There are usually ways to stop such
gory or painful, came from an unex- beings – force fields, alchemically
pected direction, or was worse than If an enemy who can read your enhanced wall materials, or magical
expected, or the healer was slower or mind is worrying, one who can over- wards – and to hurt them using spe-
less efficient than expected, a Fright ride your willpower is truly terrifying. cially augmented attacks, but all these
Check may be justified, possibly at a Mind-controlling heroes can be real require some justification and prepa-
penalty. Repeated pain and injury, plot-wreckers; taking control of an ration. Players may justly complain if
even if transient and in a good cause, enemy not only eliminates that foe every opponent seems to automatical-
can leave the toughest of adventurers instantly (if temporarily), it provides ly negate the power on which they
subconsciously scarred. additional help against other oppo- spent so many points. A more chal-
nents. A mind-controlled victim can lenging but fairer response is for
If the heroes are visibly depending be cross-examined at will, making this antagonists to act intelligently.
on healing, their opponents are very an effective if indirect form of mind-
likely to target the healer. It’s simply reading, prone to derail mystery plots. By and large, insubstantial PCs
good tactics. The mind controller does need to aren’t invisible, can’t move much
know what questions to ask, but faster than ordinary people, and have
Mind Reading “What should I ask?” is a good start . . . to become substantial to eat and sleep.
and Mind Probe Hence, they can be caught on security
Fortunately, these powers almost cameras, followed or (with difficulty)
If a mystery hinges on something always come with complications. tracked, and eventually cornered.
that NPCs know but the PCs don’t, Often, controlling an opponent GMs should keep a close eye on move-
mind-reading powers can end the requires all of the controller’s atten- ment speeds and times.
adventure in seconds. Sometimes the tion or has an unreliable duration, so
trick is to make sure that the heroes the PCs never know quite when Even in combat, “ghosts” generally
don’t see any reason to read an NPC’s they’re going to lose their pawn. have to become substantial in order to
mind, but this is rarely a reliable tech- Cunning enemies may pretend to be hit back, so competent tacticians will
nique, especially if they’re in the habit still under control when they aren’t, try to watch their movements and
of using their powers indiscriminately. enabling them to blindside the con- keep an attack in reserve. Really effec-
Keeping knowledgeable NPCs out of troller at the worst moment. While tive opponents may simply arrange
the way isn’t always feasible. controlling an enemy leader is often ambushes or surprise attacks, and aim
the most effective tactic of all, “mas- to take out the “ghost” before he can
However, there are often limits on ter villain” types often have formida- react. If the problem continues, an
the use of such powers. If mind read- ble willpower and invest in psionic or NPC will invest in countermeasures.
ing is known to exist, using it with- magical protections.
out the subject’s permission could be Invisibility
an illegal invasion of privacy. Most importantly, such powers are
Telepathic detectives might have to almost always strongly constrained by Invisible PCs have more problems
obtain warrants to search a suspect’s ethical or legal considerations. Taking with walls and locks than their intan-
mind. Even without legal con- away a person’s free will is widely seen gible counterparts, but are even hard-
straints, there might be social prob- as vile, and may be explicitly criminal- er to locate. They can do unspeakable
lems. Psychically examining high- ized if society knows that it’s possible things in public and waltz through any
Status suspects could be fraught – although a brief use of control, in a security measures based on human
with difficulty. Many people are like- good cause, without making the sub- observation.
ly to find the idea repulsive, or have ject do anything immoral, may be for-
serious personal secrets that are given. If the law does become involved, Fortunately, effective countermea-
irrelevant to the current case. Some the use of mind control can lead to sures can be cheap and mundane.
official telepathic investigators huge complications. Proving that the Invisible intruders can be spotted by
might have specially extended Legal accused wasn’t under somebody else’s guard animals (dogs, geese, etc.) that
Enforcement Powers permitting control when he committed the crime, have keen senses other than sight, and
them to probe suspects on reason- or when he confessed, could be very may set off relatively simple security
able suspicion (essentially a form of hard indeed. devices such as pressure pads. Once
“violating civil rights,” which usually foes realize that they have an invisible
adds 5 points to the advantage cost, Insubstantiality problem, they should triple-check any
up to the normal maximum of 15). A “false alarm” and always assume the
member of a trusted organization, or People with the power to become worst about where the foe might be.
someone with a personal Reputation intangible are formidable. They can In combat, improvised tricks involv-
for his rigorous code of ethics, might not only slip in and out of hostile ing flour or paint may be effective, or
have more leeway. But those would areas unimpeded, making them combatants can simply saturate an
be considerable privileges, specific to almost as effective at spying and area with grenades, gas, magic, or
automatic weapons in “spray and
pray” mode. Invisible enemies are
scary, but far from unbeatable.
POWER GAMES 195
Penetrating Vision The GM has to walk a fine line. The the power activates; each play-through
and Clairsentience future may not always work out exact- actually represents a vision, until the
ly as foretold, but shrugging and say- seer decides to let one actually happen.
Powers that can see through barri- ing “You only saw one possibility” (This tends to require the Directed
ers are yet another way to short-circuit makes the ability worthless. On the enhancement, p. 68.) Unfortunately,
an entire plot. A conventional “dun- other hand, perfectly reliable predic- this method tends to be lengthy and
geon crawl” or an espionage mission tions make the entire game futile. boring. It’s also very hard to handle
may be cut short even by very limited There are several possibilities; GMs when NPCs have the power.
powers that can survey the dungeon should make it very clear from the Alternatively, the GM may give visions
or probe the enemy base with minimal first which one they have chosen. that will be perfectly true if the PCs
risk.
First, Precognition may be very remain passive, but which they can
Of course, the intruder must know restricted and inherently uncontrol- change by any action they take – but in
where to look. If the power takes time lable. Passive Only (p. 69) is mandato- most cases, it’s hard to imagine PCs
or effort to use, PCs can still be sur- ry, and One Event (p. B77) may also be not doing anything about future
prised or ambushed by totally unex- required. For a really annoying ver- events.
pected traps or foes. Few people are sion, add Nuisance Effect (“seizures”)
likely to keep such abilities active full- and Uncontrollable, so that the seer is Precognition might also give 100%
time; they would make it hard to see prone to startling or terrifying visions accurate but very brief “flash visions”
where one was going. Interpreting at inconvenient moments, and may of the future, with enhancements such
observations can also be tricky. A acquire a Reputation for insanity. This as Directed and Reliable prohibited.
guard in a full-face helm may be alert approach is common in fiction. Seers These scenes will happen (and if
or dozing on his feet; may respond to have dreams or waking visions which they’re unpleasant, that’s just tough –
an attack by fighting, running away, or indicate that something (usually bad) there’s a reason why some seers are
ringing a bell to summon a dozen is going to happen, and may pick up unpopular), but what they mean, and
friends; and may turn out to be a rank some clues about the nature of the what’s going on “offstage,” remain
beginner or an elite warrior. Reading threat (“An attack on the town! I see undetermined. For example, the
written secrets is all very well, but if darkness and fire!”), but details are vision might show a hero being shot
they’re buried among thousands of always uncertain. This is a good story- and falling to the floor covered in
pages of routine records, finding them telling device, and means that the blood – but the wound may turn out to
could take days. heroes are less likely to be caught be superficial, or the gun might be
completely unaware, but it may be too loaded with blanks and the hero could
If such powers are known to exist, frustratingly vague for players. be faking, or the shot might miss
or even suspected, competent oppo- entirely and the blood might come
nents will take countermeasures. Even Another option is to say that the from an earlier fight. GMs have to
if active magical wards or psionic future is fixed, given a particular set of come up with plausible future scenes,
screens are unavailable, keeping actions by the seer. This can be simu- based on their plans for the campaign,
secrets in the dark, or encrypting lated by permitting precognitives to and making them come true may
them, may render them secure. Fake “replay” events from the point where require a lot of manipulation.
objects, humanoid dummies, and
false documents can all help.
Any society with serious concerns
about privacy and personal modesty
will regard powers of this type with
suspicion. A known clairvoyant may
be treated as a snoop or voyeur. In
settings where powerful men keep
carefully guarded harems, and pub-
lic immodesty is severely punished,
anyone who can see through walls
would be advised to keep the fact
very quiet.
Precognition
The ability to foretell the future is
difficult to GM, and can easily wreck
whole campaigns. GMs should never
feel obliged to permit it if it would be
too troublesome. If it is available,
exactly how to deal with it depends on
the exact form it takes, and how firm-
ly fixed the future might be.
196 POWER GAMES
Finally, predictions may be inher- Yes, this is railroading; players who Mimicry, and sometimes Fast-Talk)
ently tricky and ambiguous, in the use precognition are literally and can deal with this, but rolls should be
best traditions of the Oracle of Delphi explicitly asking to be railroaded. They required, with whatever modifiers are
and newspaper horoscopes. This is aren’t entitled to complain, and good appropriate. Some impersonations
often a feature of specific fortune- players might well help in some way. will need various kinds of Cultural
telling methods, which can add all Familiarity or Savoir-Faire. Some sim-
sorts of limitations: Active Only (p. 69) If two rival seers are both using ply will not work unless the target is
is normal, and most will add some of precognition while attempting to very carefully studied beforehand.
Preparation Required, Takes Extra manipulate events, some kind of
Time, Trigger, or Gadget Limitations – Quick Contest may determine who Opponents may not act instantly,
or Fickle, or possibly Pact, if the infor- gets the most desirable result – but it but the morphing PC can never be
mation actually comes from an unpre- might be just as reasonable to say that quite sure whether somebody is taken
dictable spirit or deity. (Directed can both get screaming headaches and in entirely, somewhat distracted, or
be added for more-controllable meth- must retire to bed. seriously suspicious but trying to
ods.) However, it may simply be a fea- draw the impersonator in further.
ture of all Precognition in the game Soothsayers whose precognition GMs should require and make a lot of
world. Players should be told that threatens the campaign can be dealt die rolls, some of them “dummies,” to
they’re buying the right to ask ques- with by various methods. For once, keep players nervous. If opponents
tions that the GM can answer like a GMs can become somewhat arbitrary know they have a shapeshifter to
gas-inhaling priestess, a lawyer, or the with a clear conscience: messing with worry about, they may be driven to
Devil – not the right to put the GM on destiny is traditionally considered to paranoia, but they can also institute
the witness stand. High skill just be asking for trouble. Ambiguous pre- defensive measures, from high-tech or
means good odds of activation. dictions, fuzzy images as all history magical tests to password systems.
Interpretation should generally be turns on some random trivia, those
roleplayed. screaming headaches, and interven- Remember also that there are usu-
tions by gods charged with safeguard- ally limits to the abilities that an alter-
One possibility with this last ing fate and preventing mortals from nate form can possess. GMs should be
approach, especially suitable with PCs knowing too much are all plausible in careful that PCs capable of taking
who use mystical styles of “fortune- some settings, especially if the players multiple forms don’t try things that
telling,” is to read up on just such a have been warned. Anyone viewing a are actually beyond their ability.
method from the real world – the tarot future that contains a high probability
would probably work well – and, when of terrible events such as his own Warp and Jumper
the power is activated, break out a death might also be required to make
tarot deck, yarrow stalks, or whatever, a Fright Check. Warp represents one of the most
and make a reading. The GM then “magical” of powers. Jumper achieves
decides what the reading means – Precognition isn’t usually legally or many of the same effects and more.
without telling the players – and starts socially controlled, but some religions The problem is, they can also reduce
manipulating events toward that consider it blasphemous (knowledge the tension of many plots. A long-
result. Of course, the fear of a bad of the future is the prerogative of range teleporter can leave any adven-
reading, or the GM’s ability to be con- Heaven), and some legal systems ture when the going gets difficult, and
fusing, may deter people from ever assume that it’s impossible and treat it even a short-range version enables a
using the power – but the temptation automatically as fraudulent. Anyone PC to escape from any conventional
of knowing the future, however uncer- known to possess the ability may prison cell and to bypass many securi-
tainly, is very strong . . . attract lots of attention from the curi- ty measures.
ous . . . and the obsessive.
To repeat: whatever option the GM Part of the solution is to be very
selects, he should make the decision Shapeshifting sure to enforce all the built-in prob-
clear at the start of the campaign and lems. PCs must be able to see or visu-
then stand by it. Some players may ask Shapeshifting can be a minor trick alize their destination, and can still
how they can acquire clear, detailed, or a game-wrecking problem, depend- fail and temporarily disable their abil-
unambiguous precognition. The ing on precise details and how it’s ity from time to time. Most uses also
answer can be “You can’t.” If they used. Being able to look like someone cost FP, and GMs should be sure to
don’t like the level of uncertainty, they or something else, instantly, is almost enforce all the relevant rules on that,
can always spend their points else- as good as Invisibility, and clever users too. Encumbrance limits are another
where. GMs are never obliged to per- can achieve numerous other effects as rule to watch closely; aside from the
mit game-wrecking powers. well. fact that adventurers may find that
they can’t carry bulky loot or heavy
If the plot requires a particular However, many subtle effects of weapons when they vanish, they will
result or scene, the GM can and this power demand judgment and almost certainly be incapable of tak-
should twist events mercilessly toward skill. Just looking like someone else ing friends or allies along – and even if
that result: NPCs show up or wander will usually work for a useful moment, they don’t care about this, their allies
off as required, die rolls get fudged, but actually impersonating someone might be very unhappy about being
and any NPC who is “fated to do well” requires the ability to emulate their left in the lurch.
has Ridiculous Luck and Serendipity. voice and mannerisms. The right
skills (mostly Acting, Disguise, and
POWER GAMES 197
Those who make a habit of travel- games involving powers, one of the chance to roleplay. Having the PCs
ing to unseen locations may run into most important things about spotlight swept off by one emergency after
dangerous, or at least unexpected, sit- time is that everyone should have a another, with barely a pause for breath
uations on arrival. GMs shouldn’t chance to show off their particular in between, may be very exciting – but
make a habit of this unless players are specialties. it may also get boring. GMs shouldn’t
complacent – in which case, PCs may be afraid to say “you’ll have to spend a
transport themselves right into a trap It’s generally better not to be too couple of days back at base” or “it’ll
or ambush. This is, after all, another formulaic about this, especially in take you a week to sail there,” and
ability that competent enemies will games with diverse powers. If every shouldn’t hurry past that downtime if
assess carefully for limitations. If cap- adventure has an obstacle for the flyer the players look eager to roleplay out
tured, known teleporters may well to fly over, an NPC for the telepath to some personal stuff.
find that they are subject to especially read, a weight for the “brick” to lift,
harsh conditions in order to baffle and so on, the results will look very In powers-oriented campaigns,
their ability. They may be drugged, artificial. Most players are happy however, action scenes may be the big
blindfolded, or held in pitch-black enough to take a back seat in some opportunities for characterization.
rooms, and kept unaware of their pre- sessions, so long as they get chances to Quiet types can show their true worth
cise location. Enemies may take shine in others, or an opportunity for or grow in confidence when their
hostages to dissuade a teleporter from a little roleplaying somewhere along powers prove essential in battle. The
just wandering off, and will probably the line. Some heroes’ function is to grandstanding, fireball-tossing super-
hold valued items in secret locations, act as a confidant or psychological foil hero and the devious creature of living
protected by fast and deadly traps. for the others. However, if a PC gets no darkness demonstrate their personali-
significant spotlight time at all for sev- ties by using their powers. The ruth-
While this sort of ability often may eral consecutive sessions, there is a less avenger, the honorable paladin,
not be heavily legally controlled, it’s problem. and the emotionally balanced martial
unnerving enough that anyone known artist can all show their true natures in
to possess it will be regarded with Some players make their own spot- action.
some caution. If someone commits a light time, ingeniously finding oppor-
series of baffling mystery thefts, a tele- tunities to use what they’ve got. MEANINGFUL
porter may well find himself under Although excessively pushy players REWARDS
suspicion, however solid his alibis. may need a little polite restraining,
this saves the GM from having to work Most PCs can be rewarded with
RUNNING too hard. Others may need more wealth, improved abilities, nifty new
ADVENTURES encouragement, especially if their tricks or devices, and perhaps status
powers are most effective when used or fame, but PCs who are already real-
Adventures for empowered PCs are with a little ingenuity; the other play- ly powerful may require different
generally much like other sorts, ers can help here, and GMs shouldn’t incentives.
though some scenes may be a little discourage them. Very shy, retiring
larger and more dramatic. However, players, especially those unfamiliar Even an empowered hero should
there are some specific issues to with the rules, may even be prompted have some reason to adventure.
consider. by the GM. It’s better not to overdo Rewards should ideally involve some
this, or the game can end up looking movement toward a goal. A warrior
Spotlight Time like a story told solely by the GM, but out of Celtic mythology may dream of
the occasional hint is fine. becoming a respected member of a
Giving PCs “spotlight time” means king’s household, and perhaps eventu-
allowing each of them a chance to par- The Human Touch ally a king himself, all within the lim-
ticipate – an opportunity to roleplay its of the Celtic code of honor . . . or he
and earn a mention in stories. In GMs should also make sure that may simply hope for a glorious career
there are places and times where pow- culminating in a noble death in battle.
ers are irrelevant and everybody gets a
198 POWER GAMES