Hereditary Powers List
Fire Control: Flame Wall
You can create a wall of flame as a Range: 10 yards
deterrent. Metahuman Point Cost: 2 Minor, 3
Moderate, 4 Major
Power Usable By: Bl, Ob Notes:
Activation: Action
Minor: 1d8 damage, Ignites for 1d6 Using this power creates a 7 yard long
damage for 1d3 Rounds by 14 yard high wall of roaring fire in
Moderate: 2d8 damage, Ignites for 1d6 whichever direction you choose. The
damage for 1d3 Rounds wall can be curved and deployed
Major: 3d8, damage, Ignites for 1d6 overhead if you wish. The wall does
damage for 1d3 Rounds not stop ranged attacks, but anything
Add-Ons: +2 Metahuman Points to add that tries to pass through it takes
7 yards horizontal or vertical damage and suffers Ignition [p. 249] as
Energy Point Cost: 1 Minor, 2 appropriate for whatever level you
Moderate, 3 Major have this power at.
Duration: Scene
Fire Control: Pyrokinesis (P)
Fire bends to your will. Metahuman Point Cost: 3 Minor, 4
Moderate, 6 Major
Power Usable By: Ma (Minor), Bl, Mo Notes:
(Minor), Ob
Activation: Action Your target must be in Line of Sight for
Minor: 1d10 damage you to use this ability aggressively.
Moderate: 2d10 damage
Major: 3d10 damage You may also use this ability
Add-Ons: +3 Metahuman Points for defensively against someone else who
+17 yards Range. +3 Metahuman can manipulate fire, or against a
Points to have attacks Ignite targets natural hazard made of fire, with a
for 1d3 Rounds. A target that suffers Power Use: Pyrokinesis + Intelligence
Ignition [p. 249] this way takes 1d6 Opposition Roll or Skill Test. Like
damage if the power is Minor, 2d6 if it Dodging (see Dodge Attempts [p. 239]),
is Moderate, and 3d6 if it is Major. this costs an Action from your next
Energy Point Cost: 1 Minor, 2 turn and incurs multiple Action
Moderate, 3 Major penalties. However, if you succeed,
Duration: Immediate you snuff out the incoming fire or
Range: 10 yards partially extinguish the hazard.
Flight (P)
You can fly.
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Power Usable By: Br (only up to 250 Energy Point Cost: 2
mph), Sk (up to 250 mph), Bl (up to Duration: Scene
500 mph), Mo, Ob (up to 100 mph) Range: Self
Activation: Action Metahuman Point Cost: 3
Add-Ons: +2 Metahuman Points to Notes:
increase your flight speed by +200
mph, then +1 Metahuman Point to You can fly at a speed of 50 miles per
increase it by +250 mph, then +2 hour.
Metahuman Points to increase it by
+500 mph. You can get a total of 1,000 Flight speed from this power stacks
mph with all three Add-Ons, but they with flight speeds from other
must be bought in sequence. Superhuman Abilities.
Force Field
You can wrap yourself in a skin-tight vapors to pass through—it does not
barrier of shimmering force, protecting force you to hold your breath for the
yourself from most types of harm. duration.
Power Usable By: Me, Ma ( up to +15 When covered in your Force Field, you
Protection), Gb (up to +15 Protection), gain +5 Protection to all Hit Locations.
Sk, Bl, Mo (up to +10 Protection), Ob
(up to +10 Protection) You may also wrap a small area in
Activation: Action your Force Field. The target must be
Add-Ons: For +1 Metahuman Point you less than 7 yards away, and your force
may add an additional +5 Protection to field covers a 2 yard radius.
your Force Field, up to a maximum of
25 Protection. For +2 Metahuman Activating your Force Field requires
Points, you may increase your Force you to pay its Energy Point cost, but
Field’s Range by +7 yards and its Area you must also pay its Energy Point
of Effect radius by +2 yards. cost every time it is struck. You may
Energy Point Cost: 1 for every +5 voluntarily choose to decrease the
Protection that your Force Field gives amount of Protection your Force Field
you. is giving you any time you are struck,
Duration: Scene but you may not increase the
Range: Self Protection your Force Field is giving
Metahuman Point Cost: 4 per level you unless you spend another Action
Notes: to reactivate the power.
Activating or deactivating your Force Bonuses from this power do not stack
Field costs an Action. While active, with bonuses from other forcefields.
your Force Field still allows air and
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Foretelling: Combat Foresight (P)
You can see moments ahead in Range: Self
combat, predicting where the next Metahuman Point Cost: 4
blow is going to land. Notes:
Power Usable By: Me All attempts to hit you suffer a +3 TN
Activation: Reflexive penalty. You may only use this once
Energy Point Cost: 4 per Scene.
Duration: Scene
Foretelling: Precognition (P)
For reasons unknown, the retrovirus future. If you beat the TN by 4, you
has unlocked in you the ability to catch may see three days into the future. If
brief glimpses of the future. Nothing you beat the TN by 6, you may see a
you see is destined, and some futures week into the future. If you beat the TN
may be averted, but each vision is a by 8, you may see a month into the
look at what will happen if you do not future. If you beat the TN by 10, you
act to change it. may see a year into the future.
Power Usable By: Me, Ob When looking into the future, you tell
Activation: Action the GM what you want to focus on, and
Energy Point Cost: 6 they give you a brief scene that
Duration: Immediate provides some information about that
Range: Self thing. This information may be
Metahuman Point Cost: 7 confusing or missing context, but it
Notes: must always be related to the subject
you asked for information about.
When you use this power, make a Skill
Test using Power Use: Precognition + Nothing you see with this power is
Intelligence against an Average TN (7). guaranteed to come to pass, and
If you beat the TN, you may see up to sometimes just knowing that
an hour into the future. If you beat the something is going to happen is
TN by 2, you may see a day into the enough to prevent it from happening.
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Gravity (P)
gravity to give target a -3 TN bonus on
all rolls to maneuver physically and a
-3d12 damage penalty with melee,
unarmed, and throwing attacks
Major: increase gravity to give a target
a +5 TN penalty on all rolls to
maneuver physically and a +2d20
damage bonus with melee, unarmed,
and throwing attacks OR decrease
gravity to give target a -5 TN bonus on
all rolls to maneuver physically and a
-2d20 damage penalty with melee,
unarmed, and throwing attacks
Energy Point Cost: 3 Minor, 5
Moderate, 6 Major
Duration: 1d4 Rounds
Range: Self or 17 yards
Metahuman Point Cost: 4 Minor, 5
Moderate, 7 Major
Notes:
You can increase or decrease the Affecting an unwilling target with this
degree to which gravity is acting on a ability requires an Opposition Roll
person or object. using Power Use: Gravity + Willpower
vs their Strength Saving Throw.
Power Usable By: Bl, Ob (up to When you increase the gravity on
Moderate) someone, you increase the damage
Activation: Action they deal with unarmed attacks, melee
Minor: increase gravity to give a target attacks, primitive ranged weapons,
a +1 TN penalty on all rolls to and thrown weapons. You also inflict a
maneuver physically and a +1d10 penalty to all rolls they make to
damage bonus with melee, unarmed, maneuver physically.
and throwing attacks OR decrease
gravity to give target a -1 TN bonus on When you decrease the gravity on
all rolls to maneuver physically and a someone, you decrease that same
-1d10 damage penalty with melee, damage and give them a bonus on
unarmed, and throwing attacks those same rolls.
Moderate: increase gravity to give a
target a +3 TN penalty on all rolls to If you increase or decrease the gravity
maneuver physically and a +2d12 on an object, the power works the
damage bonus with melee, unarmed, same way, but only on rolls involving
and throwing attacks OR decrease the object. For each level of Gravity
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that you use to increase the gravity on worn, they do not get to make a Saving
an object, the minimum Strength Throw to resist Gravity.
needed to use it one-handed increases
by 2. For each level of Gravity you use If you are not using this ability on
to decrease the gravity on an object, yourself, your target must also be in
the minimum Strength needed to use it Line of Sight.
one-handed decreases by 2 (to a
minimum of 0). Objects, if they are This power may be used in various
being held or worn, use their user’s other creative ways with the GM’s
Strength Saving Throw to resist this approval.
power. If they are not being held or
Heal
You can heal with a touch. Duration: Permanent
Range: Touch
Power Usable By: Me, Ma, Gb Metahuman Point Cost: 5
Activation: Action Notes:
Energy Point Cost: 3 Energy Points per
5 Hit Points healed N/A
Ice Control: Cryokinesis (P)
You can conjure freezing vapors, For every 4 points of damage that this
encrusting a target in ice. ability deals before Protection and
Damage Resistance are applied, your
Power Usable By: Bl, Mo, Ob (Minor) victim suffers a stacking +1 TN
Activation: Action penalty on all physical endeavors until
Minor: 1d8 damage the ice encrusting them has melted.
Moderate: 2d8 damage Your victim may shake off all points of
Major: 3d8 damage this penalty by spending an Action, but
Energy Point Cost: 1 Minor, 2 doing so causes them to take 1d6
Moderate, 3 Major Drain damage if they have any
Duration: 1d8 Rounds exposed skin.
Range: 14 yards
Metahuman Point Cost: 2 Minor, 3 Your target must be in Line of Sight for
Moderate, 5 Major you to use this power on them.
Notes:
Ice Control: Ice Armor
You can swiftly encase yourself in an Power Usable By: Bl, Mo, Ob
articulated suit of ice armor. Activation: Action
Energy Point Cost: 1 per +4 Protection,
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to a maximum of +24 Protection before damage is applied. If an attack
Duration: Scene does AP All, it shatters the Ice Armor
Range: Self immediately.
Metahuman Point Cost: 3
Notes: You may not stack multiple instances
of Ice Armor on top of itself. However,
The Protection this ability grants you if your Ice Armor is damaged, you may
applies to all Hit Locations, but activate it again and spend Energy
behaves differently from normal Points to restore its lost Protection (up
Protection. Any time it absorbs to the maximum of +24 Protection).
damage, every point of Protection
from the Ice Armor that absorbed a Your Ice Armor does not affect your
point of damage is destroyed. If an body temperature, and it does not filter
attack does AP Half, it destroys half of out toxins from the atmosphere or
your Protection from the Ice Armor prevent you from breathing.
Ice Control: Ice Movement
Touching the ground, you create a Once per Round, during your turn, you
frozen slide that you can glide on. can activate this power to create a 30
yard ice luge—starting from the spot
Power Usable By: Bl, Mo, Ob you’ve touched—and then instantly
Activation: Reflexive travel to the end of that luge. Moving
Energy Point Cost: 2 this way does not cost you any
Duration: Immediate Movement, and you may have your
Range: Touch luge spiral through the air, taking you
Metahuman Point Cost: 2 to the top of a nearby building or other
Notes: perching spot if you wish.
Ice Control: Ice Wall
You can throw up an ice wall. Metahuman Point Cost: 2
Notes:
Power Usable By: Bl
Activation: Action Using this power creates a 7 yard long
Add-Ons: +2 Metahuman Points to by 14 yard high wall of ice in
increase the height or width of the wall whichever direction you choose. The
by 7 yards wall must be anchored to the ground
Energy Point Cost: 1 per 5 wall Hit or another stable surface, and it blocks
Points, up to 40 wall Hit Points ranged attacks (taking them as
maximum damage) that would pass through it.
Duration: Scene The wall has a single Hit Location, The
Range: 10 yards Wall, and +7 Protection to that
location.
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Illusions (P)
You can create an illusion and either inside the illusion is hidden by it. The
command its movements or give it a illusion may move around at your
set of simple behaviors to execute. command.
Power Usable By: Mc, Sk, Ob When you create an illusion, roll Power
Activation: Action Use: Illusions + Intelligence. This is the
Add-Ons: +2 Metahuman Points to add TN to disbelieve the illusion.
sound, +2 Metahuman Points to
increase the area of the image by +4x4 Anyone may attempt to realize that the
yards, then +2 Metahuman Points to image you have created is an illusion
increase the area by another 10x10 by making a Skill Test using
yards Observation + Intelligence vs the TN to
Energy Point Cost: 4 disbelieve the illusion. If it has been
Duration: Scene pointed out to a person that what they
Range: 34 yards are seeing is an illusion, they make
Metahuman Point Cost: 4 their roll with a -4 TN bonus.
Notes:
Your illusions are visible on cameras,
You can create an illusory image that and can fool digital security measures
takes up a 4x4 yard space. Anything and drones.
Invisibility
You can vanish from sight. You disappear from view. You still
produce sound, and you still displace
Power Usable By: Me, Gb, Sk, Bl, Ob vapors and fluids, so it may be
Activation: Action possible to spot you in heavy rain,
Energy Point Cost: 7 mist, or ankle-deep water. Pressure
Duration: Scene sensors still detect you, but laser
Range: Self tripwires do not.
Metahuman Point Cost: 5
Notes: Attacking a target prematurely ends
this power’s Duration.
Light Attack (P)
You can generate and coalesce light Activation: Action
into a precise, destructive beam. Minor: 1d10 damage, AP 10
Moderate: 2d10 damage, AP 10
Power Usable By: Br (Minor), Ma Major: 3d10 damage, AP 10
(Minor), Bl, Mo (up to Moderate), Ob Energy Point Cost: 1 Minor, 2
(up to Moderate) Moderate, 4 Major
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Duration: Immediate Your target must be in Line of Sight for
**Range:*8 33 yards you to use this power on them.
**Metahuman Point Cost:*8 3 Minor, 4
Moderate, 6 Major
Notes:
Lightning (P)
You can hurl a crackling bolt of percentage chance equal to the
electricity at your target. number of points of damage that you
deal in a single strike (before
Power Usable By: Ma (Minor), Bl, Mo Protection and Damage Resistance are
(up to Moderate), Ob, (up to Moderate) applied) that this power shuts down a
Activation: Action random piece of technology in your
Minor: 1d12+1 damage victim for 1d3 Rounds. This
Moderate: 2d10 damage technology can be a piece of
Major: 3d10 damage Cybertech, or Nanotech, or a weapon,
Add-Ons: +4 Metahuman Points for or even the entire target (if they’re a
the Short Circuit special ability (see drone or a robot or a vehicle)—GM’s
Notes) choice. The percentage chance to
Energy Point Cost: 1 Minor, 2 cause a Short Circuit does not stack
Moderate, 3 Major across multiple attacks, so if you hit a
Duration: Immediate victim once for 11 damage and again
Range: 17 yards for 13 damage, that’s an 11% chance
Metahuman Point Cost: 2 Minor, 3 for a Short Circuit followed by a 13%
Moderate, 5 Major chance for a Short Circuit.
Notes:
Attacks with this ability are AP Half
Your target must be in Line of Sight for against machines, drones, and
you to use this power on them. vehicles that are not specifically
hardened against excessive electrical
If you have the Short Circuit special current.
ability (see Add-Ons), there is a
Magnetic (P)
You can generate and manipulate Moderate: lift, pull, or throw 500 lbs 17
magnetic fields. yards. 2d6 damage on collision.
Major: lift, pull, or throw 1,000 lbs 17
Power Usable By: Sk (Minor), Bl, Od yards. 3d6 damage on collision.
(up to Moderate) Supermajor: lift, pull, or throw 2,000
Activation: Action lbs 17 yards. 2d6+10 damage on
Minor: lift, pull, or throw 100 lbs 17 collision.
yards. Ultramajor: lift, pull, or throw 4,000 lbs
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17 yards. 3d6+10 damage on collision. Power Usable By: Od (Minor), Sk
Energy Point Cost: 4 (Minor), Bl
Duration: 1d4 Rounds Activation: Action
Range: Touch Minor: 1d12 damage
Metahuman Point Cost: 3 for Minor, 4 Moderate: 2d12 damage
for Moderate, 5 for Major, 6 for Major: 3d12 damage
Supermajor, 7 for Ultramajor Energy Point Cost: 1 Minor, 2
Notes: Moderate, 3 Major
Duration: Immediate
While this power is active, once per Range: 17 yards
Round you may lift a single magnetic Metahuman Point Cost: 3 Minor, 4
object (or person wearing magnetic Moderate, 6 Major
objects) and move them through the Notes:
air without spending an Action. If your
target wishes to resist you, they may When you attack with this ability, you
automatically make an Opposition Roll make an Opposition Roll using Power
using their Strength Saving Throw vs Use: Magnetic Attack + Willpower vs
your Power Use: Magnetic + your target’s Willpower Saving Throw
Willpower. If they succeed, you do not to hit them.
affect them. If they fail, you may
choose to throw them into another Attacks with this ability are AP Half
object, surface, or person by spending against machines, drones, and
an Action and making a ranged attack vehicles that are not specifically
using Power Use: Magnetic + hardened against intense magnetic
Willpower. If they connect, both parties interference.
take the collision damage listed above.
Magnetic Defense (Magnetic
You can lift yourself with this power (if required)
you are light enough to do so),
dragging yourself through the air, and You can produce a magnetic screen
you may even throw yourself if you around yourself that repels attacks.
wish, but keep in mind that you will
take (and deal) collision damage when Power Usable By: Bl
you land. Activation: Reflexive
Energy Point Cost: 2 per point of
Taking any level of this power allows damage
you to learn the Magnetic Attack and Duration: Immediate
Magnetic Defense sub-powers. Range: Self
Metahuman Point Cost: 4
Magnetic Attack (P) (Magnetic Notes:
required)
When you would be hit with an attack
You can warp and tear at a target with that involves bullets, flechette, a metal
conflicting magnetic fields. melee or throwing weapon weapon,
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magnetic fields, or electrical current, do not have to try and buy the damage
you may activate this power and down to zero. It often makes more
reduce the damage by 1 point for every sense to buy it down to just enough
2 Energy Points that you spend. You that it bounces off your armor.
Mimic (P)
You can copy a person’s appearance, you can also use Mimic at multiple
duplicate their memories, and even levels at the same time. So, if you have
use their Superhuman Abilities. Mimic at Major, you can emulate a
target’s looks AND memories AND 3
Power Usable By: Sk, Gb, Ob Skills AND several of their
Activation: Action Superhuman Abilities. The only
Add-Ons: +6 Metahuman Points to drawback is that you must pay the
mimic a person’s looks, +5 Energy Point costs to mimic each of
Metahuman Points to mimic their these things.
memories, and +7 Metahuman Points
to mimic one of their Superhuman At the end of a Scene, if you wish to
Abilities. You may also pay an keep your mimicry, you may pay half
additional +4 Metahuman Points per the original number of Energy Points
ability to mimic additional abilities. that you spent on it to maintain it into
Energy Point Cost: 3 for looks, 7 for the next Scene.
surface memories and Skills, 4 per
level of each Superhuman Ability you If you are feeling particularly creative,
are mimicking (i.e. 4 for Minor, 8 for you may mimic traits from different
Moderate, 12 for Major). characters. You must touch each
Duration: Scene character individually to start
Range: Touch mimicking them, but you can mimic
Metahuman Point Cost: See Add-Ons one person’s appearance and another
Notes: person’s Superhuman Abilities at the
same time, if you wish.
When you activate this power and
successfully touch the target you are When mimicking a target’s Skills and
trying to mimic, you must decide surface memories, you may pay the
which aspects of them you are going Energy Point cost for this multiple
to mimic. If you have this power at times. For each time you pay it, you
Moderate or higher, you can still use it may mimic another set of 3 Skills.
at lower levels. Unlike other powers,
Mind Control (P)
You can control other people like a Power Usable By: Me, Ob (may not
puppeteer. select Add-Ons)
Activation: Action
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Add-Ons: +3 Metahuman Points for +7 always ensure that one of the people
yards range, +7 Metahuman Points to you are controlling has realistic
add a 7 yard radius Area of Effect at expressions and reacts appropriately
the end of the range, then +10 to triggers in their environment, but
Metahuman Points to to add another everyone else in the herd has a blank,
+8 yards to the radius of that Area of flat expression and won’t so much as
Effect. jump at the sound of gunfire.
Energy Point Cost: 9
Duration: Scene You can give orders to mind-controlled
Range: 7 yards targets and leave it to them to carry
Metahuman Point Cost: 9 those orders out, but you cannot
Notes: embed deep psychological triggers
that go off after the mind control has
When you use this power, make an ended, or radically change who a
Opposition Roll using Power Use: Mind mind-controlled subject is or how they
Control + Intelligence vs your target’s see themselves.
Willpower Saving Throw (or vs your
targets’ Willpower Saving Throws, if If you try to command a character to
you bought the Add-On that gives you kill or maim themselves, or to do
an Area of Effect). If you succeed, your something that fundamentally violates
targets fall under your control. They their deepest beliefs, they may
remain aware of the control, but are immediately make an Opposition Roll
unable to attempt to resist it unless using their Willpower Saving Throw vs
you try to force them to do something your Power Use: Mind Control +
completely against their nature. Intelligence to try and break free.
You can use Mind Control multiple At the end of a Scene, if you wish to
times in a Scene, adding more and
more victims to your mind-controlled maintain your Mind Control, you must
herd, but controlling a group of people
is somewhat more difficult than pay its Energy Point cost again for
controlling a single person. You can each person you wish to keep control
of into the next Scene.
Paralysis (P)
You can temporarily incapacitate living Metahuman Points to to add another
creatures. +8 yards to the radius of that Area of
Effect.
Power Usable By: Ma (Touch range Energy Point Cost: 8
only), Sk, Bl, Ob Duration: 1d3+1 Rounds
Activation: Action Range: 7 yards
Add-Ons: +3 Metahuman Points for an Metahuman Point Cost: 8
extra 7 yards range, +7 Metahuman Notes:
Points to add a 7 yard radius Area of
Effect at the end of the range, then +10
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Your target must be in Line of Sight for unable to move or take any physical
you to use this power on them. actions until the Duration
ends—although they may still switch
When you hit a living target with this Passive abilities on or off, or use
power, make an Opposition Roll using abilities that do not require them to
your Power Use: Paralysis + move their bodies (such as Telekinesis
Intelligence vs your target’s Willpower or Telepathy.)
Saving Throw. On a success, they are
Phasing
You can turn your body insubstantial, reduced to 3 yards and you may pass
allowing you to avoid damage and through solid objects.
pass through solid objects.
While phased, you cannot be hurt by
Power Usable By: Sk, Ob attacks that would deal their damage
Activation: Action by puncturing, cutting, or smashing
Add-Ons: +3 Metahuman Points to be your body. These attacks pass right
able to turn parts of your body solid through you. You can still be hurt
while the rest of you is phased, and +2 normally by extreme magnetic fields,
Metahuman Points to be able to travel deadly electrical current, poison gases,
at your normal Movement while and uncontained plasma, however, and
phased. the Vibratory Attack Hereditary Power
Energy Point Cost: 3 and Shivering-Strike Nodes Nanotech
Duration: Scene deal half damage to you.
Range: Self
Metahuman Point Cost: 8 Losing your phasing while inside of a
Notes: solid object is highly damaging. If this
happens, you immediately take half
When you activate this power, your your maximum Hit Points as damage
body turns insubstantial and floats and fling yourself to safety the instant
gently in the air. For as long as this before your entire body fuses
power is active, your Movement is permanently with the object you were
co-located with.
Psychometry (P)
You can get a barrage of sensations moderately clear images and sounds,
from something’s past just by then +2 more Metahuman Points for
touching it. highly detailed images and sounds.
Energy Point Cost: 6
Power Usable By: Me, Ob Duration: Immediate
Activation: Action Range: Touch
Add-Ons: +1 Metahuman Points for
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Metahuman Point Cost: 7 When looking into the past, you tell the
Notes: GM what you want to focus on, and
they will give you a brief series of
When you use this power, make a Skill sounds and visuals that provides
Test using Power Use: Psychometry + some information about that thing.
Intelligence against an Average TN (7). This information may be confusing or
If you beat the TN, you may see up to a missing context, but it must always be
day into the past. If you beat the TN by related to the subject you asked for
2, you may see three days into the information about.
past. If you beat the TN by 4, you may
see a week into the past. If you beat Everything you see with this power has
the TN by 6, you may see three months absolutely come to pass. The GM
into the past. If you beat the TN by 8, cannot show you something that did
you may see ten years into the past. If not happen. However, the images and
you beat the TN by 10, you may see a sensations you get are sometimes
century into the past. blurry and fragmented, and may
require some effort to interpret them.
Regeneration
You can recover from terrible injuries Duration: 10 minutes
simply by waiting. Range: Self
Metahuman Point Cost: 4
Power Usable By: Br, Ma, Gb, Sk, Bl, Notes:
Mo, Ob
Activation: Reflexive At the end of the Duration, you recover
Add-Ons: +4 Metahuman Points and your Heal Rate in Hit Points.
+4 to Energy Cost to change the
Duration to 1 Round. You may not activate this power while
Energy Point Cost: 4 it is already active.
Sap Attribute (P)
You can reduce a target’s attributes Duration: 1d6 Rounds
with a touch. Range: Touch
Metahuman Point Cost: 3
Power Usable By: Me, Sk Ob Notes:
Activation: Action
Add-Ons: 1 Metahuman Point to use When you take this ability, pick a
this power at a range of Health x 3 Attribute. You may attempt to reduce
yards. that Attribute from targets.
Energy Point Cost: 5 (may spend
another 3 to increase Duration by +1d6 When you hit a target with this ability,
Rounds) make an Opposition Roll using Power
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Use: Sap Attribute + Willpower vs your 1, the victim immediately passes out
target’s Saving Throw for whichever for 2d6 hours.
Attribute you are trying to reduce. If
you succeed, reduce your target’s You do not gain points to your own
Attribute by 1. Multiple hits reduce Attributes when you sap a target.
your target’s Attribute by additional
points, and increase the total duration You may buy this ability multiple
of the effect. If this ability successfully times, selecting a different Attribute
reduces an Attribute that is already at each time.
Sonic (P)
You can emit sound in a frequency Resistance are applied) that the target
that shreds physical material. simply shatters. This percentage
chance does not stack across multiple
Power Usable By: Br (Minor), Ma attacks, so if you hit a nonliving target
(Minor), Sk, Bl, Mo (up to Moderate), once for 11 damage and again for 13
Ob (up to Moderate) damage, that’s an 11% chance for a
Activation: Action Shatter followed by a 13% chance for a
Minor: 1d10 Shatter. You can Shatter vehicles,
Moderate: 2d10 armor, even weapons if you wish, but
Major: 3d10 for exceptionally big vehicles (main
Add-Ons: +4 Metahuman Points and battle tanks, entire spaceships, etc)
+3 to Energy Point costs to gain the the GM may instead rule that they lose
Shatter special ability(see Notes) half of their current Hit Points on a
Energy Point Cost: 1 Minor, 2 successful Shatter.
Moderate, 3 Major
Duration: Immediate You may not Shatter the earth.
Range: 17 yards
Metahuman Point Cost: 3 Minor, 4
Moderate, 5 Major
Notes:
Your target must be in Earshot for you
to use this power on them.
If you have the Shatter special ability
(see Add-Ons) and you attack a
nonliving target, there is a percentage
chance equal to the number of points
of damage that you deal in a single
strike (before Protection and Damage
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Stretching
You can stretch and distort your body, Power Usable By: Ob
letting you reach things on the high Activation: Reflexive
shelves. Energy Point Cost: 1
Duration: Until your next turn
Power Usable By: Ob Range: Self
Activation: Reflexive Metahuman Point Cost: 1
Minor: You can stretch any part of Notes:
your body up to three times your
height. You may only activate this power while
Moderate: You can stretch any part of Stretching a limb. When you activate
your body up to five times your height. this power, you get a -2 TN bonus to
Energy Point Cost: 2 per limb hit and deal +1d6 damage with
Duration: Until your next turn unarmed attacks.
Range: Self
Metahuman Point Cost: 4 Minor, 5 Stretch Defense (Stretch required)
Moderate
Notes: You can use you rubbery body to avoid
harm.
You may use this power to deliver
unarmed attacks and Touch Power Usable By: Ob
Superhuman Abilities at range. Activation: Reflexive
Energy Point Cost: 1
If you stretch both of your legs (or if Duration: Scene
you stretch both of your arms and both Range: Self
of your legs and spider-walk like a Metahuman Point Cost: 2
weirdo), you can multiply your ground Notes:
Movement by 3 (if you took the Minor
version of this power), or by 5 (if you You may only activate this power while
took the Moderate version). Stretching a bodypart.
Taking this power allows you to learn You gain +5 Protection to every Hit
the Stretch Attack and Stretch Defense Location you are Stretching and all
sub-powers. attempts to hit you suffer a +2 TN
penalty. This power does not stack
Stretch Attack (Stretch required) with itself.
You can use your rubbery body to
enhance your attacks.
Super Intelligence
You have tremendous intelligence.
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Power Usable By: Any Range: Self
Activation: Passive Metahuman Point Cost: 2 for Minor, 3
Minor: +1 Intelligence, +5 Skill Points for Moderate, 4 for Major, 5 for
Moderate: +2 Intelligence, +10 Skill Supermajor
Points Notes:
Major: +3 Intelligence, +15 Skill Points
Supermajor: +4 Intelligence, +20 Skill This power may not increase your
Points Intelligence beyond the maximum
Energy Point Cost: N/A Attribute cap of 9.
Duration: Permanent
Super Leap
You can leap incredible distances in a Duration: Immediate
short span of time. Range: Self
Metahuman Point Cost: 2 Minor, 3
Power Usable By: Br, Ma (Minor), Bl, Moderate, 4 Major
Ob Notes:
Activation: Reflexive
Minor: You can leap 17 yards You may Super Leap once per
horizontally and 7 yards vertically. Round—before, after, or during your
Moderate: You can leap 66 yards normal Movement.
horizontally and 33 yards vertically.
Major: You can leap 250 yards You can land without injury after your
horizontally and 166 yards vertically. leaps.
Energy Point Cost: 1
Super Speed
You can run at incredible speeds. Duration: Scene
Range: Self
Power Usable By: Bl (Minor), Mo, Ob Metahuman Point Cost: 4 Minor, 5
(up to Moderate) Moderate, 6 Major.
Activation: Reflexive Notes:
Minor: +3 Initiative and can move at
+100 mph. Turning sharply at high speeds may
Moderate: +5 Initiative and can move cause the GM to ask for a Reflexes
at +300 mph. Saving Throw or Athletics Skill Test to
Major: +7 Initiative and can move at avoid wiping out.
+700 mph.
Add-Ons: +2 Metahuman Points for an Taking this power allows you to learn
additional +150 mph the Speed Attack and Speed Defense
Energy Point Cost: 2 Minor, 3 sub-powers, and to qualify for the
Moderate, 4 Major Vibratory Phasing power.
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Hereditary Powers List
Speed Attack (Super Speed required) second, third, or fourth Action. If it is
an attack, it receives a -2 TN bonus to
You’ve learned to use your super hit.
speed to assist your attacks.
Speed Defense (Super Speed
Power Usable By: Mo, Ob required)
Activation: Reflexive
Energy Point Cost: 1 You are especially good at harnessing
Duration: Until your next turn your super speed to avoid harm.
Range: Self
Metahuman Point Cost: 3 Power Usable By: Mo, Ob
Notes: Activation: Reflexive
Energy Point Cost: 1
You receive a -1 TN bonus to hit with Duration: Until your next turn
all unarmed and melee weapon Range: Self
attacks. Metahuman Point Cost: 3
Notes:
When you would take Velocity Damage
from an attack that you are delivering, During this power’s Duration, attempts
treat your speed as one step lower on to hit you suffer a +2 TN penalty and
the Velocity Damage chart. any Dodge attempt you make receives
a -2 TN bonus. You may only use this
Finally, if you are using multiple power once per Round.
Actions during your turn, pick your
Super Strength
You are capable of great feats of Duration: Immediate
strength. Range: Self
**Metahuman Point Cost:*8 4 Minor, 5
Power Usable By: Br, Ma (Minor), Bl Moderate, 6 Major, 8 Supermajor, 10
(Moderate), Ob (Moderate) Ultramajor
Activation: Reflexive Notes:
Minor: +2 to Melee Damage Bonus,
+1,000 lbs carrying capacity Activating this power gives you its
Moderate: +4 to Melee Damage Bonus, boost to your Melee Damage Bonus
+2,500 lbs carrying capacity and carrying capacity. The boost lasts
Major: +6 to Melee Damage Bonus, for a single roll or Action, and may only
+6,000 lbs carrying capacity be activated once per roll or Action.
Supermajor: +8 to Melee Damage
Bonus, +10,000 lbs carrying capacity If you have this power at Minor, you
Ultramajor: +10 to Melee Damage also gain a Passive +3 maximum Hit
Bonus, +50,000 lbs carrying capacity Points and +1 Strength.
Energy Point Cost: 1
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Hereditary Powers List
If you have this power at Moderate, If you have this power at Ultramajor,
you also gain a Passive +6 maximum you also gain a Passive +15 maximum
Hit Points and +2 Strength. Hit Points and +5 Strength.
If you have this power at Major, you Remember that increasing your
also gain a Passive +9 maximum Hit Strength also increases things like
Points and +3 Strength. your maximum Hit Points. This
increase is in addition to the bonus Hit
If you have this power at Supermajor, Points that this power gives you, so
you also gain a Passive +12 maximum you’ll get even more Hit Points from
Hit Points and +4 Strength. the Strength increase.
Telekinesis (P)
You can move objects with your mind. At any time, you may use Power Use:
Telekinesis + Willpower instead of
Power Usable By: Me, Ob (up to making a Strength Saving Throw. If
Moderate) you do, you receive a -1 TN bonus for
Activation: Reflexive using Minor Telekinesis, -2 TN for
Minor: Lift and move 100 lbs using Moderate Telekinesis, -3 TN for
Moderate: Lift and move 750 lbs using Major Telekinesis, etc.
Major: Lift and move 1,200 lbs
Supermajor: Lift and move 2,500 lbs Taking this power allows you to learn
Ultramajor: Lift and move 5,000 lbs the Telekinetic Attack and Telekinetic
Energy Point Cost: 1 Minor, 2 Defense sub-powers.
Moderate, 3 Major, 4 Supermajor, 5
Ultramajor Telekinetic Attack (P) (Telekinesis
Duration: Until your next turn required)
Range: 17 yards
Metahuman Point Cost: 3 Minor, 4 You can use your telekinesis
Moderate, 5 Major, 6 Supermajor, 7 aggressively.
Ultramajor
Notes: Power Usable By: Me, Ob (Minor)
Activation: Action
On your turn, once per Round, you can Minor: 1d8+2 damage
move one object (or a cluster of Moderate: 2d8+3 damage
objects) with your mind. You can move Major: 3d8+4 damage
the object anywhere within this Energy Point Cost: 1 for Minor, 2 for
power’s Range, and you can position it Moderate, 3 for Major
above someone and then drop it, but Duration: Action
you cannot hurl it at a target or move it Range: 17 yards
fast enough to sideswipe someone Metahuman Point Cost: 2 for Minor, 3
with it for damage. for Moderate, 4 for Major
Notes:
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When you attack someone with this Add-Ons: +2 Metahuman Points to add
power, you typically try to crush/rip/ +5 Protection to your telekinetic
bend them with psychic pressure. As defense.
this does not involve launching a Energy Point Cost: 3 to activate, then 1
physical projectile at them, you can per attack received
attack targets through walls and other Duration: Until your next turn
barriers as long as you can sense Range: 3 yards
where they are and they are within Metahuman Point Cost: 4
range. Notes:
You can also use this power to throw You encompass yourself in a shield
objects at people. In that case, you that provides +15 Protection to every
deal +2 damage for a Minor Hit Location. Whenever a point of
Telekinetic Attack, +3 damage for a Protection from this ability stops a
Moderate, and +4 damage for a Major, point of damage, that point of
with the rolled damage depending on Protection is removed.
what kind of object you’re throwing
(ask the GM. They’ll tell you.) You may always use this power in
response to an attack as long as you
Telekinetic Defense (Telekinesis are not being caught completely by
required) surprise.
You can produce a shield around This power does not stack with itself,
yourself that repels most attacks. so if you activate it twice in a row, it
does not give you +30 Protection. It
Power Usable By: Me, Ob simply returns your telekinetic shield
Activation: Reflexive to its full strength: 15 Protection.
Telepathy (P)
You can read minds. Range: See Minor/Moderate/Major
Metahuman Point Cost: 3 Minor, 4
Power Usable By: Me, Ma (Minor), Gb, Moderate, 6 Major
(Minor), Bl (up to Moderate), Bl Notes:
(Minor), Ob (up to Moderate)
Activation: Action When you use this power, you may
Minor: 17 yards range and can read up skim a person’s surface thoughts by
to two minds at the same time. making a successful Opposition Roll
Moderate: 67 yards range and can using Power Use: Telepathy vs. your
read up to five minds at the same time. target’s Willpower Saving Throw. On a
Major: 167 yards range and can read failure, they are alerted to someone’s
up to ten minds at the same time. mind brushing their own, but they don’t
Energy Point Cost: 5 necessarily know that it was you that
Duration: Scene did it.
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Optionally, you may choose to deep Power Usable By: Me, Ob (Minor)
dive someone’s mind. To do this, Activation: Action
spend 9 Energy Points instead of 5 Minor: 17 yard range, 1d8 damage
and make an Opposition Roll using Moderate: 25 yard range, 2d8 damage
Power Use: Telepathy at a +3 TN Major: 33 yard range, 3d8 damage
penalty vs. your target’s Willpower Energy Point Cost: 2 Minor, 3
Saving Throw. On a failure, they feel Moderate, 5 Major
your mind slam against theirs, and Duration: Immediate
they know exactly who you are and Range: See Minor/Moderate/Major
what you were trying to look for. Metahuman Point Cost: 4 Minor, 6
However, if you succeed, you can get Moderate, 8 Major
much more than surface thoughts, Notes:
rummaging through someone’s deeper
memories, feelings, and beliefs. You Hitting a target with this power
may not attempt to change anything requires an Opposition Roll using
while you are in there, but you can Power Use: Telepathic Attack +
learn a lot about a person in the Willpower vs. your target’s Willpower
process. Saving Throw. Damage dealt by this
power is dealt to the Head Hit Location
While telepathically interacting with and ignores all Protection.
someone’s mind, you can speak to
them mentally and they can speak Telepathic Defense (Telepathy
back. required)
If a person knows you are poking You have hardened your mind against
around in their mind and wishes to mental assaults.
resist it, they can force you to repeat
your Opposition Roll for every new bit Power Usable By: Me, Ob (up to
of information you wish to access. Moderate)
Failure does not kick you out of their Activation: Passive
head, but it does prevent you from Minor: 5 Damage Resistance against
looking for that particular fact or bit of mental attacks
information again this Scene. Moderate: 10 Damage Resistance
against mental attacks
Taking this power allows you to learn Major: 15 Damage Resistance against
the Telepathic Attack and Telepathic mental attacks
Defense sub-powers. Energy Point Cost: N/A
Duration: Permanent
Telepathic Attack (P) (Telepathy Range: Self
required) Metahuman Point Cost: 2 Minor, 3
Moderate, 4 Major
You can crush someone’s mind with Notes:
your own.
N/A
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Teleportation (P)
You can teleport yourself between Supermajor
places. Metahuman Point Cost: 3 Minor, 4
Moderate, 5 Major, 6 Supermajor
Power Usable By: Me, Ma (Minor), Ma Notes:
(Minor), Gb (Minor), Sk, Bl (up to
Major), Mo, Ob (Minor) If your destination is not in Line of
Activation: Action Sight, you must make a Skill Test
Minor: You can teleport 33 yards using Power Use: Teleportation +
Moderate: You can teleport 167 yards Intelligence to use this power safely.
Major: You can teleport 333 yards The GM will not kill you outright on a
Supermajor: You can teleport 1 mile failure or critical failure, but they are
Energy Point Cost: 3 encouraged to use those opportunities
Duration: Immediate to make your life interesting.
Range: See Minor/Moderate/Major/
Unarmed Superiority
Just because you’re unarmed doesn’t Activation: Reflexive
mean you aren’t dangerous. Energy Point Cost: 2
Duration: Scene
Power Usable By: Br (may only select Range: Self
one sub-ability), Ma, Gb, Ob (may only Metahuman Point Cost: 3
select one sub-ability) Notes:
Activation: Passive
Energy Point Cost: See sub-abilities You get a -3 TN bonus to hit with all
Duration: Permanent unarmed attacks.
Range: Self
Metahuman Point Cost: See sub- Fierce Attack (Unarmed Superiority
abilities required)
Notes:
Power infuses your unarmed strikes,
You may select one or more sub- causing you to hit with additional
abilities, paying the appropriate costs force.
for each.
Activation: Reflexive
Hit-Confirm (Unarmed Superiority Minor: +1d8 damage
required) Moderate: +2d8 damage
Energy Point Cost: 1 point per hit for
Your attacks naturally seem to slip Minor, 2 points per hit for Moderate
past your target’s guard. Duration: Immediate
Range: N/A
Metahuman Point Cost: 3 for Minor, 4
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for Moderate You may activate this ability at any
Notes: time, even in reaction to the start of a
combat, to give yourself +4 Initiative.
You must declare that you are using However, you may only use this ability
this ability (and spend Energy Points once per Scene.
for it) before rolling to hit. If your
attack connects, you deal your bonus Evasive Style (Unarmed Superiority
damage. If the attack misses, the required)
Energy Points you spent are lost.
You’re a blur in combat, making it
Frame Advantage (Unarmed difficult to draw a bead on you.
Superiority required)
Activation: Passive
No matter how quick your foe is, you Energy Point Cost: N/A
always seem to be quicker. Duration: Permanent
Range: Self
Activation: Reflexive Metahuman Point Cost: 3
Energy Point Cost: 1 Notes:
Duration: Scene
Range: Self All attacks suffer a +2 TN penalty to hit
Metahuman Point Cost: 3 you, including bullets and energy
Notes: blasts.
Venom (P)
You can project sprays of poison To hit with this power, make a ranged
darts. attack using Power Use: Venom +
Reflexes.
Power Usable By: Ma (Minor), Sk, Ob
(up to Moderate) Any organic target that takes Hit Point
Activation: Action damage from an attack from this
Minor: 2d3 primary damage, 1d6 power is poisoned. They may not
poisoning damage make a Saving Throw to prevent this.
Moderate: 2d4 primary damage, 2d6 The poisoning lasts for 2 more
poisoning damage Rounds, and the victim takes
Major: 4d4 primary damage, 3d6 poisoning damage appropriate for
poisoning damage whatever level of Venom you inflicted
Energy Point Cost: 2 Minor, 3 at the start of each of those Rounds.
Moderate, 4 Major Multiple hits with Venom attacks do
Duration: Immediate not increase the poisoning damage on
Range: 7 yards the target, but they do add 2 Rounds of
Metahuman Point Cost: 6 Minor, 7 Duration each.
Moderate, 9 Major
Notes:
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Vibratory (P)
You can disable a target with Vibratory. Instead, your unarmed or
damaging vibrations. melee attack gains AP Half.
Power Usable By: Ma (Minor), Sk, Bl, Taking this power allows you to learn
Mo (up to Moderate), Ob (up to the Vibratory Defense sub-power, and
Moderate) to qualify for Vibratory Phasing.
Activation: Action
Minor: 2d6 damage Vibratory Defense (Vibratory
Moderate: 2d8+2 damage required)
Major: 2d12+4 damage
Energy Point Cost: 1 Minor, 2 You can deflect attacks with your
Moderate, 3 Major vibrations.
Duration: Immediate
Range: 13 yards Power Usable By: Ma, Sk, Bl, Mo, Ob
Metahuman Point Cost: 3 Minor, 4 Activation: Action
Moderate, 6 Major Energy Point Cost: 1
Notes: Duration: Scene
Range: Self
You may launch your vibrations as Metahuman Point Cost: 3
shockwave pulses, making a ranged Notes:
attack against your target with Power
Use: Vibratory + Reflexes to hit. While this power is active, all physical
and sonic attacks only deal half
When you attack with Vibratory this damage to you (calculated before
way, you can spend an additional 2 applying Protection). While this power
Energy Points to give it AP Half. is active, you must pay an additional 1
Energy Point each time you are
You may also use Vibratory as part of attacked.
an unarmed or melee attack, or instead
of an unarmed or melee attack. If you You may not use this ability and the
are using Vibratory with an unarmed or Cancellation Frequency Nanotech at
melee attack, ignore the damage for the same time.
Vibratory Phasing (Super Speed or Vibratory required)
You can vibrate in such a way as to be Range: Self
able to pass through walls. Metahuman Point Cost: 3
Notes:
Power Usable By: Sk, Bl, Mo, Ob
Activation: Action You can walk through solid objects,
Energy Point Cost: 4 but not objects that have been
Duration: Scene designed to vibrate at the right
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frequencies or that have a powerful Losing your phasing while inside of a
electrical current constantly running solid object is highly damaging. If this
through them. happens, you immediately take half
your maximum Hit Points as damage
Using this power does not cause you and fling yourself to safety the instant
to immediately fall through the floor; before your entire body fuses
you can choose which substances are permanently with the object you were
solid to you while you are phasing. co-located with.
Wall Walking
You can walk up walls the way a lizard Range: Self
would. Metahuman Point Cost: 2
Notes:
Power Usable By: Br, Ma, Gb, Sk, Bl,
Mo, Ob You can walk along walls and ceilings
Activation: Passive at your normal Movement rate without
Energy Point Cost: N/A fear of falling off.
Duration: Permanent
Water Control: Water Breathing
You can breathe underwater. Metahuman Point Cost: 2
Notes:
Power Usable By: Bl, Ob
Activation: Passive You can breathe underwater or in other
Energy Point Cost: N/A liquids. If you fall into an industrial vat
Duration: Permanent of milk, this power still works.
Range: Self
Water Control: Water Jet (P)
You can condense moisture from the Range: 7 yards
air and use it to attack. Metahuman Point Cost: 1 Minor, 2
Moderate, 3 Major
Power Usable By: Bl, Ob (up to Notes:
Moderate)
Activation: Action When you activate this power, you may
Minor: 1d8 damage make a ranged attack using Power
Moderate: 2d8 damage Use: Water Jet + Reflexes to hit your
Major: 3d8 damage target.
Energy Point Cost: 0 for Minor, 1 for
Moderate, 2 for Major
Duration: Immediate
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You may also use this power to do
something more mundane, such as
filling up a canteen.
Water Control: Water Movement
You can move through liquids You suffer no penalties to your
unhindered. Movement when moving through
fluids that are ankle-deep or deeper.
Power Usable By: Bl, Ob You do not need to make Athletics
Activation: Passive Skill Tests to swim any more than you
Energy Point Cost: N/A need to make Athletics Skill Tests to
Duration: Permanent walk or run. You can simply move at
Range: Self your regular Movement through
Metahuman Point Cost: 2 liquids.
Notes:
Weaponmaster
You are unnaturally good with Range: Self
weapons. Metahuman Point Cost: 2
Notes:
Power Usable By: Br, Ma, Gb, All Other
Archetypes (only one sub-ability) You may take this power multiple
Activation: Passive times. Each time you do, pick a
Energy Point Cost: See sub-abilities different category of weapons
Duration: Permanent (handguns, shotguns, machetes, etc).
Range: Self You receive a -2 TN bonus on all
Metahuman Point Cost: See sub- attacks with that category of weapons.
abilities You may not pick the same category
Notes: twice.
You may select one or more sub- Strike Vitals (Weaponmaster
abilities, paying the appropriate costs required)
for each.
You know where to land your attacks
Accuracy (Weaponmaster required) to make them count.
You can bullseye a target without Activation: Reflexive
looking at it. Minor: +1d6 damage
Moderate: +2d6 damage
Activation: Reflexive Energy Point Cost: 1
Energy Point Cost: 1 Duration: Immediate
Duration: Scene Range: As weapon
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Metahuman Point Cost: 2 Minor, 3 Activation: Reflexive
Moderate Energy Point Cost: 2
Notes: Duration: Scene
Range: Self
You may take this power multiple Metahuman Point Cost: 1
times. Each time you do, pick a Notes:
different category of weapons
(handguns, shotguns, machetes, etc). You get +10 Movement. You may only
You may activate this power to deal use this power once per Scene.
bonus damage on all attacks with that
category of weapons. You may not Deflection (Weaponmaster required)
pick the same category twice.
You can parry attacks with your
Hair-Trigger (Weaponmaster weapon, even blasts and shots.
required)
Activation: Passive
You are exceptionally twitchy. Energy Point Cost: N/A
Duration: Permanent
Activation: Reflexive Range: Self
Energy Point Cost: 2 Metahuman Point Cost: 3
Duration: Scene Notes:
Range: Self
Metahuman Point Cost: 2 Attacks against you are at a +2 TN
Notes: penalty.
You gain +5 Initiative. You may use Hardened (Weaponmaster required)
this power in reaction to combat
starting, but you may only use it once Your body is naturally durable.
per Scene.
Activation: Passive
Rapid Movement (Weaponmaster Energy Point Cost: N/A
required) Duration: Permanent
Range: Self
You can over-adrenalize yourself, Metahuman Point Cost: 5
pushing the limits of normal human Notes:
speeds and reaction times.
You receive +8 Protection to all Hit
Locations.
Weather Control (P)
You can evoke weather patterns that Power Usable By: Bl, Ob
linger, following you until dismissed. Activation: Action
Minor: Alter weather within a 17 yard
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radius Weather patterns arrive at the end of
Moderate: Alter weather within a 33 the Round in which you summoned
yard radius them, and they remain until you
Major: Alter weather within a 166 yard dismiss them with an Action, they are
radius banished with an Opposition Roll from
Supermajor: Alter weather within a 5 someone else who can use Weather
mile radius Control, or the Duration ends.
Energy Point Cost: 3 Minor, 4
Moderate, 5 Major, 6 Supermajor Multiple characters’ weather patterns
Duration: Scene can overlap, and their penalties stack,
Metahuman Point Cost: 3 Minor, 4 so if you are fighting a rival Weather
Moderate, 5 Major, 6 Supermajor Control user they can summon a
Notes: hailstorm inside of your electrical
tornado.
The weather patterns that you evoke
with this power can be strong, but they No character may have more than one
cannot be targeted. For example, you weather pattern in play at the same
can call gale-force winds, but you can’t time—so you cannot have three
tell them to pick up and throw one hurricanes stacked on top of each
person. Similarly, you can call up other just in case someone banishes
weather that saturates the area around one of them.
you with lightning, but you can’t tell it
to attack a particular person—you are Taking this power allows you to learn
as much at risk from it as anyone else. the Sleet/Hail, Storm Lightning,
Whirlwind Attack, Whirlwind Defense,
If you wish to call a dangerous and Whirlwind Flight sub-powers.
weather pattern, spend the Energy
Point cost to activate this power, then Sleet/Hail (P) (Weather Control
make a Challenging (TN 9) Power Use: required)
Weather Control + Willpower Skill Test.
For every point you beat the TN by, you You can bury a target with a barrage of
may have your weather pattern impose hail and sleet.
a point of penalty on all physical
actions within its radius. Power Usable By: Bl
Activation: Action
If you move while your weather pattern Minor: 2d4+2 damage
is active, it moves with you. Your Moderate: 2d6+2 damage
weather pattern is summoned in the Major: 2d12+2 damage
sky overhead, so you may not do Energy Point Cost: 0 for Minor, 1 for
things like summon a hurricane inside Moderate, 2 for Major
of an underground bunker—the Duration: Immediate
hurricane would be summoned outside Range: 8 yards
of the bunker, making flying over the Metahuman Point Cost: 1 for Minor, 2
bunker tricky, but otherwise having no
effect on the people inside.
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for Moderate, 4 for Major Cybertech has a 13% chance of
Notes: shutdown. Cybertech cannot be shut
down further when it is already shut
You must be standing in a weather down.
pattern that you control to use this
power. Attacks with this power You must be standing in a weather
automatically aim at the target’s Head pattern that you control to use this
Hit Location at no penalty, but your power, and your target must be under
target must be under the open sky for the open sky for the attack to hit them
the attack to hit them at all. at all.
Storm Lightning (P) (Weather Whirlwind Attack (P) (Weather
Control required) Control required)
You can call down a targeted lightning You can control gale-force winds,
strike from the heavens. using them to throw people or objects.
Power Usable By: Bl, Ob (up to Power Usable By: Bl
Moderate) Activation: Action
Activation: Action Minor: 1d8+2 damage
Minor: 2d6 damage Moderate: 3d6+2 damage
Moderate: 2d10 damage Major: 5d6 damage
Major: 4d8 damage Energy Point Cost: 1 Minor, 2
Energy Point Cost: 1 Minor, 2 Moderate, 3 Major
Moderate, 3 Major Duration: Immediate
Duration: Immediate Range: 7 yards
Range: Anywhere within your weather Metahuman Point Cost: 2 Minor, 3
pattern Moderate, 6 Major
Metahuman Point Cost: 2 Minor, 3 Notes:
Moderate, 5 Major
Notes: You must be standing in a weather
pattern that you control to use this
When this attack hits a target, for each power, and your target must be
piece of Cybertech they have, there is somewhere the wind can reach for you
a percentage chance equal to the to hit them with this attack.
number of points of damage that you
dealt that that piece of Cybertech In addition to dealing damage, when
shuts down for 1d3 Rounds. The you hit a target with this attack, make
percentage chance does not stack an Opposition Roll using Power Use:
across multiple attacks, so if you hit a Whirlwind Attack + Intelligence vs your
victim once for 11 damage and again target’s Strength Saving Throw. On a
for 13 damage, each piece of success, they are knocked down.
Cybertech has an 11% chance of
shutdown, and then each piece of
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Whirlwind Defense (Weather Control Metahuman Point Cost: 2
Notes:
required)
You can call a whirlwind around You may fly at a speed of 70 mph. You
yourself to distract and buffet your may carry up to Willpower x 200 lbs of
opponents, fouling their attacks. people and material with you when you
fly this way, as long as you do not fly
Power Usable By: Bl, Ob faster than 70 mph. If you try to carry
Activation: Action someone with you against their will,
Energy Point Cost: 3 make an Opposition Roll using Power
Duration: Scene Use: Whirlwind Flight + Willpower vs
Range: Self their Strength Saving Throw in order to
Metahuman Point Cost: 3 do so.
Notes:
Flight speed from this power stacks
While your Whirlwind Defense is with flight speed from other
active, physical attacks against you Superhuman Abilities.
suffer a +2 TN penalty to hit.
You must be standing in a weather
You must be standing in a weather pattern that you control to use this
pattern that you control to use this power, and you must be somewhere
power, and you must be somewhere the wind can reach.
the wind can reach.
If your weather pattern is banished
Whirlwind Flight (P) (Weather while you are flying this way, you also
Control required) lose your flight.
You can ride the air currents of your
weather pattern.
Power Usable By: Bl, Mo
Activation: Action
Energy Point Cost: 1
Duration: Scene
Range: Self
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Mutations List
Mutations List
Mutations are abilities that manifested Mutations are only Available to the
when the Project Fire retrovirus Mutant Archetype.
recoded the way that a person’s body
or mind works. Not all of them are Mutations may be acquired during
beneficial, and many come with character creation by spending
obvious physical cues or strange Metahuman Points, or during play by
changes in biology. spending Experience Points.
Minor Mutations
Minor Mutations cost 2 Metahuman
Points each.
Bio-Sense
You can sense living beings, even You can sense living beings within
through solid barriers like walls. range, and you can even tell by the
dead spots in their bodies where they
Activation: Action have Cybertech or nanocolonies
Energy Point Cost: 2 installed. Furthermore, Mutants and
Duration: Scene characters with Hereditary Powers
Range: Intelligence x 10 yards radius have a slightly different ‘glow’ to them,
Metahuman Point Cost: 2 so you can use your Bio-Sense to tell
Notes: at a glance who has Superhuman
Abilities.
Clairaudience
You can listen remotely without having Metahuman Point Cost: 2
to set up audio equipment. Notes:
Activation: Action You can throw your hearing through
Energy Point Cost: 4 physical barriers, eavesdropping
Duration: Scene through walls. Your hearing is just as
Range: Intelligence x 4 yards acute as if you were in the room with
the thing you are trying to listen to.
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Clairvoyance
You can survey things remotely Metahuman Point Cost: 2
without having to set up video Notes:
equipment.
You can throw your sight through
Activation: Action physical barriers, eavesdropping
Energy Point Cost: 5 through walls. Your sight is just as
Duration: Scene acute as if you were in the room with
Range: Intelligence x 4 yards the thing you are trying to look at.
Claws
You have abnormally sharp and tough Metahuman Point Cost: 2
claws that can be used as weapons. Notes:
Activation: Passive When using your claws, your unarmed
Energy Point Cost: N/A attacks deal +1d6 damage and gain +2
Duration: Permanent AP.
Range: Self
Confuse (P) must make a Tough Willpower Saving
Throw (TN 12) or become confused for
You can temporarily confound a the rest of the Scene. While confused,
person by barraging them with they will sit or stand in stunned
hypnotic rays. silence, doing nothing but pondering
the complexity of their own breathing.
Activation: Action
Energy Point Cost: 5 You can keep multiple characters in
Duration: Immediate this state of confusion, but anyone
Range: Intelligence yards may end the confusion effect by
Metahuman Point Cost: 2 spending a full turn shaking and
Notes: talking to the confused person. At the
end of that Round, the confused
To hit with this ability, make a ranged person may resume acting normally.
attack using Power Use: Confuse +
Willpower. If you succeed, your target
Empathy (P)
You can read the emotions of other Activation: Action
living beings. Energy Point Cost: 3
Duration: Immediate
Range: Willpower x 4 yards
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Metahuman Point Cost: 2 Even if they try to do something like
Notes: force themselves to be angry in order
to mask their other feelings, you can
Make an Opposition Roll using Power see past that and know what they truly
Use: Empathy + Intelligence vs your think about a subject. On a failure
target’s Willpower Saving Throw. On a however, you are locked out of using
success, for the rest of the Scene you this ability on them for the rest of the
can read their emotions perfectly. Scene.
Extra Limb
You have an extra limb. This is handy. Two Weapon penalty that you would
normally get. Alternately, you may
Activation: Passive use your extra limb to help you wield
Energy Point Cost: N/A two-handed weapons.
Duration: Permanent • Gain an extra leg. This gives you +4
Range: Self Movement.
Metahuman Point Cost: 2 • Gain an extra sensory organ such as
Notes: an eye on a stalk or a pair of
antennae. This gives you a -2 TN
Choose one of the following: bonus on all Observation rolls.
• Gain an extra arm or a prehensile You may take this Mutation multiple
tail. You may use this extra limb to times if you wish.
attack with extra weapons. If you
attack with three or more weapons, You may not use this Mutation to
you take another +2 TN penalty for replace a limb or organ lost due to a
each additional weapon after the Complication or Negative Mutation.
second. This is on top of the +4 TN
Gills
You can breathe comfortably Metahuman Point Cost: 1
underwater. Notes:
Activation: Passive You also receive a -2 TN bonus to
Energy Point Cost: N/A resist pollutants and diseases that you
Duration: Permanent breathe in while underwater.
Range: Self
Gliders
You have glider membranes, which Activation: Passive
you can deploy to slow your falls. Energy Point Cost: N/A
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Duration: Permanent atmosphere, you’re conscious, and no
Range: Self one’s using their powers to slam-dunk
Metahuman Point Cost: 2 you into the earth. Maneuvering mid-
Notes: air with your glide-flaps requires a
Reflexes Saving Throw at a Target
You can survive falling from any Number determined by the GM.
height, as long as there’s an
Hide/Fur/Scales
Your body is covered in a protective Metahuman Point Cost: 2
layer of hide, fur, or scales. Notes:
Activation: Passive You gain +5 Protection to all Hit
Energy Point Cost: N/A Locations.
Duration: Permanent
Range: Self This Mutation does not stack with
Armored Skin.
Horn(s)
You have a horn or horns sticking out Metahuman Point Cost: 2
of your head. You can use this as a Notes:
weapon.
Your Head (and optionally Brain) Hit
Activation: Passive Locations have +2 Damage
Energy Point Cost: N/A Resistance, and your headbutts deal
Duration: Permanent +1d6 damage.
Range: Self
Illumination
Part of your body glows like a lantern, Range: Health x 3 yards radius
shedding soft light across the area. Metahuman Point Cost: 2
Notes:
Activation: Action
Energy Point Cost: 1 This ability can negate abilities that
Duration: Scene cause darkness—no roll required.
Imitate Voice/Sound Activation: Action
Energy Point Cost: 1
You can imitate any sound you have Duration: Scene
heard.
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Range: Intelligence x 5 yards You can perfectly imitate any sound,
Metahuman Point Cost: 2 voice, or accent that you have heard
Notes: before. Even better, you can throw
your voice up to the maximum range
of this ability.
Increased Attribute (Minor)
The virus has unlocked exceptional • 1= +1 Strength
levels of capability in you. • 2= +1 Health
• 3= +1 Reflexes
Activation: Passive • 4= +1 Willpower
Energy Point Cost: N/A • 5= +1 Charisma
Duration: Permanent • 6= +1 Intelligence
Range: Self • 7= +1 to GM’s Choice
Metahuman Point Cost: 2 • 8= +1 to Player’s Choice
Notes:
If taking this Mutation would increase
You may take this Mutation up to three an Attribute above 9 (or Charisma
times. Each time you take it, roll 1d8 above 3), reroll your result.
and consult the following chart.
Large Skeleton
You have big, big bones. You gain +10 maximum Hit Points and
deal +1d3 damage with unarmed
Activation: Passive attacks. However, you may not turn
Energy Point Cost: N/A this ability off, and you must be at
Duration: Permanent least 7 feet tall (Gorilla Sized on the
Range: Self Size Chart).
Metahuman Point Cost: 2
Notes:
Leaper
You can fling your body a considerably Metahuman Point Cost: 0
distance, landing safely at the end. Notes:
Activation: Action You can jump this ability’s Range. You
Energy Point Cost: 1 may do this multiple times during the
Duration: Immediate same turn as long as you spend an
Range: 25 yards horizontally, 13 yards Action each time. You subtract 25
vertically yards from the distance you’ve fallen
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when determining whether you were
hurt by landing from a leap.
Levitate
You can float leisurely through the air. You may move at half your normal
Movement (before factoring in
Activation: Action bonuses from Superhuman Abilities)
Energy Point Cost: 3 through the air, drifting slowly towards
Duration: Scene your destination.
Range: Self
Metahuman Point Cost: 2
Notes:
Pheromones
You can emit a puff of pheromones, Metahuman Point Cost: 2
putting people at ease around you. Notes:
Activation: Action You get a -3 TN bonus on social
Energy Point Cost: 5 interactions with anyone who’s
Duration: Scene breathing the air in this Mutation’s
Range: Health yards radius radius.
Photosynthesis
You can turn sunlight into Metahuman Point Cost: 2
nourishment. Your skin has a slight Notes:
green tinge, however.
You gain +1 Health. This may not
Activation: Passive increase your Health over 9.
Energy Point Cost: N/A
Duration: Permanent You also only need to eat half your
Range: Self usual amount if you spend at least six
hours exposed to sunlight.
Poison Gland (Minor)
You can spit or secrete a particular Range: 3 yards
toxin. Metahuman Point Cost: 2
Notes:
Activation: Action
Energy Point Cost: 2 When you select this Mutation, pick
Duration: Immediate one of the following toxins. You can
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inflict that toxin on biological targets for the rest of the Scene. This penalty
with a ranged unarmed attack using can be stacked through repeated
Throwing + Reflexes (dealing 0 doses up to +5 TN.
damage and costing an Action), or as
part of a regular unarmed attack. Neurotoxin: target must make a
Challenging Health Saving Throw (TN
Paralysis Toxin: target must make a 9) or take 3d6 Drain damage. Even if
Challenging Health Saving Throw (TN they pass, they take 1d6 Drain
9) or become immobile for 1d3 damage.
Rounds. Additional doses increase this
duration by +1d3 Rounds each. You may take this Mutation multiple
times, selecting a different toxin each
Sickness Toxin: target must make a time. You may only apply one toxin per
Challenging Health Saving Throw (TN attack.
9) or suffer a +2 TN penalty on all rolls
Radar
You can deploy an invisible psychic Your beacon beams you information
beacon, which beams you information constantly, giving you a realtime map
about the area around it. of the area in a Health x 10 yards
radius. The map includes physical
Activation: Action features, as well as people, animals, or
Energy Point Cost: 3 objects that are moving through the
Duration: Scene area. When making Observation rolls
Range: Touch to notice things in the radius of your
Metahuman Point Cost: 2 Radar, you receive a -3 TN bonus.
Notes:
You may only deploy one Radar per
Scene.
Skunk
You can jet out a cloud of almost You create a 3 yard radius Area of
supernaturally potent fumes. Effect stench cloud. Any character that
enters the cloud or begins their turn in
Activation: Action the cloud must make a Tough Health
Energy Point Cost: 2 Saving Throw (TN 12) or suffer a +2
Duration: 3 Rounds TN penalty on all rolls until the start of
Range: 10 yards their next turn. This penalty does not
Metahuman Point Cost: 2 stack with itself.
Notes:
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Spines/Quills You can fire your quills as a throwing
weapon, using Throwing + Reflexes. If
Part of your body is covered in quills, they hit, they deal 1d8+3 damage, AP
which you can throw with a stylish 3. If they hit a target in the Eyes Hit
flick. Location and do damage, that target is
automatically blinded until they either
Activation: Action regenerate or receive transplant
Energy Point Cost: 1 surgery.
Duration: Immediate
Range: Health x 3 yards
Metahuman Point Cost: 2
Notes:
Thermal Vision Observation rolls. You generally can’t
use this ability to see through walls,
You can see in thermal. but you can detect large thermal
masses (such as grizzly bears) on the
Activation: Action other side of one yard thick (or thinner)
Energy Point Cost: 1 barriers that haven’t been specifically
Duration: Scene insulated to block thermal
Range: Self surveillance.
Metahuman Point Cost: 2
Notes:
While using your thermal vision, you
receive a -3 TN bonus to all
Major Mutations
Major Mutations cost 6 Metahuman
Points each.
Armored Skin
Your body has large, obvious armored Metahuman Point Cost: 6
plates and hinges along your back, Notes:
shoulders, knees, and the front of your
legs. You receive +7 Protection to all Hit
Locations. Also, if you wish, you are
Activation: Passive able to spend an Action and roll up
Energy Point Cost: N/A into a giant armored ball. While in ball
Duration: Permanent form, you receive another +5
Range: Self Protection to all Hit Locations, you can
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Mutations List
roll at a speed of +30 mph, and you This Mutation does not stack with
deal +2d6 damage with unarmed Hide/Fur/Scales.
attacks that involve rolling into people.
To leave ball form, you must spend
another Action.
Bio-Electric Charge
Your body produces a powerful Alternately, you can use this Mutation
electrical charge. It can be used to as a Reaction to being hit by a melee
discourage people from touching you. or unarmed attack, in which case you
deal 2d8+4 damage with the same
Activation: Action chance of shorting out a piece of
Energy Point Cost: 2 technology on your target.
Duration: Immediate
Range: Touch or as part of a melee Finally, you can overload and destroy
attack electronic devices by holding onto
Metahuman Point Cost: 6 them for a Round, if you wish to. You
Notes: do not automatically destroy all
electronic devices that you are
You deal +2d8+4 damage, and for each holding, you can choose which ones
point of damage you deal with your you wish to disable, but you can only
attack, there is a 2% chance that a use this Mutation destructively. You
piece of technology, nanocolony, or cannot use it to safely power an
piece of Cybertech on the target shorts electronic device.
out for 1d3 Rounds. Only one piece
shorts out per attack, and the GM
chooses which one.
Biokinetic Force Barrier
You can project a skin-tight forcefield Metahuman Point Cost: 6
around your body. Notes:
Activation: Action While this mutation is active, you get 6
Energy Point Cost: 4 Damage Resistance to all Hit
Duration: Scene Locations. This does not stack with
Range: Self bonuses from other force fields.
Chameleon
Your skin camouflages itself to match Activation: Reflexive
your surroundings. Energy Point Cost: 3
Duration: Scene
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Range: Self than 10 yards of your Movement
Metahuman Point Cost: 6 during a Round. If you use more than
Notes: 10 yards of Movement, or if you make
a physical attack, you lose this bonus
You blend into your surroundings, until the start of your next turn.
even matching the appropriate levels
for heat and background radiation. While you are camouflaged, other
You receive a -2 TN bonus on Stealth characters won’t spot you by
rolls if you are wearing clothing, or a -4 accident—only if they’re looking for
TN bonus on Stealth rolls if you are you, or if you do something to give
naked, as long as you do not use more yourself away.
Displacement
You can teleport and swap places with You can also use this ability as a
people across short distances. Reaction when you successfully avoid
an attack. It costs an Action from your
Activation: Action next turn (see Dodge Attempts [p. 239])
Energy Point Cost: 6 when used this way, but if you
Duration: Immediate successfully swap places with a
Range: Health x 2 yards target, they get targeted by the attack
Metahuman Point Cost: 6 you just avoided.
Notes:
You either teleport to your destination
or instantly switch places with a target
in range.
Energy Drain (P) Make a ranged attack using Power
Use: Energy Drain + Reflexes. If you
You can sap another character’s succeed, your target loses 2d6 Energy
energy. Points and you recover half that
number of Energy Points. This may not
Activation: Action increase your current Energy Points
Energy Point Cost: 3 over your maximum Energy Points.
Duration: Immediate
Range: Health x 3 yards
Metahuman Point Cost: 6
Notes:
Increased Attribute (Major)
The virus has unlocked even more Activation: Passive
exceptional levels of capability in you. Energy Point Cost: N/A
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Duration: Permanent • 3= +3 Reflexes
Range: Self • 4= +3 Willpower
Metahuman Point Cost: 6 • 5= +3 Charisma
Notes: • 6= +3 Intelligence
• 7= +3 to GM’s Choice
You may take this Mutation up to three • 8= +3 to Player’s Choice
times. Each time you take it, roll 1d8
and consult the following chart. If taking this Mutation would increase
an Attribute above 9 (or Charisma
• 1= +3 Strength above 3), reroll your result.
• 2= +3 Health
Life Drain
You can pull the life from another Metahuman Point Cost: 6
living creature with just a touch. Notes:
Activation: Action You deal 2d6 Drain damage and
Energy Point Cost: 4 recover an equal number of Hit Points.
Duration: Immediate
Range: Touch You may use this ability as part of an
unarmed attack.
Mind Speak
You can communicate with a person contact. You receive a -4 TN bonus on
mind to mind. this Opposition Roll.
Activation: Reflexive You can add other people to your
Energy Point Cost: 4 mental communication by spending
Duration: Scene the Energy Point cost again and
Range: Intelligence x 10 yards making contact with them.
Metahuman Point Cost: 6
Notes: Your target must be in Line of Sight for
you to activate this ability on them, but
If your target does not wish to speak to once it has been activated it lasts until
you, you must make an Opposition Roll the end of the Scene, even if you break
using your Willpower Saving Throw vs Line of Sight or leave range.
their Willpower Saving Throw to make
Phantasm (P)
You can create horrifying illusions. Activation: Action
Energy Point Cost: 4
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Duration: Scene Observation + Intelligence vs the TN
Range: Intelligence x 8 yards you set. If it has been pointed out to a
Metahuman Point Cost: 6 person that what they are seeing is an
Notes: illusion, they make their roll with a -4
TN bonus. If they fail their roll to
You can create an illusion and disbelieve the illusion (or if they
command its movements or give it a choose not to roll), they suffer a +2 TN
set of simple behaviors to execute. fear penalty to all rolls while in the
Your illusion is visual only, and may presence of the illusion. You can
not be larger than 3 x 3 yards. create multiple illusions with
Phantasm, but you cannot stack the
When you create an illusion, roll Power fear penalty with itself.
Use: Phantasm + Intelligence to set
the TN to disbelieve it. Your illusions are visible on cameras,
and can fool digital security measures
Anyone may attempt to realize that the and drones.
image you have created is an illusion
by making a Skill Test using
Poison Gland (Major)
You can spit or secrete a very powerful Additional doses increase this
toxin. duration by +1d3+1 Rounds each.
Activation: Action Sickness Toxin: target must make a
Energy Point Cost: 2 Tough Health Saving Throw (TN 12) or
Duration: Immediate suffer a +3 TN penalty on all rolls for
Range: 3 yards the rest of the Scene. If they succeed,
Metahuman Point Cost: 6 they still suffer a +1 TN penalty until
Notes: the end of the Scene. These penalties
can be stacked through repeated
When you select this Mutation, pick doses up to +5 TN.
one of the following toxins. You can
inflict that toxin on biological targets Neurotoxin: target must make a Tough
with a ranged unarmed attack using Health Saving Throw (TN 12) or take
Throwing + Reflexes (dealing 0 3d8 Drain damage. Even if they pass,
damage and costing an Action), or as they take 1d8 Drain damage.
part of a regular unarmed attack.
You may take this Mutation multiple
Paralysis Toxin: target must make a times, selecting a different toxin each
Tough Health Saving Throw (TN 12) or time. You may only apply one toxin per
become immobile for 1d3 Rounds. attack.
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Poltergeist (P)
You can move objects forcefully with You can move one object (or a cluster
your mind. of objects) with your mind, as long as
it weighs no more than 500 lbs, but
Activation: Action you must move it sharply, swatting it
Energy Point Cost: 3 from place to place.
Duration: Immediate
Range: Intelligence x 10 yards You can use this ability to chuck an
Metahuman Point Cost: 6 object at a target by making a ranged
Notes: attack with Power Use: Poltergeist +
Willpower. If it hits, it deals 3d12
damage.
Psionic Blast (P)
You can send out psychic waves to Make an Opposition Roll using Power
crush the head of another living being. Use: Psionic Blast + Willpower vs your
target’s Willpower Saving Throw. If
Activation: Action you succeed, they take 2d6 psychic
Energy Point Cost: 6 damage, AP All, to the Head Hit
Duration: Immediate Location.
Range: Willpower x 4 yards
Metahuman Point Cost: 6
Notes:
Radiation Emitter (P) (round down) is dealt as Drain
damage. The other half of the total
You can unleash blasts of radioactive (round down) temporarily reduces your
particles. target’s maximum Hit Points. This
effect lasts for 2d4 hours, with
Activation: Action subsequent hits lowering the target’s
Energy Point Cost: 6 maximum Hit Points again and adding
Duration: Immediate +1d4 hours to the Duration of the
Range: Health yards effect. While their maximum Hit Points
Metahuman Point Cost: 6 are lowered, the target also suffers a
Notes: +1 TN penalty on all rolls and feels
sick to their stomach.
Make a ranged attack using Power
Use: Radiation Emitter + Willpower. If
you hit, roll 2d10+7. Half of the total
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Rearrange Memories (P)
You can get into someone’s head and new one. Work with the GM to
rearrange or plant memories there. determine what you alter and how you
alter it.
Activation: Action
Energy Point Cost: 7 Your target will not automatically know
Duration: Immediate that their memories have been altered,
Range: Touch but they are able to realize that they
Metahuman Point Cost: 6 have false memories if it’s pointed out
Notes: to them and they are shown evidence
that proves that what they remember
When you hit with this ability, make an is a lie. That said, realizing that their
Opposition Roll using Power Use: memories have been tampered with
Rearrange Memories + Intelligence vs does not revert the change.
your target’s Willpower Saving Throw.
On a success, you may alter one of All changes made with this ability are
your target’s memories or implant a permanent.
Regenerative Burst
You can emit a pulse of energy that Range: Health x 2 yards
induces speedy wound-repair in living Metahuman Point Cost: 6
organisms. Notes:
Activation: Action Your target recovers their Heal Rate x
Energy Point Cost: 8 3 in Hit Points. You may only use this
Duration: Immediate on the same target once per session.
Scrambler
You can send out electrical waves that inflict that effect on targets with a
interfere with a target’s nervous ranged unarmed attack using
system. Throwing + Reflexes (dealing 0
damage and costing an Action), or as
Activation: Action part of a regular unarmed attack.
Energy Point Cost: 7
Duration: Immediate • Disable Ability: target must make a
Range: 3 yards Tough Health Saving Throw (TN 12)
Metahuman Point Cost: 6 or lose one ability (your choice) for
Notes: the rest of the Scene.
When you select this Mutation, pick • Sensory Interference: target must
one of the following effects. You can make a Tough Willpower Saving
Throw (TN 12) or suffer a +4 TN
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penalty on all rolls for the rest of the or have a full blown seizure for 1d3
Scene. If they succeed, they still Rounds.
suffer a +1 TN penalty until the end
of the Scene. These penalties can be You may take this Mutation multiple
stacked up to +4 TN. times, selecting a different effect each
• Induce Spasm: target must make a time. You may only apply one effect
Tough Health Saving Throw (TN 12) per attack.
Shape Change
You can change your appearance on a having a picture on hand, as long as
whim. you’ve seen your target at least once in
your life.
Activation: Reflexive
Energy Point Cost: 3 Your mimicry is excellent, but you may
Duration: Scene not wildly increase or decrease your
Range: Self body size, and the target you are
Metahuman Point Cost: 6 mimicking must be a human or
Notes: mutant.
You can copy a target’s appearance, At the end of a Scene, if you wish to
so long as you’re either looking at keep your mimicry, you may pay half
them or have a reference picture on the original number of Energy Points
hand when you transform. Alternately, that you spent on it to maintain it into
if you have the Photographic Memory the next Scene.
target, you are always treated as
Wings Metahuman Point Cost: 6
Notes:
You can sprout wings.
When you wings are out, you can fly at
Activation: Reflexive 3x your base Movement. This does not
Energy Point Cost: 3 multiply Movement bonuses from
Duration: Scene Talents or Superhuman Abilities.
Range: Self
Negative Minor Mutations
Characters may take Negative Minor Characters may have no more than 6
Mutations to gain +2 Metahuman points of Negative Mutations (Major
Points each. and Minor) in total.
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Aggression Enhancer Glands
Without meaning to, you sometimes Throw (TN 9) or else begin angrily
output a pheromone that makes confronting the closest person to them
people around you violent. Once per (who is often you.) Wearing a hazmat
session, the GM may activate your suit contains the pheromones, but
glands, causing anyone who stands comes with certain connotations, so
within a 5 yard radius of you for the you may not want to be always
rest of the Scene to make an strolling around in one.
immediate Challenging Health Saving
Allergy
You are either highly allergic to If you are slightly allergic, your
something uncommon, or slightly stimulus is something like nut
allergic to something common. products, sunlight, or commercial
medicines. When exposed to it, you
If you are highly allergic, your stimulus suffer a +1 TN penalty to all rolls for
is something like gold, pineapple, or the next 4d6 minutes.
antibiotics. When exposed to it, you
suffer a +3 TN penalty to all rolls for You may take this Negative Mutation
the next 3d6 hours. multiple times, choosing a different
allergy each time.
Deformation (Minor)
Some visible part of your body looks discriminate against those
injured, sickly, or odd. This marks you things—which is to say, most of
as either a mutant or someone with a society.
low-value Genetic ID, and you suffer a
+2 TN penalty when negotiating with Removing your Deformation (Minor)
people who have been taught to forces you to take 2 Limit Points.
Dependency (Minor)
Your unique condition requires without your meeting your
something inconvenient but relatively dependency’s needs, you reduce your
easy to access in order to survive. This maximum Hit Points by 2d4. When you
might be human blood, 1d6 hours of finally satisfy your dependency again,
exercise, or 80 credits worth of food all of these lost maximum Hit Points
from a particular fast food chain. At are restored.
the end of each day that you go
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False Memories
You sometimes vividly remember thoughts, they can’t differentiate the
things that haven’t happened. When manufactured memories from the real
this happens, you have to use your ones. Once per session, the GM can
own judgement about what is real. induce a false memory in your
Even if someone peers into your character.
Hive Mind
You are part of a group consciousness task that you must perform for the
with a number of other mutants. You benefit of the group. Work with the GM
have some degree of free will, but you to determine who the group is and
cannot work against the group what they are like before you take this
consciousness’ goals directly. Once Negative Mutation.
per session the GM can assign you a
Increased Pain Receptors
Your body doesn’t handle pain well. All
of your Saving Throws to resist pain
are at a +3 TN penalty.
Infectious
You are a carrier for an unpleasant, but Work with the GM to determine what
not (usually) fatal disease. You your disease is. It is part of your
constantly manifest its symptoms, and Mutant condition, and while it may be
you are contagious to other people, cured in other people, it cannot be
who must make an Average (TN 7) cured in you.
Health Saving Throw or contract it any
time they are exposed to your spit,
blood, cough, etc.
Insomnia
You have a difficult time getting to penalty can stack, resulting in a very
sleep. Every time you try to rest, make high modifiers. You can drug yourself
a Challenging (TN 9) Health Saving to sleep with Doz-All to get around this
Throw in order to sleep. If you fail, you issue, but if you do you will be
suffer a +2 TN penalty to all rolls unconscious for at least six hours, and
(except for Health Saving Throws to cannot wake up to respond to danger
get to sleep) until the next time you are during that time.
able to get good, restful sleep. This
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Odor all peaceful interactions with people
who can smell you.
You produce a terrible odor. Bathing
doesn’t help. Even walls don’t really
stop it. You suffer a +3 TN penalty on
Photodependency
You require sunlight in order to down. Your condition is partly
survive. Each day, you must bask for psychosomatic, and sun lamps do not
1d3 hours. If you do not, you suffer help.
1d8 Drain damage when the sun goes
Reduced Attribute (Minor)
Some part of you has been diminished • 5= -1 Charisma
by the work of the virus. • 6= -1 Intelligence
• 7= -1 to GM’s Choice
You may take this Mutation up to three • 8= -1 to Player’s Choice
times. Each time you take it, roll 1d8
and consult the following chart. This Mutation may not decrease an
Attribute below 1. If that would
• 1= -1 Strength happen, you instead do not take this
• 2= -1 Health Mutation, and you are locked out of
• 3= -1 Reflexes attempting to take it again.
• 4= -1 Willpower
Useless Limb prosthetic. Either lose the use of one
leg and halve your Movement, or lose
One of your limbs is completely non- the use of one arm.
functional. Worse, the nerve-endings
in it won’t synch up properly to a
Weak Immunity
You are extremely prone to getting attempts to resist poisons and
sick. You suffer a +2 TN penalty on all diseases.
Negative Major Mutations
Characters may take Negative Major Characters may have no more than 6
Mutations to gain +4 Metahuman points of Negative Mutations (Major
Points each. and Minor) in total.
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Mutations List
Conjoined Twin
You have a twin that is connected to determine your twin’s personality
you. They cannot be removed without before taking this Negative Mutation.
killing you both. Work with the GM to Your GM controls your twin.
Deformation (Major)
Some visible part of your body looks per session when you are spotted in a
objectively non-human. You might crowd by a civilian, the GM can have
have butterfly wings, a single your spotter call your location in to
compound eye, or non-functional law-enforcement and have
fleshy mouths all over your skin. This Peacekeepers or LEC contractors
marks you unquestionably as a show up in the area within 3d6
mutant, and you suffer a +3 TN penalty minutes, hunting for mutants.
when negotiating with people who
have been taught to discriminate Removing your Deformation (Major)
against those things—which is to say, forces you to take 4 Limit Points.
most of society. On top of that, once
Dependency (Major)
Your unique condition requires and consume another mutant every
something extremely inconvenient and ten days. At the end of each day past
fairly difficult to access in order to the grace period that you go without
survive. This might mean needing a your meeting your dependency’s
daily injection of a vial of chemicals needs, you reduce your maximum Hit
from the laboratory in which you were Points by 2d8. When you finally satisfy
made, needing to take half your Hit your dependency again, all of these
Points in damage in a life-or-death lost maximum Hit Points are restored.
fight once a week, or needing to kill
Frail
You are very susceptible to damage.
All damage that you take is increased
by 50%.
Hemophiliac
You have trouble stopping your end of every Round until you have
bleeding. Any time you are injured by a spent an entire turn bandaging the
hazard or an attack, you begin taking wound. These bleeding injuries stack,
1d3 Hit Points as Drain damage at the and each one must be bandaged
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Mutations List
separately. Your unique mutant take 2d6 Drain damage at the end of
condition requires you to have very the Round.
thin blood, and so you may take
clotting drugs (1 Action in combat) to Taking clotting drugs doesn’t prevent
immediately close all of your open future injuries from opening new
wounds, but this also causes you to wounds.
Light Sensitive every five minutes you are exposed to
it.
You are very sensitive to bright light,
taking 1 point of Drain damage for
Limbless
You have no working limbs. However, You may not take Useless Limb or
you have an extremely long body trunk Extra Limb if you take this Negative
that allows you to move around like a Mutation.
snake. This locomotion is done at a
quarter of your normal Movement
speed.
Narcolepsy
You experience a periodic and may call for a Challenging Willpower
overwhelming desire to sleep that Saving Throw (TN 9). If you fail, you
comes on during your normal daily fall asleep on the spot. This unplanned
activities. The urge strikes at semi- doze lasts for 1d4 hours, or until you
random, although it may be brought take damage, or until someone spends
out by stress. Once per day, the GM a full turn shaking you awake.
Nervous Tick suffer a +2 TN penalty on all social
interactions.
You suffer from a constant nervous
twitch or weird idiosyncrasy. This
interferes with conversation, and you
Random Amnesia whatever cultures they knew
previously, and they still know facts
Once per game session, the GM can about things like technology and
declare that your character has history. Over the next 4d6 hours, their
forgotten all of their memories. They memories come back slowly.
still know any languages that they
spoke before, they understand
manners, they’re familiar with
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