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SAVE THE WORLD . . . OR DESTROY IT! GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here’s everything you need to cre- ate every kind of amazing, off-the-chart super- you can imagine . . . as well as amazing wizards, fighters, shamans who com- mand spirits . . . even gods! Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also includes guide- lines for “special effects” and several different ways to vary a power on the fly Ð two crucial concepts for comic-book superheroics. If you’ve got a high-powered campaign . . . or high-powered players . . . you want GURPS Powers!

This PDF is an electronic copy of the recently released printed edition of GURPS Powers. All known errata from that edition have been corrected, as of the publication date, listed below.

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Incorporated. Pyramid, GURPS Powers, and the PRINT. names of all products published by Incorporated are reg- PLAY. istered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved. GURPS Powers is copyright © 2005, 2006 by Steve Jackson Games Incorporated. The scanning, uploading, and distribution of this material via the Internet or e23 via any other means without the permission of the publisher is illegal, and pun- ishable by law. Please purchase only authorized electronic editions, and do not STEVE JACKSON GAMES participate in or encourage the electronic piracy of copyrighted materials. Your e23.sjgames.com TM support of the authors’ rights is appreciated. STEVE JACKSON GAMES e23.sjgames.com

Stock #82-0146 Version 1.0 April 7, 2006 STEVE POWERS GAMES 01-0102 JACKSON 2005 the USA Printed in RINTING P ST VEMBER O ,1 N SJG 01-0102 DITION E BN 1-55634-742-1 The advice on abilities and ST UBLISHED IS 1 P 9!BMF@JA:RSVSQXoYjZhZ_ZdZ` $34.95 Andrew Hackard Hackard Andrew , Fourth Edition, and replaces the Edited by GURPS Psionics. god? and fighter? , you have and prevent high-powered heroes from taking over! powers – and their interactions. GURPS Basic Set Phil Masters fun wuxia into superhuman Powers and cosmic and GURPS Supers Abrar Ajmal, Alex Fernandez, Justin De Witt, Tony Parker, Parker, Abrar Ajmal, Alex Fernandez, Justin De Witt, Tony requires the Basic Set Romas Kukalis, Bob Stevlic, Eva Widermann, and John Zeleznik Sean Punch – groups of abilities linked by By Bob Stevlic, Chris Quilliams, Eva Widermann, and John Zeleznik Illustrated by powers powers can be used with any that features superhuman characters. GURPS Basic Set Cover Art by GURPS Powers ant to create a ? A Third Edition books W Case-by-case advice on how to turn over 100 Five flexible new advantages: Control, Create, Dozens of new enhancements and limitations to Energy Reserves to fuel abilities, “alternative Hundreds of sample abilities – energy blasts, Rules for Guidelines on biological, chi, divine, elemental, magical, moral, nature, psionic, spirit, and Advice to GMs on how keep it abilities – with new modifiers, variant traits, optional rules, and plenty of examples. advantages from the Illusion, Leech, and Static. fine-tune your abilities. all work at once, and ways abilities” that don’t to substitute abilities you have for those don’t. curses, defenses, mental gifts, and more. origin – with over 40 ready-to-use examples. super powers – even godlike ● ● ● ● ● ● ● ● everything you need to create superhuman heroes: An earth-shattering psi? A wizard or shaman with abilities beyond spells and rituals? A With the Written by SEAN PUNCH and PHIL MASTERS Edited by ANDREW HACKARD Cover Art by ROMAS KUKALIS, BOB STEVLIC, EVA WIDERMANN, and JOHN ZELEZNIK Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, JUSTIN DE WITT, TONY PARKER, BOB STEVLIC, CHRIS QUILLIAMS, EVA WIDERMANN, and JOHN ZELEZNIK

ISBN 1-55634-742-1 12 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTS INTRODUCTION...... 4 Learning Powers...... 35 Antipsi ...... 122 About GURPS ...... 5 Awakenings...... 36 Anti-Super ...... 122 About the Author...... 5 Player-Designed Powers ...... 37 Astral Projection ...... 122 Bioenergy ...... 123 1. BUILDING POWERS ...... 6 2. BUILDING ABILITIES . . . . 38 Body Alteration ...... 123 WHAT ISAPOWER? ...... 7 ADVANTAGES ...... 39 Body Control ...... 123 Focus vs. Source ...... 7 Optional Rules for Afflictions . . . . 40 Chaos ...... 124 Powers vs. “Wild Advantages” . . . . . 8 Projection ...... 44 Cold/Ice...... 124 Cosmic ...... 124 CHOOSING ABILITIES ...... 9 Partially Limited Abilities ...... 46 Attacks ...... 9 Independent Body Parts...... 52 Darkness...... 125 Inappropriate Abilities ...... 10 Guns as Innate Attacks ...... 54 Death ...... 125 Defenses ...... 11 HEAVY LIFTING TABLE...... 58 Dimension Travel ...... 125 Optional Rule: Optional Rule: Small Size Divine ...... 126 Alternative Abilities...... 11 and Combat ...... 76 Earth...... 126 Movement Abilities ...... 12 AWE AND CONFUSION CHECK TABLE . . 85 ...... 126 Uniqueness ...... 12 New Advantages ...... 90 Electrokinesis ...... 126 Attributes as Abilities ...... 13 Neutralize and Static vs. ESP ...... 127 Mental Abilities ...... 14 Non-Powers...... 97 Evil ...... 127 Finding the Right Mix ...... 16 MODIFIERS ...... 99 Force Constructs ...... 127 Physical Transformations...... 17 Optional Rule: Multiplicative Good ...... 128 Number of Abilities ...... 19 Modifiers ...... 102 Gravity ...... 128 New Enhancements ...... 107 Healing ...... 128 EVALUATING POWER MODIFIERS . . . 20 Heat/Fire ...... 129 Countermeasures ...... 20 Gadget Limitations and Powers . . 107 New Limitations ...... 110 Illusion ...... 129 Required Disadvantages ...... 21 Kinetic Energy...... 129 SPECIAL EFFECTS ...... 113 Opposed Powers ...... 21 Life ...... 130 “Functional” Special Effects . . . 113 Channeled Energies ...... 24 Light ...... 130 Other Factors...... 25 Cosmetic Effects ...... 113 Finalizing the Modifier...... 25 Beam, Breath, and Bolt ...... 113 Quick Reference: Minor Benefits Power Modifiers ...... 25 and Drawbacks ...... 114 Sample Modifiers ...... 26 FINISHING UP ...... 114 Zero-Cost Modifiers ...... 27 Naming Your Ability ...... 115 Stacking Power Modifiers ...... 28 Writing It Up ...... 115 PRICING TALENTS ...... 29 SPECIAL CASES ...... 115 Existing Advantages as Talents. . . . 29 Multiple-Choice Problems . . . . . 115 RELATIONSHIPS BETWEEN Emulating Fictional Abilities . . . 116 POWERS ...... 30 Absolutes ...... 117 Powers With Similar Sources . . . 30 Benchmarking Attacks Power vs. Power ...... 30 and Defenses ...... 117 Machine Telepathy ...... 130 Structure Within Powers ...... 31 Energy Reserves ...... 119 Magic ...... 131 Powers, Great and Small ...... 32 Magnetism ...... 131 3. EXAMPLES ...... 120 Matter Control...... 131 ADDING AND IMPROVING POWERS . . 33 AMPLE OWERS ...... 121 Starting Out With Powers ...... 33 S P Order...... 132 Air ...... 121 PC Powers vs. NPC Powers ...... 33 Plant Control ...... 132 Animal Control ...... 121 Adding and Improving Probability Alteration ...... 132 Anti-Magic ...... 121 Powers in Play ...... 34

GURPS System Design ❚ STEVE JACKSON Production Artist ❚ ALEX FERNANDEZ Sales Manager ❚ ROSS JEPSON GURPS Line Editor ❚ SEAN PUNCH Print Buyer ❚ MONIQUE CHAPMAN Errata Coordinator ❚ ANDY VETROMILE Art Director ❚ STEVE JACKSON Prepress Checking ❚ MONICA STEPHENS GURPS FAQ Maintainer ❚ ❍❍❍❍❍ Page Design ❚ PHILIP REED Marketing Director ❚ PAUL CHAPMAN STÉPHANE THÉRIAULT

Lead Playtester: Jeff Wilson Playtesters: James Barrett, C. Lee Davis, Nathaniel Eliot, Scott Harris, Chris Helton, Leonardo M. Holschuh, Rev. Pee Kitty, Jonathan Lang, Christian Maillefaud, Jeff Raglin, Emily Smirle, William H. Stoddard, Stéphane Thériault, Chad Underkoffler, and Jefferson Wilson

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Powers, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Powers is copyright © 2005 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA. The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated.

2CONTENTS Psychokinesis...... 133 Spirit Powers ...... 178 Powers in Non-Mythic Radiation ...... 133 Super-Powers...... 178 ...... 204 Sound/Vibration ...... 133 Mythic Fantasy Genre Spirit Control...... 134 5. POWER GAMES...... 179 Conventions ...... 205 Telepathy ...... 134 ORIGINS ...... 179 Mythic Origins...... 205 ...... 134 Biological Powers ...... 180 Mythic Fantasy Antagonists. . . . 205 Time Mastery ...... 135 Chi Powers ...... 180 Mythic Magic...... 206 Vampirism ...... 135 Cosmic Powers ...... 180 Playing ...... 206 Water ...... 135 Divine Powers ...... 180 Wuxia Fantasy ...... 207 Weather Control ...... 136 High-Tech Powers ...... 180 Mythic Fantasy Adventures . . . . 208 SAMPLE ABILITIES ...... 136 Magic Powers ...... 180 Tales of the Uncanny ...... 208 Attacks ...... 136 Racial Abilities ...... 180 MODERN ADVENTURE ...... 208 BUILT-IN FIREARMS Psionic Powers ...... 181 Subgenres...... 209 ATTACK TABLE ...... 137 Spirit Powers ...... 181 Pulp Chi ...... 209 Arms Control ...... 138 Unified Metaphysical Horror and -Only ELEMENTAL ATTACK TABLE ...... 141 Theories / Magical Psi ...... 181 Powers...... 210 Defenses ...... 145 Super Powers...... 182 Modern Adventure Genre POISON ATTACK TABLE ...... 145 Some Weirder Origins ...... 182 Conventions ...... 211 Modifying ST-Based Damage. . . . 146 Origins for Modern Movement Abilities ...... 147 Action Heroes...... 211 Mental Abilities ...... 148 Modern Antagonists ...... 211 Physical Transformations...... 150 Upgraded Animals ...... 211 Modern Adventures...... 213 4. POWERS IN ACTION . . . 152 Explorers...... 213 TURNING ABILITIES OFF AND ON . . 153 Going Macrocosmic...... 213 “Switchability”...... 153 SECRET POWERS ...... 214 Active vs. Passive Abilities ...... 153 Subgenres...... 214 Voluntary Activation and Secret Powers Genre Deactivation ...... 154 Conventions ...... 215 Involuntary Deactivation ...... 155 Secret Power Origins ...... 215 Crippled Abilities ...... 156 Secret Powers Antagonists . . . . . 216 Losing Control...... 156 CHARACTERS ...... 183 Secret Powers Adventures . . . . . 217 SUCCESS ROLLS FOR ABILITIES . . . 157 Power Level ...... 183 Illuminati ...... 217 The Role of Talent...... 158 Consistency vs. Realism ...... 183 PSIONICS ...... 217 Multiple Feats ...... 158 Possible Origins...... 184 Subgenres...... 218 Repeated Attempts ...... 159 What’s Allowed ...... 184 Psionics Genre Conventions . . . 218 Abilities and Exertion ...... 159 Unusual Backgrounds ...... 184 Psionic Origins ...... 218 Extra Effort ...... 160 PCs vs. NPCs ...... 185 Psionic Antagonists...... 218 USING ABILITIES WITH SKILLS . . . . 161 Balancing Powers ...... 186 Psionic Adventures ...... 219 Skills for Everyone ...... 162 Powers vs. Other Abilities . . . . . 186 FUTURISTIC SF ...... 220 Power Talents and DETECTING ABILITIES ...... 163 Subgenres...... 220 Obvious Effects ...... 163 Cinematic Skills ...... 188 SF Genre Conventions ...... 221 Subtle Effects...... 164 Gaming With Powers vs. Origins of SF Heroes ...... 221 Power-Gaming ...... 189 SUPERHUMAN ABILITIES SF Antagonists...... 221 The Forgetful Hero ...... 190 SF Adventures ...... 222 IN COMBAT ...... 164 Constraints...... 190 SUPERS ...... 222 Attacking ...... 164 GM Bribery ...... 192 Collateral Damage ...... 165 Subgenres...... 223 ADVENTURES ...... 192 Historical Supers ...... 224 Defending with Powers...... 167 Powers as Plots ...... 192 Resisting Abilities ...... 169 Cartoon-Animal Supers ...... 225 Meaningful Challenges ...... 192 Supers Genre Conventions. . . . . 226 STUNTS ...... 170 Plot-Stoppers ...... 194 Minor Gadgets ...... 227 Combining Powers ...... 170 Running Adventures ...... 198 Super Origins...... 227 Creative Uses of Meaningful Rewards...... 198 and Supers . . . 228 Special Effects...... 170 Plot Points and New Abilities . . . 199 Supers and Infinite Worlds . . . . . 229 Temporary Enhancements . . . . . 172 CAMPAIGNS ...... 199 Types of Supers ...... 229 Using Abilities at Default ...... 173 Background ...... 199 Four-Color Morality ...... 230 SOURCE-SPECIFIC RULES ...... 174 Style ...... 200 Super Antagonists ...... 231 Biological Powers ...... 175 Keeping It Real ...... 200 Super Teams ...... 232 Chi Powers ...... 175 Prevalence of Powers ...... 201 Teams ...... 233 Cosmic Powers ...... 175 Secrecy ...... 202 Super Adventures ...... 234 Divine Powers ...... 175 Transitional Campaigns...... 202 Elemental Powers ...... 176 GLOSSARY ...... 235 Magical Powers ...... 176 6. EMPOWERED GENRES . . 203 Moral Powers...... 177 MYTHIC FANTASY ...... 203 INDEX ...... 237 Nature Powers ...... 177 Subgenres...... 204 Psionic Powers ...... 177

CONTENTS 3 INTRODUCTION Not all games feature superhuman creatures that can do things like inject In particular, Powers gives signifi- gifts – but most do! Fantasy wouldn’t venom, spin webs, and walk on walls – cant thought to a matter that the Basic be the same without mages and and in a “hard” science-fiction setting, Set only touches upon, which is that a priests pitting their magic and mira- advances in biotechnology might let character gifted with special abilities cles against monsters with exotic do all of these things without might produce some or all of them by attacks. practically invoking the impossible. Even shoot- manipulating a single superhuman requires telepaths, not to mention ing devastating energy beams and force: divine will, inner strength, life godlike aliens. Horror features every- deflecting bullets might be realistic . . . energy, mana, psychic potential, spirits, thing from children with uncontrol- for a . etc. Someone with the capacity to lable psychokinesis to space-warping, The common theme here is gifts direct such energies is said to possess a madness-inducing Things. And the that no ordinary can possess. power. Powers includes full rules for entire supers genre is defined by When designing such abilities, the creating powers and using them in play unusual abilities. GURPS Basic Set – with its hundreds – hence the title. Even in less “over-the-top” back- of advantages – is an excellent starting Powers also looks at how to inte- grounds, heroes – and their foes – may point. But all that variety can be grate superhuman capabilities into a have special capabilities that set them daunting: to get the ability you want, campaign with due respect for its apart. The kung fu master who can kill you might have to choose between genre and dramatic mode – and with- with a touch, the psychic detective, the several similar advantages, and apply out blowing game balance out of the faith healer, the feral child who speaks many modifiers. The top priority of water. It’s a toolkit, and the GM is with beasts . . . characters like these GURPS Powers is to provide advice, responsible for choosing the right abound in adventure fiction. examples, and new options that make tools for the job. Before allowing the Superhuman doesn’t have to mean this process easier and more fun. players to use the rules in this book, supernatural, either. Nature is full of the GM should read it all – especially the last two chapters – to discover which options best suit his campaign. PUBLICATION HISTORY This is the first edition of GURPS Powers. The GURPS Third Edition books GURPS Psionics and GURPS Supers were inspirational – and a few modifiers for Shapeshifting (p. 74) first appeared in GURPS Shapeshifters – but it’s otherwise a completely new product.

Note to Third Edition Players If you’ve been playing GURPS since the Third Edition (or earlier!), you might ask, “What does GURPS Powers replace?” The answer is simple . . . and not so simple. Powers covers a lot of the same ground as GURPS Psionics and GURPS Supers. By following the advice in this book, you’ll be able to recreate the effects of psi and super abilities from those supplements. The implementation isn’t the same,

4INTRODUCTION however, so old hands definitely have GURPS Basic Set, Fourth Edition capable of handling high-powered some learning to do. covers more territory than did the fantasy “spellcasters,” wuxia fighters, For psi powers, there’s no overall Basic Set, Third Edition. High ST, DR, shamans who command spirits . . . “level” that rates every one of the extra limbs, and gadgets are all com- even gods. Thus, it represents a truly power’s abilities. Instead, the player mon in supers games, but the Basic generic and universal advantage- crafts each ability separately by buy- Set has them covered. The same goes based alternative to the skill-based ing it as an advantage, choosing the for rules for super-speed collisions, abilities of Third Edition books such level (where possible) and modifiers picking up and throwing huge objects, as GURPS Martial Arts, GURPS that fit his vision of his character’s and so on. This leaves more space for Religion, and GURPS Spirits. This aptitude with that one ability. Many of other things. makes it easy to mix characters with the special rules and “stunts” from The biggest change for both psi radically different powers in the same Psionics appear in Powers, but and super abilities is that they don’t campaign. they’re generalized to all powers and require skills. We present skill use as In other words, Powers by itself optional, so that the GM can better tai- an option (see Skills for Everyone, p. isn’t quite the complete book of supers lor them to his campaign. 162), but the GM doesn’t have to use or psi – it’s something more. It’s a For supers, the emphasis is on it. Talents (p. 8) fill this role, and a “how to” guide to the Basic Set for active abilities, such as flying and new enhancement (see Reliable, p. these things and nearly every other shooting rays. Some passive abilities – 109) permits fine-tuning. kind of wondrous ability; think of it as e.g., tough skin – appear, but they Powers covers much more than just a Basic Set: Powers. Combined with aren’t a priority. This is because the psis and supers, though. It’s equally the Basic Set, it gives you the tools to create almost any powered character you can dream up – a claim that no Third Edition book could make. About GURPS ABOUT THE Steve Jackson Games is committed to full support of GURPS players. Our address is SJ Games, Box 18957, Austin, TX 78760. AUTHOR Please include a self-addressed, stamped envelope (SASE) any time Sean “Dr. Kromm” Punch set out you write us! We can also be reached by e-mail: [email protected]. to become a particle physicist and Resources include: ended up as the GURPS Line Editor. Since 1995, he has compiled the two Pyramid (www.sjgames.com/pyramid/). Our online magazine GURPS Compendium volumes, writ- includes new GURPS rules and articles. It also covers the , ten GURPS Wizards and Undead, Ars Magica, BESM, Call of Cthulhu, and many more top games – and edited or revised over 20 other other Steve Jackson Games releases like Illuminati, , GURPS books, and masterminded the , and more. Pyramid subscribers also get opportu- rules behind dozens more. Most nities to playtest new GURPS books! recently, he and co-author David New supplements and adventures. GURPS continues to grow, and Pulver created the GURPS Basic Set, we’ll be happy to let you know what’s new. For a current catalog, send Fourth Edition. us a legal-sized or 9”¥12” SASE or just visit www.warehouse23.com. Sean has been a fanatical gamer e23. Our e-publishing division offers GURPS adventures, since 1979. His non-gaming interests play aids, and support not available anywhere else! Head over to include cinema, computers, and wine. e23.sjgames.com. He lives in Montréal, Québec, with his Errata. Everyone makes mistakes, including us – but we do our best wife, Bonnie. They have two cats and to fix our errors. Up-to-date errata sheets for all GURPS releases, a noisy parrot. including this book, are available on our website – see below. Phil Masters has been playing Internet. Visit us on the World Wide Web at www.sjgames.com for RPGs since 1978; his first professional errata, updates, and much more. The GURPS Powers web page is writing appeared in 1980, his first www.sjgames.com/gurps/books/powers/. RPG book in 1990, and his first work Bibliographies. Many of our books have extensive bibliographies, and for Steve Jackson Games (GURPS we’re putting them online – with links to where you can buy the books Arabian Nights) in 1993. Since then, if they interest you! Go to the book’s web page and look for the he’s worked on many more GURPS “Bibliography” link. books, including the Discworld and GURPSnet. This e-mail list hosts much of the online discussion of Hellboy RPGs (the latter also with GURPS. To join, point your web browser to www.sjgames.com/mail- Jonathan Woodward). He’s also man/listinfo/gurpsnet-l/. written for White , Guardians of Rules and statistics in this book are specifically for the GURPS Order, and Eden Studios, among oth- Basic Set, Fourth Edition. Page references that begin with B refer to ers. He lives in the U.K., runs a that book, not this one. biweekly game, and sometimes helps organize RPG conventions.

INTRODUCTION 5 CHAPTER ONE BUILDING POWERS

two in my brain, but I can just burn my way into this place, and burn anything that stands in my way. The more you annoy me, the more I’ll destroy. You lack power.” “True,” the telepath replied, and sud- denly, the blue sky above darkened with black clouds. “I’m a little short on raw force. But I do have range, and I have friends who’ll help when I need them.” From the clouds, hailstones large as fists came pounding down, quenching the thief’s flames and hammering him to his knees. “And I’m told that a fire elemental is a couple of steps down from a storm god.” From ancient demigods to cos- tumed comic-book vigilantes, heroes with superhuman abilities abound in myth and fiction. Each has a different explanation for his gifts, but most have one thing in common: their capa- bilities are rooted in the energies they control, in the power they manipulate – be that inner strength, magic, an ele- mental force, or the will of the gods. The Basic Set presents many advantages that could be attributed to such powers, but leaves their source unspecified. On their own, these traits are “wild” gifts; they work like they work. And sometimes, that’s enough. The thief stepped off the flat roof of will protect you against the power of In most game worlds, though, it’s the skyscraper. Falling, he gestured, and elemental fire?” important to answer the following wings of fire billowed out and carried His opponent frowned, as though questions: him gently to the ground. Where his feet considering this as a serious academic touched the road, the asphalt melted question. “I’m not sure,” she admitted. •Which advantages could logically and bubbled. “Then die.” The thief gestured again, originate from a given source of At the sight of him, and the flames and sent a searing blast of flame toward power? that flared about him, civilians and his opponent. But the telepath was no • How does this source change guards alike fled for their lives. By the longer in its path. these advantages? time he reached the bank, only a single “It might not protect me, but it • How do these abilities relate to figure, clad in black and yellow, stood in means that I can control your visual one another? his path. cortex.” The telepath’s amused tones • How do these abilities interact “Ah,” the thief said, “the mutant echoed in the thief’s head. He frowned, with other powers? freak is back. But this time, I’m ready, then shrugged. “It makes no difference,” These are questions that GURPS and you have nowhere to run. Do you he said. “You can project your voice, Powers aims to answer. really think that your telepathic trickery and maybe you can plant a picture or

6BUILDING POWERS WHAT ISAPOWER? A “power” is an exotic or supernat- •A supernatural phenomenon Telesend (for a complete list, see ural gift that you can direct in differ- (e.g., astral projection, second sight, or Telepathy, p. 134). What these advan- ent ways to produce a number of the will of a specific god). tages have in common is that they lend related effects. A good example is •A class of targets (e.g., animals, themselves to interpretation as direct Telepathy (see p. B257): the capacity computers, living bodies, plants, sen- interactions between sentient minds. to channel your thoughts in order to tient minds, or spirits – or other pow- A power’s abilities usually have a affect others’ minds. This might let ers of one particular source). number of structural similarities. you read minds, transmit thoughts, • An abstract notion (e.g., good, They might all be physical or mental, and lash out with bolts of mental evil, the , or probability). or supernatural – or perhaps they all energy. Yet all of these things are just depend on rolls against the same manifestations of a single power – the attribute. This is a suggestion and not power of Telepathy. ANATOMY OF a requirement, but the GM should def- A OWER initely it in mind when designing P powers. A power will seem contrived if Source In addition to its source and focus, its abilities belong to many different Each power has a source: the origin a power has three game-mechanical classes of advantages that work noth- of the energy the wielder manipulates components: ing alike. to produce its effects. This is normally 1. A set of advantages that repre- It might be necessary to modify or chosen from the list under Advantage sent different ways the power can qualify an advantage to better meet Origins (see p. B33) – for instance, manifest. These are known as the these goals before allowing it as an Telepathy is “psionic” – but the GM is power’s abilities. ability. For instance, Telepathy lists free to invent other sources. 2. A special modifier – most often a Affliction and Innate Attack as abili- The “chi” and “psionic” sources limitation – called a power modifier. ties, but only when they cause fatigue, suggest that the power comes from This turns any advantage that has it stunning, incapacitation, temporary within – from the user’s body and into an ability within the associated mental disadvantages, or DX, IQ, or mind, respectively. Most other sources power. Will penalties – and only with the imply that the user is channeling 3. A Talent that makes it easier to Malediction enhancement. These external energies: the will of a god for use all of the power’s abilities. restrictions serve to exclude such “divine,” servitor spirits for “spirit,” attacks as fire bolts and death rays, mana for “magical,” and the energy of which are inappropriate for Telepathy creation for “cosmic.” A few straddle Abilities as depicted in most fiction. the line, and suffuse the user and his Each power has a list of abilities: The GM need not treat a power’s list surroundings; see Nature (p. 28) for a advantages that make sense as mani- of abilities as exhaustive or prescrip- source like this. It’s important to be festations of the power, given its focus. tive. If a player provides a reasonable aware of this distinction, as it can For instance, Telepathy offers such explanation for why an advantage that affect how powers work in play (see abilities as Empathy, Mind Control, isn’t on the list would suit a particular Channeled Energies, p. 24). Mind Probe, Mind Reading, Mind power, the GM should be generous. For more on sources, including a Shield, Mindlink, Possession, and discussion of which sources are appropriate for a given genre and campaign type, see Origins (p. 179). Focus vs. Source Focus and source might correspond on a one-to-one basis. For Focus instance, the power to command some spirits in order to influence oth- A power also needs a focus: the ers would have “spirit” as both its source and its focus. This doesn’t have item it manipulates or the concept it to be the case, however. revolves around. This can be broad, Most sources encompass more than one focus. For example, the but should be well-defined and fit into “psionic” source extends to all six powers described in Chapter 6 of the one of these categories: Basic Set: Antipsi (focus: other psionic powers), ESP (focus: knowl- •A form of matter or energy, or its edge), Psychic Healing (focus: healing), Psychokinesis (focus: motion), absence (e.g., air, cold, darkness, Telepathy (focus: sentient minds), and Teleportation (focus: instanta- earth, electricity, fire, light, radiation, neous travel). Likewise, the “divine” source is extremely broad; in most sound, vacuum, or water). settings, each god grants its servitors a unique power. •A natural phenomenon (e.g., Conversely, a given power could have more than one source. The death, disease, volcanic activity, or focus “fire” might be divine, magical, or psionic in nature, depending on weather). the game world.

BUILDING POWERS 7 See Choosing Abilities (p. 9) for a detailed discussion of how to choose appropriate abilities for a power. Powers vs. Power Modifiers “Wild” Advantages Each power also has a power mod- Not everyone with advantages from a power’s list of abilities possess- ifier: a limitation or enhancement that es that power. As explained under Power Modifiers, an advantage only turns an advantage into one of the becomes part of a power if it has the relevant power modifier. The GM power’s abilities. An advantage must decides whether it’s possible to buy the advantages that make up pow- have the relevant power modifier in ers as stand-alone traits. order to be part of the power; there are In some game worlds, many advantages exist both “in the wild” and no exceptions. as part of one or more powers. Without a power modifier, an advantage An advantage with a power modifi- works exactly as per its description – none of the special rules for pow- er is subject to all the special rules that ers apply to it. For instance, effects that negate, drain, or enhance an apply to the power. If the power is sub- advantage when it’s part of a particular power have no effect on the wild ject to a broad set of countermeasures version. Things that benefit or restrict the wild version have their usual or situational penalties, only works in effects on all modified versions, though! certain circumstances, or restricts the In other settings, the only way to obtain certain advantages – espe- user’s actions, its power modifier is a cially exotic or supernatural ones – is as part of a power. By ensuring limitation. If the power’s abilities are that unusual abilities are always subject to power modifiers, the GM more flexible than the unmodified can control dozens or hundreds of advantages by defining a small num- traits, its power modifier is an ber of modifiers. Of course, unusual NPCs might still have wild versions enhancement. The value of the limita- of such traits . . . tion or enhancement depends on just how much the restrictions are tight- ened or relaxed; see Evaluating Power abilities. The GM is free to interpret Talent without abilities. Those in Modifiers (p. 20). Talent creatively for abilities that don’t either situation possess the power in normally require a die roll; see The question, and can generally add the Talents Role of Talent (p. 158) for ideas. missing component later on; see Finally, each power has a Talent The cost per level of Talent can Adding and Improving Powers (p. 33). that represents natural or learned vary, as explained under Pricing aptitude with the power. This is simi- Talents (p. 29), but most Talents cost 5 This is all you absolutely need to lar to a mundane Talent (see p. B89), points/level. No one may buy more know to skip to Chapter 3 and start but instead of giving a bonus to skill than four levels of a given Talent with- adding powers to a character. The rolls, it gives a bonus to all success out the GM’s permission. remainder of this chapter is aimed at rolls made to activate or use any of the It’s possible to purchase the abili- GMs who are designing powers for power’s abilities; e.g., Telepathy Talent ties of a power without taking the their campaign, and players who have 3 gives +3 to the IQ, Will, and associated Talent, but most empow- the GM’s permission to give their Perception rolls to use telepathic ered heroes will find Talent indispen- characters custom-built powers. sable. Likewise, the GM may allow

8BUILDING POWERS CHOOSING ABILITIES The first step in designing a power simply earning a living. Below is an enhancements makes this the most is to pick a reasonable list of abilities. overview of several important cate- common attack. Because of this The goal is to create a list that’s long gories of abilities. See Chapter 2 scope, a power that includes Affliction enough to justify the work of coming for rules for converting specific should always specify the types of up with a power modifier and a Talent advantages into customized abilities. enhancements allowed. (and the special rules that go with Most nonlethal attacks are them), but short enough that the Afflictions with one of three enhance- power doesn’t become meaninglessly ATTACKS ments: Attribute Penalty, for weak- vague . . . or the only power worth hav- In most action genres, those who ness-inducing attacks that drain ST or ing. Ask yourself two questions before have powers can hurl them at their neural blasts that reduce DX or IQ; you add any advantage to a power: foes. This is one of the key roles of Disadvantage, for psionic or magical powers in supers settings, where “ele- abilities that cause madness, decrepi- 1. Does the advantage make sense mental” powers are typically capable tude, etc.; and Incapacitation, for given the power’s focus? A power’s of a bewildering variety of attacks. For sleep, stunning, and paralysis effects. abilities – with no exceptions – must instance, Heat/Fire power might let Lethal attacks are usually Innate directly address its focus. For the user conjure fireballs, flame jets, Attacks (below), but “all or nothing” instance, if you’re designing a necro- smoke, spark showers, etc. Of course, attacks could instead be Afflictions mantic power, all of its abilities should not every power is destructive. A with the Coma or Heart Attack deal with death and the dead. power with many other uses – or one enhancement. Channeling and Medium are a perfect that’s wholly nonviolent (e.g., Psychic The Advantage enhancement is fit. Innate Attack would work, too, if Healing) – can get by with no attacks. perhaps the most versatile of all. Used given a reasonable set of modifiers to Because of the sheer number of with Growth and Shrinking, it allows turn it into, say, a “life-draining modifiers available, always specify all enlargement and diminution, respec- touch.” However, Healing would be enhancements and limitations needed tively. With Morph, it can turn the tar- hard to justify, and Binding wouldn’t to adapt an attack advantage to a get into another creature. With make sense at all. power; see Selecting Modifiers (p. 99) Insubstantiality, it can turn him into a 2. Does the advantage make sense for details. A few important examples: “ghost.” And with Jumper or Warp, it given the power’s source? The ability can make him disappear altogether! shouldn’t clash with the folkloric tra- • Normally ranged abilities, like ditions or genre conventions normally Innate Attack, have the Melee Attack Binding associated with the power’s source. limitation (p. B112) if they charge up With suitable modifiers, Binding For example, psionic abilities should a hand or other body part for striking. can hold the target in place with feel like powers of the user’s mind; Touch-only abilities, such as bonds of telekinetic force, imprison therefore, a trait such as True Faith, Neutralize and Possession, require him within a block of ice, summon which traditionally relies on a connec- Ranged (p. B107) to work at a vines to entangle him, and so on. Like tion to a god or a spirit, would be distance. Affliction, Binding should come with a unsuitable. • Abilities resisted by IQ or Will list of special modifiers that adjust it need the Based on HT enhancement to suit the power. The Environmental Don’t put these tests ahead of cre- when added to a fundamentally phys- limitation is among the most impor- ativity, though. A clever choice of spe- ical power. Those resisted by HT need tant of these, and is useful for describ- cial effects and modifiers can some- Based on Will when included in a ing abilities that command nature. times turn an otherwise inappropriate mental power. See Based on (Different advantage into a good fit. For Attribute) (p. B102). Innate Attack instance, Binding might actually be •Curses, mental blasts, and similar This is the basic “do damage” abil- quite reasonable for a necromantic supernatural attacks work best with ity. Always specify permitted damage power . . . if it’s defined as skeletal Malediction (p. B106) or Sense-Based types, which should suit the power’s hands that erupt from the ground and (p. B109). focus. seize the victim! All that’s needed is an If the focus is matter – earth, ice, Environmental limitation: “Only in metal, etc. – choose a Crushing, graveyards, old battlefields, and other Direct Attacks Cutting, Impaling, or Piercing Attack death-aspected areas.” The beams, bolts, gazes, curses, to represent a solid projectile. A liquid When choosing a power’s abilities etc. wielded as weapons by those with or gas that pushes the target around – especially those available to PCs – powers most often injure, weaken, has Double Knockback (p. B104) and it’s crucial to make sure that they’re subdue, or inconvenience their target No Wounding (p. B111). A poisonous varied enough to make the power directly. liquid or gas is a Fatigue or Toxic useful for some or all of combat, Affliction Attack with Contact Agent (p. B111) or stealth, transportation, information Respiratory Agent (p. B108). gathering, social interaction, or The vast range of possible effects available through special

BUILDING POWERS 9 to heal oneself is Leech (p. 96). This is most often part of a supernatural Inappropriate Abilities power with a vampiric or necromantic When narrowing down a power’s list of abilities, bear in mind that a bent. power is supposed to be an innate capacity to produce extraordinary The ability to remove powers is effects – usually by actively manipulating some kind of energy. Traits Neutralize (p. 97). Powers that include that don’t meet this criterion are rarely suitable. In particular, the fol- this advantage must specify the affect- lowing are normally off limits: ed source, and might use the One Power or One Ability limitation to nar- • Attributes and secondary characteristics. A hero can actively use row it down further. If the attacker great ST to smite foes or high Basic Move to sprint, but the benefits are acquires the stolen powers, add the mainly passive. A super with extreme scores can call his gift a “power” Power Theft enhancement to the list. or “super-ability,” but he can’t claim a discount from a power modifier This best suits super-powers. or a bonus from a Talent. • Advantages that grant bonuses to attribute or skill rolls. Traits such as Acute Vision, Hard to Kill, and Talents are situational attribute Environmental Control bonuses, and are subject to the same cautions as attributes. Some advantages let the user alter • Advantages that represent physiology, racial traits, implants, or sur- his environment in order to compro- gery. Advantages such as Claws and Extra Arms are just body parts, and mise opponents in battle. These might aren’t usually suitable as part of a power. Racial templates are inappro- not cause direct harm, but it’s wise to priate for similar reasons; “being a dragon” isn’t a power! This applies count them as attacks when designing equally to technological body parts: bionic arms, implanted firearms, a power. A power with many of these etc. These are interesting abilities (see Chapter 3 for examples), but they abilities is definitely useful in combat. rarely suit powers. • Disadvantages and quirks. These render the user less capable, and Control and Create so are unsuitable as abilities. A power might have disadvantages as pre- A power with these advantages requisites, though; see Required Disadvantages (p. 21). should normally limit them to its • Skills. Powers can sometimes assist skill use and vice versa focus; e.g., Control (Earth) and Create (see Using Abilities with Skills, p. 161), but this doesn’t make the (Earth) for Earth power. Occasionally, skills involved part of a power, however exotic they are. Skills are it makes sense for a power to include learned, not innate. Control and Create for a diametrically • Social traits. Legal Enforcement Powers, Patrons, Status, etc. origi- opposed focus, too; for instance, Air nate from society – not powers. A power would have to be very unusual power might include Create (Vacuum) to include such advantages as active abilities. if it can move air out of an area. See Control (p. 90) and Create (p. 92) for Put creativity first, though. Only disadvantages, quirks, and skills are details. always inappropriate. The other traits above might be fine with suitable modifiers. For instance, attributes are explicitly permitted in some cases Obscure (see Attributes as Abilities, p. 13), physiological traits are fine if switch- Before adding Obscure to a power, able (see Switchable Body Parts, p. 18), and even technological body parts think about which senses the power’s are acceptable if the GM allows “Superscience” as a power modifier (see focus could block. Heat/Fire power Gadget Limitations and Powers, p. 107). could inhibit vision with smoke and jam Infravision with heat, while ser- vants of , Spirit Guardian of If the focus is energy, the best Leech and Neutralize Thieves, might have a power that includes all forms of Obscure. Use the option is a Burning Attack. This can Individuals who can rob others of Extended special enhancement for represent a , bolt, fire- their capabilities exist in most settings related senses, multiple instances of ball, radiation blast, etc. Some force with powers. The ability to reduce the Obscure for unrelated senses. beams and sonic/vibratory attacks victim’s FP, HP, or attributes in order work more like solid projectiles, however. Supernatural powers should use Fatigue Attack for nonlethal effects (e.g., mind blasts) or Toxic Attack for When narrowing down a power’s list of abilities, deadly ones (e.g., death rays). Such bear in mind that a power is supposed to be an abilities frequently have the Side Effect enhancement (p. B109). innate capacity to produce extraordinary effects – Only exotic foci are likely to have a usually by actively manipulating some kind of Corrosion Attack. This might repre- sent an acid jet, antimatter beam, or energy. disintegrator – or even accelerating time to cause decay.

10 BUILDING POWERS Static Static (p. 98) interferes with all powers of a particular source. The basic advantage is a personal defense, but it tends to have the Area Effect Optional Rule: special enhancement in fiction – and Alternative Abilities often the Ranged enhancement It often makes sense to define several abilities as distinct, mutually (p. B107), too – making it more like an exclusive “settings” of a single, adaptable trait. For instance, Burning attack. If it appears among a power’s Attack, Ladar, and Laser Communication might be different intensity abilities, the power generally shouldn’t levels and modulations for a laser that can function as a weapon or a include any ability that stems from the sense or a means of communication. Similarly, two Innate Attacks affected source, with the exception of might represent different power settings for a ray gun. Neutralize, Obscure, and Resistant. If only one such ability works at a time, it’s reasonable to give a cost Thus, Static works best for “anti-pow- break. If the GM agrees, those with “alternative abilities” pay full price ers.” For instance, Antipsi (p. 122) only for their most expensive ability. All the rest are at 1/5 cost. Find each includes Static (Psi), but doesn’t ability’s final cost after all enhancements and limitations (including the include psi abilities other than those power modifier, if any), apply the divisor, and round up. that block psi. Example: Jocko the psychokinetic has Flight (PK, -10%) [36], Super Jump 2 (PK, -10%) [18], and Walk on Air (PK, -10%) [18]. The GM DEFENSES decides that these advantages represent a single ability to levitate. Jocko Powers are as likely to include pays full price for Flight, as it’s the most expensive trait. He pays 1/5 cost defenses as attacks. This might seem for Super Jump and Walk on Air. Each costs 18/5 = 3.6 points, which odd, given that the majority of suitable rounds up to 4 points. Final cost is 36 + 4 + 4 = 44 points. traits – notably Damage Resistance and Resistant – are passive, and don’t The GM shouldn’t permit abilities with incompatible in-game expla- let you do anything. But including nations as alternatives. Obscure and Burning Attack in the form of such advantages in a power often smoke and a fireball are reasonable alternatives . . . but if the smoke makes it possible to employ extra were darkness and the fireball a laser, the combination would need effort (see Extra Effort, p. 160), attempt superscience or the supernatural to make sense! special active defenses (see Defending Alternative abilities have three drawbacks: with Powers, p. 167), and perform 1. It’s impossible to use the abilities simultaneously or have a Link “stunts” (see Stunts, p. 170) – all of (p. B106) between them. To change settings requires a Ready maneuver. which benefit from Talent. Of course, After switching to an attack (Affliction, Binding, Innate Attack, Leech, there’s a tradeoff: anything that neu- Neutralize, Obscure, Static, and anything else the GM views as an tralizes the power also neutralizes the “attack”), switching to a different attack is a free action. If the user can defenses it provides. make more than one attack per turn, he must use the same setting for all of them. Types of Defenses 2. Anything that disables one ability disables the whole collection. If Before choosing specific defensive injury or critical failure cripples or burns out any of the abilities – or a abilities, think about how the power foe neutralizes or drains one – none of them are available until the protects its user. A power might work affected one recovers! in any or all of the following ways: 3. Using an ability that can’t be activated again until its duration expires (e.g., Neutralize with the Power Theft enhancement, or almost Obstructing the attack. Some pow- anything with the Ranged enhancement) means that none of the abilities ers interpose themselves between the are available for the duration. user and the incoming attack, weaken- ing the attack in a way that’s logically For additional notes that apply to attacks, see Alternative Attacks or dramatically consistent with the (p. B61). power’s focus. For example, Cold/Ice power might let the user shroud his body in ice, creating a physical barrier against damage. This best suits pow- ers that manipulate materials (earth, direct it around or away from himself, Negating the attack. Certain powers ice, metal, etc.) or create energy fields reducing the attack’s effectiveness. let the defender wholly or partially (e.g., Psychokinesis, p. 133). Examples include a telepath who can “cancel out” attacks that are diametri- Diverting the attack. Other powers ward off the incursions of other cally opposed in focus. This is most protect the user by allowing him to telepaths and a fire elemental who’s appropriate for powers with a clearly channel his focus so effectively that largely immune to fire. This explana- defined opposite: Good vs. Evil, Light when he’s attacked with an item or tion makes sense for almost any focus. vs. Darkness, etc. substance he can control, he can

BUILDING POWERS 11 Typical Defensive a negating defense against the oppo- Tolerance (which might be diverting site focus. As with DR, an entire or negating; e.g., Heat/Fire power vs. Abilities source is “Very Common,” while a heat or cold). Once you know how a power pro- single focus is “Common.” tects its user, it’s easier to choose the Immunity is often appropriate, too. advantages and modifiers that make However, the GM is free to forbid a MOVEMENT up its defensive abilities. power from offering full Immunity to BILITIES its own source if any shield capable A Damage Resistance Movement abilities are another sta- This works well for all three kinds of completely blocking its harmful energies would also block external ple of action genres. Most of these of defenses. As an obstructing defense, traits allow flashy maneuvers that DR should work against most or all energies that must reach the user to empower him in the first place. This make them every bit as dynamic as attacks. The enhancement combat abilities. is especially appropriate. consideration is dramatic, not game- As a diverting defense, restrict DR mechanical. to the power’s own source or focus by Specific Defenses Types of Movement applying the Limited modifier. For the Many defensive advantages work Abilities purposes of Limited Defenses (p. B46), against specific threats. The most There are many possible explana- an entire source is “Very Common” important are Mind Shield (as a tions for movement abilities. The most (-20%), while almost any focus broad diverting defense for any mental obvious is that the power has “moving enough to justify a power is power), Protected Sense (most often a things” as its focus. Powers that can “Common” (-40%). The Absorption negating defense; e.g., Darkness move distant objects – like and Reflection enhancements are power might give Protected Vision by Psychokinsis (p. 133) – can often logical additions. reducing glare), Radiation Tolerance transport the user, too, with the most As a negating defense, use Limited (a diverting defense for energy-related common result being Flight. “Moving to restrict DR to a focus that opposes powers, but also a suitable as an things” can also mean instantaneous that of the power. obstructing defense for powers that movement. Powers of this kind, such Resistant manipulate dense materials), Sealed as Teleportation (p. 134), offer At the +3 or +8 level, Resistant is (an obstructing defense that often Jumper, Snatcher, or Warp. suitable as a diverting defense against accompanies DR with the Force Field Equally common in fiction are the power’s own source or focus, or as enhancement), and Temperature powers that let the user command or conjure his focus in such a way that it carries him along or enhances his movement capabilities. A super with Air power might ride within a minia- ture tornado (Flight), a hero with Uniqueness Cold/Ice power might slide along an A given advantage can belong to more than one power. For instance, icy trail (Enhanced Move (Ground)) Healing isn’t just part of the Healing power; the Bioenergy, Good, Life, and climb walls by freezing his hands and Order powers also include it (see Chapter 3). However, variations to them (Clinging), and so on. between power modifiers do mean that the advantage might have A few powers allow the wielder to unique strengths and weaknesses, relative to its base form, in each case. project his focus to generate thrust, An advantage should only be truly unique to a single power if the like a jet or a rocket. Any power ener- campaign background demands it. For example, in a world where the getic enough to do damage with a only powers are divine, certain abilities might be the exclusive domain direct attack could believably work of particular gods. this way – especially an elemental power that lets its user project water, Multiple Copies of the Same Advantage fire, etc. This most often grants You can buy the same advantage more than once as the ability of dif- Enhanced Move, Flight, or both. ferent powers – usually as insurance against one of your powers failing, Finally, a power that gives precise or to serve as a prerequisite (see p. 31). Pay full price only for the most control over a focus is likely to let the expensive ability, after all modifiers; the others are at 1/5 cost (round user control how his body interacts up). Unlike Alternative Abilities (p. 11), there’s no connection between with that focus. For instance, Gravity these abilities. The discount simply reflects the diminishing returns on power might let a hero reduce the pull buying an advantage multiple times. of gravity on his body (justifying If the advantage comes in levels, you can instead opt to pay full price Catfall, Super Jump, or even Flight), for both versions. This lets you add the levels together in a situation while Earth power could enable him where both powers would work, provided your powers aren’t opposed to meld his body with stone in order to in some way (GM’s decision). climb it (Clinging) or pass through it (Permeation).

12 BUILDING POWERS Typical Movement Abilities Most movement advantages are Attributes as Abilities suitable abilities for powers, but The GM shouldn’t allow modified ST, DX, IQ, HT, Will, Per, Basic matching them up can be tricky. Speed, or Basic Move as abilities. However, bonuses to these scores are Below are a few suggestions. appropriate for powers if either of the following is true: Amphibious, • The bonuses have limitations that mean they require conscious Terrain Adaptation, activation or don’t always work; e.g., Costs Fatigue, Limited Use, or and Walk on Liquid Trigger. For instance, a ST bonus with Costs Fatigue might suit a bio- These traits let the user function at logical or chi power. full Move in or on a substance that • The power modifier itself genuinely limits utility. For example, a normally limits movement. They’re super-power might grant ST and Basic Move bonuses that can be negat- common for elemental powers that let ed (by Neutralize and related effects) along with the rest of the power. the user adjust the interaction between his body and his power’s Price such a bonus as additional levels of the affected score, adjust- focus: Amphibious and Walk on ed as usual for modifiers. List it as an advantage, however – don’t factor Liquid both suit Water, Terrain it into “permanent” attributes, secondary characteristics, skills, etc. It Adaptation (Ice) fits Cold/Ice, and so provides the full benefits of a higher score . . . when it works. When the on. Powers granted by spirits or gods player wishes to use his bonus, he must declare this like any other abil- associated with nature are also candi- ity use. This gives the GM a chance to rule on whether the bonus is dates for such abilities; for instance, a available under the circumstances. sea god might bestow Amphibious, Talent doesn’t affect these bonuses at all. A “Wisdom of Horus” while a desert spirit might give Terrain power might offer IQ +10 as one of its abilities, and give +10 to IQ and Adaptation (Sand). IQ-based skills when it works, but the Wisdom of Horus Talent would give no further bonus. Clinging and Super Climbing To turn FP and ST-based damage into abilities, use the special rules Clinging and Super Climbing are under Energy Reserves (p. 119) and Modifying ST-Based Damage (p. 146) logical for any power that lets the user instead. create a bond between his body and a surface. Depending on the power, this bond might be physical (ice, stone, etc.) or due to an attractive force him through the air. This is one of the Those trying to save points should (gravity, magnetism, psychokinetic few abilities that can, with a little cre- consider applying limitations such as energy, etc.). If the bond can only form ativity, suit almost any focus! The GM Gliding and Lighter Than Air to their with the focus of the power, or should keep an open mind. Flight. Alternatively, they might buy if the focus can only form a bond Super Jump or Walk on Air; either with certain substances (e.g., metals, ability is suitable for a power that for Magnetism), add the Specific allows full-fledged Flight. limitation. Enhanced Move Jumper, Snatcher, and Warp In most game worlds, these abilities This movement ability nearly are the exclusive domain of powers always occurs alongside others: with “instant movement” as their Enhanced Move (Air) with Flight, focus. They are frequently the only Enhanced Move (Water) with abilities of such powers, with the pos- Amphibious, and so on. Enhanced sible exception of Affliction with the Move (Ground) is extremely flexible; it corresponding Advantage enhance- can represent elemental “matter surf- ments. Since these traits can short-cir- ing,” chi- or psi-based body control, cuit adventures, the GM should be and many other things. conservative about accepting “cre- Flight, Super Jump, ative” explanations as to why they suit and Walk on Air atypical powers or sources. By limiting Flight is probably the single most which powers include these advan- common ability attributed to gods, tages, and restricting those powers to supers, psis, and others with remark- PCs who draw power from suitable able powers. A hero might ride the sources, the GM can easily dampen or wind, soar atop a column of flame, jam just those powers, allowing him to control gravity or psychokinetic shore up his plot without robbing the energy, or summon spirits to whisk heroes of all their abilities.

BUILDING POWERS 13 Permeation and Tunneling for contemplative characters. In con- Speak with Animals Powers with a specific material spiracy, horror, and secret-powers and Speak with Plants focus often count Permeation of campaigns, the GM might decide that These abilities occur most com- that material among their abilities. they are the only abilities available to monly as part of powers granted by A power might even encompass sever- anyone. Telepaths can read minds . . . nature deities. In game worlds where al versions of Permeation; e.g., but not fry the brains of enemies. psi powers can influence nonsapient Permeation (Earth) and Permeation Shamans can perceive spirits . . . but life forms, they might instead be (Stone) for Earth power. Conversely, not fly. And so on. obscure telepathic abilities, or belong more than one focus might make Here and elsewhere, Powers splits to distinct Beast Telepathy and Plant sense for a given form of Permeation; mental gifts into “communications,” Telepathy powers. They also suit more e.g., both Cold/Ice power and Water “influence,” “information,” and “sens- generic animal-, plant-, and nature- power could include Permeation (Ice). es.” These categories overlap a great control powers. Tunneling rarely suits powers other deal. For example, the Medium advan- than those that deal with earth or tage allows the user to sense and Speak Underwater stone. speak with spirits, raising the possibil- Aquatic supers often possess this ity of asking them for assistance or ability – almost always as part of Telekinesis information; thus, Medium could fit Sound/Vibration or Water power. Holy Telekinesis is unique among move- into any or all of these classes. If it’s folk empowered by sea gods, ocean ment abilities in that its chief function important to categorize an advantage spirits, and similar entities might is to move things other than the user. precisely, the GM’s word is final. enjoy this capability as well. The most familiar explanation for this ability is psi, but dozens of other phe- Subsonic Speech nomena can produce identical results: Communications and Ultrasonic Speech spirits, tightly focused winds, gravity Certain abilities enable the user to These abilities mainly suit beams, magnetism, etc. As a result, communicate with others despite Sound/Vibration power. They aren’t Telekinesis is nearly as widespread as physical barriers (distance, sound- appropriate for most supernatural Flight, and suits an equally broad proofing, etc.), lack of a common lan- powers. The knowledge that some ani- spectrum of powers. guage, physiological differences, and mals produce sounds at frequencies so on. Two classes of powers are espe- inaudible to human hearing – in fact, cially likely to offer such abilities. the entire concept of different fre- Powers that focus on a type of energy quencies of sound – comes from mod- MENTAL often give the ability to signal with ern science, and doesn’t mesh well that energy, while powers that focus with traditional beliefs. Druids, ABILITIES on entities that don’t use normal shamans, and the like should use Combat and movement abilities human speech generally include the Speak with Animals to talk to bats, enjoy the highest profile in fiction, ability to communicate with those dolphins, etc. but interesting powers offer many beings. other possibilities. Particularly Telecommunication important are capabilities useful for Channeling and Medium Telecommunication is best thought investigation and social interaction. These advantages enable the user of in terms of “Telesend vs. everything Most of these gifts require IQ, Will, or to interact with spirits. They nearly else.” Most forms use mundane Perception rolls to use, making always occur as part of a supernatural energy to transmit a signal; therefore, them “mental” for all practical power (divine, magical, psionic, or they suit powers that focus on purposes – however physical their spirit), and rarely suit other kinds of the type of energy involved. For manifestations. powers. In settings where “spirits” are instance, Infrared Communication fits Any power might offer a few men- the perfectly natural residents of Heat/Fire or Light power, Laser tal abilities. However, powers with a another dimension, however, either Communication is an obvious choice divine, magical, psionic, or spiritual ability might belong to a power that for Light power, and Radio is logical source tend to offer many such abili- allows interdimensional communica- for Electricity power. If the GM wish- ties – or even consist solely of these tion or travel. es, all three might be part of a broader abilities – because of the connections power that focuses on electromagnet- that myth and fiction draw between Mimicry ism in general; e.g., Electrokinesis. the supernatural and the mind. Psi Mimicry is an obvious choice for Telesend uses many of the same powers are defined as mental, while Sound/Vibration power, and might rules as other forms of Telecom- divine, magical, and spiritual ones suit a chi- or psi-based body-control munication, but it’s ill-suited to powers depend on faith, knowledge, and power that allows voluntary reshaping with scientific or pseudo-scientific awareness, all of which are ultimately of the vocal apparatus, or a power that explanations. For most people, direct rooted in thought. focuses on animals or nature. thought transference defines “psionic.” Because mental abilities manifest Trickster spirits and gods of As such, the GM might wish to reserve through thoughts more so than might empower their servants with it for psionic powers – notably actions, they are especially appropriate this ability, too. Telepathy (p. 134) – and other super- natural powers with similar foci.

14 BUILDING POWERS Influence him. This makes them especially granted by deceivers and Influence abilities allow the user appropriate for psionic powers (although believers might regard the to read or alter others’ emotions, (Telepathy in particular), but note that illusions as “visions”). any power that focuses on animals, thoughts, or perceptions. Some of Mind Control and Possession these traits would fit equally well plants, or spirits could logically include the appropriate variety of Mind Control permits the user to under Communications. The crucial order his victim around, while difference is that the advantages list- Empathy, regardless of source. Healing powers might offer these abil- Possession goes a step further and lets ed below let the user manipulate oth- him take direct control of his victim’s ers – either by giving him an uncan- ities as well, albeit through reading vital signs instead of minds. body. Both offer special enhance- ny degree of emotional or intellectu- ments that allow the emulation of al access to his “victim,” or by Illusion countless other effects common in fic- enabling him to control his victim Illusion (p. 94) represents the abili- tion – most of which are appropriate directly. ty to project images. In its basic form, as psionic or spirit abilities. In fact, Animal Empathy, Empathy, it’s appropriate for Light power, psion- these capabilities are only rarely suit- Plant Empathy, and ic Electrokinesis, etc. It often occurs able for powers that don’t have a Spirit Empathy with the Mental special modifier, supernatural source. though, which turns it into a true These traits make it possible to influence ability. This makes it an Mind Probe and determine the emotional state and excellent match for supernatural pow- Mind Reading predisposition of another being with- ers – especially Telepathy, magical These advantages are most often out his knowledge or consent – powers, and divine and spirit powers psionic, found as part of Telepathy indeed, without even conversing with power – or Machine Telepathy, if given the Cybernetic Only special limitation. Other supernatural powers could offer them, however. For instance, spirits might mentally eavesdrop for a shaman, or a deity might empower “inquisitors” to pry information from mortal minds (or, with a suitable Accessibility limitation, just the faithful). Rapier Wit Rapier Wit can represent many dif- ferent psionic abilities: reading the victim’s mind for words guaranteed to shock or incense him, telepathically projecting emotions while speaking, etc. If its source is divine, the user might speak with the voice of the gods. It might instead be a chi-based attack – a variation on the Kiai skill (p. B203). It could even represent the ability of someone with Sound/Vibration power to modulate his voice in order to exploit the physi- ological effects of sounds above or below the audible range. Terror The ability to instill fear is com- mon to many powers. Fictional exam- ples include channeling chi or divine will to intimidate others, using psi to manipulate emotions, summoning frightening spirits, and wielding the power of pure Evil. Terror needn’t be supernatural; it’s possible to unnerve others with subsonic vibrations (Sound/Vibration power), tuned elec- tric fields (Electricity power), or other “natural” effects.

BUILDING POWERS 15 True Faith True Faith normally comes from within . . . but many fantasy and hor- Finding the Right Mix ror tales portray the wielder as a con- There’s more to designing a power than choosing abilities that suit duit for external energies. Either way, its source and focus. You must also ensure that its abilities work this gift is best reserved for divine and together as a set . . . and that they’re appropriate for your game. If spirit powers. When True Faith comes you’re uncertain about a specific ability, test it by answering the ques- from a divine power, it’s acceptable to tions below. If you answer “no” to any of them, the ability is probably include the Pact limitation (see inappropriate. Required Disadvantages, p. 21) in the power modifier, as those entrusted to 1. Does it suit the genre? Almost any power intended for an action administer divine power by proxy are genre – four-color supers, mythic fantasy, pulp, etc. – should include held to higher standards than True attacks, defenses, and movement abilities. Impressive physical transfor- Faith intrinsically assumes! mations are suitable, too. Choose mental abilities for their utility in action scenes; e.g., Danger Sense to detect ambushes, Mimicry and Illusion to confuse foes in combat, and Enhanced Tracking to aim Information weapons. A few abilities let the user know Powers for investigative genres (including most conspiracy and hor- things without perceiving them with ror, and more cerebral ) should focus on mental abilities his senses (however exotic) or stealing – perhaps exclusively. Where attacks, defenses, movement abilities, or information from others’ minds. The transformations exist, they should be incidental to the power, not its GM should realize that any informa- centerpiece. tion he gives to PCs with such gifts 2. Does it suit the realism level? In a “realistic” game world, abilities could paint him into a corner or shouldn’t blatantly violate physical laws or generate phenomena derail the plot; therefore, it’s wise to unheard of in nature. This rules out attacks, movement abilities, and reserve these capabilities for powers physical transformations that involve massive amounts of energy (X-ray that genuinely call for them. , FTL flight, etc.) or outré effects such as intangibility and telepor- Blessed and Oracle tation. Exceptions must be supernatural – and subject to real-world These advantages best suit powers beliefs about the supernatural (e.g., “iron is proof against faerie magic”). that represent an attunement to a In a “cinematic” setting, an ability merely needs to match the power’s divine or spiritual force that provides focus to be suitable. Rubber-science justifications and the extravagant information directly (Blessed) or indi- excesses of myth are fine, as long as the result is stylish: Thundar the rectly (Oracle). In either case, it’s Storm God can fly and shoot lightning; Mindforce the psychokinetic acceptable to include the Pact limita- super can hurl locomotives; and Ssthr the Reptile Man shaman can turn tion in the power modifier, as into a dragon. explained under True Faith (above). 3. Does it suit the secrecy level? If powers are a secret, they should Oracle might be appropriate for other consist of abilities that are undetectable or easily dismissed as coinci- kinds of powers – for instance, psionic dence: attacks that only affect enemies with powers or who are other- ESP – at the GM’s discretion. wise “in the know” (e.g., Static), defenses that can pass as luck (e.g., Resistant), mental abilities without obvious side effects (which excludes Danger Sense and Telecommunication, Scanning Sense, and anything else that emits Precognition detectable energy), self-concealing physical transformations (e.g., Foreknowledge – vague (Danger Invisibility), and so on. Sense) or precise (Precognition) – is Bear in mind that neither “action-oriented” nor “cinematic” auto- the essence of ESP, making these matically means “obvious.” A cinematic action game can be a secret- advantages eminently appropriate as powers game. For instance, a martial-arts master in a violent cinemat- psionic abilities. Rubber-science argu- ic campaign might have Telekinesis as a secret ability. It’s invisible and ments can justify either as part of a impossible to prove – and also entirely unrealistic, and handy for power that includes Jumper (Time) or bashing foes! FTL travel abilities, too. Finally, since some animals seem to react to events before they occur, the GM might allow these gifts to those with animal- universes. A radical but interesting a time-travel power of some kind. control powers. origin for Intuition is a mental power However, a power that grants its user that enhances the user’s ability to extremely acute senses (see Senses, Intuition process data, letting him make below, for ideas) might grant a variant Any power that includes other extremely accurate guesses! form of Psychometry that can make information abilities could logically limited guesses about the past by include Intuition. It might stem from Psychometry building up a composite image from divine guidance, ESP, or an acute As explained on p. B78, this ability scents, residues, and wear patterns. awareness of events in alternate is most often either psionic or part of

16 BUILDING POWERS Racial Memory suit an elemental Sound/Vibration Detect: A power with a given focus Racial Memory might involve con- power, psionic ESP, or perhaps a spe- and source can usually detect one or tacting spirits of the dead for counsel. cialized form of Psychokinesis both of those things – and perhaps If so, it’s ideal for powers of a necro- (“sonokinesis”). related or opposed foci, too. Earth power should include Detect (Earth), mantic nature – spirit, magical, or Smell and Taste otherwise. Alternative explanations Good power might encompass both Discriminatory Smell and tend to be psionic: usually ESP Detect (Good) and Detect (Evil), and Discriminatory Taste work best as (“retrocognition”), but possibly so on. Some foci require creative abilities borrowed from beasts using Telepathy, if telepaths can read the thinking; for instance, Healing power animal-control powers. They might minds of the dead or tap a “collective could allow Detect (Disease) or Detect also result from a body-control power; consciousness.” (Poison), while a sea god might give a matter-control power that lets the his servitors Detect (Sea Creatures). user analyze and alter chemical com- Scanning Sense: Radar suits Senses positions; or even a more narrowly Electricity power, Ladar fits Light Extended senses are the most com- focused chemical power. power, and Sonar is ideal for mon mental abilities granted by pow- Touch Sound/Vibration power. There are ers. Almost any power that lets its Sensitive Touch and Vibration some more subtle matches, too; for wielder manipulate a focus will let him Sense extend the normal human sense instance, a psi with Electrokinesis sense that focus, too. In the case of of touch considerably. Either might could justify Radar or Ladar, and supernatural foci, powers that include suit Sound/Vibration power. These someone with Water power might communications and information advantages also offer an interesting have Sonar to navigate underwater. abilities frequently bestow enhanced alternative explanation for chi-based Para-Radar, on the other hand, is senses. Finally, it’s traditional for ani- sensory abilities, with Sensitive Touch nothing like these other senses, and mal-control and totemic spirit powers allowing a martial artist to detect his almost always supernatural. It’s most to provide the sensory capabilities of opponents’ subtle movements and often associated with ESP or a form of beasts. Vibration Sense allowing him to fight divine or cosmic awareness. Vision blind. Sight is the centerpiece of the Other Senses PHYSICAL human sensorium, which is probably A few senses aren’t extensions of why storytellers attribute so many the five human senses so much as TRANSFORMATIONS unusual visual capabilities to those entirely new capabilities. A few abilities enable the user to with amazing powers. Possibilities alter the structure or composition of include 360° Vision, Dark Vision, Clairsentience: This is the generic his body. These can benefit mobility Enhanced Tracking, Hyperspectral “sensing at a distance” advantage, (by letting the hero turn into a fish, Vision, Infravision, Microscopic suitable for any power that lets the sprout wings, become a ghost, etc.), Vision, Night Vision, Penetrating user displace his consciousness. It’s stealth (by altering his appearance), Vision, Peripheral Vision, See usually psionic – part of Astral and defense (by healing damage), Invisible, Telescopic Vision, and Projection or ESP – but shamans with among other things. Ultravision. The Light power is the spirit abilities often possess it as well. Nearly all of these abilities affect most obvious candidate for such It’s hard to justify through non-super- the user only. To transform others, the traits, but many of these senses are natural means, but powers that deal in power must include an Affliction that equally logical as ESP abilities (ESP is time and dimension travel might be has a suitable Advantage enhance- called “second sight” for a reason!) – able to warp space sufficiently to let ment. Such Afflictions might accom- and Dark Vision suits Darkness power, the user perceive a distant location as pany transformations that affect the Infravision suits Heat/Fire power, and if it were nearby. wielder (typical of powers that focus so on. on transformations) or replace them. Chi powers, too, can give the user an uncanny awareness of his sur- roundings. This might just be the Blind Fighting skill (p. B180), but a There’s more to designing a power power that includes 360° Vision, Dark Vision, and Enhanced Tracking would than choosing abilities that suit its cover that ground and more. source and focus. You must also ensure Hearing Hearing is the “second sense” of that its abilities work together as a set humans, a status reflected in the rela- tively short list of hearing-related ... and that they’re appropriate for advantages: Discriminatory Hearing, Parabolic Hearing, Subsonic Hearing, your game. and Ultrahearing. Such abilities might

BUILDING POWERS 17 occur frequently in myth; a divine power might let a man become a titan ... or vice versa. Super-powers that bestow such abilities sometimes “con- serve” mass by moving matter into or out of another dimension; thus, these gifts could occur as part of dimension- travel powers. A cosmic power, suit- able for gods and godlike supers, might let the user convert matter to and from energy, or alter the funda- mental scale of creation! Hermaphromorph Many spirits and deities seem to change sex at will, and might grant similar abilities to those they bless with powers. Body-control powers might also include this capability. Since Hermaphromorph results in a fully functional change, it isn’t suitable for illusion and deception powers that merely alter outward appearance. Shapeshifting Alternate Form: This versatile advantage can occur as part of many powers. The most obvious of these are supernatural; for example, a divine power that lets a priest take on the forms associated with his god, or a spirit power that enables a shaman to become a totem animal. A dimension- travel power might give the wielder the ability to appear in different bod- ies, storing unused ones “elsewhere” for the duration. And a body-control power could give the user enough con- trol that he can turn into something else. Morph: All of the explanations given for Alternate Form work here, but Morph is far more flexible. It suits the most cinematic, open-ended forms of beast control and matter control seen in comic books, and provides the truest emulation of the capabilities of control powers that let the user borrow Metamorphoses mythological shapeshifters. The most common transforma- the capabilities of squid, chameleons, tions are those that allow the user to etc. Such abilities might instead result Switchable Body Parts alter his body’s size, shape, or physiol- from illusions that sit atop the skin, in Not all transformations are broad ogy. In general, these don’t affect com- which case they would be ideal for a changes in shape or size. Many pow- position – transformed people are dedicated Illusion power, or even a ers permit a few specific alterations still made of living flesh, vehicular power granted by a mischievous spirit in form. The GM may allow such transformers remain mechanical, and or demonic deceiver. advantages as Claws, Extra Arms, so on. Growth, Shrinking, Extra Legs, Flight (Winged), Striker, and Teeth to have the Switchable Chameleon and Elastic Skin and Stretching enhancement (p. 109). Any power Powers that enable conscious con- These advantages involve physical- that can justify a total metamorphosis trol of the skin might incorporate ly improbable size changes, and so are could reasonably grant such partial either of these traits. This is typical of best suited to supernatural or cine- changes. body-control powers – or of beast- matic powers. Growth and Shrinking

18 BUILDING POWERS Transmutations This lets the user separate his con- spirits – and of course elemental super- Some abilities do let the user alter sciousness from his material body, powers. Those who can switch into his body’s composition. These tend to which remains unchanged. and out of these forms have Alternate be totally unrealistic, and best suited Form, with the relevant meta-trait as Invisibility their alternate racial template. to supernatural powers and highly Exotic body-control and matter- cinematic super-powers. phasing powers can sometimes trans- Shadow Form Insubstantiality mute the body into something trans- When enabled supernaturally, this Interpreted as a spirit form, parent. However, two common expla- advantage usually represents a spirit Insubstantiality suits the entire gamut nations for Invisibility don’t involve form of some kind. The GM might of divine, magical, and spirit powers. body alteration – they just create the wish to reserve it for powers that It’s also a logical ability for non-super- appearance of a transformation. Chi- spring from sinister forces: black natural powers that focus on dimen- based powers and psionic Telepathy magic, foul spirits, the patron god of sional travel: the user moves into an work by letting the user affect others’ assassins, Evil embodied, etc. Shadow alternate dimension where he can see minds so that they don’t seem him, Form rarely occurs outside of settings but not interact with the “real” world. while Light and Electrokinesis powers that feature the supernatural, but if Four-color supers might even gain this let him vanish by bending light the GM allows a Darkness power, this ability from elemental powers, using around his body. ability certainly fits! Electricity power to become pure Meta-Traits energy, Sound/Vibration power to Any of the forms under Elemental Restorations oscillate out of phase with reality, and Meta-Traits (p. B262) might be the Traits that keep the body in good so on. result of a transformation. Such traits repair are considered physical trans- Insubstantiality is not always a mainly suit supernatural powers formations: they transform the body transformation. It’s sometimes the associated with elemental forces or from “damaged” to “whole” or let the result of the Astral Projection power. user adjust his physiology to cope with injury, starvation, suffocation, etc. Such abilities are frequently manifes- tations of powers that channel chi, Number of Abilities psionic energy, pure Good, or the A power should offer enough choices that those who possess it don’t blessing of a benevolent spirit or deity. all seem the same, but not so many potent abilities that players come to Some supers use a “generic” Healing see it as the only power worth having. Some guidelines for GMs: power that stems from none of these • Attacks: Two attack advantages is plenty. To encourage player cre- sources, however. ativity, leave these reasonably general; e.g., “Any Toxic Attack, and any Healing Affliction that causes an incapacitating condition.” Healing is one of the few physical • Defenses: Aim for two or three major defenses. A “major” defense transformations that normally affect is one that’s open-ended (like DR) or that grants total immunity. Add others. Divine, psionic, and spirit pow- minor defenses as you think of them – there’s no need to count. ers are the most common explana- •Movement Abilities: Again, consider two or three major abilities. In tions. More unusually, those with this case, “major” means an advantage that lets the user move in an time-warping powers might be able to environment previously inaccessible to him (e.g., Flight) or that pro- hasten natural recovery by accelerat- vides more-or-less unrestricted mobility (e.g., Warp). ing time – or by undoing the harm in • Mental Abilities: Include at most two or three potentially game- the past. changing senses or communications abilities (e.g., Para-Radar or Telesend). Count potent influence abilities – for instance, Mind Control Metabolism Control – as attacks. Make lesser abilities as numerous as you wish. Control over bodily functions (such • Physical Transformations: Count any ability with significant com- as heartbeat) is one of the best-known bat utility – Insubstantiality, Invisibility, etc. – as a “major defense.” abilities of those with chi powers – Otherwise, there’s little need to restrict these abilities; in fiction, most kung fu masters, yogi, etc. – and psion- powers that allow body alteration permit many transformations. ic healers. This gift rarely originates from other sources. These limits are only suggestions. If you decide to adhere to them, be open to horse-trading. You might reduce the number of major Regeneration and Regrowth abilities in one category to add muscle to another. You might com- These abilities are generally just pensate for the complete absence of a particular category by adding facets of the powers suggested above. major abilities elsewhere. Telepathy (p. 134) is a good example: its An interesting alternative would be a small number of highly specialized defenses and total lack of move- dimension-travel or matter-control ment abilities and transformations balance an impressive list of power that restores damaged tissue by influence and communications abilities. channeling, converting, or creating matter.

BUILDING POWERS 19 EVALUATING POWER MODIFIERS After determining which advan- doesn’t affect the wild version of an powers. Neither an “environment tages best suit the power, it’s time to advantage does affect the version a likely to occur in nature” nor “every- work out the modifier that makes power provides, that’s a limitation. day items and knowledge” is likely to those traits part of the power. This The size of the limitation depends on affect a supernatural power . . . but enhancement or limitation is the the nature of the countermeasure and “the will of a true king,” “true love,” power modifier. how likely it is to appear during an or something similar just might. If The power modifier converts any adventure. the GM doesn’t mind powers being advantage that has it into one of the contingent on intangibles, he’s wel- power’s abilities. If that’s all it does – come to permit such things as mun- if it implies no additional restrictions Mundane dane countermeasures. or capabilities – it’s worth +0%. This Countermeasures is comparable to the situation for If the power loses much of its utili- advantages that don’t belong to a ty – or just doesn’t work – in a reason- Anti-Powers power: the source is background ably common environment likely to If the setting includes natural or color, a “special effect,” and doesn’t occur in nature, and enemies could artificial countermeasures expressly affect game play. The buyer pays the exploit this weakness using only every- intended to knock out the power – per- listed cost for the advantage and gets day items and knowledge (not just haps even all powers of the same its benefits as written. specialized technology or training, source – that’s a limitation. The size of But a power’s source or focus or other powers), add -10% to the the limitation depends on how exten- often suggests restrictions. Most power modifier. Individual abilities sive the countermeasures are: powers let the user channel some can’t claim a further discount for • If the countermeasures are spe- kind of energy, and energy can run an overlapping limitation such as cific capabilities found only in the out . . . or be choked off at the source. Accessibility, Environmental, or hands of those with unusual advan- If the power is supernatural, the Terminal Condition, however. tages (notably Neutralize and Static) wellspring might be willful – an enti- or skills (including cinematic skills ty that demands propitiation or Example 1: Because fire requires oxygen, the GM may rule that no abil- and magic spells), add -5% to the attaches conditions to the gifts it power modifier. For instance, the bestows. Super-powers frequently ity of the Heat/Fire power works with- out it. For instance, if the user is Dispel Magic spell (p. B250) and Mana have dramatic “fatal flaws.” And all Damper advantage (p. B67) can knock but the mightiest powers can meet underwater or in a vacuum, he can’t use his jet-like Flight, “ignite” his Body out magical powers, so magical pow- their match in the form of manmade ers can claim this -5%. countermeasures or diametrically of Fire, or launch fiery Innate Attacks. Even if oxygen is present, his enemies • If the countermeasures consist of opposed powers. Any of these things specialized technology that works for would make the power modifier a might be able to extinguish his Body of Fire and blunt his attacks using anyone who possesses it (jamming limitation. fields, shield helmets, drugs that shut More rarely, the opposite is true, water, sand, or a fire extinguisher. This gives a -10% limitation – and rules out down the power or grant immunity to and the power increases the scope of it, etc.), add -5% to the power modifi- advantages tied to it by letting them Accessibility limitations such as “Not underwater” and “Not in a vacuum” er. For example, if particular drugs ignore built-in limitations or making and frequencies of sound disrupt the them useful in situations where they on specific abilities. Example 2: Sound/Vibration power biofeedback needed to make a body- normally wouldn’t be. If so, the power control power work, the power gets modifier is an enhancement. requires the user to have a direct path through air, water, or another fluid to this -5%. In all cases, the final value of the • If both situations apply, add power modifier is found by adding up anything he wishes to affect. His Innate Attacks don’t work in a vacu- -10% to the power modifier. This is the individual limitations and the case for psionic powers, which enhancements it encompasses. um, his Rapier Wit and Terror rely on subtle vibrations that radio can’t are blocked by Antipsi power (p. 122) transmit, and so on. In a soundproof and by shield helmets, dampers, etc. OUNTERMEASURES room, his abilities would stop at the This is also true for “generic super- C powers” (see Super, p. 29), which are A countermeasure is anything that walls. These drawbacks add -10% to traditionally subject to Neutralize, blocks or negates an advantage or its the power modifier – and individual Static, and a plethora of weird- effects. Even “wild” advantages (those abilities can’t also claim “Only with a science gadgets. not associated with powers) face direct fluid path” as an Accessibility countermeasures. For instance, Terror limitation. These limitations are cumulative is worthless against those with the As the examples suggest, this with the -10% for mundane counter- Unfazeable advantage, and someone modifier suits elemental powers best. measures. with Night Vision can be blindfolded. The GM may allow it for other But when a countermeasure that

20 BUILDING POWERS This doesn’t render Invisibility immune to its usual countermeasures, though – it’s still useless against those Opposed Powers with See Invisible, because that’s a Some powers “oppose” others; e.g., Heat/Fire vs. Cold/Ice, Good vs. weakness built into the advantage. Evil, or Antipsi vs. any psi power. A power might be able to claim an A few powers – such as those of opposed power as a countermeasure. The effects, if any, on power mod- deities and godlike supers – do offer ifiers depend on how the two powers interact. abilities that aren’t subject to the If it takes a specific, active use of one power to cancel out each spe- countermeasures that affect wild cific, active use of another, neither power qualifies as an anti-power, and advantages. For powers like this, the their power modifiers are unchanged. Consider Heat/Fire vs. Cold/Ice: “countermeasures” aspect of the the environmental effects of their respective abilities often cancel each power modifier is actually an other out, and fire and ice attacks might be able to shoot each other enhancement. This is the equivalent of down (see Defending with Powers, p. 167), but neither power can com- the Cosmic enhancement (p. B103); pletely prevent the other from working. therefore, we refer to such powers as If a power is subject to mundane countermeasures that another “cosmic powers.” power just happens to emulate, it gets only the -10% under Mundane Cosmic powers add +50% to their Countermeasures (p. 20). There’s no additional discount for the existence power modifier. This lets their abilities of a power that can exploit its flaws. For example, Heat/Fire power ignore the things that normally block, receives -10% because vacuum, water, and cold can negate it. It gets no shut down, or nullify wild versions of extra bonus if Vacuum, Water, and Cold/Ice powers exist. Next to the those traits, unless those countermea- world’s oceans, the boundless vacuum of space, and so on, a few people sures are themselves cosmic; e.g., only with powers is insignificant. a cosmic barrier can block cosmic An opposed power normally only counts as an anti-power if it con- Insubstantiality and only cosmic tains Neutralize and Static abilities that can negate all of the other vision can penetrate cosmic power’s abilities at once. In this situation, the affected power can claim Invisibility. Furthermore, nothing can the -5% described under Anti-Powers. The number of anti-powers is take away the wielder’s power – his irrelevant – the limitation is a flat -5%, not -5% per anti-power. abilities work on any world he visits, The GM may rule that other powers rate as anti-powers. Two possi- are present in any body he occupies, bilities are powers that offer Afflictions with Negated Advantage and so on. enhancements intended to cancel another power’s Talent or abilities, This power modifier counts as the and those that include Obscure for the express purpose of blinding a first +50% of all Cosmic enhance- power that focuses primarily on enhanced senses. A power should never ments added to the power’s individual receive the -5% discount unless another power specifically targets it, abilities. For instance, if the ability though. includes an irresistible attack, it costs Bear in mind that a power can negate another power without being +250% over and above the +50% in negated by it. For example, Antipsi interferes with Telepathy, but the power modifier, for a total of Telepathy doesn’t foil Antipsi – indeed, no power can block Antipsi! On +300%. See p. 101 for two additional the other hand, fiction is full of powers that are mutual anti-powers versions of Cosmic useful when (e.g., Good and Evil), in which case both powers have a -5% limitation. designing cosmic abilities. The basic +50% for a cosmic power enables the power’s abilities to work normally against attacks and opposing suggest that mundane or tech- No Countermeasures abilities enhanced with more expen- nological factors can render such Powers that face no countermea- sive Cosmic options. sures except those that affect the wild powers useless. Thus, chi powers get versions of their abilities add +0% to +0%. their power modifier. This is the Example 2: In myths where gods REQUIRED “default” situation; it applies to any bestow powers upon their servants, no power that can’t claim a limitation mortal can rob the blessed of their DISADVANTAGES under Mundane Countermeasures or powers. Divine powers therefore have Some powers stem from dedicat- Anti-Powers. +0%. ed exercise, meditation, prayer, etc. The devotee walks a path that limits The fact that a power faces no Example 1: It’s traditionally impos- his freedom or puts significant unusual countermeasures doesn’t sible to neutralize chi powers. Two demands on his time. In return, he mean that its abilities can bypass such warriors can use their powers to enjoys special abilities. Should he things that would normally negate block one another – and in most tales, deviate from his chosen path, he them. For example, if Invisibility the stronger fighter eventually loses his power until he takes suit- belongs to a power that gets +0% for exhausts the weaker. However, neither able steps to set things right. This countermeasures, the power has no warrior can deprive the other of all of might be merely inconvenient . . . or special flaws that people without See his abilities in an instant . . . and few downright dangerous. Invisible can exploit to see the user.

BUILDING POWERS 21 Anyone who wishes to possess a Suggested -10 points: A Code of Honor or power like this must take certain self- Sense of Duty that affects a large imposed mental disadvantages (see Disadvantages group, such as every member of a reli- p. B121) to reflect his dedication. The Some powers require just one self- gion, is appropriate for most divine GM determines these traits – not the imposed mental disadvantage; others powers. Honesty (12) is equivalent – buyer. They are prerequisites for all of prescribe behavior complex enough to again, mainly for “good” deities. the power’s abilities, and also for its justify several. Below are suggestions -15 points: Honesty (9), or a Code Talent. that suit particular sources and foci. of Honor or Sense of Duty that applies The most common “required dis- All have variable point costs. The more to everyone, is only really suitable for advantages” are Disciplines of Faith severe the disadvantage, the harsher those who wield the power of pure and Vows – but Code of Honor, the ultimate limitation will be. Good, or the divine powers of the Fanaticism, Honesty, Intolerance, Code of Honor, Honesty, most benevolent (or just) deities. Sense of Duty, and Trademark are also and Sense of Duty Disciplines of Faith and Vows appropriate. In general, required dis- These disadvantages are appropri- advantages should total between -5 Disciplines of Faith and Vows often ate for powers that emanate from indicate a personal commitment to a and -15 points. See Suggested gods or spirits that actively monitor Disadvantages (below) for guidelines. program of diet, physical exercise, and their servants’ moral conduct – that is, meditation. This is the traditional ori- Required disadvantages give the divine and spirit powers. The most usual number of points. This reflects gin of chi powers: the master balances likely result of a holy man failing to yin and yang in every aspect of his life, their effects on the taker’s day-to-day uphold his deity’s moral code is the life – he must live up to the standards and contemplates the nature of the immediate and total loss of power. To universe. His efforts provide the phys- they demand. If he fails, he suffers recover his abilities, he must atone. whatever mundane effects the GM ical and mental discipline that fuels This might include a time-consuming his power. But should he neglect his feels are appropriate: loss of standing cleansing ritual, a sacrifice, or an in his religion or community, psycho- exercises and meditation, his abilities ordeal (possibly involving privation or will fail under stress! To recover them, logical breakdown, or just fewer scarification). bonus character points. he must spend time in contemplative Since the power-wielder also loses -5 points: A Code of Honor or isolation, or undertake a quest for “re- his power if he falters, he has further Sense of Duty that applies to a small enlightenment.” to fall than an equally dedicated indi- group, such as “all shamans,” would These disadvantages can also be vidual who lacks powers. This gives suit certain spirit powers and the religious in character, and suitable for him a discount on the cost of his abil- divine powers of lenient deities. A divine and spirit powers. In this case, ities. See Required Behavior and Power “good” deity of this kind might instead use the point-cost guidelines under Modifier (p. 23) to work this out. require Honesty (15). Code of Honor, Honesty, and Sense of Duty (above).

22 BUILDING POWERS -5 points: Disciplines of Faith likely to demand -10-point Honesty or 1. Choose the required disadvan- (Ritualism) is suitable for spirit pow- Sense of Duty. tages, normally worth between -5 ers. A minor Vow, such as chastity, fits -15 points: Like other -15-point and -15 points, and apply a limita- almost any supernatural power, traits, Fanaticism only suits divine tion numerically equivalent to the whether it comes from within or powers bestowed by demanding, judg- point value of those disadvantages. without. mental deities. It’s also a perfect fit for For instance, a -10-point Vow is -10 points: Disciplines of Faith the powers of pure Good and Evil worth -10%. This part of the modifi- (Monasticism) and (Mysticism) suit in settings where compromise is er is identical to the Pact limitation both chi and divine powers. Major impossible. (p. B113); you can’t take that a sec- Vows (e.g., “Never draw blood in bat- ond time. tle.”) also come in at this point level, Trademark 2. Decide on the speed with which and suit many divine powers. Trademark is the least common the power vanishes (choose one): -15 points: Disciplines of Faith required disadvantage. It works just like the rest of these traits, but with a (Asceticism) or a great Vow (e.g., •Gradually, with enough warning twist: the user must leave a physical “Only fight in self-defense.”) would to escape a dangerous situation: +5%. sign of his work wherever he uses his only be appropriate for divine powers • Quickly enough to endanger the abilities. Otherwise, his power fails granted by exacting deities – or for chi user in combat: +0%. powers that demand complete, life- him the next time he calls upon it. The long dedication. only way to rectify the oversight is to Add -5% if the power doesn’t just return to the neglected site and mark vanish but turns against the user! Fanaticism and Intolerance it appropriately – which might prove 3. Determine the act necessary to A few powers spring from the difficult if it’s a bloody urban battle- restore the power (choose one): wielder’s unswerving dedication to a field crawling with detectives, or an set of beliefs rather than from his puri- enemy stronghold. This is most suit- •A day out of adventuring to pray, ty or enlightenment. This is typical of able for spirit powers. meditate, etc., or sacrifices worth a powers that focus on fundamental day’s income: +5%. -5 points: A simple Trademark moral principles, such as Good and •A week out of adventuring, or might be a single rune or holy symbol, Evil, and of divine and spiritual pow- sacrifices worth a week’s income; a left behind by the user of a divine or ers given – often grudgingly – by minor quest; or minor harm (1d injury spirit power to honor the entity he amoral gods, primeval spirits, and or an irritating affliction): +0%. serves. Things Man Was Not Meant To Know. •A month out of adventuring, or -10 points: A complex Trademark In fiction, such powers are nearly sacrifices worth a month’s income; a resembles a simple one, but the mystic always frightening, whatever their major quest; or serious harm (4d marks are more elaborate and time- moral bent. injury, crippling, or an incapacitating consuming, and might offer clues as Fanaticism demands unquestion- affliction): -5%. to the ritualist’s identity (his totem, ing loyalty. If the fanatic refuses one tribal mark, etc.). order, makes any concession that 4. Add all of the above together to -15 points: An elaborate Trade- might weaken his cause . . . he’s cut find the final adjustment to the mark means the sorcerer must con- off, and his abilities might even turn power modifier. If positive, reduce it duct a cleansing ritual after using his against him! Intolerance requires an to +0%. If a power requires minimal power in order to dissipate danger- active effort to convert, enslave, or devotion, only departs gradually if ous spiritual residues that could destroy the target group. Any gesture the user neglects this, and returns if rebound upon him. He might leave of clemency leads to immediate power he takes a day to set things right, it behind fetishes, animal sacrifices, or loss. In both instances, the nature of isn’t limited (the wielder can use it in his own blood. the needed reparations mirrors the the current situation and make harsh character of the disadvantage, amends before the next time he with sudden injury or affliction being needs it) – but it isn’t more useful Required Behavior than a power without this modifier. likely. and Power Modifier It’s possible to get large limita- -5 points: Intolerance of one partic- If a power requires disadvantages, tions – up to -25% – using these ular group – possibly fairly abstract any violation of the behavior code that guidelines. The GM may allow such (e.g., “Evil”) – is suitable for many of those traits imply costs the user all of modifiers, but they’re only appropri- the divine powers and pure moral his abilities. The limitation value ate for powers granted by a merciless powers of fantasy, which often rely on depends on how taxing the code is, god who would strike down his own their opposition to some other force how rapidly the power departs after a servant for the slightest impure for definition. transgression, and how difficult the thought. The GM must enforce this -10 points: Intolerance of everyone power is to recover. The GM should ... and the players have no room to who doesn’t worship the same god is calculate the effects of these factors complain, because they’re getting a appropriate for almost any divine on the power modifier using the big discount on a wide array of use- power. Fantasy tends to reserve this following guidelines: for evil deities; good deities are more ful advantages.

BUILDING POWERS 23 HANNELED Ambient Energies could be a mundane insulator or a C A power might let its user shape mundane countermeasure is worth ENERGIES and direct energy already present in -10%. A power can only claim one lim- the environment. In the absence of itation per shortcoming – the GM Every power involves directing decides which. some kind of energy. “Channeled ener- this energy, it doesn’t work. The effect gy” is energy that originates from a on the power modifier depends on source outside the user. If an external how likely the user is to be cut off influence can cut this off in transit, from his power source: that’s usually a limitation – for obvious •If the power commands a form of reasons! To understand which powers energy that suffuses the entire uni- qualify for this discount, though, it’s verse, and that can’t be screened out or necessary to know which ones don’t. drained by any means, add +0% to the Powers that originate from bioen- power modifier. This is the case for ergy, personal charisma, the mind, or cosmic powers that channel the ener- the soul don’t qualify, because the gy of existence – the absence of which energies involved are internal. This implies nonexistence, which makes definitely includes all chi and psi pow- power failure irrelevant. ers. The only external factor likely to • If the power directs energy that interfere with a power like this is an surrounds and permeates all things, anti-power (see Anti-Powers, p. 20). and that only esoteric insulators or That’s a different limitation, because it supernatural intervention or catastro- doesn’t cut the target off from his phe can cut off, add -5% to the power power source – it just keeps him from modifier. A power that relies on the directing it. life force emanating from all living Divine powers don’t qualify, either. things or the psychic energy field set A holy man does channel the will of up by the minds of all sapient beings his patron deity, but the only force that qualifies; so does a Gravity power that can intercept divine might in transit is manipulates ambient gravity. This -5% another deity. Since a god has cosmic also applies to powers that work at a powers that can interfere with a lesser penalty, or not at all, in certain places; being’s capabilities in any case, this e.g., magical powers, which rely on weakness isn’t a particular limitation Fickle Forces the area’s ambient magical energy, or A few powers channel willful ener- of divine powers. A deity might cut off mana (see p. B235). A power that gets gies. The user petitions some kind of the powers of an unfaithful servant – bonuses for location about as often as intermediary to invoke his power. The but again, that’s a separate limitation it gets penalties doesn’t qualify – that’s game effect is that he must make a (see Required Disadvantages, p. 21). worth +0% (see Zero-Cost Modifiers, reaction roll whenever he wishes to Powers that only work in a particu- p. 27). use one of his abilities. Normal reac- lar environment also don’t qualify. • If the power manipulates ordi- tion modifiers don’t affect this roll; Heat/Fire power might not work with- nary, natural energy that mundane neither does Talent. The GM may out oxygen, Sound/Vibration power insulators can block, add -10% to the apply situational modifiers, of course. might fail without a medium to trans- power modifier. This might be true for Such powers have the Fickle limi- mit it, and so forth, but such restric- certain elemental powers, such as a tation (p. 110), which adds -20% to the tions don’t cut the user off from his Light power that lets the user shape power modifier. Fickle is intended power source – they limit his ability to ambient light or a Radiation power chiefly for spirit powers, and is most project his power. See Mundane that concentrates and directs cosmic suitable for powers that command Countermeasures (p. 20) for the appro- rays. capricious spirits: demons, faerie, loas, priate limitation. etc. Powers granted by angels, genii, This leaves two broad categories Fiction often fails to distinguish totems, and the like tend to have of powers that do qualify for this these things from countermeasures. required disadvantages instead. Of limitation. Anything that could be an esoteric insulator or a technological counter- course, a given spirit power could measure gives -5%; anything that have both limitations! The GM is free to allow Fickle on any power. It fits many visions of mag- ical powers – even those that don’t involve spirits. However, it’s rarely Every power involves directing some suitable for divine powers, save per- haps those granted by tricksters. kind of energy. Required disadvantages are much less random, and better suit the decisive nature of most deities.

24 BUILDING POWERS there are practical reasons to keep lim- make the power modifier +0%. That OTHER FACTORS itations between -10% and -20%. way, the power’s abilities are no less The possibilities discussed so far A -5% limitation simply isn’t mean- useful than wild advantages worth the are merely the most common compo- ingful on an advantage worth less than same number of points, and the play- nents of power modifiers. The GM is 20 points – point costs round up, so ers won’t be faced with a restriction free to add an enhancement if the 5% off a cost under 20 points means that doesn’t give a fair discount. For power is hard to counteract, or if its paying full price. Since few players more on this option, see Zero-Cost abilities are otherwise better than wild will suffer the restrictions of a limita- Modifiers (p. 27). advantages. Conversely, he might tion without receiving a discount, a Power modifiers much beyond assess a limitation if the power isn’t -5% limitation encourages players to -20% also have problems. Many spe- always available, or if its abilities are ignore appropriate and interesting cial limitations are worth -50% or somehow less useful than normal. low-cost traits. By contrast, a -10% -60% . . . but since a net limitation Discretionary modifiers must be limitation is meaningful for advan- more severe than -80% becomes balanced with respect to standard tages worth as little as 10 points, and a -80%, players may avoid these inter- ones. A good way to ensure this is to -20% limitation is significant for traits esting options if the power modifier base them on the general modifiers in down to 5 points. is large. In fact, suffering the restric- Chapter 2 and the Basic Set. If all of a And of course since players are fru- tions of -85% or more in limitations power’s abilities have an ordinary gal with points, the more substantial in return for an 80% discount is the enhancement or limitation, make this the discount, the more likely the limi- kind of rotten deal that can steer part of the power modifier. Doing so tation – and hence the power – is to players away from the power. Some has the additional benefit of making see use. If you end up with a -5% lim- will compensate by adding heaps of the power modifier “shorthand” for a itation, consider going back and find- inappropriate enhancements to bal- long list of modifiers. ing another -5% or more. ance the limitations, which can ruin A few examples: If you want a trivial limitation, dis- character concepts. pense with formal limitations and • Accessibility: Most GM-defined limitations fall into this category, and affect when or where the power works. Try to keep the value between -10% and -30%. Limitations that restrict the Quick Reference: power to certain targets are only appropriate if all of the power’s abili- Power Modifiers When calculating power modifiers, it’s useful to have all the ties affect others. numbers in one place. Unless indicated otherwise, all modifiers are • Costs Fatigue: This is one way to cumulative. balance powers against cinematic skills and spells that cost FP. It adds Channeled Energies -5% per FP per use – but note that con- Ambient energies blocked by (choose one)*: tinuing effects follow special rules (see Esoteric or supernatural item/condition: -5% p. B111). If the FP must come from an Mundane item/condition: -10% Energy Reserve (p. 119), rendering the Fickle: -20% power ineffective when the ER is empty, add a further -5%. Cosmic Power: +50%* • Nuisance Effect: A power’s abili- Countermeasures* ties might have negative side effects. Mundane countermeasures: -10% Be creative! For instance, using each Special advantages or skills: -5% ability might trigger a distinct, loud Technological countermeasures: -5% tone, interfering with stealth and social interaction, and letting the Required Disadvantages hero’s enemies know what he’s up to. Code of conduct: Point value of Most Nuisance Effects are worth -5%. required disadvantages, expressed as a percentage. Power disappears (choose one): FINALIZING Gradually: +5% Immediately: +0% THE MODIFIER Power turns against user: -5% After calculating individual modi- Restoration requires (choose one): fiers for countermeasures (or no coun- A day: +5% termeasures), required disadvantages, A week, a minor quest, or minor harm: +0% channeled energies, and anything else A month, a major quest, or serious harm: -5% you wish to consider, add them togeth- er to find the final power modifier. * Cosmic powers can neither be blocked nor have countermeasures. There are no firm limits on this, but

BUILDING POWERS 25 In addition, when a severe limita- the way novels and movies depict to the point where you can channel it tion is rigidly enforced, it tends to those powers. Each lists its individual for superhuman feats, you must limit an advantage so much that it’s no subcomponents to make it easier to engage in exercises and meditation for longer fun. When it isn’t enforced, customize and to demonstrate the a few hours each day. This require- some PCs get a free lunch, which can principles of design. The overall mod- ment is a -10-point disadvantage unbalance the game. Either outcome ifier is the sum of these parts – don’t (-10%), most often Disciplines of Faith is bad – but it’s especially damaging in apply the component modifiers a sec- (Monasticism or Mysticism) or a com- the case of powers, as the effects ond time! Be sure to change the gener- parable major Vow. Should you neg- extend across many advantages. ic names to suit specific powers. lect this, your power fails you the first In general, if a power modifier is a time you call upon it under stress limitation more severe than -20%, (+0%). To restore it, you must take consider paring it down to -20% by Biological 1d days to rebalance your chi removing elements that aren’t truly -10% (+0%). Until you do, you feel ill; necessary to convey the “feel” of the Your power is a physical capability the GM should choose one of power. of your body. It’s fatiguing to use these afflictions from Irritating Condi- because your metabolism must supply tions (p. B428): Coughing/Sneezing, all of the energy: pay an extra 1 FP Drowsy, Nauseated, or Pain. Giving It a Name whenever you use an active ability Give each power modifier a unique (Costs Fatigue, 1 FP, -5%). Anything name. Make this descriptive, so that that upsets your unique metabolism Cosmic it’s clear which power it represents: might deprive you of your power – +50% Animal Control, ESP, Good, Light, including targeted pathogens, drugs, Your power originates from the Magical, Power of Thor, Psychic and nanotech designed by your ene- energy of creation! Your abilities Healing, Psychokinesis, Telepathy, etc. mies (technological countermeasures, ignore the ordinary countermeasures -5%). that work against wild advantages, AMPLE and you always have access to them – S nothing can neutralize your power or MODIFIERS Chi cut off its energy source. This is iden- Below are examples of power mod- -10% tical to the +50% level of the Cosmic ifiers appropriate to broad categories Your power emanates from your enhancement on p. B103. If you have of powers. They attempt to stay true to life force – a mysterious energy often individual abilities with more expen- called chi or ki. To strengthen your chi sive versions of Cosmic, your power modifier only covers the first +50% of their value; after that, you must pay for Cosmic normally.

Divine -10% A deity grants you your power. Nothing can prevent your god’s power from reaching you . . . but your patron expects certain behavior in return. The precise details depend on your god. A good god expects you to lead a virtuous life. The required moral code is a -10-point disadvantage (-10%), typically Honesty (12), Sense of Duty (Coreligionists), or a major Vow. Should you transgress, your god will suspend your power – but since he’s benevolent, he won’t cut you off if this would endanger you (+5%), save for the most egregious of sins. To make amends, you must offer significant penance: up to a month of fasting, questing, or equivalent (-5%). An evil god lets you do as you wish, provided you make suitable sacrifices, corrupt the innocent, etc. These

26 BUILDING POWERS Magical -10% Zero-Cost Modifiers Your power channels ambient A power modifier can be +0%. This means that, on average, the magical energy (mana). This is diffi- power’s abilities are neither better nor worse than wild advantages. It cult to block and found almost every- doesn’t mean that they are identical to wild advantages. where. “No-mana zones” – areas A power might end up with a +0% modifier because its benefits and where your power doesn’t work at all – drawbacks cancel out. Whether this is by design or coincidence, it’s occur only rarely in nature. However, important to spell out the effects to keep players from assuming that low-mana zones are more common, zero cost implies zero effect. For instance, Things Man Was Not Meant and all rolls to use your abilities are at To Know might grant cultists an unstoppable power (Cosmic, +50%), -5 in such regions. This aspect of the but they might be fickle (-20%) and demand extremely strict behavior limitation is worth -5%. (-25% for required disadvantages) – and using the power might have In addition, a variety of anti-pow- unpleasant consequences (Nuisance Effect, -5%). The total modifier is ers can thwart your abilities. The +0%, but certainly not irrelevant! Mana Damper advantage simulates The rules for countermeasures, required disadvantages, and chan- the effect of a low- or no-mana zone, neled energies can also result in a +0% modifier. A power might face while Magic Resistance shields others countermeasures different from but no more common than those that from your attacks. Moreover, spells affect wild advantages . . . or require minor upkeep that the user can that dispel or protect against magic safely put off for a day . . . or channel energy that isn’t prone to interfer- affect your abilities exactly as if they ence. All of these things are worth +0%, but you should still note them, were spells. This is worth another -5%. because they can matter in play. This modifier is identical to the Finally, the GM can add a +0% modifier as a “special effect,” possi- Mana Sensitive limitation on p. B34. bly for the sole purpose of marking the power’s abilities as part of the power. Even then, the modifier isn’t irrelevant. If nothing else, it deter- mines which advantages benefit from the power’s Talent and what traits Moral those who have the power can add later on (see Adding and Improving -20% Powers, p. 33). It might even make the power mutually exclusive with Your power comes from some cos- some other power. mic moral principle – Chaos, Evil, Good, Order, etc. – that transcends the mortal and even the divine. This isn’t a true cosmic power . . . it’s more like half a cosmic power, because it has an opposing anti-power (-5%): Chaos vs. requirements are worth -10 points Elemental Order, Evil vs. Good, and so on. This (-10%), most often in the form of -10% anti-power offers its wielders Intolerance or a heinous major Vow Neutralize and Static abilities (and such as “Kill someone on the night of Your power lets you manipulate an perhaps other gifts) that they can use the full moon.” If you forget, your “element”: one particular kind of natu- against you. Your power gives you deity will revoke your power instantly ral matter or energy, or its absence. similar weapons, of course. (+0%). It will turn on you in horrible Examples include Air, Cold/Ice, Your ability to tap this power stems ways until you make amends (-5%). A Darkness, Earth, Electricity, Heat/Fire, from your dedication to a moral code, single killing or desecration will get Light, Radiation, Sound/Vibration, to which you must adhere at all times. you back in favor – since you’ve and Water. This power isn’t psionic or This is a -15-point disadvantage already sold your soul, this should be channeled from an elemental god; (-15%), usually Fanaticism – although easy for you (+5%). powers like that are Psionic or Divine, Honesty (9) or Sense of Duty An ineffable force of nature only respectively. Instead, you’re cosmically (Humanity) is just as likely for Good. rarely concerns itself with mortal attuned to your element; in effect, you If you falter, even for a moment, you affairs, leaving you free to act in its are an elemental spirit. lose your power instantly (+0%). To name as you see fit. But it has princi- The GM should choose a mun- get it back requires an extreme ples – often strange, confusing ones – dane countermeasure or insulator demonstration of commitment that that constitute a -10-point disadvan- that can interfere with your elemen- costs at least 2d days of lost time or tage (-10%), perhaps a Code of Honor tal energy. Either way, this is worth earnings (+0%). Details are up to the such as “Respect nature, and violently -10%. If your element would not log- GM, who should pick something oppose those who do not” or a com- ically merit the full -10% for counter- appropriate to your power; e.g., a plex Trademark that few can under- measures or channeled energies, the large donation to charity, for Good. stand. It will immediately cut you off GM may rule that this limitation is a This modifier only exists in settings for any perceived improbity (+0%). To little of both. It’s fairest if every ele- with absolute morality, where moral get back in good standing, you must mental power is more or less equally forces battle openly in the world and complete a minor quest (+0%) sug- limited. are both tangible and detectable. gested to you through omens.

BUILDING POWERS 27 Nature -20% Your power channels the vital ener- Stacking Power Modifiers gy that surrounds all living things. A power modifier works like any other limitation or enhancement. It This exists even in the driest deserts obeys all the usual rules for modifiers. It applies to all of the power’s and on the most barren peaks, but the abilities (but not to its Talent, required disadvantages, or Unusual ravages of civilization interfere with it, Background, if any). acting as a mundane insulator against If an ability has other modifiers, add the power modifier to them your power (-10%). You’re at -1 to use normally. For example, an advantage with +150% in enhancements and your abilities in a despoiled wild place -50% in limitations would cost +100% – but as the ability of a power such as a clear-cut forest, -3 in a city, -5 with a -10% power modifier, its final modifier would be +90%. amidst ordinary pollution, and -10 in a Power modifiers aren’t exempt from the rule that modifiers can’t poisoned wasteland. reduce cost by more than 80% (see p. B110). If the total modifier on a Technology – not technological given ability, including the power modifier, is worse than -80%, treat it countermeasures, but any technology as -80%. – also impairs your power. In effect, No advantage can have multiple power modifiers. (Exception: A it’s a mundane countermeasure power can be both Elemental and Super.) It’s legal to have multiple pow- (-10%). You’re at a penalty equal to ers, but their modifiers never apply simultaneously. When someone half the TL (round up) of the most takes an ability that several of his powers have in common, he must advanced manufactured item you’re decide which power it comes from and apply the modifier for that carrying, wearing, or riding in or on. power only. If he wants the ability for more than one power, he can buy Use the full TL of implants. Thus, a multiple copies – see Uniqueness (p. 12). TL3 sword gives -2, while a TL8 pace- The discount pricing schemes under Uniqueness and Alternative maker gives -8. Abilities (p. 11) use the final, modified costs of the traits involved. Add An ability that requires no die roll all modifiers, including power modifiers, to all relevant abilities, and loses 10% of its effectiveness (bonus to then apply any special discount. reactions or skills, DR, etc.) per -1 instead. If the penalties total -10 or worse, you’re powerless. This modifier best suits Animal Spirits are fickle (-20%), and Control, Plant Control, and Weather whether they answer your summons Control powers. at all depends on an unmodified reac- tion roll. You can command them, but Psionic you must show basic respect. This imposes a -5-point disadvantage (-5%) -10% – typically Disciplines of Faith Your power is an innate capability (Ritualism), Sense of Duty (Servitor of your mind. The energy comes from Spirits), or a simple Trademark in the within, but a large number of counter- form of a small offering or token. If measures exist, including anti-powers you fail to live up to this, the spirits in the form of Antipsi power (-5%) and turn against you, depriving you of technological countermeasures in the your power at the worst possible form of “psychotronic” or “psi-tech” moment (-5%). Since they ultimately defenses (-5%). want you to turn them loose on the The Basic Set includes several world, though, it’s easy to make specific examples of psionic powers: amends – a minor sacrifice, such as a ESP, Psychic Healing, Psychokinesis, food offering, is usually enough Telepathy, and Teleportation. (+5%). The spirits associated with an indi- Spirit vidual ability might be more or less friendly, giving from -4 to +4 on reac- -25% tion rolls. If so, that one ability has an Your power comes through com- extra -5% modifier per -1, or +5% per manding spirits: you give orders and +1, on top of the basic power modifier the spirits do the work. Since only that applies to all abilities. those with powers of their own are In some settings, spirits aren’t this likely to realize this, it’s often hard to capricious and the GM might dispense distinguish your abilities from chi, with the reaction roll. This reduces psi, etc. But there are some important Spirit to -5%. differences.

28 BUILDING POWERS Super and that weird-science devices built by the world. For instance, being under- -10% gadgeteers can block them or even water might be as effective as Static or steal them (-5%). In effect, this is just a power-suppressing serum for negat- Your power is a “generic super- a special form of the Psionic limita- ing a fire-related power. If your power power.” Details depend on the game tion. In many settings, the two are one is like this, you may give it both the world. What’s common to all such and the same. Super and Elemental modifiers. This powers is that they face Neutralize Certain super-powers are subject to is an exception to the restriction and Static – as wild advantages and as mundane insulators or countermea- against “stacking” power modifiers. part of various anti-powers (-5%) – sures that limit their ability to affect PRICING TALENTS The final component of a power is Talents (see p. B89) – is reasonable for points/level. Talent for a power so its Talent. This advantage comes in most games. In highly cinematic broad as to encompass nearly any- levels and gives a bonus equal to its games, the GM is free to allow as thing (e.g., “Cosmic Talent”), or that level on any success roll made to use much Talent as he can tolerate. otherwise transcends the normal limi- any of the power’s abilities. This Most Talents cost 5 points per level. tations of source, costs 15 points/level. includes DX rolls to maneuver with A Talent with a wide range of applica- No modifier of any kind ever applies movement abilities; Innate Attack skill bility, comparable to Magery, costs 10 to the price of Talent. rolls to hit with attacks; IQ, Will, and Perception rolls to use mental abili- ties; and any other success roll the GM requires for the power. Talent doesn’t modify rolls for the In highly cinematic games, the GM is effects of abilities; e.g., damage rolls, the target’s resistance roll, or rolls on free to allow as much Talent as he can the Fright Check Table (p. B360). It applies only to success rolls made by tolerate. the user. Talent doesn’t normally mod- ify reaction rolls, either, but the GM might make exceptions for entities directly conjured by the power (such as Allies with the Summonable enhancement) and beings associated with the power’s source (such as angels that serve the god behind a Existing Advantages divine power). Talent also doesn’t affect rolls to as Talents work around limitations on the The GM may opt to interpret advantages from the Basic Set as power’s abilities. For instance, it does- Talents for suitable powers. To qualify, a trait must come in at least four n’t benefit the activation roll called for levels that cost between 5 and 15 points apiece, act mainly as an apti- by the Unreliable limitation. In partic- tude that gives a bonus to some kind of success roll, and not be appro- ular, it never affects the reaction roll priate as the ability of a power in its own right. required for fickle channeled energies, Most importantly, the advantage must suit its new role! The best even if the GM rules it affects other examples are Magery (without any special modifiers) as Talent for a reaction rolls. magical power and Power Investiture as Talent for a divine power. Even Talent for a power only gives a mundane Talents may be suitable; e.g., the GM might rule that Green bonus with the abilities of that one Thumb represents Talent for a plant-control power. power. Since individuals with multiple This is a useful tool when introducing powers into a campaign that powers must assign each of their abil- formerly lacked them. For instance, a traumatic supernatural ordeal ities to a specific power, no die roll might lead a mage to discover how to use the abilities of a magical ever benefits from two or more power . . . because he had its Talent all along. Talents. The GM can get creative, too. For example, he could use these rules To prevent heroes from becoming to model political power, with nations for sources and economic and too capable, and to avoid watering military interventions as abilities. What would be appropriate as Talent? down the value of attributes and skills, Status, of course! the GM should set a limit on how Identifying an existing advantage as the Talent of a power doesn’t many levels of Talent are available. change its point cost. Four levels – just as for mundane

BUILDING POWERS 29 RELATIONSHIPS BETWEEN POWERS Once you know a power’s source, Variations are reasonable – per- Of course, these abilities are likely to focus, abilities, power modifier, and haps even desirable – as long as they’re manifest differently from deity to Talent, you have everything you need balanced. For instance, if one of the deity, and it’s important to note the dif- to start using it in play – if it’s the only above abilities doesn’t make sense for ferences. power in the campaign, or one of a a particular element, its power should Once again, power modifier and small number of intentionally unrelat- get a suitable replacement (e.g., Talent shouldn’t vary from power to ed powers. If the game incorporates Sound/Vibration power might get power. All divine powers call for the many powers that are likely to interact Mimicry instead of Alternate Form). Divine modifier (p. 26), suitably with one another, though, things will And to keep things interesting, each renamed (e.g., “Power of Thor”). Use run more smoothly if there’s an over- power ought to have a list of unique Power Investiture (p. B77) as Talent; arching logic to it all. This sometimes abilities, too – but these lists should be most divine powers are sufficiently means revisiting a few powers to do a comparable in scope. broad in scope to justify the expense little “fine tuning.” To keep one element from seeming (10 points/level). obviously “better” or “worse” than the others, use the Elemental power mod- POWERS ifier (p. 27) for all of these powers. Moral Forces ITH IMILAR Spell out its precise effects in each Moral powers are in many ways a W S case. Finally, give each power a Talent hybrid of the elemental and the divine. SOURCES – Heat/Fire Talent, Sound/Vibration On one hand, they deal with “elemen- Talent, etc. – priced in line with the tal” Good, Evil, Order, Chaos, etc., and In fiction, powers with similar scope of elemental powers in general, like true elemental powers, should sources often differ in focus and have so it costs the same in all cases. include a shared tool kit of abilities dissimilar abilities. They might even that channel their respective foci. In a oppose one another. But they general- cinematic setting, this analogy might ly resemble each other in composition. The Pantheon be complete, with moral powers offer- In game terms, they offer comparable If the game world features many ing Innate Attack (bolts of power for options during : divine powers, each should mirror the smiting foes in the eternal struggle for they’re close in scope, their power sphere of influence of the deity that the hearts of men) – and even Create modifiers are equal in value (if not bestows it. This means that abilities and Control, if the GM wishes to effect), and their Talents have the will vary widely from power to power. define them. same price. Thus, two characters with For instance, Innate Attack is fine for On the other hand, moral forces – the same number of points to spend the Fire God, the Death God, and the like deities – have different spheres of on a power will enjoy about the same God of War, but hard to justify for the influence in the world, so the associat- degree of flexibility no matter which Patron God of Masons, and just ed powers tend to have unique capa- power they choose. Below are three silly for the Goddess of Healing. But bilities, too. For instance, abilities that cases of particular importance. the Goddess of Healing might be the pertain to light, healing, and warmth only deity who grants the Healing suit Good, while those that deal in Elementals advantage! darkness, harm, and cold befit Evil. It’s still important to make the All that matters is that the powers are In settings with elemental powers, powers comparable in scope. Perhaps comparable in scope, and that power individual powers should have rough- each god offers five Great Blessings modifier (see Moral, p. 27) and Talent ly the same number of abilities per (or Curses) and 10 Lesser Blessings, or are identical in size for each power. major category. Each power might a different ability for each of the 13 include Alternate Form combined lunar months, or some similar with the appropriate elemental meta- arrangement. It shouldn’t be possible POWER VS. trait; Create, Control, and Detect with to tell which god is most influential respect to its element; Innate Attack OWER just by looking at what faithful mor- P for lethal elemental bolts; one of tals can do . . . not unless you intend It’s also important to consider Binding or Obscure as a nonlethal that as part of the setting! which powers can cancel out which attack; a suitable movement ability, A few abilities should be common other powers – and how. Below are the such as Tunneling for Earth or Flight to all divine powers. Details depend on two most common cases. For more for Air; and DR with the Limited mod- the genre and game world; for information, see Opposed Powers ifier for that one element. instance, in fantasy settings, Blessed (p. 21). and True Faith seem almost universal.

30 BUILDING POWERS Opposing Foci However you handle it, there’s little anti-power (see Anti-Powers, p. 20), If two powers have opposing foci – need to revisit the abilities, power the implications are more profound: Light and Darkness, Heat/Fire and modifier, or Talent of either power . . . you must create an entire anti-power. Cold/Ice, etc. – but neither can disem- although the game will be more excit- At minimum, an anti-power needs power users of the other, there needn’t ing if you go back and make sure that Neutralize and Static against any be any game effect. But it’s more fun if the powers have a few abilities that power that names it as a countermea- those with such powers can use their can shoot each other down or cancel sure. Most anti-powers include other abilities to “block” and “parry” one each other out in battle! “anti-abilities” as well: Resistant, another (see Defending with Powers, Obscure, Afflictions that negate p. 167) – and in fiction, it’s often impos- True Anti-Powers abilities or Talent, etc. Further details sible for an individual to possess both depend on the nature of the If the campaign includes powers anti-power. powers. Either consideration merits a that receive a discount for having an brief note in the power description.

Structure Within Powers The GM needn’t let those who possess a power discover forgotten or unknown abilities, he must spend points freely on any of its abilities. Some reason- research them. able restrictions can curb abuse and give the power The GM should decide what specific deeds, skill more depth. A few suggestions appear below. These rolls, and prerequisite traits unlock the abilities on the assume that powers are just about the only way to secret list. Those who wish to start with secret abilities acquire exotic and supernatural advantages. They’re must buy an Unusual Background. meaningless if every advantage is available “in the wild.” Level Limits These stipulations don’t make the power cheaper. If Users can’t spend as many points as they wish on nothing else, access to the special options in Chapter 4 open-ended abilities or those that come in levels. more than makes up for them. Be sure to note all appli- Instead, each trait has a maximum point expenditure cable restrictions and options in the power description or level – GM’s decision – and this defines the limits of – they’re as much a part of the power as the abilities the power’s capabilities. themselves. Level limits might apply across the board to all users (“Maximum Innate Attack is 8d.”) or depend on the Prerequisites user’s Talent (“Maximum Innate Attack is 2d ¥ Talent.”). Some abilities have other abilities or a minimum They might also vary between powers; for example, the level of Talent as prerequisites. To be able to purchase destructive power of Chaos might leave Innate Attack advanced abilities, the buyer must first get the basics. open-ended but limit Damage Resistance, while the The power might have several chains of prerequisites, protective power of the Mother Goddess might do just which might run parallel to one another or converge at the opposite. the power’s “apex” abilities. Usually, the more expensive and powerful the advantage, the further up a chain it is. Required Modifiers A given ability is likely to have a different set of pre- Particular advantages must have certain modifiers requisites for each power that offers it . . . and might to qualify as abilities of the power. General limitations itself be a prerequisite for something different in each that apply to all of the power’s abilities are just part of case. The abilities of one power never count as prereq- the power modifier, but the power’s source or focus uisites for those of another power! imposes additional modifiers on specific abilities. Required modifiers are frequently enhancements. Secret Abilities These make abilities more expensive – which in turn Not every user is aware of all of the power’s abilities. helps curb abuse. For instance, the attacks of cosmic Perhaps the force that grants the power or the teachers powers must take a +50% or +250% enhancement over who instruct others in its use deliberately keep the most and above the power modifier to be lingering or irre- potent abilities secret, or perhaps certain abilities have sistible (see No Countermeasures, p. 21). been forgotten – or haven’t been discovered yet. Required modifiers might instead be limitations. A power like this has two lists of abilities: a “public” These give the GM a way to control the affected ability one, known to all users, and a “secret” one, known only in play. For example, the Telekinesis advantage must to the GM. To gain access to deliberately hidden abili- have the Magnetic limitation when it occurs as part of ties, the hero must first prove his worth to his god, the Magnetism power. masters, etc., or achieve a minimum level of Talent. To

BUILDING POWERS 31 One-Way For powers less than cosmic in Some anti-powers are strictly one- POWERS, GREAT importance, add this modifier to the way: they negate other powers, but AND MALL other components of the power mod- nothing negates them. To prevent S ifier. It’s the premium for being able those who have such powers from Ordinarily, two advantages that to brush aside lower-tier powers. striking with relative impunity, which interact in a particular way in their Apply an additional enhancement is neither fair nor fun, special design wild form interact no differently when equal to the basic tier enhancement to considerations are in order. one or both belongs to a power – even any attack with a lingering effect that A one-way anti-power should only if their power sources are very differ- no lower-tier power can extinguish. include anti-abilities. Since it’s almost ent. For example, Mind Shield resists Apply an enhancement five times as by definition immune to things that all mental attacks, of any source, large if the attack can ignore the interfere with powers, its power mod- whether it’s a wild advantage or a chi, defenses of lesser powers. Other forms ifier should never be less than +0%. psi, or magical ability. Similarly, of Cosmic on attacks have their full Particularly far-reaching anti-powers Damage Resistance subtracts from the cost, less that of the tier modifier. For might even qualify for the +50% damage inflicted by Innate Attack, instance, in a three-tier system, the Cosmic enhancement! Finally, the regardless of the source of middle-tier power has a basic power should be mutually exclusive either trait, unless the DR +25%; pays an extra +25% with any power it negates . . . and per- is limited not to work (total +50%) on lingering haps even with all other powers. against the attack or the attacks and +125% (total Contrary to the Antipsi power on Innate Attack is +150%) on irresistible p. B255, though, it isn’t an absolute enhanced to bypass DR. attacks; and pays +25% requirement that powers like this lack Cosmic powers are the less for all other Cosmic a Talent. Many anti-abilities are active, sole exception; see p. 21. attack modifiers. not passive – and even those that are If you wish, though, These not-quite-Cosmic “passive” can be used actively to per- you can set things up so that enhancements don’t let powers form the special feats in Chapter 4. certain powers operate on a higher bypass wild advantages! Wild traits For examples of powers like plane than others. To do so, arrange exist outside the hierarchy – only truly this, see Anti-Magic (p. 121), Antipsi the powers into “tiers.” Whenever a cosmic powers can ignore them. In a (p. 122), and Anti-Super (p. 122). power interacts with a higher-tier setting where powers are this ordered, power, treat the higher-tier power as if though, only mundane and racial Two-Way it were cosmic. For instance, if there advantages should be wild. Not all anti-powers have “negating are three tiers, then bottom-tier See other powers” as their sole focus. Invisible can only defeat bottom-tier Example: Supernatural powers in Many are broader powers that happen Invisibility; middle-tier See Invisible a particular fantasy world are to include the capacity to disrupt can pierce bottom- or middle-tier arranged in five tiers. At the top is another power – and the flaw that Invisibility; and top-tier See Invisible the raw power of existence, wielded another power can disrupt them. can penetrate any Invisibility. only by the gods. This is Cosmic, There are many possibilities: a pair of In this model, truly cosmic +50%. opposing foci taken to an extreme (A powers add +50% to their power On the second tier are grand moral negates B, B negates A); powers modifier and are superior to all aspects of existence, such as Good and arranged in a “ring,” with each power other powers. The “least” powers Evil. These powers add +35% to the affecting one other (A negates B, B add +0% and are inferior to all oth- usual -20% for Moral, for a net +15%. negates C, C negates A); or something ers. Powers in between add an inter- Next come the powers that the more complex. mediate value that depends on gods bestow upon their servants, Be sure that a two-way anti-power which tier they occupy and how “stepped down” so that mortals can possesses abilities that can interfere many tiers there are, as follows: use them safely. As third-tier powers, with the power it’s supposed to negate. they get +25%. Combined with the Two tiers: Tier 1 (Cosmic), +50%; It might include other abilities, too; -10% for Divine, the final power mod- Tier 2 (everything else!), +0%. this isn’t particularly unbalanced, ifier is +15%. Three tiers: Tier 1 (Cosmic), +50%; since another power can negate it. For Fourth are spirit powers, which Tier 2, +25%; Tier 3 (least), +0%. instance, Good and Evil powers might flow from entities that are more than Four tiers: Tier 1 (Cosmic), +50%; include Neutralize and Static with mortal but less than divine – elemen- Tier 2, +30%; Tier 3, +15%; Tier 4 respect to one another as well as the tals, demons, etc. They get +10% for (least), +0%. other abilities mentioned under Moral being fourth-tier powers. With the Five tiers: Tier 1 (Cosmic), +50%; Forces (p. 30). -25% for Spirit, this comes to -15%. Tier 2, +35%; Tier 3, +25%; Tier 4, When calculating the power modi- Last come the mortal disciplines of +10%; Tier 5 (least), +0%. fier for such powers, take care that it chi control, magic, and psionics. Six tiers: Tier 1 (Cosmic), +50%; includes the -5% discount for an anti- These have no links to the divine, and Tier 2, +40%; Tier 3, +30%; Tier 4, power. Some of the modifiers on are the least of powers. They use Chi, +20%; Tier 5, +10%; Tier 6 (least), pp. 26-29 already include this. Magical, and Psionic as written, for +0%. -10% each.

32 BUILDING POWERS ADDING AND IMPROVING POWERS As the GM, once you’ve designed or options exist, you are free to choose Relationships Between Powers, p. 30), chosen a set of powers for your cam- just one for your entire campaign – let the players know ahead of time. paign, and specified how they interact, but it can be more interesting if you Also indicate which abilities of each it’s time to consider their impact on make such decisions independently power are subject to the special character design and growth. Unless for each source or power. restrictions under Structure Within you enjoy chaos, you should be ready Powers (p. 31). to answer your players’ questions on STARTING OUT which powers and abilities are avail- How Many Powers? able to PCs, and with what restric- ITH OWERS tions; how many different powers one W P Specify how many powers a given person can possess; and how many In a “powers-centric” game – e.g., a PC can start out with, too. This usual- points each hero may spend on pow- horror campaign that features psychic ly depends on the scope of the avail- ers. Your answers will often differ for abilities, an over-the-top kung fu cam- able powers. paign with chi powers, or almost any starting characters and those in play. Powers, Unlimited Chapters 5 and 6 take a detailed supers campaign – the PCs might have access to powers from the start. If powers are narrow, with relative- look at these matters, but the most ly few abilities, then it’s reasonable to important rule fits in one sentence: Before anyone spends a single point, though, you should decide on the allow each hero to have several, as You can always say “no” to any- extent of this access. long as none of them are mutually thing you feel is inappropriate for a exclusive by design. A PC who buys an PC. ability common to more than one of Allowed Powers his powers must assign it to a specific Still, the game is more fun if you power. It only benefits from that don’t have to say “no” all that often. and Abilities Make a list of the powers available power’s Talent and counts as a prereq- Below are some suggestions for keep- uisite for that power’s abilities. ing powers under control without to PCs. Clearly state the source of being heavy-handed. None of these each, and spell out any limitations One Power Per Hero are hard-and-fast rules, and most offer inherent in its power modifier. If On the other hand, if powers are multiple choices. Where several some powers exclude, supersede, or very broad – or in a secret-powers are superseded by others (see campaign where each hero is sup- posed to have a single special gift – you might wish to limit each PC to just one power. Specify whether powers PC Powers vs. are mutually exclusive by nature or if this is just a starting condition. In the NPC Powers latter case, it might be possible to gain A “player character power” is one that players may buy for their new powers in play. characters, either during character creation or in play. It should be bal- One Source Per Hero anced above all, with a modest power modifier – say, a -10% to -20% An in-between option is to restrict limitation – and abilities that are useful but unlikely to short-circuit the each hero to a single source but plot. The GM should realize that the players won’t be impressed by such impose no limit on the number of a power when it shows up in the hands of an NPC opponent . . . they’ll individual powers he may have. For be ready for it! instance, a psi could have multiple psi A “non-player character power” is reserved for NPCs under the GM’s powers but no other powers. Treat control. It might include abilities that could harm the plot, or have a each deity or moral force as a distinct power modifier that no player (or every player!) would want, or simply source. In most settings, it’s impossi- be a secret. It should still be fair in cost-to-benefit terms. “Ultimate pow- ble to have multiple patron deities – or ers” might befit gods, but the powers of ordinary foes ought to be com- to wield the power of Good and Evil. parable in strength to those of the PCs – although the effects and trap- pings may differ. There’s no rules distinction between these categories. As the GM, you Points in Powers may assign any power to either category – or move powers between It’s wise to limit the number of them during the course of the campaign. starting points the PCs can spend on powers. This can be as important as how many starting points they have in

BUILDING POWERS 33 the first place. A 200-point game with it represents learned aptitude, only who gain new abilities must buy them no limit on powers can get out of hand those who can actively exercise their with one or more of Uncontrollable, faster than a 300-point game with a abilities are likely to have it. Unreliable, and Untrainable (see 50-point limit – or even a 400-point p. B116). Later improvement can game with no powers. The point costs remove these limitations. of individual traits are balanced, but ADDING AND To keep the heroes from develop- it’s hard to predict every possible MPROVING ing so quickly that they become unrec- abuse of capabilities that don’t exist in I ognizable, the GM should allow each the real world. POWERS IN PLAY PC to do only one of the following per Those with a power’s Talent or any game session: Special Starting of its abilities (that is, any advantage with its power modifier) are said to 1. Add one level of Talent. Those Conditions possess that power. In most settings, without Talent may buy the first level. Here are some additional options they can spend earned points to 2. Add one level to an existing abil- that can help keep powers under con- improve their Talent and abilities in ity that comes in levels. For abilities trol at the start of a campaign. play. that allow the buyer to spend any Individuals who have neither number of points, such as Morph, a Ability Without Talent recommended limit is 5 points per The PCs can buy abilities for their Talent nor ability lack the power – even if they have wild advantages that game session. powers (subject to any other restric- 3. Add one level of an enhancement tions you wish to impose) but can’t appear among the power’s abilities. But they might be able to acquire the that comes in levels to one ability that start out with Talent – they must already has that enhancement. acquire this in play. This has the effect power later on, if the GM wishes. As the GM, you’re free to rule on 4. Add one new enhancement to of making powers somewhat impre- one ability. This means the first level cise. In effect, the heroes are “just either situation on a case-by-case basis. To avoid arguments, though, it’s of an enhancement that comes in starting out,” and must learn to wield levels. their abilities with finesse. best to determine these things in advance and apply your decision fair- 5. Remove one limitation from one ly and consistently during the course ability – or reduce it by one level if it of the campaign. comes in levels. 6. Add one entirely new ability. This means the first level of an ability that Improving comes in levels. The new ability can Existing Powers have any combination of enhance- ments or limitations that suits the Anyone who has at least one of a power. Regardless, if the GM rules that power’s abilities can buy more Talent Talent Without Ability all new abilities come with a limitation or abilities if he has enough unspent The heroes can only possess pow- such as Uncontrollable, Unreliable, or points to pay for the desired improve- ers in the form of Talent. They can’t Untrainable, the buyer must take that ment or addition. To keep character enter play with any abilities! They limitation and cope with it for at least development consistent with charac- must buy their abilities in play as one game session. He can buy off such ter experience, it’s advisable to enforce explained under Talented Beginners limitations, one at a time, during later a few additional rules: (p. 35). This is an excellent option for sessions. campaigns where powers are sup- •To add or improve Talent, the PC Finally, note that it’s impossible to posed to be secret or emergent. It must have actively used at least one add, remove, or alter a power modifi- especially suits a common theme in ability of the associated power during er. Power modifiers are permanent. supers settings: the unusual global the previous game session or adven- event – virus, comet, mysterious rays ture. from Sirius, etc. – that triggers spe- •To improve an existing ability, Latent Powers cial powers in only a few talented the PC must have actively used that A power is “latent” if its possessor individuals. ability during the previous game can’t actively use any of its abilities. session or adventure. Allowed This might be because his abilities are Dormant Ability improvements include purchasing dormant and as yet unrealized . . . or Starting characters can only have more levels of an advantage that because he has no abilities, just Talent. abilities they don’t know how to use. comes in levels, reducing or buying The two are dramatically equivalent, They must buy these as “potential off a limitation, and increasing or but lead to important differences in abilities” and activate them in play, as adding an enhancement. play. described under Potential Abilities •To add a new ability, the PC must (below). Whether they can have Talent Potential Abilities first experience suitable “trigger” con- depends on what Talent is: if it’s a nat- Anyone with a power might have ditions; see Awakenings (p. 36). He ural gift, it makes perfect sense for abilities that he hasn’t yet discovered must also meet the ability’s prerequi- those with potential abilities . . . but if or learned to use. These “potential sites, if any. At the GM’s option, those

34 BUILDING POWERS he can activate a potential ability at any time simply by paying the remain- Learning Powers ing cost. It might be possible to acquire or improve powers through special • Activation works just like adding training. This only suits a few powers – and only in certain genres. For a completely new ability. See instance, the greatest martial-arts masters reputedly school their best Improving Existing Powers (p. 34). The students in chi powers, elderly shamans traditionally train their succes- PC needs more than points – he must sors in spirit powers, and “psi academies” feature in many space-opera experience suitable “trigger” condi- settings. In all cases, the GM has the final say. tions. If it is possible to learn powers, the GM must decide how this works. • Activation requires training. See Below are three sets of independent options to consider. Learning Powers (box). An interesting twist is to limit starting PCs to poten- tial abilities only and require those New Powers or Existing Ones? who wish to activate their abilities to Students who completely lack a power might be able to acquire it at pay the residual cost at the usual rate the feet of a teacher. This is typical of chi powers and many kinds of of 1 point per 200 hours of instruction. spirit powers. On the other hand, instructors might only be able to educate those Talented Beginners who already possess the power, although latent power is usually enough Heroes who possess only Talent (see Latent Powers, p. 34). Magical and psionic powers often work this can normally add abilities. But gain- way. ing that first ability might be difficult or traumatic! Options include: Hours or Points? Each point of Talent or abilities learned from a teacher requires 200 •A talented individual can buy his hours of instruction, like a skill. This might be the only requirement, first ability as soon as he has enough with every 200 hours giving the student 1 point to spend on his power. unspent points. The GM might even rule that Talent gives the same 10%-per-level reduc- •A hero with Talent can buy his tion in learning time that mundane Talents give for skills (see Talents, first ability only after he experiences p. B89). suitable “trigger” conditions. If the Alternatively, training might provide no points – just the opportuni- GM normally requires die rolls to ty to spend earned points more freely. If the student puts in sufficient acquire new abilities, the roll may be hours and has enough unspent points, he can buy any improvement at a penalty for a hero’s first ability. For that his teachers know about (GM’s decision). This option is valuable details, see Awakenings (p. 36). because it allows heroes to develop previously unneeded abilities before •Those with Talent must gain their they go into dangerous situations where those abilities would be useful. first ability through training; see It’s especially suitable for supers. Learning Powers (box). This might require a roll against the student’s IQ, the instructor’s Teaching skill, or both Required or Optional? (GM’s option). Anything that modifies If training is the only way to improve powers, it may take a long time trigger rolls is likely to apply to these for the heroes to improve. This can be for the best if powers are sup- rolls as well. Talent always gives a posed to be subtle or mysterious. If instruction is an additional option bonus. for improvement, however, it actually accelerates the rate at which the •Talented beginners have no con- PCs gain new capabilities. trol over their first ability. The GM These situations aren’t necessarily exclusive. Those with latent pow- chooses an ability and decides when ers might require training to gain control of their abilities, after which and how it appears. If this is complete- instruction is optional. Conversely, those with potential might be able to ly outside the player’s control, the GM learn to use, even improve their formerly untapped gifts on their own – shouldn’t require the player to pay but need a teacher if they wish to add new abilities. points, as the ability might not be what he wanted. Instead, the points are effectively a gift – see Traits Gained abilities” cost half as many points as nothing ... unless the GM wants it to in Play (p. B291). On the other hand, usual. Halve cost after applying any manifest unpredictably. See Potential the GM and the player could agree on modifiers – don’t treat this as a -50% Advantages (p. B33) for ideas. a list of abilities from which the GM limitation. These points represent a It’s up to the GM to decide when will pick one at random, in which case placeholder, not the cost of a more those who have potential abilities can the ability has its usual cost. See restricted ability. pay to activate them. A few possibili- Paying the Price (p. 37) for other ideas; To be able to use a potential abili- ties, which can vary from power to most of the suggestions for heroes ty, the possessor must pay the resid- power: gaining completely new powers are ual point cost, in full, out of earned equally appropriate for someone buy- • Activation requires points alone. points. Until then, the ability does ing the first ability for a power he If the PC has enough unspent points, already possesses.

BUILDING POWERS 35 All of these options assume that it’s possible to add abilities in play. As the GM, you’re free to rule that the PCs Awakenings can’t acquire new abilities – but if you At the GM’s option, points alone aren’t enough to justify new abilities do, be sure to inform your players so for an existing power, awaken a latent power, or acquire an entirely new that they don’t waste points buying power. In order to spend points on a power, the subject must also expe- Talent without abilities. rience a suitable external “trigger,” which is likely to be different for each power. Some common triggers: Adding New Powers •A deliberate, brute-force attempt to awaken the ability or power Mythic and fictional heroes often instantly. In fiction, such an effort is usually either technological (exper- acquire powers in the course of their imental drugs, surgery, etc.) or supernatural (e.g., divine intervention or adventures. In settings where this is a magical wish) . . . and there’s often a down side, even if it works. possible, the GM should decide which • Intensive exercises, meditation, and so on aimed at gradually powers are only available at character awakening the ability or power. creation and which are also available •A stressful or dangerous situation in which the new (or newly acti- in play – or only available in play. vated) trait would directly reduce the stress or danger. For example, a The GM should determine the con- heroine’s distress at seeing her child mortally wounded might activate ditions under which new powers are her potential Healing ability. available, too. These might differ •Unwitting exposure to power-inducing chemicals, microbes, radia- from power to power. The justifica- tion, weird science, supernatural forces, etc. This might be something tions suggested under Learning normally present in the environment; a natural disaster; an accident, Powers (p. 35) and Awakenings (box) weapon, or curse; or spillover from a deliberate attempt to give some- for improving existing powers are body else powers. equally good as explanations for new powers. For the sake of consistency Trigger Rolls and drama, though, the GM ought to A trigger doesn’t necessarily work automatically – the GM might tailor such rationales to the game require the subject to make a “trigger roll.” This is a HT roll for physi- world and the specific powers found cal abilities, a Will roll for mental ones. It’s up to the GM what to roll in it. against to acquire a new power with a mixture of physical and mental In technological settings, acciden- abilities. tal exposure to power-inducing forces is the most common origin of Modifiers: The power’s Talent, if the subject has it. A particularly powers. Aliens, mad scientists, secret strong or weak trigger might give a bonus or penalty (GM’s decision). super-soldier programs, and so on can The subject’s other abilities also give a modifier, as follows: sometimes reproduce such effects +5 to activate a potential ability (see Potential Abilities, p. 34). intentionally through drugs, surgery, +0 to acquire a new ability in a power where the subject already has genetic engineering, etc. These influ- at least one other awakened ability (see Improving Existing Powers, ences most often give rise to biological p. 34). and psionic powers – and, in supers -5 to acquire the first ability of a power for which the subject has only settings, elemental powers and “gener- Talent (see Talented Beginners, p. 35). ic super-powers.” -10 to acquire any element of a completely new power (if this is In worlds with active supernatural possible at all; see Adding New Powers. forces, divine intervention might grant any power – although deities tradi- tionally grant divine or moral powers, eventually gain chi or psi powers. universes. Unless the heroes achieve or pledge the assistance of servitor Study is another possibility, with mar- godhood in play (which does occur in beings (spirit powers). A god might tial-arts masters teaching chi powers, some myth), such powers are likely to bestow powers on those who ask shamans training apprentices in spirit be forever out of reach. properly, those in need, those who powers, and so on. show great faith, or those who make a Finally, a stressful situation could What Comes First? generous donation to the temple. In awaken almost any kind of power that If the heroes can add powers in fantasy settings, magical wishes are exists in the setting. Stress might be play, it’s important to specify exactly another possibility. These often result the final trigger needed to activate what they gain when that fateful trig- in magical powers, and typically can’t weird-science forces . . . or the “push” ger roll succeeds, they complete their give divine or moral powers. that drives a hero to pledge his life to training, their god empowers them, or In nearly any background, adven- a god or a moral cause . . . or the whatever. This usually depends on the turers might discover special regimes ordeal that enlightens a novice. origin of the power. Some options: of exercise and meditation that can Cosmic powers are an exception to Everything! Newly empowered awaken powers. Those who persevere all of this. They represent the powers heroes gain fully functional abilities – and “stay with the program” might of the gods or all creation in most and possibly Talent, too. This suits

36 BUILDING POWERS powers bestowed by deities and magi- instead of bonus character points. For possibilities; for instance, a Duty to a cal wishes, and those taught by the instance, if the player roleplays his master for a learned power, a strict best instructors. priest character especially well, a Vow for a divine power (see Required Well, almost everything. As above divine power might be a more suitable Disadvantages, p. 21), or physical dis- ... except that the new abilities come reward than mere character points. advantages as side effects of powers with one or more limitations: The gift horse. The power comes that stem from accidents, drugs, or Uncontrollable, Unreliable, Untrain- with disadvantages that partly or surgery. able, etc. This is appropriate for any wholly “pay” for it. There are many new power, particularly one granted by half-understood rituals or weird science. Potential. A new power gives one or more potential abilities, subject to the Player-Designed Powers usual limits; see Potential Abilities This chapter leaves all the important decisions about what powers (p. 34). This fits powers that result include, how they’re structured, and how PCs can acquire them up to from accidents: the trigger event the GM. This is because it’s the GM’s job to design powers for his cam- plants a seed that blossoms into a paign. power at a later date. Still, the GM might wish to let players design powers for their char- Talent. Those who gain powers get acters. This has several benefits – the most notable of which is reducing a level of Talent. To develop abilities, the GM’s workload in campaigns where dozens of gods grant divine they must follow the usual path of powers, each super has a unique power, and so on. And the players those with Talent but no abilities; see might dream up good ideas that didn’t occur to the GM. Talented Beginners (p. 35). This is A few tips for GMs who wish to allow player-created powers: typical of powers gained through exer- Specify which sources are allowed. Only allow sources appropriate to cises, meditation, or training. the game you want to run. If you don’t want your game to include super- Paying the Price natural beings, tell your players that they may not design divine and As the GM, you also need to deter- spirit powers. If you’re running a sci-fi game where all powers must be mine whether the PCs must pay for biological or psionic, say so. And if you want to keep certain sources powers gained in play – and if so, secret, or save them for NPCs, you’re under no obligation to let on that when and how. A few suggestions: they even exist. Sources affect the fundamental nature of the setting, and such matters are far too important to leave to the players. The price of admission. To acquire a Veto foci that don’t fit the setting. Even if the underlying source is new power, the PC must have enough acceptable, a particular focus might be unsuitable for the campaign. unspent points to buy its abilities or For instance, a fantasy game could allow elemental powers, but only Talent when the opportunity arises. Earth, Air, Fire, and Water – not Gravity and Radiation. Likewise, if the This is the best option for powers the fundamental moral conflict in the setting is Good vs. Evil, you don’t hero is actively working toward – have to allow Chaos power. especially if he’s earning the necessary List any abilities that are strictly off-limits. If you think a particular points through study. advantage is inappropriate, or if you find it hard to cope with or simply The installment plan. As above, but dislike it, you don’t have to allow it as an ability – even if it would “make if the hero doesn’t have enough points sense” for a power. If a trait is strictly off-limits to all PCs, then how a to pay for his new power, he can “go PC obtains it should be unimportant. into debt.” Until he pays off his debt, Consider level limits and required modifiers. Even allowed abilities can he must put all earned points toward get out of hand if players can buy high levels of open-ended traits or reducing it. Since this option curtails apply modifiers at will. Be sure to set general limits on effect – especial- ongoing character development, it’s ly damage – and indicate forbidden enhancements or required limita- best reserved for divine and moral tions. For further thoughts on this, see Structure Within Powers (p. 31). powers that truly demand total devo- Keep an eye on scope. Some players will cook up creative reasons to tion, and for powers that arise from include every advantage in the Basic Set in a power. To avoid this, con- ongoing activities (intensive training, sider limiting each power to a fixed number of abilities per category – quests, etc.) that constitute an actual e.g., no more than two attacks, three defenses, three movement abilities, adventure on which the hero can earn four mental abilities, and one physical transformation – and requiring points. those who wish to trade between categories to seek permission. The gift. The hero gets his power Set limits on power modifiers. It’s advisable to restrict players to the for free: raise his point total and get on subset of “stock” power modifiers on pp. 26-29 that match the sources with the game. This is a good option you wish to allow. If you decide to permit custom power modifiers, set for true accidents, divine decrees, and strict limits on their size. Few powers truly need a limitation outside the other events that happen to the char- -10% to -20% range, and even a flat +0% limit can accommodate plen- acter without the player having a say ty of interesting powers. in the matter. The fairest way to approach this is to award powers

BUILDING POWERS 37 CHAPTER TWO BUILDING ABILITIES

deeply paranoid cultural memeplex; they think it’s smart to give their chil- dren boosted reflexes, augmented mus- culature, and built-in weapons. Strangely enough, at least three percent of them end up as active sociopaths. Makram’s idea was doubtless to get to me in a single leap and rip my throat out. Unfortunately for him, things didn’t quite work as he intended. I think I even heard the impact when his head met the ceiling. He landed heavily, 10 yards short of me, and staggered. His so-called “survival-oriented” genemods didn’t include any great ability to adjust for different gravities. Unlike mine. By the time he hit the ground, I was already out of my chair and going for my electrolaser. I’m not quite as fast as him, and his skull was evidently good and solid – but then again, I don’t have those stupidly expensive dietary requirements. He was still five yards away from me when I fired and he fell. People began screaming a second later. I slapped a neurocuff and comm-blocker on Makram, and then turned my carefully designed smile and fine-tuned voice on my audience. They worked just fine, of course; my genemods are useful. I’d been after Anton Makram for Unfortunately, however, by sheer I mean, really – claws! three weeks before I tracked him to blind stupid bad luck, before I could Tranquility City. He wasn’t hard to locate him precisely, I ran into him in An ability is an advantage cus- locate, once I’d got hold of his full pro- person. I was sitting in a café on a tomized to fit a particular game world file. He had various peculiar dietary small pedestrian concourse when or work like a specific fictional exam- requirements that made his purchasing Makram walked out of a side passage ple. For instance, Innate Attack is an records light up like a fusion drive when and spotted me. I hadn’t had time to advantage – but Dragon’s Breath, I ran the right queries. have my face changed since our last defined as Burning Attack 4d (Cone, 5 I wanted to supervise the arrest run-in, and I suddenly saw him staring yards, +100%; Limited Use, 3/day, without any comm lag, so I took a flight right at me from 30 yards away. -20%; Reduced Range, ¥1/5, -20%), is down. I wasn’t anticipating any real He leapt instantly, popping claws an ability. trouble, though; Makram was born into from his fingertips as he came. Like I Abilities typically have four parts, the Schmied Kameradschaft, who are said, the Schmied Kameradschaft are but only the first of these is truly a terribly old-fashioned and predictable in terribly old-fashioned, and they have a requirement: some very important ways.

38 BUILDING ABILITIES 1. Advantage(s). This determines optional. Not every ability belongs to 4. Name. A “stock” advantage name what the ability does, on the most a power – and in some game worlds, will do in a pinch . . . but the more basic level. The simplest ability is a all abilities are “wild,” unmodified advantages, modifiers, and special single, unmodified advantage. On the advantages. effects the ability involves, the handier other hand, complex abilities might 3.”Special effects.” These are small a simple, descriptive label becomes. require several advantages, possibly ways in which the ability differs from The purpose of this chapter is to connected with Follow-Up (p. B105) the underlying advantage. They might help you create interesting abilities, or Link (p. B106). have a nontrivial effect on game play, either for use on their own or as part 2. Modifiers. Most abilities have at but there’s no effect on point cost. of a power designed using the rules in least one enhancement or limitation, Special effects are essentially informal Chapter 1. if only a power modifier, but this is +0% modifiers. Think of them as “quirks for advantages.” ADVANTAGES The first step in creating an ability martial-arts masters, omniscient Affliction is to visualize what you want it to do deities, and the like might know what’s see p. B35 and select the advantage that comes going on behind them without having closest to this. The choice might be to look. Affliction covers any attack that clear (e.g., Innate Attack for Fire causes an effect other than injury (see Breath), but the most suitable advan- Alternatives Innate Attack, p. 53) or physical tage isn’t always obvious – and even To follow several things going on restraint (see Binding, p. 42). General when you do hit upon it, you might around you at once, take Enhanced forms of Affliction often seen in fiction need a new special modifier to get it Tracking (p. 49) instead or as well. include: Without this, you must focus on one just right. Beam: A ranged attack that affects thing at a time. one target; e.g., a paralysis beam or a XISTING New Special Enhancements shrinking ray. This is the most basic E Panoptic 1: You can see all around form of Affliction. It’s especially suit- ADVANTAGES you without turning your head and able for supers, gods, and ultra-tech beam weapons. Roll against Innate Below is a list of advantages from without the need for extra eyes. This is Attack (Beam) to hit. the Basic Set that are especially useful an enhancement because your gift Curse: Fantasy and horror for building abilities. Each entry isn’t obvious – you can visibly stare in Afflictions are more often “spells” than includes comments on the fictional one direction and actually be looking “bolts of power,” with the attacker call- roles the advantage can fill, and one or in another! You still need eyes, ing upon supernatural forces to weak- more sets of additional notes: though. If you’re blindfolded, dazzled, blinded by injuries, etc., you cannot en or incapacitate his foe. The only Alternatives: Similar traits that see. +20%. requirement is Malediction 1 might be more appropriate in certain Panoptic 2: As above, but you don’t (+100%). To simulate the spells on cases. need eyes. You can always perceive pp. B242-253, add suitable levels of New Special Enhancements/Limita- everything going on around you, even Costs Fatigue (-5%/level) and Takes tions: Additional modifiers that let the if blinded or blindfolded. You still Extra Time (-10%/level). Most mental advantage simulate effects seen in need light, unless you have something effects are Based on Will (+20%). fiction. like Dark Vision. Blows to the eyes There’s never any roll to hit; Powering Up: Thoughts on whether injure you normally but won’t blind Maledictions use a Will roll instead. the advantage makes sense as part of a this sense. +60%. Field: The user constantly emits a power – and if it does, advice on suit- baneful effect; e.g., a demon might able types of powers and suggestions Powering Up cause those who approach too closely on how Talent might work. Abilities Those with body-alteration or to suffer Agony (+100%). If he affects don’t have to be part of a power, shapeshifting powers often add everyone around him once, when they though; you can ignore this section in Switchable (p. 109) to temporarily first come within range, take Area campaigns that don’t use the rules in grow extra eyes. Light power might let Effect (+50%/level) and Emanation Chapter 1. the user direct light coming from all (-20%). If he automatically attacks directions to his eyes; this calls for anyone he touches or who touches Panoptic 1. Panoptic 2 is for those him each time he makes contact, use 360° Vision with supernatural powers – ESP, chi, Aura (+80%) and Melee Attack (-30%) see p. B34 divine omniscience, etc. In all cases, instead. In either case, add Always On. This trait most often represents Talent adds to the user’s IQ and Vision This is a -10% limitation, as Afflictions extra eyes, eyestalks, etc., but it does- rolls to notice the presence of “inter- are socially inconvenient but not phys- n’t have to be physiological. Espers, esting” activity in parts of his visual ically troublesome for the user. No roll field he isn’t currently focusing on.

BUILDING ABILITIES 39 to hit is required, but those with Aura can actively try to affect a victim by making a melee attack. Gas: Sleeping gas, paralysis gas, Optional Rules and the like. Such Afflictions have Area Effect (+50%/level) and one of for Afflictions Afflictions don’t have to do bad things to living targets. These rules Respiratory Agent (+50%), Blood address two common exceptions. Agent (+100%), or Contact Agent (+150%). For a mobile gas cloud, add Drifting (+20%) and Persistent Beneficial Afflictions (+40%). A gas that surrounds the If an Affliction’s effects are so unquestionably positive that no one attacker has Emanation (-20%) would ever object to them, the GM may reverse the sign of the HT mod- instead. Insidious gases have No ifier; e.g., Affliction 3 gives a HT+2 roll instead of a HT-2 roll. Duration Signature (+20%) and possibly Onset becomes minutes equal to the subject’s margin of success, not his mar- (variable). There’s no roll to hit; gas gin of failure. has a chance of affecting everyone If such an Affliction has Malediction, the subject can waive his right exposed to it. to resist. The ability works if the user can make an unopposed Will roll Gaze: A gaze is a common vehicle (at the usual range penalties). In this case, duration in minutes equals for supernatural Afflictions. For the user’s margin of success. instance, a hypnotic gaze might cause the target to sleep. If the gaze works Afflictions and Inanimate Targets on any target the attacker can see, it An Affliction can affect anything with a HT score . . . if the target is has the Vision-Based enhancement susceptible to its effects. Most inanimate objects – including all (+150%). Roll against Innate Attack machines – have Immunity to Metabolic Hazards. This stops most (Gaze) to hit. Gaze attacks by fantasy Afflictions, with two exceptions. monsters tend to be short-ranged and Afflictions restricted to inanimate targets via Accessibility modifiers curse-like; apply Malediction 1 (such as “Only on Electrical”) affect those objects instead of living (+100%) and the Vision-Based limita- beings. This is only acceptable in conjunction with effects that make tion (-20%) instead. To affect the tar- sense for the intended targets. You could render a machine “uncon- get, make the usual Will roll for scious” by cutting its power, but you couldn’t inflict nausea. Malediction. Afflictions that cause Invisibility, Shrinking, and other transforma- Mental Blast: Direct mind-to-mind tions through the Advantage modifier affect everything. To prevent those attacks that stun or daze are common with low levels from zapping planets, the GM should let unliving, psi abilities. Such Afflictions have homogenous, and diffuse targets add their SM to their resistance roll Malediction 2 (+150%) and Based on (an Earth-sized planet is SM +43). If modified HT comes to 21+ after Will (+20%). If the attack is totally applying SM and the Affliction’s HT modifier, resistance is automatic – undetectable, add No Signature nothing happens. (+20%). As with all Maledictions, the only roll required is a Will roll. Sensory Attack: Some Afflictions affect everyone nearby though their Malediction, roll the Quick Contest to crippling (Incapacitation, or extreme senses. Such attacks have Area Effect see if the Affliction works only after levels of Attribute Penalty or (+50%/level) and Emanation (-20%). scoring a hit. Disadvantage), or lethal (Coma or Bright flashes are Vision-Based Venom: Toxins often cause weak- Heart Attack). Note that Choking isn’t (+150%), with a Disadvantage ness, paralysis, unconsciousness, usually lethal – it responds to mundane enhancement that inflicts Blindness coma, or heart attack. Those borne on treatment that takes two seconds and a (+50%); howls, thunderclaps, etc., are fangs, claws, etc. have Follow-Up First Aid roll (artificial respiration, oxy- Hearing-Based (+150%), and cause (+0%), while poisonous spray or spit gen mask, Heimlich maneuver, etc., Deafness (+20%). As with gas, no roll has Contact Agent (-30%) or Blood depending on “special effects”). to hit is necessary – everyone in the Agent (-40%). Many poisons take time The Advantage enhancement is a area is exposed. to work; if so, add Onset (variable). special case. It’s useful for specialized Touch: Monsters, wizards, and Make a melee attack to hit with a nat- attacks; for instance, it might shrink supers often have to touch those they ural weapon. Roll against Innate the target (Shrinking, +50%/level) wish to afflict. The simplest form of Attack (Breath) to hit with spray or or turn him into a specter this is Melee Attack (-30%). Attacks spit. (Insubstantiality, +800%). However, it’s also a key element of many benefi- that must touch bare skin or an open Afflictions that do more than stun cial abilities, which use special rules; wound have Contact Agent (-30%) or have special enhancements, too. see Beneficial Afflictions (box). Blood Agent (-40%), respectively, Effects might be inconvenient (Irritant, Remember that an Affliction can while supernatural attacks that bypass Negated Advantage, or modest levels of have multiple effects. If an effect DR get Malediction 1 (+100%). Make Attribute Penalty or Disadvantage), an unarmed melee attack to hit. For applies only if the victim fails his HT

40 BUILDING ABILITIES roll by 5+ or rolls a critical failure, it’s “secondary” and worth 1/5 as much. If the GM wishes, effects that require a critical success on the user’s roll (attack roll, Will roll for Malediction, etc.) can also be secondary. Finally, note that it’s often more cost-effective to add the Malediction enhancement than to buy high levels of Affliction. Against a high-HT target, a Quick Contest of Will vs. HT is more likely to succeed than an unopposed HT roll (even at a penalty) is to fail. Alternatives An Innate Attack with the Side Effect or Symptoms enhancement (see p. B109) can have Affliction-like effects in addition to damage. Side Effect is better than Affliction for sim- ulating “reduced lethality” weapons. Symptoms are generally superior for poisons and diseases that incapacitate with only moderate injury. Healers should note that the Healing advantage (p. 31) costs far less than Affliction with Advantage, Regeneration. New Special Enhancement Negated Disadvantage: The victim loses a specific disadvantage for one new ones. In the latter case, the GM Alternatives minute per point by which he fails his must make a reaction roll whenever Summoned entities that do little HT roll. If he lacks that disadvantage, new Allies appear, to determine their but harass and attack foes – insect there’s no effect. This is worth +10% willingness to obey orders. If they’re swarms, animated shadows, etc. – per point the disadvantage is worth. If killed, the summoner must wait a full work better as Afflictions (p. 39) or the disadvantage comes in levels, day to call replacements. The draw- Innate Attacks (p. 53) with Area specify the level negated. backs of conjuring entities with no Effect, Homing, Mobile, and memory of or devotion to the sum- Powering Up Persistent. To conjure illusionary crea- moner offset the benefits of being able tures, take Illusion (p. 94). Most powers can justify some kind to replace slain Allies; Summonable of Affliction. Even wholly beneficial costs +100% either way. Powering Up powers – Psychic Healing, the divine Summonable often calls for the Summonable Allies suit many pow- power of the God of Medicine, etc. – Minion enhancement as well. If it ers: elemental powers that conjure ele- are likely to include Afflictions brings forth new Allies each time, the mental spirits, magical powers that enhanced with Advantage or Negated GM should require this, as the sum- bring forth familiars, nature powers Disadvantage, or with Ecstasy, Sleep, moner won’t know his charges well that call on animals, divine and spirit or Unconsciousness for use as an enough to have any special obligation powers that summon servitor spirits, anesthetic. Talent gives a bonus to to them. Other modifiers depend on and so on. Talent never affects appear- rolls to hit with Afflictions, and the ability’s origin; Accessibility and ance rolls but does add to the summon- benefits Will rolls in the case of Costs Fatigue are common. er’s rolls to influence his Allies and his Malediction. The GM determines how long it Allies’ reactions toward him. takes summoned beings to appear. Allies This can vary with the circum- Altered Time Rate see p. B36 stances: fire elementals might appear instantly in a volcano but not at all at see p. B38 The Summonable enhancement sea, animals might need to reach Altered Time Rate (ATR) is typical converts Allies from a social trait to a the summoner on foot, and so on. of super-speedsters and over-the-top supernatural ability to conjure beasts, This variability makes most modi- cinematic martial artists. It’s also monsters, spirits, etc. The GM, with fiers that affect time requirements appropriate for those who control the player’s input, decides whether inappropriate. time, and even suits the fastest com- each use summons the same beings or puters and .

BUILDING ABILITIES 41 Alternatives water, or supernatural command over Simulate this with Engulfing (+60%). To react quickly, improve Basic water or water spirits. Almost any attack can eventually chip away the material, so Only Damaged Speed and consider either Combat Powering Up Reflexes (p. B43) or Enhanced Time By X and Unbreakable are rarely When Amphibious occurs as part Sense (p. B52). High running speed appropriate. of an elemental Water power, the calls for Enhanced Move (p. 49) – or Entombment: Another common power of the Sea God, etc., the associ- just a good Basic Move. For multiple elemental attack is turning the earth ated Talent benefits all Swimming and attacks, take Extra Attack (p. 49). To beneath the victim’s feet to mud or Aquabatics rolls. speed up learning, get Super- quicksand, causing him to sink into Memorization (see Modular Abilities, the ground. Wizards and evil priests p. 62). Binding might even command the ground to open up and swallow him! This is New Special Enhancement see p. B40 Engulfing (+60%), Unbreakable Super-Speed: You’re even faster out Most forms of Binding seen in fic- (+40%), and likely Suffocating of combat! When performing mun- tion fall into one of these categories: (+75%). Since it only affects those who dane or repetitive tasks – building Bonds: In its simplest form, are touching the ground and not flying things (including new inventions), Binding ensnares the target with some or standing on an artificial surface, it’s reading, making repairs, etc. – look up kind of physical “rope.” This doesn’t also Environmental (-20%). your ATR level in the Size column of require special modifiers – but the two Force Fields: Supers and wizards the Size and Speed/Range Table most common examples are webbing, often restrain opponents with mysteri- (p. B550) and divide the time required which is Sticky (+20%), and the abili- ous forces. Such Bindings are by the number in the Linear ty to cause existing vegetation to Unbreakable (+40%) and in most Measurement column. For example, entangle the target, which is cases One-Shot (-10%). If the target is ATR 6 gives a divisor of 20, which Environmental (-40%). actually “tied up” – not just rooted in means a repair that normally requires Encasement: Individuals with the place – add Engulfing (+60%). an hour takes you just three minutes. power to command elemental forces Goo: Some monsters “slime” their You can reduce time further by taking can sometimes materialize ice, stone, prey with sticky goo. This glues the a skill penalty (see p. B346). You can’t etc. around a foe, sealing him inside. victim’s arms to his sides, clogs his hasten learning, special abilities (mak- mouth, and leaves him helpless. ing magic items, concentrating on Represent this with Engulfing (+60%), Mind Control, etc.), Concept rolls Only Damaged By Burning or when inventing, or interactions with Corrosion (+20%), and Sticky (+20%). people or machines incapable of Range is often limited; if so, add matching your speed. The GM may Reduced Range (-10%/level). wish restrict Super-Speed to super- heroic speedsters. +20%. These attacks bind a single foe. To affect more than one target by blan- New Special Limitation keting the area with webbing, quick- Non-Combat Speed: You enjoy the sand, creeping vines, etc., add Area benefits of Super-Speed out of com- Effect (+50%/level). If the effect bat, but get no additional maneuvers endures, and affects anyone who blun- in combat. You can buy some of your ders into it, take Persistent (+40%), ATR with Super-Speed and the rest too. And if the persistent effect forms with this limitation. -60%. a vision-impeding barrier (like dense Powering Up spider webs), stack Wall (+30% or +60%) on top of that. ATR is most suitable for time-con- trol and dedicated super-speed pow- Alternatives ers, but might also suit cinematic chi Binding assumes external powers. Talent never provides a restraints. If the victim is frozen by bonus, but offsets penalties for taking magical or psionic control, transfixed less time to execute a task. by divine will, paralyzed by venom or a superscience weapon, etc., that’s an Affliction with a suitable enhance- Amphibious ment – most often Attribute Penalty see p. B40 (DX) or Paralysis. This trait is normally a permanent morphological adaptation, but with New Special Enhancements Switchable (p. 109), it might represent Standard Binding leaves the vic- a minor form of body control, the abil- tim’s head poking out and gives him ity to project a “force bubble” that sufficient room to breathe. Certain enables easy movement through the types of Binding would logically

42 BUILDING ABILITIES Chameleon see p. B41 This ability is suitable not only for natural chameleons but also for illu- Supers and wizards often restrain sionists of all stripes and those with opponents with mysterious forces. built-in ultra-tech camouflage. Alternatives Those who can actually alter their body should take Morph (p. 74), while those who can disappear completely suffocate or squeeze the target, but this (and a better choice for superscience will find Invisibility (p. 56) more isn’t automatic. To add such effects, abilities). effective. buy one of these enhancements: Powering Up New Special Enhancements Constricting: Your Binding actively Blessed suits any power that Controllable: You can consciously constricts the victim. Until he breaks admits the existence of supernatural select your surface pattern. The effects free, the Binding attacks him each entities that are better informed than are mainly aesthetic, but there’s a use- turn with a Constriction Attack mortals. Talent gives a bonus to the IQ ful side benefit: you can assume a (p. B43), at a ST equal to that of the roll to use the ability. high-visibility pattern that gives +2 per Binding. +75%. level to your attempts to signal others Suffocating: Your Binding cocoons and distract enemies, and to others’ the target or blocks his breathing pas- Catfall rolls to spot you. This is mutually sages. While it’s in place, the victim see p. B41 exclusive with Always On. +20%. cannot breathe. If he runs out of Unmodified Catfall represents the Dynamic: Your surface pattern breath before he breaks free (see ability to twist in midair in order to adapts instantly to new surroundings Holding Your Breath, p. B351), he land softly. This might be inborn or and corrects for “motion blur.” You get starts to suffocate; see Suffocation the result of secret acrobatic tech- your full Stealth bonus (+2 per level) (p. B436). +75%. niques. With suitable modifiers, it can when moving. +40%. represent other fall-breaking meas- Powering Up ures, from parachutes or retrorockets Powering Up Powers that project force fields – to super-powered gravity control. Any kind of body-alteration or illu- Gravity, Psychokinesis, etc. – almost sion power might include Chameleon. always include Binding. It makes New Special Enhancement Talent adds a further bonus to Stealth sense for powers that can summon Feather Fall: You always enjoy the skill rolls to avoid being seen. matter, too; e.g., Water power might benefits of Catfall, even if bound and encase the target in ice or turn dry dropped on your head. +20%. earth into muck. Talent adds to rolls to Channeling hit, but not to ST rolls made for the New Special Limitation see p. B41 Binding. For that, buy a higher level of Parachute: You have a natural Channeling normally lets the user Binding! parachute, such as wings or skin flaps. serve as a conduit to the spirit world, This works like unmodified Catfall for but the GM may permit variant forms falls that take two seconds or more, that enable contact with the dream Blessed but deploys too slowly to affect short- world, the past, parallel universes, see p. B40 er falls (distances of 6 ¥ g yards or cyberspace, etc., instead. Each form of Despite its name, Blessed doesn’t less). Your parachute needs open air Channeling is a separate advantage. have to be a divine gift. The forces that in a radius equal to your height to inform the user might be demons, his function; it’s worthless if falling down Alternatives genius (guardian spirit), or shades a narrow passage, and is of no use in To speak with spirits, take Medium from the future. To convert Blessed “very thin” or thinner atmospheres. (p. 59). Those who experience posses- into a generic, paranormal informa- -30%. sion by a spirit that grants superhu- man capabilities should take an tion-gathering ability, keep the Powering Up requirements for divination (1 hour, Alternate Form (see Shapeshifting, Any power that can lower p. 74) – possibly with the 10 FP, and an IQ roll) but drop both gravity or density, or justify Flight, the obligation to serve a deity and the Uncontrollable limitation – that repre- might include Catfall. For Gravity, sents their possessed self. reaction bonus from the faithful. This Psychokinesis, etc., add the Feather has no effect on point cost. Fall enhancement. Those who have New Special Enhancement Alternatives chi powers can use unmodified Catfall Aware: You remain aware of the Compare Oracle (p. 65), which has to simulate “body lightening” (karumi- world when using your ability, and no FP cost, and Precognition (p. 68), jutsu). Talent adds to DX rolls to halve can move and act normally while spir- which is much more controllable damage in all cases. its speak through you. +50%.

BUILDING ABILITIES 43 New Special Limitations Channeling often requires a ritual or séance to use. If so, add Preparation Required (p. B114). Another limita- Projection tion is common in many settings: Projection – an enhancement for Clairsentience (see left), a limita- tion for Insubstantiality (p. 55), Jumper (p. 57), and Warp (p. 88) – Specialized: You can only channel makes it possible to send forth a projection while the body lies uncon- one specific class of spirits. scious in the physical world. The projection’s visibility and potency Possibilities include angels, demons, depend on the underlying advantage, but a few rules always apply. elementals, faerie, ghosts, and any- Most importantly, the body isn’t in suspended animation. If the pro- thing else the GM wishes to allow. jector must eat and drink, he’ll suffer starvation or dehydration if he -50%. stays away for too long, unless he arranges for artificial feeding. (The GM can always let projections take sustenance – spirit energy, astral Powering Up food, or whatever – that satisfies these needs, if it suits the setting.) If Channeling suits almost any super- the projector must breathe, his comatose body needs air, too. natural power. Talent adds to Will rolls Anything that can injure or fatigue the body has its usual effects to enter the trance and resist while the projector is away. Similarly, lack of sleep, attacks enhanced Possession (or other mental attacks) with Affects Insubstantial, and so on affect the projection. All HP and by channeled entities. FP losses come out of the same pool, regardless of which form suffers them. The projection suffers any negative effects: shock, stunning, etc. Clairsentience If the projection would become “unconscious,” it vanishes instead. see p. B42 The mind snaps back to the body, which remains unconscious until it recovers. With suitable modifiers, Clairsen- If death results, consequences depend on which form suffered the tience can emulate almost any kind killing injury. If this was the projection, the projector’s personality and of remote viewing. In a “realistic” set- mind are gone, but his body may survive as a mindless husk; use the ting, most psychics should have Mortal Wounds rules (p. B423), but the victim can never awaken. If the Clairaudience (-30%) or Clairvoyance body died, the projector gets a Will-15 roll, modified by Talent, at the (-10%), as few claim to have full moment of death. Success means he swaps his projection ability for the Clairsentience. On the other hand, Astral Entity meta-trait (p. B263) and becomes a “ghost” in the realm high levels of Increased Range his projection was in. Failure means he’s just dead. (p. B106) are appropriate – global Projected Form: These rules also apply to Alternate Form with range (Increased Range 19, +190%) Projected Form (p. 75). However, both forms are physical, and if either appears to be commonplace among dies, both do. If HP or FP differ, use the unconscious body’s scores and remote viewers. scale all losses in projected form proportionally; e.g., if a man with 10 Supers, gods, and other high-pow- HP has 20 HP as a beast, and loses 8 HP in beast form, he marks off 4 ered types know no such limits. HP. They’re likely to have one or more of Compartmentalized Mind: Projectors with this trait send out all the powerful special enhancements instances of their mind when they project. They can’t “leave behind” a below. mind to control their body. To get two conscious bodies, take Alternatives Duplication. Use Detect (p. 47) for abilities that let the user know “something is there” but little else. Penetrating Vision (p. 66) is a better choice for the hero automatically gives them priority, insensible); +140% if you can who can see through distant objects. unless you also have Second Nature use spells, mental abilities, and Scanning Sense (p. 72) – notably Para- (below). All tasks that depend on the Maledictions on the material world Radar – is more suitable for extrasen- senses you aren’t prioritizing – includ- from your viewpoint, too. If others can sory abilities with pseudo-scientific ing attack rolls, defense rolls, and see your projection, take Visible explanations. Sense rolls – are at -4. +50%. (p. 112) as well. Projection: You don’t merely send Second Nature: Your ability is New Special Enhancements your senses out of body . . . you send reflexive. You can initiate it as a free Aware: You can sense the environ- out your consciousness. Your body action and change viewpoints as ment around your body while using falls unconscious unless you also quickly as you can shift your gaze. You your ability. You can still only pay have Aware. Your projected self is still need to concentrate for a minute attention to one set of senses. At the only vulnerable to spells, mental abil- and make an IQ-5 roll if your desired start of each turn in combat, state ities, Maledictions, etc. See Projection viewpoint is out of sight, with the whether you’re giving priority to your (box) for other rules. +0% if you can usual bad effects on a failure. This natural senses or your remote ones. only affect the insubstantial world enhancement is cheaper than Concentrating to move or change (a new capability that balances leav- Reduced Time, but only applies to the facing of your displaced senses ing your body unconscious, not just Clairsentience. +70%.

44 BUILDING ABILITIES Powering Up Magnetic limitation). An equally com- Powering Up This advantage (often limited with mon explanation is the ability to form Common Sense could be psionic: Clairaudience, Clairosmia, or a bond with a particular substance. the ability to draw upon the collective Clairvoyance) is one of the definitive This requires the Specific limitation wisdom of others fits Telepathy, while abilities of ESP. With the Projection (p. 112), and is appropriate for ele- the capacity to see enough of the enhancement, it’s also a perfect fit for mental powers – Earth power in par- future to know the outcome of one’s Astral Projection. Modifiers can adapt ticular. Talent adds to all ST, DX, and actions suits ESP. It might represent it to many other supernatural powers skill rolls made to negotiate obstacles divinely imparted wisdom instead, – notably spirit powers. Talent adds to or stop a fall. making it appropriate for a divine IQ rolls to activate the ability and shift power. Those with moral powers may viewpoints, and to all Sense rolls to receive similar guidance from their spot things while using this ability. Common Sense “moral compass.” Talent adds to IQ see p. B43 rolls to use this ability. Common Sense usually represents Clinging practical wisdom, but there are other see p. B43 possibilities. Digital Minds with exten- Constriction Attack This advantage is most suitable for sive databases of past experiences, or see p. B43 natural creatures that cling to sur- the ability to think many steps ahead, In addition to being the classic faces, and for robots and supers that might enjoy the same benefits. More python ability, this trait is suitable for stick to walls and ceilings using adhe- dramatically, this trait could represent any being with a “rubber body,” sives, magnetism, suction, etc. divine guidance – after all, advice including stretching supers, blob-like Realistic Clinging for human-sized given to the player by the GM comes aliens, and fantasy monsters that and larger characters calls for the from a Higher Power from the envelop their prey. Requires Low Gravity limitation character’s point of view. (below) – but supers are free to ignore Alternatives this. Constriction Attack isn’t neces- sary to grapple and crush (see Choke Alternatives or Strangle, p. B370); enough ST or Flight (p. 50) with the -25% level of Lifting ST (p. 58) makes the -5 to Low Ceiling better models the abilities crush the body without this trait of those who glide along surfaces irrelevant. Only Constriction Attack without touching them. Individuals lets you choke a foe “hands free,” who rely on exceptional balance and however. strength of limb to make seemingly impossible climbs are more likely to New Special Enhancement have Brachiator (p. B41) and Super Engulfing: You totally engulf your Climbing (p. 79). victim. If he doesn’t break free between when you grapple him and New Special Enhancement when you start to crush him, he’s Attraction: You can cling to a sur- pinned; see Pin (p. B370). This pin is face with any part of your body – you completely “hands free.” Victims with don’t need to assume a crawling pos- abilities such as Innate Attack and ture. You can walk “upright” along a Spines can hit you automatically vertical surface, leaving your arms while engulfed, however. If so, you get free, or even hang from the top of your no active defense. +60%. head or your back in order to use all of your limbs. +25%. Powering Up Alternatives This is a logical ability for a body- alteration power in a supers game, in New Special Limitation Those who are good at avoiding Requires Low Gravity: Your ability which case it’s likely to accompany incorrect decisions as opposed to stu- doesn’t function in gravity fields over a Elastic Skin, Flexibility, Morph, pid ones have Intuition (p. 56). certain, maximum strength. For and/or Stretching. Talent adds to ST “Correct” isn’t automatically the same humans, this is typically 0.6G. -5% per rolls to crush victims. thing as “smart”! 0.1G under 1G (-5% for 0.9G, -10% for 0.8G, and so on – down to -50% for New Special Enhancement 0G). Conscious: Not only does the GM Damage Resistance warn you when you’re about to do see p. B46 Powering Up something stupid . . . you can ask him Damage Resistance can represent Clinging is often mediated by some to suggest what would be smart in many defenses that bear little resem- kind of attractive force, making it suit- your current situation. He’ll roll blance to one another in the game able for such powers as Psychokinesis, secretly against your IQ; the better the world, including: Gravity, and Magnetism (with the roll, the better the advice. +50%.

BUILDING ABILITIES 45 Danger Sense see p. B47 Partially Limited Abilities This is most often a supernatural You needn’t apply the same modifiers to every level of a “leveled” sensitivity that originates from ESP, advantage like Damage Resistance or Innate Attack. Applying a limita- finely honed chi, the gods, etc. tion to only part of the advantage lets you create an ability that’s more However, it could represent extremely potent in situations where the limitation doesn’t interfere. Other modi- sensitive mundane senses, or even an fiers can still apply to the entire ability. enhanced capacity to analyze data and predict risky outcomes (appropriate Example: Many characters have DR with a bonus against certain for Digital Minds). threats. To get this, buy general DR at full cost and bonus DR with Limited; e.g., “DR 5 (10 vs. Fire)” is DR 5 [25] + DR 5 (Limited, Fire, Alternatives -40%) [15]. As a force field, this would be DR 5 (Force Field, +20%) [30] Those who can truly predict the + DR 5 (Force Field, +20%; Limited, Fire, -40%) [20]. future should take Precognition (p. 68), which includes this trait. Powering Up Danger Sense is ideally suited to Active Control: Those with powers – thickened outer layer that reduces the ESP, but fits any supernatural power – especially elemental ones – can fre- impact of attacks. Bone or chitin calls chi, divine, magical, spirit, etc. – that quently use their gifts to divert or for unmodified DR, a thick fat layer provides situational awareness or negate incoming energies. Such DR is requires Flexible (-20%), and leathery information. It also suits time-travel typically Limited. An entire power skin has Tough Skin (-40%). If this powers, since those who can perceive source is “Very Common” (-20%), results in a pointy, irregularly shaped, the future well enough to travel there while a specific focus is “Common” or bulky body that makes clothing can often sense “ripples” from immi- (-40%). Many such defenses intercept impossible, add Can’t Wear Armor nent danger. Talent adds to the attacks at a distance from the body, (-40%). Perception roll. justifying Force Field (+20%). Supers It’s possible to have more than one often add Absorption (+80% or of these general classes of DR, but +100%) or Reflection (+100%), too. In remember the “Layered” Defenses rule Dark Vision the case of Absorption, use Extended (p. B47): the order in which different see p. B47 Duration (+20%/level) to slow the rate kinds of DR apply must be fixed at The exclusion of light, radar, and at which absorbed points trickle away. character creation. See Partially sonar leaves few realistic explanations Damage Tolerance: Some creatures Limited Abilities (box) for a related for this trait. It almost has to be a kind are huge, have redundant organs (or option. of “sixth sense,” attributable to ESP, lack organs), or have a reinforced chi sensitivity, cosmic awareness, etc. structure that lets them absorb a lot of Alternatives punishment. To represent this, use Injury Tolerance (p. 52) works bet- Alternatives Ablative (-80%). This effectively turns ter for those who “soak up” damage Infravision (p. B60) and Night DR into Hit Points that don’t result in and suffer less injury from it. Unliving, Vision (p. B71) are cheaper, while shock, stunning, knockdown, etc. Homogenous, and Diffuse in particu- Hyperspectral Vision (p. 51) has the when lost, but that don’t increase the lar can be more effective, point for same price but different benefits and damage needed to cause crippling or point, than DR; see Injury to Unliving, drawbacks. Other ways to function in death. Homogenous, and Diffuse Targets total darkness include Scanning Sense Force Field: A close-fitting sheath of (p. B380). Damage Reduction is often (p. 72) and Vibration Sense (p. 86). energy or matter projected around the a better deal, too – especially against New Special Enhancement body is a common supernatural and massive attacks. Hypersensory: Your brain builds up superscience defense, and calls for Psycho killers, hulking supers, etc. a “picture” of your surroundings from Force Field (+20%). Add Can’t Wear should consider Supernatural the input of your senses of hearing, Armor (-40%) if this repels anything Durability (p. B89) and Unkillable smell, and touch (temperature differ- that gets close to the body, and (p. B95) as alternatives or adjuncts to ences, vibrations, and even electric Temporary Disadvantage, No Fine DR. Manipulators (-30%) if it prevents fields), and from tiny flashes of light picking things up. A field that only Powering Up due to chemical reactions, static dis- screens against frontal attacks, like a Damage Resistance is suitable for charges, and cosmic ray impacts. shield, has Directional (-20%). Add nearly any power that can affect the You’re not aware of these things indi- Affects Others (+50%) and Area Effect physical world – although it might vidually, but collectively, they let you (+50%/level) for a field that covers an require several modifiers to make see in the dark as if it were daylight, area. sense. As part of a power, it often has and even spot invisible foes. Each Natural Armor: Many natural crea- the Force Field special modifier. sense you lose – hearing, smell, tures have a hardened, padded, or Talent adds to Power Block attempts touch, or vision – gives -2 to Vision (see p. 168). rolls (this penalty can’t exceed the

46 BUILDING ABILITIES current darkness penalty). You’re only can locate radio signals and heat ultra-tech senses and computerized truly blind if you lose all four. You’re sources, respectively – but you need minds capable of precise detection still limited to the standard human arc Radio (p. B91) to understand radio sig- and analysis. of vision unless you have Peripheral nals and Infravision (p. B60) to see by Vision or 360° Vision. +40%. infrared radiation. Alternatives If a high Sense roll is what matters, Powering Up New Special Enhancement Acute Senses (p. B35) are more cost- Like any vision ability, Dark Vision Analyzing: Your sense has an effective. Discriminatory Senses are fits Light and Darkness powers. It’s extremely high resolution, like a priced as much for the ability to dis- also a good match for chi powers (as superscience scanner. Basic analysis is tinguish things non-visually as for an alternative to Blind Fighting skill, automatic if your Sense roll succeeds. their bonus to Sense rolls. p. B180) and ESP. In all cases, Talent Only make a separate IQ roll if you opt Equivalent traits for vision and adds to Vision rolls. to do a detailed analysis. Success touch are Hyperspectral Vision reveals details such as the form and (p. 51) and Sensitive Touch (p. 73), purity of the item sensed, its precise respectively. Detect subclass, etc. This is incompatible see p. B48 with Vague. +100%. New Special Enhancement Detect is extremely common in fic- Profiling: You possess an extensive tion, where it typically takes one of Powering Up mental database of sensory “signa- three forms: Any power might have Detect for tures” that you can quickly compare to its own focus or an opposed one. For new sensory impressions. This dou- Extended Senses: Detect can emu- the purpose of Detect, treat a single bles the bonus to analyze and recog- late almost any kind of believable focus or power as “Rare,” a single nize targets (but not to sense or track remote sensing. Senses like Detect power source as “Occasional,” a group them) to +8. As a side benefit, all (Magnetic Fields) and Detect (Radio) of related sources (e.g., all supernatu- attempts to memorize new signatures suit realistic robots and vehicles as ral powers) as “Common,” and all succeed automatically – there’s no well as supers. Signal Detection (+0%) powers as “Very Common.” Talent need for an IQ roll. +50%. is common for such abilities. affects Sense rolls to use this ability Para-Senses: Detect might instead and IQ rolls for analysis. Powering Up sense ordinary things that would real- Discriminatory Senses suit animal- istically defy discovery without physi- related powers and certain elemental cally searching the area or taking a Discriminatory Senses powers (e.g., Sound/Vibration power, sample; e.g., Detect (Cats), Detect see p. B49 for Discriminatory Hearing). They (Disease), Detect (Gold), or Detect Discriminatory Hearing, Smell, might even be appropriate for ESP in (Poison). Such abilities might be and Taste are appropriate for preda- some settings. Talent adds to the IQ superscience or a form of supernatu- tors that navigate their environment roll to memorize sensory impressions ral divination. and track prey using a sense other and the Sense roll to use the affected Supernatural Awareness: Detect than vision – and for beings with sense. could be a supernatural sensitivity to otherworldly forces; e.g., Detect (Magic). It might even sense moral concepts. What this means is up to the GM – a or serial killer might trigger Detect (Evil) in some worlds but not others. Moral powers always Discriminatory Hearing, Smell, set it off, however. and Taste are appropriate for How Detect presents information to the user is a special effect. Someone predators that navigate their with Detect (Magic) might experience magic as a glow visible through environment and track prey using a intervening obstacles, a scent, an odd foreboding, or anything else he likes. sense other than vision – and for Alternatives Detect doesn’t provide the capacity beings with ultra-tech senses and to comprehend transmissions or see by the “light” they provide, even if it computerized minds capable of can locate them and analyze their composition. Such capabilities are precise detection and analysis. separate advantages. For instance, Detect (Radio) and Detect (Infrared)

BUILDING ABILITIES 47 Duplication ones. Add Construct (above) if you can Empathy Advantages see p. B50 replace dead Dupes with copies from Awareness of the emotions and other possible . -40%. This is typically a super ability, general motivations of other beings is with two important exceptions. First, Powering Up central to several important fictional with the Digital limitation, Duplic- With the Construct enhancement, . Telepaths and “empaths” ation can represent a Digital Mind Duplication is appropriate for any usually have Empathy (p. B51); medi- capable of controlling multiple com- magical or spirit power that allows the ums and shamans traditionally pos- puters. Second, exotic alien life user to summon or create a doppel- sess Spirit Empathy (p. B88); and forms – notably cinematic blobs and ganger. With Sequential, it’s suitable elves, druids, and rangers in fantasy amoeboids – can sometimes divide for time-travel powers. Talent affects often enjoy Animal Empathy (p. B40) and recombine at will (and should all skill rolls made by one Dupe to or Plant Empathy (p. B75). probably have the Shared Resources interact directly with another Alternatives limitation). (Empathy rolls, First Aid rolls, etc.). Communication with animals, New Special Enhancement plants, and spirits calls for Speak Construct: Your Dupes are material Elastic Skin With Animals (p. 77), Speak With projections under your mental Plants (p. 77), and Medium (p. 59), see p. B51 respectively. Animal, Plant, and control. When you dispel them, they As the name implies, Elastic Skin vanish, leaving you with your current – Spirit Empathy don’t include this might involve actually altering one’s function. Seeing spirits calls for a not average – FP and HP. You also skin. On the other hand, it could just enjoy all the benefits of No suitable form of See Invisible (p. 72). be a skin-deep illusion. Decide which To read thoughts – not emotions – Sympathetic Injury (don’t buy it sepa- when buying the ability. Each has its rately). Finally, the death of a Dupe buy Mind Probe or Mind Reading pros and cons – there’s no difference in (p. 61). isn’t permanent: by taking a point cost. Concentrate maneuver and spending New Special Enhancement 10 FP, you can generate a replace- Alternatives Remote: Your ability isn’t limited to ment. But there’s only one “true you,” Individuals who can only change direct, personal meetings. You can and if you die, all your Dupes die with their appearance to camouflage them- “read” any subject you can see or hear you! This is incompatible with Digital selves should take Chameleon (p. 43). – even over electronic media (or and Shared Resources. +60%. Those who can transform their entire by supernatural means, for Spirit body have Morph (p. 74). New Special Limitation Empathy). +50%. Sequential: You and your Dupes are Powering Up New Special Limitation chained together in a specific order. Elastic Skin suits illusion powers Specialized: The Specialized limita- Number them from 1 (the original and body-alteration powers (often tions for Speak With Animals (see you) on up. When a Dupe dies, all alongside Constriction Attack, Flexib- p. B87) and Speak With Plants higher-numbered Dupes vanish, too. ility, Stretching, etc.). With the (see p. 77) are equally valid on Animal This lets you create a character who Glamour limitation (p. 111), it’s also Empathy and Plant Empathy, can summon copies of himself from reasonable for Telepathy. Talent adds respectively. Spirit Empathy already one possible future, with “later” copies to Disguise rolls made in conjunction includes this limitation. dependent on the survival of “earlier” with this ability.

48 BUILDING ABILITIES Powering Up New Special Limitations your Aim or Evaluate maneuver if Powers that focus on animals, Environmental (p. 110) is allowed, you attack any of them. Use this to plants, or spirits might include the but only if it limits Enhanced Move to represent high-tech sensors and the appropriate variety of empathy – and a subset of its usual environment. For situational awareness of cinematic any of these traits would suit instance, Enhanced Move (Air) could- warriors. +20%. Telepathy. These advantages are also n’t take Environmental, Air (-5%) – but Powering Up suitable for powers that let the user it could have Environmental, Trees or Like any vision ability, Enhanced read body language (e.g., chi powers) tall buildings (-20%) in order to bene- Tracking is suitable for Light power. It or vital signs (e.g., healing powers). fit Move with Brachiator (p. B41) but also fits a wide variety of supernatural Talent benefits the IQ roll to use any of not Flight. powers – notably ESP and chi powers. these abilities. All-Out: Moving fast requires your Talent adds to any Sense roll required undivided attention! Using your abili- to keep track of targets. Enhanced Move ty is like making an All-Out Attack . . . see p. B52 but without the attack. You have no active defenses and can’t Attack, Extra Attack Animals built for speed, super- Concentrate, Ready, etc. Explain what see p. B53 speedsters, robots, and vehicles are you’re doing: flapping your wings, bal- The top candidates for this advan- likely to have Enhanced Move in their ancing on two wheels, diverting all tage are monsters that can attack primary mode of locomotion. Some your power to project a flame jet or ice simultaneously with multiple body common explanations: path, or whatever else fits. This is parts (e.g., claws and teeth), super- Physiological: Adaptations such as worth less than the general All-Out human warriors with cinematic lev- fins, wings, or a streamlined body modifier (p. 110), because it doesn’t els of combat expertise, and often imply such traits as limit you to half your Move in a for- machines with advanced tactical Amphibious, Flight (Small Wings or ward direction. -20%. computers. However, the GM might Winged), and/or No Legs (Aerial or make one or two levels available to Aquatic), in addition to Enhanced Powering Up anyone in a cinematic martial-arts Move. The fastest land creatures Powers that offer Flight or game. aren’t bipeds, and tend to have Extra Amphibious usually incorporate Legs – or possibly Extra Arms or Enhanced Move (Air) or (Water). The Alternatives Strikers. Creatures that can only use most common explanation for Use Ambidexterity (p. B39) for Enhanced Move for a short time Enhanced Move (Ground) is a chi- or someone who can use both hands before they tire should add Costs psi-based body-control power. with equal dexterity – Extra Attack is Fatigue (-5%/level). Suitable elemental powers can justi- for those who can use both hands at Technological: Wheels, tracks, jets, fy almost any form of Enhanced the same time, which isn’t the same rockets, propellers, etc. are likely for Move. Talent adds to control rolls, thing. To aim at multiple targets, take robots and vehicles. Such options and is cumulative with the Handling Enhanced Tracking (above). Speedy often suggest additional traits – No Bonus enhancement. heroes who get multiple maneuvers Legs (Wheeled) for wheels, Burning per turn should buy Altered Time Rate Attack for a rocket that doubles as a Enhanced Tracking (p. 41). weapon, and so on. Many of them see p. B53 New Special Enhancement make the user obvious while in use, Multi-Strike: You can strike more which is a Nuisance Effect (-5%). Beings with eyestalks or extra eyes might be able to follow more than one than once with the same weapon or Superhuman: Those with powers body part. This means you can often have more unusual justifica- target at a time – as might those with “inner sight” (espers, martial-arts launch more attacks than you have tions. These can be invisible (an ordi- limbs, natural weapons, and attack nary-looking man who runs very fast, masters, etc.) and robots with advanced sensor arrays. abilities. You can use your best attack speedy psychokinetic levitation, etc.) multiple times. +20%. or glaringly obvious (e.g., creating and Alternatives gliding along a strip of ice). Costs Enhanced Tracking has no effect New Special Limitation Fatigue and Nuisance Effect are both on arc of vision – it just makes it pos- Single Skill: Your Extra Attacks appropriate. sible to track multiple targets within apply only to a particular combat skill. For instance, Extra Attack 2 Alternatives that arc. Peripheral Vision (p. B74) and 360° Vision (p. 39) do improve arc (Single Skill, Karate) lets you attack Enhanced Move is good for long- three times – but at least two of the distance travel and quickly covering a of vision, and often accompany Enhanced Tracking. attacks must be with the Karate skill. short distance in a straight line – but if To attack more than once using a the goal is tactical mobility, extra Basic New Special Enhancement weapon skill, you need either one Move is a better choice. See Basic Multiple Lock-Ons: You can track weapon per attack or the Multi- Move (p. B17) and Move in Other multiple targets even if you have only Strike enhancement. -20%. Environments (p. B18). one weapon, and gain the benefit of

BUILDING ABILITIES 49 Powering Up Levitator: Most telekinetics, wiz- airborne for at most five seconds. Extra Attack is a classic part of chi ards, etc. use unmodified Flight. After that, you must push off again by powers, granting multiple attacks to Those who fly using antigravity have moving close enough to a rigid surface martial-arts masters; both Multi- Planetary (-5%). Space Flight (+50%) (wall, bamboo cane, etc.) – or any sur- Strike and Single Skill are appropri- is common, but incompatible with face, even water, in a cinematic game ate. Shapeshifting powers might also Planetary. Supers who wish to match – to touch it with part of your body. include this ability, allowing the effec- aircraft speeds will need Enhanced This doesn’t require a maneuver. tive use of extra body parts in combat. Move. Otherwise, you start to fall! -20%. Talent doesn’t affect rolls to hit. Plane: Fixed-wing flyers require both Cannot Hover (-15%) and Powering Up Winged (-25%), and generally have Divine, magical, psionic, and spirit Flight noisy propellers or jets that qualify for powers generally let the user fly like a see p. B56 Nuisance Effect (-5%). Enhanced levitator, while elemental powers tend to work more like a rocket, vertol, or Flight is exceedingly common in Move is common. hovercraft. People with animal-con- myth and fiction, attributed to gods, Rocket: Realistic rockets have trol or shapeshifting powers might robots, supers, wizards, and a wide Newtonian Space Flight (+25%), while sprout wings and fly like a bird or a range of monsters . . . to name only a space-opera models have Space Flight glider. Talent adds to control rolls, and few examples. Flying heroes typically (+50%). Add Space Flight Only (-75%) to rolls against the Aerobatics and hew to one of these archetypes: if the rocket can only travel through space. Rockets are noisy and danger- Flight skills. Airship: Those who hang in the air ous enough to rate Nuisance Effect like dirigibles (“aerostats”) have the (-5%). Enhanced Move is essential. Growth Lighter Than Air (-10%) limitation. Vertol: A vertol flies by directing This is especially suitable for science- thrust both straight down to counter- see p. B58 fiction “gasbag” aliens. act gravity and behind it to move later- Growth nearly always occurs in the Bird: Creatures that flap wings to ally. Its numerous control surfaces context of super-powers or “being a stay airborne – including bats, birds, qualify as Small Wings (-10%), Most god.” Few other mythic or fictional insects, and many fantastic beasts vertols are extremely loud – a Nuisance explanations exist for Growth, and (dragons, gryphons, etc.) – have the Effect (-5%). Enhanced Move is likely. there’s no realistic rationale for it. Winged (-25%) limitation. Cannot Supers and gods can generally enlarge Hover (-15%), while common, isn’t Alternatives their equipment as they grow, which required; many insects and tiny birds Many traits work like limited calls for the Can Carry Objects can hover. Flight: Catfall (p. 43), for heroes who enhancement (p. 108). Glider: Hang-glider-like “flight” is can only glide downward; Super Jump The GM should permit those with Controlled Gliding (-45%) – which is (p. 79), for those who can defy gravity Growth to buy Enhanced Move only slightly less versatile than the for short hops; and Walk on Air (Ground) to reflect their vast stride. A combination of Cannot Hover and (p. 87), for individuals who can climb reasonable limit is levels of Enhanced Winged. Movement like that of a fly- or walk skyward. For interstellar Move equal to half the level of Growth. ing squirrel or flying snake “flight,” Warp (p. 88) with the If this Enhanced Move appears gradu- (Chrysopelea) calls for Gliding (-50%). Hyperjump limitation is usually a ally as the character grows, it requires Helicopter: Rotary-wing flyers have better model. the Size limitation, just like additional Winged (-25%) but not Cannot Hover. ST. Whirling blades are noisy and danger- New Special Limitations ous; add Nuisance Effect (-5%) as Planetary: Your Flight works by Alternatives well. Enhanced Move is likely. “pushing off” against a planet’s gravi- Growth is for entities that change Hovercraft: Give those who must fly tational or magnetic field. It’s useless size. Permanently huge beings don’t close to the ground Low Ceiling (-10%, in the absence of a planet. This is have Growth (Always On) – they just -20%, or -25%). Add Small Wings incompatible with all types of Space have a large Size Modifier. High SM is (-10%) if – like a vehicle – they Flight. -5%. a zero-cost feature for aliens, mon- have skirts, stabilizers, or similar Requires Surface: You fly by “push- sters, gods, and anything else the GM assemblies. ing off” of surfaces. You can stay feels should have it. The drawbacks of being an easy target and paying extra for giant-sized equipment offset the discount on the price of ST and HP Flight is exceedingly common in (the Size limitation; see p. B15). myth and fiction, attributed to gods, Powering Up Growth suits any power that robots, supers, wizards, and a wide changes the fundamental nature of matter or moves mass between uni- range of monsters . . . verses. It also fits the cosmic powers of deities – and sometimes the divine

50 BUILDING ABILITIES powers they grant their servants. Effect, or Symptoms would require a Powering Up Finally, it meshes nicely with the roll at -1 and cost 2 FP. +60%. Healing is the core ability of the theme of plant-related powers. Talent New Special Limitations Healing power, which is usually chi- doesn’t affect die rolls, but those with or psi-based, and frequently an ability Affliction Only: You can only neu- multiple levels of Growth and Talent of “good” divine, moral, and spirit tralize Afflictions, as described for may adjust their SM by up to powers. Talent adds to all IQ rolls Cure Affliction; you can’t heal injury ±(Talent+1) per second instead of just made to use the advantage. ±1. or cure disease. -40%. Hearing Advantages Healing Extended auditory capabilities see p. B59 such as Parabolic Hearing (p. B72), Use Healing for the gifts of those Subsonic Hearing (p. B89), and who can repair injuries and cure dis- Ultrahearing (p. B94) are appropriate eases instantly, without any special for predators that locate or track pray medical knowledge. Holy healers using sound – or for supers whose should note that the Faith Healing abilities emulate those of such crea- enhancement is simply a special case tures. These traits are especially com- of the Xenohealing enhancement: mon among fictional heroes with Bad “Those my god deems worthy.” Faith Sight or Blindness. Healing isn’t the same as the Divine Alternatives modifier on p. 26 – Healing can have Individuals who can “see” using either modifier on its own, or both. sound should take Sonar (see Alternatives Scanning Sense, p. 72), or Dark Vision Those who can only heal them- (p. 46) with the Hypersensory selves have Regeneration (p. 70) or enhancement. A heightened ability to Regrowth (p. 71). An Affliction (p. 39) feel vibrations rather than hear them is with the Advantage enhancement can Sensitive Touch (p. 73) or Vibration grant these traits to others, however, Sense (p. 86). and serve the same purpose as Powering Up Healing. Hearing-related abilities are a good and robots with built-in fit for the elemental Sound/Vibration medical equipment for the First Aid, power, ESP, and even Psychokinesis, if Physician, or Surgery skill should sim- it includes a feedback mechanism that ply buy Accessory perks (p. B100). A lets the psychokinetic sense vibrations first-aid kit, physician’s tools, and sur- in the air. Talent adds to Hearing rolls gical instruments are three separate when using these special senses. perks. Capped: You can spend only a lim- ited number of FP per use. This limits New Special Enhancements the severity of the diseases you can Healing normally involves laying Hyperspectral Vision cure, requires multiple uses to heal see p. B60 on hands. For a “healing ray,” add serious injuries (taking extra time and Hyperspectral imaging is poised to Ranged (+40%). Two other enhance- incurring the usual -3 per previous become the dominant passive sensor ments are common: successful healing), and may prevent technology in the late-TL8 world, you from repairing crippled limbs. Affects Self: You can also heal your- making this advantage appropriate for This is worth -25% for a cap of 2 FP, self, provided you’re conscious. Shock quasi-realistic cyborgs, robots, and -20% for 4 FP, -15% for 6 FP, -10% for penalties apply to any Healing roll vehicles. It works equally well as a 8 FP, and -5% for 10 FP. More than 10 made on the turn after you’re wound- “scientific” explanation for seemingly FP isn’t an appreciable limitation. ed. +50%. paranormal visual abilities, including Empathic: When you heal others, Cure Affliction: You can neutralize the sight of keen-eyed fantasy races you take on the injuries, diseases, and ongoing Afflictions – including the such as Elves. Affliction-like effects of the Side Effect Afflictions you remove instead of pay- and Symptoms enhancements. This ing FP. These affect you even if you Alternatives requires an IQ roll at -1 per full +50% have specific immunities to them. Beings that can only see light below the target effect is worth as an They get better at the usual “natural” or above the visible spectrum have enhancement to Affliction. FP cost is rate unless cured via medicine or a Infravision (p. B60) or Ultravision equal to twice the penalty, minimum 1 special ability (e.g., you might “trans- (p. B94), respectively. Heroes who just FP. For instance, blindness is a +50% fer” your wounds to someone else with want to see in the dark should com- Disadvantage enhancement, so to cure Leech). Empathic is incompatible pare Night Vision (p. B71) and Dark blindness caused by Affliction, Side with Capped. -50%. Vision (p. 46).

BUILDING ABILITIES 51 New Special Enhancement Extended (Special): You can per- ceive and see by non-electromagnetic radiation. This is mainly useful in sci- Independent Body Parts ence-fiction settings that feature weird If you have this form of Injury Tolerance (p. 53), your limbs and radiation . . . or in worlds where extremities are separate entities. When struck there, don’t apply injury magic, psi, and the like emit rays of to your HP. Instead, apply it to that body part’s HP score: your HP/3 for eldritch power. +30% per added class an extremity or HP/2 for a limb (round up). of radiation. Attacks injure body parts normally with one exception: a cutting attack that would cripple a limb or extremity costs you the use of that Powering Up part (see p. B421) but inflicts no injury on you or it. Instead, it severs the Hyperspectral Vision suits Light body part, which falls to the ground and fights as your ally! An extremi- power and possibly Darkness power ty separates from its limb, while a limb separates from your torso. (especially if it works by absorbing Body parts have your HT. Size Modifier is your own, adjusted by the light rather than blocking it). Like any part’s hit location modifier. Other abilities are as follows: extended sense, it could even be an aspect of ESP. Talent adds to Vision Arms: An arm has your DX, a Move of your ST/4, and a Dodge of rolls when using this ability. DX/2 + 3. It uses your ST for striking or strangling, ST/2 for grappling or dragging things. If it has a hand, it can punch or grapple (but only the feet or legs of a standing foe), or wield a one-handed weapon at -2 Injury Tolerance damage. If it lacks a hand, it can club for punching damage. see p. B60 Leg: A leg with a foot has DX equal to your DX-2. Move is your Basic Injury Tolerance is meant for those Move-3, while Dodge is your DX/2 + 3. It can leap up and kick foes for with fundamentally nonhuman physi- full damage. Treat a leg without a foot as an arm without a hand, but at ologies. Three forms are of particular -2 DX. interest when creating superscience Hand: A severed hand has your DX, Move equal to DX/2, and a constructs and supers: Dodge of DX/2 + 3. Its only effective attack is to crawl up someone’s body (treat this as a grapple) and strangle – see p. B370. The hand has Diffuse: Appropriate for beings your full ST for this purpose only. made of a loose collection of tiny par- Foot: A foot has DX equal to your DX-2, Move 1, and Dodge 4. Its ticles (bees, dust motes, nanites, etc.), only useful combat ability is to trip those who try to pass it. A fighter liquid, gas, , or energy. who tries to run past the foot must evade (see p. B368), and falls down Examples include sapient swarms, if the foot wins. living flames and tornadoes, liquid- metal robots (“nanomorphs”), and Round all fractions up. Where combat skills would matter, apply superscience “holograms” that can your relative skill level to the body part’s DX. interact with the material world. In A severed body part suffers injury normally from every attack but the some settings, spirits, magical illu- one that severed it. At 0 or fewer HP, it’s crippled and can’t act. Make the sions, and related entities that are usual HT roll to learn whether this is permanent (see p. B422). tangible but not solid also have this You may reattach body parts by holding them in place for a minute. trait. You can reattach crippled body parts if the injury is temporary or last- Homogenous: Use this trait for ing, but they remain crippled. Permanently crippled body parts are creatures made out of largely undiffer- destroyed. entiated solid matter – living or other- One final perk: should you die, the severed part lives on, and con- wise. Common examples are dancing tinues to attack your enemies! swords, golems, unpowered vehicles, walking plants, and anything else Special Modifiers made of solid ice, metal, plastic, stone, Detachable Head: Your head uses these rules, too. A cutting attack to wood, etc. Very dense supers often the neck that inflicts full HP or more decapitates you without injury. have this advantage, despite appear- Your head has your DX and HT, HP/2, and Move and Dodge 0. It can ing superficially human. bite at full ST in close combat. If your head is your seat of conscious- Unliving: Anything that has differ- ness, your body fights as its ally. If it isn’t (for instance, if you have No entiated “vital” areas but isn’t made Brain), it fights as an ally of your body. +15%. of living tissue is Unliving. Powered Instant Reattachment: You only have to hold body parts in place for vehicles and robots, and most other a second to reattach them. +50%. complex machines, qualify – as do No Reattachment: Your severed body parts are animated, but you can’t vampires, , and similar walk- reattach them. You can’t combine this with Instant Reattachment. -60%. ing corpses. A total with few Reattachment Only: Your body parts are inert when severed. Severing living parts might qualify, at the GM’s them causes you no injury, and you can reattach them, but they can’t option. fight for you. You can’t combine this with No Reattachment. -50%. The GM may invent new forms. Some examples of special importance:

52 BUILDING ABILITIES Damage Reduction: You divide the Alternatives your normal form, you must contract injury you suffer by 2, 3, or 4 after sub- The line between Diffuse and such to your usual size (at your Move score) tracting DR from damage and apply- traits as Insubstantiality (p. 55) and and then take a Concentrate maneu- ing wounding modifiers. Unmodified, Shadow Form (p. 73) is fine indeed. ver. Swarm includes Infiltration. +80% this trait reduces all injury – but The deciding factor is whether the if you can’t affect the material world; except in high-powered supers games, character can affect the material +160% if you can. the GM should consider requiring the world. If he can, take Diffuse. Powering Up Limited modifier; see Limited Defenses The essence of Homogenous, Elemental powers often grant (p. B46). It would be fair to restrict Unliving, and Damage Reduction is Damage Reduction (limited to their heroes to “Common,” “Occasional,” or extreme toughness. Alternatives element), or give access to elemental even “Rare” classes, or to damage include Supernatural Durability meta-traits (see p. B262) that include types directly related to their powers. (p. B89) and Unkillable (p. B95) – or Homogenous or Diffuse. Someone 50 points for a divisor of 2, 75 points just lots of Damage Resistance (p. 45) with matter-control or spirit powers for 3, 100 points for 4. or Hit Points. Damage Resistance is that let him become a semi-solid Independent Body Parts: See superior for those who expect never to specter could also justify Diffuse. Independent Body Parts (p. 52) for this face high-damage attacks. complex form of Injury Tolerance, With the addition of Infiltration, intended for undead and fantasy mon- New Special Enhancements Diffuse suits shapeshifting powers. sters. 35 points. Infiltration: For Diffuse only. Your The GM might allow shapeshifters Unbreakable Bones: Your bones are body is a fluid that can flow through with particularly outré powers to buy nearly indestructible, or you have the tiniest of holes. In addition to the other forms of Injury Tolerance – No alternative structural support that’s usual benefits of Diffuse, you can ooze Head, No Neck, etc. – with Switchable difficult to damage (e.g., internal force through porous barriers and narrow (p. 109). fields). Damage to limbs and extremi- cracks. You can’t shapeshift, stretch Talent rarely affects Injury ties still causes injury, subject to the abnormally, or sprout new body parts Tolerance, but the GM might permit usual maximums, but the injury need- – just seep under doors, through those with Unliving, Homogenous, or ed to cripple these body parts is twice screens, etc. +40%. Diffuse to add Talent to HT rolls for normal; that is, the amount usually Swarm: For Diffuse only. You’re a structural integrity; e.g., to avoid dis- required to dismember. This repre- coordinated swarm of tiny creatures. integration or resist Afflictions that sents damage to the covering, not the You can scatter by taking a cause Insubstantiality. Those with “skeleton.” Crippling is at worst last- Concentrate maneuver. Your outer Independent Body Parts or ing; you never suffer permanent crip- perimeter travels at your best applica- Unbreakable Bones may add Talent to pling or dismemberment (see ble Move; maximum radius is 1/2 mile HT rolls for crippling. pp. B421-422). The GM may rule that (buy Area Effect to change this). While injury that destroys your body scattered, only area-effect, cone, and Innate Attack (-10¥HP) breaks your skeleton, but explosion attacks can injure you, and since you’re dead, this is a special only in proportion to the area they see p. B61 effect. If this protection extends to blanket; e.g., an attack that covers 5% If an ability causes injury and isn’t your vitals and brain, add No Vitals of your area does 5% normal damage. a natural melee weapon (like claws), and No Brain: your vitals and brain You can focus your senses on any it’s an Innate Attack. Given the variety are in their usual locations, but your point within your area; changing of attacks possessed by powered indestructible skeleton encloses them viewpoints requires a Ready maneu- heroes in comics, movies, and so on, and prevents severe injury effects. 10 ver. Otherwise, treat this state as this covers a lot of ground. The first points. Insubstantiality (p. 55). To resume step when designing any Innate Attack is to choose its damage type: Burning: Use this for electricity, flame, heat, and radiation. Examples include fireballs, lasers, lightning bolts, microwaves, and particle beams. Enhance the attack with Explosion (+50%/level) for a fireball, Radiation (+100%) for a particle beam, or Surge (+20%) for lightning. Exotic attacks might require combi- nations of damage modifiers: Radiation and Surge for charged par- ticle beams, Explosion and Surge for ball lightning, Surge and No Wounding (-50%) for an electromag- netic pulse (EMP) that only harms electrical systems, etc.

BUILDING ABILITIES 53 Corrosion: Realistic examples are Beam: Supers and energy weapons and so on; or toxic for a death spell or strong acids and bases. Powerful oxi- frequently project damaging rays. telekinetic attack. Add Malediction 1 dizers also qualify, and tend to be Most are burning, and don’t absolute- (+100%) for spells or Malediction 2 Incendiary (+10%). Magical, super- ly require modifiers – but lasers have (+150%) for psionic abilities. See powered, and superscience disintegra- Armor Divisor (2) (+50%) and blasters Affliction (p. 39) for additional notes. tion effects fall into this category, too. have Armor Divisor (5) (+150%). Since there’s no physical impact, add Crushing: This is most appropriate Disintegration beams cause corrosion No Knockback (-10%) if damage is for attacks that hurl large, blunt damage, often with Armor Divisor crushing or cutting. Malediction uses chunks of matter, like balls of stone or (10) (+200%) or Cosmic (+300%). a Will roll, not a standard attack roll. ice (but not bullets – those are pierc- Force beams are crushing, typically Field: Most constant, injurious ing). Superscience force beams quali- with Double Knockback (+20%); most effects that surround the user – sheath fy as well. Explosives are crushing other crushing beams have No of flame, radiation zone, aura of with- attacks with both Explosion Knockback (-10%). Stun beams inflict ering, etc. – are burning or toxic, with (+50%/level) and Fragmentation fatigue damage. Only “death rays” Aura (+80%), Always On (-40%), and (+15%/die); timed explosives, such as (supernatural or superscience) are Melee Attack (-30%). Those who grenades, add Delay (variable). likely to deliver toxic damage. Roll attack by emitting an expanding ring Cutting: Cutting attacks nearly against Innate Attack (Beam) to hit of fire, ice, poison, etc. from their always involve blades or shards, which with any kind of beam. body have Area Effect (+50%/level) might be made of bone, glass, ice, Curse or Mental Blast: Damaging and Emanation (-20%) instead, with metal, or any number of other things. supernatural effects that bypass DR damage type depending on the sub- Tiny shards that damage mainly as a might do any kind of damage. Use stance or energy involved. Neither result of their sharpness have No burning for pyrokinetic attacks; requires a roll to hit – but to use an Blunt Trauma (-20%) and No fatigue for nonlethal attacks, with Aura actively calls for an unarmed Knockback (-10%). Cutting attacks are Freezing (+20%) for cryokinesis, melee attack. often carriers for venomous Follow- Missed Sleep (+50%) for a sleep spell, Up attacks. Fatigue: Tranquilizers are the obvi- ous real-world example, and have Cyclic, Onset, and Resistible (all high- ly variable). At higher TLs, sonic and Guns as Innate Attacks electrical stunners become possibili- To simulate a firearm, start with of Piercing Attack equal to its ties. Supernatural options include damage. Adjust Acc using Accurate (+5%/level) or Inaccurate sleep spells and psionic mind blasts. (-5%/level); Range using Increased Range (+10%/level) or Reduced Fatigue is the only damage type that Range (-10%/level); RoF using Rapid Fire (variable); Shots using can have Hazard enhancements (see Limited Use (variable), usually with Fast Reload; and Rcl using Extra p. B104). It can’t harm inanimate Recoil (-10%/level). If using Optional Rule: Malfunction (p. B279), add objects, but with Hazard, the GM may Unreliable (variable) to give the attack a Malf. Realistic guns almost let it affect them – Freezing could cool never have the Variable enhancement. For worked examples, see Built- off a cheeseburger, Suffocation might In Firearms (p. 136). deprive an engine of air, and so on. Impaling: The notes for cutting Ammunition damage apply here as well, but No Innate Attack can also simulate different ammunition: add Armor Knockback isn’t allowed – impaling Divisor (2) (+50%) and make the attack small piercing for armor-pierc- attacks don’t cause knockback in the ing ammo; add Armor Divisor (0.5) (-30%) and change the attack to first place. large piercing for hollow-point; add Armor Divisor (0.5) and Incendiary Piercing: The most common exam- (+10%) for tracer. Specialized ammunition might be non-piercing; e.g., ple is a bullet or bullet-sized projectile. flechettes are impaling. See below for detailed notes on projec- tiles; see Guns as Innate Attacks (box) Other Details to simulate firearms. Considerations such as caliber and cartridge length are “special Toxic: Realistic poisons and dis- effects” (see Special Effects, p. 113). They can matter in play – e.g., when eases have Cyclic, Onset, and forced to reload from captured ammunition – but don’t alter point cost. Resistible (all variable) – but supernat- The same is true of Shots too generous to qualify for Limited Use: the ural death touches, evil eyes, etc. also designer should still give a number. He might not run out in 10-second qualify as toxic, and often lack these firefight . . . but he could run out on a four-day mission. The GM may modifiers. A direct, physical attack require a Shots statistic close to that for a comparable weapon in the that delivers a rad dosage instead of game world. This isn’t a limitation; it’s no different from the GM ruling injury has Radiation (+25%). that someone who tosses fireballs all day gets tired (see Abilities and Exertion, p. 159). Next, define how the attack deliv- ers its damage:

54 BUILDING ABILITIES master who attacks with a deadly touch (toxic). Add Contact Agent (-30%) to attacks that must strike bare skin, Cosmic (+300%) to supernatural attacks that completely circumvent DR, like the Deathtouch spell (p. B245). Make an unarmed melee attack to hit. Venom: Poison on Claws, Teeth, etc. should cause fatigue or toxic dam- age unless it’s very unusual. Such attacks always have Follow-Up (+0%). Make a melee attack to hit with the carrier attack. Finally, if the attack has a chance of causing a baneful effect in addition to injury if it penetrates DR, add Side Effect (variable). This is common for beams that emulate ultra-tech stun- ners, paralysis guns, and so on. If the attack automatically causes weakness or incapacity after inflicting enough injury, enhance it with Symptoms (variable) instead. Fatigue or toxic attacks that represent venom or poi- son gas generally have Symptoms. Alternatives Affliction (p. 39) is a far better Gas: Lethal gases inflict toxic dam- (+50%). Roll against Innate Attack starting point for a completely non- age; nonlethal ones, fatigue damage. (Beam) or (Breath) to hit with liquids lethal attack . . . and the Coma and Fictional breath weapons have Cone that issue from the hand or mouth, Heart Attack enhancements make (variable), but supers and wizards respectively. Affliction a superior “all-or-nothing” who can create gas clouds should take Projectile: Projectiles don’t require lethal attack, too. To punch, kick, or Area Effect (+50%/level) instead. Add modifiers, but are among the few strangle opponents at a distance, buy one of Respiratory Agent (+50%), attacks that are routinely Guided Telekinesis (p. 82). Blood Agent (+100%), or Contact (+50%), Homing (variable), or lobbed Agent (+150%) to any gas attack. Overhead (+30%). They can deliver Powering Up Drifting (+20%) and Persistent (+40%) almost any kind of damage: burning Any power that isn’t completely are useful for lingering gases – and the for fireballs, crushing for stones, nonviolent might have an Innate GM might even allow these with Cone. impaling for ice spears, and so on. Attack. Match both damage type and Use Innate Attack (Breath) to hit with Storms of fire, stones, ice, etc. are means of delivery to the power’s focus a Cone. Area Effects that depend on a common magical and super attacks, and source; see above for many exam- beam, gaze, or projectile use the and have Area Effect (+50%/level) – ples. In all cases, Talent gives a bonus appropriate Innate Attack specialty to with Persistent (+40%) and possibly to hit. hit. Wall (+30% or +60%) if they stay in Liquid: Liquids have Cone (vari- place for some time, and often able) or Jet (+0%); fantasy breath Bombardment (variable). To emulate Insubstantiality weapons with Cone should have firearms, see Guns as Innate Attacks see p. B62 Reduced Range, ¥1/5 (-20%), too. (p. 54). Use Innate Attack (Projectile) Beings largely unaffected by the Acids inflict corrosion damage, while to hit. physical world appear in myth and fic- flaming liquids cause burning dam- Touch: Most natural body weapon- tion at least as often as those that can age; either might be Cyclic (variable), ry is just Claws, Strikers, or Teeth – fly. Paradoxically, most such entities if it sticks to the target. Water jets are but a melee attack that operates inde- can “anchor” themselves to material crushing – often with Double pendently of the user’s ST is an Innate objects as needed, allowing them to Knockback (+20%) and No Wounding Attack with the Melee Attack limita- stand on floors, ride in vehicles, and so (-50%). Poisons inflict either fatigue or tion (variable). Use this option for an on. This is a standard feature of toxic damage, and have one of Blood angel who can summon a sword of Insubstantiality. What the insubstan- Agent (-40% for Jet, +100% for Cone), flame (burning), a robot with a built- tial form looks like, and the things that Contact Agent (-30% for Jet, +150% in force sword (cutting), or a kung fu can impede it, vary with the origin of for Cone), or Respiratory Agent the trait:

BUILDING ABILITIES 55 Dimensional: The traveler trans- ports himself into a dimension paral- lel to the physical world. He looks Jumper (Time) and (World) mainly slightly transparent, as if he weren’t all there. Any place in the ordinary world suit powers concerned with time- or that lacks an equivalent location in the other plane is completely off limits. world-travel, such as Teleportation and Individuals with dimension-traveling foes often build strongholds in such (with Projection) Astral Projection. locales! Divine: This represents the ability to assume a “god form” that can roam when you choose to speak. You’re super-geniuses. Supernatural guid- the mortal world at will. The cleric undetectable to hearing, and need ance (e.g., ESP or divine wisdom) is looks normal except for the addition only make Stealth rolls if there’s a an equally valid interpretation. of something symbolic of his patron; chance you’ll be seen. At the GM’s option, if a skill would normally give useful information in e.g., a wreath of flame, for the Fire New Special Limitations God. He can’t infiltrate places of no or the situation at hand – e.g., No Vertical Move: You can’t disre- Navigation when deciding which way low sanctity, however; see Special gard gravity. You must move across a Rules for Divine Powers (p. 175). to steer, or Tactics in a military stand- horizontal surface, or along a slope off – the user can substitute his level Elemental: The user turns into elec- that wouldn’t require Climbing rolls. tricity or light, or vibrates at a weird with that skill for IQ when rolling for You still weigh nothing, so you don’t this ability. frequency. He becomes a man-shaped leave footprints and can walk on sur- glow, visible shimmering, etc., as faces that wouldn’t support a solid Alternatives befits his element. He can’t penetrate body, such as the surface of a body of Those who can discover facts with- barriers that are proof against his ele- water. -10%. out guesswork should take Blessed ment; e.g., a grounded metal cage Noisy: You aren’t silent. You make (p. 43) or Oracle (p. 65) instead. would exclude an electrical “ghost.” noises equivalent to footfalls when Superscience force fields often block moving and breathing at all times, and New Special Enhancement such Insubstantiality. are no harder to hear than an ordinary Inspired: Your gift is so finely Magical, Psionic, or Spirit: The user human. -5%. honed that any success while using it enters the ethereal, astral, or spirit Projection: Your body doesn’t reveals the best choice out of those realm (these might be the same or become insubstantial. Instead, it falls confronting you. The worst possible quite distinct, depending on the set- unconscious and you step out of it in result on a failure, even a critical fail- ting). His appearance is misty and insubstantial form. Like someone ure, is that you don’t know; the GM ghostly, and possibly luminous or using unmodified Insubstantiality, will never suggest a bad choice. shadowy. Shamans with spirit powers you’re visible and present, making you +100%. often look like beasts. Spells, psi abili- subject to anything that affects insub- Powering Up ties, and sorcerous rituals that stantial entities . . . while your body Intuition is a traditional ability of obstruct spirits also block this ability. remains in the physical world, vulner- shamans, and might stem from spirit Alternatives able to material threats; see Projection powers. It’s also appropriate for ESP Both Clairsentience (Projection, (p. 44). You can’t use spells, psi abili- or any similar information-gathering +140%) and Insubstantiality (Affect ties, etc. in this form unless you also power, and for divine and moral pow- Substantial, +100%; Projection, -50%) take Affect Substantial. -50%. ers – especially with Inspired. Finally, cost 120 points. They’re comparable, Powering Up it could represent the ability to draw but there are important differences. This ability suits almost any kind upon the collective wisdom of others, Notably, Clairsentience gives an invis- of supernatural or elemental power, as making it part of Telepathy. Talent ible form with a 10-yard range limit noted above. With the Projection limi- adds to all IQ or skill rolls to use from the body, while Insubstantiality tation, it’s especially suitable for Astral this ability. gives a visible form with no range Projection. Talent adds to any roll limit. required to “push through” a resistible Invisibility To represent partial solidity, use barrier or use Insubstantiality for a Injury Tolerance (Diffuse) (p. 52) or Power Dodge (see p. 167). see p. B63 Shadow Form (p. 73). To be able to Tales of invisible men – but ironi- pass through just one substance, take cally not The Invisible Man, which Permeation (p. 66). Intuition inspired many of them – usually Insubstantiality doesn’t include see p. B63 assume that Invisibility has invisibility. For that, take Invisibility As the ability to compare the cur- Switchable (+10%) and Can Carry (below), too – possibly with rent situation to past experiences Objects (at least +10%). Remember Substantial Only. Insubstantiality does and make an informed guess, to choose the kind of vision affected. include total silence, though, save Intuition is ideal for Digital Minds and If the GM wishes to allow “total”

56 BUILDING ABILITIES invisibility, he may rule that +100% might even bend light and become Likewise, anything that affects spirits worth of Extended interferes with any truly invisible (a trick called “photoki- affects you. To make the transition, sense that Invisibility could reason- nesis”). The addition of Glamour use the standard rules for Jumper. ably affect. Common variants include: makes Invisibility suitable for chi Each attempt costs 1 FP. Success on powers and Telepathy, too. Talent adds the IQ roll means you shift between Deception: A ninja or telepath who a further bonus to Stealth skill rolls to realms. Failure means you stay in mentally compels others to believe avoid being seen. your current world; you’re at -5 to use they can’t see him has Invisibility to this ability again in the next 10 min- electromagnetic vision with Can Carry utes. Critical failure results are up to Objects, Switchable, and Glamour Jumper the GM . . . you might attract evil spir- (p. 111). Deceivers aware of unusual see p. B64 its, end up adrift between worlds, or senses might interfere with those, too; Use Jumper (Time) for supers and go to the wrong world (e.g., Hell). The add Extended (+20%/type). superscience vehicles that move special modifiers for Jumper (World) Ghost: Ghosts that are invisible to through time by traveling faster than are available to you, although not all mortals have Invisibility to electro- light, weird-science “time machines,” of them are meaningful in every set- magnetic vision with Usually On and so on. Jumper (World) is interdi- ting. 100 points. (+5%) and Substantial Only (-10%). mensional travel for the purpose of Traditionally, ghosts can be seen in visiting alternate timelines. The GM Alternatives mirrors and photographs; they have may add other Jumper advantages. Travelers who “jump” through Visible Reflection (-10%), and can’t For instance: space need Warp (p. 88). Seers who take Affects Machines. receive glimpses of the past, future, or Stealth Technology: A vehicle or spirit world have Psychometry (p. 69), robot that’s invisible to infrared and Precognition (p. 68), or Medium radar – but not the naked eye – has (p. 59), respectively. Neither requires Invisibility to electromagnetic vision Jumper. with Machines Only (-50%). The best Those who assume or send forth a optical camouflage has Affects “spirit form” often have Clairsentience Machines (+50%) instead of Machines (p. 44) or Insubstantiality (p. 55). Only Only, but still suffers from Fringe use Jumper (Spirit), or Jumper (Time) (-10%). Stealthy submarines have or (World) with the Projection modifi- unmodified Invisibility to sonar; the er, for those who truly visit another best add Extended, Magnetic realm or time. Detection (+20%). Switchable is uncommon, as stealth tends to be a New Special Enhancements permanent structural feature. Interplanar: For Jumper (World) or Superscience Cloaking: Space- (Spirit). You can enter higher planes opera “cloaking devices” give of existence – perhaps even the realms Invisibility to electromagnetic vision of the gods. +100% if you can reach with Affects Machines (+50%), these worlds as well as parallel worlds Extended, Scanners (+20%), and (world-jumpers) or spirit worlds (spir- Switchable (+10%). it-jumpers); +0% if you can only reach higher planes. Alternatives Reliable: Your ability is unusually Represent partial invisibility using stable. Each level of this enhancement Chameleon (p. 43). Those who create adds +1 to both the IQ roll to use darkness or smoke in order to hide Jumper and the automatic failure from sight should take Obscure threshold (e.g., Reliable 2 gives +2 to (p. 64). IQ and mean a roll of 16 or more always fails). +5% per +1, to a maxi- New Special Limitation mum of +10. Fringe: Your ability leaves a faint outline or shimmering. It works nor- New Special Limitations mally when you’re standing still, but if Limited Access: For Jumper you move, others can spot you with a (World) or (Spirit). You can only jump Vision-6 roll and target you in combat between two particular worlds – your at only -6 to hit. -10%. home world and one specific parallel, Jumper (Spirit): You can enter and the material world and Hell, etc. The leave the “spirit worlds” in body. In Powering Up size of this limitation depends on how Invisibility is a key ability for Light these realms, you’re a spirit. You can many worlds exist in the setting. If and Darkness powers. Electrokinesis interact normally with the spirits there’s only one, it’s meaningless: -0%. could allow a psi to jam signals and there and use any ability that’s “stan- If there are many, it might be worth become invisible to machines – he dard” for spirits in that world. -20% or more, at the GM’s discretion.

BUILDING ABILITIES 57 Projection: For Jumper (Time) or (World). You travel in mind, not in body. Your body remains at your departure point, unconscious and vul- Heavy Lifting nerable, while your consciousness and supers often lift extreme weights. Vehicles are especially appears at your destination as a visible popular! The following table gives the total ST – basic ST plus Lifting but intangible projection. This form is ST – needed to lift a few items of interest. If using Super-Effort, remem- subject to anything that affects insub- ber to add the enhanced ST bonus to basic ST. stantial beings. See Projection (p. 44) Weight Total Example for other rules. If you have (tons) ST Insubstantiality, you can “reverse” it in 136Small car order to become solid; if you have 250Large car Possession (Spiritual, -20%), you can 579Ship’s anchor possess a resident of the target world. 10 112 Private jet -50% if you can’t affect your destina- 25 177 Fighter jet (loaded) tion at all without Insubstantiality or 50 250 Main battle tank (loaded) Possession; -0% if you can use spells, 100 354 Space shuttle mental abilities, and Maledictions to 500 791 Heavy passenger jet affect your destination while project- 1,000 1,118 Small freighter ing. Sending a physical body to your 5,000 2,500 Frigate destination as usual, but also leaving 10,000 3,536 Light cruiser behind an unconscious body as 50,000 7,906 Battleship described here, is worth -25%. Special Movement: You need to These weights assume a two-handed, overhead lift. For other items, move to use your ability. Limitation total ST required equals the square root of (1,250 ¥ weight in tons). value depends on how stringent the requirements are. If you merely have to walk a few steps and be free of any- thing that restricts movement (like Jumper (Spirit) is appropriate for and gets better from there. Thus, it’s manacles), that’s -10%. If you need to spirit powers – as are other forms of only of value to heroes with a signifi- enter orbit and accelerate past the Jumper, with Projection. With the cant investment in Lifting ST. If the speed of light with expensive advan- Interplanar enhancement, it also suits GM sets a limit when using this modi- tages like Flight (Space Flight, +50%) divine powers. fier, it should be at Lifting ST +8 or with Enhanced Move 27 (Space), Talent adds to the IQ roll required higher. to activate any Jumper advantage. that’s -40%. Super-Effort: You can make truly Special Portal: You need a particu- heroic lifts! Your Lifting ST works as lar sort of “gateway” to use your usual except when you use extra advantage; e.g., a natural cave open- Lifting ST see p. B65 effort. Then ignore the ordinary extra ing, or a sacred stone circle on a effort rules. Instead, find your Lifting Lifting ST is realistic for beasts of moonlit night. Limitation value ST level in the Size column of the Size burden (e.g., horses and mules) and depends on the rarity of the required and Speed/Range Table (p. B550), read slow-but-powerful machinery – cargo- portal. “Any reflective surface” is across to the Linear Measurement col- handling exoskeletons, tugboats, etc. -20%, as is a relatively common geo- umn, and use that number as your ST Comic-book supers are often capable graphic feature. If a summoning ritual bonus for the lift. For instance, Lifting of extreme lifts; see the Super-Effort that specifically names you creates a ST +20 gives +5,000 ST. This costs 1 enhancement (below) for a way to “channel” that lets you jump into the FP per lift. Once you’ve made the lift, handle this. presence of your summoner – but use Abilities and Exertion (p. 159) for nowhere else – that’s -60%. One specif- Alternatives ongoing FP costs. Walking around ic spot at a certain time of the year is Lifting ST only augments basic ST with or pulling the weight counts as -80%. for lifting, pushing, etc. – and for grap- “intensive use” (1 FP/minute); just Powering Up pling and choking in combat. To holding it up is “long-term use” (1 Jumper (Time) and (World) mainly increase damage with melee weapons, FP/hour). You can’t take Reduced suit powers concerned with time- or take Striking ST (p. 78). Those who Fatigue Cost to eliminate these costs world-travel, such as Teleportation want all of these benefits and more HP unless you also add Cosmic (+50%). and (with Projection) Astral should just improve their ST. Super-Effort never benefits chokes or grapples. +400%. Projection. Just about any power that New Special Enhancement grants faster-than-light levels of This optional enhancement is Powering Up Enhanced Move (Space) could justify intended for demigods and supers. Lifting ST could belong to a biolog- Jumper (Time) with the Special With it, Lifting ST becomes more effi- ical body-control power or a matter- Movement limitation, though. cient than usual after eight levels . . . control power that affects mass or

58 BUILDING ABILITIES density. Divine and chi powers might request two rerolls for any die roll nonmagical settings. Of course, Mana use Lifting ST – perhaps with Costs made in your presence – not just your Damper is only worthwhile if magic Fatigue or Super-Effort – for the abili- rolls – and choose the one you prefer. exists, and Mana Enhancer is chiefly ty to perform “heroic feats.” It isn’t enough for you, the player to of use to those who cast spells. Talent modifies Will and HT rolls see the dice roll; your character must Those with potent magical gifts for extra effort and to avoid self- witness the action you wish to influ- might be able to adjust the mana level inflicted injury while lifting. ence. Normal usage limits still apply. either way. The GM should require The Active limitation is common but those who want Mana Damper and not required. +100%. Mana Enhancer to take the Luck Switchable special enhancement see p. B66 Powering Up (+100%) on both traits – and Variable For the fictional protagonist, Luck Luck is a traditional gift from oth- (+5%), if either trait can alter the is usually a “meta-advantage” – a erworldly guardians, making it suit- ambient mana by more than one level. deliberate effort by the storyteller to able for divine and spirit powers. With This is expensive because it’s power- give him the benefit of the doubt at Active or Wishing, it might instead be ful: if the user has Magery, he can ele- every turn of the plot. It’s rarely an part of a probability-control power; vate the mana level when casting active ability known to him and this could have almost any source, but spells . . . and then lower it to neutral- acknowledged by his companions. is commonly associated with psi in fic- ize enemy magic. Still, heroes who are conscious of tion. Talent gives a bonus to any die their luck do exist in fiction, especially roll influence by Luck – but only if that Alternatives in the comics. use of Luck is declared in advance. Compare Mana Damper to Neutralize (p. 97) and Static (p. 98) Alternatives against magical powers. A high level Use Daredevil (p. B47) for those Mana Damper and of Magic Resistance (p. B67) is cheap- whose “luck” depends on risk-taking, Mana Enhancer er than either, but also less capable. Serendipity (p. 73) for heroes whose see pp. B67-68 New Special Enhancement luck takes the form of coincidence Neither “mana level” nor the abili- rather than good odds, and Super Discriminatory: You and any allies ty to alter it is a traditional concept – in your area of effect enjoy the best Luck (p. 80) for masters of probability but in game-mechanical terms, a high manipulation. mana level your ability can provide – level of Mana Damper is superior highest if casting spells, lowest if New Special Enhancement to Magic Resistance for magic- resisting them – while enemies in Wishing: You can consciously resistant fantasy denizens, while the area suffer the worst level you can manipulate probability. You may Mana Enhancer can explain lone generate. This modifier includes wizards and dragons in prevalently Switchable, and replaces the Selective Area enhancement for Mana Damper and Mana Enhancer. +150%. Powering Up These advantages rarely suit powers other than magical ones. Exceptions might be the divine power granted by a god of magic, or a specialized psionic power that manipulates mana fields. Talent applies mainly to Power Block attempts (see p. 168).

Medium see p. B68 Medium is the ability to sense the presence of and speak with nearby unbound spirits (ghosts, “wild” ele- mentals, etc.) – not spirits of the living or spirits bound to objects. It also works on “spirits of place,” but only within the spirit-inhabited area. At the GM’s option, variant forms might instead let the user speak with resi- dents of the dream world, parallel uni- verses, or cyberspace. Each form is a separate Medium advantage.

BUILDING ABILITIES 59 Alternatives New Special Limitations (p. B50) for those who don’t bleed, To grasp the motivations of spirits In many settings, Medium requires breathe, or eat at all. If all that matters and improve your odds of persuading a ritual or séance to use. If so, add is a HT bonus, Resistant (p. 71) is a them, take Spirit Empathy (p. B88). Preparation Required (p. B114). better deal. Use Detect (Spirits) [10] to sense the Another common limitation: New Special Enhancement presence of spirits that are bound, Specialized: Your ability only works Mastery: You can make precise possessing someone, or too distant to with one specific class of spirits. adjustments to your metabolism and speak with. To see spirits more than a Possibilities include angels, demons, body chemistry instantly, helping you yard away – even those with whom elementals, faerie creatures, and cope with even extreme or unexpected you aren’t communicating – buy a ghosts. -50%. stresses. As long as you’re conscious, suitable form of See Invisible (p. 72). add your level of Metabolism Control None of these traits lets you speak Powering Up to any HT roll. +40%. with spirits. Medium is appropriate for any If you can force spirits to become supernatural power, but especially Powering Up visible or solid against their will, buy spirit powers and ESP. Talent adds to This ability best suits biological, an Affliction (p. 39) that cancels all IQ or skill rolls made to perceive or chi, and psi powers – especially Body Invisibility or Insubstantiality via understand spirits. Control and Healing. Talent adds to Negated Advantage. If this only affects HT in the Quick Contest to feign death spirits, or certain kinds of spirits, add and for any similar feat the GM an Accessibility limitation. Metabolism Control allows. If spirits simply possess you in see p. B68 order to speak with others, that’s The ability to control involuntary Channeling (p. 43). bodily functions is a classic shtick of Microscopic Vision see p. B68 New Special Enhancements kung fu masters and yogi, not to men- tion supers and aliens modeled after Microscopic Vision is most com- Manifestation: Your presence them. It needn’t have mystical over- mon among robots and crimefighting makes it easier for spirits to become tones, though – genetic engineering or supers. It lets those who have it do fine visible, if they wish. As long as they’re implants might give this advantage to work or gather microscopic evidence within a yard of you, those with the a modified human or cyborg. without any equipment penalty for Spirit meta-trait (p. B263) needn’t pay At the GM’s option, Metabolism being without a magnifying lens. the 1 FP per second demanded by the Control lets the user feign afflictions: Supers sometimes add Ranged Usually On limitation on their disease, drug reactions, heart attack, (+40%), which makes it possible to Invisibility. +100%. etc. To discover the ruse, witnesses distinguish minute detail on distant Universal: You can communicate must win a Quick Contest of objects. This ability works at full with any spirit you can sense with Diagnosis vs. the user’s HT + magnification out to 1/2D range (10 Medium, even those with whom you Metabolism Control. yards) and at 1/3 that out to Max range don’t share a language. +50%. (100 yards). Make two Vision rolls: Visual: You can see spirits while Alternatives one to spot the object, one to see communicating with them, even if Consider Injury Tolerance (No minute details. they would normally be invisible. Blood) (p. B61), Doesn’t Breathe Use a combination of Blindness +50%. (p. B49), or Doesn’t Eat or Drink (p. B124) and Microscopic Vision for someone who can see tiny details at point-blank range, but not distant objects or the normal-sized world. I see dead people . . . walking Powering Up Like any vision advantage, around like regular people. They Microscopic Vision suits Light power and possibly ESP. Supers with size- don’t see each other. They only see control powers might have this ability alongside Shrinking. Talent adds to all what they want to see. They don’t Vision rolls for this ability. know they’re dead. Mimicry see p. B68 – Cole Sear, This trait is typical of parrots, dop- pelgangers, robot assassins, and other The Sixth Sense beings that are physiologically or tech- nologically adapted to emulate sounds and voices. It’s up to the GM whether

60 BUILDING ABILITIES it can emulate the “voiceprints” that high-tech security systems use to verify identity. Alternatives I can kill you with my brain. Mimicry can imitate but not com- municate with animals – use Speak – River Tam, Firefly With Animals (p. 77) for that. Mimicry can’t produce inaudibly low- or high- frequency sounds unless the user also has Subsonic Speech (p. B89) or Agent (-40%), Independent (+70%), so incapacitating you changes noth- Ultrasonic Speech (p. B94). and Onset (1 minute or 1 hour) (-10% ing. Second, since your attention isn’t Ordinary human mimics have or -20%). If anyone can command the divided, each contact is separate Mimicry skill (p. B210). The GM may subject, add the Puppet limitation from all others; there’s no -1 per permit those who have that skill to use (-40%). slave, and critical failure with one the higher of it or IQ when rolling to Pheromones: The user exudes an victim doesn’t free the rest. +70%. use this advantage. invisible chemical cloud that inspires attraction in those exposed to it. New Special Limitations New Special Enhancement Victims must be within two yards and Emotion Control: You can’t control Voice Library: You never forget any breathe the gas – this ability doesn’t the subject’s actions, just his feelings. sound or voice you’ve successfully work by touch or sight. The controller For some guidelines on what’s possi- mimicked. It’s the player’s job to main- can only command one subject per ble, see the Sway Emotions skill tain this list. To recall a sample, take a second, at the usual -1 per subject (p. B192). Emotion Control is mutual- Concentrate maneuver and make an after the first. Add Area Effect 1 ly exclusive with Conditioning Only IQ roll. +50%. (+50%), Emanation (-20%), and and Suggestion. -50%. Suggestion: You can’t command the Powering Up Scent-Based (-20%). Accessibility (Only on opposite sex) (-20%) and subject to take specific actions – you Mimicry fits elemental Sound/- Emotion Control (-50%) are likely but can only suggest a general course of Vibration power and most body- not required. action. Effects are as for Suggest skill alteration powers. It’s also a Vibrations: The controller emits (p. B191). Suggestion is mutually likely ability for powers pertaining to vibrations that influence emotions. exclusive with Conditioning Only and animals or illusions. Talent adds to IQ Add Emotion Control (-50%), with Emotion Control. -40%. rolls to duplicate sounds or imitate Based on HT (+20%) for inaudible voices. Powering Up vibrations or Hearing-Based (-20%) Mind Control is appropriate for for audible sounds (common for fan- many supernatural powers, especially Mind Control tasy bards and mythic sirens). Telepathy. In addition, hypnotism is see p. B68 Alternatives common for chi powers, pheromones attributes the ability to Extreme levels of Charisma fit biological and chemical powers, control minds to a great many super- (p. B41) can often achieve similar and vibrations suit Sound/Vibration natural entities, including demons, effects. The ability to turn others into power. With Cybernetic Only (p. B70), nymphs, vampires, and deities. This is Allies over the long term is Dominance Mind Control even allows control over likely a diplomatic scrim over the real- (p. B50), while that of entering the computers (“cyberpsi”) – the definitive ities of insanity or criminality . . . but subject’s mind and operating his body Machine Telepathy ability. Talent adds the tales could be true in a fantasy or directly is Possession (p. 67). to IQ rolls to use the ability in all horror setting. Most innate gifts use cases. unmodified Mind Control. Add New Special Enhancement Telepathic (-10%) if the influence is Independent: Your Mind Control psionic. A few alternatives: doesn’t require ongoing attention. If Mind Probe and it works, you’re free to do other Mind Reading Cinematic Hypnotism: The con- things. You must still concentrate to troller must lock eyes with his victim see p. B69 initiate control, but you can’t claim These closely related advantages and hypnotize him in order to give the +2 or +4 for lengthy concentra- commands. This calls for Vision- feature prominently in fantasy, horror, tion. If the victim fails to resist, con- and science fiction – typically as Based (-20%). Suggestion (-40%) is trol persists for one minute per point common. psionic or magical gifts. Mind by which he lost the Quick Contest; Reading is the basic “receive” ability Drugs: The attacker uses a drug to you can’t maintain it indefinitely by make his victim suggestible. This common to telepaths, regardless of concentrating. These drawbacks are origin. Mind Probe is a deep scan or requires a bite, kiss, or more intimate minor next to the benefits. First, only contact. Some time after exposure, the mind-meld; in many ways, it’s a high- an attempt to force the subject to act er level of Mind Reading, and the GM subject gets a HT-based resistance roll. against his principles can break con- Add Based on HT (+20%), Blood might elect to make Mind Reading a trol; you’re “out of the loop” already, prerequisite.

BUILDING ABILITIES 61 Both traits are open to interpreta- Mind Shield magic (e.g., Telepathy or Mind Control tion as interrogation under truth see p. B70 spells) is -75%. drugs; see the notes under Mind Control (above) for modifiers and Mental shields are “in genre” for Powering Up details. If the subject must vocalize psis, shamans, wizards, martial Mind Shield is a traditional part of his reply, add Accessibility, Must hear artists, and others with training at Telepathy, extremely appropriate for subject, -20%. gathering inner strength to ward off chi and spirit powers, and often avail- psychic incursions. In worlds where able for divine, magical, and moral Alternatives mental powers are commonplace, powers, too. Active use of a mental Use Empathy (see Empathy anyone might be able to build up a shield to block a mental attack shows Advantages, p. 48) to “read” emotions Mind Shield (GM’s decision). up frequently in fiction. The GM instead of thoughts. To send In settings with many different should consider allowing Power Block thoughts, take Telesend (see Telecom- supernatural powers and abilities, the (see p. 168) for Mind Shield even if he munication, p. 81). GM should let Mind Shield add to IQ, doesn’t permit it for other abilities. Mind Control can also reveal a sub- Will, and Perception for the purpose Talent adds to all such attempts. ject’s thoughts: just command him to of resisting any paranormal influence tell you everything he knows. Of – including advantages with the course, this is significantly less subtle. Glamour limitation (p. 11). For less Modular Abilities sweeping protection, add Limited see p. B71 New Special Enhancements (below). Many fictional characters can do Invasive: Mind Probe only. Your With the Cybernetic limitation almost anything . . . but not everything probe works like a mental invasion, (-50%), Mind Shield represents “hard- at once. This is what Modular Abilities not an interrogation. If you win the ened” computer security for Digital exist to simulate. Each type suits a Quick Contest, you’re inside your sub- Minds. Cybernetic is a specific exam- particular class of hero: ject’s mental defenses and free to pil- ple of Limited; don’t take both. lage his memories. You’re still limited Chip Slots: Use this for cyborgs to one question per second, but each Alternatives with removable hardware. This usual- answer requires an uncontested roll Magic Resistance (p. B67) and cer- ly means “skill chips,” but with the against IQ, Interrogation, Psychology tain varieties of Resistant (p. 71) pro- Physical enhancement, sockets for – or Dreaming, if the subject is sleep- tect against many of the same things standardized equipment modules – ing. +75%. that Mind Shield does. Static (p. 98) “Gadget Slots” – are an option. Add Memory Bank: Mind Probe only. is a superior defense, but prevents Limited if these sockets can only You can store a detailed “snapshot” of the user from having other psychic accept a specific type of equipment. the subject’s mind. This requires the abilities. Computer Brain: This is for AIs and usual Quick Contest, but takes an People who have studied “mental cyborgs with implanted computers, hour. A later IQ roll lets you recall self-defense” might have the skills who download programs instead of information the subject knew when Mental Strength (p. B209) and Mind plugging them in. The Physical last probed (just as if you were prob- Block (p. B210) instead of Mind enhancement rarely makes sense, but ing him) or his personality (eliminat- Shield. the Virtual limitation is common and ing penalties to impersonate him with definitely allowed for those who can Acting). You can delete a snapshot at New Special Limitation only use their abilities online or in any time. +100% if you can store a Limited: Your Mind Shield only “cyberspace.” number of snapshots equal to IQ; works against certain mental attacks. Cosmic Power: Ideal for gods and +150% for unlimited capacity. An entire power source (e.g., divine, supers! The Physical enhancement is Multiple Contacts: Mind Reading magical, psionic, or spirit) is -50%; a common. Use Limited to confine gods only. You can maintain channels to specific focus, power, or college of to a “sphere of influence” or restrict several minds at once. Roll at a cumu- lative -1 per contact after the first. You can switch between established con- tacts without rolling, but you must focus on one contact at a time to read Modular Abilities in Play Reconfiguring Modular Abilities can slow down the game. To pre- minds. In combat, choose whose mind vent this, the GM should encourage players to work out and list favorite you’re reading each turn. +50%. abilities before play begins. To speed things up further, the GM may rule Powering Up that some tasks require a minimum number of points in Modular Mind Probe and Mind Reading are Abilities, stipulate that the user be able to add mental, physical, or social classic psionic abilities associated abilities, but stop short of naming specific traits; e.g., “This task requires with Telepathy (or Machine Telepathy, 40 points in physical abilities.” Anyone whose Modular Abilities are up with the Cybernetic Only limitation), to the challenge can perform such a task – although this might still but any supernatural power might require a success roll. offer them. Talent adds to IQ and skill rolls made to use either.

62 BUILDING ABILITIES advantages only; +50% for any mental or social ability. To add any ability, combine Social, +50% with Physical, +100%; other combinations are forbidden. New Special Limitations Many fictional users of Modular Abilities require supreme concentra- tion and effort to rearrange their abil- ities. Represent this using Costs Fatigue, Requires (Attribute) Roll (p. 112), and Takes Extra Time. It is acceptable to fill Modular Abilities slots with advantages that have limitations. These limitations can only duplicate those on Modular Abilities if they represent a different set of drawbacks. For instance, if your Modular Abilities have Costs Fatigue, you can add an Innate Attack with Costs Fatigue, because a FP cost for rearranging points isn’t the same limi- tation as a FP cost for attacking. If your Modular Abilities have Environmental, though, none of the advantages they grant can claim this limitation. One special limitation is particular- ly important for Modular Abilities: supers to an element. If they shape Reallocating points requires at least a existing matter or energy, and second of prayer per character point. Limited: You can only acquire a are powerless without it, add Cost per slot: 6 points base + 4 points specific subset of traits. Most such Environmental (p. 110) instead. per point of abilities. restrictions fall into one of two broad Super-Memorization: This suits categories. wizards and cinematic geniuses. Alternatives Your Modular Abilities might be Physical is rarely appropriate, as few Heroes who can manipulate a par- focus-limited, meaning you can only physical advantages are “memorized.” ticular element precisely enough to add traits that you could logically sim- Limited frequently restricts use to generate a wide variety of effects that ulate by shaping or controlling a par- spells, , or specific classes of don’t emulate other advantages have ticular focus. For instance, Limited, skills. Control (p. 90) and/or Create (p. 92). Fire would allow Burning Attacks, DR Those who can become anything have that blocks physical projectiles (by The GM may invent other forms. Morph (p. 74). And those who simply vaporizing them), Temperature Set the per-slot cost to reflect the do things without acquiring abilities Control, etc. – but not Fangs or scope of available traits: 4 points for a have Wild Talent (p. 89). Parabolic Hearing. Limitation value short list, 5 points for a lengthy cata- Modular Abilities are expensive – depends on the degree of restriction: log, 6 points for nearly anything, and 7 even with limitations – because they’re points for anything. Cost per point in so flexible. Those with a small number A highly versatile focus that a slot should be 2 points if rearranging of related, mutually exclusive abilities amounts to a special effect; e.g., green points is costly, slow, and subject to should see Alternative Abilities (p. 11) force fields or motion: -5%. external interference; 3 points if just for a more affordable option. Any ordinary variety of matter or two of those; 4 points if only one of energy; e.g., electricity, fire, light, those; and 5 points if none of those. New Special Enhancement sound, or water: -10%. For example: Social: You can add social advan- Anything more specialized; e.g., tages. Work out how you do this with spider webs: -15%. Divine Inspiration: Your abilities the GM. If you somehow alter records, are minor wishes granted by a Higher the GM may limit available traits Most focus-limited Modular Power. You can request nearly any to Alternate Identity, Clerical Invest- Abilities have Physical, +50% (“physi- ability at any time (add Physical or ment, Independent Income, Legal cal advantages only”). The GM can Social to have more options). Enforcement Powers, Legal make exceptions, but these should be However, your deity – as played by the Immunity, Rank, Security Clearance, rare – few forms of matter or energy GM – occasionally overrules you. Tenure, and Zeroed. +0% for social can be shaped into mental advantages or skills.

BUILDING ABILITIES 63 Those with Environmental (p. 110) can’t claim Limited for the same con- ditions; this is built into the value of Penalties for Obscure also apply to Environmental. For example, if Green Thumb’s Cosmic Power only allows any form of Telecommunication that him to control vegetation – a -40% Environmental limitation – he can’t uses the same type of signal as the also claim -15% for Limited. The fact that he manipulates plants automati- blocked senses. cally limits him to advantages that plant control can emulate. Modular Abilities can also be trait- a subclass of mental traits, while those Detect: An effect that actively jams limited, meaning you can only add a without Physical can’t restrict them- a specialized sensor should have specific subset of traits related by selves to a group of physical traits. Obscure against the equivalent Detect. function rather than focus: Focus- and trait-limited aren’t For instance, Obscure (Detect mutually exclusive. For instance, Magnetic Fields) would work against Advantages Only or Skills Only super-gadgeteers often combine the magnetic anomaly detectors. Other (includes techniques): -10%. two. They’re focus-limited to super- forms of Obscure might affect super- A broad class of advantages (e.g., science gadgets (-5%); the focus they natural versions of Detect – imagine a Attacks Only or Body Parts Only) or manipulate is “available spare parts.” demon with Obscure (Detect Evil)! skills (e.g., Spells Only or They’re also trait-limited: “Advantages Divination: Obscure (Divination) is Technological Skills Only), or only With Gadget Limitations Only” legitimate, and affects all attempts to being able to add points to abilities (-20%). This requires Physical, +50%, gather facts from within the area you already have: -20%. and often comes with a high level of through such means as Information A medium-sized class of related Preparation Required to reflect time spells and Psychometry. Use Obscure abilities (e.g., Combat Skills Only or in the workshop. (Clairsentience) to disrupt remote Social Skills Only), a subset of a broad viewing. class (e.g., Senses Only or Fire Spells Powering Up Hearing: This might represent a Only), or all forms of a flexible, power- Modular Abilities suit capable magical stealth spell, white noise, or ful advantage (e.g., Afflictions Only or users of any power. Add Limited (or ultra-tech sound cancellation. Regular Innate Attacks Only): -30%. Environmental) and Physical as need- hearing, Subsonic Hearing, Ultrasonic A subset of a medium-sized class ed to restrict them to the types of abil- Hearing, Sonar, and Vibration Sense (e.g., Unarmed Combat Techniques ities normally allowed for the power. are all “related” for the purpose Only or Vision Advantages Only), or Apply the power modifier to the of the Extended enhancement. one specific form of a flexible, power- Modular Abilities themselves but not Obscure (Subsonic Hearing) and ful advantage that’s easy to customize the traits they’re rearranged into (Ultrahearing) suffice to evade geo- with modifiers (e.g., Toxic Attacks (doing both is double-counting). phones and ultrasonic motion detec- Only, which can simulate most dis- Talent adds to all rolls to use any of the tors, respectively. Discriminatory eases and poisons): -40%. advantages granted by Modular Hearing, Parabolic Hearing, and so on One specific trait that allows spe- Abilities. aren’t unique senses; they merely cialization but not modification (e.g., make hearing more useful. Those who Languages Only, which doesn’t let you Obscure have such traits have no special ability break ciphers, read encoded data, or to ignore Obscure. grasp concepts simply by learning the see p. B72 Scanning Sense: Treat Radar and words for them), or one flexible Obscure is a flexible advantage that Imaging Radar as the same sense for advantage subject to restrictive modi- can represent many fictional abilities – the purpose of Obscure. Other fiers (e.g., Only Afflictions with Based some of which are unobvious by Scanning Senses require separate ver- on Will and Malediction 1, or Only design. When customizing Obscure, sions of Obscure. These varieties of Allies with Minion and Summonable): the first step is to specify what senses Obscure nearly always represent jam- -50%. it affects, and how: ming of some kind. For the purpose of the Extended enhancement, Ladar is Mental Only, Physical Only, and Clairsentience: Obscure usually related to all kinds of vision, while Social Only aren’t allowed. Modular blocks one sense, whether the observ- Sonar is related to Vibration Sense Abilities are always limited to mental er examines the affected area in per- and all types of hearing. In most set- traits without Physical or Social. Take son or remotely. A supernatural or tings, Para-Radar is related to Physical, +50% if restricted to physical superscience “anti-power” might Clairsentience and Detect. advantages, or Social, +0% if restrict- specifically prevent all remote sensing Vision: This could be darkness, ed to social ones. The presence or without affecting any mundane sens- blinding light, fog, smoke, or a magi- absence of Physical and Social does es. Obscure (Clairsentience) often has cal blurring spell. Regular vision, affect the permissible forms of Extended for Detect, Divination, or Infravision, Ultravision, and Ladar are Limited, however. For instance, those Para-Radar (+20% each) and Limited, all “related” for the purpose of the with Physical can’t limit themselves to Psi (-20%).

64 BUILDING ABILITIES Extended enhancement. Obscure Effect, Emanation, and Sense-Based, New Special Enhancement (Infravision) also interferes with heat- this simulates a deafening noise, Inspired: You’re extremely gifted. seeking missiles and infrared motion blinding flash, etc. better than Any successful interpretation roll pro- detectors. Microscopic and Telescopic Obscure. vides you with specific information, Vision, Peripheral Vision, etc. aren’t Those who can block senses with and a critical success brings you an unique senses; they just make vision images – physical or mental – should unambiguous vision of the truth. more useful. Those with such advan- take Illusion (p. 94). +100%. tages have no special ability to ignore Obscure. New Special Limitation Powering Up Limited: You can only block a sense Oracle is ideal for divine, moral, Penalties for Obscure also apply to that occurs as part of a power. An and spirit powers that involve other- any form of Telecommunication entire power source (e.g., magical or worldly guidance. It also suits some (p. 81) that uses the same type of sig- psionic) is -20%; a specific power (e.g., interpretations of ESP. Talent influ- nal as the blocked senses, if the sender ESP or Telepathy) is -40%. ences both the Sense roll to spot or receiver is inside the area of effect. Powering Up omens and the IQ roll to gain insight Infrared Communication works like from them. Infravision, Laser Communication Obscure suits nearly any power works like Ladar, Radio works like that isn’t completely internal. Most Radar, and so on. It’s up to the GM elemental powers can create clouds or whether Telesend works like Para- fields of their element to block senses Radar. (e.g., Heat/Fire power might produce By default, Obscure is a detectable “hot smoke” to impede vision and jamming field (e.g., darkness, elec- Infravision), supernatural powers fre- tronic noise, or white noise) or cloud quently include the capability to hide (anti-laser aerosol, radar-defeating from related powers (e.g., Obscure chaff, smoke, etc.) around the user. (Clairsentience), for Antipsi power), Without special modifiers, it impedes and so on. Talent benefits Power Block signals crossing it in either direction. attempts (see p. 168) and adds to rolls There are two common exceptions to to hit with Ranged abilities. these assumptions: Stealth Field: A subtle effect that Oracle prevents detection of the user and the see p. B72 field itself is standard for magic and Reading omens – be they hidden psionics, and common for super- wisdom from the gods, signs from the science cloaking. This requires spirit world, or “natural” phenomena Stealthy (+100%). Supernatural ver- in a magical world – is a practice tra- sions rarely inconvenience the user, ditionally associated with mysticism. and also have Defensive (+50%). Ultra- An interesting variant sometimes tech devices generally block the user’s appears in science fiction, however: sensors, too. Weapon: Many supers and vehi- Oracle (Digital): You can analyze cles shoot beams or projectiles that “live” data – the Internet, news feeds, cause these effects at a distance; e.g., etc. – and spot items of hidden mun- flares for Obscure (Infravision) or dane significance. Roll against smoke bombs for Obscure (Vision). Research skill for discovery and Give such abilities Ranged (+50%). Analysis skill for interpre- Don’t add Stealthy to anything that’s tation. To use this ability, you must supposed to work as a decoy or have access to prodigious quantities of Patrons distraction. unprocessed data. This trait is espe- cially appropriate for AIs and other see p. B72 Alternatives Digital Minds. 15 points. A Patron with the Highly Obscure creates an effect within Accessible enhancement might repre- which anyone could hide. A hero who Alternatives sent the supernatural ability to call makes only himself less detectable has Oracle provides answers to upon a deity or powerful spirit for aid. Cameleon (p. 43), Invisibility (p. 56), unknown questions . . . not all of If so, Special Abilities and Minimal or Silence (p. 76). which are about things to come. Use Intervention might also be appropri- An Affliction (p. 39) with an Blessed (p. 43) to get direct answers to ate. Limitations such as Accessibility, enhancement such as Disadvantage specific questions, Precognition Costs Fatigue, and Preparation (Deafness) or Negated Advantage (p. 68) to see the future. To spot hid- Required are reasonable, too, if con- (Infravision) can knock out someone den conspiratorial activity, take tacting the Patron involves a spell-like else’s senses. Combined with Area Illuminated (p. B60). ritual.

BUILDING ABILITIES 65 Alternatives is irrelevant. For instance, Penetrating would buy Accessory, a super could The favor of a higher power might Vision 1 can look through six 1” walls spend a point for the ability to illumi- manifest indirectly as Luck (p. 59), as easily one 6” wall, and these can be nate his immediate vicinity. Piling lim- Serendipity (p. 73), or Super Luck any distance apart – but a large total itations onto full-fledged advantages is (p. 80). To represent otherworldly distance would still give a Vision overkill in such situations – imagine knowledge, use Blessed (p. 43) or penalty. trying to build that illumination abili- Oracle (p. 65). ty from Control (Light) or Illusion. Alternatives The GM should forbid perks or uses of Powering Up To see inside things as opposed to perks that do duplicate full-blown Only divine and spirit powers are through them, take Clairsentience advantages, of course. likely to have Patrons as abilities. (p. 44). For realistic X-ray or T-ray Talent doesn’t add to appearance rolls, vision, use Scanning Sense (p. 72) – Powering Up but does add to Influence and reaction not Clairsentience or Penetrating Any power might (and perhaps rolls made to sway the Patron. This Vision. should) include perks, but because perks can’t have enhancements or lim- can be extremely useful for Patrons Powering Up bought with Minimal Intervention. itations, they don’t receive the power Penetrating Vision is reasonable modifier. This means that there’s no for ESP, and for elemental powers that discount for the fact that anything that Penetrating Vision deal with cinematic radiation. An ele- disables the power knocks out the see p. B74 mental power that focuses on one par- perk. On the other hand, powered ticular kind of matter might offer No realistic sense would enable the heroes can justify perks unavailable to Penetrating Vision with the Specific user to receive light from behind a others, and get the benefit of Talent on modifier for that substance. Talent solid barrier, allowing him to see col- any die rolls required. gives no Vision bonus, but adds to ors and use his other visual capabili- comprehension rolls (against IQ or ties. This violates the laws of physics. skills) to figure out the relative place- Nevertheless, espers, supers, and Permeation ment of multiple items and barriers. superscience sensors from comics and see p. B75 space-opera tales often possess exactly Permeation accounts for the tradi- this capability. Perks tional ability of otherwise-tangible nature spirits to pass through moun- Penetrating Vision can look see p. B100 through multiple objects with a total tains, trees, and so on with ease. Perks are a good way to handle thickness no greater than its penetrat- Supers with elemental powers truly trivial abilities. For instance, just ing power. Distance has its usual often possess similar capabilities – as as a robot with a built-in flashlight effects, but the spacing of the barriers do fiendish fantasy monsters that step out of dungeon walls to eat adventurers! Permeation is normally associated with a particular class of materials. If the GM wishes, though, he can permit a further class – “Everything” – that lets the user walk through any solid substance. This costs 80 points. Alternatives Those who have Injury Tolerance (Diffuse) (p. 52) modified with Infiltration can seep through porous obstacles. Users of Insubstantiality (p. 55) are intangible, and can pass through anything. To burrow through barriers physically, take Tunneling (p. 85). New Special Enhancements Extended: You can pass through multiple, similar materials. Buy the most expensive one at full price. Each additional, related substance is +20%. For instance, someone with Permeation (Stone) could add Extended, Earth and Metal for +40%.

66 BUILDING ABILITIES Meld 1: You can become one with Possession countermeasures equivalent to exor- the things you permeate, like a dryad see p. B75 cism. The GM may also let those with merging with her tree. This works Spiritual possess inanimate objects only on discrete objects – a tree (not a Possession can represent any abili- (e.g., statues), which resist with HT – forest), a mountain (not a planet), ty to “take over” people or objects. A although this is only useful if the pos- etc. Once melded, you can use your few notes to supplement those in the sessor has Telekinesis with Animation senses from or step out of the object Basic Set: to animate his new vessel. at any point along its interior or exte- Magical Possession: Some unpleas- Technological Possession: There’s rior surfaces, and can breathe if any ant horror and fantasy monsters use no unique type of superscience part of it is touching air. Take a magic to take over unwary victims . . . Possession. Digital (-40%) works for Ready maneuver to shift viewpoints who inevitably turn on their compan- Digital Minds that can possess com- or exit the object. If the object takes ions. This calls for the Magical special puters; Chronic (+20%) is extremely damage, it affects you proportional- limitation (-10%), which is identical to common in this case, and represents ly; e.g., 10 HP of injury to a 100 HP the Magical power modifier (p. 27). rewriting the target’s software. tree results in a 1 HP wound for a 10 Some of these creatures jump from Those who can “teleoperate” others HP man. Being part of something body to body, but most stay in their through surgical implants should larger than you also blunts own body and “use” their victims take Telecontrol (+50%), Mindlink Afflictions: add the difference remotely via Telecontrol (+50% or Required (-40%), and No Memory between its SM and yours to your +100%). Access (-10%), and must have resistance roll. If you have attacks Parasitic Possession: Body-snatch- Mindlink (p. B70) with the that affect those touching or stand- ing aliens are a staple of science fic- Telecommunication limitation. ing near you, like Emanations, tion. All such beings have the Parasitic Alternatives they’re “spread thin” if you merge limitation (-60%); more “realistic” The ability to command the subject with a large object: scale down dam- ones also have Specialized. Some ter- without taking over his body is Mind age in proportion to HP (to 1/10 nor- rifying creatures have Assimilation Control (p. 61) – or Dominance mal, in the above example), and add (+10%), too – possibly with Full (p. B50), if it results in permanent the difference between the object’s Memory Access (+10%). With access Allies. SM and your own to rolls to resist to the skills of all previous victims, your Afflictions. You can’t control the they’re formidable foes. It’s equally New Special Enhancements items you meld with; get Possession creepy when the host exhibits the Full Memory Access: You can freely for that. +150%. invader’s mannerisms but none of his access the memories of a sentient host Meld 2: As Meld 1, but works own. For that, use No Memory Access at any time. To recall a specific fact even on distributed objects. With (-10%) instead. from the subject’s memories requires a Permeation (Earth), you could meld Psionic Possession: Telepaths capa- straight IQ roll, at no penalty for the with the ground at your feet to cross ble of Possession require the time since takeover. Furthermore, if the entire planet in the blink of an eye; Telepathic power modifier (-10%). you also have Assimilation, you can with Permeation (Wood), you could Most fictional psis don’t move from learn the victim’s IQ-, Will-, and meld with a forest to traverse it body to body, but manipulate victims Perception-based skills. +10%. instantly or spy on events within. remotely via Telecontrol (+50% or Telecontrol 2: As Telecontrol, but +300%. +100%). A few do swap bodies using your body remains conscious and able New Special Limitation Mind Swap (+10%). An adept telepath to act. You can only exercise fine con- who can do both needs Mind Swap, Finite Thickness: You can only pass trol over one body at a time, though. Telecontrol, and Selectivity (+10%). through a barrier of limited thickness. State whether you’re prioritizing your Spiritual Possession: Demons, loas, If you try to move through anything body or your victim’s (in combat, do and other spirits in folklore can pos- thicker, you penetrate as far as your this at the start of each turn). All sess mortals. This calls for Spiritual limit and then run into a solid obsta- actions taken by the lower-priority (-20%). Spiritual isn’t the same as the cle. Value depends on thickness: -50% body – including attack, defense, and Spirit power modifier (p. 28) – it’s for a thin membrane (like a curtain), Sense rolls – are at -4. This is incom- about being a spirit, not controlling -30% for an inch, -15% for a foot, and patible with Parasitic and Spiritual, spirits – and it’s rare for both to apply. -5% for the distance you can sprint in which assume that you and your vic- Few spirits have any power modifier a second. tim are merged in a single body. If you on their Possession. Weak spirits that have Compartmentalized Mind Powering Up can “ride” only a few specific subjects (p. B43), you don’t need this modifier, Permeation is a typical feature of have Puppet Only (-30%). Powerful as some compartments can possess elemental and nature-spirit powers. It ones that can create new Puppets have victims while others control your also suits divine powers bestowed by Chronic (+20%) instead. The GM may body. Without Telesend (p. B91), deities associated with the substances let those without the Spirit meta-trait though, the “home” and “away” com- it affects. Talent adds to all DX or skill take Spiritual if they have partments won’t be in communica- rolls made for movement while using Insubstantiality or a trait modified tion. +100%. this ability. with Projection, and are subject to

BUILDING ABILITIES 67 New Special Limitation through life. On the other hand, it critical success, Precognition never Specialized: You can only possess might only work during encounters supplies “hard facts” like stock quotes certain hosts. The default is “anything with people, places, or things of great and winning lottery numbers. alive.” All Carbon-Based Life is -10%; importance, such as individuals with a Finally, note that Precognition All Earthly Life is -20%; Animals Only Destiny (p. B48), in which case the assumes that the GM does some is -25%; All Mammals, All Reptiles, GM must determine whether pictures advanced planning – if only notes on etc., is -30%; and Dogs Only, Humans and second-hand accounts are enough scrap paper. It’s neither useful nor Only, Martians Only, etc., is -40%. to trigger visions. appropriate for a completely ad-lib 2. How far ahead can Precognition game where even the GM doesn’t Powering Up see? Premonitions might foreshadow know what’s going to happen next! Possession is appropriate for magi- momentous events weeks, months, or cal and psionic powers, obviously. years away, if it serves the purposes Alternatives Nature powers, especially animal-con- of drama. Grittier tales portray Those granted answers to specific trol powers, might also include it – Precognition as more quantified and questions by a Higher Power are nearly always with Specialized. Talent less forgiving. If the GM prefers, he Blessed (p. 43), while the gift of seeing affects all IQ rolls to use Possession, can roll whenever the user has an random signs – not always about the including rolls to recall the host’s encounter that might trigger a vision future – is Oracle (p. 65). To experi- skills. ... but at a penalty found by consult- ence visions from the past, take ing Long-Distance Modifiers (p. B241) Psychometry (p. 69). Remember that this trait includes Precognition and reading “miles” as “weeks.” 3. Is the future mutable? It’s more Danger Sense (p. 46). There’s no need see p. B77 fun for most players if the future seen to buy both. Prophets, soothsayers, for- by divinatory gifts is one possible New Special Enhancement tunetellers, and others who can see future, subject to change at the heroes’ Directed: When you deliberately use the future appear in the folklore of hands. Still, the GM should not make your ability, you may opt to focus on a every culture, but there’s little consen- the future so mutable that this ability specific event involving the subject of sus on how their abilities work. The is a waste of points. Precognition your attempt (yourself or someone GM should answer the following ques- should always reveal some grain of else). Name the event – e.g., “The bat- tions before letting PCs take inevitable truth, particularly when a tle with the ” – before you Precognition: Destiny is involved. roll. On a success, you discover the 1. How often do premonitions No matter what the answers are, most likely outcome. Failure means occur? Precognition could work con- the visions the GM describes should you learn nothing, and critical failure stantly but subtly, shepherding a hero be somewhat vague. Except on a “blacks out” the event in all future

68 BUILDING ABILITIES premonitions. Passive use is Sealed (p. B82), and similar physical success. If scanning a place, you see unchanged. Directed is mutually defenses. To armor the eyes, use and hear things as if you were stand- exclusive with One Event. +100%. Nictitating Membrane (p. B71). ing at that location during the events of interest. If reading an object, you New Special Limitations Powering Up witness events from the object’s point Active Only: You can only use your Protected Senses are often part of view. This enhancement can short- gift deliberately – you never receive of elemental powers – Protected circuit mystery adventures – handle spontaneous visions. Your ability Vision for Darkness or Light with care! +100%. doesn’t include Danger Sense. This is power, Protected Hearing for Sensitive: You can read uneventful mutually exclusive with Can’t See Sound/Vibration power, and so on. history as well as emotionally charged Own Death. -60%. Biological and chi-based body-control events. For instance, you might learn Passive Only: You can never use powers sometimes grant this advan- who made a dagger, how often it was your gift deliberately. This is mutually tage by letting the user adapt his body. sharpened, and where it was stored exclusive with Active Only and Any power might include Protected when it wasn’t stabbing people. +30%. Directed. -20%. Power. Talent adds to Power Block New Special Limitations Powering Up attempts (see p. 168). Active Only: You can only use your Precognition is traditionally an ability deliberately. You never receive ESP or magical ability. It could also spontaneous visions, no matter how belong to a divine or spirit power, if a Psi Static strong the “vibes.” -20%. supernatural entity mediates the pre- see p. B78 Hypersensory: You reconstruct past monitions. Any power that includes This is just a special case of the events from minute pieces of evidence Jumper (Time) might incorporate more generic Static advantage; see spotted by your mundane senses. Precognition as a “navigational aid.” p. 98. You’re not consciously aware of these What kinds of events trigger clues, but taken together, they give you Precognition, and how it manifests, a general idea of what happened here. depend on its source. In particular, Psychometry This gift relies on your senses, and you gods and spirits tend to have agendas, see p. B78 roll at -3 if you can’t use one of smell, and may impart knowledge in disturb- Psychometry, known also as touch, or vision. If you can’t use two of ing ways – such as voices in the head – “object reading” and “retrocognition,” these senses, roll at -6. If all three are that make the recipient look like a is the trademark ability of the psychic blocked – or if the GM rules that there madman. detective. It’s like Precognition that are no clues to be found – your ability Talent influences all IQ rolls to use looks in the opposite direction in time doesn’t work. Hypersensory includes this ability, actively or passively. – and as with Precognition, the GM Mundane (don’t take both), and is should decide ahead of time what trig- mutually exclusive with Immersive Protected Sense gers it, and about how often. and Sensitive. -50%. Mundane: Your ability detects tem- see p. B78 Alternatives poral “echoes” of the past – not the Remember that this trait protects Psychometry lets the user “read” emotional charge on objects or loca- against sensory overload and Sense- objects and places to learn their histo- tions. You can only read uneventful Based attacks, not physical damage. ry. Those who can draw upon knowl- history, as described for Sensitive For instance, Protected Vision helps edge from the past to answer ques- (don’t take both). -30%. against bright light, but not a splinter tions about their current situation Passive Only: You possess only the in the eye. have Racial Memory (p. 70). Visions capacity to notice strong impressions The GM may permit a variant abil- about the future of an object require on an IQ-4 roll. You can never use ity in campaigns that feature powers: Precognition (p. 68). your gift deliberately. This is mutually Protected Power: Your power is pro- New Special Enhancements exclusive with Directed, Sensitive, and tected against direct attacks. It Directed: You can focus on specific all three of the special limitations gets +5 to resist Neutralize (p. 97) events in the past. State what you’re above. -60%. attempts, and you roll at +5 when you searching for before you roll. Success Powering Up use it “burn through” Static (p. 98) means you glean information perti- Psychometry is usually associated with the Resistible limitation. This nent to the event of interest instead of with ESP – but with Hypersensory, doesn’t provide Protected Sense receiving a general flood of emotions. any power that grants keen senses for the power’s sensory abilities; it Failure means you learn nothing. On a could allow it. A power that offers only protects the power itself. 5 critical failure, you’re permanently Jumper (Time) might include it as a points/power. blinded to that piece of history. +50%. “time-scanning” ability, with Active Immersive: A successful use of your Only, Directed, Mundane, and likely Alternatives ability gives you an actual “replay” of For protection against chemicals in Immersive. Talent influences all IQ emotionally charged events, similar to the eyes, inhaled gas, etc., take Doesn’t rolls to use this ability, actively or the vision that those without this Breathe (p. B49), Resistant (p. 71), passively. enhancement experience on a critical

BUILDING ABILITIES 69 Racial Memory Damage Resistance), a force field (see modifiers for Clueless and No Sense of see p. B78 Force Field, p. 108), or a basic physiol- Humor. Standard penalties apply if ogy that isn’t sensitive to radiation. trying to affect a group. +100%. The idea that some people have access to the collective wisdom of Alternatives Powering Up their ancestors appears in religious To reduce the macroscopic physi- Rapier Wit might represent the beliefs and older scientific treatises cal damage from radiation beams ability to project one’s will using (e.g., the writings of Carl Jung). (e.g., particle-beam weapons), take Telepathy or chi powers (in which Depending on the setting, the ancient Damage Resistance (p. 45) – possibly case Mind Shield aids rolls to resist). memories tapped by Racial Memory with Limited. In a cinematic supers game, it could could be those of a bloodline, clan, or be part of Sound/Vibration power. entire race. Alternatives include the New Special Enhancement Those with divine powers might also user’s own dim memories (if he’s Extended: Your divisor also affects enjoy this gift. With Words of Power extremely long-lived) or his recollec- your dose of a particular variety of and Cosmic (+300%), it suits the cos- tions of past lives (if reincarnation is weird radiation. It might divide char- mic powers of the gods, and would fact). The broader the memories’ acter points worth of mutations, or instantly stun any mortal! scope, the less specific they are. None multiply exposure time required Talent adds to Public Speaking skill of this affects point cost. before you see effects. Details are up or Will rolls to use this ability. to the GM. +30% per type of radiation. Alternatives Precognition (p. 68) is a fair alter- Powering Up Regeneration Radiation Tolerance is an obvious native to Racial Memory (Passive); see p. B80 feelings of déjà vu could as easily orig- choice for an elemental Radiation power, but many powers that include This could be a natural or bioengi- inate from the future as from one’s neered advantage, or a supernatural ancestors. Psychometry (p. 69) is a DR could justify some level of this trait. Body-control powers – biologi- healing ability. Note that Regeneration better alternative to Racial Memory affects the “healing” rate of Damage (Active), as both provide information cal, chi-based, or otherwise – might grant this advantage by letting the Resistance with Ablative or Semi- from the past – the main difference Ablative, the speed of Regrowth, and being vague psychic impressions vs. user repair cellular damage. Talent adds to HT rolls to resist radiation the recovery time required by detailed facts. To share the memories Unkillable 2 and 3. of living members of a race, use effects, and to Power Block attempts Mindshare (p. 148). (see p. 168). Alternatives Despite its name, Regeneration New Special Enhancement Rapier Wit isn’t the ability to regrow lost body Immersive: Successful use of your parts – that’s Regrowth (below). To ability gives you a “replay” of ancestral see p. B79 heal others, take Healing (p. 51). memories, similar to what those with- As written, Rapier Wit is the larger- Alternatively, buy Affliction (p. 39) and out this enhancement experience on a than-life gift of knowing precisely how use the Advantage enhancement to critical success. On Racial Memory to mortify and provoke enemies. The give Regeneration to others. (Passive), this removes the need for ability to stun foes with a few words or interpretation when you receive a the sound of the voice doesn’t have to New Special Enhancement vision. With Racial Memory (Active), be silly, though – it could work by Fatigue Recovery: Only for Fast or you can replay your ancestors’ lives at delivering a supernatural or vibratory better Regeneration. You regain lost will! +50%. shock to the victim’s psyche or body. FP at the same rate as you recover HP. +100%. Powering Up Alternatives Racial Memory is ideal for spirit A sonic or mental blast that deaf- New Special Limitations powers that let the user speak with ens or injures is an Affliction (p. 39) or Fatigue Only: Your ability only aids dead ancestors. The ability to read Innate Attack (p. 53). Those who sim- FP recovery, as described for Fatigue their minds across time would be part ply yell loudly have the Penetrating Recovery. It has no effect on injury, of Telepathy, while sensitivity to per- Voice perk (p. B101). and doesn’t include Rapid Healing. sistent psychic echoes from the past is -0%. more like ESP. Talent adds to IQ rolls New Special Enhancement Limited: Your Regeneration acceler- to use this ability. Words of Power: You faze oppo- ates an advantage, usually without nents with the supernatural might restoring HP. It doesn’t include Rapid inherent in your words or voice. Healing. “DR Only” speeds the recovery Radiation Tolerance Perhaps you know magic words from of DR lost as a result of corrosion, the see p. B79 the dawn of creation – or speak with Ablative limitation, etc. “Regrowth Aliens, robots, supers, and vehicles the voice of the gods! Language is no Only” repairs limbs, not HP. Find the in high-tech settings are often radia- barrier, and you can affect those who normal recovery time in days and tion-resistant. This might represent have the Unfazeable advantage. To use divide by 3 if Slow; read “days” as armor (likely in conjunction with your ability, roll a Quick Contest of “hours,” “minutes,” or “seconds” if Will with your opponent, ignoring

70 BUILDING ABILITIES Regular, Fast, or Very Fast; or use the Regrowth can replace a severed occurs at the usual speed. +25% if this Very Fast time divided by 10 if head, if the possessor could survive works with only one type of body part Extreme. “Unkillable Only” does heal such a wound (due to Extra Head, (arms, legs, heads, etc.); +50% if it HP, but only after you die – and it stops Injury Tolerance, etc.). This takes works with any missing part. working at positive HP (Unkillable 2) 2d+2 months. Reattachment: You can reattach or full HP (Unkillable 3). -40%. any severed but intact body part by Alternatives holding it in place for a minute. Powering Up To heal HP, take Regeneration Regeneration reduces this to 30 sec- Regeneration is usually part of a (p. 70). Those who can replace miss- onds if Slow, three seconds if Regular, biological, chi, or psi power that ing body parts quickly need both or one second if Fast or better (but enables rapid self-repair – or a “good” advantages. The ability to repair oth- Very Fast and Extreme typically divine, moral, or spirit power. The ers’ limbs is Healing (p. 51). It’s possi- remove the need for this enhance- capacity to accelerate time just for ble to use Affliction (p. 39) with the ment). +50%. healing could justify this ability as Advantage enhancement to give some- part of a time-travel power. Talent one else Regrowth – but this is New Special Limitations adds to all HT rolls to recover lost HP too slow to be useful unless the Bane: You can’t regrow a body part (should that matter). subject also gains (or already has) if it’s lost to injury from a particular Regeneration. source or if the stump is exposed to a specific substance (e.g., fire) – your Regrowth New Special Enhancements choice. Limitation value depends on see p. B80 Doubling: When you lose a body the rarity of the attack: -10% if “Rare,” Regrowth might represent natural part, you can sprout two replace- -30% if “Occasional,” or -50% if healing capabilities similar to those of ments, like the Hydra of myth! You “Common” or “Very Common.” starfish and worms (or aliens and must have enough unspent points to Reattachment Only: You can only monsters based on these creatures), or buy the relevant advantage (Extra reattach body parts, as described for be the result of superscience or para- Arm, Extra Head, etc.), and you must Reattachment, making your ability normal powers. The modifiers below pay these points as soon as you lose useless if the part is mangled, vapor- offer several options from myth and the body part. Otherwise, you can only ized, eaten, etc. -50%. fiction. grow a single replacement. Regrowth Powering Up Regrowth is appropriate for biolog- ical body-alteration powers, Healing power, and any divine, moral, or spirit power associated with healing. A shapeshifting power that includes such abilities as Morph might let the user rearrange his mass to replace missing parts. Talent adds to all HT rolls to avoid or recover from crip- pling injuries.

Resistant see p. B80 Bioengineered, nonhuman, and superhuman heroes often have specif- ic resistances and immunities to haz- ards or powers that cause afflictions. The GM is the final judge of what lev- els of Resistant are possible – and to what items – in his game world. For the purpose of Resistant, an entire power source (biological, psion- ic, etc.) is “Very Common,” while one particular focus, power, or college of magic is “Common.” If a source or focus includes a mixture of HT- and Will-resisted effects, Resistant benefits both sorts of rolls and Immunity works against either kind of threat.

BUILDING ABILITIES 71 Alternatives Infravision (but when turned on, it Scanner: Para-Radar only. You Remember that Resistant and can spot targets that don’t emit heat). receive detailed information about the Immunity only help against threats Active IR doesn’t work underwater. 20 composition, energy output, radiation that offer resistance rolls. To stop points. emissions, etc. of anything you scan. physical damage, use Damage T-Ray Vision: Your Scanning This allows detailed analysis from a Resistance (p. 45). For instance, Sense uses sub-millimeter-wave distance with scientific skills such as Immunity to Magic foils all resisted radar, bordering on the infrared. Chemistry and Physics. With spells . . . but only DR can stop a Base range is 200 yards. Like Penetrating, you can spot specific sys- Fireball spell. Imaging Radar, T-Ray Vision can tems within a complex machine and spot small objects and determine analyze them using Engineer skill. Powering Up their shape, and eliminates penalties Sci-fi sensors typically have both Any power might allow Resistant to spot objects behind light cover. enhancements – and often Bio-Scan, or full Immunity against the source or However, T-Ray Vision is more pre- too. +50%. focus of an opposing power. It might cise. It gets +4 to locate concealed provide similar protection against its weapons, and while it still requires a Powering Up own source or focus – but the GM Sense roll to distinguish fine relief, Scanning Senses are perfect for should forbid this if the power this roll is also at +4. Only rare, spe- elemental powers: Radar, Imaging requires the user to be “open” to its cial-purpose sensors can detect T- Radar, and T-Ray Vision fit Electricity energies in order to direct them. This Ray Vision. T-Ray Vision doesn’t power; Ladar and Active IR suit Light is often the case for magic. work underwater. 25 points. power; and Sonar is logical for Talent adds to Power Block Sound/Vibration power. Electro- attempts (see p. 168). Alternatives kinesis (usually psionic) could justify The primary role of a Scanning any Scanning Sense except Sonar . . . Sense is to let the user function in the which Psychokinesis could explain. Scanning Sense dark. Compare Dark Vision (p. 46), Other supernatural powers are only see p. B81 Hyperspectral Vision (p. 51), likely to offer Para-Radar, which is Realistic robots and vehicles often Infravision (p. B60), and Night Vision appropriate for ESP and chi, divine, have Scanning Senses: Radar or (p. B71), none of which emit and cosmic powers that grant height- Imaging Radar for use in flight, detectable radiation. Another alterna- ened awareness. Sonar to navigate underwater, etc. tive is Vibration Sense (p. 86). Talent adds to all Sense rolls to use Supers sometimes have similar abili- Those who can see through walls any Scanning Sense. ties, not all of them realistic. Para- using ordinary vision, as opposed to Radar in particular can represent a with T-rays, X-rays, etc., should take variety of supernatural and super- Penetrating Vision (p. 66). Remote See Invisible science senses. viewers have Clairsentience (p. 44). see p. B83 This is a separate advantage for The GM may invent new Scanning New Special Enhancements Senses. Most should cost 20 to 25 each kind of invisibility. The buyer Bio-Scan: Para-Radar only. You points. Here are two more from the must choose either one of the descrip- receive vital signs and biochemical real world: tive categories under Invisibility information from anything you scan – (p. 56) or a particular power source. Active IR: Your Scanning Sense both the target itself and anything liv- If he chooses a descriptive catego- uses an infrared (IR) beam. Base ing on its surface. This lets you use ry, he can see anyone using Invisibility range is 200 yards. It can distinguish skills like Biology and Diagnosis from with the listed modifiers and special fine relief as well as the human eye; if a safe distance. With Penetrating, you effects, regardless of source. See someone using ordinary vision could can also examine living beings inside Invisible (Deception) makes him identify details without a die roll, then inanimate objects (e.g., the passengers immune to invisibility through mental so can you. Only IR detectors and of a car). +50%. influence, be it chi-based or psionic; those with Infravision (p. B60) can No Intercept: Your Scanning Sense See Invisible (Ghosts) lets him see detect Active IR. You can switch off is completely undetectable. This highly specters, whether their invisibility your beam in order to avoid detection, unrealistic enhancement mainly suits stems from magical powers, spirit in which case this ability functions as psis and supers. +50%. powers, or something else; and so on. If he selects a source, all that mat- ters is the power modifier on Invisibility. For instance, See Invisible (Psionic) can see through electrokinet- Para-Radar in particular can ic light-bending and telepathic mind- represent a variety of supernatural bending, while See Invisible (Spirit) works on anyone using spirit powers and superscience senses. to become invisible . . . but not those using magical invisibility, even if they happen to be spirits.

72 BUILDING ABILITIES Alternatives the vibrations they set up. Make a Alternatives Against invisibility that affects elec- Touch roll to “hear” conversations Use Luck (p. 59) and Super Luck tromagnetic vision, senses that detect through walls. Deafness is no obstacle, (p. 80) for quantifiable probability- something else – e.g., Sonar (p. B81) or but soundproofing gives its usual control abilities. Those who get what Vibration Sense (p. 86) – can stand in penalties. +50%. they wish for through divine favor for See Invisible. Dark Vision (p. 46) Ultra-Fine: Your sense of touch lets might instead have a deity as a Patron with the Hypersensory enhancement you “read” print by feeling the outline (p. 65) – likely with Highly Accessible can see through most invisibility, but of the ink. This works even in the dark and Special Abilities. not psychic deceptions. or if blinded. You also can read com- To fight invisible foes without see- puter screens by feeling tiny differ- New Special Enhancement ing them, learn the Blind Fighting skill ences in heat or electric field strength; Wishing: You can consciously wish (p. B180). this requires a Touch roll at -5. +30%. for fortuitous coincidences. These must be within the realm of what’s New Special Enhancement plausible in the current situation. For True Sight: Your vision can pene- instance, if you were in prison, you trate all deceptions related to the type could wish for the jailer to drop his of invisibility you can foil, including key . . . but you couldn’t wish to be camouflage, disguises, and illusions. teleported home. The GM is free to For instance, True Sight would allow forbid anything that would unbalance See Invisible (Magical) to defeat mag- the game. Normal usage limits apply. ical illusions and the Blur spell +100% if you can grant wishes for (p. B250) as easily as magical invisibil- yourself and others; +0% if you can ity. +50%. aid others but not yourself. Powering Up Powering Up See Invisible is a logical part of any Serendipity works well as part of a elemental power that offers sensory divine or spirit power that represents capabilities – especially Light power. It the blessing of supernatural also suits supernatural powers that guardians. It might instead belong to a focus on knowledge, notably divine probability-control power (likely powers; these often add True Sight. It’s psionic) – or even a cosmic power, if a classic ability of martial artists with the wielder is a deity. chi powers, too. As part of a cosmic Talent gives a bonus to the first die power, See Invisible defeats all power- roll made in conjunction with a coin- based invisibility, including cosmic cidence caused by this ability. For invisibility. instance, in the example under Talent adds to the initial Vision roll Wishing, it might give a bonus to Filch to spot an invisible target. skill to palm the key in plain sight.

Sensitive Touch Shadow Form see p. B83 Powering Up see p. B83 Sensitive Touch suits Sound/ Sensitive Touch is found in nature Shadow Form is ideal for such Vibration power best. It’s also some- – a prime example being the mole’s fantasy and horror denizens as semi- times found among those with chi nose – and might be available to tangible undead. With the 3-D powers; the GM might let martial humans through biotech implants. It’s Movement enhancement (and per- artists with such powers use the +4 also a classic shtick of blind heroes, haps Light Insensitive), it can repre- bonus to Touch rolls to cancel dark- especially detectives, martial artists, sent illusionary beings, while Finite ness penalties in close combat. Talent and supers. Thickness lets it model ultra-thin adds to Touch rolls. creatures. All of these possibilities Alternatives suit supers equally well. The ability to hear low-frequency vibrations at long distances is Serendipity Alternatives Subsonic Hearing (p. B89). Those who see p. B83 Injury Tolerance (Diffuse) (p. 52) can navigate using vibrations felt by Most heroes benefit from the occa- with the Infiltration enhancement is their skin, whiskers, or antennae have sional deus ex machina. Serendipity is pricier, but lets the user pass through Vibration Sense (p. 86). for the hero who’s routinely favored by cracks without incurring the weak- coincidence. It normally works at nesses of Shadow Form. A hero who New Special Enhancements “plot level,” but certain fictional char- can become a true shadow, immune to Stethoscopic: You can pick up acters can use their ability actively – in physical harm, should take sounds from the other side of a barri- particular, those whose wishes tend to Insubstantiality (p. 55). er, or from within an object, by feeling come true.

BUILDING ABILITIES 73 New Special Enhancements 90% the difference in template costs). Mythic Morphs: Gods and wizards 3-D Movement: You can turn 90° to A similar rule applies to Morph: mod- in many tales can instantly take the a surface and stand up in three-dimen- ifiers affect the 100-point cost of the form of any earthly creature. This sional space – like a two-dimensional basic ability but not additional points powerful capability is Morph, with a “cutout” – in order to bridge gaps or set aside for more powerful forms. lot of extra capacity to cover strong, turn around. You can walk at your The sole exception in either case is capable forms – like tigers and sharks normal ground Move. All of the other Affects Others (p. 107), which affects – while retaining IQ. No drawbacks of Shadow Form remain. both components of the cost. Memorization Required (+50%) and +20%. Some important archetypes: Reduced Time 4 (+80%) agree Light Insensitive: You’re not made with most tales. The Unlimited Doppelgangers: Alien blobs, liquid- of actual shadow. Your body might enhancement (+50%) is common but metal robots, and horrific monsters even look like a projected photograph not universal. that “replace” their prey can assume of a normal human. The only game Transforming Machines: Robots or the form of almost any living being effect is that you don’t suffer 50% vehicles that can become other robots they sample, within the limits of their extra damage from light. +20%. or vehicles are a comic-book standby. mass. This is Morph with Mass This is a standard Alternate Form that Conservation (-20%) and Needs New Special Limitation switches one machine template for Sample (from -5% for a robot that Finite Thickness: You don’t quite another. Add Active Change (+20%) needs a single cell to -50% for a mon- become two-dimensional. You’re for transformers that can keep moving ster that devours its victims) – often about as thick as a sheet of paper, and while changing. There’s no need for with many points of extra capacity. can’t fit through microscopic cracks. Absorptive Change if all passengers Some robots and aliens can shift into Being physical, you take full damage and cargo are within the machine’s unliving forms. A robot restricted to from physical attacks – and because Payload (p. B74). you’re so thin, the wounding multipli- unliving forms is about as limited as a er for cutting attacks is ¥2 instead of ¥1.5. You aren’t a shadow, though; light-based attacks get no bonus dam- age (don’t buy Light Insensitive separately). You still can’t physically attack, and you can only drag objects The werewolf is neither man nor around on your surface if you buy the Can Carry Objects enhancement. wolf, but a Satanic creature with the -50%. worst qualities of both. Powering Up As the supernatural ability to assume an unusual kind of spirit – Dr. Yogami, form, Shadow Form is suitable for Werewolf of London divine, magical, and spirit powers. Shadows are associated with evil in many settings, making this ability appropriate for unsavory moral pow- ers, too. Finally, it fits the theme of Darkness power, whatever its source. Were-Creatures: Werewolves and Talent applies to all DX and skill rolls living being that can only take living similar beings use Alternate Form to made to squeeze through openings or forms; there’s no extra cost. To assume assume an animal template. Weres negotiate tricky surfaces. living and unliving forms, add who can control their beast form Unlimited (+50%). might choose to retain IQ and do Elemental Supers: The ability to away with bestial mental traits – but Shapeshifting become flame, stone, water, and so on this significantly elevates template see p. B83 often shows up in the comics. Buy this cost. Those who change involuntarily Shapeshifting features prominent- as Alternate Form with the appropri- during the full moon have ly in folklore and fiction. Details vary ate elemental meta-trait (p. B262) as Uncontrollable Trigger (a dangerous greatly from tale to tale. These notes the target “racial template.” The GM ability that triggers under occasional barely touch on the possible complex- may even permit players to create cus- circumstances, for -15%) and ity – a detailed treatment could fill its tom meta-traits for new elements. Unconscious Only (-20%), and often own book. Most elemental supers have Minimum Duration, One Night When designing Alternate Forms, Absorptive Change at the “No encum- (-10%). Reciprocal Rest (+30%) is apply enhancements and limitations brance” level (+5%) for their costume, common . . . the were-form appears to the basic 15-point cost per form but plus Active Change (+20%) or rested and ready to rampage! not to the form-specific cost (that is, Reduced Time 4 (+80%).

74 BUILDING ABILITIES Alternatives No Memorization Required: Only is a real, physical form with no special Shapechangers who can alter size for Morph. Any shape you take restrictions on its actions. To dismiss but not form have Growth (p. 50) or instantly becomes part of your reper- it and awaken, it must be within 10 Shrinking (p. 75). Those who can toire, unless you don’t want to memo- yards of your native form. If either change their appearance to resemble rize it for some reason. +50%. form is wounded or killed, so is the members of their own race have Non-Reciprocal Damage: Only for other form; see Projection (p. 44) for Elastic Skin (p. 48). For partial Alternate Form. Injury you suffer in details. -50% changes, see Switchable Body Parts one form doesn’t affect any of your Unliving Forms Only: Only for (p. 81). Modular Abilities (p. 62) can other forms – although wounds only Morph. You can turn into objects but cover all of these things, and is an heal while you’re in the form that sus- not creatures. You enjoy most of the interesting alternative to Morph. tained them, unless you also take capabilities of the Unlimited enhance- To turn others into monsters, use Reciprocal Rest. +50%. ment, but you can’t assume the tem- Affliction with Advantage, Alternate Once On, Stays On: This is identical plate of anything alive. -0%. Form. to the general modifier of the same name (see p. 109), but with a special Powering Up New Special Enhancements rule for Alternate Form: it counts as a Alternate Form suits many super- Absorptive Change: Only for +50% modifier on the basic 15 points natural powers – especially spirit Alternate Form. You “absorb” worn and raises the form-specific cost from powers, which might call for the and carried items into your Alternate 90% to 100% of the difference in tem- Projected Form limitation if they let a Form. These reappear when you plate costs. shaman become a totem animal. change back. Without this modifier, Reciprocal Rest: Only for Alternate Morph works better for exotic body- you must leave your equipment Form. Your dormant forms can rest alteration powers. behind when you change, and worn while they’re out of sight. Time spent When deciding on what external items too small for your Alternate dormant counts toward FP recovery influence can force the shapeshifter to Form risk destruction. Cost depends and the sleep needs of that form. In resume his native form against his on encumbrance level: +5% for None, conjunction with Non-Reciprocal will, consider the power’s source. +10% for Light, +15% for Medium, Damage, these forms can even recover Exorcism, prayer, or sacred artifacts +20% for Heavy, or +25% for Extra- HP and recuperate from crippling might work on divine or spirit powers; Heavy. The GM decides what’s left injuries. This doesn’t preclude dor- the Dispel Magic spell is reasonable behind if your encumbrance exceeds mant forms being aware of and for magical powers; and weird-science your capacity. Apply this modifier sep- remembering the active form’s drugs and radiation are traditional for arately to each form that can absorb actions. +30%. biological powers and super-powers. equipment. For Morph, Talent gives a bonus to Active Change: Your transformation New Special Limitations any IQ or skill roll the GM requires for takes the usual amount of time, but Cannot Memorize Forms: Only for disguise or impersonation. For you needn’t concentrate during this Morph. You can’t memorize the forms Alternate Form, it adds to rolls to time – you can move and act. You have you copy. To assume a form, you resist external influences that could the abilities of the form you’re chang- must always be able to see or touch force the user out of his current form ing from until the transition is com- the original. -50%. or into one of his other forms. plete. (GMs who enjoy extra detail can Flawed: Only for Morph. Every average the forms’ statistics, or even form you take is cosmetically imper- use a weighted average to reflect how fect in some way, which completely Shrinking far along the change has come.) +20%. precludes impersonation. You still see p. B85 Improvised Forms: Only for Morph. gain the abilities of your new form. Shrinking, like Growth (p. 50), is You can improvise new racial tem- Flawed is mutually incompatible with more often a goal unto itself than an plates as you change, mixing and Cosmetic. -10%. explanation for another capability. It’s matching the natural physical traits Needs Sample: Only for Morph. a completely unrealistic ability, best you desire. Possibilities range from You must physically sample anything reserved for those with truly fantastic modifying your native form with a you wish to take the form of. If your powers – supers, gods, etc. useful body part to creating a com- target is living, this sample must be Supers with Shrinking often enjoy pletely new template. Improvised tem- fresh – you can’t sample a rotting Full Damage (+100%), Full DR plates can’t cost more than what you corpse. -5% if you need only touch the (+30%), Full HP (+30%), and Full can afford with your Morph ability, target; -15% if you require a drop of Move (+30%). They sometimes have but can include physical disadvan- blood, strand of hair, etc.; -50% if you Can Carry Objects, too, in order to tages to reduce costs. All traits added must eat the whole target. shrink their costumes; the +10% level must exist in your game world, unless Projected Form: Only for Alternate suffices for most outfits. This greatly you also have Cosmic (+50%). You Form. Your Alternate Form is a sepa- inflates cost, but the ability to move can’t change your composition (e.g., rate entity – perhaps a physical mani- and fight as if full-sized while being add elemental meta-traits or festation of your soul. When you use difficult to hit and see is extremely Insubstantiality) without Unlimited your ability, your native form falls into powerful (see Optional Rule: Small (+50%). +100%. a trance and your Alternate Form Size and Combat, p. 76). appears nearby (within 10 yards). This

BUILDING ABILITIES 75 Alternatives deities. Talent doesn’t affect die rolls, you move, or helps them blend in with Shrinking is strictly for those who but those with multiple levels of ambient noise. You enjoy your full change size. Permanently tiny crea- Shrinking and Talent may adjust their Stealth bonus (+2 per level) when tures don’t have Shrinking (Always SM by up to ±(Talent+1) per second moving. +40%. instead of just ±1. On). A negative Size Modifier is a Powering Up zero-cost feature for a race small Silence most often belongs to an enough to require it (GM’s decision). elemental or psionic Sound/Vibration The benefits of being a difficult target Silence power. It suits body-control powers, are offset by the inconvenience of day- see p. B85 too – especially the chi-based powers to-day life around adult humans. Just When Silence occurs in fiction, it’s attributed to legendary ninja. It would ask any 4-year-old . . . or an ant! typically the result of a physiological also be logical for an animal-control The Affects Others special adaptation, like a cat’s padded feet. or shapeshifting power that lets the enhancement for Shrinking is com- However, stealthy supers and robots user borrow the features of stealthy pletely identical to the general Affects sometimes have an active capacity to predators. Talent adds a further bonus Others enhancement on p. 107. It only dampen sound or “project” silence. to Stealth skill rolls to avoid being affects willing subjects who remain in Alternatives heard. physical contact with the user. An To create a zone of silence, use attack that shrinks unwilling targets is Obscure (Hearing) (p. 64). Area an Affliction (p. 39) enhanced with Effect isn’t suitable for the Silence Snatcher Advantage, Shrinking. advantage. see p. B86 Powering Up One of the miracles most often New Special Enhancement Shrinking is appropriate for mat- attributed to gods and spirits is con- Dynamic: Your ability actively can- ter-control powers, cinematic biologi- juring items out of thin air. Snatcher cels out the sounds you make when cal powers, and the cosmic powers of offers an interesting explanation for this trick: the conjured objects are stolen from another reality. The new Creation and Recall modifiers support Optional Rule: alternative interpretations. Alternatives Small Size and Combat To visit other realities, take Jumper Truly diminutive combatants – for instance, those with high levels of (p. 57). To conjure bulk matter instead Shrinking – should realistically enjoy certain benefits, despite their size. of specific objects, use Create (p. 92). A tiny fighter is hard to see. Enemies attack him at a penalty equal To stow items in another dimension, to his SM. At SM -10 or smaller, when he attacks, his target must make buy Payload (p. B74) and add Cosmic a Vision roll. Modifiers include the attacker’s SM and the +10 to spot (+50%) – which means that stored something in plain sight (see Vision, p. B358); e.g., SM -14 requires a objects, while still subject to weight Vision-4 roll. Failure means the defender doesn’t see the attack coming limits, can be of any size and are and gets no defense, as if his attacker were invisible. normally undetectable. The natural weapons, Innate Attacks, and so on of a minuscule war- New Special Enhancements rior scale in proportion to his body – as do weapons reduced by Creation: You don’t take items from Shrinking. Being narrow, they can more easily target openings in armor. anywhere – you create them on the If using Targeting Chinks in Armor (p. B400), reduce the penalty to hit spot. You can get anything you’ve seen by SM, to a minimum of 0. Those with SM -10 or smaller can target personally, and items sufficiently close gaps in armor at no penalty. Of course, if you’re 1.8” tall, attacking any- to these things that you can visualize thing but a foot is impossible without Flight or cunning tactics . . . them. There are never any penalties By making a successful grapple, a fighter with SM -13 or smaller can for item type. You still can’t get crawl inside unsealed armor, where he can ignore its DR. If he can reach “impossible” items, you can only have a nostril, ear, or other orifice, a successful grapple lets him get inside his one created item at a time unless you foe’s body, where he can also ignore natural DR. No defense is possible also take Permanent, and normal against attacks from either vantage. weight and size limits apply. +100%. At SM -19 and below, it’s possible to get into the bloodstream if Large Items: You’re not bound by injected or able to reach an open wound. Use the rules above, except the restriction that the items you that all attacks are effectively to the vitals (¥3 wounding modifier). To snatch must fit in one hand. They can enter the body through its pores requires SM -44 or smaller. be any size, as long as they’re within All of this assumes an SM 0 opponent. In battles between tiny com- your weight limit. Large items too batants, the difference in SM is what matters. For instance, if an SM -15 heavy to lift always appear at arm’s super is fighting an SM -10 foe, he applies these rules as if he had SM reach. +50%. -5 and his enemy had SM 0. More Weight: Your weight limit is higher than 5 lbs.

76 BUILDING ABILITIES Limit Cost Modifier Universal, and doesn’t need Speak New Special Enhancement 7 lbs. +5% With Animals. Neither advantage Sapience: The plants you converse 10 lbs. +10% grants the ability to understand the with function as if they had your IQ, 15 lbs. +15% motivations of animals, though – that’s as described for the enhancement of 20 lbs. +20% Animal Empathy (p. B40). the same name under Speak With 30 lbs. +25% Speak With Animals translates the Animals (above). +40%. 50 lbs. +30% speech of sapient beings to beast speech and vice versa. It doesn’t let the New Special Limitation Each further +30% multiplies user emulate animal sounds (that’s Specialized: You can only commu- weight by 10 (e.g., a ton is +80%). If Mimicry, p. 61) or converse in unusu- nicate with certain plants. “All terres- your weight limit exceeds your one- al environments or in frequencies trial plants” (including all trees, bush- handed lift (2¥BL), you must also take inaudible to humans (see Speech es, and herbs) and “All aquatic plants” the Large Items enhancement. Advantages, p. 78). (including algae, kelp, and seaweed) New Special Limitation are -40%; a large subset of either (e.g., New Special Enhancements “Trees” or “Herbs”), -50%; a smaller Recall: You call existing objects to Sapience: The animals you con- subset (e.g., “Evergreens” or you across space or dimensions. These verse with temporarily function as if “Medicinal Herbs”), -60%. must be personal possessions. You they had your IQ. They are still limit- could summon your sidearm – or even ed to their natural perceptions, but Powering Up your battlesuit, with More Weight – can frame these in terms you can Speak With Plants mainly suits but not someone else’s belongings, let grasp. For instance, if an ant sensed 10 plant- and nature-control powers, and alone items you’ve merely heard of. sets of footfalls and the scent of divine powers bestowed by nature This still requires 10 seconds, 2 FP, humans when the sun was low, it deities. Spirit powers that let the user and an IQ roll, but no penalties apply. might say, “Ten men came past here converse with nature spirits rather Recalled items remain indefinitely, as before sundown.” +40%. than plants themselves might grant it, if you had physically retrieved them. Universal: You can speak with any too – likely with the Sapience As usual, you can send the items back nonsapient creature, however alien, enhancement. Talent adds to all IQ at any time. Recall is incompatible supernatural, or weird. Universal is and Hearing rolls to communicate with Creation, Permanent, and mutually exclusive with Specialized. with plants, in either direction, when Unpredictable. -25%. +20%. using this ability. Powering Up Powering Up Snatcher is an ideal fit for the cos- Speak With Animals is logical for Special Rapport mic powers of gods and spirits – the Telepathy, all kinds of animal- and see p. B88 most powerful of which have Creation, nature-control powers, and divine In worlds that feature psychic gifts, More Weight, and Permanent. Supers powers granted by nature deities. a supernatural bond might exist capable of creating “force constructs” With the Sapience enhancement, it between parent and child, siblings have a similar ability, but usually lack also suits spirit powers that let the (especially twins), or lovers – or Permanent and have a Nuisance Effect user communicate with nature spirits between strangers who had such a (-5%) to reflect the fact that the objects rather than animals themselves. relationship in a past life. Clones, are obviously “fake” and made of force. Talent adds to IQ and Hearing rolls to supers with shared origins, and so on Finally, Snatcher suits any power capa- understand beast speech or make sometimes have similar links, but with ble of dimension travel or matter con- oneself understood when using this rubber-science explanations like trol. Talent adds to IQ rolls to use the ability. “quantum-entangled brainwaves.” ability. Alternatives Speak With Animals Speak With Plants Enhanced mental communication see p. B87 with a specific person or group of peo- see p. B87 Gods can generally speak with ple (such as a hive mind) requires Otherwise-ordinary heroes (often almost anything – including plants. Mindlink (p. B70). Use Puppet children) who can speak with animals Otherwise, the ability to converse with (p. B78) for those who can possess a make regular appearances in fantasy, plants (which typically lack the means particular subject with ease. fairy tales, and folklore. The usual jus- to truly speak) is rarely seen except as Individuals who can evaluate the gen- tification is that the speaker knows the an obscure gift attributed to the occa- eral emotional state of just about any- “secret language of the beasts,” but sional fantasy-game druid or . one have Empathy (p. B51). this advantage could as easily originate from supernatural forces, Alternatives New Special Enhancements perhaps even the gods. Plant Empathy (p. B75) is a much One-Way: Your link lets you sense better fit for shamans and similar the status of your partner without him Alternatives mystics who can “commune with having this advantage and being able A true “universal translator” has nature” to learn the current mood of to sense your condition. +20%. Mind Reading (p. 61) enhanced with trees, fields, etc.

BUILDING ABILITIES 77 Transferable: You have a link that Speak Underwater also suits water- You’re limited to your natural ST and you can actively “attach” to anyone. related super-powers, divine powers DX, and can’t take actions that are Your subject must be present. bestowed by sea gods, and spirit pow- impossible with a real limb (e.g., Attachment requires a minute and an ers that influence naiads, undines, etc. reaching through a wall). This isn’t IQ roll. Success means you and your Talent adds to all IQ and Hearing rolls Telekinesis (p. 82), but suits any power subject have a Special Rapport to understand speech or be understood that includes it. +50%. until you reassign your link. To have when using speech-related abilities. multiple links, buy more than one New Special Limitation Special Rapport with Transferable. Limited: You can only stretch cer- Transferable often accompanies One- Stretching tain body parts. “Arms Only” and Way. +100% to affect only your own see p. B88 “Legs Only” are -20%, “Single Limb” is race; +150% to affect any living being Stretching 1 or 2 is reasonable for -40%, and “Neck Only” is -50%. The or all Digital Minds; +250% to affect octopuses and similar invertebrates GM may allow other limitations, but any sapient being, living or machine. that can extend their limbs farther “Arms and Legs Only” isn’t a meaning- Add -50% if the subject must be than humans can, proportional to ful limitation. willing or helpless for the initial body length. Higher levels aren’t real- Powering Up attachment. istic for natural creatures. No such Stretching is appropriate for the restriction applies to supers, bizarre same classes of powers that allow Powering Up entities that exist partly in another Special Rapport is consistent with Growth: matter-control powers, cine- dimension, etc. Extreme Stretching matic biological powers, and cosmic powers that encompass mental com- needn’t be cinematic, though. munication – notably Telepathy. With powers. Talent doesn’t affect die rolls, Realistic robots and vehicles often but those with multiple levels of Transferable, it also suits chi powers, have telescoping components, or a spirit powers, Healing power, and any Stretching and Talent may adjust “head” or sensor cluster on a body-part SM by up to ±(Talent+1) per other power that lets the user establish retractable stalk or periscope. mystic links with others. It even works second instead of just ±1. for Machine Telepathy, with Alternatives Transferable, Digital Minds. Talent Those who can stretch their skin to Striking ST adds to any roll made to diagnose or change appearance have Elastic Skin analyze the mental, physical, or spiri- (p. 48). The ability to enlarge one’s see p. B88 tual state of the other person. entire body, not just parts of it, is Striking ST suits creatures that Growth (p. 50). have evolved to hunt and fight, as well Individuals capable of extreme as battlesuits and robots designed Speech Advantages flexing and bending have Double- with melee combat in mind. It’s also Creatures that communicate via Jointed (p. B56). Those who have both an important ability for supers and ground vibrations use Subsonic that advantage and Stretching can monsters, which can often hit much Speech (p. B89), while underwater squeeze through narrow openings by harder than their size and muscula- dwellers often have Ultrasonic Speech reducing effective SM in one or two ture suggest. (p. B94). Remember that Subsonic dimensions by their Stretching level. Speech includes Subsonic Hearing Alternatives Striking ST only augments basic and Ultrasonic Speech includes New Special Enhancement ST for the purpose of thrust and swing Ultrahearing. Speak Underwater Force Extension: You can project damage, and for throwing. To increase (p. B87) is fundamentally unrealistic, visible, semisolid force fields that act lifting and carrying capacity, buy but widespread among aquatic supers as extensions of your limbs. Treat this Lifting ST (p. 58). To gain all of these and fantasy races (e.g., “Sea Elves”). like unmodified Stretching, except that the extensions of your limbs past benefits and additional HP, just raise Alternatives their physical reach aren’t subject to ST. Being able to speak in the frequen- injury. You must still move your limbs There are other ways to get a pow- cy range used by a particular beast as if reaching, kicking, stepping, etc., erful melee attack. An Innate Attack doesn’t confer any special ability to and you still need a free hand to pick (p. 53) with the Melee Attack limita- mimic or communicate with it; those something up or wield a weapon. tion (p. B112) can do any amount of abilities are Mimicry (p. 161) and Speak With Animals (p. 77), respec- tively. For other forms of communica- tion inaudible to normal humans, see Telecommunication (p. 81). Striking ST only augments basic Powering Up ST for the purpose of thrust and swing Any of these traits would be reason- able for an elemental Sound/Vibration damage, and for throwing. power – or Psychokinesis, if it lets the user create and modulate vibrations.

78 BUILDING ABILITIES damage, of any type, but needs an Super Climbing Shapeshifting and animal-control enhancement (p. 103) to be cumula- see p. B89 powers might even let the user take on tive with ST-based damage. Natural -like features in order to climb weapons such as Claws (p. B42), Many creatures – realistic and fan- well. Talent adds to all DX, ST, and Strikers (p. B88), and Teeth (p. B91) tastic – climb as fast as they walk. Climbing rolls made to climb. are another option, and always benefit Brachiators often move faster while from ST. climbing. Explanations include strong Martial artists who can temporari- hands and arms (which might explain Super Jump ly boost ST in combat should look at Arm ST or Striking ST), built-in see p. B89 the Power Blow (p. B215) and Push climbing spikes (which could double Physiology – specialized limb (p. B216) skills. as Claws), and superhuman powers of structure, high strength-to-mass ratio, adhesion or gravity control. etc. – can justify Super Jump for real- New Special Limitation The meaning of “+1 Move when world creatures such as frogs and One Attack Only: Your Striking ST climbing” is clear for Clinging, with its grasshoppers. It isn’t realistic for giant only affects one specific natural climbing speed of half Basic Move. animals and monsters modeled on attack: your bite, a particular Striker, For conventional climbing, though, these beasts . . . but that doesn’t stop etc. This limitation is intended for a the table under Climbing (p. B349) them from showing up in fantasy. This relatively weak creature with an doesn’t give Move in yards/second. ability is also popular with mecha, unusually high-ST attack; e.g., a giant Assume that each level of Super robots, and supers. Some rat that can gnaw through armor and Climbing raises climbing speed by the simply have hydraulic jacks or unnat- bone. -60%. base value on the table. For instance, urally powerful legs, but two other Super Climbing 4 gives +12 rungs/sec- possibilities are common: ond to climb up a ladder in combat, +80 ft/min to climb up a rope out of Jets: Jets of energy or matter pow- combat, and so on. Realistically, grav- erful enough to provide Super Jump ity limits rappelling speed (“rope- are sufficiently noisy and dangerous down w/equipment”), which shouldn’t to rate Nuisance Effect (-5%). A rock- benefit from this advantage. et with a fixed burn has Full Power Only (-10%) – and one of Horizontal Alternatives Only (-25%), Projectile (-20%), or Super Climbing enables speedy Vertical Only (-25%), if it can’t be conventional climbing. To climb like a steered. spider or gecko, take Clinging (p. 45). Levitation: Telekinetics and gravity- A robot or vehicle with a built-in line controlling supers not gifted enough and grapnel, or similar gear useful to fly can still make amazing leaps. with the Climbing skill, has an Most have either Lighter Than Air Accessory perk (p. B100). (-10%) or Maneuverable (+50%), and New Special Limitations those that use antigravity should take Take Specific (p. 112) if your Move Planetary (-5%), too. bonus only applies when climbing cer- Alternatives tain kinds of surfaces. Common mate- Anyone considering Super Jump rials, such as metal, rock, or wood, are should read Jumping (p. B352). A few -40%; ferrous metals are -50%; and extra points of Basic Move can give a uncommon materials, such as adobe, modest boost in jumping distance – ice, or rubber, are -60%. and improved groundspeed in the bar- Requires Low Gravity: Your ability gain. Enhanced Move (Ground) doesn’t function in gravity fields over (p. 45) is an even better deal for those a certain, maximum strength. -5% who like to make their mighty leaps at per 0.1G under 1G (-5% for 0.9G, a full run. -10% for 0.8G, and so on – down to The ability to get airborne and stay -50% for 0G). there is Flight (p. 50). This is also the best value for individuals whose Powering Up Powering Up desired level of Super Jump – after Striking ST suits chi-based and When Super Climbing involves modifiers – costs more than Flight biological body-control powers. When force control, it’s appropriate for with comparable modifiers. Those it represents an active ability to sum- Psychokinesis and elemental powers looking only for the ability to reduce mon a burst of strength, limitations such as Gravity and Magnetism. If it damage from a fall should consider such as Costs Fatigue and Takes Extra works by granting incredible balance Catfall (p. 43). Time are likely. Talent adds to any HT or a strong grip, it’s suitable for Martial artists familiar with secret roll required to avoid self-inflicted body-control powers – especially acrobatic techniques are more likely injury when striking. the chi powers of cinematic ninja. to have the Flying Leap skill (p. B196).

BUILDING ABILITIES 79 New Special Enhancements on landing. Failure means you collide Super Luck Bouncing: You can rebound like a with your target or the ground – see p. B89 rubber ball. Your Super Jump works unless you intended to do so, in which Super Luck is difficult to explain as normally, but you also get a roll case you miss and crash into some- anything other than a limited degree against the best of DX, Acrobatics, or thing nearby. In either case, you suffer of control over reality. This capability Jumping when you experience a fall or full normal collision damage. -20%. is traditional for gods and powerful collision – deliberate or otherwise. Vertical Only: You can only increase spirits. Among mortals, only the most Roll at -5 per multiple of your jumping your vertical (high jump) distance and gifted psis, supers, and wizards are Move, or fraction thereof, by which reduce falling damage. Your ability likely to possess it. your velocity exceeds your jumping doesn’t benefit broad jumps. This is The GM probably shouldn’t allow Move. Success means you take no mutually exclusive with Horizontal this trait outside of cinematic action damage and rebound with 90% of Only. -25%. games, as it’s thoroughly unrealistic your impact velocity. If this doesn’t Powering Up and tends to short-circuit mystery and exceed your jumping Move, you can Any power that explains Flight as suspense. On the other hand, if the choose to stop instead; otherwise, you levitation – elemental (e.g., Gravity or PCs are demigods, the GM might per- must bounce. Failure means you take Magnetism) or supernatural (most mit higher levels: Super Luck 2 [200] normal damage and stop (“Splat!”). often Psychokinesis) – could justify works every 30 minutes, Super Luck 3 +50%. Super Jump as a lower level of the [300] works every 15 minutes, and so Maneuverable: You can make same ability. Air, Fire, and other ele- on, with each level halving the time midair course corrections. Calculate mental powers might generate “jump between uses. distance and “hang time” as usual, but jets.” Body-control powers are a third while airborne, treat your jumping option, be they chi-based (“body light- Alternatives Move as air Move, exactly as if you ening”) or biological (an adrenaline Most lucky heroes should just use had Flight. For instance, if you can burst). Talent adds to DX and Luck (p. 59) – or Serendipity (p. 73), if jump 100 yards at 20 yards per sec- Jumping rolls to take off and land, and their luck doesn’t lend itself to inter- ond, you can “fly” at Move 20 for five to rolls to hit with jumping slams or pretation as “good odds.” Those who seconds before landing. Maneuverable kicks while using this ability. can consciously load the dice in their is mutually exclusive with all of the favor but not guarantee success have special limitations below except Visualization (p. 87). Planetary. +50%. New Special Enhancements New Special Limitations Alter Reality: Your Super Luck Full Power Only: You must always works retroactively. You can wait until jump your maximum distance when after you roll and then specify a differ- you use Super Jump. The only way to ent result, altering the past. You must make shorter hops is to jump without declare this immediately. Once you or using this advantage. -10%. anyone else has made another roll, the Horizontal Only: You can only flow of time becomes too complex for increase your horizontal (broad jump) you to unravel. Alter Reality always distance. Your ability doesn’t benefit produces visible effects; e.g., time high jumps, and has no special effect rewinds and replays differently, or a on falling damage. -25%. glowing hand reaches down from the Lighter Than Air: You jump by heavens and changes things. +75%. becoming lighter than air. For each Wishing: You can specify the result second you’re airborne, your landing of any die roll made in your presence. zone drifts a yard in the direction the You must personally witness the wind is blowing per 5 mph of wind action you wish to influence. Normal speed. For instance, if you’re in the air usage limits apply. +100% if you can for three seconds in a 20 mph wind affect your rolls and those of others; from the west, you’ll land 12 yards east +0% if you can aid others but not of your intended target. -10%. yourself. Planetary: You jump by “pushing off” against a planet’s gravitational or Powering Up magnetic field. Your ability is useless Super Luck is a perfect fit for cos- in the absence of a planet. -5%. mic and divine powers. Other options Projectile: You can only launch are a magical power, a psionic proba- yourself directly at your objective. bility-control power, or even a spirit You’re an unguided missile, spinning power, if the user commands spirits out of control! You can do nothing that have Super Luck with Wishing. while airborne, and have no active The GM should consider restricting defenses. Make a DX or Jumping roll Alter Reality and Wishing (and higher

80 BUILDING ABILITIES levels of Super Luck, if allowed) to sacrilegious; e.g., the Tiger God might Neutrino Comm: You communi- cosmic powers – although Alter grant switchable Claws and Teeth, but cate using a modulated beam of neu- Reality might fit less-than-cosmic not permit Alternate Form (Tiger). trinos (or similar particles). Base time-control powers. Body-alteration and animal-related range is 1,000 miles in a straight line. Talent gives a bonus to die rolls powers frequently include similar The beam is impossible to jam or manipulated by this ability. Since the abilities. intercept, and functions in any envi- user can dictate outcomes, the practi- Talent benefits HT rolls to avoid or ronment – it can reach underwater or cal effect is to alter margin of success recover from crippling of the body penetrate solid objects at no penalty, or failure, or extend the range of pos- parts, and DX rolls tied to extending and isn’t blocked by the horizon. You sible results (e.g., for damage rolls). or retracting them (e.g., to reach can only communicate with people something or escape from bonds). It who have this advantage or a neutrino doesn’t affect attack rolls for added communicator. 25 points. limbs, Strikers, etc. Sonar Comm: You communicate using modulated sonar. Base range is three miles underwater. The signal is Telecommunication omnidirectional, and anyone with this see p. B91 advantage or equivalent equipment Cyborgs, robots, and vehicles with can hear you. The only way to jam this communicators – and supers who can ability continuously is with powerful, project modulated energy – might specialized equipment – although have any form of Telecommunication. explosions can cause transient inter- Telesend is intended mostly for indi- ference. In air, Sonar Comm has a viduals with supernatural powers, range of 50 yards multiplied by air Switchable Body Parts however. Note that there’s no “unseen pressure in atm. It doesn’t work at all Many physical advantages repre- subject” penalty to use Telesend on in vacuum. At the GM’s option, Sonar sent body parts, including Claws, one’s own Compartmentalized Mind Comm is equivalent to Ultrasonic Extra Arms, Extra Legs, Extra Mouth, (p. B43) or to contact oneself across Speech. 10 points. Nictitating Membrane, Spines, time (see Time-Spanning, p. 109). Not every special modifier in the Striker, and Teeth. These are “always New forms of Telecommunication Basic Set suits all of these traits. on” by default, whether they’re due to invented by the GM should cost from Broadcast and Short Wave are inap- racial makeup, genetic engineering, 5 to 25 points. Far-fetched capabilities propriate for all four. Video is only implants, or super-mutation. The GM similar to Telesend might cost more. realistic for Gravity-Ripple Comm and may permit shapeshifters and those Some examples: with retractable implants to add Neutrino Comm. Racial, Telepathic, Switchable (+10%), however. Directional Sound: You communi- and Universal might apply to any of Not every option is immediately cate using a laser-thin sound beam. them, if the GM permits. Receive Only, obvious. Some changes are subtle, Base range is 100 yards in a direct line Send Only, and Vague are always such as being able to darken the eyes of sight. Jamming and eavesdropping acceptable. to gain Protected Vision. Others require specialized equipment – and involve body parts implied by a special even then, the short range and line-of- Alternatives For alternative verbal communica- modifier; e.g., Doesn’t Breathe (Gills, sight requirement give -5 to attempts. tion, consider Speak Underwater -50%) and Flight (Winged, -25%). A Obscurants (e.g., fog and smoke) and (p. B87), Subsonic Speech (p. B89), few even represent the absence of a electrical “noise” have no effect. You and Ultrasonic Speech (p. B94). Those body part, like switchable Payload as can only communicate with those who can sense but not understand the the ability to create a new body cavity. who have this advantage or a direc- signals used by Telecommunication Be creative! tional-sound communicator. 5 points. Gravity-Ripple Comm: You com- have Detect (p. 47). Note that Telesend Alternatives municate using gravity waves. Base allows one to transmit thoughts, but For those who can transform into range is 1,000 miles. Your signal is unless the subject has Telesend him- almost anything, Morph (see omnidirectional, and as with Radio, self, the only way to receive his Shapeshifting, p. 74) is more economi- eavesdroppers must roll against thoughts is with Mind Reading (p. 61). cal – and flexible – than many individ- Electronics Operation (Communi- ual body parts with Switchable. The New Special Enhancements cations) to listen in. Jamming is Burst: Not available for Directional same is true of Modular Abilities impossible – although intense gravity Sound or Sonar Comm. You transmit (p. 62) with Physical and Limited, sources (neutron stars, pulsars, black a high-speed “blip” that conveys infor- Body Parts Only. holes, etc.) can disrupt your signal. mation much faster than you could Powering Up Gravity waves reach underwater and speak or draw. +30% for 10¥ normal Switchable body parts suit divine penetrate solid objects at no penalty. speed, +60% for 100¥, +90% for powers bestowed by beastly or mon- You can only communicate with peo- 1,000¥, and so on. Each factor of 10 strous deities, especially if transforma- ple who have this advantage or a grav- gives -1 to attempts to intercept the tion into a full likeness of the god is ity-ripple communicator. 20 points. transmission.

BUILDING ABILITIES 81 FTL: Your signal travels faster than god, psi, spirit, and wizard. TK isn’t magnetism is that it can only affect the speed of light, letting you commu- always supernatural, though; space- ferrous metals, which calls for nicate with little or no “light lag.” The opera “tractor beams” and super-pow- Magnetic (-50%). Increased Range GM decides what kinds of ered magnetism are also common (+10%/level) is common but not Telecommunication can have this explanations. The many faces of TK required. modifier and what it represents in include: Tractor Beam: Superscience devices each case: a beam of FTL energy for that project force beams capable of Animated Objects: A spirit that uses Radio or Gravity-Ripple Comm, a pushing or pulling distant objects are Possession to occupy an object (like a stream of FTL particles for Neutrino found on starships, robots, and statue) can use TK with Animation Comm, etc. A “ tunnel” mecha. These “tractor beams” typical- (-30%) to make it move around. If the that carries ordinary signals might ly have high levels of Increased Range spirit can only use its TK in conjunc- suit any kind of Telecommunication. (+10%/level) and either Attraction tion with Possession, add an Recommended signal speed is 0.1 par- (-60%) or Attraction/Repulsion Accessibility limitation (-10%). A sor- sec/day, to a maximum range in par- (-30%), and are often Visible (-20%). cerer who makes tables gallop and secs equal to 1/5,000 ordinary range in mannequins dance has Animation, Telekinesis can have Area Effect, miles, but the GM can adjust this to too – with Independent (+70%), if the obviously. In combat, it must affect suit the setting. Only individuals with items keep doing what they’re doing groups of foes in exactly the same way. the same ability or equivalent technol- without his attention. Together, Roll separately for each target, at a ogy can receive the FTL signal. Animation and Independent can ani- penalty equal to the number of targets, +120%. mate one object per second. Total HP less one; see Area Effect (p. 100). Out of Secure: Your signal employs securi- can’t exceed TK level, but homoge- combat, it can aid any long task ty measures that make it difficult to nous objects count as having half their resolved using a single die roll (e.g., an interpret if intercepted. Eaves- HP. Engineer roll to assemble a machine). droppers must win a Quick Contest of The GM may let heroes use the rules IQ (if using Telecommunication) or under Time Spent (p. B346) to hasten Electronics Operation (if using tech- such tasks. nology) against your IQ to understand For all collective uses, calculate the content of the transmission. If they Basic Lift from TK level and compare lose, they get garbage. +20%. the weight of everything affected to Sensie: You can transmit your sen- find encumbrance level. Objects in the sory impressions in real time. This is Attraction/Repulsion Field: Some area travel at a Move equal to TK level, possible for any form of force fields push everything nearby reduced by encumbrance as usual. Telecommunication save Directional away from the user, or draw objects to Sound or Sonar Comm – but with him. Simulate this using Area Effect Alternatives anything other than Telesend, the (+50%/level), Emanation (-20%), and Flight (p. 50) with Enhanced Move recipient needs a specially equipped one of Attraction (-60%), Repulsion (Air) (p. 49) costs fewer points than receiver to get the “full experience.” (-60%), or Attraction/Repulsion TK for levitation at a given top speed – +80%. (-30%). If the field is magnetic, add although it doesn’t permit instant Powering Up Magnetic (-50%), too. Being unable to acceleration to full speed like TK does. Similarly, Innate Attack (p. 53) is less Telecommunication that uses real- turn this off is genuinely limiting – expensive than buying enough TK to istic energy or particles is appropriate Always On is worth -20%. inflict comparable damage with a tele- for elemental Electricity, Gravity, Poltergeist Effect: Certain people kinetic “punch.” It’s also more appro- Light, Radiation, and Sound/Vibration are the nexus of random acts of teleki- priate for force beams. powers. Electromagnetic and acoustic netic violence when under stress. To get a force field that can lock forms of Telecommunication are also Parapsychologists refer to this phe- onto and prevent damage from attacks reasonable for psionic Electrokinesis nomenon as “recurrent spontaneous that come in too fast for TK, buy and Psychokinesis, respectively. psychokinesis” (RSPK) or “the polter- Damage Resistance (p. 45) with Force Telesend mainly suits paranormal geist effect.” Represent this with Area Field. For a short-range force field powers – Telepathy in particular. Effect (+50%/level), Emanation that works a lot like Telekinesis, com- Talent adds to all IQ rolls to establish (-20%), Unconscious Only (-20%), and pare Stretching (p. 78) with Force contact, to intercept or comprehend a Uncontrollable (-30%). In general, Extension. signal, or to prevent interception or combinations of Area Effect and Some supers explain extraordinary jamming. Uncontrollable always cause chaos over a wide area. strength as “zero-range telekinesis.” Psychokinesis: Classic psionic Represent this by buying ST and sell- Telekinesis psychokinesis is TK with the ing back the associated Hit Points. At see p. B92 Psychokinesis power modifier (-10%). 10 points per level for ST and -2 points per missing HP, this comes to 8 points The essence of Telekinesis (TK) is Super-Magnetism: Some supers per +1 ST. The GM may wish to allow moving distant objects with no more direct magnetic forces with laser- modifiers on this ST; see Attributes as effort than a stare or a gesture – a gift like precision. This isn’t realistic – all Abilities (p. 13) for guidelines. seemingly possessed by every other it has in common with real-world

82 BUILDING ABILITIES New Special Enhancement direction if the mover wins a Quick dangerous, but the effects are too Super-Effort: The GM may allow Contest of his ST or TK level against gradual to affect combat (see Cold, the Super-Effort enhancement from your TK level. This limitation is p. B430, and Heat, p. B434). To use Lifting ST (p. 58) on TK, too. This incompatible with Animation. -60% heat or cold as a weapon, take Innate affects extra-effort lifts – not speed, for Attraction or Repulsion; -30% for Attack (p. 53). Heat is a Burning damage, skill, or anything else. The Attraction/Repulsion (it takes a Ready Attack, while cold is a Fatigue Attack only differences from the Lifting ST maneuver to switch between the two). with the Freezing enhancement (see rules are that TK with Super-Effort Lift Only: Levels of TK with this Hazard, p. B104). limitation don’t add to telekinetic works at a range and that its bonus Powering Up adds to levels of TK that lack this mod- Move. -20%. Temperature Control is appropri- ifier, not to personal ST (e.g., TK 20 Move Only: Levels of TK with this ate for Psychokinesis power, elemental gives ST 5,000, or adds 5,000 to limitation don’t add to telekinetic ST. Cold/Ice and Heat/Fire powers, and unmodified TK, if any). -40%. divine and spirit powers associated New Special Limitations Powering Up with ice goddesses, fire elementals, Specific (p. 112) is common for Telekinesis is the definitive element etc. In some settings, it even suits TK that originates from elemental of Psychokinesis power, which is tra- moral powers: cold represents life- powers. Some other limitations of ditionally psionic. However, magical stealing Evil, while heat can go either importance: and spirit powers are equally likely to way . . . the flames of Hell are Evil, but include TK, most gods can move the sun and life-giving warmth are Animation: Your TK works by objects with their cosmic powers (and Good. Weather-control powers often enabling inanimate objects to flex. enable their servitors to do the same include this ability, usually with high The minimum level required to ani- via divine powers), and supers with levels of Area Effect. mate something equals its HP if unliv- elemental powers often use gravity, Talent adds to degrees per second ing, half its HP if homogenous (see magnetism, or wind to produce simi- of temperature change after all modi- Object Hit Points Table, p. B558). An lar effects. Talent adds to all DX and fiers, but has no effect on the maxi- animated object can grab, lift, strike, IQ rolls to use TK, and to TK level in mum change. It also adds to Power and throw with ST equal to the TK Contests of ST (but not in general). Block attempts (see p. 168). level needed to animate it. It has your DX. It can walk and jump if it isn’t fixed in place; Move equals your TK Temperature Control Terrain Adaptation level minus the level needed to ani- see p. B92 see p. B93 mate it. You can use skills through Fictional Temperature Control Terrain Adaptation can represent a animated items – but note that objects takes two main forms: host of exotic abilities, but the most other than statues and mannequins common forms – e.g., clawed toes, Active: Psis, supers, and ultra-tech usually have No Fine Manipulators. crampons, or skates for ice, and snow- machines cause temperature changes Objects return to their rest state once shoes or skis for snow – are downright using force of will or weird beams. you give up control. Adding prosaic. Such features might result Freeze rays and cryokinesis call for Independent (p. 108) lets you animate from evolution (for a creature) or Cold (-50%), while heat rays and multiple objects, but you must split design (for a machine). your TK level among them. Your TK pyrokinesis require Heat (-50%). For can’t reach inside things at all. -30% if dramatic effects like freezing or boil- Alternatives the object can’t fly; -20% if it can, pro- ing water instantly, add Reduced Time Terrain Adaptation only aids move- vided it has wings, rotors, etc. (like a (+20%/level); each level doubles the ment across more-or-less level, solid toy dragon or model helicopter). rate of cooling or heating. ground. Take Clinging (p. 45) to travel Attraction/Repulsion: Your TK can Passive: Spirits, monsters, and ele- vertically. Use Walk on Liquid (p. 88) only move things directly toward or mental creatures of heat and cold to traverse anything less solid than away from you. Take a Ready maneu- sometimes alter the temperature in sand or snow. If Terrain Adaptation ver to move an unresisting object, or their immediate vicinity (a two-yard results from hard projections that dig an Attack maneuver to affect an active radius) at all times. To simulate this, into the terrain, buy Claws (p. B42) or opponent. Your TK can’t strike blows, add Always On (-10%), Emanation Striker (p. B88) separately. manipulate objects, or hold an enemy (-20%), and either Cold (-50%) or Heat in place or prevent him from attack- (-50%). The ambient temperature New Special Enhancement ing. Attraction simply causes objects changes by 2° per level per second the Active: You adapt quickly to any to move until they’re in contact with entity remains in the area, to the usual terrain. Instead of specifying a partic- you, whereupon they’re held there maximum of 20° per level. ular terrain type, buy the 5-point ver- sion of Terrain Adaptation and add with your telekinetic ST until you turn Alternatives off your ability. Repulsion shoves this enhancement. This ability might Temperature Control doesn’t objects away from you until they be the result of “smart wheels,” directly affect the temperature of peo- reach the maximum range of your shapeshifting, or superhuman ple or things – only that of an area. The ability. In either case, objects can only balance. +300%. extremes of ambient temperature are move or be moved in the opposite

BUILDING ABILITIES 83 Powering Up Active: Your Terror doesn’t affect Faith to send away angels and terror- Terrain Adaptation is typical of ele- everyone nearby – it’s a direct mental ize cute puppies! mental powers – especially Cold/Ice attack on one victim. Your target must It’s up to the GM whether a deity and Earth – and powers associated be within 10 yards (modified by shields only the genuinely faithful or with nature, natural spirits, and Increased or Reduced Range), and anyone acting as its proxy. The latter is nature deities. Individuals with cer- able to see or hear you. You must take common in high fantasy and cinemat- tain chi powers can cross anything, a Concentrate maneuver to affect him. ic horror, and might merit its own even thin paper, by using the Active Roll a Quick Contest of Will with your trait: version of this trait. Those with subject. He’s at -1 for each -1 to Fright True Faith (Chosen): You enjoy all shapeshifting powers might physical- Checks you bought. If you win, roll 3d the benefits of True Faith, but your ly alter their extremities to gain this for the result, as usual, but add your power is due to the fact that your god ability. Talent adds to DX rolls to margin of victory instead of his mar- has chosen to act through you – possi- negotiate terrain, giving a bonus gin of failure. +0%. bly without your consent. Barring where others would have a penalty. Presence: Your physical presence egregious transgressions, your advan- within 10 yards is enough to cause tage functions regardless of your actu- Fright Checks, even if your victims al faith. This comes at a cost, however: Terror can neither see you nor hear you. You non-supernatural servitors of rival see p. B93 could be locked in a coffin and still ter- deities can sense your special status Certain monsters – dragons, rify those who stray too close. Each and react to you at -3 . . . and your specters, Things Man Was Not Meant level of Area Effect doubles your True Faith can’t repel these foes. 15 To Know – are just plain scary. This radius, but the GM should consider points. might be due to a disturbing visage, a forbidding huge areas. +25%. terrifying wail, or sheer size and Powering Up Alternatives unnaturalness. Occasionally the rea- To repel any enemy, take Terror Terror suits many supernatural son is less obvious . . . perhaps a tele- (above). Bolts of holy power and simi- powers, including sinister divine and pathic influence (see the modifiers lar attacks that only affect foes of a moral powers that flow from terrify- below). particular god are Innate Attacks ing sources, spirit powers that com- A few entities provoke strong reac- (p. 53) with suitable Accessibility limi- mand horrific ghosts, and chi and psi tions other than fear. Gods and angels tations (see p. B110). powers that let the user project his will induce awe, while weird extradimen- To cast out evil spirits possessing a to unnerve his enemies. Explained as sional creatures cause mind-boggling person or place, use the Exorcism skill finely tuned electric fields or vibra- confusion. At the GM’s option, Awe (p. B193). tions, it also fits a few elemental pow- and Confusion are separate advan- ers. It needn’t be subtle, either – a tages. Use the rules for Terror, but New Special Enhancement shapeshifting power could grant Fright Checks become “Awe Checks” Turning: You can aggressively Terror by letting the user assume a or “Confusion Checks.” All the rules for “turn” the entities your True Faith scary face. Fright Checks apply to these rolls, repels. Take a Concentrate maneuver When using Terror to bolster including modifiers for advantages and roll a Quick Contest of Will with Intimidation skill, Talent adds to skill and disadvantages (see p. B360). The any such being that can see you. Roll rolls, on top of the +1 to +4 for super- only difference is that failures go to the just once for hordes of identical mon- natural powers. Talent also gives a Awe and Confusion Check Table (p. 85). sters with the same Will. Any creature Will bonus when attacking with the you win or tie against can’t move any Alternatives Active enhancement. closer to you than yards equal to your An attack that causes the victim to margin of victory (minimum one halt in his tracks is an Affliction yard). If it’s inside that radius, it must (p. 39), often with an enhancement True Faith flee as described for unmodified True such as Daze, Ecstasy, or Hallu- see p. B94 Faith. This effect endures for as long cinating. To exercise more subtle Traditionally, those with profound as you concentrate and for 1d seconds control over a victim’s emotions, use religious faith enjoy protection from after you stop. +65%. Mind Control (p. 61) – possibly with harm at the hands of their deity’s the Emotion Control enhancement. moral enemies. Fantasy games associ- Powering Up ate this with the invested cleric, bran- True Faith is exclusively the realm New Special Enhancements dishing his holy symbol and intoning of divine, moral, and spirit powers. Its Godlike beings often have the “irre- solemn prayer. In folklore, though, the built-in code of conduct doesn’t pre- sistible attack” level of Cosmic blessed individual is often a devout clude claiming a discount for the (p. B103). Victims get no benefit from layperson. Divine, Moral, or Spirit power modifi- advantages such as Fearlessness and The GM should list what True Faith er, even when this imposes its own Unfazeable (unless those traits are repels in each case. A classic “good” code. The restrictions a servitor must Cosmic), and suffer their tormentor’s deity might empower its servants to live under are often different from choice of Awe, Confusion, or Terror if keep demons and undead at bay. An those of simple faith, and always far they fail their Fright Check. evil priest is more likely to use his True more stringent. Talent adds to Will

84 BUILDING ABILITIES Awe and Confusion Check Table When you fail an Awe or Confusion Check, roll 3d, (Major), Indecisive (12), or Short Attention Span add your margin of failure on the Check, and consult (12). the table below. Many entries give different outcomes 24, 25 – As 22, except that if you already have a -5 to for Awe and Confusion – read carefully. If new quirks or -10-point disadvantage that could result from Awe disadvantages result, the GM chooses these traits, or Confusion, it worsens to a -15-point trait! which should suit the circumstances of the Check. 26, 27 – Experience 1d minutes of ecstasy or halluci- nating, as per 17, and acquire a new -10-point disad- 4, 5 – Stunned for one second, then recover vantage, as per 22. automatically. 28, 29 – Experience 2d minutes of ecstasy or 6, 7 – Stunned for one second. Every second after that, hallucinating, as per 19, and acquire a new -10- roll vs. Will to snap out of it. point disadvantage, as per 22. 8, 9 – Stunned for 1d seconds. Every second after that, 30, 31 – Experience 4d minutes of ecstasy or roll vs. Will to snap out of it. hallucinating, as per 20, and acquire a new -10- 10, 11 – Stunned for 2d seconds. Every second after point disadvantage, as per 22. that, roll vs. Will to snap out of it. 32, 33 – Awe overcomes you. You immediately collapse 12, 13 – Awe causes (25 - Will) seconds of ecstasy. in a helpless, ecstatic fit that lasts 1d minutes and Confusion causes (25 - IQ) seconds of daze. See costs 1d FP. After that time, roll vs. Will each minute Incapacitating Conditions (p. B428). After that time, to recover. Any critical failure costs you 1 Will per- roll vs. Will each second to recover. manently. Confusion drives you completely mad. 14, 15 – Acquire a new mental quirk. Awe inspires You might do anything! The GM rolls 3d – the high- quirks that reflect admiration. Confusion leads to er the roll, the more dangerous the action. For quirks that suggest bafflement or perplexity. instance, you might believe you can fly and leap to 16 – Stunned for 1d seconds, as per 8, and acquire a your doom. Should you survive your first reaction, new quirk, as per 14. roll vs. Will to recover. If you fail, the GM rolls for 17, 18 – Awe causes 1d minutes of ecstasy. Confusion another insane action, and so on. causes 1d minutes of hallucinating. See 34, 35 – As 22, but the disadvantage is worth -15 Incapacitating Conditions (p. B428). After that time, points. Awe usually results in Fanaticism – either for roll vs. Will each minute to recover. the one who awed you or his cause. Confusion 19 – As 17, but effects last 2d minutes. tends to cause Confused (9), Delusion (Severe), 20 – As 17, but effects last 4d minutes. Indecisive (9), On the Edge (12), or Short Attention 21 – Awe causes you to worship at the feet of the one Span (9). who awed you – you must obey his every command 36 – As 22, but the disadvantage is worth -20 points. as if you had Slave Mentality! Confusion causes you 37 – As 22, but the disadvantage is worth -30 points. To to hallucinate (the GM specifies the details, which make up -30 points, the GM may have to select more should fit the situation); you can try to act, but than one trait. you’re out of touch with reality and at -5 on all suc- 38 – Experience 1d minutes of ecstasy or hallucinating, cess rolls. Either lasts 3d minutes; then roll vs. Will as per 17, and acquire a new -15-point disadvantage, once per minute to snap out of it. as per 34. 22, 23 – Acquire a -10-point mental disadvantage. Awe 39 – Experience 2d minutes of ecstasy or hallucinating, might impel you to adopt one of your new idol’s as per 19, and acquire a new -20-point disadvantage, self-imposed mental disadvantages (see p. B121) as per 36. out of solidarity, turn you into his servant 40+ – As 39, but Awe costs you 1 point of Will and (Reprogrammable), or make you feel inferior (Low Confusion robs you of 1 point of IQ. These losses Self-Image). Confusion “blows your mind,” most are permanent! likely resulting in one of Confused (12), Delusion rolls to resist distraction when taking monsters that can hew or chew Alternatives the Concentrate maneuver to use this through solid rock (acid-spewing Natural burrowers may take “Can ability, and to use the Turning special worms, giant moles, etc.), weird- tunnel without a shovel” as a perk (see enhancement. science burrowing machines with p. B100). This is effectively Accessory whirling augers, and massive real- (Shovel). It allows the full rates under world mining equipment. At the GM’s Digging (p. B350). Tunneling option, diggers who travel at less than To pass through solid matter with- see p. B94 Move 1 can buy Tunneling (Slow) for out digging, use Permeation (p. 66). Tunneling is too speedy to be real- 5 points and pay 1 point per two yards Add the Tunnel enhancement to leave istic for natural creatures. It suits per minute of progress. a passage behind.

BUILDING ABILITIES 85 Tunneling never counts as an even “digest” a live grenade to prevent sure how precise this sense is, but it attack, regardless of how it works. Buy it from detonating! Only your diges- does exist. The aquatic version of Claws (p. B42), Striker (p. B88), or tive system is safe from harm, though. this trait is appropriate for the Teeth (p. B91) separately if it involves Without protective advantages, it can hydrophones (or “passive sonar”) a digging tool that doubles as a be tricky to get nasty stuff like nerve carried by naval vessels. weapon. Use Innate Attack (p. 53) for agents and plutonium to your mouth This ability frequently shows up on acid jets, beams, and explosives that without touching it with your hands, monsters and supers, too. It’s typically can blast foes as easily as the earth – breathing it, or being irradiated. You a targeting aid for fighting in the dark. possibly with a Link (+10%) to can’t eat antimatter. +300%. The Universal enhancement is com- Tunneling. mon in this context, and definitely Powering Up cinematic. New Special Enhancement Basic Universal Digestion really Hands-Free: You dig with a special only suits biological body-control Alternatives body part, disintegrator ray, etc. that powers, unless the GM permits such This sense lets one fight in the dark, leaves all of your hands available to exotica as the divine power of the All- but to see in the dark takes Dark hold things as you tunnel. +20%. Devouring Worm God. With Matter Vision (p. 46), Hyperspectral Vision Eater, it fits matter-control super-pow- (p. 51), Infravision (p. B60), or Night Powering Up ers and even cosmic powers. Talent Vision (p. B71). Likewise, Vibration Tunneling best suits elemental adds to all HT rolls to avoid ill effects Sense can locate invisible foes, but to powers – particularly Earth power – from ingested material due to causes view the target requires See Invisible but might belong to any power that other than toxicity; e.g., to avoid a split (p. 72). includes an attack or natural weapon gut from a huge quantity of matter. Those with a highly developed that could function as a digging tool. sense of touch have Sensitive Touch Talent adds to all DX or skill rolls (p. 73) instead of or as well as required for tunneling movement, and Vibration Sense. Active sonar calls for to the IQ, Engineer, or Prospecting roll the Sonar advantage (see Scanning to dig a stable tunnel. Sense, p. 72). Sightless heroes often have all three traits. Universal Digestion New Special Enhancements see p. B95 Sense of Perception: Your ability Voracious monsters, post-holo- doesn’t depend on air or water cur- caust mutants, and various forms of rents tickling hairs or your skin. You Homo superior bioengineered for detect vibrations by virtue of a “sixth survival are all good candidates for sense” (e.g., psychokinetic feedback). this trait. When supers possess it, it This works even when you’re in a usually has the new Matter Eater sealed suit or a vacuum, and isn’t sub- enhancement. ject to interference by environmental noise. This gives all the benefits of Alternatives Universal; there’s no need to take both Use Reduced Consumption enhancements. +100%. (p. B80) for those who can survive on Targeting: By taking an Aim less food rather than weird food. To maneuver, you can “lock onto” any- resist poison, add Resistant (p. 71). thing you’ve already detected and Individuals who don’t require any Vampiric Bite see p. B96 determine its precise range and speed, food have Doesn’t Eat or Drink exactly as if you had a technological This is just a special case of the (p. B50) and don’t need Universal rangefinder. This gives you +3 to hit more generic Leech advantage; see Digestion – but they can still buy it to that target with an aimed ranged p. 96. The GM should use Vampiric dispose of evidence. attack. +20%. Universal Digestion doesn’t let the Bite as written only if it’s the sole form user gnaw through tough materials. of Leech in the setting. If several forms Powering Up That’s Teeth (p. B91), plus Striking ST exist, replace Vampiric Bite with Vibration Sense is an obvious (p. 78) with the One Attack Only limi- Leech (Heals FP, +60%; Blood Agent, candidate for an elemental tation. Tunneling (p. 85) is another -40%) plus Sharp Teeth (p. B91). Sound/Vibration power, but it’s just as option. likely to be part of a chi power – an alternative to the Blind Fighting skill New Special Enhancement Vibration Sense (p. B180). Those with Psychokinesis Matter Eater: You can eat anything see p. B96 sometimes have this ability, too, typi- (organic or inorganic), even if it’s cor- Vibration Sense is probably realis- cally with the Sense of Perception rosive, toxic, or radioactive. Your body tic for animals equipped with enhancement. Talent adds to Sense instantly disintegrates it or converts it antennae, whiskers, or fur growing on rolls made to use this advantage. to something harmless – you could highly sensitive skin. Biologists aren’t

86 BUILDING ABILITIES Vision Advantages Digital Mind might do something Powering Up All of the vision-related traits not similar, planning its actions several Visualization is a classic ability of discussed elsewhere in this chapter steps in advance, with access to a divine and spirit powers (the user exist in the real world. Certain vast library of “worked examples.” prays to the gods or spirits for help), snakes possess Infravision (p. B60), Either mental process could explain as well as chi and psi powers. It also many nocturnal predators have Visualization. suits probability-control powers, Night Vision (p. B71), beasts with Visualization is also a key ability of regardless of source. With Blessing or widely set eyes enjoy Peripheral gods whose thoughts shape reality. Cursing, Visualization is appropriate Vision (p. B74), eagles and other rap- The modifiers below are especially for moral powers, too – and even for tors benefit from Telescopic Vision suitable for such beings. The GM the cosmic powers of the gods. Talent (p. B92), and some birds and insects might even permit Reduced Time 7 adds to the IQ roll to visualize, which employ Ultravision (p. B94). Robots (+140%) to make this ability instanta- improves the likely bonus. It doesn’t directly and vehicles often gain identical neous. If so, it works in combat – but add to the bonus, however. capabilities from sensors. it only affects one die roll per turn, and Supers and monsters can have any the chaos of battle cuts the bonus to 1/3 usual. Walk on Air combination of these traits; no partic- see p. B97 ular mix is forbidden. Individuals with Alternatives In tales of the fantastic, both mod- the Blindness disadvantage can’t have Luck (p. 59) and Super Luck (p. 80) ern and traditional, the ability to walk vision advantages, however. (Those can represent a similar capacity to on air isn’t as common as true flight. who can see only infrared or ultravio- influence the outcome of tasks However, it’s a fair way to represent let light don’t have Blindness – they through sheer willpower. Higher the capabilities of those who haven’t have the 0-point version of Infravision Purpose (p. B59) also grants improved quite mastered powers that will even- or Ultravision.) odds of success through focused tually let them fly. The GM should con- Alternatives thinking – although the bonus is both sider treating Walk on Air as a “place- Be sure to consider 360° Vision more spontaneous (for instance, it can holder” that the PCs can improve to (p. 39), Dark Vision (p. 46), Hyper- apply in combat) and more modest (a Flight with earned points. fixed +1). spectral Vision (p. 51), Microscopic Alternatives Vision (p. 60), Penetrating Vision New Special Enhancements The obvious comparison is with (p. 66), and See Invisible (p. 72). In Blessing: You can improve the odds Flight (p. 50), which is far more capa- addition, Scanning Sense (p. 72) and of success of any task undertaken by a ble (and twice as expensive). Those Vibration Sense (p. 86) are similar to – sapient being just by “thinking good capable of limited aerial movement but not the same as – vision. thoughts” for a minute beforehand. should compare Super Jump (p. 79). The ability to see radiation in a fre- You must be able to see or touch the quency range doesn’t imply the capac- beneficiary. When he rolls for his task, New Special Limitations Take Specific (p. 112) if you can ity to comprehend signals in that band; he gains the Visualization bonus. You only walk on a particular type of gas. get Telecommunication (p. 81) for can only have one bonus pending at a “Ordinary air” isn’t allowed, but dust, that. For instance, a hero with time – for yourself or someone else – smoke, and water vapor (clouds, Infravision could detect Infrared but you can cancel this to assist anoth- steam, etc.) are all legal. This is worth Communication in use, but only er task. +100% if you can affect your -40% for most substances, but espe- eavesdrop if he had that advantage rolls and those of others; +0% if you himself. cially uncommon or obscure gases – can aid others but not yourself. like pure hydrogen – might be -60%, at Powering Up Cursing: You can project “negative the GM’s discretion. Vision-related abilities suit elemen- energy” to reduce others’ odds of suc- Lighter Than Air: tal Light powers and psionic cess. You must be able to see or touch Your ability works by making you lighter than air or Electrokinesis. A body-control or your victim for a full minute while you gaseous. Wind moves you a yard per shapeshifting power of any source visualize him failing at his task. second in the direction it’s blowing per might let the user acquire these gifts Without special abilities of his own, he 5 mph of wind speed. -10%. by actively adapting his eyes. Talent won’t know that you’re cursing him. Maximum Height: You can’t walk adds to all Vision rolls when using any When he carries out his task, he suf- very high off the ground. A 30-foot of these senses. fers a penalty equal in size to your usual bonus. You can only have one limit is -10%; a 10-foot limit is -20%; curse active at a time, but you can can- and a 5-foot limit is -25%. Visualization cel it to curse another task. Your Planetary: You push off against a see p. B96 advantage doesn’t affect you at all, and planet’s gravity field or walk along its you can’t combine Cursing with magnetic field lines. Your ability is In mystical traditions that involve useless in the absence of a planet. -5%. directing chi, commanding spirits, or Blessing. If you can also produce ben- eficial effects, buy Visualization a sec- Vertical Only: You can only climb casting spells, the practitioner must straight up, as if using a ladder made form a clear mental picture of the ond time without Cursing, and possi- bly with Blessing. +100%. of air. You can’t move laterally at all. desired outcome to succeed. A -25%.

BUILDING ABILITIES 87 Powering Up spirit powers associated with entities ing artifacts need Special Portal (from Walk on Air suits almost any power that govern water. Individuals with -20% for mirrors to -80% for a tiny that includes Flight. Elemental pow- highly developed chi powers might be number of sites of ancient power). ers are especially likely, particularly able to run across liquids, too – a feat Matter Transmission (MT): Air, Earth (with Specific, Dust), attributed to ninja in . The most Cyborgs, robots, and vehicles can have Heat/Fire (with Specific, Smoke), cinematic shapeshifting powers might superscience MT devices built in. Magnetism (with Planetary), and even let a man-sized super “walk” on Most have orbital range and require Water (with Specific, Vapor). water like an insect. Talent adds to DX the user to set coordinates, giving Psychokinesis is another good fit – as and skill rolls for movement. Range Limit (-5%) and Blind Only is a spirit power that lets the user sum- (-50%). Some transmitters let the user mon sylphs to bear him through the bring along anything he can carry air. Cosmic and divine powers might (Extra Carrying Capacity, Extra- let gods and their servants walk high Heavy, +50%); others, especially above their flocks. Talent adds to all implants, send only his body (Naked, DX rolls for movement and to avoid or -30%). High-quality technology grants halt a fall. No Strain (+25%), Reliable (+5% per +1), or both. Experimental prototypes, on the other hand, tend to have Drift Walk on Liquid (-15%). see p. B97 Psionic Teleportation: Psionic tele- Walk on Liquid is famous as a porters can typically specify range and Biblical miracle, but doesn’t have to direction, and track psychic residues be supernatural. Insects of family left by other teleporters. These capa- Gerridae stay afloat due to the inter- bilities call for Blind (+50%) and action between surface tension and Tracking (+20%). Weak psis often have water-repelling hairs, and “walk” on Range Limit; for a range of less than water by generating tiny vortices that 10 yards, take Reduced Range and act like the oars of a rowboat. Range Limit, -50%. Stronger psis Diminutive supers, faerie, and enjoy Extra Carrying Capacity and miniature robots might enjoy similar Reliable. Astral travelers need capabilities. Projection (-0%), and use Astral Those who can only walk on a Projection – not Psionic Teleportation particular type of liquid have – as their power modifier (either is Specific (p. 112). Water, being -10%). extremely common, is only -10%. Stardrive: Some vehicles and More unusual liquids are -40% to supers vanish from one location and -60%, at the GM’s discretion. appear at another by moving through In cinematic games, the GM a realm where faster-than-light (FTL) should consider allowing water-walk- travel is possible. This calls for ers to move at the speed of surface Warp Hyperjump (-25% or -50%). Most FTL drives either demand precise coordi- currents and waves if they can make a see p. B97 DX or Sports (Surfing) roll to hang on. nates (Blind Only, -50%) or require a Be it a supernatural miracle or a “” (Special Portal, -40%). Alternatives miracle of superscience, the capacity However, the predictability of Walk on Liquid only works on liq- to travel at the speed of thought is a stardrives tends to offset these limita- uid water; take Terrain Adaptation virtual necessity for any god, wizard, tions, giving No Strain (+25%), (p. 83) to move easily across ice and or ultra-tech space alien that wishes to Reliable +5 to +10 (+25% to +50%), snow. Individuals who can move rap- be taken seriously. Examples from fic- and/or Tracking (+20%). idly through liquid have either tion include: Super-Teleportation: Supers and Amphibious (p. 42) or No Legs Gate: Mystics and ritualists with gods with Warp generally use it as if it (Aquatic) (p. B145), often with Warp traditionally open swirling vor- were second nature. Most have Blink Enhanced Move (Water) (p. 49). tices or glowing portals that anyone (+25%), No Strain (+25%), Reliable, New Special Enhancement can step through. A teleporter who and no limitations other than a power Submerged: You can walk while can do this requires Tunnel (+40% or modifier – although “combat tele- under liquid, too. Use the rules for +100%) – plus Extra Carrying ports” are sometimes short-ranged, Walk on Air, but a “fall” just means Capacity, Extra-Heavy (+50%), if he with Range Limit, 10 yards (-50%). you’re swimming instead of walking. and his companions can bring along Adept supers often have a lot of Extra +20%. anything they can lift. Those who Carrying Capacity. They can grapple draw magical circles should add enemies and teleport with them, but Powering Up Preparation Required, 1 minute this requires an Attack followed by a The most obvious options are ele- (-20%), while those who activate exist- Ready to activate Warp, and the victim mental Water power and divine and may try to break free in between.

88 BUILDING ABILITIES reverse the sign, giving from +10 if he behind. See the Projection limitation Always spell out what goes on dur- just left to -10 if he left eight hours under Jumper (p. 58) for details. ing the extra preparation time to ago. Add a further -1 per doubling of Projection is incompatible with Extra reduce penalties: elaborate rituals, time after that. If your quarry depart- Carrying Capacity, Naked, and Tunnel. psychic visualization, precise compu- ed from the same point more than Special Portal: You need a particu- tation of target coordinates, etc. Also once, you can only follow his most lar sort of gateway to use your advan- note whether FP spent to offset penal- recent trip. Success means you appear tage. The value depends on the rarity ties correspond to an expenditure of at his arrival point . . . even if he went of the required portal (GM’s decision). mana or chi, physical or psychic somewhere bad due to a critical fail- “Any reflective surface” is -20%; man- strain, or energy used to boost trans- ure or Drift. Failure by 1 means you made “stargates” in every important mitter power. Such details convert follow but suffer the effects of Drift. star system are -40%; and a handful of Warp from a generic advantage to an Greater failure works as usual for ancient stone circles that only work a interesting ability. Warp. +20%. few nights of the year are -80%. If the GM feels that a given modifi- Tunnel: Using your ability always er makes Warp too effective – or too creates a portal of about your size, Powering Up cheap – he’s welcome to change its which lingers for 3d seconds. Anyone Warp best suits supernatural pow- cost or forbid it altogether. This is true may step through it. +40% if it forms ers, particularly cosmic, magical, and for any trait, but Warp merits closer after you teleport; +100% if it forms psionic ones. Time- and space-warp- policing because of its tendency to beforehand, and you must be free to ing powers of almost any source are short-circuit plots. move to use it but don’t have to go also likely to include it. through at all (the GM may allow this Talent benefits the IQ roll to acti- Alternatives version for Jumper and Permeation, vate Warp, and is cumulative with the Warp with Hyperjump isn’t the too). bonus from the Reliable enhance- only way to handle FTL travel; Flight ment. It also adds to Body Sense (p. 50) with extreme levels of New Special Limitations (p. B181) rolls to reorient oneself after Enhanced Move (p. 49) is equally Anchored: You can only teleport to teleporting. valid. To travel to other times or a specific site or item (e.g., a magical dimensions, take Jumper (p. 57). To beacon). You can’t go anywhere else. teleport items to you, buy either This is incompatible with all special Wild Talent Snatcher (p. 76) or an Affliction (p. 39) modifiers except Extra Carrying see p. B99 with Advantage, Warp. Capacity, Naked, No Strain, and In its most basic form, Wild Talent Reliable. -50% if you teleport to a sin- represents inspiration. This is often New Special Enhancements gle site, but can switch this by physi- attributable to a god, a spirit Blink: Your ability works reflexive- cally visiting a new site for a minute; (guardian angel, genius, or muse), or ly in times of stress. Once per turn, -60% if you teleport to a specific item personal enlightenment (“harmony you can dodge an attack by making an that you can physically move from with the Tao”). Below are two other IQ roll without the -10 for lack of location to location, but that enemies possibilities. preparation. Roll randomly for direc- could steal or place in danger; -80% Hidden Gifts: Wild Talent could be tion. You appear in the first safe open for a single, fixed site. a spontaneous manifestation of unre- space in that direction. If there’s no Blind Only: You must teleport to a alized natural aptitude – or skills from place like that within 10 yards, you go set of coordinates exactly as if using a past life. Under stress, these gifts nowhere and your dodge fails. Blink is the Blind enhancement, even if you emerge in what’s usually a learning triggered by fear and adrenaline; thus, can see or visualize your destination. experience. Take Retention (+25%), it generally only works in combat, Thus, you’re always at -5, and each +1 Emergencies Only (-30%), and although the GM may let you roll in costs 2 FP. Blind Only is mutually Focused (-20%) in the area of apti- other dangerous situations. Blink is exclusive with Blind. -50%. tude. A “natural spell-caster” with incompatible with Hyperjump. +25%. Drift: You never arrive right on tar- Magery needs Focused, Magical, while No Strain: You ability isn’t vulnera- get. You appear at a random location someone who uses Reawakened ble to strain and burnout. You still go somewhere in a circle with a radius (p. B80) to recall past lives has nowhere on a failure – and somewhere equal to 1% of the distance you tele- Focused, Past Lives. else on a critical failure – but you can ported (minimum one yard); e.g., if Telepresence: Someone with Digital always make an immediate repeated you teleported 10 miles, you’d materi- Mind or the Machine meta-trait might attempt at no extra penalty, and your alize somewhere in a 0.1-mile circle be able to ask a “remote operator” Warp advantage never “burns out.” around your target. The better your IQ with useful skills to take control of his +25%. roll, the closer you’ll be to your target, body for the duration of a task. He Tracking: You can “follow” another but it’s up to the GM exactly where remains aware of what his body is teleporter. Apply all the usual modi- you appear. On a critical failure, doing, but he has no access to his fiers to your roll, plus -1 per yard you’re likely to appear high in the air operator’s knowledge. Add External of distance between you and his or underground. -15%. (-20%), and use Focused (-20%) to departure point. The time since he Projection: You teleport your mind limit skills to those known by the teleported also affects your roll. Use as a “ghost” while your body stays the modifiers for preparation time but remote operator(s).

BUILDING ABILITIES 89 Alternatives source is one specific person – “people metals), Fire, Gravity, Light, Metal, Wild Talent enables inspired deeds. in general” is too broad to qualify). Plastic (any manufactured structural Intuition (p. 56) better represents Gods are likely to have many levels of material that’s neither Earth nor inspired choices, while Blessed (p. 43), Wild Talent as part of a cosmic power. Metal, including oil-based plastics and Oracle (p. 65), and Precognition Talent gives a bonus to the die roll to rubber), Sound, Water (including (p. 68) are all more appropriate for use any skill or ability granted by Wild steam and ice), or Wood (dead plant inspired knowledge. For a completely Talent. matter, but not fossils, oil, etc.). 20 different take on inspiration, consider points/level. Illuminated (p. B60). Occasional: A broad subcategory of Those contemplating Wild Talent NEW a Common element, such as Ceramics should also look at Modular Abilities ADVANTAGES (including glass), Ferrous Metals (p. 62). It, too, can grant access to a (iron, nickel, and cobalt – and note The Basic Set includes hundreds of wide range of skills initially unknown that steel is made of iron), Ice, Steam advantages. With the general modi- to the user. It’s less spontaneous, but (all hot or cold water vapor), or Stone fiers on pp. B101-117 and pp. 99-112 – much more flexible. (brick, concrete, and rock). Most and each advantage’s special modi- forms of energy are Common, but the New Special Enhancement fiers – it’s almost trivial to create vast GM might allow Infrared, Ultrasonics, Wild Ability: Only for those with numbers of abilities. Still, there are a and so on at this rarity level. 15 powers. In addition to unknown skills, few fictional and traditional abilities points/level. you can use abilities you don’t have. that these options can’t emulate. Rare: Any relatively specific sub- Any such ability must be part of one of Below are some new advantages to stance not already given as Common your powers, and can’t have modifiers cover this ground. or Occasional, such as Brick, Iron, other than those required by the All of these traits are customizable Paper, or Rubber. 10 points/level. power it belongs to (for instance, its by design, to make it easier to create power modifier). You get one “use” of interesting abilities . . . but some play- The GM should price other ele- the ability – which means exactly what ers may be tempted to abuse this flex- ments by comparison, and may allow it does for Limited Use (p. B112). If ibility. The GM should examine each “Very Common” categories (e.g., “All the ability comes in dice or levels, you advantage and impose whatever electromagnetic radiation”) for 25 or produce effects equal to one level or 30 restrictions he deems necessary for his 30 points/level. Control isn’t available points worth, whichever is better. campaign. In particular, it’s probably for machinery or living beings; to cre- +50%. wise to allow them only as part of a ate animal-, plant-, and machine-con- power. trol abilities, modify advantages such New Special Limitation as Mind Control and Possession. External: Some remote party com- Control over complex processes municates the necessary skills to you. Control (e.g., chemical reactions) requires an Specify whether they use radio, Variable entire power – not just a single Control telepathy, or something else (for ideas, You can shape and move a particu- ability. see Telecommunication, p. B91). lar category of matter, energy, or force Enemies might be able to jam the sig- (your “element”). The higher your Limits of Control The most important limit on nal, compromise the person at the level of Control, the larger the quanti- Control is that you can only use it if other end, etc. -20%. ty you can affect. Cost per level your element is present. Control does depends on how significant your ele- Powering Up nothing without your element, and ment is likely to be on an adventure: Wild Talent is traditional for chi doesn’t let you call your element into powers and appropriate for divine and Common: An extremely broad or existence (for that, buy Create). spirit powers. It might even suit prevalent category such as Earth For solids and liquids, you can Telepathy power, if given External (including asphalt, brick, ceramic, affect up to 10 ¥ (level squared) lbs. of (and possibly Focused, but only if the concrete, and rock, but not purified matter in the form of a single object or amorphous mass. For example, Control 3 (Iron) would let you affect a 90-lb. iron ingot or even 90 lbs. of iron filings in a heap . . . but against a foe with a 3-lb. sword, 4-lb. helmet, and 18-lb. breastplate, all iron, you could only affect one target, even though the total weight is much less than your limit. For gases, energy, and forces – and diffuse, airborne solids, like dust clouds – you can affect a circular area with a radius equal to your level in yards. Should height matter, the area

90 BUILDING ABILITIES is four yards tall. The target item must You can also cause the target to Concentrate maneuver. Such barriers be continuous. For instance, Control elongate or flow at a Move equal to give whatever cover the material nor- 10 (Fire) would let you control a blaze your Control level. This requires con- mally provides. For instance, Control 10 yards in radius, but not “all candle stant concentration. The target need- (Metal) might let you shape a steel flames within 10 yards.” n’t remain in contact with you, but table into armor with the DR of steel Finally, Control over matter doesn’t Control isn’t Telekinesis. You can by making an Armoury roll, while work on complex, manufactured arti- make a solid or liquid ooze, roll, or Control (Earth) could stir up a sand facts unless they’re made almost seep along the ground or a surface, cloud, with the usual effects on vision entirely of your element. Control and even reshape it in ways that defy and lasers. (Metal) could affect a sword or a gravity, but only gas or energy can Control over energy or force is too revolver, but not a ray gun with only a actually fly through the air – and you slow to stop damage, but a few metallic parts. can’t “shape” a force at all. Concentrate maneuver lets you elimi- nate -1 per level in combat penalties or add +1 per level to resistance rolls – your choice – for you and any allies in Control does nothing without your your area of effect, as long as you can explain the effects in terms of your ele- element, and doesn’t let you call your ment. For instance, with Control 5 (Light), you could focus available light element into existence. onto all foes in your area, allowing your side to ignore up to -5 in dark- ness penalties . . . or throw up a barri- Establishing Control For energy, each level of Control er that gives everyone behind it +5 HT gives the effect of one two-dimensional to resist blinding flashes. To control solids or liquids, you reflector or insulator with length and Offensively, Control is more limit- must touch the target object or mate- width in yards no larger than your ed. By concentrating, you can move rial. This takes a second and requires Control level. For instance, Control 3 an existing hazard – gas, fire, radia- a successful unarmed melee attack. If (Light) would let you route light tion, etc., as befits your element – onto someone is wearing or carrying the around obstacles as if you had three a foe, but this is only as harmful as the target item, he may defend against mirrors up to 3 yards ¥ 3 yards in size, underlying substance. Nonhazardous your touch. If your touch succeeds, or block light completely as if you had liquids or solids merely impede his make an immediate IQ roll to estab- three 3 yard ¥ 3 yard screens. movement, like any object of that lish control. For a force, each level of Control weight. In all cases, your foe can To control gases, energy, or forces, lets you adjust the force’s strength by dodge. you must reach into or stand within ±10% within your radius; e.g., Control Getting Tricky: If a foe is standing in the desired area of effect. To establish 10 (Gravity) could make everything an area where you control matter, control, take a Concentrate maneuver weightless (-100%) or double all energy, or a force – or if you can move and make an IQ roll. weights (+100%), with effects as matter or energy onto him – you may If your target is already under described in Different Gravity inflict combat penalties on him. This someone else’s direct control, roll a (p. B350). This only affects the gross requires flexibility on the GM’s part: Quick Contest. You roll against IQ; force on entire objects. To disintegrate Control 3 (Sound) might give -3 to they roll against IQ if using Control things by reducing internal binding Hearing rolls (e.g., to detect a ninja or Telekinesis, their skill level if forces, buy an Innate Attack. sneaking up), Control 10 (Earth) using a spell, and so on. You must Control includes the ability to might cause a mini-earthquake good win to establish control. Likewise, make minor, “cosmetic” changes. For for -10 to attack rolls, and Control others can overpower your Control instance, Control (Light) can give a (Gravity) would simply produce the by winning a Quick Contest against colored cast to everything in the area, usual penalties that go along with your IQ. and Control (Metal) can clean corro- reduced or elevated gravity. Tricks like Effects of Control sion off metal and make it gleam. You this require a Concentrate maneuver After establishing control, you can can produce such effects incidentally and an IQ or Tactics roll. reshape the target. Forming a simple when reshaping or moving your shape (blob, column, sphere, etc.) element. Special Enhancements Persistent (+40%) lets the effects of requires a Concentrate maneuver but When you stop concentrating, you Control endure for 10 seconds after no die roll. If the result is meant to be immediately give up control. Stable you stop concentrating. Ranged beautiful or functional, though, the forms become permanent, while (+40%) allows you to use Control at a GM may deem the effort a long task unstable ones collapse instantly. distance. You can’t add the Area Effect (see p. B346) and require skill rolls enhancement, though; to affect more against Armoury, Artist, Machinist, Control in Combat Defensively, Control over matter of your element, buy a higher level of and so on. You can work without lets you move or shape your element Control. Additional enhancements tools, but you must know what you’re to obstruct attacks. This requires a include: doing.

BUILDING ABILITIES 91 Collective: You aren’t limited to a if the attack affects the element within in a way that’s inconvenient or danger- single object or continuous area. Your the victim’s body. Those who can hurl ous – the GM should be creative! ability affects all instances of your ele- objects around rather than cause Creating something out of nothing ment in a circle with a radius equal to them to creep or flow have Telekinesis is hard. Each attempt, successful or your level in yards. You still can’t (p. 82). Apply Environmental (p. 110) not, requires 2 FP. There’s also a affect more than 10 ¥ (level squared) to these abilities if they depend on pre- character point cost for permanent lbs. of a solid or liquid. For instance, existent materials or conditions. To creation (see below). Control 2 (Metal) with Collective lets summon the element, get Create Your level of Create determines you affect up to 40 lbs. of any one (below). how much of your element you can metal in a two-yard circle; in the Any of the above traits could have a conjure. Point cost per level is a func- example under Limits of Control, you Link (p. B106) with Control. tion of the breadth of your ability, not could affect the sword, helmet, and Individuals who can control an the rarity of your element: breastplate. Collective is unnecessary element precisely enough to produce Large Category: Solid, Liquid, and for forces, which already work this several of these effects should consid- Gas let you create any matter that’s way – a fair trade for the fact that you er Modular Abilities (p. 62). naturally in that state in your present can’t reshape them. +100%. environment. Organic and Inorganic Natural Phenomena: Your element Powering Up let you create any material of the is a large-scale aspect of nature. On an Control is an obvious match for appropriate category, in the state it earthlike world, Oceans and Weather elemental powers. It’s also standard normally takes in your environment. are Common; subcategories such as for divine and spirit powers associated Important options for energy are Currents, Precipitation, Waves, and with gods and spirits that govern ele- Electromagnetic Waves (all EM radia- Winds are Occasional; and phenome- ments, and the cosmic powers of these tion) and Physical Waves (all sound na like Hail and Snow are Rare. The entities. Adding the Natural and vibration). 40 points/level. GM sets rarity elsewhere. This ability Phenomena enhancement makes Medium Category: A broad subset isn’t Create; it only works if the neces- Control suitable for nature-control of a single Large category, or the area sary air, water, etc. are present. Area of powers, too. Talent adds to all IQ and of overlap between two Large cate- effect is 0.1 ¥ level miles in radius. If skill rolls to establish or use Control. gories, or a specific class of manufac- your roll succeeds, every three full lev- tured substances. Acid, Biochemicals, els of Control let you produce effects Create Drugs, Earth, and Metal qualify. that give -1 or +1 to rolls your element Options for energy include Electricity, could hinder or help, relative to the Variable Sound, Long-Wave EM (radio, prevailing conditions. You can apply You can create an “element” – a microwaves, and far IR), Light (IR, this modifier to Influence rolls (to specific category of matter or energy – visible, and UV), and Short-Wave EM impress others), Survival rolls, out of nothing. To do so, take a (far UV, X-rays, and gamma rays). A Strategy rolls, and anything else the Concentrate maneuver and roll vs. IQ. dramatically important category that GM allows. Be sure to describe the Success means your element appears. includes aspects of matter and energy effects you’re producing. The GM may A solid or liquid coalesces in hand or is Radiation (alpha and beta particles, overrule you if the rules or common within arm’s reach, while gas or ener- gamma rays, etc.). 20 points/level. sense suggest that these conditions are gy appears in the area surrounding Small Category: A narrow subset of outside the range of modifiers you can you or in an area you’re touching a Large category, or a broad subset produce. For instance, Control 10 (your choice in both cases). Failure of a Medium category, or one fairly (Oceans) could roughen or calm seas means nothing happens. Critical fail- specific material that comes in many in a 1-mile radius, for ±3 to die rolls. ure means your element appears, but In rough water that gives -4 to Boating rolls, you could specify any modifier between -1 (a little foam) and -7 (huge breakers). +100%. Godlike Control Special Limitation The GM may allow Control over ubiquitous, abstract elements such Cosmetic: You can only make as Space and Time. This should cost at least 30 points/level. Detailed superficial changes, such as tinting rules are beyond the scope of this book, but the GM who wishes to the color of light or putting a shine on “wing it” can apply ±1 per level to any task he feels the Control could metal. You can’t truly move or reshape influence (see Control in Combat, p. 91), and then determine the game- your element. -80%. world effects by interpreting this as a modifier normally associated with the element. For instance, Control (Space) 6 might give a range modifi- Alternatives er from -6 to +6, which corresponds to a distance distortion between Binding (p. 42), Obscure (p. 64), ¥10 and ¥0.1 on the Size and Speed/Range Table (p. B550); Control and Temperature Control (p. 83) can (Time) 5 might give from -5 to +5 to time-dependent tasks, which the produce similar effects without allow- Time Spent (p. B346) rules suggest would be a time distortion between ing open-ended control. To do damage ¥0.5 and ¥30. with an element, use Innate Attack (p. 53) – adding Malediction (p. B106)

92 BUILDING ABILITIES varieties. Useful examples include can increase your Creation Pool with •Explosives appear in quantity suf- Ferrous Metals (iron, nickel, and unspent points at any time. ficient to cause a blast that inflicts 1 cobalt), Fire (any incandescent gas), If economics are unimportant to point of crushing damage per level, Fossil Fuels (coal, natural gas, oil, the campaign, the GM is free to waive and vanish if not detonated within 10 etc.), and Wood – and, for energy, point costs for permanent matter. seconds. things like Gamma Rays, Infrared, Alternatively, he can require those If the element would cause an Ultrasonics, and Visible Light. 10 with Create to start with Wealth or effect other than damage – blindness points/level. Independent Income – or a Vow never for bright light, deafness for loud Specific Item: A single chemical ele- to use Create to produce wealth. sound, etc. – treat it like an Affliction ment or compound, such as Iron, Salt, If your ability lets you create a dan- instead. The HT roll to resist is at -1 or Water, or a commonly occurring gerous element, you can opt to create a per level of Create for a single subject, mixture, such as Air or Brine. You can minuscule amount in combat without -1 per three full levels for an area. choose nasty materials such as worrying about long-term stability. It Energy or matter created as an Plutonium, TNT, and VX Gas, but you just produces its effects and vanishes, attack is by definition of a quantity and won’t necessarily be able to create a like matter or energy projected by an potency that produces the above useful amount. 5 points/level. Innate Attack. The following effects are effects and then vanishes. Such rapid possible, provided your element dispersal is totally unrealistic for sub- Limits on Quantity includes suitable materials: There are strict limits on the stances lethal in microscopic doses . . . amount of matter or energy you can • Corrosive solids and liquids but no less realistic than the ability to create: appear in quantity and concentration conjure your element in the first place. sufficient to inflict 1d corrosion dam- •Solids and liquids can weigh up to age per level, once, on a single subject. 10 ¥ (level squared) lbs. – 10 lbs. at You must immerse a victim in the sub- level 1, 40 lbs. at level 2, 90 lbs. at level stance or throw it at him to do dam- 3, and so on. age. • Gases can fill an area up to one • Poisonous solids and liquids yard in radius per level. appear in a dosage sufficient to inflict • Energy appears in a quantity suf- 1d toxic damage per level on one sub- ficient to do 1,000 ¥ (level squared) kJ ject. Method of delivery, delay, resist- of useful work, released too gradually ance rolls, cycles, and so on are as to inflict damage. The GM should usual for the poison (see Poison limit power output to 15 kW or so. To Examples, p. B439). Damage is total store this energy, you need a battery or damage, over all cycles. equivalent technology. • Noxious gases fill a circular area Created matter (but not energy) is with a radius in yards equal to your unstable. It vanishes in 10 seconds level, to a height of four yards, for 10 Other Restrictions unless you use character points to seconds. They affect everyone Create lets you conjure anything in “stabilize” it. Each point spent stabi- exposed. Use the rules for noxious your category. This may give access to lizes a quantity worth 10% of the cam- solids and liquids (poisonous or corro- several of the options above; e.g., paign’s average starting wealth. (This sive, as appropriate), but total damage Create (Electricity) could charge a bat- is just the tradeoff used for Trading is 1 point per level. Convert 4 points or tery or fill an area with lightning, Points for Money, p. B26.) The GM more of damage to dice (see p. B269). while Create (Organic) could produce determines the cash value per pound • Fire and hazardous energy (elec- corrosives, poisons, or explosives. You of matter – a ton of gold costs more to tricity, microwaves, intense sound, must specify exactly what you’re creat- etc.) fill an area identical to that for a stabilize than a ton of sand. ing, and for what purpose, before you noxious gas, and inflict 1 point of Points spent to stabilize matter roll the dice. If you don’t, the GM damage of a suitable type per level come from your “Creation Pool,” a decides what happens . . . each second on anyone who stays in number of points set aside for the pur- If it isn’t clear which limit applies – the area for at least a second. Convert pose. You can’t apply any modifiers to or if more than one limit could apply – 4+ points of damage to dice. DR pro- these points. Points used to stabilize the GM selects the one that best suits tects normally. Energy dissipates after matter are unavailable until reclaimed your intentions and the demands of 10 seconds, but fires it sets burn for as – which causes the matter to vanish. If drama. long as they have fuel, devices it over- Create produces bulk matter, not the matter is crafted into an object, the loads remain broken, and so on – item is unmade when the matter van- specific shapes, much less machines. these effects don’t vanish with the To create pre-shaped matter, buy both ishes. If the matter is mixed with other energy. Create and Control (p. 90), and con- materials (e.g., alloyed), you must sep- • Radioactive materials work as nect them with a Link. Such a combi- arate it to reclaim your points; this can poisonous ones. Radiation fields use nation can create machines; this is a be a tedious process. If it’s destroyed the rules for hazardous energy. All long task (see p. B346) that requires or transformed (e.g., eaten), you can’t “damage” is in rads. reclaim your points – they’re gone. You skill rolls, as explained for Control.

BUILDING ABILITIES 93 The GM can bend these rules as Alternatives a position to notice your illusion. To needed – but be warned that ignoring Those who just want an elemental save time, the GM can roll just once Limits on Quantity can unbalance a attack are better off with Innate Attack for hordes of foes with the same Per. If campaign. (p. 53). To conjure complex objects you win, the illusion seems real to that individual. The GM decides how he Special Enhancements (e.g., machines), take Snatcher (p. 76) with the Creation enhancement; to reacts. He might attack an illusionary To conjure “essential” elements like create images, use Illusion (below). If monster, try to sit on an illusionary those created by the Essential Fire and you can create your element with chair, and so on. Otherwise, he spots a Essential Water spells in GURPS enough precision to replicate all of flaw and realizes that the illusion isn’t Magic, add Cosmic, +50%. Ranged these abilities and more, consider real (although he might not know it’s (+40%) lets Create work at a distance, Modular Abilities (p. 62) instead. an illusion). but never inside a foe. The GM might Several magic spells work a lot like Illusion sometimes requires a skill even permit attack enhancements for Create, including Create Air, Create roll instead of an IQ roll. In particular, elements useful in combat. Area Effect Earth, Create Fire, and Create Water to make an illusion disturbing enough and Extended Duration are off limits, (see pp. B242-253). GURPS Magic to cause a Fright Check, you must win however. To blanket a wider area, buy offers many other options. a Quick Contest of Artist (Illusion) more levels of Create. To keep matter skill against the higher of IQ or around indefinitely, use your Creation Powering Up Perception for each victim. To trick Pool. Additional enhancements Create is a standard part of ele- someone into believing in an illusion include: mental powers. There are many possi- of someone he knows, roll the lower of ble matches. For instance, Create Destruction: You can destroy your your Acting or Artist (Illusion) skill (Gas) and Create (Air) both suit Air element, subject to the same restric- against the higher of your target’s IQ or power . . . and with Destruction at the tions on type and quantity described Perception. +0% level, either might suit a Vacuum for creation under Limits on Quantity. Roll a new Quick Contest when power, too. To destroy something, you must touch someone you’ve already fooled sud- Divine and spirit powers associat- it (or stand amidst it, for gas or ener- denly changes how he’s interacting ed with entities that govern elements gy), take a Concentrate maneuver, and with the illusion; e.g., he attacks a are also likely to offer Create. Gods pay 2 FP. Then make an IQ roll. monster or falls through a chair that themselves frequently have access to Success means the target is gone. You isn’t there. If he wins or ties, you don’t many forms of Create as part of their don’t have to spend character points to simulate a believable response to his cosmic powers. Powerful wizards do this. Destruction only affects inani- action (such as the monster dodging or might even obtain Create through mate objects. +100% if you can also the chair slipping) and he catches on. magical powers. create your element; +0% if you can Talent adds to all IQ rolls to use Modifiers: Your victim gets +4 if only destroy it. Create. someone who knows about the illu- Transmutation: You can convert sion warns him, or if you critically fail existing matter or energy into another in a Quick Contest against someone form. The quantities involved depend Illusion else. He gets +10 if you create the illu- on your level. Work out the limits as 25 points sion unsubtly and in plain sight, or if usual for the initial and final items, You can create lifelike illusions. By he examines the illusion with a sense and use the smaller of the two. If the default, these are constructs of light you can’t deceive – most often touch. product is worth more than what you and sound that appear in a two-yard At the GM’s option, inappropriate illu- started with, it’s unstable and will radius around you. You can always sions (e.g., a pack of rabid in a revert to its original form after 10 sec- specify a smaller area; e.g., to create submarine) give a further +1 to +10, onds unless you stabilize it with your an illusionary gun in your hand. while believable ones (e.g., you pull Creation Pool – in which case point Illusions lack mass and substance, out an illusionary gun) give from -1 to cost depends on the difference in value. and can’t affect material objects in any -5. If the final modifier is a net bonus, This might be why alchemists can’t way besides hiding or illuminating halve it if the victim is aware of super- transmute large amounts of lead into them. human powers but not the details of gold! Transmutation costs 1 FP per To activate your ability, take a your powers . . . for all he knows, you use. Otherwise, it works like unmodi- Concentrate maneuver. This requires can summon rabid wolves! fied Create. +50% per transmutation, no special die roll. You can create ani- which can be within your category or You can easily create babbling mated, three-dimensional images of between your category and another of crowds and menacing hordes, but it’s anything you can visualize – in any the same size, in one direction. For harder to animate a convincing sem- spectrum you can see – synchronized instance, Create (Metal) could have blance of an illusionary person for with sounds in the frequency range Metal to Metal, Metal to Earth, or direct, personal interaction (dueling, audible to you. These persist for as Earth to Metal for +50% apiece; any conversation, etc.). Multiple fake peo- long as you concentrate. two for +100%; or all three for +150%. ple are progressively more robotic and Illusions serve mainly to deceive Add -100% if you can only transmute, unresponsive; anyone rolling a Quick and distract. Roll a Quick Contest of not create; if so, you can’t also take Contest to spot the illusion is at +4 per IQ against the Perception of anyone in Destruction. construct after the first.

94 BUILDING ABILITIES Believable or not, illusions obstruct you – they simply react to their envi- second. If you win, you inflict actual vision as effectively as the real thing. ronment. +100%. injury equal to your margin of victory. They don’t block weapons, though. Mental: Instead of creating images Specify whatever damaging effect you Foes aware of your location can sim- that everyone can see, you project illu- like – shot, eaten by tigers, fried at ply shoot through your “cover” . . . and sions into the mind of a specific target. ground zero of a nuclear blast, etc. nothing prevents unbelieving oppo- You can affect anyone you can touch Suitable wounds appear on your vic- nents from walking through your illu- or see; the Ranged enhancement is tim’s body. Those nearby can see the sions to reach you. unnecessary. Take a Concentrate wounds but not their cause; as far as maneuver and roll a Quick Contest: they can tell, the victim is experienc- Special Enhancements your IQ vs. the victim’s Will. You’re at ing a stroke, heart attack, or similar Add Area Effect (+50%/level) to -1 per person already affected. If you distress. Should your victim fall increase radius and Ranged (+40%) to win, you seize control of his percep- unconscious for any reason (including project illusions at a distance. Many tions and can feed him artificial senso- the injury caused by this ability), you illusionists also have Telekinesis ry impressions, including subtle edits can no longer harm him. +100%. (p. 82), and add a Link (p. B106) to (e.g., making a $5 bill look like a $100 give the impression that their illusions bill), total fabrications (e.g., he’s stand- Special Limitation can interact with the material world – ing on without a spacesuit), and Auditory Only: You can create a convincing combination good for +4 complete sensory deprivation (unless sounds but not images. This is incom- in the Quick Contest. Additional you have Auditory Only or Visual patible with Extended and Stigmata. options include: Only). These illusions never cause -70%. Static: Your illusions are unanimat- Extended: You can other sens- physical harm. Area of effect is irrele- ed “stills.” You can’t create any effect es. Extending the visual or auditory vant – it’s all in his head. You don’t that changes or responds to the envi- range beyond your own costs +1% per control your victim’s thoughts, howev- ronment. Those who perceive the illu- point the affected hearing and vision er. If he decides that what he’s experi- sion get +4 to realize it’s fake if it advantages are worth; e.g., +10% to encing makes no sense, he can order depicts something that’s usually sta- deceive Infravision. Totally new senses his body to act on the last set of tionary, as the reflections and shadows (Radar, taste/smell, touch, Vibration impressions he felt were reliable. If he aren’t right. If the illusion is of some- Sense, etc.) cost +20% apiece. can’t see the real world, he acts at -10 thing that normally moves, the bonus Extended, Touch creates the sensation – but he can still act. +100%. is +10. Static illusions are mostly use- of substance, but the illusion still can’t ful for concealment. Static is incom- affect the material world; for that, link patible with Auditory Only, Illusion to Telekinesis. Independent, Initiative, and Stigmata. Independence: You don’t need to -30%. concentrate to maintain your illu- Visual Only: You can create images sions. Once you’ve created them, you but not sounds. This is incompatible can hand off control to your subcon- with Auditory Only and Stigmata. scious. Independent illusions can -30%. respond in simple ways, but can’t change unless you concentrate. For Alternatives instance, an illusionary pistol would To conjure material creations, take make a menacing “click” as you Create (p. 92) for bulk matter, cocked it, and illusionary wolves Snatcher (p. 76) for complex artifacts, would shy from a torch or snarl if and Allies (p. 41) with the someone came close, but to turn the Summonable enhancement for crea- gun into a sword or the wolves into tures. If the goal is simply to generate tigers would require concentration. In concealment, Obscure (p. 64) is particular, illusionary people can’t cheaper. converse unless you actually concen- trate. +40%. Powering Up Initiative: This improved form of Illusion enhanced with Mental is a Independence provides all the benefits common Telepathy ability in fiction. of that enhancement (don’t take both) Elemental Light power, psionic and gives illusionary people the sem- Electrokinesis, and other energy-relat- blance of free will. They can converse Stigmata: Only available in con- ed powers tend to generate purely and move freely within your area of junction with Mental. Your illusions physical illusions. The magical powers effect as if they had your DX, IQ, and are so realistic that they cause the sub- of fantasy illusionists can often create skills. This requires no concentration. ject to experience harmful stress or either kind of illusion. Even divine Treat these phantasms as insubstan- shock. To use Stigmata, you must first and spirit powers might include tial NPCs who are completely loyal to successfully inflict mental illusions Illusion, for “sacred visions” or you, except that they don’t have upon your victim. Then roll a Quick impressing worshippers. Talent adds thoughts and can’t carry out tasks for Contest of IQ vs. his Will once per to all rolls for any form of Illusion.

BUILDING ABILITIES 95 Leech Accelerated Healing: You heal 1 HP are mutually exclusive. An additional 25 points for level 1 + 4 per HP stolen. Your attack doesn’t limitation is specific to Leech: harm your victim any faster than Only Heals FP: You can’t heal HP. points/additional level usual, but it heals you more quickly. You can only use the HP you drain to Giant leeches, striges, vampires, +25%. restore missing FP, as described for and many other traditional and B- Hazard: You can combine Steal FP Heals FP. This is incompatible with movie monsters suck the life from with one of the modifiers under Heals FP. -20%. their victims. “Psychic vampires” and Hazard (p. B104) to steal dreams evil spirits usually dispense with the (Missed Sleep), warmth (Freezing), traditional bite. Creepy supers some- and so on. Treat the stolen FP as if times even have ranged life-stealing they were lost to that hazard. Any FP abilities. or HP you gain can heal your losses to To use Leech, you must maintain the same hazard. ongoing contact with your victim; a Heals FP: Every 3 HP you drain brief touch isn’t enough. In combat, restores 1 HP or 1 FP. You can’t raise you must grapple or pin him – which FP above normal. +60% if you can is trivial if he’s unconscious or other- choose whether to heal HP or FP; wise helpless. Out of combat, options +30% if you only heal FP when healed include a long handshake, hug, or to full HP. more intimate embrace. Steal (Other Score): You steal ST, While you maintain contact, each DX, IQ, HT, or FP instead of HP. ST level of Leech lets you drain 1 HP per theft reduces BL and damage. IQ second from your victim. You heal 1 drain lowers Will and Per. ST and HT HP per full 3 HP you steal. You can’t losses don’t lower HP and FP, though. raise your HP above normal, but you Attribute losses affect skills based on can continue the drain without heal- those scores. Drain occurs at the rate ing yourself. The drain ends instantly of 1 point per level of Leech. It ceases if you release your victim, or if he if the victim’s score reaches 0. breaks free or dies. If he survives, the Regardless of what you steal, you heal stolen HP heal like any other injury. 1 HP (1 FP, with Heals FP or Only Alternatives Leech 1 costs 25 points; successive Heals FP) per 3 points drained. Your If the goal is just to reduce the vic- levels cost 4 points apiece. For exam- victim regains lost scores at the rate he tim’s HP, FP, or attributes, consider ple, to drain 10 HP per second recovers FP. Cost depends on what Innate Attack (p. 53) with requires Leech 10, which costs 25 + 9 you drain: -25% for FP (or +50%, if Malediction, or Affliction (p. 39) with ¥ 4 = 61 points. At the GM’s option, you drain HP when your victim has 0 Attribute Penalty. If healing is what’s points of drain convert to dice as FP), +100% for ST or HT, or +300% important, take Regeneration (p. 70), described under Modifying Dice + for DX or IQ. If you can steal more or Healing (p. 51) with Affects Self. Adds (p. B269); e.g., 4 HP become 1d, than one of these, buy Leech several If draining others’ HP increases 7 HP become 2d, and 10 HP become times with different enhancements. To your powers, buy Leech plus a set of 2d+3. use these simultaneously, add Link. abilities with Trigger, Leeched HP. Leech only affects living beings. It Steal Youth: You permanently age Victims are “Common” and using can’t steal HP from machines or inan- your victim instead of stealing HP. Leech is illegal in most worlds, so this imate objects. However, the GM may Each second of draining ages him by is a -30% limitation. Alternatively, buy allow a variant ability – Leech months equal to your level. See Age an Energy Reserve (p. 119) with (Mechanical) – that only affects and Aging (p. B444) for long-term Special Recharge, fill it up using machines. The point cost is identical. effects, and note that Unaging subjects Leech, and use it with the power- With Steal HT, this could represent the are immune. You don’t heal, but may boosting stunts in Chapter 4. To gain ability of “gremlins” to cause grow a month younger per two powers by stealing them from others, machines to fail and break down. months stolen, if desired. This is take Neutralize (p. 97) with Power Steal FP is off limits. incompatible with other special modi- Theft. Special Enhancements fiers. +300% if victims regain their youth when you die; +450% if truly Powering Up To work at a distance, Leech Leech fits many supernatural pow- permanent. requires Malediction 1 or 2 (+100% or ers. It’s the definitive ability of so- +150%) on top of Ranged (+40%). Roll Special Limitations called “psychic vampires,” who might the Quick Contest of Will for Leeches who must touch their vic- have their own Vampirism power. It’s Malediction every second (once per tim’s skin have the Contact Agent lim- also suitable for sinister divine and turn, in combat). Each victory lets you itation (-30%). The traditional vam- moral powers, and for spirit powers drain 1 HP per level. You can only pire has Blood Agent (-40%), and must that command “astral vampires.” With affect one victim at a time. A few spe- bite his victim; Sharp Teeth (p. B91) appropriate limitations, it could cial enhancements are common: are indispensable. These options and instead belong to a macabre biological the Ranged option discussed above power that lets the user derive

96 BUILDING ABILITIES sustenance from blood . . . like the classic vampire of Gothic horror. Talent adds to all rolls to affect the tar- get – including attack rolls to touch Neutralize and Static victims and Will rolls to use Leech with Malediction. vs. Non-Powers In some worlds, those without powers can harness certain power sources. This usually requires special skills. For example, cinematic Neutralize martial-arts skills (e.g., Blind Fighting and Power Blow) and chi powers 50 points both depend on the user’s inner strength, magic spells draw upon ener- gies identical to those tapped by magical powers, and priests channel The Neutralize advantage on holy might to perform miracles whether they cast spells or wield divine p. B71 is Neutralize (Psi), and just one powers. possible version of the more generic For consistency’s sake, Neutralize and Static should affect these trait below. capabilities. For instance, Neutralize (Magic) should temporarily cancel This attack lets you neutralize all of out a wizard’s ability to cast spells, while Static (Magic) should work a your victim’s powers of a given source. lot like a “no mana” area. The user doesn’t forget his special skills – they Specify this source when you buy the just don’t work. advantage. Possibilities include magic, The GM decides which skills (and advantages) rely on a given source psi, spirit, and anything else the GM in his game world. The only hard-and-fast rule is that Neutralize and deems susceptible to neutralization. If Static shouldn’t interfere with “wild” advantages that aren’t associated “super-powers” are a distinct phenom- with any power source. enon with a single source, the GM These guidelines also apply to artifacts tied to power sources. might allow Neutralize against those, Examples include items that carry powers bought with gadget limita- too. To affect powers from more than tions (see p. B116), objects imbued with permanent capabilities by one source, buy Neutralize multiple enchantment spells (see Magic Items, p. B480) and similar special skills, times. and superscience devices related to powers (e.g., “psi-tech”). For To use Neutralize, you must touch instance, Neutralize (Magic) would temporarily render a magic sword the subject. This requires an Attack mundane, while Static (Psi) would block artificial telepathic beacons maneuver in melee combat. On a hit, and natural telepaths equally. roll a Quick Contest of Will. Your vic- tim gets a bonus equal to his best Talent with any of the powers affected. For instance, a psi with ESP Talent 4 Special Enhancements their point value to boost your own and Telepathy Talent 2 would resist Enhancements that often appear in powers temporarily. Neutralize (Psi) at +4. fiction include Based on HT (suitable Precise: You can neutralize specific If you win, you neutralize your vic- for drugs that block biological or powers of the affected source, or even tim’s powers for minutes equal to your psi powers), Extended Duration, individual abilities. For instance, you margin of victory. Should enhance- and Ranged. Specific options for could use Neutralize (Psi) to drain ments or super-tech (such as “neutral- Neutralize are: Telepathy only, or just telepathic Mind ization manacles”) generate an effect Probe, or everything but Mind Probe. that continuously neutralizes the tar- Cosmic: You can neutralize any To exclude or target a capability, you get, this is the residual duration after power, regardless of source. You can must know that your victim has it, and shutting off the ability or removing the only affect one source at a time, but you must declare your intentions item. If you lose or tie, there’s no effect you can attack the same victim repeat- before you attack. +20%. – but critical failure on your Will roll edly to affect multiple sources. You cripples this ability for 1d hours. still can’t drain Talents, or advantages Special Limitations Once you’ve neutralized a given without power modifiers. Cosmic Derange: You only neutralize your subject, you can’t affect him again doesn’t automatically overcome resist- victim’s control over his abilities. until his powers recover. Multiple ance. It provides incredible scope, but All affected abilities gain the attackers can use Neutralize on the your target always gets a chance to Uncontrollable limitation (p. B116) same target. Use only the longest resist. +300%. for the duration. Your attack counts as duration; their abilities don’t “add” in Power Theft: You temporarily “stressful,” and immediately causes any way. acquire the powers you neutralize – the abilities to act in unpredictable Neutralize only deprives the sub- including all their enhancements and ways. -20%. ject of the abilities of the negated pow- limitations – for the duration. You One Ability: You can only neutral- ers. It doesn’t affect Talent, powers can’t use Neutralize again until the ize one specific ability within one par- that don’t originate from the affected “borrowed” powers wear off or you ticular power; for instance, just Mind source, or advantages that don’t “return” them (a free action on your Probe within the Telepathy power or belong to powers (but see Neutralize turn). +200%, or +300% if you don’t just Innate Attack within the Heat/Fire and Static vs. Non-Powers, box). gain the stolen powers but may use power. This is incompatible with Precise. -80%.

BUILDING ABILITIES 97 One Power: You can only neutralize one specific power that stems from a source that has multiple powers asso- If you had Static (Psi), a psychokinetic couldn’t ciated with it. The most common example is a single psi power (such as snatch your gun away or levitate you . . . but he ESP or Telepathy). -50%. could take control of a nearby sword and hit you Alternatives with it, or drop a ton of rocks on your head. Use Leech (p. 96) to steal attributes instead of powers. Take Affliction (p. 39) with Negated Advantage to remove specific advantages regardless of a yard. Each level after that doubles by it by winning a Quick Contest of of their origin. To disrupt a power’s this radius. +50%/level. Will with you. If the attacking ability effects on you, get Static (p. 98). Discriminatory: Your Static only already requires a Quick Contest of interferes with hostile powers. some kind, the attacker rolls only Powering Up Friendly abilities and artifacts func- once, but the target gets +5 to resist. Neutralize suits anti-powers of all tion totally unimpeded on you and -50%. kinds, regardless of source (see Anti- within your area of effect (although Powers, p. 20). Any power might be you still can’t possess powers you can Alternatives able to neutralize “opposed” powers negate). The definitions of “friendly” Be sure to weigh the pros and cons (see Opposed Powers, p. 21). In gener- and “hostile” are up to you, and can of Static against those of other special- al, a power shouldn’t be able to neu- fluctuate from second to second. If ized defenses such as Mana Damper tralize itself – but the GM is free to you have Area Effect, Discriminatory (p. 59), Mind Shield (p. 62), Obscure make exceptions. Talent adds to Will replaces Selective Area. +150%. (p. 64), and Resistant (p. 71). Take in the Quick Contest to neutralize Switchable: You can switch your Neutralize (p. 97) to interfere directly powers, but not to the roll to hit the Static off to allow friendly abilities to with a foe’s powers rather than their target. affect you or operate within your area effects. of effect. Turning Static off or on Powering Up Static requires a Ready maneuver. It’s up to Static is appropriate primarily for you whether it switches on or off dedicated anti-powers (see Anti- 30 points when you’re knocked out, or simply You radiate energies that complete- Powers, p. 20). There’s no “preferred” remains in its current state; set this source, although Static is most tradi- ly prevent all powers of one particular when you buy the ability. If you have source from affecting you. This tional for psionic powers and super- Discriminatory, you don’t need powers. No power can have Static extends to anything you’re carrying or Switchable. +100%. wearing. Buy Static separately for with respect to itself, however. Talent each source you can negate. Special Limitation applies mainly to Power Block Possibilities include magic, psi, Resistible: Your ability isn’t attempts (see p. 168), but also adds to “generic super-powers,” and anything absolute. Enemies can “burn” through Will rolls made for the Resistible else the GM deems susceptible to your Static and affect those protected special limitation. “jamming.” Static only interferes with attempts to affect you or your personal equip- ment directly. For instance, if you had Static (Psi), a psychokinetic couldn’t snatch your gun away or levitate you ... but he could take control of a near- by sword and hit you with it, or drop a ton of rocks on your head. Static affects friendly and hostile abilities equally. For example, Static (Magic) prevents you from using magic items or receiving beneficial spells, while Static (Psi) blocks the psionic Healing power. You can never possess the abilities or Talent of any power you can negate. Special Enhancements Area Effect: Your Static extends into an area centered on you. The first level of Area Effect gives you a radius

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

BUILDING ABILITIES 99 Usually On: Any advantage that can particular subject, during which time choose the target attribute before he be Always On can instead be Usually the others continue to experience the attacks. On. The ability is on almost all the last effect specified. The GM may permit this modifier time – but the user can switch it off on advantages that require the user to briefly by expending 1 FP per second. roll against his own DX, IQ, HT, Will, If Always On is no worse than -20%, Armor Divisor or Per, shifting the roll to another of Usually On is worth half as much; if see pp. B102, B110 these scores. This still costs +20%. He it’s a larger limitation, add a +10% The GM may allow this modifier – can take this enhancement twice to enhancement to find the value of as an enhancement or a limitation – change his roll and his target’s roll, Usually On. on attacks affected by specialized where logical. defenses other than DR. Adjust the defense’s level just as you would DR. Area Effect For example, an Affliction with Vision- Blood Agent see p. B102 Based (which bypasses DR) could add see pp. B102, B110 For advantages that already affect Armor Divisor (5) to reduce the effects When an attack that normally an area, the area of effect sometimes of Protected Vision from +5 to +1. ignores DR (like Leech) depends on a depends on the advantage level. If so, When using this option with the natural weapon – such as Claws or the only way to increase the area is to Armor Divisor limitation, treat targets Teeth – penetrating the victim’s DR, buy a higher level of the trait – Area that lack the specialized defense as if apply the Blood Agent limitation. Don’t Effect is off limits. they had the lowest level of the use Follow-Up; that’s intended for Area Effect makes it possible to defense. For instance, a radiation attacks that can’t normally ignore DR. affect groups of people with non- beam with little penetrating power Blood Agent is also a legitimate attack advantages that normally affect might be a Toxic Attack with limitation for attacks that require the just one target; e.g., Healing, Mind Radiation and Armor Divisor (0.5). attacker to bleed on his victim. When Control, and Telekinesis. Several spe- Targets with Radiation Tolerance Blood Agent works “in reverse” like cial rules apply to such abilities: would get double its divisor; those this, the attacker must suffer at least 1 without Radiation Tolerance would HP of injury from a cutting, impaling, • If the advantage has a FP cost, gain the benefits of Radiation or piercing attack, and then ensure multiply this by the radius in yards. Tolerance 2 (the lowest level). that his blood reaches his target. This Paying this cost lets the user affect is automatic with Aura but otherwise everyone in the area – he doesn’t pay requires the usual attack roll. The GM FP separately for each subject. For Aura may rule that such attacks simply instance, on a single subject, Healing see p. B102 don’t work underwater or in other costs 1 FP per 2 HP healed; on every- Creatures that bleed acid, flame, environments where blood would be one in an eight-yard radius, it costs 8 and so on when wounded have a diluted or washed away. The target’s FP per 2 HP healed (which the GM Burning Attack or Corrosive Attack DR works normally. This variant is may interpret as 4 FP per HP). that combines Aura (+80%) with worth -40%. •If the advantage affects the target Always On (-20%), Blood Agent via a Quick Contest, the user must roll (-40%), and Melee Attack (-30%), for a a separate Contest with each potential net -10%. Always On is worth -20% Bombardment victim in the area. because it’s inconvenient to fry your see p. B111 •If the advantage specifies a penal- possessions whenever you’re cut. Bombardment is a legitimate limi- ty to affect each victim after the first, Blood Agent works “in reverse” here; tation for Area Effect and Cone the user has a penalty equal to the see Blood Agent (below) for details. attacks that conjure something that total number of potential victims, less attacks everyone in the area instead of one, on his roll for each subject. For truly “bombarding” it. The classic example, to use Mind Control (Area Based on example is a swarm of biting pests. In Effect) on four people at once, roll to this case, the “effective skill” of the affect each of them at -3. (Different Attribute) attack is the skill of whatever the • If the advantage has user-defined see p. B102 attack summons. Such attacks often effects, these must be the same for all Some sinister entities (e.g., have Blockable (p. 110). subjects. In the Mind Control example demons) can “aim” Afflictions, Mind above, the controller could tell all four Control, and so on at their victim’s victims, “Attack those men by the weaknesses. If the GM permits, an Cone attack can have several instances of door!” He could not order, “John, save see p. B103 the girl. Paul, grab the treasure chest. this enhancement, letting the user The notes under Area Effect (above) George and Ringo, attack the men choose how his attack is resisted. also apply to Cone. The only differ- by the door!” If the ability is ongoing, Each attribute – including the one that ence is that the user multiplies the FP it takes a second (or the usual amount normally resists the attack – costs cost of non-attack advantages by the of time for the advantage, if longer) +20%. For instance, to target IQ, HT, maximum width of the cone instead of to specify different effects for a or Will costs +60%. The attacker must a radius in yards.

100 BUILDING ABILITIES When combining Cone with attack roll succeeds, you hit. The vic- 2. Divide this maximum FP cost by Malediction – which has no Max sta- tim’s DR and other purely passive pro- the attack’s maximum dice of damage tistic – assume that the cone spreads tection works normally, and this to find the FP cost per die. by one yard per yard of range. It enhancement doesn’t prevent resist- 3. Multiply cost per die by “aver- attains its maximum width at a range ance rolls. +300%. age” damage dice – (1 + maximum equal to that width (e.g., at five yards, dice)/2 – to find average FP cost. Cosmic options are cumulative. for a five-yard-wide cone), and has no 4. Drop all fractions. For instance, an Innate Attack that effect on more distant targets. Work requires no roll to hit (+100%), allows The result is the number of levels out the range modifier separately for no active defense (+300%), and of Cost Fatigue to take. each target within the cone, following ignores DR (+300%) is +700%. An the usual rules for Malediction. Example: Laser Lad has Burning Attack maneuver lets you immediately Attack 10d with Variable and Costs apply your damage roll to your target’s Fatigue. His FP cost at full effect is 20. HP! Contact Agent His attack requires 20/10 = 2 FP per No version of Cosmic bypasses the see pp. B103, B111 die. “Average” damage dice are (1 + resistance roll against Affliction, Mind Attackers who must touch victims 10)/2 = 5.5d, so average FP cost is 2 ¥ Control, Maledictions, and similar with their bare skin should take 5.5 = 11 FP. He takes Costs Fatigue 11, abilities. Despite its name, “irresistible Touch-Based, not Contact Agent; see for -55%. When he attacks, he pays 2 attack” simply negates protection Sense-Based (p. 105). FP for 1d, 4 FP for 2d, and so on, to a such as DR and Mind Shield – it does- maximum of 20 FP for 10d. n’t deny the target his chance to resist. On a carrier attack, all forms of Use the same method to add a vari- Cosmic raise the cost of Follow-Up on able FP cost to non-attack abilities the follow-up attack. that come in levels; just substitute lev- Cosmic as a Power Modifier: At the els of effect for dice. Abilities other +50% level, Cosmic is often a power than attacks don’t need the Variable modifier (see p. 26). On abilities with enhancement to use this option (see this modifier, reduce the total cost of Variable, p. 107). all Cosmic options by +50%. In effect, In campaigns with powers, the GM the first +50% of Cosmic is built in. may require Costs Fatigue on all but When using Powers, Great and Small completely passive abilities, forcing (p. 32), each tier has an enhancement the heroes to think strategically rather cost, and pays a premium equal to than hurl their powers at every prob- that cost for a lingering attack, or five lem. This is especially appropriate if times that cost for an irresistible powers are supposed to be mysteri- attack. “No die roll” and “no active ous. It can also help balance powers Cosmic defense” are at full cost, less the value against spells and cinematic martial see p. B103 of the tier enhancement. arts skills. Cosmic vs. Cosmic: When Cosmic The following new options are abilities conflict, handle it as if neither powerful, and not suitable for every side had Cosmic. For instance, DR Cyclic campaign: with Cosmic subtracts from “irre- see p. B103 No die roll required. Only for abili- sistible” attacks with Cosmic. The not- If the attack is contagious, those ties that require a success roll. Your quite-cosmic powers of Powers, Great who come into contact with victims advantage works if you have any and Small only count as Cosmic must roll against HT, per Contagion chance of success. Apply all the usual against lower tiers – and only top-tier (p. B443). “Mildly contagious” (+20%) modifiers to your base skill. If your powers count as Cosmic against wild means the required contact is holding effective skill is 3 or more, you succeed abilities. Powers on the same tier or being held by an infected victim for – don’t bother to roll. The only way interact as if neither were Cosmic. a full cycle, or contact with bodily flu- you can fail is if your effective skill ids. “Highly contagious” (+50%) falls below 3. You can add this means the effects spread at the slight- enhancement to attacks, but not to Costs Fatigue est touch. abilities with effects based entirely on see p. B111 margin of success. This excludes such Those adding Costs Fatigue to an resisted abilities as Mind Control and Innate Attack that has the Variable Damage Modifiers Maledictions. +100%. enhancement may, if the GM permits, see pp. B104, B111 No active defense allowed. Only for specify that the FP cost is proportion- Double Knockback: To make this attacks that the target can dodge, al to the dice of damage used. To find meaningful for low-damage attacks, block, or parry. Your target gets no the size of the limitation: double the basic damage of the attack, active defense against your attack, no for knockback purposes only, instead 1. Set the FP cost to use the ability matter how fast or skilled he is. If your of doubling yards of knockback. at full effect.

BUILDING ABILITIES 101 Fragmentation: The GM may per- mit options other than regular and hot fragments. Large Piercing Fragments, like the ball bearings hurled by mod- Optional Rule: ern antipersonnel mines, cost +15% per die. Impaling Fragments, like the Multiplicative Modifiers flechettes scattered by some artillery Normally, enhancements and limitations are additive: add them shells, cost +20% per die. In all cases, together and apply the total modifier to advantage cost. For instance, use the usual fragmentation rules; +20% in enhancements and -50% in limitations come to -30%, so abili- damage type is all that changes. ty cost is 70% of advantage cost. Incendiary: Optionally, to represent Optionally, the GM may treat enhancements and limitations as mul- superscience and magical attacks with tiplicative. Total the enhancements and apply them first. Then total the fire-starting potential out of propor- limitations (reducing any total over -80% to -80%) and apply them to tion to damage, add Incendiary to a the result. In the above example, +20% in enhancements would increase Burning Attack. This moves the effec- ability cost to 120% of advantage cost, and then -50% in limitations tive flammability class of anything would reduce this to 60%. damaged by the attack up a step; see The GM decides which model to use. The results aren’t the same Making Things Burn (p. B433). (although they’re close for small modifiers), so using both isn’t recom- Missing Damage Effect: If the GM mended. The additive model is a good “default,” but the multiplicative agrees and the special effects support model can be fairer in campaigns where huge enhancements (like it, an attack may lack one of the nor- Cosmic, +300%) occur routinely. mal “side effects” of its damage type. The absence of an effect that damages the target’s HP, FP, or DR is worth -20% (like No Blunt Trauma); e.g., No DR Reduction, for a Corrosion Attack. This is worth the usual +50% if the Most other limitations are worth -10% Extended Duration triggering condition is fixed, +100% if see p. B105 (like No Knockback); e.g., No the attacker can specify the details of Incendiary Effect, for a Burning the curse when he attacks. The tradi- Duration occasionally depends on Attack. tional way to neutralize such attacks is advantage level. If so, the only way to No Wounding: The GM may allow with an exorcism, Remove Curse spell, increase it is to buy a higher level of this on Burning and Corrosion or similar measure. the advantage; Extended Duration Attacks. For a Burning Attack, roll isn’t allowed. damage normally but use it only to The +300% level of Permanent can determine whether the attack sets a Emanation be unbalancing on Afflictions with the fire; see Making Things Burn see p. B112 Advantage enhancement. If the GM (p. B433). In the case of a Corrosion The GM may allow Emanation in permits this combination, the best Attack, the damage only serves to conjunction with Explosion (p. B104) way to keep things fair is to require reduce the target’s DR. instead of Area Effect. Use this combi- the recipient to buy the granted Radiation: In settings that feature nation to simulate antipersonnel advantage with unspent points if he weird, mutation-inducing radiation, grenades mounted on the hull of an wishes to keep it. Otherwise, the bene- attacks with this modifier can bathe armored vehicle . . . or the attack of an fits vanish after the usual duration. the target in these energies instead of entity that flares like a phoenix with- causing regular radiation damage. out destroying itself. Effects are up to the GM. Extra Recoil Surge: Electronics that take over see p. B112 1/3 HP from an attack with this Emergencies Only This limitation is incompatible enhancement must make a HT roll to see p. B112 with Very Rapid Fire; see Rapid Fire avoid shorting out. Failure disables An “emergency” is any event that (p. 105). the target for seconds equal to the causes severe mental, emotional, or margin of failure; critical failure dis- physical stress. Most situations involv- ables it until repaired (see Repairs, Follow-Up ing self-control rolls for disadvan- see p. B105 p. B484). tages, Fright Checks, or HT rolls for major wounds qualify. The GM should Follow-Up is only valid on attacks that can’t normally ignore DR. If an Delay also let a hero with a Code of Honor, Sense of Duty, or Vow that compels attack that normally ignores DR (e.g., see p. B105 him to protect others use his ability to Leech) only works if a natural weapon Supernatural attacks often use a aid an innocent person who’s in imme- – Claws, Teeth, etc. – pierces DR, use variant of Triggered Delay that goes diate danger (being mugged, falling to the Blood Agent limitation (-40%) off if the victim performs some forbid- his death, suffering a heart attack, instead. den act: attacks someone, speaks, etc. etc.).

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

BUILDING ABILITIES 103 no active defense is possible. This is most suitable for attacks that teleport or emerge from extradimensional por- A hero can have a Pact with the GM, if tals behind the target. +150%. the GM agrees. The GM should only allow Pact this if both the Pact and the modified see p. B113 ability support a genre convention, like A hero can have a Pact with the GM, if the GM agrees. The GM should “kung fu movie realism.” only allow this if both the Pact and the modified ability support a genre con- vention, like “kung fu movie realism.” For instance, the player of a super- heroic karate master might make a thrust or swing damage to the damage (p. B35). If you succumb for a minute deal with the GM: if he fights his foes of your Innate Attack. Work out Melee (a second, for Stunning), and can roll hand-to-hand, bullets mostly won’t Attack as usual, and then add a +100% against HT once per minute (second) hurt him. He takes a -10-point Vow enhancement. (This modifier is more after that to recover, apply a limitation (“Never use a gun.”) and buys DR with cost-effective than Striking ST; the equal in size to the equivalent Limited, Bullets, -60% and Pact, -10%. GM may wish to reserve it for cine- enhancements. If you get a HT roll to If he uses a gun, he gives up his DR for matic genres.) resist, and the effects last for minutes the rest of the fight. (seconds) equal to your margin of The GM may also give limitations failure, halve this. For instance, for disadvantages other than self- Mobile Nauseated is worth +30% on imposed mental disadvantages: see p. B107 Affliction, so nausea is worth -30% if This enhancement is legal for any automatic or -15% if resistible. Required Disadvantage: You have a ability with an enduring area effect, disadvantage such as Increased even if it lacks one or both of Area Consumption or Sleepy. If you fail to Effect and Persistent; e.g., Obscure Onset meet its requirements, you lose your with the Ranged enhancement. see p. B113 ability in addition to the usual effects The Exposure Time variant is legal of missing meals, sleep, etc. – and appropriate – for advantages Alternatively, you must indulge an Nuisance Effect that work like Maledictions (e.g., Addiction to keep your ability. In see p. B112 Mind Control). It represents a compul- either case, if you lose your ability, Harsher-than-usual consequences sion that slowly creeps over the victim the only way to restore it is to satisfy under the optional rules in Chapter 4 as he views or speaks with his influ- the needs of your disadvantage and can be Nuisance Effects. Examples encer. This is worthless in combat but recover fully from any ill effects it include being unable to affect a given subtle enough to escape notice in caused you during the period where subject for 24 hours after a failure social situations. Limitation value is you didn’t: FP or HP loss, attribute when using Repeated Attempts unchanged. penalties, afflictions, etc. Price this (p. 159), or having to check for crip- limitation exactly as you would Pact. pling after any failure when using Abilities with power modifiers Crippled Abilities (p. 156). Each such Overhead that include Pact or Required drawback is worth -5%. see p. B107 Disadvantage can’t take a separate An ability that prevents the use of The target of an Overhead attack limitation for these; see Required certain skills while active can claim defends at -2 the first time he’s Disadvantages (p. 21). -5% if the GM feels the skills it dis- attacked; after that, assume he’s on the rupts would be especially useful with lookout (see Attack from Above, that ability. For instance, a rocket- p. B402). Defenses against attacks that Persistent powered robot that can’t use Stealth swoop around the target and strike see p. B107 while flying could claim -5% on Flight. from behind are also at -2 (see An advantage doesn’t need Area Those whose abilities severely “Runaround” Attacks, p. B391). The Effect as a prerequisite for Persistent inconvenience them may use this GM may allow a special variant: if it affects an area innately. Any variant: Surprise Attack: Your attack origi- Persistent ability can be “on” in sev- Backlash: You suffer noxious nates behind the target. Victims with eral different areas simultaneously effects when you use your ability. 360º Vision or Peripheral Vision as the result of successive attacks, Choose these from among Attribute defend normally, while those with unless the underlying trait forbids Penalty, Incapacitation, Irritant, and Danger Sense may defend at -2 on a this. Multiple uses in the same area Stunning, as defined for Affliction successful Perception roll. Otherwise, never “stack,” however.

104 BUILDING ABILITIES Ranged Reduced Fatigue Cost enemies look like madmen (“What see p. B107 see p. B108 man? You’re talking to a dog!”). • Illusion. Another way to make Abilities that are normally “touch In situations where the rules multi- people look crazy! only” or “zero range” – Control, ply the FP cost to use an ability, this • Telecommunication. This lets the Create, Healing, Illusion, Leech, Mana enhancement subtracts 1 FP per level user choose who can receive – or Damper, Mana Enhancer, Neutralize, from the cost after multiplying. For make sense of – a broadcast (e.g., by Possession, Static, etc. – often work at example, when using Healing with Radio, or Telesend with the Broadcast a distance in fiction. The GM may also Area Effect and Reduced Fatigue Cost, enhancement). This combination is permit Ranged on information-gath- multiply FP cost by radius and then useful for simulating secure tactical ering abilities (such as Mind Probe, reduce it. communicators. Precognition, and Psychometry), • Terror. This is appropriate for allowing them to “read” distant sub- dragons, deities, and other powerful jects. Ranged doesn’t prevent an Reduced Range see p. B115 entities that can demoralize their foes advantage from working the usual without frightening off their allies. way (in an area around the user or by When adding this limitation to touch, as appropriate) when the wield- a trait that normally doesn’t work Neither regular Selective Area nor er wishes. For other rules on using at a distance, Ranged (p. B107) is a Selective Effect is compatible with Ranged with specific advantages, see prerequisite. Always On (which is only a limitation the advantage text and the notes in if you can’t choose who is affected), or this chapter. Where Ranged appears with advantages that offer the as a special enhancement, as it does Resistible Discriminatory special enhancement. for Obscure, use that version of see p. B115 Ranged and not the general one. A supernatural disease or magical When creating abilities based on poison (like an alchemical elixir) Selectivity advantages that normally have no might allow a Will-based resistance see p. B108 range, Ranged is a prerequisite for roll. An ultra-tech threat might be Abilities with Selectivity can have all modifiers that affect ranged- engineered to require a ST, DX, or IQ mutually incompatible enhance- attack statistics (Range, Acc, RoF, roll. Represent either by adding ments, if the GM permits. For Shots, and Rcl). Resistible and specifying an attribute instance, a spirit might buy Visualiza- besides HT; e.g., “Resistible, Will-3, tion with Selectivity plus both -15%.” Don’t use Based on (Different Blessing and Cursing in order to curse Rapid Fire Attribute). The GM is the final judge of or bless, while a super might take a see p. B108 what combinations are allowed. Burning Attack with Cone, Jet, and Rapid Fire assumes the attack Selectivity so he can “dial down” his delivers its RoF over the course of a broad cone to a precise jet in close full second, but some TL8+ projectile Selective Area quarters. The user pays full price for weapons fire their full RoF in a tiny see p. B108 all of his enhancements, but he must fraction of a second. They shoot so Abilities without Area Effect or choose just one of them when he uses rapidly that recoil isn’t felt until after Cone can have “Selective Effect” for his ability; incompatible enhance- the entire burst is in the air. The result- +20% if they have the potential to ments can’t be active at the same time. ing stream of projectiles is a lot like a affect an area or multiple targets beam. The following option simulates actively. The GM should work out the this: details, using the following examples Sense-Based for inspiration: see pp. B109, B115 Very Rapid Fire: You fire your full It’s permissible to “reverse” Sense- RoF almost instantly. Follow the •Attacks with Rapid Fire. An attack Based to create an ability that works rules under Rapid Fire (p. B373), with Selective Effect and Rapid Fire through the user’s senses. To affect his except that you get two extra hits per can hose down an area that contains target, he must see it with his unaided point by which you make your attack both friend and foe without risking a eyes (Vision-Based), hear it with his roll. When using rapid fire against “friendly fire” incident. The GM might own ears (Hearing-Based), touch it close stationary targets (see p. B408), even permit Selective Effect on attacks with his bare hand (Touch-Based), any success means you hit with all with RoF 1. This would prevent shots and so on. If he can’t – or if he’s shots. You can’t attack multiple tar- that miss or overpenetrate from hit- deprived of his sense (e.g., by a blind- gets or an area with spraying fire or ting allies in the line of fire. Either fold for Vision-Based or heavy gloves suppression fire, however – you can option is suitable for the “smart bul- for Touch-Based), or using a techno- only ever attack one target. This costs lets” seen in pulp sci-fi. logical or paranormal intermediary – +10% over and above the cost of • Elastic Skin, Invisibility, and his ability doesn’t work. This variation Rapid Fire, and is incompatible with Shapeshifting with the Glamour limi- is only allowed as a limitation on an Extra Recoil. tation. This keeps the user from being advantage that’s normally unaffected misidentified or overlooked by his by DR, and gives its usual discount. allies . . . and lets him make his

BUILDING ABILITIES 105 Example: A robot that analyzes heroes to two levels of Takes Extra Trigger minerals by detecting minute quanti- Time, which is equal in value to the see p. B115 ties of airborne dust has Detect lowest level of Preparation Required. (Minerals; Smell-Based, -20%), and When Takes Extra Time results in Injury is an entirely valid Trigger. can’t use its ability in a vacuum or more than one second of Ready to use Since a desperate hero can nearly from within a sealed suit. an ability, it is possible to interrupt the always find a way to wound himself, user, just as if he were concentrating this Trigger is Very Common . . . and (see p. B366). since injury is by definition danger- Side Effect ous, the limitation is worth -15%. This see p. B109 isn’t the same as Blood Agent (p. 100) An Innate Attack with Side Effect Takes Recharge “in reverse.” The user needn’t bleed on can have Based on (Different see p. B115 his victim or suffer a particular form Attribute) to shift the resistance roll This limitation is suitable for ener- of injury; even 1 HP of blunt trauma from HT to another attribute. Use this gy attacks that fire from an “accumu- will do. score instead of HT in the duration lator” charged by a power plant or the formulas, too. This is especially suit- user’s body. If the attack has Rapid Uncontrollable able for a supernatural attack that Fire, it gets shots equal to its RoF see p. B116 produces a curse-like effect that’s tied before it needs to recharge. Once all to wound severity but more logically shots are fired, the attack is unavail- Situations that involve self-control resisted by Will than HT. able until one full recharge period rolls for disadvantages, Fright Checks, passes; then shots equal to RoF are or HT rolls for major wounds qualify available again. Shots don’t trickle as “stressful”; see Emergencies Only back gradually during the recharge (p. 102). Disadvantages that don’t period. allow self-control rolls can also trigger this limitation. For instance, a hero with Pacifism might lose control if Temporary forced to commit violence. Anyone who takes Uncontrollable Disadvantage must specify the “intelligence” that see p. B115 commandeers his ability: his subcon- Those who wield evil powers, psi scious or something else. His subcon- abilities that drive them mad, and so scious uses his scores for all rolls, and on often suffer a mental breakdown its first priority is always to deal with the instant they activate their gifts. To the cause of the stress. For example, if simulate this, select a mental disad- a super were to lose control of her vantage that requires a self-control due to a major wound, her roll (e.g., Berserk or Pyromania), spec- ability would go after whoever caused ify a self-control number of “N/A,” and the injury first – even a foe she must price Temporary Disadvantage as if capture unharmed, or a friend with the disadvantage were worth 2.5 times bad aim – and use her Innate Attack its listed cost (drop fractions). Using skill to hit. the ability always causes the effects If the ability originates from a specified for a failed self-control roll. demon, implanted AI, or other intelli- Example: El Tigre immediately gence the user can’t fully control, it goes berserk when he uses Alternate has its own scores and agenda (deter- Form (Tiger). Berserk is worth -10 mined by the GM, exactly as for an points, so it’s worth -25 points if irre- Enemy). It acts purposefully and per- sistible. El Tigre has a -25% limitation, haps subtly; it could let the user and must savagely attack anyone near- remain “in control” but pervert his Takes Extra Time by when he uses his ability! intent. For instance, Mind Control might work as desired but send vic- see p. B115 An “always on” advantage can have tims additional suggestions, unknown Takes Extra Time means the ability Temporary Disadvantage. Instead of to the user. is constantly available but demands a affecting the entire character, the dis- The GM may allow the following long “ready time” immediately prior advantage has the potential to shut variant: to use, making it unavailable in “quick down the advantage. See Cybernetics response” situations. It isn’t the same (p. B46) and Abilities Uncontrollable Trigger: Your ability as Preparation Required, which (p. 116) for more information. In this manifests uncontrollably in the pres- allows the wielder to prepare in case, “temporary” means the disad- ence of an item, not stress. Use the rar- advance, giving him a single use with vantage is irrelevant after it causes the ities given for Weakness (p. B161). which to respond instantly. To keep advantage to fail. This isn’t a meaningful limitation if the two balanced, the GM may restrict the item is “Rare.” It’s worth -5% if

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

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

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

BUILDING ABILITIES 109 instance, Visualization is so slow that in a particular environment . . . and NEW Aspected, Combat would make it the GM can alter its effects if the worthless. environment you’re attempting to LIMITATIONS manipulate is at all unusual. Below are some new limitations of general applicability. The GM might Backlash Example: A Binding that com- also allow “wild” advantages to have see Nuisance Effect, p. 104 mands plants to entangle the victim some of the limitations normally would do nothing in an area without reserved for powers, where logical; see vegetation. It would be little more Evaluating Power Modifiers (p. 20). Blockable than a nuisance if the only plant When creating limitations, remember -5% or -10% nearby were a small potted fern . . . and totally unpredictable in an alien that a modifier that doesn’t restrict the Ranged attack abilities (Affliction, jungle! user isn’t a limitation – it’s a special Binding, Innate Attack, advantages effect (see Special Effects, p. 113). with the Ranged enhancement, etc.) The GM should base the value on normally work like firearms when it the environment’s rarity: Active Defense comes to the target’s legal active defenses: the victim can only dodge. Very Common: Environment is see Requires (Attribute) Roll, Abilities that affect an area – including present all the time, outside of one or p. 112 anything with Area Effect, Cone, or two unusual situations that would be Explosion – only allow an attempt to difficult for an enemy to arrange; e.g., dive for cover, whether or not they’re in a gravity field, in the presence of air, All-Out ranged. If either kind of attack pro- or on a planet. -5%. -25% duces an effect that the target could Common: Environment is present Your ability requires an All-Out try to block with a shield, it has a -5% most of the time, but a resourceful foe Attack maneuver; you can’t use it with limitation – or -10%, if he could also could arrange for it to be absent; e.g., any other maneuver (e.g., Move or attempt to parry. in contact with dust or in the presence Change Posture). You have no active Use this limitation to simulate of microbes. -10%. defense while using it. If it would let slow-moving projectiles (like nets or Occasional: Environment is often you move more than a step, you’re Missile spells), summoned swarms of absent, or easily avoided by enemies limited to half your Move in a forward biting creatures, and so on. To block (although a crafty user might be able direction. You may attack if the advan- an attack with Blockable and to “rig” an important encounter to tage is one that lets you do so, but All- Overhead – like a rain of stones – the work around this); e.g., in a city, in the Out isn’t just for attack abilities – you defender must hold his shield over his wilderness, outdoors, or touching the can add it to any advantage that head. ground. -20%. requires a maneuver to use (typically Rare: Environment is usually Concentrate or Ready), replacing the absent and difficult for the user to standard maneuver with All-Out Costs Hit Points arrange; e.g., in a storm, in dense veg- Attack. Explain what you’re doing that Variable etation, in the desert, or underground. limits you: deep concentration, spin- This limitation works exactly like -40%. ning in place, etc. Costs Fatigue (p. B111), except that it Very Rare: Environment is so depletes HP instead of FP, and is unlikely that the ability is useless most worth twice as much: -10% per HP per of the time; e.g., in lava, in quicksand, Aspected use, doubled to -20% if the cost is per or in vacuum. -80%. -20% second. It can also convert FP costs The GM should forbid proposed Your ability works only when pur- built into advantages to HP costs, at Environmental limitations that dupli- suing a specific class of related tasks or -5% per FP converted – or -10% per cate one of the ability’s built-in restric- activities (e.g., athletics, combat, FP, if the cost is per second. tions; e.g., “in the water” isn’t valid for investigation, or social interaction), or Control (Water). In games with pow- in a specific area of daily life (e.g., job, ers, an ability that gets -10% for a personal health, or romance). The GM Environmental mundane countermeasure or insula- has the final say, and can make the Variable tor as part of its power modifier categories as broad or as narrow as he Only advantages that affect others already has this limitation – don’t wishes. can have this limitation. Your ability apply it a second time. Aspected is meant for Intuition, manipulates an existing item or Serendipity, and advantages that condition, which must touch or directly alter your odds of success surround the target. Unlike Fickle at tasks (Luck, Super Luck, Accessibility, this doesn’t affect acti- -20% Visualization, etc.). The GM may vation – you can trigger your ability Your ability is or seems sentient, allow it on other traits. Certain anywhere, barring a failed roll or and sometimes reacts poorly. Make an “aspects” aren’t useful even on normal- another limitation. However, your unmodified reaction roll whenever you ly permitted abilities, though; for ability is only effective if the subject is wish to use it. For an attack, make this

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

BUILDING ABILITIES 111 Missing Damage Effect definite activation conditions (e.g., Terminal Condition see Damage Modifiers, p. 101 Empathy) can also take them; if so, it Variable requires the maneuver in question to use. Only allowed on abilities that affect others for at least a minute. Your ene- Required Disadvantage mies can end your ability’s ongoing see Pact, p. 104 Requires Reaction Roll effects with a simple act: kissing the see Fickle, p. 110 subject, speaking three words, etc. If this condition isn’t met, the effects Requires (Attribute) Roll have their usual duration. -5 or -10% Short-Range This is worth -5% if the condition is This limitation works like -10%/level arcane enough to require research; Unreliable (p. B116), except that Your ranged ability is subject to -10% if a skill roll (against Religious instead of rolling against a fixed acti- more severe range penalties than Ritual, Ritual Magic, Thaumatology, vation number to trigger your advan- usual. Use the rules for Long-Range etc.) can discover it; or -20% if com- tage, you roll against DX, IQ, HT, Will, (p. 108), except that each level makes mon knowledge. These values become or Per (choose one when you buy the the penalties a step less favorable. You -0% (a special effect), -5%, and -10% if ability). Things that temporarily mod- can combine Short-Range with the condition is difficult to arrange ify your score do affect this roll. For a Reduced Range, but the total limita- even if known, like a kiss from a defensive ability, roll each time the tion value can’t exceed -30%. Short- princess or words spoken by an elf. defense would mitigate an attack or a Range affects the cost of Follow-Up. Abilities that can’t end until a cer- hazard – or once per minute, for con- It’s incompatible with Guided, tain condition is met just have stant exposure. -10% for a DX, IQ, or Homing, Long-Range, and Melee Extended Duration, Permanent HT roll; -5% for a Will or Per roll. Attack. (+150%). This enhancement already A special version of this limitation requires such a condition – you can’t exists for the defensive traits listed take Terminal Condition separately. under Force Field (p. 108): Active Defense: Your ability only Uncontrollable Trigger protects you against threats you’re see Uncontrollable, p. 106 aware of – and only if you make a roll to interpose it in time. This roll is at DX/2 + 3, +1 for Combat Reflexes. If Usually On you try to use the same ability more see Always On, p. 99 than once in a turn, apply a cumula- tive -4 per attempt after the first. You roll at -4 if stunned, and can’t roll at all Visible in situations where you wouldn’t get -10% or -20% an active defense (attack from behind, Your ability has a manifestation unconscious, etc.). -40%. Specific that makes it plainly obvious to every- Variable one nearby. The effects and value Specific restricts an ability that lets depend on the underlying advantage: Requires Concentrate or you interact with a material to a sub- Ready set of what it normally affects. •A communication, influence, -15% or -10% Advantages that already require a par- information, or sensory ability that Your ability requires a series of ticular choice of materials can’t be would otherwise have no visible effect Concentrate or Ready maneuvers to Specific. This limitation is generally – such as Clairsentience or Mind maintain. Taking any other maneuver worth -40% for common materials, Reading – generates an attention- (such as Attack or Move) causes it to -60% for uncommon ones, and -80% grabbing effect (shimmering ray, float- switch off. Thus, you can only move for absurd ones – but the GM sets the ing eye, etc.) that gives away the fact one step per second while using it, and precise value, which might be as little that you’re affecting or observing the can’t attack, aim, etc. Requires Ready as -10% for very common materials. subject. This makes subtlety impossi- is worth -10%. Requires Concentrate Abilities that affect ferrous metals – ble (if it doesn’t, you don’t have a limi- is worth -15%, and means your ability iron (including steel), nickel, and tation). -10%. shuts down if you lose your concentra- cobalt – have a -50% limitation, called • An ability that lets you physically tion. You can’t combine these with “Magnetic” and not “Specific, Ferrous attack might qualify if it’s normally each other or All-Out (p. 110). Metals” to save space. See the exam- invisible and largely unavoidable; e.g., Normally, only switchable advan- ples under Clinging (p. B43), Telekinesis. In addition to the effects tages that would otherwise stay on Penetrating Vision (p. B74), Super above, your target gets an unpenalized without an active effort can have these Climbing (p. 79), Walk on Air (p. 87), defense roll to avoid the attack. -20%. limitations. A passive ability without and Walk on Liquid (p. 88) for other suggestions.

112 BUILDING ABILITIES SPECIAL EFFECTS Advantages and modifiers are so fireball. Flight (Winged) might involve Modifiers, too, can vary as a special precisely defined that an ability built two wings, like those of a bird or a effect. This usually involves extending from them is liable to seem boring if plane . . . or four wings, like those of a the list of advantages to which they it’s merely the sum of its parts. To dragonfly . . . or rotors. Elastic Skin apply (e.g., allowing Unreliable to give make things interesting, try to speci- might be an illusion . . . or a physical natural attacks a Malf. number; see fy a few ways in which your creation metamorphosis. Such choices some- p. 107) or expanding their definitions deviates from its generic compo- times matter in play, but since they’re (e.g., the Selective Effect variant of nents. The comics are full of supers largely “color” – with no real effect on Selective Area, p. 105). The GM might with Flight and Burning Attack . . . overall capability – they don’t affect also exchange one score for another but one hero might leave a fiery trail point cost. (like basing Resistible on an attribute and toss fireballs, while another hov- The GM should require players other than HT; see p. 105). He might ers in a green globe of force and zaps who buy exotic and supernatural even “reverse” the way the modifier his foes with a laser beam. Little advantages to specify such “function- works (see Blood Agent, p. 100, and details like this are called special al” special effects for their abilities – Sense-Based, p. 105), if he’s willing to effects. especially those with many modifiers. define the effects. Special effects are trivial features The entries for most such advantages The GM is the final judge of which with no effect on point cost. They in the Basic Set offer a few sugges- variant traits are allowed. describe how the ability works in the tions; the notes under Advantages game world, what it looks like, and (pp. 39-98) and Modifiers (pp. 99-112) how it differs from other abilities built add many more. COSMETIC from the same elements. Any benefits FFECTS they provide should be minor – with E little influence on overall utility – and Variant Traits Unless a specific advantage descrip- balanced by modest drawbacks. If the Functional special effects needn’t tion states otherwise, any attack with- GM feels that a proposed special effect be subtle. A radical redesign of an out the Low or No Signature enhance- is effectively an enhancement, he’s advantage is still a special effect if it ment (p. 103) has obvious effects. Most within his rights to price it as such or uses roughly the same game mechan- other advantages lack obvious effects forbid it altogether. ics as the original and is no more except when given the Visible limita- potent in play than the “stock” ver- tion (p. 112). For obvious abilities, an sion. Examples include Jumper important special effect is what “FUNCTIONAL” (Spirit) (p. 57), Oracle (Digital) (p. 65), observers perceive. Consider the follow- Protected Power (p. 69), and True ing questions: SPECIAL EFFECTS Faith (Chosen) (p. 84); versions of •What color is the effect? If it A vital role of special effects is to Medium that communicate with a emits light, how bright is it, and is it provide a game-world (as opposed to dream world or parallel universe steady or lambent? If it looks solid, game-mechanical) explanation for instead of the spirit realm (p. 59); and smoky, or shadowy, is it transparent, how the ability works. A Burning the special Awe and Confusion vari- translucent, or opaque? Or does it Attack might be a laser beam . . . or a ants of Terror (p. 84). seem to suck in light? •Does the ability make noise? If so, how loud? Is it low- or high-pitched? Is it a sharp report, like a gun? A mechanical hum? A weird screech or Beam, Breath, and Bolt warble, like a sci-fi ray gun? Two particularly important functional special effects for ranged • Does the ability generate a dis- attacks are the body part that projects the attack and the attack’s physi- tinctive odor? cal form. These factors determine the specialty of Innate Attack skill •Can others feel the ability as (p. B201) used to aim the attack. vibrations, a breeze, a temperature Continuous beams and jets can stream from the hands, mouth, or change, or an electric field that causes eyes, and use Innate Attack (Beam), (Breath), or (Gaze), respectively. hair to stand on end? Solid projectiles and discrete bolts – like fireballs – use Innate Attack • Is the ability obvious to senses (Projectile). For abilities that don’t fit neatly into these categories, the beyond the normal human ones? Does GM may arbitrarily assign an existing specialty or invent a new one. it emit infrared or ultraviolet light? Those with Burning Attacks should also decide whether their ability Ultrasonics? Electromagnetic noise? is a tight-beam burning attack. Such attacks have both benefits and Psionic noise? drawbacks (see Tight-Beam Burning Attacks, p. B399), but there’s no • Does it have weird effects, like effect on point cost – the distinction is a special effect. causing glowing magical symbols to appear, or a rumbling voice from the heavens?

BUILDING ABILITIES 113 These effects can be as simple or elaborate as the user wishes. For instance, a death ray might resemble a The GM should ruthlessly forbid any beam-weapon attack . . . or consist of a stream of wailing, ghostly skulls that cosmetic effect that’s a useful ability in swirl around the target, chilling him and making his hair stand on end. its own right. The GM should ruthlessly forbid any cosmetic effect that’s a useful abil- ity in its own right; e.g., jamming all radios within a mile, shattering glass, lighter, a laser beam as a flashlight, Example: Blessed (p. 43) offers the or blinding onlookers. Minor benefits and an air attack as a leaf blower) and option of dropping the requirement to are acceptable if they have balancing Shtick (e.g., Damage Resistance with serve a deity (a built-in restriction) in drawbacks. For instance, a super with Force Field might repel dirt and keep return for losing the reaction bonus a flame jet has a useful light source – you clean at all times). Other effects from the faithful (a standard benefit). but his enemies can target him by its are possible. For instance, a particu- This converts Blessed from a “holy” light, and he wouldn’t want to use it in larly impressive ability might be good ability to a generic supernatural one. the city library! for +1 to Intimidation attempts when In game terms, this is just a special used. effect. Quirks should follow the guidelines MINOR BENEFITS for physical quirks, giving the user a small penalty to one or two die rolls Special Effects AND DRAWBACKS when he activates his ability – or giv- On the Fly If the GM permits, the player can ing opponents a modest bonus (for It’s impossible to predict every logi- specify one or two trivial benefits for instance, to spot him). cal special effect for an ability, espe- his ability in return for accepting cially one with many modifiers. If the Example: Revok can run his Mind some equally minor drawbacks. player proposes a reasonable special Control “passively,” persuading others Special effects of this kind must be effect in the course of an adventure, he’s mostly harmless; he enjoys the related to the ability’s primary effect – the GM should generally go along with benefits of the Honest Face perk most and to its source and its focus, if the it for the sake of drama . . . and if the of the time. When he uses his ability ability is part of a power. GM feels that the ability would be actively, though, others perceive him slightly limited in a particular situa- as sinister; he attracts attention as if tion, the player should accept the GM’s he had the Distinctive Features quirk. Additions judgment and let the game go on. Special effects often take the form Trust is crucial here. It’s simply of a modest additional capability bal- more fun if everyone is willing to live anced by a new restriction. A simple Omissions The GM might instead let the play- with rulings like “Of course Snowball’s but effective way to balance such er eliminate one built-in restriction on ice bolts can chill drinks!” and “Sorry, effects is to word the advantageous his advantage in return for accepting Snowball, but the bad guys found you aspects as perks (see Perks, p. B100) the loss of one of its normal benefits. by following the puddles!” The alter- and the disadvantageous ones as This should always be an even trade; native – requiring Snowball to link a quirks (see Quirks, p. B162), and to that is, the two omitted elements low level of Temperature Control to require an equal number of both. should be roughly comparable in his Innate Attack, add Nuisance Effect The most common perks for this importance. If not, the GM can omit (Leaves puddles), and so on – results purpose are Accessory (for instance, a additional elements to balance things, in needlessly complex abilities. flame attack might work as a cigarette or simply forbid the special effect. FINISHING UP After choosing the advantages and Ignore special modifiers (they’re limit the user . . . so they aren’t real modifiers that make up your ability – designed for the advantage), but note limitations, and are forbidden even if and noting a few interesting special that many general modifiers are off- there’s no explicit note saying so. effects – it’s time to clean it up and put limits for specific advantages. In par- 3. Verify that all the modifiers are it on your character sheet. The follow- ticular, attack modifiers are normally compatible with each other. Often, ing checklist can help you avoid errors off-limits for advantages other than only one of two incompatible modi- and omissions: attacks. fiers notes a conflict, so be sure to read 2. Delete any limitation that dupli- each description. If there’s an incom- 1. Drop any modifier that’s explicit- cates one of the advantage’s built-in patibility, remove one of the problem ly incompatible with the advantage. restrictions. Such limitations don’t modifiers. An alternative solution in

114 BUILDING ABILITIES the case of conflicting enhancements is to add Selectivity (p. 105). 4. If the ability is part of a power, Writing It Up remember its power modifier – and You can write down abilities however you like, but the following any modifiers that the power requires steps outline a clear format that includes all the information needed to on this particular advantage. use the ability in play: 5. Once all of the modifiers check out, add them together to find the abil- • Start with the advantage name, exactly as it appears in Powers or ity’s overall modifier. If this is a net the Basic Set. Exception: For Innate Attack, replace the word “Innate” limitation that exceeds -80%, reduce it with the damage type; e.g., if the Innate Attack inflicts burning damage, to -80%. write “Burning Attack.” 6. Apply the net modifier to the • After this, write the advantage’s level or dice of effect: Affliction 3, advantage’s point cost to find the abil- Burning Attack 10d, Damage Resistance 30, Striking ST +10, and so on. ity’s point cost. Round all fractional • If the advantage has a particular specialty or form, note this in point costs up; for instance, 10.01 and parentheses after advantage level; e.g., Control 5 (Water) or 10.99 both round to 11. Regeneration (Fast). For resisted abilities, like Affliction, note the resist- 7. Name the ability (see Naming ance roll instead; e.g., Affliction 3 (HT-2). Your Ability, below). • In the same parenthesis, list the ability’s modifiers in alphabetical 8. Write the ability on your charac- order, separating names, levels, and values with commas. Separate the ter sheet as explained in Writing it Up modifiers from each other – and from the ability’s specialty or resistance (box). roll – using semicolons. • At the very end, write the ability’s point cost in brackets. NAMING YOUR Example: Affliction 3 (HT-2; Area Effect, 64 yards, +300%; Emanation, -20%; Hearing-Based, +150%; Heart Attack, +300%; ABILITY Limited Use, 1/day, -40%; Selective Area, +20%) [243]. An interesting ability needs a descriptive, original, cool name. Anime heroes and cinematic martial artists shout out impressive names for names like “Pyrokinesis,” “Firebolt,” Link or Follow-Up, you can just list its their abilities (“Four-Way Demon Yin- and “Plasma Blast.” Never settle for an name and point cost on your charac- Yang Fire!”). Wizards prefer names advantage name like “Burning Attack” ter sheet to save space. Write out all that hint at secret knowledge or the – that’s boring! the gory details elsewhere. A name can monikers of forgotten magi (“Al- There is a practical benefit to nam- replace a paragraph or even a page of Azrad’s Burning Death”). Priests ing your ability. If your ability is com- modifiers, special effects, and notes, honor gods (“Wrath of Agni”). Even plex, with many modifiers and per- making your character sheet much the most serious psis and supers coin haps even multiple traits joined with tidier. SPECIAL CASES It isn’t always easy to hit upon the which choice is “right” for his cam- • Basic. If none of the redundant combination of advantages, modifiers, paign. When in doubt, use the “A-B-C options is obviously a better fit – and special effects that does exactly Rule”: which is often true for highly adapt- what you want. It’s often difficult to able “generic” advantages – pick the • Accurate. When a character con- decide what the starting advantage simplest option. Example: A super who cept or fictional precedent provides an should be – or which modifiers make can become a living flame could buy explanation for the ability, select the it work as desired. Below is advice to Injury Tolerance (Diffuse) with the advantages and modifiers whose built- help solve some of the more common Switchable enhancement, and then in mechanics and special effects most problems. take all the other traits that constitute closely fit that explanation. Example: the Body of Fire meta-trait (p. B262) A “universal translator” might have with “Accessibility, Only when dif- MULTIPLE- Mind Reading plus Telesend with the fuse.” However, Alternate Form (Body Universal enhancement (p. B91) . . . or of Fire) would be less convoluted – CHOICE Modular Abilities with Limited, and easier to record on the character Languages Only (p. 64). The former is sheet. PROBLEMS superior for a telepath who “assimi- • Cheap. If two options are equally The wealth of traits available in lates” the languages of conversation suitable and simple, choose the one GURPS sometimes makes it possible partners. The latter is better for a that costs fewer points. The GM to represent a capability in more than robot translator that runs language should be wary of “creative account- one way . . . and the point costs might programs – which usually are discrete ing,” though – the cheaper choice not even be close. The GM decides modules.

BUILDING ABILITIES 115 ought to be less useful. GURPS tries to (p. 170). That entire set of rules is sim- “Hard” Science-Fiction enforce this, but like any game, it like- ply an extensive collection of special ly has loopholes. If a player finds one effects that let superhuman abilities Abilities of these, the GM should put special work more like they do in anime, Advantages: Most “realistic” special restrictions on the bargain-priced abil- comic books, and action movies. abilities are mundane or exotic, and ity, or just forbid it. Example: Affliction Below is some additional advice by physical in nature – granted by surgery, 1 (HT; Advantage, Warp, +1,000%) genre. genetic engineering, etc. In settings [110] costs less than Warp (Extra with advanced AI, Computer Brain is Carrying Capacity, +50%) [150]. Both likely (see Modular Abilities, p. B71). can teleport others – but the former is Cyberpunk Abilities Modifiers: A new use for a body resisted and doesn’t let the user tele- Advantages: Implants (“cyber- part that prevents it from serving its port, while the latter lets the user tele- wear”) can grant many mundane and original purpose calls for Temporary port with anyone he’s carrying, regard- exotic physical advantages, but few if Disadvantage. Drug-activated abilities less of HT or DR. any supernatural ones. Extended sens- have Trigger. Experimental technology es and additional body parts are espe- is often Unreliable. Mental traits that cially common; see Switchable Body affect the brain (not the mind) need EMULATING Parts (p. 81) and Weapon Mounts Based on HT or Requires HT Roll. The (p. 138) for details. Many cyberpunk Accessibility, Environmental, and FICTIONAL worlds feature Chip Slots (see Specific limitations can restrict abili- ABILITIES Modular Abilities, p. B71). ties to particular atmospheres, gravity Modifiers: Most advantages that list fields, materials, etc. Add Costs Each advantage in the Basic Set a Cybernetic or Digital special modifi- Fatigue, Limited Use, or Takes was designed with iconic fictional er require that modifier in cyberpunk. Recharge to enforce energy examples in mind. For instance, Mind Use Temporary Disadvantage, conservation. Control establishes an invisible men- Electrical (-20%) to represent vulnera- tal connection, depends on the user’s bility to electrical overload. Large mental capacity (IQ), and must over- implants – notably bionic limbs – Horror Abilities come the target’s willpower (Will). It’s often have Temporary Disadvantage, Advantages: Low-powered super- a good match for the abilities of hyp- Maintenance, 1 person, Weekly (-5%). natural advantages – typically mental notists and telepaths. But Mind Experimental implants tend to be – are likely for heroes. Exotic traits, if Control could result from an injected Unreliable. See Guns as Innate Attacks allowed, often result from a curse. drug that’s resisted by HT, or be a form (p. 54) for modifiers suitable for built- Cinematic advantages (even mundane of machine control that requires the in weapons. ones) can wreck suspense, and are user to “ in.” There are countless rarely appropriate. Of course, Evil valid interpretations . . . and each Things can have almost any kind of requires its own set of modifiers. Fantasy Abilities trait! The first step when simulating a Advantages: Innate gifts are typical- Modifiers: Much of the discussion fictional ability is to choose a few like- ly mundane (but often cinematic) or under Fantasy Abilities applies, but ly advantages and consult their entries supernatural. Learned “spells” can horror abilities are rarely reliable or under Existing Advantages (pp. 39-90) emulate nearly any advantage – flashy. Fitting modifiers include Costs for advice on adapting them. See notably attacks and mental abilities – Hit Points, Fickle, Maximum “Alternatives” for suggestions on how and powerful wizards and priests Duration, Nuisance Effect (especially to choose between similar traits. “New might meet new challenges with Backlash), Preparation Required (for Special Enhancements/Limitations” Super-Memorization (see Modular long rituals), Short-Range, Temporary often introduces modifiers specifically Abilities, p. B71). Almost any exotic or Disadvantage, Trigger (often involving intended to cover important fictional supernatural trait would suit some foul ingredients), Untrainable, and examples. fantasy monster, somewhere. weirder forms of Accessibility (e.g., Modifiers: Appropriate power mod- “Only when the stars are right”). ifiers include Divine, Magical, Moral, Cultists often end up with Pact, while Nature, and Spirit. Spells traditionally troubled psis have Unconscious Only require fatiguing, time-consuming rit- and Uncontrollable. Reliable is highly uals, and aren’t physical, making all of inappropriate. The Things, on the Affects Insubstantial, Costs Fatigue, other hand, often have the Cosmic Malediction, and Takes Extra Time enhancement. suitable. Glamour and Requires Concentrate often fit, and Terminal Don’t be afraid to apply plenty of Condition suits fairy-tale magic. Such Martial-Arts special effects. Even major, game- accessibility limitations as “Requires and Pulp Abilities changing special effects are fine, if material components,” “Requires ges- Advantages: The most cinematic they apply to all similar abilities in the tures,” and “Requires magic words” mundane advantages, off-limits in setting. For an example, see Stunts are common, and worth -10% apiece. many genres, are highly appropriate

116 BUILDING ABILITIES here – pulp heroes are frequently the sky” – call for creative interpreta- bother with limitations that merely Gadgeteers, Weapon Masters, and so tions of Accessibility, Limited Use, serve to keep abilities realistic. on. Physical supernatural and exotic Maximum Duration, Minimum traits can represent secret martial-arts Duration, and Terminal Condition. techniques. Heroic gifts often come with a Pact Supers Abilities Modifiers: The most common requiring total devotion to a patron Advantages: Nearly every advan- power modifier is Chi, but Biological deity. Divine beings rarely have severe tage shows up in some comic book. works for mad science. Based on Will limitations; often, their abilities are Traits that let the hero adjust his capa- and Requires Will Roll are commonly Cosmic, and have powerful enhance- bilities to suit the situation – e.g., added to otherwise physical abilities ments such as Malediction 3, World- Modular Abilities and Morph – are to represent the triumph of discipline Spanning, and Extended Duration, especially popular. Be sure to use over raw, animal power. The modifiers Permanent. Alternative Abilities (p. 11), too. under Horror Abilities fit the bizarre Modifiers: Any power modifier is rituals of forgotten civilizations, evil possible; Elemental, Psionic, and Super ninja cults, etc. Space-Opera Abilities are just the most common. Abilities are Advantages: Almost anyone worthy often Visible, even if traditionally invis- of being called a hero has cinematic ible in other genres. Switchable Mythic Abilities advantages. Space-opera psis have appears on almost any advantage that Advantages: Heroes and demigods access to most mental advantages, permits it, Force Field and Reflexive of myth generally have a mixture of regardless of type. Cinematic aliens are popular for defenses, and an attack supernatural advantages and extreme and mutants might have almost any is likely to have Selectivity, Variable, levels of mundane ones – the more exotic trait. and many enhancements so that the cinematic, the better. For actual Modifiers: The Biological and hero can tune it from a 1d-2 jet to a 10d deities, Control, Create, and Cosmic Psionic power modifiers are common. explosion. A handful of special Power (see Modular Abilities, p. B71) The Unreliable limitation is tradition- enhancements are meant for supers, are de rigueur. Mythic monsters have al for experimental rubber-science notably Super-Speed for Altered Time many exotic advantages. abilities. Apply the guidelines under Rate (p. 42) and Super-Effort for Modifiers: Peculiar usage limits – “Hard” Science-Fiction Abilities if Lifting ST (p. 58). e.g., “Three times while the sun is in they would be dramatic ... but don’t ABSOLUTES A few classic abilities are Benchmarking Attacks absolute: invulnerability, death rays, wishes, etc. They’re rarely a problem and Defenses when a skilled author creates all the Below are guidelines on how large an attack must be to simulate a heroes, and guides them through a weapon or hazard. Except where noted, damage is per second – the plot that conveniently takes their duration of one attack. To resist average damage, take DR 3.5 per die; to gifts into account . . . but matters are be immune, buy DR 6 per die. rarely so simple in a roleplaying game. The GM never knows what the Acid (p. B428): Immersion causes 1d-1 corrosion. This can degrade players will try, while the players are DR. never sure exactly what will work. Electricity (p. B432): Household current inflicts 3d burning damage, This uncertainty is part of the fun, at worst. Industrial accidents and lightning bolts start at 6d and range and the finality of “irresistible up to 6d¥3. forces” and “immovable objects” can Fire (p. B433): Ordinary fire rarely exceeds 1d burning. To rate other diminish that. This makes allowing fires, use Making Things Burn. For instance, magma should ignite even them a risky proposition – but some “highly resistant” items instantly, which takes 30 points of damage – important genres simply won’t work average damage for 8d+2. without them. Poison (p. B437): Most poisons inflict 1d or 2d toxic damage per cycle, and rarely exceed 12d total. The deadliest poisons inflict up to 6d immediately. Unerring Attacks Radiation (p. B435): The most lethal radiation accidents actually Attacks that can’t miss – divine inflict less than 1 rad/second. Attacks should rarely exceed 1d rads. thunderbolts, spears of vengeance, etc. Weapons (pp. B267-281): The strongest man is unlikely to inflict – have one of the new forms of Cosmic more than 4d with a muscle-powered weapon. Pistols range up to 3d; described on p. 101: “no die roll submachine guns, to 4d; rifles, to 9d; grenades, to 10d; and machine required” or “no active defense guns, to 13d. Rocket launchers and cannon start at 6d¥2. The heaviest allowed.” Heroes on a budget can portable weapons (missiles, mortars, etc.) go to 6d¥10. Most anti-tank obtain near-absolute reliability by tak- and ultra-tech weapons have armor divisors, too. ing some combination of Accurate, Guided, Homing, and Surprise Attack (p. 104).

BUILDING ABILITIES 117 Unstoppable Attacks him to a prison dimension, and so If the entire universe freezes, the There are several ways to create forth. He isn’t exactly dead . . . but his GM may represent it by combining attacks that ignore DR: Malediction cir- odds of recovering on his own are no Temporal Stasis with an extreme level cumvents DR but allows a resistance better (and possibly worse) than his of Area Effect. More modestly, a high roll; Sense-Based bypasses DR but odds of returning from the grave. level of Altered Time Rate (p. 41) with requires sensory contact; and Area Treat all such curses as Afflictions. Super-Speed or Non-Combat Speed Effect or Cone combined with Blood Since Heart Attack (+300%) would can give functionally similar results by Agent, Contact Agent, or Respiratory kill the target on a failed HT roll, bar- greatly speeding up just the user. Agent affect anyone without special ring special medical aid, the GM might defenses. To unconditionally avoid pro- let the same +300% buy an effect that removes the target from play without Invulnerability tection requires the “irresistible attack” True invulnerability that makes version of Cosmic (p. B103) – and even killing him. Since either takes care of the target for good in the absence of every attack bounce off harmlessly has then, defenses with Cosmic can still no fair price. A fixed cost, however interfere, if the GM allows them. powerful external intervention, the dif- ference is largely a special effect. high, invites comparison with the Alternatively, the GM can treat same number of points spent on Instant-Death Attacks such curses as a combination of Damage Resistance . . . and a finite DR The simplest attack that slays the Paralysis (+150%) and Extended is always less favorable than “infinite” victim outright – like a “death ray” – is Duration, Permanent (+150%). Once DR. an Affliction with the Heart Attack again, it’s the special effects that mat- Effective invulnerability is attain- enhancement. For reliable lethality, ter. It’s no more “powerful” to petrify able in a variety of ways, each with take lots of levels; a godlike being with someone than to paralyze him forever. several inherent limitations to keep Affliction 19 (HT-18; Heart Attack, Either option costs +300%. The net things fair. Multiple options could +300%) [760] could instantly kill any- effect is that the victim is incapacitat- coexist in a given setting. one with human-level HT (20 or less). ed indefinitely until he receives a spe- • Damage Resistance. In settings Innate Attack can also do the job. cial cure – usually a spell of some kind, where “invulnerability” means “can’t The average man has 10 HP and expe- in fantasy settings. be harmed by typical threats,” just buy riences certain death at -5¥HP. That enough DR to stop the deadliest ordi- requires 60 points of injury, which is Stopping Time nary threat, at the rate of DR 6 per die about average for a 17d attack. The GM of damage. Before TL6, DR 30 is Beings that can stop time appear might instead allow a “0d+60” attack enough to stop the blows of the might- frequently in fiction . . . as plot devices. that deals a flat 60 points of damage; iest normal man, ballista bolts, early It’s risky to trust PCs with such capa- this costs the same as 18d. Total bodily firearms, dragon’s fire, etc. At TL6-8, bilities. If the GM wishes to allow this, destruction (-10¥HP) calls for 110 DR 80 will stop small arms up to he should make the ability costly, and points of injury. This is 32d-2, with a heavy machine guns, cars hitting at 50 limit its scope and duration. The fol- flat “0d+110” costing as much as 33d. mph, falls from aircraft, etc. At higher lowing enhancement for Affliction is Any damage type will do, but attacks TLs, add levels of Hardened to negate fairly balanced: that only affect the living should be the armor divisors of beam weapons. Toxic Attacks. To affect targets with lots Temporal Stasis: The victim and his This gets expensive, but limitations of HP or DR, add a few extra dice – or equipment stop in time. Time contin- such as Can’t Wear Armor and Tough the Cosmic enhancement. ues to flow in the rest of the universe, Skin can make it affordable. The just not for him. He’s frozen in place – Limited modifier is useful, too, as in mid-action or even midair. He does- many supers and mythic creatures are Disintegration n’t age, breathe, or require sustenance. only invulnerable to specific threats. Follow the Innate Attack guidelines Injury, disease, and poison halt their • Injury Tolerance (Damage under Instant-Death Attacks and use a progress. He keeps his position in the Reduction). The GM might permit Corrosion Attack. A target reduced local frame of reference (usually a heroes to buy divisors larger than 4. A -10¥HP by corrosion damage is gone: planet), but the physical world doesn’t divisor of 5 costs 125 points. To price a dissolved, disintegrated, or vaporized. otherwise affect him. He can’t be divisor of 10 or more, find it in the Resurrection is impossible. For a injured, moved, robbed, etc. In most Linear Measurement column of the Size cheaper way to disintegrate one spe- settings, this extends to supernatural and Speed/Range Table (p. B550), add 2 cific type of unliving matter, use powers (e.g., his mind is unreadable). to the corresponding entry in the Size Create (p. 92) with the Destruction Likewise, he’s unaware of the universe column, and multiply the sum by 25. enhancement. and can’t act in any way, not even This gives 150 points for a divisor of mentally. This lasts for a minute per 10, 300 points for 100, 450 points for Petrifaction, point by which he fails his HT roll. 1,000, and so on. The GM might After that, his actions, perceptions, require Limited, but he could waive Banishment, and Other and so on pick up where they left off. this restriction for those who are sup- Permanent Curses This isn’t a metabolic effect; it can posed to be almost untouchable. Powerful spells and fantasy mon- afflict objects (see Afflictions and Minimum injury from an attack that sters can petrify their victim, banish Inanimate Targets, p. 40). +1,000%. pierces DR is always 1 HP – but the

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

BUILDING ABILITIES 119 CHAPTER THREE EXAMPLES

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

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

EXAMPLES 121 Anti-Magic Talent through mutation (Biological or most often stands alone in its own 5 points/level Super) or meditation (Chi). “Anti-Super” category. Other possibili- ties are control over mutant genes through bioenergy (Biological or Anti-Magic Abilities Antipsi Talent Nature) or psi (Psionic), or the will of Damage Resistance, with Limited, 5 points/level a deity that opposes “abominations” Magic (-20%); Detect, for magic, This Talent doesn’t exist in every (Divine). spells, wizards, etc.; Magic Resistance; setting. In many game worlds, Antipsi Mana Damper; Mind Shield, with is always random and uncontrollable. Anti-Super Talent Limited, Magic (-50%); Neutralize 5 points/level (Magic), but not with Power Theft; Antipsi Abilities Obscure (any), with Limited, Magic Damage Resistance, with Limited, (-20%); See Invisible (Magical); and Psi (-20%); Detect, for psi powers, psi Anti-Super Abilities Static (Magic). users, etc.; Mind Shield, with Limited, Damage Resistance, with Limited, Specialized Afflictions are also Psionic (-50%); Neutralize (Psi), but Super (-20%); Detect, for any or all allowed. These must have Malediction, not with Power Theft; Obscure (any), super-powers; Mind Shield, with plus either an Advantage enhancement with Limited, Psi (-20%) or Limited, Limited, Super (-50%); Neutralize that grants Magic Resistance, Mana ESP or Telepathy (-40%); Resistant or (Super), but not with Power Theft; Damper, or Damage Resistance Immunity to all psi or specific powers Obscure (any), with Limited, Super against magic, or a Negated Advantage or abilities; See Invisible (Psionic); (-20%); Resistant or Immunity to all enhancement that negates Magery or and Static (Psi). super-powers or specific super-powers Mana Enhancer. Specialized Afflictions are also pos- or super-abilities; See Invisible Power Modifier: Anti-Magic. If the sible. These require Malediction, plus (Super); and Static (Super). source is some kind of fundamental Advantage to grant Damage Resist- As with Antipsi (above), Afflictions anti-magic, this is a +0% placeholder ance or Resistant against psi, or are allowed if they have Malediction that indicates which abilities benefit Negated Advantage to rob the subject and either Advantage to protect from Anti-Magic Talent. Otherwise, it’s of specific psi abilities or Talents tem- against super-powers or Negated usually Divine (-10%) or Spirit (-25%). porarily. Advantage to take away super abilities or Talents. Power Modifier: Antipsi. If the ANTIPSI source is antipsi energy, this is a +0% Power Modifier: Anti-Super. If Sources: Antipsi, Biological, Chi, or placeholder that indicates which abili- “anti-super” is its own, unique source, Super. ties benefit from Antipsi Talent. this is a +0% placeholder that indi- Focus: Blocking psionic energy and Otherwise, it’s usually Biological cates which abilities benefit from powers. (-10%), Chi (-10%), or Super (-10%). Anti-Super Talent. Otherwise, it’s usu- ally Biological (-10%), Divine (-10%), Antipsi is the anti-power of all Nature (-20%), or Psionic (-10%). powers with the Psionic power modi- ANTI-SUPER fier, regardless of focus. In many set- Sources: Anti-Super, Biological, tings, the explanation is unusual Divine, Nature, or Psionic. ASTRAL psionic energy that interferes with Focus: Negating super-powers. the ordinary variety. These “antipsi” PROJECTION Settings with generic super-powers Sources: Divine, Magical, Psionic, emissions might be categorized as typically feature individuals who can psi, but are immune to effects that or Spirit. negate those powers, regardless of Focus: The Astral Plane. block psi (including antipsi itself). focus. Because this power can inter- Another common explanation is fere with other powers without itself This is the power of perceiving and interference by bioenergy, whether being susceptible to interference, it journeying through the Astral Plane. Some travelers stay in an “outer” plane that overlaps the material world, allowing them to view it dis- creetly; others venture to an “inner” Settings with generic super- plane that adjoins higher planes of existence. Adept projectors can do powers typically feature individuals both. Astral Projection is traditionally either a psychic discipline (Psionic) or who can negate those powers, a gift from denizens of the Astral Plane or an adjacent realm (Divine or Spirit). Wizards occasionally unlock regardless of focus. its secrets, too (Magical).

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

EXAMPLES 123 Power Modifier: Body Control. The Effect*; Modular Abilities, with advantage belongs to the Body COLD/ICE Limited, Cold (-10%) and Physical†; Control power. This modifier is usual- Sources: Divine, Elemental, or Obscure (Infravision or Vision)*†; ly Biological (-10%), Chi (-10%), Super. Penetrating Vision, with Specific, Ice Psionic (-10%), or Super (-10%). Focus: Cold and ice. (-60%)*; Permeation (Ice)*; Protected Power*†; Slippery*; Temperature Cold/Ice power lets the user freeze Control, with Cold†; Temperature his foes or bind them with ice, “surf” CHAOS Tolerance†; and Terrain Adaptation along an ice slick, and so on. It gener- Sources: Divine, Moral, Spirit, or (Ice or Snow)*. ally represents direct control over cold Super (“Entropy Control”). Innate Attacks are also possible. (Elemental and Super), but might Focus: Disorder. Ice attacks are crushing, cutting, instead emanate from a god who impaling, or piercing. Cold attacks This power deals with increasing reigns over winter (Divine). Cold isn’t inflict fatigue with the Freezing the disorder of the universe. It works a traditional element to wizards and enhancement. Either might add Side on every level, allowing the wielder to alchemists, but the GM is free to Effect, Paralysis if it can “freeze” the disorganize material objects and ignore this and permit a Magical or victim. Cinematic Cold attacks might afflict others with delirium. It also Spirit version of this power. Cold instead be Afflictions with the includes abilities that protect the user and Ice are separate powers in some Paralysis modifier. from having order imposed on his settings. mind or body. Chaos power most Power Modifier: Cold/Ice. The often represents chaos embodied advantage belongs to the Cold/Ice (Moral). Other possibilities are the Cold/Ice Talent power. This modifier is usually Divine will of a mad god (Divine) or prankish 5 points/level (-10%), Elemental (-10%), or Super spirits (Spirit), or even rubber-science (-10%), and may be both Elemental “entropy control” (Super). Whatever and Super. its source, Chaos is the anti-power of Cold/Ice Abilities Order (p. 132). Abilities marked * would suit a sep- arate Ice power; those labeled † are COSMIC appropriate for a separate Cold power. Chaos Talent Source: Cosmic. Alternate Form (Body of Ice)*; Focus: Everything! 5 points/level Binding, with Engulfing*; Clinging*†; Cosmic power represents the Control (Hail or Snow), with Natural boundless capabilities of deities and Chaos Abilities Phenomena*; Control (Ice)*; Create (in some settings) the most powerful Channeling, with Specialized, (Ice)*; Damage Resistance, with either supers. It doesn’t have a single focus – Chaos Spirits (-50%); Detect, for either Ablative or Semi-Ablative*, or by definition, it deals with anything Chaos or Order; Injury Tolerance Limited, Cold (-40%) or Heat (-40%)†; and everything – and the only counter- (Diffuse), with both Swarm and Enhanced Move (Air or Ground)*; measure it faces is itself. This kind of Switchable; Medium, with Specia- Flight, with Low Ceiling and Nuisance lized, Chaos Spirits (-50%); Mind Shield; Neutralize (Order), but not with Power Theft; Obscure (Divin- ation); Protected Power; Resistant, to the abilities of Order; Static (Order), with Resistible; Telekinesis, with Uncontrollable; Temperature Control, with Heat; Terror (Confusion); and Visualization, with Cursing. Afflictions with Hallucinating or a Disadvantage that causes insanity (Delusions, Paranoia, etc.) are allowed, but must have Malediction. Innate Attacks that inflict burning or corrosion damage are also part of this power. Power Modifier: Chaos. The advan- tage belongs to the Chaos power. This modifier is most often Divine (-10%), Moral (-20%), Spirit (-25%), or Super (-10%).

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

EXAMPLES 125 The GM can easily add such capabili- modulation is possible, letting the DIVINE ties if he wishes. user generate radio signals. Due to its Source: Divine. technological overtones, this is most Focus: Will of one particular deity. often a super-power (Elemental and Earth Talent Super), and rarely suitable for super- A mortal empowered by a deity 5 points/level natural powers other than those asso- might simply apply the Divine modifi- ciated with thunder gods (Divine). The er to the power on this list that best GM is free to make exceptions. suits his patron’s sphere of influence. Earth Abilities This isn’t the only possibility, though. Alternate Form (Body of Earth or The “generic” power described below Stone); Binding, with Engulfing and Electricity Talent represents a more traditional arrange- Environmental (-20%); Clinging, with 5 points/level ment: the priest has a few innate gifts Specific, Stone (-40%); Control (Earth that represent holy status, but flashy or Stone); Create (Earth); Damage miracles – healing, smiting, etc. – Resistance; Detect, for earth, specific Electricity Abilities require specific prayers or spells (see minerals, etc.; Modular Abilities, with Control (Electricity); Create Clerical Magic, p. B242). Limited, Earth (-10%) and Physical; (Electricity); Damage Resistance, with Obscure (Vision); Penetrating Vision, Limited, Electricity (-40%); Detect, for Power Investiture with Specific, Stone (-40%); electricity, radio signals, or magnet- Permeation (Earth or Stone); ism; Modular Abilities, with Limited, 10 points/level Protected Power; Terrain Adaptation Electricity (-10%) and Physical; At the GM’s option, the Power (Mud or Sand); Tunneling; and Walk Obscure (Radar); Protected Power; Investiture advantage (p. B77) gives on Air, with Specific, Dust (-40%). Scanning Sense (Imaging Radar, +1 per level to “clerical” spells and the Innate Attacks must be crushing, Radar, or T-Ray Vision); and specific abilities below. Like other cutting, impaling, or piercing, and Telecommunication (Radio). Talents, it leaves open the possibility take the form of boulders, earth- This power permits many attack of earning new abilities in play – if the quakes, sandstorms, etc. Add abilities. Afflictions must be stun-only deity chooses to bestow them. Environmental (-20%) if the attack (no special modifiers), have Heart shapes existing Earth. Attack, or have both Accessibility, Only on Electrical (-20%) and Divine Abilities Power Modifier: Earth. The advan- Unconsciousness to “dampen” Deities that would rather have their tage belongs to the Earth power. This machines. Innate Attacks must inflict servants pray for aid than turn them modifier is usually Divine (-10%), burning damage, with both Surge and into supermen often bestow these Elemental (-10%), Magical (-10%), Side Effect, Stunning. advantages: Allies (servitors of deity), Spirit (-25%), or Super (-10%), and with Summonable; Blessed; Higher may be both Elemental and Super. Power Modifier: Electricity. The Purpose; Modular Abilities (Divine advantage belongs to the Electricity Inspiration), with Limited, Spells Only power. This modifier is usually Divine (-20%); Oracle; Patron (deity), with ELECTRICITY (-10%), Elemental (-10%), or Super Highly Accessible; Rapier Wit, with Sources: Divine, Elemental, or (-10%), and may be both Elemental Words of Power; Serendipity; Terror Super. and Super. (Awe); True Faith; Visualization; and Focus: Electrical phenomena. Wild Talent, usually with Focused, This power deals with generating Divine (-20%). ELECTROKINESIS and channeling electricity. Its most Sources: Psionic or Super. impressive effects are destructive dis- Power Modifier: Divine (-10%). Focus: Electromagnetic fields. charges – like lightning – but precise EARTH Sources: Divine, Elemental, Magical, Spirit, or Super. Focus: Earth and stone. Due to its technological overtones, This is the power to shape and cre- ate earth in any form: soil, sand, clay, Electricity is most often a super-power stone, etc. It might involve direct con- trol over earth (Elemental and Super), (Elemental and Super), and rarely suitable sorcery dealing with earth as a tradi- for supernatural powers other than those tional magical element (Magical), or calling upon the aid of an earth god- associated with thunder gods (Divine). dess (Divine) or elemental earth spirits (Spirit). Earth abilities don’t normally affect refined metals or other solids.

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

EXAMPLES 127 Force Constructs Talent the abilities of Evil; Static (Evil), with Attacks that represent an abrupt 5 points/level Resistible; Temperature Control, with increase in gravity are Crushing Heat; Terror (Awe); True Faith, with Attacks with Cosmic, Irresistible Turning; and Visualization, with attack (+300%). No ordinary form of Force Constructs Blessing. DR stops gravity. Any beneficial Affliction with Power Modifier: Gravity. The Abilities Advantage or Negated Disadvantage is advantage belongs to the Gravity Allies (tangible force projections), acceptable. All such abilities must power. This modifier is nearly always with Minion (+0%) and Summonable; have Malediction, Melee Attack, or Elemental (-10%), and often Super Binding; Control (Mysterious Force); Sense-Based. Good power rarely (-10%) as well. Create (Mysterious Force); Damage allows true attacks, save perhaps for Resistance, with Force Field; Illusion; cinematic “Rays of Truth” or “Bolts of Modular Abilities, with Limited, Force Pure Good.” If the GM permits these, HEALING Fields (-5%) and Physical; Protected they’re Burning Attacks with Power; Snatcher, with Creation and Sources: Biological, Chi, Divine Accessibility, Truly Evil beings only (“Faith Healing”), Magical, Psionic Nuisance Effect, Objects look fake (-50%). (-5%); and Telekinesis, with Visible. (“Psychic Healing”), Spirit, or Super. The force this power shapes can Power Modifier: Good. The advan- Focus: Healing living beings. take any number of dangerous, pseu- tage belongs to the Good power. This Healing abilities let the user diag- do-solid forms, allowing Crushing, modifier is most often Divine (-10%), nose and treat sickness and injury. Cutting, Impaling, and Piercing Magical (-10%), Moral (-20%), or Most healers can heal themselves and Attacks. Spirit (-25%). others, but a suitable choice of advan- Power Modifier: Force Constructs. tages and modifiers can create a heal- The advantage belongs to the Force GRAVITY er who can do only one or the other. Common explanations for Healing Constructs power. This modifier is Sources: Elemental or Super. include a restorative bioenergy field typically Super (-10%), and less often Focus: Gravity. Magical (-10%) or Psionic (-10%). (Biological or Super), control over yin This is the power to control the and yang (Chi), faith healing (Divine gravity fields of massive objects or Spirit), healing spells (Magical), GOOD (affecting weight) and project focused and psychic healing (Psionic). Sources: Divine, Magical (“White gravity waves. It’s nearly always a Magic”), Moral, or Spirit. form of direct force manipulation Focus: Pure Good. (Elemental and Super). Since gravity Healing Talent isn’t a traditional magical element or 5 points/level This power enables the wielder to divine sphere, this power rarely has a sense and channel the forces of supernatural source. Use Psycho- Good. He can call upon benevolent kinesis (p. 133) for supernatural force Healing Abilities spirits – “angels” – for aid, and can control. Create (Drugs); Detect, for disease, provide warmth, healing, and bless- poison, vital signs, etc.; Empathy; ings to those around him. This Healing; Metabolism Control; power normally stems from tangible Gravity Talent Penetrating Vision, with Specific, Good (Moral), but might instead 5 points/level Flesh (-60%); Protected Power; flow from unselfish magic (Magical) Regeneration; Regrowth; Resistant or or a beneficent higher power (Divine Immunity to any noxious physical or Spirit). It’s the anti-power of Evil Gravity Abilities effect; and Special Rapport, with (p. 127), and includes defenses Binding, with Unbreakable; Transferable (but not for machines). against that power. Catfall, with Feather Fall; Clinging, Healing doesn’t permit attacks as with Attraction; Control (Gravity); such, but does allow Afflictions that Damage Resistance, with Force Field are useful to healers (GM’s decision). Good Talent and Limited, Physical (-20%); Detect, Suitable enhancements are any form 5 points/level for gravity manipulation or massive of Advantage that bestows Regen- objects; Enhanced Move (any); eration, Regrowth, or another healing- Flight, with Planetary; Improved related trait; Negated Disadvantage; Good Abilities G-Tolerance, with Force Field; and Ecstasy, Sleep, and Unconsc- Allies (angels), with Summonable; Modular Abilities, with Limited, iousness (as painkillers). Blessed; Channeling, with Specialized, Gravity (-10%) and Physical; Power Modifier: Healing. The Angels (-50%); Detect, for either Good Protected Power; Super Climbing; advantage belongs to the Healing or Evil; Empathy; Healing; Higher Super Jump, with Planetary; power. This modifier can be Biological Purpose; Medium, with Specialized, Telecommunication (Gravity-Ripple); (-10%), Chi (-10%), Divine (-10%), Angels (-50%); Mind Shield; Telekinesis; and Walk on Air, with Magical (-10%), Psionic (-10%), Spirit Neutralize (Evil), but not with Power Planetary. Theft; Protected Power; Resistant, to (-25%), or Super (-10%).

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

EXAMPLES 129 LIFE Sources: Divine, Magical (“Druidic Magic”), Nature, or Spirit. Focus: Life force. This power represents a special attunement to life and living things. It grants the user a long life in harmony with nature, and is found among priests of nature deities (Divine), shamans who can influence nature spirits (Spirit), and fantasy “druids” who work natural magic (Magical). It often occurs alongside Animal Control (p. 121), Plant Control (p. 132), or Spirit Control (p. 134). In some set- tings, the “life force” of all living things generates a universal energy field that the gifted can channel directly vision, bend it to hide things from Power Modifier: Light. The advan- (Nature). sight, and concentrate it to attack his tage belongs to the Light power. This foes with blinding flashes and lasers. modifier is usually Divine (-10%), Life Talent This is generally either direct elemen- Elemental (-10%), Psionic (-10%), or 5 points/level tal control (Elemental and Super) or Super (-10%), and may be both specialized psionic “photokinesis” Elemental and Super. (Psionic) – but deities associated with Life Abilities the sun, purity, or good might also ACHINE Animal Empathy; Channeling, grant such a power (Divine). M with Specialized, Nature Spirits TELEPATHY (-50%); Detect, for animals, plants, or Light Talent Sources: Psionic or Super. all life; Empathy; Healing; Medium, Focus: Digital Minds. with Specialized, Nature Spirits 5 points/level (-50%); Metabolism Control; Plant This is the power to establish a Empathy; Protected Power; Regen- Light Abilities mental link with a computer in order eration; Resistant or Immunity to any to communicate with or control it. It 360° Vision, with Panoptic 1; natural threat; Speak with Animals; is to Digital Minds what Telepathy Control (Light); Create (Light); Speak with Plants; Unaging; and (p. 130) is to living minds, and is Damage Resistance, with Limited, Unkillable. most often a hybrid power halfway Light (-40%); Dark Vision; Enhanced In fantasy settings, Life power between Electrokinesis and Telepathy Defenses, with Limited, Light (-40%); includes Burning Attacks and (Psionic). It might instead be a brute- Hyperspectral Vision; Illusion, with Corrosion Attacks with Accessibility, force capacity to emit signals that Visual Only; Infravision; Invisibility; Only against the undead (-50%). These override the normal operation of Microscopic Vision; Modular Abilities, attacks cause the walking dead to per- machines (Super). It only affects with Limited, Light (-10%) and ish in cleansing fire – or just crumble machines that have at least a rudimen- Physical; Night Vision; Obscure, to dust. tary computer “brain,” and never against Ladar or any kind of vision; affects living beings. Power Modifier: Life. The advan- Protected Power; Protected Sense tage belongs to the Life power. This (Vision); Scanning Sense (Active IR or modifier is most often Divine (-10%), Ladar); See Invisible; Telecom- Machine Telepathy Magical (-10%), Nature (-20%), or munication (Infrared or Laser); Talent Spirit (-25%). Telescopic Vision; and Ultravision. The GM might allow almost any 5 points/level advantage modified with Vision-Based LIGHT as a Light ability, if it suits his cam- Sources: Divine, Elemental, Psionic paign. Machine Telepathy (“Photokinesis”), or Super. Allowed attacks are tight-beam Abilities Focus: Visible and near-visible Burning Attacks, and Afflictions with Channeling (Cyberspace); Detect, light. Vision-Based and Disadvantage, Bad for Digital Minds, data transmissions, Sight or Blindness. An attack that etc.; Invisibility, with Machines Only; Light power gives the wielder focuses existing light – meaning it Medium (Cyberspace); Mind Control, almost complete control over light. He requires strong, direct light to work – with Cybernetic Only; Mind Probe, can focus it in order to enhance his has Environmental (-20%).

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

EXAMPLES 131 Power Modifier: Matter Control. Power Modifier: Plant Control. The The advantage belongs to the Matter PLANT CONTROL advantage belongs to the Plant Control power. This modifier is usual- Sources: Divine, Nature, Psionic Control power. This modifier is most ly Super (-10%). (“Plant Telepathy”), Spirit, or Super. often Divine (-10%), Nature (-20%), Focus: Natural, nonsapient plants. Psionic (-10%), Spirit (-25%), or Super (-10%). ORDER Plant Control lets the user com- Sources: Divine, Moral, or Spirit. mune with and control ordinary Focus: Structure and serenity. plants. It has no effect on sapient plant PROBABILITY life, magical flora, or other unnatural Order power attempts to combat vegetation. In fiction, this power is ALTERATION disorganization and impose struc- usually the result of a profound empa- Sources: Divine, Magical ture on the world. It enables the thy with plants (Nature or Super), a (“Wishing”), Psionic, Spirit, or Super. wielder to block damage, noise, and variant form of telepathy (Psionic), or Focus: Luck and fate. other disruptions; restore mind and the favor of nature gods or spirits body to a state of inner peace; and (Divine or Spirit). achieve enlightenment by perceiving patterns hidden amidst the chaos of existence. This most often represents order embodied (Moral) or the will of supernatural champions of jus- tice, law, or peace (Divine or Spirit). Order is the anti-power of Chaos (p. 124), and provides protection against that power.

Order Talent 5 points/level

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

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

EXAMPLES 133 Rapier Wit*†; Scanning Sense (Spirit); Medium; Mind Shield; Telepaths often have Charisma as (Sonar)*†; Sensitive Touch†; Silence*; Oracle; Patron (major spirit), with a side effect of their power, but it isn’t Speak Underwater*†; Subsonic Highly Accessible; Protected Power; considered one of the power’s Hearing/Speech*†;Telecommunicatio See Invisible (Ghosts); Spirit abilities. n (Directional Sound* or Sonar*†); Empathy; Telekinesis; True Faith, with Allowed attacks are Fatigue Ultrahearing/Ultrasonic Speech*†; and Turning; and Visualization. Attacks and Afflictions that cause Vibration Sense, but not with Sense of Direct physical attacks are inappro- stunning, incapacitation, mental dis- Perception†. priate, although spirits can be com- advantages, or DX, IQ, or Will penal- The GM might allow almost any manded to hurl things (use Telekinesis ties. The GM may wish to permit advantage modified with Hearing- for this). “Curses” definitely fit, how- telepaths in horror and supers games Based as a Sound ability, if it suits his ever; almost any Affliction with to fry the subject’s nervous system for campaign. Malediction is suitable. actual injury – a Toxic Attack. All tele- Many attacks are possible. Sound pathic attacks require Malediction Power Modifier: Spirit Control. The attacks are Crushing Attacks, or and No Signature, and Afflictions advantage belongs to the Spirit Afflictions with Hearing-Based and must be Based on Will. Control power. This modifier is usual- Disadvantage, Deafness. Vibration ly Divine (-10%), Magical (-10%), or Power Modifier: Telepathy. The attacks are Burning Attacks with No Spirit (-25%). advantage belongs to the Telepathy Incendiary Effect, or Afflictions with power. This modifier is most often no special modifier (stunning only), Biological (-10%), Magical (-10%), Nauseated, or Unconsciousness. In TELEPATHY Psionic (-10%), or Super (-10%). extremely cinematic games, Mind Sources: Biological, Magical Control might be possible, mediated (“Mind Control”), Psionic, or Super. by vibrations (add Based on HT) or Focus: Living, sapient minds. TELEPORTATION sounds (add Hearing-Based). Sources: Magical, Psionic, or Telepathy is the power of direct Super. Power Modifier: Sound/Vibration. mental communication and control. Focus: Instantaneous movement. The advantage belongs to the It’s traditionally a psi power (Psionic), Sound/Vibration power. This modifier but some modern fiction portrays it as Teleportation lets the user move is typically Elemental (-10%), Psionic a “neural” phenomenon that uses a himself or other things across space (-10%), or Super (-10%), and may be bioenergy field (Biological or Super). without traversing the intervening dis- both Elemental and Super. Wizardly mind control (Magical) is tance. Explanations include transmit- another possibility. Telepathy normal- ting matter to the destination as an SPIRIT CONTROL ly only affects living, sapient beings energy beam (Super) and warping (IQ 6+) – but the GM should allow it to space through sheer willpower Sources: Divine, Magical, or Spirit. work on all sentient minds (IQ 1+) in (Magical or Psionic). In some back- Focus: Spirits and the spirit world. game worlds where the Animal grounds, Teleportation allows the user A variety of powers can become Control power doesn’t exist. Attempts to visit parallel worlds, often by acci- “spirit powers” with the simple addi- to affect machines or plants fail auto- dent (add Uncontrollable and tion of the Spirit modifier. This creates matically. Unconscious to Jumper) – although a power that deals with a specific class Dimension Travel (p. 125) is better of spirit: demons, ghosts, totems, fire suited to the task. elementals, etc. Spirit Control empow- Telepathy Talent ers the user to perceive, communicate 5 points/level with, and bind all manner of spirits. Teleportation Talent Ritual magicians should buy this 5 points/level power with the Spirit modifier, but the Telepathy Abilities capacity to command spirits is just as Detect, for telepathic phenomena, suitable for fantasy clerics (Divine) sapient minds, etc.; Elastic Skin, with Teleportation Abilities and wizards (Magical). Glamour; Empathy; Illusion, with Detect, for Warp, matter transmis- Mental; Invisibility, with Glamour; sion, wormholes, etc.; Enhanced Mind Control; Mind Probe; Mind Dodge; Jumper (World), but not with Spirit Control Talent Reading; Mind Shield; Mindlink; Interplanar; Protected Power; 5 points/level Possession, with Mind Swap or Snatcher, but not with Creation; and Telecontrol; Protected Power; Racial Warp, with any special modifier. Memory; Rapier Wit; Social The only “attacks” normally avail- Spirit Control Abilities Chameleon; Special Rapport; Tele- able are Afflictions with Advantage, Allies (minor spirits), with communication (Telesend); Terror, Jumper or Advantage, Warp, which Summonable; Alternate Form, with with Active; and Xeno-Adaptability. teleport other people or objects in Projected Form; Blessed; Channeling; Add Animal Empathy and Speak with their entirety. The GM might permit Clairsentience; Detect, for spirits, spir- Animals in backgrounds where attacks that teleport away part of the it phenomena, etc.; Intuition; Jumper Animal Control doesn’t exist. target or send foreign objects into his

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

EXAMPLES 135 Many Innate Attacks are possible. Gouts of water cause crushing dam- You will buy your weather from me! And by age, narrow jets inflict corrosion or cutting damage, and attacks that affect God you’ll pay for it. the water in the target’s body deliver fatigue damage with Dehydration or Drowning. – Sir August de Wynter, The Avengers Power Modifier: Water. The advan- tage belongs to the Water power. This and Water, but Weather Control isn’t Environmental (-5%) and Physical; modifier is usually Divine (-10%), an elemental power. The user can only Obscure, if justifiable as fog, Elemental (-10%), Magical (-10%), produce weather; e.g., hail, lightning, snow, etc.; Protected Power; Spirit (-25%), or Super (-10%), and rain, stifling heat, and wind. He can’t Sealed; Temperature Control; Terrain may be both Elemental and Super. emit concussion waves, shoot freeze Adaptation, for ice, mud, snow, or rays, jam radios, turn to flame, etc. other conditions caused by weather; and Walk on Air. WEATHER A wide variety of Innate Attacks are ONTROL Weather Control Talent suitable: giant hail (piercing), light- C 5 points/level ning bolts (burning), etc. All must Sources: Divine, Magical, Nature, have Area Effect, Bombardment, and Spirit, or Super. Overhead. An attack that only works Focus: Atmospheric conditions. Weather Control when there’s already a violent storm in This is the power to manipulate Abilities the area has Environmental (-40%). ambient humidity, pressure, and tem- Control (Weather, or a subset such Power Modifier: Weather Control. perature. It might channel storm gods as Clouds, Precipitation, or Winds), The advantage belongs to the Weather or spirits (Divine or Spirit), involve with Natural Phenomena; Damage Control power. This modifier can be “weather witching” (Magical), or rep- Resistance, with Limited, Elemental Divine (-10%), Magical (-10%), Nature resent direct control (Nature or (-20%); Detect, for clouds, rain, (-20%), Spirit (-25%), or Super (-10%). Super). Its effects sometimes overlap storms, etc.; Enhanced Move (Air); Air, Cold/Ice, Electricity, Heat/Fire, Flight; Modular Abilities, with SAMPLE ABILITIES These worked examples cover a Attack, or represent a “hot load” by Rapid Fire, RoF 3, +50%; Surge, variety of interesting fictional abilities. adding more dice of Piercing Attack. +20%) [55]. Special Effects: Tight- Each consists of one or more advan- beam. 55 points. tages, often highly modified. When Blaster Rifle (+310%): Burning buying them, there’s no need to note Built-In Firearms Attack 6d (Accurate +9, +45%; Armor all the details. Just record the ability’s These rarely make sense as part of Divisor (5), +150%; Increased 1/2D, name and cost as you would for a a power. They’re intended as stand- ¥50, +25%; Increased Max, ¥20, +20%; meta-trait. alone abilities for cyborgs and robots. Rapid Fire, RoF 3, +50%; Surge, Antitank Rocket (+250%): Crushing +20%) [123]. Special Effects: Tight- TTACKS Attack 6d¥6 (Armor Divisor (10), beam. 123 points. A +200%; Explosion 1, +50%; Increased Flamethrower (+105%): Burning For attacks, the total value of all Range, ¥20, +40%; Limited Use, 1 use, Attack 3d (Armor Divisor (0.5), -30%; modifiers on each advantage appears Slow Reload, -35%; Nuisance Effect, Cyclic, 10 seconds, 3 cycles, +100%; in parentheses. When designing an Hazardous back-blast, -5%) [630]. 630 Increased Range 4, +40%; Jet, +0%; attack with an identical set of modi- points. Limited Use, 10 uses, Slow Reload, fiers, simply note this value and use Assault Rifle (+150%): Piercing -5%) [31]. 31 points. the name of the associated ability as Attack 5d (Accurate +2, +10%; Extra Heavy Machine Gun (+165%): shorthand for those modifiers; e.g., Recoil +1, -10%; Increased Range, Large Piercing Attack 13d+1 (Accurate “Pistol, +70%.” ¥50, +50%; Limited Use, 3 uses/30 +3, +15%; Extra Recoil +1, -10%; You can vary these attacks by shots, Fast Reload, -10%; Rapid Fire, Increased 1/2D, ¥200, +35%; adjusting the underlying advantage RoF 10, Selective Fire, +110%) [63]. Increased Max, ¥100, +30%; Limited and then applying the same collective 63 points. Use, 10 uses/100 shots, Fast Reload, modifier to its cost. For instance, with Blaster Pistol (+265%): Burning -5%; Rapid Fire, RoF 10, +100%) a built-in firearm, you might simulate Attack 3d (Accurate +2, +10%; Armor [212]. 212 points. hollow-point bullets by changing Divisor (5), +150%; Increased 1/2D, Laser Pistol (+210%): Burning Piercing Attack to Large Piercing ¥20, +20%; Increased Max, ¥10, +15%; Attack 3d (Accurate +3, +15%; Armor Divisor (2), +50%; Increased 1/2D,

136 EXAMPLES ×20, +20%; Increased Max, ×10, +15%; Use, 5 uses, Fast Reload, -5%) [85]. 85 Double Knockback, +20%; No Rapid Fire, RoF 10, Selective Fire, points. Wounding, -50%; Reduced Range, +110%) [47]. Special Effects: Loses Sonic Stunner (+395%): Affliction 4 ×1/5, -20%) [50]. Notes: A gust of wind damage in smoke; can bounce off mir- (HT-3; Armor Divisor (5), +150%; capable of pushing away groups of rors; tight-beam. 47 points. Environmental, Air, -5%; Rapid Fire, foes without doing serious harm. 50 Laser Rifle (+260%): Burning RoF 3, +50%; Unconsciousness, points. Attack 5d (Accurate +11, +55%; Armor +200%) [198]. 198 points. Twister (+225%/+95%): Crushing Divisor (2), +50%; Increased 1/2D, Submachine Gun (+135%): Attack 2d (Area Effect, 2 yards, +50%; ×50, +25%; Increased Max, ×20, +20%; Piercing Attack 3d-1 (Accurate +1, Double Knockback, +20%; Environ- Rapid Fire, RoF 10, Selective Fire, +5%; Extra Recoil +1, -10%; Increased mental, Air, -5%; Link, +10%; Mobile +110%) [90]. Special Effects: Loses Range, ×20, +40%; Limited Use, 3 1, +40%; Persistent, +40%; Side Effect, damage in smoke; can bounce off uses/33 shots, Fast Reload, -10%; -2 DX, +70%) [33] + Obscure 5 (Vision; mirrors; tight-beam. 90 points. Rapid Fire, RoF 11, Selective Fire, Environmental, Air, -5%; Link, +10%; Light Machine Gun (+150%): +110%) [33]. 33 points. Mobile 1, +40%; Ranged, +50%) [20]. Piercing Attack 5d+1 (Accurate +2, Notes: Spins existing air into a tiny +10%; Extra Recoil +1, -10%; tornado that hurls people around and Increased 1/2D, ×100, +30%; Elemental Attacks stirs up debris. Knockback is vertical. Increased Max, ×50, +25%; Limited These could be superscience The side effect represents dizziness. 53 Use, 10 uses/120 shots, Fast Reload, weapon implants, super-abilities, points. -5%; Rapid Fire, RoF 12, +100%) [68]. combat spells, or natural attacks for Vacuum (+100%): Fatigue Attack 68 points. monsters. For comparison’s sake, all 2d+2 (Area Effect, 2 yards, +50%; Pistol (+70%): Piercing Attack 2d+2 cost approximately 50 points. For a Respiratory Agent, +50%; Suffocation, (Extra Recoil +1, -10%; Inaccurate -1, more or less powerful attack, vary +0%) [52]. Notes: Reduces air pressure -5%; Increased Range, ×20, +40%; the level of Affliction, Binding, to zero over a small area, leaving those Limited Use, 5 uses/15 shots, Fast Innate Attack, or Obscure. without breathing gear gasping for Reload, -5%; Rapid Fire, RoF 3, +50%) Descriptions and special effects breath (unless they don’t breathe). 52 [23]. 23 points. appear under “Notes.” points. Shotgun (+135%): Small Piercing Wind Blast (+10%): Crushing × Air × Attack 1d+1 (Increased 1/2D, 5, Concussion (+50%): Crushing Attack 9d (Increased 1/2D, 5, +10%) +10%; Limited Use, 2 uses/6 shots, Attack 6d+2 (Explosion 1, +50%) [50]. [50]. Notes: Hurls a bolt of com- Slow Reload, -25%; Rapid Fire, RoF Notes: Creates a ball of compressed air pressed air that pummels the target × 3 9, +150%) [10]. 10 points. that ruptures explosively on impact. like a clenched fist. 50 points. Sniper Rifle (+80%): Piercing Might blow out small fires. 50 points. Cold/Ice Attack 9d+1 (Accurate +6, +30%; Super-Breath (+50%): Crushing × Blizzard (+210%/+290%): Obscure Increased 1/2D, 100, +30%; Attack 6d+2 (Cone, 5 yards, +100%; Increased Max, ×50, +25%; Limited 2 (Hearing; Area Effect, 16 yards, +150%; Link, +10%; Ranged, +50%) [13] + Obscure 5 (Vision; Area Effect, 16 yards, Weapon Damage Acc Range RoF Shots Rcl Notes +150%; Extended, Active IR, Antitank Rocket 6d¥6(10) cr ex 3 200/2,000 1 1 1 Infravision, Ladar, Ultravision, Assault Rifle 5d pi 5 500/5,000 10 30(3) 2 +80%; Link, +10%; Ranged, Blaster Pistol 3d(5) burn 5 200/1,000 3 – 1 [1, 2] +50%) [39]. Notes: A raging Blaster Rifle 6d(5) burn 12 500/2,000 3 – 1 [1, 2] snowstorm that blocks light Flamethrower 3d(0.5) burn – 25/50 Jet 10 – [3] and infrared (-5), and absorbs Heavy MG 13d+1 pi+ 6 2,000/10,000 10! 100(5) 2 sound (-2). Quickly melts and Laser Pistol 3d(2) burn 6 200/1,000 10 – 1 [1] leaves puddles, except in sub- Laser Rifle 5d(2) burn 14 500/2,000 10 – 1 [1] freezing temperatures. 52 Light MG 5d+1 pi 5 1,000/5,000 12! 120(5) 2 points. Pistol 2d+2 pi 2 200/2,000 3 15(3) 2 Freeze Ray (+400%): Fatigue Shotgun 1d+1 pi- 3 50/100 3×9 6(3i) 1 Attack 1d (Accurate +2, +10%; Sniper Rifle 9d+1 pi 9 1,000/5,000 1 5(3) 4 [4] Armor Divisor (5), +150%; Sonic Stunner HT-3(5) aff 3 10/100 3 – 1 [1, 5] Freezing, +20%; Increased Submachine Gun 3d-1 pi 4 200/2,000 11 33(3) 2 1/2D, ×10, +15%; Increased × Notes Max, 2, +5%; Side Effect, Paralysis, +200%) [50]. Notes: [1] Gets unlimited shots from possessor’s internal energy supply. Add Limited Use if This thin, icy beam leaves the this isn’t true, or Takes Recharge for an “accumulator” that recharges slowly. victim shivering. The side [2] Damage has the Surge modifier. effect represents being frozen. [3] Damage is cyclic: three 10-second cycles. Attempts to chill beer, etc. suc- [4] Doesn’t qualify for Extra Recoil because it lacks Rapid Fire. ceed automatically. 50 points. [5] Failed HT roll renders target unconscious for minutes equal to margin of failure.

EXAMPLES 137 Arms Control The GM might wish to put limits on the PCs’ offen- cannon and light antitank guns; and 100 points for sive abilities to keep his campaign from turning into a attacks comparable to howitzers and aircraft bombs. bloodbath. Attacks no more capable than weapons History-altering “secret weapons” would be LC0, and commonly issued to ordinary police and troops in the require a 200-point Unusual Background if the GM setting – that is, most LC2+ weapons – are rarely a allowed them. Nonlethal stunners, tanglers, and so on problem. Advantages are harder to take away and easi- wouldn’t require any Unusual Background, despite er to conceal than guns . . . but entire armies have sim- being futuristic. ilar firepower, and the heroes’ enemies can even the odds by buying off-the-shelf weapons. Weapon Mounts Built-in attacks comparable to LC1 armaments are In settings where cybernetic implants or armed sometimes a problem. The GM could just forbid them, robots are common, the GM might feel that the heroes but it’s more fun to permit such abilities to heroes who shouldn’t pay a lot of points for weapons that anyone really want them . . . if they also pay for an Unusual could buy and install. Such game worlds need a mech- Background. Suggested costs are 25 points for attacks anism to reduce the cost of attacks available as stan- on par with portable support weapons, 50 points for dard weapons systems. those equivalent to light vehicular weapons, and 100 The GM may opt to let cyborgs and robots buy one points for those as deadly as heavy vehicular weapons or more instances of Extra Arm (Weapon Mount, -80%) or artillery pieces. [2]. Each can mount a single weapon that weighs no Abilities that emulate LC0 weapons pose a serious more than BL. Mounted weapons cost cash – not points threat to campaign integrity. If the GM insists on giving – and their weight counts as encumbrance. Those with the PCs access to strategic weapons, he should charge suitable mounts and controls might even cost and at least 200 points for an Unusual Background. weigh more than regular ones . . . but they leave both These guidelines don’t apply to nonlethal attacks or hands free. “body weaponry” (claws, venom, etc.), even if they’re A mounted weapon is plugged in, not built in. The technically LC1. Such attacks can be fight-stoppers, but user can swap it for another weapon with a suitable they’re much easier to avoid or resist than an armor- interface. On average, it takes five seconds to mount or piercing laser. Fatigue Attacks that suffocate, Toxic unmount a weapon, but this varies by weapon. Such Attacks that inflict damage in rads instead of HP, and weapons are obvious, and enemies or the authorities Afflictions that cause comas and heart attacks aren’t can confiscate them, just like carried weapons. exempt, however – these silent killers are as lethal as This measure is effectively the opposite of an any machine gun or blaster. Unusual Background, but the two aren’t exclusive. The GM might let cyborgs mount standard weapons for 2 Example: In a WWII supers campaign, the GM points apiece, require mutants to pay full cost for “nat- might charge no Unusual Background cost for RoF 1-3 ural” attacks that don’t exceed such weapons in effec- attacks that inflict up to 7d damage (comparable to tiveness, and charge godlike beings an Unusual rifles); 25 points for attacks equivalent to machine guns Background for built-in strategic weapons. and bazookas; 50 points for attacks as deadly as 20mm

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

138 EXAMPLES Earth can see, by winning a Quick Contest of explodes on impact, damaging every- Quicksand (+100%): Binding 12 Will vs. the HT of each subject. 50 thing nearby. 50 points. (Area Effect, 2 yards, +50%; points. Flame Breath (+80%): Burning Environmental, Touching ground, Electric Stun (+65%): Affliction 3 Attack 5d+1 (Cone, 5 yards, +100%; -20%; One Shot, -10%; Persistent, (HT-2; Accurate +1, +5%; Armor Reduced Range, ×1/5, -20%) [49]. +40%; Unbreakable, +40%) [48]. Divisor (2), +50%; Increased 1/2D, ×5, Notes: Classic “dragon-fire” attack that Notes: Turns a small patch of ground +10%) [50]. Notes: Delivers a blasts foes in a broad cone. 49 points. into quicksand. Anyone who enters it nerve-jangling electrical pulse similar Flame Jet (+0%): Burning Attack sinks up to his knees. After 10 seconds, to an electrolaser bolt – a useful non- 10d (Jet, +0%) [50]. Notes: Lets the the ground hardens and can no longer lethal attack for heroic supers. 50 user project a flamethrower-like torch trap new victims. 48 points. points. from his hand. 50 points. Rain of Stones (+100%): Crushing Electrified Skin (+140%/+90%): Immolation (+50%): Burning Attack 5d (Area Effect, 2 yards, +50%; Affliction 1 (HT; Aura, +80%; Link, Attack 6d+2 (Aura, +80%; Melee Blockable, -5%; Bombardment, skill +10%; Melee Attack, -30%; Secondary Attack, -30%) [50]. Notes: User 10, -15%; Overhead, +30%; Persistent, Heart Attack, +60%; Underwater, sheathes himself in flames that incin- +40%) [50]. Notes: Pounds the area of +20%) [24] + Burning Attack 2d+2 erate enemies who touch his body. 50 effect with boulders. These crumble to (Aura, +80%; Link, +10%; Melee points. dust and blow away after 10 seconds. Attack, -30%; No Incendiary Effect, Inferno (+95%): Burning Attack 5d 50 points. -10%; Surge, +20%; Underwater, (Area Effect, 2 yards, +50%; Sandstorm (+250%/+110%): +20%) [25]. Notes: The user charges Persistent, +40%; Variable, +5%) [49]. Cutting Attack 1d (Area Effect, 4 himself up like an electric eel. Foes Notes: The affected area erupts in a yards, +100%; Link, +10%; Persistent, who touch him receive a potentially roaring pillar of flame. At its lowest +40%; Side Effect, Blindness, +100%) lethal shock. 49 points. levels, this is useful as a bonfire or bar- [25] + Obscure 6 (Vision; Area Effect, beque. 49 points. 4 yards, +50%; Link, +10%; Ranged, +50%) [26]. Notes: Conjures a flesh-tearing blizzard of blinding grit. Machines are more likely to be clogged than blinded. 51 points. These could be superscience weapon Stone Missile (+10%): Crushing implants, super-abilities, combat spells, Attack 9d (Increased 1/2D, ×5, +10%) [50]. Notes: Shoots a fist-sized rock at or natural attacks for monsters. the target. Decide whether it stays behind or crumbles to dust. 50 points. Electricity Arc (+40%): Burning Attack 7d Lightning Bolt (+100%): Burning Plasma Torch (+125%): Burning (Melee Attack, Reach C, Cannot Parry, Attack 5d (Accurate +2, +10%; Attack 4d+1 (Armor Divisor (5), -35%; Side Effect, Stunning, +50%; Increased 1/2D, ×10, +15%; Increased +150%; Melee Attack, Reach C, 1, Surge, +20%; Variable, +5%) [49]. Max, ×2, +5%; Side Effect, Stunning, Cannot Parry, -25%) [50]. Notes: A hot, Notes: An electrical arc that leaps +50%; Surge, +20%) [50]. Notes: Hurls short-ranged torch, useful for cutting between the user’s hands. At its lowest a destructive bolt of electricity that through armor. 50 points. setting, it can jump-start cars (and sets fires and fries machinery. 50 Smoke (+190%/+100%): Affliction 1 hearts!); at its highest setting, it can points. (HT; Area Effect, 2 yards, +50%; kill instantly. 49 points. Surge (+0%): Burning Attack 10d Coughing, +20%; Drifting, +20%; Call Lightning (+175%): Burning (Accurate +2, +10%; Increased 1/2D, Link, +10%; Persistent, +40%; Attack 3d+2 (Area Effect, 2 yards, ×10, +15%; Increased Max, ×2, +5%; Respiratory Agent, +50%) [29] + +50%; Bombardment, skill 12, -10%; No Wounding, -50%; Surge, +20%) Obscure 5 (Vision; Drifting, +20%; Environmental, Air, -5%; Overhead, [50]. Notes: A low-energy, high-fre- Extended, Ladar, +20%; Link, +10%; +30%; Persistent, +40%; Side Effect, quency electrical bolt that scrambles Ranged, +50%) [20]. Notes: Raises a Stunning, +50%; Surge, +20%) [50]. machinery without harming living tar- cloud of smoke big enough to disap- Notes: Calls down repeated lightning gets. 50 points. pear behind. Enemies who try to fol- strikes on the target area. This creates low are left coughing. 49 points. electrical noise nearby. 50 points. Heat/Fire Dampen (+400%): Affliction 1 (HT; Fire Bolt (+10%): Burning Attack Kinetic Energy Accessibility, Only on Electrical, -20%; 9d (Increased 1/2D, ×5, +10%) [50]. Ball of Force (+70%): Crushing Area Effect, 2 yards, +50%; Notes: A simple bolt of flame that sets Attack 6d-1 (Double Knockback, Malediction 2, +150%; Selective Area, fires and cooks flesh. 50 points. +20%; Explosion 1, +50%) [50]. Notes: +20%; Unconsciousness, +200%) [50]. Fireball (+50%): Burning Attack This globe of force explodes on Notes: Lets the user shut down 6d+2 (Explosion 1, +50%) [50]. Notes: impact, pushing aside anything near- electrical devices, in a small area he Similar to Fire Bolt, but the bolt by. 50 points.

EXAMPLES 139 Force Beam (+50%): Crushing 1/2D, ×10, +15%; Increased Max, ×2, Causes a loud pop or crash that stuns Attack 6d+2 (Accurate +2, +10%; +5%; Radiation, +100%; Surge, +20%) and deafens those in the area. Might Double Knockback, +20%; Increased [52]. Notes: A tight-beam energy shatter extremely brittle objects. 50 1/2D, ×10, +15%; Increased Max, ×2, attack that sets fires, irradiates the liv- points. +5%) [50]. Notes: A pencil-thin beam ing, and overloads machines. 52 White Noise (+250%): Obscure 7 of force that breaks bones and sends points. (Hearing; Area Effect, 8 yards, +100%; the victim flying. 50 points. Radiation Beam (+80%): Toxic Extended, Subsonic Hearing, Force Bonds (+90%): Binding 13 Attack 7d-1 (Accurate +2, +10%; Ultrasonic Hearing, Sonar, Vibration (Engulfing, +60%; One-Shot, -10%; Increased 1/2D, ×10, +15%; Increased Sense, +80%; Ranged, +50%; Unbreakable, +40%) [50]. Notes: Max, ¥2, +5%; No Signature, +20%; Underwater, +20%) [49]. Notes: Fills Conjures glowing bands of force that Radiation, +25%; Variable, +5%) [49]. the area of effect with broad-spectrum pin the victim’s arms to his sides. 50 Notes: The classic science-fiction acoustic distortion. Insomniacs might points. death ray, invisible and deadly. It can welcome the soothing hiss . . . 49 Shove (-5%): Crushing Attack also save lives, by sterilizing food and points. 10d+1 (Double Knockback, +20%; (at low levels) destroying tumors. 49 Increased 1/2D, ×10, +15%; Low points. Water Signature, +10%; No Wounding, Dehydrate (+190%): Fatigue Attack -50%) [50]. Notes: A broadly focused Sound/Vibration 2d-1 (Based on HT, +20%; attack that forcefully pushes away the Sonic Scream (+75%): Burning Dehydration, +20%; Malediction 2, target. The bolt is invisible, except per- Attack 6d-1 (Environmental, +150%) [50]. Notes: Lets the attacker haps as a vague blur. 50 points. Air/Water, -5%; No Incendiary Effect, drive moisture from the victim’s body -10%; Side Effect, Deafness, +70%; by winning a Quick Contest of Will vs. Light Underwater, +20%) [51]. Notes: A HT. Also dries out wet equipment. 50 Darkness (+150%): Obscure 10 beam of “coherent sound” that cooks points. (Vision; Area Effect, 8 yards, +100%; the living without the risk of fire. Being Fog (+240%): Obscure 7 (Vision; Ranged, +50%) [50]. Note: Plunges the very broad-beam (not tight-beam), it Area Effect, 16 yards, +150%; Drifting, area into total darkness. Those with- inflicts full-body damage and can’t tar- +20%; Extended, Ladar, +20%; out enhanced senses are blind while get hit locations. 51 points. Ranged, +50%) [48]. Notes: Summons they remain in the area. 50 points. Sonic Stun (+365%): Affliction 1 a fogbank that interferes with vision Flash (+400%): Affliction 1 (HT; (HT; Armor Divisor (5), +150%; and ladar. Weakens fire attacks like Area Effect, 16 yards, +200%; Environmental, Air/Water, -5%; the Fog spell (p. B253) – but any wind Disadvantage, Blindness, +50%; Unconsciousness, +200%; Under- more forceful than a light breeze dis- Vision-Based, +150%) [50]. Notes: water, +20%) [47]. Notes: Similar to a perses it. 48 points. Lobs a “flash bomb” that goes off at a superscience stunner, this incapacitat- Water Blade (+30%): Corrosion distance, potentially blinding those ing attack is useful for heroes who Attack 4d-1 (Armor Divisor (2), +50%; who see the blast. 50 points. dislike killing. 47 points. Melee Attack, Reach C, 1, -20%) [49]. Images (+100%): Illusion (Area Sound Effects (+110%): Illusion Notes: Projects an abrasive stream of Effect, 4 yards, +50%; Independence, (Area Effect, 8 yards, +100%; Auditory high-pressure water capable of dis- +40%; Ranged, +40%; Visual Only, Only, -70%; Independence, +40%; solving most materials. 49 points. -30%) [50]. Notes: Generates believ- Ranged, +40%) [53]. Notes: Projects Water Blast (+30%): Crushing able, fire-and-forget illusions at a dis- autonomous sound effects that can Attack 7d+2 (Increased 1/2D, ×5, tance. Handy as a distraction! 50 distract enemies. The user can specify +10%; Underwater, +20%) [50]. Notes: points. whatever he likes. If he’s a musician, A water jet focused tightly enough to Laser (+100%): Burning Attack 5d he can even have his own personal be lethal at long range. 50 points. (Accurate +3, +15%; Armor Divisor soundtrack! 53 points. Water Cannon (-10%): Crushing (2), +50%; Increased 1/2D, ×20, +20%; Thunderclap (+395%): Affliction 1 Attack 11d (Double Knockback, +20%; Increased Max, ×10, +15%) [50]. (HT; Area Effect, 16 yards, +200%; No Wounding, -50%; Underwater, Notes: An accurate, long-ranged laser, Disadvantage, Deafness, +20%; +20%) [50]. Notes: More broadly suitable for sniping. Attack is tight- Environmental, Air/Water, -5%; focused, this water jet is useful for beam. 50 points. Hearing-Based, +150%; Stunning, crowd control, putting out fires, etc. +10%; Underwater, +20%) [50]. Notes: 50 points. Radiation Irradiate (+150%): Toxic Attack 5d (Area Effect, 4 yards, +100%; No Signature, +20%; Radiation, +25%; White Noise fills the area of effect Variable, +5%) [50]. Notes: Bathes the area in harmful – and invisible – radi- with broad-spectrum acoustic distortion. ation. Variable intensity makes it use- ful for mad scientists. 50 points. Insomniacs might welcome the soothing Particle Beam (+300%): Burning Attack 2d+2 (Accurate +2, +10%; hiss . . . Armor Divisor (5), +150%; Increased

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

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

EXAMPLES 141 Cone gives width at maximum Fatigue and Takes Extra Time to touch bare skin. The victim gets a HT range. reduce cost to this level. Adept users roll to resist. If he fails, the attacker [1] Side effect: make a HT roll at -1 can buy off these limitations, while can inflict a heart attack at some per 2 points of penetrating damage or less-capable ones can add higher lev- unspecified point in the future, from suffer blindness (Sandstorm), deaf- els to save points. any distance. To escape this fate, the ness (Sonic Scream), paralysis (Freeze victim must slay his tormentor or con- Ray, Frost Breath), stunning (Arc, Call Touches vince him to cancel the Hand – there’s Lightning, Lightning Bolt), or -2 DX Burning Touch (+250%): Burning no cure! 50 points. (Twister). Attack 3d-1 (Accessibility, Only on liv- Leprous Touch (+155%): Affliction [2] Surge can disable machinery. ing beings, -10%; Cosmic, Irresistible 2 (HT-1; Contact Agent, -30%; [3] Double knockback. attack, +300%; Melee Attack, Reach C, Disadvantage, Terminally Ill, Up to [4] Bombards the area from over- Cannot Parry, -35%; No Incendiary two years, +50%; Extended Duration, head with skill 10 (Ice Storm, Rain of Effect, -10%; Variable, +5%) [49]. Permanent, +150%; Melee Attack, Stones) or 12 (Call Lightning). Notes: Causes flesh to cook and blister Reach C, Cannot Parry, -35%; No [5] Affliction: make the indicated without heat or fire. This attack pass- Signature, +20%) [51]. Notes: A subtle roll or suffer blindness (Flash), cough- es through and has no effect on inani- “death touch” with no visible effects. ing (Smoke), deafness (Thunderclap), mate objects – including armor. 49 The attacker must touch his victim’s stunning (Electric Stun, points. bare skin. The victim gets a HT-1 roll Thunderclap), Total Klutz (Ice Slick), Chilling Touch (+290%): Fatigue to resist. If he fails, he contracts a or unconsciousness (Dampen, Sonic Attack 1d+1 (Cosmic, Irresistible wasting disease that will kill him slow- Stun). Dampen only affects those with attack, +300%; Freezing, +20%; Melee ly over about two years. Mundane and Electrical. Attack, Reach C, Cannot Parry, -35%; supernatural medicine work as usual. [6] Treat fatigue as dehydration Variable, +5%) [51]. Notes: Inflicts the 51 points. (Dehydrate), freezing (Freeze Ray), or effects of extreme cold on a living tar- Paralyzing Touch (+155%): suffocation (Vacuum). get, regardless of clothing or armor. 51 Affliction 2 (HT-1; Extended Duration, [7] Affliction: No primary effect. points. 3×, +20%; Melee Attack, Reach C, Failure by 5+ on the HT roll indicates Cannot Parry, -35%; Paralysis, +150%; a heart attack. Selective Effect, +20%) [51]. Notes: [8] No incendiary effect. The victim must roll against HT-1 if [9] Penetration modifier: Hearing- touched; DR gives its usual bonus. Based (Thunderclap), Respiratory Failure means he suffers paralysis for Agent (Smoke, Vacuum), or Vision- three minutes times his margin of fail- Based (Flash). ure. Selective Effect lets the attacker [10] Binding modifiers: Force touch specific hit locations in order to Bonds have Engulfing, One-Shot, and paralyze them. 51 points. Unbreakable; Ice Bonds have Steal Energy (-15%): Leech 2d+2 Engulfing; and Quicksand has One- (Accelerated Healing, +25%; Only Shot and Unbreakable. Heals FP, -20%; Steal FP, -25%; [11] No blunt trauma or knock- Variable, +5%) [49]. Notes: The attack- back. er quickly steals the target’s FP for [12] Inflicts rads equal to damage; himself, on a 1:1 basis. Subject to all see Radiation (p. B435). the usual restrictions on Leech – see [13] No wounding. p. 96. 49 points. Steal Life (+30%): Leech 1d (Accelerated Healing, +25%; Variable, Supernatural Attacks +5%) [49]. Notes: Identical to Steal These could be chi, divine, magical, Energy, above, but transfers HP. 49 psi, or spirit abilities – add power points. modifiers as necessary. Touches are baneful melee attacks, some of which Curses bypass DR. Curses are prayers, spells, Curse (+365%): Affliction 1 (Will; and similar rituals that require a near- Based on Will, +20%; Disadvantage, by subject. Mental attacks are longer- Hand of Death (+400%): Affliction Cursed, +75%; Extended Duration, ranged effects. Curses and mental 1 (HT; Contact Agent, -30%; Cosmic, Permanent, +150%; Malediction 1, attacks call for a Concentrate maneu- Lingering special effect, +100%; Delay, +100%; No Signature, +20%) [47]. ver, not an Attack. See the accompany- Triggered, +50%; Heart Attack, Notes: Curses the victim until he ing notes for the resistance roll (if any) +300%; Low Signature, +10%; Melee achieves a notable success . . . at and special effects. Attack, Reach C, -30%) [50]. Notes: which time his victory and the curse As with elemental attacks, all of This attack from kung fu legend looks evaporate. Spells that remove curses these abilities cost about 50 points. like a punch (only a martial-arts mas- work normally. Roll Will vs. subject’s Expensive abilities have enough Costs ter could tell otherwise) and must Will. 47 points.

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

EXAMPLES 143 Psychic Vampirism (+100%): Leech combination of Cyclic, Onset, +10%) [3]. Notes: The victim must 1 (Accelerated Healing, +25%; Resistible, and Symptoms. make a HT-2 roll an hour after injec- Malediction 2, +150%; Only Heals FP, tion or suffer 1d injury. Swelling Average Venom (+40%): Toxic -20%; Ranged, +40%; Steal FP, -25%; occurs near the injection site. If dam- Attack 2d-1 (Cyclic, 1 day, 4 cycles, Takes Extra Time 6, -60%; Temporary age exceeds 2/3 HP – which is rare, Resistible, +15%; Follow-Up, Disadvantages, -10%) [50]. Notes: unless the victim receives many doses Teeth/Striker, +0%; Onset, 1 hour, Siphons “psychic energy” from a or has few HP – this gives -1 DX until -20%; Resistible, HT-3, -15%; distant target to the attacker at the the injury heals. This is typical of Symptoms, 2/3 HP, -3 DX and IQ, rate of 1 FP per minute of concentra- all but the worst scorpion stings and +60%) [10]. Notes: The victim must tion. This carries some of the victim’s spider bites. 3 points. make a HT-3 roll an hour after injec- personality. The GM picks -10 points tion and daily for three days. Each of the subject’s mental quirks and dis- Defensive Venoms failure inflicts 2d-1 injury. Those who advantages, and the vampire suffers These chemical weapons are lose 2/3 HP or more suffer shakes and from these as he feeds. Roll Will vs. meant mainly to discourage others fever: -3 DX and IQ until healed. This subject’s Will. 50 points. from damaging (or eating) the posses- venom could kill an unlucky human. Pyrokinetic Attack (+190%/+250%): sor, but have their uses as attacks. Use it for the nastiest spiders and scor- Burning Attack 1d (Based on HT, pions, or the average venomous snake. Acidic Blood (+890%): Corrosion +20%; Malediction 2, +150%; No 10 points. Attack 1d-3 (Always On, -20%; Aura, Signature, +20%) [15] + Affliction 1 Fantasy Venom (-5%): Toxic Attack +80%; Blood Agent, Reversed, -40%; (HT; Agony, +100%; Follow-Up, 6d (Follow-Up, Teeth/Striker, +0%; Cyclic, 1 second, 10 cycles, +900%; Burning Attack, +150%) [35]. Notes: Resistible, HT-5, -5%) [23]. Notes: The Melee Attack, -30%) [10]. Notes: The subject’s body temperature rises victim must make an immediate HT-5 Someone with this ability seeps acid if to the point where he begins to burn. roll or suffer 6d injury. Acute venoms he suffers any cutting, impaling, or Roll Will vs. subject’s HT to deliver the this fast and symptom-free are unreal- piercing injury. He bleeds on the attack. If this works, the subject must istic, yet entirely suitable for fantastic weapon that wounded him – or his foe, roll vs. HT to avoid collapsing due to monsters that can instantly incapaci- if attacked with Claws, Teeth, etc. – the searing pain. 50 points. tate or kill a hero with a bite. 23 which immediately begins to corrode. Telekinetic Squeeze (+185%/+250%): points. Until he stops bleeding (see Bleeding, Crushing Attack 1d (Based on HT, Paralytic Venom (+290%): Affliction p. B420), the acid drips on everything +20%; Malediction 2, +150%; No 1 (HT; Extended Duration, 300×, nearby. This works like any other Knockback, -10%; No Signature, +100%; Follow-Up, Teeth or Striker, Aura, and the user can deliberately +20%; Variable, +5%) [15] + Affliction +0%; Onset, 1 minute, -10%; Paralysis, attack others by flicking his blood 1 (HT; Choking, +100%; Follow-Up, +150%; Secondary Coma, +50%) [39]. around. 10 points. Crushing Attack, +150%) [35]. Notes: Notes: The victim must make a HT roll Deadly Skin/Tentacles (+80%): Toxic A direct attempt to crush the victim’s a minute after being injected. Failure Attack 3d-1 (Always On, -20%; Aura, throat or vital organs. Roll Will vs. means he’s paralyzed for five hours +80%; Contact Agent, -30%; Cyclic, 1 subject’s HT to deliver the attack. If times his margin of failure; failure by hour, 4 cycles, Resistible, +30%; Melee this works, the subject must roll vs. 5+ means he falls into a coma. 39 Attack, -30%; Resistible, HT-4, -10%; HT to avoid choking. 50 points. points. Symptoms, 2/3 HP, Terrible Pain, Strong Venom (+100%): Toxic +60%) [20]. Notes: A coating of lethal Attack 3d-1 (Cyclic, 1 hour, 4 cycles, contact poison that affects anyone Poisons whose bare skin touches or is touched Natural, manmade, and fictional Resistible, +30%; Follow-Up, by the possessor. The victim must toxins range from annoying to instant- Teeth/Striker, +0%; Onset, 1 minute, make a HT-4 roll immediately and ly fatal. They defy normalization to a -10%; Resistible, HT-4, -10%; again hourly for three hours. Each particular number of points. Thus, Symptoms, 2/3 HP, -3 ST, DX, IQ, and failure inflicts 3d-1 injury. Those who they cost what they cost. HT, +90%) [22]. Notes: The victim must make a HT-4 roll a minute after lose 2/3 HP or more suffer searing Venomous Bites and Stings injection and hourly for three hours. pain until healed. This venom suits the Poison carried by a bite requires Each failure inflicts 3d-1 injury. Those deadliest jellyfish. 20 points. Sharp Teeth [1] or Fangs [2]. Venom who lose 2/3 HP or more become seri- Deadly Spines (+50%): Toxic Attack on a stinger calls for Striker (Piercing) ously ill: -3 to all attributes until 3d-1 (Cyclic, 1 hour, 4 cycles, [5], (Large Piercing) [6], or (Impaling) healed. This venom will kill those who Resistible, +30%; Follow-Up, Spines, [8]. Add the cost of this delivery sys- don’t receive medical or supernatural -50%; Onset, 1 minute, -10%; tem to that of the venom. aid. It’s only appropriate for the dead- Resistible, HT-4, -10%; Symptoms, 2/3 These venoms are “generic” exam- liest real-world serpents . . . and mon- HP, -3 ST, DX, IQ, and HT, +90%) [17]. ples, intended to illustrate the princi- sters of fantasy and horror. 22 points. Notes: Must accompany either Short ples behind venom design. Real-world Weak Venom (-30%): Toxic Attack Spines [1] or Long Spines [3]. Anyone venoms can have damage ranging 1d (Follow-Up, Teeth/Striker, +0%; injured by the spines must make a from 1d-3 to 4d, and almost any Onset, 1 hour, -20%; Resistible, HT-2, HT-4 roll after a minute and hourly for -20%; Symptoms, 2/3 HP, -1 DX, three hours. Each failure inflicts 3d-1 injury. Those who lose 2/3 HP or more

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

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

EXAMPLES 145 to break free, and adds HT degrees to the “hot” end of his temperature com- Modifying ST-Based fort zone. 11 points/level. Insulated Skin: DR 5 (Limited, Damage Energy, -20%) [20] + Radiation The GM might permit certain attack modifiers on unarmed thrust- Tolerance 10 [15] + Temperature ing damage. Options include Affects Insubstantial (for heroes who com- Tolerance 5 [5]. Notes: An energy- bat spirits), All-Out (for strong, awkward fighters), Armor Divisor (to resistant skin barrier similar to the simulate martial-arts training similar to Breaking Blow, p. B182), “superconducting armor” seen in Double Knockback (for cinematic heroes who punch enemies through some science fiction. Each level gives walls), Incendiary (for flaming creatures), No Blunt Trauma (for mar- DR 5 vs. energy, divides radiation × tial artists whose strength is “chi projection,” not brute force), No dosage by 10, and adds 5 HT degrees Knockback (ditto!), No Wounding (for semisolid spirits), and Takes to the “hot” end of the user’s comfort Extra Time (for big, slow fighters). zone. 40 points/level. The GM may allow other modifiers, but many are strictly forbidden: Mirrored Skin: DR 2 (Limited, Light, -40%) [6] + Enhanced Dodge 1 •Area Effect, Cone, Explosion, Jet, and anything with such a modi- (Limited, Light, -40%) [9]. Notes: fier as a prerequisite: Bombardment, Dissipation, Drifting, Emanation, Gives the user a shiny surface. Any Erosive, Mobile, Persistent, Selective Area, and Wall. movement can turn a hit by a light- • Cyclic, Onset, Resistible, and other modifiers intended for toxins. based attack, such as a laser, into a • Melee Attack, Variable, and Visible, which are already built into graze that reflects off harmlessly. Even unarmed damage. direct hits hurt less. Each level (maxi- •Modifiers intended only for ranged attacks: Accurate, Blockable, mum six) gives DR 2 and +1 Dodge Extra Recoil, Guided, Homing, Inaccurate, Increased Range, Long- against light-based attacks. 15 Range, Ranged, Rapid Fire, Reduced Range, Ricochet, and Short- points/level. Range. Super-Toughness: DR 1 (Limited, •Modifiers that don’t apply to crushing attacks: Double Blunt Crushing, -40%; Tough Skin, -40%) Trauma, Hazard, Radiation, etc. [1]. Notes: The mysterious physical • Penetration modifiers other than Armor Divisor: Blood Agent, toughness of comic-book supers! Contact Agent, Follow-Up, Malediction, Respiratory Agent, and Sense- Each level gives DR 1 against crushing Based. attacks . . . but follow-up effects on such attacks (poison, electric shock, To apply modifiers to ST-based damage, follow these steps: etc.) work even if the carrier doesn’t 1. Find thrusting damage for the highest ST you can use for unarmed penetrate DR. This DR has no effect combat. This is the sum of regular ST, Arm ST, and Striking ST. on bullets, knives, lasers, and other 2. Calculate the “effective point cost” of the basic thrust damage non-crushing attacks. 1 point/level. from step 1 as if it were a Crushing Attack. Don’t pay this cost! You just need it for step 4. 3. Total the desired modifiers. Treat a net limitation larger than -80% Force Fields as -80%. These defenses are projected some 4. Multiply the cost from step 2 by the net modifier from step 3 to distance from the user’s body. Most find the cost of the modifiers. Round up. Record a positive cost as an extend just enough to engulf his advantage, a negative one as a disadvantage. equipment, but a couple of abilities are useful at longer ranges. Example: Kong has ST 15, Arm ST +10, and Striking ST +10. He can strike with ST 35, which gives him 4d-1 thrusting damage. Crushing Acoustic Dampening Field: DR 2 Attack 4d-1 would cost 19 points, so Armor Divisor (10), +200%, would (Force Field, +20%; Limited, Sound, be a 38-point advantage for Kong, while All-Out, -25%, would be -4- -40%) [8] + Silence 1 (Dynamic, +40%) point disadvantage. [7]. Notes: Sheathes the user and his gear in an active sound-canceling Enhancements benefit kicks, punches, and other unarmed melee field. Each level gives +2 to Stealth vs. attacks, but not muscle-powered weapons. Limitations affect all ST- hearing at all times and DR 2 against based attacks. If you have Claws, Strikers, or Teeth and modifiers on ST- sound-based attacks. 15 points/level. based damage, you must buy your body weaponry with exactly the Deflector Screen: DR 5 (Force Field, same modifiers. +20%; Limited, Ranged Physical, -40%) [20] + Enhanced Block 1 [5] + Enhanced Dodge 1 [15] + Enhanced Parry (All) 1 [10]. Notes: A force field Icy Skin: DR 1 [5] + DR 1 absorbs damage, makes him hard to that turns projectiles and deflects all (Heat/Fire, -40%) [3] + Slippery 1 [2] + hold onto, and keeps him cool. Each attacks enough that they’re easier to Temperature Tolerance 1 [1]. Notes: level (maximum five) gives him DR 1 – avoid. Each level (maximum three) Coats the user in a slick skin of ice that doubled vs. heat/fire – and +1 on rolls

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

EXAMPLES 147 Reaction Drive: Flight (Newtonian Tactical Teleport: Warp (Blink, (Accessibility, Sounds only, -80%) [2]. Space Flight, +25%; Nuisance Effect, +25%; Extra Carrying Capacity, Notes: The user stores recordings of -5%) [48] + Enhanced Move 11.5 Extra-Heavy, +50%; No Strain, +25%; everything he hears. He can play back (Space; Newtonian, -50%; Nuisance Range Limit, 10 yards, -50%; Reliable sounds exactly as he heard them, sam- Effect, -5%) [104]. Notes: A “realistic” +10, +50%) [200]. Notes: Supers-style ple them selectively, or just borrow a rocket. It gives a voyager with Basic teleportation that lets the teleporter voice to use with his own speech. 17 Speed 5 a delta-v of 30,720 – enough cover short distances – up to 10 yards points. to escape from and return to an Earth- – safely and reliably, with all of his Tactical Radio: Radio (Burst, like planet, with room to spare for gear. This requires no preparation; he 1,000×, +90%; Increased Range, ×20, travel and maneuvering. A rocket is can even use his ability to evade +40%; Secure, +20%) [25]. Notes: A noisy and visible; the flyer can’t use attacks in combat. 200 points. long-range (200 miles) radio capable this ability stealthily. 152 points. of encrypted bursts. Attempts to inter- : Flight cept it are at -3 and require the eaves- (Nuisance Effect, -5%; Space Flight, MENTAL dropper to win a Quick Contest of +50%) [58] + Enhanced Move 10.5 BILITIES interception skill against the sender’s (Space; Nuisance Effect, -5%) [200]. A IQ to understand the message. 25 Notes: A “reactionless” rocket like Below are mental abilities from points. those seen in space opera. It can do each of the four categories defined in Universal Translator: Mind Reading everything that Reaction Drive can . . . Chapter 1 (see p. 14). Such gifts are (Hearing-Based, -20%; Telecommuni- and maneuver indefinitely. 258 points. popular in fiction – especially as psi cation, Telesend, -20%; Universal, abilities – so we provide many exam- +50%) [33] + Telesend (Universal, ples. The GM should review these +50%) [45]. Notes: The possessor can before allowing them to PCs, to ensure project his thoughts to make himself that any assumptions made for the understood to anyone, regardless of sake of concreteness are valid in his language. After establishing outgoing setting. For instance, most of these contact, he can open full two-way capabilities imply the existence of communication. This lets him under- superscience or the supernatural. stand his subject’s words and inten- tions – if he can hear that person Communications speak. 78 points. Culture Sense: Social Chameleon (Accessibility, Must converse with sub- Influence ject, -20%; Exposure Time, 1 minute, Compel Truth: Mind Probe -30%) [3] + Xeno-Adaptability (Accessibility, Must converse with sub- (Accessibility, Must converse with sub- ject, -20%; Vision-Based, -20%) [12]. ject, -20%; Exposure Time, 1 minute, Notes: To use this ability, the user must -30%) [10]. Notes: The user temporari- be close enough to touch his subject, ly adjusts to foreign social norms engage his mark in conversation, and through careful observation or “psy- maintain eye contact. If he satisfies all chic osmosis.” After a minute of con- three requirements, he can compel the versation with a sapient being, he no subject to give one truthful answer per longer suffers penalties for cultural minute. Roll a Quick Contest of IQ vs. unfamiliarity or differences in Rank or Will for each question. 12 points. Status. These benefits last for as long Cyberpsi: Mind Control (Condit- as the user interacts with that person ioning, +50%; Cybernetic Only, -50%) or members of the same culture, and [50]. Notes: The ability to seize control for a minute afterward. 13 points. of a computer or other Digital Mind. Stardrive: Warp (Blind Only, -50%; Mindshare: Mindlink (10 billion Extra Carrying Capacity, Extra-Heavy, The controller must see or touch his people; Racial, -20%; Vague, -50%) subject. Success lets him operate it +50%; Hyperjump, 1 LY/day, -25%; No [33] + Telesend (Broadcast, +50%; Strain, +25%; Reliable +5, +25%; remotely. Once “inside,” he can try to Racial, -20%; Vague, -50%) [24]. rewrite its programming (Condi- Tracking, +20%) [145]. Notes: A space- Notes: The communication ability of opera FTL drive. It lets the user cover tioning). Use Computer Operation for “hive minds” in . rolls to establish control and a light-year per day, along with any- Each member of the race sends his thing he can carry. It requires precise Computer Hacking for reprogram- emotions and general experiences (no ming attempts, where either is superi- coordinates (Reliable cancels the -5 details!) to every other member at all for Blind Only), only works in vacu- or to IQ. 50 points. times, with no chance of failure. 57 Data Probe: Mind Probe (Based on um, and is useless over short dis- points. tances. However, it never “burns out,” HT, +20%; Cybernetic Only, -50%; Sampler: Mimicry (Voice Library, Invasive, +75%) [29]. Notes: A sensi- and can follow other FTL travelers by +50%) [15] + Photographic Memory sensing their “trail.” 145 points. tive electromagnetic probe that affects

148 EXAMPLES Digital Minds. The user must touch – subject to the user, who can then dis- Telereceive: Mind Reading (Multiple or be close enough to touch – the com- cern his subject’s mental state at any Contacts, +50%; Sensory, +20%; puter, and roll a Quick Contest of IQ time. Establishing the bond requires a Telecommunication, Telesend, -20%) vs. the HT of its hardware (this repre- minute, an IQ roll, and a willing or [45]. Notes: Enables the user to read sents its shielding). If he wins, he can helpless target. 11 points. the surface thoughts and sensory root through its memory by making Mind Clouding: Invisibility (Can impressions of multiple subjects (at -1 an uncontested roll against the higher Carry Objects, Heavy, +100%; per additional subject), but only after of IQ or Computer Hacking for each Glamour, Will-4, -10%; Switchable, contacting them with Telesend. Thus, piece of data. 29 points. +10%) [80]. Notes: The user projects a Telesend is a prerequisite. This has one Emissions Scan: Mind Reading mental compulsion that makes his perk: the user can receive from sub- (Based on HT, +20%; Cybernetic Only, body and all of his equipment invisible jects he can’t see by “touching” them -50%) [21]. Notes: Enables the user to to living beings. Viewers can see mentally. 45 points. learn what’s being typed on the key- through the ruse by making a Will-4 board and displayed on the screen of a roll. 80 points. terminal right now. To do this, he must Mindswitch: Possession (Mind Information have a line of sight to the subject and Swap, +10%; No Memory Access, Absolute Morals: Intuition win a Quick Contest of IQ vs. the HT -10%; Ranged, +40%; Specialized, (Aspected, Moral decisions, -20%; of the computer hardware. 21 points. Own race, -40%) [100]. Notes: The Inspired, +100%) [27]. Notes: The Emotion Control: Mind Control user can swap minds with another user knows, with 100% certainty, (Accessibility, Only affects members of member of his race at a distance. To what his religious or philosophical own or similar race, -20%; Emotion do so, he must win a Quick Contest of beliefs would have to say about any Control, -50%; Independent, +70%) IQ against his target’s Will, applying situation. He can distinguish “good” [50]. Notes: Directly implants an emo- standard range modifiers to his roll. people, places, and items from “evil” tion of the controller’s choice in the After the swap, neither party has any ones without special senses, and subject. Roll IQ vs. Will, as usual. This access whatsoever to the other’s mind always knows what behavior would endures without further concentra- – just the body. 100 points. appease or anger gods, spirits, etc. tion. Doesn’t work on aliens, animals, Suggest: Mind Control (Indep- 27 points. monsters, or anything else with emo- endent, +70%; Suggestion, -40%) [65]. Divination: Precognition (Active tions foreign to the user. 50 points. Notes: Lets the controller implant a Only, -60%; Directed, +100%; Reliable Illusion Disguise: Elastic Skin suggestion by winning a Quick +8, +40%) [45]. Notes: The seer must (Glamour, Will-4, -10%; Reduced Time Contest of IQ vs. his subject’s Will. The deliberately meditate on one specific 4, +80%) [34]. Notes: Alters the posses- victim acts upon the suggestion as if it question about the future. On a suc- sor’s appearance by projecting a sug- were his idea. This requires no further cessful IQ roll, he experiences a gestion into the minds of those who concentration on the user’s part. 65 glimpse of the future pertinent to his can see him. This takes no time. points. question. He never has passive visions Viewers can shrug off this influence by Super-Hypnotism: Mind Control – even if he’s in severe danger. 45 making a Will-4 roll. 34 points. (Independent, +70%; No Memory, points. Linguistic Programming: Mind +10%; Suggestion, -40%; Vision- Pattern Analysis: Common Sense Control (Area Effect, 8 yards, +150%; Based, -20%) [60]. Notes: Lets the user (Conscious, +50%; Link, +10%) [16] + Conditioning, +50%; Emanation, implant suggestions with a glance. Intuition (Inspired, +100%; Link, -20%; Hearing-Based, -20%; This requires eye contact; a touch isn’t +10%) [32] + Oracle (Digital; Inspired, Independent, +70%; Takes Extra Time enough. If the controller wins the +100%; Link, +10%) [32]. Notes: Lets 1, -10%) [160]. Notes: By speaking for Quick Contest of IQ vs. his victim’s the user analyze available data and two seconds in a master language Will, he can silently convey a sugges- predict outcomes in real time. Make a understood by all sapient minds, the tion. The subject then carries this out single IQ roll for the entire ability. user can “program” anyone within independently – there’s no need for Success reveals the safest course of earshot. He can give short- or long- further concentration. 60 points. action; the most effective path, and its term instructions, and then leave his Telecontrol: Possession (No risks; and any choices doomed to fail- thralls to execute his orders. Gods Memory Access, -10%; Ranged, +40%; ure, and why. It can’t predict total often have this ability – usually with Specialized, Own race, -40%; coincidence or supernatural interfer- Cosmic (+300%). 160 points (310 Telecontrol 2, +100%) [190]. Notes: ence, however. 80 points. points with Cosmic). Allows the user to control the physical Retrocognition: Psychometry Mental Illusions: Illusion (Mental, actions of a distant subject without (Active Only, -20%; Directed, +50%) +100%) [50]. Notes: Totally hijacks the relinquishing control of his own body. [26]. Notes: The seer must deliberate- subject’s perceptions. This requires He must win a Quick Contest of IQ vs. ly meditate on a specific question constant concentration. Roll IQ vs. the his target’s Will. Standard range mod- about the past. A successful IQ roll subject’s Will. 50 points. ifiers apply. The invader remotely gives him a glimpse of past events Mental Trace: Special Rapport operates his victim’s body but has no surrounding his question. He never (One-Way, +20%; Transferable, Any access to the subject’s mind. He can has spontaneous visions – even when willing/helpless living being, +100%) only affect members of his own race exposed to potent psychic residues. [11]. Notes: Mentally bonds one or a nearly identical one. 190 points. 26 points.

EXAMPLES 149 Second Sight: Precognition (Can’t See Own Death, -60%; Passive Only, -20%) [5]. Notes: Weak precognition, Total Awareness gives the user a similar to that claimed by most real- second set of ranged senses that he can world psychics. At random intervals, the possessor gets brief glimpses of put anywhere within a yard of his body random events. He can’t control the content or timing, and has no special and aim in any direction. capacity to sense danger. 5 points. Time-Scanning: Psychometry (Active Only, -20%; Directed, +50%; identify it, +4 to shadow it, and +3 to Notes: Gives the user a second set of Immersive, +100%; Mundane, -30%) hit it with an aimed attack. 33 points. ranged senses that he can put any- [40]. Notes: The scanner mentally Remote Viewing: Clairsentience where within a yard of his body and replays time at his location. This takes (Clairvoyance, -10%; Increased Range aim in any direction. He can use and an active effort, and doesn’t zero in on 19, +190%; Preparation Required, 1 shift the focus of these senses effort- strong emotions or important events. hour, -50%) [115]. Notes: This ability lessly, letting him perceive what’s He sets start and end times . . . and simulates the extrasensory capabilities going on behind him, in darkness or then watches history unfold in real attributed to secret research projects smoke, etc. at all times. A classic abil- time (he can’t “fast forward”). 40 by conspiracy theorists. After an hour ity of ancient kung fu masters! 95 points. of special exercises and meditation, points. the viewer can displace his vision to Ultra-Scan: Para-Radar (Bio-Scan, any place on the planet! (Increased +50%; Penetrating, +50%; Scanner, Senses Range 19 comes to over 11,000 miles; +50%) [100]. Notes: This ability works Analyze Magic: Detect (Magic; Earth’s diameter is about 8,000 miles.) like a superscience sensor suite. It Analyzing, +100%; Short-Range 1, 115 points. ranges and images the target, analyzes -10%) [19]. Notes: Gives the user a Tactical Radar: Radar (Increased its emissions and composition, and Sense roll, at -1 per yard to the target, Range, ×100, +60%; LPI, +10%; Multi- supplies a schematic of the interior – to detect and analyze magic at rough- Mode, +50%; Targeting, +20%) [48] + complete with details on occupants ly the same level of detail as the Enhanced Tracking 4 (Accessibility, and machinery. It works in any envi- Analyze Magic spell (p. B249). 19 Only with Radar, -10%; Multiple Lock- ronment. The GM should let it do any- points. Ons, +20%) [22]. Notes: Advanced thing he has seen a sensor do in a Astral Sight: Medium (Specialized, radar, like that of a fighter jet. It can space-opera movie. 100 points. Astral Beings, -50%; Visual, +50%) track five targets at once out to 100 X-Ray Vision: Para-Radar (Link, [10]. Notes: Enables the user to see the nautical miles, identify them at 1/10 +10%; Penetrating, +50%; Reduced Astral Plane and communicate with that range, and give +3 to hit any of Range, ×1/2, -10%) [60] + Toxic Attack entities therein. This ability doesn’t them with an aimed attack. 70 points. 1d-2 (Link, +10%; Radiation, +25%) work on ghosts, demons, and so forth Targeting Laser: Ladar (Reduced [3]. Notes: Quasi-realistic X-ray vision. unless they happen to be astral. 10 Range, ×1/2, -10%; Targeting Only, The user emits radiation out to 100 points. -40%) [10]. Notes: A built-in laser yards whenever he activates his sense. Electronic Support Measures rangefinder with an operational range He must make an attack roll for his (ESM): Detect (Radar and Radio; of 100 yards. Trained on something Toxic Attack against anything he spots Precise, +100%; Signal Detection, already spotted by another sense (usu- – but it’s possible to make the Sense +0%) [20]. Notes: On a successful ally sight), it places a visible dot on the roll and fail the attack roll. For “harm- Sense roll, this ability detects radar target and measures its precise range. less” X-ray vision, use Penetrating and radio signals, and reveals the dis- This gives +3 to hit with aimed Vision (p. B74). 63 points. tance to each source. Make an IQ roll attacks. 10 points. to analyze the signal; success tells a Telescan: Detect (Sapient Minds; random emission from a targeting Analyzing, +100%; Long-Range 1, PHYSICAL lock. 20 points. +50%; Precise, +100%) [70]. Notes: TRANSFORMATIONS Hydrophone: Discriminatory Detects sapient minds at great dis- These abilities alter the user or Hearing (Accessibility, Only underwa- tances. A successful Sense roll gives subject’s body in some beneficial way. ter, -30%; Link, +10%; Profiling, the location and race of everyone They’re among the most powerful of +50%) [20] + Vibration Sense (Water; nearby – handy for locating guards special gifts, and merit close GM Link, +10%; Targeting, +20%) [13]. and ambushers! A follow-up IQ roll scrutiny. Where there are multiple Notes: Senses moving objects in the reveals the name a particular person paths to a given effect – e.g., Alternate water. Make one Sense roll, modified would give if asked; roll once per per- Form vs. a set of Switchable advan- as for Vibration Sense (p. B96), but son. Only a critical success discovers a tages, Modular Abilities vs. Morph, or with +4 for Discriminatory Hearing. secret identity. 70 points. Healing vs. Affliction with Advantage, Success reveals the target’s general Total Awareness: Clairsentience Regeneration – the GM is free to rule class (e.g., “nuclear attack sub”), (Aware, +50%; Reduced Range, ×1/10, that only one option exists in his location, and vector, and gives +8 to -30%; Second Nature, +70%) [95]. campaign.

150 EXAMPLES Metamorphoses Elemental Form: Alternate Form FP. Once he’s at full HP, there’s no fur- Active Camouflage: Chameleon 3 (Elemental Meta-Trait; Absorptive ther HP gain or FP loss. The user only (Controllable, +20%; Dynamic, +40%; Change, No Encumbrance, +5%; rolls against HT or pays FP if he’s also Extended, Infravision, Radar, +40%) Active Change, +20%) [Variable]. the recipient. 30 points. [30]. Notes: Lets the user adjust his Notes: The user can voluntarily adopt Laying On Hands: Healing opacity to radar, infrared, and visible one of the elemental meta-traits on (Capped, 6 FP, -15%; Faith Healing, light. He can make himself nearly p. B262, absorbing equipment that +20%; Limited Use, 1/day, -40%) [20]. transparent (+6 to Stealth), highly weighs no more than Basic Lift. He Notes: A holy gift of healing. The heal- reflective (+6 to others’ Sense rolls), or can act during the transformation, but er can spend up to 6 FP per day to heal anything in between. Movement has only gains the benefits of his meta- injury (up to 12 HP) or cure disease no effect on these bonuses. Clothing trait after 10 seconds. Cost is 19 points (up to -3 on his roll) on anyone his halves them to +3. 30 points. plus 90% of the price of the meta-trait, gods deem worthy. He must touch the Rubber Body: Double-Jointed [15] rounded up. 25 points (Fire), 52 points patient. 20 points. + Modular Abilities (Cosmic Power, 30 (Air), 109 points (Ice), 145 points Rejuvenation: Healing (Capped, 10 points; All-Out, -25%; Limited, Body (Stone), or 177 points (Earth, Metal, or FP, -5%; Cure Affliction, +60%; Parts Only, -20%; Costs Fatigue, 1 FP/5 Water). Reduced Fatigue Cost 10, +200%; points, -15%; Physical, +50%; Spirit Form: Insubstantiality Reliable +5, +25%; Xenohealing, Requires HT Roll, -10%; Takes Extra (Affect Substantial, +100%; Requires Anything Alive, +80%) [138]. Notes: Time 3, -30%) [150] + Stretching 5 Will Roll, -5%) [156] + Invisibility Miraculous healing – like divine inter- [30]. Notes: Gives the user an extreme- (Accessibility, Only when insubstan- vention or cinematic nanotech – that ly elastic body. He can bend as if tial, -10%; Substantial Only, -10%) repairs nearly any harm to anyone. Double-Jointed (+5 to climb, break [32] + Doesn’t Breathe, Doesn’t Eat or Each application heals 20 HP or cures free, etc.) and stretch body parts at +1 Drink, Doesn’t Sleep, and Immunity to a disease or Affliction that gives up to SM per second (maximum +5 SM). He Metabolic Hazards (all with -5 on the healing roll. The user rolls at can even reshape his body, adding up Accessibility, Only when insubstantial, IQ+5 minus normal skill penalties, but to 30 points’ worth of body parts; see -10%) [72]. Notes: Lets the user needn’t pay FP. 138 points. Switchable Body Parts (p. 81). It takes become an invisible, immaterial spirit Resurrection: Affliction 1 (HT; eight seconds and a HT roll to add a in the material world. This requires a Advantages, see below, +2,250%; body part, and costs 1 FP per 5 points Ready maneuver and a Will roll. He Contact Agent, -30%; Melee Attack, the advantage is worth. The user is requires neither rest nor sustenance in Reach C, Cannot Parry, -35%) [229]. defenseless while reshaping himself. this form. He can use magic and psi Notes: Brings the dead back to life! 195 points. on material targets, but must turn off The healer must touch the subject’s Shape-Stealing: Morph (Cannot his ability (rendering him vulnerable skin, whereupon the patient gets a HT Memorize Forms, -50%; Mass to suffocation, poison, etc., unlike a roll. Each point of success grants a Conservation, -20%; Needs Sample, materialized spirit) to interact physi- minute of Unkillable 1 and Touch, -5%; Unlimited, +50%) [75]. cally. 260 points. Regeneration (Very Fast), both with Notes: A shapeshifter with this ability Transparent Body: Invisibility Cosmic, Works on the dead (+50%). × can assume any form of roughly his (Affects Machines, +50%; Fringe, Thus, if he’s above -10 HP, he regains mass, provided its racial template is -10%; Switchable, +10%) [60]. Notes: 60 HP per minute. If he heals to above worth no more than his own. He must The user can alter his body’s composi- -HP, he returns to life. To keep this touch the person or object he wishes tion to become transparent. The only ability balanced, “Cosmic, Works on to duplicate for the 10 seconds it takes way to spot him is to notice the slight the dead” means it only works on the him to transform – he can’t shapeshift distortion when he moves (a Vision dead – not injured living people – and on sight or from memory. 75 points. roll at -6). Sensors are no more effec- gives one try, ever. If the subject fails tive than the naked eye, unless they his HT roll or regains too few HP to detect something other than electro- revive, he’s dead for good. 229 points. Transmutations magnetic radiation (e.g., gravity Universal Antibodies: Healing Body of Swarm: Injury Tolerance waves, life, or vibrations). 60 points. (Affects Self, +50%; Based on HT, (Diffuse; Swarm, +80%; Switchable, +20%; Blood Agent, -40%; Disease +10%) [190]. Notes: Lets the user Only, -40%; Onset, 1 hour, -20%; become a swarm of insects by taking a Restorations Reliable +6, +30%) [30]. Notes: The Ready maneuver. His “body” is cohe- Healing Drug: Healing (Affects Self, healer produces a broad-spectrum sive enough to affect the world nor- +50%; Based on HT, +20%; Blood anti-microbial drug. An hour after mally but diffuse for injury purposes. Agent, -40%; Injuries Only, -20%; swallowing it or receiving it via injec- Once in swarm form, a Concentrate Onset, 1 minute, -10%) [30]. Notes: tion, an ill subject (who can be the maneuver lets him scatter, effectively The user secretes a drug that restores healer) gets a roll at HT+6 minus the becoming insubstantial (see Injury lost HP to anyone who swallows or is usual penalty to cure the disease. Tolerance, p. 52). Regaining cohesion injected with it (including himself). Success means he’s cured, but must takes a second Concentrate maneuver; After a minute, roll against the sub- pay FP equal to twice the HT penalty. returning to ordinary flesh calls for a ject’s HT. Every point by which he suc- The user only rolls or pays FP if he’s further Ready maneuver. 190 points. ceeds restores 2 HP but costs him 1 also the patient. 30 points.

EXAMPLES 151 CHAPTER FOUR POWERS IN ACTION

It was by the most refined and fas- “My associates have explained the “Disabled your electrical defenses,” tidious of investigations that the precise probabilities involved,” said the replied the Poet. Professor’s machinations were exposed, Poet. “Your Hermetic wards, your “They will recover in but moments.” and it was by the most refined and fas- Atlantean spiritual science, your electri- The Professor searched his pockets for tidious of men that the Professor was cal barriers – all are measured and his revolver. But at that moment, a gal- confronted. Holding himself to be assessed.” vanic impulse struck the house. invulnerable, the Professor responded “Then you know that none of your “That,” explained the Poet, “has with mere curiosity when his butler associates can harm me, while your damaged one of your Hermetic wards.” brought him a calling card. own oracular maundering was never The Professor fell to his knees. “The “The Poet!” he declared. “Bring any danger to me at all.” assault that has passed through that him!” “Indeed.” breach will in turn distract you from The Poet entered the room with a “How, then, can you dare to cross those intricate Atlantean mesmeric languid air. His black velvet suit con- my threshold?” exercises, and thus . . .” the Professor trasted with the silk brocade of the “I will explain, sir, as it was collapsed, blood from his nose staining Professor’s smoking jacket. explained to me. My gift of foresight, it a gaudy Turkish carpet “ . . . comes the “Sir,” said the Professor, “I would seems, may be regarded as a perception final stroke.” offer you hospitality, but given our of probability. Hence, by dint of utterly Since abilities are based on advan- respective positions, I am disinclined to tiresome mathematical disciplines, the tages, and powers are just sets of relat- such follies.” need for which I may never forgive you, ed abilities, all the rules you need to “Thank you, Professor. Such an offer I am able to use it to guide my steps, use these things in play appear in would be an intolerable burden, given and even –” the Poet winced “– to direct Chapter 2 of the Basic Set. The rules the vigor with which I would feel me in physical activity.” that follow are optional elaborations, obliged to refuse it.” He gestured with his cane. Its sharp- intended primarily to simulate the “Why, then, have you come?” ened tip penetrated the plaster of the way powers work in particular genres. “To inform you, Professor, of your wall, and damaged the wires embedded The GM decides which options, if any, defeat.” therein. There came the scent of ozone. apply in his campaign. The Professor permitted himself the “What have you done?” demanded smallest of laughs. “You speak of the Professor. improbabilities!” he declared.

152 POWERS IN ACTION TURNING ABILITIES OFF AND ON Certain enhancements and limita- Always On 2. The ability doesn’t have discrete tions, and several optional rules, An ability is “always on” if its “uses” built in or added via Costs require a clear-cut definition of when effects apply continuously and the Fatigue, Limited Use, Takes Recharge, an ability is off and when it’s on. This only way to turn it off is to obstruct its etc. isn’t always as obvious as it sounds. power source (see Channeled Energies, 3. The ability has none of these p. 24) or negate it using a special modifiers: Active Defense, All-Out, attack (Neutralize, an Affliction with Emergencies Only, Fickle, Reflexive, “SWITCHABILITY” Requires (Attribute Roll), Requires Negated Advantage, etc.). This catego- Activation and deactivation always Concentrate or Ready, Switchable, ry includes all abilities with the work in just one of three ways for a Trigger, Unreliable, or Usually On. Always On limitation and any ability given ability. No ability can belong to that meets all three of these criteria: Examples: Unmodified Claws, multiple categories – although Damage Resistance, Invisibility, and the same advantage can underlie abil- 1. The underlying advantage isn’t Sealed. ities that fall into two or all three explicitly switchable in its description. categories. Switchable An ability is “switchable” if it meets Active vs. Passive Abilities both of these criteria: Chapters 1 and 2 often differentiate between “passive” and “active” 1. Either the description of the abilities. This distinction affects several optional rules, and is important underlying advantage explicitly states when customizing Accessibility limitations, the Detect advantage, and that it’s possible to switch the advan- anything else that could carry the qualifier “Active abilities only.” Use tage on and off with a free action or a the following definitions in all cases: maneuver (and this hasn’t been changed by adding Always On), or it •A passive ability has effects that apply constantly, or that activate has Switchable or Usually On. without the owner’s input in a specific situation. If it requires a die roll, 2. It has ongoing effects that last the owner or the GM must roll – there’s no opting out. Passive abilities until the user turns them off, stops include body parts (e.g., Extra Arms); defenses (e.g., Resistant and concentrating (for advantages that Sealed); abilities that provide spontaneous warnings (e.g., Danger require concentration), or stops pay- Sense); senses that don’t emit energy (e.g., Infravision and Vibration ing FP (for advantages that normally Sense); and sustenance traits (e.g., Doesn’t Sleep and Reduced cost FP or have Costs Fatigue or Consumption). Abilities such as Spines and attacks with Aura are also Usually On). passive: if the possessor touches someone – or if someone touches him Examples: Flight, Growth, – the effects apply whether he likes it or not. Insubstantiality, Mind Shield, Claws •An active ability does nothing until the wielder takes a maneuver to with Switchable, and Innate Attack use it – most often Attack, Concentrate, Move, or Ready – or chooses to with Aura. make a die roll. Examples include attacks (Affliction, Innate Attack, etc.) without Aura; most communication and influence traits (e.g., Mind Control and Telesend); movement advantages (e.g., Flight and Warp); Transient and senses that emit energy (e.g., Scanning Sense). An ability is “transient” if all three of the following are true: A given advantage can underlie both passive and active abilities. Be sure to consider it in the context of its modifiers when deciding which 1. It’s normally off. category it belongs in. For example, the Aura enhancement changes 2. The user must trigger it every Innate Attack from active to passive, while the Active Defense limitation time he wants to use it. This can shifts Damage Resistance from passive to active. require a free action, an active The same ability can have both passive and active aspects, too. defense, or a maneuver. Precognition provides passive warnings, for instance, but also allows 3. It produces its effects (such as the user to concentrate to use it actively. And turning on a switchable healing, injury, or teleportation) in an ability (e.g., Growth, Mind Shield, or any attack with Aura) counts as an instant and immediately shuts off, or active use, even if the ensuing effects are passive. Unlike the ongoing, has a duration that the user can’t con- passive effects of such abilities, these active efforts can trigger sensors trol because it relies on a random roll or abilities sensitive to active abilities – if only momentarily. or because the underlying advantage or one of its modifiers (e.g., Limited Use) specifies “uses” of finite duration.

POWERS IN ACTION 153 Examples: Healing, Jumper, Luck, Obscure with Ranged, Damage Resistance with Active Defense, and Physical and Mental Abilities all Afflictions and Innate Attacks The rules sometimes distinguish between “physical” and “mental” except those with Aura. abilities. In general, abilities built from physical advantages are physi- cal, while those based on mental advantages are mental . . . but modi- fiers such as Based on (Different Attribute), Malediction, and Requires VOLUNTARY (Attribute) Roll can blur this distinction. Regardless of the underlying trait, any ability that requires an IQ, Will, or Per roll to use is mental, ACTIVATION AND while one that calls for a ST, DX, or HT roll is physical, unless the GM DEACTIVATION specifies otherwise. Voluntary activation is only possi- ble for switchable and transient abili- (Active), Visualization, and Warp; with enough Reduced Time to work ties. Voluntary deactivation is limited active uses of Precognition; and instantaneously) work only on the to switchable abilities (transient ones any attack with the Malediction user’s turn. turn off on their own). The act enhancement. The only switchable abilities acti- required in each case depends on the vated or deactivated with a free action ability. are Mind Shield, attacks with Aura, Attack and switchable advantages that work Concentrate Many transient abilities call for an instantaneously thanks to Reduced Attack maneuver to activate. The most Some switchable abilities call for Time. The user must switch these on important of these are Affliction, one or more Concentrate maneuvers or off at the start of his turn. Binding, Innate Attack, Leech, to activate. These include anything Neutralize, and any advantage with based on Channeling, Clairsentience, the Ranged enhancement. (Exception: Control, Duplication, Elastic Skin, Active Defense Malediction changes the maneuver The Active Defense limitation Hermaphromorph, Illusion, Mind needed from Attack to Concentrate.) If (p. 112) creates a transient ability that Control, Mind Reading, Possession, the user can’t make an Attack, he can’t only works if the possessor is attacked Shapeshifting, Telecommunication, use such abilities. – and only if he would normally get an Telekinesis, Temperature Control, or All-Out Attack: An ability that needs active defense against the attack. Such True Faith. Modifiers can add this an Attack can instead use an All-Out abilities are useless if the user is requirement to other abilities; e.g., the Attack. For a melee attack, all choices unaware of the attack. If the GM is Swarm enhancement for Injury are valid except All-Out Attack using Defending with Powers (p. 167), Tolerance (Diffuse) requires the user (Strong) – only attacks with the Melee these restrictions apply to any ability to concentrate to scatter his body. Attack (ST-Based) enhancement used to defend. Deactivation varies by ability. (p. 103) have that option. For ranged Switching off Channeling, Mind abilities, All-Out Attack (Suppression Reading, or Telecommunication is a Fire) is only possible for attacks that Move free action on the user’s turn (he can’t have Rapid Fire, RoF 5+; otherwise, To use Enhanced Move or break contact on somebody else’s use All-Out Attack (Determined). Tunneling requires a Move maneuver. turn). Ending Control, Illusion, Mind Abilities with the All-Out limitation Both advantages are switchable – they Control, Telekinesis, Temperature (p. 110) require an All-Out Attack operate indefinitely until the user Control, True Faith, or anything with to activate – and, if switchable, a con- stops taking Move maneuvers. the Requires Concentrate limitation tinuous string of All-Out Attacks to (p. 112) is a matter of ceasing concen- maintain. tration. The user must make this Ready Move and Attack: Any ability that choice at the start of his turn – All remaining switchable abilities uses an Attack also works with a Move although an interruption might break call for one or more Ready maneuvers and Attack. A ranged ability has a Bulk concentration at any time (see to turn on or off. These include of -2 for this purpose. Involuntary Deactivation, p. 155). Growth, Insubstantiality, Obscure, Turning off Clairsentience or reversing Scanning Sense, Shadow Form, Duplication, Elastic Skin, Free Action Shrinking, Stretching, and Terror; Hermaphromorph, Possession, or Those with Luck, Super Luck, or anything modified with Switchable or Shapeshifting requires one or more Wild Talent can use them at any time. Usually On; and any advantage with Concentrate maneuvers. For instance, a hero with Wild Talent, Affects Others, when actually trying to A few transient abilities also an axe, and no Axe/Mace skill could affect another person. require Concentrate maneuvers to invoke Wild Talent to parry as if he The only transient abilities that call use. The most important are Allies knew Axe/Mace at DX – even if the for Ready maneuvers are attacks with (Summonable), Create, Detect, attack occurred on somebody else’s Takes Extra Time, which require one Healing, Jumper, Mind Probe, turn. All other zero-time transient abil- or more Ready maneuvers before each Psychometry, Snatcher, Terror ities (notably Rapier Wit and attacks Attack.

154 POWERS IN ACTION While unconscious, it’s impossible more valuable than others (e.g., Acute INVOLUNTARY to trigger active, transient abilities, Vision and Eidetic Memory) when such as attacks and Wild Talent. If unconscious. DEACTIVATION someone falls unconscious after using Any ability might shut down tem- an ability like this to generate a lasting porarily under certain circumstances. effect, though, the effect won’t end Interference Details vary (see below), but there are before its entire duration is up. In par- Many abilities – but especially those two constants: ticular, Affliction, Neutralize, Obscure that belong to powers – are subject to being shut down by accidental or • If the rules call for involuntary with Ranged, and abilities with Cyclic, deliberate interference. deactivation, all effects of the termi- Delay, Onset, or Persistent always run nated ability end immediately unless their full course unless somehow Innate Flaws the underlying advantage produces a negated. Some advantages – e.g., Shadow permanent change in the world (e.g., Unconsciousness might affect a Form and Shapeshifting – require the wounds closed using Healing, or dam- passive, switchable ability. Most such user to specify a particular external age caused by Innate Attack) or has abilities let the user decide whether influence that cancels their effects. “residual effects” that persist for a they switch off or on, or stay in their Others, notably Possession, can have fixed duration unless shut down sepa- current state, when he’s knocked out. special limitations that introduce such rately from the advantage (Affliction This is a permanent special effect, set a weakness. In the presence of the rel- works like this – as does Mind Control, when he buys the advantage. Traits evant “spoiler,” the affected ability if the user stops concentrating). like this include Growth, Insub- instantly switches off and can’t be • Once the ability is available stantiality, Mind Shield, Obscure, reactivated until the baneful influence again, it requires a new “use” to reac- Shrinking, and Stretching – and passes. tivate. This is especially important if it advantages such as Invisibility, Mana takes time or FP to activate, or has Damper, and Static, if given Anti-Abilities Limited Use, Preparation Required Switchable. The only exceptions are If an enemy uses Affliction with (the ability now needs preparation), or Elastic Skin, Shadow Form, and Negated Advantage to remove a spe- Takes Recharge (the full recharge peri- Shapeshifting, which end when the cific ability – even one that’s passive od must pass). user is knocked out (but see Once On, and otherwise always on – that ability Stays On, p. 109). is deactivated until the Affliction ends. Unconsciousness never has any If he uses Neutralize to negate a Distraction and Injury effect on passive, transient abilities; power, all abilities of that power Mental and physical interruptions e.g., unmodified Luck. It doesn’t affect switch off for the duration. Lasting only affect switchable abilities that always-on abilities, either – although effects endure as explained under require constant concentration; e.g., some always-on advantages (e.g., Unconsciousness (above), but aren’t Control, Illusion, Mind Control, Damage Resistance and Sealed) are maintainable. Telekinesis, and anything modified with Requires Concentrate. If the user of such an ability attempts an active defense or resistance roll (against an Affliction, spell, etc.), makes a self-con- trol roll for a mental disadvantage, falls, or suffers affliction or injury, he must make a Will-3 roll. Failure means he loses his focus and his ability switches off. If he’s mentally or physi- cally stunned – or stops concentrating – his ability deactivates automatically.

Unconsciousness Unconsciousness ends the effects of all active, switchable abilities except those built from advantages that explicitly stay on once switched on. For instance, Flight shuts down and the user plunges to the ground, Scanning Sense ceases to emit radia- tion, and abilities that require con- stant concentration end (unless they have a “residual duration,” like Mind Control).

POWERS IN ACTION 155 Power Modifier Effects A power modifier may specify con- ditions under which all of a power’s Crippled Abilities abilities cease to function. Examples The GM may rule that unlucky heroes can suffer from “crippled” include: abilities, just as they might experience sprains. If so, any critical failure on the roll to use an active ability – or for an active use of a passive abil- Required Disadvantages (p. 21): ity – requires an immediate check for crippling. This is a HT roll for Violating the terms of required disad- physical abilities, a Will roll for mental ones. vantages results in the suspension of Failure means the ability suffers temporary crippling – minor physi- all abilities. How quickly this occurs cal or psychic strain – and is unavailable for minutes equal to the mar- depends on the details of the modifier, gin of failure. Roll once per minute after that; success indicates recovery. but once it does, the abilities deacti- Critical failure results in lasting effects: the ability is completely vate instantly and their effects – unavailable for 1d months. The GM may allow treatment with special including “residual” ones – end. skills – Esoteric Medicine if the ability is chi-based, Religious Ritual if Ambient Energies (p. 24): If the user divine, etc. – to hasten recovery, just as Physician skill does for crippled is cut off from his energy source, his limbs; see Duration of Crippling Injuries (p. B422). abilities cease to work and shut down Crippling is in addition to the usual effects of critical failure. For immediately. For ongoing effects, the alternative abilities (p. 11), note that crippling one ability cripples the GM should look at how the power whole set. Passive abilities are immune to crippling, except during defines the energy flow. If energy active uses. moves from the source, through the wielder, to the location of the effects, Crippled Powers then cutting off the user ends the Critical failure when using extra effort (see Extra Effort, p. 160) or effects. If the wielder creates a direct performing a stunt (see Stunts, p. 170) with a power can cripple the channel from his source to the loca- power. Roll against HT if the power modifier is Biological, Elemental, tion of the effects, then the effects only Nature, or Super, or against Will if it’s Chi, Divine, Magical, Moral, end after their usual duration. Psionic, or Spirit. The GM chooses for other powers. Cosmic powers are immune to crippling. Limitations Failure or critical failure cripples all of the power’s abilities, as Any ability can have limitations described above. Roll as usual for recovery – again, for the entire power. that switch it off under certain cir- As with crippled abilities, the GM may let certain skills hasten recovery. cumstances. Most common are situa- tional Accessibility modifiers such as Grit vs. Glory “Only at night” or “Only while flying.” In gritty campaigns, the GM might want permanent crippling to be If the situation changes to one where possible. Use these rules, but read “temporary” as “lasting” and “lasting” the ability wouldn’t work, it turns off as “permanent.” immediately. Other common limita- In optimistic games, the opposite might be true: crippling is possible tions are Environmental (p. 110), but never serious. Where the rules indicate “temporary” effects, no crip- which renders the ability useless if the pling occurs, while “lasting” effects are merely temporary. required environment goes away; Deliberate crippling (below) works as usual in either case. Pact, which terminates the ability if the user doesn’t uphold his end of the Deliberate Crippling bargain; and of course Terminal To cripple specific abilities, use either Affliction with Negated Condition (p. 112). In all cases, lasting Advantage or Neutralize with One Ability or Precise. To cripple a power, effects also switch off – they don’t last use Neutralize without One Ability. Both are temporary, but the GM may out their full duration. permit “called shots” that inflict lasting harm. The attacker is at -4 on his attack roll (with Affliction) or Will roll (for Neutralize, or Affliction with Malediction) if targeting an ability, -8 if targeting a power. If the victim LOSING CONTROL fails to resist, his ability or power suffers lasting crippling. It is possible to lose control over Brute-Force Attacks: The GM might let those whose powers include abilities. They might switch on or off Innate Attacks use them to target the abilities of foes with the same unexpectedly, go completely haywire, power or a directly opposed one. Such attacks are at -4. On a hit, find or even fall under enemy control. penetrating damage as usual, but instead of converting it to injury, com- pare it to the point cost of the targeted ability. Consider only the most expensive ability from a set of alternative abilities, but the total cost of Emergencies Only advantages connected with Follow-Up or Link. If damage equals or and Uncontrollable exceeds points, the victim must roll against HT or Will to avoid crip- Emergencies Only on a transient or pling. This rule especially suits psi powers and super-powers. switchable ability means the ability only operates under stress. If a PC takes this limitation, the GM can

156 POWERS IN ACTION switch on the affected ability in an with the cause of the stress (just like bypass a limitation that restricts acti- emergency, and turn it off as soon as the Uncontrollable limitation). Uncon- vation (e.g., Emergencies Only or the danger has passed, without the trollable Appetite triggers abilities Unconscious Only) or limits uses player’s consent. See Emergencies Only related to feeding. Epilepsy and (Limited Use, Preparation Required, (p. 102) for details. Sleepwalker – and the seizure afflic- Takes Recharge, etc.). tion – can activate almost any ability Also note that the controller isn’t in (GM chooses or rolls randomly). direct control of his slave’s abilities. He For Flashbacks, Phantom Voices, gives his thrall instructions on his own or Nightmares – or the hallucinating turn; each set of orders requires a affliction – the GM should tell the Concentrate maneuver. Then his vic- player what his character perceives tim uses his abilities on his next turn. and let him decide what abilities he As soon as control expires, the slave uses. These go off in the “real world,” regains control of all his abilities – Uncontrollable means the ability whatever the consequences. He can even those activated while enslaved. usually works – but under certain cir- choose not to use his special gifts . . . cumstances, it can turn on or off, but this can backfire if some of the change targets, and adjust variable dangers he confronts are real! Possession effects against the user’s wishes. With A few forms of control – such as Unconscious Only, the ability always Possession and the Control Person works this way. For more information, Mind Control spell – give the controller dominance see Uncontrollable (p. 106). Someone under the influence of over the subject’s body, not his mind. In either case, involuntary activa- Dominance, Mind Control, the Charm While “inside” his victim, he enjoys all tion or deactivation is instant and spell, cinematic hypnotism, or a simi- the benefits of his puppet’s physical absolute: the user’s ability suddenly lar effect can be directed to use any abilities and his own mental ones, but starts or stops working – and if it ability that he consciously controls. his host’s mental abilities and his own stops, all lasting effects cease as well. His controller can order him to turn a physical ones are inaccessible. In the switchable ability on or off, trigger a case of body swapping, these guide- transient ability, or use an active abili- lines apply equally to the subject: he Disadvantages ty for any feat it could normally per- has his own mental abilities and his and Afflictions form. If the GM is using the optional possessor’s physical ones. For more Those suffering from disadvan- rules for extra effort, stunts, etc., these information, see Mind Transfer tages or afflictions (pp. B428-429) that are considered “normal” uses. (p. B296). render them unusually volatile or The controller can’t order the Once possession ends, each party erratic might unwittingly activate or impossible, however. No amount of regains his own abilities. Ongoing deactivate switchable or transient mental influence can turn off an effects anchored to either body (e.g., abilities. The GM decides which abili- always-on ability, make a purely pas- nausea or crippled limbs) stay with ties switch on and when they shut sive ability operate actively, trigger an that body. Those tied to a mind (e.g., down. Berserk and Stress Atavism ability that’s “offline” due to interfer- IQ penalties or ongoing Mind Control) tend to set off abilities that help cope ence (p. 155) or crippling (p. 156), or move with that mind. SUCCESS ROLLS FOR ABILITIES Most active abilities require one See Using Abilities with Skills (p. 161) Success and Failure success roll per use (although their for other options. Success means the ability acti- effects often lead to additional rolls). vates and works as intended. On a The GM will sometimes roll in secret Modifiers and critical success, apply any special for passive abilities, too. All such rolls benefits noted in the advantage work as explained on pp. B343-349, Effective Skill description, and ignore the ability’s with a few added details. To find effective skill, start with FP cost (if any). base skill and add all relevant modi- Failure means the ability doesn’t Base Skill fiers from the advantage text, plus any go off. You can try again, but if using modifier the GM requires for the diffi- the optional Repeated Attempts rule Base skill with an ability is the culty of the specific task (see Task attribute, secondary characteristic, or (p. 159), these future attempts will be Difficulty, p. B345). The Time Spent more difficult. On a critical failure, skill specified in the description of the rules (p. B346) never apply to ability underlying advantage – or by Based you lose 1d FP in addition to the use. There may be additional modi- usual FP cost (if any), and may crip- on (Different Attribute), Malediction, fiers if using optional rules such as or Requires (Attribute) Roll, if the ple your ability; see Crippled Abilities Multiple Feats (p. 158) and Trading (p. 156). ability has one of those modifiers – Fatigue for Skill (p. 161). plus Talent with the ability’s power.

POWERS IN ACTION 157 Special Cases for that task. This is cumulative with • Senses: Add Talent to Sense rolls Resisted Abilities: Any ability that any basic bonus the advantage pro- affected by a power’s sensory abilities. requires the user to roll a Quick vides to untalented users. Examples: Examples: Hearing rolls for Discrimin- Contest with the victim is resisted. Chameleon, Invisibility, and Silence atory Hearing and Ultrahearing; This includes most mental-influence would benefit Stealth rolls (so would Perception rolls for Vibration Sense; abilities (e.g., Mind Control) and all Shadow Form, but only in the dark); and Vision rolls for Infravision and Maledictions. The user must succeed Elastic Skin and Morph would aid Microscopic Vision. to activate his ability and win the Disguise rolls; Metabolism Control • Switchable body parts: Add Talent Quick Contest to affect his subject (see would assist Acting rolls to feign to HT rolls to avoid crippling or harm Resistance Rolls, p. B348). The Rule of death; Mimicry would help Acting or to body parts added by a power, and to 16 always applies (see p. B349), and Mimicry rolls for impersonation; and DX rolls where extending or retracting resisted abilities never automatically Terror would enhance Intimidation body parts would help (but never to defeat the target’s resistance – even on rolls. attack rolls). Examples: Claws, Extra a critical success (a major difference • Life-support abilities: If a power Arms, or Strikers. grants life-support abilities, wielders from Resisted Spells, p. B241). See the Powering Up entries in who possess those abilities might have Attacks: Afflictions, Bindings, Chapter 2 for many specific sugges- enough subconscious control over the Innate Attacks, and abilities with the tions. Extra Effort (p. 160), Defending power to add its Talent to HT when Ranged modifier activate automatical- with Powers (p. 167), Talent as resisting attacks or hazards that the ly unless they have the Malediction Resistance (p. 169), and Stunts (p. 170) abilities could reasonably oppose. enhancement. The user must roll describe other situations where Talent Examples: Injury Tolerance (Diffuse) against Innate Attack skill (p. B201), gives a bonus. might let Talent aid resistance rolls but this is an attack roll, not an activa- Most of the rules in this chapter are against Affliction (Advantage, tion roll. Only Talent and ordinary optional – the GM can apply them or Insubstantiality), while Radiation combat modifiers apply. Treat critical not, as suits his campaign. However, Tolerance would justify adding Talent success or failure just like any other because Talents give those who use to HT rolls for radiation effects. or miss; ignore the special powers a significant edge over those • Movement abilities: Add Talent to rules for abilities. with “wild” advantages, Multiple Feats rolls to maneuver, perform acrobatics, (below) and Repeated Attempts (p. 159) or avoid fatigue or mishap when using are strongly recommended to keep HE OLE a power’s movement abilities. T R players from wondering why a power Examples: Aerobatics and Flight rolls modifier should ever give a discount OF TALENT for Flight; Aquabatics and Swimming on advantage costs. Talent with a power acts as a bonus rolls for Amphibious; Body Sense rolls to all success rolls against attributes, for Warp; Climbing rolls for Super secondary characteristics, or skills to Climbing; Jumping rolls for Super MULTIPLE FEATS use the power’s abilities. This includes Jump; and Running rolls for In fiction, those with powers – rolls to activate, attack with, control, or Enhanced Move (Ground). especially psis and supers – often find defend with those abilities. This doesn’t • Physical transformations: Those it difficult to use their powers for sev- include damage rolls, reaction rolls who can alter their physical form may eral tasks simultaneously. To make (except those for Allies with add Talent to rolls to resist involuntary powers work like this, the GM may Summonable and Patrons with Highly changes of the same or opposite kind, enforce the following rule: Accessible), appearance rolls for and subtract it from penalties that Associated NPCs bought as abilities, their transformation would help All rolls for active uses of a power’s rolls required by limitations, or rolls avoid. Examples: Morph would justify abilities are at -1 per active ability made by the ability’s target. For addi- a bonus to resist unwanted shapeshift- already “on.” tional details, see Pricing Talents (p. 29). ing spells; Shrinking would explain a Transient abilities receive penalties Some abilities, especially passive bonus to resist Affliction (Advantage, for abilities “on,” but never cause ones, rarely call for success rolls. The Growth); and Stretching would help them – even if they have enduring GM should try to make Talent useful cancel penalties to Mechanic skill effects. No passive use of abilities ever with these, at least occasionally – most when repairing hard-to-reach machin- receives or causes a penalty for multi- often by giving a bonus to an associat- ery. The GM might also wish to ple feats. Penalties only accrue for ed skill. If the ability would never increase the rate at which Growth, abilities within a power; they never require a roll, it’s acceptable to break Shrinking, and Stretching adjust Size “cross” powers. Lastly, these penalties the rules and apply another kind of Modifier from ±1 to ±(Talent+1) per aren’t cumulative with those defined bonus. Some suggestions: second. for multiple uses of some advantages • Reality-altering abilities: Each use • Abilities that complement skills: If (e.g., Mind Control and Telecom- of an ability that produces a direct the GM feels that a talented hero munication); they’re a generalization change in reality gets a bonus equal to could employ his ability to improve of those penalties to all abilities of a Talent on the first die roll it influences. his odds of success at a task, he may given power. Examples: Luck, Serendipity, and let him add his Talent to his skill roll Super Luck.

158 POWERS IN ACTION Example: Revok possesses depends on the power: letting the affect the thugs themselves wouldn’t, Telepathy and Psychokinesis. His tele- supernatural interference around the though – two sapient beings are never pathic abilities include Affliction, subject die down, calming the mind or identical unless they’re Dupes (see Empathy, Mind Control, Mind Shield, body, or simply regaining confidence. Duplication, p. B50). and Telesend. His PK abilities are Only successive attempts at the Consecutive successful rolls for the Crushing Attack and Telekinesis. same feat are repeated attempts. This same feat are never repeated attempts. Revok contacts an ally using means trying the same ability on the As long as the user continues to suc- Telesend. Since he has no telepathic same subject or an identical one, ceed, he can do the same thing indefi- abilities “on,” he rolls at no penalty. regardless of changes in physical cir- nitely at no penalty. Rolls for passive After establishing contact, he uses cumstances (distance, speed, etc.). abilities never suffer penalties for Mind Control on a foe; this is at -1 for Repeated uses of an ability that repeated attempts, either. DX-based Telesend. Leaving both abilities on, he requires a Quick Contest (e.g., rolls to hit with attacks are also goes on to attack an enemy with Mind Control, or anything with exempt, because they aren’t activation Affliction. He rolls at -2 for two abili- Malediction) are always repeated rolls. ties on. However, if he stuns his target, attempts when attempting to affect When an advantage that already he isn’t at -3 on further tasks until his the same subject. Trying to conjure specifies the effects of repeated victim recovers, because residual tran- fire on the same patch of ground attempts – e.g., Mind Probe or Mind sient effects don’t count as active. would also involve the same subject. Reading – is part of a power that uses Revok would have no penalty to Attempting to deflect two arrows this rule, apply the worst penalties, attack with Crushing Attack or would involve identical subjects. highest FP cost, and longest wait Telekinesis, because they’re psychoki- Trying to levitate two handguns held between uses. Don’t “stack” the two netic, not telepathic. He also has no by thugs would, too. Attempting to sets of effects. penalty if the GM rolls in secret for Empathy to see whether he notices that his ally is under mind control, because that’s a passive use. He would be at -2 to perform an active Abilities and Exertion “scan,” though. And throughout all From ancient myth to modern comics, most great heroes can use this, Revok’s Mind Shield would give their special gifts for hours before they tire. This is why so few abilities no penalty to any task, because it’s cost FP, except for repeated attempts or extra effort – even 1 FP per use passive. would tire all but the fittest heroes in seconds. Fictional heroes do even- tually tire, though. To represent this, the GM may charge FP after pro- REPEATED longed ability use. Combat: Assess the FP cost for a battle according to Fighting a Battle ATTEMPTS (p. B426), but add 1 FP for combatants who activated abilities on them- Many fictional heroes, confronted selves (e.g., Warp or Insubstantiality), or 2 FP for those who used abili- with challenges to their powers, grow ties to affect the environment or someone else (e.g., Control or Innate desperate and fatigued if their abilities Attack). fail. This is especially true of comic- Movement: Long-distance travel with most movement abilities book supers, cinematic psis, and chi- (Flight, Super Climbing, Tunneling, etc.), and out-of-body journeys with powered martial artists. The following abilities that have the Projection modifier, incur the same FP cost as rule reproduces this effect. hiking. Top-speed travel – and all movement through solid objects using When the roll to activate an active Insubstantiality or Permeation – has the same FP cost as running. See ability fails, the user may wait five Fatigue Costs (p. B426) for details. minutes and try again at no penalty. If Other Intensive Use: High-intensity ability use, with only one or two he tries that particular feat sooner, this seconds between rolls, costs 1 FP per minute. Examples: A psi at an air- is a “repeated attempt” (see p. B348) port using Mind Reading on everyone who steps off a plane; a super and costs 1 FP. Furthermore, the roll using his energy bolts to blast a path through a mountain. for the second attempt is at -1. Should Long-Term Use: Low-intensity but relatively constant ability use costs this effort fail, he can spend 1 FP and 1 FP per hour. Examples: A stealth mission during which the hero uses try again at -2, and so on, until he Super Jump to hurdle a fence, switches on Invisibility to avoid guards, passes out from FP loss or his effective and opens a lock using Telekinesis; a super-powered researcher using skill drops below 3, at which point Detect instead of technological sensors to run lab analyses. success is impossible. If a repeated attempt succeeds, The GM should waive these FP costs if the only abilities used have later attempts at that feat no longer the Limited Use limitation, or are built-in weapons with a finite num- cost FP or worsen skill penalties. ber of shots. Such abilities consume “uses,” not the owner’s internal However, the current skill penalty energy supply. Built-in weapons with no specific limit on shots don’t get remains until the user waits a full five his exemption, because they do rely on the user for power. minutes. What this represents

POWERS IN ACTION 159 who are in danger and nearly spent – and the task you were attempting EXTRA EFFORT seem more able to succeed at extra fails. You must also check for crip- The GM may let heroes push active effort! If using a power, add a bonus pling, as explained under Crippled abilities past their usual limits by pay- equal to your Talent. Abilities (p. 156). This roll is for your ing FP – much as they would use extra entire power if your ability is part of a Succeed or fail, extra effort costs effort to run faster, lift more, etc. (see power. Failure indicates temporary FP. Instantaneous feats (e.g., attacks) Extra Effort, p. B356). It’s up to the crippling; critical failure means last- cost a flat 1 FP per use. For maintain- GM whether to permit extra effort for ing crippling. able abilities (Flight, Telekinesis, all advantages, only for exotic or Trading fatigue for effect is impos- Temperature Control, etc.), make the supernatural ones, or only for abilities sible for passive abilities other than above roll once per minute of ongoing that belong to powers. those described above, even for active use, and pay 1 FP per roll. Should it In all cases, if an advantage offers uses; abilities that already tie effect to matter, you must spend these FP after specific rules for extra effort, use FP spent, such as Healing; and abili- the Will roll and before the roll to use those rules instead. For instance, ties with unquantifiable effects, such the ability. Clairsentience lets the user pay 2 FP as Channeling. Success means you gain the per minute to double his range with- Machines and Extra Effect: Those desired increase in effect. This doesn’t out a Will roll, and Warp lets the user with the Machine meta-trait (p. B263) guarantee success at using your abili- trade more than 4 FP for a bonus to can’t use extra effort, but the GM ty; you could still fail your Innate his activation roll. might make an exception in cam- Attack roll and miss with your extra- paigns with superscience mecha or powerful Bolts o’ Doom. On a critical space-opera starships. Start with the success, you don’t have to pay FP for Trading Fatigue rules above, replace the Will roll with your extra effort. for Effect a HT roll, and mark off FP costs Failure means you achieve only Extra effort can increase the raw against HT. For machines with opera- what you would have accomplished “output” of any active ability with a tors, the GM may replace the Will roll without extra effort. On a critical fail- quantifiable effect beyond its success with a skill roll (against Engineer, ure, you push your ability too far. It roll. Examples include: Piloting, etc.), basing skill on the flickers off for a second – your attack machine’s HT instead of the operator’s • Damage, for Innate Attack. is a dud, your force field provides no DX or IQ (see Using Skills With Other • Level, for Affliction, Control, DR, your Flight cuts out in midair, etc. Create, Leech, Obscure, Temperature Control, etc. •ST, for Binding or Telekinesis (ST bonus, for Lifting ST or Striking ST). • Top speed, for movement abilities (Flight, Tunneling, etc.), after multi- plying for any Enhanced Move. The GM may permit extra effort for certain passive abilities, too; e.g., DR with Force Field (extra effort increas- es DR) and attacks with Aura (extra effort works as usual for Affliction, Innate Attack, etc.). He might also allow it to enhance passive abilities for a Power Block (p. 168). In a high-pow- ered supers game, he could even let it temporarily boost the points in a Modular Abilities slot. To use extra effort, make a Will roll at -1 per 5% increase in effect or frac- tion thereof; e.g., Affliction 9 repre- sents 12.5% more effect than Affliction 8, so it would require a roll at -3. The maximum bonus to effect is 100%, at -20 to Will. Modifiers: +5 in the situations described under Emergencies Only (p. 102), regardless of whether the ability has that limitation. Unlike ordi- nary extra effort, there’s no penalty for missing FP – in heroic genres, heroes

160 POWERS IN ACTION Attributes, p. B172). Handle HT losses, more effect . . . or 10 FP for 150% it carries no risk of catastrophic fail- and repairs made to reverse them, as if more effect. This greatly magnifies the ure. It’s up to the GM whether you can they were due to missed maintenance power of heroes with large Energy combine this with trading fatigue for (see Maintenance, p. B485). Reserves (p. 119). Handle with care! effect. Godlike Extra Effort: In campaigns This option is available for any intended to emulate heroic epics and active ability that requires a roll to over-the-top comics, the GM may let Trading Fatigue for Skill activate or a Quick Contest with the heroes trade more than 1 FP for extra You can instead put extra effort subject. Passive abilities can’t use it. effect. Use the same rules, but multi- into focus and concentration to gain a Neither can abilities that require an ply bonus effect by the FP spent and one-time bonus to your success roll. attack roll instead of an activation roll ignore the 100% limit on the bonus. This costs a flat 1 FP per +1 to the roll, – the equivalent option for attacks is For instance, a hero who makes a to a maximum of +4. Since this use of All-Out Attack (Determined). Will-3 roll could burn 1 FP for 15% extra effort actually increases control, USING ABILITIES WITH SKILLS Usually, when an advantage and a Below is a list of advantages that Mimicry: The Mimicry skill can skill interact, either the advantage could benefit from skills. It isn’t replace IQ when mimicking sounds gives a passive bonus to the skill (e.g., exhaustive – players are welcome to associated with the appropriate spe- Discriminatory Smell gives +4 to dream up new and creative uses for cialty (Animal Sounds, Bird Calls, or Tracking) or the skill picks up in the their skills. However, the GM should Speech). wake of the advantage (e.g., Body only allow a skill roll if, in his opinion, Mind Control: Many skills can Sense helps recover after using Warp). the ability supplies a miraculous tool replace IQ: Animal Handling to affect It’s rare for the two to work together that someone with suitable know-how beasts, Computer Hacking to control actively, tackling the task as a team. could truly put to better use than computers (requires Cybernetic or This doesn’t have to be the case. someone without training. Cybernetic Only), Brainwashing if Supers frequently exploit mundane using the Conditioning enhancement, Binding: If the attack involves skills to put their abilities to new and or Hypnotism when the ability has the webs, vines, etc., use Knot-Tying to unexpected uses, legendary martial Suggestion limitation. bind a prisoner out of combat. artists have many gifts that blur the Mind Probe: Interrogation can Control: Almost any craft skill – line between the studied and the replace IQ when probing living beings. Carpentry, Masonry, Smith, etc. – can innate, divine blacksmiths incorporate When probing a computer (requires replace IQ when shaping suitable great power and prodigious skill in Cybernetic or Cybernetic Only), use materials. their craft, and so on. These rules are Computer Hacking instead. Create: Alchemy, Chemistry, or for GMs who desire such things in Psychometry: Criminology, Fore- Physics can replace IQ when using the their campaign. nsics, Search, etc. can replace IQ for Transmutation modifier. active attempts to seek clues about Detect: Many skills can replace IQ past events at a location. Success pro- for analysis rolls. Use Chemistry for SKILLS vides insights appropriate to the skill: chemicals, Diagnosis for diseases, motives for Criminology, items for NHANCING Metallurgy for metals, Physics for radi- E Search, and so forth. ation, Thaumatology for spells, etc. Rapier Wit: This normally calls for ABILITIES Healing: Esoteric Medicine or Public Speaking, but the GM might Mundane expertise might provide Physician can replace IQ when heal- allow Poetry or Singing – or even Kiai, insight into how to bring superhuman ing lost HP or curing disease. Use for shouting insults! capabilities to bear on a problem. If Surgery to repair crippled limbs. Telekinesis: Suitable DX-based the GM agrees, when a hero applies an Illusion: Artist (Illusion) can skills always work remotely via this ability to a task that he could accom- replace the IQ roll in most cases – but advantage. plish using a mundane skill, he may if the ability has the Mental enhance- Terror: Intimidation can replace attempt a roll against his skill – based ment, use Psychology instead. Will when using the Active on the advantage’s controlling attrib- Innate Attack: Use Explosives enhancement. ute (see Using Skills With Other (Demolition) to destroy things out of True Faith: Use Exorcism in place Attributes, p. B172) – if this would be combat, or Forced Entry to blast open of Will if the entity being repelled is better than his usual roll for the abili- doors. susceptible to exorcism. Religious ty. For instance, instead of rolling Intuition: Almost any IQ-based Ritual might also work, if the user against IQ to use Healing, he might knowledge skill might replace IQ takes the time to conduct a ritual. make an IQ-based Esoteric Medicine when dealing with information salient Warp: Navigation (Hyperspace) roll. If Talent affects the ability, it also to that skill (e.g., Navigation, when can replace IQ if Warp has the adds to these special skill rolls. deciding which way to steer). Hyperjump limitation.

POWERS IN ACTION 161 On a critical success, the skill roll effective skill was 2 or less, add the +2 ABILITIES succeeds normally (don’t bother to or +4 and roll normally if this raises roll) if effective skill was 3 or more. effective skill to 3 or more. If final skill ENHANCING The user may opt to roll at the bonus is less than 3, even with the bonus, the KILLS above if he wants to try for a critical task remains impossible. All this S success – but if he fails, he fails. If assumes an appropriate ability, but in The Basic Set defines many skill bonuses for passive abilities. Most of these apply all the time; the user does- n’t need to do anything. Active abilities can also simplify certain tasks – but they require conscious use, and only Skills for Everyone give bonuses if they work. For In many settings, powers need training to be useful. As explained in instance, Telekinesis gives +4 to tasks Learning Powers (p. 35), the GM can require individuals with powers to that benefit from High Manual train if they wish to add or improve abilities. Another, fully compatible Dexterity (itself a passive trait that option is to associate each of a power’s abilities with its own “power always works) . . . if the user makes an skill.” Heroes might learn power skills through trial and error (typical of IQ roll to use his TK properly. The super-powers), or seek training from ancient masters (traditional for catch is that active abilities can fail – chi, magical, and spirit powers), academies (appropriate for psi and sometimes badly – and give penalties. magical powers), or monasteries (especially for chi or divine powers). This makes them more of a gamble. When using this option, a power skill exists for any ability – passive The players are welcome to dream or active – that requires an activation roll (not just an attack roll). This up interesting ways for abilities to is a Hard skill named after the underlying advantage and based on its assist skills. To provide an actual controlling score. Those who possess the ability must roll against the bonus, though, an ability must be a associated skill to use it. Unskilled users roll at default: (controlling suitable tool for both the skill and the attribute)-6. Talent benefits both trained and default use. Individuals task in question. This depends some- who lack the ability can’t learn its skill or use it at default, even if they what on the game world – comic-book have the correct power and a high level of Talent. supers often use their abilities in ways Example: Healing is based on IQ. If the GM requires skills to use psi that wouldn’t suit a mythic-fantasy powers, a psychic healer with Healing must roll against Healing setting, and vice versa – but as always, (IQ/Hard) to use his ability – or at IQ-6 if untrained. In either case, his the GM’s word is final. Healing Talent gives a bonus. Once the GM and the player agree on what’s being attempted, the user The GM decides which powers require skills, and for which abilities. rolls normally to activate his ability. This has no effect on the cost of power modifiers or Talents, as the short- Abilities that always activate – e.g., term drawbacks balance the long-term benefits. Those without training Flight, Innate Attack, Obscure, do have a large penalty (-6 for working at default) relative to individu- Telekinesis, and Temperature Control als with “wild” abilities or powers that don’t require skills. Even trainees – require an IQ roll to direct them. If who know the skill have a small penalty at low levels (-2 or -1 with only the GM lets skills enhance abilities, 1 or 2 points in the skill). Ultimately, though, they can buy as much skill the user may roll against a skill as they wish, allowing them to perform feats far beyond the capabilities instead, but this can’t be the skill that of those limited to just attributes and Talent. stands to gain a bonus on a success. Talent, if any, applies as usual. Power Techniques On a success, the user gets a skill Another option is to let heroes “buy off” the penalties that certain bonus for that one task: +2 if his abili- advantages assign to specific feats. Each such specialized use becomes ty does what fine-quality mundane a Hard technique (see Techniques, p. B229) that defaults to the control- equipment would do, or +4 if its aid is ling attribute at the penalty given in the advantage description. The abil- truly miraculous (GM’s decision). ity’s owner can improve this like any other technique, but can’t exceed Inappropriate abilities give no bonus the controlling attribute. If using power skills, power techniques default or penalty. These bonuses aren’t the to these at the same penalty, and can’t surpass the power skill. same as those given under The Role of Example: Healing is at -6 to repair a crippled limb. The GM might Talent (p. 158). You get a bonus equal permit a healer to learn Repair Limb as a Hard technique. Since this to Talent only when your ability is pas- task is at -6, Repair Limb defaults to IQ-6. It can’t exceed IQ, or sive and would aid your skill without a default+6 (7 points). If using power skills, the default is Healing-6 and conscious effort, or when attempting a the technique can’t exceed Healing skill. skill roll because you’re using an abili- ty. You get a bonus for enhancing a At the GM’s option, even those without powers can learn power tech- skill only when you opt to involve one niques, if they possess suitable abilities – but only those with powers can of your abilities in a mundane task have Talent and power skills. that otherwise has nothing to do with your powers. The two never “stack.”

162 POWERS IN ACTION the +3 for Empathy (it’s a more advanced version of the same thing). The players are welcome to dream up Obscure: +4 to Invisibility Art if using smoke or darkness to distract interesting ways for abilities to assist skills. witnesses. This is better than the +3 To provide an actual bonus, though, an for a smoke bomb because viewers aren’t warned by seeing the bomb. ability must be a suitable tool for both the Precognition: +4 to Gambling, Market Analysis, Tactics, or Strategy skill and the task in question. for a successful active use to predict the likely outcome of a game of chance, investment, or battle – and a a silly campaign, the GM might let an produce useful substances on similar bonus to use Meteorology to inappropriate ability give +1 on a criti- demand. This is about as useful as a predict the weather. cal success, if the explanation was well-stocked lab. Psychometry: +4 to Tracking, but clever enough. Detect: +2 to Forensics, Observ- only if you know exactly who you’re On a failure, the attempt is at -1. ation, Prospecting, Search, etc., when following. This becomes -2 if the ability used intentionally seeking anything the Scanning Sense: +2 to Observation was, in the GM’s opinion, inappropri- sense can find. A similar bonus in any situation where the sense ate. On a critical failure, the skill roll applies to Electrician when using would work and be able to spot the also critically fails, regardless of effec- Detect (Electricity) to trace wiring. objective. This is cumulative with the tive skill – and if the ability was unsuit- This is comparable to a portable sen- +2 for Detect. able, the results should be embarrass- sor (e.g., a metal detector). Telecommunication: Using Telesend ing, too (-2 to reaction and Influence Flight: +4 to Acrobatics (not on someone gives +2 to Hypnotism rolls with any witnesses). Aerobatics), Climbing, Flying Leap, attempts, and to Leadership or Some examples (this list isn’t Jumping, and Light Walk rolls, by Teaching rolls to tell him what to do. exhaustive!): virtue of “body lightening.” Telekinesis: +2 to use Filch, cheat at Illusion: Using Illusion to project Clairsentience: +2 to Diagnosis, Gambling, or parry with Parry Missile charts, images, and other media gives Lockpicking, Surgery, and similar Weapons, by moving objects without +2 to skill rolls against Public skills in situations where being able to using your hands; +4 to DX-based Speaking, Teaching, and so on during see inside the subject would be useful. rolls against Lockpicking, Surgery, briefings and presentations. This is equivalent to an X-ray machine and any other skill where a pair of Mimicry: +2 to Acting rolls when or endoscope. Being able to see all the hands inside what you’re working on impersonating someone else. cards in a card game is good for +4 to would be helpful (cumulative with the Mind Reading: +2 to Influence Gambling. +2 for Clairsentience). skills, Tactics, or Strategy in situations Control: See Control in Combat Warp: +4 to Shadowing attempts where knowing what the subject is (p. 91) for bonuses. on foot, if used to bypass crowds, thinking would be useful. This bonus Create: +2 to Alchemy, Chemistry, watch your quarry from rooftops, etc. increases to +4 for Detect Lies or Pharmacy, Poisons, and related skills The GM should require one Warp roll Fortune-Telling, not cumulative with if using a specialty of Create that can per Shadowing roll. DETECTING ABILITIES When it comes to detecting abilities, power, if applicable – determine which he uses the ability. Observers notice two rules apply unless the underlying senses work in each case. them automatically, barring obstruc- advantage specifically says otherwise tions or missing senses. or has modifiers that make it easier or If there’s any doubt as to whether harder to detect: OBVIOUS a potential witness notices the abili- ty, make a Sense roll, modified as 1. Observers can only detect the FFECTS E usual for his sensory capabilities ability if it’s currently in use or has If the ability isn’t based on a mental- (e.g., Hyperspectral Vision gives +3 enduring effects. influence advantage (e.g., Mind to see visible effects, while Acute 2. Active uses are always detectable Reading or Mind Control) or another Hearing 5 gives +5 to hear audible with vision, hearing, touch, and/or trait with explicitly invisible effects, ones). Observers must always roll if smell, while passive uses are only dis- isn’t totally passive, and isn’t enhanced the ability has the Low Signature cernable using special senses. with No Signature (p. B106), then the enhancement; see Low or No buyer must describe a set of effects that The ability’s special effects – and the Signature (p. 103) for penalties. are obvious to one or more ordinary source and focus of the overarching human senses. These occur whenever

POWERS IN ACTION 163 are genuinely undetectable to normal senses – even if their consequences are Advantages with invisible effects, such as obvious, like a rock tossed with TK – unless given the Visible limitation Clairsentience and Telekinesis, are genuinely (p. 112). The same goes for abilities undetectable to normal senses. The same goes for with the No Signature enhancement. In most game worlds, such abilities abilities with the No Signature enhancement. still leave a “psychic impression,” “supernatural residue,” or “signature” that those with special senses can track down. Psychometry is the best tool for In the case of a power, the GM aren’t available, unless the ability has the job, but specific forms of Detect should also specify one or more “spe- No Signature. can also work. cial” senses that can detect all of the All of this remains true when the Abilities that aren’t currently in power’s active abilities by sensing its user is undetectable. Invisible heroes use, or totally passive ones, are never source or focus. For instance, Detect who don’t want their abilities to give detectable except with a specialty of (Magic) or Magery would sense magi- them away should add No Signature. Detect specifically designed to identify cal abilities by detecting their source, individuals who have those abilities. while Infravision would be able to See Detect (p. 47) for more on how spot active uses of the Heat/Fire power SUBTLE EFFECTS Advantages with invisible effects, to rate the rarity of foci and sources by perceiving its focus (heat). Special when buying the Detect advantage. senses work even when normal senses such as Clairsentience and Telekinesis, SUPERHUMAN ABILITIES IN COMBAT Most of these notes apply to all Aftermath: Unless the attack is subject to all the usual rules; see Melee abilities with combat uses, but a few – Blockable (p. 110), the target can only Attacks (p. B369). In most cases, a notably those under Defending with dodge (but see Defending with Powers, touch suffices and the roll is against Powers (p. 167) – describe special p. 167). If the attack misses or the tar- DX or any unarmed combat skill – but moves intended for heroes with pow- get dodges, consult Hitting the Wrong Leech requires a grapple (with DX, ers. The GM decides whether fighters Target (p. B389) or Scatter (p. B414), as Judo, Sumo Wrestling, or Wrestling) whose abilities don’t stem from pow- applicable, unless the GM is using and Follow-Up attacks on Claws, ers can use such tricks. Collateral Damage (p. 165) instead. Strikers, etc. call for an actual blow (with DX, Boxing, Brawling, or Melee Attacks Karate). A few “touch only” abilities, ATTACKING Includes: All normally ranged such as Possession, require a Abilities with offensive potential – attacks modified with Melee Attack, as Concentrate maneuver before an including Mind Control, Obscure, and well as “touch only” abilities such as attack is possible. many other advantages that aren’t Leech and Neutralize. Attacks tied to Aftermath: The target may try to “attacks” per se – fall into four cate- body weaponry via Follow-Up also dodge, block, or parry the touch, grap- gories based on how they work in involve a melee attack. ple, or blow. If he succeeds, the ability combat. Hitting the Target: Use an Attack has no effect unless it has Aura or maneuver to launch a melee attack, Ranged Attacks Includes: Affliction, Binding, Innate Attack, and abilities that affect others at a distance via the Ranged enhancement. However, attacks modi- fied with Emanation, Malediction, or Melee Attack – or Follow-Up limita- tions that tie them to melee attacks – fall into other categories. Hitting the Target: Take an Attack maneuver and roll against Innate Attack skill to hit. This is an ordinary ranged attack, and all the rules under Ranged Attacks (p. B372) apply.

164 POWERS IN ACTION Melee Attack (Destructive Parry). In or by radio, and must rely on hand sig- attackers can coordinate – not when those cases only, the attack affects the nals. In a cinematic game, ignore this their target gives them a clear shot – defender’s shield on a block, weapon requirement. everyone rolls at -3 per fighter past the on an armed parry, or arm on a bare- In addition, everyone must attack first (-3 for two, -6 for three, and so handed parry; DR applies normally. the same target at the same time. This on). Those with Enhanced Time Sense means that at least some of the coordi- (p. B52) roll at only -2 per extra attack- Maledictions nating fighters will have to take Wait er. Add +1 if everyone in the group is Includes: Attacks with the maneuvers. using a power with the same source or Malediction enhancement, and the As soon as everyone can attack, focus, or +2 if everyone is using the majority of mental-influence advan- each fighter attempts his attack roll. same power. Talent and all standard tages (e.g., Mind Control). Since the attack occurs when the attack modifiers apply as usual. Hitting the Target: Take a Concentrate maneuver and roll a Quick Contest with the target. The only combat modifiers that apply are those for range. Use -1 per yard for Collateral Damage Malediction 1, the standard modifiers In a high-realism game, the GM should use Tactical Combat from the Size and Speed/Range Table (pp. B384-392) on a battle map to determine where missed shots go, (p. B550) for mental-influence traits and HP and DR of Objects and Cover (p. B557) to assess damage to the and abilities with Malediction 2, and surroundings. In a cinematic game, though, this degree of detail can Long-Distance Modifiers (p. B241) for spoil the mood. The GM is free to decree that all misses vanish harm- Malediction 3. lessly, of course, but property damage is a hallowed tradition in many Aftermath: The target’s defense is genres – especially supers! Below is a quicker, less-realistic alternative his resistance roll (but see Defending for larger-than-life battles. with Powers, p. 167). Whenever an attack misses or is dodged, and whenever any area Emanations effect, cone, or explosion goes off, roll 3d on the table below. Only roll if Includes: Ordinarily ranged attacks there are bystanders or breakable objects present (on a busy street, modified with Emanation, advantages inside the Secret Underground Fortress, etc.), and only if the attack such as Obscure and Mana Damper could actually affect someone or something in the area. Even nonlethal (Switchable), and similar zero-range attacks require a roll, though. An Affliction or Fatigue Attack can mean area-effect abilities. a lawsuit if it causes someone to stumble and break a tooth (or worse), Hitting the Target: Simply take a and a “harmless” Binding might foul and damage delicate machinery. Ready maneuver and state that you’re Modifiers: Lethal attacks: +2 for 10d damage, +4 for 100d damage, turning on your advantage. and so forth; +2 if incendiary or burning; +2 if area effect, cone, or Aftermath: Everyone in the area is explosion. “hit” automatically, although they may Nonlethal attacks (Affliction, Binding, Fatigue Attack, etc.): -8. try to dive for cover (see Dodge and All attacks: +2 indoors; +2 in the presence of dangerous surround- Drop, p. B377). ings (rocket fuel, high-tension cables, etc.); +2 if the attacker is trying to cause collateral damage instead of attacking a specific target; -2 per -1 a cautious attacker accepts on his attack roll specifically to avoid collat- Optional Rule: eral damage. Coordinated Attacks This option lets heroes vanquish 8 or less – No appreciable damage. tough foes by carefully timing their 9-10 – An object susceptible to the attack sustains $100 worth of dam- attacks. There’s no restriction on the age, or a person is harmed badly enough to justify a $100 fine or law- attacks used – special abilities, fists, suit; e.g., a broken window or dented fender, or a minor graze or torn guns, etc. – although it’s easier to coor- shirt. dinate related powers. 11-12 – Damages totaling $1,000; e.g., a broken computer or car wind- Everyone who wants to coordinate shield, or a loose tooth or permanent scar. should be able to communicate, if 13-14 – Damages totaling $10,000; e.g., a caved-in wall or totaled car, or only with a few words or a gesture. a broken limb or other major injury. The GM may exclude individuals who 15-16 – Damages totaling $100,000; e.g., a house fire, a blast that shat- can’t communicate at all. In a realistic ters every window for a block, or a coma or similar injury that caus- campaign, the GM might even require es lasting harm. the group’s leader to take a 17-18 – Damages totaling $1,000,000; e.g., a multi-house fire, or serious Concentrate maneuver and make a injuries to many people. The GM might instead rule that a bystander Leadership roll to instruct his allies is killed. for at least a second before everyone 19 or more – Damages totaling $10,000,000; e.g., a fire that consumes attacks. This might take several sec- a city block, the destruction of irreplaceable lab equipment, multiple onds if the leader can’t speak in person deaths, or a similar catastrophe.

POWERS IN ACTION 165 A fighter can opt out of a Coordinated Attack at the last moment. If so, he ignores the special modifiers above. However, his allies suffer the penalty for the original num- ber of fighters involved, as they didn’t know their ally’s true intentions. The attackers must choose one of these options before anyone rolls to hit: •Overwhelm: This is an attempt to overload the target’s defenses with simultaneous attacks from different angles. Each coordinated attacker after the first who hits gives the vic- tim -2 to active defenses or -1 to resistance rolls against all of the attacks. Halve this penalty (dropping all fractions) if the target has Enhanced Time Sense. • Wound: The attackers may instead concentrate their attacks on one specific point. They must all be able to attack the same side of the To attack with a ricochet, the same hit location. Those who hit add New Technique: attacker must be able to see his target, their damage together for knockback Coordinated Attack detect it using a ranged sense that’s purposes, which is useful for pushing Hard equivalent to vision (e.g., Scanning high-ST foes off precipices, into Defaults: prerequisite skill. Sense), or know for sure where it is. prison cells, etc. Apply the target’s DR Prerequisite: Any combat skill. This might be as simple as looking separately to each attack for the pur- Fighters who practice together down a hall or peering through a wall pose of determining injury – but add may learn this technique for use when with Penetrating Vision – or as com- together attacks that don’t penetrate coordinating with members of that plex as using mirrors, cameras, or sen- DR when assessing blunt trauma (see group (only). It has no maximum sory impressions sent by an ally with p. B379). level. Apply Coordinated Attack modi- Telesend. The GM should require a After working out the final HP of fiers to this technique and use the Sense roll if there’s any doubt as to injury inflicted by each attack – tak- result instead of combat skill for the whether the attacker can spot his ing into account DR, damage type, attack. If it exceeds combat skill, quarry, at -2 per camera, mirror, tele- hit location, etc. – add the injuries reduce it to that level before applying pathic relay, or other “remove.” together and treat them as a single other modifiers. The attacker must then describe wound for the purpose of shock, his attack’s path. He can bounce his knockdown, stunning, crippling, and attack off of as many surfaces as he anything else that depends on wound Optional Rule: likes. Each ricochet diminishes the size. This lets attackers with relative- attack’s effectiveness, though, so he ly weak attacks inflict major wounds Ricochets The GM may let heroes bounce should try to keep the number low. on opponents with high DR . . . or attacks off walls, the ground, and so Ignore such details as angle of inci- blow apart a foe with Supernatural on to surprise enemies and hit foes dence and the DR and HP of the sur- Durability. around corners. This is consistent faces. Those would only matter if this Coordinated attackers can even with the laws of physics in comic rule were realistic! launch (tough!) friends by capitalizing books and anime. GMs running realis- Once the attacker knows where his on combined knockback. Apply these tic games use this rule at their own target is and how his attack will get rules as usual, but halve “knockback” risk! there, he rolls to hit. This is a regular for a vertical launch. The living projec- An attack can only ricochet if DR ranged attack, with three exceptions. tile can coordinate with his launchers; affects it and it requires an attack roll. First, the total path length – not the he counts as an attacker, and must Attacks that bypass DR don’t ricochet straight-line distance to the target – make his Jumping roll at the same – they go straight through obstacles. determines the range penalty. Second, penalty as the others’ attack rolls. Those that require only a resistance if spotting the target required a Sense Success lets him add his broad-jump roll (like Maledictions) don’t cross the roll at a penalty, that penalty applies to distance to horizontal knockback, intervening space, and don’t need a ric- the attack roll, too. Finally, there’s an his high-jump distance to vertical ochet to hit a target the user knows additional -2 per bounce. knockback. about.

166 POWERS IN ACTION If the attack succeeds, the target “power defenses” like this. Work out leaves the defender in altered-body may defend . . . if he knows he’s being Power Dodge, Power Parry, and Power form. On his turn, he can opt to switch attacked. An attack that suddenly Block ahead of time and record them back or remain in that form. comes bouncing around a corner is next to the associated abilities on the Whether a Power Dodge is better effectively a surprise attack. An attack character sheet. than an ordinary dodge depends on from in front of the target that As with mundane active defenses, the situation and the ability. It can bounces around and hits him from power defenses get +1 for Combat sometimes avoid attacks that a stan- behind or above isn’t, but it still gives Reflexes, +2 for All-Out Defense dard dodge couldn’t hope to avoid. -1 to defenses per bounce. The victim (Increased Defense), and are unavail- Examples include: knows he’s being attacked, just not able to a fighter who makes an All-Out Insubstantiality: Success means the from what angle. Attack or doesn’t know he’s under attack passes right through. This Reduce the damage rolled for the attack. Power defenses aren’t mun- works against everything – even area- attack – or the level of Affliction, dane defenses, though. A hero can effect, cone, and explosion attacks. Binding, etc. – by 10% per bounce attempt a Power Block and a mun- But if the attack has Affects (round down). For a Follow-Up attack, dane block on the same turn, has no Insubstantial, the Power Dodge is only the carrier is weakened. Don’t penalty on future parries if he tries a worthless. worry about damage to the bouncing Power Parry, and can attempt a Power Morph: A successful dodge means surfaces, though. That’s no more rele- Parry during a Move and Attack. No you change shape in such a way that vant than DR and HP were in the first one may use more than one power the attack passes over, under, through, place. defense per turn, however. or past you. Specify the details; for In battles between heroes who can These rules don’t apply to abilities instance, “I become a mouse and drop see each other, the GM may reduce with the Active Defense limitation. under the attack” or “I turn into a this rule to its fundamentals: -2 to hit, Such abilities use the rules under giant donut so that the attack passes -1 to defend, and -10% to damage per Active Defense (p. 112) instead. through the hole.” bounce. Permeation: Only allowed if you’re Power Dodge standing on a surface you can perme- DEFENDING If a switchable movement ability or ate. Success means you sink into the physical transformation is instanta- ground and the attack passes over WITH POWERS neous – either in its unmodified form you. Defensive advantages – Damage or due to Reduced Time (p. B108) or Shadow Form: Success means you Resistance, Mind Shield, Resistant, Reflexive (p. 109) – the user might be become a shadow on the ground, wall, etc. – are nearly always passive. The able to use it to evade attacks. This is etc., before the attack hits. This lets possessor doesn’t have to “use” them only possible if the GM feels that acti- you dodge in many situations where to enjoy their protection. In the vating the ability would cause the movement is impossible. absence of limitations, they work all attack to pass harmlessly around or Shrinking: Success lets you shrink the time. through the defender. Treat this as a away from or under the attack without Buying such a trait as part of a dodge, but roll against the following ducking or sidestepping. This permits power changes nothing – it protects score instead of Dodge: a dodge even when restrained. against everything the “wild” advan- Warp: This advantage has specific tage does. For instance, Damage Power Dodge = Basic Speed + 3 rules for evading attacks (see p. B98). Resistance that belongs to a power + Talent/2 Use those instead of a Power Dodge. stops both mundane and powered Drop all fractions. Standard attacks, and does so regardless of its Dodge modifiers apply, except those Power Parry power modifier or that of the attack for Acrobatic Dodge, bad footing, An Innate Attack can sometimes (unless one of the power modifiers is dodge and drop, encumbrance, pos- knock aside or “shoot down” another Cosmic). Modifiers can change this, of ture, relative height, retreating, and Innate Attack, much as one melee course: a defense with Limited is shield DB. weapon can parry another. This is a effective against only some attacks, Success means the attack doesn’t Power Parry. It’s normally only possi- penetration modifiers (Follow-Up, affect the defender at all. Failure ble in two situations: Malediction, Sense-Based, etc.) often means it hits before his ability goes let attacks bypass DR, and so on. off. Either way, the ability activates. 1. If the defending and attacking In heroic settings, though, individ- Exception: If using Crippled Abilities powers share a focus, the defender uals with powers often enjoy a broad (p. 156), a critical failure means the can exploit his control over the focus mastery of their power that tran- ability fails completely, in addition to to weaken the attack. This is regard- scends its specific abilities. They can the usual effects of a critically failed less of source. For instance, two oppo- bend the usual assumptions, taking defense roll. nents with Heat/Fire power can use control of normally passive defenses Treat a Power Dodge as an active their attack abilities to defend against in order to defend actively, perhaps use of the ability for all purposes: one another . . . even if one is a priest even using non-defensive abilities to detection, FP cost (if any), Limited with a Divine power and the other is a blunt attacks. These rules cover Use, etc. A physical transformation wizard with a Magical power.

POWERS IN ACTION 167 2. If the defending and attacking powers are opposed (see Opposed Powers, p. 21), the defender can par- tially cancel out the attack by brute force. Again, source doesn’t matter. For example, a super with the Cold/Ice In games that obey traditional power and another with the Heat/Fire power could attack and parry with comic-book physics, the GM should their icy and fiery bolts. In games that obey traditional let any attack parry any other! comic-book physics, the GM should ignore all this and let any attack parry any other! The only other requirements are that the parrying ability be currently accessible and have no limitation that Collateral Damage. Exception: If the Mind Shield vs. Mind Control. In this prevents immediate activation, such GM is using Crippled Abilities (p. 156), case, focus and source are unimpor- as Takes Extra Time. Neither its other a critical failure means the ability fails tant. The GM might even allow a modifiers nor its damage type are completely, on top of the usual effects Power Block with an ability that does- important. For instance, an expanding of a critically failed defense roll. n’t belong to a power. ring of frost bought as a Fatigue Power Parry is meant for Innate 3. The attack is Affliction or Innate Attack with Emanation and Freezing Attacks, but the GM can let Afflictions Attack and the defending ability is a can parry a fireball bought as a parry other Afflictions and Bindings variety of Control or Obscure that straight-up Burning Attack. In all parry other Bindings. These attacks could reasonably influence or block cases, the GM’s word is final. cancel out on a level-by-level basis: the attack’s focus; e.g., Control (Light) Calculate Power Parry as follows: Affliction 3 reduces Affliction 4 to or Obscure (Vision) vs. a laser. Affliction 1, Binding 15 reduces In cases 1 and 2, the defending Power Parry = 3 + (Innate Attack Binding 25 to Binding 10, and so on. ability can’t have the Active Defense skill + Talent)/2 The GM might even let any attack limitation; if it does, it already ability parry any other. If so, 1d of Drop all fractions. For abilities that requires a defense roll to work at all, Innate Attack, one level of Affliction, don’t use Innate Attack skill (e.g., and can’t be reinforced. In case 3, and five levels of Binding are equiva- Emanations), use the formula under Control and Obscure can’t have any lent for the specific purpose of negat- Power Block (below) instead. Standard limitation that prevents rapid activa- ing one another; e.g., Affliction 8 Parry modifiers apply, with a few tion (e.g., Takes Extra Time). reduces Innate Attack 10d to 2d, and exceptions: there’s no penalty to parry Calculate Power Block as follows: a ranged attack; shield DB only adds if Binding 20 reduces Innate Attack 10d the attacking ability has the Blockable to 6d and Affliction 8 to Affliction 4. Power Block = 3 + (HT + or Melee Attack limitation; and modi- Power Parry is an active use of the Talent)/2, for physical abilities. fiers for bad footing, posture, and rel- parrying ability for all purposes. Power Block = 3 + (Will + ative height only apply if the parrying Talent)/2, for mental abilities. ability has Melee Attack. Drop all fractions. Standard Block On a success, each fighter rolls his Power Block If the GM wishes, those with pow- modifiers apply, except those for foot- damage. The defender subtracts his ers can “reinforce” normally passive ing, posture, relative height, retreat- damage from that of the attacker. defensive abilities to better obstruct ing, and shield DB. (Exception: If the parrying ability has incoming attacks. This feat – called Success means the attack still hits Wall, subtract its DR.) If the defender a Power Block – is possible in three but the defense is greatly enhanced. A rolls less damage than his attacker, the situations: defensive ability gets double its usual residual damage affects him normally DR or resistance bonus against the – but if he took All-Out Defense 1. The attack is Affliction or Innate attack, while each level of Control or (Double Defense), he can try to dodge Attack, the defensive ability is a form Obscure provides DR 1 or +1 to resist, this. If his damage equals or exceeds of Damage Resistance that’s effective as applicable. Thus, a weak-but-talent- that of his attacker, he’s unharmed; he against the attack, and the two abili- ed telepath with Mind Shield 4 could doesn’t damage his foe. If using ties belong to powers that either have double his resistance bonus to +8, Collateral Damage (p. 165), roll once the same focus or are opposed. The almost ensuring successful resistance, on the table, using the larger attack’s justification here is identical to that while a smoke-tossing super could use damage type and the modifier for the for Power Parry, and the GM is free to Obscure 10 (Vision) to get DR 10 vs. a difference between damage dice. waive the restrictions on focus. laser. On a failure, the defender is hit 2. The attacking ability calls for a Failure means the defense has no normally. His attack still goes off, resistance roll and the defending abil- effect – not even its usual effect. The though – roll for both attacks if using ity provides a bonus to that roll; e.g., attack goes right through it. A defender

168 POWERS IN ACTION taking All-Out Defense (Double (below), and Trading Fatigue for attacker’s objective is to cause fear or Defense) can try another defense; oth- Resistance (below) for bonuses. induce a Fright Check. erwise, he’s out of luck. If the GM is Fit: Gives +1 (Fit) or +2 (Very Fit) using Crippled Abilities (p. 156), criti- to any HT-based resistance roll. cal failure can also cripple the ability. Contested Resistance Hard to Kill: Adds to resistance Thus, Power Block is a bit of gamble. Other abilities resolve resistance against Afflictions modified with Use it wisely! using a Quick Contest between attack- Heart Attack. Power Block counts as an active er and defender. These obey the rules Hard to Subdue: Adds to resistance use of the defending ability, even if under Resistance Rolls (p. B348). Such against Afflictions modified with that ability is normally passive. attacks include Neutralize, anything Coma, Sleep, or Unconsciousness. modified with Malediction, and most High Pain Threshold: Gives +3 to mental-influence abilities – Illusion resist Afflictions modified with Agony RESISTING (Mental), Mind Control, Terror or Pain (any level). BILITIES (Active), etc. Magic Resistance: Adds to rolls to A resist any ability with the Magical These rules are only for abilities Modifiers to Attacker’s Roll: A bonus equal to Talent; +1 to +4 from Trading power modifier. that have resistible effects. They apply Metabolism Control: With the specifically to resistance rolls – not to Fatigue for Skill (p. 161). Modifiers to Defender’s Roll: All Mastery enhancement, gives a bonus attack rolls for resisted abilities or equal to its level to any HT-based defense rolls against them. modifiers to resistance rolls given under Uncontested Resistance (above). resistance roll. Mind Shield: Adds to any IQ, Will, Enforce The Rule of 16 (p. B349) or Perception roll made to resist men- Uncontested Resistance after both sides have added all Some abilities offer the subject a tal-influence abilities or abilities with modifiers. simple resistance roll against an the Glamour limitation. attribute, Will, or Per, with success Protected Power (p. 69): Gives +5 to indicating that he’s unaffected. Advantages that resist direct attacks on the power itself; Examples include Afflictions (except e.g., Neutralize. those with Malediction), Terror Aid Resistance Protected Sense: Gives +5 to resist Many advantages give bonuses (unless given Active), and anything Sense-Based attacks that exploit the to resist specific types of attacks, with the Glamour or Resistible limi- shielded sense. including: tation. Should it be unclear which Resistant: Resistant gives +3 or +8 to resist a broad category of attacks; score to use, assume HT if the ability Damage Resistance: Adds to rolls e.g., Resistant (Poison) adds to rolls to affects the body, Will if it affects the to resist Afflictions – but Armor resist any Affliction, Fatigue Attack, or mind. Divisor adjusts DR, while other pene- Toxic Attack defined as poison. It’s tration modifiers (e.g., Follow-Up, Modifiers to Resistance Roll: A possible to buy Resistant against all Malediction, Respiratory Agent, and penalty equal to level-1 for Affliction; resistible abilities of a given power, Sense-Based) bypass it completely. the Fright Check penalty bought for focus, or source; see Resistant (p. 71) Enhancements and limitations on Terror; a modifier ranging from -5 to a for details. the DR can be important, too. bonus for Glamour or Resistible. Directional and Partial mean the DR Those attacking with Affliction can only applies if the attack strikes cer- use Trading Fatigue for Effect (p. 160) Trading Fatigue tain hit locations; Limited restricts to increase the level, and hence the the bonus to Afflictions in a specific for Resistance penalty, temporarily. Coordinated category; and only DR with Force At the GM’s option, the target of Attack (Overwhelm) gives -1 per Field covers the eyes. any ability that allows a contested attack after the first that hits; see Fearlessness: Adds to rolls to resist resistance roll can sacrifice FP for a p. 165. See Power Block (p. 168), any mental-influence ability when the bonus to resist. When using this rule, Advantages that Aid Resistance the attacker rolls secretly and tells the defender whether he succeeded or failed, but not his margin of success. The defender then declares how many Talent as Resistance FP he wishes to spend (maximum 4 Those who possess powers enjoy a degree of subconscious control FP), marks off the FP, and makes his over their power’s focus and source, distinct from its specific abilities. resistance roll at +1 per FP used. This This is the reasoning behind Power Parry (p. 167) and Power Block only benefits that one roll. (p. 168). Optionally, the GM may use the same logic to permit those who This rule is optional – but in the have Talent with a power to add it to all rolls to resist that power’s abil- interest of fairness, the GM should ities. The defender only gets this bonus if his assailant’s power has the probably use it if he allows Trading same source, focus, and power modifier as his own. Fatigue for Skill (p. 161). Like extra effort, this option is unavailable to indi- viduals with the Machine meta-trait.

POWERS IN ACTION 169 STUNTS The players will eventually try to effects that exceed their individual telepaths, etc.) can combine more use the PCs’ abilities in ways that no capabilities. This stunt, known as effectively, however. advantage or modifier provides rules combining powers, is an involved The GM has the final say on who for – particularly in campaigns that process that directly links the partici- can combine powers with whom. emulate myth, high fantasy, or comic pants’ powers. If the objective is mere- books. The GM is free to forbid such ly to gang up on an opponent, make a attempts, of course, but it’s more fun Coordinated Attack (p. 165) instead. Linking Up to allow them . . . as long as the risks Any number of people can com- The first step in combining powers balance the potential rewards. bine powers, but only if their powers is “linking up.” This normally requires These rules cover some of the more have the same source: all divine, all the entire group to be in physical con- common heroic “stunts.” They’re com- psionic, etc. Their powers needn’t tact (but see below). Topology is unim- pletely optional, and it’s up to the GM have a common focus, though. For portant as long as each participant is whether they apply to all advantages, instance, priests of like-minded gods touching at least one other. The most only to exotic or supernatural ones, or could combine divine powers, and common configurations are touching only to the abilities of powers. Be espers and telepaths could combine a common center and holding hands – aware that these options make abili- psi powers. Those with identical pow- often in a circle. In combat, some ties much more flexible. ers (all priests of Loki, all psionic group members might have to take In all cases, a critical failure to per- form a stunt involving a power can cripple the power, if Crippled Abilities (p. 156) is being used. Any number of people can combine COMBINING powers, but only if their powers POWERS have the same source: all divine, In many kinds of fiction, power- all psionic, etc. wielders – notably wizards, psis, and supers – can cooperate to produce

Move maneuvers to get close enough to touch others. Establishing contact Creative Uses of with someone in reach requires a Ready maneuver. Special Effects Individuals unable to touch the Most abilities are “second nature,” like walking and talking. The GM rest of the group physically can still shouldn’t require die rolls for trivial feats that take advantage of their join via a mental link. The remote special effects (see Special Effects, p. 113) – any more than he would participant must either contact or be make the PCs roll against DX to cross the street or IQ to engage in casu- contacted by another member of the al conversation. For instance, if Laser Lad buys Burning Attack group using Mind Reading or (Variable), the GM should let him reduce it to 0d and use it as a laser Telesend. Use the standard rules to pointer without a roll against Innate Attack skill. initiate contact; this generally Exploiting special effects in a manner that affects the plot (see When requires a Concentrate maneuver. to Roll, p. B343, for guidelines) does require a roll, just as crossing a There’s one drawback, though: men- tightrope or inciting a riot requires a skill roll for walking or talking. The tally linked participants can only roll needn’t be against the score that usually controls the ability, howev- combine powers that originate from er. Use DX if reflexes matter, IQ if strategy or planning is important, and the same source as the ability used to a skill if knowledge is involved. The GM might require Laser Lad to roll establish contact; e.g., a mental link against Artist skill to burn a complex diagram on the wall, for example. via psionic Mind Reading would only As long as the stunt is still a minor use of special effects, though, it be useful when combining psionic requires no penalties or costs to be balanced. powers. If a hero wishes to use one of his abilities as a different ability with Once everyone is in contact, physi- similar special effects, that should require a die roll and involve costs or cally or mentally, they must form a penalties; see Using Abilities at Default (p. 173). This would be the case link between their powers. Each mem- if Laser Lad tried to blind someone with his laser, using his Innate ber of the group must take a Attack as an Affliction. Concentrate maneuver and roll against IQ.

170 POWERS IN ACTION Modifiers: A penalty equal to the Ability forces him to break physical contact number of other people involved (-1 If the ability comes in levels, dice, with the group. A mentally linked indi- for a group of two, -2 for a group of ST points, etc., the leader’s effective vidual is instantly unlinked if the abil- three, and so on); -2 if connected via a level is equal to the highest level ity mediating his link fails due to jam- one-way mental link; +0 if using a among those who possess the same ming, incapacitation, etc. Those physical link or two-way mental link ability and power, plus 1/2 the total whose sole link to the group is (both parties using Telesend, one level of all other participants with that through someone who’s no longer party using both Telesend and Mind ability and power, plus 1/4 the total linked are themselves unlinked. Reading, etc.); Talent (the highest level of those who have an ability that The only effect unlinking has on Talent, for those with multiple powers uses the same advantage but belongs the group is the loss of access to the that share the group’s common to a different power of the same gifts of the unlinked individual(s). source); +5 if the entire group has the source. Drop all fractions. same power. If the ability doesn’t come in levels, the extra power lets the leader tem- Example of Success links that individual’s pow- porarily add or improve enhance- ers to the group. Failure means he Combined Powers ments to his ability, remove or reduce Four of the East Side Mutants are can’t participate, but his power still its limitations, or both. Those with the trapped behind 10 tons of reinforced lets him act as a “bridge” between same ability and power as the leader concrete in the collapsing stronghold other group members. Critical failure give +50% apiece; those with similar of the nefarious Dr. Boom. They all may cripple his power (see Crippled abilities from other powers of the have Telekinesis (TK), but even their Abilities, p. 156), and cuts off those same source give +25% each. The strongest telekinetic, Singularity, can’t whose sole link to the group runs leader can modify his ability in any budge the rubble – his TK 40 can only through him. way his power and the GM allow. The move 3,200 lbs. at Extra-Heavy If the entire group agrees, those GM should always permit boosts in encumbrance. The Mutants decide to who failed can try again. Everyone area, duration, and range. combine their powers to escape. must reroll, but this only counts as a In either case, someone whose abil- Degauss has Magnetism power, repeated attempt for those who failed ity has limitations can only contribute Talent 2, and Telekinesis 30; his TK (see Repeated Attempts, p. 159). Use if the GM agrees that the ability would has the Magnetic limitation, but the the same rule when a latecomer tries be useful for that specific task. GM rules that he can lock onto the to join – but remember to apply the steel rebar in the rubble. Poltergeist modifier for the new group size. Other Effects has Psychokinesis (PK) power, Talent The GM is free to impose other con- If the ability has a FP cost – for nor- 3, and TK 30. Singularity has Gravity ditions that suit the powers involved. mal use or for a special feat like extra power, Talent 2, and TK 40. Sk8ter Onerous requirements should come effort – the group can divide this has Kinetic Energy power, Talent 4, with compensating benefits. For among themselves however they and TK 18. All four have the Super instance, priests might require a full please. In the event of a dispute, the power modifier, so they can combine minute of ritual prayer to link up, but GM can split the cost equally or just powers. get to roll against the higher of IQ and roll randomly to see who pays. The Mutants’ leader – a brain-in-a- Religious Ritual skill to do so. There are only two drawbacks to jar known only as Professor combining powers. First, critical fail- Hippocampus – is across town at Combined Powers ures affect each and every member of Mutant HQ. Sk8ter calls the Prof on the group as if he, personally, had her cell phone and fills him in on the in Action rolled a critical failure. Second, each situation. The Prof has Telepathy Linking up lets the group combine use of a particular ability by the group power, Telepathy Talent 4, and its abilities and Talents. For each task, counts as a use for every participant, Telesend . . . and also PK power, PK the group must select one of their for all purposes (repeated attempts, Talent 2, and TK 40. Luckily, both of number as leader. This person can Limited Use, etc.). his powers have the Super modifier, so change from task to task. The leader he can use Telesend to link up with can use any of his abilities for the task, Sk8ter and lend his PK to the task. and makes all associated die rolls . . . Unlinking With the Prof in her head, Sk8ter but he gets a big boost from his Any participant can end his touches hands with her three compan- companions. involvement at any time, as a free action. Unlinking isn’t always volun- ions and they all concentrate. Talent tary, though. A group member who’s Everyone has to roll against IQ, at -4 The leader’s effective Talent is his stunned must make a Will-3 roll, with for four other participants. Talent native Talent, plus 1/2 the total Talent failure meaning he’s unlinked. One reduces this to -2 for Degauss and of all group members who share the who is knocked out, or suffers an inca- Singularity, -1 for Poltergeist, and 0 power he’s using, plus 1/4 the total pacitating or mortal affliction (see for Sk8ter and the Prof (he uses his Talent of members who share only the Afflictions, p. B428), is automatically best Talent) – but the Prof has an extra source of that power. Drop all frac- unlinked. A physically linked partici- -2 for a one-way mental link, for a net tions. Effective Talent can exceed four pant is immediately unlinked if move- -2. Being smarter than average, every- levels. ment, knockback, or anything similar one succeeds, establishing the link.

POWERS IN ACTION 171 Since the group has two psychoki- proceed to the next step. If he feels Below are some suggested uses for netics and knows that identical pow- that the desired changes call for an temporary enhancements. The GM is ers work well together, they designate entirely new advantage, see Using free to allow whatever he likes in his Poltergeist as their leader (the 10-yard Abilities at Default (p. 173). And if he campaign. range limit on TK puts the Prof out of decides that the proposed stunt isn’t the running). Poltergeist gets her PK possible, it isn’t! In particular, the GM Talent; plus 1/2 the Prof’s PK Talent, should consider forbidding anything Enhancing Active since they share PK power; plus 1/4 that calls for Link, Reduced Fatigue Abilities the others’ Talents, since they share Cost, Reduced Time, Reliable (but see Enhancements that increase an only a source. That comes to 3 + 2/2 + Trading Fatigue for Skill, p. 161), or ability’s physical scope – e.g., Area (2 + 2 + 4)/4 = 6. enhancements that negate the abili- Effect to widen area, Can Carry As for Telekinesis, Poltergeist uses ty’s permanent limitations, and only Objects to affect more weight, the highest level possessed by those allow Cosmic when truly appropri- Extended Duration to increase dura- who share her power, which is the ate. tion (but never to permanent), and Prof’s 40, plus 1/2 her own TK level, Adding temporary enhancements Increased Range to extend range – are plus 1/4 the others’ levels. This is 40 + requires a Concentrate maneuver and generally suitable for all active abili- 30/2 + (30 + 40 + 18)/4 = 77. a Will roll for a mental ability, a Ready ties that have the relevant parameters. Telekinesis 77 still isn’t enough to maneuver and a HT roll for a physical Selectivity is also acceptable; it lets the move 10 tons . . . but Poltergeist can one. In games that use Skills user switch off one or more perma- apply her high effective Talent to use Enhancing Abilities (p. 161), the GM nent enhancements that aren’t extra effort. At -1 to Will per extra 5%, might permit a Will- or HT-based roll required by his power. The GM should she goes for an extra 30%. The +6 for against a suitable skill instead. Use judge other enhancements, particular- Talent cancels the -6 on the roll. She Expert Skill (Psionics) for psi powers, ly special enhancements, on a case-by- makes her Will roll, pays 1 FP, and Meditation for chi powers, Religious case basis. adds 30% to the combined TK level. Ritual for divine powers, Ritual Magic That comes to TK 100 – and ST 100 is for spirit powers, Thaumatology for just enough to lift 10 tons at Extra- magical powers, and so on. Improving Attacks Heavy encumbrance. With a titanic Some specific temporary enhance- Modifiers: -1 per +10% of enhance- effort, the Mutants toss aside the con- ments are especially suitable for ments added, or fraction thereof. The crete slab and escape to freedom! attacks: user can offset this penalty (but never get a net bonus) by voluntarily spend- •Area Effect: A single level (filling a TEMPORARY ing FP; each FP cancels -1 in penalties. two-yard radius) is reasonable for any Those using powers get a bonus equal attack, and represents spreading the ENHANCEMENTS to their Talent. attack over a small area. Attacks that Many fictional adventurers blithely already have Area Effect can add any Succeed or fail, the attempt costs 2 modify their abilities on the fly, meet- number of levels. FP over and above any voluntary FP ing each problem with a creative solu- • Armor Divisor: Any attack other expenditure. tion. Players who want to do this kind than an area effect, cone, or explosion Success means the ability gains of thing regularly should consider tak- can add a level of this enhancement to the desired enhancements. If the ing Selectivity (p. B108) alongside represent narrowing the attack to bet- enhanced ability is transient – many other enhancements, connect- ter pierce armor. Healing, Innate Attack, etc. – it gets ing several related abilities using the • Cone: As for Area Effect, except one “shot.” The user must prepare and Alternative Abilities rule (p. 11), or just that attacks that lack Cone are limited roll again if he wants to repeat the buying Modular Abilities (p. B71). The to a cone a yard wide. This represents stunt. Ongoing abilities get a minute GM might allow anyone to add tempo- widening or “fanning” the attack. of enhanced use, and the user can rary enhancements in a pinch, though • Cyclic: Two or three cycles, with maintain the enhanced effects by ... at a cost. an interval no longer than 10 seconds, making a new roll and paying FP The first step is to specify the are suitable for Corrosion and every minute. On a critical success, game-world effects of the stunt. The Burning Attacks that don’t normally there’s no FP cost for that use or player must tell the GM exactly what endure. minute. he wishes to accomplish and which • Drifting, Mobile, Persistent, and Failure means the ability gains no enhancements he feels would let his Selective Area: An attack with Area enhancements but continues to func- ability do this. The proposed use must Effect can have Persistent or Selective tion normally. On a critical failure, it be a simple extension of the ability, Area as a temporary enhancement. becomes so scrambled that it’s consistent with the focus and source Drifting and Mobile can always unavailable for 1d seconds. This is of the user’s power, and involve only accompany Persistent. true even for always-on abilities. In enhancements normally allowed on • Low or No Signature: The user addition, check for crippling (see the underlying advantage. can always try to attack stealthily, Crippled Abilities, p. 156) – and note If the GM agrees that a few unless his ability has glaringly obvious that the consequences apply to the enhancements would do the job, effects (GM’s decision). entire power.

172 POWERS IN ACTION • Rapid Fire: The GM might allow though. This allows powerful mental- Use, Preparation Required, Takes this as a kind of Rapid Strike with a ists to protect their friends – a feat Extra Time, Takes Recharge, Trigger, ranged attack. Maximum RoF should- often seen in fiction. Unreliable, etc. If the starting ability n’t exceed twice regular RoF (giving requires 10 seconds of concentration RoF 2 for most attacks). and costs 5 FP, so does anything that • Variable: This lets the attacker USING ABILITIES defaults to it . . . and if it only gets one “pull his punch” with an ability that AT EFAULT use per day, the default use counts. doesn’t normally allow that degree of D Finally, the point value of the control. The GM might permit cinematic default ability can’t exceed that of the • Wall: Attacks that have the +30% heroes to press active abilities into one providing the default. Use both level of Wall can boost it to the +60% service as related abilities based on abilities’ final costs, after all modifiers. level, letting the user shape the effects. totally different advantages. For Don’t stop the game to do math, Attacks that lack Wall in the first place instance, a super with a laser built though. The GM should simply esti- can’t add it. from Innate Attack might retool it as a mate the point costs involved. Of blinding Affliction in an emergency. course, the players are welcome to The GM shouldn’t allow temporary Such temporary capabilities are called work out likely default uses before enhancements that change the attack’s “defaults,” by analogy to skill defaults play begins, if they want to run the fundamental game-world effects – for (p. B173). The flexibility of defaults numbers. instance, by turning a beam to gas. comes at a price, however. Those who The GM decides whether a default This restriction might prohibit some plan to engage in constant improvisa- is possible given these considerations. of the options above, and nearly tion are better off with Modular If it is, skip to the next step. Otherwise, always excludes Aura, Blood Agent, Abilities (p. B71). he rolls secretly against the hero’s IQ, Contact Agent, Follow-Up, Guided, with +4 for Common Sense but at -2 Homing, Jet, Malediction, Overhead, or more if a disadvantage such as Bad Respiratory Agent, Sense-Based, Side Temper or Overconfidence is involved. Effect, Symptoms, Underwater, and On a success, he tells the player that most Damage Modifiers. the proposed improvisation isn’t pos- sible. On a failure, he applies the rules Enhancing Passive below – penalties, FP costs, etc. – but doesn’t say that the stunt is impossible. Abilities When the time comes to use the abili- Few passive abilities are suitable ty, though, it has only its usual effects. for temporary enhancement. Those Default use is risky for those with an that have active uses are the exception. inflated view of their capabilities! When actively using such abilities, the Improvising one ability from wielder can enhance them as another requires a Concentrate described for active abilities. maneuver and a Will roll if the starting ability is mental, a Ready maneuver Extending Defenses and a HT roll if physical. A Will- or HT-based roll against a skill might be Most defensive abilities aren’t Before allowing any default, the under the user’s conscious control – possible instead; see Temporary GM should have the player describe Enhancements (p. 172) for details. they’re passive and always on. The GM the proposed stunt’s precise game- should generally forbid temporary world effects. The player must specify Modifiers: -2 per 25% of the start- enhancements on them, with two the ability he intends to use, the one ing ability’s point cost the default abil- exceptions: he wishes to emulate, and why he ity is worth, or fraction thereof; e.g., Force Fields: Fictional heroes with thinks his character could make the for a 40-point ability, this would be -2 personal force fields often extend first serve as the second. There must for a default that costs 1-10 points, -4 them to protect others. The GM be an uncontrived relationship for 11-20 points, -6 for 21-30 points, should allow the combination of between the special effects of the two and -8 for 31-40 points. Apply another Affects Others and Area Effect on any abilities – and if a power is involved, -2 if the two abilities aren’t of the same ability that already has Force Field. both abilities must belong to the general type – both attacks, both See Affects Others (p. 107) for details power. Thus, only related abilities of defenses, both communications abili- on combining these modifiers. the same power default to one ties, etc. The user can offset these Mind Shield: The Force Field another. It’s up to the GM what penalties (but never get a bonus) by enhancement is intended to protect defaults, if any, are possible for “wild” spending FP; each FP cancels -1. the user’s eyes and possessions. It advantages. Those using powers may add their rarely makes sense for Mind Shield, The default ability must share the Talent. starting ability’s power modifier and which protects the mind. The GM Succeed or fail, the attempt costs 3 all of its usage limitations: should permit it in conjunction with FP over and above any voluntary FP Accessibility, Costs Fatigue, Limited Affects Others and Area Effect, expenditure.

POWERS IN ACTION 173 Success means the ability works as Occasionally, amplification lets a Scanning Sense as makeshift intended. If it’s transient, each use of non-attack ability work as an attack. Telecommunication; aiming Binding this stunt gives one “shot.” If it’s ongo- For instance, a desperate hero might at the eyes to act as a blinding ing, the user gets a minute of opera- use Control to concentrate ambient Affliction; employing Neutralize to tion, after which he must roll again energy into a weapon, or ramp up the burn out one specific ability, turning it and pay FP for another minute. On a output of Scanning Sense or into an Affliction with Negated critical success, there’s no FP cost for Telecommunication for offensive use. Advantage; and using subtle Mind that use or minute. Whatever the abil- This can result in Affliction or Innate Control to convince the subject he’s ity and however great the success, Attack. The -2 for different ability afraid, causing Terror. If the default default abilities get -2 to all required types is mandatory here! use corresponds to physical precision die rolls due to unfamiliarity (see – e.g., aiming at the eyes – use the larg- Familiarity, p. B169). In addition, if er of the -2 for unfamiliarity and the the user lacks the skill needed to wield Moderate usual penalty to hit. the ability, he must use that skill at It’s also possible to “tone down” an default. These penalties are cumula- ability to produce more subtle effects. tive. The GM may allow heroes to The usual application is to turn Innate Broadcast reduce the penalties for use (not for Attack into a nonlethal weapon; e.g., Conversely, a normally precise abil- the stunt itself) by buying a technique. dial back a sonic blast to a deafening ity might act entirely differently when Failure means nothing happens, Affliction, or strategically place ice spread over an area. Tight-beam but the ability continues to function bolts to act as an icy Binding. If the Telecommunication might serve as normally. This is obvious except when power’s focus is fundamentally dan- Scanning Sense; someone with the stunt is impossible and the person gerous – like death magic or gamma Illusion could generate “noise” that attempting it fails his IQ roll and tries rays – the GM shouldn’t allow non- acts as Obscure; some types of Innate it anyhow. On a critical failure, the lethal effects as defaults, though. Attack might disperse enough to func- ability – even one that’s always on – By accepting the extra -2 for chang- tion as Create (especially those that goes offline for a second, and the user ing ability types, attacks can also emu- project electricity, light, or sound); and must check for crippling (see Crippled late non-attack abilities, such as Telesend could project a disconcerting Abilities, p. 156), with the results Scanning Sense and Telecom- aura that works as Terror. affecting his entire power. munication. For instance, a sonic Below are some common options blast could become Sonar or Reverse for default use. The GM is the final Directional Sound. Even “opposite” abilities might judge of what’s possible. Moderation isn’t just for attacks. Many advantages could be “less default to one another, if they’re part extreme” versions of others: of a power that regards them as Amplify Possession might act as Mind Control halves of a single, two-way capability Fictional heroes often “overload” by influencing the target’s mind with- (GM’s decision). For instance, the nonlethal attacks, turning them into out utterly dominating him, Terror wielder of a power that includes Innate Attacks. This is especially likely might serve as Rapier Wit by unnerv- Control (Air) and Control (Vacuum) for Afflictions – a blinding light beam ing victims without terrifying them, might reverse the flow of air, allowing becomes a scorching laser, a paralysis Flight might scale back to Super one Control to default to the other. ray becomes a neural disruptor, and so Jump, and so on. Likewise, the user of a power that on. In the case of Binding, amplifica- offers Precognition and Psychometry tion typically involves bludgeoning might actively use one as the other by victims with the projected force or Target looking in the opposite “direction” in matter. Even Obscure can have lethal Another option is to wield the time. Reversed uses are always at -2 potential; e.g., thickening blinding ability with greater precision than for changing ability type. smoke into choking gas. usual. Examples include modulating SOURCE-SPECIFIC RULES For each power in the campaign – Beneficial Options: Suggestions as Limiting Options: Recommended or at least, each source – the GM should to which effectiveness-boosting “controls” on such powers. Skills for examine the options in this chapter and options best suit that power source, Everyone (p. 162) qualifies because choose those that give the “flavor” he based on fictional precedents. Abilities those who don’t spend extra points on desires. Not every power need allow Enhancing Skills (p. 162), Creative special skills must rely on their defaults, extra effort, and so on. A few Uses of Special Effects (p. 170), and defaults, giving them an effective -6 to powers might even be subject to unique Talent as Resistance (p. 169) should use their abilities. rules. Here are some recommendations apply to all powers – and the first two Special Rules: Additional optional for optional rules to use with common to “wild” advantages as well – if they rules and notes that apply only to power modifiers (see Sample Modifiers, apply at all. those powers. p. 26), including:

174 POWERS IN ACTION If the GM feels that a given power Attacks (p. 165) and Defending with is simply better because it enjoys many Powers (p. 167) suit larger-than-life COSMIC POWERS beneficial options or suffers from few combat; Power Techniques (p. 162) Beneficial Options: Godlike powers or no limiting ones, he’s free to adjust complement mundane combat tech- should have access to the entire gamut its power modifier or assess an niques; and Skills Enhancing Abilities of options – even when other powers Unusual Background cost. (p. 161) makes it possible for those don’t – unless the GM deems a particu- with cinematic skills to get the most lar rule inappropriate for his campaign. out of their gifts. Mighty efforts are Limiting Options: Collateral Damage BIOLOGICAL elemental to martial-arts mythology, (p. 165) is a classic result of battles that OWERS so Trading Fatigue for Effect (p. 160) involve truly awesome powers. P and Trading Fatigue for Skill (p. 161) Crippled Abilities (p. 156) should apply Beneficial Options: Skills also fit. when using optional rules that charge Enhancing Abilities (p. 161) often Limiting Options: Abilities and FP to “push the envelope,” but not at applies, since the user’s special gifts Exertion (p. 159) and Crippled Abilities any other time. The GM should also are “natural” and as easily incorporat- (p. 156) are highly appropriate, given consider waiving Abilities and Exertion ed into mundane training as ordinary the blurry line between chi-fuelled (p. 159). Of course, demigods might physical capabilities. In most worlds, feats and ordinary physical ones. stumble and sweat as much as anyone the only absolute limit on what these Repeated Attempts (p. 159) is ideal for else in a silly campaign . . . powers can accomplish is the wielder’s settings where true masters do things supply of bioenergy; thus, Temporary on the first attempt while novices Enhancements (p. 172), Trading squander their chi trying and failing. Special Rules for Fatigue for Effect (p. 160), and Using Given the emphasis on training in Cosmic Powers Abilities at Default (p. 173) are highly martial-arts fiction, the GM may wish Laws of Creation: In keeping with appropriate. to consider Skills for Everyone (p. 62). myth, the GM may rule that even god- Limiting Options: Biological abili- like powers are subject to certain basic ties are about as tiring as lifting, run- restrictions built into the universe, ning, and so on – and like physical Special Rules and that there’s no way to remove feats, they can lead to crippling strain for Chi Powers these limits . . . save, perhaps, with the if pushed too far. Abilities and Exertion Chi Imbalance: If a chi-user some- unanimous agreement of every wield- (p. 159) and Crippled Abilities (p. 156) how manages to cripple his power, he er of cosmic powers. For instance, the are strongly recommended. suffers a chi imbalance in addition to GM might declare that cosmic abili- the usual effects. This takes the form ties can’t disrupt the mass, orbits, and Special Rules for of a long-term affliction; see Chi so on of astronomical bodies (planets, (p. 26) for details. stars, etc.) – even when the rules sug- Biological Powers Skill Use: Those who possess a chi gest that this is possible. Targeting Biological Abilities: ability and a cinematic martial-arts Fighters who’ve studied biological skill that cover similar ground – powers might be able to target the Invisibility and Invisibility Art, Super DIVINE POWERS unusual organs responsible for these Jump and Flying Leap, etc. – get +4 Beneficial Options: Combining gifts. To attempt this, the attacker must when they use the ability to enhance Powers (p. 170) is ideal for complex rit- observe the target ability in action and the skill, and may roll against the skill uals involving many priests. Holy folk make a successful roll on Expert Skill instead of an attribute to use the abil- can sometimes use skills such as (Bio-Powers), Physiology (Homo supe- ity. The GM should also consider let- Exorcism and Religious Ritual to direct rior), or other obscure skill set by the ting Power Blow replace Will for extra their abilities; this is a special case of GM. Success lets him target that abili- effort with chi powers. Finally, Body Skills Enhancing Abilities (p. 161). Use ty at -8 using any impaling, piercing, or Control and Meditation might stand Temporary Enhancements (p. 172), tight-beam burning attack. Figure in for HT and Will, respectively, when Trading Fatigue for Effect (p. 160), injury as for the torso. A major wound checking for crippled chi abilities or Trading Fatigue for Skill (p. 161), and (see p. B420) cripples the ability. Use powers. In all cases, only use a skill if Using Abilities at Default (p. 173) when Duration of Crippling Injuries (p. B422) it’s better than the usual score. those blessed with divine powers pray to determine recovery. Permanent Targeting Chi Abilities: The Pressure for additional aid. crippling is possible. To overload a Secrets skill (p. B215) can target phys- Limiting Options: When mortals power without damaging the target, ical chi abilities by striking the vitals, smite foes with divine might, their use Deliberate Crippling (p. 156) or mental ones by striking the skull, at imperfect control is likely to cause instead. an extra -2 to hit. If the victim suffers Collateral Damage (p. 165). Other ways at least one point of injury, roll a Quick to represent the limited ability of holy CHI POWERS Contest of Pressure Secrets vs. the servants to control divine will are subject’s HT (physical) or Will (men- Multiple Feats (p. 158) and Repeated Beneficial Options: The customary tal). Victory cripples the target ability Attempts (p. 159). In settings where link between these powers and the for 2d seconds, after which it recovers each miracle demands a specific ritu- more colorful claims made for the automatically. al, the GM may wish to use Skills for martial arts sets the tone. Coordinated Everyone (p. 162).

POWERS IN ACTION 175 Special Rules attuned to the deity’s sphere of influ- resist Heat/Fire abilities and ordinary ence; e.g., a volcano, for a fire god), or heat, but -3 to resist Cold/Ice abilities for Divine Powers very high (ancient and powerful tem- and ordinary cold. Angering the Gods: On a critical ples, sites where the deity has per- “Out of Your Element”: The failure when using optional rules to formed miracles, etc.), the abilities Elemental power modifier is in improve or alter a divine ability, don’t work normally. essence an Accessibility or Environ- use Crippled Abilities (p. 156). Instead, mental limitation that prevents ele- make a reaction roll for the deity, at -1 mental abilities from working in situ- per similar failure since the miracle- ELEMENTAL ations where the element can’t exist or worker last paid penance, sacrificed, OWERS the opposed element prevails. In envi- etc. A Poor or worse reaction results in P ronments where the element is merely the same outcome as violating the Beneficial Options: These powers suppressed – not completely shut out – power’s required disadvantages; see emphasize direct control over an ele- the GM may assess a -1 to -9 penalty to Divine (p. 26). Even an ordinary, suc- ment. In most cases, this implies suf- related abilities. The power is unavail- cessful application of a divine ability ficient precision to fight creatively able in situations where the penalty is can produce such effects, if the deity using Coordinated Attacks (p. 165) -10 or more. For example, in hot envi- doesn’t approve. and Defending with Powers (p. 167), ronments, Cold/Ice abilities might be Holy Days: Divine powers might as well as some latitude to adapt subject to the penalties to HT rolls track a sacred calendar created by the abilities on the fly via Temporary under Heat (p. B434). GM. This could be astronomical Enhancements (p. 172), Trading (solar, lunar, celestial, etc.), numero- Fatigue for Effect (p. 160), Trading logical, or seemingly random. Certain Fatigue for Skill (p. 161), and Using MAGICAL days or seasons might give skill bonus- Abilities at Default (p. 173). es or extra effect, while others impede Limiting Options: Most elemental POWERS power use. Bonuses and penalties abilities are energetic, and should be Beneficial Options: Use Combining should roughly cancel out over the subject to both Abilities and Exertion Powers (p. 170), not Ceremonial Magic course of a year. (p. 159) and Collateral Damage (p. B238), when those with magical Sanctity Level: In settings where (p. 165). When spending FP to “push abilities cooperate. Dedicated stu- holy powers resemble magic, the the envelope,” Crippled Abilities dents of magic might practice Power “sanctity” levels mentioned for Clerical (p. 156) applies. Since precise control Techniques (p. 162) and have access to Magic (p. B242) might affect divine requires undivided attention, the GM Skills Enhancing Abilities (p. 161), abilities. These parallel mana levels should consider enforcing Multiple rolling against Thaumatology and (see Mana, p. B235), with the follow- Feats (p. 158). other arcane skills to employ their ing effects: gifts. The dramatic reason to use mag- ical powers instead of spells is to • In areas of no sanctity (places Special Rules for permit improvisation; thus, the deliberately desecrated with respect to GM should consider Temporary the deity, sites of very high sanctity for Elemental Powers Aspect: As a twist on Talent as Enhancements (p. 172) and Using diametrically opposed deities, etc.), Resistance (p. 169), the GM may rule Abilities at Default (p. 173). the abilities don’t work at all. that Talent with an elemental power Limiting Options: To keep magical • In areas of low sanctity (sites of means the possessor has an innate abilities in line with spells – which high sanctity for diametrically “aspect” toward his element . . . and have a FP cost to maintain and take -1 opposed deities, and natural places away from its opposite. He gets a per spell “on” – the GM should proba- opposed to the deity’s sphere of influ- bonus equal to Talent on all rolls to bly enforce Abilities and Exertion ence; e.g., the sea, for a fire god), die resist his element in any form, mun- (p. 159) and Multiple Feats (p. 158). He rolls to activate the abilities are at -5. dane or powered – but Talent acts as a might also adopt Skills for Everyone • In areas where sanctity is normal penalty whenever he must resist the (p. 162) and require mages who desire (most places, including the temples of opposed element. For instance, precise control over their abilities to unopposed divinities), high (the deity’s Heat/Fire Talent 3 would give +3 to learn spell-like skills. own temples, as well as natural places Special Rules for Magical Powers Backfires: If a mage critically fails when attempting to use temporary enhancements or default abilities, roll on the Critical Spell Failure Table (p. B236) instead of using Crippled Abilities (p. 156). A roll of 17 on the table, which would cause a spell-cast- er to forget his spell, means the ability is crippled.

176 POWERS IN ACTION Drawbacks of Magic: The Magical have similar consequences, if the limitation (p. 27) is worth -10% wielder is acting against his cause. PSIONIC POWERS because magical abilities work at -5 in Places of Power: Sites associated Beneficial Options: Telepaths link- areas of low mana (and not at all if with noble – or heinous – acts can ing up to form a collective mind is the there’s no mana), allow targets with acquire a moral “charge” over time. for Combining Powers Magic Resistance a bonus to resist, This gives from +1 to +5 to use the (p. 170); the GM might wish to permit and are subject to disruptive spells – moral power behind said deeds, but a this option for psi powers even if he Blocking spells can ward off attacks, matching penalty (-1 to -5) to employ forbids it elsewhere. Use Defending Dispel Magic can end ongoing effects, its anti-power. This can be a serious with Powers (p. 167) for mental and spells that resist magic can block obstacle when taking the battle to the blocks, stopping bullets with PK, and new effects. In Quick Contests with enemy! so on – and Temporary Enhancements spells, use the ability’s controlling (p. 172) to extend such defenses to attribute or skill as its effective skill others. Psi academies often teach level. If it normally requires no roll, NATURE POWERS Power Techniques (p. 162) for feats like use HT for a physical ability, Will for a Beneficial Options: Combining active Precognition, and train psis to mental one. Talent still applies. Powers (p. 170) is logical for any employ their gifts as extensions of power that emanates from a “life ener- mundane capabilities, leading to Skills gy” field that ties together every living Enhancing Abilities (p. 161). Trading MORAL POWERS thing. Skills Enhancing Abilities Fatigue for Effect (p. 160) is a standard Beneficial Options: Banding togeth- (p. 161) – especially with such skills as fictional – but so is a penalty for er against Evil, Chaos, or some similar Herb Lore and Naturalist – supports trying too hard, which makes Trading menace is a venerable fantasy tradi- the traditional identification of nature Fatigue for Skill (p. 161) unsuitable. tion, so the GM should consider per- guardians as wise men. The GM Limiting Options: In most game mitting Combining Powers (p. 170) should also entertain Trading Fatigue worlds, psis can burn out their powers and Coordinated Attacks (p. 165). An for Skill (p. 161), as it permits those if they are careless or unlucky interesting alternative is to allow only who wield nature powers to work (Crippled Abilities, p. 156), are capable Good or Order to combine powers, around the penalties for despoilment of concentrating on only a few tasks at while only Evil or Chaos can coordi- and technology . . . at a cost. a time (Multiple Feats, p. 158), and nate attacks. In epic moral conflicts, Limiting Options: A common tend to break a sweat if their initial it’s traditional for opposing powers to assumption in folklore is that nature attempt is frustrated (Repeated obstruct one another and for true responds poorly to constant prodding, Attempts, p. 159). Psi is famously diffi- heroes to push themselves past their making Repeated Attempts (p. 159) cult to control without training, which limits; thus, Defending with Powers appropriate. Nature also appears to the GM can represent with Skills for (p. 167), Trading Fatigue for Effect reserve Collateral Damage (p. 165) for Everyone (p. 162). (p. 160), and Trading Fatigue for Skill urban areas, leaving wild places (p. 161) all fit. untouched. Skills for Everyone (p. 162) Limiting Options: Apply Abilities isn’t appropriate in most cases – wise Special Rules for and Exertion (p. 159) when champions folk might be learned, but the formal- Psionic Powers use their capabilities in wearying ity of study is almost antithetical to Brain vs. Mind: Psi powers flow patrols, vigils, and battles to thwart nature in its wildest form. from the mind and stay with the psi if The Other Side. Collateral Damage he switches into a body with another (p. 165) is crucial to epic battles brain. However, the psi’s current between Light and Darkness. The GM Special Rules for brain must work properly if he wish- should also look at Multiple Feats Nature Powers es to use psi – just as a computer (p. 158), as it forces heroes to make Aspect: As with elemental powers, must be functional for software to difficult choices about where to apply the GM may rule that Talent as run on it. At the GM’s option, a psi their limited capabilities, which is Resistance (p. 169) works somewhat must make a HT roll for each psi quite fitting in great moral struggles. differently here. Talent with a nature power whenever he suffers a major power might add not only to rolls to wound (see p. B420) to the eye or resist that power, but also to resistance skull. Treat failure exactly as per Special Rules for rolls against truly natural threats, Crippled Abilities (p. 156). Also roll if Moral Powers such as plant and animal poisons. If suffocation, surgery, or drugs inflict Faltering: Don’t use Crippled so, it acts as a penalty to resist toxic over HP/2 as brain damage. Abilities (p. 156) for critical failures pollution, genetically engineered dis- Psi-Tech: Superscience counter- with moral powers. Instead, the hero eases, and other “abominations.” It measures are almost standard in set- must make an immediate Will roll. also subtracts from any roll to adapt to tings with psionic powers. Antipsi hel- Failure means a moment of doubt or or use surgical implants or bionics. met lining might grant Mind Shield 6 hesitation, which counts as a viola- Despoilment and Technology: (Limited, Psionic, -50%), and add tion of his power’s required disad- Remember to apply the special modi- $1,000 to helmet cost and 1 lb. to vantages; see Moral (p. 27). Any fiers under Nature (p. 28) to all rolls to weight. Typical antipsi drugs might application of moral abilities can use nature abilities. give Resistant to Psionics (+3) for

POWERS IN ACTION 177 6 hours and costs $100 per injectable -1 to reactions. If the roll to use the minutes, one of minutes to hours, or dose – but such agents, being experi- ability critically fails, handle it just as one of hours to days gives +3; two mental, are likely to have side effects if the initial reaction roll had come up steps give +5; and three steps give +7. on a failed HT roll (the irritating con- Poor. If the critical failure involved ditions on p. B428 all fit). The GM extra effort, treat it like a Very Bad ini- should let gadgeteers develop better tial reaction. These effects are instead SUPER-POWERS drugs using Ultra-Tech Drugs (p. B425) of Crippled Abilities (p. 156), and the Beneficial Options: Super-powers with Gadgeteering (p. B475). cumulative reaction penalty replaces typically occur in cinematic settings, Repeated Attempts (p. 159). and the GM should plan accordingly. Blood: In many worlds, the only Super-teams often work together by SPIRIT POWERS way to get spirits to do you a favor is Combining Powers (p. 170) and mak- Beneficial Options: Like other ritu- to offer them blood. If this is true, ing Coordinated Attacks (p. 165). In alists, sorcerers can cooperate to pro- extra effort with spirit powers costs battle, supers routinely use Defending duce powerful effects; see Combining HP instead of FP. with Powers (p. 167) and Ricochets Powers (p. 170). Skills such as Ritual Ritual Modifiers: If the GM wishes (p. 166). And it’s essential to the genre Magic and Symbol Drawing could log- to make spirit abilities work more like for heroes to stretch their powers with ically replace attribute rolls for spirit traditional rituals, he may apply some Temporary Enhancements (p. 172), abilities – a version of Skills or all of these modifiers: Trading Fatigue for Effect (p. 160), Enhancing Abilities (p. 161). Trading Trading Fatigue for Skill (p. 161), and Fatigue for Effect (p. 160) and Trading • Affecting others: Most abilities Using Abilities at Default (p. 173). Fatigue for Skill (p. 161) are both that work on others assume that the Limiting Options: Abilities and excellent ways to represent “sacri- target is in the sorcerer’s physical pres- Exertion (p. 159) explains why supers fices” made to spirits for more potent ence. Some have stricter require- without massive levels of Enhanced results. ments, like touch. Those that can Move can’t fly to Mars, and why even Limiting Options: Since spirits are affect targets that aren’t present – the toughest heroes get ground down notoriously indifferent to the harm Telesend, Maledictions on those by war, natural disaster, etc. Collateral they cause in the material world, the viewed remotely, etc. – require a repre- Damage (p. 165) is practically required GM may wish to roll for Collateral sentation of the subject to work, and for super-battles. Super-powers are Damage (p. 165) for any use of spirit even then have a penalty for his similar to psi powers in most other abilities that could conceivably cause absence: -1 for a video or DNA sample, respects – they’re the same thing in damage. Multiple Feats (p. 158) is emi- -2 for a photo or blood sample, -3 for some worlds – and should use Crippled nently suitable, since only the greatest hair or fingernails, -4 for clothing, -6 Abilities (p. 156), Multiple Feats sorcerers can command more than a for a drawing, or -10 for nothing. (p. 158), Repeated Attempts (p. 159), few spirits. In some worlds, each abil- Optionally, these modifiers can and possibly Skills for Everyone ity involves specific spirits called with replace Long-Distance Modifiers (p. 162). a unique invocation; handle this with (p. B241) for abilities that would nor- Skills for Everyone (p. 162). mally use them. • Consecration: -1 to -5 for ritually Special Rules desecrated ground, +0 under most cir- for Super-Powers Special Rules for Spirit cumstances, or +1 to +5 for specially Super-Tech: In hallowed comic- Powers consecrated areas. book tradition, the GM may rule that Angering the Spirits: Attempts to • Regalia: -3 if the sorcerer lacks weird-science technology can affect use spirit abilities call for a reaction proper ritual trappings – masks, robes, super-powers. This is typically the roll, per Fickle (p. 110). If the result is etc. purview of gadgeteers and the opera- Neutral or better, the sorcerer can try •Ritual length: To negate the above tives of “black” agencies. Reliable tech- his ability; otherwise, he can’t, and penalties, the sorcerer can take extra nology works like the shielding or future invocations are at a cumulative time to use his ability. Shifting serum used against psi powers (see a time requirement of seconds to Psionic Powers, p. 177). More potent gadgets create rays or fields that simu- late Neutralize or Static, and shouldn’t FP Cost and Source show up in the hands of common Sometimes, using an ability costs FP. This requirement might be thugs. In most cases, they’re flawed, built into the underlying advantage, a result of the Costs Fatigue limita- with 1d/2 bugs (round up); see Gadget tion, or a consequence of the special rules in this chapter. If the ability Bugs Table (p. B476). Furthermore, belongs to a power, all such FP costs are subject to any special rules for they rely on weird science and have FP associated with the power’s source in the game world. For instance, 1d-3 side effects (minimum one); see since FP spent on magic spells recharge in one second in areas with very Random Side Effects Table (p. B479). high mana (see Mana, p. B235), so do FP spent on magical powers. All such flaws are permanent – the Likewise, if sacrifices to spirits can supply FP for sorcery (see Sacrificial GM shouldn’t let gadgeteer PCs engi- Magic, GURPS Fantasy, p. 165), the same FP can fuel spirit powers. neer them away to create “perfect weapons.”

178 POWERS IN ACTION CHAPTER FIVE POWER GAMES

to eat my lower soul, just as a warning, I take it badly. So I went to the top. I walked through the front door of the Shrine of Dark Gateways, and a pale, nervous fellow with watery eyes jumped up from the front desk and tried to tell me that I couldn’t come in without an appointment. “So make me one,” I said. “I haven’t got time for the runaround.” He tried to talk some more, but just then, there was a shimmering in the air, and somebody who looked like he had some authority was standing there. I decided I was getting somewhere. Of course, the new fellow had to spoil the moment by ordering two heavies I hadn’t seen before to throw me out, but when I said a word, and their hands caught fire as they touched me, he started lis- tening to sense. It was all a family problem, of course. The tough cases always are. There was a blonde. A blonde to Sparta Tertia. I didn’t think that I was make a grand hierophant kick a hole in getting very far, but the goons trying to Powers and abilities increase the a stained glass window. She had, in persuade me to drop the case clearly dis- options for character design. Hence, fact, done so on three separate occa- agreed. I’m used to bruisers pushing me they increase the scope of the GM’s sions. My client was annoyed by this, into dark corners and telling me to back task. This chapter deals with the art of and wanted her to stop. off, and I’m used to finding that I’ve got running games in which powers loom I was looking for her on the streets of a shadow – but when that shadow tries large. ORIGINS The various powers discussed in same way in each case. The available will probably use radio, laser, or earlier chapters have an equally wide origins determine much of the cam- infrared. In a psi-based game, range of possible origins – things or paign flavor, and are in turn related to Telecommunication will probably events that grant powers to a being. the setting’s laws of nature and tech mean Telesend with the Telepathic Source and origin are not the same level. limitation. On the other hand, psionic thing. Source defines how a power Available powers in an ultra-tech, technology might permit robots to be works; origin defines how it came to very materialistic game may be tech- built with superscience “psychotronic exist. For example, a character might nological and mechanical in nature – circuitry,” giving them Telesend – or have psi powers as the result of a the product of devices built into psis might actually have power over genetic mutation, a superscience drug robots and cyborgs. A character in the electromagnetic spectrum, treatment, or quasi-mystical training – that setting with Telecommunication enabling them to communicate via but the powers work in exactly the radio.

POWER GAMES 179 BIOLOGICAL POWERS Racial Abilities Biological powers are often inborn Defining a race in game terms is usually the GM’s job; he should have traits. However, they could also be the the clearest idea of its nature. See the rules for template design in result of weird lab accidents, super- Chapters 7 and 15 of the Basic Set. Remember that racial abilities don’t science treatments, or divine gifts (or usually constitute a power, though some races do have powers – usual- even curses: for example, vampires). ly biological or psionic, or technological in the case of robots. Nonhuman races or genetically modi- fied humans may have such powers, though most will have just a few minor abilities. to keep a game under some kind of What technology can do depends control. Anyone with cosmic powers is very much on the nature and TL of the playing at the level of the gods, at least campaign. In a gritty near-future CHI POWERS some of the time. Even if the cam- game, a few cyborgs may have power- Chi powers are usually the product paign allows for divine PCs, they boosters in their bionic limbs, giving of intensive training, similar to cine- might be better treated as having them a little Striking ST and Super matic martial arts. Precisely which mostly noncosmic powers; a god may Jump. In a space opera setting, robots abilities are available, and how they only be able to produce ordinary fire, with “memory metal frames” may are acquired, may be specified as part especially if fire isn’t part of his sphere have Shapeshifting, Stretching, and of the campaign background. (“You of influence. The high cost of cosmic countless other abilities. employ the Hundred-Pace Leap! You powers should keep problems under must have studied at the Green control. Mountain Monastery!”) Players may come up with ingenious stories to get around these restrictions (possibly DIVINE POWERS requiring Unusual Backgrounds), and Cosmic powers are what gods do. really advanced chi adepts may create Divine powers are what gods empow- unique tricks of their own. er their servants (priests, angels, dae- mons, etc.) to do. In some games, they might take the Cosmic enhancement COSMIC POWERS (a god with transcendent powers may Cosmic powers involve direct con- lend out a fragment of them), but this trol over the universe. A shorthand is not mandatory. definition is that they’re “what gods Hence, divine powers usually have do.” As such, in most campaigns, they a very specific origin – the favor of a will be limited to gods or extraordinar- god. This may imply Clerical ily insightful beings – and if no gods Investment, but this isn’t universal. A exist and no great insights are possi- devout hermit might receive the abili- ble, cosmic powers may be banned ty to work miracles without becoming outright. part of a temple hierarchy. More Furthermore, even gods may be important, divine powers are restrict- restricted by their natures. A fire god ed by the rules set by the deity. Gods might be unable to control anything give aid on their own terms! Players under the ocean, either because his who dislike having their PCs told what powers are limited by the mystical to do should not take divine powers, nature of water or because he has a and campaigns should only be built binding pact with the god of the sea around such powers if the players are that neither may venture into the comfortable playing in a world where other’s realm. (Indeed, legends may some beings definitely outrank them. say that water douses fire because of MAGIC POWERS such a pact. In a mythic fantasy game, IGH ECH Most GURPS campaigns focusing this may be true.) Nor do all gods nec- H -T on magic will probably not use the essarily have cosmic powers; those POWERS Powers rules; rather, they will employ who are just powerful spirits or crea- the “spells” system from Chapter 5 of tures of magic may be bound by the High-tech powers come from sci- ence and technology. In some the Basic Set and GURPS Magic. same ultimate limitations as lesser However, in some cases, usually in beings. campaigns, this may be cinematic superscience, or alien or pre-catastro- superhero or lightweight fantasy sto- Allowing the Cosmic enhancement ries, wizards can employ powers with- has many implications. It bypasses phe knowledge far beyond the PCs’ understanding. out apparently learning and casting many restrictions that enable the GM specific spells. These characters may

180 POWER GAMES have internalized the principles of magic so completely that they can improvise new effects at whim, they may be using gifts granted by magic- Unified Metaphysical manipulating deities, or they may Theories have been enchanted like a living magic item. In some settings, there may be no fundamental distinction between “magical” and “spirit” or even “divine” powers; “magicians” work by commanding or petitioning supernatural beings. Similarly, a world’s PSIONIC POWERS gods may be exceptionally powerful spirits (certainly, some beliefs make The idea of “psi” is relatively mod- little distinction between the two categories), or creatures of great mag- ern, but in the last 50-60 years, it has ical power – far beyond any human wizard, perhaps, but not actually become the concept most often used different in kind. Likewise, the gods, or friendly spirits, may grant their to explain super-powers in fiction. Psi priests or servants useful abilities – which may in fact be “spells.” A wiz- appears in a wide range of stories: ard might gain the ability to fly or hurl lightning bolts after years of low-key horror (such as Stephen study, while a priest might have the same knowledge and skill placed in King’s Carrie), science fiction with fan- his brain as a reward for his prayers, but they could still end up employ- tastical twists (such as Julian May’s ing the same methods to exploit the laws of the universe in the same “Pliocene Exile” and “Galactic Milieu” way. series), and superhero comics. Of course, whether or not the various power-users know that they The essential idea here is that a are manipulating the same basic forces is another question. If there’s a conscious mind – or perhaps any bio- rivalry between “toadying priests” and “atheistic wizards,” they might logical organism – can affect the phys- both become angry at anyone who points out the truth. Certainly, gods ical universe directly. Occasionally, with any pride will object to being placed in the same category as mere theories will involve some kind of human conjurers. energy source or a physical process Giving apparently different powers the same origin and fundamen- that fits in with accepted science – for tal nature has various practical advantages for the GM. It can make example, telepathy might be explained interactions between different power-users easier to manage, for exam- as the brain generating low-power ple. However, it may also make the setting feel less rich and complex. electromagnetic waves – but mostly, things come down to consciousness somehow influencing reality. Many or Magical Psi all humans may be potential psis, In some settings, “magic” and “psi” both tap the same energies, in needing only the right training or one case by study and formal disciplines, in the other by raw talent and insights to unlock the power, or psi willpower. If magic is simply psi power unlocked by self-hypnosis, the may be a rare mutation or the result of way that magical powers are defined for game purposes should reflect a superscience treatment. Some fic- this. tional nonhuman races are naturally “Pseudo-magical psi” might be stopped or negated by anti-psi pow- powerful psis, as a result of evolution, ers (-5%) and have a minor Accessibility limitation to reflect the need to divine gifts, or their own systems of perform brief incantations, make small “casting” gestures, and have science or training. “spell components” to hand (-10%) for a net power modifier of -15%. (This assumes a low-tech generic fantasy setting where psionic technol- ogy doesn’t exist, or at least can’t produce effective countermeasures.) SPIRIT POWERS On the other hand, if psi can achieve almost anything, but most The idea of commanding spirits humans need lots of complicated procedures and tools to produce even probably represents the oldest concept restricted effects, it may be simplest to treat it as magic. Psi might even of magic. Spirit powers are very use the standard GURPS spell system. (“Mana levels” would probably appropriate in some “mythic” or “folk- not vary much in such a setting, although some areas might be more loric” campaigns. They may be “psi-friendly” than others.) The most important practical effect is that inborn, the result of special training, “magic” and “psi” could always interact directly, able to detect, negate, or a gift from a spirit-ruler. They usu- and even enhance each other. ally differ from divine powers in that the spirit does not imbue a human Cosmic Magic with power but must itself be present Likewise, magic and psi may be “cosmic” in nature, manipulating to perform a task, and in that the rela- reality directly – though only the most powerful adepts comprehend its tionship between mortals and spirits true nature and potential. Magic and full-blown cosmic powers may is more equal than that between mor- interact, and magicians might shed most of the restrictions on their tals and gods – more likely to involve powers as they advance in the art. negotiation then worship. Still, the distinction between priests (who deal with gods) and shamans (who deal with spirits) is fuzzy.

POWER GAMES 181 Some Weirder Origins Transcendent Attunement: The powers of nature or Digital Reality Control: Some people are aware that morality may transcend even the gods, and grant the entire universe is a computer simulation – and have powers to beings who are psychologically attuned to root access, or at least a set of cheat codes. This access these cosmic principles. This idea fits with “Moral” or can grant Cosmic powers, although the system may “Nature” powers (p. 27), and works well in fantasy have restrictions. Higher levels of authorization grant universes with pantheistic metaphysics. It is less more spectacular abilities. A “regular user” might have appropriate for settings where phenomena are to obey the laws of physics, while “superusers” might explained by quasi-scientific logic or personified by be able to fly or create multiple “shells” of themselves. gods. Nanite Command: In a far-future world where every- Evolutionary Regression: A character might gain the thing and everyone is suffused with “nanites” – micro- ability to access his “evolutionary heritage” through scopic super-technological robots, capable of high- superscience biochemical treatments or “psychic” speed molecular manipulation – someone whose genet- methods. This implies a Biological power with a lot of ic code or neural patterns authorize him to control the minor Switchable physical abilities such as Brachiator, nanites could have seemingly “magical” powers). He Claws, or Gills (plus, optionally, Racial Memory). The might create and destroy objects (subject to the avail- power modifier can vary, depending on exactly how ability of suitable materials, and to constraints from the “regression” works. It may require special drugs or laws of thermodynamics), or communicate and lengthy meditation, and induce temporary IQ loss or observe events over great distances by tapping the psychological disadvantages. nanite communication web.

book’s sense at all, instead featuring severe, even dangerous limitations in SUPER POWERS superhuman attributes, minor abili- the modifier, such as Nuisance Effect The “Super” power modifier on ties, or high-tech gadgets. (Backlash) plus Uncontrollable. p. 29 can be used in settings where Even if there is a single source for Powers become impossible to control “super powers” are a specific class, as all super-powers, the modifier may be and unpleasant to use, and heroes distinct as “magic” or “psi.” They defined differently. Marvel Comics’ may even become tragic figures. might come from a mutation in some mutants can be identified by mutant While “super powers” may encom- human brains (making them concep- detectors. There are devices that can pass a broad range of effects, GMs tually similar to psi), a “quasi-cosmic” suppress any mutant power, but no should discourage players from giving ability to distort reality itself, radical other super-powers. The power modi- supers a random assortment of such changes to the human body caused fier used in such a setting would have abilities. Most comic-book heroes and by an alien virus, or infusions of to incorporate a limitation to reflect have a clear focus and theme alien-cosmic energy. this. Another option for a variant to their powers. However, not all powers in a supers campaign is to include more “superhero” game may use this modi- fier – especially if the setting resem- bles traditional comics, which regu- larly feature a mixture of biological, In hallowed comic-book tradition, the GM chi, cosmic, divine, elemental, magi- may rule that weird-science technology can affect cal, nature, psi, and other powers, with a vast range of origins, all called super-powers. This is typically the purview of super-powers. Many “super” charac- gadgeteers and the operatives of “black” agencies. ters may not even have powers in this

182 POWER GAMES CHARACTERS Many GURPS PCs are essentially spent on it will likely make an impor- through walls, predict the future, or realistic. Even a barbarian swordsman tant difference. Genre fiction is full of talk with spirits can avoid many fights, or a space pilot is simply a human such characters – young psis discover- or ensure that they only happen on being – with exceptional skills, yes, but ing their powers, trainee martial favorable terms. nothing too unlike things that any of artists, apprentice space knights, and “Real” powers usually require us might learn. so on. On the other hand, impressive starting levels of at least 150-250 Powers make characters much and colorful powers do tend to be points. This doesn’t produce super- more exotic. They also have conse- expensive, so many powers-oriented heroes, but it does enable PCs to be quences for scenario and campaign games work best with substantial capable adventurers, with an array of design. It’s easy to come up with chal- starting totals. advantages and skills, and still mani- lenges for normal human PCs: a sheer In games where PCs start with 100 fest a power or two. “Empowered” cliff, an NPC who refuses to tell some points or fewer, powers and exotic PCs on this level still find ordinary important secret . . . However, if a hero abilities will be low-powered or limit- humans of the same point level – who can fly or read minds, such problems ed, especially if the PCs are supposed are merely tough, smart, and good quickly vanish. The way to deal with to be competent in other ways; 100 with weapons – to be useful partners this might be to restrict the powers points (plus a few disadvantages) can and dangerous opponents. PC parties available, or it might be to come up buy moderately respectable powers, may well consist of a mixture of types with different challenges. but these won’t be much use if the – psionic adepts and their warrior There are a number of considera- character is hopeless at everything bodyguards, meditative monks who tions here, starting with questions to else. A well-balanced team can get have refined their control of chi, be answered before any PCs are around this problem, if the players are brethren who concentrate more on designed. willing to run highly specialized PCs. martial arts, or cyborg warriors and That doesn’t mean that powers are their support technicians. useless in low-points games, especial- “Real” powers-focused campaigns POWER LEVEL ly if they are rare in the setting. An may require several hundred points – Almost every campaign has a fixed ordinary person with the ability to fly, exactly how many depends on the starting PC point level. That special however slowly, can accomplish plen- intended style. Just 500 points buys powers are available does not mean ty. Someone with just enough natural someone who can pass fairly con- that the campaign must have a high armor to stop pistol bullets and sword vincingly as a comic-book superhero, starting value. It’s possible to run very cuts can survive incidents that would but who may not quite be able to interesting powers-heavy campaigns kill ordinary mortals, even though he emulate the feats seen in four-color with the starting point level set delib- must watch out for heavy weapons. comics (appropriate for a stories erately low. A PC with a low-strength, Powers in such campaigns often need about the gap between the myths of short-ranged, or unreliable power extra time and special procedures to heroism and harsher realities). A must use it cautiously and inventively. activate, making them useless in com- well-designed 750-pointer can proba- Every couple of experience points bat – but someone who can see bly defeat any number of normal human opponents. In all cases, much depends on the balance of defenses, hit points, and regenerative abilities, Consistency vs. Realism and also on just how exotic the PC powers aren’t usually “realistic.” There are exceptions – robots or available powers are, compared to genetically modified beings might have abilities that are perfectly plau- mundane technology. sible in terms of known science, such as built-in weaponry or the abili- For PCs who can pass as gods, ty to fly – but most of the traits covered by this book are blatantly fan- starting point levels in four figures are tastical. essential. At this level, however, the Even so, powers should generally work in a logical, structured way. GM needs to set very strong guidelines Magic and psi aren’t realistic, but that doesn’t mean they have to lack as to how points should be spent, and rules. Historically, many beliefs about how magic worked were full of what PCs should be capable of accom- internal logic. Ideas about psi derived from serious, though largely plishing. An invulnerable individual unsuccessful, scientific research. who can slaughter whole human On the other hand, a setting may call for totally unpredictable, arbi- armies might be able to demand wor- trary, subjective powers. GMs can administer such things as they see fit, ship, and could be created with less but will have to make arbitrary judgments about what will work. They than a thousand points, but if he can’t will also need the trust of their players. Players who come to RPGs answer prayers or travel to the heav- expecting consistency and a sense of objective “fairness” may not be ens, he’s rather unconvincing in the happy if these disappear at crucial moments. role.

POWER GAMES 183 Disadvantage Limits logic. Empowered people can lie or be certain level, or some abilities at any Character disadvantages have a deluded about their powers. A devious level. In a game about young, large effect on the style of any cam- god might provide humans with untrained, “wild talent” wizards, the paign. The guideline of no more than unusual powers under a false name, in PCs may be capable of only a few, 50% of base point levels holds fairly order to draw worshippers away from unreliable, short-ranged effects. They well for PCs in the 100-300 point a rival. A naturally gifted psi might can improve later, with practice, study, range, but outside this range, different think that his powers are divine gifts and bonus character points – but get- limits may well be appropriate. or temptations offered by evil spirits. ting from here to there is the point of In a game with 50-point adoles- This is a common theme in stories, the game. Limited starting point levels cents just discovering their unreliable with liars being exposed or gifted help with this, but some players may powers while hunted by sinister characters learning the truth about try to juggle disadvantages and limita- forces, mandatory or logical disadvan- themselves. tions and distort character designs to tages – Social Stigma, low Wealth, get more starting power than fits the Enemies, and so on – may exceed that WHAT’S game concept. 50% even before the players start indi- vidualizing their characters. ALLOWED UNUSUAL Conversely, if the PCs are built on 750 GMs can restrict not just power points, letting them have -375 points origins, but also the exact abilities BACKGROUNDS in disadvantages may leave them vir- involved. If psi is defined to repre- The Unusual Background advan- tually unplayable, and certainly inca- sent simply a sensitivity to low- tage can be a useful tool in permitting pable of following interesting plot strength electromagnetic patterns, players to develop “possible but exot- leads. Indeed, for a four-color super- then mind-reading and ESP are plau- ic” character concepts without unbal- hero game, the GM can enforce a dis- sible, but telekinesis or teleportation ancing the game. GMs should try to advantage limit as low as -50 to -100 are inappropriate. avoid over-using this; if all PCs have points, ensuring that the heroes have In games that focus on low-pow- to take an Unusual Background, no problems beyond the traditional ered abilities, the GM can require spe- presumably their powers aren’t as high-mindedness and a couple of cific limitations. For example, psis unusual as all that. Also, the point enemies. might be able to paralyze opponents costs of GURPS powers and abilities or move moderate weights with sever- were chosen to be as fair and internal- POSSIBLE al seconds of intense concentration, ly balanced as possible; it shouldn’t be but in an unexpected fight, they’d have necessary to charge Unusual ORIGINS to resort to fist and gun like everyone Background costs just to stop anyone The “metaphysics” of a game world else. from being too powerful. define what origins the PCs’ powers Starting PCs may simply be Rather, someone with an Unusual may have. It’s important for GMs to banned from buying powers above a Background should have radically veto PCs who don’t fit. If the setting is “agnostic,” with no gods visibly pres- ent, no one can have divine powers. For that matter, if there are only a few active gods, and each provides a known, restricted set of powers to its servants, an individual who claims to commune with some previously unknown deity is either a liar, delud- ed, or the bearer of world-shaking revelations. Likewise, if the campaign is about the discovery of psi powers in a world much like the present day, “magic” should be excluded. The presence of magic will destroy the game’s sense of science-fictional cohesion. There is nothing wrong with set- tings in which powers derive from a wide range of sources. However, there’s also a lot to be said for working within constraints and exploring the implications of well-defined systems. Nor need everyone in the game world know the limits of its internal

184 POWER GAMES unusual abilities, giving the wielder an known to most opponents, or which GMs should feel free to vary such edge by virtue of their scarcity. They grants substantial advantages given costs, especially if players insist on should be able to gain some advantage considerable effort. (Examples might taking powers that make the game in fights (say, because they can include short-range teleportation that much harder to GM – although if the breathe fire in a world where empty- requires an hour of meditation per power is really a severe nuisance, it’s handed combatants can’t usually use, weak and unreliable telepathy or often better to ban it outright. attack at range). Most people will fail ESP in settings where such are held to However, the campaign style, and to take simple, logical precautions be impossible, or magic in a super- what PCs may be able to achieve, against them. (If a teleporter can get hero game that focuses heavily on psi should be negotiated between the into any room that he can see on live powers.) Charging 50% of starting players and GM, and negotiation TV, people may be careful where they points is only appropriate for game- means compromise; a GM may allow cameras – unless teleportation is twisting powers that grant a reliable choose to permit a player to take thought to be a myth.) If powers don’t “killer” advantage; playing the only Precognition – so long as he gives it carry an Unusual Background cost, empowered priest of some powerful the Unreliable limitation and takes a then other people should be prepared deity might merit 50%. 100-point Unusual Background . . . for them. A telekinetic cat burglar has a huge advantage in a “secret powers” campaign; in one where telekinesis is old news, he might well choose anoth- er career. PCs vs. NPCs In games, PCs generally start at the same point value, but NPCs can The problem is with games where vary enormously. While opponents intended to engage PCs in one-to- most or all of the PCs possess powers one physical combat will usually be around the same value, some may that are new and rare in the world in be master warriors, able to take on the entire PC party simultaneously, general. The first wave of superbe- while others may be weak cannon-fodder, or simply noncombatants ings will have huge advantages – but with a single talent that the plot requires. Even “one-to-one” opponents their powers won’t be “unusual” may actually have quite different point values. A focused combat spe- among PCs. If powers are going to be cialist might be designed to take on a versatile PC with many points truly universal in the party, then it’s spent on noncombat abilities, and hence be a tough fight despite being not worth requiring an Unusual “weaker” in point terms. Another foe might have greater personal abili- Background – the GM can just drop ties to balance some equipment that the PCs have acquired. Powers-ori- the starting point level. But if some ented games amplify this variation even further, especially if characters of the players are going to play nor- are especially vulnerable or resistant to particular attacks. A mighty mal humans, and if the rest of the vampire may be brought down by an elderly priest with True Faith, a world isn’t going to adapt to the exis- crucifix, and a supply of holy water, while an unworldly wizard may be tence of these powers very quickly, outmaneuvered by a weak but clever mind-controller who knows which then the special advantage granted leaders and law-enforcers to dominate. by the powers justifies an Unusual In addition, some powers may only be available to NPCs – or maybe Background. only to PCs, if the campaign concept is “the last gods” or “the first genet- ic upgrades.” Players are often unhappy if they are told that NPCs can Cost do things that PCs can never accomplish, but this may be inevitable if The appropriate cost for an the campaign is basically a war story, and the enemies are relentlessly Unusual Background is closely linked hostile aliens with specific biological powers or devoted servants of evil to other details of the campaign, who receive special “dark” powers. (If the players insist on playing rene- and may be proportional to starting gades from the other side, GMs might permit this with an Unusual point levels. A 50-point Unusual Background.) Background for a given power would mean that only a really determined Spirit PCs player would take it in a 150-point In some games, the PCs might be spirits. Such beings often embody campaign; in a 500-point game, it and control some aspect of the universe on a local scale, making would be less of a problem. Elemental powers (p. 27) very appropriate. Most will have Elemental or In general, 10 points is appropriate Spirit meta-traits (pp. B262-263), or even both. The GM may define if the character merely gains minor, racial templates for various types of spirit, or, for a wilder game, give the occasional benefits, has an unusual players a free hand and a high starting point level, and see what they combination of commonplace pow- come up with. ers, or has a couple of levels more of If spirits are susceptible to summoning or control, they may have the related talent than anyone else. A disadvantages such as Duties (often Involuntary) and Reprogrammable. cost equal to 20-30% of PC starting Their supernatural natures may also give them Dreads or Revulsions. points suits a power that is rare On the other hand, if they build good relations with shamans or sum- enough to cause surprise, but which is moners, they may have useful human Allies.

POWER GAMES 185 Remember also that not every enough DR to stop damage or lots of Supernatural “unusual background” is worth any hit points to absorb it. The latter can points at all. If someone acquires ESP be safer in many ways, giving resist- Advantages thanks to 10 years of study in a ance to all sorts of harm and requiring Blessed (p. B40) indicates a rela- Himalayan monastery, but other char- less-frequent rolls to survive when tionship with a deity or higher power, acters gain the same power thanks to current hit points go negative, but hit as do divine powers. Everyone who the unexpected side-effects of a new points do get worn away by repeated receives the aid of the same being will type of aspirin, that’s no special advan- hits. Not taking damage at all is usually be expected to cooperate, tage – unless the monks also taught always safe. A good HT score is invalu- while those who are supported by hos- other useful techniques, or the drug able for individuals who frequently get tile gods will generally be hostile to had other, negative effects on everyone into fights; rolls to remain conscious each other. Blessed characters who who took it. and alive, and to withstand poisons, receive visions may be expected to drugs, and suchlike, are matters of life give guidance to those with more and death. active divine powers. BALANCING Nonpowered characters with nor- Channeling (p. B41) and Medium OWERS mal human levels of strength often (p. B68) may permit someone to com- P have difficulty matching the damage municate with the same spirits that a While a character’s point total levels that can be inflicted by super- character with spirit powers employs. defines how powerful he is, broadly strong PCs, let alone a foe with many This can be useful if, for example, the speaking, how those points are distrib- points in Innate Attacks. Players of spirit power is fickle and fails because uted is also immensely important. The “talented normals” who focus on sub- of an unfavorable reaction roll. The balance among offense, defense, and tlety and skill rather than raw power channeller or medium may be able to mobility needs to be watched quite should still make sure that they can do ask why it is unhappy. Likewise, Spirit carefully. Given the flexibility of a something in a fight. Good weapons Empathy (p. B88) can enable the user point-based design system, it’s all too can help, as can clever tactics, intelli- to sense the spirit’s feelings. At the easy to come up with characters who gent use of “placed shots” at hit loca- GM’s option, especially if there is can destroy anything in their path, but tions, and other tricks, but it may be some specific penalty reducing the never hit a moving target and fall over advisable to give PCs whose concept chance of success, the empowered the moment they themselves are hit, doesn’t call for flamboyant powers character may be able to correct the or who can never reach a battle in something subtle but effective. A problem and then attempt a reroll time to help. martial artist might have minor chi without the usual penalty for repeated GMs may wish to define a value for powers that provide Striking ST. attempts. expected damage from common Alternatively, the subtle hero can leave In addition, a channeller or medi- attacks by PCs and major NPCs, along the major opponents to his colleagues, um may be able to contact spirits who with guidelines for combat skill levels, while taking down cannon fodder, have recently served someone with notes on how the PCs are expected to sneaking in and out of enemy bases, spirit powers to ask them about the get around, and so on. They may also or piloting vehicles. tasks they performed. This is strictly set a hard upper limit on damage from optional, and may not work very well; attacks, to prevent players from com- “servant” spirits may be bound to ing up with PCs who solve every prob- POWERS VS. silence by the powers that control lem by hitting harder than anybody them, may fly off to distant planes as else. PCs should ideally be able to OTHER ABILITIES soon as they have completed their withstand at least a couple of hits Not all special abilities are powers. tasks, or may simply be uninterested from a “campaign average” attack and While a power can provide a logical in things mortals consider important. survive; rugged “tanks” or “bruisers” underpinning for extraordinary tal- (“Yes, I started a fire here at some might be able to withstand several and ents, it’s perfectly possible to come up shaman’s request. No, I didn’t notice keep on coming, while more agile with capable PCs who don’t have such what he looked like, or what it was I types who depend on avoiding rather things. Even if most PCs can fly, hurl burned.”) Imaginative use of these than soaking up damage should still fire or lightning, and shield them- abilities may help solve a lot of mys- be able to suffer at least one unlucky selves with force fields, a “merely” teries, and adds to the atmosphere of moment and continue breathing, if strong, fast, smart individual, maybe games with active spirits; all dealings not standing. with some minor advantages such as with them can become roleplaying Attacks are mostly defined by the Claws or Eidetic Memory, or some opportunities. However, this gives number of dice they do. An average well-chosen equipment, may survive GMs more work to do, as each spirit roll does 3.5 points of damage per die, and distinguish himself in their com- may have a personality. For simplicity, but good or bad rolls can vary from pany. Comic-book examples include GMs can roll a reaction for any spirit, the average. Remember also that DC Comics’ Batman or Marvel’s and then play out the result to the full. impaling, cutting, and large piercing Captain America. At times, it may also Spirits are generally held to be whim- attacks do substantially increased be important to determine how the sical and slightly unpredictable . . . damage after subtracting DR. different types of character features (Also see Spirit PCs, p. 185.) Characters can survive a hit by having interact.

186 POWER GAMES characters with major powers of these types may be strong and clear, giving a bonus to rolls to sense and interpret them. When great forces are loose in the world, oracles and seers tend to notice! Power Investiture (p. B77) might function as the talent for divine pow- ers; see p. 29. Psychometry (p. B78) often works by detecting faint “residual energies.” Objects that have been in contact with magical, psionic, moral, or cosmic powers may have especially strong residues, giving a bonus to the roll. An object touched by the powers of absolute evil may cause a Fright Check! Reawakened individuals (p. B80) might acquire powers or talents with- out training. However, if the power is Dominance (p. B50) changes the recognize a living being imbued with essentially physical (if it is biological nature of a victim, which may have all powerful magical forces (such as or technological in nature, or involves sorts of consequences for his powers. strong innate powers), and perhaps a brain mutation), remembering that For example, a goddess of life may even extend the rule to other super- one had such a thing in a previous regard vampires as abominations. natural categories such as spirit body is little use. Remembering a past Anyone to whom she grants divine powers. Levels of Magery may also life as a chi adept may be a good start, powers will lose them if he is infected function as the talent to use with but the character may still have to with vampirism. (Whether he can magical powers; see p. 29. spend time mastering the forces in his forge a new relationship with a god of Magic Resistance and Mana new body. Reawakened people might death, and gain new divine powers Damper (p. B67) oppose or negate also recall encountering certain pow- thereby, is up to the GM – but switch- magical powers. This is a large part of ers in past lives and be able to remem- ing sides should be a complicated role- the definition of the Magical power ber appropriate countermeasures. playing exercise.) In some settings, modifier (p. 27). Terror (p. B93) may be linked to the such transformations reshape the vic- Mana Enhancer (p. B68) raises the use of certain powers – especially cos- tim’s spiritual essence, destroying effective local mana level. In a world mic or moral powers, which are often many types of innate powers. The psy- where the natural level never falls unnerving for a mere mortal to wit- chological trauma and new hungers below “low,” anyone with both this ness. “Only after using power” may be associated with such a transformation and powers with the Magical power a reasonable limitation here, with a can play havoc with the victim’s capac- modifier will rarely, if ever, be disad- value depending on how easily and ity for focused concentration. Other vantaged by mana-level variations. often the power can be used. powers may survive, however. GMs may rule that the Magical power True Faith (p. B94) is generally Vampires are often depicted as talent- modifier (p. 27) is only worth -5% if associated with benevolent deities, ed wizards, presumably meaning that combined with this advantage. and may provide protection against magical powers can survive the transi- Mindlink (p. B70) ensures auto- demonic powers, malevolent spirits, tion to undeath. matic successes for uses of Telesend and powers based directly on super- Illuminated characters (p. B60) and Mind Reading between linked natural evil. At the GM’s option, evil have a direct insight into the nature of characters. The GM may extend this divine and moral powers, and any the universe. This may enable them to to other basically telepathic powers, spirit power effect based on the sum- identify other individuals with cos- such as Illusion with the Mental moning of “unlawful” spirits, may be mic, moral, possibly even divine or enhancement (p. 95). This automatic excluded from the one-yard zone spiritual powers, or to recognize success might be limited to psionic around someone asserting True those powers in action. They can cer- powers, but it’s also conceivable that, Faith. This may seem like a large tainly recognize spirits associated for example, a god might provide his bonus for anyone with the advantage, with Illuminated conspiratorial fac- priests with the ability to communi- but they have limits of their own. It tions, which should extend to recog- cate mentally, giving them Mindlink may also seem like a significant nizing when they are summoned and “telepathic” divine powers. restriction on those powers, but True using powers. Oracle (p. B72) and Precognition Faith is generally rare enough that it’s Magery (p. B66) bestows a sensi- (p. B77) imply sensitivity to cosmic, not worth increasing the size of the tivity to magical forces. GMs divine, or spiritual forces. Omens power limitation. may optionally permit a mage to and precognitive flashes relating to

POWER GAMES 187 In a few settings, pure law, chaos, Cinematic skills permit PCs to advantage and spells purchased as or even evil may inspire True Faith, accomplish superhuman feats compa- skills. (See Chapter 5 of the Basic Set, protecting against manifestations of rable to minor powers. Most are asso- and GURPS Magic.) If a game setting opposing principles. ciated with the kinds of cinematic includes both powers and spells, they martial artists who are Trained By A provide two different ways to achieve Master, and indeed a character may exotic effects that may appear similar. Exotic Advantages well have both cinematic skills and chi Spells and magical powers interact Detect (p. B48) may be used to powers. In fact, in some campaigns, in various ways. If a spell that is nor- detect a specific power source, or pos- Trained By A Master might be a pre- mally resisted by some other spell sibly a power focus. The frequency of requisite for chi powers. But the skills interacts with a magical power that occurrence of a given source or focus alone can accomplish plenty, often doesn’t normally require a die roll to depends on the setting. As a guideline, with fewer complications! function, it is resisted by a roll against cosmic powers are usually rare If cinematic skills and chi powers the better of the power-user’s IQ or (except in “gods walk the earth” myth- do coexist in a campaign, remember Will, plus any Talent applicable to the ic games), anything that requires an that they explicitly have the same magic power. For example, if a spell- Unusual Background is probably rare basis. Somebody who can sense chi caster casts Dispel Magic on someone or occasional, and very few powers are manipulation in use (“This is a strong using magical Flight, and the flyer has very common. one!”) will notice cinematic skills, and IQ 12, Will 10, and three levels of mag- Digital Mind (p. B48) grants immu- something that disrupts a character’s ical power Talent, he rolls against 12 + nity to “telepathic” powers and spells chi will also reduce or negate them, 3 = 15 to keep the power working. that affect living minds. Any psionic or perhaps imposing the same penalty on Knowledge spells can be used to magical power that affects the mind or cinematic skill rolls and any roll that detect magical powers, just like spells perceptions might fit. benefits from the chi power’s Talent. and items. Detect Magic can deter- Speak With Animals and Speak Similarly, GMs may declare that mine that magic powers of some kind With Plants (p. B87) may grant the Enthrallment skills are actually low- are currently operating on or through ability to communicate with beings level manifestations of magical or psi an object (“that ring is magic”). who possess “animal powers” or power. In the former case, they might Identify Spell can determine what “plant powers” respectively – especial- not work in a no mana area, Magic powers have been used on or by the ly if they are visibly nonhuman. Resistance might add to Will rolls to subject in the last five seconds (“he’s resist them, and the effects might be using a power”). Analyze Magic can Cinematic Skills dispelled like magic (perhaps with a tell which magical powers are operat- penalty to the roll, because of the sub- ing on the subject (“he’s been affected In general, skills or techniques are tlety of the effect). In the latter case, by a power”). The latter two spells will considered “cinematic” if they have the Static Psi advantage and techno- tell the caster “there’s magic here, but Trained By A Master or Weapon logical anti-psi defenses might block it’s an innate power, not a spell” and Master as a prerequisite or, in the case them. In either case, a Mind Shield will give a fairly good idea of what the of techniques, if they relate to a specif- would also defend against them. power does – “it enables him to fly by ically cinematic combat option (such interacting with the air” or “it works as Dual-Weapon Attack with melee on the target’s mind, probably to weapons). Others may be flagged as Magic extract information, rather than to cinematic on a case-by-case basis; While some of the powers dis- send messages or control.” Additional Enthrallment (p. B191) may qualify, cussed in this book are magical, stan- spells in GURPS Magic operate simi- as it produces quasi-supernatural dard GURPS magic functions outside larly in relation to powers. effects. the powers rules, using the Magery Of the spells from the Meta-Spells college, Counterspell only works against powers if the caster possesses the exact same ability himself (GM’s Power Talents and decision as to whether a much weak- er or stronger version, or one with Cinematic Skills slightly different enhancements or GMs might permit chi power Talent to act as a Talent for cinematic limitations, is the same ability), but skills that involve chi manipulation. However, most of these are combat Dispel Magic can negate all sorts of skills, which should not normally gain benefits from Talents, so this isn’t abilities. GURPS Magic provides recommended. If GMs decide to permit it anyway, the cost of the Talent many spells that expand this college, should be increased to 10 or 15 points/level. It would grant a reaction and which can interact with powers. bonus from martial arts adepts and the like; such people recognize and Scryguard, Scrywall, and Scryfool respect each other! Likewise, if Enthrallment skills are actually a form shield against magical Clairsentience; of magic or psi, Magery or an appropriate power Talent might give a Suspend Spell, Ward, Reflect, and bonus to the skill roll. Great Ward can oppose another’s use of a ability that the caster possesses; and so on. Penetrating Spell can be

188 POWER GAMES used to give a magical attack power clouding minds, they’ll start thinking Secrets, whether they’re the “secret an armor divisor. about what the people behind these identity” of the four-color superhero Spells may also interact with other spiffy powers are like. GMs should or shadowed mysteries associated types of powers, although only powers avoid the sort of antagonistic mindset with magical training. It’s usually easy with an innate limitation that makes that makes them seek ways to cripple to set up a situation in which using them susceptible to such countermea- PCs; players who’ve gone to the trou- powers would threaten a PC’s Secret sures can be dispelled, warded, etc., as ble of designing powers should get the ... or in which powers are completely a matter of course. Rather, specific chance to use them. irrelevant to a problem associated spells may oppose powers in specific ways. For example, Pentagram (from GURPS Magic) might keep spirit powers from crossing it (roll a Quick Contest between Pentagram skill and the power-user’s IQ + talent, or use the relevant spirit’s attributes as usual if they are known). This is a small limi- tation for spirit powers, as Pentagram is fairly rare and cannot be used very effectively in combat, and so does not affect the Spirit power modifier. Sense Spirit might be used to detect the enti- ties invoked by spirit powers; Deflect Energy can be used to parry fireballs, lightning bolts, etc., created by all sorts of powers; Resist Cold can pro- tect against elemental cold powers; and so on. Auras: The Aura spell (and possibly some similar powers and devices) detects whether someone has Magery and some other supernatural facts. People with magical powers probably have similar auras to a mage. The GM might suggest that they look slightly different and drop hints as to the nature of any powers possessed. The aura of anyone with other supernatu- Still, it’s worth reminding them with the Secret. Many superheroes ral powers may appear distinctive – occasionally that their powers can’t do have complicated soap-operatic pri- elemental or spirit powers will almost everything, and that the PC has other vate lives, and while a can certainly color a person’s aura (magi- concerns. If a power has built-in limi- usually be targeted with a cosmic cal fire powers might give a ruddy, tations that mean it can be negated, energy megazap, using that same flickering aura; elemental fire powers then use them when it’s logical to do power on a romantic rival or an irri- might make one’s aura blaze fiercely), so. Intelligent, competent opponents tating kid sister is hardly heroic. and that of someone with moral pow- may well analyze the PCs and come up Codes of Honor and other idealistic ers could be very striking. Any being with countermeasures. There should psychological features can also create with cosmic powers will probably also be situations in which power use useful complications; see below for have an astonishing aura. is impolite or socially dangerous. more on this. Hurling magical effects around while visiting the royal court may be illegal, GAMING WITH is certainly likely to make the guards Mentors OWERS VS intensely nervous, and may mark one In many stories, the training P . down as a gauche braggart in the eyes required to acquire or control powers of sophisticated courtiers. gives protagonists their personality POWER-GAMING and motivation. Classic sources for Roleplaying games are supposed training include: to be about playing characters, not Disadvantages • Martial arts movie monasteries. simply moving a piece around and The GURPS disadvantage system • Sorcerers who take apprentices. fighting other pieces. With some play- is an invaluable tool in reminding • Mature, idealistic teachers who ers, this may just be a matter of time. players that PCs have an existence act as mentors to teenage mutant After a few sessions of flying around beyond their powers. Quite a few superheroes (or ninja turtles). the scenery, hurling fire blasts, and empowered characters have major

POWER GAMES 189 A campaign may be built around a school, which provides a structure and quite likely a Duty and Patron for every PC, at the cost of limiting things The Forgetful Hero slightly. Alternatively, they may all One way that writers prevent empowered characters from handling have trained at the same institution in every problem with yet another display of power is by having them the past, making it simply a bit of seemingly forget some of their abilities. Every long-time fan can tell sto- shared background, and maybe a use- ries of superheroes or fantasy wizards struggling with a problem that ful source of Contacts and occasional they could brush aside with a trick that they demonstrated only a few plot threads; or they may be at odds episodes earlier. with their old school, making it a However, it’s not something that really works in games. Players are source of formidable Enemies with notorious for squeezing every last drop out of PCs’ abilities. Some play- deep knowledge of the PCs’ abilities; ers can be amazingly forgetful, inefficient, or dense from time to time, or it may have been destroyed and the but such lapses are rarely timed to make the plot more entertaining. PCs’ mentors killed, giving the group a On the other hand, fictional characters are rarely as failure-prone as major Enemy and a lot of motivation RPG heroes. They may not always win, but they rarely fail in trivial to fight. Pupils may have a Sense of ways. They suffer colorful catastrophes at entertaining moments, or Duty to their mentors, or a Duty to a misjudge situations dramatically. A stealthy hero rarely “fails his roll” to school that sets that as the price of slip past an ordinary guard . . . although if some master villain is check- admission – or they might rebel, devel- ing the perimeter at that moment, that’s another matter. oping Obsessions to prove themselves Players often regard low skills or power activation rolls as “un-dra- independently, or just adopting atti- matic,” and prefer powers that are completely reliable. It might be bet- tudes directly opposed to a school’s ter to regard unreliable abilities as “emergencies only” options, to be ideals. “forgotten” at other times. If the game uses the optional rule for Teachers often demand Pacifism, a Influencing Success Rolls (p. B347 – highly appropriate for cinematic Code of Honor, or Fanaticism from all campaigns), players can ensure that such abilities work anyway, so long students, and may even claim that cer- as they don’t use them too often. The rule for Using Abilities at Default tain powers are impossible to attain (p. 173) provides another way of letting heroes pull occasional tricks otherwise – which may be true, if the that they “forget” at other times. power modifier includes required dis- advantages. However, plenty of stories involve renegade ex-students or failed really imply much in the way of Players who are too dedicated to apprentices who nonetheless retain personality – either because their personality-driven characters can be dangerous amounts of training, and character concept is built more just as much of a problem as “blank these can make fascinating Enemies – around physical than psychological slates.” If the entire group tries too “dark reflections” of loyal students. factors, or because they see psycholog- hard, the worst that is likely to happen Conversely, the heroes may have cast ical problems as an annoying restric- is a bit too much noise and slow off their corrupt teaching, and the tion on their ability to do what they progress. More often, one or two play- “loyalists” may be the dark reflections. like. The latter is fine so long as they ers will turn out to be “spotlight hogs,” It may be possible for a renegade to are nonetheless interested in develop- taking up all the GM’s time. The solu- retain his powers, despite required ing some kind of personality, but if tion is to ask such players to calm limitations that should prevent this. A their sole interest in the PC is his abil- down and let other people do some- rival school or teacher may help him ity to go round blowing things up, a thing, while deliberately setting up to adapt his knowledge. An enemy god GM who wants to include more sub- events to give other PCs the chance to may replace divine powers with some- tlety in the game may find it very hard shine, but GMs should watch out for thing similar that can use the same to enjoy playing with them. character descriptions where person- talents. A really determined renegade Having some of a PC group be ality seems to be given much more may simply apply cleverness or sheer “blank slate” personalities can be fine. emphasis than powers. force of will. The “loyalists” may still It may even be a relief, if other players retain an edge, thanks to their use of are roleplaying to the point of excess. the “unsullied” power, but this advan- The less melodramatic PCs can play CONSTRAINTS tage may seem rather theoretical, and off the others and develop as individu- Other factors in a game can con- demonstrating its importance may als as the campaign proceeds. But if strain PCs from using their powers to involve some long, hard fights. the entire group seems bland and deal with every situation. unmotivated, the GM will have to Blank Slates vs. work hard to run plots more subtle than a glorified assault course, and Honor Concepts of honor or propriety, Spotlight Hogs may have to throw in one or two usually described in terms of charac- Not all empowered characters feel melodramatic NPCs to provide some ter disadvantages, are an extremely the need for training, and some play- interest and provoke reactions. ers select disadvantages that don’t powerful constraint on fictional and

190 POWER GAMES legendary heroes. Medieval-fantasy or Trademark, but if it’s an important marginal interest in the genre, in knights tend to have Code of Honor feature of the setting as a whole, GMs which case, the idea that most heroes (Chivalry), four-color superheroes tra- can enforce it in subtle ways. Heroes behave in a particular, suboptimal ditionally have Pacifism (Cannot Kill), may be expected to be generous to the way will just earn a shrug and a mut- and an individual who sees his power poor, accept friendly challenges from ter of “more fools them.” But if they as a gift from the gods may have visiting warriors, boast colorfully become engaged with the style of the Disciplines of Faith. round the fire, or hang out with media campaign, and acquire a feel for what Such limitations round out a PC stars. Somebody who fails to act thus is and isn’t accepted and respected, and prevent him from solving every cannot expect to be treated as a hero. many will modify their behavior problem the same way. When the Not being taken seriously may seem accordingly. question is whether it’s right to fight at merely irritating at first, and some all, whether one fights with sword, players may enjoy a feeling of misun- rifle, or mystic thunderbolt is hardly derstood loner angst, but it should ulti- Reputation relevant. There’s no obvious reason for mately prove frustrating and uncom- Reputation ties into both honor empowered characters to live by fortable. Recognized heroes get coop- and personal style; being known as stronger codes than normal mortals – eration (from law enforcers, other dishonorable or unstylish is certainly except, perhaps, that the discovery heroes, or the general public) in a valid basis for a negative Reputation. that one has powers could make any- situations where less impressive “Dishonorable” usually implies a reac- one reflect on one’s place in the world people get less. tion penalty with most or all members – but powers and honor codes tend to In any case, players who are inter- of a society, whereas “unstylish” may go together in fiction. It’s honor or ide- ested in playing in a specific genre, only cause trouble with devotees of a alism, not powers, that make a hero whether Hong Kong action movies, particular ideal of heroism – though admirable. classic superheroes, or Celtic epics, that means everybody, in some soci- often want to play a “proper hero” as eties! Negative Reputations can be seen in the source material. Even if acquired in play, if a PC behaves badly Personal Style they want to play angst-ridden, misun- enough in front of enough people. Anyone can fight monsters, com- derstood anti-heroes, there’s a differ- In short, PCs have to deal with the mit crimes, or search for treasure – ence between that and mere thugs. ramifications of their actions. These but if you don’t look good doing it, The mere suggestion that they are can range from dirty looks, high where’s the satisfaction? Being good at being “uncool” may lead them to prices, and poor accommodations in a such things is important because it change. GMs shouldn’t assume that it village where they are regarded as bul- allows for variation – one doesn’t have will always work; players tend to like lies, through not receiving employ- to go for the boring optimum in every their PCs alive as well as cool, and if ment from nobles who think that they situation. the GM seems to make coolness too are incompetent, up to being classed A style can take the form of dangerous, some will choose survival as enemies of the realm and outlawed. Compulsive Behavior, Overconfidence, over style. Also, some may only have a All the built-in consequences of a bad reaction roll can, and eventually will, hit PCs who acquire a large enough penalty – and things will eventually go beyond even this. A really bad Reputation will reach the ears of people with social and legal power. From Bronze Age city gover- nors who hear that the PCs have blas- phemed against the gods, and who therefore order the guard to run them out of town, to modern-day newspa- per editors who run virulent anti- superhero campaigns that influence politicians, a bad name can influence all sorts of figures who never get to hear the PCs’ stories or encounter their looks, charisma, or social skills. This can be a “big stick,” and should be used sparingly, or at least gradually. A bad Reputation takes time to build up. It’s not the same thing as a bad report, inconvenient for a few days and forgotten in a month; rather, it’s an accumulation of many such reports.

POWER GAMES 191 Oversight Some characters may be systemat- ically watched by groups and factions GM Bribery who are concerned by what they may If the conventions of a genre clash with sensible, rational PC behav- do with their powers (government ior, GMs can offer some kind of in-game benefit for “playing along.” For agencies will have many reasons to example, they could hand out “plot points” in exchange for appropriate worry), directly involved in their per- behavior or when the players accept a genre-typical plot twist without sonal histories (priests with divine too much protest. Conversely, GMs could dock players a couple of plot powers usually serve active gods), or points when they blatantly act in a way not typical for the genre. just curious (as with anyone who Plot points might be used to “purchase” one-time benefits, such as a draws intensive press interest). This single reroll or to avoid spending Fatigue or Hit Points. sort of thing may be represented on This option is similar to the guidelines in the Basic Set for awarding character sheets by an Enemy bonus character points for good roleplaying, combined with the option- (Watcher) or Duty disadvantage, but al rule, Influencing Success Rolls, on p. B347, and GMs may certainly anyone who is observed using powers use these rules instead. (or doing a lot of other typical PC things) may draw some kind of atten- tion – especially if they acquire a superbeings, organized crime, or real identities, might be less worried Reputation. This shouldn’t usually be potent conspiracies who can (at the than they are about protecting human intrusive or excessively annoying, very least) cause the PCs trouble. life, and might even use them for unless it comes from a specific disad- The behavior that pleases an over- morally ambiguous missions. A deity vantage or the PCs do something over- sight group may not be what is consid- who keeps an eye on his demigod ly dramatic or unwise, but it may be ered “noble” or “heroic” in the setting. progeny might have feuds with other enough to remind wiser players that In some cases, watchers may even try gods, so that the demigod’s family loy- actions can have serious conse- to nudge PCs away from such ideals. A alties might clash with his sense of quences. In most game worlds, there government agency that monitors general piety. are police, military, state-sanctioned superheroes might want to know their ADVENTURES Obviously, adventures for PCs with responsibilities, such as guarding powers have to allow for what those temples or preaching. MEANINGFUL powers can do. This is sometimes Broader plots may involve the harder than it sounds; a flash of inge- nature of powers in the setting. CHALLENGES nuity from a single player may short- Superheroes might find themselves If powers can defeat certain prob- circuit a whole scenario. investigating the common origin of all lems with trivial ease, then empow- super-powers or opposing a supervil- ered PCs should face greater chal- lain who uses dangerous technology lenges – or at least different ones. POWERS to transform ordinary humans into These challenges should not always AS LOTS super-minions. Sometimes, the two render those powers irrelevant. P sides in some great conflict each wield Rather, they should be tough even In “empowered” campaigns, sce- a different power, and possessing a with those powers, and some inci- narios can be about the powers. Power power obliges a being to join in the dents should require something more. origins may be central to plots. If psi war; moral good vs. moral evil is an At the simplest, this means that powers can be granted by a super- obvious example. heroes should fight enemies of rough- science drug, then anybody research- Divine and spirit powers have ly equal power. It can also mean that a ing that chemical may need to be whole campaigns’ worth of plots hero must play detective to track investigated, watched, or guarded. A attached, as they come from powerful down an enemy before fighting him, spiritually empowered monster-slayer beings who tend to have personal or a mythic warrior who needs to might find that the beings who rivalries, strong moral codes, and build a temple to his god overnight empowered him are taking an interest long-term objectives. In some cases, must consult with architects and the- in his career. they simply issue instructions to their ologians to create an appropriate Powers can also have social “side- servants, but it may be more interest- design. Problems may arise when a effects.” If the PCs are among the first ing if patron gods take a somewhat PC’s power is temporarily unavailable, generation to possess a telepathic “hands off” approach, or are unable to forcing him to choose between wait- mutation, their own families might speak directly to mortals very often. ing to act or acting without the power. become nervous of them. Priests of a PCs will have to work to determine Coming up with suitable chal- particular goddess who are granted their wishes, or deal with unreliable lenges is much easier if the opposi- divine powers will have priestly intermediary spirits. tion, or the world in general, knows

192 POWER GAMES masks even when committing quiet burglaries with no witnesses, while But he who, with strong body serving mind, smart crooks might simply take extra Gives up his mortal powers to worthy work, care to avoid any suspicion or atten- tion to avoid the risk of telepathic Not seeking gain, Arjuna! such an one probing. If the powers have limited range in Is honorable. space and time, it’s easier to keep – The Bhagavad-Gita things challenging. A crime that took place a week ago can’t be solved by someone who can’t look more than 24 that powers exist and has some idea impossible to come up with one who hours into the past – but he could still what they can do. Adventurers who can always keep every associate and be hugely helpful in tracking suspects. always have the advantage of surprise innocent bystander from harm. Even A telepath can only read the mind of a face far fewer real challenges. This Superman has not only kryptonite known, available suspect, and reading doesn’t mean that every enemy should but friends and loved ones to worry over a hundred minds could involve a know how to negate the PCs’ powers, about. There’s usually something, lot of time and effort. but if there is such a countermeasure, somewhere, that can supply the right Another possibility, especially in a it should come up at least occasional- kind of damage to hurt any hero. world with secret powers, is a “mys- ly. Groups facing superhuman foes tery” where the truth is known as soon may deploy heavier weapons or more as the investigators use their powers, troops, while organizations facing Mysteries but acquiring proof that can stand up telepaths will be very careful about RPG mystery stories are tricky to under legal scrutiny is a lot harder. internal secrecy. The heroes of ancient run at the best of times. If the PCs Criminals would have to take great Celtic myth sometimes had known include clairvoyants and telepaths, care to obliterate all physical evidence dooms that enemies could attempt to they can seem completely impossible. of their actions – but then, some man- activate. However, there are plenty of prece- age to avoid detection even in the face dents in fiction. of modern forensic techniques. It is generally essential for oppo- Solutions to the problems posed Threats of Force nents to know something about the by particular abilities are discussed Some empowered PCs may be so PCs’ powers for mysteries to work. If further on pp. 194-198. General robust that they are effectively technological mind shields and ESP advice on running mysteries can be immune to any violence that they are barriers or reliable magical wards and found in GURPS Mysteries, avail- likely to face – at least, they may think protective charms are widely avail- able from e23 (e23.sjgames.com). they are. However, it’s hard to create able, competent criminals will use a character who’s immune to any them. Simpler protections could also conceivable threat, and probably work. Criminals might take to wearing Time and Distance One difference between classic “low fantasy” or historical settings and anything set in the present day or an SF future is the speed of transport. A journey from one country to another that would involve weeks of strenuous riding and sailing can take mere hours aboard a commercial airliner. Heroes who can fly, teleport long distances, or run like the wind merely make this dif- ference more pronounced. Even fast long-range communication, without physical travel, can disrupt some plots. The GM should be prepared for travel and communications to work more like a modern-day game than a medieval setting, whatever the nomi- nal tech level. On the other hand, there’s no reason to ignore the subject entirely. GMs are fully entitled to track distances, calculate journey times, and insert the odd problem en route.

POWER GAMES 193 Complacent PCs may get them- payments or sheer terror may accom- Banning healing may be fairly easy, selves into trouble. A fast runner mov- plish a lot, but even if no normals especially in worlds where scientific ing independently of the main party make a principled stand, the “heroes” logic applies. Breaking things and may be ambushed, and any solitary may find that their suppliers suffer all people is simple, but – thanks to the scout who lets himself be caught up in sorts of inconvenient “accidents.” laws of thermodynamics – putting fights will get into trouble sooner or Even if only a minority of the popula- them back together again can be hard. later. A party may end up scattered all tion objects to them, those objectors Even with magic, achieving a perma- over the map and incapable of coordi- may provide support and information nent cure may require a permanent nation if the PCs aren’t careful. to the heroes’ enemies. The worst enchantment, world-altering spells, or Meanwhile, communications may be social rebels are seen as monstrous – just a heavy expenditure of energy, subject to interception, disruption, and monsters inspire monster-slayers. and the cure may even be reversed in jamming, or faking. no-mana areas. Genre conventions also apply. PLOT-STOPPERS Healing, as opposed to “self only” Social Taboos The following are among the most regeneration, is rare in superhero Reputations and “proper” behavior egregious game-wrecking abilities. comics, though not entirely unknown. are discussed on p. 191, but to repeat They need to be watched and con- (A known healer might be overloaded the point: living up to the image of the trolled. If it’s clear that a particular with pleas to help out with ordinary “proper” hero can be a challenge in ability will damage a campaign, it can medical problems and end up itself. Some heroes are powerful just be flatly prohibited – but it’s best employed in a hospital rather than enough to live by their own rules – and to have a good reason for this absence, fighting crime.) In some fantasy set- players may even make a point of in terms of game-world logic. If the tings, healing magic is fairly wide- doing so, especially if the convention- ability is one of the chosen genre’s spread, but is controlled by religious al morality of the setting disagrees standard features, a ban may look very groups with their own rules. with their own personal ideals – but odd. If healing is available, GMs should that makes the PCs into rebels and try and keep the level of potential outcasts. damage from any given threat at least Social revolutionaries are at war Healing slightly uncertain. PCs may not fear Healing is a staple of RPGs, but it with society – a determined and well- mere injuries, but will be worried if also causes problems. If the PCs come supported enemy. Just because heroes there seems to be a possibility of dam- to regard any risk of physical injury as preach a radical new morality won’t age so extreme that it will keep them a transient threat, an obstacle that make it universally accepted; most out of action even after the healer’s would realistically make people look people are extremely attached to con- ministrations, or even instant death. for an alternative route may end up as ventional ideas, and can be fiercely GMs are justified in calling for Will a joke. “A pitfall with spikes? We’ll be brave in defending them. If the char- rolls before adventurers willingly risk okay.” Healing can also render tragic acters don’t even try to justify their serious harm, even when they are cer- NPC death scenes farcical, and make actions, resistance will be even more tain that they’ll survive and can get heroes complacent about endangering explicit and determined. In some set- instantly healed. This reflects reflexes innocent bystanders. tings, the PCs may come into conflict and survival instincts. People flinch with actual gods, who make and enforce moral laws – and even if the deities don’t drop thunderbolts on uppity mortals, they may empower champions of their own. Some heroes are powerful Normals enough to live by their own rules – Even if no gods intervene, ordinary people may oppose the “heroes” – and players may even make a which raises the question of how the nonpowered inhabitants of a setting point of doing so, especially if the can be made relevant. Most PCs, even the most powerful conventional morality of the setting ones, need something from mundane society: food, assistance in laborato- ries or libraries, legal and prison sys- disagrees with their own personal tems to hold captured villains, or just ammunition. The more the adventur- ideals – but that makes the PCs ers alienate the mass of humanity, the harder, more grudging, and more into rebels and outcasts. unreliable such relations will be. Cash

194 POWER GAMES from pain, even when it isn’t accompa- the setting and the character, and not solving mysteries as a clairvoyant, nied by any significant injury, but completely effective even then. they can become effectively invulner- players don’t necessarily accept that able when they choose. their characters have such natural There are usually ways to stop such reactions. If an injury was especially Mind Control beings – force fields, alchemically gory or painful, came from an unex- and Possession enhanced wall materials, or magical pected direction, or was worse than If an enemy who can read your wards – and to hurt them using spe- expected, or the healer was slower or mind is worrying, one who can over- cially augmented attacks, but all these less efficient than expected, a Fright ride your willpower is truly terrifying. require some justification and prepa- Check may be justified, possibly at a Mind-controlling heroes can be real ration. Players may justly complain if penalty. Repeated pain and injury, plot-wreckers; taking control of an every opponent seems to automatical- even if transient and in a good cause, enemy not only eliminates that foe ly negate the power on which they can leave the toughest of adventurers instantly (if temporarily), it provides spent so many points. A more chal- subconsciously scarred. additional help against other oppo- lenging but fairer response is for If the heroes are visibly depending nents. A mind-controlled victim can antagonists to act intelligently. on healing, their opponents are very be cross-examined at will, making this By and large, insubstantial PCs likely to target the healer. It’s simply an effective if indirect form of mind- aren’t invisible, can’t move much good tactics. reading, prone to derail mystery plots. faster than ordinary people, and have The mind controller does need to to become substantial to eat and sleep. know what questions to ask, but Hence, they can be caught on security Mind Reading “What should I ask?” is a good start . . . cameras, followed or (with difficulty) and Mind Probe Fortunately, these powers almost tracked, and eventually cornered. If a mystery hinges on something always come with complications. GMs should keep a close eye on move- that NPCs know but the PCs don’t, Often, controlling an opponent ment speeds and times. mind-reading powers can end the requires all of the controller’s atten- Even in combat, “ghosts” generally adventure in seconds. Sometimes the tion or has an unreliable duration, so have to become substantial in order to trick is to make sure that the heroes the PCs never know quite when hit back, so competent tacticians will don’t see any reason to read an NPC’s they’re going to lose their pawn. try to watch their movements and mind, but this is rarely a reliable tech- Cunning enemies may pretend to be keep an attack in reserve. Really effec- nique, especially if they’re in the habit still under control when they aren’t, tive opponents may simply arrange of using their powers indiscriminately. enabling them to blindside the con- ambushes or surprise attacks, and aim Keeping knowledgeable NPCs out of troller at the worst moment. While to take out the “ghost” before he can the way isn’t always feasible. controlling an enemy leader is often react. If the problem continues, an However, there are often limits on the most effective tactic of all, “mas- NPC will invest in countermeasures. the use of such powers. If mind read- ter villain” types often have formida- ing is known to exist, using it with- ble willpower and invest in psionic or out the subject’s permission could be magical protections. Invisibility an illegal invasion of privacy. Most importantly, such powers are Invisible PCs have more problems Telepathic detectives might have to almost always strongly constrained by with walls and locks than their intan- obtain warrants to search a suspect’s ethical or legal considerations. Taking gible counterparts, but are even hard- mind. Even without legal con- away a person’s free will is widely seen er to locate. They can do unspeakable straints, there might be social prob- as vile, and may be explicitly criminal- things in public and waltz through any lems. Psychically examining high- ized if society knows that it’s possible security measures based on human Status suspects could be fraught – although a brief use of control, in a observation. with difficulty. Many people are like- good cause, without making the sub- Fortunately, effective countermea- ly to find the idea repulsive, or have ject do anything immoral, may be for- sures can be cheap and mundane. serious personal secrets that are given. If the law does become involved, Invisible intruders can be spotted by irrelevant to the current case. Some the use of mind control can lead to guard animals (dogs, geese, etc.) that official telepathic investigators huge complications. Proving that the have keen senses other than sight, and might have specially extended Legal accused wasn’t under somebody else’s may set off relatively simple security Enforcement Powers permitting control when he committed the crime, devices such as pressure pads. Once them to probe suspects on reason- or when he confessed, could be very foes realize that they have an invisible able suspicion (essentially a form of hard indeed. problem, they should triple-check any “violating civil rights,” which usually “false alarm” and always assume the adds 5 points to the advantage cost, worst about where the foe might be. up to the normal maximum of 15). A Insubstantiality In combat, improvised tricks involv- member of a trusted organization, or People with the power to become ing flour or paint may be effective, or someone with a personal Reputation intangible are formidable. They can combatants can simply saturate an for his rigorous code of ethics, might not only slip in and out of hostile area with grenades, gas, magic, or have more leeway. But those would areas unimpeded, making them automatic weapons in “spray and be considerable privileges, specific to almost as effective at spying and pray” mode. Invisible enemies are scary, but far from unbeatable.

POWER GAMES 195 Penetrating Vision The GM has to walk a fine line. The the power activates; each play-through future may not always work out exact- actually represents a vision, until the and Clairsentience ly as foretold, but shrugging and say- seer decides to let one actually happen. Powers that can see through barri- ing “You only saw one possibility” (This tends to require the Directed ers are yet another way to short-circuit makes the ability worthless. On the enhancement, p. 68.) Unfortunately, an entire plot. A conventional “dun- other hand, perfectly reliable predic- this method tends to be lengthy and geon crawl” or an espionage mission tions make the entire game futile. boring. It’s also very hard to handle may be cut short even by very limited There are several possibilities; GMs when NPCs have the power. powers that can survey the dungeon should make it very clear from the Alternatively, the GM may give visions or probe the enemy base with minimal first which one they have chosen. that will be perfectly true if the PCs risk. Of course, the intruder must know where to look. If the power takes time or effort to use, PCs can still be sur- prised or ambushed by totally unex- pected traps or foes. Few people are likely to keep such abilities active full- time; they would make it hard to see where one was going. Interpreting observations can also be tricky. A guard in a full-face helm may be alert or dozing on his feet; may respond to an attack by fighting, running away, or ringing a bell to summon a dozen friends; and may turn out to be a rank beginner or an elite warrior. Reading written secrets is all very well, but if they’re buried among thousands of pages of routine records, finding them could take days. If such powers are known to exist, or even suspected, competent oppo- nents will take countermeasures. Even if active magical wards or psionic screens are unavailable, keeping First, Precognition may be very remain passive, but which they can secrets in the dark, or encrypting restricted and inherently uncontrol- change by any action they take – but in them, may render them secure. Fake lable. Passive Only (p. 69) is mandato- most cases, it’s hard to imagine PCs objects, humanoid dummies, and ry, and One Event (p. B77) may also be not doing anything about future false documents can all help. required. For a really annoying ver- events. Any society with serious concerns sion, add Nuisance Effect (“seizures”) Precognition might also give 100% about privacy and personal modesty and Uncontrollable, so that the seer is accurate but very brief “flash visions” will regard powers of this type with prone to startling or terrifying visions of the future, with enhancements such suspicion. A known clairvoyant may at inconvenient moments, and may as Directed and Reliable prohibited. be treated as a snoop or voyeur. In acquire a Reputation for insanity. This These scenes will happen (and if settings where powerful men keep approach is common in fiction. Seers they’re unpleasant, that’s just tough – carefully guarded harems, and pub- have dreams or waking visions which there’s a reason why some seers are lic immodesty is severely punished, indicate that something (usually bad) unpopular), but what they mean, and anyone who can see through walls is going to happen, and may pick up what’s going on “offstage,” remain would be advised to keep the fact some clues about the nature of the undetermined. For example, the very quiet. threat (“An attack on the town! I see vision might show a hero being shot darkness and fire!”), but details are and falling to the floor covered in Precognition always uncertain. This is a good story- blood – but the wound may turn out to The ability to foretell the future is telling device, and means that the be superficial, or the gun might be difficult to GM, and can easily wreck heroes are less likely to be caught loaded with blanks and the hero could whole campaigns. GMs should never completely unaware, but it may be too be faking, or the shot might miss feel obliged to permit it if it would be frustratingly vague for players. entirely and the blood might come too troublesome. If it is available, Another option is to say that the from an earlier fight. GMs have to exactly how to deal with it depends on future is fixed, given a particular set of come up with plausible future scenes, the exact form it takes, and how firm- actions by the seer. This can be simu- based on their plans for the campaign, ly fixed the future might be. lated by permitting precognitives to and making them come true may “replay” events from the point where require a lot of manipulation.

196 POWER GAMES Finally, predictions may be inher- Yes, this is railroading; players who Mimicry, and sometimes Fast-Talk) ently tricky and ambiguous, in the use precognition are literally and can deal with this, but rolls should be best traditions of the Oracle of Delphi explicitly asking to be railroaded. They required, with whatever modifiers are and newspaper horoscopes. This is aren’t entitled to complain, and good appropriate. Some impersonations often a feature of specific fortune- players might well help in some way. will need various kinds of Cultural telling methods, which can add all If two rival seers are both using Familiarity or Savoir-Faire. Some sim- sorts of limitations: Active Only (p. 69) precognition while attempting to ply will not work unless the target is is normal, and most will add some of manipulate events, some kind of very carefully studied beforehand. Preparation Required, Takes Extra Quick Contest may determine who Opponents may not act instantly, Time, Trigger, or Gadget Limitations – gets the most desirable result – but it but the morphing PC can never be or Fickle, or possibly Pact, if the infor- might be just as reasonable to say that quite sure whether somebody is taken mation actually comes from an unpre- both get screaming headaches and in entirely, somewhat distracted, or dictable spirit or deity. (Directed can must retire to bed. seriously suspicious but trying to be added for more-controllable meth- Soothsayers whose precognition draw the impersonator in further. ods.) However, it may simply be a fea- threatens the campaign can be dealt GMs should require and make a lot of ture of all Precognition in the game with by various methods. For once, die rolls, some of them “dummies,” to world. Players should be told that GMs can become somewhat arbitrary keep players nervous. If opponents they’re buying the right to ask ques- with a clear conscience: messing with know they have a shapeshifter to tions that the GM can answer like a destiny is traditionally considered to worry about, they may be driven to gas-inhaling priestess, a lawyer, or the be asking for trouble. Ambiguous pre- paranoia, but they can also institute Devil – not the right to put the GM on dictions, fuzzy images as all history defensive measures, from high-tech or the witness stand. High skill just turns on some random trivia, those magical tests to password systems. means good odds of activation. screaming headaches, and interven- Remember also that there are usu- Interpretation should generally be tions by gods charged with safeguard- ally limits to the abilities that an alter- roleplayed. ing fate and preventing mortals from nate form can possess. GMs should be One possibility with this last knowing too much are all plausible in careful that PCs capable of taking approach, especially suitable with PCs some settings, especially if the players multiple forms don’t try things that who use mystical styles of “fortune- have been warned. Anyone viewing a are actually beyond their ability. telling,” is to read up on just such a future that contains a high probability method from the real world – the tarot of terrible events such as his own would probably work well – and, when death might also be required to make Warp and Jumper the power is activated, break out a a Fright Check. Warp represents one of the most tarot deck, yarrow stalks, or whatever, Precognition isn’t usually legally or “magical” of powers. Jumper achieves and make a reading. The GM then socially controlled, but some religions many of the same effects and more. decides what the reading means – consider it blasphemous (knowledge The problem is, they can also reduce without telling the players – and starts of the future is the prerogative of the tension of many plots. A long- manipulating events toward that Heaven), and some legal systems range teleporter can leave any adven- result. Of course, the fear of a bad assume that it’s impossible and treat it ture when the going gets difficult, and reading, or the GM’s ability to be con- automatically as fraudulent. Anyone even a short-range version enables a fusing, may deter people from ever known to possess the ability may PC to escape from any conventional using the power – but the temptation attract lots of attention from the curi- prison cell and to bypass many securi- of knowing the future, however uncer- ous . . . and the obsessive. ty measures. tainly, is very strong . . . Part of the solution is to be very To repeat: whatever option the GM sure to enforce all the built-in prob- selects, he should make the decision Shapeshifting lems. PCs must be able to see or visu- clear at the start of the campaign and Shapeshifting can be a minor trick alize their destination, and can still then stand by it. Some players may ask or a game-wrecking problem, depend- fail and temporarily disable their abil- how they can acquire clear, detailed, ing on precise details and how it’s ity from time to time. Most uses also unambiguous precognition. The used. Being able to look like someone cost FP, and GMs should be sure to answer can be “You can’t.” If they or something else, instantly, is almost enforce all the relevant rules on that, don’t like the level of uncertainty, they as good as Invisibility, and clever users too. Encumbrance limits are another can always spend their points else- can achieve numerous other effects as rule to watch closely; aside from the where. GMs are never obliged to per- well. fact that adventurers may find that mit game-wrecking powers. However, many subtle effects of they can’t carry bulky loot or heavy If the plot requires a particular this power demand judgment and weapons when they vanish, they will result or scene, the GM can and skill. Just looking like someone else almost certainly be incapable of tak- should twist events mercilessly toward will usually work for a useful moment, ing friends or allies along – and even if that result: NPCs show up or wander but actually impersonating someone they don’t care about this, their allies off as required, die rolls get fudged, requires the ability to emulate their might be very unhappy about being and any NPC who is “fated to do well” voice and mannerisms. The right left in the lurch. has Ridiculous Luck and Serendipity. skills (mostly Acting, Disguise, and

POWER GAMES 197 Those who make a habit of travel- games involving powers, one of the chance to roleplay. Having the PCs ing to unseen locations may run into most important things about spotlight swept off by one emergency after dangerous, or at least unexpected, sit- time is that everyone should have a another, with barely a pause for breath uations on arrival. GMs shouldn’t chance to show off their particular in between, may be very exciting – but make a habit of this unless players are specialties. it may also get boring. GMs shouldn’t complacent – in which case, PCs may It’s generally better not to be too be afraid to say “you’ll have to spend a transport themselves right into a trap formulaic about this, especially in couple of days back at base” or “it’ll or ambush. This is, after all, another games with diverse powers. If every take you a week to sail there,” and ability that competent enemies will adventure has an obstacle for the flyer shouldn’t hurry past that downtime if assess carefully for limitations. If cap- to fly over, an NPC for the telepath to the players look eager to roleplay out tured, known teleporters may well read, a weight for the “brick” to lift, some personal stuff. find that they are subject to especially and so on, the results will look very In powers-oriented campaigns, harsh conditions in order to baffle artificial. Most players are happy however, action scenes may be the big their ability. They may be drugged, enough to take a back seat in some opportunities for characterization. blindfolded, or held in pitch-black sessions, so long as they get chances to Quiet types can show their true worth rooms, and kept unaware of their pre- shine in others, or an opportunity for or grow in confidence when their cise location. Enemies may take a little roleplaying somewhere along powers prove essential in battle. The hostages to dissuade a teleporter from the line. Some heroes’ function is to grandstanding, fireball-tossing super- just wandering off, and will probably act as a confidant or psychological foil hero and the devious creature of living hold valued items in secret locations, for the others. However, if a PC gets no darkness demonstrate their personali- protected by fast and deadly traps. significant spotlight time at all for sev- ties by using their powers. The ruth- While this sort of ability often may eral consecutive sessions, there is a less avenger, the honorable , not be heavily legally controlled, it’s problem. and the emotionally balanced martial unnerving enough that anyone known Some players make their own spot- artist can all show their true natures in to possess it will be regarded with light time, ingeniously finding oppor- action. some caution. If someone commits a tunities to use what they’ve got. series of baffling mystery thefts, a tele- Although excessively pushy players porter may well find himself under may need a little polite restraining, MEANINGFUL suspicion, however solid his alibis. this saves the GM from having to work EWARDS too hard. Others may need more R encouragement, especially if their Most PCs can be rewarded with RUNNING powers are most effective when used wealth, improved abilities, nifty new DVENTURES with a little ingenuity; the other play- tricks or devices, and perhaps status A ers can help here, and GMs shouldn’t or fame, but PCs who are already real- Adventures for empowered PCs are discourage them. Very shy, retiring ly powerful may require different generally much like other sorts, players, especially those unfamiliar incentives. though some scenes may be a little with the rules, may even be prompted Even an empowered hero should larger and more dramatic. However, by the GM. It’s better not to overdo have some reason to adventure. there are some specific issues to this, or the game can end up looking Rewards should ideally involve some consider. like a story told solely by the GM, but movement toward a goal. A warrior the occasional hint is fine. out of Celtic mythology may dream of becoming a respected member of a Spotlight Time king’s household, and perhaps eventu- Giving PCs “spotlight time” means The Human Touch ally a king himself, all within the lim- allowing each of them a chance to par- GMs should also make sure that its of the Celtic code of honor . . . or he ticipate – an opportunity to roleplay there are places and times where pow- may simply hope for a glorious career and earn a mention in stories. In ers are irrelevant and everybody gets a culminating in a noble death in battle.

198 POWER GAMES But even such a short-lived hero may want to defeat certain foes, and ensure the security and prosperity of his fam- Plot Points and ily, before the end. While some heroes move from one New Abilities short-term problem to the next, never Abilities can’t usually be gained or improved in the middle of an worrying too much about the future, adventure – unless doing so fits the campaign style and genre. In a cam- others have grand concerns tangential paign that uses “plot points” (p. 192), a player might be permitted to to their adventuring career. A mystic spend experience to improve or add abilities during the adventure if he may seek communion with the god- spends a plot point as well. head, while a wizard may want to “If I concentrate my icy fog onto one spot, I can drop the tempera- understand the deeper nature of phys- ture well below freezing. If I remember my freshman physics right, that ical reality. The snag with this sort of should make this metal brittle. Hey, I must remember this trick . . .” thing is that it can distract a PC from adventuring altogether, but he may have lesser reasons to travel and fight or his quest may involve a necessarily Innate Attack, increasing the strength Divisor, p. B102) or spread them wide practical element – the search for of a telekinetic ability, or improving (Area Effect, p. B102), or a shaman ancient secrets in far-off lands, say, or any power’s range a little is often com- could master a whole regiment of new the need to perfect skills as the path to parable to increasing a mundane spirit-servants with associated abili- enlightenment. attribute – justifiable as a matter of ties. exercise and training. As this suggests, many abilities and More radical changes include refinements come with new insights, Improving and removing limitations, adding or as rewards for good work. Mentors Enhancing Powers enhancements, and adding whole new may teach new lessons to pupils Experience points, the traditional abilities to an existing power. Such who’ve proved themselves worthy, reward for PCs, can certainly be as things may be justifiable: a telepath patron gods may grant new miracles useful to those with powers as to any- might realize that the powers of the to priests who’ve served well, and wiz- one else. However, using them to mind aren’t bounded by distance ards can acquire scrolls of lore when improve powers may need some spe- (adding the Long-Range enhance- they plunder ancient ruins. The natu- cial treatment. ment, p. 108) or learn to transmit ral plot break that often follows a suc- Buying levels of a power-related images as well as words (gaining the cessful adventure can give PCs a Talent is generally fine, on a par with Illusion ability with the Mental chance to consider what they’ve getting better at most skills. Likewise, enhancement, p. 95), a fire elemental learned recently, practice new tech- buying an extra die or two of an might learn to focus its blasts to niques, and compare notes. punch through defenses (Armor CAMPAIGNS The presence of powers has impli- making changes. Such a game can be or an enemy? They may even be cations for the parameters of cam- based on myth (Gilgamesh-style specifically charged with keeping the paign design. demigods bestriding the city-states of world as it is recorded in our history ancient Mesopotamia), a mixture of books, with the threat that, if they fail, myth and novelty (Greek philosophers it will become a disastrous alternate BACKGROUND discovering the power of psi and hav- history. See Keeping It Real, p. 200, for To begin with, a campaign needs a ing to deal with Olympian gods who ideas about how such secrecy could be general setting – often meaning a spe- don’t approve), or a complete “what if” maintained. cific time, not just a place. (aliens with cosmic powers and tran- scendent technology land in the mid- Victorian era, and recruit and Modern Historical “upgrade” humans to serve as guides Exotic powers give the GM quite The snag with empowered games and guards). enough work in themselves, so it may in the historical past is that powered Another alternative is the “very be easiest to set campaigns in the most beings don’t seem to have existed in secret history” game, where powers familiar milieu of all: the modern history. Even if they did, they appar- are being used deep behind the scenes, world, or something almost indistin- ently failed to use their powers to and the PCs seek to impose their own guishable. After all, there are plenty of change the world – so where’s the fun? slant on events that follow the broad popular “powers-heavy” genres that One possible solution is to set the pattern of known history. The players use this setting, from four-color super- campaign in an alternate version of may know who’ll be king next year – heroes through many kung fu movies the past where powers, having but will that king serve their faction, to tales of teenage vampire hunters. appeared recently, are about to start

POWER GAMES 199 consequences of these powers be worked out. Even in a more fantasti- Keeping It Real cal game, the setting should have, for example, a social place for empow- In settings that resemble real history or the present day, but with ered individuals. Often, they’ll be the powers, GMs need an explanation of why these abilities haven’t changed rulers, but scholarly wizards might events and society beyond recognition. do better as advisors in the courts of Powers may be a deep secret, because the people who possess them secular kings or presidents, while fear persecution by “mundanes” or because they simply value their pri- enlightened sages might even prefer vacy. Empowered people may be “enlightened,” preferring not to dis- to become hermits. turb the world too much, or devious behind-the-scenes manipulators. They might also serve – or be – godlike beings, constrained by rules or traditions from direct action in human society but able to fight each STYLE other in the “divine realms.” The style of a powers game deter- Alternatively, powers may be publicly known, but only just have mines how it is played, and often what appeared. A campaign can explore the consequences of newly emerged optional rules and restrictions are powers: what would happen if a new drug enabled 1% of its users to applied. teleport? In some cases, the changes may be predictably large, even pre- ordained, and the campaign can be about how the PCs handle them; for instance, they might be imbued with supernatural power to act as sol- Realistic vs. Cinematic diers in some looming Armageddon. Most powers are somewhat unreal- Long-established powers that haven’t changed the world are hard to istic; real people can’t do these things. explain, but do appear in fiction. They may simply be very rare, and not However, it’s perfectly possible to treat powerful enough in total to make huge differences; a few people who the subject in a logical, “realistic” fash- can hurl small fireballs or make their skin as tough as steel really aren’t ion. A blast of telekinetic force can much different from a few people who own firearms and Kevlar vests. injure the target in exactly the same If powers are difficult or dangerous to use, that makes them effectively way as a thrown rock, empowered rare; they’ll change a few emergencies, and a few daredevils and fanat- heroes can fail disastrously if they ics will make a habit of using them, but most people prefer to avoid risk. attempt dramatic stunts, and love may If they’re very dangerous to other people, heroes may have the job of be a messy and misleading emotion, dissuading foolish or desperate people from summoning demons or not an all-conquering miracle. turning themselves into walking bombs . . . or of clearing up the mess Still, some genres, notably mythic afterward. fantasy, space-operatic SF, and four- Or powers may cancel each other out, as in some superhero comics. color superheroism, are highly cine- A few villains go around robbing banks or trying to conquer the world, matic. GMs should follow most or all a roughly equal number of heroes spend their time stopping them, and of the guidelines on pp. B488-489 everyone else gets on with their lives. (unless the whole idea is to subvert the conventions). Other games may be grittier: a hero going up against a world-controlling conspiracy or fight- If the powers in such a campaign alien races introduce other beings ing sanity-blasting horrors from out- are secret, the world can resemble our with special capabilities. In a few set- side time, should expect a tough fight own very closely – although if powers tings, magic “returns” or is discovered ... won, if at all, by effort, sacrifice, have been around for very long, the on alien worlds, or “the future” is used and intelligence. GM will need an explanation of what as a fantasy setting, with a few refer- Realism may work best in con- role, if any, they really played in histo- ences to our own world as “the distant trolled doses, as when a superhero ry. If they’re publicly known, powers past.” In a rigorous hard-SF cam- who’s spent years fighting colorful vil- may still somehow not make much paign, the logic of such things should lains realizes that blandly efficient difference to the world. See Keeping it be carefully worked out; in wilder sci- conspiracies are quietly ruining his Real (box) for more on this. ence , less explanation is world far more effectively than any required. costumed foe, or a dead loved one Futuristic turns out to be really, permanently In the future, all sorts of powers Totally Fictional dead, despite the hero’s nobility. may become possible – especially A “powers game” can avoid many those derived from advanced technol- problems of logic by being set in an Action vs. Investigation ogy such as cybernetic implants, entirely imaginary world, whether Powers tend to mean action – ener- genetic engineering, or robotics. In the classic made-up fantasy continent gy blasts, flying heroes, and rugged some settings, advances in hypotheti- or an alternate history where the warriors shrugging off countless blows cal sciences such as “applied psionics” open presence of powers has changed – but some are subtle, useful less in enable humans to master the powers everything. As with futuristic games, combat than for investigation and of the mind, while encounters with a “rigorous” style demands that the research. “Empowered investigator”

200 POWER GAMES campaigns can be tricky to run – a Most good campaigns include ele- hero with the senses of a bloodhound ments of both seriousness and come- or the ability to speak with the dead dy, although the proportions vary. can solve many mysteries with mini- Empowered characters tend to make mal effort – but also very entertaining. both aspects more pronounced; the At the very least, heroes may have to threats and dilemmas are vast, but so trace the source of a subtle problem, are the results of folly or clumsiness. using wits and skill, before they stomp Some campaigns focus not only on on it with raw power. This two-part seriousness, but on darkness. Angst- plot structure, investigation followed ridden protagonists are popular, and by big fight, is standard in many cam- the drawbacks associated with some paigns and genres. categories of power – such as vam- In games featuring secret plots and pirism or religious dedication – are conspiracies, investigation is the main certainly less than fun. On the other activity. A major fight means that hand, powerful characters can get someone has failed disastrously, or at things done; many people would say least that the current adventure has that they have far less right to angst come to a revelatory climax. Likewise, than less-powerful folk whose prob- if everyone in a particular situation lems are no smaller. Serious but opti- has similar powers, they may cancel mistic games deal with saving the out, leaving investigation or social world, successfully battling evil, and manipulation as the only way for any- so on; admirable stuff, if a little one to achieve their ends. Campaigns pompous. Optimistic lightweight can involve various proportions of games are more obviously enjoyable, violence and thoughtfulness; GMs though they may end up ducking all general, and in the places where the should adjust the balance to taste. the issues that make for good, strong PCs mostly operate. If the world is Even the most popular superhero plots – if nothing ever goes tragically inhabited by billions of ordinary comics feature master detectives as wrong, then getting things right is less mortals, but game events take place well as bulletproof flying men. of an achievement. Finally, humorous in the realms of the gods, then pow- campaigns with bumbling, unsuccess- ers are effectively very common. ful protagonists can be very funny, but Serious vs. Humorous may also end up feeling very frustrat- High-powered characters create ing – nothing ever goes right, and the Unique tension in the mood of a campaign. players can’t even angst about it – and If the PCs are the only beings with On the one hand, they probably have if the heroes have powers, they just significant powers, they’ll bestride the great and very serious concerns: the end up looking like bigger idiots. world like gods – or demons. However, struggle between good and evil, prob- they’ll also be targets. If they’re known lems of bigotry and persecution, the to be powerful, they will inevitably be question of how the world should be PREVALENCE feared, and some very competent fac- governed, and so forth. On the other tions may make serious attempts to hand, people who can make weird OF POWERS destroy them. If they’re too powerful things happen just by waving their The nature of a world with powers for that, anyone who knows about hands, who wear bizarre costumes, will be heavily influenced by how them will regard them with utter ter- and who are prone to agonize about widespread those powers are. There ror. If they aren’t powerful enough to the fate of humanity over breakfast may be a large difference between the be a threat, their powers will make can’t help but look slightly ridiculous. prevalence of powers in the world in them objects of curiosity, some of it dangerous. More to the point, the PCs decide what changes powers make to the We’ve got a blind date with world – subject to complications. They may set out to do good but end up fighting the wrong people, tearing Destiny – and it looks like she’s down systems without putting any- thing in their place, or being manipu- ordered the lobster. lated by “friends.” This could turn into a battle of wits between the players – The Shoveller, and the GM, but that shouldn’t be the objective; ideally, the conflict will be Mystery Men between the morality of well-role- played PCs and the nature of the game world.

POWER GAMES 201 Rare to run a rigorously logical game – if dramatically powerful a PC is, the less More likely, powers will be few and anyone you meet could in fact turn effective he may prove. On the other far between, but not limited to the out to be capable of anything, there’s hand, in a setting where powers are PCs. (This could mean that they are no way for PCs to make useful plans well known, merely having a power limited to a single group of people or tackle subtle mysteries – but it may may not make one anything special. who are not the PCs!) Again, known be possible to do a lot with tongue-in- There are two main reasons for empowered beings are likely to be cheek social activity and bizarre keeping powers secret: fear and greed. regarded with fear or curiosity, but the allegory. Empowered characters may fear being PCs will be subject to less extreme More often, “universal powers” set- burned as witches, pilloried as freaks, pressure. tings give everyone the same power, or drafted as super-soldiers. Anyone Individuals who choose to use their but at different levels. A few “crippled” known to have an exceptional power powers for different purposes or to individuals may lack it altogether. For will attract some kind of attention. support different causes may well end example, Alfred Bester’s classic SF Even if most people aren’t actually hos- up clashing. This could range from novel The Stars My Destination is set in tile, some will be superstitious, want to polite debates over whether it’s better a world where everyone except for a exploit the possessor, or treat him as a to fight crime, help the starving, or let few unfortunates can teleport, though celebrity and destroy his privacy. humanity find its own way to great the power is thought to have defined Wanting to avoid such difficulties battles between heroes and villains, as limits . . . seems only reasonable, but greedy the champions of different moral power-users want more. Powers can be codes or the soldiers of different ECRECY used for personal profit in countless nations. If powers are both rare and S secret ways – but if they’re known to Finally, there’s the question of secret, the chances for conflict may be exist, all sorts of countermeasures may whether powers are widely known less; different groups may go for years be possible. A totally secret telepath and accepted or secret and potential- without meeting. can easily advance in business or poli- ly feared. Openly known powers tics, or become a great seducer; if imply a world that is rather unfamil- telepathy is well-known, however, Common iar, even if it appears to resemble the many people might wear mindshields If powers are commonplace, the present day. Secret powers are more or become deeply suspicious of anyone pressure is off the PCs, and the trick is limiting for the players, as they’ll who seems to “read” them too well. If to use powers well. This probably have to worry about preserving secre- the individual’s powers are well works best if the game isn’t really cy (or breaking it and surviving) known, his prospects of success will focused on abilities, but simply a cam- rather than using their powers to the vanish. Conspiracies and factions will paign that happens to feature powers. full. In a world of secrecy, the more try to keep powers well hidden. For example, a high-tech future could feature such advanced biotechnology and cybernetics that anyone can be “superhuman” who really feels the Transitional Campaigns need, or a “high-magic, low-fantasy” Transforming a campaign from one that didn’t include powers to one setting could give a few useful spells to in which they exist is a big, tricky change. It will have radical conse- anyone who’s prepared to study the quences, and it may or may not be to the taste of the players. GMs art. should be especially careful; it’s easy to annoy people who thought that Even if many people have powers, they’d signed up for one sort of game, only to get something different. not everyone uses them with heroic The change may have been planned from the start, as part of some effectiveness. In a world where many kind of radical revelation. It might also be an unexpected but logical people have weapons and some com- consequence of events in the course of long-term play, or an attempt to bat training, PCs can still be heroic revitalize a tired campaign by adding something radically new. The GM warriors. Likewise, PCs may use com- must decide what powers are now available – they will almost always mon powers to more heroic ends than share a single class of origin – and what power modifiers, limits, etc., most NPCs. will apply. The powers are likely to be defined quite specifically by the GM rather than by the players. Universal PCs may simply have to respond to and investigate sudden displays If everyone has powers, the game of power from previously “mundane” NPCs. They may also acquire world will probably be a very strange powers themselves, instantly or over time. In this case, the GM may place. This situation could result from simply permit the players to buy them with bonus character points, but a sudden change – a cosmic accident, few players are likely to have saved enough to acquire substantial pow- say – or from years of technological ers. A GM who wishes to shake a campaign up may either award every- progress or magical education. one an allotment of points to be spent on the player’s choice of a power, If these universal powers are very or simply grant each PC a predefined power. The former has the advan- diverse, working out the consequences tage of giving the players freedom of choice; the latter may be more for society will be extremely difficult, appropriate if the GM wants to control the nature of these new powers and the results might be an unstable precisely. anarchy. It’s probably better not to try

202 POWER GAMES CHAPTER SIX EMPOWERED GENRES

I reached the village less than an see her power flickering about her – too didn’t try to get up again. Everyone else hour after sunrise, but as soon as I weak to do her any good, blatant backed off long enough for me to get rounded the last bend in the trail, I real- enough to get her killed. One man, hold of the child and get her away. ized that I should have moved faster. doubtless one of the village’s noblest An hour later, she’d recovered There were far fewer people among the hunters, had her by the arm and was enough to talk as we sat together in a huts than there should have been, and I wrenching hard enough to dislocate it. clearing. “Are you demon-touched, could hear the shouts and screams of Another two had just caught up, and too?” she asked. the others from the forest to the west. had their spears raised, ready to strike at “That’s one thing to call it,” I The sound of a mob bent on murder is any moment. answered, and then she was distracted quite distinctive when you’ve heard it I cast Wolf aside and donned the by the sound of great wings descending. often enough. mask of Terror. It hurts like hell to call “Is that . . . an eagle-demon?” she I donned the mask of Wolf, and up anything so primal and foul, but asked, suddenly quivering with fear broke into a sprint. I went right through there was no time for subtlety. I hit all again. the village, ignoring the old and con- three would-be saviors with one blow, “Not exactly,” I said, as the fused – and one weeping woman, most and they dropped to the ground ornithopter landed. likely a mother – as I passed. When I screaming. This chapter provides a brief reached the scene of the trouble, I saw A nearby man came at me with a overview of various genres involving that I was in time, but only just. club raised. I donned the mask of Bear; powers. The child was still alive, and I could my punch smashed him into a tree. He MYTHIC FANTASY As GURPS Fantasy says, the fanta- even be gods. It shares high fantasy’s and as adventurous as anything in sy genre exists on the border between concern with wonder, but it can also be sword and sorcery. It can even share reality and myth. Mythic fantasy takes as horrific as anything in dark fantasy, some of the psychological realism (and it far toward the latter. Its heroes may as comic as anything in light fantasy, ubiquitous magic) of low fantasy.

EMPOWERED GENRES 203 BY THE BOOK: MYTHIC FANTASY Powers in The main question about a mythic fantasy campaign is just how mythic Non-Mythic Fantasy it’s going to be. PCs who are merely Fantasy is often taken to require magic, but other powers – psionic, favored by the gods are different from divine, moral, or cosmic – can take its place in ensuring the wonder and those who are gods. other-worldliness of a setting. (They may, of course, be called magic.) The powers available in such games should be specifically defined by the GM; if every sort of power is available, the setting will become either Power Level mythic or just silly. However, a few powers can make a fantasy world Campaigns that feature merely more exotic. heroic humans can have a starting For example, while Yrth (see GURPS Banestorm) mostly uses the level of around 150-250 points. If GURPS spell-, it also features a few religious mystics of some or all of them are demigods, various kinds. Each faction of mystics has a small number of unusual 300-400 may be more appropriate. advantages, each with the Pact limitation. In effect, each faction has its Mythic heroes who expect to shape own power. the world by their actions start at 500 or more. True gods and titans proba- bly need at least 1,000 points. Epic Heroes stronger, and deadlier than most, able The heroes of Homer’s works, the to use amazing tricks and maybe the Unusual Backgrounds Germanic legends of Siegfried, and odd magic spell, but not actually gods. In some mythic settings, super- the Anglo-Saxon tale of Beowulf are Many such stories are concerned with natural forces regularly walk the “merely” mortal men writ large. the heroes’ mortality; they seek to earth, and even ordinary mortals They’re great warriors and leaders, make their mark in the world and aren’t too surprised to encounter may be of divine descent, and they achieve noble goals before they die. them (although they may be rational- sometimes wield magic weapons, but The gods themselves are far above the ly fearful). No Unusual Background they don’t fly or throw lightning. Some heroes; they may act as Patrons or is required for protagonists who modern fantasy stories operate on a behind-the-scenes Enemies, but woe wield divine powers or reality-warp- similar level. Tolkien’s Númenoreans betide any hero vain enough to think ing magics in such cases. One might are long-lived, noble-spirited humans that he is on their level. still be required for a power that is who shape the early history of Middle- It’s not impossible for wizards, sor- unusual even among the gods, such Earth. cerers, or miracle-working priests to as psi in a world that mostly features Fantasy of this type downplays play a heroic role in this sort of fanta- magic. powers – or leaves them in the hands sy, although most are seen as weird However, in “epic heroes” games, of deities, angelic beings, and strange bit-part players who come and go full-fledged magical powers or obvi- wizards and enchantresses. However, through the lives of the warriors, occa- ous divine gifts may be prohibited they may appear occasionally, in the sionally dispensing aid, advice, or entirely, or permitted only with a 50- form of a small piece of aid from some threats. point Unusual Background, in order supernatural Patron or an incidental to preserve the focus on powerful but threat. Using blatant powers in com- Tales of the Gods essentially human protagonists. bat may be considered unworthy or Relatively limited supernatural abili- In some legends, gods are shown dishonorable although supernatural behaving very like mortal humans – ties that fall short of being an actual strength or vitality, and the occasional power, such as Achilles’ near-total except that the world they live in is magic weapon are accepted heroic bigger, one way or another, and their immunity to physical harm, might features. require a lesser Unusual Background, actions have global consequences. perhaps 25 points. When Thor gets into a drinking con- Wondrous Heroes test, his opponents magically connect The heroes of, for example, Celtic his horn to the sea itself – and his SUBGENRES mythology are much like those of the efforts cause the tides! This is an Subcategories of mythic fantasy Homeric tales – leaders of society, extreme case, far beyond the scale that can primarily be defined in terms of often partly divine. However, they most games can handle, but in some the power levels of the protagonists, can master truly supernatural feats, worlds, the adventures of godlike although the cultural background of a leaping onto spears in flight or bring- beings may be quite manageable. story – its implicit assumptions about ing down a dozen foes with a single Roger Zelazny’s Lord of Light and metaphysics, the nature of heroism, sling-stone. In other words, they Creatures of Light and Darkness, in and divine law – can make a large dif- have powers. which the “gods” are powerful psis ference to the flavor and style. These heroes are still essentially with ultra-tech equipment, provide “augmented humans” – faster, one useful model.

204 EMPOWERED GENRES Often, the gods are very like mor- for example, by trying to acquire ideals, In some cases, they symbolize tals in their motives and reactions, if immortality – may suffer painfully for opposing cosmic principles. only for comic effect. They’re vain, their ambition. quarrelsome, ambitious, jealous, pas- sionate, loyal, or spiteful. Given that Deities the purpose of the gods is to enforce MYTHIC ORIGINS On occasion, even if the heroes morality and law rather than to obey The heroes of mythic fantasy are aren’t actually gods, their opponents it, they may act rather badly by mortal typically close to the gods – some- are. If the gods are true immortals standards. However, they are usually times genetically close. Even in leg- with cosmic powers, while the PCs are bound by family loyalty, vows, and the ends and stories about human protag- merely capable mortal men, divine specific rulings of higher gods, rather onists, many are the descendants of enemies cannot attack the heroes than behaving in a completely anar- human-deity couplings. The gods directly, or the campaign won’t last chic fashion. may also possess magical techniques very long. Gods may refrain from that they can use to empower their direct action out of a sense of sports- chosen agents, such as “apples of manship or in obedience to divine law, MYTHIC immortality” or the treatment that but they can still be terribly dangerous made Achilles largely invulnerable. In foes, directing rival heroes, monsters, FANTASY GENRE other cases, human characters seek and minions against their mortal foes, ONVENTIONS near-divine status by mastery of and perhaps controlling the elements C supernatural powers – although that or even fate itself. If they’re lucky, the In this genre, players should is notoriously difficult in legend, PCs have divine patrons who are using always feel that every action has a where hubris is often punished. them as agents, and who will make chance of ending up in myth. sure that the enemy deities don’t Motivations should be grandiose; even cheat. petty personal lusts can lead to A PC may make an enemy of a god decade-long wars and the fall of because he, his patron, or one of his nations. In some cases, protagonists parents is also a god and a hated rival are walking symbols or embodiments to that enemy; because his actions of some principle or race. Even the interfere with the god’s plans; or most mortal of them will become because he has offended the god in inspirations to peoples yet unborn. some incidental way. This offense may Campaigns in which gods or near- be accidental or trivial; gods are terri- godlike beings appear should aim for bly prone to grudge-bearing, and don’t a sense of significance; these are cos- have a human sense of proportion. mic forces interacting, establishing a Destroying a god’s sacred places or template for how the world works. The commonest power origin is injuring his priests are classic mis- The death of a god leaves a whole “divine ancestry,” which may grant takes, but so is harming the god’s off- aspect of reality ungoverned. At the biological, magical, divine, cosmic, or spring – and given that many gods are same time, the human pettiness of even elemental powers. (Some heroes the parents of monsters, which inher- these great entities provides countless might also command spirits.) Mortals it a fragment of the god’s power but lit- opportunities for comedy. who achieve heroic status through tle of his intelligence or restraint, In some cases, mortal heroes may intensive study might have magical or those heroes who kill monsters can be able to “borrow” some of the power spirit powers; those who are favored suffer disastrous consequences. of a god by re-enacting his legend, by the gods would have divine powers. Players who get the feeling that maybe with a “spirit journey” to the Although western myths don’t talk their PCs have become mere playing realm of the gods, into the under- about “chi” as such, the part-divine pieces in the private games of uncar- world, or to confront some powerful heroes of European myth had greater ing gods may become irritated. Even being. In some cases, this may be a strength, vitality, and life energy than the heroes of legend occasionally took process of initiation into magical mys- lesser mortals. Treating this divine the considerable risk of telling the teries; in others, the journey may be vitality as chi, assuming that it can be gods that they objected to being used. an incidental part of the hero’s career unlocked by training and prayer, and However, if a patron god has a serious – though it may still change him using this book’s rules for chi powers objective that accords with the PC’s significantly. could work very well. ethics, the hero may be willing to go While mythic heroes are people along with it. It may be more impor- who get things done – conquering tant to make sure that the players cities, saving the world, stealing fire MYTHIC FANTASY don’t rely on their divine patron to get from the gods – it’s entirely possible them out of trouble at every turn, but for them to fail. Tragedy is as impor- ANTAGONISTS this can be easy enough. Friendly gods tant as heroism in myth. Heroic death If the heroes of mythic fantasy are may be bound by the rules just as in battle isn’t necessarily considered to grandiose, their opponents must be on strongly as the enemy, or may just not be defeat, but it’s death nonetheless. the same scale. At a minimum, they be that friendly. Heroes who overreach themselves – challenge the PCs’ ambitions and

EMPOWERED GENRES 205 Wizards look on their monstrous progeny with doesn’t limit himself to human forms In mythic fantasy, a wizard’s pow- an indulgent eye, as long as they don’t – and hence be somewhat monstrous. ers can be vast; some wizards dream threaten the world as a whole. In general, though, a rival hero should of approaching godhood. Heroes or Mythic monsters may threaten the be someone a PC can respect and demigods who are committed to hero, his friends, or helpless strangers, understand, if not necessarily like. defending the order of the cosmos or they may have been set to guard Codes of honor may oblige heroes to may regard wizards as metaphysical some important treasure or magic fight fairly against rivals, not resorting anarchists who’d tear down the uni- item. Powerful heroes go toe-to-toe to the sort of tricks that are considered verse for the sake of personal power. with monsters; those with lesser abili- legitimate against monsters and evil Ambitious wizards may ally with dark ties use trickery or borrowed magic. wizards. Human rivals can also have gods or demons, opening gates to Hell Monsters don’t usually employ min- the support of leaders and factions in in exchange for personal rewards. ions or subtlety, although some may human society, friends who will assist Heroes sometimes confront wiz- engender lesser monstrous spawn. them or try to avenge them. In stories ards directly. The result may be a with a tragic twist, a rival might be a titanic battle – or it may just as easily Rival Heroes friend or blood relation to the hero. be short and anticlimactic, as the hero Mythic heroes face few opponents skewers the wizard before he can get a who are truly their equals, but when MYTHIC MAGIC spell off or the wizard vaporizes the they do, it’s often because those antag- If magic is a common feature of hero on sight. Wizards don’t generally onists are very similar to them indeed. fantasy, then mythic fantasy must fea- see themselves as fighters, bound by They may be servants of antagonistic ture mythic magic. In some cases, this codes of warrior honor. They tend to gods, or simply after the same loot as can be a matter of raw power: mythic attack heroes through minions: the PCs. The fate of humanity and the priests who bring down fire on whole armies of faceless guards, the occa- world may well depend on which fac- cities with a gesture, mythic necro- sional high-grade underling with a few tion’s representatives win out. In some mancers who call up dead armies with magical augmentations, and some myths, arrogant heroes see other a word, and mythic gods who twist trained or summoned monsters. In a heroes, on the same side, as rivals. reality with a thought. Super-wizardry sword-and-sorcery-flavored fantasy, Jealousy can then distract everyone may be represented as a power with a the heroes battle through these forces from important matters, leading to large number of abilities, the Cosmic to a final confrontation in the wizard’s dangerously competitive behavior and Power version of Modular Abilities lair (usually a tower). In other cases, even violence. (p. B71), multiple levels of Wild Talent the heroes may have to locate some In some cases, rival heroes may (p. B99), or Ritual Magic (p. B242) magical key to the wizard’s power and wield strange, dark forces, or even be with high levels in the core skill and destroy or commandeer it. partly nonhuman – perhaps descend- many paths. ed from or created by a deity who Monsters Mythic-fantasy monsters are more than big ugly carnivorous animals. Like the gods and heroes they so often Playing Monsters fight, they may symbolize something The protagonists of high-power mythic fantasy aren’t necessarily important – perhaps explicitly, per- human. Some don’t even look it. PCs might have the shapes of supernat- haps just by virtue of being monsters. ural beasts out of legend or nightmare, often with exotic powers tied to At a minimum, they represent the those forms. (While “being a dragon” isn’t a valid power, “flame breath” power of untamed nature or raw or “mighty wings” might be.) GMs can veto the idea of monster PCs if chaos, devouring any human who they wish – there may be practical problems – but if the game can han- comes their way out of casual hunger dle really high-level powers, questions of physical shape should be triv- – or threatening to devour, say, the sun ial. Apart from anything else, mythic nonhuman beings are often itself. shapeshifters, and can take human guise when convenient. Mythic monsters are often unique, On the other hand, radically nonhumanoid monsters are often not members of a “species” in the viewed in myth as the enemies of humanity. Gods generally represent modern biological sense. (See GURPS cosmic order and tend to be somewhat human in shape and thinking. Fantasy for more on this.) As men- Great monsters, by contrast, represent primal chaos, implacably hostile tioned above, they are often the off- to everything human. Playing rebels may be cool, but playing rampag- spring of gods. Deities who symbolize ing forces of destruction is likely to get boring fairly fast. Still, some evil, destruction, or primal chaos myths feature benevolent nonhuman super-beings such as the Chinese (such as Loki or Tiamat – beings most- Ki Rin (or Kilin), or nonhuman creatures in service to the gods such as ly feared rather than worshipped) are Odin’s ravens, so anything is possible. GURPS Dragons has rules and often happy to sire devastating mon- guidelines for playing one important type of high-powered mythical strosities. Other deities (such as creature. Poseidon) are little concerned with the well-being of individual humans, and

206 EMPOWERED GENRES certainly be contrary to the setting’s core assumptions. Wuxia Fantasy For example, many myths state firmly that humans are all doomed to Chinese “wuxia” martial arts movies have become especially well- die, and mortality cannot be tran- known in the West in recent years with the success of films such as scended. In a world where this is an Hero, House of Flying Daggers, and Crouching Tiger, Hidden Dragon. absolute law, Resurrection should be These are melodramatic fantasies, although their settings are often unavailable – and Halt Aging and nominally “historical” (using a very loose, mythologized version of his- Youth might also be banned, although tory). Martial arts adepts often use impressive chi powers, mostly to wizards who merely avoid death for a augment their innate physical abilities: they can leap over buildings, run few decades aren’t the same thing as through treetops, and parry any missile. Some movies feature wilder true immortals. Lich might be in the abilities, such as flame breath and flight. same category, or it might be consid- This subject will be covered in more depth in GURPS Martial Arts; ered a blasphemy that enables a wiz- wuxia movies are more about advanced fighting arts than superhuman ard to circumvent the laws of the gods powers. Still, wuxia sometimes comes very close to mythic fantasy, with – for a while. Even the likes of legendary heroes battling whole armies to decide the fate of nations. Restoration and Regeneration might The key differences are the explicit focus on chi, rather than divine and be banned, fitting the harsh atmos- magical effects, and the absence of active gods. Enemies tend to be phere of some myths. human, or possibly formerly human undead, although these enemies A plot might revolve around a wiz- often wield impressive chi-based powers of their own. ard who seeks to cheat death by Along with oriental weapons, costumes, and scenery, such stories researching prohibited spells. In a tra- tend to involve eastern philosophies such as Taoism or Buddhism; their ditional sort of setting, this will have heroes are often very concerned with the moral and ethical aspects of ghastly consequences for the their actions. Tragedy – especially the conflict between love and duty – researcher and perhaps for the whole is a common theme. world, although some GMs might take a “modern” attitude, saying that ambi- tion is a fine thing and breaking rules In other cases, magic may be wolves to acquire and defend such set by smug deities is heroism. restricted and structured enough that advantageous terrain. GMs should be Another possible candidate for prohi- the standard GURPS spell system is wary of letting PCs acquire a place of bition is Plane Shift. Journeys to the appropriate – but at very high power power, as they may become unwilling realms of the gods or the dead are sup- levels. There may be no cap on levels to venture away from home. This is posed to be major quests, not just of Magery, and little restriction on fine in a campaign structured around spell-castings. acquiring more with earned character noble estates and politics, but unfortu- Spells should not be prohibited just points or even training. Any wizard nate if the GM was planning an epic because they’re “too powerful.” Power worthy of the name will have at least quest. is part of the point of mythic fantasy. Magery 3, granting potential access to GMs who think that a specific spell every spell in GURPS Magic (which is could be a game-wrecker but who strongly recommended for such cam- Spell Availability want it to be an occasional possibility Not every spell in GURPS Magic paigns). See p. 188 for rules on the can always adjust its parameters, is necessarily available in a mythic- interaction of spell-magic, Magery, especially by increasing the energy fantasy world. In a setting that focus- and powers. cost or making it obscure. Beginning es on heroic mortal warriors on one Obviously, a “mythic magic” setting characters might only know an hand and transcendent deities on the permits powerful spells, and the gen- obscure spell if they have a 50-point other, wizards may be marginal char- eral mana level may well be high. But Unusual Background, and PCs who acters with a limited repertoire of this isn’t mandatory. In some stories, wish to learn it might have to go on effects. Some specific spells might “mythic” magic is relatively subtle or great quests. uncommon, for all its power. As GURPS Fantasy points out, scarcity makes magic all the more wonderful when it does appear. The average mana level of the game world might actually be low; mythic wizards are impressive because they can over- come this penalty. Low mana also serves to help mythic wizards; it reduces the danger from critical fail- ures. Some wizards might control “places of power” – small zones of higher mana – and will fight like rabid

EMPOWERED GENRES 207 MYTHIC FANTASY ADVENTURES Tales of the Uncanny Most gamers probably feel that “Uncanny” fiction evolved from folklore via late Victorian tales of they have a very good idea how fanta- ghosts, animated mummies, and psychical research. Vampire stories, sy adventures are supposed to go. especially Bram Stoker’s Dracula, had dangerous foes and some tough, However, these ideas may not always active heroes. The likes of William Hope Hodgson’s “Carnacki the apply to mythic fantasy, which aspires Ghost-Finder” introduced an element of weird science. Supernatural to significance. horror became a feature of the pulp magazines of the 1920s and ‘30s, Mythic heroes don’t just slay a few notably in the work of H.P. Lovecraft and his followers. Lovecraft’s mon- goblins to protect a village; they battle sters are totally alien beings and ancient, inhuman gods, and his heroes whole armies and save whole nations. are in danger of losing their minds as well as of dying horribly. On the They certainly don’t venture into dun- other hand, many pulp stories that began with seemingly supernatural geons to plunder them for gold coins events actually turned out to be detective mysteries with natural expla- and minor magical swords; they jour- nations. The form survives today as a branch of , in ney into the underworld to face Death movies as well as print. himself, and return with the weapons The approach taken by such tales ranges from subtle mystery, of the gods. Even the most human of through genteel horror and weird-science ghostbusting, to “splatter- epic heroes fight decade-long wars punk” gruesomeness. The heroes tend to be normal humans; to fight the and rise to rule kingdoms. supernatural, they employ specialized knowledge, religious faith, or just Hence, mythic fantasy campaigns willpower and a trusty shotgun. However, some are in contact with the may have a strong main plotline to give spirit world, and the problems they face can be decidedly powerful: them focus, and perhaps a fixed dura- ghosts who can possess the living, vampires, reanimated Egyptian tion. They end when the war is over, all mummies, or Lovecraftian monstrosities. A few of these nonhuman the monsters have been slain, or the beings are even depicted in a fairly sympathetic light; powerful nonhu- world is created and functioning. man PCs might not be entirely out of the question in a wilder campaign. (“Sequel” campaigns may be possible – a 10-year war may be followed by a 20- year voyage home.) Others may be more open-ended, but the PCs should Remember that tragedy is a com- tragedy and heroism of what went have or find a very clear place in the mon theme of myth. A mythic cam- before too much. Dead heroes can world. They may have to defend the paign could culminate in the deaths find new battles to fight in the after- universe, or at least their corner of it, of the PCs or the destruction of the life, while demigods who survive against attacks by demons, titans, or universe. Even those catastrophes the end of their universe could rival gods, all the while dealing with the might be followed by sequel cam- become the creator-gods of its internal politics of their own faction. paigns, if this doesn’t diminish the replacement. MODERN ADVENTURE Once fiction and literature became appear occasionally, it was the pulp distinct from myth, the supernatural magazines and related fictions of the BY THE BOOK: and superhuman became less com- 1920s and ‘30s which brought super- mon in stories. While magical or humanly powered heroes back to the MODERN divinely granted powers continued to foreground. Combining fantasy with DVENTURE horror and science fiction, the pulps A Modern adventure heroes vary by gave birth to many ideas about subgenre, but most are a little beyond empowered heroes that remain popu- the most exceptional of realistic lar today. humans. Pulp and other games may Modern action-adventure stories feature a single empowered PC sup- are in many ways the heirs of the ported by a team of “competent pulps, and some of them feature normals”; see p. 209. High skill more-than-human characters. Aside levels, and especially wildcard skills from the implausible toughness and (p. B175), are often appropriate for luck of many heroes, some have mar- “pulpier” campaigns. tial arts, psionics, or supernatural abilities. While there are plenty of modern adventure novels, this genre’s Power Level stories and style are shaped by movies If the hero has powers, they should and TV. be effective; 250 points is probably the

208 EMPOWERED GENRES minimum viable starting level. A mag- ically enhanced monster-slayer, a mys- tical adept, or an advanced cyborg might require much more than this, In modern entertainment, a but even these characters should be recognizably human. Games that go successful story or character needs above 500 points are moving into “supers” territory (see pp. 222-234). to stand out to be noticed. The simplest Some members of a group may be empowered, while others, built on the way to achieve this is to have a same base points, are “merely” normal gimmick, which may mean a power. humans with very good attributes and skills. A common idea in the pulps is that the square-jawed, can-do hero is ultimately a match for any strange- ness, although some heroes have a lit- fiction of the period. The Nyctalope, tle exoticism of their own. SUBGENRES with his artificial heart and ability to In modern entertainment, a suc- see in the dark, appeared in French Unusual Backgrounds cessful story or character needs to novels starting in 1908, and was one of stand out to be noticed. The simplest the first crime-fighting heroes to pos- Most modern adventure games will way to achieve this is to have a gim- sess non-supernatural super-powers. be limited to one class of power, or at mick, which may mean a power. The hero of Philip Wylie’s 1930 novel most two or three, and the powers will While heroes and gimmicks vary Gladiator gained superhuman be the focus of the campaign – so widely, there are some identifiable strength and invulnerability from his Unusual Backgrounds won’t usually categories. mad-scientist father’s experiments. be required. However, some odd per- To recreate the full flavor of their sonal histories might merit one. If the sources, pulp crime-busting games PCs are all chi-using martial artists Pulp Crime-Fighting should generally be set in the histori- from a remote Asian monastery, Most of the original pulp-era sto- cal era of the original pulps. Pulp plots obliged to find their way in the mod- ries of two-fisted crime-fighting typically featured straightforward ern world, then an American monk, involved competent but unpowered gunplay and fisticuffs, but often also who is already familiar with Western humans – detectives and cops. involved international travel. Many culture and who has Contacts and However, a few featured heroes with were fairly sophisticated detective high-tech skills, might have to take a exotic powers. The Shadow, for one, mysteries. The GURPS Third Edition 20-point Unusual Background. A pulp sometimes demonstrated a psychic supplement GURPS Cliffhangers is a hero who is the only person in the ability to “cloud men’s minds with his detailed guide. world with powers could certainly thoughts.” There were also a few Almost-superhuman adventurers require an Unusual Background. more-than-human heroes in other such as the Shadow, Doc Savage, and the Avenger often accumulated a crew of loyal, capable, and human assis- tants and friends. Sometimes, these Pulp Chi sidekicks were less capable than the Chi-based powers are not generally a feature of the original pulps. title character, but provided extra Exotic legends about martial arts masters hadn’t entered the western hands. In other cases, they had special mainstream in the period. On the other hand, there is a rich tradition in talents of their own. Asian cultures of pulp-like stories about heroes who can focus and While the main focus of the pulp employ their chi, and wild martial arts have become a feature of the crime-fighting genre is on battles modern descendants of the pulps. against ordinary crooks, more exotic Even in the original pulp era, stories about the uncanny abilities of foes also appeared – scheming for- eastern yogis and mystics had become popular in some circles. Classic eigners with fanatical followers, mad pulp heroes such as the Shadow sometimes used weird powers that they scientists, and femmes fatale. A lead- had learned somewhere in Asia. Hence, chi powers might be incorpo- ing villain would probably be support- rated into pulp campaigns without endangering the essential flavor. ed by armies of faceless goons, either Their users should be either Asian themselves, or experienced travelers fanatically loyal or rather stupid (and who’ve learned things “out east” that even their friends find unbeliev- often both). A few opponents had their able. GMs who wish to permit such options without having chi powers own uncanny abilities. Pulp morality take over the game can require such PCs to take an Unusual was generally black-and-white, so bad Background with a cost of 10% or 20% of the campaign’s starting point guys were unambiguously villains. totals. They could have some complexity in their personalities, though, to make them a little more interesting.

EMPOWERED GENRES 209 Martial Arts Martial arts stories in a modern- day setting don’t tend to include as Horror and many wild chi powers as historical wuxia movies (p. 207); the more famil- Monster-Only Powers iar scenery would make such things Horror games (including “Uncanny Tales” – see p. 208) may limit look a little too ridiculous. Still, the powers to NPC monsters. The heroes of stories from dragon-slaying heroes often display far greater abili- myths to Dracula and Alien are ordinary mortals. They use skills, ties than any realistic human, and can weapons, and wits to defeat creatures far more physically formidable add “gun fu” to the traditional high than themselves. kicks and swordplay. Certainly, the heroes of real horror games should be scared, even if This is a literally cinematic sub- the bad things that define the genre mostly happen to somebody else. genre, and the majority of movies Any powers they do possess should be limited enough that they can’t involved come from the energetic defeat every threat, or come with a cost, usually horrific. Hong Kong film industry – although Hollywood has noticed their populari- Anti-Monster Tactics ty and imitated them. Typical heroes Heroes fighting powerful monsters should tailor their tactics to the for a modern martial arts movie are opposition. Knowledge is the key, which may mean hours in dusty ultra-tough cops, martial artists called libraries, complex scientific analysis, or just asking the right people. The away from their monastic retreats by heroes will want to acquire anything that hits known weaknesses or some personal problem, and even blocks known attacks – wooden stakes and garlic, glowing green mete- mercenary criminals with a code of ors, technological mindshields, whatever it takes. They should exploit ethics. They usually fight human foes numerical advantages; it’s usually easiest and best to divide the enemy – ruthless criminals or renegade mar- up and pick them off one at a time, unless they can get a whole group tial artists – but, in some stories, they of them with a guaranteed killing method. Smart heroes look for terrain collide with the paranormal. In a few and conditions that give any possible benefit, press every advantage, cases, the heroes actually wield magic and aren’t ashamed to run when necessary. against evil sorcerers or supernatural monsters. caution of the effective monster- advantage when enough people hunter, can endanger a hero’s sanity. believe in them), and hunters work to Monster Hunters Battling with monsters, one can suppress both infestations and the Monsters are in the world – vam- become a monster – metaphorically or rumors that follow them. pires prowling the darkness, aliens even literally. abducting motorists for experimenta- Monster-hunting stories never tion, werewolves lurking in forests, quite forget their roots in horror. Even Cross-Time Adventures and fish-men emerging from the sea if the heroes are tough, innocent If multiple timelines exist, and on moonless nights. Unlike the victims bystanders can endure horrible fates some of them produce beings with and investigators of conventional hor- ... and unlucky or careless heroes can exotic abilities, adventuring across the ror, the heroes of a monster-hunter suffer very badly. The border between can become a powers- game fight back on equal terms. heroic monster-hunting and raw hor- heavy campaign. The “Infinite Powers may be limited to the mon- ror is fuzzy. A game can cross back Worlds” in the GURPS Basic Set and sters, with the heroes’ skill and high- and forth, depending on the power of GURPS Infinite Worlds is precisely tech equipment evening the odds, or the monsters and the resources cur- such a setting, and its secretive ISWAT may be granted to at least some of the rently available to the hunters. recruits all the empowered individuals “good guys.” Such “hero powers” can Such games also typically have it can get. ISWAT has robots, vam- be anything: refined martial arts skills much in common with the “Secret pires, and allegedly even exiled gods. and chi manipulation, magic learned Powers” subgenre (p. 214). If the from ancient tomes or ancient bless- world resembles our present day, but Cinematic ings passed down the generations (as there are monsters out there, this in Buffy the Vampire Slayer), or tech- truth must be a secret. This may well Technothrillers nology so advanced that it verges on suit both sides; the monsters prefer The “technothriller” genre super-powers. Heroes may even be that their victims not take precau- attempts to maintain at least a façade “monsters” themselves, turned to the tions, while the hunters want to avoid of realism, with plausible human side of good (see the TV series Angel, mass panic. Conversely, the hunters heroes using equipment somewhere at or the Hellboy Sourcebook and might struggle to acquire enough evi- the cutting edge of what’s known to Roleplaying Game). dence to convince the public, or at exist. At the point where such stories Power often has danger attached, least the authorities. The monsters merge into science fiction, some Magic may be associated with dark might be all in favor of mass panic heroes may be enhanced in some way, forces so that mastering it edges the (perhaps they feed on human fear, or even possessing powers. user toward evil. Other powers, com- they will warp reality to their own Such heroes include (very expen- bined with the obsessive focus and sive) cyborgs and the products of

210 EMPOWERED GENRES genetic engineering programs. Their tion, blindside the foe by teleporting – adventures” differ from “super- abilities are generally impressive but and then drop him with an old-fash- heroics” in their stronger grounding in not as flamboyant as those of comic- ioned punch. plausibility. “Single source” games book superheroes – enhanced Personal powers may or may not may be more satisfying. strength, running speed, and reaction be unique, but it’s never easy to repli- times, or impressive mental abilities. cate them; the world has to remain In short, they can appear on TV with- recognizably akin to the one in which MODERN out wiping out the special effects we live. Magic has strange costs, psy- NTAGONISTS budget. Heroes may have the patron- chic or chi powers require innate tal- A age of a suitably high-tech agency ent and intensive training, and The nature of “modern” opponents (and an associated Duty), or they may advanced technology is experimental, varies. Monster-slayers fight monsters, be freelancers or renegades with dan- expensive, and hard to operate or martial arts adepts face crime lords gerous Enemies. replicate. Dangerous inventions and and renegade martial artists, and so ideas may even need be suppressed for on. Still, there may be some the safety of the world. crossovers, and some types can fit in MODERN anywhere. ADVENTURE RIGINS FOR O Gangsters GENRE MODERN ACTION Crime is widespread, and generally seen as a problem, but when the CONVENTIONS HEROES heroes of the story have more-than- Modern adventure stories combine The modern is general- human powers, ordinary muggers and escapism and fantasies of significance ly human, but may be highly trained, bank robbers aren’t serious opposi- with a grounding in reality. They’re technologically modified, or magically tion. Crime needs to be organized to be about being tough enough to deal with talented. He might be an alien visiting a big enough problem. threats, charismatic enough to be pop- Earth, but even then, he’ll almost cer- Gangsters can be played rather ular, and lucky enough to have surviv- tainly appear human. stereotypically, especially in pulp able adventures – but all in the “real His powers should be reasonably games. In the ‘30s, that means a dark world,” making the competent hero subtle, with origins tied to the theme overcoat and an ill-fitting suit; today, it somebody with whom the audience of the game: technological or geneti- means whatever “street style” is fash- can identify. That’s not to say that cally engineered for high-tech adven- ionable. On the other hand, crooks things should be too easy for the tures, magical or quasi-magical for with a personal, nonstereotyped heroes – many of them suffer a lot – supernatural stories, chi-based for appearance can seem all the more sin- but even suffering serves to add an martial arts games, “moral” (or maybe ister. Some street slang and a sneering, edge of gritty plausibility. cosmic) for moral parables about laconic delivery also help the hood or Heroes are typically self-assured, angels on Earth, and so on. A cam- hit man sound the part; ruthless greed honorable but not priggish. Many are paign may mix things up – chi-based and a gun with a high rate of fire make always ready with a quip, refusing to and psychic powers can appear in him dangerous. take enemies as seriously as the ene- magic-oriented games as other To provide heroes with something mies take themselves. Others are aspects of the supernatural. In wilder clear to fight, organized crime may grimmer, perhaps pursuing justice or games drawing their flavor from need a strong leader – the crime lord. revenge for some terrible incident in the whole range of “pop fantasy,” any Such a foe may be a ruthless, street- the past, but even the vengeful hero origin may coexist with weird smart gang boss, a mobster whose will generally be wounded and tragic superscience. The more power origins underlings owe quasi-feudal loyalty, or rather than blatantly psychotic. Exotic the GM permits, the weirder the cam- a cerebral mastermind. These bosses powers don’t have to be central. A hero paign will be. Weirdness is fine if that’s need some pragmatic tactical smarts. may set up a situation with precogni- what people want, but “modern-day Many have enough corrupt public offi- cials in their pockets, or enough care- fully arranged cover stories, that heroes who care about due process will have a hard time bringing them Upgraded Animals down. Even if they die or go to prison, A subcategory of modern adventure fiction features animal protago- the mean streets will soon throw up a nists. Aside from fantasies in which animal intelligence is simply taken replacement. as given, this can be explained in terms of biological or cybernetic Crime bosses are unlikely to have experiments “uplifting” the creatures’ intellects. powers of their own, but it’s not Animals can be created as PCs in GURPS easily enough. They won’t impossible; it might help them keep generally have actual powers (unless these are a separate side effect of employees in line. A boss who feels the experiments), but they may well have “animal abilities” such as threatened by empowered heroes may flight or superhuman senses. employ empowered enforcers and bodyguards.

EMPOWERED GENRES 211 Terrorists While most fictional terrorists have some PCs entertained while the party Terrorists make effective villains normal human levels of competence, leader tackles the boss. Because the because of their edge of uncontrolled an empowered foe who dedicates him- evil master and his lieutenant can violence. Ordinary criminals are, for self to extremist ideals is especially resemble dark mirrors of the heroes, the most part, merely selfish; they only fearsome. A super-terrorist may sim- such fights can become very personal; cause harm to others when there’s ply perform acts of spectacular vio- revenge is often an important motive. something in it for themselves. lence, but an even greater threat might Terrorists, on the other hand, are in come from subtler powers. If fanatics are hard to stop at the best of times, Mad Scientists the business of spreading fear and Mad scientists, a common feature destruction. They are often fanatical how much worse would they be if they could divert guards with mind control of “pulpier” tales, make dangerous and sometimes suicidal, making them opponents because they can match harder to stop and deadlier when they or anticipate countermeasures with precognition? even the smartest hero for intellect, succeed. and their creations are often formida- Terrorists can also challenge ble in combat. Fortunately, they’re heroes’ assumptions and beliefs. Evil Masters also mad. They rant wildly, less However deranged their methods, they If the hero who desires powers and interested in conquering the world are often inspired by some genuine cinematic abilities must learn them efficiently than in having their genius injustice or past wrong. This makes it from a master, the most formidable of recognized. They are especially hard to undermine their fanaticism foes may be a master who has turned fond of complicated and unreliable and gains them support from less to evil. deathtraps. active but equally dedicated sympa- The classic evil master sees power Any self-respecting thizers. It also means that heroes who as desirable in itself, rather than as a will have created at least one example track them back to their bases or seek tool or a side effect of enlightenment. of applied superscience. This may to analyze their strategies may con- He may enjoy using his training for simply be an invention from a tech front their own side’s dirtier secrets. the dominance it gives him over oth- level or two ahead of the rest of the ers, he may employ it only occasional- game world – modern players in pulp ly to keep minions in line, or he may games may recognize the “death ray” become a mercenary or a thief, inter- as a laser, or the “super-bomb” as a ested primarily in material comforts. nuclear weapon – but mad science is He might teach others without worry- often rather divergent, contradicting ing about what use they will make of mainstream scientific theories. his teachings, accumulating a follow- Villainous inventions are usually the ing of guards and ambitious students. sort of dangerous science which needs Most of these will be relatively weak, to be suppressed, and mad scientists dangerous to PCs only in numbers, often give up on an idea after it’s been but many evil masters have one very used on one failed plot, and move on tough lieutenant who can handle to something new. important missions and watch the master’s back. Heroes may find themselves fol- Supernatural Monsters lowing the sort of mission path often When modern-day “empowered” seen in video games, dealing with stories feature supernatural creatures hordes of minions, then some tougher as opponents, they usually fall into guards, then the lieutenant, and then one of two general types. The beast is facing a final fight with the boss. simply a tough combat opponent. Lieutenants can also serve to keep There may be plot complications involved in determining its motives and weaknesses and tracking it down, as well as in actually killing it. Supernatural monsters can be smart and have flexible powers, but a merely tough or evasive foe, such as a ram- paging werewolf or an acid-dripping blob, can be interesting enough for a single adventure. The boss monster is a more compli- cated problem. It has considerable power, but even more importantly, it has intelligence, minions, and great plans. Slaying a beast probably

212 EMPOWERED GENRES represents the climax of a single sce- nario; defeating the boss can be the climax of a whole campaign. Explorers Supernatural boss monsters typically One alternative plot structure found in the pulps and SF is the jour- have extensive, flexible powers, mak- ney of exploration. The heroes may be literal explorers, or they may be ing it hard to destroy them even when archaeologists or other sorts of scientists. they’re cornered. Some are dark gods The heroes’ opponents may be rival explorers, especially if there’s or embodiments of chaos and cannot something valuable to find. It’s also possible to discover lost cities or be destroyed, only driven off. Other hidden peoples (or, in space opera games, whole planets) run by villain- common boss monsters include “mas- ous leaders, who will very likely attack the visitors, and who certainly ter” vampires and demon lords. deserve to be taken down a peg. Supernatural monsters have either of two general natures: traditional or uncannily alien. Some ideas about abilities are commonplace. Many tacular; they just have to take place in what’s “traditional” for monsters orig- alien creatures are physically formida- back alleys or on remote islands. The inate in the pulp era or thereabouts – ble, with superhuman senses and virtue of action-adventure stories tra- the suave vampire is essentially a strength, as well as claws or fangs. ditionally lies in energy and speed. Victorian invention, while the bipedal Horror-story alien races are also Characters may be somewhat two- “wolf-man” is largely a creation of the sometimes shapeshifters, enabling dimensional, and plots rather pre- movies. This category ranges from them to infiltrate human society. dictable, but the stories work because rampaging werewolves and lurching Many aliens manage without powers they sweep audiences up in the excite- zombies, through tragic ghosts that as defined in this book, but a range of ment of the moment. need to be exorcised rather than biological and psionic abilities may be Typically, plots are reactive. A house destroyed, up to Dracula-style “mas- appropriate. is reported to be haunted, or criminals termind monsters.” GURPS details for begin a crime spree, or vampires are such creatures can be found in a num- MODERN killing people, and the heroes set out ber of places, including Chapter 6 of to put matters to rights. The heroes GURPS Fantasy. ADVENTURES investigate the problem, distracted Alien monstrosities range from from time to time by lesser villains, vil- Empowered adventurers in a close lain minions, or personal issues, until fairly straightforward extraterrestrial analog of the modern world must be races up to near-godlike “Things Man a new development emerges. This may subtle – otherwise, the setting will not be good news: the villains may Was Not Meant To Know.” They may soon change beyond recognition. have wildly inhuman powers. Psychic achieve some incidental goal, the Their battles may still be quite spec- heroes may suffer a serious defeat, or a supposed friend may actually be a traitor. Thus, the heroes pursue more desperate courses of action until they Going Macrocosmic finally confront the villain, just in time to prevent his final victory. A “macrocosmic” campaign features major protagonists who are This is an effective plot structure, gods, archangels, lords of Hell, or manifestations of universal principles though it shouldn’t become a strait- or powers – not just superhumans, but beings whose actions literally jacket. In other cases, a plot can center shape the universe. Plots in such a setting may involve defending the on the PCs’ weaknesses. They may be universe or attempting to make a major change in the nature of things tempted by power or find that their – or they may be more personal, even soap-operatic, with the emotion- organization has been corrupted or al complications gaining a grand and primal edge. subverted, so that they must reform it A macrocosmic campaign usually features one or more worlds or escape. inhabited by normal “human-level” beings. Some of the action takes Adventures that follow the format place there, and the protagonists have some reason to take an interest of the source material can be highly in these lesser beings. If this world resembles Earth, the campaign will episodic. When they resemble short tend toward cosmic supers (p. 224). If it’s a fantasy world, the cam- stories or standalone TV series paign will have more in common with high-power mythic fantasy episodes, this means thwarting a dif- (pp. 203-208). ferent villain or solving a new mystery In GURPS terms, protagonists in a macrocosmic campaign may be every week; when they run to greater built on thousands or even tens of thousands of points, or may simply length, it means dealing with an transcend the point system entirely – it’s silly to try to assign a point cost ascending series of threats before for omnipotence! Such entities generally possess abilities such as very defeating the source of evil and bring- long-range teleportation, matter creation, ESP, Unaging, and ing about a happy ending. In the latter Unkillable, many of them with a Cosmic enhancement – and probably case, many “chapters” may end on substantial Modular Abilities (p. B71), enabling them to do almost any- cliffhangers. thing if they really try.

EMPOWERED GENRES 213 SECRET POWERS In some campaigns, powers are just to have powers that are part of the This sort of campaign is set in a important, available to both heroes campaign’s basic concept. However, in paranoid world of plots, spies, and and villains – but are kept secret from some “conspiracy” campaigns, most betrayal, in which “freelance powers” the general public. This may be of the conspirators and their oppo- are likely to be hunted down, and even because selfish factions want the nents are nonpowered humans. those who align themselves with a added advantages that come when Powers exist, but as the exotic and conspiracy can’t be sure who to trust. most people don’t know that they rare products of the conspiracy’s The most common power type is should defend against powers, or experiments or accidents. In that case, probably psionic, but conspiracies because public exposure would cause empowered PCs who get a real, special may also use advanced technology to huge problems for everyone. The “vis- advantage should also have an augment their agents (giving them ible” world is usually based on pres- Unusual Background. technological powers, or biological ent-day reality, although it’s perfectly powers via genetic engineering), or possible to set such stories in the his- even adopt advanced training that toric past, the future, or a fantasy SUBGENRES grants chi powers. world. Thus, Secret Powers games If “secret powers” games are have a large overlap with the Modern defined by secrecy, then the genre’s Adventure genre (pp. 208-213); the dif- subcategories are defined by the types The Scheming Sorcerers ference is a specific focus on secrecy. of powers involved. In the real world, magic is general- They also overlap with the Psionics ly regarded as imaginary. But suppose genre (pp. 217-219), which often that modern materialism is a conven- features subtle powers. Conspirators ient fiction created by scheming with an Edge magic-wielders who decided to go In some low-key stories, the exis- undercover? BY THE BOOK: tence of powers is just one of the The traditional capabilities of secrets to be discovered – possibly magic would give any conspiracy a SECRET POWERS even one of the less important ones. huge edge. If the conspirators are Powers in a secrecy-oriented cam- This secrecy is enforced by one or occasionally seen as eccentrics or paign should be fairly limited, almost more conspiracies, either because lunatics, which just means that their always tightly constrained by the cam- they fear those powers and want to victims and enemies are even less like- paign concept. Some nonhuman PCs destroy them or because they are care- ly to guess what’s really going on. The (such as angels or vampires) may all fully preserving a monopoly. sorcerers may be the unchallenged have very similar abilities. To keep rulers of the world, or they may face things interesting, such beings may some kind of secret opposition – any- actually come in subcategories with thing from dedicated secret agencies different specializations and talents. with a little bit of high technology to old-school religious witch-hunters who might even have divine powers of Power Level their own. Human agents in a game where The GURPS Third Edition supple- conspiracies just know a few useful ments GURPS Voodoo and GURPS tricks should be competent enough to Cabal depict such “conspiracies of catch those conspiracies’ attentions, secret magic.” It’s possible to run but need not be super-powered; 150- secret magic games without using 200 points may be a perfectly ade- powers as such, but there will be some quate starting level. At the other end of powers around in most cases. the scale, secret superheroes or angels This style of campaign comes close in material form may well come in at to “Monster Hunters” (p. 210) and several hundred points. Nonhuman “Nightmares in Conflict” (below); the PCs should have enough points to buy difference is that “sorcerers” are gen- appropriate racial templates. When in erally human, seeing themselves as doubt, GMs should err on the low using trained skills rather than gross side; secret powers games are about powers. However, there may be some thinking problems through, not blast- monsters, subordinate to the human ing them aside. sorcerers or on a par with them. Human PCs may find themselves Unusual Backgrounds fighting demons, exorcising ghosts, or Here as elsewhere, PCs shouldn’t collaborating uneasily with forgotten have to take an Unusual Background gods.

214 EMPOWERED GENRES Secret Superheroes pitching -mutilating aliens and seek as a prize, or perhaps some still A secret superheroes campaign vampires against psychics, redneck higher power has made a rule. For adopts many of the assumptions and mutants, and . The PCs might instance, God may have declared that features of a supers setting (pp. 222- be government agents battling to humans should choose their path of 234) – except for the ones involving prevent public hysteria, valiant their own free will. Knowing that highly visible public activities, such reporters attempting to expose the angels and demons exist, let alone as battles between flying, energy- truth to a mysteriously cynical pub- meeting them, would remove real blasting figures over major metropol- lic, or innocent freaks caught in the freedom of choice. itan areas. This tends to rule out col- crossfire. One treatment of this theme is orful costumes, although “secret Steve Jackson Games’ In Nomine. supers” may wear practical, rugged The comic Lucifer is another. Nightmares in Conflict However, the idea of subtle conflicts gear that could pass as drab body- Secretive beings with vast super- suits, and some of them may favor of higher powers being fought out in natural powers walk the streets of the the mundane world is probably as old quirkish personal styles of clothing modern world – and they aren’t and appearance. as religion. Mortals usually serve as human ... agents of one side or the other, often The assumption is that the exotic Games on this theme draw on power sources of the typical supers being granted powers of their own ideas that have long been present in when they sign up. world exist, but most people who dis- genre fiction. The reason cover that they have powers also why the powers and con- decide to be tactful about them. They flicts in this subgenre are may fear persecution by frightened kept secret is usually sim- “normals” or be controlled or hunted ple. While the monsters by some powerful agency that wants are powerful, maybe even to preserve a near-monopoly over controlling society from powers. Hints about the existence of the shadows, they couldn’t super-powers may seep out to the stand up to the combined public and press, but be dismissed as power of an alerted and exaggerations or sheer nonsense. angry human race. So Very few observers understand the even rival “monster” fac- potential of the most powerful tions unite to hunt down supers. anyone who threatens In such a campaign, there is less their security. Fortunately need to make combat nonlethal than for them, few people in in a standard “four-color” game. PCs the modern world believe are more likely to be secretive if they in monsters. Because of face a real danger of being killed by a this secrecy, such games lucky shot from a thug or security tend to focus on power guard, and the fear of persecution is politics and social scheming, but the SECRET more likely to seem real if some supers protagonists have powers in reserve sometimes kill “normals,” accidentally for when they need them. POWERS GENRE or otherwise. Campaigns may also be built around (fairly) normal mortals discov- CONVENTIONS Comic Illuminati ering terrible secrets, though the pow- In a Secret Powers campaign, Many ideas about secret conspira- ers will lie in the hands of NPCs only. there should be some logical reason cies and hidden powers are rather Games of empowered hunters fighting that will convince individuals who ridiculous, especially for anyone who against secret monsters move toward know the truth not to speak out. The tries to believe all of them. It’s entire- the “Monster-Hunters” subgenre of powers themselves may not be visi- ly possible to play them for comedy. Modern Adventures. ble, or ordinary mortals may forget Although many “conspiratorial” or rationalize away anything that games exclude superhuman powers, they do see. There may also be some Heaven vs. Hell, Today powerful faction or agency diligently or at least downplay them to keep the Or Heavens vs. Hells, or Law vs. focus on serious human concerns, a enforcing the secrecy. Really sophis- Chaos, or whatever. Great cosmic ticated conspiracies may even fight comic game can let them run riot. powers use the Earth as their battle- The GURPS Third Edition supple- battles in public in broad daylight ground, but secretly and relatively without anybody noticing; in that ment GURPS Illuminati University subtly. Perhaps there’s an explicit shows one example of this comic case, anyone who does anything agreement not to worry their mortal obvious must be assumed to have approach. Many beings who students pawns too badly, perhaps both sides could encounter had powers of one lost by default (unless they can utter- simply recognize that an overt battle ly obliterate their opponents in the sort or another. A “supermarket would destroy the world that both tabloid” game could also work, process).

EMPOWERED GENRES 215 In many cases, the structure of the campaign will define both the origin of the antagonists and the nature of their powers. Rivals with similar or diametrically opposite powers provide strong, interesting opponents, and plenty of motivation to fight.

Factions and conspiracies are not dent of birth, then empowered char- Rival Powers only a common feature of this genre, acters may find themselves hunted In many cases, the structure of the they can also provide a source for by powerful forces, intent on recruit- campaign will define both the origin powers. Such conspiracies are usually ing or destroying them. of the antagonists and the nature of ancient and appear monolithic to out- Conspiratorial groups will try their powers. Rivals with similar or siders, while actually being shot hard to control powers and power- diametrically opposite powers provide through with factional politics. Their wielders. When a faction has exten- strong, interesting opponents, and prime concern is usually power for its sive access to powers, those powers plenty of motivation to fight. Their own sake, but they may also have spe- are likely to be either the basis for its main drawback for plot purposes may cific ideas about what’s good for whole existence – their origin is also be that the PCs have little reason to do humanity . . . or more cryptic objec- the origin of the faction itself – or the anything except fight them, at every tives, obscure even to their own key to its strength, and hence one of opportunity. agents. Naturally, they must be ruth- the most important secrets which it less and efficient, although they may must keep. have become somewhat cumbersome If, on the other hand, such groups Turncoat Powers and inflexible over the years. Different are weak or relatively ineffective, and A slightly more complex type of factions are usually bitter rivals, but humans gain powers at random, opponent is one who started out on there is often a certain amount of there will probably be a number of the same side and chose to turn quiet cooperation going on. confused and nervous power-wield- against his former allies. Given that There are often places where pow- ers wandering around. Some may be intrigue and betrayal are often part of ers can be exercised in relative safety, located by well-meaning groups; oth- a secret powers campaign, such foes perhaps even more effectively than ers may find each other and form are bound to appear from time to usual. These may vary from minor secret gangs or societies; others time. They will probably have secret bases and hidden schools, up to again will doubtless fall into the betrayed important secrets to the whole extra-dimensional realms – clutches of criminals, minor conspir- enemy, and quite likely cost some lives Heaven and Hell, spirit worlds, acies, or fanatics. This can give a in the process, so they can inspire con- dreamlands, and so on. These secret campaign its overall structure: the siderable righteous wrath. places can serve as strongholds . . . or PCs start out trying to survive, then Moreover, played cleverly, they can battlegrounds. join or form a stable group with an unnerve their former friends just by ideal, which eventually has to solve existing. Introspective PCs should the problems caused by less fortu- wonder if they, too, could fall – and SECRET POWER nate or high-minded individuals. maybe reassess the reasons for their RIGINS loyalty. What tempted the traitor? Or O is betrayal sometimes the honorable The power origins appropriate in SECRET POWERS course? a secret powers campaign are largely determined by the subgenre. What ANTAGONISTS does matter is how the PCs discover Enemies for secretly empowered Mortals/Mundanes they have powers, and how they PCs must either know about the secret Although powers should provide a react to the discovery. If powers are or be powerful enough to be a threat serious advantage, “normals” can seen as a curse, there’s scope for lots anyway. An enemy may know enough still be a threat. They have numbers, of angst. If they are given out, very to be a threat without knowing every- some of them can fight, and the need carefully, to loyal agents of the con- thing, and any foe tough enough to to preserve secrecy can be crippling spiracy, then empowered “freelance” survive a battle against the heroes will in combat. (Morality aside, “leave no PCs must be rebels, which requires a come out of it with some idea about witnesses” isn’t always a feasible lot of explanation. If they’re an acci- their nature. option.) Depending on the setting,

216 EMPOWERED GENRES religious faith – or strong unbelief – may even disable some powers. In worlds resembling present-day reality, “mundanes” include police and Illuminati intelligence agencies with substantial Historically, the Illuminati were (or are believed to have been) a resources and excellent investigative secret society founded by Adam Weishaupt in Bavaria in 1776, with the skills. The question of how much “the objective of taking over the world. Although it was apparently sup- government” knows can become a pressed by the church and German governments in the 1780s, some worrying problem. conspiracy theorists believe that the society survived and plays a large part in the hidden history of the world. More generally, the term “Illuminati” is used for any powerful, SECRET POWERS secret, conspiratorial group. The term hints that the conspirators pos- sess a special understanding of the world that guides them in their quest ADVENTURES for power. A number of groups have claimed such knowledge through- A secret powers campaign should out history, including the Cathars and the original Assassins. Because involve subtle, thoughtful adven- such groups are secretive, they are prime paranoia fodder. tures. The PCs or their foes may be While Illuminati-style groups are often portrayed as basically ordi- able to deploy formidable powers, nary humans, the idea that they are “illuminated” can suggest that they but public fireworks are discour- have special powers. If nothing else, it is only logical for an Illuminatus aged. Careful planning should be at to have the Illuminated advantage (p. B60). Special knowledge and least as important. Plots can cover insights can also suggest psi powers (especially ESP or telepathy). Some faction politics, investigations of of the original Illuminati certainly dabbled in magic. Wealth might which groups are responsible for grant access to advanced technology. which events, efforts to recruit or eliminate new talents or to escape being recruited, protecting secrecy, and preventing witch-hunts. Which is not to say that the occa- enemies, or pull off some weird and whatever hidden realms or pocket sional big set-piece battle is out of the dangerous scheme – the PCs may have dimensions exist. However, quiet vic- question. If one group goes for broke – to do whatever’s necessary to stop tories are best. attempting to grab power, destroy its them. Likewise, there will be battles in PSIONICS An entire fictional genre has devel- Power Level another 50 points, plus more from dis- oped around what it might be like to PC point totals should be deter- advantages, to buy powers. They be able to manipulate the world mined by the campaign’s intended might also be banned from buying directly using force of will, examining atmosphere and style. “Adolescence more than one or two levels of Talent what the consequences of such pow- metaphor” stories can feature limited at the start. ers might be for society. Such stories starting values, as low as 50 points and often involve newly discovered psis certainly no more than 150, although Unusual Backgrounds being persecuted by fearful normal GMs may be generous with experience humans or exploited by amoral When psi powers are the campaign to represent the flowering of new pow- focus, there’s no need to require an power groups. In other tales, psis are ers. Protagonists in the “psychic wars” established, respected figures – cops Unusual Background. However, if are usually more experienced and they are rare and hard to control, and in futuristic SF settings, or wizards in capable psis or brilliant researchers, pseudo-medieval fantasy worlds. In PCs may well be nonpsionic, an tough secret agents, or special forces Unusual Background may be appro- still other settings, psi powers are troops; 250 points would be entirely widespread enough that those who priate, with a level depending on how reasonable. Space-opera or fantasy rare psi powers are. possess them aren’t automatically games can feature truly formidable very remarkable. If most psis peak at a specific psis, built on several hundred points – power level, exceptional individuals though more than about 750 is proba- might be seen as very special. If most BY THE BOOK: bly getting out of hand. teleporters are limited to line-of-sight One option that can work very well “jumps,” someone who can teleport PSIONICS is a split of starting points. Players in several miles into a place he can’t see PCs in Psionics campaigns can rely an “adolescence metaphor” game can bypass most anti-teleport protec- as much on courage and skill as on might be given 25 or 50 points with a tions. Such a PC might have to take a powers, or they can be galaxy-domi- disadvantage cap of -10 or -20 points. 50-point Unusual Background. nating supermen. On top of this, however, they get

EMPOWERED GENRES 217 protected by conventional means. genetics means that family relation- SUBGENRES They can also guard against both ships sometimes loom large; heroes Subcategories of the psionics genre psionic and mundane spies. and villains may turn out to be are defined partly by the setting, Intelligence agencies would naturally cousins or brothers. and partly by the nature of the lead become major players in the psychic characters. wars. Even without psi, protagonists are often asked to do terrible things to PSIONIC ORIGINS defend against enemies who are sup- Psi powers are generally either The Adolescence posed to be worse. Psionics merely inborn or the product of a special Metaphor adds an extra level to this. training regime, newly invented or Protagonists may discover their “Psychic war” stories often feature kept very secret (thus explaining why powers in adolescence and have to experimental technology and drugs not everyone has powers). These two come to terms with being different. that boost or emulate powers. These origins can be combined; individuals They may spend some time feeling inventions may be dangerous to the can have different degrees of potential lonely and persecuted before finding user. GMs can see GURPS Ultra-Tech psionic power, but those with aptitude others of their kind. When they even- for useful ideas, but should limit tech- may still need training to unlock it. tually master their powers, they nological aids; these stories are prima- If some humans are born psis, become formidable. This plot appears rily about people, not raw power. there should be some explanation why in A.E. Van Vogt’s Slan and numerous psi powers weren’t widely noticed for children’s SF stories. much of history. If the power needs In other words, psi can be a training or technological aid to be metaphor for adolescence. If the Science fiction (pp. 220-222) main- effective, the process could be newly youth gains power and respect quick- tains at least a façade of rational logic, invented or an old secret. Psi talents ly, this is wish fulfillment; if he has to generally treating psionics as suscepti- could be a mutation triggered by radi- learn hard lessons, it is more of a ble to rational analysis. Science fanta- ation from nuclear technology, some moral fable. In this type of story, wide- sy uses some of the same tropes, but kind of industrial pollution, or a side spread psi may be new, or at least drops rationality in favor of an effect of a new drug. Meddling aliens secret, ensuring misunderstandings extreme sense of wonder. Psi may in the distant past may have inserted and probably persecution. function very much like magic, along- the genes into human cells, to be acti- Alternatively, psi may be well- side incomprehensible “ancient tech- vated at a certain point in our evolu- established but difficult to master. The nologies” and suchlike. tion. Or perhaps latent psi powers are adolescent psi might have to deal with Science fantasy may be set in the simply very hard to trigger, and only manipulative factions, press attention, far future, with technology either the modern world’s population makes and friends and family, who may be regressed or advanced and splintered them statistically likely to occur – but jealous, frightened, or exploitative. into barely comprehensible arts; in once they’ve been found, science can some galaxy far away and quite possi- learn to trigger them in others. bly long ago; or in a world trans- The Psychic Wars formed by catastrophes or miracles. In the present or near future, psi (See p. 220 for more on post-catastro- PSIONIC powers have been discovered. phe stories.) Psionic gifts in such set- Training methods or psionic technolo- tings may be the result of mutation or ANTAGONISTS gy are being developed, but this new genetic engineering, or taught by At a minimum, effective opponents source of power has been co-opted by organizations styled like a temple or a must be able to withstand the most powerful factions – governments, school of magic. common psi powers – which usually intelligence agencies, and giant corpo- means, given telepathy’s prominence, rations – and kept secret. The heroes that they need good mental defenses. are psis who just try to do the right PSIONICS GENRE The ability to hit back is less crucial; thing. This is the basis of a number of ONVENTIONS the heroes are usually ordinary SF novels and Japanese manga and C human beings with a few exotic tal- anime stories. Being “special” is often depicted as ents, and unless they happen to have Plots can range from “adolescence lonely and alienating, and a psi can strong telekinetic shields, weapons metaphor” tales with dark and ruth- still be a failure despite his advan- such as firearms are sufficient once less parent-figure factions to super- tages – but powers, especially telepa- the violence starts. hero stories with less-flashy costumes. thy, can also be a way for an individ- ual to form relationships. High power The most typical treatment, though, The Conspiracy overlaps with the “Secret Powers” levels may cause someone, usually a Psi powers may enable their pos- genre, borrowing much of its style villain, to tip over into megalomania. sessors to ferret out secrets, cause car- from paranoid conspiracy thrillers Normal humans are often shown as nage while seemingly unarmed, or go and the grittier sort of espionage story. fearing and persecuting what they places where normal people can’t. Any Telepaths and ESP users make effec- don’t understand. The genre’s con- self-respecting conspiracy will want to tive spies, able to ferret out any secret cerns with accidents of birth and control such powers itself – or, if that

218 EMPOWERED GENRES isn’t possible, to destroy them. In sto- sponsored assassins may expose the Aliens ries about psionic powers, there is fact. Unless propaganda has turned Psi powers typically appear in sci- often at least one conspiracy run by the citizenry against psis on a massive ence fiction or modern-day paranoia amoral psis. scale, these abuses will probably be settings. Both of these also commonly A conspiracy of competent psis, in shut down. The government will feature aliens, which may be a com- a world with few countermeasures, doubtlessly disavow these “horrific pletely separate aspect of the setting will be extremely powerful, able to excesses” and promise a thorough or be tied up with the presence of psi. overwhelm any ordinary PC group, house-cleaning. How sincere they are Human psi powers may have devel- even one with psi powers of its own. about this, and how much they really oped as a result of alien experiments Unless the heroes are meant to be knew, depends on the general nature on kidnapped humans or have been hunted fugitives, it’s necessary to limit of the campaign. Even if the country unlocked by alien teachings. Ancient the conspiracy’s capabilities. isn’t being run by paranoid murderers, alien visitors may even have implant- If the conspiracy’s leaders are they may be scared or amoral enough ed genes for psi power . . . much more powerful than the PCs, to turn a blind eye. Aliens may be as psionically adept the campaign has an inherent balance. as humanity, much more powerful – The heroes can defeat any number of or psionically weak, even “psi-blind.” enemy agents, but if they ever cross Rogue Psis The obvious opponent for a psi Such crippled aliens will need other paths with their chief antagonists, resources to make them serious antag- they’re in serious trouble. Matters hero is a psi villain. “Rogue” psis may be amoral mercenaries, puppets of an onists; one obvious option is superior come to a satisfying climax when the technology, with perhaps just enough heroes have acquired the resources or enemy faction, or ruthless power-seek- ers. Major “rogue” psis will often be knowledge of psionic science to build skill to defeat those leaders. some kind of limited anti-psi screens or jammers. Meddling amoral aliens might be trying to transform humani- ty into obedient psionic servants and tools. Aliens in these stories are often shapeshifters, infiltrating human soci- ety. This makes them hostile to tele- pathic humans, who can penetrate their disguises. Aliens might also have psi powers that are different from those possessed by humans – humans can read minds while aliens can mas- ter telekinesis, or humans can teleport much farther than aliens but take The Government more powerful than the PCs at the longer to trigger the power. From a sufficiently cynical or para- start of the campaign, which may well noid viewpoint, a government differs center on gaining the experience and PSIONIC from a conspiracy only in that its exis- training to defeat them. They usually tence, and some of its activities, are have one of two personality types: ADVENTURES public knowledge. Politicians and law nervous and dangerously unstable, or Psionic campaigns tend to be cat- enforcers could probably make a plau- coldly controlled. The former are like- and-mouse games of investigation and sible case for controlling those who ly to be puppets or mercenaries, mere- detection, subversion and evasion, have psionic powers. They may be sin- ly after profit or short-term survival. with occasional outbursts of violence. cere in such concerns, frightened for Conversely, powerful mercenaries and While these set-piece battles can be their own power, or a little of each. psionic master villains must be calm exciting, it’s often more important that Rulers usually attain their posi- and efficient. the campaign includes interesting, tions by political skill or social influ- A specific type of rogue psi found motivated, capable figures on both ence rather than raw personal power, in some stories is the psychic vampire, sides, and a slew of ongoing plots and but they can recruit formidable aid . . . who takes energy or satisfaction from problems for the heroes to tackle. and they have the resources of a whole others. This may involve draining life Adventures also often become jour- nation to call upon. Also, the PCs can’t energy directly or feeding on extreme neys of self-discovery for the heroes, just destroy them and walk away. emotions. Those who steal enough to as they learn to control their powers, Someone has to run the country, and if kill each time, or who feed on suffer- moving from early vulnerability to a the old leaders were destroyed by psis, ing, are monsters; the heroes’ main level where they can defeat some great their replacements may be even more task is usually just to stop them. enemy. GMs should permit players to determined to deal with the problem. However, their behavior may be a spend bonus character points on abil- Psis who discover that others of form of addiction, making them not ities and Talents at a rate that reflects their kind are test subjects in secret cold-blooded serial killers but twitch- such progress. government labs or targets for state- ing junkies.

EMPOWERED GENRES 219 FUTURISTIC SF SF games are most likely to feature sapient android in the Federation. Modern Space Opera technological, biological, or psi pow- However, he’d have to pay points for Space opera evolved from its pulp ers. Others appear on occasion, but his strength, resilience, and rapid cal- roots to its modern form. Modern too much that’s explicitly supernatural culation ability anyway, and they only “media” space opera really begins (as opposed to merely “beyond the rarely give him a significant advan- with the appearance of in the comprehension of current science”) is tage. He’d probably have a 10- or 20- ‘60s. GURPS Traveller is one of many likely to destroy the sense of quasi-sci- point Unusual Background. examples of this subgenre in RPGs. entific logic that distinguishes the John Crichton, in Farscape, would- Modern writers pay at least lip genre. n’t have an Unusual Background as service to scientific and technological the only Earthman in his part of the logic – starships use fusion or antimat- BY THE BOOK: galaxy; that merely makes him a ter power and “hyperspace” or “warp minor curiosity. He probably does drives” – and the special effects have UTURISTIC have one for his unique comprehen- grown increasingly impressive over F SF sion of wormhole physics, especially Futuristic SF may have ordinary time. Some writers seek to merge hard his intuitive ability to anticipate SF into stories of spacefaring adven- human protagonists, with an occa- wormhole events. sional alien or robot who has fairly ture; others set “gothic” tales in the far minor powers, or it may focus on future, with ancient, decadent stellar powers. SUBGENRES empires and half-forgotten science. Aliens, robots, and other characters While hard SF is very different with superhuman abilities remain from space opera, the two are on a popular. Psionics have faded, as real- Power Level continuum, with all sorts of “space- SF campaigns with “normal” world research has failed to produce ships and blasters” stories somewhere human heroes usually involve skilled clear evidence of their existence, but in between. individuals with all the benefits of they still sometimes appear. high-tech medical care and advanced educations. The usual minimum for Pulp Space Opera starting PC point totals is 150 points, SF as a marketing category was a Post-Apocalypse SF Post-apocalypse SF is based on the and 200-250 is quite reasonable for product of the pulp era (see p. 209). idea of some disaster wiping out civi- elite interstellar explorers and ultra- Pulp SF ranged from “planetary lization. In some less-realistic ver- tech commando squads. Disadvan- romances” by the likes of Edgar Rice sions, some of the survivors develop tages tend to be minor. Advanced Burroughs and C.L. Moore, with powers. Their offspring may display medicine and psychology should elim- heroes wandering the deserts of Mars radiation-induced mutations, or the inate many problems, and elite servic- or the jungles of Venus, to the galaxy- disease virus may have bizarre side es prefer stable, adaptable recruits. spanning interstellar wars of E.E. effects. There may also be some “old Cinematic games featuring “best of “Doc” Smith (see GURPS Lensman). technology” around, including robots, the best” heroes – psis, genetically “Space opera” developed in the pulps. cyborgs, or the products of genetic enhanced humans, or aliens with Most had continuous action and engineering. expensive racial packages – can move straightforward morality, with little Such settings often resemble genre into the 300-to-500-point range. time for thoughtful scientific specula- fantasy, with “feudal” rulers dominat- Lensman-style galactic champions or tion – chemical rockets could span ing patches of the landscape and mon- posthumans with a huge array of interstellar distances and atomic fuel sters lurking in the wilderness. They genetic modifications and access to could be hurled into furnaces with also have an element of horror, given extraordinary cybernetic resources shovels. This style spread to comic the billions of deaths in the back- can go even higher. strips and movie serials such as Flash ground story. Gordon and Buck Rogers. The Star Wars movies are a modern recreation. Unusual Backgrounds Such stories most often featured An Unusual Background is only Transhumanist SF square-jawed or intellectually bril- required if the PC has something both Modern hard SF abandons the liant human heroes. Writers looking unusual in the setting and genuinely less plausible wonders of space for more-futuristic thrills would advantageous. Merely being an alien, opera, avoiding “superscience” tech- often throw in a few aliens who genetically enhanced, a psi, or a robot nologies such as antigravity and might have exotic racial abilities (i.e., doesn’t qualify. Being a member of a faster-than-light travel. It can still fea- biological powers). Aliens and rare species or embodying experimen- ture impressive personal powers, human heroes could also be psis; tal technology might. because transhumans are less bound Smith’s stories involve enormously Data, in Star Trek: The Next by limitations that earlier writers powerful telepaths, and what is Star Generation, is the only (known) took for granted. Settings range from Wars’ Force but psi power? cyberpunk worlds with cyborgs and

220 EMPOWERED GENRES vast computer networks to “transhu- function as simply another gadget. manist” futures such as the one That said, a few stories take a broader ORIGINS FOR depicted in Transhuman Space. approach; some of Roger Zelazny’s “Transhuman” or “posthuman” novels, such as Lord of Light, involve a SF HEROES heroes may be heavily genetically wide array of technological and psi SF heroes tend to be fairly normal; modified, with biological abilities powers, used with almost superheroic even aliens or robots with exotic pow- impossible to ordinary humans, or flair. SF writers and fans may talk ers are, after all, just born or built that they may be computer programs – about the genre’s regard for scientific way. Psi powers may be inborn or pro- artificial or “uploaded” consistency, but space opera tends to duced by training, or even induced by human minds – installed in robot use the trappings, not the rigor. superscience, but those are just fea- bodies. However, this is hard SF, and tures of the setting. Typically, starship abilities should look scientifically crews or soldiers in interstellar armed plausible. A genetically enhanced SF and Psionics forces are depicted as receiving good transhuman might produce shocks Psi powers are sometimes assumed training, but that’s just how elite like an electric eel, given extensive to be a natural aspect of the universe, explorers and warriors tend to be. modification, but throwing lightning as comprehensible and controllable as A few empowered SF heroes do bolts hundreds of yards would be dif- electricity, which means that psionic have unusual abilities even by the ficult with any sort of biological body. science and technology can exist. standards of their universes. They Likewise, a robot might be capable of “Psionic SF” includes near-future vari- may be exposed to weird influences on flight, but would need wings, rotors, ants of the adolescence metaphor (see strange worlds or in the ruins of fallen or a powerful engine. p. 218), post-apocalypse stories in alien civilizations. Or they could be which psi ability is a common muta- changed and trained by meddling tion, and grandiose space operas in super-aliens. In “transhuman” SF, they SF GENRE which the heroes’ mental powers com- may well be genetically modified – a pete with starship weaponry to pro- theme which earlier space opera CONVENTIONS vide the most spectacular set pieces. avoided, although a kind of selective Science fiction is a broad field; the Space opera doesn’t pay too much breeding was common enough, conventions and possibilities of the attention to theories about psi. It’s a whether informal (as with heroes who space-going version are discussed at plot device and a source of wonder. came from heroic families) or deliber- length in GURPS Space. When they However, stories may feature psionic ate (as in the “Lensman” stories). concern themselves with personal technology, including devices such as powers, however, stories are often “psionic shields” that enable normal more limited. An alien race or human humans to defend themselves against SF ANTAGONISTS mutant may possess a single ability, telepathic intrusion. Space travel may lead to encoun- or a robot’s built-in systems may ters with dangerous beings, but human society also continues to pro- duce criminals, tyrants, and other nefarious individuals.

Militaristic Aliens Militaristic aliens range from unemotional robotic conquerors to glory-loving macho warriors. Their cultures tend to be extremely regi- mented, with huge military budgets. They see human society as weak and divided, although they may respect some human warriors as honorable opponents. Militaristic aliens don’t have to have powers – good weapons, deter- mination, and numbers can achieve plenty. If they are empowered, they may all have offensive abilities (rarely better than a good blaster, but symbol- ic of their attitude), or they may include a subgroup of spies or leaders with advanced mental abilities. They are generally quite tough – well- armored or just very healthy.

EMPOWERED GENRES 221 Sneaky Aliens Whereas militaristic aliens set out to conquer the universe by raw power, organization, and frontal assaults, sneaky aliens are masters of subver- sion and intrusion. Typically psis or shapeshifters, they may set out to soft- en their enemies up for a military assault, they may seek political power, or they may be totally selfish preda- tors with strictly individual goals. Some are carnivores with a fondness for sapient flesh – SF counterparts to the vampire and werewolf.

Star Beasts Nonsapient animals shouldn’t usu- ally be a threat to well-equipped high- tech heroes, but some may have bio- logical or psionic powers that com- pensate for lower intelligence and their lack of technology. Human heroes may find themselves trapped in a base or starship, light-years from home, with limited equipment and an alien monster on the loose. One mod- ern cliché is a devious and ruthless aliens naturally have vast, almost p. 213) or warfare. Some heroes are human faction that wants to capture supernatural powers. fugitives, with enemies who think it’s the star beast for exploitation, and to A cosmic alien who wants to worth chasing them across light-years. whom the heroes are disposable. destroy ordinary beings can generally Life on board a starship can lead to Monsters typically display instinctive do so with ease, unless other cosmic technical problems and stories of cunning, as well as implausibly active aliens work to prevent it. Cosmic interpersonal relationships. Cosmic metabolisms and bizarre life-cycles. antagonists in SF are more often nui- aliens can show up and cause trouble sances: playing games with the heroes, for their own peculiar reasons. studying them and setting weird tests, Other stories are set on inhabited Cosmic Aliens or using them as pawns in complex planets. Detective mysteries, espi- Militaristic or sneaky aliens want plans. Heroes may play along, try to onage, and diplomatic relationships power and control over others, but distract or even outwit the alien, work can all be given a few twists by the cosmic aliens already have lots of with its cosmic rivals, or study it for presence of aliens, robots, and power – and want to play with it. weaknesses. advanced technology. Psis struggling Space opera uses such beings as plot for control of a near future world over- devices, with little regard for plausibil- lap with the “Secret Powers” genre. ity – but then, it’s hard for humans to SF ADVENTURES Dealings with alien civilizations or say what is plausible behavior for a Space opera plots are often high- “transhuman” changes in the nature vastly superhuman being. Cosmic energy action-adventure stories of humanity can lead to violent con- involving exploration (see the box on flicts over long-term policy. SUPERS Tales of superheroes and supervil- meaningful codenames. However, it’s lains, sometimes known as “comic- perfectly possible for superhero sto- BY THE BOOK: book supers,” place high-end powers ries to feature subtle characterization in the foreground. They will usually and moral complexity. SUPERS involve several different power types. This genre originated in comic Supers campaigns in general have Villains want to fulfill their selfish books, and that remains its primary few constraints – both the level and the desires, heroes want to stop them, medium, although “supers” have also range of powers may be vast. This, of and the fights are spectacular. These appeared in novels, radio, television, course, makes it extremely important stories can verge on a kind of morali- and the movies, often as spin-offs for the GM to make all relevant facts ty play, especially as both sides from comics. about the setting very clear. If magic often favor flamboyant costumes and doesn’t work, or technological mind

222 EMPOWERED GENRES shields are available off the shelf, say cosmic entities influencing probability while villains were evil and had to be so! Superhero comics have featured to create all these champions. stopped, though heroes could always virtually every type of power, though In a more restricted campaign, the manage this without excessive force “moral” powers are rare; the genre Unusual Background advantage may or moral compromise. Deep character takes enough of a modern, materialis- restrict the really unusual or offbeat. motivations and detailed attention to tic approach that people aren’t usually PCs who’ve mastered some wide- continuity were uncommon. powerful just because they’re very spread power source that most people The “Silver Age,” starting in the late good or evil. On the other hand, a cam- are still struggling to comprehend or ‘50s and early ‘60s, produced what is paign might focus on a single type of who have access to advanced tech- now generally seen as the archetypal power, such as mutations or magic, nologies in a world where most pow- pattern for superheroes. The colorful and explore that theme. ers are magical might qualify. The cost costumes, morality, and powers sur- Wildcard skills (p. B175) are often is up to the GM, but should usually be vived from earlier days, but super- extremely appropriate. Super-scien- quite high (at least 10% of starting heroes now gained deeper characteri- tists aren’t just bright and well-read; base points); supers PCs have a lot zation and a little more attention to they’re frequently omni-competent. of points to play with, and unusual continuity and plot logic. Dialogue An instinctive grasp of every weapon character features may amplify the became wittier and more verbose, and in a broad category or a spectacular effectiveness of already-significant heroes sometimes slipped into angst talent for all sorts of engineering powers. or pretentiousness. may be classed as a super-power in With decades of history behind its own right – so combining them, and many ideas having seen Gadgeteer, Gunslinger, or Weapon SUBGENRES heavy use, the modern four-color Master and a wildcard skill may be Most supers subgenres derive from style tends to be somewhat self- entirely appropriate. phases in the history of comics over aware, even cynical. “Mainstream” the last 60 years or so. Some even rep- superheroes remain essentially resent conscious reactions to some- moralistic, but it’s possible for them Power Level thing that went before. to endanger opponents and maybe “Supers” are by definition superior even cause some deaths; accidents to the run of humanity. The absolute happen. Meanwhile, , minimum plausible starting level for Four-Color Supers who always had an uncanny ability to The “baseline” type is usually set in the grittiest vigilante campaigns is 250 survive defeats and escape from pris- the present day, but sometimes takes points, and most will start at higher ons, sometimes seem close to victory. place in a space-operatic future or the levels – possibly much higher, from In an uncertain and complicated recent past. “Four-color” stories fea- 500 up to 1,000 or more. The higher world, four-color heroics sometimes ture spectacular powers, flamboyant the baseline point total, the more shades into other subgenres. costumes, melodramatic dialogue, important it is to provide guidelines Four-color superheroics can seem and fairly clear morality – all stuff for reasonable attack damage levels, artificial and slightly campy, with appropriate for comics aimed at fairly defenses, and so on. “superheroism” treated as a career young audiences. Still, the basic for- choice, “supers” forming trade associ- mat is robust and adaptable. ations, and the world threatened on a Unusual Backgrounds This subgenre has passed through weekly basis but somehow never feel- In a typical comic-book supers set- a number of phases in its history. ing really endangered. But it can also ting, full of exotic powers, the idea of “Golden Age” comics, from the 1930s include fairly deep meditations on an “Unusual Background” is effective- through the ‘50s, were straightforward power and humanity. A campaign can ly meaningless. Every major character and energetic. Morality tended to be cover a range of flavors, though it’s has an Unusual Background, to the very uncomplicated – heroes were hard to recover a sense of seriousness point where people speculate about good, and always won out in the end, if there’s been too much camp, while an emphasis on grittiness and dark- ness moves stories into a different But, fortunately, Moir had discovered that his subgenre. sister was mediumistic – in other words, that she Super-Vigilantes was a battery of that animal magnetic force which Even early in the history of super comics, a darker style of story would is the only form of energy which is subtle enough sometimes appear alongside four- to be acted upon from the spiritual plane as well as color heroism. Strictly speaking, most superheroes are vigilantes – unautho- from our own material one. rized crime-fighters who actually – Sir Arthur Conan Doyle, break a few laws themselves. However, the term is mostly used of a dark and Playing With Fire brooding sort of hero, who may well kill criminals.

EMPOWERED GENRES 223 Vigilante stories usually feature rel- atively low-powered characters on both sides of the battle; apart from anything else, the threat of death and Historical Supers serious injury should be ever-present, While “supers” stories are mostly set in the present or future, a few and any street punk (or cop) with a are set in the past – usually in alternate histories, so that flamboyant handgun should be a real danger to a empowered beings can be added with less trouble. careless or unlucky PC. Many vigilante Superhero comics date from 1939, and stories set from then onward heroes have no powers – just high lev- often set out to reconstruct the style of comics of a specific era – or to els of skill and some good equipment. reassess them in a modern light. Comics set in this period often come Still, a minor power can give a vigi- from a writer’s ransacking of the publisher’s back catalogue. World War lante a crucial edge, which can keep II is popular, as it combines a distinctive style with the opportunity for him alive from one episode to the next. heroes to fight real, much-reviled enemies. (Explaining why the heroes Vigilante supers can sometimes didn’t change the course of the war can be hard, but not impossible; see “cross over” with their four-color p. 200.) Later decades, such as the 1950s or ‘60s, present more difficult brethren. Although the latter may dis- challenges, but not impossible ones. approve of vigilante tactics, some Supers stories set in earlier eras are often alternate histories that ask modern heroes tolerate such allies “What if four-color supers appeared in (or Elizabethan when the opposition is even worse. England, or the Wild West)?” They may also (or instead) draw on the Games about vigilantes and other heroic myths and imagery of their chosen period, telling tales of pal- lower-power supers operating in a adins and wizards in medieval times or steam-powered gadgets and “four-color” world can combine the revivified mummies in Victorian England (which overlap with the “set dressing” of wild powers and the “Extraordinary Gentlemen” style discussed below), but adding a touch occasional exotic plot device with a of superheroic flamboyance. Either way, they require a certain amount more controllable, gritty level of of work to set up – the GM has to be familiar with the chosen era and action. It’s best to establish from the have a good idea how to handle powers – but they may repay the effort outset of such a game what kind of for gamers who are interested. moral code and how much brutal pragmatism is going to be normal in Extraordinary Gentlemen the campaign. This subgenre is a modern invention, typified by Alan Moore’s The League of Extraordinary Gentlemen. It marries elements from pulp and proto-pulp fiction with concepts High-Power Horror such as superheroes and super-teams. The In a world where some beings idea is to take characters from period are powerful, secretive, and stories, give their powers full rein, and villainous, plots can easily then have them work together, often shift toward horror, espe- fighting menaces from the same cially if four-color conven- period fiction. tions are relaxed slightly. “Extraordinary gentleman” sto- After all, even if the ries can be quite modern in their heroes survive, innocent attitudes and sensibilities, although bystanders can easily they can also play the chosen peri- suffer terrible fates, and od as straight as modern audiences very powerful opponents will accept. (Authentic period codes can seriously threaten the of honor are one thing; authentic world – even the universe period racial attitudes are another.) itself – with destruction or They can also feature a lot of “retrotech” damnation. and scientific ideas, and may draw heavi- This mixture of supers and ly on the “” genre (see GURPS horror usually involves supernatu- Steampunk). ral powers, and occasionally poorly controlled psi or very weird science. The heroes may be powerful, but their powers probably come with a and hence be vulnerable to tempting defending their few friends, and seek- heavy price. They may be trans- offers from clever villains. Enemies ing cures for their conditions. The formed into monsters (Swamp sometimes seek to steal their power, heroes may sometimes whine, but Thing), forced to share their bodies envying the very thing that the hero their powers shouldn’t make them with barely controlled demons hates. happy; this is horror, after all. On the (Ghost Rider), or driven to the edge High-power horror plots often other hand, they have the satisfaction of sanity by terrible knowledge have a large personal element; heroes of saving the world from really terrible (Animal Man). They may dream of alternate among saving the world, fates. being restored to normal humanity –

224 EMPOWERED GENRES Cosmic Supers Many four-color stories involve very powerful characters. These plots may involve threats to the entire world (or the universe), interstellar wars, and encounters with truly godlike beings. It’s possible to run a whole campaign on this level. Examples include Marvel Comics stories involv- ing Adam Warlock and Captain Marvel, and DC Comics’ “New Gods” stories. “Cosmic” supers may be straight- forwardly adventurous, but are often somewhat horrific; the universe holds great dangers, and cosmic-level vil- lains can be mind-bogglingly power- ful. Even the noblest cosmic heroes can seem rather detached from the but the universe proves remorselessly and Alan Moore’s Watchmen are human concerns of most four-color unsupportive, resulting in dramas of classic examples of this sort of post- supers; after all, they have whole ideals vs. harsh reality. “Logical” modernism; more recently, The worlds to worry about. supers often have very limited powers Authority explores other angles. This subgenre can overlap with or are just well-trained humans. More In a more tongue-in-cheek or “Tales of the Gods” Mythic Fantasy typical superheroes may find that bizarre story, supers may be aware (p. 204) and with the “Heaven vs. Hell” even the greatest powers leave them that they are living under peculiar Secret Powers approach (p. 215). As in with weaknesses and blind spots. rules, and even make flippant refer- those cases, stories often involve visits Superheroes may actually be manu- ences to the fact. Heroes may say that to an ordinary-seeming Earth, whose factured by cynical factions who hide they are obliged to fight each other inhabitants remain unaware of the their sinister schemes under colorful when they first meet, even if they great struggles taking place in the costumes and innocent cultural know that they’re really on the same wider universe. assumptions inspired by generations side (a comics cliché mostly designed of comics. to show how two popular heroes com- Some supers abandon the essen- pare). Or they may comment how Postmodern Supers tially reactive approach of traditional strange it is that no one ever recog- “Postmodern” supers stories are comics. Instead of waiting for bad nizes them, despite the skimpiness of created by writers who are aware things to happen, they set out to make their masks. In itself, this is simply a of the formal conventions of four- the world a better place. This often joke, but the idea can be extended as color style and play with their ends in tears, or at least turns the the protagonists probe the true nature consequences. heroes into ruthless manipulators, but of their artificial-seeming reality. In the simplest version, superhu- some writers suggest that proactive Recent comics series such as Marvels mans at least try to follow a version of heroes would actually do more good. and Powers have looked at “superhero the typical four-color conventions – Mark Gruenwald’s Squadron Supreme universes” from the point of view of ordinary people – press reporters, cops, and so on – living in the shadows of these peculiar demigods. Characters may end up exploring Cartoon-Animal Supers different aspects of their world, find- The earliest stories featuring super-powered talking animals were ing different ground rules and conven- probably anthropomorphic-animal cartoons that parodied four-color tions at work, just as different comics comics. More recently, some “furry” supers stories have taken the idea set in the same “superhero universe” more seriously, using the animal form of the protagonists as a distanc- may have distinctly different styles ing device, a way to make the characters even more different from mun- and atmospheres. They may fight real- dane humanity. ity-warping menaces (Doom Patrol) or A “furry supers” campaign can be played as a fairly straightforward wonder who benefits from the artifi- four-color game, in which the people beneath the masks happen to be ciality of their world (Planetary). cats, dogs, rabbits, and turtles . . . or it can emphasize the nonhuman “Postmodern” superhumans often nature of even non-super characters, giving “ordinary” talking animals eschew “sillier” superheroic conven- modifiers to their attributes, enhanced senses, and “racial” enmities tions such as skimpy masks, cumber- (dogs fight cats, wolves eat pigs). some cloaks, frivolous codenames, or unsustainable secret identities.

EMPOWERED GENRES 225 SUPERS GENRE CONVENTIONS Four-color supers is a very formal- ized genre, with many conventions that have more to do with comics marketing than internal logic. That said, any supers campaign can elimi- nate some of the standard features, and some subgenres do so deliberate- ly. If too many conventions are dis- carded, however, it stops being a supers game as most people under- stand the idea.

Secret Identities The traditional four-color hero is an idealistic freelance crime-fighter with a mundane day job. To protect his friends and family (and his priva- cy), he adopts a dual identity, fighting crime with costume and code-name, then performing quick changes to return to his mundane life and ordi- nary name. The hero’s “civilian” per- sona is often mild-mannered, even intimidate victims with his reputa- could be used in combat with Cloak wimpish. This helps obscure the truth tion for evil. Costumes may also skill, though few supers seem to and reflects a heroic tendency not to incorporate body armor (though bother with this. boast about one’s power – but it also most in the comics seem too skimpy makes superheroes a more appealing for this) or gadgets, while dark colors fantasy for unprepossessing and can help with stealth. Some heroes Super Names downtrodden adolescents. see their costumes as uniforms, A secondary identity also implies a Secret identities are not universal, showing their allegiance; a few second name, but “super names” go even in four-color comics; some super- become living symbols of a nation or beyond that. They’re a personal trade- heroes are celebrities, or live quiet but cause, and wear lurid flag-based mark, something for ordinary humans not very secret lives. Still, the idea is garb. to speak with admiration or fear, and quite widespread. Cloaks and capes, one traditional often a broad hint as to what the char- feature of superheroism, have been acter can do. Like costumes, they may the subject of much cynicism in indicate identification with some Masks and Costumes recent years. They look stylish, cer- nation or cause. They may also be A secret identity won’t last long if tainly, and may make wearers more tagged onto an unidentified super by the hero looks the same in both guis- intimidating if swirled with panache, sensationalist press reporters, or care- es, so supers often wear masks. but they also have the clear potential fully selected by some calculating gov- These are typically bizarrely small to cause a lot of practical problems, ernment or corporate sponsor. and skimpy (sometimes nothing getting stuck in doors, caught in more than a pair of eyeglasses!) – machinery, and so on. The presence Gun Control despite which, even a superhero’s or absence of cloaks may be a subtle Guns do appear in superhero sto- family will generally fail to recognize marker of a setting’s “four-color ries, and not just in the hands of crim- him in costume. Indeed, some get by flavor” level. inals and ordinary cops – but most for years with no mask at all. GMs might even declare that “Can superheroes don’t carry them. Many For supers with no secret identity, wear a cloak without silly accidents” do not need to, but in some cases, hav- a costume might seem like a point- is a GURPS perk (just like the ability ing a backup sidearm to go with less less affectation, but actually, some to run comfortably in high heels; combat-oriented powers would seem kind of special clothing can be actually, some female supers’ cos- only logical. Even so, guns tend to be entirely logical. Anybody who tumes defy common sense in multi- limited to “vigilante” or quasi-military engages in athletic combat will want ple respects). Generous GMs can characters. unencumbering clothes, and a recog- then allow a +1 bonus to influence There are several reasons for this. nizable costume will help a hero skills when the PC can use the cloak First, guns are distinctly lethal, and exploit a reputation for good deeds to look imposing – and of course, it and effectiveness, or a villain to idealistic heroes who refuse to kill

226 EMPOWERED GENRES was uniquely susceptible, or the key secret was known to only one person who subsequently died. Minor Gadgets Accidental origin stories are typi- Even supers with innate abilities often have one or two minor gadg- cally associated with the “cutting ets, or even cybernetic implants. Some are talented inventors in their edge” science of the time. In the ‘30s own right, while others are given handy devices by super-scientist allies and ‘40s, supers got their powers from or friendly agencies. Team radios are commonplace. chemicals; in the ‘50s, ‘60s, and ‘70s, it This can work fine in games. A gadget or two can help distinguish was radiation; in the ‘80s, it was one character from another with similar powers, and can also fill some “cyber”; most recently, it’s been genet- practical requirement that isn’t covered by the PC’s innate powers. A ic engineering or nanotechnology. telepath might wear body armor, giving him a better chance of survival (Witness the change in Spider-Man’s if he gets caught up in gunplay, while a brawler with superhuman origin from the original comic book to toughness and strength might use a flight gadget to keep up with his the recent movies.) more mobile allies. Purchased couldn’t use them without risk. unlucky, the gullible pawn of a manip- Super-Powers Second, they’re hard to disguise, for- ulative faction, or just dedicated? His If super-powers can be granted by bidden in many places, and would origin may also involve someone who identifiable processes, scientific seem inappropriate for many heroes’ becomes a long-running Enemy (and researchers will recreate them, sooner mild-mannered secret identities . . . who may even gain powers at the or later. It may take a while, and the someone who wanders around with same time), or an important resulting treatments may be pricey one in civilian gear will have it noticed Dependent. Later major revisions may and unreliable, but it’s a logical conse- sooner or later, and it will then draw revisit this origin, revealing that it quence. Likewise, engineers may build comment, if not worse. (Eccentric wasn’t an accident after all or that “battlesuits” that render the wearer “theme villains” who carry weird someone with an apparently minor effectively super-powered. gadgets rather than guns may also role in the story was really much more Such treatments should generally sometimes gain the benefit of sur- significant. be kept rare and expensive. If it costs, prise.) Innate powers are much less If super-powers are to remain at all say, $10,000,000 to acquire super- likely to be detected, so it’s probably special, power origins must be rare powers, a small number of million- better to rely on them if the hero has and difficult or impossible to repro- aire industrialists, aristocrats, and them. If the PC is a member of a per- duce. Sometimes, it turns out that a third-world dictators might be inter- secuted minority, whether an ethnic lab accident actually triggered mutant ested – although if they’re told it will group or super-powered mutants, a genes, or that a cosmic being secretly hurt a lot, and the nature and reliabil- gun may also cause further trouble, intervened. Some powers may be ity of the results can’t be guaranteed, and the hero may prefer to look as acquired by intensive training, but this most will probably spend their money harmless as possible: “My powers are requires a large degree of natural tal- elsewhere. However, some might offer an accident – but I choose not to carry ent and years of study. Alternatively, the option to a trusted bodyguard or weapons.” Training to real compe- the superhuman may have been kid- two, just as many governments and a tence with a gun may also distract napped by experiment-loving aliens few very large corporations would supers from learning to use more who don’t choose to explain their doubtless acquire a few trusted super- important powers. motives. agents. Finally, in the world of urban Sometimes, the “power process” is crime-fighting which is the primary cheaper but highly unreliable, with arena of the superhero story, guns are Accidents horrific side effects such as a short- the mark of the criminal – “the Accidental origins, usually involv- ened lifespan or a high proportion of enemy.” Cops go armed, but they have ing science labs or large energy lethal failures. If these problems are to fight crime without the benefit of sources, are perhaps the most com- publicly known, only dedicated fanat- super-powers. The heroes don’t have mon, although they may have become ics will seek powers. In other cases, that disadvantage. a little less popular in recent years as ruthless organizations and crime lords the sheer weight of implausibility may acquire small armies of deluded became ever more obvious. In some super-goons. SUPER ORIGINS cases, the “accident” involves an Battlesuits are logically harder to The diversity of the powers in attempt to induce powers that suc- keep rare – it’s the nature of modern superhero stories is reflected in the ceeds beyond anyone’s dreams, but technology to be mass-produced – but diversity of their origins. Indeed, the with radical side effects (such as turn- they may have to be hand-crafted at “origin story” is a much-discussed fea- ing the subject into a megalomaniac huge expense by genius engineers, and ture of the genre. It can set the tone for villain) that make it unlikely to be operated by highly skilled users who a super’s whole career: is he a dabbler repeated. Perhaps some alien object or understand their weird intricacies. in weird science or strange lore, lucky, substance was present, or the hero

EMPOWERED GENRES 227 Dr. Evil: Scott, I want you to meet daddy’s nemesis, Austin Powers. Scott Evil: What? Are you feeding him? Why don’t you just kill him? Dr. Evil: I have an even better idea. I’m going to place him in an easily escapable situation involving an overly elaborate and exotic death. Scott Evil: Wait, aren’t you even going to watch them? They could get away! Dr. Evil: No, no, no. I’m going to leave them alone and not actually witness them dying. I’m just gonna assume it all went to plan . . . What? – Austin Powers: International Man of Mystery

Dialogue GMs running four-color games should character’s bragging and behavior Superheroes are big talkers. This is respect this convention; if a player can make its effects obvious anyway. necessary in comics, because it lets come up with a good heroic line, never writers transmit information that’s claim that they don’t have time to say it. However, super-verbosity only goes Death Is Unreliable hard to depict pictorially, but it’s also Comics writers can rarely resist part of many heroes’ personalities – so far; if a speech runs to more than the length that can fit into a single- bringing back an interesting character whether the speech in question takes for another story – even after he was the form of high-minded proclama- panel speech balloon, it can be cut short by events. supposedly killed. (Certainly, killing tions, obsessive vows, or snappy witti- off a popular hero is commercially cisms that drive villains to enraged Some supers with relatively subtle powers, such as the ability to absorb unwise!) Death is notoriously imper- distraction. Villains, meanwhile, are manent in the genre; any kind of get- often incorrigible ranters, to the point the energy of others’ attacks and use it for themselves, even make a point of out clause can be and has been used, that a taciturn villain, who only makes from magic through cloning to “I got threats he can carry out, seems all the boasting about their abilities . . . when they’d surely do better to keep quiet better.” Villains very rarely die “on more sinister for his restraint. stage”; even if they don’t return for a In all but the grittiest of carefully and exploit the ensuing surprise. GMs may choose to allow supers to take the while, the possibility of their involve- written comics, heroes seem able to ment can feature in intervening plots. deliver a multi-sentence speech in the Visible limitation (p. 112) when a power is not actually visible but the In games, NPCs as well as PCs may time it takes them to throw a punch. have the option to spend bonus char- acter points to modify die rolls (p. B347) – and should often have a few in reserve to ensure that they suc- Alternate History ceed on HT checks to avoid death and other rolls to escape terminal prob- and Supers lems. Major characters may also be Alternate histories are an occasional theme of superhero stories (like permitted to buy several levels of Hard virtually every other concept found in SF or fantasy). The major comic to Kill (p. B58) with minimal or no publishers’ core lines are already set in what are, in effect, alternate his- justification. tories similar to our own but with supers. However, some stories take protagonists off to other alternates (usually but not always featuring Earth, the Cosmic superbeings) or feature plots in which the heroes struggle to prevent historical divergences. It’s often assumed that there are whole Crossroads with countless parallel timelines, or at least multiple poten- While supers stories generally tial futures, alongside the main setting. accept modern cosmology, making Some “postmodern” superhero stories, such as Alan Moore’s Earth a very small body in a very large Watchmen, have taken the “alternate history” concept more seriously, universe, they also tend to treat our exploring the historical consequences and ramifications of the existence world as somehow important. For one of super-powers, becoming rigorously worked-out alternate-history thing, humanity is often said to pro- stories in the process. duce a much greater number and vari- ety of super-powered beings than any alien race; we have “unstable genes” or

228 EMPOWERED GENRES Super-Normals Some supers are, in a broad sense, Supers and normal human beings, trained or armed to the limits of plausibility and Infinite Worlds way beyond. Such super-normals may While GURPS Infinite Worlds doesn’t specifically describe any be very powerful indeed, especially if worlds where superheroes exist, they’re surely out there. Maybe they they make use of advanced technology have yet to be discovered, or maybe Infinity is just keeping them secret. and weird science. Superheroic power At the simplest, a timeline similar to Homeline could have a fashion armor (such as Iron Man’s suit) may for freelance vigilantism and flamboyant criminal activity. More spec- grant powers on a par with many tacular “supers worlds” could range from coldly logical settings with “innate” supers, while alien devices “wild talents” who are mostly co-opted by governments and other large may be so powerful as to resemble organizations, but with the occasional fancy costume showing up on mythic magic (as with the Green the odd figurehead, to outright “four color” universes with multiple Lanterns’ rings). While such things power types, weird science, and an uncanny tendency for costumed don’t represent innate powers, they heroes to collide with villains of similar power while out on patrol. A may be defined using the powers “superhero timeline” could even be a pocket multiverse (p. B529) or sker- rules and gadget-related limitations ry (described in GURPS Infinite Worlds), with multiple secondary (pp. B116-117). paradimensional realms filled with supernatural beings, and frequent Other super-normals – most reality quakes causing “continuity errors” and explaining how history famously Batman – don’t bother with could be so jammed full of exotic phenomena without their seemingly such things. Most still prove that a changing its course very much. highly competent human being, with Infinity Unlimited could take a vigilante supers parallel in its stride the right tools and a few cinematic (ISWAT might see it as a good recruiting ground). Even a logical/post- skills, can hold his own among modernist super-world would rate as a relatively minor worry – unless “supers.” any empowered beings looked like they might be world-jumpers, in which case they’d be watched very carefully indeed. Four-color worlds would seem more threatening, simply because of their unpredictability; Magicians tourism would probably be banned, despite the long queues of impor- In a sense, most magicians are tunate comics fans, because the Infinity Secret wouldn’t survive five just a type of super-normal, using minutes in the face of telepaths and superscience. Overt contact by training and knowledge to raise Homeline might barely cause a stir in such a setting (“Parallel worlds? them beyond humanity. However, Yes, we know about the idea. Can’t say much for your costumes, I’m the awesome powers and effects that afraid.”), but Infinity really doesn’t want supervillains loose across the they wield justify a category of their timelines. own. A “supers world” could even be built around the results of runaway While some comic-book magi- transdimensional travel, on a timeline with easy access to others (say, cians use just their knowledge and lying on a dimensional highway) where Infinity’s secrecy had failed. training, others – probably the With Cabal members playing their subtle games, supernatural beings majority – have one or two magical slipping in and out, superscience imported from Gernsback and Caliph, devices, if only to simplify some Nazis from Reich-5, dragon-servants from Wyvern, renegade gods from tasks (as with Dr. Strange’s “cloak of Orichalcum, and “super agent” I-Cops desperately attempting damage levitation”) and to save them from control, things could get as (four) colorful as any comic. having to cast too many spells at once. Some have power-boosting artifacts, while others may be associ- ated with godlike beings (such as the mighty “lord of law” linked to Dr. are the product of meddling by an makes it the natural home for sorcer- Fate’s helmet). ancient super-race. While many aliens ous guardians of reality and the like. Most comic-book magicians are have powers of some kind, these tend “normal” humans aside from their to be relatively minor and common to TYPES OF magical training, but some may be all members of their species. mutants or aliens, or, like Merlin in Furthermore, Earth may be some SUPERS Arthurian myth, have part-supernat- kind of “cosmic nexus.” Its position ural ancestry (explaining their excep- may be significant in terms of galactic Comics writers try to make every superhero and villain unique. They tional magical talent). In a few political borders or hyperspace travel cases, fully supernatural beings rely routes; it may also be the location of don’t always succeed – certain abilities (flight, super-strength, martial arts primarily on trained abilities, mean- many gateways to other universes or a ing that they function much like weakness in the structure of reality, skill) are commonplace – but anyone creating supers should at least try to magicians, although they may also making it important to many extra- have a few innate supernatural dimensional beings. This in turn make them distinctive. Still, there are a number of stock types: advantages as well.

EMPOWERED GENRES 229 Superhumans may be obvious and disfiguring (in a Aliens have featured in supers sto- Other supers are human enough, glossy, high-tech, stylish way) or dis- ries since the very early days, thanks but have acquired serious powers. guised. Although extensive, high-pow- to Superman. They may come to There are, of course, a wide variety. ered “cyborgization” is needed to pro- Earth as exiles from dead or dying duce a true superhuman, some supers worlds, researchers or diplomats with Übermenschen are on the edge of combine implants with advanced no ethical barrier to involving them- normal humanity, but have been training or other powers (such as selves in local affairs, interstellar cops, raised one notch beyond by uncanny Wolverine, with his metal skeleton). or renegades from hostile alien cul- training, careful breeding, or super- Magically changed humans are tures. Many appear remarkably science (such as the serum that pro- again similar to the scientifically human, but possess all sorts of exotic duced Captain America). They often changed type, but the boosts they abilities (perhaps natural, perhaps have physical attributes at marginally receive are supernatural, such as thanks to alien superscience); others superhuman levels, and minds as well- from ancient artifacts of power or the are more obviously nonhuman. Some honed as their bodies. The difference blessings (or curses) of godlike have access to advanced technology, between them and super-normals is beings. They differ from magicians in ranging from the impressive to the small; although they usually lack pow- that they don’t cast spells or claim godlike. ers, übermenschen may add a gim- much special knowledge (though Robots are usually the product of mick or two to their array of skills, there’s some scope for overlap, if superscience projects that are even such as superhuman senses (as with magicians cast permanent spells on less effective at reproducing their Marvel Comics’ Daredevil). themselves or magically changed results than those that produce Scientifically changed humans gain humans study special techniques). human powers or power armor. They powers from something that comes Some are deliberately created as the are typically humanoid but weird- out of a laboratory (such as the spider champions or servants of cosmic enti- looking; heroic types (such as Marvel’s that bit Spider-Man) or as a side effect ties. Undead are a subcategory of this Vision) typically look more human of other scientific research (such as type, and the most traditional altered than robot villains (such as the the space incident that created the humans, having been changed by Vision’s creator, Ultron). Most are Fantastic Four). See Super Origins death. Cinematic vampires, for exam- stronger than humans; many display a (p. 227) for more on this topic. ple, have an array of tricks able to range of other powers. Most claim to Mutants are similar to scientifically challenge most superheroes. have difficulty comprehending human changed humans, but they changed emotions, though they typically dis- before birth; their powers come from play a range of motivations such as their genes. The success of the X-Men Nonhumans anger, loyalty, curiosity, or paranoia. comics and spin-offs has made this a Not all heroes are human – some Spirits – intangible supernatural popular type. Mutants may simply don’t even look it. beings – often feature in horror-tinged have been subject to radiation or other mutagens in the womb – making super-mutants a side effect of modern nuclear power or industrial pollution – but to explain why there should be a wide range of mostly beneficial Four-Color Morality “Classic” comic-book supers are usually bound by a strict code of human mutations around, the setting ethics, ensuring that their comics are seen as suitable for young read- may feature alien genetic manipula- ers. This primarily means that heroes should be essentially law-abiding tors in the distant past, who left a lot (apart from some minor trespasses and assaults – always in a good of powers latent in the human cause, though), and they absolutely must not kill. genome. Comics often depict mutants This strict morality can be the baseline assumption in any true four- as a persecuted minority, though their color campaign, although modern mainstream comics are flexible persecutors seem curiously tolerant of enough that a cynical, ruthless “outsider” won’t look entirely out of aliens or lab-accident victims with place. Likewise, stories can explore subjects such as alternative sexual- otherwise very similar powers. ities without looking too postmodern, although a real Golden Age cam- Cyborgs are “scientifically paign would avoid them. changed” – but on a gross physical The key feature of superheroic morality, though, is restraint. level, with mechanical limbs for Superheroes are powerful, and while they feel obliged to use that power strength and speed, artificial organs for good, it’s generally accepted that if they use it too wildly or self- for durability, built-in armor and indulgently, they’ll lose contact with their essential humanity and even- weapons, special sensors, and so on. tually be corrupted. Stories and campaigns where this rule doesn’t apply This is usually an experimental treat- will end up exploring the consequences. Unrestrained supers may spi- ment for someone who has suffered a ral into corruption, or factions of supers may become involved in tragic accident, but a few super- unending wars – or the supers may succeed in building a utopia, at least cyborgs are the voluntary products of on their own terms. rare and very advanced (possibly alien) superscience. Cyborg features

230 EMPOWERED GENRES stories, especially as many of them are prisons” to hold captured supervil- Master villains also typically in fact formerly-human ghosts. Others lains; while entirely logical, this could employ one or two really good empow- may come from “spirit realms” such have the unfortunate side effect of ered bodyguards or “personal assas- as Heaven or Hell or be manifesta- bringing villains together in a situa- sins,” especially if they themselves lack tions of principles or aspects of reality tion where they can start plotting. powers or dislike dirtying their hands such as the Earth’s vegetation (Swamp with combat. This makes “showdown” Thing) or elemental fire. They typical- fights, when the villain’s schemes are ly possess traditional “spirit powers” Master Villains finally broken (for now), very tough. such as limited materialization, the While almost any supervillain can ability to possess and control humans, attempt long-term plots, true master or cosmic insights. villains are good at it. Some have Organized Crime super-powers of their own, and may Organized crime – traditionally indeed be formidable in a fight if they secretive, well-established, and vicious SUPER bother (raw power helps keep minions – can be a worthy opponent for super- in line), but others are normal heroes. While ordinary goons may not ANTAGONISTS humans, albeit with considerable be serious opponents for bulletproof The sheer variety of powers and intelligence, strategic skill, and per- supers, even in large quantities, organ- personalities in a supers setting is typ- haps a few tricks up their sleeves. ized criminals can locate and attack a ically reflected in the variety of prob- Some don’t even bother with costumes hero’s friends, corrupt society, escape lems and enemies. or code names, especially if they’re punishment and otherwise abuse the clever enough to maintain a façade of legal system, and hire mercenary social respectability. supervillains to handle super-powered Super Criminals problems. In supers games, high- The generic supervillain is in many ranking crime lords may turn ways the counterpart of the generic out to be supervillains them- hero, often complete with costume, selves, having fought their way mask, code name, origin story, and to the top or employed their secret identity. However, he’s not moti- organization’s wealth to acquire vated by idealism or morality; he uses a personal edge from, say, an his powers for profit, power, or glory. amoral technologist. Certainly, Supervillains vary at least as much many mob bosses qualify as as superheroes, from trivial and comic master villains. to star-spanning. In classic four-color But a campaign involving stories, they do a good job of sounding the battle against organized menacing, but most seem more inter- crime is likely to consist more ested in profit and fun than in actual- of a steady stream of low-level ly killing people. In grittier subgenres, fights and investigations. It’s they can inflict serious casualties, at an implicit assumption of least on bystanders and minor charac- most superhero stories that ters. (Batman’s enemy the Joker, a there are always more low- harmless prankster in some older ver- level gangsters and thugs sions, is depicted committing multiple ready to replace any who the murders for fun in darker modern heroes put away, and the sup- comics.) Major villains are notorious- ply of competent gang leaders ly hard to kill (see p. 228), so they can is nearly as reliable. Games always come back to fight another day focusing on this topic will tend if they are interesting enough. to be gritty, not because it’s ter- Supervillains often form teams to ribly hard to win most battles, take on superhero groups, bring down Fighting a master villain is typical- but because the war never ends. a single very tough hero, or commit ly a long-term project, as they may bigger crimes. The problems of estab- have lots of cover stories, escape sys- lishing communications between tems, and cinematically effective Evil Agencies wanted criminals, then holding a team lawyers to get them off every charge. An evil agency is typically distin- of egocentric (often crazy) criminals Some are genuinely hard to identify, guished from a mere criminal gang by together without their killing each either because they have costumed the use of advanced technology or other would logically make this quite secret identities, or because they live sometimes supernatural powers, and hard, but comic-book villains manage as legitimate members of society and often by twisted ideologies, strange – often thanks to the efforts of a keep their illegal activities well con- uniforms, and grandiose plans. Many strong-willed, charismatic, and cealed. However, in most cases, heroes agencies have large, well-equipped wealthy master villain with resources identify a master villain quickly, even secret bases. They include purely and leadership (or intimidation) skills. if they can’t actually catch him or criminal groups whose objectives The authorities might build “super prove anything in court. are wealth and petty power, but also

EMPOWERED GENRES 231 political radicals (it’s traditional to humanity to fight apocalyptic global transdimensional conquerors, and the have some of these founded by wars. Most comic-book aliens are PCs’ villainous counterparts from escaped former Nazis, though crazies humanoid, though some are visibly worlds where morality is inverted all from all over the political spectrum nonhuman; they may have racial make dangerous enemies. sometimes join the fun), ninjas and powers. Cosmic incursions should usually other assassination sects with uncan- Logically, introducing powerful have a distinctly strange and sinister ny martial arts skills, and fanatical alien races, with the technology to edge to them. At the very least, demons mystical cults. reach Earth and an inclination to are traditionally devious, ruthless, and While the typical agent is a normal conquer, should make a radical dif- adept at temptation. It’s easy to make human, most agencies have a few ference to any campaign world – but them rather comic, but really, their more exotic enforcers and “cell lead- traditionally, four-color supers just presence should make plots distinctly ers,” or at least hire the occasional don’t work that way. Aliens come to horrific. True cosmic evil is supposed mercenary supervillain. Some employ Earth, but even if they’re noticed by to be eternal – and largely immune to or are led by brilliant but twisted sci- the general public, they go away mere physical force. entists who build huge super- again without anybody managing to Other threats from outside reality weapons, or insane mystics who cre- emulate their technology, or worrying can be stranger. Things Man Was Not ate the magical equivalent. Some about what this proves about human- Meant To Know may not be evil so supers may turn out to have been ity’s place in the universe or proven much as totally uninterested in empowered or created by an evil faster-than-light travel’s implications humanity, and able to drive the agency in the past, giving the fight a for physical science of. There may be strongest hero insane just by existing. personal edge on both sides. some mention of diplomatic relation- Other “outsiders” can have distinctly ships or planetary defenses, but not nonhuman moral codes of their own. very much. This is a four-color con- Heroes may find that only one of two Monsters vention; exploring more-logical universes can ultimately exist, so that Occasionally, superheroes get to implications of this tradition could defending their own reality means deal with large but relatively straight- transform a supers game into some- fighting beings who are just doing the forward problems straight from mon- thing more space-operatic or post- same. ster movies: titans bent on stomping modern. whole cities flat. These creatures are often too big to be stopped even by SUPER TEAMS superhero attacks, and may even seem Natural Disasters While some superheroes are essen- entirely immune. The heroes must Superheroes may also tackle prob- tially solitary, the idea of the team-up investigate their nature to find their lems with no active malice behind goes back a long way, and can be very weaknesses. Battles with monsters them, such as earthquakes, aircraft convenient in RPGs. can thus be complicated by the need crashes, fires, or floods. Typical heroic to conduct research in the middle of a responses involve clearing away rub- major disaster, and perhaps by oppor- ble, rescuing people from burning Types of Teams tunistic villains trying to control the buildings, or searching out victims Teams form for various reasons. In creature or steal genetic material. using super-senses. This is a good way some cases, several heroes share the for heroes to build goodwill, although same origin, and may even be mem- a misunderstood hero or may bers of the same family or all have Aliens have difficulty convincing people of been working in the same place when “Coming from space” is a classic his good intentions. some cosmic accident gave them pow- origin for supers of all kinds, heroes While disaster relief is a good ers. Relatives or long-time colleagues and villains, but relatively low-pow- option for an occasional fairly low-key start with a basis of friendship and ered aliens, operating in groups, can plot, realistically, heroes who set out trust, and may stick together for also make effective antagonists. They to tackle such problems at all system- mutual protection and moral support are likely to have access to very atically could be occupied 24 hours a in a strange new life. advanced technology and the odd day. They’d save a lot of lives, but not Other groups simply share a job or innate ability, and can have all the have many real adventures. Hence, as obsession (such as crime-fighting), classic alien motives for villainy, a matter of genre convention as much meet in the course of this “work,” and such as conquering the Earth (or kid- as anything, natural disasters should recognize that sharing information napping its women, if they’re more only come up occasionally. and having someone to guard one’s traditional than logical). Some seek back are good ideas. The first meeting to prevent humanity, with its unnerv- may require a rather large coinci- ing ability to produce numerous Cosmic Incursions dence, although if the campaign’s super-powered beings, from getting Supers may also have to deal with home city is attacked by a powerful out into the galaxy and disturbing bizarre threats from outside their uni- villain or monster, several heroes may the status quo; they may hope to verse, ranging from demonic inva- well all appear at once. After the group achieve this by conquering the sions to attempts to revise the narra- has an established base, other new Earth, destroying it, or inducing tive structure of reality. Demons, heroes may apply to join, or perhaps be tracked down and recruited.

232 EMPOWERED GENRES A national government or the for working for the government, help Well-recognized examples include United Nations may decide to sponsor fight off an and decide tough, strong “bricks,” who make a group, on the grounds that the that they like the ensuing popularity, good point men and who can at least heroes will do more good if they’re a or just try to live up to some kind of delay most opponents or cover little more organized. The rather obvi- Robin Hood ideal in a setting where retreats; “blasters” who provide long- ous hidden agenda here is that this the law is seriously corrupt and “noble range hitting power, and who can also lets the authorities keep an eye on outlaws” really are the only heroes. often also fly, expanding tactical them – maybe even learning their options further; “speedsters” who pro- secret identities – and send them vide mobility and a range of sub- against problems that worry the Roles in the Team sidiary tricks; telepathic “mentalists” authorities more than they do the A particular type or style of super- who can subvert or confuse opponents heroes, but the heroes may decide that power can determine a member’s role and solve many mysteries; stealth spe- this is a risk worth taking. Really in the team. For example, a super- cialists (often martial artists) who can skilled agents may penetrate the tough hero, able to soak up heavy deal with many problems that are not heroes’ secret identities before recruit- weapons fire, would make a logical susceptible to raw force; and “gad- ing them. Ethical agents may keep combat “point man,” while shadow or geteers” who usually carry an assort- these secret, but more ruthless groups invisibility powers could make a very ment of devices, providing a team might apply pressure verging on effective scout. While the range of with flexibility, although they may be blackmail to get the heroes on board. super-powers is vast, and many heroes noted for one or two particular tricks. Other teams might be sponsored have abilities that enable them to fill Healers are relatively rare in comics, by corporations (probably for publici- different roles at different times, there though not entirely unknown; see ty – those who want super-mercenar- are some standard slots. p. 194 for more on the problems with ies aren’t going to appeal to many this type of power. heroes) or even by wealthy individu- als. Supporting a team properly could get very expensive, especially if halfway realistic legal bills start Villain Teams mounting up, but super-wealth is a Supervillain teams are often structured like hero groups, with a feature of supers settings. A variant is brick, a stealth expert, and so on, but the psychological balance is fre- the “secret school,” dedicated to quently different. In particular, villain leaders are often far more physi- enabling supers to control and under- cally powerful than their followers, or at least have very forceful person- stand their powers more than to using alities, simply because they have to cow a group of surly super-criminals them to fight evil – though that could into obedience. be a sideline. While the archetypical Other four-color supervillain team members typically fall into one of super-school in four-color comics is an four categories. Soldiers are in the team for money and fun – or for some academy for mutants (in the “X-Men” not-too-strong ideological reason, if the team has a cause. Soldiers don’t titles), a hidden monastery dedicated see themselves as leadership material – leaders have more work and are to the martial arts or an ancient col- bigger targets – and may be impressed by the leader’s charisma or have lege of magics could fulfill the same a basic sense of mercenary ethics. They’ll stick around happily as long role. In a world where superscience is as the team is winning, but will probably quit if things go badly. becoming spectacularly widespread, Lackeys, on the other hand, are very loyal. They may exhibit cringing an initially innocuous technical col- inferiority complexes, or they may be devoted to the team’s cause. lege for gifted young researchers Leaders like lackeys, even if they lack useful powers. Everyone else could find itself becoming a center of tends to hold them in contempt, unless their loyalty achieves real nobil- superheroism. ity. They generally lack initiative. Programmed robots and bound spir- Many variants on all these are pos- its are special types of lackey. sible. In a story set in wartime, heroes The opposite is the Rebel, who covets the leadership. Rebels may be could easily be organized as a special blatant, continually arguing with the leader, or secretive; in some ops team; this would of course mean comics, their real attitudes are revealed in frequent thought bubbles. government sponsorship, with a bit The leader may keep a rebel in line by threats and violence, or the rebel more direction and discipline. For may be prepared to smile and wait. Heroes can exploit rebels, but that matter, if super-powers can be should never trust them; the rebel may be using the heroes to eliminate created deliberately, major militaries the leader. would doubtless do so – overtly for Finally, Innocents have probably been tricked into the team by a cun- public relations and as a deterrent, ning leader, perhaps after an unusually sheltered upbringing or bad quietly for research purposes, or experiences with bigoted “normal” people. Traditionally, they can be secretly for deniable missions. reformed, maybe even becoming heroes. However, an innocent who Likewise, a team could start out as a remains a loyal villain despite everything can be very unnerving – a supervillain gang and move over to the demonstration of the leader’s terrible charisma or the power of an ideal, side of good for some reason. They or a challenge to the idealization of loyalty. might be offered pardons in exchange

EMPOWERED GENRES 233 Teams also have requirements that the group includes members with a crime in progress, probably involv- aren’t directly related to an individ- whom you haven’t trained at length, ing a supervillain, and let them tackle ual’s powers, although the two may be use the nonspecialized version of the it. A series of such crimes may imply a linked by style or personal history. For skill (which will usually be at -2 from master villain at work; a slightly more example, the combat commander may the specialty). complex sequence of events may point be a super-soldier with tactical and the PCs toward some globe-spanning command experience, a telepath with menace. a good grasp of psychology and the Headquarters ability to send instructions clearly in and Vehicles the heat of battle, or simply a mature, A team needs an HQ; meeting in intelligent . Likewise, public places or hanging out in each experts on subjects such as technology others’ apartments will cramp the or magic are often very helpful. “Face heroes’ style. Groups with sponsors men,” useful when conducting investi- will often be given a base (a gations or dealing with the press or gritty/postmodern game might feature GMs can draw general inspiration government, may be subtle psis, mar- a military-style installation), and from anything from gritty TV cop tial artists who look a bit less weird schools and the like may have build- shows for vigilante games – with a few and intimidating than their barely- ings; otherwise, arrangements will highly competent heroes taking the human colleagues, or just whichever have to be made. Likewise, teams may plot-role of the entire police depart- team member sank a few points into find a use for a vehicle that can get ment – to James Bond movies for mas- Charisma and Diplomacy. them anywhere in their chosen area of ter villain or evil agency operations. operations at speed. Just add enough super-powered oppo- In fact, the team HQ is another sition to make fight scenes feel seri- Team Tactics rather implausible four-color conven- ous. High-power supers, especially Once the team has an established tion. Such bases come under attack those of a supernatural bent, can membership roster, it can start devel- fairly often in the comics, and may become involved in plots inspired by oping group tactics. This is often pre- even show damage and need repair or based on mythology, battling giant sented as an important advantage, from issue to issue, but these attacks monsters or diabolical tempters bent though many super-fights seem to rarely seem to imperil and terrify the on subverting humanity. come down to each member taking on neighbors as often as would seem log- However, superheroes are also one opponent individually. Still, at the ical . . . nor do enemies often track notorious for their soap-operatic per- very least, team members can learn heroes in and out of the base in an sonal lives, and many players, familiar each others’ strengths and weakness- attempt to assess the team’s strength with the genre or just eager for more es, enabling them to ask for the most or break someone’s secret identity. points, will doubtless take plenty of appropriate help when necessary and An HQ large enough for a multi- disadvantages. GMs shouldn’t be to avoid using area attacks that will member team will be expensive, espe- ashamed to exploit these by imperil- hurt their own side more than the cially if it’s located in a major city and ing dependents, threatening secret opposition. See also Optional Rule: has good security. A multimillionaire identities with exposure, and creating Coordinated Attacks (p. 165) and sponsor, or a similarly wealthy team moral quandaries. This shouldn’t be Combining Powers (p. 170); super- member who can access his wealth carried to the point where players feel teams often use such ideas. without imperiling his secret identity, unpleasantly harassed by the GM, or Some teams have specific training will be extremely useful. The orbital or that every disadvantage they take is facilities, and even high-tech “danger lunar bases seen in some comics being used to cripple the PC – that’s rooms” that enable them to prepare imply extraordinary resources. The not fun, and it’s not in genre – but for specific situations and enemies. facilities often depicted in comics those disadvantage points should be Others simply learn by working (training facilities, high-tech defense earned. together over a period of time. Teams systems, vehicle pens) all add to the Plots can also revolve around the can develop a “flavor” and a sense of cost. Then again, some less formal nature of powers, and how the world unity by agreeing on code words for teams manage perfectly well with sees heroes in general. Governments preplanned tactics and developing nothing but one member’s larger-than- can try to control these “walking arse- tricks such as a fast flyer grabbing a average house. nals,” reporters can harass them, cops slower colleague and moving him can complain that they’re loose can- where he’s most needed. nons, members of the public can If a group trains together intensive- SUPER worry about their attitudes and barely ly, GMs might permit its members to human natures, and supervillains can buy Leadership or Tactics skills with ADVENTURES try to subvert them. Part of the point optional specialties in “Teamwork.” Four-color stories are often about of the supers genre is that power These can only be used in situations fighting crime, saving the world, and comes with a price – not just the where knowing the team and its mem- foiling villains – which makes for sim- responsibility of getting into super- bers provides a significant advantage, ple adventures when the GM can’t fights, but the difficulty of retaining such as deploying members to make think of anything more complicated. contact with humanity. best use of their particular attacks. If Have the heroes encounter or learn of

234 EMPOWERED GENRES GLOSSARY Powers uses the following vocabu- chi power: A power that springs from divine power: A power granted by a lary to discuss superhuman gifts. the user’s “inner strength” (chi). deity. See p. 26. Several terms found elsewhere in See p. 26. elemental power: A power that origi- GURPS pick up more nuanced defini- combining powers: A stunt that lets nates from an innate affinity with a tions here – read carefully! multiple users of related powers particular form of matter or ener- combine forces to produce gy, like a fire god or fire spirit’s con- ability: A superhuman gift, such as enhanced effects. See p. 170. trol over flame. See p. 27. being able to fly or shoot lightning Coordinated Attack: A combat tactic Energy Reserve: A pool of FP isolated bolts. It might be a single advan- that lets multiple fighters attack a from mundane FP and useful only tage, perhaps heavily modified. It single target more effectively. See for paying FP costs associated with might instead be several advan- p. 165. powers of a specific source. See tages, either sitting there like ele- cosmic power: A power that ema- p. 119. ments of a meta-trait or connected nates from creation itself. Often enhancement: An extra capability by Follow-Up or Link. reserved for deities. See p. 26. added to an advantage. This active ability: An ability that does increases the advantage’s point cost nothing until the wielder chooses by a percentage. to use it by taking a maneuver or extra effort: Spending FP to get making a die roll. See p. 153. increased effect or skill with an active use: Any use of an ability that ability. See p. 160. requires a deliberate effort, most focus: The force or substance a power often a maneuver. This describes manipulates, or the abstract con- all uses of active abilities and cer- cept it revolves around. See p. 7. tain uses of passive abilities, gestalt: A group of psis, usually notably power defenses and excep- telepaths, who are combining tions mandated in advantage powers. descriptions. latent power: A power the possessor alternative abilities: A collection of can’t actively use, whether because related abilities that behave as a his abilities are dormant and as yet single ability with multiple set- unrealized, or because he has tings, allowing the wielder to use Talent but no abilities. See p. 34. only one at a time. See p. 11. limitation: A restriction on the use of always on: Describes an ability that an advantage. This reduces the operates constantly because the advantage’s point cost by a percent- user can’t consciously deactivate it. age. See p. 153. magical power: A power that draws anti-power: A power, superscience upon mana – the ambient super- technology, or natural phenome- natural energy tapped by wizards. non that specifically blocks or See p. 27. negates a particular power or an mental ability: Any ability based on a entire source. See p. 20. mental advantage or that requires attack ability: Any ability that can an IQ, Will, or Per roll – especially injure an opponent or compromise default ability: An ability used by if it helps the user communicate, his capabilities – most often someone who lacks it by dint of gather information, or influence Affliction, Binding, Innate Attack, modifying a similar ability he does others. See p. 154. Leech, or Neutralize. Often short- have. This stunt costs FP. See mental-influence ability: An ability ened to “attack.” p. 173. that manipulates or reads others’ biological power: A power that origi- defensive ability: Any ability that thoughts, emotions, or percep- nates from the user’s body. See reduces the impact of an attack or tions. p. 26. environmental hazard. Often metamorphosis: A physical transfor- channeled energies: Any power shortened to “defense.” mation that alters the user’s size, source external to the power’s diverting defense: A defense that shape, or physiology. See p. 18. wielder. See p. 24. stops an attack by channeling the modifier: An enhancement or incoming energy away. See p. 11. limitation.

GLOSSARY 235 moral power: A power that emanates defender out of the attack’s path. Examples include biological, chi, from a grand moral principle – See p. 167. cosmic, divine, elemental, magical, Good, Evil, etc. – in a setting where power modifier: A modifier – usually nature, psionic, spirit, and super. such things are real, tangible a limitation – shared by every abil- Not the same as “origin.” forces. See p. 27. ity of a power. It makes the ability special effect: Any feature that differ- mundane countermeasure: An ordi- subject to the power’s inherent entiates an ability from the under- nary item or condition that inci- drawbacks and benefits. See p. 20. lying advantage without affecting dentally blocks or negates a power. Power Parry: An active defense with point cost – usually because it’s cos- See p. 20. an attack ability that attempts to metic or because the GM feels it nature power: A power that flows weaken or stop an attack by isn’t an overall drawback or bene- from the ambient life-energy field deflecting it or shooting it down. fit. See p. 113. that surrounds all living things. See See p. 167. spirit power: A power that works by p. 28. power skill: A skill that replaces the commanding spirits to do one’s negating defense: A defense that attribute roll to use an ability, but bidding. See p. 28. stops an attack by canceling out its only for certain powers in some stunt: A creative use of an ability, not source. See p. 11. settings. It defaults to the usual addressed in the description of the obstructing defense: A defense that controlling attribute at -6. See underlying advantage or the nor- stops an attack by interposing a p. 162. mal rules for advantage use. See barrier. See p. 11. power source: Same as source. p. 170. ongoing effect: Any effect of an abili- power technique: A technique that super: A comic-book style hero or vil- ty that endures after initial activa- lets an ability’s wielder buy off the lain with superhuman powers (but tion without requiring a new use of penalty for a special feat with that not necessarily super-powers). the ability. ability. See p. 162. super-power: A “comic book” power opposed powers: Powers with inimi- psi: The generic term for psionic pow- that grants diverse superhuman cal foci (fire vs. ice) or sources ers or one who possesses them. abilities and has no real connection (Good vs. Evil). They needn’t be to magic, spirits, or other tradition- anti-powers, but often are. See al sources from myth, folklore, and p. 21. literature. Common explanations origin: The story behind how a power- are mutation and weird science. wielder acquired his power. Not the See p. 29. same as “source.” See p. 179. superscience: Technology that vio- passive ability: An ability that applies lates physical laws. This can be a constantly or activates in response source of powers, especially pow- to a stimulus without any input ers granted by gadgets. See Gadget from the owner. The GM makes all Limitations and Powers (p. 107). required die rolls. See p. 153. switchable: Describes an ability with physical ability: Any ability based on ongoing effects that the user can a physical advantage or that consciously activate and deacti- requires a ST, DX, or HT roll. See vate. See p. 153. p. 154. Talent: A natural or learned aptitude physical transformation: Any ability for a power. Add its level to all suc- that lets the user alter the structure cess rolls to use that power’s abili- or composition of his body. See psionic power: A power that springs ties. See p. 8. p. 17. from the user’s mind. See p. 28. temporary enhancement: A single power: An innate capacity to direct a repeated attempt: The second or use of an enhancement, bought superhuman energy source – inter- later attempt to use an ability on with FP as a stunt. See p. 172. nal or external – to generate differ- the same subject or an identical transient: Describes an ability with ent effects related by a focus. Each one after an initial failure. For cer- momentary effects that the user effect corresponds to an ability. tain powers, this results in a FP can consciously trigger. See p. 153. Power Block: An active defense that cost and a penalty to use the abili- transmutation: A physical transfor- concentrates a defensive ability for ty. See p. 159. mation that alters the user’s com- improved effect, at the risk of hav- required disadvantage: A disadvan- position. See p. 19. ing no effect on a failure. See p. 168. tage – usually a self-imposed men- variant trait: A redesigned advantage power defense: Any active attempt to tal disadvantage – that anyone who that works in a radically different use a power to avoid an attack; see possesses a particular power must situation than the original but Power Block, Power Dodge, and take. Violating the disadvantage’s shares its game mechanics and Power Parry. restrictions costs the user access to point cost. The differences amount Power Dodge: An active defense with his power. See p. 21. to special effects. See p. 113. a movement ability or physical source: The driving force or paranor- wild ability: An ability that isn’t part of transformation that takes the mal energy that ultimately makes a a power and isn’t affected by rules power or set of powers work. that apply specifically to powers.

236 GLOSSARY INDEX 360° Vision advantage, 17, 39. Affects Others enhancement, Aware enhancement, 43-44. Constriction Attack advantage, 3-D Movement enhancement, 107-108; on Shapeshifting, Awe advantage, 84. 45. 74. 74; on Shrinking, 76. Awe and Confusion Check Construct enhancement, 48. Abilities, 7-8, 38; absolute, Affects Self enhancement, 51. Table, 85. Contact Agent modifier, 101. 117-119; active, 153; adding, Affects Substantial enhance- Backlash limitation, 104; 110. Control advantage, 10, 90-92, 34-37, 199; alternative, 11; ment, 99. Bane limitation, 71. 161, 163; as defense, 168; always on, 153; building, Affliction advantage, 9, 39-41; as Based on (Different Attribute) godlike, 92. 38-119; choosing, 9-19; countermeasure, 21, 31; enhancement, 9, 100. Controllable enhancement, 43. combining, 171; communi- beneficial, 40; inanimate Binding advantage, 9, 42-43, Coordinated Attack, 165-166. cations, 14, 148; crippled, targets, 40; physical transfor- 161. Cosmetic limitation, 92. 156; cyberpunk, 116; default, mations, 17; resisting, 169; Bioenergy power, 123. Cosmic enhancement, 26, 97, 173-174; detecting, 163-164; stopping time, 118. Biological powers, as super- 101; anti-powers, 32; exertion, 159; fantasy, 116; Affliction Only limitation, 51. powers, 182; origins, 180; countermeasures, 21. finalizing, 114-115; horror, Air, attacks, 137; power, 121. power modifier, 26; special Cosmic powers, 21; adding, 36; 116, 210; improving, 34-37, Aliens, 219, 221-222, 230, 232. rules, 175. as super-powers, 182; 199; inappropriate, 10; Allies advantage, 41. Bio-Scan enhancement, 72. example, 124-125; origins, influence, 14-16, 148-149; All-Out limitation, 49, 110. Blessed advantage, 16, 30, 43, 180; power modifier, 26, 101; information, 14, 16-17, Alter Reality enhancement, 80. 186. source, 7; special rules, 175; 149-150; martial arts, Altered Time Rate advantage, Blessing enhancement, 87. tiered, 32, 101. 116-117; mental, 14-17, 41-42; stopping time, 118. Blind Only limitation, 89. Costs Fatigue limitation, 101; as 148-150, 154; movement, Alternate Form advantage, 18, Blink enhancement, 89. power modifier, 25. 12-14, 147-148; mythic, 117; 74-75; projection, 44. Blockable limitation, 110. Costs Hit Points limitation, 110. notation, 115; number, 19; Alternative abilities, 11; Blood Agent modifier, 100. Countermeasures, 20-21; partially limited, 46; passive, crippling, 156; with power Body Alteration power, 123. elemental, 27; in play, 193; 153; PC, 184; physical, 154; modifiers, 28. Body Control power, 123-124. insulators vs., 24; mundane, potential, 34-37; pulp, Always On limitation, 99-100. Bombardment limitation, 100. 20; nature, 28; powers with- 116-117; racial, 180; Ambient energies, 24, 156. Bouncing enhancement, 80. out, 21; psionic, 28, 177-178; resisting, 158, 169; sample, Amphibious advantage, 13, 42. Built-in firearms, 54, 116, 138; secrecy, 202; super, 29, 178. 136-151; science fiction, 116; Analyzing enhancement, 47. examples, 136-137; shots, 54, Create advantage, 10, 92-94, secret, 31; senses, 14, 17, Anchored limitation, 89. 159. 161, 163. 150; space opera, 117; Animal Control power, 121. Burst enhancement, 81. Creation enhancement, 76. special-case, 115-119; Animal Empathy advantage, 15, Campaigns, 199-202. Creation Pool, 93-94. success rolls, 157-161; 48-49. Can Carry Objects enhance- Crippling abilities and powers, super, 117; switchable, 153; Animals, alien, 222; super, 225; ment, 108. 156; biological, 175; chi, 175; transient, 153-154; turning upgraded, 211. Cannot Memorize Forms psi, 177; via extra effort, 160; off/on, 153-157. Animation limitation, 83. limitation, 75. via power defenses, 167-169; Abilities Only limitation, 119. Anti-Magic power, 121-122. Capped limitation, 51. via stunts, 170-172. Absorptive Change enhance- Anti-powers, 20-21, 31-32; Catfall advantage, 43. Cure Affliction enhancement, ment, 75. channeled energies, 24; in Chameleon advantage, 18, 43. 51. Accelerated Healing enhance- play, 155; magical, 121-122; Channeled energies, 24. Curses, 9, 39, 54, 87, 102, 118; ment, 96. moral, 27; Neutralize, 98; Channeling advantage, 14, examples, 142-143. Accessibility limitation, 99; as psionic, 28, 122; Static, 11, 43-44, 186. Cursing enhancement, 87. power modifier, 25; for 98; super, 29, 122. Chaos power, 124. Cyclic enhancement, 101; 172. magic, 116. Antipsi power, 122. Characters, 183-192. Damage Modifiers, 101. Accurate enhancement, 99. Anti-Super power, 122. Chi powers, as super-powers, Damage Reduction advantage, Active Change enhancement, Area Effect enhancement, 98, 182; origins, 180; power 53, 118-119. 75. 100, 172; on Telekinesis, 82. modifier, 26; pulp, 209-210; Damage Resistance advantage, Active Defense limitation, 110, Armor, 145-146. source, 7; special rules, 175; 12, 45-46, 118, 169. 112, 167-168. Armor Divisor modifier, 100, wuxia, 207. Danger Sense advantage, 16, 46. Active enhancement, 83-84. 172. Clairsentience advantage, 17, Dark Vision advantage, 17, Active IR advantage, 72. Aspected limitation, 110. 44-45, 163, 196; Obscure, 64; 46-47. Active Only limitation, 69. Astral Projection power, projection, 44. Darkness power, 125. Active uses, 153, 173; detecting, 122-123. Clinging advantage, 13, 45. Death power, 125. 163; multiple feats, 158; Attacks, 9-11, 158; balancing, Cold/Ice, attacks, 137-138; Default abilities, 173-174. power defenses, 168-169. 186; benchmarks, 117; ele- power, 124. Defenses, 11-12; balancing, 186; Active vs. passive abilities, 153. mental, 137-142; examples, Collateral damage, 165; from benchmarks, 117; examples, Advantages, 39-98; as Talents, 136-145; instant-death, 118; Power Parry, 168. 145-147; extending, 173. 29; exotic, 188; level limits, mental, 143-144; poisons, Collective enhancement, 92. Delay enhancement, 102. 31; multiple copies, 12, 28; 144-145; ST-based, 146; Combat, 164-169. Derange limitation, 97. new, 90-98; supernatural, supernatural, 142-144; Combining powers, 170-172. Destruction enhancement, 94; 186-188; see also specific tables, 137, 141, 145; Common Sense advantage, 45. disintegration, 118. advantage. unerring, 117; unstoppable, Communications abilities, 14; Destructive Parry enhancement, Adventures, 192-199; modern, 118; using, 164-167. examples, 148. 103, 165. 213; mythic fantasy, 208; Attraction enhancement, 45. Compartmentalized Mind Detachable Head enhancement, psionic, 219; science fiction, Attraction/Repulsion limitation, advantage, 44, 67, 81. 52. 222; secret powers, 217; 83. Cone enhancement, 100-101, Detect advantage, 17, 47, 161, super, 234. Attributes, 10; as abilities, 13. 172. 163-164, 187; Obscure, 64. Affects Insubstantial Auditory Only limitation, 95. Confusion advantage, 84. Digital Mind advantage, 130, enhancement, 99. Aura enhancement, 100; Conscious enhancement, 45. 188. 164-165. Constricting enhancement, 43. Digital Oracle advantage, 65.

INDEX 237 Dimension Travel power, 125. spirit powers, 28. Horizontal Only limitation, 80. Jet enhancement, 103. Directed enhancement, 68-69. Finite Thickness limitation, 67, Hypersensory, enhancement, Jumper advantage, 13, 57-58, Directional Sound advantage, 74. 46-47; limitation, 69. 197-198; projection, 44. 81. Fit advantage, 169. Hyperspectral Vision advantage, Kinetic Energy, attacks, Disadvantages, 10, 189; affecting Flawed limitation, 75. 17, 51-52. 139-140; power, 129. abilities, 157; limits, 184; Flight advantage, 13, 50, 163. Illuminated advantage, 187. Large Items enhancement, 76. required, 21-23, 156, 190. Focus, 7; examples, 121-136; Illusion, advantage, 15, 94-95, Leech advantage, 10, 96-97. Discriminatory enhancement, opposed, 31. 161, 163; power, 129. Life power, 130. 59, 98. Follow-Up modifier, 39, 102. Immersive enhancement, 69-70. Lift Only limitation, 83. Discriminatory senses, 17, 47. Force Constructs power, Immunity advantage, see Lifting ST advantage, 58-59. Distraction and injury, 155. 127-128. Resistant. Light, attacks, 140; power, 130. Divine Inspiration advantage, Force Extension enhancement, Implants, 10, 116, 230; see also Light Insensitive enhancement, 63. 78. Built-in firearms. 74. Divine powers, 30; as super- Force Field enhancement, 108. Improvised Forms enhance- Lighter Than Air limitation, 80, powers, 182; example, 126; Force fields, 46, 108, 173; ment, 75. 87. origins, 180; power modifier, examples, 146-147. Incendiary enhancement, 102. Limitations, gadget, 107; in play, 26-27; source, 7; special Fragmentation enhancement, Increased Range enhancement, 156; new, 110-112; see also rules, 175-176. 102. 103. specific limitations. Dominance advantage, 187. Fringe limitation, 57. Independence enhancement, 95. Limited Access limitation, 57. Double Knockback enhance- FTL enhancement, 82. Independent Body Parts advan- Limited limitation, 62-65, 70-71, ment, 101. Full Memory Access enhance- tage, 52-53. 78. Doubling enhancement, 71. ment, 67. Independent enhancement, 61, Limited Use limitation, 103. Drift limitation, 89. Full Power Only limitation, 80. 108. Link enhancement, 39, 103. Drifting enhancement, 172. Futuristic SF genre, 220-222. Infiltration enhancement, 53. Long-Range enhancement, Dual enhancement, 103. Gadgets, as countermeasures, Influence abilities, 14-16; 108-109. Duplication advantage, 48. 20, 28-29, 177-178; minor, examples, 148-149. Low Signature enhancement, Dynamic enhancement, 43, 76. 227; Modular Abilities as, 64; Information abilities, 14, 16-17; 103, 163, 172; special effects, Earth, attacks, 139; power, 126. Neutralize and Static vs., 97; examples, 149-150. 113. Elastic Skin advantage, 18, 48. powers, 107; super, 229; see Infravision advantage, 17, 87. Luck advantage, 59. Electricity, attacks, 139; power, also Superscience. Initiative enhancement, 95. Machine Telepathy power, 126. Game Time modifier, 108. Injury Tolerance advantage, 130-131. Electrokinesis power, 126-127. Genre, 203-234. 52-53, 118-119. Magery advantage, 29, 131, 187. Elemental powers, 30; as super- Glamour limitation, 111, 169. Innate Attack advantage, 9, Magic Resistance advantage, powers, 182; attacks, 137- Glossary, 235-236. 53-55, 161; parry, 167-168. 169, 177, 187. 142; power modifier, 27; Gods, 183, 185, 204-205, 213, Innate Attack skill, 39-40, 54-55, special rules, 176. 215, 224-225. Emanation limitation, 102, 165. Good power, 128. Emergencies Only limitation, Gravity power, 128. 102, 156-157. Gravity-Ripple Comm advan- Emotion Control limitation, 61. tage, 81. Empathic limitation, 51. Growth advantage, 18, 50-51. Empathy advantage, 15, 48-49. Guided enhancement, 103. Energy Reserves, 119; extra Guns, 226-227; see also Built-in effort, 161; Leech, 96; power firearms. modifiers, 25. GURPS Banestorm, 204; Engulfing enhancement, 45. Cabal, 214; Cliffhangers, Enhanced Move advantage, 13, 209; Dragons, 206; Fantasy, 49. 203, 206-207, 213; Enhanced Tracking advantage, Illuminati University, 215; 17, 49. Infinite Worlds, 210, 229; Enhancements, new, 107-109; Lensman, 220; Magic, 94, temporary, 172-173; see also 131, 180, 188-189, 207; specific enhancements. Martial Arts, 5, 207; Environmental limitation, 49, Mysteries, 193; Psionics, 64, 110. 4-5; Religion, 5; Erosive enhancement, 108. Shapeshifters, 4; Space, ESP power, 127. 221; Spirits, 5; Steampunk, Evil power, 127. 224; Supers, 4-5; Traveller, Extended Duration enhance- 220; Ultra-Tech, 218; ment, 102. Voodoo, 214. 113, 158, 164; parry, 168. Magical powers, as super- Extended enhancement, 66, 70, Hands-Free enhancement, 86. Inspired enhancement, 56, 65. powers, 182, 229; example, 95. Hard to Kill advantage, 169. Instant Reattachment enhance- 131; mythic, 206-207; Extended (Special) enhance- Hard to Use limitation, 107, ment, 52. origins, 180-181; power ment, 52. 111. Insubstantial Only limitation, modifier, 27, 187; psionic, External limitation, 90. Hazard enhancement, 96. 111. 181; secret, 214-215; source, Extra Attack advantage, 49-50. Healing, advantage, 19, 51, 161, Insubstantiality advantage, 19, 7; special rules, 176-177. Extra effort, 160-161; 194-195; power, 128. 55-56, 119, 167, 195; projec- Magnetic limitation, 111-112. for resistance, 169. Heals FP enhancement, 96. tion, 44. Magnetism power, 131. Extra Recoil limitation, 102. Hearing, 17, 51; Obscure, 64. Insulators, 24; elemental, 27; Malediction enhancement, 9, Fatigue Only limitation, 70. Heat/Fire, attacks, 139; power, nature, 28. 103; beneficial, 40; Cone, Fatigue Recovery enhancement, 129. Interplanar enhancement, 57. 101; in combat, 165; on 70. Hermaphromorph advantage, Intuition advantage, 16, 56, 161. Leech, 96. Fearlessness advantage, 169. 18. Invasive enhancement, 62. Mana, 24, 27, 59, 207. Feather Fall enhancement, 43. High Pain Threshold advantage, Invisibility advantage, 19, 56-57, Mana Damper advantage, 59, Fickle limitation, 24; 110-111; 169. 195; See Invisible, 72-73. 187. Homing enhancement, 103. Invulnerability, 118-119.

238 INDEX Mana Enhancer advantage, 59, Multiple feats, 158-159. Penetrating Vision advantage, Projection, 44; Affects 187. Multiple Lock-Ons enhance- 17, 66, 196. Insubstantial/Substantial vs., Mana Sensitive limitation, 27. ment, 49. Peripheral Vision advantage, 17, 99; Alternate Form, 75; Maneuverable enhancement, Multi-Strike enhancement, 49. 87. enhancement, 44; 80. Mundane limitation, 69. Perks, 66; Accessory, 51, 79, 85; Insubstantial Only vs., 111; Manifestation enhancement, 60. Mythic fantasy genre, 203-208. special effects, 114; super- limitation, 56, 58, 89. Mastery enhancement, 60. Natural Phenomena enhance- costumes, 226. Protected Power advantage, 69, Matter Control power, 131-132. ment, 92. Permeation advantage, 14, 169. Matter Eater enhancement, 86. Nature powers, 182; as super- 66-67, 167. Protected Sense advantage, 12, Maximum Duration limitation, powers, 182; power modifier, Persistent enhancement, 104, 69, 169. 111. 28; special rules, 177. 172. Psi Static advantage, see Static Maximum Height limitation, Needs Sample limitation, 75. Petrifaction, 118. advantage. 87. Negated disadvantage enhance- Physical abilities, mental vs., Psionics, as super-powers, 182; Medium advantage, 14, 59-60, ment, 41. 154. genre, 217-219; magical, 181; 186. Neutralize advantage, 10, 97-98; Physical transformations, 17-19, origins, 181, 218; power Meld enhancement, 67. Accessibility on, 99; as 167; examples, 150-151. modifier, 28; science fiction, Melee Attack limitation, 9, countermeasure, 20, 31; Planetary limitation, 50, 80, 87. 221; source, 7; special rules, 103-104, 164-165. Protected Power, 69, 169; Plant Control power, 132. 177-178. Memory Bank enhancement, vs. non-powers, 97. Plant Empathy advantage, 15, Psychokinesis power, 133. 62. Neutrino Comm advantage, 81. 48-49. Psychometry advantage, 16, 69, Mental abilities, 14-17; attacks, Night Vision advantage, 17, 87. Plot points, 192, 199. 161, 163-164, 187; Obscure, 143-144; examples, 148-150; No Intercept enhancement, 72. Poison, 9, 40, 55, 93; examples, 64. physical vs., 154. No Memorization Required 144-145. Quirks, 10; special effects, 114. Mental enhancement, 95. enhancement, 75. Possession advantage, 15, 67-68, Racial Memory advantage, 17, Metabolism Control advantage, No Reattachment limitation, 52. 157, 195; when projecting, 70. 19, 60, 169. No Signature enhancement, 67. Radiation, attacks, 140; power, Metamorphoses, 18; examples, 103, 163-164, 172; special Power Block, 168-169; extra 133. 151. effects, 113. effort for, 160. Radiation enhancement, 102. Meta-traits, abilities as, 136, No Strain enhancement, 89. Power defenses, 167-169. Radiation Tolerance advantage, 145; Alternate Forms, 19, 74. No Vertical Move limitation, 56. Power Dodge, 167. 12, 70. Microscopic Vision advantage, No Wounding limitation, 102. Power Investiture advantage, Ranged enhancement, 9, 105, 17, 60-61. Noisy limitation, 56. 29-30, 126, 187. 164. Mimicry advantage, 14, 61, 161, Non-Combat Speed limitation, Power level, 183-184; futuristic Rapid Fire enhancement, 105, 163. 42. SF, 220; modern adventure, 173. Mind Control advantage, 15, 61, Non-Reciprocal Damage 208; mythic fantasy, 204; Rapier Wit advantage, 15, 70, 157, 161, 195. enhancement, 75. psionics, 217; secret powers, 161. Mind Probe advantage, 15, Normals, 194, 209, 216-217; 214; supers, 223. Realism, 183, 200. 61-62, 161, 195. competent, 208-209; super, Power modifiers, 7-8, 99; Reattachment enhancement, 71. Mind Reading advantage, 15, 229. evaluating, 20-29; examples, Reattachment Only limitation, 61-62, 163, 195. Nuisance Effect limitation, 104; 26-29, 121-136; finalizing, 52, 71. Mind Shield advantage, 12, 62, as power modifier, 25. 25; in play, 156; naming, 26; Reawakened advantage, 187. 169, 173. Obscure advantage, 10, 64-65, quick reference, 25; stacking, Recall limitation, 77. Mindlink advantage, 187. 163; as countermeasure, 21, 28; zero-cost, 25, 27; see also Reciprocal Rest enhancement, Minimum Duration limitation, 31; as defense, 168. specific modifier. 75. 111. Once On, Stays On enhance- Power Parry, 167-168. Reduced Fatigue Cost enhance- Minimum Range limitation, ment, 75, 109. Power skills, 162. ment, 105. 111. One Ability limitation, 97. Power techniques, 162. Reduced Range limitation, 105. Missing Damage Effect limita- One Attack Only limitation, 79. Power Theft enhancement, 97. Reflexive enhancement, 109. tion, 102, 112. One Power limitation, 98, 119. Powers, 7; adding, 34-37, 199, Regeneration advantage, 19, Mobile enhancement, 104, 172. One-Way enhancement, 77. 202; balancing, 186; 70-71. Modern adventure genre, Ongoing effects, 155. combining, 170-172; Regrowth advantage, 19, 71. 208-213. Only Heals FP limitation, 96. controlling, 190-192; Reliable enhancement, 57, 109. Modifiers, 99-112; Onset limitation, 104. creating, 6-37; crippled, 156; Remote enhancement, 48. multiplicative, 102; required, Opposed powers, 21, 30-32; defending with, 167-169; Repeated attempts, 159; 31; special, 99; ST-based Neutralize, 98; power improving, 34-37, 199; in combining powers, 171. damage, 146; on Talents, 29; defenses with, 168. action, 152-178; latent, Required Disadvantage see also Enhancements, Oracle advantage, 16, 65, 187. 34-36; learning, 35, 162, limitation, 104, 112. Limitations, and Power Order power, 132. 189-190; monster-only, 210; Required disadvantages, 21-23, modifiers. Origins, 179-182; modern adven- opposed, 21, 30-32; PC vs. 156, 190; chi, 26; divine, 26; Modular Abilities advantage, ture, 211; mythic fantasy, NPC, 33, 185; player-created, moral, 27; spirit, 28. 62-64. 205; PC, 184; plots and, 192; 8, 37; prevalence, 201-202; Requires (Attribute) Roll Monsters, 206, 210, 212-213, psionic, 218; science fiction, relationships, 30-32, 181; limitation, 112. 232. 221; secret powers, 216; sample, 121-136; starting, Requires Concentrate Moral powers, 30, 182; power super, 227. 33-34; structure, 31; see also limitation, 112. modifier, 27; special rules, Overhead enhancement, 104. specific power. Requires Low Gravity 177. Pact limitation, 104; required Precise enhancement, 97. limitation, 45, 79. More Weight enhancement, disadvantages, 23. Precognition advantage, 16, Requires Reaction Roll 76-77. Panoptic enhancement, 39. 68-69, 163, 187, 196-197. limitation, 111-112. Morph advantage, 18, 74-75, Parabolic Hearing advantage, Prerequisites, 31. Requires Ready limitation, 112. 167. 17, 51. Presence enhancement, 84. Requires Surface limitation, 50. Move Only limitation, 83. Parachute enhancement, 43. Probability Alteration power, Resistant advantage, 12, 71-72, Movement abilities, 167; Para-Radar advantage, 17. 132-133. 169; as countermeasure, 31. examples, 147-148; FP cost, Passive Only limitation, 69. Profiling enhancement, 47. Resistible limitation, 98, 105. 159. Passive vs. active abilities, 153. Projected Form limitation, 75. Restorations, 19; examples, 151. Multiple Contacts enhance- Patrons advantage, 65-66. Projectile limitation, 80. Ricochet, 166-167; enhance- ment, 62. ment, 109.

INDEX 239 Sapience enhancement, 77. Specific limitation, 45, 66, 79, Targeting enhancement, 86. Ultra-Fine enhancement, 73. Scanner enhancement, 72. 83, 87-88, 112. Techniques, Coordinated Attack, Ultrahearing advantage, 17, 51. Scanning Sense advantages, 17, Spells, 188-189, 207; see also 166; default abilities, 174; Ultrasonic Speech advantage, 72, 163; Obscure, 64. Magical powers. power, 162. 14, 78, 81. Second Nature enhancement, Spirit Control power, 134. Telecommunication advantages, Ultravision advantage, 17, 87. 44. Spirit Empathy advantage, 15, 14, 81-82, 163; Obscure, 65. Unbreakable Bones advantage, Secondary characteristics, 10. 48-49, 186. Telecontrol enhancement, 67. 53. Secret powers genre, 214-217. Spirit Jumper advantage, 57. Telekinesis advantage, 14, 82- Unconsciousness, 155. Secure enhancement, 82. Spirit powers, origins, 181; 83, 161, 163; with Uncontrollable limitation, 106, See Invisible advantage, 17, power modifier, 28; source, 7; Possession, 67. 156-157; new abilities, 34, 72-73. special rules, 178. Telepathy power, 134. 37. Selective Area enhancement, Spirits, 185, 213, 230-231. Teleportation power, 134-135. Uncontrollable Trigger 105, 172. Static advantage, 11, 98; Telescopic Vision advantage, 17, limitation, 106-107, 112. Selective Effect enhancement, Accessibility on, 99; as 87. Underwater enhancement, 107. 105, 109. countermeasure, 20, 31; Telesend advantage, 14, 81. Universal Digestion advantage, Selectivity enhancement, 105. Protected Power, 69; vs. Temperature Control advantage, 86. Sense abilities, 14, 17; examples, non-powers, 97. 83. Universal enhancement, 60, 77. 150. Static limitation, 95. Temperature Tolerance advan- Unliving Forms Only limitation, Sense of Perception Steal (Other Score) enhance- tage, 12. 75. enhancement, 86. ment, 96. Unreliable limitation, 107; new Sense-Based modifier, 9, Steal Youth enhancement, 96. abilities, 34, 37. 105-106. Stethoscopic enhancement, 73. Untrainable limitation, 107; new Sensie enhancement, 82. Stigmata enhancement, 95. abilities, 34, 37. Sensitive enhancement, 69. Strength (ST), lifting weights, Unusual Background advan- Sensitive Touch advantage, 17, 58; modified damage, 146; tage, 31, 184-186; attacks, 73. see also Attributes. 138; futuristic SF, 220; Sequential limitation, 48. Strength-Based (ST-Based) modern adventure, 209; Serendipity advantage, 73. enhancement, 103-104. mythic fantasy, 204, 207; Shadow Form advantage, 19, Stretching advantage, 18, 78. psionics, 217; secret powers, 73-74, 167. Striking ST advantage, 78-79. 214; supers, 223. Shapeshifting advantages, 18, Stunts, 170-174. Usually On, enhancement, 109; 74-75, 197. Stunts Only limitation, 119. limitation, 100, 112. Short-Range limitation, 112. Submerged enhancement, 88. Vampiric Bite advantage, 86; see Shrinking advantage, 18, 75-76, Subsonic Hearing advantage, also Leech advantage. 167. 17, 51. Vampirism power, 135. Side Effect enhancement, 106. Subsonic Speech advantage, 14, Variable enhancement, 107, Silence advantage, 76. 78. 173. Single Skill limitation, 49. Suffocating enhancement, 43. Variant traits, 113. Size Modifier, 76; resisting Suggestion limitation, 61. Vertical Only limitation, 80, 87. Affliction, 40. Super Climbing advantage, 13, Very Rapid Fire enhancement, Skills, 10; abilities enhancing, 79. 105, 109. 162-163; chi powers, 175, Super Jump advantage, 13, Temporal Stasis enhancement, Vibration Sense advantage, 17, 188; cinematic, 188; enhanc- 79-80. 118. 86. ing abilities with, 161; power, Super Luck advantage, 80-81; Temporary Disadvantage Visible limitation, 112, 164; 162; Talents affecting, 188. granting wishes, 119. limitation, 106. special effects, 113; supers, Slow Recharge limitation, 119. Super teams, 232-234. Temporary enhancements, 228. Snatcher advantage, 13, 76-77; Super-Effort enhancement, 58, 172-173. Vision, 17, 87; Obscure, 64-65. granting wishes, 119. 83. Terminal Condition limitation, Visual enhancement, 60. Social enhancement, 63. Supernatural attacks, 142-144. 112. Visual Only limitation, 95. Sonar Comm advantage, 81. Super-powers, origins, 182; Terrain Adaptation advantage, Visualization advantage, 87. Sound/Vibration, attacks, 140; power modifier, 29; special 13, 83-84. Voice Library enhancement, 61. power, 133-134. rules, 178. Terror advantage, 15, 84, 161, Walk on Air advantage, 13, Source, 7; affecting FP use, Supers genre, 222-234. 187; Fearlessness, 169. 87-88. 178; examples, 121-136; Superscience, 180, 212; power Tight-beam burning attacks, Walk on Liquid advantage, 13, origin vs., 179; special rules, modifier, 10, 107; see also 113. 88. 174-178; see also specific Gadgets. Time Mastery power, 135. Wall enhancement, 173. source. Super-Speed enhancement, 42. Time-Spanning enhancement, Warp advantage, 13, 88-89, 161, Speak Underwater advantage, Surge enhancement, 102. 109. 163, 167, 197-198; projec- 14, 78. Surprise Attack enhancement, Touch Only limitation, see Melee tion, 44. Speak With Animals advantage, 104, 109. Attack. Water, attacks, 140; power, 14, 77, 188. Swarm enhancement, 53. Tracking enhancement, 89. 135-136. Speak With Plants advantage, Switchability, 153-154. Transferable enhancement, 78. Weapon Mounts, 138. 14, 77, 188. Switchable, body parts, 10, 18, Transhuman Space, 221. Weather Control power, 136. Special effects, 39, 113-114; 81; enhancement, 98, 109. Transmutation enhancement, Wild abilities, 6, 8, 20, 25, 27, detection, 163; fictional Takes Extra Time limitation, 94. 31-32, 34, 39, 101, 110, 173- abilities, 116; guns, 54; in 106. Transmutations, 19; examples, 174, 186-189; Neutralize and play, 114, 170. Takes Recharge limitation, 106. 151. Static vs., 97. Special Movement limitation, Talents, 7-8; adding, 34, 37, 199; T-Ray Vision advantage, 72. Wild Ability enhancement, 90. 58. affecting cinematic skills, Trigger conditions, 34-36. Wild Talent advantage, 89-90. Special Portal limitation, 58, 89. 188; combining, 171; existing Trigger limitation, 106. Wishing enhancement, 59, 73, Special Rapport advantage, advantages as, 29; in play, True Faith advantage, 16, 30, 80. 77-78. 157-158; mundane, 29, 35; 84-85, 161, 187. Words of Power enhancement, Special Recharge limitation, pricing, 29; resistance, 169; True Sight enhancement, 73. 70. 119. starting, 34; with Tunnel enhancement, 89. World-Spanning enhancement, Specialized limitation, 44, Untrainable, 107; see also Tunneling advantage, 14, 85-86. 109. 48-49, 60, 68, 77. specific power. Turning enhancement, 84.

240 INDEX STEVE POWERS GAMES 01-0102 JACKSON 2005 the USA Printed in RINTING P ST VEMBER O ,1 N SJG 01-0102 DITION E BN 1-55634-742-1 The advice on abilities and ST UBLISHED IS 1 P 9!BMF@JA:RSVSQXoYjZhZ_ZdZ` $34.95 Andrew Hackard Hackard Andrew , Fourth Edition, and replaces the Edited by GURPS Psionics. god? and fighter? , you have and prevent high-powered heroes from taking over! powers – and their interactions. GURPS Basic Set Phil Masters fun wuxia into superhuman Powers and cosmic and GURPS Supers Abrar Ajmal, Alex Fernandez, Justin De Witt, Tony Parker, Parker, Abrar Ajmal, Alex Fernandez, Justin De Witt, Tony requires the Basic Set Romas Kukalis, Bob Stevlic, Eva Widermann, and John Zeleznik Sean Punch – groups of abilities linked by By Bob Stevlic, Chris Quilliams, Eva Widermann, and John Zeleznik Illustrated by powers powers can be used with any game that features superhuman characters. GURPS Basic Set Cover Art by GURPS Powers ant to create a superhero? A Third Edition books W Case-by-case advice on how to turn over 100 Five flexible new advantages: Control, Create, Dozens of new enhancements and limitations to Energy Reserves to fuel abilities, “alternative Hundreds of sample abilities – energy blasts, Rules for Guidelines on biological, chi, divine, elemental, magical, moral, nature, psionic, spirit, and Advice to GMs on how keep it abilities – with new modifiers, variant traits, optional rules, and plenty of examples. advantages from the Illusion, Leech, and Static. fine-tune your abilities. all work at once, and ways abilities” that don’t to substitute abilities you have for those don’t. curses, defenses, mental gifts, and more. origin – with over 40 ready-to-use examples. super powers – even godlike ● ● ● ● ● ● ● ● everything you need to create superhuman heroes: An earth-shattering psi? A wizard or shaman with abilities beyond spells and rituals? A With the