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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 Andrew Hackard , 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 into superhuman Powers and cosmic and GURPS Supers Abrar Ajmal, Alex Fernandez, Justin De Parker, 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 ? 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 to keep it abilities – with new modifiers, variant traits, optional rules, and plenty of examples. origin – with over 40 ready-to-use examples. advantages from the Illusion, Leech, and Static. fine-tune your abilities. abilities” that don’t all work at once, and ways to substitute abilities you have for those you don’t. curses, defenses, mental gifts, and more. super powers – even godlike An earth-shattering psi? A wizard or shaman with abilities beyond spells and rituals? A With the everything you need to create superhuman heroes: 5 5 5 5 5 5 5 5 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 Andrew Hackard , 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 Parker, 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 to keep it abilities – with new modifiers, variant traits, optional rules, and plenty of examples. origin – with over 40 ready-to-use examples. advantages from the Illusion, Leech, and Static. fine-tune your abilities. abilities” that don’t all work at once, and ways to substitute abilities you have for those you don’t. curses, defenses, mental gifts, and more. super powers – even godlike An earth-shattering psi? A wizard or shaman with abilities beyond spells and rituals? A With the everything you need to create superhuman heroes: 5 5 5 5 5 5 5 5 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 Electricity...... 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 ”77777 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 ...... 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 d20 system, 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, Car Wars, GURPS books, and masterminded the Transhuman Space, 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 initely it in mind when designing POWER 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 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 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, 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 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 al gates (Magical) and holy folk who campaign. DEATH 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 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 1,000s, +90%; Increased Range, s20, 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 . 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 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 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; , 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; , 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; , 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.

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