Professional Documents
Culture Documents
INTRODUCTION
What is this book? How is this book different than d20?
Phoenix v0.1, is an expansion pack for the d20 system. It To account for the great variety that the superhero genre
contains just enough information to run a superhero game on top requires, Phoenix uses a point-based system to buy powers and
of existing d20 rules, and it assumes you have access to those feats. These are called Character Points (or CPs). Also, this
rules and that you already understand them. game has, in addition to skills, feats, and powers, a whole other
way to add flavour to your characters, called Advantages and
Who made this book? Complications. All of these are in Chapter 1: Character Creation.
To use your powers, you often have to expend a little bit of
Deeds Not Words was created by Scott Lynch but his growing energy, which takes the form of Power Points (PPs). Powers also
career as a novelist drew him away from it. He left the game to have Origins, in-game explanations for how they manifest, and
the discussion forum that had by then grown up around it. Two they include things like mutant physiology or fantastic
members of that group, Jayson Stevens and Orion Ussner Kidder, technology. PPs and Origins are explained in Chapter 5: Powers.
took the lead in creating a second edition, which Jayson called Character classes in Phoenix are built on the D&D model, not
"Phoenix." Obviously, that name stuck. Unfortunately, Jayson the d20 Modern model, which means that they proceed from 1 st
was also drawn away from the game, which left Orion with the to 20th level. They are also divorced, as much as possible, from
project. Dan Anderson later stepped in and the project continued. powers and instead represent superhero and pulp-fantasy
So instead of Deeds Not Words, 2nd Edition, a stand-alone game, I archetypes, like the wealthy playboy, the street-level scrapper, or
decided to take what we had and make an expansion pack for the d20 theModern
loyal sidekick. That's why there is no magic-user or psionic
Role-Playing
Game. class (outside of the optional rules in Chapter 8: GMing). Instead,
you can buy magic and psionics as powers.
This is a Beta product! In order to replicate the feel of comics in which many
characters routinely ignore bullets and other small, conventional
This version of Phoenix is still undergoing play-testing. What weapons, the most expedient game mechanic is to give them
that means is that if you play this game and you find something enough DR that they can ignore those kinds of attacks. An
that doesn't work, something that isn't properly balanced, or a exceedingly high Defence is still vulnerable to a lucky bullet. DR
loophole of any kind, we'd really like to hear about it. Play the 20 isn't. Therefore, DR as a power is a lot cheaper than it is (or
hell out of the game and then email us and explain what you ought to be!) in other d20 games. See the power Damage
found and how you'd recommend we fix it. We will compile the Reduction in Chapter 5 for more details.
changes and release a micro-update, as the need arises. Any attack using a weapon that has an Origin, including your
We'd also love to hear your suggestions for new things to add body, is "Super" in Phoenix, which is an inherent quality, like
to the system, like new powers, new classes, or new rules that "magic." Any ability score of 25 or higher is also considered
will help further and more accurately replicate a superhero-style super. Whereas in standard d20, DR is vulnerable only to energy
experience in a role-playing game. We'll read your suggestions and magic, in Phoenix, it's vulnerable to Super attacks. Super
and put our collective brains to the task of making it all work. abilities are described in detail in Chapter 6: Combat.
You can help us in this task by joining us at our discussion group. Finally, there are several Styles of Play for this game, which
All are welcome. reflect different eras and styles in comics. Though the Styles
contain few hard-and-fast rules, they are meant as a guide to
How does this book work? storytelling and game-play in this system. They're in Chapter 8:
GMing.
This book is an expansion pack. That means it runs on top of You spell things weird.
standard d20 rules, which are freely available as System
Reference Documents (SRDs). This books offers three things Yes. Yes, I do. This document was produced in Canada, so it
over-and-above regular d20 rules. First, it has thirteen new follows Canadian spelling standards, with words like "defence"
classes that are tailor-made for pulp and superhero adventures. and "armour." We promise that you'll get used to it. We also
Second, is has a vastly expanded selection of feats, so that you provide, as much as possible, metric conversions for imperial
can play a superhero without powers, if you so desire. Third, is measurements. Although d20 is based on imperial measurements
has over fifty pages of superpowers. in combat (5-foot squares and such), we want to provide as many
options as we can for you to set your games in one of the many
countries that has embraced the metric system.
Phoenix v0.9 i
ii Table of Contents
TABLE OF CONTENTS
Chapter 1: Character Creation..............1 Forsworn from Firearms ...........................16 ...........................................................................37
Building a Hero.......................................................1 Fragile ....................................................... 16 Base/Advanced Classes as Superheroes............37
Concept............................................................... 1 Glass Jaw .................................................. 16 Table 2-13 Advanced Class Power Dice...........37
Power Theme...................................................... 1 Hero's Code ...............................................16 F/X Classes....................................................... 37
Ability Scores......................................................1 Illiterate ..................................................... 16 Inventor..........................................................37
Class.................................................................... 2 Impaired hearing ....................................... 17 Table 2-14 Inventor........................................... 38
Powers................................................................. 2 Impaired Mobility ..................................... 17 Mystic............................................................ 39
Putting it All Together......................................... 2 Impaired Vision .........................................17 Table 2-15 Mystic............................................. 39
Example: Amazon Warrior.............................. 2 Inattentive ................................................. 17 Psionicist...............................................................40
Example: Blaster............................................. 2 Insatiable Curiosity ................................... 17 Table 2-16 Psionicist......................................... 41
Character Points......................................................2 Large Size ................................................. 18 Generic Superhero................................................ 41
Table 1-1 CP Costs.............................................. 2 Light Sensitive .......................................... 18 Table 2-17 Generic Superhero..........................42
CPs and Levels....................................................2 Light-Headed ............................................ 18
Generating Ability Scores.......................................2 Magnetic Signature ................................... 18 Chapter 3: Skills....................................43
Table 1-2 Ability Score Costs.............................3 Mystic Deficiency .....................................18 Table 3-1 Skills................................................. 43
Standard Ability Spreads................................. 3 Mystic Vulnerability .................................18 Skill Points Per Level........................................43
Action Points.......................................................... 3 Mystically Slow ........................................ 18 Skill Synergies.................................................. 43
Power Stretch...................................................3 Mystically Unimaginative .........................19 Table 3-2 Synergy Bonuses...............................44
Mercy Blow..................................................... 3 Nemesis .....................................................19 Table 3-3 Skill Points per Level........................44
Damage Negation............................................ 3 Non-Oxygen Breather ...............................19 Super Skills....................................................... 44
Death Retcon................................................... 3 Notoriety ................................................... 19 Epic Skills......................................................... 44
What Makes a Superhero........................................3 Ostracism .................................................. 20 Skill Descriptions.............................................. 44
Mission, Powers, and Identity.............................4 Phobia ....................................................... 20 Observe...................................................... 44
Mission ........................................................... 4 Poor Healing ............................................. 20 Psicraft....................................................... 45
Powers............................................................. 4 Quirky Systems .........................................20 Spellcraft.................................................... 45
Identity.............................................................4 Slow Reflexes ........................................... 20 Supercraft...................................................45
Secret Identities...................................................4 Slow-Witted .............................................. 20 Use Esoteric Device ..................................45
Costumes......................................................... 4 Small Size ................................................. 20 The Synergy Roll (optional rule).......................... 46
Getting Recognised......................................... 4 Split Personality ........................................ 20
Table 1-3 Observe DCs and Masks..................... 4 Touch-Activated Power ............................21 Chapter 4: Feats.................................... 47
Pulp Heroes.............................................................5 Unipower....................................................21 Naming Conventions.........................................48
Non-Human Species............................................... 5 Unreliable Power ...................................... 21 Psionic Feats..................................................... 48
Generic Expectations and You................................ 5 Vulnerability ............................................. 21 Metamagic and Metapsionic Feats....................48
Rewards or This Ain't D&D...................................5 Weak-Willed ............................................. 21 Feat Descriptions.................................................. 48
Advantages and Complications..............................6 Aerobatics.................................................. 48
Table 1-4 Buying Off Comps.............................. 6 Chapter 2: Classes.................................23 Agile Wrestling ......................................... 48
Advantages............................................................. 6 Superhero Classes.................................................23 Anti-Vehicle Speciality ............................. 48
Table 1-5 Ads...................................................... 6 Superhero Class Features......................................23 Anti-Vehicle Speciality, Improved ............48
Additional Identity....................................... 6 Bonus Proficiencies...........................................23 Armour Focus ........................................... 48
Allies ........................................................... 6 Power Dice........................................................ 23 Armour Mastery, Arcane............................48
Amazing Costume .......................................7 Standard Class Features.................................... 23 Table 4-1 Feats.................................................. 49
Connection .................................................. 7 Starting Proficiencies.....................................23 Armour Specialization .............................. 54
Database/Library .........................................7 Prerequisites (Optional).................................24 Astrobatics ................................................ 54
Fearless........................................................ 8 Bonus Feats................................................... 24 Blazing Charge ..........................................54
Good Rep .................................................... 8 "Per Day" and "Per Session" Abilities...........24 Back-Roll Throw ......................................54
Highly Experienced ....................................8 Class Feature Types....................................... 24 Blind Shot ................................................. 55
Law-Enforcement Powers ...........................8 Adventurer............................................................ 24 Blinding Strike........................................... 55
Multiple Origins ..........................................8 Table 2-1 Adventurer.........................................24 Breakhold ..................................................55
Personal Assistant ....................................... 8 Champion..............................................................25 Brew Potion .............................................. 55
Position of Power.........................................8 Table 2-2 Champion..........................................26 Builder .......................................................55
Protected Identity ........................................ 8 Martial Artist.........................................................26 Cloakfall ....................................................55
Resistant Powers ......................................... 9 Table 2-3 Martial Artist.....................................26 Combat Casting .........................................55
Table 1-6 Comps................................................. 9 Mastermind........................................................... 27 Combat Casting, Improved .......................55
Complications......................................................... 9 Table 2-4 Mastermind....................................... 27 Combat Diagnosis .....................................55
Accelerated Metabolism .............................9 Sidekick................................................................ 28 Combat Driving ........................................ 55
Animal Antipathy ......................................10 Table 2-5 Sidekick.............................................29 Combat Nerves ..........................................56
Bad Driver .................................................10 Sleuth.................................................................... 30 Combat Pilot ............................................. 56
Bad Rep .....................................................10 Table 2-6 Sleuth................................................ 30 Control Anything ...................................... 56
Bad Shot ....................................................10 Sneak.....................................................................31 Cooperative Attack ....................................56
Bane .......................................................... 10 Table 2-7 Sneak.................................................31 Cooperative Attack, Improved...................56
Bizarre Area Effect ...................................12 Socialite................................................................ 32 Craft Cognizance Crystal ..........................56
Berserker Rage...........................................12 Table 2-8 Socialite.............................................33 Craft Dorje ................................................ 56
Calling Card .............................................. 12 Soldier...................................................................33 Craft Mystic Armaments ...........................56
Chemical Dependency .............................. 13 Table 2-9 Soldier............................................... 34 Craft Psionic Armaments .......................... 57
Chemical Vulnerability ............................. 13 Thinker..................................................................34 Craft Psi-Stone .......................................... 57
Chemical Activation...................................13 Table 2-10 Thinker............................................ 35 Craft Wand ................................................ 57
Cold-Blooded ............................................14 Warrior.................................................................. 36 Crippling Blow ..........................................57
Dependant ................................................. 14 Table 2-11 Warrior............................................ 36 Critical Damage, Improved .......................57
Diurnal Power Cycle .................................14 Multiclassing.........................................................36 Critical Range, Improved...........................57
Dramatic Activation .................................. 14 Optional Class Rules.............................................36 Cross-Trained ............................................58
Favours Owed ........................................... 15 Phoenix Classes as Advanced Classes..............36 Damage Threshold, Improved ..................58
Form Shift ................................................. 15 Table 2-12 Phoenix Classes as Advanced Classes Daredevil Driver ....................................... 58
ii Phoenix v0.9
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iv Phoenix v0.9
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Phoenix v0.9 v
vi Table of Contents
vi Phoenix v0.9
Chapter 1: Character Creation 1
Chapter Contents
Chapter 1: Character Creation..............1 Table 1-4 Buying Off Comps.............................. 6 Form Shift ................................................. 15
Building a Hero.......................................................1 Advantages............................................................. 6 Forsworn from Firearms ...........................16
Concept............................................................... 1 Table 1-5 Ads...................................................... 6 Fragile ....................................................... 16
Power Theme...................................................... 1 Additional Identity....................................... 6 Glass Jaw .................................................. 16
Ability Scores......................................................1 Allies ........................................................... 6 Hero's Code ...............................................16
Class.................................................................... 2 Amazing Costume .......................................7 Illiterate ..................................................... 16
Powers................................................................. 2 Connection .................................................. 7 Impaired hearing ....................................... 17
Putting it All Together......................................... 2 Database/Library .........................................7 Impaired Mobility ..................................... 17
Example: Amazon Warrior.............................. 2 Fearless........................................................ 8 Impaired Vision .........................................17
Example: Blaster............................................. 2 Good Rep .................................................... 8 Inattentive ................................................. 17
Character Points......................................................2 Highly Experienced ....................................8 Insatiable Curiosity ................................... 17
Table 1-1 CP Costs.............................................. 2 Law-Enforcement Powers ...........................8 Large Size ................................................. 18
CPs and Levels....................................................2 Multiple Origins ..........................................8 Light Sensitive .......................................... 18
Generating Ability Scores.......................................2 Personal Assistant ....................................... 8 Light-Headed ............................................ 18
Table 1-2 Ability Score Costs.............................3 Position of Power.........................................8 Magnetic Signature ................................... 18
Standard Ability Spreads................................. 3 Protected Identity ........................................ 8 Mystic Deficiency ..................................... 18
Action Points.......................................................... 3 Resistant Powers ......................................... 9 Mystic Vulnerability .................................18
Power Stretch...................................................3 Table 1-6 Comps................................................. 9 Mystically Slow ........................................ 18
Mercy Blow..................................................... 3 Complications......................................................... 9 Mystically Unimaginative .........................19
Damage Negation............................................ 3 Accelerated Metabolism .............................9 Nemesis .....................................................19
Death Retcon................................................... 3 Animal Antipathy ......................................10 Non-Oxygen Breather ............................... 19
What Makes a Superhero........................................3 Bad Driver .................................................10 Notoriety ................................................... 19
Mission, Powers, and Identity.............................4 Bad Rep .....................................................10 Ostracism .................................................. 20
Mission ........................................................... 4 Bad Shot ....................................................10 Phobia ....................................................... 20
Powers............................................................. 4 Bane .......................................................... 10 Poor Healing ............................................. 20
Identity.............................................................4 Bizarre Area Effect ...................................12 Quirky Systems .........................................20
Secret Identities...................................................4 Berserker Rage...........................................12 Slow Reflexes ........................................... 20
Costumes......................................................... 4 Calling Card .............................................. 12 Slow-Witted .............................................. 20
Getting Recognised......................................... 4 Chemical Dependency .............................. 13 Small Size ................................................. 20
Table 1-3 Observe DCs and Masks.....................4 Chemical Vulnerability ............................. 13 Split Personality ........................................ 20
Pulp Heroes.............................................................5 Chemical Activation...................................13 Touch-Activated Power ............................21
Non-Human Species............................................... 5 Cold-Blooded ............................................14 Unipower....................................................21
Generic Expectations and You................................5 Dependant ................................................. 14 Unreliable Power ...................................... 21
Rewards or This Ain't D&D...................................5 Diurnal Power Cycle .................................14 Vulnerability ............................................. 21
Advantages and Complications..............................6 Dramatic Activation .................................. 14 Weak-Willed ............................................. 21
Favours Owed ........................................... 15
Building a Hero useful place to start because it gives you a way to focus on the
options that most interest you. If you begin the game with the
Character creation in Phoenix proceeds through a few steps, idea of creating an Amazon, for example, you know that the
which are in basically the same order as the chapters in this Sneak class is probably not for you, and instead the Warrior or
book. The steps are: Champion might be better. Starting with a concept also prevents
you from just trying to build the most powerful character that
• concept you can, and instead build the character that you'll have the most
• power theme fun playing.
• ability score generation Power Theme
• class
• powers A character concept for a superhero game tends to start with
• putting it all together a power theme, even if that theme is that the character has no
powers. A power theme could be one kind of power, like energy
As with all role-playing games, character creation doesn't projection or telekinesis. Your theme could also be biographical.
proceed in a straight line, however. You'll start with a concept, Something happened to this character that made her seek out a
look at classes that fit it, tweak your sense of the class to fit your life of superheroism. It can be organized around an animal motif
concept. Then you'll generate stats, grab feats, perhaps waffle (e.g., tigers), a season of the year (e.g., winter/ice), or an energy
about character class, pick skills, and rearrange your feats to type (e.g., electricity). It can be a reflection of a historical
match. In addition to all these aspects of a regular d20 character, figure, like a knight, or a ninja. It can be something even more
in Phoenix you also get to use Character Points (CPs) to buy abstract, like patriotism, friendship, or fair-play.
powers and the other extra stuff that makes your character not
just a hero, but a super hero.
Concept
Phoenix v0.9 1
2 Chapter 1: Character Creation
Ability Scores are either the ones that have the maximum Base Attack (Soldier,
Warrior), or possibly the Sneak, for the sneak attack, which can
Now that you have a concept and a linked theme, it's time to be useful for a blaster who can stay near a fight but not get
buy ability scores. Ability generation happens in two phases in dragged into mêlée.
Phoenix. Phase one is a point-buy system (see below). In phase The best feats to take would be the ranged feats, obviously,
two, you can spend CPs to increase your ability scores. starting with Point-Blank Shot. Pumping up your attack and
Class damage bonus with your blast is your primary concern. In the
same vein, a powerful Energy Attack is pretty much the way to
With a concept and ability scores, you can focus in on a build a blaster. Your secondary concern is not getting hit,
class. There are eleven classes (and three optional classes), so though, so feats like Dodge or Spring Attack could be helpful, or
you have a lot to choose from. Each class favours certain kinds powers like Invisibility, Flight, or Amazing Dodge. The flying,
of powers or ability combinations. The important part is to find invisible blaster is exactly the kind of pain in the ass you want to
a class that reflects your concept and grants the kinds of class be to your opponents.
features that will allow you to live out the concept. Sometimes,
Character Points
the class might fit the concept but the class features won't be
right, so you want to read the descriptions carefully.
Character Points, or "CPs," Table 1-1 CP Costs
Powers are the base unit of the game. You Item Cost
can buy everything with them.
With CPs, you can purchase Ads & Comps varies
Depending on your concept, your "powers" could come in
the form of feats or even just a whole lot of skills, and all three abilities, advantages, skills, feats, Skill Points 1 CP for 4
—skills, feats, and powers—can support each other to a great and powers. Buying skill points is Feats 2 CP each
degree. Picking feats and powers is where you get to really rare, but it is among your options, Powers varies
define a character, and skills can give her those extra areas of buying feats is the best way to
expertise that make her truly heroic. make a superhero without
powers, and buying powers and ability scores is what CPs are
Putting it All Together primarily designed for. You can also buy advantages, little
things—some concrete, other abstract—that make your life
In the end, you'll probably go back and forth, tweaking this easier. This includes the advantage "Highly Experienced" with
and that until it all feels right. Don't feel the need to proceed which you can buy character levels. You can buy levels at
from one step to the next and "lock down" the last aspect of the character creation.
character. Let it float until you're done. One of the fun things
about RPGs is that the character is never really "done." You'll CPs and Levels
keep building them as you go through levels.
You get 10CPs per level,1 and you start play at 4th level,
Example: Amazon Warrior which gives you 40CP at character creation. Powers allow
Let's suppose that you've decided to build an Amazon Phoenix characters to be quite, well, powerful. Starting at a
warrior from Classical myth. Right away, we know a lot about higher level than 1st keeps the sheer strength of your powers in
this character. She'll be a mêlée fighter for the most part, which balance with your class features. It's not generally very fun to be
means she'll favour Strength, Dexterity, and Constitution, and able to level a building with your Heat Vision but get knocked
the best classes are probably Champion, Soldier, or Warrior, out when a brick smacks you in the chin (unless you're into that
depending on her exact focus. If she's a Champion, you'll also sort of thing). When you start play, at 4th level, you get all of the
want a high Charisma score. benefits of those levels, including feats granted every 3 levels
This character could be non-powered, simply a highly- and abilities increases granted every 4 levels, as well as skill
trained warrior-woman, in which case you could build her points, class features, etc. What you buy with CPs is on top of
"powers" out of feats, all the mêlée feats you can afford, as well all of that.
as archery feats (the Amazons were famed for their skill with the Generating Ability Scores
bow). Alternately, you could pick powers that augment her
mêlée abilities but just aren't flashy. Super ability scores, In Phoenix, you buy stats at character creation using the
perhaps a modest DR score, or Amazing Fighting would do the standard point-buy system from the SRDs (see Table 1-2 , next
trick. You could even give her a blessed weapon of the ancient page). You have 40 ability points to spend on this table. These
gods, in the form of a Classically-themed Esoteric Item. This are not CPs; they're just a way to generate your ability scores.
theme leads you to certain specific kinds of abilities and powers You can spend all 40 of your ability points to buy the highest
right away. possible scores on this table. The scores you buy with these 40
points are your Natural ability scores.
Example: Blaster However, once you finish generating your Natural scores,
Let us now suppose, instead, that you want to create an any points you have left over from this table turn into CPs,
energy projector, a hero who takes part in fights by sitting on a with which you can then buy powers, including the Ability
rooftop a block away. Your primary ability will be Dexterity, for Enhancement power, which can raise your scores above 18.
ranged attacks and for dodging. The classes that are most useful
1 There are alternative rules for giving out CPs in Chapter 8: GMing.
2 Phoenix v0.9
Chapter 1: Character Creation 3
There is a strategy to this system. Table 1-2 Ability keep losing HPs). You must declare that you're doing this before
Scores above 16 on this table are Score Costs your turn has ended, though obviously that would be after the
more expensive than the power Ability Point GM has declared the NPC to be dead. No in-game explanation
Ability Enhancement, but Ability Mod is necessary. You're just that good at pulling your punches when
Score Value
Enhancement is a power, and the time is right.
therefore can be affected by the 3 -4 +5
metapowers (see Chapter 5: Powers). 4 -3 +4 Damage Negation
Therefore, you have a few distinct 5 -3 +3 Cost: 2AP
options: (a) build a character with If you are struck for what looks like a great deal of damage
6 -2 +2
high natural ability scores (using the from a single attack, you can avoid that damage altogether.
table) who cannot have those abilities 7 -2 +1 You must invoke Damage Negation after the hit has been
stolen or suppressed, (b) build a 8 -1 - announced but before the damage has been announced. GMs are
character with low ability scores 9 -1 1 under no obligation to tell you how much damage and attack
(again, using the table) but better- would have caused had you not negated it. No in-game
10 - 2 explanation is necessary, but it can be a fun addition to the
than-average powers, or (c) build a
character who has high ability scores 11 - 3 colour-commentary of an on-going battle.
(using the power Ability 12 +1 4
Enhancement) that can be suppressed Death Retcon
13 +1 5
or stolen by the metapowers. The Cost: 3AP
14 +2 6 If you are killed (i.e., brought below -10 HPs) you can
simplest option is to just spend all 40
points on Table 1-2, and then buy 15 +2 8 retcon yourself back to life. You must declare your intention to
powers as a separate step, but the 16 +3 10 do so on your next turn after you were killed, and you must
more complex options can produce come up with a sufficiently plausible (although not necessarily
17 +3 13
more powerful characters. logical or probable) explanation for how you really seemed dead
18 +4 16 a moment ago, but aren't any longer. For example, if you fall out
Standard Ability Spreads 19 +4 20 a window, you might have grabbed a flag-pole and swung in a
For your convenience, here are 20 +5 24 window downstairs. If you were stabbed in the heart and fell to
four standard spreads of ability the ground, you might discover that you had a book in your
scores, so if you don't want to spend a great deal of time on this breast pocket that was just thick enough that the blade left you
table, you can just grab one of these spreads and get on with unharmed. When you're retconned back to life, you are flat-
character creation. footed and the GM will place you in the combat (you will either
get up from where you fell, or come back into the area at an
• Min/Max: 20, 18, 8, 8, 8, 8 appropriate place).
• Even Distribution: 18, 16, 14, 12, 10, 10 When you come back, you have the same number of hit
• Low: 14, 12, 12, 10, 10, 10 points you had before you were killed. For example, if you had
(20 points left over) only 5 HPs left, and were struck for 30 HPs, you would return to
• Very Low: 10, 10, 10, 10, 10 5 HPs after the Death Exemption. Furthermore, you are
(28 points left over) removed from any on-going effect that killed you. If you were
Action Points plunged into a pool of molten steel, you wouldn't just reappear
in the steel. Your character would, miraculously, have caught a
hanging chain just before hitting the vat (even though there
You get a number of Action Points (APs) equal to 6 plus
really wasn't a chain there to begin with), or if plausible, you
one-half your character level (rounded down) at every level.
could burst from the side of the vat with your Super Strength,
At character creation, you get 6AP. You can use Action Points to
unharmed but really, really pissed off. Minor elements of the
increase a single d20 roll by 1d6, from 1st to 7th level. From 8th to
environment can change, like a door being broken down or a
14th, you can roll 2d6 and take the highest roll. From 15th to 20th
new, mundane object popping into existence, but you cannot
level, you can roll 3d6 and take the highest. But Phoenix is an
create a powered item or utterly destroy one, either. One-time
even-higher-fantasy game than most d20 RPGs, so there are a
set pieces, however, are ripe for destruction. You may invoke a
few other things you can use Action Points for.
Death Exemption only once per session, regardless of how
Power Stretch many APs you have.
Cost: 1AP What Makes a Superhero
You can use one of your powers for something it doesn't do,
but logically could (by comic-book logic, of course). See A lot of this game is deliberately left open to your
Chapter 6: Power Stretching, for more details. interpretation. We don't, for example, have detailed descriptions
of exactly what an Energy Attack: Concussive looks like or the
Mercy Blow fantasy-physics behind it because we'd like to leave that kind of
Cost: 1AP thing up to you. Flavour, description, and storytelling are the job
If one of your attacks kills an opponent, you can bring the of the players and the GM, and it's a fun job, so we're not going
opponent to -1 HPs and stabilized (i.e., the opponent doesn't to take it away from you.
Phoenix v0.9 3
4 Chapter 1: Character Creation
Also, the superhero genre is wide and varied, so the best way A slightly thinner, but perfectly acceptable, origin story
to allow you to experience that great variation is by keeping our involves getting powers and deciding what to do with them. You
descriptions fairly, well, generic. So think about how you want might have been working in your secret laboratory and
your powers to appear, and how you want your character to discovered a chemical that made you telepathic. You might have
appear. It's all up to you. There are lots of different superheroes, encountered a powerful, cosmic being who gave you powers so
from tuxedo'd mystics who dash through the night, to spandex- that you could serve it. You might be the victim of a tragic
clad aliens, to cyborg battle machines. But to give you a place to accident that resulted in being rebuilt through bionic technology.
start, in this section, we'll talk a little bit about the feel of The possibilities are practically endless. In any case, after you
superhero stories, and a related genre or two. got these powers, you then chose superheroism as a side-career,
and it stuck.
Mission, Powers, and Identity Secret Identities
There are three things that most superheroes, despite their One last trope of the superhero genre to cover is the secret
great variety, have in common: a mission (M), a set of powers identity, sometimes erroneously called a "civilian" identity
(P), and a heroic identity (I).2 ("superhero" is not a military rank!). Anyone can have one of
these as long as they take some basic measures to disguise
Mission themselves while they do their superheroing. This is the in-story
The mission of a superhero usually describes why he or she reason for the persona we just discussed. A mask and a costume
is driven to fight monsters, criminals, or international pseudo- keep people from telling who you are in real life.
military groups bent on world domination, as well as why she
might be compelled to defend innocent people from the random Costumes
accidents of the world. It can be something as vague as an Changing into your costume is most often a matter of pulling
injunction from a dead family member, a desire to keep people off your normal clothes to reveal the colourful tights you've
from a tragedy you experienced, or a dedication to an ideal or hidden underneath. As long as you're wearing head-to-foot
cause. Your mission isn't a set of marching orders. It's the way clothing—pants and long sleeves, for example—you can hide
you look at the world and your place in it. It's a lot like a your costume. A Observe check (DC 25) can detect a costume
Allegiance, but more superheroic. under your clothes. For game purposes, we tend to just hand-
wave away practical concerns like how this would make you a
Powers lot warmer than just wearing your street clothes, and where you
Under the rules of this game, powers are a particular kind of store your boots. Pealing off your normal clothes to reveal your
in-game effects, different than spells or feats, for example. They costume takes two rounds, assuming you leave your clothes
have Origins, and run by set rules. But in the sense of the where you change. Collecting your clothes and storing them, in
superhero genre, your "powers" can be lots of things. In this a bag or case, takes another round. If you wear short sleeves
sense, powers are whatever you rely on to do your superheroing. and/or have uncovered legs—shorts or short skirts/dresses—
A single Super ability could be your whole suite of powers. A you can still wear your tights rolled up your legs and arms, but
metric crap-tonne of useful skills could be your powers. Mastery they're a little easier to detect (Observe DC 20).
of a particular feat tree could be your powers. And, of course, You can also take off your street clothes and change into
actual powers, found in chapter 5, could be your in-story your tights, but that takes four rounds, plus a fifth to store you
powers, as well. clothing, as described above.
If your costume is anything more than tights—like a leather
Identity jacket or body armour—then you need to carry it in its own
Your superhero identity is a combination of your name, backpack or case, and changing will take a lot longer. It's always
costume, and origin story. The first two usually tell a very two rounds to get out of your street clothes. Changing into a
shortened version of the last. If you have animal powers, for different set of what are essentially street clothes, army pants
example, you might name yourself after that animal. Your and a leather jacket for example, is another two rounds. Suites
costume could have a stylized symbol of that animal. The point of actual body armour have donning times listed in them.
is that your identity (your name and your costume) reflect where Collecting your clothes still takes another round.
you came from, how you got your powers, or what you stand
for. Getting Recognised
Your origin story (which is different from a power Origin, Even with a mask, you can still potentially be recognized.
see Chapter 5: Powers) usually entails getting your powers, Anyone who knows
facing a personal tragedy or significant personal event that you knows your face, Table 1-3 Observe DCs and Masks
drives you to be a superhero, or some combination of the two. If but also your build,
your walk, and how Mask DC
you witnessed a heinous crime or were personally damaged by
it, you might dedicate yourself to eliminating crime, for you tend to stand. Domino DC 15
example. Covering your face Half DC 20
helps, but there's still Full-Face DC 25
a chance that they can
tell who you are. Hood/Cap DC +5
2 These paragraphs are largely based on Peter Coogan's Superhero: Secret
Origin of a Genre (Monkey Brain Books, 2006). Bulky Clothing DC +10
4 Phoenix v0.9
Chapter 1: Character Creation 5
Table 1-4 (right) lists the Observe DCs required to recognise orc, or dwarf), or a futuristic alien race, or machine life
you wearing various kinds of masks. Domino masks cover only (biodroids and bioreplicas). You can play a monster as a race.
the eyes, while half-masks cover either the lower or upper half Playing a monster race as a PC is explained in more detail in the
of your face, and full-face masks cover your whole face. A SRDs. However, because Phoenix uses Character Points, and
hood, hat, or other device that covers your head can obscure because you can buy a level for 10CPs (i.e., the Highly
your hair's length and colour, which adds +5 to the DC. Bulky Experience advantage; see below, "Advantages"), you can also
clothing, like heavy leather or body armour as well as wrap- buy that species background for 10CP per Level Adjustment.
around capes and cloaks, add another +10 to the DC. Example: A fire giant is a +4 to your ECL. If you wanted to
Remember that only people who already know what you play one, you could either start your character at 5 th level (1st
look like have a chance of recognizing you. If you lose your level +4) or you could buy the fire giant racial qualities for
mask and a random bystander sees your face, they'll just think 40CP. You would take the Highly Experience feet four times and
you're "some woman" or "some guy." buy those four effective levels worth of fire giant. Template
Your voice can also be recognized on a DC 15 Listen check. monsters, like vampires, are even easier to apply. Simply create
If there's fabric over your mouth, then your voice is muffled a character, as normal, then apply all the template abilities and
enough that the DC rises to 20. You can also deliberately penalties, and finally either adjust your level or pay the 10CP
disguise your voice, in which case you and anyone trying to per level adjustment. In the case of races or monsters that
recognize you roll opposed tests, Listen vs. Bluff. When rolling already have natural ability scores, treat those scores as your
opposed tests, covering your mouth grants a +5 equipment natural stats (see Character Creation, above). From there,
bonus. proceed with character creation as normal.
There are lots of ways you can disguise yourself and lots of The other option is a little more work but a lot more flexible.
ways you can get recognized, of course. Your GM will make all You can build a species out of existing options within the
in-the-moment rulings under circumstances that these few game. You could make a serviceable vampire, for example, out
paragraphs can't cover. of a few high ability scores (primarily Strength), some carefully
Pulp Heroes selected Ads and Comps (Bane [silver], Diurnal Power Cycle,
Chemical Dependency [blood]), and some powers (Damage
Superheroes are most familiar from American comic books, Reduction, Leech Life, Longevity, Natural Weapons, etc.). This
but pulp fantasy is a genre and a prose style that was popular way you can tailor the monster race to your own tastes, for
back when comics first turned up in America and Britain. Pulp example you might build a Russian-style vampire that doesn't
heroes lead pretty much directly to the superheroes. fear the Sun, and you won't get stuck with racial abilities that
Pulp heroes tend to be based on science-fiction concepts that are specific to a medieval fantasy game rather than a modern
border on the magical, like star-powered time-cars, but they can fantasy game. There are several sample races in Chapter 9:
also delve into dimly-understood mysticism, usually of an Enemies and Allies; they're built from Phoenix rules, including
exoticized and distinctly Eastern variety. They don't have secret custom feats, Ads and Comps, and of course, powers.
identities as often as superheroes, but going undercover can be
part of their shtick. The general power level of pulp heroes is Generic Expectations and You
often pretty low, usually 20CP . A power set could be something
as simple as more than two abilities over 20 or being able to No matter how much we say about how superheroes usually
jump to especially great heights. There are also examples of act, the whole point of an RPG is that you are in charge of your
pulp heroes who are like unto gods, though, so don't feel own story. You don't have to do any of the things we've just
hampered by that number if you want to delve into the pulps. described when you play your characters. The superhero genre
Pulp heroes don't usually have the kind of thematic unity is, as we've said, extremely flexible. If you want to forgo a
that the superhero has. Their powers might not be on a theme, costume, go ahead. If you want to be a hero without powers,
and they rarely wear costumes that establish the character's there is ample precedent for it. If your origin story is that you
history, but what they lack in iconic power, they make up for flipped a coin after getting powers and it was heads (hero!),
with sheer, Jazz-age style. Pulp heroes can ride into the afterlife that's a kind of story in and of itself. You do not have to have a
in a roadster. They can learn the project illusions by spending a secret identity if you don't want one. You can just go by your
Summer in the "mysterious Orient." In pulps, cities are dark and real name, if you prefer. Powers, mission, and persona are just
frightening places filled with constant danger and criminal guidelines for the most typical kind of superhero. You can do
conspiracies. In pulps, there really are Martians and their culture whatever you want.
is millennia old. That can be damned fun.
Rewards or This Ain't D&D
Non-Human Species
Never forget that this is not a fantasy battle system. You
Most people in a contemporary superhero setting are should not expect to be rewarded with fabulous wealth and new
humans, but there are certainly exceptions: aliens, Atlanteans, toys at the end of the every encounter. Superhero stories just
androids, etc. There are two ways to create these kinds of don't work that way. Instead, you get XP and Character Points to
characters. buy new powers. If you find Gadgets or are materially rewarded
First, you can use a species that is already in the SRDs. in some other way, it will be unusual, even rare, and ought to be
You can play one of the fantasy races (elf, half-elf, gnome, half-
Phoenix v0.9 5
6 Chapter 1: Character Creation
6 Phoenix v0.9
Chapter 1: Character Creation 7
Allies generally ask for nothing in return for favours and fleshed character. He or she is just "a friend at the DA's office,"
information, as long as you your respect them and treat them "this guy I know at the Ministry of Defence," or "a woman who
well. On rare occasions, an ally might ask a favour in return. knows a man who has a cousin at the Pentagon." Depending on
Friendship is a two-way street, after all. Allies are moderately the circumstances, a Connection can even be a small group of
vulnerable to the actions of other NPCs. As long as you're people, like a street gang or "the folks down in R&D at
careful not to expose them to harm directly and keep your Megacorp Industries." Connections can provide information in
friendship somewhat discreet, they will be safe. If you abuse two areas. From the following list, pick one primary and one
their trust, however, they could quickly become the equivalent secondary area of knowledge:
of Dependants, and if you're particularly callous, they might • art/history
even turn on you. • government
You can have multiple Allies. You must purchase them • the law/legal history
separately. • law enforcement
Level 1 (2CP): Your ally is fairly low on the totem pole of • local history/popular culture
his chosen profession. He might be a beat cop, a rookie reporter, • the military
a small-time thug, a low-ranking military officer, etc. • science/technology
Level 2 (4CP): Your ally is relatively well off and well When you build your Connection, come up with a rational
placed. She might be a police captain, a well-known newspaper for his/her primary and secondary areas. A lab tech working on a
columnist, a crime boss, or a veteran military officer, for government project will know about science/technology, but
example. also hears things about the government. A professor of history
Level 3 (6CP): Your ally is very well placed and has a wide knows art/history, but also has his ear to the ground about local/
variety of powers and information sources. He might be a police history and pop culture.
chief, the most powerful mobster in the city, the editor of a Possible connections can be from a lot of different places,
major daily newspaper, or a flag-rank military officer. organizations, or communities such as (but not limited to) law
Level 4 (8CP): Your ally is at the head of a very, very useful enforcement (PD, FBI, RCMP, Interpol), government (local,
organization or personal power base. She might be a director of regional, national, international), media (newspaper, radio, TV,
a government agency, a global crime figure, a senator, or a internet), the army, religious institutions (local temple, church
senior military adviser with national authority. hierarchy), business (local chamber of commerce, multinational
conglomerate), sub-cultures (sports, fashion, TV/movies, books,
AMAZING COSTUME
cars), local communities (neighbourhood watch, the gay
[Material Ad]
community, an ethnic community), or even organized crime
Cost: 2CP
(street gangs, Yakuza, Mafia, Triad).
Most super-heroes have to fret over the state of their
Generally speaking, Connections offer their services for free
costumes, checking them for the constant wear-and-tear that a
once per adventure, and must be paid, intimidated, or cajoled for
life of adventuring entails. Costumes are regularly burned, shot,
further services.
cut, boiled, and blasted off their wearers, and must be
Bad things can happen to Connections. In the event that a
completely replaced... but not yours! You own a nigh-
Connection disappears, is incapacitated, or is killed, a new one
miraculous costume that is probably tougher than you. An
will replace him or her, but not immediately. Relationships like
Amazing Costume simply cannot be destroyed, damaged,
this take time to develop, often several weeks or months, and
discoloured, or distorted. It will re-size itself to the wearer’s
require active effort on your part, especially if the old one died.
frame, keep itself clean, and allow itself to be worked or
You will go without your Connection for 1 session, though you
reworked when its owner (and only its owner) desires a change.
can speed up the process in-game through role-playing (i.e.,
The costume may contain whatever regular armour or materials
Diplomacy), bribery/favours, or even threats, if appropriate
the character desires, other than Power Armour. Although the
(Intimidation). It does not cost extra CPs.
costume cannot actually be affected by any force on Earth, it
You can have multiple Connections, but you must purchase
will offer no special protection to its wearer. You could fall into
them separately.
a vat of acid and die, but the Amazing Costume would bubble
Level 1 (1CP): A minor Connection grants a +4 bonus to
up to the surface, unharmed. Where you got this miraculous bit
Gather Information checks that are relevant to the Connection’s
of tailoring is up to you.
area of expertise.
CONNECTION Level 2 (2CP): A medium Connection grants a +8 bonus to
[Background Ad] Gather Information checks that are relevant to the Connection’s
Cost: 1CP per level area of expertise.
You have made a contact in a sector of society that can be of Level 3 (3CP): A major Connection grants a +12 bonus to
great assistance in your heroic career. Connections (compared to Gather Information checks that are relevant to the Connection’s
Allies and Assistants) are a source of aid and information, area of expertise.
though they will balk if abused and sometimes require
DATABASE/LIBRARY
something in return for their services. Unlike Allies and
[Material Ad]
Assistants, Connections feel no real emotional link to you. Each
Cost: 2CP per level
Connection should be a person, but doesn't need to be a fully-
You own a massive computer database or physical library.
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8 Chapter 1: Character Creation
Level 1 (2CP): A database or library offers a +2 which powers come from which origins. As a completely
circumstance bonus to three Knowledge, Profession, or Craft random example, your Webbing could be supertech and your
skills (player's choice). You must spend one hour researching in Surface Adhesion could be biological (as it should be!). You
the library/on the database to get this bonus, and you can cannot take this Ad after character creation unless you have
research only one answer to one question, involving one skill, at somehow acquired a new power or powers. Obviously, this Ad
a time. is useful only if you have more than one power. The GM might
Level 2 (4CP): Your database or library grants a +2 allow you to designate enhancements as having different origins
circumstance bonus to all Knowledge, Profession, and Craft than the powers to which they're associated, but that's not in-
checks. You must spend one hour researching in the library/on keeping with the spirit of the Ad.
the database to get this bonus, and you can research only one
answer to one question, involving one skill, at a time. PERSONAL ASSISTANT
[Background Ad]
FEARLESS Cost: 1CP per level
[Mental Ad] A friend aids you in your heroic and personal life. Your PA
Cost: 3CP can be a family member (by blood, adoption, or choice), a close
You are immune to fear and charm effects generated by friend, or even a loyal employee. For every level of this Ad, the
skills, class features, and feats, but not powers (including traits, PA has an equal number of levels in the Expert class, but she
spells, and psi-powers). never gains levels and does not have access to powers.
8 Phoenix v0.9
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PROTECTED IDENTITY
[Background Ad]
Cost: 1CP per level
Table 1-6 Comps You have taken extraordinary steps to ensure that one or
Comp Val. Effect more of your identities is totally unconnected to the other(s).
Accelerated Metabolism 3/lvl you need a lot food and sleep You can come up with whatever explanation you wish.
Animal Antipathy 1CP animals just don't like you You can take this Ad multiple times, either to upgrade your
Bad Driver 2/lvl cars just don't like you Protected Identity to level 2, or you can apply it to a Alternate
Bad Rep 1/lvl a lot of people just don't like you Identity.
Bad Shot 2/lvl you suck with ranged weapons Level (1CP): The DC of any and all skills associated with
Bane var. your own, personal kryptonite uncovering a connection between one of your identities and any
Bizarre Area Effect var. something's different about you other(s) you might have increases by +15. An investigator must
Berserker Rage 6CP you sometimes lose it in combat have solid, convincing evidence that the identities in question
Calling Card var. you always leave your mark are in any way connected in order to ignore the DC increase,
Chemical Dependency 2/lvl you need a chemical to function and that evidence must come from a direct blunder on your part,
Chemical Vulnerability 1CP you're bad at resisting chemicals such as running around town with your mask down or calling
Chemical Activation 4CP your powers need chemicals your husband "snooky bunny" in public.
Cold-Blooded 2CP you need heat to keep moving Level 2 (2CP): The DC of any and all skills associated with
Dependent var. people you have to protect uncovering a connection between one of your identities and any
Diurnal Power Cycle 4CP powers only at night/in the day other(s) you might have increases by +30. An investigator must
Dramatic Activation var. power word or gesture have solid, convincing evidence that the identities in question
Favours Owed 2/lvl you owe someone, big are in any way connected in order to ignore the DC increase,
Forsworn from Firearms 2/lvl you really don't like guns and that evidence must come from a direct blunder on your part,
Form Shift 2CP from zero to HERO! such as running around town with your mask down or calling
Fragile 1CP -1 penalty to Fortitude save your girlfriend "sugar lips" in public.
Glass Jaw 2CP crits affect you more severely
Hero's Code 2/lvl rules to live by RESISTANT POWERS
Illiterate 1CP you can't read [Background Ad]
Impaired Hearing 2CP you can't hear as well as others Cost: 4CP per level
Impaired Mobility 2/lvl you can't move as well as others For every level of this advantage, you gain a +4 to save
Impaired Vision 2/lvl you can't see as well as others against metapowers. You can take this advantage up to 3 times
Inattentive 1CP you are oblivious for a bonus of +12.
Insatiable Curiosity 2CP you can't let secrets go Complications
Large Size 2CP you are large
Light Sensitive 1/lvl the light... it burns... A word of warning: do not turn this section into a shopping
Light-Headed 1/lvl you get knocked out a lot trip! Comps aren't here to give you bonus CPs. They're here to
Magnetic Signature 2CP you erase magnetic recordings give you an in-game balancing factor against a character trait
Mystic Deficiency 2CP barred from one domain/school you choose in order to make your character more interesting. We
Mystic Vulnerability 1/lvl -1 to resist mystic-based attacks strongly recommend that you think about what kinds of things
Mystically Slow 1/lvl casting time increases might make your character more complicated before reading
Mystically Uncreative 2CP you can't create new spells through these descriptions. Once you have a concept in mind,
Nemesis var. an arch-enemy of your very own then you can pick out those Comps that fit it. If you take a
Non-Oxygen Breather 2/lvl you don't breath air Comp knowing that it won't have an effect on how you play the
Notoriety 2CP everyone wants a piece of you game, then it's not a Complication and you shouldn't take it. At
Ostracism 2/lvl the world hates you the very least, you shoouldn't be rewarded for it. Finally, unless
Phobia 2/lvl you're afraid of something your GM tells you otherwise, you cannot take more than 10CP-
Poor Healing 4CP healing is half as effective worth of Comps.
Quirky Systems 2CP supertech penalized if damaged
Slow Reflexes 1CP -1 penalty to Reflex saves ACCELERATED METABOLISM
Slow-Witted 1CP -2 to Initiative checks [Physical Comp]
Small Size 2CP you are small Value: 3CP per level
Split Personality 2CP your identities have split Your character suffers from a metabolism that "burns"
Touch-Activated Power 2CP skin contact sets off your powers significantly faster than that of normal humans. This causes a
Unipower 2/lvl use only one power at once variety of deleterious effects.
Unreliable Power 1/lvl Will save required for activation Level 1 (3CP): You must eat at least one meal every twelve
Vulnerability 1CP penalty to resist energy types hours or become automatically fatigued. Double all penalties for
Weak-Willed 1CP penalty to Will saves fatigue and other states of lack of food or rest. Last but not least,
you body distributes chemicals so fast that you take a -2 penalty
Phoenix v0.9 9
10 Chapter 1: Character Creation
to all rolls (usually Fortitude saves) made to resist drugs, appear in you life at untimely Substance Value
chemicals, poisons, and their 1effects. intervals, and statements to the press Steel 3CP
Level 2 (6CP): You must eat at least one meal every six never seem to make them go away.
hours or become automatically fatigued. Double all penalties for This can cause serious social friction Wood 4CP
fatigue and other states of lack of food or rest. Last but not least, if some people do not understand Stone 5CP
you body distributes chemicals so fast that you take a -4 penalty that you actually aren't associated Attack Type 4CP
to all rolls (usually Fortitude saves) made to resist drugs, with that group. Uncommon 6CP
chemicals, poisons, and their effects.
Special: This Comp is incompatible with the Unusual Additional Comp: Mistaken
Physiology, Need Not Eat, Need Not Breathe, and Need Not Identity
Sleep. Value: 1CP
You find yourself continually confused with a villain who
ANIMAL ANTIPATHY uses a similar name or costume ("I’m not Firemaster, dammit,
[General Comp] I’m Firedancer!"). You must deal with the constant indignity of
Value: 1CP per level rumours and mistakes concerning your true identity ("No, no,
Animals don't like you at all, and they make their distaste the victims were rescued by Firedancer! Dancer, you idiot!
extremely obvious. Dogs bark, cats hiss, and horses buck. What? No, I did not burn the Washington Monument, that was
Level 1 (1CP): You suffer a -2 penalty to any roll involving Firemaster!")
controlling or influencing an animal. Your rolls to attack animals Special: This Comp is compatible with anything that
are unmodified. You can take this Comp up to 4 times. Its provides a bonus to the Reputation score. However, they'll
effects stack cancel each other out, so it's kind of pointless to have both.
Additional Comps
Additional Comp: Hostility BAD SHOT
Value: 1CP [Physical Comp]
For every level of this additional comp, when you encounter Value: 2CP per level
wild animals, their reactions to you are automatically one You have great difficulty with ranged weapons. Great
column into the negative. You can take this additional comp difficulty. This Comp is incompatible with Amazing Accuracy.
multiple times. Its effects stack Level 1 (2CP): You cannot take any proficiency or feats that
pertain to ranged weapons, including firearms, non-ballistic
Additional Comp: Extreme Hostility projectiles, or thrown weapons. Because of this non-proficiency,
When attacking, wild animals always go after you first. This you take a -4 penalty on all ranged attack rolls.
Comp is incompatible with the power Animal Affinity. However, Level 2 (4CP): Your depth perception is really awful. You
you can still have a familiar because they are quasi-magical and take an additional -2 penalty to all ranged attack rolls, for a total
intelligent versions of their respective species. penalty of -6.
10 Phoenix v0.9
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12 Chapter 1: Character Creation
The effects of your Toxicity double. You take 1d8 damage closest to you for the rest of your rage. Note, however, that you
per round instead of 1d4, and a -4 to attack rolls, saving throws, do not immediately become stupid. You can still use strategy
and skill checks instead of -2. In the case of Ingestion, your and tactics. You can still attack intelligently, but you are driven
Fortitude save is DC 40 and the effects last 2d8 rounds. To take to attack something at all times. Finally, while you're raging, you
this Comp, you must have one of the three Toxicity Comps. are unaware of how hurt you might be (i.e., the GM keeps
track of your HPs), but you also gain a +4 to any Will saves
BIZARRE AREA EFFECT that involve attempts to control your mind (because you're in
[Physical Comp] a near beastly state).
Value: 2CP per level Your rage lasts a number of rounds equal to your
You are constantly surrounded by some kind of unusual Constitution modifier, but it also ends 1d4 rounds after
cosmetic or environmental effect that clings to you, or indeed combat ends, either because you become separated from the
emanates from you, as a side-effect of one or more of your combat or because you manage to kill everyone.
powers or physical nature. This does not have to be a NB: this complication functions properly if and only if you
supernatural effect, but that's the most common explanation. voluntarily remind the GM that you have to make your Rage
You might exude a powerful smell, be surrounded by an eerie saves. You can't just wait for the GM to "catch" you on it. If you
glow, or just give the screaming willies to anyone who's forget to roll your Rage save more than a couple of times, the
standing near you. The effect can be bright, loud, or annoying. GM is perfectly within her rights to state that you've been
The exact effect is the stuff of flavour text. If you take Form somehow cured of the Complication, and therefore you must
Shifting, then the Bizarre Area Effect, whatever it might be, give up 10CP worth of abilities (skills, feats, powers,
only plagues in your empowered form. advantages, etc.) from your character. It's the honour system.
For every level of this Comp, you suffer a -4 penalty to
Disguise, Gather Information, Handle Animal, and Hide checks. Additional Complications
You can take this Comp twice.
Reduce the CP value of this comp by have if you take it as Additional Comp: Form-Shifting Rage
well as Form Shifting. Having the Bizarre Area Effect only 'on' Value: 4CP
half the time means it's half as complicating to your life. Prerequisite: Form Shifting (complication)
The only way to activate your Form Shifting ability is to fly
Additional Comps into a rage, and the only way to return to your normal form is to
end your rage. You have no access to any of your powers and/or
Additional Comp: Really Dramatic Activation traits when you're in your normal form, unless you take the
Value: 3CP additional complication Accessible Powers (see Form Shifting).
When Form Shifting and/or Dramatically Activating a
power, your Bizarre Area Effect briefly, and spectacularly, Additional Comp: Power Rage
activates. If this happens while you're Disguised, or are trying to Value: 4CP
Gather Information, Handle and Animal, or Hide, the check Prerequisite: 10CP worth of powers that activate
penalty for Bizarre Area Effect triples. The only way to activate any of your powers is to fly into a
rage. Only while you're raging can you activate your powers.
BERSERKER RAGE While in a rage, you can use your powers, even if they are
[Mental Comp] ranged attacks (e.g., Telekinesis, Energy Attack, etc.).
Value: 6CP
You fly into an incoherent rage when you spend too much CALLING CARD
time in mêlée combat. After a number of rounds in combat [Mental Comp]
equal to your Wisdom modifier, to a maximum of 5 rounds, Value: 2CP
you must start making Will saves (i.e., at the start of the 6th You feel compelled to leave an identifying mark at the major
round). The save DC is 10, plus any damage (lethal or non- scenes of all your adventures. It might be a physical mark on a
lethal) that you either take or deal in mêlée. You can work wall, an object left at the scene, or even a particular way of
yourself up by getting hit, but you can also work yourself up by incarcerating villains. You must leave your calling card
hitting people. If you pass the saves, you are agitated but you do whenever you are victorious in a physical confrontation, foil a
not go into a rage. criminal scheme more complex than knocking over a liquor
If you fail your save, however, you fly into a rage. While store, or even just causing a public scene while in costume. The
you rage, you abandon all ranged attacks except for actual calling card is something simple, easy, and cheap, like an
throwing things, and you attack whichever enemy most actual card, for example, and requires only a standard action.
recently struck you for damage. If no one struck you for You will always leave your Calling Card if you have the time,
damage, you attack the closest enemy. If there is no enemy close but if you're pressed for time, you can make a Will save (DC
enough to you to move and make a mêlée attack against 15). If you win, you resist the urge to leave your mark. If you
(including by charging), or throw something at, then you must fail, you just can't help yourself.
make a Will save (DC 12) to resist the urge to attack whoever If you consistently elect to roll your Will save every time
is closest to you, including friends, comrades, and innocent you leave a scene and are forced to leave your card only when
bystanders. Once you fail this save, you attack whoever is you fail, then the GM is encouraged to raise your DC until you
12 Phoenix v0.9
Chapter 1: Character Creation 13
fail it consistently. If you take this Comp, you need to play Feats, advantages, powers, or any other in-game effect that
along. boosts your ability to resist poisons or other chemicals has no
Additional Comps effect how how this Comp affects you.
Level 1 (2CP): You must receive at least one dose of this
Additional Comp: Calling Card Fixation substance every 24 hours or you suffer a -1 penalty to all die
Value: 3CP rolls, including but not limited to attack rolls, skill checks,
Your calling card borders on an unhealthy compulsion, saving throws, and damage rolls. You suffer another -1 penalty
rather than just an eccentricity. Leaving your card requires a every 24 hours that you're deprived of the substance. Eventually,
full-round action, not necessarily because the actual object is craving and withdrawal will effectively leave you helpless.
that complex or delicate, but because it must be left in a Level 2 (4CP): Rather than a -1 penalty, you suffer a -2
particular way, or else it's just not right. Any attempt to flee a penalty after 24 hours, cumulative. When this penalty reaches
scene without doing so will require a will save (DC 20). -10, you must make a fortitude save (DC 18) or fall into a coma.
You must make this save every six hours until you fall into the
Additional Comp: Calling Card Obsession coma or get your substance. You can survive in a coma
Value: 4CP indefinitely if you are under professional care, but if you simply
Your calling card is now a full-blown obsessive-compulsive fall unconscious in an alley or on your bathroom floor, you must
act. Leaving the card requires three full rounds of delicate continue making fortitude saves (DC 18) every six hours. If you
placement and adjustment. You might need to carry special fail, you die.
pigments for drawing, or a delicate, expensive object to leave Level 3 (6CP): In addition to the above, the DC of each
behind (purchase DC 12 each). Any attempt to flee a scene fortitude save is 20 and rises by 2 with every subsequent save. If
without doing so will require a will save (DC 25). you fail a save, you die immediately.
Additional Comps
CHEMICAL DEPENDENCY Additional Comp: Controlled Supply
[General Comp] Value: 4CP
Value: 2CP per level The substance is rare and proprietary, and someone else has
You are dependant on a chemical substance. It could be a a monopoly on it. You are entirely dependent on an NPC for
drug addiction, like cocaine or alcohol, or it could be a life- your supply.
saving drug that you need in order to live. It can be anything
else you and the GM dream up. Additional Comp: Side Effects
Your dependency can be on a known illegal drug (purchase Value: 2CP
DC 6) that you could be arrested for buying, possessing, or The substance has an intoxicating or debilitating side effect.
making yourself. It can be a legal drug that is expensive For one hour following the intake of each dose, you suffer a -4
(purchase DC 10) and for which you would need a prescription penalty to 2 abilities. You pick the two abilities and the choice is
from a medical doctor. It can be a legal drug that is commonly permanent.
available and cheap, but has debilitating side-effects, like
alcohol (Purchase DC 6). Finally, it could be a special substance Additional Comp: Power Linked
you make yourself (purchase DC 8) that, though not technically Value: 2CP
illegal, pushes the boundaries of legality and could get you in You powers are linked to or granted by your substance. If
legal trouble. For this last option, you must have an appropriate and when you take penalties for withdrawal, you lose the use of
skill, most likely Craft (pharmaceuticals) or Craft (chemical), to 5CPs worth of powers (selected randomly). Every subsequent
make the chemical. Creating a single dose requires a skill check time you lose a save and/or take an additional penalty, you lose
(DC 15) and one hour in a relatively clean space, like a kitchen another 5CPs worth of powers, randomly selected.
or a bathroom. You can Take 10 on this check if you mix it up at
home. CHEMICAL VULNERABILITY
The effects of the Chemical itself stack with the effects of [Physical Comp]
withdrawal. Thus, taking your Chemical affects you in specific Value: 1CP per level
ways, as does not taking your Chemical. This is why addiction You body and immune system aren't very good at resisting
sucks. Different Chemicals have different side-effects, of the effects of drugs, poisons, and other harmful substances. For
course. Each one grants an equivalent of +2 to one or two every level of this Comp, you suffer a -2 penalty to any saving
different abilities and the equivalent of a -4 to up to four other throw made to resist the effect of a poison, drug or other
abilities. For example, alcohol might make your charming (+2 chemical. Furthermore, the DC of any skill check made to aid or
Charisma) but totally remove you judgement (-4 Wisdom). cleanse you of a drug or poison increases by 2. You can take this
Alternatively, it could make you insightful (+2 Wisdom) but Comp up to six times.
weak and stupid (-2 Strength and -2 Intelligence). The possible This Comp is incompatible with any feat or power that
combinations are at your discretion but the GM has final say on specifically improves the character’s chance of withstanding the
whether they're appropriate and reserves the right to over-ride effects of drugs or poisons.
them as she sees fit. As always, complaining to the GM is highly
unlikely to get you very far. CHEMICAL ACTIVATION
[Power Comp]
Phoenix v0.9 13
14 Chapter 1: Character Creation
Value: 4CP Wisdom until you can to do so again. These penalties stack
You must ingest, inject, or otherwise introduce a specific every 24 hours, starting 24 hours after the last time you were in
chemical formula into your body in order to use your powers. a heated environment. If any of your abilities reaches 3, you fall
The effect lasts for one hour or until you use half of your PP into a comatose state. If they all reach 0, then you die.
total, whichever comes first. This Comp is not incompatible with powers or special
Your chemical can be on a known illegal drug (Purchase DC abilities that render the character resistant to damage from cold-
6) that you could be arrested for buying, possessing, or making based sources. However, such resistances will not change the
yourself. It can be a legal drug that is expensive (Purchase DC affects of the Comp.
10) and for which you would need a prescription from a medical
doctor. Finally, it could be a special substance you make DEPENDANT
yourself (Purchase DC 8) that, though not technically illegal, [Social Comp]
pushes the boundaries of legality and could get you in legal Value: 2CP per level
trouble. For this last kind of Chemical, you must have an You take care of someone close to you, a spouse/partner or
appropriate skill, most likely Craft (pharmaceutical) or Craft ex-spouse/partner, a parent or guardian, a child, a sibling, a
(chemical), to make, mix, or brew it. Creating a single dose friend, etc.. Any time someone discovers your identity, secret or
requires a skill check (DC 15) and one hour in a relatively clean not, they effectively know about your Dependant. While
space, like a kitchen or a bathroom. You can Take 10 on this designing your games, your GM will roll to see if your
check if you mix it up in a totally safe environment. Dependant shows up and then work him or her into the story.
If you regularly take your Chemical, every hour or less on When that happens, he or she will be threatened by some
each and every day, for example, then your GM might impose a side-effect of your superheroic activities, including but not
Chemical Dependency on you. Thus, if you get your Chemical, necessarily being directly attacked or kidnapped by a
your PPs are replenished, but if you don't, you suffer the supervillain. The frequency with which your Dependant shows
consequences of withdrawal. You would not, however, suffer the up in your life is based on his or her CP value. You can have up
side-effects listed in Chemical Dependency. to 4 Dependants in your life at varying levels.
There are two different Additional Complications that go GMs are also encouraged to introduce your Dependants into
with this Comp. You can take either one, but not both. the every-day life of your games. They're not just people who
can be threatened. They're your loved ones, after all.
Additional Comps Level 1 (2CP): Your Dependant shows up on a roll of 3 or
less on 1d20 during any given session.
Additional Comp: Chemical Power Point Generation Level 2 (4CP): Your Dependant shows up on a roll of 6 or
Value: 1CP less on 1d20 during any given session.
In addition to having to use your chemical to activate your Level 3 (6CP): Your Dependant shows up on a roll of 9 or
powers at all, you must take it to regenerate Power Points. Every less on 1d20 during any given session.
six hours, when you would normally regenerate your points on Level 4 (8CP): Your Dependant shows up on a roll of 12 or
your own, you have to take your chemical. Without your less on 1d20 during any given session.
chemical, your body just doesn't do the job on its own.
This Additional Comp is incompatible with Single Power DIURNAL POWER CYCLE
[Power Comp]
Additional Comp: Single Chemically-Activated Power Value: 4CP
Value: 2CP Your powers are closely attuned to the rising and setting of
One of your powers relies on your Chemical. One dose the Sun, and are useful for only about half of each twenty-four
grants you the ability to activate that power for 1 full hour. This hour day, allowing for seasonal variation. You can access your
Additional Comp can be applied to traits. If it is, then the trait powers only between dawn and dusk, or only between dusk and
physically manifests—you grow an extra Appendage or Natural dawn (player's choice). During the other half of the day, they
Weapon for example—for a full hour and then it disappears. You simply do not exist. This Comp does not affect Traits. You must
can take this Additional Comp multiple times. Each time, it have at least 10CP worth of powers to take this Comp.
applies to a different power.
This Additional Comp is incompatible with Power-Point DRAMATIC ACTIVATION
Regeneration. [Power Comp]
Value: 2CP
COLD-BLOODED To activate one of your powers you must either make a
[Physical Comp] Gesture or shout a Command Word. You pick which power and
Value: 2CP whether the Dramatic Activation is a Gesture, a Command
Your circulatory system has difficulty maintaining its Word, or both (see below). PP costs do not change. Sustaining
essential core temperature on its own. You must spend at least the power does not require Dramatic Activation. The power
one hour (preferably more whenever possible, but one is must have an activation and a total cost of at least 5CP.
sufficient) out of every twenty-four basking in a heated
environment, under a strong sun, or against a heated object. If Command Word
you don't, you suffer a -2 penalty to Strength, Dexterity, and
14 Phoenix v0.9
Chapter 1: Character Creation 15
If you are gagged or otherwise silenced, you cannot use your Level 1 (2CP): The NPC is firm about the debt, but neither
command word. You also cannot whisper a command word. You sadistic nor too demanding. He will ask for small favours. A
must speak it at least as loudly as you would to a small group of people
minorin aannoyance,
public place.
butIfnot
youa continual
use a command
disruption
wordtowhile
your attempting
life. to Mov
word, per se. It can be a guttural grunt or a nonsense phrase. Level 2 (4CP): The NPC asks quite a bit more of the
character, requiring risky and/or lengthy services that can thwart
Gesture an attempt to keep a regular schedule.
You cannot execute your command word when grappled, Level 3 (6CP): The NPC all but owns your, makes use of
entangled, or pinned. If you perform a gesture while attempting you all the time, and has the means to respond unusually harshly
to blend into a crowd, you take a -10 to your opposed check should you not meet you obligations. This level of involvement
(Hide vs. Observe). Your gesture can be dance-like, martial must be approved by the GM, because it can easily become
artsy, or profane. You can flex a biceps, close your hands in disruptive to an ongoing game, though it can also be what fuels
prayer, or just flip the bird. It's up to you. an on-going game, as well.
Additional Comps Additional Comps
Additional Comp: Complex Activation Additional Comp: Dark Secret
Value: 2CP Value: 2CP
Your Dramatic Activation is finicky and requires that you The nature of the NPC, as well as the nature of the favours
pass a Perform check (DC 15). If you pass the check, the power owed, is so contrary to your public motives and reputation that
activates normally. If you fail, the power does not activate, but you have to conceal the existence of the debt, as well as the
you do not lose any PPs for the effort. This Additional Comp nature of your service to the NPC, from even your closest allies.
does not increase the activation time. (Take this Additional Comp only with the GM's approval,
because it, too, can either disrupt or come to dominate an on-
Additional Comp: Disruptable Activation going game.)
Value: 2CP
Your Dramatic Activation so precise that they can be FORM SHIFT
disrupted, just like spell-casting (see Concentration for DCs to [Power Comp]
maintain concentration). You can apply the feat Combat Casting Value: 2CP
to Dramatic Activation and get a +4 on your Concentration Prerequisite: you must have powers
check. This does not mean that your Dramatic Activation You must shift from your normal physical form to a super-
provokes an attack of opportunity. powered hero form in order to access your powers. Shifting
from your mundane to your powered form requires a move
Additional Comp: Provocative Activation action, costs 1PP, and counts as Activating a power, which
Value: 2CP means you can apply the Dramatic Activation Comp to Form
Your Dramatic Activation provokes attacks of opportunity, Shifting as if it were a power. Form Shifting, the action, can also
just like spell-casting. Your Command Word or Gesture requires be detected by Power Detection.
so much concentration that they distract you from the fight in Your heroic form's face can be covered or uncovered, at your
front of you. This does not mean that your Dramatic Activation option, and both your heroic and normal forms wear whatever
can be disrupted. clothing, armour, and equipment (up to a light load) that they
wore the last time they shifted. Your Charisma score is not
Additional Comp: Slow Activation different (unless your Charisma is a power), but your facial
Value: 2CP features can be totally different if you want them to be. This
Your activation time increases by one step up the "action" means that you could have a heroic form that is not recognisably
scale: free/swift, move, standard, full-round. A move action similar to your normal form, regardless of rolls made to Observe
become a standard action, for example. Slowed full-round checks. The two forms don't have to be similar in any way, if
activations turn into a full-round action plus a swift action, then you don't want them to be.
a full-round plus a move action, etc. If you take this comp as well as Bizarre Area Effect, reduce
the CP value of the latter by half. Having the Bizarre Area Effect
FAVOURS OWED only 'on' half the time means it's half as complicating to your
[Social Comp] life.
Value: 2CP per level Additional Comps
You have incurred a substantial obligation to an NPC. This is Additional Comp: Accessible Powers
a debt of service and/or honour rather than just money... you Cost: 1CP per 5CP of the power's value
owe the NPC some of your time and effort at regular intervals, You can access one or more of your powers in your normal
and there are definite consequences should you fail to heed the form if you pay for the privilege. You have to pay for each one
call. individually at a cost of 1CP for every 5CP of the power's value,
The NPC owed favours should be generally cordial, but not including enhancements if any, but not reduced by Limitations.
overly friendly or sympathetic toward your goals. Crime bosses, The minimum cost is 1CP.
corrupt police officers, and government agencies are all great You can also buy access to a power at a lowered level of
fun in this role. effectiveness. For example, if you have 10 levels of Amazing
Leap in your heroic form (worth 10CP), you can pay 1CP to
Phoenix v0.9 15
16 Chapter 1: Character Creation
have access to only 5 levels in your normal form. This partial- GM is perfectly within her rights to increase the Will save by
access option applies only to powers that can be reduced to large numbers. If you take this Comp, you have to play along.
lowered effectiveness by taking away levels of the power,
removing enhancements, or the like. Additional Comps
Additional Comp: Fair Play
FORSWORN FROM FIREARMS Value: 2CP
[Mental Comp] You refuse to flank in combat, shoot anyone in the back, take
Value: 2CP per level opponents unaware, or attack anyone lying prone. This comp is
You shun the use of guns of any sort (including futuristic incompatible with the Dirty Fighter Feat and precludes you ever
gun-like weapons like blasters or laser rifles). You might think making Sneak Attacks.
of them as brutal, clumsy, noisy, or dishonourable. A family
member or loved one might have been shot by one. The Additional Comp: Honesty
explanation is up to you. This restriction does not apply to non- Value: 2CP
lethal gun-like weapons that are not actual firearms or energy You may not place any ranks in Bluff or Gambling. Your
weapons, such as a taser, or a net-launching guns, and it does absolutely refuse to tell lies except in the most dire
not apply to damaging projectile powers like Energy Attack, circumstances, even to "bad guys," or to exaggerate, gamble, or
although it does apply to an Energy Attack Gadget. lie on behalf of others. Your character may still conceal his non-
Level 1 (2CP): You steadfastly refuse to carry or use adventuring identity or identities. That lying just doesn't count.
firearms, and usually regards those who do as beneath contempt. This Comp is incompatible with any Feat that improves the
In extreme circumstances, you may attempt to pick up a firearm Bluff or the Gambling skill.
and use it for a purpose other than shooting someone else
(cutting a rope, detonating an explosive barrel, throwing it to an Additional Comp: Law and Order
ally, etc.). The GM may call for a Will save (of at least DC 15) Value: 2CP
before allowing you to do so. Even if you are a costumed vigilante, you have the utmost
Level 2 (4CP): You refuse to even touch a firearm, even respect for the letter of the law and balk at pushing its
when your life or the lives of others might be on the line. Your boundaries too far. Your view yourself as a "forward element" of
have extreme personal reasons for actively hating guns. A loved uniformed law enforcement and prefer to turn matters over to
one might have been killed by one, for example. Only in truly the legitimate authorities as soon as possible. You refuse to pick
extreme circumstances—the fate of the world hangs in the locks, break and enter, interrogate suspects without turning them
balance, for example—can the character attempt a very difficult over to the police first, commandeer vehicles or property from
Will save (at least DC 25) to pick up a firearm and use it on an ordinary citizens, etc. Basically, if it involves anything more
inanimate object. Even then, under no circumstances can the than patrolling and confronting criminals or villains engaged in
character actually use it against another living or sentient being. obvious acts of mischief and mayhem, you can't do it.
16 Phoenix v0.9
Chapter 1: Character Creation 17
Phoenix v0.9 17
18 Chapter 1: Character Creation
lives of your teammates and trusted allies, but will usually ask Value: 1CP per level
more questions than most would. Your suffer dizziness and frequent bouts of unconsciousness
If you consistently try to ignore secrets and are forced to when seriously injured. Any time you take 10 or more HPs of
pursue them when you fail your will save, then the GM is damage from any single source (including an attack, an
encouraged to raise your DC. If you take this comp, you need to accident, or the results of a failed saving throw) there is a 10%
play along. chance that you become stunned for 1d4 rounds. For every level
of this Comp, the chance of becoming stunned increases by
LARGE SIZE 10%. You can take up to 6 levels of this Comp (60%).
[Physical Comp]
Value: 2CP Additional Comps
Your size is large. You might be an alien, a clinical giant, or Additional Comp: Lights Out
the result of an accident or experiment gone wrong. You are Value: 1CP per level of Light-Headed
large-sized instead of medium. You are between 8 and 16 feet Rather than being stunned by more than 10 or more HPs of
tall, weigh between 300 and 600 pounds, take a -1 to your damage, you fall unconscious for 1d4 rounds. The value of this
Defence, a -1 to hit medium or smaller opponents, gain a +4 Comp is keyed to the number of levels of Light-Headed you
grapple medium or smaller opponents, and, finally, a -4 to Hide have. If you have 5 levels of Light-Headed, this Additional
checks. Comp is worth 5CPs.
18 Phoenix v0.9
Chapter 1: Character Creation 19
action plus a swift action, then a full-round plus a move action, You respiratory system processes something other than
etc. oxygen. In Earth-like environments, you require a filtration
You must have at least 5 levels of the base Spellcasting system or portable atmosphere supply, as well as a sealed
power to take this Comp. You cannot take more than 8CP worth private refuge away from Earth-standard atmosphere. You can
of Mystic Comps. decide what you do breathe. This Comp is incompatible with the
Need Not Breath power.
MYSTICALLY UNIMAGINATIVE Level 1 (2CP): Normal nitrogen-oxygen earth air is inert gas
[Mystic Comp] for you. Breathing it causes no toxic distress, but you can
Value: 2CP smother in it the same way a human can smother in carbon
You cannot invent new spells, nor assist another in the dioxide. Apply drowning rules if you find yourself in an oxygen
process of spell invention. You must have at least 5 levels of the atmosphere without a filtration mask (same purchase DC as a
base Spellcasting power to take this Comp. You cannot take gas mask) or holding your breath.
more than 8CP worth of Mystic Comps. Level 2 (4CP): Oxygen is a metabolic poison to you.
Exposure to oxygen atmosphere (once you stop holding your
NEMESIS breath) counts as a poison attack, save DC 18, 1d6 Constitution
[Social Comp] damage for round of exposure. Thus, you suffer both
Value: varies asphyxiation and poison effects at once. Ability damage lingers
A Nemesis is an arch-villain who, for whatever reason, is if you survive the asphyxiation effects.
obsessed not just with defeating you, but doing so publicly to Level 3 (6CP): Oxygen is a virulent metabolic poison to you
prove his or her superiority to you. A Nemesis can be any and an irritant to your mucous membranes. You must not allow
person, group, or organization that has a personal investment in any part of your face or respiratory system to come into contact
causing you harm and the means to accomplish it. A Nemesis with it. Even momentary exposure to oxygen (regardless of
has two aspects, frequency and power. The frequency with whether or not you hold your breath) counts as a poison attack,
which your Nemesis shows up in your life is based on his or her save DC 20, 1d6 Constitution damage for round of exposure.
CP value You can have up to 4 Nemeses in your life at once. Exposing your eyes requires a Fortitude save DC 20. If you fail,
Any other regular villains are just part of your Rogues Gallery, you are blinded for as long as you're exposed to oxygen, and for
and though threatening and annoying, they don't have the same another 1d6 rounds afterwards. You must make these saves
personal stake in humiliating you. The CP value of this comp is versus poison every round until you leave the oxygen or start
the total of the frequency and power of your Nemesis. taking damage from it.
Frequency NOTORIETY
Your GM will roll to see if your Nemesis shows up while [Social Comp]
designing your game and then work him, her, or them into the Value: 2CP
story. They will always be integrated into the plot, not just You have acquired a reputation as "the one to beat" within a
random people who throw grenades at you out of spite. certain field of skill or ability. You might be renowned as the
1CP: Your Nemesis shows up on a roll of 3 or less on 1d20 greatest pool player, the best shot with a bow, or something
during any given session. similar. You are notorious for a skill or ability that is governed
2CP: Your Nemesis shows up on a roll of 6 or less on 1d20 by your statistics, such as skill or attack roll. You don't actually
during any given session. have to be the best. You just acquired a reputation as the best.
3CP: Your Nemesis shows up on a roll of 9 or less on 1d20 Having a story of how you acquired that reputation is helpful,
during any given session. but not necessary.
4CP: Your Nemesis shows up on a roll of 12 or less on 1d20 Any time you're in public, there is a 10% chance that some
during any given session. random fool walks up and challenges you. If you enter a specific
environment, the GM will increase the percentage chance based
Power on that environment. If you enter a pool hall and you're a pool
Your Nemesis has a number of CPs relative to your power. player, you're going to be challenged, for example. Challengers
This includes the value of character levels. If you were 5 th level can be friendly or rude, at the GM's discretion, but they are
and had 30CPs worth of powers, then you would have a total of always insistent. If you refuse a challenge, a crowd will
80CP in your character. That means that a 2CP Nemesis could inevitably gather and goad you until you leave or take the
have up to 40CP in either levels, or powers, or both. challenge.
1CP: Your Nemesis has one quarter your CPs. Every time you don't take a challenge, the next time you're
2CP: Your Nemesis has one half your CPs. in public, the percentage chance of being challenged goes up by
3CP: Your Nemesis has the same number of CPs as you. 10%. If your percentage change reaches 50%, you reputation
4CP: Your Nemesis has one and a half times your CPs. flips from "the one to beat" to "the one who's a total chicken"
and the percentage itself keeps going up. You do not flip back to
NON-OXYGEN BREATHER "the one to beat" until you win a challenge. If your percentage
[Physical Comp] reaches 100%, you literally cannot leave your house without
Value: 2CP per level some bozo telling you you're a huge 'fraidy-cat.
Phoenix v0.9 19
20 Chapter 1: Character Creation
You cannot take this Comp unless you have a Reputation Your phobia is known to the public, and any opponent who
rating higher than 5. The higher your Reputation, the more makes an Intelligence roll (DC 10) might use it against you, if
powerful the challengers will be. he or she so chooses.
Additional Comps
Additional Comp: Violent Rep POOR HEALING
Value: 3CP [Physical Comp]
Your Notoriety is for a challenge that is lethally dangerous, Value: 4CP
like duelling with pistols or drift racing. The challenges you take You recover from injury and illness more slowly than most.
aren't necessarily direct attacks, but the activity is easily Any and all means of healing work at half strength for you. This
dangerous enough to kill you. includes powers, mystical effect, medicine, and rest.
You cannot pick an activity that could not kill you. If you This Comp is incompatible with any feat or power that
have Need Not Breath, for example, the challenge cannot be increases the character’s rate of healing.
holding your breath underwater.
QUIRKY SYSTEMS
OSTRACISM [Power Comp]
[Social Comp] Value: 2CP
Value: 2CP per level Your Supertech powers behave strangely when you take
You are feared and hated for something that you cannot damage. At least half of your CPs invested in powers must be
change. You could be an alien, have mutant genes, or just have a supertech in Origin. This includes Gadgets and Power Armour.
look on your face that people hate. Whenever you take a critical hit or more than ten points of
Level 1 (2CP): You experience occasional taunts from electrical damage from a single attack, there is a 25% chance
strangers, and often find your subjected to epithets or unpleasant (non-cumulative) that a system dysfunction will render you a bit
scrutiny. Sometimes, shops or restaurants won’t admit you, but spastic, inflicting a -2 penalty to all rolls related to your
you're free from actual violence. Supertech powers or parts for 1d10 rounds. These effects do not
Level 2 (4CP): You face a society with a deeply entrenched stack if you are similarly damaged again before the first effects
suspicion of your kind (whatever "kind" that might be), and as a have faded, but because the durations happen simultaneously,
result experience constant discrimination, embarrassment, you can extend your Quirky time.
disdain, and occasionally even threats or physical assaults.
Level 3 (6CP): The prejudice you face is officially SLOW REFLEXES
sanctioned by the government of the society in which you live. [Physical Comp]
You are formally treated as a second-class citizen, if you have Value: 1CP per level
any rights at all, and you must often submit himself to some For every level of this Comp, you suffer a permanent -1
kind of official surveillance system and have restricted freedom penalty to your Reflex save. You can take this Comp up to 6
of movement. You must get your GM's permission before taking times. The effects stack.
this Comp because it has a significant effect on the game world.
SLOW-WITTED
PHOBIA [Mental Comp]
[Mental Comp] Value: 1CP per level
Value: 2CP per level For every level of this Comp, you take a -2 penalty to all
You have an unreasonable fear of a certain thing or situation. Initiative rolls. You can take this Comp up to six times. The
This phobia must centre on an object or situation that is effects stack.
reasonably common, yet not entirely disruptive to the ongoing
game. Possibilities include (but are not limited to): animals SMALL SIZE
(snakes, insects, rats), water, crowds, heights, open spaces, [Physical Comp]
enclosed spaces, darkness, guns, knives, sharp objects, water, Value: 2CP
cards, or magic/the Occult. Your size is small. You might be an alien, a clinical dwarf, or
Level 1 (2CP): When you are in the presence of the object the result of an accident or experiment gone wrong. You are
of your phobia, you suffer a -2 penalty to all rolls, including small-sized instead of medium. You are between 2 and 4 feet
skill checks, attack rolls, and saving throws. Furthermore, if you tall, weigh between 8 and 60 pounds, gain a +1 to your Defence,
move within 10 feet of your phobia, you must make a Will save a +1 to hit medium or larger opponents, gain a -4 grapple
(DC 15), or you cannot approach. medium or smaller opponents, and, finally, a +4 to Hide checks.
Level 2 (4CP): When you are in the presence of the object You may not take this comp if you are an adolescent (i.e.,
of your phobia, you suffer a -4 penalty to all rolls, including you haven't reached your full height yet).
skill checks, attack rolls, and saving throws. Furthermore, if you
move within 10 feet of your phobia, you must make a Will save SPLIT PERSONALITY
(DC 20), or you cannot approach. [Mental Comp]
Additional Comps Value: 3CP
Additional Comp: Public Knowledge Your superhero persona and your mundane persona have
Value: 2CP built a wall in between them, in your head. They behave like
two distinct people. They can have different moral systems, love
20 Phoenix v0.9
Chapter 1: Character Creation 21
different people, and see the world from completely different You can take this Comp up to 4 times. Each time, it
points of view. Your personae might have different skills, feats, increases both your Reflex save (to avoid contact) and your
or even different classes (ability scores and powers remain the Constitution save (to resist ability damage) by 5.
same). Neither remembers the experiences of the other, but both Alternatively, if you take this Comp multiple times, you can
will invent reasons to seek a private space to change personae apply it to a different power each time, in which case you can
(and clothes). Neither persona needs to be "fake," necessarily. take it as many times as you have separate powers.
They could both be very real, honest parts of your personality.
They're just split from each other. If one of them is fake, it UNIPOWER
doesn't have to be the mundane one. The superhero persona [Power Comp]
might have sought refuge in an invented "normal" life. Value: 2CP per power
Normally, if you're in your mundane persona and you take You have a power that cannot be activated when you have
damage from an attack or are forced to roll a saving throw, you any other power activated. This might be because that one
will switch to your superhero persona to protect yourself. When power requires all your concentration, or that it's derived from a
you finish a fight or mission as your superhero persona, you will fickle energy source, or something else entirely. The explanation
change back to your mundane persona within 1d4 minutes. Also, is, of course, up to you. If you designate Flight as your
if you go to sleep as your superhero persona, you will invariably Unipower, for example, then you cannot activate any other
wake up as your mundane persona, even if you've been rendered power while you are Flying. You must land before using an
unconscious in a fight and wake up in that same fight. You can Energy Attack, Webbing, Cause Unconsciousness, or any other
voluntarily switch between personae or resist switching power that requires activation. This means that you can use
personae. Both require a Will check (DC 20). The GM might traits simultaneously to a Unipower, but you cannot use
raise this DC under extreme circumstances, for example, if activated powers the PP cost of which has been reduced to zero
you're being shot at but want to stay as your mundane persona, by enhancements. Traits cannot be Unipowers, nor can Super
or if a loved one is pleading with your superhero persona to ability scores.
change back into your mundane self. You can take this Comp multiple times. Each time, it
If you combine this Comp with Form Shifting (see Chapter designates one new Unipower.
6), then each personality will correspond to one form. Usually,
this means that your empowered form will correspond with your UNRELIABLE POWER
heroic persona. If you combine the two, your ability scores [Power Comp]
might shift between personae because you lose your powers Value: 1CP per level
when in normal form. Your powers don't always activate when you want them to.
Select one power that requires the expenditure of PPs to
TOUCH-ACTIVATED POWER activate. Whenever you attempt to use that power, you must
[Power Comp] succeed at a Will save or the power fails to activate (you don't
Value: 2CP per level expend PPs if you fail). You can take this comp multiple times.
You have a power that activates whenever you touch people, It applies to a new PP-activated power each time.
whether you want it to or not. Choose one power that can affect Level 1 (1CP): Will DC 10 to Activate your power.
targets at range (either Touch or a range in feet) and that has a Level 2 (2CP): Will DC 15 to Activate your power.
negative effect (damage, blindness, etc.). The power goes off
whenever you make skin-to-skin contact through anything VULNERABILITY
thinner than cotton or polyester cloth. [Physical Comp]
In combat, your clothing can be cut or ripped off, therefore Value: 1CP per level
whenever you occupy the same square with anyone who is not You are unusually vulnerable to one kind of energy-based
completely covered, make a Reflex save (DC 10) to avoid skin attack (player's choice). For every level of this Comp, you suffer
contact. Occupying the same square includes moving through a -1 penalty to any roll you make to avoid damage or other
spaces occupied by comrades. You can also accidentally set off negative effects from your chosen energy type. You can take this
your power by Aiding Another, getting or giving first aid, Comp up to 6 times. The effects stack.
searching through someone's possessions, exchanging objects,
or anything else the GM deems to have a risk of skin-to-skin WEAK-WILLED
contact. The GM can also, as the situation dictates, either raise [Mental Comp]
or lower the Reflex save DC. Value: 1CP per level
If you fail your Reflex save, the power activates as normal For every level of this Comp, you take a permanent -1
(causing damage, provoking a saving throw). Both Touch penalty to your Will save. You can take this Comp up to 6 times.
attacks and ranged attacks alike are both presumed to be "hits" The effects stack.
by virtue of failing the saving throw. You expend PPs as normal.
If you do not have any PPs left, nothing happens. Don't bother
with the Reflex save.
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22 Chapter 1: Character Creation
22 Phoenix v0.9
Chapter 2: Classes 23
CHAPTER 2: CLASSES
Chapter Contents
Chapter 2: Classes...................................23 Table 2-3 Martial Artist....................................... 26 Multiclassing........................................................... 36
Superhero Classes................................................... 23 Mastermind............................................................. 27 Optional Class Rules............................................... 36
Superhero Class Features........................................ 23 Table 2-4 Mastermind..........................................27 Phoenix Classes as Advanced Classes.................36
Bonus Proficiencies............................................. 23 Sidekick...................................................................28 Table 2-12 Phoenix Classes as Advanced Classes
Power Dice.......................................................... 23 Table 2-5 Sidekick............................................... 29 ............................................................................. 37
Standard Class Features.......................................23 Sleuth...................................................................... 30 Base/Advanced Classes as Superheroes..............37
Starting Proficiencies....................................... 23 Table 2-6 Sleuth...................................................30 Table 2-13 Advanced Class Power Dice..............37
Prerequisites (Optional)................................... 24 Sneak....................................................................... 31 F/X Classes.......................................................... 37
Bonus Feats......................................................24 Table 2-7 Sneak................................................... 31 Inventor............................................................ 37
"Per Day" and "Per Session" Abilities.............24 Socialite...................................................................32 Table 2-14 Inventor............................................. 38
Class Feature Types......................................... 24 Table 2-8 Socialite............................................... 33 Mystic.............................................................. 39
Adventurer.............................................................. 24 Soldier..................................................................... 33 Table 2-15 Mystic................................................39
Table 2-1 Adventurer........................................... 24 Table 2-9 Soldier................................................. 34 Psionicist................................................................. 40
Champion................................................................ 25 Thinker.................................................................... 34 Table 2-16 Psionicist........................................... 41
Table 2-2 Champion............................................ 26 Table 2-10 Thinker.............................................. 35 Generic Superhero...................................................41
Martial Artist........................................................... 26 Warrior.................................................................... 36 Table 2-17 Generic Superhero............................. 42
Table 2-11 Warrior...............................................36
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24 Chapter 2: Classes
24 Phoenix v0.9
Chapter 2: Classes 25
“luckily” be found or recovered (through any old rationale you foot, regardless of whether the hit is an accident or a
like) at the end of the session. deliberate attack.
At levels 4 and 8, Adventurers can invoke the Lucky Item's
bonus twice and then thrice per session, respectively (Yes, I said Bonus Feats: At levels 4, 7, 12, 16, and 19. Groups:
"thrice." It's a perfectly cromulent word). Defensive Combat, Save Enhancers, and Skill Enhancers.
Plot Device (Ex): At level 1, Adventurers gain one Plot Fabled Luck (Ex): At level 5, once per day, Adventurers can
Device, as per the feat (see Chapter 4: Feats). roll two d20s for any roll requiring a d20 (attacks, skills, saves,
Jack of All Trades (Ex): At level 2, Adventurers can use all initiative, etc.) and choose the more favourable roll.
"trained only" skills as if they were trained. However, when Protective Instincts (Ex): At levels 5, 10, 15, and 20,
using those skills untrained, a roll of 1 is a Critical Failure, Adventurers receive one of the three basic Save Enhancer feats
which can result in breaking a tool, hurting themselves, or (Lightning Reflexes, Great Fortitude, or Iron Will), at the
otherwise royally screwing up whatever they’re trying to do. player's discretion. If they already have all three, they can
Regardless of the specifics, the failure will be spectacular and choose to take one of the Awesome save enhancers. If they have
unfavourable. GMs are encouraged to toss some good natured all three of them, they can take one of the Supreme save
disaster at the otherwise blessed-by-the-gods lives of enhancers.
Adventurers. Renaissance Man (Ex): At level 11, all skills are considered
Special Ability (Ex): At levels 3, 6, 9, 12, 15, 18, Class Skills for the Adventurer, for the purposes of paying skill
Adventurers can take one of the abilities, listed in italics. They points. NB: this applies only to the Adventurer class. If the
can take each ability only once, unless its text says otherwise. character takes levels in other classes past this point, the normal
Unlike Class Features, Special Abilities that replicate feats restrictions for cross-class skills apply at those class levels.
require prerequisites, just like a normal feat. Skill Mastery (Ex): At level 13, with 2 skills in which
Adventurers already have at least one rank, including cross-class
Delay Disaster: If an Adventurer fails to disarm a bomb or skills, they can now Take 10, even under stressful circumstances
trap, it detonates or otherwise 'goes off' 1d2 rounds later, or when failure involves direct personal risk. If they are granted
at the end of the round, instead of going off immediately. this class feature multiple times, they can pick 2 new skills each
Encyclopaedic Memory: You can re-roll any failed time.
Knowledge check once. You can do this twice per Favoured Save (Ex): At level 17, Adventurers can Take 10
session. with one of their Saves (Fortitude, Reflex, or Will, your choice).
Evasion: You can avoid even magical and unusual attacks
with great agility. If you make a successful Reflex saving Champion
throw against an attack that normally deals half damage, Hit Die: d12
then you instead take no damage. You can use Evasion Power Die: d6
only if you are wearing light armour or no armour. If you The Champion is a hero for an ideal, a nation, or an
are helpless, you do not gain the benefit of Evasion. institution. Champions are living symbols, walking icons. They
Fisticuffs: You gain a +2 competence bonus to damage rolls are charming, persuasive, and never at a loss to orate on the
when you hit with an Unarmed Strike. glory of their causes, the importance of the ideology for which
Nerves of Steel: When using the Jack of All Trades class they fight, or the malice and cruelty of their enemies.
feature, rolling a 1 on a d20 does not count as a critical Champions fight with the dedication of the True Believer.
failure.
Nimbleness: Your Speed increases by +5 feet. Prerequisites (Optional): BA +3, Knowledge
Pursuit Specialist: Gain a +4 competence bonus to Drive (theology/philosophy), Trustworthy
and/or Ride checks rolled while in ‘hot pursuit’ of any
adversary. Skill Points at 1st Level: (4 + Int per level) x4
Slippery Mind: If you fail a Will Save against a mind- Skill Points per Level: 4 + Int modifier
affecting spell or power, you can re-roll that Will Save Class Skills: Bluff (Cha), Climb (Str), Craft (mechanical,
once, on your next turn. visual art, writing) (Int), Diplomacy (Cha), Drive (Dex), Gather
Steady Hands: Re-roll any failed Craft check a single time. Information (Cha), Intimidate (Cha), Jump (Str), Knowledge
You can do this twice per session. (art, civics, history, theology/ philosophy) (Int), Observe (Wis),
Uncanny Dodge: You retain your Dexterity bonus to Profession (Int), Ride (Dex), Search (Int), Sense Motive (Wis),
Defence (if any) even if you are caught flat-footed or Swim (Wis), and Treat Injury (Wis).
struck by an invisible attacker. However, you still lose
your Dexterity bonus to Defence if you are immobilised. Starting Proficiencies: 10
If you already have Uncanny Dodge, you automatically Swaggering Bravado (Ex): At level 1, Champions can re-
gain Improved Uncanny Dodge (see below) instead. roll any failed Charisma check or Charisma-based skill check.
Walk Away Unscathed: If you crash or lose control of a They can do this twice per session.
ground vehicle (car, truck, bus), then you can spend 1AP Iconic Attack (Ex): At level 1, Champions create a signature
to take no damage. You don't have to be driving the attack, something that symbolically reflects their cause, like the
vehicle to use this ability. You can use this ability to take Brutal Police Baton of Justice, the Boot-Up-The-Ass of Parental
half damage from being hit by a vehicle while you are on Authority, or the Invisible Hand of the Market. Iconic Attacks
Phoenix v0.9 25
26 Chapter 2: Classes
can apply to standard attacks and special attacks alike, such as a Martial Artist
Stunning Fist or a Bull Rush, but must be with the same Hit Die: d8
weapon, including, but not limited to, unarmed strikes. Icon Power Die: d8
Attacks receive a +2 competency bonus to hit. At level 6, Iconic Martial Artists, as their names indicate, turn the simple act of
Attack receives a +2 competency bonus to damage. At levels 10, fighting into an art form, with all of the implications of spiritual
17, and 20, the hit and damage bonuses increase by +1, enlightenment, personal knowledge, and aesthetics that that
cumulatively. At level 14, the critical threat range of the attack implies. According to a Martial Artist, there is something
doubles. beautiful about a deadly blow. Thousands of hours of training—
Chutzpah! (Ex): At levels 2, 12, and 18, Adventurers get a mental, physical, and spiritual—go into perfecting their fighting
permanent +1 to Charisma. techniques, not merely for the sake of accuracy and efficiency,
but for the sake of the sheer pleasure of the movement and the
mental states it both requires and
Table 2-3 Martial Artist creates. Though the martial arts
Level Base Attack Fort Ref Will Def. Rep. Class Features themselves are most commonly
1 +1 +1 +1 +1 +1 +1 Combat Martial Arts, Imp. Unarmed Damage
associated with Asian styles, like Kung
Fu, Karate, and Tai Kwon Do, there
2 +2 +1 +1 +1 +1 +1 Evasion
are equally complex and deadly
3 +3 +2 +2 +2 +2 +2 Defensive Awareness
techniques in other parts of the world,
4 +4 +2 +2 +2 +2 +2 Uncanny Dodge
like French Savate, or Brazillion
5 +5 +3 +3 +3 +3 +3 Imp. Unarmed Damage, Bonus Feat
Capaoiera. Even the humble boxer is
6 +6/+1 +3 +3 +3 +3 +3 Float Like a Butterfly the master of a martial art.
7 +7/+2 +3 +3 +3 +3 +3 Protective Instincts
8 +8/+3 +4 +4 +4 +4 +4 Improved Uncanny Dodge Prerequisites (Optional): BA +3,
9 +9/+4 +4 +4 +4 +4 +4 Bonus Feats x2 Tumble, Defensive Martial Arts
10 +10/+5 +5 +5 +5 +5 +5 Improved Unarmed Damage, Bonus Feat
11 +11/+6/+1 +5 +5 +5 +5 +5 Improved Evasion Skill Points at 1st Level: (6 + Int
12 +12/+7/+2 +6 +6 +6 +6 +6 Bonus Feats x2 per level) x4
13 +13/+8/+3 +6 +6 +6 +6 +6 Protective Instincts Skill Point per Level: 6 + Int
14 +14/+9/+4 +6 +6 +6 +6 +6 Sting Like a Bee modifier
15 +15/+10/+5 +7 +7 +7 +7 +7 Improved Unarmed Damage, Bonus Feat Class Skills: Autohypnosis (Wis),
16 +16/+11/+6/+1 +7 +7 +7 +7 +7 Favoured Save Climb (Str), Concentration (Con),
17 +17/+12/+7/+2 +8 +8 +8 +8 +8 Unity of Being Craft (mechanical) (Int), Drive (Dex),
18 +18/+13/+8/+3 +8 +8 +8 +8 +8 Bonus Feats x2
Hide (Dex), Jump (Str), Knowledge
(theology/philosophy) (Int), Move
19 +19/+14/+9/+4 +9 +9 +9 +9 +9 Ageless
Silently (Dex), Observe (Wis),
20 +20/+15/+10/+5 +9 +9 +9 +9 +9 Improved Unarmed Damage, Bonus Feat
26 Phoenix v0.9
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Perform (Cha), Profession (Int), Ride (Dex), Search (Wis), Protective Instincts (Ex): At levels 7 and 13, Martial Artists
Swim (Str), Tumble (Dex). receive one of the three basic Save Enhancer feats (Lightning
Reflexes, Great Fortitude, or Iron Will), player's choice. If they
Starting Proficiencies: 6 already have all three, they can choose to take one of the
Combat Martial Arts: At level 1, Martial Artists receive Awesome save enhancers. If they have all three of them, they
this feat for free. can take one of the Supreme save enhancers.
Improved Unarmed Damage: At levels 1, 5, 10, 15, and Uncanny Dodge, Improved (Ex): At level 8, Martial Artists
20, Martial Artists receive this feat and thus increase the damage can no longer be flanked. This defence denies anyone else the
they inflict with their unarmed strikes (see Chapter 4: Feats). ability to Sneak Attack them by flanking them, unless they have
They can take the feat normally, in addition to receiving this at least 4 more levels than the Martial Artist in the class that
class feature. grants the Sneak Attack feature.
Evasion (Ex): At level 2, Martial Artists can avoid even
magical and unusual attacks with great agility. If they make a Improved Evasion (Ex): At level 11, Martial Artists'
successful Reflex saving throw against an attack that normally Evasion ability improves. They still take no damage on a
deals half damage, then they instead take no damage. They can successful Reflex saving throw against attacks, but also take
use Evasion only if they are wearing light armour or no armour. only half damageon a failed save. A helpless Martial Artist does
If they are helpless, then they do not gain the benefit of Evasion. not gain the benefit of Improved Evasion.
Defensive Awareness (Ex): At level 3, Martial Artists gain Sting Like a Bee (Ex): At level 14, the critical multiplier of
an insight bonus to Defence that equals their Wisdom modifier. Martial Artists' unarmed strikes increases by x2 (thus x2
This bonus applies only if they are unarmoured. becomes x3, and so on), and the critical threat range doubles
Uncanny Dodge (Ex): At level 4, Martial Artists retain their from (thus 20 becomes 19-20, 19-20 becomes 17-20, etc.).
Dexterity bonus to Defence (if any) even if they are caught flat- Favoured Save (Ex): At level 16, Martial Artists can Take
footed or struck by an invisible attacker. However, they still lose 10 with one of their Saves (Fortitude, Reflex, or Will; player's
their Dexterity bonus to Defence if they are immobilised. If they choice).
already have Uncanny Dodge, they automatically gain Improved Unity of Being (Su): At level 17, Martial Artists can, as a
Uncanny Dodge (see below) instead. swift action, trade PPs for HPs or HPs for PPs, at a ratio of 2:1.
Bonus Feats: At levels 5, 9, 10, 12, 15, 18, and 20. Feat This means that they could trade 12 HPs for 6PPs or vice-versa.
groups: Defensive Combat, General Combat, and Offensive They cannot trade enough points to put their HPs to zero or
Combat. lower, and there is no such thing as negative PPs. Martial Artists
Float Like a Butterfly (PL): At level 6, Martial Artists must be conscious to use this class feature.
receive Amazing Leap and two levels of Powered Leap Ageless (PL): At level 19, Martial Artists no longer take any
(enhancement) and one level of Catfall. These levels stack with penalties for ageing. Although they do still physically age and
any previous levels the Martial Artist has taken in those two will eventually die of old age, their ability scores never change
powers. as a result of the ageing process.
Mastermind
Table 2-4 Mastermind Hit Die: d6
Level Base Attack Fort Ref Will Def. Rep. Class Features Power Die: d10
1 +0 +1 +0 +2 +1 +1 Imposing Presence +2
Masterminds pride themselves on planning for
every contingency, knowing their enemies' every
2 +1 +1 +0 +3 +1 +2 Tactical Genius +2, Special Ability
strength and weakness, and learning to use both
3 +2 +2 +1 +3 +2 +2 Reassuring Presence +2
against them. Regardless of their physical power,
4 +3 +2 +1 +4 +2 +3 Bombastic Aura
Masterminds employ complex tactics,
5 +3 +3 +1 +4 +3 +4 Bonus Feat, Field Experience
manipulation and mind games, and strategic
6 +4 +3 +2 +5 +3 +4 Imposing Presence +3 thinking with military precision. Before they walk
7 +5 +3 +2 +5 +3 +5 Tactical Genius +3, Special Ability into a room, they have already played out every
8 +6/+1 +4 +2 +6 +4 +6 Reassuring Presence +3 possible scenario in their minds, and planned for
9 +6/+1 +4 +3 +6 +4 +6 Inflexible Will, Bonus Feat them all. Masterminds are particularly good at
10 +7/+2 +5 +3 +7 +5 +7 Mind Expansion either inspiring or terrorizing their lieutenants into
11 +8/+3 +5 +3 +7 +5 +8 Imposing Presence +4, Special Ability serving them with unquestioning efficiency.
12 +9/+4 +6 +4 +8 +6 +8 Tactical Genius +4, Chutzpah! Though the Mastermind may seem best suited as
13 +9/+4 +6 +4 +8 +6 +9 Reassuring Presence +4 a villain, they can just as easily be inspirational
14 +10/+5 +6 +4 +9 +6 +10 Bonus Feat, Special Ability leaders of men and women. The difference
15 +11/+6/+1 +7 +5 +9 +7 +10 Mind Expansion between Masterminds and Champions, though, is
16 +12/+7/+2 +7 +5 +10 +7 +11 Imposing Presence +5, Chutzpah! that Masterminds often will not stand shoulder-to-
17 +12/+7/+2 +8 +5 +10 +8 +12 Tactical Genius +5 shoulder with their followers in battle, instead
18 +13/+8/+3 +8 +6 +11 +8 +12 Reassuring Presence +5
taking up a less glorious, but potentially more
useful, position far behind the lines.
19 +14/+9/+4 +9 +6 +11 +9 +13 Bonus Feat x2, Special Ability
20 +15/+10/+5 +9 +6 +12 +9 +14 Chutzpah!, Mind Expansion
Phoenix v0.9 27
28 Chapter 2: Classes
Prerequisites (Optional): BA +3, Intimidate, Frightful Bombastic Aura (Su): At level 4, Masterminds become so
Presence. magnificent, awesome, or scary that they add their Charisma
modifier to their Defence as a insight bonus. This bonus affects
Skill Points at 1st Level: (6 + Int per level) x4 only those who are within 30'. Anyone who is immune to fear
Skill Point per Level: 6 + Int modifier and/or charm effects ignores this bonus.
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Bonus Feat: At levels 5, 9 14, 19. Feat groups: Defensive
Computer Use (Int), Craft (Int), Diplomacy (Cha), Drive (Dex), Combat, Save Enhancers, and Skill Enhancers.
Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Field Experience (Ex): At level 5, Masterminds can either
Investigate (Int), Jump (Str), Knowledge (behavioural sciences, select one cross-class skill and make it one of their class skills,
business, current events, history, tactics, theology/philosophy) or they can take 2 skill points and distribute them as they see fit.
(Int), Open Locks (Dex), Pilot (Dex), Observe (Wis), Pilot Inflexible Will (Ex): At level 9, Masterminds can Take 10
(Dex), Profession (Int), Repair (Int), Ride (Dex), Search (Wis), on any Will Save, but they must declare their intention to do so
Sense Motive (Wis), Spellcraft (Int). before they make their rolls.
Mind Expansion: At levels 10, 15, and 20, Masterminds
Starting Proficiencies: 8 apply a permanent +1 to either Intelligence, Wisdom, or
Imposing Presence (Ex): At level 1, Masterminds receive a Charisma (player's choice).
+2 competency bonus to all Bluff, Diplomacy, and Intimidate Chutzpah!: At levels 12, 16, and 20, Masterminds get a
checks. The bonus increases by +1 at levels 6 (+3), 11 (+4), and permanent +1 to Charisma.
16 (+5). Sidekick
Tactical Genius (Ex): At level 2, Masterminds can grant a Hit Die: d8
+2 circumstance bonus to the skill checks and attack rolls of Power Die: d8
anyone who fights on their side and remains within 50'. This Sidekicks are more than just junior partners of an older or
requires a move action, to bark orders or otherwise direct their more powerful superhero. They are experts at playing a
allies. Masterminds can do this three times per day. This effect supporting role in a superhero's quest for justice. Sidekicks’
lasts for a number of rounds equal to the Mastermind's Charisma abilities are geared toward staying out of the spotlight in order
modifier +2. The bonus increases by +1 at level 7 (to +3), 12 (to to keep their hero looking good. They are highly-trained team
+4), and 17 (to +5). players who are better at following than leading, at least until
Special Ability (Ex): At levels 2, 7, 11, 14, and 19, they get a little older.
Masterminds can take one of the abilities listed in italics, below.
They can take each ability only once, unless its text says Prerequisites (Optional): BA +2, Escape Artist, Low
otherwise. Unlike Class Features, Special Abilities that replicate Profile.
feats require prerequisites, just like a normal feat.
Encyclopaedic Memory: You can re-roll any failed Skill Points at 1st Level: (5 + Int per level) x4
Knowledge check once. You can do this twice per Skill Point per Level: 5 + Int modifier
session.
Exhort Lieutenants: By expending 1AP, you can grant a +1 Class Skills: Bluff (Cha), Climb (Str), Computer Use (Int),
bonus to the skill checks and saves of up to ten people at Craft (electronic, mechanical) (Int), Disable Device (Int), Drive
a time. The effect lasts a number of rounds equal to the (Dex), Escape Artist (Dex), Gather Information (Cha), Hide
Mastermind's Charisma modifier. (Dex), Jump (Str), Knowledge (current events, popular culture,
Bonus Feat: You can pick a free feat from one of the technology) (Int), Move Silently (Dex), Observe (Wis), Open
following groups: Defensive Combat, Save Enhancers, Locks (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand
and Skill Enhancers. (Dex), Swim (Str), Treat Injury (Wis), Tumble (Dex).
Opportunist: Any time an opponent within your standard
mêlée reach takes damage from someone else's attack, Starting Proficiencies: 6
you can choose to make an Attack of Opportunity against Restore Confidence (Ex): At level 1, twice per session,
that opponent. You can do so only once per round, even Sidekicks can grant any one comrade within 50 feet a free re-
with Combat Reflexes, and this attack counts against roll on any Will save. This requires an immediate action, to yell
your total number of Attacks of Opportunity. something encouraging, flash a big, goofy grin, or otherwise
Scare Tactics: Once per day, Masterminds can roll two d20s offer moral support.
for any Intimidate check and select the best result. Cooperative Attack: At level 1, Sidekicks receive this feat.
Slippery Mind: If you fail a Will Save against a mind- Improved Flanking I (Ex): At level 2, Sidekicks can grant a
affecting spell or power, you can re-roll that Will Save team mate a flanking bonus by fighting against the same
once, on your next turn. opponent in mêlée. The Sidekick does not need to be in a
Vanish Into Another Life: Free 2CP Alternate Identity, ready straight line, on the opposite side of the opponent. The team
for use at all times. mate gets a +2 to hit and can make sneak attacks (if he/she/it has
Reassuring Presence (Ex): At level 3, Masterminds grant a the ability to do so). At level 7, Sidekicks received Improved
+2 morale bonus to Will saves to those who fight on their side Flanking II (Ex), which means that in addition to the benefits
and remain within earshot or within sight. This bonus increases of Improved Flanking I, the Sidekick now can now flank any
at level 8 (to +3), 13 (to +4), and 18 (to +5).
28 Phoenix v0.9
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Phoenix v0.9 29
30 Chapter 2: Classes
They can use Evasion only if they are wearing light armour or (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Treat Injury
no armour. If they are helpless, then they do not gain the benefit (Wis).
of Evasion.
Sleuth Starting Proficiencies: 8
Hit Die: d6 Bonus Advantage (Ex): At level 1, Sleuths receive a 2CP
Power Die: d6 Ad. Sleuths who are part of an official law-enforcement agency
The thinking-man's crime fighter, Sleuths are experts in (police, federal agent, etc.), receive Legal Enforcement; those
surveillance, detection, psychology, gathering information in all who operate privately, receive a 2CP Connection who is located
its forms, and using evidence to not only reconstruct crimes, but either in an official law-enforcement agency, in the media, or on
solve them in progress or even predict them before they happen. the street.
Sleuths themselves vary greatly in terms of style and practise. Connection (Ex): At levels 1, 4, 7, 11, and 17, Sleuths
Some are all brains, paying attention to nothing but verifiable receive 2CP to spend on the Connection advantage, as they see
evidence and irrefutable logic. Some are all guts, relying on fit. These Connections might know the Sleuths in their normal
instinct and an uncanny feel for people. Some are immaculately identities, or their superheroic ones, at the Sleuth's discretion.
dressed and exude class. Some are rumpled, down-on-their-luck Investigative Knack (Ex): At level 2, Sleuths receive a +2
alcoholics. Some are private detectives, who are pulled into bonus to any and all rolls pertaining to directly examining
adventures as part of their jobs, some are free agents who just evidence, either on the scene or in a 'crime lab' after the fact. At
stick their noses into mysteries when they smell them, and some level 13, this bonus increases to +4.
are law-enforcement agents, sworn to uphold the law. The one Bonus Feat: At levels 2, 8, 11, 14, and 18. Feat groups:
thing that ties them together is the driving need to take the General Combat, Save Enhancers, and Skill Enhancers.
random facts all around them and turn them into concrete Special Ability (Ex): At levels 3, 6, 9, 12, 16, and 19,
stories, to know what really happened when nobody else does. Sleuths can take one of the abilities, listed in italics. They can
take each ability only once, unless its text says otherwise.
Prerequisites (Optional): BA +2, Investigate, Attentive Unlike Class Features, Special Abilities that replicate feats
require prerequisites, just like a normal feat.
Skill Points at 1st Level: (8 + Int per level) x4 Encyclopaedic Memory: You can re-roll any failed
Skill Point per Level: 8 + Int modifier Knowledge check once. You can do this twice per
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), session.
Computer Use (Int), Craft (mechanical, writing) (Int), Disable Evasion: You can avoid even magical and unusual attacks
Device (Int), Disguise (Cha), Drive (Dex), Gather Information with great agility. If you make a successful Reflex saving
(Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump throw against an attack that normally deals half damage,
(Str), Knowledge (behavioural sciences, current events, Earth then you instead take no damage. You can use Evasion
and life sciences, physical sciences) (Int), Move Silently (Dex), only if you are wearing light armour or no armour. If you
Observe (Wis), Open Locks (Dex), Profession (Int), Repair are helpless, then you do not gain the benefit of Evasion.
Field Experience: You can either select one cross-class skill
and make it one of your class skills, or
Table 2-6 Sleuth you can take 2 skill points and
Level Base Attack Fort Ref Will Def. Rep. Class Features
distribute them as you see fit.
Fisticuffs: You gain a +2 competence
1 +0 +1 +1 +2 +1 +1 Bonus Ad, Connection
bonus to damage rolls when you hit
2 +1 +1 +1 +3 +1 +1 Investigative Knack +2, Bonus Feat
with an Unarmed Strike.
3 +2 +2 +2 +3 +2 +2 Special Ability
Nimbleness: Your Speed increases by +5
4 +3 +2 +2 +4 +2 +2 Sharp Eyes I, Sixth Sense, Connection feet.
5 +3 +3 +3 +4 +3 +3 Shadowy Presence +2, Sneak Attack +1d6 Pursuit Specialist: +4 competence bonus
6 +4 +3 +3 +5 +3 +3 Special Ability to Drive/Ride/Pilot checks made to
7 +5 +3 +3 +5 +3 +3 Sharp Eyes II, Connection pursue or tail another vehicle.
8 +6/+1 +4 +4 +6 +4 +4 Investigative Knack +3, Bonus Feat Roughhousing: +1d6 to Sneak Attacks.
9 +6/+1 +4 +4 +6 +4 +4 Special Ability Scholarly Pursuits: 6 bonus ranks in any
10 +7/+2 +5 +5 +7 +5 +5 Shadowy Presence +3, Sneak Attack +2d6 Knowledge skill. Sleuths can take this
11 +8/+3 +5 +5 +7 +5 +5 Bonus Feat, Connection special ability multiple times.
12 +9/+4 +6 +6 +8 +6 +6 Special Ability Slippery Mind: If you fail a Will Save
13 +9/+4 +6 +6 +8 +6 +6 Investigative Knack +4, Sixth Sense against a mind-affecting spell or
14 +10/+5 +6 +6 +9 +6 +6 Bonus Feat x 2 power, they can re-roll that Will Save
15 +11/+6/+1 +7 +7 +9 +7 +7 Shadowy Presence +4, Sneak Attack +3d6 once, on your next turn.
16 +12/+7/+2 +7 +7 +10 +7 +7 Special Ability Uncanny Dodge: You retain your
17 +12/+7/+2 +8 +8 +10 +8 +8 Skill Mastery, Connection
Dexterity bonus to Defence (if any)
even if you are caught flat-footed or
18 +13/+8/+3 +8 +8 +11 +8 +8 Bonus Feat x 2
struck by an invisible attacker.
19 +14/+9/+4 +9 +9 +11 +9 +9 Special Ability, Sixth Sense
However, you still lose your Dexterity
20 +15/+10/+5 +9 +9 +12 +9 +9 Shadowy Presence +5, Sneak Attack +4d6
30 Phoenix v0.9
Chapter 2: Classes 31
bonus to Defence if you are immobilised. If you already Sleuths can perform a Sneak Attack on only living creatures
have Uncanny Dodge, you automatically gain Improved with discernible anatomies or vital systems, which includes
Uncanny Dodge (see below) instead. people, aliens, and fantasy creatures, as well as Mechanoids (see
Walk Away Unscathed: If you crash or lose control of a Chapter 9: Enemies and Allies), but it does not include undead,
ground vehicle (car, truck, bus), then you can spend 1AP constructs, oozes, plants, and incorporeal creatures. Any
to take no damage. You don't have to be driving the creature that is immune to critical hits is not vulnerable to
vehicle to use this ability. You can use this ability to take Sneak Attacks.
half damage from being hit by a vehicle while you are on Sleuths must be able to see the target well enough to pick out
foot, regardless of whether the hit is an accident or a a vital spot and must be able to reach such a spot. They cannot
deliberate attack. Sneak Attack while striking a creature or target that has
Sharp Eyes I (Ex): At level 4, Sleuths can re-roll any failed concealment, and they cannot strike at the limbs of a creature's
Search or Observe check. They can do so twice per session. At because their vital spots (body and/or head) are out of your
level 7, Sleuths get Sharp Eyes II, at which point they can re- reach. They can hit aliens, animals, and other non-human
roll any failed Search or Observe check four times per session. creatures, as long as they have something akin to "vital areas."
Sixth Sense (Ex): At levels 4, 13, and 19, Sleuths receive a Shadowy Presence (Ex): At levels 5, Sleuths receive a +2
+2 to all skills or checks related to observation: Forgery, competence bonus to Hide and Move Silently checks. The
Decipher Script, Gather Information, Investigate, Observe, bonus increases by +1 at levels 10 (to +3), 15 (to +4), and 20 (to
Search, Sense Motive, and Treat Injury. +5).
Sneak Attack (Ex): At levels 5, 10, 15, and 20, Sleuths Skill Mastery (Ex): At level 17, with 2 skills in which
receive +1d6 Sneak Attack damage. If they can catch an Sleuths already have at least one rank, including cross-class
opponent when he is unable to defend himself effectively from skills, they can now Take 10, even under stressful circumstances
their attacks, then they can strike a vital spot for extra damage. or when failure involves direct personal risk. If they are granted
Their attack deals extra damage any time the target would this class feature multiple times, they can pick 2 new skills each
be denied their Dexterity bonus to Defence (whether the time.
target actually has a Dexterity bonus or not), or when the
Sleuth has flanked them. This extra damage is initially 1d6, Sneak
and increases by 1d6 at the levels indicated above. Critical hits Hit Die: d6
do not multiply Sneak Attack damage. Power Die: d6
Ranged attacks can count as Sneak Attacks only if the target Sneaks just don't like being trapped. They take any barrier to
is within 30 feet. their freedom, literal or figurative, as a personal insult, and they
With a sap (blackjack) or an unarmed strike, Sleuths can have an almost pathological desire to pick all the locks, open all
make a Sneak Attack that deals non-lethal damage instead of the doors, or talk their way out of any and all restrictions. They
lethal damage. They cannot use a weapon that deals lethal can be agents of the law, certainly, but they'll tend to see their
damage to deal non-lethal damage in a sneak attack, not even jobs as making sure that freedom is enjoyed by all. They have a
with the usual –4 penalty. stronger tendency to work outside or even in opposition to the
law, though, in which case they see it as another thing
Table 2-7 Sneak keeping them from their freedom.
Level Base Attack Fort Ref Will Def. Rep. Class Features
1 +0 +0 +2 +0 +1 +0 Sneak Attack +1d6
Prerequisites (Optional): Sneak: BA +2, Open
Locks, Nimble Fingers.
2 +1 +0 +3 +0 +1 +0 Special Ability
3 +2 +1 +3 +1 +2 +0 Sneak Attack +2d6
Skill Points at 1st Level: (10 + Int per level) x4
4 +3 +1 +4 +1 +2 +0 Special Ability, Bonus Feat
Skill Point per Level: 10 + Int modifier
5 +3 +1 +4 +1 +3 +1 Sneak Attack +3d6
Class Skills: Appraise (Int), Bluff (Cha), Climb
6 +4 +2 +5 +2 +3 +1 Special Ability (Str), Computer Use (Int), Craft (chemical, electronic,
7 +5 +2 +5 +2 +3 +1 Sneak Attack +4d6, Bonus Feat mechanical, pharmaceutical, structural) (Int),
8 +6/+1 +2 +6 +2 +4 +1 Special Ability Diplomacy (Cha), Disable Device (Int), Disguise
9 +6/+1 +3 +6 +3 +4 +2 Sneak Attack +5d6 (Cha), Drive (Dex), Escape Artist (Dex), Forgery
10 +7/+2 +3 +7 +3 +5 +2 Special Ability, Bonus Feat (Int), Gamble (Wis), Gather Information (Cha), Hide
11 +8/+3 +3 +7 +3 +5 +2 Sneak Attack +6d6 (Dex), Intimidate (Cha), Investigate (Int), Jump (Str),
12 +9/+4 +4 +8 +4 +6 +2 Special Ability Knowledge (behavioural sciences, business, current
13 +9/+4 +4 +8 +4 +6 +3 Sneak Attack +7d6, Bonus Feat events, Earth and life sciences, physical sciences,
14 +10/+5 +4 +9 +4 +6 +3 Special Ability tactics, technology) (Int), Move Silently (Dex),
15 +11/+6/+1 +5 +9 +5 +7 +3 Sneak Attack +8d6 Observe (Wis), Perform (Cha), Profession (Wis),
16 +12/+7/+2 +5 +10 +5 +7 +3 Special Ability, Bonus Feat Repair (Int), Ride (Dex), Search (Int), Sense Motive
17 +12/+7/+2 +5 +10 +5 +8 +4 Sneak Attack +9d6 (Wis), Sleight of Hand (Dex) Observe (Wis), Open
18 +13/+8/+3 +6 +11 +6 +8 +4 Special Ability
Locks (Dex), Swim (Str), Tumble (Dex), Use Esoteric
Device (Wis), Use Rope (Dex).
19 +14/+9/+4 +6 +11 +6 +9 +4 Sneak Attack +10d6, Bonus Feat
20 +15/+10/+5 +6 +12 +6 +9 +4 Special Ability, Bonus Feat
Phoenix v0.9 31
32 Chapter 2: Classes
Starting Proficiencies: 8 failed save. If you are helpless, you do not gain the
Sneak Attack (Ex): At all odd-numbered levels, Sneaks benefit of Improved Evasion.
receive +1d6 Sneak Attack damage. If they can catch an False Papers: Gain a 2CP Alternative Identity. You can take
opponent when he is unable to defend himself effectively from this special ability multiple times. It grants a new
their attacks, then they can strike a vital spot for extra damage. Alternate Identity each time.
Their attack deals extra damage any time the target would Nimbleness: Your Speed increases by +5 feet.
be denied their Dexterity bonus to Defence (whether the Opportunist: Any time an opponent within your standard
target actually has a Dexterity bonus or not), or when the mêlée reach takes damage from someone else's attack,
Sneak has flanked them. This extra damage is initially 1d6, you can choose to make an Attack of Opportunity against
and increases by 1d6 at the levels indicated above. Critical hits that opponent. You can do so only once per round, even
do not multiply Sneak Attack damage. with Combat Reflexes, and this attack counts against
Ranged attacks can count as Sneak Attacks only if the target your total number of Attacks of Opportunity.
is within 30 feet. Resiliency: Gain a +1 bonus to both Fortitude and Will
With a sap (blackjack) or an unarmed strike, Sleuths can saves.
make a Sneak Attack that deals non-lethal damage instead of Skill Mastery: With 2 skills in which you already have at
lethal damage. They cannot use a weapon that deals lethal least one rank, including cross-class skills, you can now
damage to deal non-lethal damage in a sneak attack, not even Take 10, even under stressful circumstances or when
with the usual –4 penalty. failure involves direct personal risk. If you are granted
Sneaks can perform a Sneak Attack on only living creatures this class feature multiple times, you can pick 2 new
with discernible anatomies or vital systems, which includes skills each time.
people, aliens, and fantasy creatures, as well as Mechanoids (see Slippery Mind: If you fail a Will Save against a mind-
Chapter 9: Enemies and Allies), but it does not include undead, affecting spell or power, you can re-roll that Will Save
constructs, oozes, plants, and incorporeal creatures. Any once, on your next turn.
creature that is immune to critical hits is not vulnerable to Trap Evasion: You gain a +2 bonus to Reflex saves to avoid
Sneak Attacks. traps and a +2 dodge bonus to Defence against attacks by
Sneaks must be able to see the target well enough to pick out traps. You can take this special ability twice. It's effects
a vital spot and must be able to reach such a spot. They cannot stack.
Sneak Attack while striking a creature or target that has Trap Speciality: You gain a +2 competence bonus to detect,
concealment, and they cannot strike at the limbs of a creature's design, understand, disarm, or set up traps. You also gain
because their vital spots (body and/or head) are out of your Trapfinding, which means that you can attempt to defeat
reach. They can hit aliens, animals, and other non-human Super traps (i.e., traps with Origins). If you beat the DC
creatures, as long as they have something akin to "vital areas." of a Defeat Security check by 10, then you bypass the
Special Abilities (Ex): At all even-numbered levels, Sneaks trap or device without setting it off. Finally, you can
can take one of the abilities, listed in italics. They can take each attempt to Disable traps and other devices that have DCs
ability only once, unless its text says otherwise. Unlike Class higher than 20.
Features, Special Abilities that replicate feats require Uncanny Dodge: You retain your Dexterity bonus to
prerequisites, just like a normal feat. Defence (if any) even if you are caught flat-footed or
Calm Nerves: You can take 10 on any Reflex save, but you struck by an invisible attacker. However, you still lose
must declare your intention to do so before your make your Dexterity bonus to Defence if you are immobilised.
your rolls. If you already have Uncanny Dodge, you automatically
Crippling Strike: Victims of Sneak Attacks take -2 penalty to gain Improved Uncanny Dodge (see below) instead.
Strength for 1d4 rounds. Uncanny Dodge, Improved: You can no longer be flanked.
Defensive Roll: Once per day, you can take half damage This defence denies anyone else the ability to Sneak
from any attack that would bring you to 0 or fewer HPs. Attack you by flanking you, unless they have at least 4
This requires a Reflex save equal to the damage. You more levels than you in the class that grants the Sneak
cannot make Defensive Rolls if you are denied your Attack feature.
Dexterity bonus (if any) or are unaware of the in-coming Bonus Feats: At levels 4, 7, 10, 13, 16, 19, and 20. Feat
attack. The effects of this special ability to not stack with groups: Defensive Combat, Ranged Combat, and Skill
Evasion. Enhancers.
Evasion: You can avoid even magical and unusual attacks Socialite
with great agility. If you make a successful Reflex saving Hit Die: d6
throw against an attack that normally deals half damage, Power Die: d6
then you instead take no damage. You can use Evasion Socialites are rich people with time on their hands and a
only if you are wearing light armour or no armour. If you thirst for attention. Unlike Champions, they rarely have a quest
are helpless, then you do not gain the benefit of Evasion. or mission. Unlike Adventurers, they don’t crave danger per se,
Evasion, Improved: Your Evasion ability improves. You still except in so far as it makes them look good when they escape it.
take no damage on a successful Reflex saving throw What others accomplish through training, skill, or just plain
against attacks, but also take only half damage on a luck, Socialites accomplish through a dazzling array of fabulous
equipment and a genetic inability to conceive of their own
32 Phoenix v0.9
Chapter 2: Classes 33
Phoenix v0.9 33
34 Chapter 2: Classes
34 Phoenix v0.9
Chapter 2: Classes 35
Table 2-10 Thinker Learn From Your Mistakes: You can re-roll any
Level Base Attack Fort Ref Will Def. Rep. Class Features failed Craft or Knowledge check. On the re-
1 +0 +0 +0 +2 +0 +1 Jack of All Trades roll, you can add your Intelligence modifier
2 +1 +0 +0 +3 +0 +2 Renaissance Man as a competence bonus. You can do this
3 +1 +1 +1 +3 +1 +2 Special Ability
twice per session.
Mind over Matter: Three times per session, you
4 +2 +1 +1 +4 +1 +3 Plot Device
can apply your Intelligence modifier as an
5 +2 +1 +1 +4 +1 +4 Sixth Sense
insight bonus to any skill check, regardless
6 +3 +2 +2 +5 +2 +4 Special Ability
of its key ability.
7 +3 +2 +2 +5 +2 +5 Inflexible Will Nerves of Steel: When using the Jack of All
8 +4 +2 +2 +6 +2 +6 Tactical Genius +2, Mind Expansion Trades class feature, rolling a 1 on a d20
9 +4 +3 +3 +6 +3 +6 Special Ability does not count as a critical failure.
10 +5 +3 +3 +7 +3 +7 Bafflegab Scholarly Pursuits: 6 bonus ranks in any
11 +5 +3 +3 +7 +3 +8 Set-Up Attack Knowledge skill. Sleuths can take this
12 +6/+1 +4 +4 +8 +4 +8 Special Ability special ability multiple times.
13 +6/+1 +4 +4 +8 +4 +9 Tactical Genius +3 Skill Mastery: With 2 skills in which you
14 +7/+2 +4 +4 +9 +4 +10 Sixth Sense already have at least one rank, they can now
15 +7/+2 +5 +5 +9 +5 +10 Special Ability, Bafflegab Take 10, even under stressful circumstances
16 +8/+3 +5 +5 +10 +5 +11 Mind Expansion or when failure involves direct personal
17 +8/+3 +5 +5 +10 +5 +12 Tactical Genius +4 risk. You can take this ability multiple
18 +9/+4 +6 +6 +11 +6 +12 Special Ability times. It applies to two new skills each time.
19 +9/+4 +6 +6 +11 +6 +13 Contingency Plan Slippery Mind: If you fail a Will Save against a
20 +10/+5 +6 +6 +12 +6 +14 Mind Expansion, Bafflegab
mind-affecting spell or power, you can re-
roll that Will Save once, on your next turn.
(Int), Decipher Scrip (Int), Demolitions (Int), Disable Device Plot Device (Ex): At level 4, Thinkers gain one
(Int), Forgery (Int), Gamble (Wis), Investigate (Int), Knowledge Plot Device, as per the feat (see Chapter 4: Plot Device).
(all) (Int), Navigate (Int), Observe (Wis), Open Locks (Dex), Sixth Sense (Ex): At levels 5 and 14, Thinkers receive a +2
Read/Write Language (Int), Research (Int), Speak Language to all skills or checks related to observation (Observe, Search,
(Int), Supercraft (Int), Use Esoteric Device (Int). Spellcraft, Psicraft, etc.).
Inflexible Will (Ex): At level 7, Thinkers can Take 10 on
Jack of All Trades (Ex): At level 1, Thinkers can use all any Will Save, but they must declare their intention to do so
"trained only" skills as if they were trained. However, when before they make their rolls.
using those skills untrained, a roll of 1 is a Critical Failure, Tactical Genius (Ex): At level 8, Thinkers can grant a +2
which can result in breaking a tool, hurting themselves, or competence bonus to the skill checks and attack rolls of anyone
otherwise royally screwing up whatever they're trying to do. who fights on their side and remains within earshot or within
Regardless of the specifics, the failure will be spectacular and sight. This effect lasts for a number of rounds equal to the
unfavourable. GMs are encouraged to toss some good natured Thinker's Intelligence modifier +2. The bonus increases by +1 at
disaster at those know-it-alls. level 13 (to +3), and 17 (to +4).
Renaissance Man (Ex): At level 2, all skills are considered Mind Expansion: At levels 8, 16, and 20, Thinkers apply a
Class Skills for the Thinker, for the purposes of paying skill permanent +1 to either Intelligence, Wisdom, or Charisma
points. (player's choice).
Special Ability (Ex): At levels 3, 6, 9, 12, 15, and 18, Bafflegab (Ex): At level 10, Thinkers can spew out a fluid
Thinkers can take one of the abilities, listed in italics. They can stream of smart-sounding gobbleygook. This takes a swift action
take each ability only once, unless its text says otherwise. to perform, and Thinkers can use it once per session. Opponents
Unlike Class Features, Special Abilities that replicate feats who are in earshot and can understand the language that the
require prerequisites, just like a normal feat. Thinker is speaking must make Will saves (DC = 15 + Thinker's
Bonus Feat: You can pick a free feat from one of the Intelligence bonus). Opponents who fail are so puzzled that they
following groups: Mystical, Psionic, Skill Enhancers. cannot attack the Thinker at all. Opponents who pass are
Encyclopaedic Memory: You can re-roll any failed distracted enough that they cannot make attacks of opportunity
Knowledge check once. You can do this twice per against the Thinker. The effect lasts for 1d4 rounds. At levels 15,
session. and 20, Thinkers can use Bafflegab one additional time per
False Papers: Gain a 2CP Alternative Identity. You can take session.
this special ability multiple times. It grants a new Set-Up Attack (Ex): At level 11, Thinkers can effectively
Alternate Identity each time. give their highest attack to an adjacent ally. Thinkers use a
Fool Me Once: If you encounter the same trap more than standard action to create an opportunity for an ally to attack an
once (same manufacturer/builder), you get a cumulative opponent that they both threaten in mêlée. The attack made by
+1 competence bonus to disarm/deactivate the trap. the ally is either at the Thinker's highest attack bonus, or the
Upon seeing the trap for a second time, you get a +1, at ally's, whichever is higher. Thinkers can Set Up only one attack
the third time +2, etc. per round. The attack happens during the Thinker's round, but is
Phoenix v0.9 35
36 Chapter 2: Classes
rolled by the ally. The ally expends one Attack of Opportunity in Field Experience (Ex): At levels 3, 7, 13, and 17, Warriors
order to use the Thinker's Set-Up Attack. can either select one cross-class skill and make it one of their
Death Exemption (PL): At level 19, Thinkers are so well- class skills, or they can take 2 skill points and distribute them as
prepared that they can avoid being damaged by otherwise lethal they see fit.
attacks. They gain the ability to invoke a Death Exemption (see Armsmaster (Ex): At level 9, Warriors receive a -2 penalty
Chapter 1: Character Creation) once per game session. to attack rolls when using weapons they are not proficient with,
as opposed to the standard -4. If Warriors take the Weapon
Warrior Familiarity feat, they reduce the penalty by another -2, thus
Hit Die: d10 bringing it to zero, and giving them the ability to wield any
Power Die: d6 weapon known ever created by human hands, or anybody else's.
Warriors are masters of combat, from good old fisticuffs to Tough as Nails (Ex): At level 19, Warriors can Take 10 on
complex weapons training. They don't always have the any Fortitude Save, but they must declare their intention to do
exoticism of the Martial Artist, or the flair of the Champion, or so before they make their rolls.
the rigorous training of the Soldier, but they do not give up and Multiclassing
they almost always have a fresh set of tricks up their sleeves.
Multiclassing works according to standard d20 rules in
Prerequisites (Optional): BA +3, Climb, Toughness Phoenix, with one exception. Starting proficiencies don't
"stack" when you multiclass. Instead, when you take a new
Skill Points at 1st Level: (4 + Int per level) x4 class, you "top up" your proficiency total to match the new
Skill Point per Level: 4 + Int modifier class. If the new class has more Proficiencies, then you gain the
Class Skills: Climb (Str), Craft (chemical, mechanical, difference. If it has fewer, then you make no changes. Because
structural) (Int), Drive (Dex), Gather Information (Cha), Hide your starting proficiencies do not change with your level, you
(Dex), Intimidate (Cha), Jump (Str), Knowledge (physical can simply compare your classes to each other and add more
science, tactics, technology) (Int), Observe (Wis), Pilot (Dex), proficiencies if necessary.
Profession (Int), Repair (Int), Search (Int), Sense Motive (Wis), Example: Adventurers get 8 proficiencies and Soldiers get
Swim (Str), Treat Injury (Wis). 12. If you were to take a level of Adventurer, you'd get 8
proficiencies at character creation. If you then multiclassed into
Starting Proficiencies: 10 Soldier, you would get 4 more, topping you up to the Soldier's
Bonus Feats: At every level. Feat groups: Defensive 12. If you started as a Soldier, with 12 proficiencies, and
Combat, General Combat, and Offensive Combat. multiclassed to Adventurer, you would gain no new
Natural Aptitude (Ex): At levels 1, 5, 11, and 15, Warriors proficiencies because the Soldier starts with more than the
can apply a +2 bonus to one of two pairs of skills: either Gather Adventurer gets normally.
Information and Intimidate, or Bluff and Diplomacy. Once
Warriors pick one of the two pairs, the bonuses apply to only Optional Class Rules
that pair. The choice is permanent.
There are a few optional ways to play classes.
Table 2-11 Warrior First, you can play the Phoenix classes as if they were
Level Base Attack Fort Ref Will Def. Rep. Class Features Advanced classes. Second, you can play using the
1 +1 +2 +1 +0 +2 +1 Bonus Feat, Natural Aptitude +1 standard Base and Advanced classes, and simply give
2 +2 +3 +1 +0 +3 +1 Bonus Feat them Character Points and allow them to have access
3 +3 +3 +2 +1 +3 +2 Bonus Feat, Field Experience to powers. Third, you can play with no classes at all,
4 +4 +4 +2 +1 +4 +2 Bonus Feat and instead use the Generic Hero class. Finally, there
5 +5 +4 +3 +1 +4 +3 Bonus Feat, Natural Aptitude +2
are three optional F/X classes that you can play if
6 +6/+1 +5 +3 +2 +5 +3 Bonus Feat
you'd prefer to have spells, psi-powers, or supertech
gadgets as class abilities rather than powers that you
7 +7/+2 +5 +3 +2 +5 +3 Bonus Feat, Field Experience
purchase with CPs.
8 +8/+3 +6 +4 +2 +6 +4 Bonus Feat
9 +9/+4 +6 +4 +3 +6 +4 Bonus Feat, Armsmaster Phoenix Classes as Advanced Classes
10 +10/+5 +7 +5 +3 +7 +5 Bonus Feat
11 +11/+6/+1 +7 +5 +3 +7 +5 Bonus Feat, Natural Aptitude +3 In this model, you take a superhero class as you
12 +12/+7/+2 +8 +6 +4 +8 +6 Bonus Feat would an Advanced class. So you can play through a
13 +13/+8/+3 +8 +6 +4 +8 +6 Bonus Feat, Field Experience few Base classes, or just write them into your back-
14 +14/+9/+4 +9 +6 +4 +9 +6 Bonus Feat x 2 story, and then take a superhero class (from this
15 +15/+10/+5 +9 +7 +5 +9 +7 Bonus Feat, Natural Aptitude +4 chapter), at which point you get access to CPs (i.e.,
16 +16/+11/+6/+1 +10 +7 +5 +10 +7 Bonus Feat x 2 your character gets powers). When you take your
17 +17/+12/+7/+2 +10 +8 +5 +10 +8 Bonus Feat, Field Experience Superhero class, you get 10 CP per Character
18 +18/+13/+8/+3 +11 +8 +6 +11 +8 Bonus Feat x 2 Level, including your Base classes and Advanced
19 +19/+14/+9/+4 +11 +9 +6 +11 +9 Bonus Feat, Tough as Nails
classes, totalled. For example, if you had four levels
of Charismatic hero and earned a fifth in Socialite,
20 +20/+15/+10/+5 +12 +9 +6 +12 +9 Bonus Feat x 3
36 Phoenix v0.9
Chapter 2: Classes 37
Table 2-13 Advanced you would then receive 50 CPs to or analytical thinking, if it's oriented around tactics or physical
Class Power Dice spend on anything you like. This sciences, then Intelligence is the most appropriate. If the class is
Class Die simulates the comic-book formula based in more emotional or intuitive practises, like the arts,
in which a character earns a large spirituality, or a sense of human nature, then Wisdom is best.
Acolyte 1d10 suite of powers all at once. Finally, if the class tends toward showing off, leadership, or
Battlemind 1d10 This method actually works performance, then Charisma is most appropriate.
Bodyguard 1d6 quite well because it organically The second thing to decide is the appropriate die. This gets a
Daredevil 1d6 builds your pre-superhero levels little more tricky. Power Dice range from d6 to d10. The Power
into your character build, instead of Die is granted based primarily on need. If the class is oriented
Field Medic 1d8 artificially inserting them at toward a particular kind of power that requires a lot of PPs, then
Field Scientist 1d8 character creation. Going through a it gets a bigger power die. The Thinker, for example, needs that
Gunslinger 1d6 Basic class is a very convenient d12 because its combat abilities are very weak. Warriors, on the
way to set up your years as a pro- other hand, get only d6 because they already have a fair bit of
Infiltrator 1d6
football player, research scientist, combat readiness, but they're also more likely to take traits or
Investigator 1d6 star reporter, or whatever life you powers that don't require a lot of PPs. If you use the Phoenix
Mage 1d10 lead before you got powers. The classes and the standard Advanced classes as a guide, you can
Martial Artist 1d6 prerequisites for Superhero classes assign power dice based on parallel character concepts.
are listed both at left (
Negotiator 1d8 F/X Classes
Personality 1d8 Table 2-13 ), and directly after each
Soldier 1d6 class's description. Classes in Phoenix are organised not around powers or
power sets but instead around personality types. The Warrior is,
Techie 1d6
Base/Advanced Classes as for example, a different kind of fighter than the Soldier or the
Telepath 1d10 Champion, and although the classes might lend themselves to
Superheroes some powers better than others, they're not explicitly linked to
any. Therefore, spell-casting, psionic manifestation, and
In this method, you play the standard classes and just add Supertech item-creation are, in Phoenix, powers instead of
Character Points and powers. All you need to add to a pre- classes. However, if you prefer an actual wizard, psion, or
existing class to play it in Phoenix is a Power Die. Table 2-12 inventor as a class, you can still play them.
(below) contains the power dice for the standard Advanced These classes do not get access to powers or traits
classes. We have not included the Base classes in this table because their powers are built into their classes. They can
because they represent the time before you were a superhero, buy other things with CPs, like feats and advantages. If you
not your superheroic career. allow these classes access to powers as well, they will quickly
That said, if you want to use a class that's not in the table, it's outstrip their colleagues in sheer power level. The F/X classes
not particularly difficult to come up with a power die and the get only ¼ the total CPs that other characters in the same game
right ability. First, power dice are always based on one of the get.
three mental abilities (Intelligence, Wisdom, and Charisma) so if
the primary ability of a class is one of those three, then just use Inventor
that. If the class is not already oriented to a mental ability, then Hit Die: d4
you need to make a judgement call. If the class involves logical Power Die: d12 (Intelligence)
Phoenix v0.9 37
38 Chapter 2: Classes
Prerequisites (Optional): BA +1, Supercraft 5 ranks, Invent this class feature multiple times, you can pick 2 new
Supercraft skills each time.
Steady Hands: You can re-roll any failed Craft check once.
Skill Points at First Level: (8 + Intelligence bonus) x4 This does not add any time to the Craft attempt. It
Skills Points per Level: 8 + Intelligence bonus represents your ability to see one of your own mistakes
Class Skills: Computer Use (Int), Craft (chemical, electrical, coming and correct for it. You can do this twice per
mechanical, pharmaceutical, structural, supertech) (Int), session.
Demolitions (Int), Disable Device (Int), Drive (Dex), Supertech Invention (PL): At level 5, Inventors receive the
Knowledge (business, civics, earth and live sciences, physical Multiple Activations enhancement of Supertech Invention.
sciences, technology, theology/philosophy) (Int), Open Locks Supertech Invention (PL): At level 7, Inventors receive the
(Dex), Pilot (Dex), Profession (Wis), Repair (Int), Research Multiple Powers enhancement of Supertech Invention.
(Int), Supercraft (Int) Treat Injury (Wis). Rapid Deployment Cycle (Ex): At level 9, Inventors can
build powerful Inventions almost instantly and at nearly no
Weapon and Armour Proficiencies: 2 material cost. They must spend an Action Point for every hour
Supertech Invention (PL): At level 1, Inventors receive the that it would normally take to build an Invention, and they must
Supertech Invention power for free. They can make Doohickies have a smattering of electronic bits and pieces to work with, in
of up to 6CP. At every Inventor class level thereafter, they addition to a few every-day tools (screw-driver, pliers, a little
receive 1 level of the Increase Power enhancement (see Chapter black tape, etc.). They could scavenge the parts of a lamp, a pop
5: Powers). machine, and a VCR to make a lazer blaster for example (i.e.,
Bonus Feats: At all even levels. Feat groups: General, Energy Attack: Heat). In a pinch, Inventors can use a Plot
Supertech, Vehicle. Device for either the tools or the components, but not both.
Supertech Invention (PL): At level 3, Inventors receive the Creating Inventions in this way requires Research and
Sustain Power enhancement of Supertech Invention. Supercraft checks, the DCs of which are +5 their normal
Special Ability (Ex): At levels 4, 8, 12, 16, and 20, difficulty. There is no Wealth check. The total build time is
Inventors can take one of the abilities below. They can take each reduced to one minute.
ability only once, unless its text says otherwise. Unlike Class Plot Device (Ex): At level 11, Inventors gain one Plot
Features, Special Abilities that replicate feats require Device, as per the feat (see Chapter 4).
prerequisites, just like a normal feat. Bafflegab (Ex): At level 13, Inventors can spew out a fluid
Delay Disaster: If an Adventurer fails to disarm a bomb or stream of smart-sounding gobbleygook. This takes a swift action
trap, it detonates or otherwise 'goes off' 1d2 rounds later, to perform, and Inventors can use it once per session. Opponents
at the end of the round, instead of going off immediately. who are in earshot and can understand the language that the
Encyclopaedic Memory: You can re-roll any failed Inventor is speaking must make Will saves (DC = 15 +
Knowledge check once. You can do this twice per Inventor's Intelligence bonus). Opponents who fail are so
session. puzzled that they cannot attack the Inventor at all. Opponents
Fool Me Once: If you encounter the same trap more than
once (same manufacturer/builder), you get a cumulative Table 2-14 Inventor
+1 Insight bonus to disarm/deactivate the trap. Upon
Base
seeing the trap for a second time, you get a +1, at the Level
Attack
Fort Ref Will Def Rep Class Features
third time +2, etc. 1 +0 +0 +0 +2 +0 +0 Supertech Invention
Jack of All Trades: You can use all "trained only" skills as if 2 +1 +0 +0 +3 +0 +0 Bonus Feat
you were trained. However, when using those skills
3 +1 +1 +1 +3 +1 +0 Supertech Invention
untrained, a roll of 1 is a Critical Failure, which can
4 +2 +1 +1 +4 +1 +1 Special Ability
result in breaking a tool, hurting yourself, or otherwise
5 +2 +1 +1 +4 +1 +1 Supertech Invention
royally screwing up whatever you're trying to do.
Regardless of the specifics, the failure will be spectacular 6 +3 +2 +2 +5 +2 +1 Bonus Feat
and unfavourable. GMs are encouraged to toss some 7 +3 +2 +2 +5 +2 +2 Supertech Invention
good natured disaster at those who take nature into their 8 +4 +2 +2 +6 +2 +2 Special Ability
own hands. 9 +4 +3 +3 +6 +3 +2 Rapid Deployment Cycle
Learn From Your Mistakes: If you spend an Action Point, 10 +5 +3 +3 +7 +3 +3 Bonus Feat
you can re-roll any failed Craft or Knowledge check. On 11 +5 +3 +3 +7 +3 +3 Plot Device
the re-roll, you can add your Intelligence modifier as an 12 +6/+1 +4 +4 +8 +4 +3 Special Ability
insight bonus. 13 +6/+1 +4 +4 +8 +4 +4 Bafflegab
Nerves of Steel: When you use the Jack of All Trades class 14 +7/+2 +4 +4 +9 +4 +4 Bonus Feat
feature, you can roll a 1 on a d20 and it does not count as 15 +7/+2 +5 +5 +9 +5 +4 Invent Nullifier
a critical failure. 16 +8/+3 +5 +5 +10 +5 +5 Special Ability
Skill Mastery: With 2 skills in which you already have at 17 +8/+3 +5 +5 +10 +5 +5 Improved Nullifier
least one rank, including cross-class skills, you can now 18 +9/+4 +6 +6 +11 +6 +5 Bonus Feat
Take 10, even under stressful circumstances or when 19 +9/+4 +6 +6 +11 +6 +6 Improved Nullifier
failure involves direct personal risk. If you are granted
20 +10/+5 +6 +6 +12 +6 +6 Special Ability
38 Phoenix v0.9
Chapter 2: Classes 39
who pass are distracted enough that they cannot make attacks of Improved Nullifier (PL): At levels 17 and 19, Inventors can
opportunity against the Inventor. At levels 10, 15, and 20, add one of the following improvements to any Nullifiers that
Thinkers can use Bafflegab one additional time per session. they build:
Invent Nullifier (PL): At level 15, Inventors can build Penetration: The DCs for Fortitude saves against your
Supertech devices that are tailor-made to attack a specific Nullifier's effects rise by +10. Therefore, the Massive
individual person or target for maximum effect, but the device Damage roll is DC 25, and the Fortitude save against
has no effect on anything or anyone else. This device is called a unconsciousness is DC 40.
Nullifier. Range: Your Nullifiers now have a range of 25 feet. You can
To make such a device at all requires intimate knowledge of take this improvement multiple times. The effects stack.
the target. With first-hand knowledge (i.e., having seen the Trigger: Your Nullifiers can now "go off" on their own,
target in a battle or other situation in which his/her/its abilities either (a) at a specified time (or after a specified
were on display), the Inventor must make a Research check, the countdown), (b) when they come into contact with their
DC of which equals 20 plus the target's ECL. designated target, or (c) that target enters the Nullifier's
The parts needed to build a Nullifier have a PDC of 15 plus effective range.
the target's ECL.
Building a Nullifier takes one day for every Equivalent Mystic
Character Level (ECL) that the target has. The Inventor cannot Hit Die: d4
do anything else in that day other than eat, sleep, and construct Power Die: d12
the device. During the build time, Inventors much choose if Mystics are the masters of lost arts of manipulating the blind
their Nullifier will provoke a Massive Damage roll, and thus forces of nature and the power of ancient gods. They wield
risk the death of the target, or will merely render the target magical spells fashioned by great mages and powerful priests
unconscious. who lived and died centuries ago. Many in the modern world
Once completed, a Nullifier is a two-handed device (of any don't believe that Mystics even exist and those few who do often
shape and/or configuration, be creative) with which the fear them, even if they fight on the side of justice and peace.
Inventor, and no one else, must make a touch attack against the Mystical power defies logic, reason, and science and therefore is
target. If the touch attack is successful, then the device does one not just frightening for what it can do but for its ability to sweep
of two things. aside the entire modern world with a gesture and a puff of
The first option is non-lethal: the Nullifier removes all the smoke.
targets PPs and disperses them in a harmless light-show,
suppresses all their powers for 4d6 round, and provokes a Prerequisites (Optional): +1, Spellcraft 5 ranks, Magical
Fortitude save (DC 30). If the target fails the save, he/she/it is Aptitude
rendered unconscious.
The second option is potentially lethal: the Nullifier reduces Skill Points at 1st Level: (3 + Intelligence per level) x 4
the target's total HPs by half and provokes a Massive Damage roll at which SkillthePoint
targetper Level:
must 3 + Intelligence
succeed or die. GMsmodifier
can rule that particularly powe
Class Skills: Concentration (Con), Craft (Int) (visual art,
Table 2-15 Mystic writing), Drive Wis), Knowledge (Earth and life sciences,
Level Base Attack Fort Ref Will Def Rep Class Features history, theology/philosophy) (Int), Observe (Wis), Perform
Starting Spells, (Cha), Profession (Int), Repair (Int), Ride (Dex), Search (Int),
1 +0 +0 +0 +2 +0 +0 0th and 1st-Level Spells, Spellcraft (Int), and Use Esoteric Device (Wis).
Summon Familiar
2 +1 +0 +0 +3 +0 +0 Bonus Feat
Starting Proficiencies: 4
3 +1 +1 +1 +3 +1 +0 2nd-Level Spells
Barred from Powers/Traits: Mystics' powers are their
4 +2 +1 +1 +4 +1 +0 Special Ability spells, therefore they cannot take powers or traits, but they can
5 +2 +1 +1 +4 +1 +1 3rd-Level Spells use CPs to buy skills, advantages, and feats.
6 +3 +2 +2 +5 +2 +1 Spell Defence +1 Spellcasting (PL): Mystics cast spells by expending Power
7 +3 +2 +2 +5 +2 +1 4th-Level Spells Points at a rate of 2PP per level of spell (1PP for 0th-level).
8 +4 +2 +2 +6 +2 +1 Bonus Feat Sleep, or lack thereof, doesn't affect spellcasting. Mystics can
9 +4 +3 +3 +6 +3 +2 5th-Level Spells cast spells for as long as they have PPs.
10 +5 +3 +3 +7 +3 +2 Special Ability
11 +5 +3 +3 +7 +3 +2 6th-Level Spells Mystics must follow arcane spell failure rules regarding
12 +6/+1 +4 +4 +8 +4 +2 Spell Defence +2 armour. In cases where a particular kind of armour does not
13 +6/+1 +4 +4 +8 +4 +3 7th-Level Spells have a noted arcane failure percentage, just calculate 5% per
14 +7/+2 +4 +4 +9 +4 +3 Bonus Feat equipment bonus point. A Concealable Vest, for example, grants
15 +7/+2 +5 +5 +9 +5 +3 8th-Level Spells a +4 bonus and therefore has a 20% spell failure rate.
16 +8/+3 +5 +5 +10 +5 +3 Special Ability
Mystics must obey all rules regarding components for
17 +8/+3 +5 +5 +10 +5 +4 9th-level Spells
spellcasting, including verbal, somatic, and material components
as well as foci (holy symbols). Sometimes the old gods need to
18 +9/+4 +6 +6 +11 +6 +4 Spell Defence +3
be coaxed into helping the modern magic-user.
19 +9/+4 +6 +6 +11 +6 +4 Bonus Feat
20 +10/+5 +6 +6 +12 +6 +4 Special Ability
Phoenix v0.9 39
40 Chapter 2: Classes
The Mystic's Spell Lists: Keen eyes will note that the Psionicist
Mystic's spell lists (in the Appendix) are a combination of the
Cleric, Druid, and Wizard/Sorcerer lists. Mystics are pulp- Hit Die: d4
fantasy magic-users, which means that they have access to the Power Die: d12
great bulk of supernatural powers. Psionicists have learned to channel their minds and their
Multiclassing: upon taking the Mystic class, you receive all wills into psionic powers that manifest in the world. They tend
Cantrips/Orisons and a number of spells equal to your to be less flashy than Mystics, but no less powerful or
Intelligence modifier +6, just like starting Mystics. potentially deadly for it. Psionicist are often proponents of
Starting Spells (PL): At level 1, Mystics learn all 0-level esoteric meditation systems, either from the more mysterious
spells (Cantrips and Orisons) and a number of spells equal to corners of the globe or from simply spending hours at a time
their intelligence modifier +6. At each subsequent Mystic level, contemplating their own minds. Psionicists manifest their psi-
they automatically learn or research a number of new spells powers mostly through intuition, and though they can certainly
equal to their Intelligence modifier. If they find spellbooks or learn from each other, there is no fraternity of psionic study.
scrolls they can attempt to learn those spells in the conventional
manner. Prerequisites (Optional): +1, Psicraft 5 ranks, Wild Talent
Spell Access: (PL): At odd-numbered levels, Mystics gain
access to new and more powerful spell levels as detailed in their Skill Points at 1st Level: (3 + Intelligence per level) x 4
spell lists (see the Appendix). Skill Point per Level: 3 + Intelligence modifier
Summon Familiar (PL): At level 1, Mystics can summon a Class Skills: Authohypnosis (Wis), Bluff (Cha),
familiar according to the rules laid out for Wizards/Sorcerers. Concentration (Con), Craft (Int) (visual art, writing), Diplomacy
Bonus Feats: At level 2, 8, 14, and 19. Feat groups: General, (Cha), Gather Information (Cha), Knowledge (Int) (art,
Magic, and Save Enhancers. behavioural science, theology/philosophy), Perform (Cha),
Special Ability (PL): At levels 4, 10, 16, and 20. Psicraft (Int), Sense Motive (Wis), Use Psionic Device (Cha).
Mystic Channelling: In exchange for increasing the casting
time of a spell, reduce the PP cost by 2. A spell with a Barred from Powers/Traits: Psionicists' powers are their
casting time of swift becomes a move action, a move psi-powers, therefore they cannot take powers or traits, but they
action becomes a standard action, standard becomes full- can use CPs to buy skills, advantages, and feats.
round, full-round spells require one complete round plus Psionic Manifestation (PL): Psionicists manifest Psi-
a swift action, and then the cycle starts again. Increased Powers by expending Power Points at a rate of 2PP per
casting time for metamagic feats apply before Mystic manifester level (ignore power-point costs for psi-powers as
Channelling increases. listed in the SRDs). Manifesting is an act of concentration and
Mystic Defence: +1 bonus to Fortitude and Reflex. You can willpower. It requires no physical movement, and therefore is
take this special ability twice. Its effects stack. This is a unaffected by armour or even being tied up. It does, however,
Super effect with a mystic Origin. provoke attacks of opportunity, so taking damage or being
Mystic Knowledge: Gain 2 spells of any level the Mystic can distracted can break a Psionicist's concentration, as per spell-
cast. You can take this special ability multiple times. Its casting rules. Psionicists can manifest psi-powers for as long as
effects stack. they have PPs, and although they often make a habit of esoteric
Mystic Power: The Mystic permanently gains a number of meditation, they gain PPs back at the regular rate, just like
PPs equal to 2 + Intelligence modifier. You can take this everyone else.
special ability multiple times. Its effects stack.
Mystic Will: +2 bonus to your Will save. This bonus stacks Proficiencies: 4
with any and all other bonuses to Will. This is a Super Starting Psi-Powers (PL): At level 1, Psionicists start to
effect with a mystic Origin. awaken 1st-level psi-powers from within their consciousness,
School Concentration: Pick one arcane school or divine and can learn to master a number equal to their Charisma
domain. With that school or domain, your targets' save modifiers +4. At each level thereafter, they gain a number of
DCs increase by +1. You can take this special ability psi-powers equal to their Charisma modifier.
multiple times. Its effects stack. Psicrystal Affinity (Ex): At level 1, Psionicists gain this
feat.
Spell Defence (PL): At level 6, Mystics receive a +1 bonus Psionic Meditation (Ex): At level 2, Psionicists gain this
to resist or break free of mystical effect. This potentially feat.
includes saving throws, skill checks, grapple checks, etc. At Narrow Mind (Ex): At level 4, Psionicists gain this feat.
level 6, this bonus increases to +2, and at level 18 it increases to Bonus Feats: At levels 6, 12, and 18. Feat groups:
+3. This is a Super effect with a mystic Origin. Defensive Combat, Psionic, Save Enhancers.
Speed of Thought (Ex): At level 8, Psionicists gain this
feat.
Mind Blade (PL): At level 10, Psionicists gain the ability to
manifest a semi-solid blade composed of psychic energy
distilled from their own mind. Manifesting a Mind Blade takes a
move action. The blade has the same stats as a short sword (1d6
40 Phoenix v0.9
Chapter 2: Classes 41
Table 2-16 Psionicist Mind Blade Enhancement (PL): At levels 14 and 19,
Base Psionicists can imbue their mind blades with one +1 equivalent
Level Fort Ref Will Def Rep Class Features
Attack enhancement. See Chapter 6: F/X for a complete list of available
Psi-Power Level 1, enhancements. In addition to that list, Psionicist can apply the
1 +0 +0 +0 +2 +0 +0
Psicrystal Affinity following enhancement to a Mind Blade:
2 +1 +0 +0 +3 +0 +0 Psionic Meditation
3 +1 +1 +1 +3 +1 +0 Psi-Power Level 2 Ranged Mind Blade: The Mind Blade is so coherent that its
4 +2 +1 +1 +4 +1 +1 Narrow Mind wielder can throw it like a ranged weapon. It dissipates
5 +2 +1 +1 +4 +1 +1 Psi-Power Level 3 when it either misses or hits its target. Thrown mind
6 +3 +2 +2 +5 +2 +1 Bonus Feat blades have a range increment of 30 feet. Psionicists
7 +3 +2 +2 +5 +2 +2 Psi-Power Level 4 apply their Dexterity bonus to hit when throwing a Mind
8 +4 +2 +2 +6 +2 +2 Speed of Thought Blade, instead of their Charisma bonus. All other in-
9 +4 +3 +3 +6 +3 +2 Psi-Power Level 5 game stats remain the same.
10 +5 +3 +3 +7 +3 +3 Mind Blade
Up the Walls (Ex): At level 16, Psionicists gain this feat.
11 +5 +3 +3 +7 +3 +3 Psi-Power Level 6
Psionic Endowment (Ex): At level 15, Psionicists gain this
12 +6/+1 +4 +4 +8 +4 +3 Bonus Feat
feat.
13 +6/+1 +4 +4 +8 +4 +4 Psi-Power Level 7
Generic Superhero
14 +7/+2 +4 +4 +9 +4 +4 Mind Blade Enhancement
15 +7/+2 +5 +5 +9 +5 +4 Psi-Power Level 8
As its name suggests, this class is generic, but we don't mean
16 +8/+3 +5 +5 +10 +5 +5 Up the Walls
that it's identical to all the others. We mean that it belongs to the
17 +8/+3 +5 +5 +10 +5 +5 Psi-Power Level 9 genre called "superhero" and therefore you can build any
18 +9/+4 +6 +6 +11 +6 +5 Bonus Feat character you want out of it. You should never use the Generic
19 +9/+4 +6 +6 +11 +6 +6 Mind Blade Enhancement Superhero class by itself. It's designed to be used by everyone in
20 +10/+5 +6 +6 +12 +6 +6 Psionic Endowment a given game so that they can build their characters out of all the
things they can buy with Character Points, instead of basing
damage, crit 19–20/x2) and appears as a solid shaft or blade of their characters on the classes in this chapter.
force. A Psionicist's personality affects the appearance of his or When you create a Generic Superhero, you get 100 bonus
her mind blade. An upright, righteous Psionicist's blade might CPs to build your version of the class. Their stats start "poor"
be a straight shaft of pure white light. A playful, chaotic mind because, when you take a Generic Superhero, you can raise
could produce a dancing blade of flame. A malevolent and those stats by spending CPs (except BA and Act Score). Each
villainous Psionicist's blade could be pitch black and covered in stat has a CP cost attached to raise it to the next level.
spikes. Psionicists apply Charisma modifier to attack and
damage with a Mind Blade, instead of their Strength modifier. Hit Die
Psionicists who are smaller or larger than medium-sized 0CPs for d4
create mind blades that are proportionate to their size. Consult 1CP for d6
the SRDs to determine the damage of over- or under-sized 2CPs for d8
weapons. 3CPs for d10
Mind Blades have Hardness 10 and 10 hit points, so they can 4CPs for d12
be sundered, but Psionicists can create another one on their next
move action. The moment they relinquish their grip on their Power Die
blade, it dissipates. A mind blade is a Super weapon (Psionic 0CPs for d4
Origin) for the purposes of bypassing DR. 2CPs for d6
Psionicists wield mind blades just like mundane weapons, 4CPs for d8
therefore they can use them in conjunction with feats like Power 6CPs for d10
Attack and Weapon Specialization. Psi-powers, spells, or other 8CPs for d12
effects that would enhance a normal weapon work on mind
blades, although obviously such effects are not permanent and Act Score
like bonuses don't stack. If you use the optional Act Roll System (see Chapter 5:
In addition to the Psionic weapon enhancements in Chapter Powers), then instead of a Power Die, you can buy an Act Score
6, you can also load your Mind Blade with the following: that progresses by level at the same rate as a Base Attack (see
• Keen: Double weapon's critical threat range. table Table 2-17 ), but without iterative attacks. Only the highest
• Merciful: 2d6 non-lethal damage instead of 1d6 lethal. BA score translates into your Act Score.
• Mighty Cleave: One additional Cleave attack (if you 4CPs for "Poor"
have Cleave already) 6CPs for "Fair"
• Vicious: Add 1d6 damage to the weapon in addition to 8CPs for "Good"
1d6 damage to the wielder.
Skill Points
0CPs for 2 + Int modifier
Phoenix v0.9 41
42 Chapter 2: Classes
3CPs per +1 to base skill points for additional points 10CPs for "Good"
15CPs for "Excellent"
Class Skills
1CP per Class skill Class Features
The Generic Superhero has no class features of its own, but
Proficiencies: it can buy them at a cost of 3CP each (except as indicated
0CPs for 4 proficiencies below). There are two rules that attach here, however. First, you
1CPs for each additional proficiency can buy class features only at the minimum level at which
they're offered for an existing class. For example, no class
Base Attack receives Protective Instincts before 4th level. Therefore a
4CPs for "Poor" Generic Superhero cannot take it until 4th level. Second, many
6CPs for "Fair" class features effectively have prerequisites because there is a
8CPs for "Good" I and a II, for example, like Uncanny Dodge or Shadowy
Presence. Therefore, just like feats, you cannot take the
Saving Throws "Improved" or "II" version if you do not have the beginner
0CPs for "Poor" version.
10CPs for "Fair" The class feature Special Ability costs 10CPs initially, at
20CPs for "Good" which point you have to chose one class's Special Feats list (not
30CPs for "Excellent" including the Sneak). From then on, you get 1 Special Ability
every three levels (i.e., 3rd, 6th, 9th, etc.). Because the Sneak's
Defence Special Ability list is so much longer than all the others, it costs
0CPs for "Poor" 15CPs to purchase. You can take multiple Special Abilities, in
10CPs for "Fair" which case you get 2 every third level, but from two different
20CPs for "Good" class lists.
30CPs for "Excellent" The class feature Bonus Feat costs 10CPs initially, at which
point you must pick three Feat Groups. These are your feat
Reputation groups for the rest of your career. From then on, you get a bonus
0CPs for "Poor" feat every third level from one of those three groups (i.e., 3 rd, 6th,
5CPs for "Fair" 9th, etc.).
42 Phoenix v0.9
Chapter 3: Skills 43
CHAPTER 3: SKILLS
Use Armour
Table 3-1 Skills Adv Cmp MA Mst Sdk Slth Snk Scl Sld Thk Wrr Ability
Untrained Penalty
Autohypnosis cc cc C cc cc cc cc cc cc C cc Wis No No
Bluff C C cc C C C C C cc C cc Cha Yes No
Climb C C C C C C C C cc cc C Str Yes Yes
Computer Use cc cc cc C C C C C cc C cc Int Yes No
Concentration cc cc C cc cc cc cc cc cc C cc Con Yes No
Craft
Chemical cc cc cc cc cc cc C cc cc C C Int No No
Electronic cc cc cc cc C cc C cc cc C cc Int No No
Mechanical C C C C C C C cc C C C Int No No
Pharmaceutical cc cc cc cc cc cc C cc cc C cc Int No No
Structural C cc cc cc cc cc C cc cc C C Int Yes No
Visual Art C C cc cc cc cc cc C cc C cc Int Yes No
Writing cc C cc cc cc C cc C cc C cc Int Yes No
Decipher Script cc cc cc cc cc cc cc cc cc C cc Int No No
Demolitions cc cc cc cc cc cc cc cc C C cc Int No No
Diplomacy cc C cc C cc cc C C cc cc cc Cha Yes No
Disable Device cc cc cc cc C C C cc cc C cc Int No No
Disguise cc cc cc cc cc C C cc cc cc cc Cha Yes No
Drive C C C C C C C C C cc C Dex Yes No
Escape Artist C cc cc cc C cc C cc cc cc cc Dex Yes Yes
Forgery cc cc cc cc cc cc C cc cc C cc Int Yes No
Gamble C cc cc C C C C C cc C cc Wis Yes No
Gather Info C C cc C cc cc C C cc cc C Cha Yes No
Handle Animal cc cc cc cc cc cc cc cc cc cc cc Cha No No
Hide C cc C cc C C C cc cc cc C Dex Yes Yes
Intimidate cc C cc C cc C C C C cc C Cha Yes No
Investigate cc cc cc C cc C C cc cc C cc Int No No
Jump C C C C C C C C C cc C Str Yes Yes
Knowledge
Art cc C cc cc cc cc cc C cc C cc Int No No
Behavioural Sciences cc cc cc C cc C C cc cc C cc Int No No
Business cc cc cc C cc cc C C cc C cc Int No No
Civics cc C cc cc cc cc cc cc cc C cc Int No No
Current Events C cc cc C C C C C cc C cc Int No No
Earth/Life Sciences cc cc cc cc cc C C cc C C cc Int No No
History C C cc C cc cc cc cc C C cc Int No No
Physical Sciences cc cc cc cc cc C C cc C C C Int No No
Popular Culture C cc cc cc C cc cc C cc C cc Int No No
Tactics cc cc cc C cc cc C cc C C C Int No No
Technology cc cc cc C C cc C cc C C C Int No No
Theology/Philosophy cc C C cc cc cc cc cc cc C cc Int No No
Move Silently C cc C cc C C C cc cc cc cc Dex Yes Yes
Navigate cc cc cc cc cc cc cc cc C C cc Int Yes No
Observe C C C C C C C C C C C Wis Yes No
Open Locks cc cc cc C C C C cc cc C cc Dex No No
Perform cc cc C cc cc cc C cc cc cc cc Cha Yes No
Pilot C cc cc C cc cc cc cc C cc C Dex No No
Profession C C C C cc C C cc C cc C Wis Yes No
Psicraft cc cc cc cc cc cc cc cc cc cc cc Int No No
Read/Write Lang. cc cc cc cc cc cc cc cc C C cc n/a No No
Repair C cc cc C cc C C cc C cc C Int Yes No
Research cc cc cc cc cc cc cc cc cc C cc Int Yes No
Ride C C C C cc C C C cc cc cc Dex Yes No
Search C C C C C C C C cc cc C Int Yes No
Sense Motive cc C cc C C C C C cc cc C Wis Yes No
Sleight of Hand cc cc cc cc C cc C cc cc cc cc Dex No Yes
Speak Language cc cc cc cc cc cc cc cc cc C cc n/a No No
Spellcraft cc cc cc cc cc cc cc cc cc cc cc Int No No
Survival C cc cc cc cc cc cc cc C cc cc Wis Yes No
Supercraft cc cc cc C cc cc cc cc cc C cc Int No No
Swim C C C cc C cc C C C cc C Str Yes Double
Treat Injury C C cc cc C C cc cc cc cc C Wis Yes No
Tumbling cc cc C cc C cc C cc cc cc cc Dex No Yes
Use Esoteric Device cc cc cc cc cc cc C cc cc C cc Cha No No
Use Rope cc cc cc cc cc cc C cc cc cc cc Dex Yes No
This game mechanic is unchanged from the SRDs. See Table Table 3-2 (next page) lists synergy bonuses by skill. Unlike
3-3 (next page) for skills by level, as dictated by your class. standard d20 in which having 5 or more ranks grants a flat +2 to
You can also buy skill points at a cost of 1CP per 4 points. a related skill, in Phoenix you get a +2 for every 5 ranks, with
the exception of Profession and Wealth checks. Profession
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44 Chapter 3: Skills
Table 3-3 Skill Points per Level Table 3-2 Synergy Bonuses
Skill Points Points add +2 to the secondary skills (below) for
Class Primary Skill
at First Level Per Level every 5 ranks in the primary skill
Adventurer (6 + Int modifier) x 4 6 + Int Diplomacy, Disguise (to act in character),
Bluff
Gamble, Intimidate, Sleight of Hand
Champion (4 + Int modifier) x 4 4 + Int Computer Use Disable Device (electronic only)
Martial Artist (6 + Int modifier) x 4 6 + Int Concentration Autohypnosis
Mastermind (6 + Int modifier) x 4 6 + Int Craft
appraise items that fall into your chosen Craft
subtype(s)
Sidekick (5 + Int modifier) x 4 5 + Int
Chemical Demolitions, Investigate (crime scene analysis)
Sleuth (8 + Int modifier) x 4 8 + Int Electronic Computer Use, Repair (electronics only)
Sneak (10 + Int modifier) x 4 10 + Int Mechanical Repair (engines, machines, etc.)
Socialite (6 + Int modifier) x 4 6 + Int Pharmaceutical Treat Injury
Soldier (6 + Int modifier) x 4 6 + Int Demolitions (identify weak points for extra
Structural damage), Repair (buildings, structures, etc.),
Thinker (10 + Int modifier) x 4 10 + Int Search (hidden compartments, secret doors, etc.)
Warrior (4 + Int modifier) x 4 4 + Int Visual Art Repair (paintings, sculptures, etc.)
Writing Forgery
grants a +1 per 5 ranks applied to the Wealth check you make at Decipher Script Use Esoteric Device (involving scrolls)
every level. The synergy bonus from Research applies only if Craft (structural) to determine the weak points in
you have access to a stocked library or electronic database. Demolitions
a building
Disable Device Repair (locks, security devices, etc.)
Super Skills
Escape Artist Use Rope checks involving bindings
Any time you use a skill that is based on an ability score that Handle Animal Ride (horses, other animals)
is Super (25 or above), that check is also considered Super. In Intimidate Gather Information
most cases, this makes no difference to the game; the bonus to Jump Tumble
your skill simply scales up. However, using a Super Skill is
Knowledge
detectable by Power Detection because you are actively
employing a super ability. Behavioural Sciences Bluff, Diplomacy, Intimidate
Epic Skills Civics Diplomacy (politicians, executives, nobility, etc.)
Earth and Life
Also note that in Phoenix you can use Epic skills (from the Treat Injury, Craft (chemical)
Sciences
SRDs), if you have sufficiently high bonuses to achieve them. In Physical Sciences Craft (mechanical, structural, supertech)
many cases, Epic skills can outright replace certain powers, such Popular Culture Gather Information
a Climb (instead of Surface Adhesion) and Diplomacy (instead
Craft (electronics, supertech), Repair
of Charismatic Aura). You can potentially create a character
Technology (electronics, supertech), Use Esoteric Device
with no actual powers but many equivalent abilities by ramping (supertech items)
up your skills to epic proportions.
Skill Descriptions Theology/Philosophy Turn or Rebuke Undead (turning checks)
Perform Bluff, Diplomacy
The skills listed below have been changed from the SRDs, Profession Wealth (checks at each level)
mostly in order to incorporate rules special to Phoenix, or to Research Craft (any), Knowledge (any), Repair (any)
combine skills that are redundant. Psicraft Use Esoteric Device (psionic items only)
Some skills that have the same key ability score and do more
Search Survival (when following tracks)
or less the same thing, in-game, so we combined them. Thus, the
Spellcraft and Psicraft skills have absorbed their respective Sense Motive Diplomacy
Knowledge skills because knowledge of the craft is part of the Spellcraft Use Esoteric Device (mystic items only)
craft, Balance has been absorbed by Tumbling (because you Repair (supertech), Use Esoteric Device
Supercraft
can't tumble unless you have good balance), and Listen and Spot (involving supertech items only)
have been combined into Observe, which covers all five senses. Survival Knowledge (earth and life sciences)
Jump, Ride (horse, motorcycle, bicycle,
OBSERVE Tumbling
skateboard, surfboard, etc.)
(Wis, Use Untrained) Spellcraft (to decipher spells on scrolls),
This skill combines all abilities contained in the skills Listen Use Esoteric Device Psicraft (to address a power stone), Supercraft
and Spot, and it incorporates all forms of sensory observation (to Fiddle With The Knobs)
(smell, taste, touch, etc.). Modifiers apply separately if they Climb (using rope), Escape Artist (to escape
affect separate senses. An Observe check you make in the dark Use Rope
from ropes and knots)
44 Phoenix v0.9
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would be penalised if you were primarily looking for something, Task Use Esoteric Device DC
but not penalised if you trying to identify a smell or sound. Activate Blindly 25
Decipher Written Spell 25 + spell level
PSICRAFT Address a Power Stone 25 + psi-power level
(Int, Trained Only) Use a Gizmo 15 + CP cost of power
This skill now includes all abilities associated with the skills Use a Dorje or Psicrown 20
Psicraft and Knowledge (psionics). Use a Power Stone 20 + effective caster level
Use a Ray Gun 20
SPELLCRAFT Use a Scroll 20 + caster level
(Int, Trained Only) Use a Wand or Staff 20
This skill now includes all abilities associated with the skills Emulate Ability Score see text
Spellcraft and Knowledge (arcane lore). Emulate a Class Feature 20
SUPERCRAFT
the activation word, thought, or action, even if you don't know
(Int, Trained Only)
it. You do have to perform some equivalent activity in order to
Use this skill to identify powers and to determine your
make the check. That is, you must speak, wave the item around,
knowledge of how they work. Identifying a power requires a
or scream "WORK DAMN YOU!!!" You get a +2 bonus on
free action and a skill check (DC = 10 + the Base Cost of the
your Use Esoteric Device check if you've activated the item in
power). You can identify powers either at the time they are
question at least once before.
activated, or while they're being sustained. If you have the
If you fail your check, the item doesn't activate. If you fail
power Supertech Invention, you can also identify powers that
by 10 or more, you suffer a mishap. A mishap means that the
are loaded into Supertech devices (Doohickies, Superchemicals,
item or device does release some energy, but it doesn't do what
Ray Guns, and Gizmos).
it was supposed to. The item can, for example, strike the wrong
You can also just rummage around inside your head for the
target, cause 1d4 points of damage per level of spell or psi-
answers to questions about powers and how they work.
power, cause 1 point of damage per CP cost of a power
Answering a question that could be answered through general
(including enhancements, not including limitations or
knowledge is DC 10 (i.e., watching the news, hearing stories
discounts), etc. GMs can feel free to get creative with mishaps,
form people you know, etc.), a more specialised but still fairly
but they can also just stick with basic damage.
basic question is DC 15 (i.e., looking something up on purpose,
paying specific attention to the news), and for extremely
Address a Power Stone
difficult or obscure questions are DC 20 to 30 (i.e., you'd need
Successfully addressing a power stone allows you to find out
access to specific information sources in the news, academic
what power or powers it contains. Doing this requires 1 minute
research, or the scientific community).
of concentration.
Synergy: If you have 5 or more ranks in Craft (chemical),
you get a +2 bonus on checks involving Superchemicals.
Decipher a Written Spell
If you have 5 or more ranks in Craft (electronic or
This works just like deciphering a written spell with the
mechanical), you get a +2 bonus on checks involving
Spellcraft skill, except that the DC is 5 points higher.
Doohickies, Ray Guns, and Gizmos.
Deciphering a written spell requires 1 minute of concentration.
USE ESOTERIC DEVICE
(Cha, Trained Only) Fiddle With The Knobs
This skill allows you to activate devices of all kinds, To determine the power of a Supertech device
including scrolls, gizmos, psi-stones, ray guns, wands, and (Superchemical, Doohicky, Ray Gun, or Gizmo), you need to
dorjes, even though you don't actually have the skills, feats, study it for a full minute. The DC to determine the power is 5
powers, or other pertinent abilities that would normally allow points higher than normal.
you to do so.
Check: You make a Use Esoteric Device check each time Emulate Intelligence
you activate an item with an Origin. To continue using an item To cast a spell from a scroll, you need a high Intelligence
continuously in this manner, you must make a skill check once score in the appropriate ability. Your effective ability score
per hour, or when the GM decides it's dramatically appropriate. (appropriate to the class you're emulating when you try to cast
You must consciously choose which requirement to emulate. the spell from the scroll) is your Use Esoteric Device check
That is, you must know what you are trying to emulate when result minus 15. If you already have a high enough score in the
you make a Use Esoteric Device check, such as a the Supercraft appropriate ability, you don't need to make this check.
feat, spellcasting ability, or the like. The DCs for various tasks
involving Use Esoteric Device checks are summarized on the Emulate a Class Feature
table below. Sometimes you need to use a class feature to activate an
item. Your effective level in the emulated class equals your
Activate Blindly check result minus 20. This skill does not let you use the class
Some magic items are activated by special words, thoughts, feature of another class. It just lets you activate items as if you
or actions. You can activate such an item as if you were using had the class feature.
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CHAPTER 4: FEATS
Chapter Contents
Chapter 4: Feats.................................... 47 Grazing Shot ............................................. 59 Scepticism, Stone-Cold .............................66
Naming Conventions.........................................48 Gun Fu ...................................................... 59 Sharpshooter ............................................. 66
Psionic Feats..................................................... 48 Hail of Bullets ........................................... 60 Shield Focus ..............................................66
Metamagic and Metapsionic Feats....................48 Hard to Kill ............................................... 60 Shield Specialization .................................66
Feat Descriptions.................................................. 48 Hardcase ....................................................60 Skill Aptitude ............................................ 66
Aerobatics.................................................. 48 Heightened Immune System ..................... 60 Skill Aptitude, Amazing.............................66
Agile Wrestling ......................................... 48 Heroic Intervention ................................... 60 Skill Aptitude, Supreme............................. 67
Anti-Vehicle Speciality ............................. 48 Hidden Power ............................................60 Sleeper Hold ..............................................67
Anti-Vehicle Speciality, Improved ............48 Holdout ..................................................... 60 Sliding Shot ...............................................67
Armour Focus ........................................... 48 Home Turf Advantage ...............................60 Sniper ........................................................ 67
Armour Mastery, Arcane............................48 Hotshot ......................................................60 Standing Jump ...........................................67
Table 4-1 Feats.................................................. 49 Indomitable ............................................... 60 Staple, Improved........................................ 67
Armour Specialization .............................. 54 Infighter .....................................................60 Stick-Up Artist .......................................... 67
Astrobatics ................................................ 54 Initiative, Awesome ...................................60 Super Strike ...............................................67
Blazing Charge ..........................................54 Initiative, Supreme .................................... 61 Super Style ................................................ 67
Back-Roll Throw ......................................54 Invent Doohicky.........................................61 Supertechnical Aptitude............................. 68
Blind Shot ................................................. 55 Invent Gizmo............................................. 61 Sunder, Improved.......................................68
Blinding Strike........................................... 55 Invent Ray Gun.......................................... 61 Sunder, Precise...........................................68
Breakhold ..................................................55 Invent Ray Gun, Improved........................61 Swift Healing ............................................ 68
Brew Potion .............................................. 55 Invent Super Armaments............................61 Swift Power-Point Recovery .....................68
Builder .......................................................55 Invent Super Equipment............................62 Swinging, Combat......................................68
Cloakfall ....................................................55 Invent Superchemical.................................62 Swinging, Improved...................................68
Combat Casting .........................................55 Knockback, Awesome ............................... 62 Teambreaker ..............................................68
Combat Casting, Improved .......................55 Knockback, Distance.................................62 Tech Savvy ................................................68
Combat Diagnosis .....................................55 Knockback, Improved ...............................62 Third Hand................................................. 68
Combat Driving ........................................ 55 Knockback, Light ......................................62 Toughness, Improved ................................ 68
Combat Nerves ..........................................56 Knockback, Supreme ................................ 63 Trustworthy ............................................... 68
Combat Pilot ............................................. 56 Lab Magic Mastery ................................... 63 Turnabout Disarm ..................................... 68
Control Anything ...................................... 56 Last Desperate Trick ................................. 63 Two-Weapon Fighting................................69
Cooperative Attack ....................................56 Lethal Hurling ........................................... 63 Two-Weapon Fighting, Improved..............69
Cooperative Attack, Improved...................56 Light-Footed ............................................. 63 Two-Weapon Defence................................69
Craft Cognizance Crystal ..........................56 Low-Light Vision ......................................63 Two-Gun Mojo ..........................................69
Craft Dorje ................................................ 56 Mastercraft ................................................ 63 Unarmed Damage, Improved ....................69
Craft Mystic Armaments ...........................56 Mastercraft, Advanced............................... 63 Unshakable ................................................69
Craft Psionic Armaments .......................... 57 Merciful Mauler ........................................ 64 Vehicle Focus ............................................ 69
Craft Psi-Stone .......................................... 57 Mercy Blow .............................................. 64 Vehicle Focus, Greater .............................. 69
Craft Wand ................................................ 57 Mystical Aptitude.......................................64 Wariness .................................................... 69
Crippling Blow ..........................................57 Negotiator ................................................. 64 Will, Awesome .......................................... 69
Critical Damage, Improved .......................57 Observant................................................... 64 Will, Supreme ........................................... 69
Critical Range, Improved...........................57 Open-Minded ............................................ 64 Will to Live ............................................... 70
Cross-Trained ............................................58 Origin Resistance ...................................... 64 Tongue-In-Cheek Feats.........................................70
Damage Threshold, Improved ..................58 Origin Resistance, Greater ........................ 64 Amazing Holdout.......................................70
Daredevil Driver ....................................... 58 Poker Face .................................................64 Battle Cry................................................... 70
Daredevil Pilot .......................................... 58 Power Focus ..............................................64 Table 4-2 Tongue-In-Cheek Feats.....................70
Daring Escape ........................................... 58 Power Focus, Greater ................................64 Cape Misdirection...................................... 70
Deadeye .....................................................58 Power Focus, Improved ............................64 Cape Misdirection, Improved....................70
Deflect Arrows, Improved ........................58 Power Penetration ..................................... 65 Catch Bullets..............................................70
Dexterous Sneak Attack ............................58 Power Penetration, Greater .......................65 Dodge Bullets.............................................71
Dodge.........................................................58 Precise Strike............................................. 65 Equipment Cache....................................... 71
Drug Resistance ........................................ 58 Pressure-Point Attack ................................65 Glasses of Disguise.................................... 71
Endurance.................................................. 58 Proficiency: Armour (powered) ................65 Heroic Comeback.......................................71
Endurance, Awesome ................................ 59 Proficiency: Weapons (improvised) ..........65 Moral Authority......................................... 71
Entangling, Improved ...............................59 Prone Fighting, Improved ......................... 65 Mumbo-Jumbo...........................................71
Environmental Combat Speciality ............59 Quick Change ............................................65 New-Age Nonsense...................................71
Evasive Manoeuvres ................................. 59 Quick Sheath .............................................65 One-Liner................................................... 72
Evasive Manoeuvres, Improved ................59 Reflexes, Awesome ................................... 65 Onomatopoeia............................................ 72
Fast Move ..................................................59 Reflexes, Supreme .................................... 65 Parley......................................................... 72
Favoured Enemy ....................................... 59 Resist Fatigue ............................................66 Plot Device ................................................72
Favoured Enemy Focus .............................59 Run.............................................................66 Tactical Nudity Advantage.........................72
Fearless ..................................................... 59 Screeching Halt ......................................... 66 Technobabble............................................. 72
Fortitude, Awesome ..................................59 Scribe Scroll ..............................................66 Verbal Riposte............................................72
Fortitude, Supreme ....................................59 Scepticism ................................................. 66 Feats by Group......................................................73
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Benefit: Whenever an opponent charges or bull rushes you them. That number cannot exceed your Constitution modifier
and fails his attack roll, you can make an immediate unarmed times 4. For example, if you have Constitution 18 (+4), then you
attack roll with a +2 circumstance bonus. If successful, the cannot make more than 12 levels worth of devices in one seven-
opponent will be moved five feet behind you and dropped there, day period. A single potion with a 2nd-level spell is two levels
prone. Any of your allies in or adjacent to the space where the worth of spells.
opponent is deposited receive attacks of opportunity against that
opponent. BUILDER
Special: You must have at least one hand free in order to [Skill Enhancer]
make use of this feat. You have "The Knack."
Benefit: You get a +2 bonus to Craft checks or to the
BLIND SHOT Supercraft skill. This bonus applies to either two of the mundane
[Ranged Combat] kills (chemical, electronic, mechanical, structural), or to
When you fire blind, you hit. Supercraft alone.
Prerequisites: Wis 13, Alertness, Blind-Fight You can take this feat multiple times. Each time, it applies to
Benefit: If you make a ranged attack and miss because of either two mundane Craft skills, or to Supertech. Its effects do
concealment, you can re-roll the miss change (percentile) once. not stack.
Note: This feat can be used against concealment granted by
mist, smoke, fog, darkness, and blindness on the shooter's part. CLOAKFALL
It can not be used to negate concealment provided by solid [General]
physical cover or invisibility on the part of a target. You can use a cape as a glider.
Prerequisites: Dex 13.
BLINDING STRIKE Benefit: If you wear a cape or cloak, you double the distance
[Offensive Combat] at which you can fall without taking damage. You must be
You are skilled at making a swift, precise strike to the eyes. conscious to use this feat.
Prerequisites: Dex 13, BA +4, Combat Martial Arts
Benefit: To make a Blinding Strike, you sacrifice one attack COMBAT CASTING
and take a -4 penalty to hit, plus -4 per size category the target is [Mystical/Psionic]
different than you (because their eyes are harder to strike). If You keep your mind focused when you're in a fight.
your opponent's eyes are covered by goggles or heavier Benefit: You a +4 bonus on Concentration checks made to
protection (like a helmet), then you cannot make a Blinding cast a spell or manifest a psi-power while on the defensive or
Strike at all. If you hit, you blind your opponent for 1d4 rounds. while you are grappling or pinned.
Blinding Strikes do no actual damage. You cannot make more
than one Blinding Strike attack in in a round. COMBAT CASTING, IMPROVED
[Mystical/Psionic]
BREAKHOLD In the violent chaos of battle, nothing makes you flinch.
[Defensive Combat] Prerequisite: Combat Casting
You are great at breaking out of grapples. Benefit: You get an additional +4 bonus on Concentration
Prerequisites: Combat Martial Arts, Improved Grapple checks made to cast a spell or manifest a psi-power while on the
Benefit: You get a +4 bonus to any roll (Escape Artist check defensive or while you are grappling or pinned. This bonus is
or Strength ability check) made to break out of an opponent's cumulative with that provided by Combat Casting, for a total
successful grapple. bonus of +8.
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CRAFT PSIONIC ARMAMENTS spells, which must be sufficient to cast the spell in question and
[Psionic] no higher than your effective caster level. You make any and all
You can craft psionic weapons and armour. choices about the spell's effects at the time of crafting the wand.
Prerequisite: Psionic Manifestation (3rd-Level) Crafting a wand takes a number of hours equal to the spell level
Benefit: You can attune weapons and protective gear with up + the caster level of the spell, multiplied by 3. A 3rd-level spell
to a +5 enhancement bonus and a +5 equivalent in special with a caster level of 2, for example, would take 15 hours ([3 +
abilities. Chapter 6: F/X contains a list of special arms/armour 2] x 3 = 15).
abilities, but that list is by no means exhaustive. The PDC for materials needed to craft the wand is 21 + the
You can either make your own mastercraft item or attune an spell's level + the caster level of the wand (whatever you decide
existing item. To attune an existing item, you must first acquire to set it at). This is in addition to the costs for any and all
raw materials for the attunment process. The PDC for these material components necessary for the spell itself, which you
materials is 19, and increases by 2 for every +1 enhancement (or must expend 50 times (once for each charge on the wand).
equivalent). Thus a +2 item requires a Wealth check DC 7. The Within any given seven-day period, the number of potions
attuning process takes a half-day (approximately 6 hours) for you can brew is limited by the total levels worth of spells in
every +1 enhancement bonus (or equivalent). If you attune a them. That number cannot exceed your Constitution modifier
piece of armament with a special ability, you must have the psi- times 4. For example, if you have Constitution 18 (+4), then you
power associated with it and manifest that psi-power it as part of cannot make more than 12 levels worth of devices in one seven-
the attunement process. The appropriate psi-power is listed with day period. A single potion with a 2nd-level spell is two levels
the special ability description. worth of spells.
If you make your own item, add the time that it takes to Note: Wands are the direct analogue of dorjes and Ray
make the item (see the Mastercraft skill) to the attuning time. Guns. For more information about wands, see Chapter 6: F/X.
Furthermore, the PDC for the raw materials is the PDC of the
item, +2 for every +1 enhancement bonus (or equivalent). CRIPPLING BLOW
Note: For more information about psionic armaments, see [Offensive Combat]
Chapter 6: F/X. You can cripple your opponents with an unarmed strike.
Prerequisites: Str 13, Dex 15, Combat Martial Arts,
CRAFT PSI-STONE Pressure Point Attack
[Psionic] Benefit: You can designate any unarmed strike as a
Prerequisite: Psionic Manifestation (1st-Level) Crippling Blow. If you hit, you cause 1 temporary point of
You can imprint crystals with psi-powers. Strength or Dexterity damage (player's choice). You can make
Benefit: You can create a psi-stone with any psi-power that only one Crippling Blow per round. The effects of Crippling
you know. It takes a number of hours equal to the psi-power's Blow are cumulative. The target of a Crippling Blow must have
level + the manifesting level of the psi-power (whatever you discernible humanoid anatomy and physiology. Anyone with an
decide to set it at). When you imprint a psi-stone, you set the armour or natural Defence bonus of more than +6 are immune to
manifesting level, which must be sufficient to manifest the psi- this feat's effects.
power in question and no higher than your own effective
manifesting level. You make any and all choices about the psi- CRITICAL DAMAGE, IMPROVED
power's effects at the time of imprinting the psi-stone. [Offensive Combat]
The Purchase DC for materials needed to imprint the psi- Your critical hits hurt more.
stone, including the crystal itself, is 15 + spell level + the Prerequisites: BA +8, Proficiency with weapon, Improved
manifesting level of the psi-stone (whatever you decide to set it Critical Range
at). This is in addition to the costs for any and all material Benefit: With one particular weapon, add x2 to its critical hit
components necessary for the psi-power itself. damage. Thus, if you had a weapon with a x3 to crits, this feat
Any psi-stone that stores a power with an XP cost also would change it to a x4. You can take this feat multiple times,
carries a commensurate cost. In addition to the costs derived but its effects do not stack. Instead, it applies to a new weapon.
from the base price, you must pay this XP cost when encoding Special: This feat does stack with power enhancements that
the stone. grants an extra x2 to critical damage.
Note: Psi-stones are the rough equivalent of scrolls and
Gizmos. They are called "power stones" in all other published CRITICAL RANGE, IMPROVED
sources, but we have renamed them to alleviate confusion with [Offensive Combat]
actual powers. For more information about psi-stones, see You are good at scoring critical hits.
Chapter 6: F/X. Prerequisites: BA +8, Proficiency with weapon
Benefit: With one particular weapon, double the critical
CRAFT WAND range. Thus, if you had a weapon with a critical range of 20, this
[Mystic] feat would change it to 19-20. If you had a weapon with a
You can make mystic wands. critical range of 19-20, this feat would change it to 17-20.
Prerequisite: Spellcasting (3rd-Level) You can take this feat multiple times, but its effects do not
Benefit: You can create a wand with any spell that you stack. Instead, it applies to a new weapon.
know. When you craft a wand, you set the caster level of its
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Special: This feat does stack with power enhancements that Benefit: You add your Dexterity modifier to your ranged
increases critical threat range. attack damage as a bonus.
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Benefit: As a full-round action, and only when you are two- must invoke this feat after the attack's success is announced but
gun fighting, you can make a number of firearm attacks equal to before you see or hear the damage. You will be hit by the attack
your Dexterity modifier. Instead of your normal attack you intercept, even if it normally would not hit you due to your
progression, all Gun Fu attacks use your highest attack bonus. Defence score. Using this feat requires a swift action. You can
The manoeuvre expands all your ammunition at the end of the not use this feat while flat-footed.
full-round action, regardless of how much you started with, but
you can run out of ammunition during a Gun Fu attack. Each HIDDEN POWER
gun/hand must perform an equal number of attacks, or within [General]
one (i.e., if your Dexterity bonus is an odd number). You can You have deep reserves of spiritual energy.
perform Gun Fu once per session for every 4 character levels Benefit: Your Power-Point total improves by +4.
you have. The maximum number of attacks this feat can provide Special: You can take this feet multiple times. Its effects
is eight in a single round. stack.
Note: Anyone with the Quick Reload feet can reload an
empty weapon between attacks granted by this feat, if needed. HOLDOUT
[Skill Enhancers]
HAIL OF BULLETS You are adept at concealing things upon your person.
[Ranged Combat] Prerequisites: Sleight of Hand 5 ranks
You have a particularly speedy trigger finger. Benefit: When you Hide a weapon or item on your person,
Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot, the Observe check to detect it receives a +10 circumstance
Double Tap bonus.
Benefit: You can burst-fire guns that do not normally feature
this capability (such as revolvers and semi-automatic pistols). HOME TURF ADVANTAGE
Each burst requires (and expends) three rounds of ammunition. [General]
You know your territory like the back of your hand.
HARD TO KILL Benefit: In your home city, and only in your home city, you
[General Combat] get a +2 bonus to all Gather Information and Knowledge
You just won't to give up the ghost. (current events) or Knowledge (popular culture). Furthermore,
Prerequisites: Con 13, Toughness when you are outside—on the streets, in the alleys, leaping from
Benefit: You must be knocked down to -15 Hit Points before rooftop to rooftop, etc.—you get a +2 bonus to Hide checks.
you die. Additionally, at -1 hit point or lower, you have a 20% Your "home city" is your permanent home base, somewhere you
chance per round of stabilizing instead of 10%. This feat stacks have lived for at least five years.
with other effects that increase your chance to stabilize or
decreases your death threshold (the negative number of HPs at HOTSHOT
which point you actually die). You can take the feat multiple [Vehicle]
times. Each time, it increases the chance to stabilize by 10% and You are great at using vehicles weapon systems.
decreases your death threshold by 5HPs. Benefit: You get a +1 bonus to all attack rolls made to
Normal: Ordinarily, you have a 10% chance per round of operate a vehicular weapon system.
stabilizing when below 0HPs and you die at -10 HPs.
INDOMITABLE
HARDCASE [Defensive Combat]
Skill Enhancers] You laugh at blows that would knock others out, cold.
You are a scary bastard. Prerequisites: Awesome Fortitude, Great Fortitude,
Benefit: You get a +2 bonus on all Intimidate and Gather Toughness, Improved Toughness, Con 15
Information checks. Benefit: You cannot be stunned, staggered, or dazed save by
magic, psionic, or chemical means.
HEIGHTENED IMMUNE SYSTEM
[Save Enhancers] INFIGHTER
You immune system is an overachiever. [Defensive Combat]
Benefit: You get a +4 bonus to any roll made to resist You are adept at close-quarters combat.
diseases, viruses, bacteria, and any other invasive pathogens. Prerequisites: Dex 13, Dodge
Special: You can take this feat twice. It's effects stack. Benefit: All mêlée attacks of opportunity against you suffer
a -2 penalty to hit. This is a penalty to the attack roll and not a
HEROIC INTERVENTION dodge bonus to Defence, so it doesn’t go away when you are
[General Combat] caught flat-footed.
You are great at taking hits meant for others.
Prerequisites: Dex 13 INITIATIVE, AWESOME
Benefit: Once per round, you can instantly switch places [General Combat]
with any medium- or large-sized person directly adjacent to you You respond to danger in the blink of an eye.
(i.e., within five feet) specifically in order to take the damage Prerequisites: Dex 13, Improved Initiative
from a successful attack meant for that adjacent person. You
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We've done our best to streamline the Item-Creation process, day. Furthermore, while you're working, you have to maintain
not just with the Invention feats, but also the mystic and psionic the equivalent of caster concentration.
item-creation feats, as well. If you prefer a simpler way, Within any given seven-day period, the number of devices
though, don't forget that you can just buy a Gadget, which is you can build is limited by the total CP cost of the powers you
quite literally a hand-held power with a discount (see Chapter load into them. That number cannot exceed your Constitution
5: Powers). modifier times ten. For example, if you have Constitution 18
(+4), then you cannot make more than 40CPs worth of devices
Benefit: You get an additional +4 bonus on initiative checks, in one seven-day period.
for a total bonus of +8.
INVENT RAY GUN
INITIATIVE, SUPREME [Supertech]
[General Combat] You can make hand-held, multi-use, power projectors.
You react to threats almost before they appear. Prerequisite: Intelligence 15, Supertech Invention (power),
Prerequisites: Dex 15, Improved Initiative, Awesome Invent Super Equipment, Invent Doohicky
Initiative Benefit: You can build a Ray Gun with any power that you
Benefit: You get an additional +4 bonus on initiative checks, can load into a device via the Supertech Invention power, the
for a total bonus of +12. cost of which is 20CP or lower (see Chapter 5: Powers).
The PDC for the materials you need to build the Ray
INVENT DOOHICKY Gun is 19 + the CP cost of the power. You make any and all
[Supertech] choices about the power's effect at the time when you build it.
You can make one-shot Supertech devices. The build time of a Ray Gun equals twice the CP cost of
Prerequisite: Intelligence 15, Supertech Invention (power), its power in hours. Under emergency circumstances (i.e.,
Invent Super Equipment during a game session), you can spend up to 16 hours a day
Benefit: You can build a Doohicky with any power that you building a Ray Gun, but under normal circumstances (i.e.,
can load into a device via the Supertech Invention power (see "down time" between games), you can work a maximum of 8
Chapter 5: Powers). hours a day. Furthermore, while you're working, you have to
The PDC for the materials you need to build the maintain the equivalent of caster concentration.
Doohicky is 15 + the CP cost of the power. You make any and Within any given seven-day period, the number of devices
all choices about the power's effects at the time when you build you can build is limited by the total CP cost of the powers you
the Doohicky. load into them. That number cannot exceed your Constitution
The build time of a Doohicky equals the CP cost of its modifier times ten. For example, if you have Constitution 18
power in hours. Under emergency circumstances (i.e., during a (+4), then you cannot make more than 40CPs worth of devices
game session), you can spend up to 16 hours a day building a in one seven-day period.
Doohicky, but under normal circumstances (i.e., "down time"
between games), you can work a maximum of 8 hours a day. INVENT RAY GUN, IMPROVED
Furthermore, while you're working, you have to maintain the [Supertech]
equivalent of caster concentration. You can make extremely powerful Ray Guns.
Within any given seven-day period, the number of devices Prerequisites: Intelligence 15, Supertech Invention (power),
you can build is limited by the total CP cost of the powers you Invent Super Equipment, Invent Doohicky, Invent Ray Gun
load into them. That number cannot exceed your Constitution Benefit: This feat grants you the ability to load powers of
modifier times ten. For example, if you have Constitution 18 any CP cost into your Ray Gun (i.e., there is no 20CP limit).
(+4), then you cannot make more than 40CPs worth of devices
in one seven-day period. INVENT SUPER ARMAMENTS
[Supertech]
INVENT GIZMO You can make armour fit for the gods.
[Supertech] Prerequisites: Intelligence 15, Supertech Invention (power),
You can make one-shot Supertech devices. Invent Super Equipment
Prerequisite: Intelligence 15, Supertech Invention (power), Benefit: You can make Super armaments with up to a +5
Invent Super Equipment, Invent Doohicky, Invent Ray Gun enhancement bonus (Supertech), and up to +5 worth of
Benefit: You can build a Gizmo with any powers that you Supertech special abilities (see Chapter 6: F/X). You cannot
can load into a device via the Supertech Invention power (see load powers into Super Armaments. This feat applies to both
Chapter 5: Powers). weapons and protective gear.
The PDC for the materials you need to build the Gizmo The PDC for the materials you need to invent a Super
is 21 + the CP cost of the power. You make any and all choices Armament is 19 + 2 for every +1 enhancement (or
about the powers' effects at the time when you build the Gizmo. equivalent). This assumes you start with a mastercraft object to
The build time of a Gizmo equals three times the CP cost start with.
of its power in hours. Under emergency circumstances (i.e., The build time of Super Armaments equals a number of
during a game session), you can spend up to 16 hours a day hours equal to the total enhancement value, including special
building a Gizmo, but under normal circumstances (i.e., "down abilities, multiplied by 3.
time" between games), you can work a maximum of 8 hours a
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Within any given seven-day period, the number of devices The creation time of a Superchemical equals the CP cost
you can build is limited by the total CP cost of the powers you of its power in hours. Under emergency circumstances (i.e.,
load into them. That number cannot exceed your Constitution during a game session), you can spend up to 16 hours a day
modifier times ten. For example, if you have Constitution 18 building a Superchemical, but under normal circumstances (i.e.,
(+4), then you cannot make more than 40CPs worth of devices "down time" between games), you can work a maximum of 8
in one seven-day period. hours a day. Furthermore, while you're working, you have to
maintain the equivalent of caster concentration.
INVENT SUPER EQUIPMENT Within any given seven-day period, the number of devices
[Supertech] you can build is limited by the total CP cost of the powers you
You can make devices of truly super proportions. load into them. That number cannot exceed your Constitution
Prerequisites: Intelligence 15, Supertech Invention (power), modifier times ten. For example, if you have Constitution 18
Invent Super Equipment (+4), then you cannot make more than 40CPs worth of devices
Benefit: You can make tools and technology (not weapons in one seven-day period.
or protective gear) that grants a +1 to a +10 enhancement
bonus (Supertech) on skill checks. This bonus stacks with the KNOCKBACK, AWESOME
item's normal equipment bonus, if any. [Offensive Combat]
The PDC for the raw materials you need to build your Your knockback attacks are particularly effective.
Supercraft equals the normal PDC of the tool, +2 to the PDC Prerequisites: Str 25, Power Attack, Improved Knockback
for every +1 enhancement bonus. Benefit: You get an additional +4 bonus your damage rolls
The total build time of a Supercraft device equals the build for the purposes of determining whether you knock opponents
time for the same ordinary item, but increases by x2 for every back. This does not affect actual distance or damage, but instead
+1 enhancement bonus (i.e., +1 doubles the build time, +2 affects whether or not you achieve Knockback against an
triples it, etc.). opponent. This bonus stacks with Improved Knockback, thus
To actually build the device requires a Supercraft check. The your total bonus is +8.
DC is the same as for building an ordinary tool of the same NB: You can apply this feat to the power Energy Attack, if
kind, but add twice the enhancement bonus to the DC (i.e., you take the Knockback enhancement. You do not need Power
DC = ordinary DC + enhancement bonus x 2). Attack or a Strength score of 25.
You can also upgrade an existing tool, either ordinary or
mastercraft. To do that, halve the PDC for the raw materials and KNOCKBACK, DISTANCE
the build time, but the Supercraft check remains the same. [Offensive Combat]
Within any given seven-day period, the number of devices Your knockbacks really send people flying.
you can build is limited by the total CP cost of the powers you Prerequisite: Str 25, Power Attack, Improved Knockback
load into them. That number cannot exceed your Constitution Benefit: Your knockbacks throw your targets a number of
modifier times ten. For example, if you have Constitution 18 squares equal to 1/5th your damage roll (i.e., the total damage, in
(+4), then you cannot make more than 40CPs worth of devices feet).
in one seven-day period. Normal: Knockback causes victims to be flung a number of
Note: This feat grants an enhancement bonus, not a squares equal to 1/10th the damage of the knockback attack (i.e., a
Mastercraft bonus. Enhancement bonuses and Mastercraft number of feet equal to half the damage).
bonuses do not stack. NB: You can apply this feat to the power Energy Attack, if
you take the Knockback enhancement. You do not need Power
INVENT SUPERCHEMICAL Attack or a Strength score of 25.
[Supertech]
You can mix up a formula that creates a Super effect. KNOCKBACK, IMPROVED
Prerequisite: Intelligence 15, Supertech Invention (power), [Offensive Combat]
Invent Super Equipment You're particularly good at smacking people around.
Benefit: You can make a dose of Superchemicals with any Prerequisites: Str 25, Power Attack
power that you can load into a device via the Supertech Benefit: You receive a +4 bonus to your effective damage
Invention power. The cost of the power must be 15CP or lower rolls for the purposes of determining whether you knock
(see Chapter 5: Powers). opponents back. This does not affect actual distance or damage,
The PDC for the materials you need to make a but instead affects whether or not you can meet or beat your
Superchemical is 17 + the CP cost of the power. You make target's Knockback Threshold.
any and all choices about the power's effect at the time when NB: You can apply this feat to the power Energy Attack, if
you build it. The duration of any Superchemical is 2d4 rounds, you take the Knockback enhancement. You do not need Power
minutes, or hours, depending on the Sustain time(s) listed in the Attack or a Strength score of 25.
power.
Superchemicals come in one of three forms: liquid, KNOCKBACK, LIGHT
intravenous, or pills. Intravenous Superchemicals reduce the [General Combat]
PDC by -2. Pills increase the PDC by +2. You are good at pulling your punches.
Prerequisites: Dex 15, Combat Expertise
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Benefit: You strike opponents in such a way that you do not Special: This feat does not stack with any other low-light or
cause knockback unless you want to. dark vision abilities.
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all saving throws against the super power you select. This bonus
stacks with the bonus from Power Focus, for a total of +8. PROFICIENCY: ARMOUR (POWERED)
Special: This feat has no effect on powers that don't provoke [Proficiencies]
saving throws, obviously. You can take this feat multiple times. You are skilled in the use of Power Armour.
Each time, you upgrade one Power Focus that you already have. Benefit: You do not apply your armour penalty to your
attack rolls.
POWER PENETRATION
[General] PROFICIENCY: WEAPONS (IMPROVISED)
Your powers blast through Resistance. [Proficiencies]
Benefit: You get a +2 bonus on power checks (1d20 + net You are accustomed to fighting with what's at hand.
CP value of power), or caster checks (1d20 + caster level), or Benefit: You do not take a -4 penalty when using improvised
manifester checks (1d20 + manifester level) you make to weapons.
overcome Power Resistance, Spell Resistance, or Psionic Special: Improvised weapons have a 50% chance of
Resistance. Pick one. breaking every time they deal damage, or in the case of thrown
Special: you can take this feat up to 3 times. It applies to a objects, strike a hard surface.
new kind of resistance each time. The feats Spell Penetration
and Psi-Power Penetration have been removed from Phoenix. PRONE FIGHTING, IMPROVED
[Defensive Combat]
POWER PENETRATION, GREATER You fight well from the ground.
[General] Prerequisites: BA +1
Your powers blast through Resistance. Benefit: While prone, you suffer only a -1 penalty to mêlée
Prerequisite: Power Penetration attacks and mêlée attacks against you gain only a +1 bonus.
Benefit: You get an additional +2 bonus on power checks Normal: Ordinarily, while prone, you suffer a -4 penalty to
(1d20 + net CP value of power), or caster checks (1d20 + caster all your mêlée attacks, and opponents making mêlée attacks
level), or manifester checks (1d20 + manifester level) you make against you get a +4.
to overcome Power Resistance, Spell Resistance, or Psionic
Resistance. This bonus stacks with the bonus from Power QUICK CHANGE
Penetration to the effect that you chose (either powers, or spells, [General]
or psi-powers). You can slip into your super-suit like lightning.
Special: you can take this feat up to 3 times. It stacks with Prerequisites: Dex 13
one of your Power Penetration feats each time. The feats Greater Benefit: Changing from your street clothes to your
Spell Penetration and Greater Psi-Power Penetration have been superhero clothes takes one less round than it normally would: 1
removed from Phoenix. round to pull off clothes and reveal tights, 3 rounds to change
from one set of clothes to another. You can also spend 1 Action
PRECISE STRIKE Point to reduce the changing time to one swift action, as
[Offensive Combat] inexplicable as that might be.
You are good at avoiding property damage. Normal: Revealing a set of tights takes 2 rounds and
Prerequisites: Int 13, Combat Expertise changing from one set of clothes to another takes 4.
Benefit: When you're in mêlée, if you and your opponent(s)
are standing adjacent to a building and you miss with a mêlée QUICK SHEATH
attack, you can choose to not do damage to the building due to a [General Combat]
wild swing. You can sheath your weapons in a blink
Normal: If you and your mêlée opponents are both adjacent Prerequisites: BA +1
to a building and either of you miss each other, you strike the You can sheath a sword or holster a firearm with a free
building. action. This does not alter the amount of time it takes to hide a
weapon on your person, nor does it apply either a bonus or a
PRESSURE-POINT ATTACK penalty to how well you hide it.
[Defensive Combat] Normal: Sheathing or holstering a weapon requires a move
You can strike painful nerves with great skill. action.
Prerequisites: Dex 13, Combat Martial Arts
Benefit: You can make a Pressure-Point Attack instead of an REFLEXES, AWESOME
unarmed strike. If you hit, you inflict a -1 penalty to your [Save Enhancers]
target's attack rolls and a -2 penalty to their Defence score. You have the reflexes of an Olympic fencer pause.
These effects last 1d6 rounds but cause no other damage. Prerequisites: Dex 13, Lightning Reflexes
Multiple pressure-point attacks can cause cumulative penalties. Benefit: You get an additional +2 bonus to all Reflex saving
You can make only one pressure point attack per round. The throws (for a total bonus of +4).
target of a Pressure-Point Attack must have discernible
humanoid anatomy and physiology. Anyone with an armour or REFLEXES, SUPREME
natural Defence bonus of more than +6 are immune to this feat's [Save Enhancers]
effects. You have reflexes that would shame a mongoose.
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Prerequisites: Dex 15, Lightning Reflexes, Awesome day period. A single potion with a 2nd-level spell is two levels
Reflexes worth of spells.
Benefit: You get an additional +2 bonus to all Reflex saving
throws (for a total bonus of +6). SCEPTICISM
[Save Enhancers]
RESIST FATIGUE You have an eye for faked phantasms.
[General] Prerequisites: Wis 13
You keep going and going and going... Benefit: You get a +4 bonus to any roll made to resist
Prerequisites: Con 15, Endurance hallucinations, see through illusions, and the like.
Benefit: Once per session when you would ordinarily
become fatigued, you can instead totally ignore the fatigue- SCEPTICISM, STONE-COLD
causing effect. If it arises from a situation from which there is [Save Enhancers]
no immediate relief (thirst, starvation, etc.) then the use of this You have a keen eye for faked imagery.
feat will delay the onset of fatigue by four hours. Prerequisites: Wis 13, Scepticism
Benefit: You get an additional +4 bonus to any roll made to
RUN resist hallucinations, discern illusions, and see through similar
[General] phenomena, for a total bonus of +8.
You are fleet of foot.
Benefit: When you Run, you multiply your speed x5 instead SHARPSHOOTER
of x4 (or x4 instead of x3, if you're carrying a heavy load or [Ranged Combat]
wearing heavy armour). When you Sprint, you increase your You are skilled at making long-range shots.
speed by 5 feet (1 square) for every +1 to your Dexterity. If you Prerequisites: Point-Blank Shot, Precise Shot, Far Shot.
make a Jump check with a running start, then you get a +4 to Benefit: You get a +1 bonus to attack rolls made with ranged
any Jump checks you make as part of that movement (i.e., move weapons at a range of more than 30 feet.
action, Run, or Sprint). While you Run or Sprint, you retain
your Dexterity and Dodge bonuses to your Defence score. SHIELD FOCUS
Normal: When you Run, you move x4 your speed (x3 if [Defensive Combat]
you're carrying a heavy load or wearing heavy armour) and you You are practised at using shields effectively.
lose your Dexterity bonus to Defence. When you Sprint, you Prerequisites: Shield Proficiency.
increase your speed by 5 feet (1 square) for every +2 to Benefit: You get a +1 circumstance bonus to Defence when
Dexterity. using shields.
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Benefit: This feat is exactly like Skill Aptitude, but the Benefit: You can apply your full sneak attack damage to any
maximum ranks in a skill you picked for Skill Aptitude is now successful surprise attack made with a rifle equipped with a
your level +12. telescopic sight. Such an attack requires that you spend a full
Special: If you are multi-classed, you can apply this feat to round aiming just before the round in which you make the
class skills from any of your classes. attack.
Normal: The maximum ranks for a class skill is character Normal: You cannot ordinarily make sneak attacks at a
level +3. range beyond 30 feet.
Note: You can buy 4 skill ranks for 1CP.
STANDING JUMP
SKILL APTITUDE, SUPREME [Skill Enhancer]
[Skill Enhancers] You can make great leaps without a running start.
Your capacity to learn a particular skill is infinite. Prerequisite: Jump 5 ranks
Benefit: This feat is exactly like Skill Aptitude, but one skill Benefit: You do not need to get a running start when making
you picked for Amazing Skill Aptitude now has no maximum high or long jumps. The DC equals the distance in feet.
ranks. Normal: When making a high or long jump, you must have
Special: If you are multi-classed, you can apply this feat to a running start of 20 feet, or else the DC is doubled.
class skills from any of your classes.
Normal: The maximum ranks for a class skill is character STAPLE, IMPROVED
level +3. [General Combat]
Note: You can buy 4 skill ranks for 1CP. You are very good at pinning people by their clothes.
Benefit: You get a +4 to hit when you make Staple attacks,
and if you Staple with a ranged weapon, you can perform the
SLEEPER HOLD manoeuvre up to one range increment away or 30 feet,
[Offensive Combat] whichever is greater. If the Stapled person chooses to take a
You can put opponents to sleep with your grip. move action to remove the weapon, she must make a Strength
Prerequisites: Str 15, Combat Martial Arts, Improved check (DC 10), and if she attempts to rip her clothes, she must
Grapple make a Strength check (DC 15). Increase the DC of the Strength
Benefit: If you have successfully initiated a grapple, you can check by +4 for every additional staple. For example, if you use
declare that you are beginning a Sleeper Hold. On your next three attacks to throw three daggers at a target and Staple her to
turn, you inflict 1d6 non-lethal damage, and on the next turn a wall, the Strength DC is 22.
after that, 2d6, until either your opponent breaks the grapple or
falls unconscious. You can perform a Sleeper Hold only on STICK-UP ARTIST
creatures with discernible, humanoid anatomy. Anyone that [Skill Enhancer]
doesn't breathe is unaffected. "You can get much farther with a kind word and a gun than
you can with a kind word alone." -Al Capone
SLIDING SHOT Prerequisites: Intimidate 5 ranks
[Ranged Combat] Benefit: When you attempt to use the Intimidate skill against
You can slide across the ground and just keep shooting! a subject by pointing or otherwise threatening with a gun, you
Prerequisites: Dex 13, Dodge, Point-Blank Shot, Mobility, get a +4 fear bonus on your check. Once per encounter, if you
Shot On The Run fail an Intimidate check, you can fire a "warning shot," which
Benefit: As part of a full attack action, you can slide or roll allows a retry on the following round as if the first check had
along the ground up to half your normal movement distance not failed. Additional "warning shots" have no effect.
while taking a full-attack action with a firearm or firearms. You Special: Any bonus a target might against fear effects (such
are prone for the duration of this manoeuvre (+4 Defence as the Unshakable feat) raises the DC of your Intimidate check
against ranged attacks, -4 Defence against mêlée attacks) and by that bonus. Fear bonuses negate the ability to fire a "warning
can choose to remain prone or stand up as a free action when shot" in order to get a second skill roll.
you come to a stop. You do not trigger attacks of opportunity Normal: Ordinarily, you receive only a +2 circumstance
while sliding unless you end your sliding movement in a bonus from threatening a subject with a firearm.
threatened area.
Special: Improved Prone Fighting does, indeed, combine SUPER STRIKE
with this feat. Thus, if you had both feats and executed a Sliding [Offensive Combat]
Shot, your Defence during the action would be +1 against You can deliver super-powered blows with anything.
ranged attacks and -1 against mêlée attacks. Nifty. Prerequisites: Str 18 or Dex 18
Benefit: When making a mêlée attack with a normal
SNIPER weapon, your attacks count as super.
[Ranged Combat] Normal: Ability scores of 25 are super.
You are trained in shooting from great distances.
Prerequisites: Point-Blank Shot, Precise Shot, Sharpshooter, SUPER STYLE
Sneak Attack Ability [Skill Enhancer]
You are a trend-setter.
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Prerequisites: Cha 13 Benefit: You get a +4 to Tumble and Jump checks while
Benefit: Once per session per point of Charisma modifier swinging.
you possess, you can add a +2 circumstance bonus to any
Charisma-based skill or ability check where your outstanding TEAMBREAKER
dress sense and force of personality might be used to lend some [Defensive Combat]
charm-power. You are trained to fight people working in groups.
Prerequisites: BA +4, Dex 13, Int 13, Combat Reflexes
SUPERTECHNICAL APTITUDE Benefit: Whenever an opponent uses the Aid Another
[Skill Enhancer] manoeuvre or the Cooperative Attack or Improved Cooperative
You have an eye for superpowers. Attack feat against you in mêlée, you get an attack of
Benefit: You get a +2 bonus to all Supercraft checks and Use opportunity against whomever is using Aid Another or the being
Esoteric Device checks relating to Supertech devices. aided.
Special: This feat does not allow you to make more attacks
SUNDER, IMPROVED of opportunity than you normally can.
[General Combat]
You are good at smashing and slashing objects. TECH SAVVY
Prerequisites: Int 13, Combat Expertise [Skill Enhancers]
Benefit: You receive a +4 to hit when you perform the Your skills are 1337.
Sunder manoeuvre and you do not provoke an attack of Benefit: You get a +2 bonus on all Computer checks and
opportunity. This bonus stacks with Precise Sunder. Craft (electronics) or Repair checks made to electronics.
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Prerequisites: Dex 13, Int 13, Combat Expertise, Improved Special: You can take this Improved Unarmed
Disarm feat three times. Each time, the Damage Progression
Benefit: Whenever you disarm an opponent in mêlée and BA prerequisite increases by +5. Damage Improvement
take their weapon away, you get an attack of opportunity against Martial Artists receive this feat 1d4 or less 1d6
that opponent, with the stolen weapon. In order to use this feat, as part of their Class Features. 1d6 1d8
you must have at least one hand free. They are not bound by the feat's
Special: This does not allow you to make more attacks of prerequisites, but they also 1d8 1d10
opportunity than you are normally allowed to. cannot take it in addition to their 1d10 2d6
Class Features. 2d6 2d8
TWO-WEAPON FIGHTING 2d8 2d10
[Offensive Combat] UNSHAKABLE 2d10 3d8
You are skilled at fighting with more than one weapon [Save Enhancers] 3d8 3d10
Prerequisite: Dex 15 You don't spook easily. 3d10 3d12
Benefit: This feat reduces your penalties on attack rolls for Benefit: You get a +4 bonus
fighting with double weapons or more than one weapon. It to any roll made to resist fear, 3d12 4d10
lowers the penalty on your dominant-hand weapons by 2 and the horror, and demoralization. 4d10 4d12 (max)
penalty on your off-hand weapon(s) by 6.
Special: This feat replaces Multiweapon Fighting for anyone VEHICLE FOCUS
with more than two arms. [Vehicle]
You have a significant affinity for a single type of vehicle.
TWO-WEAPON FIGHTING, IMPROVED Prerequisite: Drive 5 ranks
[Offensive Combat] Benefit: Select one specific vehicle. You get a +1 bonus to
You can make multiple attacks with your off-hand weapon all rolls involving the operation or maintenance of a favoured
Prerequisites: Dex 17, BA +6, Two-Weapon Fighting vehicle. The vehicle's Defence is improved by 1 while you are
Benefit: When you fight with more than one weapon, you operating it.
get an iterative attack with one of your off hands (i.e., it takes a - Special: You can take this feat multiple times. Each time, it
5 penalty). You can take this feat multiple times. Each time, it applies to a different vehicle type.
adds one iterative attack to one of your off-hand weapons. You
cannot take this feat more times than you have iterative attacks VEHICLE FOCUS, GREATER
with your off hand(s). [Vehicle]
You have an instinctive rapport with your vehicle of choice.
TWO-WEAPON DEFENCE Prerequisites: Vehicle Focus with chosen vehicle
[Defensive Combat] Benefit: Choose a vehicle for which you have already taken
Prerequisites: Dex 15, Two-Weapon Fighting. the Vehicle Focus feet. You get an additional +1 bonus to all
Benefit: When you wield a double weapon or two weapons rolls involving the operation or maintenance of a favoured
(not including natural weapons or unarmed strikes), you gain a vehicle, for a total bonus of +2. The vehicle's Defence is
+2 shield bonus to your Defence. When you fight defensively or increased by an additional +1 while you operate it, for a total
using the total defence action, this shield bonus increases to +4. Defence bonus of +2.
You can take this feat multiple times if you have more than Special: You can take this feat multiple times. Each time, it
one armed off-hand weapon (which requires more than two applies to a different vehicle type.
arms). The feat's bonus increases by 2 for every additional off-
hand weapon you wield (i.e., with two off-hand weapons, you WARINESS
get a +4 shield bonus). [Defensive Combat]
You can keep yourself on your toes when danger looms.
TWO-GUN MOJO Prerequisites: Wis 13, Alertness
[Ranged Combat] Benefit: You can trade an standard action for a +2 bonus to
You know how to control the bucking recoil of two guns. all saving throws you make for the remainder of the round. The
Prerequisites: Dex 15 , Two-Weapon Fighting effects of this feat wear off at the start of your next turn.
Benefit: You can simultaneously wield and use two firearms,
as long as neither is larger than a rifle. WILL, AWESOME
Normal: Ordinarily, you can wield two firearms [Save Enhancers]
simultaneously only if both are handguns. You are incredibly resistant to mental or social domination.
Prerequisites: Wis 13, Iron Will
UNARMED DAMAGE, IMPROVED Benefit: You get an additional +2 bonus to all Willpower
[Offensive Combat] saving throws (for a total bonus of +4).
You hit harder than you should be able to.
Prerequisites: BA +1, Combat Martial Arts WILL, SUPREME
Benefit: Your base unarmed damage increases, by one die [Save Enhancers]
increment (see chart, right). You're even more stubborn than a grumpy house cat.
Prerequisites: Wis 15, Iron Will, Awesome Will
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70 Chapter 4: Feats
Benefit: You get an additional +2 bonus to all Will saves genuinely strike fear into your enemy's hearts, something along
(for a total bonus of +6). the lines of "I am the terror in the night" or "No one escapes the
Spanish Inquisitor" Yelling your Battle Cry at the beginning of
WILL TO LIVE combat (i.e., your surprise round or your first action after rolling
[Save Enhancers] initiative) constitutes an Intimidate check against all enemies in
You laugh in the face of death! Ha ha! (like that) earshot who understand your language. The effects of the
Benefit: You get a +4 bonus to any saving throw made to Intimidation last 2d4 rounds, instead of the normal single round.
resist instant death, including saves against death attacks and Yelling your Battle Cry requires a move action and constitutes
death from massive damage. an action in combat, and therefore afterwards, you are no longer
Tongue-In-Cheek Feats flat-footed. You can use this feat once per session, plus once for
every four character levels you have.
The following feats are genre-specific and kind of silly, but
in the right gaming group, they can be a lot of fun. They're not CAPE MISDIRECTION
in with all the other feats because gaming groups should decide [Tongue-in-Cheek]
collectively if they want to use them at all. Some of these feats You can hide within the flowing folds of your own cape.
grant Awesome bonuses (or the inverse, Lame penalties), which Prerequisite: a billowing cape or cloak
is a new bonus type that follows all the same rules as other Benefit: As a Swift action, you can whip up your cape in
bonus types. See Chapter 8: GMing for more rules about such a way that it hides the exact shape of your body; this grants
Awesome bonuses and Lame penalties. Concealment (20% miss chance) against mêlée and ranged
attacks. You must declare your intention to use Cape
AMAZING HOLDOUT Misdirection at the beginning of combat, but you can effectively
[Tongue-in-Cheek] "leave it on" until the combat ends. You cannot use Cape
Prerequisite: Holdout Misdirection if, for any reason, you are denied your Dexterity
Benefit: When you Hide a weapon or item on your person, bonus to Defence.
you get a +20 circumstance bonus vs. Observe checks. In
addition, you can Hide things that should not, by all logic, fit on CAPE MISDIRECTION, IMPROVED
your person, like an M-16, a long sword, or full suit of armour [Tongue-In-Cheek]
worn under your clothes. This feat does not affect someone's You disappear into the folds of your own cape.
ability to physically Search your body. Prerequisite: a billowing cape or cloak, Cape Misdirection
Benefit: This feat functions exactly the same way as Cape
BATTLE CRY Misdirection, but your Concealment goes up to a 40% miss
[Tongue-in-Cheek] chance.
You can strike fear into your enemies.
Prerequisite: Charisma 13, Intimidate 5 ranks CATCH BULLETS
Benefit: You must first invent a battle cry that is [Tongue-In-Cheek]
thematically appropriate to your character's persona. It needs to You can pluck a speeding bullet out of the air.
be something sufficiently intimidating and/or magnificent to
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Prerequisite: Dexterity 17, Defensive Martial Arts, Deflect couldn't possibly be the same person; one wears glasses and the
Arrows, Dodge, Dodge Bullets, Lightning Reflexes other one is a superhero.
Benefit: As an Immediate action, if someone fires a gun at
you, you can elect to roll try to catch the bullet with your bare HEROIC COMEBACK
friggin' hands. To use this feat, you must have line of sight on [Tongue-in-Cheek]
your attack, be aware that he, she, or it is firing at you, and you You just won't die.
cannot be denied your Dexterity bonus to Defence. You cannot Prerequisite: Constitution 13, Toughness
catch shotgun pellets. Benefit: Once per game session, you can use 1 Action Point
Attempting to catch a bullet requires an opposed roll, your to bring yourself from zero or lower HPs to 5HPs. You must
Reflex save versus the attacker's attack roll + 10. If you succeed, actually be alive to use this feat. Raising your HPs requires a
you catch the bullet. If you fail, the bullet hits you, regardless of Swift action, but getting up from where ever your corpse landed
whether the attack roll beat your Defence score. If the attacker's is another matter.
roll is high enough, they can score a critical hit, as per the
normal rules. MORAL AUTHORITY
[Tongue-In-Cheek]
DODGE BULLETS You can deliver a hell of a homily.
[Tongue-In-Cheek] Prerequisite: Charisma 13, Allegiance to an institution or
You are good at avoiding getting shot. philosophy with some kind of moral tone (government, religion,
Prerequisite: Dexterity 17, Dodge, Deflect Arrows, political party, etc.)
Defensive Martial Arts Benefit: If you can convincingly explain to a villain where
You get a +8 Dodge bonus against all firearms attacks if you he, she, or it has gone wrong, what their moral failings are, the
can see and are aware of your attacker(s), and you retain your ethical conundrum in their own mind can imbue a -4 Lame
Dexterity bonus to Defence. penalty to all rolls for 1d4+1 rounds (in combat) or 1d4+1
minutes (out of combat). You can invoke this feat only once per
EQUIPMENT CACHE session. In combat, you must expend a standard action to deliver
[Tongue-in-Cheek] your heroic message of goodness, fiscal responsibility, personal
You were a Boy Scout in a former life. hygiene (or whatever).
Prerequisite: Plot Device Example: The evil Apocalypso has cornered Constable
Benefit: When you're in your territory (usually a city), you Courage on a narrow catwalk. "Now I will beat you to within an
can spend an Action Point to remember that you miraculously inch of your life!” the madman cackles as he advances with fists
thought ahead and stowed a cache of supplies 1d6 blocks away raised.
(down an alley, under a dumpster, etc.). The cache can contain "Not likely," the good Constable responds, "clearly, my
the following kinds of items: strict, Royal Canadian Mounted Police regimen of callisthenics
and restrained eating habits give me a physical advantage over a
• spare clothes (a superhero costume or regular clothes, reckless and unhealthy miscreant such as yourself. After all,
nothing that grants a Defence bonus) your henchmen raided the Tasty Loins Pork Processing Plant
• money (a wad of cash, a spare credit card, etc.; grants last week solely to indulge your late-night craving for bacon!"
+1d4 Wealth for the remainder of the session) [They roll and opposed test, Apocalypso loses.]
• ammunition (1d4 clips, bundles of arrows, Supertech "Blast!" cries Apocalypso, as he is filled with self-doubt.
batteries, whatever is appropriate to your weapon) Clearly, the Constable is correct. He is getting a little wide
• food and water (enough to feed you for a day) around the middle.
• one Plot Device "Let this be a lesson in the virtues of physical fitness!" cries
the Constable, as he beats Apocalypso into unconsciousness.
If you are outside of your home territory, your GM might
allow you to spend 2APs to have a cache nearby (in a tree, MUMBO-JUMBO
under an over-pass, etc.). In a truly exotic location (inside a Your mystical insights are stronger when you mumble.
villain's lair, on the Moon, etc.), and if you ask really nicely, Prerequisite: Wisdom 13
your GM could be on enough antihistamines to allow you to Benefit: You gain a +4 Awesome bonus to skills you make to
spend 3APs to have a cache nearby. build, repair, or study a mystical item, provided that you can ad-
lib a vaguely believable load of arcane blither before you make
GLASSES OF DISGUISE the roll. This does not add any time to your skill check. You
[Tongue-In-Cheek] (your character) actually mumbles while she works. You can
You can hide behind a pair of specs. blither about ley-lines or "blind forces of the Universe" or
Benefit: By wearing a pair of glasses in your everyday life whatever. These essentially meaningless phrases help you
and not wearing them in your superheroic persona, you get the concentrate. You can use this feat a number of times per session
equivalent benefit to wearing a Full-Face mask when you're in equal to your Wisdom modifier.
costume (DC 25 to recognise you, see Chapter 1: Character
Creation), and no mask in your everyday life. After all, you NEW-AGE NONSENSE
The inner eye seeks through through nonsense.
Prerequisite: Charisma 13
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Verbal Riposte, "It'll be hard to eat once we've knocked your three rows of teeth, Gladiator!" and negates the Gladiator's
teeth out!" Shark and Gladiator roll opposed Diplomacy tests attempt to cancel the Battle Cry's effect. The heroes take a -2
and Gladiator wins, which would cancel the Battle Cry's effects, Lame penalty.
but Shark returns with another Verbal Riposte, "Sharks have
Feats by Group
Combat, Defensive Quick Draw Two-Weapon Fighting Leadership
Agile Riposte Quick Sheath Two-Weapon Fighting, Light-Footed
Armour Focus Stand Still Greater Low Profile
Armour Specialization Staple, Improved Two-Weapon Fighting, Low-Light Vision
Back-Roll Throw Third Hand Improved Medical Expert
Breakhold Trip, Improved Unarmed Damage, Improved Power Focus
Chaotic Mind Turnabout Disarm Weapon Finesse Power Focus, Greater
Cloak Dance Weapon Focus Power Focus, Improved
Combat Expertise Combat, Offensive Weapon Focus, Greater Power Penetration
Combat Expertise, Improved Agile Wrestling Weapon Specialization Power Penetration, Greater
Damage Threshold, Anti-Vehicle Speciality Weapon Specialization, Greater Quick Change
Improved Anti-Vehicle Speciality, Whirlwind Attack Resist Fatigue
Defensive Martial Arts Improved Renoun
Deflect Arrows Blind Fight Combat, Ranged Run
Deflect Arrows, Improved Blinding Strike Blazing Charge Swift Healing
Dodge Brawl Blind Shot Swift Power-Point Recovery
Elusive Target Bull Rush, Improved Burst Fire Toughness
Indomitable Cleave Dead Aim Toughness, Improved
Infighter Cleave, Great Deadeye Track
Mobility Combat Martial Arts Double Tap Wild Talent
Origin Resistance, Greater Combat Martial Arts, Improved Far Shot Wind Fall
Precise Strike Combat Martial Arts, Advanced Grazing Shot
Prone Fighting, Improved Cooperative Attack Gun Fu Mystical
Shield Focus Cooperative Attack, Hail of Bullets Armour Master, Arcane
Shield Specialization Improved Lethal Hurling Augment Summoning
Snatch Arrows Combat Throw Manyshot Brew Potion
Swinging, Combat Combat Throw, Improved Manyshot, Greater Combat Casting
Teambreaker Crippling Blow Mounted Ranged Attack Combat Casting, Improved
Two-Weapon Defence Critical Range, Improved Point-Blank Shot Counterspell, Improved
Unbalance Opponent Critical Damage, Improved Precise Shot Craft Mystic Armaments
Wariness Deadly Precision Precise Shot, Improved Craft Wand
Dexterous Sneak Attack Quick Reload Empower Spell
Combat, General Grapple, Improved Rapid Reload Enlarge Spell
Combat Diagnosis Knockback Awesome Rapid Shot Extend Spell
Combat Nerves Knockback, Distance Sharpshooter Heighten Spell
Combat Reflexes Knockback, Improved Shot on the Run Lab Magic Mastery
Diehard Knockback, Supreme Skip Shot Maximize Spell
Disarm, Improved Knockout Punch Sliding Shot Scribe Scroll
Entangling, Improved Knockout Punch, Improved Sniper Silent Spell
Environmental Combat Mercy Blow Stickup Artist Spell Focus
Speciality Overrun, Improved Two-Gun Mojo Spell Focus, Greater
Favoured Enemy Power Attack Still Spell
Favoured Enemy Focus Precise Sunder General Turning, Improved
Feint, Improved Pressure-Point Attack Cloakfall Widen Spell
Hard to Kill Shield Bash, Improved Cross-Trained
Heroic Intervention Sleeper Hold Endurance Proficiencies
Heroic Surge Spring Attack Endurance, Awesome Proficiency, Armour (archaic)
Initiative, Awesome Flyby Attack Fast Move Proficiency, Armour (heavy)
Initiative, Improved Stunning Fist Frightful Presence Proficiency, Armour (light)
Initiative, Supreme Sunder, Improved Hidden Power Proficiency, Armour (medium)
Knockback, Light Super Strike Home Turf Advantage Proficiency, Armour
Merciful Mauler Streetfighting Last Desperate Trick (powered)
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CHAPTER 5: POWERS
Chapter Contents
Chapter 5: Powers.................................79 Duplicate Self ............................................97 Resistance: Psi-Power..............................126
Power-Point Deficit...........................................79 Energy Attack.............................................98 Resistance: Spell...................................... 126
Biological...................................................... 79 Esoteric Item ........................................... 101 Shadow Affinity ...................................... 127
Cosmic...........................................................80 Fast Healing............................................. 101 Size Shift .................................................127
Mystical......................................................... 80 Flight ....................................................... 102 Stretching ................................................ 129
Psionic........................................................... 80 Force Field .............................................. 103 Super Senses ........................................... 129
Supertech....................................................... 80 Gadget ..................................................... 105 Super Speed ............................................ 130
Flavour Text...................................................80 Gremlinism ............................................. 107 Supertech Invention................................. 132
Power Stretching........................................... 80 Healing Touch ......................................... 107 Surface Adhesion .................................... 132
Table 5-1 Powers...............................................82 Iconic Item .............................................. 108 Technopathy ............................................ 133
Ability Boost .............................................84 Incorporeal Form .....................................110 Telekinesis ...............................................134
Ability Enhancement.................................85 Invisibility ............................................... 111 Telepathy .................................................136
Alter Appearance ...................................... 85 Life Leech................................................ 112 Teleport ................................................... 137
Amazing Accuracy ....................................86 Liquid form ............................................. 112 Temport ................................................... 139
Amazing Combat Skill ..............................86 Longevity ................................................ 113 Thick-Skinned..........................................140
Amazing Diplomacy ................................. 86 Metamorph .............................................. 113 Turn Undead ........................................... 141
Amazing Defence ......................................86 Mighty Lifting .........................................114 Unusual Vision ........................................142
Amazing Deflection .................................. 87 Mystic Spell-Casting................................114 Vacuum Adaptation ................................. 142
Amazing Dodge ........................................ 87 Natural Armour ....................................... 115 Water Breathing ...................................... 142
Amazing Fighting ..................................... 87 Natural Weapons ..................................... 115 Weather Mastery ..................................... 142
Amazing Leap ...........................................87 Need Not Breathe ....................................115 Webbing .................................................. 144
Animal Affinity ......................................... 88 Need Not Eat ...........................................116 Don't Duplicate a Power..............................146
Animal Form .............................................88 Need Not Sleep ....................................... 116 Look for Pre-Existing Versions...................146
Appendages ...............................................90 Penetrating Vision ................................... 116 Determine CP Cost...................................... 146
Blindsight ..................................................90 Pheromones .............................................116 Determine Power-Point Cost....................... 146
Catfall.........................................................91 Power Absorption ....................................117 Determine Activation/Sustain Times...........146
Cause Blindness ........................................ 91 Power Armour ......................................... 118 Table 5-3 Act Roll Consequences...................147
Cause Confusion ....................................... 91 Power Detection ......................................120 Table 5-2 Act Bonuses by Class and Level.....147
Cause Deafness ......................................... 92 Power Duplication ..................................121 Feats.............................................................147
Cause Earthquake ......................................92 Power Leech ............................................122 Activation, Improved............................... 147
Cause Fear .................................................93 Power Nullification ................................. 122 Activation, Awesome .............................. 148
Cause Pain .................................................93 Possession ............................................... 123 Activation, Supreme ...............................148
Cause Unconsciousness ............................94 Pressure Adaptation ................................123 Focused Activation ..................................148
Charismatic Aura ...................................... 94 Probability Manipulation ........................123 Focused Activation, Awesome.................148
Damage Reduction.....................................95 Psionic Manifestation ..............................124 Focused Activation, Supreme..................148
Danger Sense ............................................ 96 Repairing Touch ...................................... 125 Metapowers................................................. 148
Dominate Animals ....................................96 Resistance: Energy ..................................125 Power Leech ............................................148
Resistance: Power.................................... 126
Power Points As you regenerate PPs (see below), you also regenerate your
Constitution score at a rate of 1 Con point for every 1PPs (e.g.,
Power Points are what you expend in order to use most if you earn 4PPs every 6 hours, then you regenerate 4 points of
powers. They represent willpower, grit, or in the case of Constitution). If you sleep for 8 hours, you regenerate all
Gadgets, an abstracted fuel or a power source. Powers that are Constitution points. Remember that as you reduce your
"always on," which includes most traits, don't require PPs, but Constitution, you also loose HPs, your Fortitude save goes
powers that manifest a one-time effect, like an Energy Attack, down, and you reduce all your Constitution-based stats
generally do. accordingly. If you reduce your Constitution to zero, then you
The Power Die listed in your class description functions the die, instantly.
same way as a Hit Die. At every level, you roll your Power Die Origins
and add your ability bonus, as designated by your class. Like Hit
Points, when you take your first superhero level, you get your Every power has an Origin, an in-game explanation for
full Power Die. where the heck the power comes from, what it's source is, where
Also like HPs, you naturally regenerate PPs over time. it originates (just to be blatant about it). Anything with an
Every 6 hours (i.e., 4 times a day), you regenerate a number Origin is Super, and anything Super bypasses unmodified DR
of power points equal to your character level. If you get a full (just like in other d20 games where magic automatically
night's sleep (or equivalent trance, meditation, etc.), then you bypasses undmodified DR). Similarly, anything with an Origin
regain all your PPs. can be affected by the metapowers. There are five Origins:
Power-Point Deficit
Biological
You can also effectively cannibalise your own body in order This Origin indicates powers that come from your
to fuel your powers even after you're out of actual Power Points. physiology in some way. It includes mutants and aliens, as well
Doing so requires that you trade 1 point of your Constitution as genetic alterations, deliberate or otherwise. It's often
for 1PP. This happens in the same action that you spend the shortened to "Bio."
PPs; you cannot keep the PPs after you've cannibalised them.
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76 Chapter 5: Powers
Cosmic mechanics (at least as much as possible). This way, you can
This Origin includes any energy source that is apply any description you'd like for your powers.
misunderstood and mysterious, from the totally illogical results An Energy Attack: Concussive can be a giant ghostly
of being bitten by radioactive animals or struck by lightning, to hammer that slams out of your forehead. A Natural Weapon can
empowerment by forces from beyond. It is the catch-all be golden daggers you shoot out your nose. Mighty Lifting could
explanation for the unexplainable. be a gleaming steel exoskeleton grafted onto your body, from
head to foot. How the powers manifest and what they look
Mystical like is entirely up to you.
This Origin comes from the supernatural in its traditional You can describe powers as if they're combined.
form, the harnessing of blind forces of the universe and the Appendages can have Natural Weapons built onto them. Your
blessings of divine beings. It includes both the Arcane and the Amazing Leap might actually be a side-effect of shooting your
Divine. All spells, spell-like effects, and magic items are Energy Attack: Heat downwards, like a rocket. Your Power
mystical in Origin. Armour could grant Amazing Accuracy because it has a HUD
built into it. You can attribute all your powers, no matter
Psionic how many or how diverse, to one source, if you want to. If
This Origin indicates the external manifestation of internal you have Super Strength, Super Speed, Energy Attack: Heat, and
power, sheer force of will, mind over matter. All psi-powers, Amazing Dodge, you're breaking no rules if you consistently
psionic effects, and psionic items are psionic in Origin. claims that these all derive from the awesome power of your
biceps.
Supertech You can also invent visual effects for your powers, with a
This Origin includes technology that is beyond the mundane. limited freedom. You can't alter your abilities, and you can't
What is actually beyond the mundane changes about every duplicate a skill, a feat, a power, or an ad/comp through a
fifteen minutes, so the rule of thumb when in doubt is if the visual-effect. You also cannot duplicate the functioning of any
technology in question directly duplicates a power, then it's mundane technology. For example, you might give off a slight
Supertech. Devices (Gizmos, superchemicals, super armaments, glow or glitter effect when you use a particular power, but you
and ray guns) are all supertech. Most Gadgets and Power can't shed enough light to read by. A power's manifestation can't
Armour are supertech, but they can be of any origin. have a useful, in-game effect that isn't listed in its description,
but you're free to describe it in impressive terms. Basically, if it
All your powers must all have the same Origin, although doesn't impinge on the hard rules governing you or your powers,
you can take the Multiple Origins advantage to get over that you can describe them any way you like. We provide the rules
restriction. Any power can have any Origin. All that's required and you provide the flavour. That's how this particular game
is a sufficient explanation. An Energy Attack can come from a works best. It's a very fantastical genre, so have fun with it.
mutant ability you discovered when you were 10, or a bolt of
pure will from the depths of your mind, or a Buck Rogers ray Power Stretching
gun. Your Origin will have a lot to do with your origin story, Every power has a standard use, expressed in terms of rules
where you got your powers and how they work. From a and stats. However, it's also possible to "stretch" your powers
character/story point of view, it makes a big difference if your in order to do things not listed in the text. Power Stretching
powers are perceived as part of the world of science (Supertech costs an Action Point, and your GM has final say on whether or
or Bio), magic (Mystical), pseudo-science (Psionics), or not your Power Stretch works, whether there is a check (using a
something totally mysterious (Cosmic). skill, an attack, etc.) or any other special circumstances involved
From a rules point of view, some powers interact with other in your particular attempt to stretch your power beyond its
powers, and Origins often play a role, for example the normal use. There might also be a PP cost associated with the
metapowers are often keyed to a particular origin, and various stretch—doubling the Activate cost for example—or just a flat
kinds of Resistance are, as well. There is also is a significant PP cost decided by the GM. For example, a character with super
difference between mystic, psionic, and supertech items (see strength might want to clap his hands loudly enough to deafen
Chapter 6: F/X). opponents. Such an action would (a) require a PP cost
Power Notes equivalent to a similar kind of attack (Energy Attack: Sonic, for
example), and (b) would have a saving throw associated with it.
The following short entries detail a few different game A more directed effect might have an attack roll attached.
elements to do with powers. They didn't fit anywhere else, so
here they are, in alphabetical order. Power Descriptors
Flavour Text [Powers]: These are physical or energy-based
Our descriptions for powers might, at first, seem a bit dry. manifestations that you generate with your body, will, mind, or
There is a reason for this. We've written them to be abstract soul. You buy them with Character Points. Almost all of them
because the superhero genre is extremely varied and flexible. So require the expenditure of Power Points, but a few don't. Most
instead of writing up specific descriptions for every power we are one-time effects, like Energy Attack.
could think of, we simply made powers that apply somewhat
generic bonuses or grant abilities ruled by existing game
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[Traits]: These are a special kind of power. When the text No matter how many discounts or limitations you pile on,
refers to "powers" in general, it refers to traits as well. Only the minimum cost of a power is its base price before
when referring specifically to traits does the text use the term enhancements, or 1CP per level of the power.
"traits." Traits have no activation or sustain costs and they are
inherent to your body's physiology. They're often physical Prerequisites (enhancements and limitations only): You
attributes that are not necessarily supernatural—like an extra have to have all the prerequisites for an enhancement or
limb (Appendages) or retractable claws (Natural Weapon)—but limitation before you can purchase it. In almost all cases, the
they can also be little knacks and abilities that are so prerequisites are other enhancements/limitations.
fundamental to you that they simply can't be distinguished them
from your body—Amazing Leap or Longevity, for example. Activate (PP cost; action): This is how much time and
This is why they are unaffected by the metapowers. Their energy it takes to start a power. It refers only to the first round in
Origin is most typically Bio (they're parts of your body), but which you start a continuous power or the single use of an
they can be anything in theory, assuming you provide a good instantaneous power. Activation costs are listed in PPs, then a
enough explanation. They are usually not considered Super semi-colon, and an action type, such as "2PPs; standard
unless otherwise noted. action." They often specify a PP cost per level of the power, as
in "2PPs per level; standard action." The action type is
[Items]: As their name suggests, these are physical objects sometimes listed as "use activated (blank)," which means that
that act as conduits for powers. The four Item powers are: there is some other action (in brackets) that has to take place to
Gadget (including Power Armour), Iconic Items, Esoteric Items, use a power, usually making an attack, moving, or employing a
and Invent Supertech. skill. The minimum activation cost of a power, regardless of
Gadgets are items that can manifest a single power (never a discounts, is 1PP.
trait) and are automatically replaced if lost. They are most You can activate a continuous power only once per round
typically Supertech. Power Armour is a bunch of Gadgets with and it lasts at least one round. You can activate instantaneous
armour plating. Gadgets grant a CP discount as a percentage of powers, like attacks, as many times per round as you have the
the total cost of their power, because they can be lost, used appropriate actions.
against you, or even potentially destroyed. A power's activation time determines whether it
Iconic Items are nigh-indestructible objects that manifests provokes attacks of opportunity. The abstract rule is that
all of your powers. Iconic Items grant a one-time discount activation times that take up actions in combat do provoke, but
because they cannot be destroyed, but on occasion could be lost activation times that are roughly equivalent to free actions do
or stolen. not, while use-activated powers do or don't provoke based on
Estoeric Items have one or more of the standard the action needed to activate them.
enhancements from the SRDs and/or Chapter 6: F/X. Their The upshot of all that is that the following activation times
Origins are therefore mystical, psionic, or supertech. Esoteric do provoke attacks of opportunity:
Items do not grant powers, so there is no CP discount. Instead, • full-round action
there is just a cost for the item and the mystic, psionic, or • move action
supertech special abilities that the item carries. • standard action
Finally, Invent Supertech allows you to make short-term, • use-activated (manifesting)
sometimes single-use Supertech devices (Doohickies, • use-activated (skill check)
Superchemicals, and Ray Guns). • use-activated (spell-casting)
[Metapowers]: Power Absorption, Power Detection, Power The following activation times do not provoke attacks of
Duplication, Power Leech, Power Nullification, and Power opportunity:
Resistance are metapowers, which means that their primary • free action
function is to interact with powers. They do not work on traits • immediate action
because traits are so fundamental to how your body works that • swift action
they're indistinguishable from your basic physiology.
• use-activated (attack)
• use-activated (move)
CP Cost: Every power has a cost in Character Points. This is
a one-time expense. Many powers also have enhancements • use-activated (special)
listed with them, which are also one-time expenses. Costs are NB: It is possible to provoke an attack of opportunity by
sometimes listed as "varies" when there are options within a moving, but activating a power that enhances movement or
power that can change the price. They're also often listed as a provides a kind of movement does not by itself provoke attacks
certain number of CPs "per level." In this case, the text will of opportunity.
describe what benefit one "level" of a power provides.
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Finally, any power with an activation time of "use- prerequisites of the feat(s), of course, and some feats have no
activated (attack)" automatically counts as a weapon. affect on some powers. For example, Improved Critical Damage
Therefore, you are armed if you have one of those powers and would have no affect, one way or the other, on Power
can activate them. Also, you can apply weapon-based feats to Absorption.
them, so you can take Improved Critical Range for Energy
Attack, for example. You still need to qualify for all the
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80 Chapter 5: Powers
Sustain (PP cost; action): This entry is left off of most This power allows you to temporarily Ability Boost
powers. The default for sustaining a continuous power is that increase one more more of your ability Mode Costs
you must expend the Activation cost (in PPs) to keep the power scores. One level of Ability Boost, 1CP
"on," and you must expend a free action to do so. (NB: The regardless of mode (see below), grants a Single
per level
easiest way to adjudicate this at the table is to announce only +1 bonus to the relevant ability or
when you activate and then deactivate a power, rather than abilities. There are four modes of this 2CP
Mental
declaring, round after round, that the power is still active. GMs, power: Single, Mental, Physical, and per level
therefore, will simply assume that if you activate a power, it Total. 2CP
Physical
stays active and you are paying the PP cost every round.) per level
When there is a Sustain entry, it will note either that the Single 4CP
power requires an action other than "free" to sustain it, and/or Cost: 1CP per level Total
per level
the power has a different PP cost in combat than outside combat. Activate: 1PPs per level; move
In this latter case, the entry will say "per round/minute" or "per action
round/hour," for example. This means that in combat, you must For every level of this mode, you can increase one of your
pay the PP cost per round, and out of combat, you pay only per ability scores by +1.
minute, hour, etc. Powers just take a lot more juice to run when
you're in a fight. Mental
Cost: 2CP per level
Range: Ranges of "self" affect only you. Ranges of "touch" Activate: 2PPs per level
require a touch or touch attack. You can always touch yourself. For every level of this mode, you can increase all three of
Other ranges are listed in feet or, very rarely, miles. your mental ability scores (Intelligence, Wisdom, and Charisma)
by +1.
Standard Saves: Some powers provoke saving throws from
your targets. A few list a set DC (e.g., "Reflex 15"), and some Physical
indicate what happens if you pass the save (e.g., "Reflex 15 Cost: 2CP per level
[half]). Most power DCs, however, follow a standard formula: Activate: 3PPs per level
10 + half your character level + ability modifier.1 When a For every level of this mode, you can increase all three of
save DC is not specified, that means that you use the standard your physical ability scores (Strength, Dexterity, and
DC, as in: "Reflex (half), Intelligence." This line indicates that Constitution) by +1.
the save type is Reflex, the DC is the standard formula, the
relevant ability for the power user is Intelligence, and the save is Total
for half damage. Cost: 4CP per level
Activate: 3PPs per level
Enhancements: These are little add-ons to a power, tailor- For every level of this mode, you can increase all six of your
made for that power in particular, that you can buy for more ability scores by +1.
CPs. Enhancements work just like mini-powers and some use
the same short-hand as above (activate, sustain, etc.). Every You do not need to Boost your designated score(s) by
enhancement is specific to its power. You cannot use one your full amount. If you had four levels of Ability Boost:
enhancement for a different power, although you will find quite Charisma, for example, you could increase your score by +1,
a few enhancements that are essentially duplicated for different +2, +3, or +4, at your discretion. When you are Boosted, you
powers. can choose to expend a move action to Activate the power again
in order to raise or lower your score(s).
Limitations: These are little limiting factors for powers, like When you increase an ability score, that increase affects all
a vulnerability, an in-game hindrance, or some other annoyance. related stats.
Unlike enhancements, Limitations reduce the price of the power • Strength: mêlée attack and damage bonus, lifting
to which they're attached. That's the whole point of them. Note: capacity
limitations do not grant CPs. They reduce the cost of their • Dexterity: ranged attacks, Defence bonus, Reflex
power. saves
Power Descriptions • Constitution: HPs, Fortitude saves
• Intelligence: Spell DCs, not Skill Points (see below)
ABILITY BOOST • Wisdom: Will saves
[Power] • Charisma: Turning checks
Cost: by mode Boosting your Intelligence does not increase your skill
Activate: by mode points because you do not go back in time and "have learned"
Sustain: per round/minute things that you previously didn't know.
Range: self When you end a Boost, you simply reduce all your stats to
their un-Boosted levels, but HPs work differently. In this case,
you take the number of extra points your Boost granted you, and
1 This formula is approximately equal to the spell-save formula: 10 + ability
score + caster level (which is usually half your class level).
subtract that number from both your total HPs and your current
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HPs. If doing so were to reduce your current HPs to below zero, The price of Ability Enhancement is keyed to three other
then you would suffer all the consequences thereof. If it were to powers: Telekinesis, Damage Reduction, and Ability Boost.
reduce them to below -10 , then you would be dead (unless you The price of increasing your Telekinetic Strength and
had feats or powers that would prevent that from happening). Dexterity is the same for Ability Enhancement, and the
Example: you are 4th level, have 20 HPs, and a Constitution protection offered by DR matches the extra damage offered by
of 10 (+0). You then activate Ability Boost and raise your an increased ability score. So, it costs as much do to damage
Constitution score to 20 (+5), which increases your total HPs by as it does to avoid it. Ability Boost (single) is by default half
20 (four levels at +5 per level). You then take 25 HPs worth of the price of Ability Enhancement, because it's an activated
damage, which puts you at 15 HPs total. If you end your Boost power, not an "always on" effect.
at that point, your total HPs and your current HPs are both
reduced by 20, which brings you to -5 HPs. Prerequisite: 4 levels of Ability Boost
Please do not bog down a game by calculating your Boosted You must always use your maximum Boost bonus when you
stats at the table. It is only polite to do that math before the activate the power.
game starts.
Enhancements ABILITY ENHANCEMENT
Enhancement: Reduced Drain [Power]
Cost: 1CP per level of Ability Boost Cost: 2CP per level
Activating and sustaining your Boosted scores now costs Activate: none
half (Single: 1PP per level; Mental/Physical: 1PP per level; Range: self
Total: 2PP per level). For every level of this power, increase one of your abilities
by +1. This bonus to your ability score(s) is a power and has an
Enhancement: Swift Boost Origin. It can be affected by the metapowers, which means that
Cost: 2CP you need to keep a record of your "natural" ability scores (i.e.,
You can Boost your scores as a swift action. your scores before any enhancement).
Enhancements
Enhancement: Reflexive Boost Enhancement: Ability Trait
Cost: 3CP Cost: 1CP per level of Ability Enhancement
Prerequisite: Swift Boost This enhancement changes one of your Enhanced abilities
Activate: 1PP (single), 2PP (Mental/Physical), 3PP (Total); into a trait. The maximum score of an Ability Trait is 24. You
swift action cannot take this Enhancement for a score that is 25 or more.
If you retain your Dexterity bonus and are hit for physical
damage (either by an attack or something that triggers a saving ALTER APPEARANCE
throw), you can make a Reflex save to instantly Boost your [Power]
score(s) a split second before the damage occurs. The DC of the Cost: 5CP
Reflex save equals either half the attack roll or the save DC of Activate: 1PP; full-round action
the in-coming effect -5. You must declare your intention to Sustain: per hour; swift action
invoke this enhancement after the hit is announced but before Range: self
full damage is calculated. You can physically alter your body to change your
Limitations appearance, though the power does not effect your clothing.
Limitation: Extra Drain This power grants a +10 to your use of the Disguise skill. You
Value: 1CP per level of Ability Boost can your height by up to 25%, and change your thinness or
Activating and sustaining your Boosted scores now costs fatness by 25%. You can change your hair's length, up to double,
double. Single mode: 2PPs per +1. Physical/Mental mode: 4PPs or render yourself completely bald. The form you assume must
per +1. Total mode: 6PPs per +1. be corporeal and of the same species as yourself, though you
can change your gender and ethnicity. However, you cannot
Limitation: Fatigue fundamentally alter the physical structure or capabilities of your
Value: 1CP per level to Ability Boost body. A man Altered to appear female cannot become pregnant,
When you end a Boost you crash. Any score you Boost now for example.
has a temporary penalty of -1 per level of the base power (i.e., You can change your skin, hair, and eye colour to either
half the total Boost bonus), and this penalty lasts half as long as natural or unnatural tones. You can make yourself look African,
you sustained your Ability Boost. So if you increased your Eastern European, or Caucasian, but you can also give yourself
Intelligence by +4 for 10 rounds, you would receive a -2 penalty green skin and blue hair, if you want to. You can give yourself
to Intelligence for 5 rounds. You cannot Boost a given ability moles, birthmarks, scars, or tattoos. The GM might limit the
score while you're crashing, so in the above example, you details of these little touches. For example, printing Gutenberg's
couldn't increase your Intelligence to overcome the crash, but Bible on your back is beyond the scope of this power. The
you could increase a different score. power does not change the tone of your voice.
All of your physical abilities (attack rolls, Defence, saves,
Limitation: Maximum Power etc.) remain the same. This power cannot confer any special
Value: 2CP
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82 Chapter 5: Powers
abilities, attack forms, defences, or ability score bonuses. You illusory weight is one of the many things that could grant
cannot increase your Charisma with this power. someone a Disbelief check against your new appearance.
Once you choose a new form, that form remains the same This limitation is not compatible with the Fine Detail
until you deactivate the power and return to your normal form. enhancement.
You must revert to normal before assuming a new form. If you
become unconscious for any reason, or you are killed, you AMAZING ACCURACY
automatically return to your normal form. You must return to [Trait]
your normal form before switching to a new one. Cost: 2CP per level
You have a precise and deadly eye. For every level of this
Enhancements power, you gain a +1 competence bonus to all your ranged
Enhancement: Alter Form attack rolls. This does not alter your Base Attack, and therefore
Cost: 4CP cannot affect your attack progression. You can take this trait
You can now assume a genuinely alien appearance, sporting multiple times. Its effects stack.
scales instead of skin, or giant grey eyes with no pupils. You can Limitations
change your height by up to 25% in either direction, and your Limitation: Power
weight by up to 50%. Value: 1CP per two levels
You can add appendages, such as extra limbs, tails, or wings, Activate: free; free action
but they are purely ornamental. You cannot fly, for example, or Your Amazing Accuracy is a power.
use extra limbs to grasp objects or support your weight. You can
also appear non-organic, made of metal or stone, for example. AMAZING COMBAT SKILL
[Trait]
Enhancement: Move Action Shifting Cost: 4CP per level
Cost: 2CP You have highly advanced combat skills, outstripping others
You can shift your form as a move action instead of a full- at your level. For every level of this trait, you gain a permanent
round action. Additionally, you can shift between forms without +1 to your Base Attack Bonus. The trait can potentially increase
returning to your natural form. your attacks per round, or grant a prerequisite for a Feat. You
can take this trait multiple times. Its effects stack.
Enhancement: Fine Detail Limitations
Cost: 3CP Limitation: Power
You have absolute control over the finest details of your Value: 1CP per point of BAB
appearance, right down to your retinas and fingerprints. If you Activate: free; use-activated (attack)
have a subject's fingerprints and/or retinal patterns to study for Your Amazing Combat Skill is a power.
several hours, you can duplicate them well enough to fool any
modern biometric scanner. Only DNA testing will be able to AMAZING DIPLOMACY
determine that you are not whom you appear to be. [Trait]
Cost: 1CP per level
Enhancement: Vocal Mimic For every level of this power, you get a +4 competence
Cost: 3CP bonus to your Diplomacy checks. You can take this trait
You can change your vocal chords to alter your voice. multiple times. Its effects stack.
Assuming you have heard another person's voice before, you Limitations
can duplicate it nearly perfectly. This adds an additional +5 Limitation: Power
bonus to Disguise checks. You can use your Disguise check to Value: 1CP per 2 levels of Amazing Diplomacy
fool a voice scanner, but without the +5 bonus this power Activate: free; use-activated (Diplomacy check)
affords. Your Amazing Diplomacy is now a power. This limitation
Limitations yields 1CP for every two levels you have of Amazing
Limitation: Illusory Alterations Diplomacy, and you must pay the activation cost every time you
Value: 1CP apply the bonus to a Diplomacy roll.
Instead of creating an actual physical change, Alter
Appearance now creates an illusion of the appearance you AMAZING DEFENCE
assume. Regardless of your Origin, people can still Disbelieve [Power]
your appearance as if it were a magical illusion. The DC for a Cost: 3CP per level
Disbelief check is 10 + half your level + your Intelligence Activate: free; free action
bonus. Range: self
Your illusory appearance includes both visual and tactile For every level of this power, you get a +2 enhancement
elements. For example, you can make yourself skinny and bonus to Defence. You can take up to 3 levels of this power.
people will see your ribs and feel your bony arms. However,
because your Alteration is now illusory, you cannot change your Enhancements
body's actual physical nature, so a scale would reveal your true Enhancement: Inherent Defence
weight. Hard evidence of your actual weight versus your Cost: 1CP per 2 levels of Amazing Defence
Your Amazing Defence is now a trait.
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APPENDAGES If your appendage has Reach, then it must also have the
[Trait] Retractable Appendage enhancement in order for you to conceal
Cost: 3CP per appendage it. However, if it does not have Reach, then the Retractable
You have one or more additional prehensile appendages Appendage enhancement is not necessary.
attached to your body. These can be arms, tails, tentacles or even
animated hair. Enhancement: Hand
Standard appendages have the same Strength and reach you Cost: 1CP
have, but they have nothing as articulate as a hand, so you Your appendage now has all the Dexterity and functions of a
cannot use them to manipulate objects with any fine skill, just hand, though it need not literally have a hand on the end. It can
hold them. You can use your appendages to make unarmed hold and manipulate objects just as well as one of your normal
strikes for 1d2, non-lethal damage, though you do not gain any hands. This enhancement could represent actuators on the end of
additional attacks, but they suffer -5 penalty to hit and damage a tentacle that can manipulate objects like a hand, for instance,
due to the clumsiness of the additional appendages. To enhance or perhaps represent your hair's ability to separate into finger-
your Appendages' ability to attack, see the Combat Appendage like bunches.
enhancement and the Two-Weapon Fighting feats (Chapter 4:
Feats). Enhancement: Reach
Although a heavy coat or cloak might conceal your extra Cost: 2CP per level
appendages at a medium distance, there is no way for you to Your appendage is unusually long, and thus has extended
hide your extra appendages from scrutiny at close range. reach in combat. While you do not threaten a larger area than
Furthermore, you must purchase or make customized armour normal, you can strike opponents up to 5 feet further away than
and clothing that fits your unusual appendages, unless they are usual in mêlée per level of this enhancement. NB: the limb is
located on your body in such a way that they do not reasonably visibly longer than one of your normal limbs, so it could be a 6-
interfere with that armour or clothing. foot tail or a multi-elbowed arm, for example. You can take this
The physical shape and appearance of your appendages is up enhancement twice. Its effects stack.
to you. They could be cybernetic tentacles, ectoplasmic arms, a
monkey tail, or whatever you like. Enhancement: Retractable Appendage
Enhancements Cost: 1CP
Prerequisite: Reach
NB: You have to purchase enhancements for each appendage You can now retract your lengthy appendage back into your
individually. You can mix and match different enhancements body, making it the same size as a normal limb. Retracting or
and build various appendages. For example, you can have an extending an appendage is a free action.
arm with a hand and a separate retractable tail with reach. Limitations
Limitation: Weak Appendage
Enhancement: Climbing Aid Value: 1CP
Cost: 1CP Your appendage lacks Strength and power. It has an effective
The appendage aids you when you climb; it grants +3 to Strength of only 8, or half your normal Strength, whichever is
Climb checks. You can take this enhancement, and gain its less. Additionally, you cannot perform slam attacks or
bonus, twice per appendage. entangling attacks with it.
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We separated Catfall from Amazing Leap because it's possible Cost: 2CP per level
to have a character who can take a fall but not leap to an For every level of this power, you can ignore up to 30 feet
equivalent height, and vice-versa. These are separate comic- worth of falling damage. You must either deliberately jump
book tropes, so we've made the powers separate, too. down from a height or make a Reflex check (DC 15) on an
involuntary fall. When you hit the ground, you are flat-footed,
use olfactory Blindsight to detect beings and things that and probably hunkered down on one knee, all heroic like, with
specifically have no odour, and a sufficiently powerful area of little cracks in the pavement under you, and stuff.
strong smell (a perfume factory, a city dump) can, at the GM's
discretion, ruin your ability to sense smells. Blindsight works CAUSE BLINDNESS
underwater at half the normal range, but not in a vacuum. [Power]
Blindsight operates in all directions, 360 degrees around you. Cost: 8CP
The Enhanced Sense power can, if applied to the appropriate Activate: 1PP; use-activated (attack)
sense (touch for vibration, hearing for echolocation, smell for Range: touch
olfactory), multiply the range of Blindsight by 2 per level of Save: Fortitude, Charisma-based
Super Senses rather than the normal 5 (see Super Senses). You can cause your target to become temporarily blind with
a simple touch. To use this power, spend 1PP and make a mêlée
Enhancements touch attack. The target can then make a Saving Throw to avoid
Enhancement: Extended Range being blinded. In addition to the obvious effects, a blinded
Cost: 2CP creature automatically fails Observe checks relating to sight,
Double your Blindsight's normal range. Apply this multiple suffers a 50% miss chance in combat (all opponents have full
separately and after extra range that Super Senses might grant. concealment), loses any Dexterity bonus to Defence, grants a +2
bonus to attackers' attack rolls (they are effectively invisible),
Enhancement: Spatial Sense moves at half speed, and suffers a -4 penalty on most Strength-
Cost: 2CP and Dexterity-based skills. The effect of this power lasts for
Your Blindsight works independently of any one of your 1d10 rounds. If you use it again on an already blinded victim, it
senses. You can supply any explanation you want as to how it will last 1d10 rounds from that time. The durations are not
works. Regardless, sense-targeted effects cannot block or cumulative.
interfere with it. Therefore, Power Nullification can still affect Enhancements
your Blindsight, but not loud noises, explosions, or strong Enhancement: Extended Duration
smells. You can now sense shapes at your full range when Cost: 3CP per level
underwater and/or in a vacuum. However, you no longer get The duration of the blindness you cause is extended by an
extra range from Super Senses. This enhancement is not additional 1d10 rounds for each level of this enhancement. You
compatible with Sonar or Radar. can take this up to four times, for a maximum duration of 5d10
Limitations rounds.
Limitation: Radar
Value: 1CP Enhancement: Ranged Use
Your Blindsight is an active radar system. It functions Cost: 5CP
normally and works at full range in a vacuum, but does not You can now use Cause Blindness at a range of up to 30 feet.
function at all underwater. You are susceptible to conventional Instead of a mêlée touch attack, you must make a ranged touch
radar-jamming effects, or effects that mask things from radar. attack. The victim gets a save as usual.
Anything that can detect radar will detect the radar pulses that
you emit. You do not get the enhanced range bonus from Super Enhancement: Extended Range
Senses. This limitation is not compatible with Spatial Sense or Cost: 4CP per level
Sonar. Prerequisite: Ranged Use
The range at which you can use Cause Blindness is
Limitation: Sonar increased by 30 feet for each level of this enhancement, to a
Value: 1CP maximum of four levels, which grants a range of 150 feet. The
Your Blindsight is an active sonar system. It functions Range Increment for this power is 30 feet.
normally and works at full range underwater. However, sonic
CAUSE CONFUSION
effects easily disrupt it. If a sonic attack is directed at you, even
[Power]
if it fails to do damage, your Sonar Blindsight will not function
Cost: 10CP
for a full round. you are susceptible to any conventional sonar-
Activate: 2PP; use-activated (attack)
jamming effects, and anything that can detect sonar will detect
Range: touch
the sonic pulses that you emit. You do not get the enhanced
Save: Will, Charisma-based
range bonus from Super Senses. This limitation is not
You can cause your target to become temporarily confused
compatible with Spatial Sense or Radar.
with a touch. To use this power, spend 2PP and make a mêlée
CATFALL touch attack. The target then make a Saving Throw to avoid
[Trait] being confused. This is a mind-affecting power. Characters
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88 Chapter 5: Powers
affected by it begin behaving randomly on their next action, as Cost: 2CP per level
indicated on the table (below). The duration of the deafness you cause is extended by an
additional 1d10 rounds for each level of this enhancement. You
1d10 Behaviour can take this up to four times, for a maximum duration of 5d10
1 wander away for 2d4 rounds rounds.
2-6 do nothing for 1 round Enhancement: Ranged Use
7-9 attack nearest creature for 1 round (not the creator of Cost: 4CP
the Cause Confusion effect) You can now use Cause Deafness at a range of up to 30 feet.
10 act normally for 1 round Instead of a mêlée touch attack, you must make a ranged touch
attack. The victim gets a save, as usual.
Roll again each round to see what the subject does that
round, except on a result of 1. Wandering creatures leave the Enhancement: Extended Range
scene as if disinterested. Attackers are not at any special Cost: 3CP per level
advantage when attacking them, as they will still try to avoid Prerequisite: Ranged Use
being hit. Any confused creature who is attacked automatically The range at which you can use Cause Deafness is increased
attacks its attacker(s) on its next action, rather than rolling. The by 30 feet for each level of this enhancement, to a maximum of
effect of this power lasts for 1d10 rounds. If you use it again on four levels, which grants a range of 150 feet. The Range
an already confused victim, it will last 1d10 rounds from that Increment for this power is 30 feet.
time. The durations are not cumulative.
Enhancements CAUSE EARTHQUAKE
Enhancement: Extended Duration [Power]
Cost: 4CP Cost: 12CP
The duration of the confusion you cause now lasts for 10 Activate: 2PP; full-round action
rounds plus a number of rounds equal to your Intelligence Sustain: full-round action
modifier. You no longer roll duration. Range: 60ft
You can cause localized but extremely powerful
Enhancement: Ranged Use earthquakes. Select a target point within range and spend 2PP to
Cost: 6CP activate the power. The earthquake affects everything within a
You can now use Cause Confusion at a range of up to 30 10-foot radius. It knocks people down, collapses structures,
feet. You must succeed at a ranged touch attack to successfully opens cracks in the ground, and more! The shocks last for one
use the power. The victim gets a save, as usual. full round, during which time people on the ground within the
area of effect can't move along the ground or attack. Mystics on
Enhancement: Extended Range the ground must make Concentration checks (DC 20 + spell
Cost: 5CP per level level) or lose any spells they try to cast. The earthquake affects
Prerequisite: Ranged Use all terrain, vegetation, structures, and creatures in the area. The
The range at which you can use Cause Confusion is exact effects depend on the terrain and its features:
increased by 30 feet for each level of this enhancement, to a
maximum of four levels, which grants a range of 150 feet. The Cave, Cavern, or Tunnel
Range Increment for this power is 30 feet. The power collapses the roof, dealing 8d6 points of damage
to any creature caught under the cave-in. Affected creatures can
CAUSE DEAFNESS make a Reflex Save for half damage. An earthquake centred on
[Power] the roof of a very large cavern could also endanger those outside
Cost: 6CP the actual area of effect but below the falling debris.
Activate: 1PP; use-activated (attack)
Range: touch Cliffs
Save: Fortitude, Charisma-based Cliff edges crumble, causing a landslide that travels
You can cause your target to become temporarily deaf with a horizontally as far as it fell vertically. An earthquake centred at
touch. To use this power, spend 1PP and make a mêlée touch the top of a 100-foot cliff would cause the falling cliff to sweep
attack. The target then makes a Saving Throw to avoid being 100 feet outward from the base of the cliff. Any creature in the
deafened. In addition to the obvious effects, a deafened foe path of the falling debris sustains 8d6 points of damage.
automatically fails Listen checks, suffers a -4 penalty on Affected creatures can make a Reflex Save for half damage.
initiative, and has a 20% chance to miscast and lose any spells
she might attempt to cast. The effect of this power lasts for 1d10 Open Ground
rounds. If you use it again on an already deafened victim, it will All creatures standing in the affected area must make Reflex
last 1d10 rounds from that time. The durations are not saving throws or fall prone. Fissures open in the ground, and
cumulative. every creature on the ground has a 25% chance to fall into one.
Enhancements Affected creatures can make a Reflex Save to avoid falling in
Enhancement: Extended Duration (DC + 5). These fissures remain when the earthquake comes to
88 Phoenix v0.9
Chapter 5: Powers 89
an end. All fissures are 2d6 feet deep, and, if deeper than the fails his will save, she becomes shaken (-2 penalty on attack
occupant is tall, require a successful Jump or Climb check to rolls, saving throws, skill checks, and ability checks).
escape (whichever the occupant attempts to do). The effect of this power is cumulative. If you use this power
to successfully affect a target who is already shaken, the target
Structure will become frightened. A frightened creature flees from the
Normal, one- or two-storey structures collapse and deal 8d6 source of its fear as best it can. If unable to flee, it might fight. A
damage to their occupants, who can make a Reflex save for half frightened creature takes a -2 penalty on all attack rolls, saving
damage. Particularly sound structures, those reinforced with throws, skill checks, and ability checks. A frightened creature
stone, concrete, or steel, will stay standing, as will any structure can use special abilities, including spells, to flee; indeed, the
that is three storeys or more. However, flying debris and creature must use such means if they are the only way to escape.
building materials still cause 4d6 worth of damage to their A frightened creature is just like one that is shaken, except that
occupants, and they still get a save, as above. the creature must flee if possible.
If you use this power on a frightened target, the target
River, Lake, or Marsh becomes panicked. A panicked person must drop anything he
Fissures open underneath the water, draining it away from holds and flee at top speed from the source of its fear, in
that area and forming muddy ground. Soggy marsh or addition to any other dangers he encounters, along a random
swampland becomes quicksand for 1 round, sucking creatures path. He can't take any other actions. In addition, he takes a -2
and structures down. Anyone in the area must make a Reflex penalty on all saving throws, skill checks, and ability checks. If
save or sink into the mud and quicksand. At the beginning of the cornered, a panicked person cowers and does not attack,
next round, the rest of the body of water rushes in to replace the typically using the total defence action in combat. A panicked
drained water, possibly drowning those caught in the mud. person can use special abilities, including spells, to flee; indeed,
he must use such means if they are the only way to escape.
Enhancements The effect of this power lasts for 1d3 minutes from the time
Enhancement: Enhanced Range of its last application. The victim remains at the same level of
Cost: 3CP per level fear until the duration ends, at which time he returns to normal.
The range at which you can cause a quake is extended by 30 He does not gradually work backwards from panicked to
feet for each level of this enhancement. You can take this frightened to shaken.
enhancement a maximum of 3 times. Enhancements
Enhancement: Ranged Use
Enhancement: Enhanced Violence Cost: 4CP
Cost: 1CP per level You can now use Cause Fear at a range of up to 30 feet.
For every level you purchase of this enhancement, you can Instead of a mêlée touch attack, you must make a ranged touch
spend one extra PP for one extra d4 of damage, in addition to attack. The victim gets a save, as usual.
any and all effects your earthquake would have caused
otherwise. The DCs for Reflex saves are unaffected. You can Enhancement: Extended Range
take this enhancement up to 8 times. Cost: 4CP per level
Prerequisite: Ranged Use
Enhancement: Standard Action Quake The range at which you can use Cause Fear is increased by
Cost: 3CP 30 feet for each level of this enhancement, to a maximum of
The activate and sustain times for Cause Earthquake are four levels, which grants a range of 150 feet. The Range
now both one standard action. Increment for this power is 30 feet.
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90 Chapter 5: Powers
a -2 penalty on all attack rolls, skill checks, ability checks, and sounds (even explosions) or shaking cannot wake him up, but
Reflex Saves. The effect of the power lasts for 1d6 rounds. If being struck and/or taking damage will. Once awake, he is
you use it again on an already afflicted victim, it will last 1d6 prone but in full command of his faculties. If you use the power
rounds from that time. The durations are not cumulative. on an already sleeping victim, it will last 1d4 rounds from that
time. The durations are not cumulative. The power, when used
Enhancements on someone who is sleeping normally, prevents the creature
Enhancement: Crippling Pain from waking up by anything less than being struck or taking
Cost: 4CP per level damage. The person sleeps for the same duration as it would
In addition to all other effects, your victim's Base Speed have otherwise (i.e., until the morning), but he will sleep right
reduces by 5 feet per level of this enhancement, to a minimum through his alarm clock.
of 5 feet. You can take this enhancement up to 4 times. Enhancements
Enhancement: Extended Duration
Enhancement: Extended Duration Cost: 5CP per level
Cost: 3CP per level The duration is extended by an additional 1d4 rounds for
The duration of the pain you cause is extended by an each level of this enhancement. You can take this up to four
additional 1d6 rounds for each level of this enhancement. You times, for a maximum duration of 5d4 rounds.
can take this up to four times, for a maximum duration of 5d6
rounds. Enhancement: Ranged Use
Cost: 3CP
Enhancement: Ranged Use You can now use Cause Unconsciousness at a range of up to
Cost: 5CP 30 feet. Instead of a mêlée touch attack, you must make a
You can now use Cause Pain at a range of up to 30 feet. ranged touch attack. The target still gets a save.
Instead of a mêlée touch attack, you must make a ranged touch
attack. The victim gets a save, as usual. Enhancement: Extended Range
Cost: 3CP per level
Enhancement: Enhanced Pain Prerequisite: Ranged Use
Cost: 3CP per level The range at which you can use Cause Unconsciousness is
Each level of this enhancement raises the victims penalty to increased by 30 feet for each level of this enhancement, to a
rolls by 1. You can take this enhancement up to 4 times, for a maximum of four levels (150 feet total). The range increment
maximum penalty of -6 on all attack rolls, skill checks, ability for this power is 30 feet.
checks, and Reflex Saves.
CHARISMATIC AURA
Enhancement: Extended Range [Power] Area
Cost: 4 CP per level Cost
Cost: varies of Effect
Prerequisite: Ranged Use Activate: 1PP; varies 5 feet 5CP
The range at which you can use Cause Pain is increased by Range: varies 10 feet 7CP
30 feet for each level of this enhancement, to a maximum of Save: Will, Charisma-based 15 feet 9CP
four levels, which grants a range of 150 feet. The Range You can radiate an aura of 20 feet 11CP
Increment for this power is 30 feet. charisma around you, influencing 25 feet 13CP
the emotions of anyone within 30 feet 15CP
Enhancement: Enervation range. People exposed to a your
Cost: 4CP aura can roll a Saving Throw to Activation Cost
In addition to all other effects, the victim of this power avoid the effects. Presence is a Time Multiplier
becomes fatigued. Victims must overcome the fatigue normally; mind-affecting power, and affects Full-Round
it can, therefore, last longer than the other effects of the power. x1
everyone within the area. There are Action
three types of auras to choose from. Move
CAUSE UNCONSCIOUSNESS x2
You can take this power multiple Action
[Power] times. Each time, you gain a Swift
Cost: 12CP x3
different aura type. Action
Activate: 2PP; use-activated (attack)
Range: touch Aura of Charm
Save: Fortitude, Charisma-based People affected by this power look upon you as a
You can cause your target to become instantly unconscious trustworthy and respectable friend. You cannot actually control
with a touch. To use this power, spend 2PP and make a mêlée them like automata, but they perceive your words and actions in
touch attack. The target can then make a Saving Throw to avoid the most favourable way. You can try to give orders to them, but
being affected. you must win an opposed Charisma check to convince them to
If the victim fails the Will save, he will instantly fall into a do anything they wouldn't ordinarily do (retries are not
deep slumber, and is Helpless. Victims remain asleep for 1d4 allowed). Charmed people do not obey orders harmful to
rounds, or until forcibly woken up by an outside force. Loud themselves, never obey orders to commit suicide, and only obey
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orders to get into combat if they are sure they can win. Any Cost: 4CP
threatening act by you or your apparent allies will immediately You can select an additional type of aura that you can use.
break the power's effect and render the subjects immune to a its You can purchase this enhancement twice, giving you the ability
effects a full minute (10 rounds). This power cannot affect to use any of the three types of auras. You can only use a single
people who are already engaged in combat with you or your type of aura at a time.
apparent allies.
DAMAGE REDUCTION
Aura of Intimidation [Power]
People affected by this power look upon you as a figure of Cost: 4CP per level
great menace and near invulnerability. Affected people do not Activate: none
flee, but are unable to take any form of hostile or hindering Range: self
action against you. They are thoroughly convinced that any such For every level of this power, you get DR 1. You can
action will have no positive effect, but will definitely have describe this ability any way you like, as a force field, super-
terrible consequences for themselves or their friends. This does dense skin, a magical aura, whatever, but the power does not
not prevent affected people from taking hostile action against require any particular visual manifestation if you don't want to
your allies. have one. You can simply appear to be bullet-proof. Regardless
of the manifestation, this power neither reduces nor raises your
Aura of Repulsion Charisma score nor does it affect your ability to Hide or
People affected by this power immediately want nothing otherwise pass undetected.
more than to escape from the area, in effect forcing them to run Standard DR protects you from physical damage of all
away from you. They cannot take any other action but escaping kinds, but not Super attacks (which includes mystical and
from you, until they are outside the power's area of effect. Once psionic damage), and not mundane energy (including fire
outside it, they take whatever actions they want to, including electricity, etc.).
using ranged attacks against you. However, they are unable to Damage Reduction is always active, which means that if you
enter the area of effect again as long as the power remains have the power, you can be detected by Power Detection at all
active. times.
Many of the enhancements/limitations for this power alter
The cost of this power varies depending on the area of effect what your DR does and does not affect. Most of them are
(radius), and the activation time. Multiply the area cost by the written as a cost or value per level. For example, [Origin] DR
activation multiplier to determine the total cost of the power. costs 1CP per level, which means that if you have 5 levels of
Sustaining the power requires no concentration. Anyone in the Damage Reduction, then [Origin] DR would cost 5CP.
power's radius must roll a Will save every round to avoid its When you note your DR score on your character sheet, there
effects. If they fail, they are affected for that round. They make a is a set formula with up to 3 terms. The first indicates what the
new save every round, and can fail or succeed every round. DR does affect, the second indicates how many points of
damage is reduced, and the third indicates what the DR is
Enhancements vulnerable to. For example, "Mystic DR 10 / Super" does block
Enhancement: Extended Duration mystical damage, but does not block damage from Super
Cost: 3CP per level attacks. Alternatively, "DR 12 / Super, Ballistic" is vulnerable to
Instead of making a new saving throw every round, people both super attacks and ballistic attacks (i.e., from firearms).
affected by your aura(s) can roll only every second round. You
can take this enhancement multiple times, increasing the number Enhancements
of rounds between saves by one each time, to a maximum of 5 Enhancement: Automatic Active DR
round (four levels). Subject to succeed at their saves must still Cost: 3CP
roll every subsequent round to avoid the power's effects. Prerequisite: Active DR (Limitation)
In addition to activating consciously, your Active DR
Enhancement: Reduced Area activates automatically, immediately after you take damage for
Cost: 3CP the first time in a particular combat. It also remains on after you
You can control the exact radius that your aura affects, from are struck unconscious and stays on until you run out of PPs. It
as small as 5 feet up to your maximum. Changing the area of shuts off if you actually die.
effect requires a quick action.
Enhancement: Origin DR
Enhancement: Selective Presence Cost: 1CP per level
Cost: 4CP Your DR works against one Origin type: bio, cosmic, mystic,
Your aura effects only those in your area of effect whom you psionic, or supertech. This includes energy effects generated by
want it to effect. You can selectively exclude anyone in your powers (including spells and psi-powers), but not mundane
radius, such as friends and allies, from being affected by your energy damage.2
aura. You can alter whom the aura effects as a quick action.
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92 Chapter 5: Powers
The price of Damage Reduction is keyed to two other powers: kind of stone (granite, shale, limestone). Choose only one
Telekinesis and Damage Reduction. The protection offered by uncommon substance at a time. Substances other than those
DR matches, in cost and amount, the extra damage potential listed here can be "uncommon," but only with the GM's
offered by an increased ability score, and the price of permission. Remember, the substance doesn't have to be unusual
increasing your ability scores is the same as Telekinesis. in general, just unusual in the manufacture of weapons. You can
take this limitation multiple times. Each time, it applies to a new
uncommon substance.
Enhancement: Trait Special: A metallic Substance is incompatible with
Cost: 1CP per level "DR/Metal."
Your DR is now a trait.
Limitations Limitation: DR / Wood
Limitation: Active DR Value: +1CP per level
Activate: 1PP per 2 levels; swift action Your DR is now vulnerable to any attack made with a
Value: +1CP per level weapon with a wooden head.
Your DR is now a power, and you must activate it
consciously. If you are rendered unconscious, your DR DANGER SENSE
deactivates. [Trait]
Cost: 3CPs
Limitation: Density Increase Density Increase With this trait, you cannot be caught flat-footed. Your
Value: +1CP per level DR Weight Dexterity bonus to Defence is effectively always on because you
Your DR is the result of an increase 1 - 10 x2 have a preternatural sense of when something or someone is
to your body's density, thus it makes about to attack you for the first time.
11 - 20 x3
you physically harder. Your Dexterity Enhancements
and Strength are unaffected by your 21 - 30 x4 Enhancement: Unsurprised
increased density because your muscles 31 - 40 x5 Cost: 3CPs
increase in density as well, but the more 41 - 50 x6 You cannot be surprised in combat, which means that
dense your body is, the more you attackers never get a surprise round against you. If you are with
weigh. For every 10DR, add x2 to your weight. Because a team and the rest of your team is surprised, you get to roll your
increasing your weight has many, many in-game effects initiative at the same time as your attackers (who have a surprise
(slowing down cars, destroying chairs and seats, destroying round) and then act according to that initiative roll.
anything that's under you if you fall, etc.), you must ask special
permission from the GM to take this limitation. Enhancement: Precognition
Cost: 2CPs
Limitation: DR / [attack type] You can detect the looming presence of unknown danger
Value: +1 CP per level within a 30-foot radius of your position. Anything immediately
Your DR is now vulnerable to one of the four attack types: dangerous or threatening (i.e., preparing to cause harm within a
ballistic, blunt, piercing, or slashing. You can take this limitation round or two) raises a tingly sensation on the back of your neck.
up to four times. Each time, it applies to a new attack type. You cannot define the nature of the danger or the direction from
which it will comes, but you know it's there.
Limitation: DR / Metal
Value: +2CP per level DOMINATE ANIMALS
Your DR is now vulnerable to any attack made with a metal [Power]
weapon/projectile. The part of the weapon/projectile that does Cost: 8CP
the damage must be metal for you to be vulnerable. Activate: 1PP; full-round action
Special: "DR/Metal" is incompatible with a metallic Range: 300ft
Substance (see below). Save: Will, Charisma
This power allows you to mentally dominate and control
Limitation: DR / Stone animals at a distance. You can control any number of animals
Value: +1CP per level within range, as long as their total Hit Dice do not exceed your
Your DR is now vulnerable to any attack made with a level. Each affected animal is allowed Saving Throw to resist
weapon with a stone head. your domination. You cannot control insects or any animals with
an Intelligence greater than 2. Familiars and other enhanced
Limitation: DR / [substance] animals are also immune to this power. You can, at a distance,
Value: +1CP per level mentally command any animal you successfully dominate.
Your DR is now vulnerable to a particular substance that is The commands must be simple, and the animal must be able
at least somewhat unusual in the creation of weapons. to understand and perform them. Thus you can command a dog
Uncommon substances include: cold iron, plastic, a type of to guard or fetch, but commanding a budgie to dig a tunnel is
metal other than steel (silver, copper, bronze, etc.), a specific futile. Likewise, a nightingale might be able to sing well, but
type of wood (i.e., oak, ash, maple, cedar, etc.), or a specific you cannot get it to sing Beethoven's 9th Symphony because it
92 Phoenix v0.9
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does not understand that concept. The animal remains in control action points. They have your total HDs, but have only half your
of its actions, but will obey commands without hesitation or total hit points. They retain abilities conferred by class, as well
dispute. If not actively commanded, an animal will fall back on as skills and feats. They do not have powers, spells, or psi-
the last general command it was given, that it can continue to powers. They do not have any power points.
do, such as "guard me" or "attack him." If it can't do so, it will Dupes appear at the end of the action in which you created
act of it's own accord, which might include leaving the area of them, standing in a square adjacent to yours, flat-footed and
control. If dominated animals move out of range, the domination unarmed. They act directly after you in the initiative order. You
immediately ends. cannot make a Dupe appear in a square that you do not have
Using Dominate Animals is a difficult task, requiring a great physical contact with, for example behind a door or on the other
deal of concentration. As a result, you lose your Dexterity bonus side of a wall, but if you can reach some part of your body into
to Defence, and you can take only a single standard or move that space—by putting your hand through a mail slot or kicking
action each round. Any skill checks (with the exception of through a wall—then you can have a Dupe appear there. You
Concentration) you might be called upon to make also suffer a - can cancel any one of your Dupes at any time as a free action.
4 penalty. They simply disappear without a trace (although you can
If you and another character both attempt to control the same describe that in more detail, if you want to).
animal, you both make an opposed test using your Will saves. Your Dupes have your personality and think just like you.
Whomever rolls higher takes control of the animal for a number They happily obeys your orders, but they also have their own
of rounds equal to the margin by which she won the opposed sense of self-preservation and, just as you would, will refuse to
roll. go on a suicide mission unless the circumstances are dire (NB:
Enhancements sending a Dupe on a suicide mission is, by definition, proof that
Enhancement: Extended Range you wouldn't go yourself). For the sake of simplicity, you will
Cost: 2CP most often play your Dupes yourself but the GM reserves the
Triple the range at which you can control animals (900 feet). right to take over for you if circumstances dictate it. For
example, if a Dupe were to uncover a game-changing secret that
Enhancement: Increased Domination you haven't discovered yet, then the GM might step in.
Cost: 1CP You should have a couple of shortened character sheets with
For each CP invested in this enhancement, you can control 1 your Dupes' stats on-hand for games. They need the following
addition Hit Die of animals beyond your level. Additionally, you information: Hit Dice, Hit Points, Initiative, Speed, Defence,
get a +1 bonus on opposed Will Saves to contest control of an Attacks, Damage, Saving Throws, Ability Scores, Class
animal. You can take this enhancement up to 8 times. Its Features, Skills, Feats, and Proficiencies, as well as Power
bonuses stack. Points and Powers, if you take the appropriate enhancements.
Limitations
Limitation: Limited Animal Types Enhancements
Value: varies Enhancement: Blind Loyalty
You can Dominate only into a limited kind of animals. Cost: 3CP
1CP: Wide Group. You can Dominate a single kingdom of Your Dupes follow your orders blindly, including suicide
animals (mammalian, aviary, reptilian, aquatic, or insectoid). missions or unethical acts, although it would be inconsistent
2CP: Limited Group. You can Dominate a specific group of with your own ethics to order Dupes to do things that are
animals within a kingdom, such as bovines or birds of prey. inconsistent with your ethics, wouldn't it?
3CP: Tiny Group. You can Dominate a particular kind of
animal, like cats, or hawks. Enhancement: Empathy
4CP: Specific Creature. You can Dominate one particular Cost: 3CP
animal, like a specific bread of domesticated animal, like a Range: 50 miles
Siamese cat or a Doberman, or a particular sub-set of a species, You and your Dupes can sense each other's basic emotions.
like a Canada goose. At any time, any one of you can actively scan the other
members of the group, including one of the Dupes scanning
The GM has the final call on what qualifies as a Wide, you. This takes a swift action. You/they will read one of the
Limited, Tiny, or Specific form. following emotional states: afraid, angry, confused, happy, sad.
Physical barriers do not normally block this communication,
DUPLICATE SELF though Powered fields potentially can.
[Power]
Cost: 8CP per level Enhancement: Telepathy
Activate: 1PP per Dupe; standard action Cost: 3CP
Sustain: per round/minute per Dupe Prerequisite: Empathy
Range: self Range: 50 miles
For every level of this power, you can spontaneously You and your Dupes can communicate mentally, in real-
generate a perfect genetic Duplicate of yourself. They appear time, exactly as if you were talking. Physical barriers do not
wearing your clothes but do not have any gear, either weapons normally block this communication, though Powered fields
or armour. Dupes do not have any powers, power points, or potentially can.
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94 Chapter 5: Powers
If you die while you have at least one Dupe activated, then
Enhancement: Unity something akin to you life essence will flow into one of your
Cost: 5CP Dupes (the GM will choose randomly). Over the course of a
Prerequisite: Empathy, Telepathy day, that Dupe will slowly regain all of your original character's
Range: 50 miles memories, abilities, levels, powers, feats, skills, etc. Which is to
You and your Dupes are fully aware of each other to such an say, after 24 hours, that Dupe becomes your character, as you
extent that you are effectively one mind that happens to be split knew him or her. For role-playing purposes, your Dupe might
into two or more bodies. The whole group automatically knows occasionally have some degree of identity crisis, wondering if
everything that any one member knows. You work in perfect he or she is actually the original, or merely a copy that took on
harmony and constantly creep other people out by finishing each the original's soul or mind, but in game terms, it is your original
other's sentences. In combat, you effectively gain the character.
Cooperative Attack feat, but only when Aiding each other. This Limitations
does not constitute a prerequisite for the Improved Cooperative Limitation: Argumentative
Attack feat. Value: 3CP
Your Dupes feel no natural loyalty to you past their own
Enhancement: Dupe Power Points sense of ethics (which means that if you're a bastard, so are your
Cost: 5CP Dupes). If your Dupes have access to your powers, they might
You and your Dupes divide your Power Points among you in even argue about who is the original. GMs might prefer to play
separate pools. Divide your PPs equally and give yourself the Argumentative Dupes themselves, for the sake of making sure
remainder. Dupes do not regenerate PPs and their potential PP that they're a genuine pain in the ass.
total is half of your PP total.
NB: if you take this enhancement, make sure to do the Limitation: Contact Cancellation
appropriate dividing before the game. Value: 3CP
You have to physically absorb your Dupes back into your
Enhancement: Dupe Traits body in order to cancel them, which requires that you move into
Cost: 3CP per level one's square. Absorbing a Dupe is a free action. If it's in a
Your Dupes have your traits. grapple or otherwise being held by someone who's moving, you
need to make a touch attack against the Dupe to cancel it, but a
Enhancement: Dupe Powers normal or Blindly Loyal Dupe won't try to dodge your touch. An
Cost: 5CP Argumentative Dupe could very well try to avoid being
Prerequisite: Duplicate Traits cancelled, especially if it thinks it's real and perceives you as a
Your Dupes have your powers, including Gadgets and threat. Until you cancel your Dupes, they continues to consume
Iconic Items, but no other kind of Super equipment or Item PPs, whether you want them to or not. They disappear only once
powers. you run out of PPs.
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Energy Type You can create a beam, bolt, or tunnel of damaging energy
(use standard rules for line effects). The longer your Line, the
Energy Attacks manifest as one of the five standard energy more CPs you have to pay per d6 of damage.
types: chemical (acids and corrosives), cold (frost and ice),
electricity (lightning), heat (fire and burning), and sonic Ranged
(concussive and kinetic energy, as well as shock waves). You Activate: 1PP per die of damage; use-activated (attack)
can have only one energy type, unless you take the Variable You can generate a blast of energy that behaves like a ranged
Energy Type enhancement. weapon. Attacking with that energy blast requires an attack roll
Modes which is modified by Dexterity, like any other ranged attack.
Energy Attacks crit on 20/x2. You are armed if you have this
Energy Attacks manifest in one of five different modes: power and PPs left to use it.
Aura, Burst, Cone, Line, and Ranged. You must pick one, but A Ranged Energy Attack with a range of "strike" (see table,
you can add others using the Variable Attack enhancement. below) requires physical contact, but it is not a touch attack in
game terms. Instead, you deliver it with an unarmed strike,
Power-Point Cost which means that if you hit, then you do your unarmed strike
damage as well as your Energy Attack damage. If you miss, you
The PP cost for Energy Attack varies by mode and by do neither, and you expend PPs in the process.
Character Level (CL). You can activate an Energy Attack of a
number of dice equal to your CL without PP cost. All dice over Area of Effect and Damage Dice
and above your CL cost PPs, as described in the modes (below). Your damage dice are more expensive, per die, based on the
For example, if you were 6th level, you could activate a 6d6 area of effect of your Energy Attack. On the table below, locate
Energy Line for free, or an 8d6 Energy Line for 4pp (2pp / die). your chosen Mode, then choose either a Cone Length, a Burst
The higher your character level, the more easily you sling Radius, or a Line Length/Range Increment. Looking across the
damage. table, you'll see the price per d6 of damage for that length,
radius, or range. Auras are always "touch" ranged.
Aura
Activate: 4PP per die of damage; swift action Cone Aura/Burst Line Length, Cost
Sustain: per round Length Radius Range Increment per d6
Save: Reflex (half), Wisdom-based N/A 5 ft. strike 1CP
You can surround your body with harmful energy. Anyone 20 ft. 10 ft. 50 ft. 2CP
who contacts this aura takes damage from it. This includes 40 ft. 20 ft. 100 ft. 3CP
attempts at touch attacks, unarmed strikes, bull rushes, or other
attacks that require contact with the body. When your Aura is 60 ft. 30 ft. 150 ft. 4CP
on, anyone who grapples you automatically takes maximum
damage from it every round due to prolonged exposure. Because For example, a "strike" Energy Attack that does 6d6 damage
Auras do not require attack rolls, you cannot score a critical hit costs 6CP (1CP x 6 dice). A 50-foot Ranged or Line Energy
with one. Auras do not offer any kind of protection, even against Attack that does 6d6 damage costs 12CP (2CP x 6 dice). A 20-
their own energy type. foot radius Burst that does 6d6 costs 18CP (3CP x 6 dice).
Finally, a 40-foot Cone that does 6d6 damage costs 18CP as
Burst well (3CP x 6 dice).
Activate: 3PP per die of damage; use-activated (attack) When you make an Energy Attack, you can choose to use all
Save: Reflex (half), Wisdom-based or just some of the damage dice you purchase. You are not
You can radiate a brief Burst of energy outward from your required to do the maximum number of dice every time.
body in a spherical radius. This causes damage to those within
the radius of the Burst effect. You are not harmed by your own Enhancements
Burst effect when you are the centre of it (see the Ranged Burst Enhancement: Controlled Area
enhancement, below). The bigger your Burst, the more CPs you Cost: 2CP
have to pay per d6 of damage. Prerequisite: Burst, Cone, or Line mode
You can reduce the area of effect (range, radius, or length) of
Cone your Energy Attacks, from as little as 5' to the maximum area of
Activate: 3PP per die of damage; standard action the Energy Attack that you purchase. A 50-foot Line Energy
Save: Reflex (half), Wisdom-based Attack could be 40 feet, 25 feet, or even just 5 feet long.
You can project energy in a conical shape in the direction of
your choosing (use standard rules for cone effects). The longer Enhancement: Controlled Damage
your Cone, the more CPs you have to pay per d6 of damage. Cost: 2CP
You can switch you Energy Attack from lethal to non-lethal
Line at will.
Activate: 2PP per die of damage; standard action
Save: Reflex (half), Wisdom-based Enhancement: Ghost Touch
Cost: 2CP
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96 Chapter 5: Powers
Your Energy Attacks count as "force effects," which means unless you also have Immunity (see above). However, you still
that they deal damage normally against incorporeal creatures. do not take damage from a regular Burst centred on yourself.
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You are free to play your character as if you created your well as up to a +10 equivalent in special abilities (like Dancing,
Esoteric Item yourself, or as if you found it, or even as if you Spell Resistance, or Bane, for example), for a total of +20
simply purchased it. Never forget that powers are just ways to (40CP cost). A list of special abilities for weapons is in Chapter
support your own role-playing choices. If you want to "really" 6: F/X, though this list is by no means exhaustive.
make your Items, however, you can take the Invention feats or To acquire the Item itself, you must buy it using your
the power Supertech Invention. Wealth. It must be mastercraft quality, but its Purchase DC is
reduced by 10 to a minimum total Purchase DC of 4. Items are
(DC 15) to catch it. If either of you fail your rolls, the Infused most often weapons, protective gear, or hand-held objects, but
object lands at her feet and causes half damage to her. they can theoretically be anything you like. The only
You can Infuse ammunition for a weapon such as a bow or requirement is that they must be displayed prominently in order
sling. You fire these projectiles normally and do energy damage to function. Magical underwear, as much as they sound like a
on a successful hit. You cannot use this power to infuse bullets wonderful idea,3 simply don't work unless you wear them on the
or other firearm ammunition because firing the gun causes the outside (a not altogether unprecedented fashion choice in the
object to release its energy, which would probably destroy the world of superheroes).
firearm. Any object that you infuse with energy but do not use Esoteric Items are just things you happen to own. They
disintegrates in 5 rounds and releases its energy harmlessly. are always either mystic, psionic, or supertech, but that has
This enhancement is not incompatible with the Ranged nothing to do with your power Origin. Esoteric Items can be
mode of Energy Attack, but taking both would be redundant and lost, stolen (and used against you), or destroyed, and they are
costly. not automatically replaced. Caveat emptor!
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Your Flight Skill is now Excellent. See table (next page) for Once you are up to full speed and outside of a solar system
your flight stats. or any other source of a significant gravity well, you can
accelerate to faster-than-light speed. Every level of this power
Enhancement: Flight Speed Flight Speed multiplies your flight speed by ten: 1C at first level, 10C at
Cost: 2CP per level Level Speed second level, 100C at third level, 1,000C at fourth, and 10,000C
For every level of this at fifth. You can take this Enhancement up to five times.
enhancement, your Combat speed 1 40 ft/mph
increases on the Flight Speed table 2 60 ft/mph Limitations
(right). 3 80 ft/mph Limitation: Wings [Trait]
4 120 ft/mph Value: 3CP
Prerequisites: Maximum speed 80 ft/mph, Average skill
Enhancement: Retractable Wings 5 160 ft/mph You achieve Flight through a set of wings that grow out of
Cost: 2CP 6 240 ft/mph your back. These wings are part of your body, flesh and bone.
Prerequisite: Wings (limitation) 7 320 ft/mph That's why this limitation converts Flight into a trait instead of a
Your wings are now retractable, by power.
8 480 ft/mph
whatever means you want to supply. To get airborne, you need to either have a 20-foot running
You can suck them back into your 9 640 ft/mph start or jump off of a high structure and start gliding. Your
body, they can fold up flat against your 10 960 ft/mph wingspan is about 1.5 times your height. If you do not have
back, or they can simply fade out of 11 1,280 ft/mph room to spread your wings, you cannot fly.
existence when you don't want them to If you strap them down, you can stuff your wings under a
12 1,920 ft/mph
be "out." Extending or retracting you trench coat or a cloak. An Observe check (DC 15) allows other
wings takes a single move action and 13 2,560 ft/mph people to notice that your shoulders are extremely high and that
does not have a PP cost. 14 3,840 ft/mph there are feathers coming out of the bottom of your coat, but on
cursory inspection, you'll look more or less normal. However, if
Enhancement: Vacuum Flight you strap down your wings for more than an hour, they become
Cost: 2CP stiff and start to ache, just as if you'd strapped on of your arms
You can, by whatever mechanism is appropriate to your to your chest. For every full hour of having been strapped down,
background, propel yourself at your full speed even in the it takes 1d4 rounds of flying before you work out this stiffness,
absence of an atmosphere. The laws of physics say that this is and during those rounds, you can fly at only half speed and you
totally goofy, but the laws of playable games demand such an take a -4 to any and all rolls made that pertain to flying,
abstraction. Note that you must still be able to survive in space including mid-air acrobats or the like.
to use this ability, be it via power or spacesuit. Finally, if you have the room, you can spread your wings in
the middle of a long-distance Jump, you can spend most of that
Enhancement: Sub-Light Flight distance gliding, which doubles the Jump distance. This effect
Cost: 1CP per level does not stack with bonuses you might receive from Amazing
Prerequisite: Vacuum Flight, a willing GM Leap, although why you'd take both Amazing Leap and Flight, I
You can, by whatever mechanism is appropriate to your don't know.
background, propel yourself through a vacuum (never in an
atmosphere) at an absolutely astonishing speed. For every level FORCE FIELD
of this Enhancement, you can travel at 0.1C, 1/10th the speed of [Power]
light. You cannot travel at sub-light speeds in an atmosphere. It's Cost: 6CP
for interstellar travel only. You can take this power ten times and Activate: 1PP; move action
achieve a maximum flight speed of 1C, exactly the speed of Sustain: per round/hour
light. You are unaffected by time dilation effects. Time passes Range: self
normally in the universe relative to you, and vice-versa. Save: special
You can project a bubble of solid energy around you. The
Enhancement: FTL Flight bubble surrounds you at a distance of about 3 or 4 feet (i.e., it's a
Cost: 2CP bubble but it takes up a 5-foot cube on the battlemap). It protects
Prerequisite: Vacuum Flight, Sub-Light Flight (at least 1C), not just you, and not just what you're wearing, but also anything
a forgiving GM, a damn good explanation you might be carrying that fits in that space and anyone who
might have squeezed into it with you. A maximum of two
people can fit in a single bubble (unless you take the appropriate
Sub-Light and FTL Flight are extremely cheap compared to enhancements, see below).
energy needed to achieve those kinds of speeds in the real Force Field bubbles are visible but fully transparent. You
world. But the truth is, despite being extremely difficult to do can see through them with no penalty, but their shape and
in reality, these powers just aren't particularly useful in a position are discernible to the eye. They can appear, for
game. So while a GM might want to toss you into a situation example, as a shimmering veil, a wall of blue energy, or a
where you have to navigate the universe all by your lonesome, crystal barrier. As always, the specifics are entirely up to you.
we don't think you should have to pay thousands of CPs for it.
Phoenix v0.9 99
100 Chapter 5: Powers
Incorporate Mundane Technology Your Gadget's controls are either verbal or mental and it's
If your Gadget is Supertech, then you can incorporate designed to mount on your clothing or your gear. You can wear
normal tools or technology into it. Once you acquire a piece of it and still use it, which saves you having to draw it or occupy
technology to install into/onto your Gadget, you also need to your hands to use it. It does, however, have to be out in the open
buy some spare parts for the installation, like extra connecting to function. You can't hide in a bag or swallow it. That means
cables, or brackets. The specifics don't matter, although you're that an opponent can still attempt to Sunder or Disarm your
free to supply whatever explanation you like. Gadget.
The cost of the installation hardware starts at PDC 2, but
goes up based on the price of the technology to be installed. For Enhancement: Increased Power Points
every 5 PDC of the technology to be incorporated into the Cost: 2CP per level (+2PPs)
Gadget, the Purchase DC of the installation parts goes up by For every level of this power, your Gadget gains +2 PPs of
+1. Most of the time this cost will be negligible but in some its own. These points can be used only to fuel the Gadget's
cases the tech you want to install will be expensive enough that power. You can take this enhancement multiple times. Its effects
installing it is expensive, too. stack.
The actual installation requires a Repair check. The DC for Rate of CP
the installation: Enhancement: Self-Repairing Self-Repair Cost
• Mechanics: 12 Cost: varies 1HP / hour 2CP
e.g., mounting a mêlée weapon or firearm onto a suit of This enhancement grants your
Power Armour, or incorporating a Gadget into a Gadget the ability to repair itself, as per 1HP / minute 3CP
mundane weapon the table (above, right). It can self- 1HP / round 5CP
• Simple Electronics: 15 repair only if it is at 0HPs or more. 2HP / round 10CP
e.g., incorporating a cell phone into a Gadget, or 3HP / round 15CP
installing a Gadget into a car Enhancement: Gadget Resurrection
• Complex Electronics: 18 Cost: 4CP 4HP / round 20CP
e.g., incorporating a laptop into a suit of Power Prerequisite: Self-Repairing 5HP / round 25CP
Armour to create a Head's Up Display Your Gadget continues to self-repair
even after it's been brought to below 0HPs, although the Rate of
The GM can, of course, set higher or lower DCs if she feels Healing is halved until it reaches 1HP (½HP every hour for 2CP,
the situation warrants it. Depending on the circumstances, GMs 1HP every round for 10CP, etc.). As long as the bulk of the parts
might rule that you can install an electronic or mechanical unit are within 1 foot of each other, they will eventually reform into
into a non-Supertech Gadget, for example insinuating a PDA the Gadget you know and love.
into an organic "second skin."
Enhancements Enhancement: Tough Gadget
Enhancement: Additional Power Cost: 2CP per level
Cost: 2CP For every level of this enhancement, your Gadget gains 1
You can load an Additional Power into your Gadget. You points of Hardness and 2 HPs.
can take this enhancement multiple times, but only to apply it to
a different Gadget. No individual Gadget can have more than Enhancement: Weaponise
two powers. Cost: 1CP + Purchase DC of Weapon
This enhancement converts your Gadget into a functioning
Enhancement: Diminutive Gadget weapon of some kind, in addition to having powers. This
Cost: 2CP requires that you both spend 1CP and that you purchase the
Your Gadget is diminutive-sized instead of tiny. It weighs 1 mundane weapon that you want your Gadget to be. This is a
pound. It is the size of a cell phone, a pocket watch, or a conceit, of course. Your character does not have to actually buy
conductor's baton. You can slip it into a pocket. This the weapon but this rule keeps you from sneaking a military-
enhancement is incompatible with Fine Gadget, Small Gadget, grade rocket-launcher into the game as a Weaponised Gadget.
and Medium Gadget. You are free, encouraged even, to thematically combine the
weapon's function and the Gadget's power, thus making a gun
Enhancement: Fine Gadget that shoots Webbing, for example, or a sword that grants
Cost: 4CP Amazing Combat Skills.
Your Gadget is fine-sized instead of tiny. It weighs an ounce Limitations
or two. It is the size of a large coin or a ball-point pen. You can Limitation: Fragile Gadget
palm one and still work a phone or drive. You can, depending on Value: 2CP
the shape, tuck it behind your ear. This enhancement is Your Gadget has no Hardness and only 5HPs.
incompatible with Diminutive Gadget, Small Gadget, and
Medium Gadget. Limitation: Small Gadget
Value: 1CP
Enhancement: Hands Free Your Gadget is small-sized instead of tiny. It weighs 12
Value: 4CP pounds. It is about the size and shape of a walking stick, so a
baseball bat, an umbrella, or a golf-club, for example. It can also duration of 5d6 rounds (to jam simple items) or 5d3 rounds
be a blocky shape, like a briefcase, backpack, or laptop. This (complex devices).
limitation is incompatible with Diminutive Gadget, Fine Gadget,
and Medium Gadget. Enhancement: Enhanced Jamming
Cost: 2CP per level
Limitation: Medium Gadget Each level of this enhancement grants you a +2 bonus on
Value: 2CP your Gremlinism check. You can take this up to three times, for
Your Gadget is medium-sized instead of tiny. It weighs 25 a maximum bonus of +6.
pounds. It can be the shape of a large staff or a small filing
cabinet. It is unwieldy enough that you have to carry it in two Enhancement: Extended Range
hands. This limitation is incompatible with Diminutive Gadget, Cost: 2CP per level
Fine Gadget, and Small Gadget. The range at which you can use Gremlinism is increased by
30 feet for each level of this enhancement, to a maximum of
GREMLINISM three levels, which grants a range of 150 feet.
[Power]
Cost: 8CP HEALING TOUCH
Activate: 1PP; standard action [Power]
Range: 60ft Cost: 1CP per level
Save: special (opposed test) Activate: by level; standard action
You have the uncanny ability to cause a mechanical or Range: Touch
electronic device to go haywire just by looking at it. If you use You can cause living creatures to spontaneously Heal
this power on a relatively simple machine or device (something damage with a touch. You can use this power on yourself. You
with moving parts, like a firearm or a bicycle, but which Heal 1d6 HP of damage per level of the power. You can control
requires no power to operate) there is a chance the device jams how many dice/PPs you expend each time you administer a
(completely ceases to function). The object will remain jammed Healing Touch, but you must declare how many dice you want
for 1d6 rounds. Ordinary maintenance and cleaning procedures to use before you roll the total.
cannot make it functional again until the power's duration has The PP cost for Healing Touch varies by Character Level
passed. (CL). You can activate an Healing Touch for a number of dice
If you use this power on a more complex, powered device equal to your CL without PP cost. Any extra dice you activate
(such as a vehicle or a computer), you will afflict the device above your CL cost 1PP each. For example, if you were 4 th
with a penalty to all actions requiring a die roll. This penalty level, you could Heal 4d6 HPs for free, but 6d6 HPs would cost
affects both actions taken by the device itself and actions taken 2PPs.
by anyone using the device. If you use Gremlinism on a moving Enhancements
vehicle, it will force an immediate Drive/Pilot check, with the Enhancement: Purification
negative Gremlinism modifier taken into account. This modifier Cost: 2CP
will last for 1d3 rounds. You can now direct your healing energy toward purifying
To use Gremlinism, you take a standard action, spend 1PP, bodies of poisons, drugs, or diseases. Activate the power as
target a single device and roll a Gremlinism check (1d20 + half normal, and decide how many dice to apply, then roll the total.
your level + Intelligence modifier). The device makes an If the rolled total plus 10 is greater than the Save DC of the
opposed roll of 1d20. If it is exceptional (eg, mastercraft) and/or toxin or disease in question, it will be instantly and painlessly
has any bonuses (it's enhanced by a power), add its highest purged from the subject's body. Dice rolled in this manner do
bonus to it's opposed roll. Also, the sheer size of the device in not heal any HPs. Purification does not restore hit points, power
question can add a circumstance penalty. Small (hand held) points, ability points, or anything else already lost due to the
devices take no penalty, but every size category larger than effects of a chemical or disease.
small adds +2 to its Saving Throw. Thus, medium devices are
+2, large +4, huge +6, and so on. If your roll is higher than the Enhancement: Ranged Healing
roll of a simple device, it becomes jammed. If it is equal or Cost: 2CP per level
lower, the power fails. Against complex devices, you inflict a For ever level of this enhancement, you can Heal at a range
penalty equal to half the amount you exceed the device's roll by. of 10 feet. You must successfully hit your target with a ranged
Thus if you roll 17 and the device rolls 13, you inflict a -2 touch attack, and you expend your PPs regardless of whether
penalty on the item. you strike the target. Targets can elect to not dodge while you
Sentient machines add +10 to resist the effects of attempt your touch attack, but at best, they still have a Defence
Gremlinism, though automatons do not. of 10. You can take this enhancement multiple times. Its effects
Enhancements stack.
Enhancement: Extended Duration
Cost: 3CP per level Enhancement: Raise Dead
The duration of your Gremlinism is extended by an Cost: 10CP
additional die (d6 or d3, as appropriate) for each level of this Prerequisite: 10 levels of Healing Touch
enhancement. You can take this up to five times, for a maximum Activation: 10PP; 1 minute (10 rounds)
You can bring the dead back to life. You must be in You expend your PPs at the beginning of the Restoration
possession of the body. Raise Dead cures all diseases, removes process, and you must maintain concentration throughout.
all poisons, and heals injury (see below), but it does not regrow
missing parts. Those parts simply heal over. If they're vital (like Enhancement: Restoration
organs or a head), then the subject dies again. Furthermore, the Cost: 4CPs
subject cannot have died more than a number of days equal to or Prerequisites: 5 levels of Healing Touch, Lesser Restoration
less than half your character levels. The GM might rule that you Activation: 6PPs; full-round
cannot Raise particularly alien aliens, but generally speaking, This enhancement instantly cures all temporary ability
you can Raise any creature that is basically made of flesh and damage to one ability, but it cannot restore Constitution points
bone. You cannot Raise machines, even living ones, or the lost because of previous deaths. It also eliminates all fatigue or
undead. Raised subjects gain a negative level until they next exhaustion from the subject.
level-up. Subjects come back to life with 1 HP per level (or hit Finally, it also removes negative levels and/or restores one
die, if applicable). experience level to anyone who has taken permanent level drain,
You expend your PPs at the beginning of the Raising although the subject has to have gained that negative level/level
process, and you must maintain concentration throughout. drain at some point within a number of hours equal to your
character level. Anyone who has a negative level restored has
Enhancement: Resurrection the minimum number of experience points for that level, and no
Cost: 5CPs more.
Prerequisites: 10 levels of Healing Touch, Raise Dead You expend your PPs at the beginning of the Restoration
Activation: 15PP; 10 minutes process, and you must maintain concentration throughout.
This enhancement works the same as Raise Dead, with three
exceptions. First, you do not need a whole body, any small Enhancement: Restoration, Greater
portion thereof will do, although it must have been part of the Cost: 4CPs
body at the time of death, not a blood or skin sample taken Prerequisites: 5 levels of Healing Touch, Lesser
beforehand. Second, subjects must have died a number of years Restoration, Restoration
ago equal to or less than your total character levels. They cannot Activation: 9PPs; 10 minutes
have died of simple old age, but instead a specific, identifiable This enhancement cures all temporary ability damage to all
cause, such as massive injury or a specific disease. Finally, the subject's abilities, except Constitution points the subject
subjects Resurrects with their full HPs and in complete health. might have lost due to previous deaths. It also eliminates fatigue
Subjects still gain a negative level. and exhaustion, as well as all forms of insanity and confusion,
You expend your PPs at the beginning of the Resurrection including mundane mental conditions (e.g., depression, bi-polar
process, and you must maintain concentration throughout. disorder, schizophrenia, etc.)
Finally, it also reverses the effects of any and all level
Enhancement: True Resurrection draining or negative levels that the subject might have suffered.
Cost: 5CPs The subject returns to the highest level she has ever attained,
Prerequisites: 10 levels of Healing Touch, Raise Dead, although she has to have gained the negative level/level drain
Resurrection within the last week (seven days).
Activation: 20PP; 10 minutes You expend your PPs at the beginning of the Restoration
This enhancement works the same as Raise Dead, with three process, and you must maintain concentration throughout.
exceptions. First, you do not need a body at all, just a specific,
personal knowledge of exactly who you want to Resurrect. You Enhancement: Swift Heal
can Resurrect a known friend or family member, for example, Cost: 2CP
but not a celebrity or historical figure. Second, subjects must You can now Heal HP damage as a Swift action.
have died a number of years ago equal to or less than your
character level times 5. Finally, subjects Resurrect with their full Enhancement: Full-Round Healing
HPs and in complete health. They do not lose any levels or Prerequisite: Swift Heal
Constitution points. Cost: 2CP
You expend your PPs at the beginning of the Resurrection You can activate this power as a full-attack, which means
process, and you must maintain concentration throughout. that you can employ it in an iterative attack sequence. For
example, if you BA were +11/+6/+1, you could Heal three times
Enhancement: Restoration, Lesser in a round, and if applicable, you would have to make touch
Cost: 2CP per level attacks at those BAs. All other rules regarding both Healing
Prerequisites: 5 levels of Healing Touch Touch and iterative attacks apply normally.
Activation: 3PP; standard action
For every level of this enhancement, you can restore 1d6 ICONIC ITEM
points of temporary ability damage. It also eliminates and [Item]
improves an exhausted condition to fatigued. It does not restore Discount: special
permanent ability drain. You can take this enhancement multiple Activate: as power
times. Its effects stack. Sustain: as power
Range: as power you purchase the mundane weapon that you want your Iconic
An Iconic Item is an Iconic Item Discount Item to be. This is a conceit, of course. Your character does not
object that is the conduit for Total Cost have to actually buy the weapon, but this rule keeps you from
all of your powers. There is Discount sneaking a military-grade rocket-launcher into the game as a
of the Power
no limit to how many powers Weaponized Iconic Item. You are free, encouraged even, to
or how many CPs worth of 10CP +1CP thematically combine the weapon's function and the Item's
powers you can load into a 11CP to 20CP +2CP powers, thus making a phone with Telepathy or belt of Super
single Iconic Item. An Iconic 21CP to 30CP +3CP Strength.
Item can have only one 31CP to 40CP +4CP
Origin. The most common are Enhancement: Wearable Item
mystical and supertech, but 41CP to 50CP +5CP Cost: 3CP
you can have any Origin you This enhancement converts your Iconic Item into a shape
like. Iconic Items grant a discount on the price of powers you that allows you to wear it like clothing or jewellery. Wearable
load into them. The discount is +1CP per 10CP worth of powers, Items still appear special or unusual in some way. They might be
which works out to approximately 10% (see table, above). covered in glowing circuitry, Mystical runes, or be made of a
Other powers, including Gadgets and Power Armour, do not substance that is visibly Not Of This Earth. The specifics are, as
function while you have an Iconic Item on your person. Iconic always, up to you. Wearing an Iconic Item does not offer any
Items are jealous. However, they are also loyal. Only you can Defence bonus or protection of any other kind unless that is part
access the powers loaded into your Iconic Item. It is tuned to of its power package. Cuts, blows, and blasts will leave the
your body chemistry, your unique mental signature, or even Iconic Item untouched but still do damage to you.
your very soul. You must have your Iconic Item in your hand in Fine Items are wearable as a watch or bangle, a large and
order to access its powers. If it is Wearable (see below), then bulky ring, a pair of glasses, a head band, or a light
you must be wearing it to use its powers. necklace.
Iconic Items can potentially be lost or stolen and if that Diminutive Items are wearable as a pair of gloves or shoes, a
happens, you'll just have to track yours down. They are, belt, a neck tie/scarf, or a hat.
however, nigh indestructible by conventional means. Each one Tiny Items are wearable as a single gauntlet or boot, a bulky
has 1,000 HPs, Hardness 100, Resistance 50 to all energy types, belt, or a bike helmet.
Resistance 50 to all Origins, and self-repairs at a rate of 5HPs Small Items are wearable as a heavy vest or a jacket, a
per round. motorcycle helmet (full-faced), a pair of heavy boots, or
Iconic Items are, by default, hand-held objects (tiny-sized) a pair of bulky gauntlets.
that weigh about 3 pounds, so something the general size and Limitations
shape of a baton or soft-ball, for example. They always appear Limitation: Medium Item
unusual or mysterious in some way. They might be covered in Value: 2CP
glowing circuitry, or be covered in dancing sparks. The specifics Your Item is medium-sized instead of tiny. It weighs 25
are up to you, but Iconic Items cannot appear mundane. pounds. It can be the shape of a large staff or a small filing
cabinet. It is unwieldy enough that you have to carry it in two
Enhancements hands. You can put it on your back, but it's still bulky as all hell.
Enhancement: Diminutive Item This limitation is incompatible with Diminutive Item, Fine Item,
Cost: 2CP and Small Item.
Your Iconic Item is diminutive-sized instead of tiny. It
weighs 1 pound. It is the size of a cell phone, a pocket watch, or Limitation: Non-Exclusive Use
a conductor's baton. You can slip it into a pocket. This Value: 4CP
enhancement is incompatible with Fine Item, Small Item, and Your Iconic Item is no longer loyal to you. Other people can
Medium Item. use it, if they get their hands on it, but they have to expend twice
as many PPs to access its power(s). For anyone other than you,
Enhancement: Fine Item powers that do not normally have a PP cost, like traits, now have
Cost: 4CP an Activation of 1PPs and a Sustain of 1PPs per round. GMs
Your Iconic Item is fine-sized instead of tiny. It weighs an will determine when traits are considered 'activated' for the
ounce or two. It is the size of a large coin or a ball-point pen. purposes of detecting them via the metapowers.
You can palm one and still work a phone or drive. You can,
depending on the shape, tuck it behind your ear. This Limitation: Small Item
enhancement is incompatible with Diminutive Item, Small Item, Value: 1CP
and Medium Item. Your Iconic Item is small-sized instead of tiny. It weighs 12
pounds. It is about the size and shape of a walking stick, so a
Enhancement: Weaponise baseball bat, an umbrella, or a golf-club, for example. They can
Cost: 1CP + Purchase DC of Weapon also be a more blocky shape, like a briefcase or laptop. This
This enhancement converts your Iconic Item into a limitation is incompatible with Diminutive Item, Fine Item, and
functioning weapon of some kind, in addition to having powers. Medium Item.
This enhancement requires that you spend both 1CP and that
using Conceal Group. If anyone concealed makes an attack, Remember that non-lethal damage renders you staggered or
your Invisibility ends for the whole group. unconscious only when it equals your current HP total.
Limitations Therefore, if you have extra HPs, above your normal
Limitation: Mental Invisibility maximum, then you can conceivably have non-lethal damage
Value: 2CP that also exceeds that maximum. In that case, as your extra hit
You do not actually become invisible. Instead, you mentally points faded, you would eventually become staggered for one
convince people, through whatever explanation you like, to "not round and then fall unconscious on your next round, unless
see you." They can look right at you, but your presence simply someone or something healed you in the intervening time.
does not register in their minds. This functions like normal
Invisibility in all ways, except one. Non-intelligent means and Enhancement: Retain Hit Points
non-organic creatures can detect you, things like machine life, Cost: 1CP per level
robots, security cameras, or motion sensors, for example. By the Prerequisite: Extra Hit Points
same token, creatures otherwise immune to Charm effects When you have extra hit points, you lose them at a rate of
automatically see through Mental Invisibility. Your image can 1HP every second round.
be recorded with a camera All other enhancements and rules
apply normally. Enhancement: Constitution Leech
Cost: 3CP per level
Limitation: Intelligent Only For every level of this enhancement, you cause 1d4
Value: 1CP temporary ability point damage to Constitution instead of
Prerequisite: Mental Invisibility Leeching HPs. For every 1d4 Constitution points, you gain a flat
Your Mental Invisibility works only on creatures or people 5HPs. You can take this enhancement up to 5 times.
with Intelligence scores above 5. It does not affect animals.
Enhancement: Additional Creature Type
LIFE LEECH Cost: 3CP
[Power] You can Leech the hit points of one additional creature type.
Cost: 3CP per level You can take this enhancement multiple times. Each time, it
Activate: by level; use-activated (attack) applies to a new creature type.
Range: touch
Save: Fortitude, Constitution-based Enhancement: Ranged Use
For every level of this power, you can potentially Leech 1d6 Cost: 4CP
HPs from one target and absorb half of those HPs into yourself. You can Leech at a distance, using a ranged touch attack.
You can Leech one specific Creature Type, such as humanoid, The power now has an effective range increment of 20 feet.
undead, or mechanoid (player's choice). To perform a Life
Leech attack, you must make a touch attack against your target. Limitations
If you succeed, you do negative-energy damage to the target and Limitation: Grappling Leech
convert it into positive energy that you channel into yourself. Value: 3CP
You cannot score a critical hit with a Life Leech attack. You You can Leech HPs from targets only when you've
must expend PPs whether you hit or not. You cannot combine successfully grappled them. All other rules apply normally: you
this power with an Unarmed Strike. You lose any HPs that you must still hit with a touch attack once you've grappled the target,
Leech that exceed your current HP capacity. You can take up to and that attack takes a -4 penalty (because you're in a grapple).
10 levels of the power. Why you might need to grapple to Leech is up to you, but one
The PP cost for Life Leech varies by mode and by Character extremely common explanation is that you need to bite the
Level (CL). You can activate a Life Leech for a number of dice target on the neck (hint hint). You cannot take this limitation if
equal to half your CL without PP cost. All dice over and above you have the Ranged Use enhancement.
your CL cost 2PP each. For example, if you were 6th level, you
could activate a 3d6 Leech for free, or an 5d6 Energy Line for LIQUID FORM
4pp (2pp / die). [Power]
Enhancements Cost: 12CP
Enhancement: Efficient Leech Activate: 1PP; move action
Cost: 3CP Range: self
You now gain 1HP for every HP you Leech from a target. You can turn your body into a translucent liquid substance.
Any equipment you wear or carry falls to the floor when you
Enhancement: Extra Hit Points shift to Liquid Form. Returning to your normal form is a move
Cost: 3CP action.
If the number of hit points you Leech from a target exceeds While in Liquid Form, you take only half normal damage
your maximum hit points, you now retain them temporarily. You from physical attacks, after applying DR and all other relevant
lose extra hit points at a rate of 1 per round until you reach your resistances. Fire/Heat based energy attacks do double damage,
normal maximum. If you take damage, that damage counts as do Ice/Cold based attacks. Again, apply damage after DR.
toward your extra hit points first. Other attacks deal damage normally. You are considered
unarmed in liquid form, but can otherwise fight normally using effects increase your age in real years, which means that you
unarmed strikes. You cannot grapple or be grappled in Liquid effectively don't age much because you have many more years
Form. Your saves, ability scores and other traits are unaffected. to spare. You can take up to 5 levels of this power.
You cannot speak, or use spells while in liquid form, nor do you
benefit from Natural Weapons. Enhancements
While in Liquid Form, your body has all the flexibility and Enhancement: Ageless
malleability of a liquid. You can easily flow under a door or Cost: 1CP
through a crack, as well as pass through grates and fences. You Prerequisite: 5 levels of Longevity
cannot pass through impermeable surfaces, however. You move You are now essentially immortal. While you can still die of
at your normal movement rate. injuries or disease, you will never die as a result of age, and are
You still have the full benefit of any powers you might have, completely immune to ageing effects. Your apparent age is in
including those that improve Defence or DR, in Liquid Form. your mid-twenties by default, though you can choose a different
You also cannot be blinded or deafened. You still require oxygen apparent age if you wish.
(assuming you breathe), but you can absorb it from the
atmosphere, or even from water if you are submerged in it. You METAMORPH
will still asphyxiate in an area without oxygen (such as space), [Power]
or by being drowned in a liquid that contains no oxygen. Cost: 3CP
If you use this power to hide within a larger pool of liquid, Activate: 1PP; full-round action
you get a +20 to your Hide check. Sustain: per round/hour
Enhancements Range: self
Enhancement: Liquid Equipment You can assume the shape of any inanimate object but only
Cost: 2CP if it is within one size category of your own. For example, a
Your equipment shifts into liquid form along with you. You mailbox or bookcase is about medium-sized. While in the shape
cannot use any equipment in liquid form, though. Liquid armour of an object, you cannot move at all, except to shift back to
offers no protection. Your equipment returns to normal when normal shape. Only an Observe (DC 20) or Search check (DC
you do. 15) will reveal that you are not actually the object whose form
you've taken on.
Enhancement: Swift-Action Shift You do not gain the Hardness of an object you become,
Cost: 2CP which means that if you're used as a weapon, you take half
You can now shift forms as a swift action. damage and deal half damage to anything you're used to strike.
You can change into simple objects only, without moving parts.
Enhancement: Reflexive Shift If you change into something that would have moving parts, you
Cost: 3CP take only the shape of it and lack the functionality.
Prerequisite: Swift Action Shift
Activate: 1PP; swift-action Enhancements
If you retain your Dexterity bonus and are hit for physical Enhancement: Machine Form
damage (either by an attack or something that triggers a saving Cost: 3CP
throw), you can make a Reflex save to instantly shift into, or out Prerequisites: Craft (mechanical) 3 ranks
of, Liquid Form a split second before the damage occurs. In the You now have the ability to take on the shape of fully
case of most physical attacks, being in Liquid Form means you functional machines with moving parts. Thus you can become a
take half damage. If you are in Liquid Form and are hit by a functional door, bicycle, hide-a-bed, car, gun, what have you. To
heat- or cold-based attack, shifting into solid form avoids the change into a complex machine, anything with more moving
double damage that those attacks normally do when you're in parts than a few simple hinges, you need a minimum of 3 ranks
Liquid Form. The DC of the Reflex save equals either half the in the appropriate Craft skill. To turn into a car, for example,
attack roll or the save DC of the in-coming effect, -5. You must requires Craft (mechanical). To turn into a cell phone requires
declare your intention to invoke this enhancement after the hit is Craft (electronic), and so on. GMs might impose extra PP costs
announced but before full damage is calculated. depending on the complexity of the machine you form. A wheel
or a functioning door should have no additional cost, but
Enhancement: Reduced Power Drain replicating a working mechanical cash register might.
Cost: 2CP You do not automatically gain the Hardness of an object you
The activation cost to shift into Liquid Form is reduced by become, which means that if you try to fire a bullet as a gun and
1PP. You can take this Enhancement twice. This enhancement don't have adequate DR, you're going to be in for a world of
has no effect on the sustained cost. hurt. You can, in theory, become an electronic device, but your
parts are still basically organic, so any electrical flow would
LONGEVITY cause damage.
[Trait]
Cost: 1CP per level Magnetic Mastery has been removed from the game because it
You age at a rate much slower than most people. For every functions almost exactly the same way as Telekinesis, so it is
level of this power, add 100 years to your lifespan. Ageing now a Limitation within that power.
MYSTIC SPELL-CASTING
Enhancement: Electrical [Power]
Cost: 2CP Cost: 10CP per level
Prerequisite: Craft (electronic) 3 ranks, Craft (mechanical) Prerequisite: Mystic Origin
3 ranks, Machine Form Activate: by level; use-activated (spell-casting)
You can now form machines that carry electrical signals and This power grants you the ability to cast mystic spells. Every
run on conventional power, like a wall socket or car battery, level of this power grants two things: a) access to one level of
without taking damage. You can, for example, change into a spells off of the Mystic Spell lists (see Chapter 6: F/X), and b)
computer and plug into a wall, or an electric mower. This you learn, and thus can cast, 10 spells off of that list, although
enhancement does not grant any form of resistance to electrical the base power allows you to learn and cast all of the
attacks. cantrips/orisons (0-level spells), and each subsequent level of
the power grants 10 spells off of the next level of spells. The
Enhancement: Internal Combustion Origin of Mystical Spell-Casting is always Mystical. Your
Cost: 2CP Origin, or one of your Origins, must be Mystical for you to take
Prerequisite: Craft (mechanical) 3 ranks, Machine Form this power.
You can now form machines that run on internal You can, at will, cast any spell to which you have access, as
combustion, including engines and firearms. You can turn into a long as you have PPs to spend and the spell's components,
car that runs on gas or a canon that fire real canon balls. This regardless of sleep or lack thereof. The PP cost for Mystic Spell-
enhancement does not grant any form of resistance to Casting varies by Character Level (CL). You can for free, cast
sonic/concussive attacks or damage from explosions that spells the level of which is equal to or less than half your CL.
originate outside your mechanical body. Any levels beyond that cost 4PP per additional level. For
example, if you're 6th level, you can cast 3rd-level spells for free,
Enhancement: Mobility but 6th-level spells would cost 8PP to cast. Cantrips are free.
Cost: 3CP You must spend 30 minutes a day preparing your mind and
When you are in the shape of an inanimate object, you can soul for the act of spell-casting for the next 24 hours, and this
move in any way reasonably possible for the object. As a chair, time is above and beyond your body's normal ability to
you could run on your legs, a tire could roll itself, a rope could regenerate power points. You can pray, meditate, or study. It
slither like e a snake, etc.. If you were a complex object, you must be at a specific time of day, such as dawn, noon, or tea
could operate under your own motive power. For instance, if time.
you changed into a car, you could drive around on your own. If You are subject to Arcane Spell Failure percentages for
you changed into a revolving door, you could revolve yourself. wearing armour while spell-casting, at a rate of 5% per +1
Note that your speed in any form is limited to your normal equipment, armour, or shield bonus. Your spell-casting can be
movement rate. Just because you're a self-propelled car doesn't disrupted, as per standard rules. Casting spells does provoke
mean you can now cruise around at 100mph. However, if you attacks of opportunity.
were a bicycle, someone could certainly pedal you faster than You must follow all spell component rules, including having
your normal movement rate. a holy symbol for spells that call for them. Purchase DCs are not
listed with most of the spells. Your GM will estimate a PDC
MIGHTY LIFTING based on the conversion tables in the SRDs, but only if the items
[Trait] are available for purchase. For example, Sleep calls for sand and
Cost: 2CP per level Spider Climb calls for a spider. There's no need to purchase such
You can lift and carry much more weight than your Strength components. However, Instant Identify requires a pearl (PDC
score would normally allow. Every level of this power increases 12), which is unlikely to be sitting around the house.
your load, lift, and drag values by 100%. In game terms, it add a The ability score you use to determine your spell's saving
multiplier to them. One level of the power is x2, two levels is throws and your maximum casting level is the same as the
x3, three levels is x4, etc. The light load for Strength 20, for ability that modifies your power dice—either Intelligence,
example, is 133 pounds. With two levels of Mighty Lifting, it Wisdom, or Charisma—because that is where you power points
would increase to 499 pounds (133lbs x3). This power increases come from. To take the base version of this power, you need at
your loads for all game purposes, including attacking with over- least a 10 in the appropriate ability score and the enhancements
sized objects (see Chapter 8: Combat and Movement). It has no require even higher scores, but they follow a standard formula.
other affect on your Strength, such as attack and damage Your ability score must equal the level of the spell + 10.
bonuses. Therefore, to cast a 7th-level spell requires an attribute of 17 or
more.
In Phoenix, classes reflect personality types, dictate fighting
abilities, skill access, and things like that. They don't
determine powers, and in a superhero setting, spells are a In pulp and superhero adventures, there's no differentiation
kind of power. Therefore, we've converted them to actual in- between powers that come from ancient deities (divine) or the
game "powers." If your GM agrees, and you're particularly direct channelling of supernatural forces (arcane). Therefore,
attached to spell-casting as a class ability, you can play a there is no such separation in Phoenix either. That's why it's
Mystic (see Chapter 8 "Optional Classes"). called "mystic" instead of "magic."
If you are multi-classed, you cast your spells using Unless your weapon is retractable, your GM might require
whichever ability governs the Power Die of your current class. that you take Bizarre Area Effect to account for your unusual
For example, if you were to take 4 levels of Martial Artist and appearance.
then 1 one of Soldier, your Power Die would go from being Enhancements
Wisdom-based to Intelligence-based. At 1st through 4th level, you Enhancement: Adamantine
would have cast spells using Wisdom, but at 5th level, it would Cost: 3CP
switch to Intelligence. When you take a new class, you literally For whatever reason you care to supply, your Natural
change the place within yourself that you get your power from, Weapon ignores DR.
so your spells change with it.
Although you certainly have a spell book of some kind, it Enhancement: Extra Weapon
doesn't need to be any particular shape. It can be large, musty Cost: 1CP per level
books, or a collection of ancient scrolls, or even a bunch of files For every level of this enhancement, you have another
on a hard drive. It's not necessary to keep track of exactly what Natural Weapon mounted somewhere on your body. You can
your "spell books" actually are, but if you want to role-play mount an Extra Weapon onto an Appendage. This enhancement
them, you certainly can. does not automatically grant extra attacks or extra limbs.
Finally, this power grants the ability to activate spell-trigger
items like wands and staves. You have access to the Mystic spell Enhancement: Improved Damage
lists (see Chapter 6: F/X) and your effective caster level is equal Cost: 1CP per level
to your highest spell-casting level multiplied by 2. If you can For every level of this power, your Natural Weapons do an
cast 5th-level spells, your effective caster level is 10. Thus your additional 1d6 damage. You can take this enhancement up to 10
caster level is not, in fact, linked to your character level. times.
NEED NOT EAT otherwise, and even detect alien anatomy. Seeing into a
[Trait] creature's body grants a +10 circumstance bonus to any attempt
Cost: 1CP to diagnose and/or heal injury. To really learn anything from
You don't need to eat. Any and all penalties related to looking into someone's body, you have to have relevant skills in
starvation do not apply to you. You do, however, still need to human anatomy, and you can see only what you would see if
remain hydrated, so you do need to drink water. their skin were removed. If, however, you have Super Sight or
Enhancement Unusual Vision, you can combine it with Penetrating Vision and
Enhancement: Need Not Drink potentially learn other things about people's insides.
Cost: 1CP
You do not need to drink water. Any and all penalties related Enhancements
to dehydration do not apply to you. Enhancement: Swift Action Sight
Cost: 2CP
NEED NOT SLEEP You can use Penetrating Vision as a swift action.
[Trait]
Cost: 2CP Enhancement: Reduced Power Drain
You don't sleep. Any and all penalties related to lack of sleep Cost: 2CP
do not apply to you. You are still vulnerable to physical fatigue, Your Penetrating Vision no longer has an activation or
however, and must allow your body to recover from exertion, sustained cost, but is still a Power.
but you don't have to spend 8 hours a day unconscious.
PHEROMONES
PENETRATING VISION [Power]
[Power] Cost: varies
Cost: 8CP Activate: 1PP; full-round action
Activate: 1PP; move action Range: varies
Sustain: per minute Save: Will, Constitution-based
Range: 60 feet You can give off highly potent, Area of
You can see through physical barriers. If successful, you can odourless, and invisible chemical Cost
Effect
see whatever lies on the other side as though there were no messengers that can cause a variety
obstruction at all. Because seeing through things requires a 5 feet 5CP
of effects on people with body
degree of concentration, you can only attempt to examine what chemistry similar to humans. 10 feet 7CP
is behind one wall, surface, or obstruction at a time. Pheromones have no effect on 15 feet 9CP
In order to use this power, you must choose a surface and animals, mechanical life, or alien 20 feet 11CP
examine it with a Observe check. If the check meets or exceeds species far removed from human
a DC based on the type and thickness of the barrier (see table, 25 feet 13CP
genetic stock. You are always
below), you will see through the barrier for as long as you like. immune to your own Pheromones. 30 feet 15CP
If you look away, your eyes refocus and you must start the Pheromones can take effect
process again in order to see through that particular object. only if inhaled by a subject, Activation CP
You must use a move action to activate this power, but although they have no detectable Time Cost
sustaining it is effectively free as long as you continue to look odour, they rely on olfactory
through the object you designate. full-round x1
receptors within the nose to trigger
To look into a person's body requires more subtlety than their effects. Thus, subjects that do move x2
looking through them. It takes one round of Observing them not breathe, as well as those swift x3
before you can start to make out details. At the beginning of the protected from atmospheric
second round, you can then actually examine under someone's contaminants (by gas masks, air filters, life-support systems,
skin. You can see implants, Supertech devices, mundane or etc.) are immune to the effects of the Pheromones. A successful
Saving Throw negates the power's effects. Pheromones are a
Observe DC Barrier mind-affecting power.
5 thin wood or plaster (e.g., an inside wall) The cost of this power depends on the area you can affect
with your pheromones and how quickly you can manifest them.
10 thick wood (e.g., a door, reinforced wall) Multiply your desired Area of Effect cost by the Activation
10 every-day clothing Time cost multiplier to find the total cost of the power.
12 body armour Pheromones are active in the air during only the round in which
13 metal, 1 inch (e.g., door, wall, etc.) you activate them. Anyone who inhales them will be affected for
1d6 rounds.
15 concrete/stone, 1 foot Pheromones have four modes: Attraction, Confusion,
18 concrete/stone, 3 feet Nauseating, and Tractability. You can choose one.
20 dense metal (e.g., lead, titanium, gold), 1 foot
23 dense metal (e.g., lead, titanium, gold), 3 feet
25 solid dirt, 10 feet
Attraction Pheromones For every level of this enhancement, you can use another
People affected by this kind of pheromone find themselves Pheromone type (attraction, confusion, nauseating, tractability).
intensely and inexplicably drawn to you, regarding you with You can take this enhancement three times.
near-total fascination. Subjects lose their Dexterity bonus to
Defence (due to their inability to take their eyes off you) and POWER ABSORPTION
cannot take hostile or hindering actions against you or anyone [Metapower]
who appears to be your ally. Cost: 12CP
Activate: 1PP; use-activated (attack)
Confusion Pheromones Sustain: per round
People affected by these Pheromones experience a near-total Range: touch
inability to concentrate on anything. Subjects are considered Save: Fortitude, Constitution-based
dazed for the duration of the effect. Dazed creatures cannot take You have the ability to temporarily "steal" the powers of
action, but have no penalty to Defence. If hit for damage, other people. When you Absorb a power, your target temporarily
confused people can immediately attempt another saving throw lose use of one of her powers and you gain that power. This
to shake off the effect of the Pheromones. power can affect only one kind of Origin, which you chose
when you buy it. Traits are immune to Power Absorption. You
Nauseating Pheromones must touch your target to use this power, which in combat
Subjects affected by these pheromones experience severe requires a touch attack. This touch attack requires precision and
stomach distress. Nauseated people are unable to attack, cast a small amount of concentration, so it cannot be an unarmed
spells, activate powers, concentrate on spells or powers, or do strike You must expend 1PP to activate the power before you
anything else requiring attention. The only action they can take roll your touch attack, so the PP is lost regardless of whether
is a single move action per turn. you hit. You can use this power only once per round. Your target
gets a Saving Throw to avoid the power's effects. If she fails,
Tractability Pheromones you Absorb one of her powers (randomly selected). You can
These pheromones render affected subjects very open to randomly select by using dice, flipping a coin, etc.
suggestion. They lose their Dexterity bonus to Defence, and You can Absorb up to a 5CP power for each activation. If a
suffer a -4 penalty on all Will saves while under the effect of the power is worth more than 5CP, you Absorb only 5CP worth of
pheromones. You can try to give affected subjects orders, but the power. GMs might round off this amount, so that you
you must win an opposed test, Diplomacy vs. Sense Motive employ a power without Enhancements, for example, or at a
(defaults to Charisma), to convince them to do anything they reduced level of effectiveness. In such cases, if it's logical, the
wouldn't ordinarily do (retries are not allowed). Tractable people person affected by the power might retain some of it. For
never obey orders harmful to themselves, and will not commit example, if you Absorb 5CP from a 8CP Energy Attack, the
suicidal actions, such as attacking foes against whom they are target retains a 3CP Energy Attack. Again, GMs will estimate
clearly outmatched. If you or your allies make any threatening Absorbed and depleted powers on the fly, for the sake of
acts toward tractable subjects, the effect immediately ends with expediency, and exact math is not required. You can,
no roll required. theoretically, use this power multiple times to Absorb all of a
Enhancements target's powers.
Enhancement: Extended Duration You can also use this power to Absorb super abilities. In this
Cost: 3CP per level case, you absorb 4 levels worth of Ability Enhancement and the
Extent the duration of your Pheromones' effects by 1d6 target loses 4 levels of it.
rounds. You can take this up to four times, for a maximum You cannot Absorb any power that has a base cost greater
duration of 5d6 rounds. than 5 CP. Examples of this include Incorporeality and
Polymorph. If you randomly select a power that you cannot
Enhancement: Lingering Pheromones Absorb for this reason, just randomly select another.
Cost: 3CP per level Targets cannot activate powers that you Absorb completely,
For each level of this enhancement that you buy, your but if they have sufficient PPs left to use those powers at
pheromones linger in the air for one additional round. Anyone reduced effectiveness, they can do so. Continuous powers cease
who moves into the area while the pheromones are active must to function for the duration of Power Absorption's effects.
immediately roll a save as normal. Anyone who makes their Power Absorption has no permanent effects.
save, but remains in the area, must roll another save each round Enhancements
until they fail a save or leave the area. Strong winds can Enhancement: Enhanced Absorption
dissipate the pheromones faster than normal, but they are always Cost: 4CP per level
effective for at least the round they are activated. You can take Increase the number of CP you can Absorb by 5, for a total
this up to four times, for a maximum duration of 5 rounds. of 10 CP. This also raises your Super ability Absorption, thus it
reduces the target's score by -8 and raises your corresponding
Enhancement: Variable Pheromones score by +8. You can take up to four levels of this enhancement,
Cost: 4CP per level raising the amount of CPs you Absorb to 25 and Super ability
Absorption to 20.
Enhancement: Increased Consumption enhancements and limitations. Remember that Gadgets can't be
Cost: 2CP loaded with traits or other items, so neither can Power Armour.
If you Absorb a power worth less than your maximum CPs You must actually wear your Power Armour to access its
(5 normally, but potentially more if you take Ehhanced powers. To activate and/or sustain a suit's powers, you consume
Absorption), you can use the remaining CP to Absorb more of your own PPs, just like Gadgets. The PP costs of those powers
the target's powers. Which power you Absorb next is always are unaltered.
chosen randomly. You can, conceivably, Absorb all of a target's Power Armour is most commonly Supertech but it can,
power with this enhancement. conceivably, be any Origin and you can describe it in almost any
terms you like. It could, for example be a crystalline shell
Enhancement: Multiple Absorptions (Cosmic), a living symbiote (Bio), or an ancient suit of magical
Cost: 4CP armour (Mystic). The one common factor is that Power Armour
You can now use Power Absorption as many times per round is a slightly bulky, full-body covering of some kind. It can be
as you can make touch attacks. traditional European plate-male, feudal Japanese battle armour,
or make you look like you just stepped out of an anime film.
Enhancement: Precise Absorption You could be covered in a golden skin or blue crystal. Feel free
Cost: 4CP to get creative.
When you attempt to Absorb a power, you can choose which You can load up to 12 Gadgets
power. However, this power does not grant the ability to sense into your suit and each one is Gadget Locations
what a target's power are, so your choice is limited to those housed in a particular piece of the Helm 1
powers that you already know that the target has. If you know armour: helm, chest plate, back Chest Plate 2
that someone has Flight, you can Absorb it, but if you don't plate, left and right arms, belt/cod
know that she has Energy Attack, you cannot. piece, left and right thighs, and left Back Plate 3
and right boots (see table, below). Left Arm 4
Enhancement: Ranged Use Power Armour mostly behaves Right Arm 5
Cost: 4CP the same way as standard armour. It Left Gauntlet 6
You can now Absorb powers at a distance, using a ranged has an armour bonus of +2 and
touch attack. The power now has an effective range increment incurs an Armour Check Penalty of Right Gauntlet 7
of 20 feet. -1, a Maximum Dexterity bonus of Belt/Cod Piece 8
+8, and weighs effectively 25 lbs. Left Thigh 9
Enhancement: Variable Absorption (a great deal of its internal Right Thigh 10
Cost: 3CP per level (Origin) mechanics are dedicated to
You can Absorb another Origin type (player's choice). The supporting its own weight and Left Boot 11
power does not change in any other way. You can take this allowing the wearer to move with Right Boot 12
enhancement up to four times. It adds a new Origin type each relative ease and freedom.) You
time. must take the Proficiency: Armour (powered) in order to
wear/pilot power armour without a penalty. The Armoured
POWER ARMOUR enhancement (see below) can increase the armour bonus but it
[Item] Power Armour Discounts also increases the penalties for wearing armour.
Discount: 1CP per 5CP Total Cost Unlike other kinds of armour, Power Armour has its own
Activate: as power Discount HPs; it is designed to absorb incoming damage so that you don't
of the Powers
Sustain: as power have to. If your suit is Supertech, this could represent self-
Range: as power 5CP 1CP detonating plates that sacrifice themselves to ward off physical
Power Armour is a body- 6CP to 10CP 2CP damage. A Biosuit might actually take hits and bleed to keep
mounted frame that you can 11CP to 15CP 3CP you safe. The specific explanation is, as always, up to you.
install Gadgets into and that is 16CP to 20CP 4CP Regardless, suits of Power Armour start with 25HPs.
covered in armour plating. The Physical damage that would normally affect you, instead
frame contains control systems 21CP to 25CP 5CP reduces the HPs of the suit. That includes anything that would
that integrate all your Gadgets' 26CP to 30CP 6CP do you physical harm: energy strikes, physical attacks, falling,
functions so that you can use 31CP to 35CP 7CP explosions, etc. Exceptions include anything that normally
them all simultaneously, just like bypasses armour, such as poisons or psionic attacks. In addition
36CP to 40CP 8CP
having powers. to that, critical hits split their doubled damage between you and
You purchase your suit's 41CP to 45CP 9CP the suit.
Gadgets, as well as enhancements 46CP to 50CP 10CP Suits that take significant damage can start to malfunction.
and limitations for them, just like When an attack reduces your suit's HPs to ½ their total, your
you would regular Gadgets, but with two exceptions. First, attacker rolls 1d12 and the corresponding Gadget has a 50%
calculate the Gadget discount as a total of the whole suit, not per chance of no longer functioning (i.e., it cannot activate its
Gadget. Second, you cannot apply the enhancements and power). This is the result not of damaging the Gadget directly,
limitations listed under Gadget. Power Armour has its own but damaging the integrated systems that allow you to control
your Gadgets.
round (Origin/strength). Thus, if a Mystic were to use three You can also use this power to Duplicate super abilities, but
Magic Missile spells from a wand in your range over the course instead of calculating CP costs, you simply gain a +4 to a super
of six rounds, you would detect, first, the power's use, second, ability in which your target has at least a +4 Enhanced Ability.
it's distance, and third, it's Origin and strength. The CP strength For example, if your target has Constitution 27, Intelligence 32,
of a Mystical or Psionic item is double it's caster level. and Charisma 25, you could roll d6 to determine which you
gain. If it's Intelligence, your Intelligence score would gain a +4.
Enhancement: Detect Anomaly However, if you were to start with an Intelligence score of +30
Cost: 2CP and the target's was 32, Duplication could raise yours only to
You have the ability to detect major anomalies in the natural 32.
space-time continuum, provided they are within 500 feet of your You cannot Duplicate any power that has a base cost greater
location. These anomalies include wormholes, cosmic portals, than 5 CP, and that does not have a less costly version.
altered time-flow, astral gates, tears in space-time, dimensional Examples of this include Incorporeality and Polymorph. If you
rifts, distorted geometry, and the like. You will have only a randomly select a power that you cannot Duplicate for this
general sense of the direction of the anomaly until you are reason, select again. Power Duplication has no permanent
within 60 feet of it, at which time you will know its precise effects.
location. Enhancements
Enhancement: Enhanced Duplication
Enhancement: Detect Entity Cost: 4CP per level
Cost: 2PP Increase the number of CP you can Duplicate by 5, for a
You now have the ability to detect the presence of significant total of 10 CP. This also raises your Super ability Duplication to
beings (more than 10 hit dice) that have the Outsider, +8. You can take up to four levels of this enhancement, for a
Extraplanar, Omega, or Undead types, including infernal beings, total of 25 CP or +20.
celestials, deities, elementals and other such beings. The Entities
in question do not have to have or use any powers for you to Enhancement: Increased Consumption
detect them. Their mere presence is sufficient. You can detect Cost: 2CP
Entities at double the normal distance, and automatically If you Duplicate a power worth less than your maximum
pinpoint their location if invisible or otherwise concealed. number of CP, you can use the remaining CP to Duplicate more
of the target's powers, but only if you can afford them, of
Enhancement: Enhanced Range course. Which power you Duplicate next is always chosen
Cost: 2CP randomly. You can, conceivably, Duplicate all of a target's
Your Power Detection now functions out to 30 feet further power with this enhancement.
than usual. You can take this enhancement twice, for a
maximum range of 120 feet. Enhancement: Multiple Duplications
Cost: 4CP
POWER DUPLICATION You can now use Power Duplication as many times per
[Metapower] round as you can make touch attacks.
Cost: 5CP
Activate: 1PP; use-activated (attack) Enhancement: Precise Duplication
Range: touch Cost: 4CP
Save: Fortitude, Constitution-based When you attempt to Duplicate a power, you can choose
You have the ability to temporarily mimic the powers of which power. However, this power does not grant the ability to
other people. This power can affect only one kind of Origin, sense what a target's power are, so your choice is limited to
which you chose when you buy it. Traits are immune to Power those powers that you already know that the target has. If you
Duplication. You must touch your target to use this power, know that someone has Flight, you can Duplicate it, but if you
which in combat requires a touch attack. This touch attack don't know that she has Energy Attack, you cannot.
requires precision and a small amount of concentration, so it
cannot be an unarmed strike. You must expend 3PPs to activate Enhancement: Ranged Duplication
the power before you roll your touch attack, so the PPs are lost Cost: 4CP
regardless of whether you hit. You can use this power only once You can now Duplicate powers at a distance, using a ranged
per round. Your target can make Saving Throw to avoid the touch attack. The power now has an effective range increment
power's effects. If she fails, you Duplicate one of her powers of 20 feet.
(randomly selected) for 2d6 rounds.
You can Duplicate up to a 5CP power for each activation. If Enhancement: Variable Duplication
a power is worth more than 5CP, you Duplicate only 5 CP worth Cost: 3CP per level (Origin)
of the power. GMs might round off this amount, so that you You can Duplicate another Origin type (player's choice). The
employ a power without enhancements, for example, or at a power does not change in any other way. You can take this
reduced level of effectiveness. You can, theoretically, use this enhancement up to four times. It adds a new Origin type each
power multiple times to Duplicate all of a target's powers. time.
POWER LEECH You cannot Nullify any power that has a base cost greater
[Metapower] than 10 CP or that does not have a less costly version. Examples
Cost: 2CP per level of this include Gaseous Form and Polymorph. If you randomly
Activate: by level; use-activated (attack) select a power that you cannot Nullify for this reason, select
Range: touch again.
Save: Fortitude, Constitution-based Targets cannot activate powers that you Nullify completely,
You can Leech other people's power points with a touch. You but if they have sufficient PPs left to use those powers at
must hit your target with touch attack to use this power. The reduced effectiveness, they can do so. Continuous powers cease
touch attack requires precision and a small amount of to function for the duration of Power Nullification's effects.
concentration, so it cannot be an unarmed strike. You lose PPs Power Nullification has no permanent effects.
regardless of whether you hit. You can use this power only once Enhancements
per round. Your target gets a Saving Throw to avoid the power's Enhancement: Enhanced Nullification
effects. If she fails, you Leech her PP. She loses points and you Cost: 3CP per level
gain them. Power Points you Leech above your own maximum For every level of this enhancement, you can Nullify another
are lost. 10CP-worth of powers. You can take up to 4 levels of this
The number of dice worth of Power Leech you can activate enhancements, for a total Nullification of 50CP.
varies by your Character Level (CL). You can Leech a number
of d6's equal to ½ of your CL (rounded down, but minimum 1). Enhancement: Indefinite Nullification
Any dice exceeding this limit cost 2pp each. Cost: 4CP
You can take up to 5 levels of this power. Power Leech has Activate: 4PPs; use-activated (attack)
no permanent effects. Powers you Nullify stay Nullified until the target receives
Enhancements Lesser Restoration, either the power or the spell.
Enhancement: Ranged Leech
Cost: 3CP Enhancement: Increased Consumption
You can now Leech powers at a distance, using a ranged Cost: 2CP
touch attack with a maximum range of 20 feet. If you Nullify a power worth less than your maximum
number of CP, you can use the remaining CP to Nullify more of
POWER NULLIFICATION the target's powers, but only if you can afford them, of course.
[Metapower] Which power you Nullify next is always chosen randomly. You
Cost: 5CP can, conceivably, Nullify all of a target's power with this
Activate: 1PP; use-activated (attack) enhancement.
Range: touch
Save: Fortitude, Constitution-based Enhancement: Ranged Nullification
You have the ability to temporarily suppress the powers of Cost: 3CP
other people. This power can affect only one kind of Origin, You can now Nullify powers at a distance, using a ranged
which you chose when you buy it. Traits are immune to touch attack. The power now has an effective range increment
Nullification. You must touch your target to use this power, of 20 feet.
which in combat requires a touch attack. This touch attack
requires precision and a small amount of concentration, so it Enhancement: Zone of Nullification
cannot be an unarmed strike. You must expend 2PPs to activate Cost: 12CP
the power before you roll your touch attack, so the PPs are lost Prerequisite: Ranged Nullification
regardless of whether you hit. You can use this power only once Activate: 4PP; standard action
per round. Your target can make a Saving Throw to avoid the You can temporarily suppress powers within five feet of
power's effects. If she fails, you Nullify one of her powers your square (i.e., the eight squares you touch). Attacks made
(randomly selected). The effect lasts 2 round for ever 2PPs you purely of Origin-based energy dissipate when they enter your
expend, to a maximum of 5 rounds. radius. People with powers lose them when they enter your
You can Nullify up to a 10CP power for each activation. If a radius. Super abilities are reduced to their Round One levels. If
power is worth more than 10CP, you Nullify only 10CP worth of you have Variable Nullification, your Zone can affect more than
the power. GMs might round off this amount, so that you one Origin at a time.
employ a power without Enhancements, for example, or at a
reduced level of effectiveness. If you Nullify 10CP from a 15CP Enhancement: Variable Nullification
Energy Attack, then the target retains a 5CP Energy Attack. Cost: 3CP
Again, GMs will estimate Nullified powers on the fly, for the You can Nullify another Origin type (player's choice). The
sake of expediency. You can, theoretically, use this power power does not change in any other way. You can take this
multiple times to Nullify all of a target's powers. enhancement up to four times. It adds a new Origin type each
You can also use this power to Nullify super abilities, but time.
instead of calculating CP costs, you simply cancel 4 levels
worth of Ability Enhancement. You can reduce a target to its
Powerless abilities, but no lower.
POSSESSION Limitations
[Power] Limitation: Animal Possession
Cost: 8CP Value: 3CP
Activate: 1PP; standard action You can Possess only animals. You cannot Possess insects or
Sustain: per round/hour any animals with an Intelligence greater than 2. Familiars and
Range: 30 feet other enhanced animals are also immune to this power. All other
Save: Will, Wisdom-based rules function as normal for this power.
You can project your mind into someone else's body and
take full control over it. You must be able to see the subject and Limitation: Body Swap
be within 30 feet of them to Possess them. After you Possess Value: 3CP
them, however, you can move away from your own body as far Instead of Possessing the bodies of your targets, your minds
as you can get before running out of PPs. You can voluntarily swap, you in their bodies and them in yours. Anyone who's
end a Possession at any time. If you run out of PPs, you Swapped into your body follows the rules of the unenhanced
automatically return to your body. While Possessing someone, version of Possession. Thus, they has access to your physical
your body is unconscious and helpless, so don't leave it some abilities and powers, but not your memories, skills, or feats, and
place exposed if you can help it. they consume their own PPs. If they have Possession, they can
When in someone else's body, you have no access to their use any enhancements they might have purchased, such as
memories, skills, or feats, but you do have their traits and their Power Channelling.
physical abilities (Strength, Dexterity, Constitution). You retain
your own mental abilities (Intelligence, Wisdom, Charisma). If Limitation: Memory
you Possess someone with powers then you can activate them Value: 3CP
but only if you know what they are. You can't just go People whom you Possess remember everything you did
rummaging around to try to find them. Also, if your subject has while in their bodies. They were awake and aware and in
the Dramatic Activation complication, you must have witnessed possession of all their senses, even though you were controlling
the activation to duplicate it. The GM will probably require a their bodies. They have no access to your mind, nor do you have
Perform check to get the activation just right. You consume your any access to theirs.
own PPs when activating powers in someone else's body
because of your spiritual connection to your own body. PRESSURE ADAPTATION
When you end your Possession, subjects have no memory of [Trait]
your actions in their bodies. They were effectively asleep the Cost: 4CP
entire time. Your body can withstand the stress of extreme pressure, such
Anyone whom you attempt to Possess gets Saving Throw to as that which is found deep underwater. You have total
resist the effect. Anyone with more than 4HD gets to make a immunity to the physical dangers of compression and
fresh Saving Throw every hour. Anyone with more than 8HD decompression, otherwise known as "the bends." Your body
gets to make a fresh saving throw every minute. Anyone with maintains normal internal pressure no matter how dense the air
more than 12HD gets to make a fresh saving throw every round. or water is beyond your skin.
GMs can also rule that Possessed people get fresh saving throws This adaptation offers no protection against depressurization,
at dramatically appropriate moments, like impassioned pleas such as that caused by exposure to space, nor does it supply you
from loved ones or actions that are particularly anathema to the with oxygen. You can still asphyxiate if you do not have
possessed person's personality or morality. sufficient oxygen. Powers that alleviate your need to breath, or
Enhancements equipment that provides breathable air, function normally
Enhancement: Increased Range assuming that they, too, can survive deep-see pressures.
Cost: 2CP
Increase the maximum range at which you can Possess by PROBABILITY MANIPULATION
30ft. You can take this enhancement up to three times, for a [Power]
maximum range of 120feet. Cost: 8CP
Activate: by level; swift action
Enhancement: Improved Possession Range: 30ft
Cost: 2CP This power allows you to alter the very laws that govern
You get a +4 skill bonus on you opposed Will test to Possess your reality (i.e., change the dice). You can affect the chances of
someone. You can take this enhancement up to three times. The any event you're aware of and that requires a die roll, as long as
effects stack. it occurs within the power's range. Your character is not aware
that her life is ruled by dice, of course, but she has an uncanny
Enhancement: Power Channelling ability to sense when certain events are ruled by probability.
Cost: 4CP You can influence the results of an attack roll, saving throw,
You can use your powers while you Possess someone else's skill check, or damage roll, but you can't effect anything that
body. You cannot access your traits. You still use your own PPs you can't sense or don't know about. You can activate this power
to fuel your powers, not those of the body you Possess. after seeing the outcome of a die roll, but you must do so before
anyone (GM or player) announces the in-game results. You can
use Probability Manipulation only once per round. You can also damage). You can take this enhancement multiple times. Its
use this power on events that aren't strictly related to die rolls, effect stack.
but are similarly ruled by pure chance, like a coin flip, or a game
of Rock-Paper-Scissors. Enhancement: Rapid Use
This power does not add a bonus to a roll, or subtract from a Cost: 3CP
DC, but effectively changes the actual results on the die. You You can use Probability Manipulation twice with a single
can change a 15 to a 17 on a d20, for example, but never a 6 to a standard action. You can apply this extra use to a different event,
7 on a d6. Thus you can change an attack roll to a 20 to attain a or to alter an additional die in a single roll (allowing you to
critical threat. The PP cost for Probability Manipulation varies change three 5's into two 6's and a 5, for instance). You can take
by Character Level (CL). You can alter the results of a die roll this enhancement twice, for a maximum of three uses within a
by a number equal to half your CL at no PP cost. Any single standard action.
Manipulation beyond that costs 1PP per +1 to the die result. For Limitations
example, if you were 8th level, you could alter a d20 roll by up Limitation: Power Cap
to +4 for free. To grant a +6 would cost 2PP (1PP / +1) Value: 1CP per level
This power can affect only a single die roll at a time. If you There is a distinct limit to how much you can bend
apply the power to a roll that uses multiple dice, you can affect probability in a short period. For 1 level of the limitation, you
only one of those dice. Thus, if someone rolled 3d6 and rolled can spend no more than 4PP on this power per round. For 2
three 5's, you could increase only one of those dice to a 6. You levels, the limit drops to 2PP per round. Even if you have Rapid
could not increase the total roll to an 18. Use, the PP limit applies per round, and thus you must divide
Enhancements the PP among the uses. PPs spent on Cause Accident count
Enhancement: Cause Accidents against this limit.
Cost: 3CP
Activation: 1PP per 1d6 (max 4d6); standard action PSIONIC MANIFESTATION
Save: Reflex, Charisma-based [Power]
You have the ability to manipulate luck in such a way as to Cost: 12CP per level
cause seemingly random accidents to occur, and they just Prerequisite: Psionic Origin
happen to cause damage to your enemies. The damage is from Activate: by level; use-activated (manifestation)
1d6 (1PP) to 4d6 (4PPs), at the player's discretion. Range: varies
The nature of these accidents always varies, and they are This power grants you the ability to manifest psi-powers.
always physically possible, if sometimes implausible. The exact Every level of this power grants two things: a) access to one
cause can be anything from a stray flowerpot falling on level of psi-powers (see Chapter 6: F/X) , and b) you learn, and
someone's head to a roller skate being in just the wrong place thus can manifest, 10 psi-powers off of that list. The base power
when someone steps on it. You can decide what you want to grants access to 1st-level psi-powers, and every subsequent level
happen, but the GM must approve and reserves the right to alter of the power grants access to the next level of psi-powers. The
details. Victims do not necessarily realize they are the targets of Origin of Psionic Manifestation is always psionic. Your Origin,
malicious forces, but they might figure it out if they're paying or one of your Origins, must be Psionic for you to take this
attention. You can cause an accident only within the power's power.
range, and doing so does not require an attack roll. You can, at will, manifest psi-powers for as long as you have
power points, regardless of sleep or lack thereof. You can, at
Enhancement: Enhanced Accidents will, manifest any psi-power to which you have access, as long
Cost: 2CP as you have PP to spend and the psi-power's components,
Prerequisite: Cause Accidents regardless of sleep or lack thereof. The PP cost for Psionic
Activation: 1PP per 1d6 (max 8d6); standard action Manifestation varies by Character Level (CL). You can for free,
Save: Reflex (half), Charisma-based manifest psi-powers the level of which is equal to or less than
You can now cause up to 6d6 damage with your accidents. half your CL. Any levels beyond that cost 5PP per additional
You can also spend an extra 2PPs that make the accident harder level. For example, if you were 6th level, you could manifest 3rd-
to avoid; a Reflex save now reduces the damage to half. level psi-powers for free, but 6th-level psi-powers would cost
10PP to cast.
Enhancement: Increased Range You must spend 30 minutes a day preparing your mind and
Cost: 2CP soul for the act of manifesting for the next 24 hours. This can be
Increase the maximum range at which you can manipulate time spent in prayer, meditation, or study. This 30 minutes can
probability by 30 feet. You can take this enhancement up to 3
times, for a maximum range of 120 feet. In Phoenix, classes reflect personality types, dictate fighting
abilities, skill access, and things like that. They don't
Enhancement: Multiple Dice determine powers, and in a superhero setting, psi-powers are
Cost: 2CP per die a kind of power. Therefore, we've converted them to actual in-
You can now affect an additional die. You still must pay 1PP game "powers." If your GM agrees, and you're particularly
for every +1 over half your CL, and you can affect only dice attached to manifesting as a class ability, you can play a
that are part of a single action (e.g., multiple dice rolled for Psionicist (see Chapter 8 "Optional Classes").
be at any time of day but it must be a consistent, specific time of In the case of every-day machines that do not have HPs, the
day, like dusk or 4:20. Your manifesting can be disrupted, as simpler the machine, the few dice required. Basic electrical
per standard rules, and it does provoke attacks of opportunity. devices, like toasters or ovens, need only one die. Anything with
Manifesting times are written into the psi-power descriptions. electronic components requires at least 2 dice. Anything with
The ability score you use to determine your psi-power's real computer-like capabilities—desktop machines, PDAs,
saving throws and your maximum manifester level is the same cellular phones, mp3 players, etc.—requires at least 3 dice. You
as the ability that modifies your power dice, either Intelligence, can repair electronic components but not software using this
Wisdom, or Charisma because that is where you power points, power. Alternatively, a mechanically complicated machine, like
and therefore your powers, come from. To take the base version a car, requires at least 2 dice per major component, like the
of this power, you need at least a 10 in the appropriate ability radiator or the brake system, for example. The GM will estimate
score and the enhancements require even higher scores (as noted these things on a case-by-case basis, but only in the case of
in their prerequisites), but they follow a standard formula. Your machines that don't have HPs.
ability score must equal the level of the psi-power + 10. Supertech is the most logical Origin for this power, but you
Therefore, to manifest a 7 th-level psi-power requires an attribute are not limited to it. You might have a psychic rapport with
of 17 or more. machines or have been imbued with a mystical affinity for them.
If you are multi-classed, you manifest your psi-powers using As always, it's up to you.
whichever ability governs the Power Die of your current class. Enhancements
For example, if you were to take 4 levels of Martial Artist and Enhancement: Ranged Repair
then 1 one of Soldier, your Power Die would go from being Cost: 2CP per level
modified by Wisdom to being modified by Intelligence. Which You can now repair machines at range. To do this, you must
is to say, at 1st through 4th level, you would have manifested psi- successfully hit your target with a ranged touch attack. Targets
powers with Wisdom, but at 5th level, it would switch to that are ambulatory (i.e., machine life) can elect to stand still
Intelligence. and thus negate their own dodge bonuses, if any. You can repair
Your effective manifesting level equals the maximum level at a distance of up to 10 feet for every level of this power. You
you can manifest multiplied by two. Therefore, if you can can take this enhancement 5 times. Its effect stacks.
manifest 5th-level psi-powers, then your effective manifesting
level is 10. If you can manifest only 3rd-level psi-powers, then Enhancement: Repair Software
your effective manifesting level is 6. Thus your manifesting Cost: 2CP
level is not, in fact, linked to your character level in any way. You can now return software to working order. This allows
Finally, this power grants the ability to activate psi-power- you to return the average personal computer to working order as
triggered items like dorjes and psicrowns. You have access to if it all the software were freshly, and correctly, installed.
the Psionicist spell lists (see Chapter 6: F/X). Your effective
manifester level applies when attempting to activate items. RESISTANCE: ENERGY
[Metapower]
Enhancements Cost: 2CP per level
Enhancement: Additional Psi-Power Activate: none; use-activated (special)
Cost: 1CP per psi-power level Range: self
This enhancement allows you to learn a new psi-power, of This power grants a Resistance score against one of the five
your choosing, off of the Psionic spell lists. Additional Psi- energy types: acid, cold, electricity, heat, or sonic/concussive.
Powers cost 1CP for every psi-power level, thus a 3rd-level psi- For every level of this power, you gain Resistance 1 to one
power would cost 3CP. energy type. You can take this power multiple times. The effects
either stack or apply to a different energy type. At level 10 in a
REPAIRING TOUCH single energy type, you gain total immunity to that type. This
[Power] power activates as a free action the instant you are targeted by
Cost: 1CP per level its energy type.
Activate: by level; standard action (touch) Note, though, that this power has no effect on other powers.
Range: touch Thus, it does not reduce the damage of an Acidic Energy Attack,
You can repair mechanical, electronic, or Supertech devices, for example, but it does reduce the damage of falling into a vat
as well as machine life, by laying your hands on them. The PP of mundane acid. To resist powers, you need Power Resistance
cost for Repairing Touch varies by Character Level (CL). You or Origin Resistance.
can Repair a number of dice equal to your CL without PP cost. Enhancement
Any extra dice you activate above your CL cost 1PP each. For Enhancement: Energy Absorption
example, if you were 4th level, you could Repair 4d6 HPs for Cost: 1CP per level
free, but 6d6 HPs would cost 2PPs. Activate: none; use-activated (taking damage)
For every level of this power, you can transform 2HPs of
Resisted damage from your Resistance: Energy type into 1PP
Manifesting psi-powers takes more PPs than casting the
for yourself. You cannot take more levels of this power than you
equivalent level of spells because they have fewer restrictions
have levels of Resistance: Energy. You must buy this
on their use (they do not require components and function
regardless of armour). Therefore they cost more.
enhancement by energy type, and that type must correspond to a RESISTANCE: PSI-POWER
type in which you already have Resistance: Energy. [Power] CP
Cost: 5CP PsR
Cost
Enhancement: Energy Revitalisation Activate: none; use-activated (special) 11 5CP
Cost: 1CP per level Range: self
Activate: 1PP per level; use-activated (taking damage) Save: special 13 7CP
For every level of this power, you can transform 1HP of You gain a Psi-Resistance (PsR) score of 15 9CP
Resisted damage from your Resistance: Energy type into 1HP of 11. PsR works against psi-powers and psi- 17 11CP
healing for yourself. You cannot take more levels of this power power-like effects, but not Psionic-Origin 19 13CP
than you have levels of Resistance: Energy. You must buy this powers (see Power Resistance). To affect
enhancement by energy type, and that type must correspond to a you, a Psi-Power user must meet or beat 21 15CP
type in which you already have Resistance: Energy. your PsR score on a manifester check (1d20
+ manifester level). This power activates as
Enhancement: Imbue Resistance a free action the instant you are targeted by a
Cost: 3CP psionic effect.
Activate: 2PPs per person; free Enhancement
Range: touch (special) Enhancement: Imbue PsR
You can now confer Resistance onto other people. You must Cost: 3CP
maintain physical contact with them to maintain the effect. Activate: 2PPs per person; swift action
Range: touch (special)
RESISTANCE: POWER PR CP You can now confer PsR onto other people. You must
[Metapower] Score Cost maintain physical contact with them to maintain the effect,
Cost: 5CP anyone who targets them must roll separately to overcome their
13 5CP
Activate: none; use-activated (special) PsR score, which is of course the same as yours.
Range: self 15 7CP
Save: special 17 9CP Enhancement: Increased Resistance
You get a Power Resistance score (PR)4 19 11CP Cost: 2CP per level
of 13. To affect you with a power, an For every level of this enhancement, increase your Psi-
21 13CP
attacker must meet or beat your PR score on Resistance by two (see the table).
a power check (1d20 + CP value of the 23 15CP
power). Use the net CP value of the power, 25 17CP RESISTANCE: SPELL
including all discounts, limitations, and 27 19CP [Power] CP
Cost: 5CP SR
enhancements. Power Resistance has a Cost
chance to resist powers of any Origin, but 29 21CP Activate: none; use-activated (special) 11 5CP
traits are unaffected, as are purely physical 31 23CP Range: self
attacks like a Dexterity-enhanced unarmed Save: special 13 7CP
33 25CP
strike or Webbing. PR has no effect on spells You gain a Spell Resistance score of 11. 15 9CP
or psi-powers. You have a chance of avoiding being affected by SR works against spells and spell-like 17 11CP
a power that has an area effect, like Pheromones, but your PR effects, but not Mystic-Origin powers (see 19 13CP
does not cancel the entire area effect. This power activates as a Power Resistance). To affect you, a spell
free action the instant you are targeted by a power effect. user must meet or beat your SR score on a 21 15CP
caster check (1d20 + caster level). This
Enhancement: Imbue PR power activates as a free action the instant you are targeted by a
Cost: 3CP mystic effect.
Activate: 2PPs per person; swift action
Range: touch (special) Enhancement
You can now confer PR onto other people. You must Enhancement: Imbue SR
maintain physical contact with them to maintain the effect, Cost: 3CP
anyone who targets them must roll separately to overcome their Activate: 2PPs per person; swift action
PR score, which is of course the same as yours. Range: touch (special)
You can now confer SR onto other people. You must
Enhancement: Increased PR maintain physical contact with them to maintain the effect,
Cost: 2CP per level anyone who targets them must roll separately to overcome the
For every level of this enhancement, your PR score increases SR score, which is of course the same as yours.
by 2.
Enhancement: Increased Resistance
Cost: 2CP per level
For every level of this enhancement, increase your Spell
4 This refers to Phoenix powers not D&D psionic powers, which we call "psi- Resistance by two (see the table).
powers." We apologize for the confusion. Too many words start with P.
Enhancement: Reflexive Shift Attacking with a Stretched limb does not provoke an attack
Cost: 3CP of opportunity because it is an attack, but moving part of your
Prerequisite: Swift Action Shift body through a threatened space does, just as if you had moved
Activate: 1PP per size category; swift action through that space yourself.
If you retain your Dexterity bonus and are hit for physical Enhancements
damage (either by an attack or something that triggers a saving Enhancement: Bounciness
throw), you can make a Reflex save to instantly shift your size Cost: 2CP
before the damage occurs. The DC of the Reflex save equals Your body is rubbery enough that you can bounce on impact
either half the attack roll or the save DC of the in-coming effect, after long falls, reducing the damage you take. For every level
-5. You must declare your intention to invoke this enhancement of Stretching you have, you ignore the first 30 feet of falling
after the hit is announced but before full damage is calculated. distance before calculating damage. Thus if you had 5 levels of
Stretching, you could fall 150 feet without taking damage. If
Enhancement: Variable Shift desired, you can bounce back up (or away if you impact a
Cost: 3CP surface horizontally) to half the distance you can safely fall.
Instead of shifting between your normal size category and
your maximum/minimum, you can now shift through the Enhancement: Putty Body
categories in between. Activation and sustain costs (in PPs or Cost: 8CP
actions) do not change. Prerequisite: 6 levels of Stretching
Limitations You have the ability to stretch, flatten, twist, and fold your
Limitation: Fatiguing Shift body into any number of shapes with precise control. You can
Value: 2CP now squish down to less than half your normal size, though you
Changing size is extremely difficult or painful. Doing so retain the same mass, and practically ooze out of any kind of
leaves you fatigued for one round per size category of change: - restraint short of a sealed container, making most Escape Artist
2 Strength, -2 Dexterity, cannot charge or run. Decreasing back checks unnecessary. In extreme cases where you might need to
to normal size does not leave you fatigued. make an Escape Artist roll, you get a +5 enhancement bonus per
level of Stretching. You can also flatten your body during a fall,
STRETCHING becoming something of a human parachute. This reduces the
[Power] effective distance of a fall by 10 feet per level of Stretching you
Cost: 1CP per level have. This enhancement does not, however, allow you to
Activate: none; use-activated (special) replicate other powers, like Appendages or Natural Weapons.
Range: self
You can stretch your limbs and body to extended lengths as SUPER SENSES
if you were made of rubber. For each level of this power, you [Trait]
can stretch yourself up to 5 feet longer or taller than usual (arms, Cost: 4CP per level
legs, torso, neck, etc.). You gain a one-time +2 bonus on Your senses are highly acute, several times more sensitive
Disguise checks, because of the ability to change your height. than normal. For every level of the power you purchase, you get
You gain a +1 bonus per level to Escape Artist checks. a +2 bonus on the following skills: Observe, Search, Survival
Each level of this power grants only one foot of extra reach (Track), Disable Device, Sleight of Hand. This bonus applies to
in combat (you can't fully extend because of the leverage and any other situation in which heightened senses would be a
balance needed for combat). Once you have 6 levels of benefit, such as detecting poisoned or spoiled food, or anything
Stretching you can make attacks at a 10-foot range, though you for which a delicate or precise touch would be beneficial. You
still threaten only at 5 feet (adjacent squares). can accurately see, hear, and smell things up to 5 times further
If you have multiple attacks due to a high BAB and use the away than usual, per level of this power.
full-attack action against an opponent who is not in your normal Enhancements
threatened range, you must direct all your attacks against that Enhancement: Microscopic Vision
same same foe. If you have Two-Weapon Fighting, you can Cost: 1CP per level
choose different targets for your on- and off-hands, but all Prerequisite: Super-Sight
relevant attacks for a particular hand must be against the same When you use your sight like a microscope, this
foe. You can still split your attacks up as normal within your enhancement increases the magnification by a factor of 10, per
normal reach if you choose not to stretch. level. Thus if you have 200x magnification, and take 2 levels of
this enhancement, you will have 20,000x magnification, which
is about four times as powerful as purely mechanical
magnification. 1,000,000x power is roughly on par with an
Stretching doesn't grant any more physical strength than you
electron microscope and would allow you to examine objects on
already have. You cannot extend your arms and stop a subway
a molecular level.
car through sheer elasticity unless your hands can take the
strain. In comics, most superheroes with the equivalent of
Enhancement: Protected Senses
Stretching are implicitly super strong as well, but in Phoenix
Cost: 2CP
you have to pay for the powers separately (i.e., Ability
Enhancement, Ability Boost, or Mighty Lifting).
Your eyes, ears, and other sensory organs are protected the ground or surrounding architecture. You cannot determine its
against mundane effects that would overload and/or damage location, merely its presence. If it comes within 5 feet of you,
them, such as extremely loud noises, flash/bang grenades, and however, you can determine its precise location unerringly.
stink bombs. This enhancement protects against the side effects
of Mystical effects (for example, the blinding effect caused by a Limitations
beam of light aimed into your eyes), but not against Mystical Limitation: Single Sense
effects designed specifically to cause blindness, deafness, or Value: 2CP per level
other sensory debilitation. It does not protect against all sonic You only have a single enhanced sense of your choice, rather
effects, merely those directly related to deafening. Thus, you are than all of them. Bonuses from this power (and the Protected
still vulnerable to a Harpy song or the HP damage from an Senses enhancement) only apply to that single sense.
Energy Attack: Sonic. This limitation is not compatible with any enhancement for a
sense other than the one you choose, or with the Two Senses
Enhancement: Super Hearing limitation.
Cost: 2CP
Your ears are incredibly sensitive. You can hear beyond the Limitation: Two Senses
normal range of frequencies. This enhancement doubles all Value: 1CP per level
hearing-related bonuses from Super Senses, and doubles the You only have two Super Senses of your choice, rather than
distance at which you can hear things. You can clearly hear all of them. Bonuses from this power (and the Protected Senses
ultra- and sub-sonic frequencies, such as dog whistles, enhancement) only apply to the chosen senses.
ultrasonic motion detectors, and creatures using echolocation. This limitation is obviously not compatible with any
Additionally, you can detect whenever a creature, even an enhancement for a sense other than the ones chosen, or with the
invisible one, comes within 30 feet of you; this requires no roll Single Sense limitation.
of any kind. You cannot determine its exact location, merely its
presence. If it comes within 5 feet of you, however, you can SUPER SPEED Super Speed Costs
determine its precise location unerringly. [Power]
Running Cost
Cost: 4CP
Multiplier in CPs
Enhancement: Super Scent Activate: none; use activated (Run)
Cost: 2CP Range: self x8 4CP
Your nose is incredibly sensitive, even better than that of a This power increases your Running x16 5CP
bloodhound. This enhancement doubles all smell-related multiplier. For 4CP, increase your x32 6CP
bonuses from Super Senses, and doubles the distance at which multiplier to x8. For every additional
x64 7CP
you can smell things. Additionally, you can detect whenever a CP, double your multiplier again. Do
creature, even an invisible one, comes within 30 feet of you, not "add" the multiplier. Actually x128 8CP
assuming it has a scent; this requires no roll of any kind. You double it, as per the table (above, x256 9CP
cannot determine its location, merely its presence. If it comes right). To find your speed in kph (or x512 10CP
within 5 feet of you, however, you can determine its precise MPH for our American friends),
consult the table in Chapter 6: "Combat x1024 11CP
location unerringly.
and Movement" or do the math that is x2048 12CP
Enhancement: Super Sight explained there. x4096 13CP
Cost: 3CP x8192 14CP
Your eyes are unbelievably accurate. This enhancement Enhancements
x16348 15CP
doubles all sight-related bonuses from Super Senses, and
doubles the distance at which you can see things. Additionally, Enhancement: Bonus Actions
you can now focus your eyes in such a way that they work as a Cost: 4CP per level
microscope. Your maximum magnification factor equals 10 Activate: 1PP per Bonus Action; n/a
times the distance you can see. For example, you have 2 levels For every level of this enhancement, you can take one
of Enhanced Sense, which allows you to see 10 times as far as additional standard action each round. Each extra action you
you can normally. You double that distance to 20 times because take costs 1PP. You can buy this enhancement a maximum of 4
of this enhancement, and therefore can magnify your vision up times for a total of 6 actions in a round (five standard actions
to 200x with this power. and one move action).
You do not need to make Climb checks of any kind, even 3PP. You can buy this enhancement a maximum of 4 times for a
when upside down. You retain your Dexterity bonus to Defence, total of 6 actions in a round (five standard actions and one move
and opponents get no special bonus to their attacks against you. action). These actions can be used only to interact with the
computer, nothing else.
Enhancements
Enhancement: Fast Climb Enhancement: Data Core
Cost: 1CP Cost: 4CP
You can "run" on vertical surfaces (i.e., move x4 your base You can download data into your head and upload it to
speed, in a straight line), but without the Hands Free another computer at a later time. The data is not accessible while
Enhancement, you actually move on all-fours, as opposed to stored in your mind. Your brain, a far more complex memory
upright running. storage/retrieval system than the average computer, can record
data as fast as a given computer can output it, and vice-versa.
Enhancement: Hands Free Up/download speed is, therefore, based on the computer in
Cost: 1CP question, not you.
You can climb using only two of your limbs, either just your In most cases, you have plenty of room in your head, but
feet, or just your hands, or one of each. If you "stand" on a wall, GMs are within their rights to limit you in truly outrageous
you can use your hands just as well as you would on level situations. You cannot, for example, download the entire Library
ground, which means that you can manipulate objects, perform of Congress into your head, but a couple of books of plain text
acts of manual dexterity (i.e., use skills), and, of course, make or a CD are no problem.
attacks. You are still subject to gravity, of course. You can, using this enhancement, upload a file to a computer
and execute it.
TECHNOPATHY
[Power] Enhancement: Data Reader
Cost: 5CP Cost: 4CP
Activate: 1PP; move action Prerequisite: Data Core
Sustain: per round/hour You can now read the data in your head as if it were loaded
Range: 30 feet into its appropriate client software. This means you can view
You can make mental contact with computers, including pictures or video files and you can read text, but you don't have
desk-top machines, laptops, and PDAs, but not to anything that access to the actual code, and you cannot alter the data. It is
is considered supertech, so no bionics, alien technology, "read only." Without Bonus Actions, it takes just as long to read
androids, or Gadgets. Any computer that has some form of or view data in your head as it would to do so with a computer.
human interface is vulnerable to this power. The computer in Reading a book still takes hours.
question must be on, but it does not need to be connected to the
internet. You connect with it directly. You still interact with the Enhancement: Data Manipulation
software of a given piece of technology, though, so you Cost: 4CP
essentially have a virtual suite of input/output devices in your Prerequisite: Data Reader
head. You see the screen in your mind and enter data with your You can now edit the data in your head as if you had the
thoughts. appropriate software, altering text, touching-up photos, etc.
This power does not automatically grant you Computer- Without Bonus Actions, it takes just as long to do this work as it
related skills, nor can you download data into your mind. You would sitting in front of a computer. But you can do it in your
can glean as much information using this power as you could if head, anywhere you like.
you were to sit down in front of the computer and it takes just as
much time to do so. You must spend a move action to mentally Enhancement: Executables
"log in," but after that you need pay only as much attention as Cost: 3CP
you would to perform a given operation. However, you can do it Prerequisite: Data Core, Data Reader, Data Manipulation
covertly and at a distance. Someone using the computer to You can now download programmes into your head and run
which you're connected gets a Computer Use check (DC 20) to them as if they were running on a computer. You don't need
possibly notice that files are moving, data is being accessed, extra software for basic editing; Data Manipulation takes care of
memory is activated, etc., and therefore might conclude that that, but that enhancement doesn't cover speciality software, like
someone is covertly connected to the computer. If they are hacking tools for example. Those, you need to download and
actively searching for such activity, the DC is only 15. install. Compatibility is not an issue. Your mind is flexible
enough to translate any commercially-available, human-made
Enhancements programming language into a usable form. You just need to
Enhancement: Bonus Actions download the file and take about 15 minutes to install it.
Cost: 3CP However, alien or other non-human software is far more
Activate: 1PP per bonus action difficult. To load this kind of software into your mind, you must
For every level of this enhancement, while you are mentally first download it, then make a Computer Use check, DC 20 (or
connected to a computer you get one bonus standard action of higher, if the GM decides this technology is even more alien).
interaction with the computer. Each extra action you take costs Every time you attempt to use that software, you must make a
fresh Computer Use check (DC 20). If you fail, using the If you cannot see what you're doing, then you're just as
software takes an extra move action where Computer Use would limited as if you were working blind with your actual hands.
normally take only a standard action. If you succeed, you can Telekinesis does afford a mental form of force-feedback, so you
use the software normally. can feel your way around with it, for example, too reach around
a corner for a light switch, but you're just as likely to
Enhancement: Increased Range accidentally knock something over when working blind with
Cost: 2CP with Telekinesis as you would be with your hands. Also, sheer
Increase the range of your Technopathy by 30 feet. You can distance from a delicate or complex job can impair your ability
take this enhancement up to 3 times for a total range of 120 feet. to perform it correctly. Your GM might apply an effective
range increment of 5 feet to your Telekinesis for delicate
Enhancement: Speed Read operations. Your Dexterity (see below) dictates how generally
Cost: 2CP per level adroit you are with your Telekinesis.
You can read/view information off of a computer (or out of Wielding a weapon or using a firearm from a distance
your Data Core) much more quickly, approximately one minute qualifies as a "delicate or complex job," therefore it has a 5-foot
for every hour the reading/viewing would normally take. The range increment. You can throw objects in a straight line,
GM has final say on exactly how long certain tasks would take. directly away from you using either a 30-foot range increment
You can take this enhancement a second time, which speeds you or the increment of a range weapon, whichever is greater. You
up even more, converting hours of reading to individual move can also throw weapons at angles to you—picking something up
actions. that's to your right and throwing it to your left, for example—
but doing so reduces the range increment to 10 feet or half of the
Enhancement: Wireless object's given increment, whichever is greater.
Cost: 4CP Telekinesis uses four stats: range, speed, Strength, and
You can connect to the internet using just your mind as if Dexterity.
you were using a standard suite of browsers and internet Your Telekinetic range is 30 feet. Increasing the range of the
applications. You can connect from anywhere that has a wireless power does not increase the range increments for manipulating
network. You can use public networks without a problem, but objects, including wielding weapons, throwing things, or firing
private networks still require an ID and a password. weapons.
You can move objects through the air at a speed of 30 feet
TELEKINESIS and perform slam attacks with them, which are basically mêlée
[Power] attacks at range.
Cost: 5CP Your Telekinesis has a Strength score and a Dexterity
Activate: by level; standard action score. These are literally the ability scores of your Telekinesis.
Range: 30 feet They dictate how much you can lift, how hard you can throw
With this power, you can manipulate objects from a distance, objects, how delicately you can manipulate tools, etc.
wield weapons, or throw objects as an attack. The PP cost for Strength add modifiers to hit and damage when you wield a
Telekinesis varies by Character Level (CL). You can lift, carry, weapon, and it dictates your weight allowance. You can be
or throw up 100lbs of weight per CL for free. Any additional encumbered by having a lot of weight "on your mind," as it
weight costs 1PP per 100 lbs. For example, if you were 4th level, were. You can make grapples with this power, and they rely on
you could lift 400 lbs. for free, but 600 lbs. would cost 2PPs. your Telekinetic Strength. If you Pin someone with Telekinesis,
When manipulating an object, you can basically do and your Telekinetic Strength is high enough, you can then lift,
anything that could normally do with two hands, like move, or throw that person, or even use them as a blunt weapon.
working a panel of buttons, opening doors, undoing clasps, or Dexterity modifies your attack rolls for thrown objects and
just lifting objects and moving them. If you could perform a governs how nimble and delicate your Telekinetic "feel" is. Your
given action with your hands then you can do it with Telekinesis, Telekinetic Strength and Dexterity start at 10 (+0) and you can
and it requires the same number of actions to do so. The power increase them with enhancements.
isn't actually a hand, of course, its a localized field of force, but Enhancements
for the purposes of sorting out what you can and can't do with it, Enhancement: Broad Elements
the "two-hands" rule is about right. With two hands, for Cost: 4CP
example, you could not lift a whole building because your fields Prerequisite: Elemental Mastery (limitation)
of force are so small that they would simply go through the Your Elemental Mastery extends to all substances related to
building's walls or floors. your element.
Earth Mastery can affect hard minerals and substances like Increase the range of your Telekinesis by 30 feet. You can
asphalt. If your Elemental Mastery Strength score is Super, then take this enhancement up to three times, to a total range of 120
you can pull up chunks of asphalt or yank hunks off of stone feet.
buildings.
Water Mastery extends to all liquids, regardless of water Enhancement: Imbue Hardness
content, as long as they are not inside some sort of container. Cost: 1CP per level
Air Mastery allows influence over all smokes, gases, and Activate: 1PP per point of Hardness; move action
even aerosol sprays. For every level of this enhancement, you can imbue an
Finally, Fire Mastery allows control over all heat and object you're controlling with your Telekinesis with a point of
combustion. Hardness. Imbuing Hardness requires a move action. The effect
lasts 10 rounds. Remember that Hardness scores do not stack.
Enhancement: Extra Hands An object with a Hardness of 10 will not be raised to Hardness
Cost: 3CP per level 12 by Imbuing it with 2 points.
For every level of this enhancement, you get an extra "hand"
when using Telekinesis. You can take this enhancement up to Enhancement: Increased Speed
five times for a total of six hands. Each extra hand grants a +2 to Cost: 2CP per level
Grapple checks. Increase the speed at which you can move metal objects
When you have 4 hands, you have enough control to carry through the air by 10 feet. You can take this enhancement up to
liquids, as if you were scooping them up with a ladle. three times. The effects stack.
When you have 6 hands, you can carry gasses, as if you
were trapping them in your hands. You cannot necessarily tell Enhancement: Mental Muscle
which gases are which, and you cannot filter the air to select Cost: 5CP
"only the poison gas" or "only the nitrogen," but you could grab Your Telekinetic Strength equals your Intelligence score, and
a visible cloud of gas. your Telekinetic Dexterity equals your Wisdom score. You can
With 8 hands you can carry mundane, non-material things also take Increased Dexterity and Increased Strength, of course,
like fire or electricity (even though that should be impossible), but your Telekinetic scores will still equal your Intelligence and
but you cannot carry any supernatural materials, like magical Wisdom, so there's not much point in doing that, is there?
energy.
Enhancement: Multiple Elements
Enhancement: Split Hands Cost: 4CP
Cost: 3CP per level Prerequisite: Elemental Telekinesis (limitation)
Prerequisite: Extra Hands You can now select a second element to control, buy when
For every level of this enhancement, you can "split" your you activate Elemental Mastery, you must designate which
hands between two different tasks, which means that you could element you control for the duration of that activation/sustain
manipulate more than one object at a time. You can take this time. You can switch to another element only by dropping the
enhancement multiple time. Each time, it splits your hands first activation and starting a new one. You can purchase this
again. At level one, you split your hands in two. At level two, enhancement up to three times and select another element each
you split them into three, etc. Each split makes the groups of time.
hands approximately even.
Example: if you had five hands and took 2 levels of this Enhancement: Simultaneous Elements
power, you would have three separate groups to work with, two Cost: 4CP
of which would have 2 hands each, and one would have just 1 Prerequisite: Elemental Telekinesis (limitation), Multiple
hand. You cannot "split" an individual hand, so logically, the Elements
maximum levels you can take in this enhancement is one fewer You can now control multiple elements at the same time. All
than your total number of Telekinetic hands. other rules apply as normal.
Limitations
Enhancement: Increased Dexterity Limitation: Common Substance
Cost: 2CP per level Value: 2CP
For every level of this enhancement, increase your You can affect only one general category of solid substance
Telekinetic Dexterity by 1 point. with your Telekinesis. Common substances include metal, wood,
stone, and plastic. GMs might allow you to take a similarly
Enhancement: Increased Strength common substance, but only with special permission.
Cost: 2CP per level
For every level of this enhancement, increase your Limitation: Decreased Dexterity
Telekinetic Strength by point 1. Value: 1CP per level
For every level of this limitation, decrease your Telekinetic
Enhancement: Increased Range Dexterity by -1. This limitation is incompatible with the Mental
Cost: 2CP Muscle enhancement.
Limitation: Decreased Strength Some electric or electronic components are hardened against
Value: 1CP per level EMPs, which means that they are effectively immune to this
For every level of this limitation, decrease your Telekinetic effect. The only way to find out is to try.
Strength by -1. This limitation is incompatible with the Mental
Muscle enhancement. Limitation: Uncommon Substance
Value: 4CP
Limitation: Elemental Telekinesis You can affect only one specific kind of solid substance with
Value: 2CP your Telekinesis. Uncommon substances include specific metals
Your Telekinesis affects only one of the four classical or alloys (steel, gold, copper, iron), specific kinds of wood (ash,
elements: Air, Earth, Fire, or Water. Earth and Water follow the oak, cedar), or particular types of stone or other minerals
same Strength/weight rules as normal Telekinesis. However, for (concrete, granite, limestone).
Air and Fire, this limitation switches your carrying capacity
from weight to volume. For every point of Elemental Telekinetic TELEPATHY
Strength above 10, you can manipulate about a cubic foot of air [Power]
or fire. At Strength 10, you can manipulate anything less than 1 Cost: 8CP
cubic foot. Activate: varies
Earth objects must be either stone or dirt, and cannot be Range: 30 feet
machined or processed by human hands. Rocks and stones are You can connect directly with other peoples' minds.
in; asphalt is out. Telepathic communication does not rely on a common language
Air includes volumes relatively pure air (NO2), and do not so you hear others' thoughts in whatever languages you speak.
include other kinds of gasses You can even get a sense of untranslatable terms because you
Fire includes living flames. When you lift and carry them, sense the sentiment, not just the word. No physical barrier
they temporarily need no source. You maintain their fire with blocks Telepathy. It reaches to its maximum range regardless of
your will power. what's in the way. It is detectable only by the minds of sentient
Finally, water includes volumes of relatively pure water beings, human and alien alike. Regardless of Origin, the feat
(H2O), and no other kinds of liquid. Closed Mind grants a +2 to any save against this power. There
are three kinds of telepathic contact: Broadcast, Converse, and
Limitation: Magnetic Telekinesis Listen.
Value: 3CP
Your Telekinesis affects only ferrous metals. All other rules Broadcast
apply normally. Activate: free; move action
You can psychically "yell" and anyone in radius "hears" you
Enhancement: Electro-Magnetic Pulse (in their minds). In one move action, you can Broadcast
Cost: 4CP anything you could say out loud in the same time.
Prerequisite: Magnetic Telekinesis
Activation: 2PP; standard action Converse
Area of Effect: 1-foot radius sphere Activate: free; use-activated (conversing)
Save: Fortitude, Wisdom You essentially "talk" to someone or a group of people (up to
By mentally activating a burst of random magnetic energy, six) as you would out loud, just inside your heads. You cannot
you can potentially knock out electronic devices. You can create hear thoughts that aren't deliberately sent to you, and others only
an EMP anywhere within the power's range, and the area of the hear the thoughts you send to them. Only willing participants
effect is approximately a 1-foot-diameter sphere. are part of a Telepathic Conversation. Only one person in the
The EMP itself provokes a save from the device (see above). Conversation needs to have Telepathy (he or she acts as a relay).
If it fails, then the devices stops functioning for 1d4 rounds. If it Anyone at any time can simply cut off the connection, like
fails by more than 10, then the device is non-functional until it is hanging up a phone. You can carry on a Telepathic Conversation
repaired (DC 20). If it passes, it is unaffected by your EMP. under any circumstance in which you could an out-loud
If you make an Electronics or Computer skill check (DC 15), conversation.
you can identify the spot in a large machine that would knock
out its primary memory, control mechanism, CPU, or other spot Listen
that would deactivate the whole machine. This skill check Activate: 1PP; move action
requires a standard action to observation the machine. You get a Saving Throw: Will, Wisdom-based
+2 bonus if you have the machine's schematics at hand or its You monitor someone's mind for surface thoughts that flash
internal systems are open to general view. You take a -2 penalty past. Subjects get a Will save (as above). If they fail, you get a
if its systems are unusual (an obscure make or a home-built +20 on Sense Motive checks in any round in which you use the
design), or if the bulk of the exterior simply isn't visible. You power. If they succeed, they block your attempt to Listen, but
need to have a general sense of the structure of the whole don't notice that you tried. If they succeed by more than 5, they
machine to identify its vulnerable point. The GM can, of course, notice your attempt and act accordingly.
raise or lower the DC in unusual circumstances.
the average shirt or pants pocket, you can Teleport them, but "Seen casually" means a site that you have seen several
only with the GM's permission. times, around a half-dozen, but you are not very familiar
The cost of Teleport depends on Max. Range Cost with it.
the maximum distance (see table, 75 feet 6CP "Viewed once" means a site that you have seen only once, or
right). 12,000 miles is far enough to perhaps just a few times in passing.
effectively Teleport anywhere on the 300 feet 8CP "Description" means that you only know the site based on
Earth, so we haven't included 1200 feet 10CP someone's description, or by looking at detailed maps or
distances or costs beyond that. If you 1 mile 12CP blueprints.
really want to Teleport further, add 4 miles 14CP "Blind Teleport" means that you kinda know the site, but not
100% to the distance for every really. Mostly, you cross your fingers and thumb your
additional 2 CP, and have fun on 16 miles 16CP rabbit's foot.
Mars. 64 miles 18CP
You must have a clear idea of the 250 miles 20CP Teleporting to an open area or space within your field of
location and layout of your destination vision requires no mishap check at all.
1,000 miles 22CP
in order to Teleport there. You can't
simply Teleport to a villain's lair if you 3,000 miles 24CP Results of a Mishap Check
don't know where that lair is, what it 6,000 miles 26CP "On Target" means you appear where you wanted to with no
looks like, or what's in it. The clearer 9,000 miles 28CP ill effects.
your mental image of the destination, "Off Target" means you appear safely a random distance
12,000 miles 30CP
the higher the chances the away from the destination in a random direction. You can
(Global)
Teleportation will work. Areas of be up off-target by a factor of up to 50% of your total
strong physical, paranormal, or distance Teleported. To determine how off-target you are,
mystical energies might make Teleportation hazardous or even roll 5d10. The result, as a percentage of your total
impossible, at the GM's discretion. For example, a nuclear Teleportation distance, is how far off-target you arrive.
testing facility or a convergence of ley lines could reduce your Determine what direction you are off of the target by 1d8
chances of Teleporting accurately/safely. (1 is North, 2 is North-East, etc.).
"Similar Area" means you wind up in an area that's visually
Mishap Check or thematically similar to the target area. Generally, you
If you attempt to Teleport into a closed or hidden space, you appear in the closest similar place. If you attempt to go to
must make a d20 roll (unmodified by anything), and check the a particular park, you might end up at a park on the other
table (above). There is a chance of a mishap or accident side of town. If you try to go to Disneyland, you could
depending how familiar you are with the area into which you easily end up at Euro Disney. You cannot Teleport
attempt to Teleport. yourself any further off target than the distance that you
can normally Teleport, of course. If there is no truly
Similar Off similar place within range, then you are "off target," but
Familiarity Mishap On Target you can be up to 100% off-target. Roll d%. The result, as
Area Target
Within Sight - - 1 2 - 20 a percentage of your total Teleportation distance, is how
far off-target you arrive. Determine what direction you
Very Familiar - 1 2 3 - 20 are off of the target by 1d8 (1 is North, 2 is North-East,
Studied 1 etc.).
2 3 4 - 20
Carefully "Mishap" means you've been briefly "scrambled" by the
Seen Casually 1 2 3-4 5 - 20 Teleportation process. You suffer 2d6 points of non-
Viewed Once 1 2-3 4-5 6 - 20 lethal damage. This damage is not reduced or prevented
by anything. You then arrive "off target," and will be
By Description 1-2 2-3 5-6 7 - 20 dazed for 1d3 rounds upon arrival.
Blind Teleport 1-4 5-7 8 - 10 01/08/20
You can combine Teleportation with Temportation to move
Familiarity through time and space simultaneously. Total the PP costs for
"Within Sight" means that you can see the location with the both powers. Activation times don't stack. Therefore, if your
naked eye or simple magnification devices (e.g., binoculars), but activation time to Teleport were a standard action and your
not electronic reproductions (e.g., life-feed television), to a activation time to Temport were a full-round action, then a
maximum distance of 1 mile. combined Telelport/Temport would take a full-round action.
"Very Familiar" means that you have been to the site often
enough that it feels almost like home. Enhancements
"Studied carefully" means that you know the site well, either Enhancement: Standard-Action Teleport
because you have been there often or you have used Cost: 2CP
other means to study it directly, such as video You can Teleport as a standard action.
surveillance.
Enhancement: Blink Attack without a mishap. You merely need to have some idea of where
Cost: 2CP the target site is, and a vague notion of what it looks like.
Prerequisite: Standard-Action Teleport
Activate: 1PP; full-round action (special) Enhancement: Teleport Other
Range: 75 feet, line of sight Cost: 3CP per level
As a full-round action, you can make a Blink Attack, which Activate: 1PP; full-round action
means that you Teleport once, make a single mêlée attack, and Range: Touch
then Teleport back to where you started. The Teleportation that For every level of this enhancement, you can take one
follows your attack does not provoke an attack of opportunity. medium-sized person with you when you Teleport. Large-sized
people count as two Others, and Huge-sized as three Others, and
Enhancement: Full Blink Attack so on. The additional person must be touching you when you
Cost: 2CP Teleport.
Prerequisite: Standard-Action Teleport, Blink Attack Limitations
Activate: 2PPs; full-round action (special) Limitation: Sight Teleport Only
Range: 75 feet, line of sight Value: 2CP
As a full-round action, you can Teleport, make a full-attack, You can Teleport only to places in your line of sight. Your
and then Teleport again. The Teleportation that follows your "line of sight" can be enhanced by powers or mundane
attack does not provoke an attack of opportunity. technology like binoculars, but you cannot Sight Teleport based
on reproduced images, like a television signal or a web-cam.
Enhancement: Blink Blitz You cannot attempt any Teleport that would require a Mishap
Cost: 2CP Check. This limitation is compatible with all enhancements and
Prerequisites: Standard-Action Teleport, Blink Attack, Full limitations of Teleportation, but obviously Safe Teleport and
Blink Attack Certain Teleport will rarely apply.
Activate: 2PP per Teleport; full-round action (special)
As part of a Full Blink Attack, you can now Teleport TEMPORT
between individual attacks within your full-attack sequence, if [Power]
you so choose. The Teleportations that follow your attacks do Cost: 5CP
not provoke attacks of opportunity. Activate: 1PP per hour; full-round action
Range: self
Enhancement: Reflexive Teleport With this power, you can move from one moment in time to
Cost: 3CP another that is forward in time. You must declare how far
Prerequisite: Standard-Action Teleport forward you want to Temport when you start. You can specify
Activate: 1PP; swift action down to the minute, but you must pay 4PPs for every hour or
If you retain your Dexterity bonus and are hit for physical portion thereof, even if you travel less than an hour forward.
damage (either by an attack or something that triggers a saving You arrive in the new time in the same physical spot that you
throw), you can make a Reflex save to instantly Teleport out of left.
danger a split second before the damage occurs. You reappear in You can combine Teleportation with Temportation to move
the same spot after the Reflexive Teleport, but avoid the damage through time and space simultaneously. Total the PP costs for
entirely. The DC of the Reflex save equals either the attack roll both powers. Activation times don't stack. Therefore, if your
or the save DC of the in-coming effect. You must declare your Teleportation activation time were a standard action and your
intention to invoke this enhancement after the hit is announced Temportation activation time were a full-round action, then a
but before full damage is calculated. combined Teleport/Temport would take a full-round action only.
start at 10am and travel 3 years, 8 months forward, arriving at cannot go anywhere near your own ancestors for at least four
6:30pm, you would have to pay 21PP (12PP for 3.5 years, 9PP generation backwards. You can, for example, have a coffee with
for 8.5 hours). your great-great-great-grandmother, but not your parents,
grandparents, great-grandparents, or great-great-grandparents.
Enhancement: Temport Other
Cost: 4CP Enhancement: Move-Action Temport
Activate: 1PP per person; full-round action Cost: 3CP
Range: Touch You can now Temport as a move action.
For every level of this enhancement, you can take one
medium-sized person with you when you Temport. Large-sized Enhancement: Reflexive Temport
people count as two Others, and Huge-sized as three Others, and Cost: 3CP
so on. The additional person must be touching you when you Prerequisite: Move-Action Temport
Teleport. Activate: 1PP; swift action
If you retain your Dexterity bonus and are hit for physical
Enhancement: Time Stop damage (either by an attack or something that triggers a saving
Cost: 6CP throw), you can make a Reflex save to instantly Temport a
Activate: 3PP; full-round action moment into the future just before the damage occurs. You
Sustain: swift action reappear in the same spot after the Reflexive Temport. The DC
You can stop time and move freely while the world is frozen. of the Reflex save equals either the attack roll or the save DC of
Everything in the world still affects you as normal, including the in-coming effect. You must declare your intention to invoke
gases or in-place energy effects, as well as gravity or drowning. this enhancement after the hit is announced but before full
People around you are effectively helpless. damage is calculated.
Your body and objects you physically move, including our Limitations
clothing, are all that you can effect. Energy, including that which Limitation: Temporal Stasis
you generate with your body, like an Energy Attack, does not Value: 3CP
function. Cars won't turn on. Computers only show what's on Activation: 1PP per hour; full-round action
their screens, if they're on at all, and you cannot affect software Range: self
while time stopped. Electrical switches of all kinds are You can place yourself in temporal stasis, effectively
functionless, for you. If you flip a switch while Time Stopped, jumping forward in time but only subjectively. While you are in
the machine won't function until you start time again. Chemical stasis, you remain motionless and essentially at the world's
reactions don't work, so matches or gas stoves won't light. mercy. You are vulnerable to physical but not mental attacks,
Poisons don't activate outside of a pumping heart, so you can't because your mind is effectively "off." Anybody attempting to
poison anyone else, or rather, they won't be poisoned until you connect to it will just hear the ocean.
start time again. However, you can swallow chemicals and they Your body is also in a state of biological suspension, thus
will function in your body. you do not need to eat or breath and are unaffected by chemicals
that would poison or anaesthetize you, though acids, corrosives,
Enhancement: Extended Time Stop and other physical attacks still affect your body. Gases are never
Cost: 2CP per round taken into your lungs, and poisons introduced to your body
Prerequisite: Time Stop through darts or hypodermic needles, for example, have an
You can now stay in stopped time for an extra round. You effect only after you come out of the stasis. Your body can be
can take this enhancement twice, for a maximum of 3 rounds of carried, and as a standard action your limbs can be moved into a
Time Stop. seating position or other postures. You do not age while in
stasis.
Enhancement: Temport Backwards If you are killed while in temporal stasis, you technically
Cost: 8CP haven't died yet because your body is outside of normal time
Activate: 1PP per year; full-round action and if your body can be fully repaired before you come out of it,
You can now travel backward in time, but you cannot travel you will live, though you'll feel sore as hell and not know why
into your own timeline, which means you cannot meet yourself unless someone tells you.
and you cannot interact directly with events that would
influence your own life, such as meeting your parents. If you THICK-SKINNED
attempt to jump to a place that would influence your own life, [Trait]
you bounce back to your starting place, having expending your Cost: 10CP
PPs as normal. The GM has final say on what constitutes a time You are so tough that attacks that would normally inflict
that has an influence on your own life, but generally you cannot lethal damage on you, instead do only non-lethal damage. This
Temport backwards into the same physical setting (the same does not include mundane energy damage or any form of Super
city, for example) that is within your own lifetime. You have to attack (powers, spells, psi-powers, super-abilities, etc.).
go past the date of your own birth to stay local. If you travel to a If you are rendered unconscious due to having taken too
distant location with little or not influence on your own life, much non-lethal damage, you then start to take lethal damage as
then you can travel within your own lifetime. You also you normal.
Enhancements Charisma score, you could get a turning check result of 19 (your
Enhancement: Resistant Skin level +3, or 4 HD), which is enough to turn a wight, but then
Cost: 3CP roll only 3 on his turning damage roll—not enough to turn that
Mundane energy now causes only non-lethal damage to you, wight after all.
until you pass out from non-lethal damage. You still take lethal You can skip over already turned undead that are still within
damage from Super attacks. range, so that you do not waste your turning capacity on them.
Turned undead flee from you by the best and fastest means
Enhancement: Super Skin available to them. They flee for 10 rounds (1 minute). If they
Cost: 7CP cannot flee, they cower (giving any attack rolls against them a
Prerequisites: Resistant Skin +2 bonus). If you approach within 10 feet of them, however,
Super attacks now cause only non-lethal damage to you, they overcome being turned and act normally. (You can stand
until you pass out from non-lethal damage. The GM might still within 10 feet without breaking the turning effect—you just
rule that particularly powerful attacks, like nuclear explosions or can't approach them.) You can attack them with ranged attacks
energy blasts from cosmic powers, still affect you, but very few (from at least 10 feet away), and others can attack them in any
mortally-generated effects can cause you lethal damage. fashion, without breaking the turning effect.
If you have twice as many levels (or more) as the undead
Limitations have Hit Dice, you destroy any that you would normally turn.
Limitation: Power
Value: 3CP Enhancements
Activate: free; swift action Enhancement: Extended Duration
Your Thick Skin is now a power, which means you have to Cost: 3CP per level
activate and sustain it (as above), and it can be affected by the Extend the duration of your Turning effect by 5 rounds for
metapowers. each level of this enhancement. You can take this up to five
times, for a maximum duration of 30 rounds (3 minutes).
TURN UNDEAD
[Power] Enhancement: Extended Range
Cost: 5CP Cost: 2CP per level
Activate: 1PP; use-activated (attack) Increase the range at which you can Turn by 30 feet for each
Range: 60 feet level of this enhancement, to a maximum of three levels, which
You have the ability to Turning Most Powerful grants a range of 150 feet.
repel or even destroy Check Undead Affected
undead creatures by Result (Max HD) Enhancement: Enhanced Turning
channelling positive energy 0 or lower your level -4 Cost: 2CP per level
into an offensive attack. Each level of this enhancement grants you a +2 bonus on
You turn the closest 1 - 3 your level -3 your Charisma check to see how powerful an undead you can
turnable undead first, and 4-6 your level -2 turn. You can take this up to three times, for a maximum bonus
you can't turn undead that 7-9 your level -1 of +6.
are more than 60 feet away 10 - 12 your level
or that have total cover Enhancement: Increased Turning
relative to you. You don't 13 - 15 your level +1 Cost: 3CP per level
need line of sight to a 16 - 18 your level +2 Increase your Turning Damage by 1d6 for each level of this
target, but you do need a 19 - 21 your level +3 enhancement. You can take this up to three times, for a
clear line of effect, a maximum damage of 5d6 + your level + your Charisma
22 or higher your level +4
straight, unblocked path modifier.
between yourself and your
target(s). Enhancement: Rebuke Undead
First, roll a turning check to see how powerful an undead Cost: 3CP
creature you can turn. This is a Charisma check (1d20 + your You channel negative energy rather than positive energy,
Charisma modifier). The table, below, gives you the hit dice of allowing you to rebuke or even control undead, rather than
the most powerful undead you can affect, relative to your turning them. If you take this enhancement, you can no longer
character level. On a given turning attempt, you can turn no turn undead normally. It permanently changes the way you
undead creature whose Hit Dice exceed the result on this table. channel life energy. Instead of Turning undead, you now Rebuke
If your turning check is high enough to let you turn at least them. Instead of destroying them, you can now Command them.
some of the undead within 60 feet, roll 2d6 + your level + your A rebuked undead creature cowers as if in awe (attack rolls
Charisma modifier for turning damage. That's how many total against the creature get a +2 bonus) but does not flee. This effect
hit dice of undead you can turn. lasts 10 rounds. A commanded undead creature is under your
If your Charisma score is average or low, it's possible (but mental control. You must take a standard action to deliver
unusual) to roll fewer Hit Dice of undead turned than indicated mental orders to undead that you command. At any one time,
on your turning check. For instance, at 1st level with an average you can command a number of undead that, collectively, are
equal to or less than your own level. You can relinquish You can see a faint aura around objects that use or radiate
command on any commanded undead creature or creatures in energy, such as electronics or batteries. This includes characters
order to command new ones. All other enhancements affect with Supertech powers, and most powered technological
Rebuking Undead normally. Rebuking Undead is always an evil devices, but not just anything with an Origin.
act, for game purposes. Limitations
Limitation: Active Vision
UNUSUAL VISION Value: 2CP
[Power] Whenever you use any type of Unusual Vision, it has an
Cost: special activation cost of 1PP and a sustain cost of 1PP per round. You
Activate: free; swift action can combine this enhancement with Multiple Vision. In which
Range: self case, your activation and sustain costs per round are 1PP for
You have the ability to see things not normally visible to the every mode you employ at a time.
human eye. There is no base power or base price for Unusual
Vision. You just buy enhancements. VACUUM ADAPTATION
Shifting between forms of Unusual Vision requires a [Trait]
moment of effort and concentration in the form of a swift action. Cost: 4CP
You can use only one form of Unusual Vision at a time. All Your body can withstand the hazards of de-pressurisation
forms allow you to see out to the full normal distance of your and vacuum exposure. You have total immunity to the physical
vision. dangers of decompression or exposure to a vacuum, such as that
This power is compatible with Super Senses, which can found in space. Your body maintains normal internal pressure no
increase the distance to which your Unusual Vision functions. matter how thin the air is beyond your skin.
This adaptation offers no protection against overpressure,
Enhancements such as that caused by the crushing depths of the ocean, nor
Enhancement: Darkvision does it supply you with oxygen. You can still asphyxiate if you
Cost: 5CP do not have have either a breathable air supply, or the ability to
You can see in a complete absence of light. forgo breathing entirely.
Activate: free; standard action order to walk without falling. Moving at full speed triggers a
Range: 500 ft. radius (overhead) Reflex save (DC 15). Those who fail the save fall and land
You can create thick cloud cover directly overhead. prone.
You can also attempt to entangle people by covering them big involuntary grapple. The results of this arrangement can be
with so much Webbing that it hampers their movement. This damn funny.
requires a ranged touch attack. If the attack succeeds, target then
get a Reflex save against your attack roll. Large targets get a Enhancement: Voluminous Entangling
+4 on their saving throws, and Huge targets get a +8. Targets Cost: 2CP
larger than Huge are too big to be entangled by Webbing. Small Prerequisite: Improved Entangling
targets get a -4 on their saving throws, and Fine creatures get a - Activate: 1PP per 10-foot cube; standard action
8, but smaller than fine creatures simply slip between the Save: Reflex, Wisdom-based
threads of Webbing, so they cannot be entangled by it. Targets You can now spew out so much Webbing that you can fill an
who succeed at their saving throw avoid being entangled, and area in a single standard action. The volume equals one 10-foot
targets who fail are entangled. cube per 10 feet of your range increment (NB: this is not the
Entangled people move at half speed, cannot run or charge, same as your range increment cubed). Every person in that area
take a -2 penalty on attack rolls, and a -4 penalty on their must save or be entangled.
Dexterity scores.
On the targets' turn(s), they can use a standard action to Enhancement: Standard-Action Snag
attempt to break out of the Webbing, just the same as if they Cost: 1CP
were grappled (i.e., either a Strength or an Escape Artist check). Activate: free; use-activated (attack)
The DC of both checks equals your Webbing's Strength score You can snag objects in a single standard action. You must
(i.e., this is not an opposed Strength test). They can attempt to still roll to hit the object and then roll to hit yourself to catch it,
escape on every round in which they are entangled. as normal, but both of these rolls happen within a single
(For rules pertaining to swinging in combat, see Chapter 7: standard action. You are encouraged but not required to say
Combat and Movement.) "yoink!" when you perform this manoeuvre.
other respects, a Large Web Net functions just like a normal value in the game, not how hard it "should be" to achieve a
Web Net. certain effect by the reckoning of real-world physics or some
Creating Powers such rationale. For example, flying at the speed of light is only
2CP because it's just not that useful in a game.
There is unfortunately no purely mathematical way to create Aside from sheer power level, flexibility is something else to
a balanced power. Many factors have to be taken into account. take into account when pricing a power. A power that grants a
Here are the guidelines that we used to create the super powers specific bonus, a +2 to Defence for example, may be extremely
to begin with. If you or your GM want to invent a new one, useful but it's limited to that one thing. A power that the player
follow these general guides and use your judgement. Be can shape into many and various forms should be very
prepared to change the power after you've designed it and even expensive, like Force Field. The moment you put that kind of
used it in a game or two. If it seems to powerful in the game, creativity in the player's hands, they will make something
then reign it in. If it seems useless, then beef it up. deadly out of it. This is not bad. Creativity is the soul of role-
playing games. It just needs to be expensive.
Don't Duplicate a Power
The first question to ask yourself is if the power you want to Determine Power-Point Cost
create is already in the system. For example, there is no power Power Point cost is usually just 1PP to activate and 1PP per
called Claws because the Natural Weapons trait already does round to sustain, but if the power grants an especially useful
that. There is not Heat Vision because Energy Attack already ability, feel free to raise it, but keep in mind that a 5th-level
does that. Similarly, there are powers you can get only by character, the default starting level of the game, will have only
combination, which is on purpose. The powers do only what around 25 PPs, on average. It's perfectly reasonable that they
they say they can do. If you want a useful ability out of the can maintain a very strong power for only a few rounds. If the
game, you have to pay for it. The argument that, "with this PP cost is 4PP per round, they will get only five or six rounds
power I should be able to do something else" is anathema to the out of it before they need to rest and regenerate power points,
philosophy of this system. and it'll be the only power they can use. The activation cost is
By keeping the powers as separated as possible, the system often more costly than the Sustain. This is a way to avoid
provides both a great deal of flexibility and maintains fairness. flicking the power on and off at a whim (if you want to avoid
In this system, you cannot for example take Fire Form and thus that). Getting the engine running can take more energy than
gain flight, flame strikes, heat resistance, etc. If you want to keeping it running.
build a character with all those abilities, you have to pay for
them individually. Making a power that simply combines Determine Activation/Sustain Times
several powers that are already in the game essentially breaks Finally, activation and sustain times are relatively
the system as it's designed, so don't do that. standardised. Movement powers should require no PP cost. Skill
enhancers should require no cost. Powers/effects that inflict
Look for Pre-Existing Versions damage or heal damage should have a cost by level.
The second question to ask is whether the ability you want is Otherwise, the PP activation will usually be 1PP, unless the
already in the SRDs somewhere. If it is, then you can probably power in question is very powerful and/or useful, in which case
cut and paste those rules, with a little tailoring. If the power you 2PPs or even 3PPs might be warranted. 4PPs is the absolutely
want is a spell, for example, you'll probably have an easier time maximum activation cost (not including enhancements),
designing it than if you're making it up from scratch. reserved for powers that are game-changing in scale or do
extremely high amounts of damage (or healing).
Determine CP Cost The activation time can be a standard action if you think
Add all of the following up in order to get a rough estimate someone should be able to use the power and attack in the same
of a power's cost in CPs. Mêlée damage is reckoned at about round, or a move action if you don't. Use a full-round action if
1CP per 1d6. A 30-foot Touch attack costs on average about the power ought to require a little more prep time and be a little
3CP. A range increment of 50 feet costs 2CP. There are many less common in a fight. Sustainable powers should have a
standardized prices for enhancements, like activation time sustain time of "round/minute" or even "round/hour" if they're
increases and decreases (2CP per action), as well as reflexive useful outside of fights only for long-term use. For example,
shifts (3CP). Look through the enhancements to get an idea of Size Shift can be very useful outside of a fight, but only if you
what already has a price and use it if it's there. don't have to pay for it per round.
One full power is about 8 to 10CP. By a "full" power, we The sustain cost, if applicable, is just the activation cost and
mean that it has some kind of debilitating effect in combat a free action, unless you think that sustaining the power should
(damage, unconsciousness, etc.), or it achieves some useful require attention, in which case assign a swift, move, standard,
effect either in or out of combat (avoiding obstacles, or full-round action as you see fit.
manipulating objects in a convenient way, etc.), and it has a
couple of useful enhancements loaded on to it. This is a very That's about as specific as we can get with these guidelines.
rough estimate, of course. The base powers are often about 5CP There is no formula to plug in and get a perfectly balanced
to start and then have options that raise the price further, but the power. You have to test it to know how it will behave in a game
more useful a power is, the more expensive you should make it. and you have to be willing to alter it once you've tested it to
That point bears repeating: the measure of power's CP cost is its use make sure that it works and is fair. If, as a GM, you do find that
something is either too powerful or not powerful enough, you Table 5-3 Act Roll Consequences
should just talk to the player and tweak it until it's not Succeed power activates normally
unbalancing the game any more. If, as a player, you realise that
it's underpowered, then you have every right to ask if you can Fail power does not activate
make it more on-par with your fellow players' abilities. If you Fail by 5 power is unusable until your next turn
realise it's overpowered, then it is your responsibility to suggest Fail by 10 power is not usable until the end of the
a way to limit it without ruining your fun. encounter/scene/combat
Fail by 30 power is not usable until the end of the
The Act Roll System (optional) game/session
For some people, keeping track of Power Points is just too you fail the roll, then the power does not go off. If you fail the
much of an annoyance to enjoy the game. The Act Roll system roll by more than 5, then you suffer negative consequences (see
("act" for "activation") is an optional rule that you can use if table, below).
you're one of those people. In the Act Roll system, you don't As an additional optional rule, you can score a Crit on
have power points. Instead, you have an Act Score, expressed as your Act Roll. If you roll a natural 20 and confirm the success,
a bonus like a Save or a BAB. Every power has a corresponding then you get a x2 multiplier on your damage or you increase
Act DC. Your Act Score is determined by your class (see your power's Save DC by +4 or you double the numerical
Table 5-2 ). Your Act Score is not modified by any of your effectiveness/value of the power's effect(s) (whichever the GM
ability scores. The Act DC of any power is its total CP cost, deems appropriate).
including enhancements, limitations, and discounts. There are a few changes you need to make to the game to
If your Act Bonus is equal to or greater than the Act DC, make the Act Roll system work.
then you can manifest the power at will. If you build your
character right, you could never have to make an Act Roll by Feats
making sure that your Act Score always equals or is greater than Remove the feat Hidden Power. Add the following feats:
your various Act DCs.
If the DC is higher than your Act Score, then you have to ACTIVATION, IMPROVED
make an Activation Roll: d20 + Act Score vs. the Act DC. If [General]
you meet or beat the DC, then the power activates normally. If You have deep reserves of spiritual energy.
CHAPTER 6: F/X
Chapter Contents
Chapter 6: F/X.....................................151 Mighty Cleaving.......................................... 162 Ray Guns.........................................................169
Mysticism........................................................... 151 Returning..................................................... 162 Gizmos............................................................ 170
0-Level Mystic Spells (Cantrips)....................151 Seeking........................................................ 162 Superchemicals............................................... 170
1st-Level Mystic Spells...................................152 Shock........................................................... 162 Gadgets and Power Armour................................170
2nd-Level Mystic Spells.................................153 Shocking Burst............................................ 162 Supertech Arms and Armour...........................170
3rd-Level Mystic Spells.................................. 154 Speed........................................................... 163 Supertech Armour Abilities.............................170
4th-Level Mystic Spells.................................. 154 Spell Storing................................................ 163 Appendages................................................. 170
5th-Level Mystic Spells.................................. 155 Thundering.................................................. 163 Ballistic DR................................................. 170
6th-Level Mystic Spells.................................. 156 Throwing..................................................... 163 Ballistic DR, Improved................................171
7th-Level Mystic Spells.................................. 157 Vicious......................................................... 163 Ballistic DR, Greater................................... 171
8th-Level Mystic Spells.................................. 158 Vorpal...........................................................163 Blunt DR......................................................171
9th-Level Mystic Spells.................................. 158 Wounding.....................................................163 Blunt DR, Improved.................................... 171
Mystical Armaments...........................................159 Psionics............................................................... 163 Blunt DR, Greater........................................171
Mystic Armour Abilities..................................159 1st-Level Psi-Powers.......................................163 Energy Resistance........................................171
Animated..................................................... 159 2nd-Level Psi-Powers..................................... 164 Energy Resistance, Improved...................... 171
Arrow Catching........................................... 159 3rd-Level Psi-Powers...................................... 165 Energy Resistance, Greater..........................171
Arrow Deflection.........................................159 4th-Level Psi-Powers...................................... 165 DR................................................................171
Bashing........................................................ 159 5th-Level Psi-Powers...................................... 165 DR, Improved.............................................. 171
Blinding....................................................... 159 6th-Level Psi-Powers...................................... 166 DR, Greater..................................................171
Energy Resistance........................................159 7th-Level Psi-Powers...................................... 166 DR [Attack Type]........................................ 171
Energy Resistance, Improved...................... 159 8th-Level Psi-Powers...................................... 166 DR [Attack Type], Improved.......................171
Energy Resistance, Greater..........................159 9th-Level Psi-Powers...................................... 166 DR [Attack Type], Greater..........................171
Etherealness.................................................160 Psionic Armaments............................................. 166 DR [Metal]...................................................171
Fortification................................................. 160 Psionic Armour Abilities................................. 166 DR [Metal], Improved................................. 171
Ghost Touch.................................................160 Gleaming..................................................... 166 DR [Metal], Greater.....................................171
Glamoured................................................... 160 Power Resistance ........................................166 DR [Stone]...................................................171
Invulnerability............................................. 160 Quickness.................................................... 167 DR [Stone], Improved................................. 171
Reflecting.................................................... 160 Radiant.........................................................167 DR [Stone], Greater.....................................171
Shadow........................................................ 160 Ranged......................................................... 167 DR [Substance]............................................171
Shadow, Improved....................................... 160 Time Buttress...............................................167 DR [Substance], Improved.......................... 172
Shadow, Greater.......................................... 160 Vanishing..................................................... 167 DR [Substance], Greater..............................172
Silent Moves................................................160 Psionic Weapon Abilities................................167 DR [Wood].................................................. 172
Silent Moves, Improved..............................160 Bodyfeeder.................................................. 167 DR [Wood], Improved................................. 172
Silent Moves, Greater..................................160 Collision...................................................... 167 DR [Wood], Greater....................................172
Slick.............................................................160 Coup de Grace............................................. 167 Origin Resistance.........................................172
Slick, Improved........................................... 160 Dislocator.................................................... 167 Origin Resistance, Improved....................... 172
Slick, Greater...............................................160 Dissipater..................................................... 167 Origin Resistance, Greater...........................172
Spell Resistance...........................................161 Great Dislocator.............................................. 167 Psi-Power Resistance...................................172
Undead Controlling..................................... 161 Lucky........................................................... 168 Psi-Power Resistance, Improved.................172
Wild............................................................. 161 Mindcrusher.................................................168 Psi-Power Resistance, Greater.....................172
Mystic Weapon Abilities................................. 161 Mindfeeder.................................................. 168 Slashing DR.................................................172
Bane.............................................................161 Power Storing.............................................. 168 Slashing DR, Improved............................... 172
Brilliant Energy........................................... 161 Psibane.........................................................168 Slashing DR, Greater...................................172
Dancing........................................................161 Psi-Power Storing........................................ 168 Piercing DR................................................ 172
Defending.................................................... 161 Psychokinetic...............................................168 Piercing DR , Improved...............................172
Disruption.................................................... 161 Psychokinetic Burst..................................... 168 Piercing DR, Greater................................... 172
Distance....................................................... 161 Soulbreaker..................................................169 Spell Resistance...........................................172
Flaming........................................................161 Sundering.....................................................169 Spell Resistance, Improved.........................172
Flaming Burst.............................................. 162 Suppression..................................................169 Spell Resistance, Greater.............................172
Frost.............................................................162 Teleporting...................................................169 Retractable................................................... 172
Ghost Touch.................................................162 Supertech Devices.............................................. 169 Supertech Weapon Abilities............................172
Icy Burst...................................................... 162 Super Equipment.............................................169 Energy Damage (melee).............................. 172
Keen.............................................................162 Activating Supertech.......................................169 Energy Damage (ranged).............................173
Merciful....................................................... 162 Doohickies...................................................... 169 Retractable................................................... 173
This chapter has expanded information on F/X abilities that these lists, please first seek your GM's permission, however, if
are not, properly speaking, powers: spells, psi-powers, and for no other reason than that you don't want to unveil something
supertech devices. It also has some expanded rules for Item in a game that she's never heard of.
powers: Gadget, Power Armour, Esoteric Item, and Iconic Item.
0-Level Mystic Spells (Cantrips)
Mysticism
Acid Splash: Orb deals 1d3 acid damage.
These lists are a combination of the Cleric, Druid, and Arcane Mark: Inscribes a personal rune (visible or invisible).
Wizard/Sorcerer lists. We have complied the following lists for Create Water: Creates 2 gallons/level of pure water.
your convenience, but the power Mystic Spell-Casting in fact Cure Minor Wounds: Cures 1 point of damage.
allows you to learn and cast any spell that's identified as part of Dancing Lights: Creates torches or other lights.
the repertoire any of those four classes. For any spell outside of Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft. Endure Elements: Exist comfortably in hot or cold
Detect Poison: Detects poison in one creature or small environments.
object. Enlarge Person: Humanoid creature doubles in size.
Disrupt Undead: Deals 1d6 damage to one undead. Entangle: Plants entangle everyone in 40-ft.-radius.
Flare: Dazzles one creature (–1 penalty on attack rolls). Entropic Shield: Ranged attacks against you have 20% miss
Ghost Sound: Figment sounds. chance.
Guidance: +1 on one attack roll, saving throw, or skill Erase: Mundane or magical writing vanishes.
check. Expeditious Retreat: Your speed increases by 30 ft.
Inflict Minor Wounds: Touch attack, 1 point of damage. Faerie Fire: Outlines subjects with light, cancelling blur,
Know Direction: You discern north. concealment, and the like.
Light: Object shines like a torch. Feather Fall: Objects or creatures fall slowly.
Mage Hand: 5-pound telekinesis. Floating Disk: Creates 3-ft.-diameter horizontal disk that
Mending: Makes minor repairs on an object. holds 100 lb./level.
Message: Whispered conversation at distance. Goodberry: 2d4 berries each cure 1 HP (max 8 HP/24
Open/Close: Opens or closes small or light things. hours).
Prestidigitation: Performs minor tricks. Grease: Makes 10-ft. square or one object slippery.
Purify Food and Drink: Purifies 1 cu. ft./level of food or Hide from Animals: Animals can't perceive one
water. subject/level.
Ray of Frost: Ray deals 1d3 cold damage. Hide from Undead: Undead can't perceive one subject/level.
Read Magic: Read scrolls and spellbooks. Hold Portal: Holds door shut.
Resistance: Subject gains +1 on saving throws. Hypnotism: Fascinates 2d4 HD of creatures.
Touch of Fatigue: Touch attack fatigues target. Identify: Determines properties of magic item.
Virtue: Subject gains 1 temporary HP. Inflict Light Wounds: Touch deals 1d8 damage +1/level (max
+5).
1st-Level Mystic Spells Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Alarm: Wards an area for 2 hours/level. Mage Armour: Gives subject +4 armour bonus.
Animate Rope: Makes a rope move at your command. Magic Aura: Alters object's magic aura.
Bane: Enemies take –1 on attack rolls and saves against fear. Magic Fang: One natural weapon of subject creature gets +1
Bless Water: Makes holy water. on attack and damage rolls.
Bless: Allies gain +1 on attack rolls and saves against fear. Magic Missile: 1d4+1 damage; +1 missile per two levels
Burning Hands: 1d4/level fire damage (max 5d4). above 1st (max 5).
Calm Animals: Calms (2d4 + level) HD of animals. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1
Cause Fear: One creature of 5 HD or less flees for 1d4 damage.
rounds. Magic Weapon: Weapon gains +1 bonus.
Charm Animal: Makes one animal your friend. Mount: Summons riding horse for 2 hours/level.
Charm Person: Makes one person your friend. Obscuring Mist: Fog surrounds you.
Chill Touch: One touch/level deals 1d6 damage and possibly Pass without Trace: One subject/level leaves no tracks.
1 Str damage. Produce Flame: 1d6 damage +1/level, touch or thrown.
Colour Spray: Knocks unconscious, blinds, and/or stuns Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str
weak creatures. damage.
Command: One subject obeys selected command for 1 Reduce Person: Humanoid creature halves in size.
round. Remove Fear: Suppresses fear or gives +4 on saves against
Comprehend Languages: You understand all spoken and fear for one subject + one per four levels.
written languages. Sanctuary: Opponents can't attack you, and you can't attack.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Shield of Faith: Aura grants +2 or higher deflection bonus.
Curse Water: Makes unholy water. Shield: Invisible disc gives +4 to Defence, blocks magic
Deathwatch: Reveals how near death subjects within 30 ft. missiles.
are. Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10
Detect Animals or Plants: Detects kinds of animals or plants. damage) for 1 min./level.
Detect Secret Doors: Reveals hidden doors within 60 ft. Shocking Grasp: Touch delivers 1d6/level electricity damage
Detect Snares and Pits: Reveals natural or primitive traps. (max 5d6).
Detect Undead: Reveals undead within 60 ft. Silent Image: Creates minor illusion of your design.
Disguise Self: Changes your appearance. Sleep: Puts 4 HD of creatures into magical slumber.
Divine Favour: You gain +1 per three levels on attack and Speak with Animals: You can communicate with animals.
damage rolls. Summon Monster I: Calls extraplanar creature to fight for
Doom: One subject takes –2 on attack rolls, damage rolls, you.
saves, and checks. Summon Nature's Ally I: Calls creature to fight.
True Strike: +20 on your next attack roll.
Unseen Servant: Invisible force obeys your commands. Hold Animal: Paralyses one animal for 1 round/level.
Ventriloquism: Throws voice for 1 min./level. Hold Person: Paralyses one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
2nd-Level Mystic Spells Inflict Moderate Wounds: Touch attack, 2d8 damage
+1/level (max +10).
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round Invisibility: Subject is invisible for 1 min./level or until it
+1 round/three levels. attacks.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary Knock: Opens locked or magically sealed door.
HP +1/level (max +10). Levitate: Subject moves up and down at your direction.
Alter Self: Assume form of a similar creature. Locate Object: Senses direction toward object (specific or
Animal Messenger: Sends a Tiny animal to a specific place. type).
Animal Trance: Fascinates 2d6 HD of animals. Magic Mouth: Speaks once when triggered.
Arcane Lock: Magically locks a portal or chest. Make Whole: Repairs an object.
Augury: Learns whether an action will be good or bad. Minor Image: As silent image, plus some sound.
Barkskin: Grants +2 (or higher) enhancement to natural Mirror Image: Creates decoy duplicates of you (1d4 +1 per
armour. three levels, max 8).
Bear's Endurance: Subject gains +4 to Con for 1 min./level. Misdirection: Misleads divinations for one creature or
Blindness/Deafness: Makes subject blinded or deafened. object.
Blur: Attacks miss subject 20% of the time. Obscure Object: Masks object against scrying.
Bull's Strength: Subject gains +4 to Str for 1 min./level. Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects. Phantom Trap: Makes item seem trapped.
Cat's Grace: Subject gains +4 to Dex for 1 min./level. Protection from Arrows/Bullets: Subject immune to most
Chill Metal: Cold metal damages those who touch it. ranged attacks.
Command Undead: Undead creature obeys your commands. Pyrotechnics: Turns fire into blinding light or choking
Consecrate: Fills area with positive energy, making undead smoke.
weaker. Reduce Animal: Shrinks one willing animal.
Continual Flame: Makes a permanent, heatless torch. Remove Paralysis: Frees one or more creatures from
Cure Moderate Wounds: Cures 2d8 damage +1/level (max paralysis or slow effect.
+10). Resist Energy: Ignores first 10 (or more) points of
Darkness: 20-ft. radius of supernatural shadow. damage/attack from specified energy type.
Darkvision: See 60 ft. in total darkness. Restoration, Lesser: Dispels magical ability penalty or
Daze Monster: Living creature of 6 HD or less loses next repairs 1d4 ability damage.
action. Rope Trick: As many as eight creatures hide in
Death Knell: Kills dying creature; you gain 1d8 temporary extradimensional space.
hp +2 to Str, and +1 level. Scare: Panics creatures of less than 6 HD.
Delay Poison: Stops poison from harming subject for 1 Scorching Ray: Ranged touch attack deals 4d6 fire damage,
hour/level. +1 ray/four levels (max 3).
Desecrate: Fills area with negative energy, making undead See Invisibility: Reveals invisible creatures or objects.
stronger. Shatter: Sonic vibration damages objects or crystalline
Detect Thoughts: Allows "listening" to surface thoughts. creatures.
Eagle's Splendour: Subject gains +4 to Cha for 1 min./level. Shield Other: You take half of subject's damage.
Enthral: Captivates all within 100 ft. + 10 ft./level. Silence: Negates sound in 20-ft. radius.
False Life: Gain 1d10 temporary hp +1/level (max +10). Soften Earth and Stone: Turns stone to clay or dirt to sand or
Find Traps: Notice traps as a rogue does. mud.
Fire Trap: Opened object deals 1d4 +1/level damage. Sound Burst: Deals 1d8 sonic damage to subjects; may stun
Flame Blade: Touch attack deals 1d8 +1/two levels damage. them.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, Spectral Hand: Creates disembodied glowing hand to
lasts 1 round/level. deliver touch attacks.
Fog Cloud: Fog obscures vision. Spider Climb: Grants ability to walk on walls and ceilings.
Fox's Cunning: Subject gains +4 Int for 1 min./level. Spiritual Weapon: Magic weapon attacks on its own.
Gentle Repose: Preserves one corpse. Status: Monitors condition, position of allies.
Ghoul Touch: Paralyses one subject, which exudes stench Summon Monster II: Calls extraplanar creature to fight for
that makes those nearby sickened. you.
Glitterdust: Blinds creatures, outlines invisible creatures. Summon Nature's Ally II: Calls creature to fight.
Gust of Wind: Blows away or knocks down smaller Summon Swarm: Summons swarm of bats, rats, or spiders.
creatures. Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and
Heat Metal: Make metal so hot it damages those who touch Cha damage.
it. Tree Shape: You look exactly like a tree for 1 hour/level.
Hideous Laughter: Subject loses actions for 1 round/level. Warp Wood: Bends wood (shaft, handle, door, plank).
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Magic Vestment: Armour or shield gains +1 enhancement
Whispering Wind: Sends a short message 1 mile/level. bonus per four levels.
Wood Shape: Rearranges wooden objects to suit you. Magic Weapon, Greater: +1/four levels (max +5).
Zone of Truth: Subjects within range cannot lie. Major Image: As silent image, plus sound, smell and
thermal effects.
3rd-Level Mystic Spells Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison,
Animate Dead: Creates undead skeletons and zombies. detoxifies venom in or on subject.
Arcane Sight: Magical auras become visible to you. Nondetection: Hides subject from divination, scrying.
Bestow Curse: –6 to an ability score; –4 on attack rolls, Obscure Object: Masks object against scrying.
saves, and checks; or 50% chance of losing each action. Phantom Steed: Magic horse appears for 1 hour/level.
Blindness/Deafness: Makes subject blinded or deafened. Plant Growth: Grows vegetation, improves crops.
Blink: You randomly vanish and reappear for 1 round/level. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Call Lightning: Calls down lightning bolts (3d6 per bolt) Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
from sky. Protection from Energy: Absorb 12 points/level of damage
Clairaudience/Clairvoyance: Hear or see at a distance for 1 from one kind of energy.
min./level. Quench: Extinguishes non-magical fires or one magic item.
Contagion: Infects subject with chosen disease. Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2
Continual Flame: Makes a permanent, heatless torch. to Defence.
Create Food and Water: Feeds three humans (or one horse) Ray of Exhaustion: Ray makes subject exhausted.
per level. Remove Blindness/Deafness: Cures normal or magical
Cure Serious Wounds: Cures 3d8 damage +1/level (max conditions.
+15). Remove Curse: Frees object or person from curse.
Daylight: 60-ft. radius of bright light. Remove Disease: Cures all diseases affecting subject.
Deep Slumber: Puts 10 HD of creatures to sleep. Searing Light: Ray deals 1d8/two levels damage, more
Deeper Darkness: Object sheds supernatural shadow in 60- against undead.
ft. radius. Secret Page: Changes one page to hide its real content.
Diminish Plants: Reduces size or blights growth of normal Sepia Snake Sigil: Creates text symbol that immobilizes
plants. reader.
Dispel Magic: Cancels spells and magical effects. Shrink Item: Object shrinks to one-sixteenth size.
Displacement: Attacks miss subject 50%. Sleet Storm: Hampers vision and movement.
Dominate Animal: Subject animal obeys silent mental Slow: One subject/level takes only one action/round, –1 to
commands. Defence, reflex saves, and attack rolls.
Explosive Runes: Deals 6d6 damage when read. Snare: Creates a magic booby trap.
Fireball: 1d6 damage per level, 20-ft. radius. Speak with Dead: Corpse answers one question/two levels.
Flame Arrow: Arrows deal +1d6 fire damage. Speak with Plants: You can talk to normal plants and plant
Fly: Subject flies at speed of 60 ft. creatures.
Gaseous Form: Subject becomes insubstantial and can fly Spike Growth: Creatures in area take 1d4 damage, may be
slowly. slowed.
Gentle Repose: Preserves one corpse. Stinking Cloud: Nauseating vapours, 1 round/level.
Glyph of Warding: Inscription harms those who pass it. Stone Shape: Sculpts stone into any shape.
Halt Undead: Immobilizes undead for 1 round/level. Suggestion: Compels subject to follow stated course of
Haste: One creature/level moves faster, +1 on attack rolls, action.
Defence, and Reflex saves. Summon Monster III: Calls extraplanar creature to fight for
Helping Hand: Ghostly hand leads subject to you. you.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks. Summon Nature's Ally III: Calls creature to fight for you.
Hold Person: Paralyses one humanoid for 1 round/level. Tiny Hut: Creates shelter for ten creatures.
Illusory Script: Only intended reader can decipher. Tongues: Speak any language.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level Vampiric Touch: Touch deals 1d6/two levels damage; caster
(max +15). gains damage as hp.
Invisibility Purge: Dispels invisibility within 5 ft./level. Water Breathing: Subjects can breathe underwater.
Invisibility Sphere: Makes everyone within 10 ft. invisible. Water Walk: Subject treads on water as if solid.
Keen Edge: Doubles normal weapon's threat range. Wind Wall: Deflects arrows, smaller creatures, and gases.
Lightning Bolt: Electricity deals 1d6/level damage.
Locate Object: Senses direction toward object (specific or 4th-Level Mystic Spells
type).
Magic Fang, Greater: One natural weapon of subject Air Walk: Subject treads on air as if solid (climb at 45-
creature gets +1/four levels on attack and damage rolls degree angle).
(max +5). Animate Dead: Creates undead skeletons and zombies.
Antiplant Shell: Keeps animated plants at bay. Phantasmal Killer: Fearsome illusion kills subject or deals
Arcane Eye: Invisible floating eye moves 30 ft./round. 3d6 damage.
Bestow Curse: –6 to an ability score; –4 on attack rolls, Planar Ally, Lesser: Exchange services with a 6 HD
saves, and checks; or 50% chance of losing each action. extraplanar creature.
Black Tentacles: Tentacles grapple all within 20 ft. spread. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Blight: Withers one plant or deals 1d6/level damage to plant Polymorph: Gives one willing subject a new form.
creature. Rainbow Pattern: Lights fascinate 24 HD of creatures.
Charm Monster: Makes monster believe it is your ally. Reduce Person, Mass: Reduces several creatures.
Command Plants: Sway the actions of one or more plant Reincarnate: Brings dead subject back in a random body.
creatures. Remove Curse: Frees object or person from curse.
Confusion: Subjects behave oddly for 1 round/level. Repel Vermin: Insects, spiders, and other vermin stay 10 ft.
Contagion: Infects subject with chosen disease. away.
Control Water: Raises or lowers bodies of water. Resilient Sphere: Force globe protects but traps one subject.
Crushing Despair: Subjects take –2 on attack rolls, damage Restoration: Restores level and ability score drains.
rolls, saves, and checks. Rusting Grasp: Your touch corrodes iron and alloys.
Cure Critical Wounds: Cures 4d8 damage +1/level (max Scrying: Spies on subject from a distance.
+20). Secure Shelter: Creates sturdy cottage.
Death Ward: Grants immunity to death spells and negative Sending: Delivers short message anywhere, instantly.
energy effects. Shadow Conjuration: Mimics conjuration below 4th level,
Detect Scrying: Alerts you of magical eavesdropping. but only 20% real.
Dimension Door: Teleports you short distance. Shout: Deafens all within cone and deals 5d6 sonic damage.
Dimensional Anchor: Bars extradimensional movement. Solid Fog: Blocks vision and slows movement.
Discern Lies: Reveals deliberate falsehoods. Spell Immunity: Subject is immune to one spell per four
Dismissal: Forces a creature to return to native plane. levels.
Divination: Provides useful advice for specific proposed Spike Stones: Creatures in area take 1d8 damage, may be
actions. slowed.
Divine Power: You gain attack bonus, +6 to Str, and 1 Stone Shape: Sculpts stone into any shape.
HP/level. Stoneskin: Ignore 10 points of damage per attack.
Enervation: Subject gains 1d4 negative levels. Summon Monster IV: Calls extraplanar creature to fight for
Enlarge Person, Mass: Enlarges several creatures. you.
Fear: Subjects within cone flee for 1 round/level. Summon Nature's Ally IV: Calls creature to fight.
Fire Shield: Creatures attacking you take fire damage; you're Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out
protected from heat or cold. to 20 ft. Passing through wall deals 2d6 damage +1/level.
Fire Trap: Opened object deals 1d4 damage +1/level.
Flame Strike: Smite foes with divine fire (1d6/level 5th-Level Mystic Spells
damage).
Freedom of Movement: Subject moves normally despite Animal Growth: One animal/two levels doubles in size.
impediments. Atonement: Removes burden of misdeeds from subject.
Geas, Lesser: Commands subject of 7 HD or less. Awaken: Animal or tree gains human intellect.
Giant Vermin: Turns centipedes, scorpions, or spiders into Baleful Polymorph: Transforms subject into harmless
giant vermin. animal.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd- Blight: Withers one plant or deals 1d6/level damage to plant
level spell effects. creature.
Hallucinatory Terrain: Makes one type of terrain appear like Break Enchantment: Frees subjects from enchantments,
another (field into forest, or the like). alterations, curses, and petrification.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. Call Lightning Storm: As call lightning, but 5d6 damage per
Illusory Wall: Wall, floor, or ceiling looks real, but anything bolt.
can pass through. Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD
Imbue with Spell Ability: Transfer spells to subject. take Con damage.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level Command, Greater: As command, but affects one
(max +20). subject/level.
Invisibility, Greater: As invisibility, but subject can attack Commune with Nature: Learn about terrain for 1 mile/level.
and stay invisible. Commune: Deity answers one yes-or-no question/level.
Locate Creature: Indicates direction to familiar creature. Cone of Cold: 1d6/level cold damage.
Magic Weapon, Greater: +1 bonus/four levels (max +5). Contact Other Plane: Lets you ask question of extraplanar
Minor Creation: Creates one cloth or wood object. entity.
Neutralize Poison: Immunizes subject against poison, Control Winds: Change wind direction and speed.
detoxifies venom in or on subject. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for
many creatures.
Death Ward: Grants immunity to all death spells and Symbol of Sleep: Triggered rune puts nearby creatures into
negative energy effects. catatonic slumber.
Dismissal: Forces a creature to return to native plane. Telekinesis: Moves object, attacks creature, or hurls object or
Disrupting Weapon: Mêlée weapon destroys undead. creature.
Dominate Person: Controls humanoid telepathically. Telepathic Bond: Link lets allies communicate.
Dream: Sends message to anyone sleeping. Teleport: Instantly transports you as far as 100 miles/level.
Fabricate: Transforms raw materials into finished items. Transmute Rock to Mud: Transforms two 10-ft. cubes per
False Vision: Fools scrying with an illusion. level.
Feeblemind: Subject's Int and Cha drop to 1. Tree Stride: Step from one tree to another far away.
Flame Strike: Smite foes with divine fire (1d6/level True Seeing: Lets you see all things as they really are.
damage). Unhallow: Designates location as unholy.
Hallow: Designates location as holy. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out
Hold Monster: As hold person, but any creature. to 20 ft. Passing through wall deals 2d6 damage +1/level.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to Wall of Force:Wall is immune to damage.
many creatures. Wall of Stone: Creates a stone wall that can be shaped.
Insect Plague: Locust swarms attack creatures. Wall of Thorns: Thorns damage anyone who tries to pass.
Interposing Hand: Hand provides cover against one Waves of Fatigue: Several targets become fatigued.
opponent.
Mage's Faithful Hound: Phantom dog can guard, attack. 6th-Level Mystic Spells
Mage's Private Sanctum: Prevents anyone from viewing or
scrying an area for 24 hours. Acid Fog: Fog deals acid damage.
Magic Jar: Enables possession of another creature. Analyse Dweomer: Reveals magical aspects of subject.
Major Creation: As minor creation, plus stone and metal. Animate Objects: Objects attack your foes.
Mark of Justice: Designates action that will trigger curse on Antilife Shell: 10-ft.-radius field hedges out living creatures.
subject. Antimagic Field: Negates magic within 10 ft.
Mind Fog: Subjects in fog get –10 to Wis and Will checks. Banishment: Banishes 2 HD/level of extraplanar creatures.
Mirage Arcana: As hallucinatory terrain, plus structures. Bear's Endurance, Mass: As bear's endurance, affects one
Nightmare: Sends vision dealing 1d10 damage, fatigue. subject/level.
Overland Flight: You fly at a speed of 40 ft. and can hustle Blade Barrier: Wall of blades deals 1d6/level damage.
over long distances. Bull's Strength, Mass: As bull's strength, affects one subject
Passwall: Creates passage through wood or stone wall. per level.
Permanency: Makes certain spells permanent. Cat's Grace, Mass: As cat's grace, affects one subject/level.
Persistent Image: As major image, but no concentration Chain Lightning: 1d6/level damage; 1 secondary bolt/level
required. each deals half damage.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD Circle of Death: Kills 1d4/level HD of creatures.
or less until it performs a task. Contingency: Sets trigger condition for another spell.
Plane Shift: As many as eight subjects travel to another Control Water: Raises or lowers bodies of water.
plane. Create Undead: Creates ghouls, ghasts, mummies, or
Prying Eyes: 1d4 +1/level floating eyes scout for you. mohrgs.
Raise Dead: Restores life to subject who died as long as one Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level
day/level ago. for many creatures.
Righteous Might: Your size increases, and you gain combat Disintegrate: Makes one creature or object vanish.
bonuses. Dispel Magic, Greater: As dispel magic, but +20 on check.
Scrying: Spies on subject from a distance. Eagle's Splendour, Mass: As eagle's splendour, affects one
Secret Chest: Hides expensive chest on Ethereal Plane; you subject/level.
retrieve it at will. Eyebite: Target becomes panicked, sickened, and comatose.
Seeming: Changes appearance of one person per two levels. Find the Path: Shows most direct way to a location.
Sending: Delivers short message anywhere, instantly. Fire Seeds: Acorns and berries become grenades and bombs.
Shadow Evocation: Mimics evocation below 5th level, but Flesh to Stone: Turns subject creature into statue.
only 20% real. Forbiddance: Blocks planar travel, damages creatures of
Slay Living: Touch attack kills subject. different alignment.
Spell Resistance: Subject gains SR 12 + level. Forceful Hand: Hand pushes creatures away.
Stoneskin: Ignore 10 points of damage per attack. Fox's Cunning, Mass: As fox's cunning, affects one subject/
Summon Monster V: Calls extraplanar creature to fight for level.
you. Freezing Sphere: Freezes water or deals cold damage.
Summon Nature's Ally V: Calls creature to fight. Geas/Quest: As lesser geas, plus it affects any creature.
Symbol of Pain: Triggered rune wracks nearby creatures Globe of Invulnerability: As lesser globe of invulnerability,
with pain. plus 4th-level spell effects.
Glyph of Warding, Greater: As glyph of warding, but up to Control Undead: Undead don't attack you while under your
10d8 damage or 6th-level spell. command.
Guards and Wards: Array of magic effects protect area. Control Weather: Changes weather in local area.
Harm: Deals 10 points/level damage to target. Creeping Doom: Swarms of centipedes attack at your
Heal: Cures 10 points/level of damage, all diseases and command.
mental conditions. Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for
Heroes' Feast: Food for one creature/level cures and grants many creatures.
combat bonuses. Delayed Blast Fireball: 1d6/level fire damage; you can
Heroism, Greater: Gives +4 bonus on attack rolls, saves, postpone blast for 5 rounds.
skill checks; immunity to fear; temporary hp. Destruction: Kills subject and destroys remains.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level Ethereal Jaunt: You become ethereal for 1 round/level.
to many creatures. Finger of Death: Kills one subject.
Ironwood: Magic wood is strong as steel. Fire Storm: Deals 1d6/level fire damage.
Legend Lore: Lets you learn tales about a person, place, or Forcecage: Cube or cage of force imprisons all inside.
thing. Grasping Hand: Hand provides cover, pushes, or grapples.
Liveoak: Oak becomes treant guardian. Heal: Cures 10 points/level of damage, all diseases and
Mislead: Turns you invisible and creates illusory double. mental conditions.
Move Earth: Digs trenches and build hills. Hold Person, Mass: As hold person, but all within 30 ft.
Owl's Wisdom, Mass: As owl's wisdom, affects one Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to
subject/level. many creatures.
Permanent Image: Includes sight, sound, and smell. Insanity: Subject suffers continuous confusion.
Planar Ally: As lesser planar ally, but up to 12 HD. Instant Summons: Prepared object appears in your hand.
Planar Binding: As lesser planar binding, but up to 12 HD. Invisibility, Mass: As invisibility, but affects all in range.
Programmed Image: As major image, plus triggered by Limited Wish: Alters reality—within spell limits.
event. Mage's Magnificent Mansion: Door leads to
Repel Wood: Pushes away wooden objects. extradimensional mansion.
Repulsion: Creatures can't approach you. Mage's Sword: Floating magic blade strikes opponents.
Shadow Walk: Step into shadow to travel rapidly. Phase Door: Creates an invisible passage through wood or
Spellstaff: Stores one spell in wooden quarterstaff. stone.
Stone Tell: Talk to natural or worked stone. Plane Shift: As many as eight subjects travel to another
Stone to Flesh: Restores petrified creature. plane.
Suggestion, Mass: As suggestion, plus one subject/level. Power Word Blind: Blinds creature with 200 hp or less.
Summon Monster VI: Calls extraplanar creature to fight for Prismatic Spray: Rays hit subjects with variety of effects.
you. Project Image: Illusory double can talk and cast spells.
Summon Nature's Ally VI: Calls creature to fight. Refuge: Alters item to transport its possessor to you.
Symbol of Fear: Triggered rune panics nearby creatures. Regenerate: Subject's severed limbs grow back, cures 4d8
Symbol of Persuasion: Triggered rune charms nearby damage +1/level (max +35).
creatures. Repulsion: Creatures can't approach you.
Transformation: You gain combat bonuses. Restoration, Greater: As restoration, plus restores all levels
Transport via Plants: Move instantly from one plant to and ability scores.
another of the same kind. Resurrection: Fully restore dead subject.
True Seeing: Lets you see all things as they really are. Reverse Gravity: Objects and creatures fall upward.
Undeath to Death: Destroys 1d4/level HD of undead (max Scrying, Greater: As scrying, but faster and longer.
20d4). Sequester: Subject is invisible to sight and scrying; renders
Veil: Changes appearance of group of creatures. creature comatose.
Wall of Iron: 30 hp/four levels; can topple onto foes. Shadow Conjuration, Greater: As shadow conjuration, but
Wall of Stone: Creates a stone wall that can be shaped. up to 6th level and 60% real.
Wind Walk: You and your allies turn vaporous and travel Simulacrum: Creates partially real double of a creature.
fast. Spell Turning: Reflect 1d4+6 spell levels back at caster.
Word of Recall: Teleports you back to designated place. Statue: Subject can become a statue at will.
Summon Monster VII: Calls extraplanar creature to fight for
7th-Level Mystic Spells you.
Summon Nature's Ally VII: Calls creature to fight.
Animate Plants: One or more plants animate and fight for Sunbeam: Beam blinds and deals 4d6 damage.
you. Symbol of Stunning: Triggered rune stuns nearby creatures.
Arcane Sight, Greater: As arcane sight, but also reveals Symbol of Weakness: Triggered rune weakens nearby
magic effects on creatures and objects. creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures. Teleport Object: As teleport, but affects a touched object.
Changestaff: Your staff becomes a treant on command.
Teleport, Greater: As teleport, but no range limit and no off- Protection from Spells: Confers +8 resistance bonus.
target arrival. Prying Eyes, Greater: As prying eyes, but eyes have true
Transmute Metal to Wood: Metal within 40 ft. becomes seeing.
wood. Repel Metal or Stone: Pushes away metal and stone.
True Seeing: Lets you see all things as they really are. Reverse Gravity: Objects and creatures fall upward.
Vision: As legend lore, but quicker and strenuous. Scintillating Pattern: Twisting colours confuse, stun, or
Waves of Exhaustion: Several targets become exhausted. render unconscious.
Wind Walk: You and your allies turn vaporous and travel Screen: Illusion hides area from vision, scrying.
fast. Shadow Evocation, Greater: As shadow evocation, but up to
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic 7th level and 60% real.
subjects. Shout, Greater: Devastating yell deals 10d6 sonic damage;
8th-Level Mystic Spells stuns creatures, damages objects.
Spell Immunity, Greater: As spell immunity, but up to 8th-
Animal Shapes: One ally/level polymorphs into chosen level spells.
animal. Summon Monster VIII: Calls extraplanar creature to fight for
Antimagic Field: Negates magic within 10 ft. you.
Antipathy: Object or location affected by spell repels certain Summon Nature's Ally VIII: Calls creature to fight.
creatures. Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Binding: Utilizes an array of techniques to imprison a Symbol of Death: Triggered rune slays nearby creatures.
creature. Symbol of Insanity: Triggered rune renders nearby creatures
Charm Monster, Mass: As charm monster, but all within 30 insane.
ft. Sympathy: Object or location attracts certain creatures.
Clenched Fist: Large hand provides cover, pushes, or attacks Telekinetic Sphere: As resilient sphere, but you move sphere
your foes. telekinetically.
Clone: Duplicate awakens when original dies. Temporal Stasis: Puts subject into suspended animation.
Control Plants: Control actions of one or more plant Trap the Soul: Imprisons subject within gem.
creatures. Whirlwind: Cyclone deals damage and can pick up creatures.
Create Greater Undead: Create shadows, wraiths, spectres, Word of Recall: Teleports you back to designated place.
or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for 9th-Level Mystic Spells
many creatures.
Demand: As sending, plus you can send suggestion. Antipathy: Object or location affected by spell repels certain
Dimensional Lock: Teleportation and interplanar travel creatures.
blocked for one day/level. Astral Projection: Projects you and companions onto Astral
Discern Location: Reveals exact location of creature or Plane.
object. Crushing Hand: Large hand provides cover, pushes, or
Earthquake: Intense tremor shakes 80-ft.-radius. crushes your foes.
Finger of Death: Kills one subject. Dominate Monster: As dominate person, but any creature.
Fire Storm: Deals 1d6/level fire damage. Elemental Swarm: Summons multiple elementals.
Horrid Wilting: Deals 1d6/level damage within 30 ft. Energy Drain: Subject gains 2d4 negative levels.
Incendiary Cloud: Cloud deals 4d6 fire damage/round. Etherealness: Travel to Ethereal Plane with companions.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to Foresight: "Sixth sense" warns of impending danger.
many creatures. Freedom: Releases creature from imprisonment.
Iron Body: Your body becomes living iron. Gate: Connects two planes for travel or summoning.
Irresistible Dance: Forces subject to dance. Heal, Mass: As heal, but with several subjects.
Maze: Traps subject in extradimensional maze. Hold Monster, Mass: As hold monster, but all within 30 ft.
Mind Blank: Subject is immune to mental/emotional magic Implosion: Kills one creature/round.
and scrying. Imprisonment: Entombs subject beneath the earth.
Moment of Prescience: You gain insight bonus on single Mage's Disjunction: Dispels magic, disenchants magic
attack roll, check, or save. items.
Planar Ally, Greater: As lesser planar ally, but up to 18 HD. Meteor Swarm: Four exploding spheres each deal 6d6 fire
Planar Binding, Greater: As lesser planar binding, but up to damage.
18 HD. Miracle: Requests a deity's intercession.
Polar Ray: Ranged touch attack deals 1d6/level cold Power Word Kill: Kills one creature with 100 hp or less.
damage. Prismatic Sphere: As prismatic wall, but surrounds on all
Polymorph Any Object: Changes any subject into anything sides.
else. Refuge: Alters item to transport its possessor to you.
Power Word Stun: Stuns creature with 150 hp or less. Regenerate: Subject's severed limbs grow back, cures 4d8
Prismatic Wall: Wall's colours have array of effects. damage +1/level (max +35).
Shades: As shadow conjuration, but up to 8th level and 80% against these weapons). The wielder can activate or deactivate
real. this ability with a command word.
Shambler: Summons 1d4+2 shambling mounds to fight for Moderate abjuration; ECL 8th; Craft Mystic Armaments,
you. entropic shield; Price +1 bonus.
Shapechange: Transforms you into any creature, and change
forms once per round. Arrow Deflection
Soul Bind: Traps newly dead soul to prevent resurrection. This shield protects the wielder as if he had the Deflect
Storm of Vengeance: Storm rains acid, lightning, and hail. Arrows feat. Once per round when he would normally be struck
Summon Monster IX: Calls extraplanar creature to fight for by a ranged weapon, he can make a DC 20 Reflex save. If the
you. ranged weapon has an enhancement bonus, the DC increases by
Summon Nature's Ally IX: Calls creature to fight. that amount. If he succeeds, the shield deflects the weapon. He
Sympathy: Object or location attracts certain creatures. must be aware of the attack and not flat-footed. Attempting to
Teleportation Circle: Circle teleports any creature inside to deflect a ranged weapon doesn't count as an action. Exceptional
designated spot. ranged weapons, such as boulders hurled by giants or acid
Time Stop: You act freely for 1d4+1 rounds. arrows, can't be deflected.
True Resurrection: As resurrection, plus remains aren't Faint abjuration; ECL 5th; Craft Mystic Armaments, shield;
needed. Price +2 bonus.
Wail of the Banshee: Kills one creature/level.
Weird: As phantasmal killer, but affects all within 30 ft. Bashing
Wish: As limited wish, but with fewer limits. A shield with this special ability is designed to perform a
shield bash. A bashing shield deals damage as if it were a
Mystical Armaments weapon of two size categories larger (a Medium light shield thus
deals 1d6 points of damage and a Medium heavy shield deals
The following weapon and armour special abilities are 1d8 points of damage). The shield acts as a +1 weapon when
reprinted from other SRDs and altered slightly for the Phoenix used to bash. (Only light and heavy shields can have this
game. This list is not exhaustive and with the GM's permission, ability.)
you might be able to bring special abilities in from other Moderate transmutation; ECL 8th; Craft Mystical
published sources. These enhancements can be loaded into both Armaments, bull's strength; Price +1 bonus.
Esoteric Items as well as Mystical items that you make yourself.
Blinding
Mystic Armour Abilities A shield with this ability flashes with a brilliant light up to
twice per day upon command of the wielder. Anyone within 20
These abilities can be applied to armour, shields, or any feet except the wielder must make a DC 14 Reflex save or be
other protective gear. blinded for 1d4 rounds.
Moderate evocation; ECL 7th; Craft Mystical Armaments,
Animated searing light; Price +1 bonus.
Upon command, an animated shield floats within 2 feet of
the wielder, protecting her as if she were using it herself but Energy Resistance
freeing up both her hands. Only one shield can protect a A suit of armour or a shield with this property normally has
character at a time. A character with an animated shield still a colour and/or motif matching its energy type. Acid: metallic
takes any penalties associated with shield use, such as armour sheen. Cold: white or blue with fur trim. Electricity: yellow or
check penalty, arcane spell failure chance, and lack of blue with lightning. Fire: red or yellow with flames.
proficiency. Sonic/Concussive: extra-thick padding/plates. The armour
Strong transmutation; ECL 12th; Craft Mystic Armaments, absorbs the first 10 points of one type of energy damage per
animate objects; Price +2 bonus. attack that the wearer would normally take (similar to the resist
energy spell).
Arrow Catching Faint abjuration; ECL 3rd; Craft Mystical Armaments, resist
A shield with this ability attracts ranged weapons to it. It has energy; Price +4 bonus.
a deflection bonus of +1 against ranged weapons because
projectiles and thrown weapons veer toward it. Additionally, any Energy Resistance, Improved
projectile or thrown weapon aimed at a target within 5 feet of As energy resistance, except it absorbs the first 20 points of
the shield's wearer diverts from its original target and targets the energy damage per attack.
shield's bearer instead. (If the wielder has total cover relative to Moderate abjuration; ECL 7th; Craft Mystical Armaments,
the attacker, the projectile or thrown weapon is not diverted.) resist energy; Price +6 bonus.
Additionally, those attacking the wearer with ranged weapons
ignore any miss chances that would normally apply. Projectiles Energy Resistance, Greater
and thrown weapons that have an enhancement bonus higher As energy resistance, except it absorbs the first 30 points of
than the shield's base Defence bonus are not diverted to the energy damage per attack.
wearer (but the shield's increased Defence bonus still applies Moderate abjuration; ECL 11th; Craft Mystical Armaments,
resist energy; Price +8 bonus.
Etherealness Shadow
On command, this ability allows the wearer of the armour to This armour is jet black and blurs the wearer whenever she
become ethereal (as the ethereal jaunt spell) once per day. The tries to hide, granting a +5 competence bonus on Hide checks.
character can remain ethereal for as long as desired, but once he (The armour check penalty still applies normally.)
returns to normal, he cannot become ethereal again that day. Faint illusion; ECL 5th; Craft Mystical Armaments,
Strong transmutation; ECL 13th; Craft Mystical Armaments, invisibility; Price +2 bonus.
ethereal jaunt; Price +7 bonus.
Shadow, Improved
Fortification As shadow, except it grants a +10 competence bonus on
This suit of armour or shield produces a magical force that Hide checks.
protects vital areas of the wearer more effectively. When a Moderate illusion; ECL 10th; Craft Mystical Armaments,
critical hit or sneak attack is scored on the wearer, there is a invisibility; Price +3 bonus.
chance that the critical hit or sneak attack is negated and damage
is instead rolled normally. Shadow, Greater
As shadow, except it grants a +15 competence bonus on
Fortification Chance for Base Price Hide checks.
Type Normal Damage Modifier Moderate illusion; ECL 15th; Craft Mystical Armaments,
Light 25% +1 bonus invisibility; Price +4 bonus.
Moderate 75% +3 bonus
Silent Moves
Heavy 100% +5 bonus This armour is well oiled and magically constructed so that
it not only makes little sound, but it dampens sound around it. It
Strong abjuration; ECL 13th; Craft Mystical Armaments, provides a +5 competence bonus on its wearer's Move Silently
limited wish or miracle; Price varies (see above). checks. (The armour check penalty still applies normally.)
Faint illusion; ECL 5th; Craft Mystical Armaments, silence;
Ghost Touch Price +2 bonus.
This armour or shield seems almost translucent. Both its
enhancement bonus and its armour bonus count against the Silent Moves, Improved
attacks of incorporeal creatures. It can be picked up, moved, and As silent moves, except it grants a +10 competence bonus on
worn by incorporeal creatures at any time. Incorporeal creatures Move Silently checks.
gain the armour or shield's enhancement bonus against both Moderate illusion; ECL 10th; Craft Mystical Armaments,
corporeal and incorporeal attacks, and they can still pass freely silence; Price +3 bonus.
through solid objects.
Strong transmutation; ECL 15th; Craft Mystical Armaments, Silent Moves, Greater
etherealness; Price +3 bonus. As silent moves, except it grants a +15 competence bonus on
Move Silently checks.
Glamoured Moderate illusion; ECL 15th; Craft Mystical Armaments,
A suit of armour with this ability appears normal. Upon silence; Price +4
command, the armour changes shape and form to assume the
appearance of a normal set of clothing. The armour retains all its Slick
properties (including weight) when glamoured. Only a true Slick armour seems coated at all times with a slightly greasy
seeing spell or similar effect reveals the true nature of the oil. It provides a +5 competence bonus on its wearer's Escape
armour when disguised. Artist checks. (The armour check penalty still applies normally.)
Moderate illusion; ECL 10th; Craft Mystical Armaments, Faint conjuration; ECL 4th; Craft Mystical Armaments,
disguise self; Price +5 bonus. grease; Price +2 bonus.
Invulnerability Slick, Improved
This suit of armour grants the wearer DR 5/Super. As slick, except it grants a +10 competence bonus on Escape
Strong abjuration and perhaps evocation (if miracle is used); Artist checks.
ECL 18th; Craft Mystical Armaments, stoneskin, wish or Moderate conjuration; ECL 10th; Craft Mystical
miracle; Price +3 bonus. Armaments, grease; Price +3 bonus.
Reflecting Slick, Greater
This shield seems like a mirror. Its surface is completely As slick, except it grants a +15 competence bonus on Escape
reflective. Once per day, it can be called on to reflect a spell, Artist checks.
psi-power, or ranged-use power back at its creator exactly like Moderate conjuration; ECL 15th; Craft Mystical
the spell turning spell. Armaments, grease; Price +4 bonus.
Strong abjuration; ECL 14th; Craft Mystical Armaments,
spell turning; Price +5 bonus.
Spell Resistance or sentient clouds of blue gas. This property can be applied only
This grants the wearer a spell resistance score. to mêlée weapons, thrown weapons, and ammunition.
Strong abjuration; ECL 15th; Craft Mystical Armaments, Strong transmutation; ECL 16th; Craft Magic Arms and
spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 Armour, gaseous form, continual flame; Price +4 bonus.
bonus (SR 17), or +5 bonus (SR 19).
Dancing
Undead Controlling As a standard action, a dancing weapon can be loosed to
The wearer of a suit of armour or a shield with this property attack on its own. It fights for 4 rounds using the base attack
may control up to 26 HD of undead per day, as the control bonus of the wielder. At the end of 4 round, it drops. While
undead spell. At dawn each day, the wearer loses control of any dancing, it cannot make attacks of opportunity and the person
undead still under his sway. Armour or a shield with this ability who activated it is not considered armed unless they are
appears to be made of bone; this feature is entirely decorative otherwise armed. In all other respects, it is considered wielded
and has no other effect on the armour. or attended by the creature for all manoeuvres and effects that
Strong necromancy; ECL 13th; Craft Mystical Armaments, target items. While dancing, it takes up the same space as the
control undead; Price +7 bonus. activating character and can attack adjacent foes (weapons with
reach can attack opponents up to 10 feet away). The dancing
Wild weapon accompanies the person who activated it everywhere,
The wearer of a suit of armour or a shield with this ability whether she moves by physical or magical means. If the wielder
preserves his armour bonus (and any enhancement bonus) while who loosed it has an unoccupied hand, she can grasp it while it
in a wild shape. armour and shields with this ability usually is attacking on its own as a free action; when so retrieved the
appear to be made covered in leaf patterns. While the wearer is weapon can't dance (attack on its own) again for 4 rounds.
in a wild shape, the armour cannot be seen. Strong transmutation; ECL 15th; Craft Magic Arms and
Moderate transmutation; ECL 9th; Craft Mystical Armour, animate objects; Price +4 bonus.
Armaments, baleful polymorph; Price +3 bonus.
Defending
Mystic Weapon Abilities A defending weapon allows wielders to transfer some or all
of its enhancement bonus to their Defence as a bonus that stacks
These special abilities can be applied to weapons of all with all others. As a free action, wielders can choose how to
kinds, mêlée and ranged, as well as firearms, where applicable. allocate the weapon's enhancement bonus at the start of their
turn (i.e., before using the weapon), and the bonus to Defence
Bane lasts until their next turn.
A bane weapon excels at attacking one type or subtype of Moderate abjuration; ECL 8th; Craft Magic Arms and
creature. Against its designated foe, its effective enhancement Armour, shield or shield of faith; Price +1 bonus.
bonus is +2 better than its normal enhancement bonus. It deals
an extra 2d6 points of damage against the foe. Bows, crossbows, Disruption
and slings so crafted bestow the bane quality upon their A weapon of disruption is the bane of all undead. Any
ammunition. Possible bane designations include, but are not undead creature struck in combat must succeed on a DC 14 Will
limited to: animals, a specific humanoid species (other than save or be destroyed. A weapon of disruption must be a
human), magical animals, plants, the undead, cyborgs/robots, an bludgeoning weapon.
Origin type, or a class. You cannot specify something subjective Strong conjuration; ECL 14th; Craft Magic Arms and
like, "people I don't like" or "wankers." You cannot specify Armour, heal; Price +2 bonus.
"Human" because a Phoenix game, almost everyone is human.
You cannot specify a gender, a race, a social class, or a sexual Distance
orientation because that would just be icky. This property can be placed only on a ranged weapon. A
Moderate conjuration; ECL 8th; Craft Magic Arms and weapon of distance has double the range increment of other
Armour, summon monster I; Price +1 bonus. weapons of its kind.
Moderate divination; ECL 6th; Craft Magic Arms and
Brilliant Energy Armour, clairaudience/clairvoyance; Price +1 bonus.
A brilliant energy weapon has its significant portion
transformed into light, although this does not modify the item's Flaming
weight. It always gives off light as a torch (20-foot radius). A Upon command, a flaming weapon is sheathed in fire. The
brilliant energy weapon ignores non-living matter. Armour and fire does not harm the wielder. The effect remains until another
shield bonuses to Defence (including any enhancement bonuses command is given. A flaming weapon deals an extra 1d6 points
to that armour) do not count against it because the weapon of fire damage on a successful hit. Bows, crossbows, and slings
passes through armour. Dexterity, deflection, dodge, natural so crafted bestow the fire energy upon their ammunition.
armour, and other such bonuses still apply. A brilliant energy Moderate evocation; ECL 10th; Craft Magic Arms and
weapon cannot harm the undead, constructs, or objects. It does Armour and flame blade, flame strike, or fireball; Price +1
half damage to living machines, like androids and cyborgs, or bonus.
alien life-forms made of inorganic material, like rock creatures
Flaming Burst Moderate transmutation; ECL 10th; Craft Magic Arms and
A flaming burst weapon functions as a flaming weapon that Armour, keen edge; Price +1 bonus.
also explodes with flame upon striking a successful critical hit.
The fire does not harm the wielder. In addition to the extra fire Merciful
damage from the flaming ability (see above), a flaming burst The weapon deals an extra 1d6 points of damage, and all
weapon deals an extra 1d10 points of fire damage on a damage it deals is non-lethal damage. On command, the weapon
successful critical hit. If the weapon's critical multiplier is x3, suppresses this ability until commanded to resume it. Bows,
add an extra 2d10 points of fire damage instead, and if the crossbows, and slings so crafted bestow the merciful effect upon
multiplier is x4, add an extra 3d10 points of fire damage. Bows, their ammunition.
crossbows, and slings so crafted bestow the fire energy upon Faint conjuration; ECL 5th; Craft Magic Arms and Armour,
their ammunition. Even if the flaming ability is not active, the cure light wounds; Price +1 bonus.
weapon still deals its extra fire damage on a successful critical
hit. Mighty Cleaving
Strong evocation; ECL 12th; Craft Magic Arms and Armour A mighty cleaving weapon allows a wielder with the Cleave
and flame blade, flame strike, or fireball; Price +2 bonus. feat to make one additional cleave attempt in a round.
Moderate evocation; ECL 8th; Craft Magic Arms and
Frost Armour, divine power; Price +1 bonus.
Upon command, a frost weapon is sheathed in icy cold. The
cold does not harm the wielder. The effect remains until another Returning
command is given. A frost weapon deals an extra 1d6 points of This special ability can only be placed on a weapon that can
cold damage on a successful hit. Bows, crossbows, and slings so be thrown. A returning weapon flies through the air back to the
crafted bestow the cold energy upon their ammunition. creature that threw it. It returns to the thrower just before the
Moderate evocation; ECL 8th; Craft Magic Arms and creature's next turn (and is therefore ready to use again in that
Armour, chill metal or ice storm; Price +1 bonus. turn). Catching a returning weapon when it comes back is a free
action. If the character can't catch it, or if the character has
Ghost Touch moved since throwing it, the weapon drops to the ground in the
A ghost touch weapon deals damage normally against square from which it was thrown.
incorporeal creatures, regardless of its bonus. (An incorporeal Moderate transmutation; ECL 7th; Craft Magic Arms and
creature's 50% chance to avoid damage does not apply to attacks Armour, telekinesis; Price +1 bonus.
with ghost touch weapons.) The weapon can be picked up and
moved by an incorporeal creature at any time. A manifesting Seeking
ghost can wield the weapon against corporeal foes. Essentially, a Only ranged weapons can have the seeking ability. The
ghost touch weapon counts as either corporeal or incorporeal at weapon veers toward its target, negating any miss chances that
any given time, whichever is more beneficial to the wielder. would otherwise apply, such as from concealment. (The wielder
Moderate conjuration; ECL 9th; Craft Magic Arms and still has to aim the weapon at the right square. Arrows
Armour, plane shift; Price +1 bonus. mistakenly shot into an empty space, for example, do not veer
and hit invisible enemies, even if they are nearby.)
Icy Burst Strong divination; ECL 12th; Craft Magic Arms and Armour,
An icy burst weapon functions as a frost weapon that also true seeing; Price +1 bonus.
explodes with frost upon striking a successful critical hit. The
frost does not harm the wielder. In addition to the extra damage Shock
from the frost ability, an icy burst weapon deals an extra 1d10 Upon command, a shock weapon is sheathed in crackling
points of cold damage on a successful critical hit. If the electricity. The electricity does not harm the wielder. The effect
weapon's critical multiplier is x3, add an extra 2d10 points of remains until another command is given. A shock weapon deals
cold damage instead, and if the multiplier is x4, add an extra an extra 1d6 points of electricity damage on a successful hit.
3d10 points. Bows, crossbows, and slings so crafted bestow the Bows, crossbows, and slings so crafted bestow the electricity
cold energy upon their ammunition. Even if the frost ability is energy upon their ammunition.
not active, the weapon still deals its extra cold damage on a Moderate evocation; ECL 8th; Craft Magic Arms and
successful critical hit. Armour, call lightning or lightning bolt; Price +1 bonus.
Moderate evocation; ECL 10th; Craft Magic Arms and
Armour, chill metal or ice storm; Price +2 bonus. Shocking Burst
A shocking burst weapon functions as a shock weapon that
Keen also explodes with electricity upon striking a successful critical
This ability doubles the threat range of a weapon. Only hit. The electricity does not harm the wielder. In addition to the
piercing or slashing weapons can be keen. (If you roll this extra electricity damage from the shock ability, a shocking burst
property randomly for an inappropriate weapon, re-roll.) This weapon deals an extra 1d10 points of electricity damage on a
benefit doesn't stack with any other effect that expands the successful critical hit. If the weapon's critical multiplier is x3,
threat range of a weapon (such as the keen edge spell or the add an extra 2d10 points of electricity damage instead, and if the
Improved Critical feat). multiplier is x4, add an extra 3d10 points. Bows, crossbows, and
slings so crafted bestow the electricity energy upon their
ammunition. Even if the shock ability is not active, the weapon Moderate necromancy; ECL 9th; Craft Magic Arms and
still deals its extra electricity damage on a successful critical hit. Armour, enervation; Price +1 bonus.
Moderate evocation; ECL 10th; Craft Magic Arms and
Armour, call lightning or lightning bolt; Price +2 bonus. Vorpal
This potent and feared ability allows the weapon to sever the
Speed heads of those it strikes. Upon a roll of natural 20 (followed by a
When making a full attack action, the wielder of a speed successful roll to confirm the critical hit), the weapon severs the
weapon may make one extra attack with it. The attack uses the opponent's head (if it has one) from its body. Some creatures,
wielder's full base attack bonus, plus any modifiers appropriate such as many aberrations and all oozes, have no heads. Others,
to the situation. (This benefit is not cumulative with similar such as golems and undead creatures other than vampires, are
effects, such as a haste spell.) not affected by the loss of their heads. Most other creatures,
Moderate transmutation; ECL 7th; Craft Magic Arms and however, die when their heads are cut off. A vorpal weapon
Armour, haste; Price +3 bonus. must be a slashing weapon. (If you roll this property randomly
for an inappropriate weapon, re-roll.)
Spell Storing Strong necromancy and transmutation; ECL 18th; Craft
A spell storing weapon allows a you to store a single, target Magic Arms and Armour, circle of death, keen edge; Price +5
spell of up to 3rd level in the weapon. The casting time must be a bonus.
standard action or faster. You do not have to have the ability to
cast spells to use this weapon. Any time the weapon strikes a Wounding
creature and the creature takes damage from it, the weapon can A wounding weapon deals 1 point of Constitution damage
immediately cast the spell on that creature as a free action if the from blood loss when it hits a creature. A critical hit does not
wielder desires. (This special ability is an exception to the multiply the Constitution damage. Creatures immune to critical
general rule that casting a spell from an item takes at least as hits (such as plants and constructs) are immune to the
long as casting that spell normally.) Once the spell has been cast Constitution damage dealt by this weapon.
from the weapon, a spellcaster can cast any other targeted spell Moderate evocation; ECL 10th; Craft Magic Arms and
of up to 3rd level into it. The weapon magically imparts to the Armour, mage’s sword; Price +2 bonus.
wielder the name of the spell currently stored within it, but not Psionics
the specific effects of the spell. A randomly rolled spell-storing
weapon has a 50% chance to have a spell stored in it already. These lists are a combination of the Psion/Wilder and
Strong evocation (plus aura of stored spell); ECL 12th; Craft Psionic Warrior lists.
Magic Arms and Armour, creator must be a caster of at least We have complied the following lists for your convenience,
12th level; Price +1 bonus. but the power Psionic Manifestation in fact allows you to learn
and cast any psi-power that's identified as part of the repertoire
Thundering any of those three classes. For any psi-power outside of these
A thundering weapon creates a cacophonous roar like lists, please first seek your GM's permission, however, if for no
thunder upon striking a successful critical hit. The sonic energy other reason than that you don't want to unveil something in a
does not harm the wielder. A thundering weapon deals an extra game that she's never heard of.
1d8 points of sonic damage on a successful critical hit. If the 1st-Level Psi-Powers
weapon's critical multiplier is x3, add an extra 2d8 points of
sonic damage instead, and if the multiplier is x4, add an extra Astral Traveller: Enable yourself or another to join an astral
3d8 points of sonic damage. Bows, crossbows, and slings so caravan-enabled trip.
crafted bestow the sonic energy upon their ammunition. Attraction: Subject has an attraction you specify.
Subjects dealt a critical hit by a thundering weapon must make a Biofeedback: Gain DR 2/–.
DC 14 Fortitude save or be deafened permanently. Bite of the Wolf: Gain bite attack for 1d8 damage.
Faint necromancy; ECL 5th; Craft Magic Arms and Armour, blindness/deafness;
Bolt: You create a few enhanced short-lived bolts, arrows, or
Price +1 bonus. bullets.
Burst: Gain +10ft. to speed this round.
Throwing Call to Mind: Gain additional Knowledge check with +4
This ability can only be placed on a mêlée weapon. A mêlée competence bonus.
weapon crafted with this ability gains a range increment of 10 Call Weaponry: Create temporary weapon.
feet and can be thrown by a wielder proficient in its normal use. Catfall: Instantly save yourself from a fall.
Faint transmutation; ECL 5th; Craft Magic Arms and Chameleon: Gain +10 enhancement bonus on Hide checks.
Armour, magic stone; Price +1 bonus. Claws of the Beast: Your hands become deadly claws.
Compression: You grow smaller.
Vicious Conceal Thoughts: You conceal your motives.
When a vicious weapon strikes an opponent, it creates a Control Flames: Take control of nearby open flame.
flash of disruptive energy that resonates between the opponent Control Light: Adjust ambient light levels.
and the wielder. This energy deals an extra 2d6 points of Create Sound: Create the sound you desire.
damage to the opponent and 1d6 points of damage to the
wielder. Only mêlée weapons can be vicious.
Crystal Shard: Ranged touch attack for 1d6 points of 2nd-Level Psi-Powers
piercing damage.
Daze, Psionic: Humanoid creature of 4 HD or less loses next Animal Affinity: Gain +4 enhancement to one ability.
action. Biofeedback: Gain damage reduction 2/–.
Deceleration: Target's speed is halved. Body Adjustment: Heal 1d12 damage.
Déjà Vu: Your target repeats his last action. Body Equilibrium: You can walk on nonsolid surfaces.
Demoralize: Enemies become shaken. Body Purification: Restore 2 points of ability damage.
Detect Psionics: You detect the presence of psionics. Cloud Mind: You erase knowledge of your presence from
Disable: Subjects incorrectly believe they are disabled. target's mind.
Dissipating Touch: Touch deals 1d6 damage. Concealing Amorpha: Quasi-real membrane grants you
Distract: Target gets –4 bonus on Listen, Search, Sense concealment.
Motive, and Spot checks. Concussion Blast: Deal 1d6 force damage to target.
Ecto Protection: An astral construct gains bonus against Control Sound: Create very specific sounds.
dismiss ectoplasm. Darkvision, Psionic: See 60 ft. in total darkness.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot Detect Hostile Intent: You can detect hostile creatures within
checks, and notice secret doors. 30 ft. of you.
Empathy: You know the subject's surface emotions. Dimension Swap: You and an ally switch positions.
Empty Mind: Gain +2 on Will saves until your next action. Dissolving Touch: Your touch deals 4d6 acid damage.
Energy Ray: Deal 1d6 energy (cold, electricity, fire, or Dissolving Weapon: Your weapon deals 4d6 acid damage.
sonic) damage. Ego Whip: Deal 1d4 Cha damage and daze for 1 round.
Entangling Ectoplasm: You entangle a foe in sticky goo. Empathic Transfer: Transfer another's wounds to yourself.
Expansion: Become one size category larger. Energy Adaptation, Specified: Gain resistance 10 against one
Far Hand: Move small objects at a limited distance. energy type.
Float: Buoy yourself in water or other liquid. Energy Push: Deal 2d6 damage and knock subject back.
Force Screen: Invisible disc provides +4 shield bonus to Energy Stun: Deal 1d6 damage and stun target if it fails both
Defence. saves.
Grease, Psionic: Makes 10-ft. square or one object slippery. Feat Leech: Borrow another's psionic or metapsionic feats.
Grip of Iron: Your iron grip gives +4 bonus on grapple Hustle: Instantly gain a move action.
checks. Id Insinuation: Swift tendrils of thought disrupt and confuse
Hammer: Melee touch attack deals 1d8/round. your target.
Inertial Armour: Tangible field of force provides you with Identify, Psionic: Learn the properties of a psionic item.
+4 armour bonus to Defence. Inflict Pain: Telepathic stab gives your foe –4 on attack
Know Direction and Location: You discover where you are rolls, or –2 if he makes the save.
and what direction you face. Knock, Psionic: Opens locked or psionically sealed door.
Matter Agitation: You heat a creature or object. Levitate, Psionic: You move up and down, forward and back
Metaphysical Claw: Your natural weapon gains +1 bonus. via mental support.
Metaphysical Weapon: Weapon gains +1 bonus. Mental Disruption: Daze creatures within 10 feet for 1
Mind Thrust: Deal 1d10 damage. round.
Missive: Send a one-way telepathic message to subject. Missive, Mass: You send a one-way telepathic message to an
My Light: Your eyes emit 20-ft. cone of light. area.
Precognition, Defensive: Gain +1 insight bonus to Defence Painful Strike: Your natural weapons deal an extra 1d6
and saving throws. nonlethal damage.
Precognitionion, Offensive: Gain +1 insight bonus on your Prowess: Instantly gain another attack of opportunity.
attack rolls. Psionic Lion's Charge: You can make full attack in same
Prescience, Offensive: Gain +2 insight bonus on your round you charge.
damage rolls. Psionic Lock: Secure a door, chest, or portal.
Prevenom Armour: Your weapon is mildly venomous. Psionic Scent: Gain the scent ability.
Prevenom: Your claws gain a poison coating. Recall Agony: Foe takes 2d6 damage.
Sense Link: You sense what the subject senses (single sense). Sense Link, Forced: Sense what subject senses.
Skate: Subject slides skilfully along the ground. Share Pain: Willing subject takes some of your damage.
Stomp: Subjects fall prone and take 1d4 nonlethal damage. Strength of My Enemy: Siphon away your enemy's strength
Synesthete: You receive one kind of sense when another and grow stronger.
sense is stimulated. Sustenance: Go without food and water for one day.
Telempathic Projection: Alter the subject's mood. Swarm of Crystals: Crystal shards are sprayed forth doing
Thicken Skin: Gain +1 enhancement bonus to your Defence 3d4 slashing damage.
for 10 min./level. Thought Shield: Gain PR 13 against mind-affecting powers.
Vigour: Gain 5 temporary hit points. Tongues, Psionic: You can communicate with intelligent
creatures.
Wall Walker: Grants ability to walk on walls and ceilings.
Quickness Bodyfeeder
This kind of Armour increases the wearer’s speed by 5 feet. All feeder weapons have a special ability that functions only
Thus, a character whose normal speed in Armour is 20 feet upon scoring a successful critical hit. A bodyfeeder weapon
moves 25 feet in Armour of quickness. grants its wielder temporary hit points equal to the total damage
Faint psychoportation; EML 4th; Craft Psionic Arms and dealt by a successful critical hit. These temporary hit points last
Armour, burst; Price +1 bonus. for 10 minutes. Thus, if the wielder of a bodyfeeder weapon
successfully scores a critical hit while the wielder still enjoys
Radiant temporary hit points from a previous critical hit, the wielder
The wearer of this kind of Armour gains resistance 10 gains only the better of the two values: either his current number
against energy attacks (acid, cold, electricity, fire, or sonic). The of temporary hit points, or the new influx of temporary hit
Armour absorbs the first 10 points of damage dealt by any such points, whichever is higher.
attack, and this absorption causes it to radiate light for a number Strong psychometabolism; EML 12th; Craft Psionic Arms
of rounds equal to the points of damage absorbed. This light is and Armour, claws of the vampire; Price +3 bonus.
sufficient to illuminate a 60-foot-radius area.
If the Armour absorbs more damage while it is radiating Collision
light, the newer radiant effect overlaps (does not stack with) the Collision weapons psionically increase their own mass at the
effect that was already in place. end point of each swing or shot. Such weapons deal an extra 5
Moderate psychokinesis; EML 9th; Craft Psionic Arms and points of damage on each successful strike, in addition to the
Armour; energy adaptation; Price +4 bonus. weapon's enhancement bonus. Bows, crossbows, and slings
bestow the extra damage upon their ammunition.
Ranged Moderate metacreativity; EML 10th; Craft Psionic Arms and
The wielder of a ranged shield can throw it in combat, with a Armour, matter manipulation; Price +2 bonus.
range increment of 30 feet. While in the air, the shield is treated
in all ways as a ranged weapon and cannot be blocked or Coup de Grace
grabbed except by those with appropriate feats. No matter the Coup de grace weapons are exceptionally dangerous. On a
size of the wielder, a buckler or light shield deals 1d6 points of successful critical hit, the foe must succeed on a DC 27 Will
damage and a heavy one 1d8 points. (A tower shield cannot be save or be paralyzed for 1 round. While this ability does work
created with this special ability.) The wielder’s Strength on creatures that are immune to extra damage from critical hits,
modifier and the shield’s enhancement bonus add to the base it does not work on creatures without an Intelligence score.
damage. Bows, crossbows, and slings bestow this ability on their
A ranged shield flies through the air back to the creature that ammunition.
threw it. It returns to the wielder just before the creature’s next Strong telepathy; EML 19th; Craft Psionic Arms and
turn (and is therefore ready to use again in that turn). Armour, psionic dominate; Price +5 bonus.
Catching a ranged shield when it comes back is a free action.
If the wielder can’t catch it, or if the wielder has moved since Dislocator
throwing it, the shield drops to the ground in the square from The wielder of this kind of weapon can attempt to dislocate a
which it was thrown. designated foe up to three times per day. On a successful hit, the
Faint psychokinesis; EML 5th; Craft Psionic Arms and foe must succeed on a DC 17 Will save or be teleported 1–100
Armour, far hand; Price +1 bonus. miles in a random direction. If the weapon misses, the use is
wasted. Bows, crossbows, and slings bestow this ability on their
Time Buttress ammunition.
This kind of shield gives the wielder a chance to avoid Strong psychoportation; EML 12th; Craft Psionic Arms and
telling blows by using time itself as a shield. Once per day, the Armour, psionic teleport; Price +3 bonus.
wielder can use timeless body as though manifesting the power.
Strong psychoportation; EML 17th; Craft Psionic Arms and Dissipater
Armour, timeless body; Price +5 bonus. This kind of weapon is devastating to creatures and objects
composed of or originally formed from ectoplasm (such as astral
Vanishing constructs, walls of ectoplasm, creatures in ectoplasmic form,
On command, this suit of Armour or shield renders its and items created using the metacreativity discipline). Against
wearer and all the wearer’s equipment invisible to the minds of qualifying targets, a dissipater weapon ignores damage
others, as if he had manifested the power cloud mind. The reduction and hardness, and treats all successful hits as critical
wearer can use this ability twice per day. hits.
Faint psychokinesis; EML 5th; Craft Psionic Arms and Strong metacreativity; EML 12th; Craft Psionic Arms and
Armour, cloud mind; Price +3 bonus. Armour, dismiss ectoplasm; Price +1 bonus.
These special abilities can be applied to weapons of all The wielder of this kind of weapon can attempt to greatly
kinds, mêlée and ranged, as well as firearms, where applicable. dislocate a designated foe up to three times per day. On a
successful hit, the foe must succeed on a DC 20 Will save or be
cast into a random alternate plane of existence. If the weapon randomly generated power storing weapon has a 50% chance to
misses, the use is wasted. Bows, crossbows, and slings bestow have a power stored in it already.
this ability upon their ammunition. Strong psychokinesis; EML 12th; Craft Psionic Arms and
Strong psychoportation; EML 12th; Craft Psionic Arms and Armour, creator must be a manifester of at least 12th level; Price
Armour, psionic plane shift; Price +4 bonus. +1 bonus.
Lucky Psibane
A lucky weapon offers a second chance at success. Once per A psibane weapon is crafted to oppose psionic beings. When
day, the wielder can re-roll a failed attack roll (whether a single used against such creatures, its effective enhancement bonus is 2
attack or one in a series of multiple attacks) as a free action. The higher than its actual enhancement bonus. It deals an extra 2d6
re-rolled attack uses the same bonuses or penalties as the missed points of damage against psionic opponents. It bestows one
roll. negative level on any psionic creature attempting to wield it.
Moderate clairsentience; EML 8th; Craft Psionic Arms and This negative level remains as long as the weapon is in hand and
Armour, fate of one; Price +1 bonus. disappears when the weapon is no longer wielded. This negative
level never results in actual level loss, but it cannot be overcome
Mindcrusher in any way while the weapon is wielded. Psibane bows,
Any psionic creature struck in combat by a mindcrusher crossbows, and slings bestow this ability upon their
weapon loses a number of power points equal to half the amount ammunition.
of hit point damage the weapon deals (only the base damage of Strong clairsentience; EML 15th; Craft Psionic Arms and
the weapon contributes to the power point loss; additional Armour, bend reality; Price +2 bonus.
damage from high Strength or other sources does not cause
additional power point loss). A psionic creature that is out of Psi-Power Storing
power points (or has none) must succeed on a DC 17 Will save A psi-power storing weapon allows a you to store a single,
or take 1d2 points of Wisdom damage. targeted psi-power of up to 3rd level in the weapon. The
Strong psychometabolism; EML 12th; Craft Psionic Arms manifesting time must be a standard action or faster. You do not
and Armour, psychic vampire; Price +2 bonus. have to have the ability to manifest psi-powers to use this
weapon. Any time the weapon strikes a creature and the creature
Mindfeeder takes damage from it, the weapon can immediately manifest the
All feeder weapons have a special ability that functions only psi-power on that creature as a free action if the wielder desires.
upon scoring a successful critical hit. A mindfeeder weapon (This special ability is an exception to the general rule that
grants its wielder temporary power points equal to the total manifesting from an item takes at least as long as manifesting
damage dealt by a successful critical hit. These temporary power that psi-power normally.) Once the psi-power has been
points last for 10 minutes. The wielder gains power points even manifested from the weapon, anyone who can manifest psi-
if the target has none (effectively, its hit point damage is powers can channel any other targeted psi-power of up to 3 rd
converted to power points). Constructs and undead are not level into it. The weapon telepathically imparts to the wielder
subject to mindfeeder weapons. As with temporary hit points, the name of the psi-power currently stored within it, but not the
temporary power points do not stack with each other; they specific effects of that psi-power. A randomly rolled psi-power
overlap. Thus, if a mindfeeder weapon successfully scores a storing weapon has a 50% chance to have a psi-power stored in
critical hit while the wielder still enjoys temporary power points it already.
from a previous critical hit, the wielder gains only the better of Strong psychokinesis; EML 12th; Craft Psionic Arms and
the two values: either her current number of temporary power Armor, EEML 12th; Price +1 bonus.
points, or the new influx of temporary power points, whichever
is higher. Psychokinetic
Strong psychometabolism; EML 15th; Craft Psionic Arms Upon command, a psychokinetic weapon glows from the
and Armour, psychic vampire; Price +3 bonus. inside with lethal psionic energy. The energy does not harm the
hands that hold the weapon. Such a weapon deals an extra 1d4
Power Storing points of damage on a successful hit. This extra damage is
A power storing weapon allows a manifester to store a single ectoplasmic in nature and is not affected by damage reduction.
targeted power of up to 5 power points in the weapon. (The Bows, crossbows, and slings bestow this ability upon their
power must have a manifesting time of 1 standard action.) Any ammunition.
time the weapon strikes a creature and the creature takes Moderate psychokinesis; EML 10th; Craft Psionic Arms and
damage from it, the weapon can immediately manifest the Armour, concussion blast; Price +1 bonus.
power on that creature as a swift action if the wielder desires.
(This ability is an exception to the rule that manifesting a power Psychokinetic Burst
from an item takes at least as long as manifesting that power This weapon functions as a psychokinetic weapon that also
normally.) Once the power is manifested, the weapon is empty, releases a blast of destructive psionic energy upon scoring a
and a manifester can imbed any other targeted power of up to 5 successful critical hit. In addition to the extra damage of the
power points into it. The weapon telepathically whispers to the psychokinetic ability (see above), a psychokinetic burst weapon
wearer the name of the power currently stored within it. A deals an extra 1d6 points of damage on a successful critical hit.
If the weapon’s critical multiplier is x3, add 2d6 points of extra
damage instead, and if the multiplier is x4, add 3d6 points of Webbing, but it doesn't actually have the same in-game numeric
extra damage. This extra damage is ectoplasmic in nature and is values and rules.
not affected by damage reduction. Bows, crossbows, and slings There are four kind of Supertech devices that you can
bestow this ability upon their ammunition. build yourself (Doohicky, Ray Gun, Gizmo, and
Strong psychokinesis; EML 12th; Craft Psionic Arms and Superchemical) and two that you buy as powers (Gadget and
Armour, concussion blast; Price +2 bonus. Power Armour). The first four are always Supertech in Origin,
whereas Gadgets and Power Armour can be of any Origin.
Soulbreaker Metapowers can affect Supertech devices, but in limited ways,
This weapon has a special ability that functions only upon as indicated by the metapower descriptions. Power Leech
scoring a successful critical hit. On a successful critical hit, a doesn't work on Superchemicals, for example, because they
soulbreaker weapon bestows one negative level on the foe. One don't have PPs, but it could work on a Ray Gun. On the other
day after being struck, if the negative levels have not been hand, Power Nullification or Duplication could work on all
purged, the subject must succeed on a DC 18 Fortitude save for three because it acts directly on powers.
each negative level or lose a character level.
Strong telepathy; EML 12th; Craft Psionic Arms and Super Equipment
Armour, mindwipe; Price +3 bonus.
Super equipment is any ordinary tool or device that's been
Sundering suped-up with the Invent Super Equipment feat. Its bonus is an
This kind of weapon allows a wielder to attack opponents’ Enhancement and its Origin is Supertech, but for the most part
weapons as if he had the Improved Sunder feat. is just imparts a bonus on a particular task. Anyone can use
Faint metacreativity; EML 5th; Craft Psionic Arms and Super equipment. It is use-activated, which means that you just
Armour, Great Sunder, metaphysical weapon; Price +1 bonus. have to use it for what it's designed to do and you'll get the
bonus to that task.
Suppression Activating Supertech
An opponent or object struck by this kind of weapon is
subject to a targeted dispel psionics power. The wielder makes a Doohickies, Ray Guns, and Gizmos all require the same
power check (1d20 + 5 + manifester level, maximum +15) basic steps to activate them. Superchemicals are slightly
against a DC of 11 + the manifester level of the power to be different, as noted in their description. The standard steps are (a)
dispelled. Bows, crossbows, and slings bestow this ability upon Fiddle With The Knobs, and then (b) Make It Go Boom. In
their ammunition, but can do so only three times per day. order to do either of these things, you must have the power
Moderate psychokinesis EML 10th; Craft Psionic Arms and Supertech Invention or the skill Use Esoteric Device.
Armour, dispel psionics; Price +2 bonus.
Fiddle With The Knobs: Make a Supercraft skill check, the
Teleporting DC of which equals 10 + the base cost of the powers loaded
This ability can be imbedded only in weapons that can be into the device. Once you've done this, you know what power is
thrown. A teleporting weapon returns through the Astral Plane to in the device and how to activate it.
the creature that threw it. It teleports into the throwing creature’s Make It Go Boom: You must have the device in your hand.
empty hand in the round following the round when it was Activating a device provokes an attack of opportunity. The
thrown, just before that creature’s turn. It is therefore ready to effect the device creates is exactly the same as if you'd activated
use again on that turn. the power that's loaded into it. All the specifics of its effects
Faint psychoportation; EML 5th; Craft Psionic Arms and (enhancements/limitations, energy type, etc.) are determined
Armour, psionic dimension door; Price +1 bonus. when the device is built. You just push the buttons and it does its
thing.
Supertech Devices Doohickies
This section describes exactly how Supertech devices work. You can activate a Doohicky only once, and it is loaded
It also provides a list of of weapon/armour special abilities that with as single power. Doohickies are Supertech devices that
you can use with the Invention feats. Supertech devices are just weren't built to last. They are usually the product of haste
essentially the magic items of the superhero world, but notice and lack of funds. After they are used, they are so shoddily
that they are not the same as theoretically possible but highly made that they burn themselves out and become blackened little
improbable/implausible superhero tools. Grapple-guns for paperweights. Doohickies are fine-sized objects. They do not
example are kinda sorta plausible in the real world, but a web- have a set shape but they are about the size of a pocket-watch or
shooter isn't, even though they accomplish a very similar task. a cell phone. Doohickies are the Supertech equivalent of
Of course, web-shooters could be invented any minute now. scrolls and roughly analogous to psi-stones.
With technological innovation always on the increase, the line Ray Guns
between the plausible and the Super is blurry. For the game You can activate a Ray Gun multiple times, but it is
purposes, Supertech devices replicate actual, written powers, loaded with only one power. Ray Guns are essentially re-
whereas a mastercraft tool might just serve a similar purpose. A usable Doohickies. They are loaded with a particular power and
grapple-gun, for example, might have the same utility as have their own, internal power-point supply (up to 50PPs when
DR [Wood] Piercing DR
This shield or armour grants the bearer DR 3 / [wood]. It This armour or shield has DR versus piercing damage. It
blocks the first 3 HPs of damage from all attacks except for: blocks the first 8 HPs of each piercing attack. This DR is listed
wooden weapons/projectiles, energy attacks, and Super attacks as "Piercing DR 8 / Super."
(like the power DR). CP 5, Damage Reduction; Price +4.
CP 5, Damage Reduction; Price +4.
Piercing DR , Improved
DR [Wood], Improved As Piercing DR, but DR 13.
As DR: Wood, but DR 6. CP 10, Damage Reduction; Price +6.
CP 9, Damage Reduction; Price +6.
Piercing DR, Greater
DR [Wood], Greater As Piercing DR, but DR 16.
As DR: Wood, but DR 8. CP 14, Damage Reduction; Price +8.
CP 14, Damage Reduction; Price +8.
Spell Resistance
Origin Resistance This armour or shield blocks spells. It usually has circuit
This armour or shield blocks the effect of powers of all boards and blinking lights covering the outside of it (fight magic
Origins, although it does not block spells or psi-powers. It with science, dammit!). The armour/shield grants a Spell
usually has multi-coloured coating. The armour/shield grants a Resistance rating of 11 (similar to the Resistance: Spell power).
Power Resistance rating of 13 (similar to the Resistance: Power CP 5, Resistance: Spell; Price +4 bonus.
power).
CP 5, Resistance: Origin; Price +4 bonus. Spell Resistance, Improved
As Spell Resistance, except it grants PR 17.
Origin Resistance, Improved CP 11, Resistance: Spell; Price +6 bonus.
As Origin Resistance, except it grants PR 19.
CP 11, Resistance: Origin; Price +6 bonus. Spell Resistance, Greater
As Spell Resistance, except it grants PR 21.
Origin Resistance, Greater CP 15, Resistance: Spell; Price +8 bonus.
As Origin Resistance, except it grants PR 23.
CP 15, Resistance: Origin; Price +8 bonus. Retractable
This armour automatically retracts from your body, leaving
Psi-Power Resistance you unarmoured at the touch of a button. Retracting or
This armour or shield blocks psi-powers. It usually has a expanding your armour requires a move action only. Retracting
crystalline shell. The armour/shield grants a Psi-Power your armour in combat provokes an attack of opportunity. You
Resistance rating of 11 (similar to the Resistance: Psi-Power activate the retraction by hitting a button, switch, or key, or you
power). can say a command word. Retracted armour is about the size of
CP 5, Resistance: Psi-Power; Price +4 bonus. a heavy belt (or equivalent).
CP 3CP, Size Shift, Price: +2 bonus.
Psi-Power Resistance, Improved
As Psi-Power Resistance, except it grants PR 17. Supertech Weapon Abilities
CP 11, Resistance: Psi-Power; Price +6 bonus.
Energy Damage (melee)
Psi-Power Resistance, Greater This weapon's business end either produces an energy effect
As Psi-Power Resistance, except it grants PR 21. or just is made of energy. This can include blade, faces, heads,
CP 15, Resistance: Psi-Power; Price +8 bonus. or the like. Energy damage weapons do damage as one of the
five energy types (acid, cold, electricity, heat, or
Slashing DR sonic/concussive) and not as blunt, slashing, or piercing
This armour or shield has DR versus slashing damage. It weapons. They automatically bypass DR that is vulnerable to
blocks the first 8 HPs of each slashing attack. This DR is listed energy.
as "Slashing DR 8 / Super." CP 2, Energy Attack, Price +1 bonus.
Combat heroes who actually kill the bad guys. As always, it's ultimately
up to you, but it is something to think about.
Most rules in d20 conveniently scale up, which makes it
great for playing a superhero game, where everything is scaled Building Damage
up. However, when it comes to combat, there are a few things
that need attending to in that scaling, so here they are, superhero You can do damage to a building by simply attacking it.
combat rules (you know you've been waiting for this section!). It's hard to miss a building, but your GM might insist on an
The combat rules are in alphabetical order: Building Damage, attack roll under special circumstances (e.g., you're falling
Damage Reduction, Knockback, Non-Lethal Damage, Super through the air, you've been drugged, etc.).
Attacks, and Super Strength. Buildings have Hardness ratings based on what they're
But before we get to that, a word about violence and the made of (wood, stone, steel, concrete, etc.), and they take only
modern world. It's easy to forget that in the kind of world where ¼ damage from piercing or ballistic attacks. Buildings are
superheroes operate, most people aren't particularly accustomed unaffected by non-lethal damage and are not vulnerable to
to violence. When someone starts shooting, or crashes through a critical hits or sneak attacks, but the Demolitions skills and
brick wall, most people are going to scream and run. You're Craft Structural do grant damage multipliers when attacking
different, of course. You run towards the smashing glass and buildings (see Chapter 2: "Skills"). If you manage to do
gunfire, but that's part of what makes you a hero. Likewise, even sufficient damage to a building, you can trigger a Fortitude save.
those who might put themselves in the middle of violence, like GMs should exercise their judgement when it comes to
street criminals, are only rarely capable of actually killing damaging parts of a building that are purely decorative or do not
anyone. Beat them up, maybe, but not kill. The reason that most bare any weight. Smashing a building's windows will not ever
people do only non-lethal damage in combat is because they bring it down, for example, nor will tearing off all the gargoyles.
hold back, not just because they're not trained to do real If your ranged attacks miss someone who is standing in
damage. front of a building, then the attack strikes the building. If you
So as a superhero, it's partly up to you to judge when to use are knocked back into a building, it can take cascading
lethal and non-lethal force. There are no rules against lethal damage. If you and your opponent are both standing adjacent
force, of course, and your gaming group will decide on the kind to a building and either of you misses with a mêlée attack,
of atmosphere of violence that you're comfortable with. Combat then that attack has a 50% chance of striking the building.
is a big part of role-playing games, and we wouldn't dream of Finally, if the reach of your mêlée attacks overlaps with a
removing it. building and you miss someone who is standing adjacent to or
But the superhero genre is distinctly different than other in front of a building, then your attack has a 50% chance of
RPG genres, like fantasy or espionage or war. Superheroes hitting the building. You can avoid hitting buildings for with the
constantly have to work around innocent bystanders and pull feat Precise Strike (see Chapter 4: Feats). Ranged damage,
their punches with street thugs. It's part of the genre that your however, is unavoidable. Buildings can take damage two ways:
characters will be so powerful that they have to pull their by floor or as a whole.
punches with regular humans in order to avoid killing them. You
and your gaming group will have to decide how much of that
kind of thing is expected in your game world, and how much the
police, the government, and the public will be comfortable with
your Knockback distance. You incur attacks of opportunity strikes, but you take a -4 penalty to attack. This means that you
while you sail through the air in this manner. You land prone at attack with the "flat of the blade" or otherwise pull your
the appropriate distance, unless you roll a Reflex save, DC 15, punches. The feat Merciful Mauler can eliminate this penalty in
in which case you land on your feet, or kip up, or something most circumstances (see Chapter 4). You can also do lethal
equally cool. damage with non-lethal weapons, including unarmed strikes, but
People who are larger than Medium get an effective +4 you again take a -4 penalty to attack.
size bonus to damage, but only for the purposes of calculating
Knockback, and their Knockback Threshold is also +4. People Combat Manoeuvres
who are smaller than Medium get a corresponding -4 size
penalty to effective damage and to their Knockback Threshold. Sunder and Disarm
GMs can also rule that if the weapon itself is bigger than a These manoeuvres is not different in Phoenix, but we think
Medium-sized person, then it might grant a +4 to effective it's important to remember all the things you can do with them
damage. other than just destroying someone's weapon or taking it away.
If you pass through someone else's square when you're Never forget that you can target items that someone is holding
Knocked Back, they must roll a Reflex Save (DC 15) to avoid or wearing, so you can snatch a mobile phone or slash
being hit by you. If they fail, you slam into them and you roll someone's belt off, for example. Superheroes do this kind of
1d6 for every square you had left to travel. The two of you split thing all the time. So do gunslingers (shooting things out of
that damage and must make another Reflex save (DC 15) to people's hands) and swashbucklers (slicing off clothing), and
avoid end up on the ground, prone (as above). This is called superheroes are damn closely related to both. You can also
Cascading Knockback. A GM who likes math could have you snatch away the detonator for the C4 that's been planted on the
continue to cause Knockback as you fly through the air, but it's a city dam, or you can smash the bottle of mystic potion that a
lot of finicky numbers and there are only so many hours in the villain drinks to gain her powers. Attacking the enemy and
day. If you simply hit a wall or other fixed object during your doing damage directly is not your only option. Destroying
Knockback, don't bother with the first Reflex save. You and the and/or taking props away can often resolve a fight.
wall share the damage. Don't forget that the wall could have
Hardness. Stapling
If you're in the air, and you get Knocked Back, different Stapling is when you pin someone to a wall or other surface
things happen. Halve the distance if you are Knocked Back from by their clothes using a piercing weapon or a projectile that is
below. Double the distance if you are Knocked Back from more than a few inches long (i.e., arrow, bolt, throwing knife,
above. Don't change it if you are Knocked Back laterally. If you etc.). The target must be wearing clothes that reasonably have
can fly or otherwise control your position in space, then you can some spare cloth to pin (i.e., no skin tights or form-fitting
halve the distance you are Knocked Back. armour), and they must be standing in front of and adjacent to a
surface that your weapon can pierce. To perform the Staple,
Non-Lethal Damage you must be either in mêlée range or, with a projectile,
within one range increment/30 feet (whichever is less), and
Some attacks and effects are so superficial that, though they you must hit the target's Touch AC. If you succeed, the target
can knock you on your ass, they don't have any permanent is Stapled to the wall or surface and has to either take a move
effects. This is non-level damage. In Phoenix, unarmed strikes action to remove the weapon that's Stapled them, or they can rip
made by people without the proper training (i.e., the Combat their clothes as a swift action, but they must make a DC 10
Martial Arts feat) or without super-strength, both cause non- Strength check to free themselves. GMs might raise the DC of
lethal damage. Some weapons and powers are specifically the Strength check if the clothing in question is particularly
designed to do only non-lethal damage. Some other things, like tough, like a biker jacket. Increase the DC of the Strength check
heat or exhaustion, can cause non-lethal damage as well. by +2 for every additional staple. For example, if you use three
Specific things that cause non-lethal damage will say so in their attacks to throw three daggers at a target and Staple her to a
descriptions. wall, the Strength DC is 16. See the feat "Improved Stapling"
When you take non-lethal damage, it does not reduce your for more options with this combat manoeuvre.
Hit Points. Instead, subtract real damage from your total HPs,
and and keep a running total of your non-lethal damage. When Swinging Attacks
your non-lethal damage equals your current HP total, you You can attack as part of a swing action (see below,
become staggered, and when it exceeds your current HPs, you "Swinging"). All the swinging rules apply normally. You cannot
fall unconscious. This can happen either as a result of either make attacks with two-handed weapons because to wield them,
taking so much non-lethal damage that it's more than your you'd need to take your hands off the rope (unless you have
current HP total, or having your HPs reduced to below your more than two hands, of course), but you can make unarmed
current non-lethal damage. strikes with your free hand or your feet/legs. To perform a
Swing Attack, first, you must take a move action and make a
Melee Attacks and Non-Lethal Damage Tumble check to place yourself adjacent to the target.
Second, you must take a standard action to kick the snot out of
You can choose to do non-lethal damage with a mêlée him (i.e., roll to hit, etc.). After your attack, you are still on the
weapon that normally deals lethal damage, including unarmed rope, but you can drop to the ground as a free action. By the
rules as written, this swing, Tumble, and attack are three firearms. In brackets, after the generic name, is an example of
separate, distinct actions, but you're of course free to say that the kind of gun that is included in the general category. For
you swing up to your target, performed a mid-air somersault and example, you can purchase a submachine gun can call it an Uzi,
catch him under the chin with your heel before hitting the an MP5, or whatever you like. You can buy a heavy revolver
ground like a cat. Even the most mundane attack can be and call it a Smith and Wesson .44 or a Colt Python, etc.
enhanced through description. Ultimately, the numbers are there to support your own creativity,
You can also Spring Attack while swinging to strike your not over-ride it with real-world details.
target in mid-swing. However, this incurs a -4 circumstance You are, of course, free to use the makes and models of
penalty to your Tumble check. If you fail the check, you can't firearms in the standard d20 rules, just don't mix and match
get yourself to within mêlée range of your target. generic firearms with brand-name firearms. The two systems are
Finally, you can make a Swinging Charge. You get the not compatible.
standard -2 Defence and +2 to hit for a Charge, but you don't Firearm Types
have to move in a straight line. Instead, your movement is
determined by the arc of your swing. Handguns are firearms that you can fire comfortably with
one hand, although using two hands is traditional. All handguns
Generic Firearms use P-type ammo.
• Derringers are very small pistols with only two bullets
The superhero genre is not overly preoccupied with firearms. loaded internally. They're extremely easy to hide.
They're a little too bland, not colourful or flashy enough in a • Revolvers have a central barrel that rotates each fresh
world of heat vision and web shooters. Therefore, instead of the bullet into place. They either break at the top via a hinge
published material on firearms in d20, which attempts to just in front of the trigger, or the barrel swings out to the
somewhat accurately represent the products created by the side. Revolvers usually have 6 chambers for bullets, but
modern firearms industry, Phoenix uses generic firearms that are you can upgrade them to 9 or 12.
more akin to fantasy games in which you buy a "long sword" or • Autoloaders take box ammo that loads the handle. You
a "great axe," instead of a particular long sword created by a reload them by simply replacing the magazine. Autoloaders
specific manufacturer, or a specific great axe made by a use P-type ammo.
particular designer. Table 7-4, below, lists an array of generic
Longarms
Rifle, Light (e.g., Remington 700) 2d8 90 ft. S 6 int L1 large 8 lb. 14 Lic +1
Rifle, Medium (e.g., HK PSG1) 2d10 90 ft. S 6 box L2 large 16 lb. 22 Lic +1
Rifle, Heavy (e.g., Barrett Light Fifty) 2d12 120 ft. S 12 box L3 huge 35 lb. 24 Lic +1
Shotgun, Bean-Bag 2d8 NL 20 ft. S 4 int B large 10 lb. 16 Lic +1
Shotgun, Sawed-Off 2d8 10 ft. S 2 int Sl med 4 lb. 15 Ill +4
Shotgun, Autoloader 2d8 30 ft. S 6 box Sl large 8 lb. 16 Lic +1
Shotgun, Double-Barrel 2d8 30 ft. S 2 int Sl large 8 lb. 15 Lic +1
Shotgun, Heavy 2d10 30 ft. S 6 int S2 large 11 lb. 17 Lic +1
Submachine Gun (e.g., HK MP5, Uzi) 2d6 50 ft. S, A 30 box P2 large 7 lb. 18 Res +2
Assault Rifle (e.g., AK-47) 2d8 80 ft. S, A 30 box L1 large 9 lb. 18 Res +2
Exotic Firearms
Machine Gun, Light (e.g., FN Minimi) 2d8 80 ft. S, A 30 box L1 large 12 lb. 19 Res +2
Machine Gun, Medium (e.g., M60) 2d10 100 ft. A linked L2 huge 22 lb. 21 Res +2
Machine Gun, Heavy (e.g., M2HB) 2d12 120 ft. A linked L3 huge 75 lb. 22 Mil +3
Rocket Launcher (e.g., M72A3 LAW) 10d6 150 ft. 1 1 int special large 5 lb. 15 Mil +3
Grenade Launcher (e.g., M79) - 70 ft. 1 1 int special large 7 lb. 14 Mil +3
• Machine Pistols are essentially the same as autoloaders, firearm (it auto-loads and fires bursts of bullets). Finally, "S, A"
but they can switch between semi-auto and fully-automatic means that the weapon can switch from semi-automatic to fully-
fire. automatic as a free action.
Ammo Capacity
Longarms are firearms that you can fire comfortably with
both hands. You can fire them with one hand, but you take a -4 Each gun has a maximum number of bullets it can carry, and
penalty. This isn't very realistic, but neither are superheroes. All a mechanical means to carry them. "Internal" firearms keep their
longarms use L-type ammo, except Submachine Guns which use bullets in the body of the weapon. "Cylinder" firearms keep
P-type. their bullets in a rotating barrel. "Box" firearms keep their
• Rifles have long barrels and fire single shots at a time. bullets in a pre-loaded magazine. Finally, "Linked" firearms take
They are either internally loaded or take box ammo. Rifles bullets that are linked to each other by small metal clips of 50 at
use L-type ammo. a time.
• Shot Guns are basically the same a rifles, but they can Reloading a box firearm or a cylinder firearm with a speed
fire rounds of shot (tiny steel balls) instead of bullets. The loader (a device that holds the bullets and slips them all in the
Double-Barrel Shotgun is an old favourite, and is "semi- barrel at once) takes a move action. Reloading the individual
automatic" because you can fire each barrel in rapid bullets into a cylinder or into an Internal firearm takes a full-
succession. The Sawed-Off Shotgun is usually illegal, but round action. You can link two belts of linked ammunition to
makes for a weapon that is easier to conceal, although it each other as a move action, and thus maintain uninterrupted
also drastically reduces the gun's range. Shotguns use S- fire.
type ammo. Ammo Type
• Submachine Guns are mid-way between machine Ammunition breaks down into three types. The types are "P"
pistols and machine guns. They have fully-auto fire, and for "pistol," "L" for "longarm," and "Sh" for "shot." Each of
they require two hands to fire, but they use pistol rounds (P- those types has three weights (1, 2, and 3) which correspond to
type ammo). the three levels of damage that that weapon does. Therefore, all
• Assault Rifles are fully-automatic, require two-hands to pistols and submachine guns that do 2d6 damage take P2
fire properly, but are light enough that one person can ammunition. All longarms that do 2d8 damage take L1
operate them. Assault rifles use L-type ammo. ammunition.
Shot are small containers of pellets, so when they fire, the
Exotic firearms are weapons that require special training or pellets spread out in a wider area, but do less damage
finicky operation. Machine guns fall into this category because individually. As a result, it does -1 HPs for every range
they are belt-fed and generally only used in military situations. increment between the firer and the target.
Rocket and grenade launchers are exotic because they simply do There are also two kinds of non-lethal rounds, Rubber
not operate or fire like other firearms. bullets and Bean-Bag rounds. Rubber bullets (and variations
• Machine Guns are fully-automatic rifles that are so thereon) have also been made of wood, wax, and most recently
heavy that they must be mounted to fire properly. If you are plastic. We use "rubber" as a generic term for any handgun
strong enough to lift one, you can attempt to fire a machine round that's designed to be, as it were, less-than-lethal. You can
gun two-handed, but you take a -4 penalty to hit. If you are purchase rubber bullets for any firearm that takes P-type ammo,
strong enough to life a machine gun with one hand, you can and they do 2d6 non-lethal damage, except on a critical hit, in
attempt to fire it one-handed, but you take a -8 penalty to which case they do 2d6 lethal damage.
hit. Machine guns use L-type Ammo. Bean-Bag rounds are small pouches filled with lead balls.
• Rocket Launchers literally launch self-propelled You must buy a special kind of Shotgun to fire Bean-Bag
rockets. They're basically light plastic or fibre-glass tubes rounds, however, and they follow the same rules about lethality
you can aim with. They are single-use items. The rocket
destroys them after if fires. Rocket launchers use
specialised, self-propelled rocket ammo. Table 7-5 Generic Ammunition
• Grenade Launchers shoot special grenades that are
Type/Weight Amount Damage PDC
shaped like large bullets (see d20 rules for the kinds of
grenades you can load into a Grenade Launcher). These Pistol 1 50 2d4 4
simple weapons simply help you to get the grenade to a Pistol 2 50 2d6 5
target. All other rules regarding attacking with grenades Pistol 3 50 2d8 6
apply.
Rates of Fire Rubber 50 2d6 NL 5
Longarm 1 20 2d8 4
"1" means you must reload the weapon every time you fire Longarm 2 20 2d10 5
it. It takes one round of ammunition at a time. "Single" means it
Longarm 3 20 2d12 6
requires manual action (i.e., cock the hammer, pull the bolt,
etc.). "S" designates a semi-automatic weapon (it automatically Shot 1 10 2d8 4
loads the next bullet, usually through a slide, a spring-loaded Shot 2 10 2d10 5
magazine, or what have you). "A" indicates a fully-automatic Bean-Bag 10 2d8 NL 4
as plastic rounds: 2d8 non-lethal, except on a critical hit, in number of bullets by 50% (which also increases weight by
which case they inflict 2d8 lethal. 25%), and pay +2 PDC for ammo to increase capacity by 100%
Size (and weight by 50%).
Body Armour
The size of firearms dictates how you grip them and who can
comfortably do so. If you are the same size as your weapon, you In addition to the protective gear listed in the SRDs, you can
can use that weapon in one hand. If the weapon is one size also purchase inserts (which slip under or into your clothing),
larger than you, then you need two hands. If the weapon is two helmets (which protect your head and face), and plates (which
sizes larger than you, then you need to either set the weapon on fit over your clothing), and thus offer you additional protection
the ground to fire it, or use a mount (like a bipod). from physical injury. Some Body Armour is just re-purposed
You can try to use a weapon that's a size too large for you in sporting goods (usually the plastic kind), but the rest is either
one hand (i.e., a medium-sized person with a large-sized military- or law-enforcement-grade gear that you purchase
firearm), but you take a -4 penalty to attack. You can also try to through surplus stores, mail-order, or have custom-made. In any
use a weapon that's two sizes too large in two hands (i.e., a event, the PDCs are as listed, and although it's a little weird for
medium-sized person holding a huge-sized weapon), but again, someone in the modern world to buy what amounts to armour,
you take a -4 to attack. Finally, you can try to use a weapon two it's by no means illegal, thus there is no restriction modifier to
sizes too large for you in one hand (i.e., a medium-sized person your purchase DC.
with a huge weapon), but you take a -8 penalty to attack.
With weapons that require a mount, you must take a full- Inserts
round action to set the weapon in place, either flipping up a Inserts are small disks of plastic, ceramics, or metal that you
mount and positing the barrel, or lying down and firing the gun affix to your clothing. The individual disks be very small and
from a prone position. affixed to a mesh that is then sewn into clothing, or they can be
Restriction larger and fit, individually, into special pockets. Meshes are
flexible but more delicate, large disks are less flexible but more
The restriction of a firearm refers to just how easy/legal it is
robust. For game purposes, there's no difference between the
to get your hands on. The modifiers in Table 7-4adjust the PDC
two.
of a weapon when you attempt to purchase it off of the Black
Market. Bare in mind, however, that these restrictions refer to Helmets
the United States, which has relatively lax gun laws compared to Helmets fit over the head and protect the skull and wrap
other Western nations. If your game is set in a nation with more around the face, thus protecting some of the most vital areas of
strict gun laws, add +1 to all of the Restrictions. the body. They are most typically designed for riding
motorcycles or other open-air vehicles, but are also designed for
Modifying Generic Firearms some sporting events, like fencing. They always have some way
You can also modify your guns, having them customised or of seeing out the front, either a hardened but clear polymer, a
doing it yourself, or just buying superior quality. fine mesh, or even a traditional slatted "beaver," as found in
medieval armour. Light Helmets impose a -2 penalty to Observe
Mastercraft checks, and Heavy Helmets impose a -4.
These weapons gain a +1 Mastercraft bonus to attack and
damage. Mastercraft weapons increase the PDC by +3. Plates
Plates are form-fitting pieces of hardened material (metal,
Range ceramic, polymers, etc.) that affix to the outside of your body,
You can increase the range of your firearms by having the on top of your clothes, usually by straps, buckles, velcro, or
barrel elongated, for example. Pay +1 PDC to increase the range some combination therefore. They most resemble "armour" in
increments by +10 ft.. The maximum range increment for a the traditional sense. Lower-Body plates cover the thighs, shins,
handgun is 60 ft.. The maximum range increment for a longarm and groin, and Upper-Body plates cover the chest, stomach,
is 150 ft.. back and shoulders. Full-Plate covers all of the above, as well as
the arms, and usually includes gloves and boots made of heavy-
Damage duty materials.
You can increase the damage of your firearms by purchasing Modifying Body Armour
special bullets that either explode on impact (concussive), or
flatten (slashing/piercing), or burn (heat/fire). Extra-damage You can buy slightly different kinds of body armour, which
ammo costs +1 PDC and increase the damage by +2 HPs. When adjusts the PDC, as listed in the table. Almost all of the options
you purchase the ammo, you must specify if the extra damage is translate to using better/poorer materials to make the armour
concussive, heat-based, or slashing/piercing. (e.g., titanium instead of steel, household plastic instead of
sophisticated polymers). In real terms, these kinds of armour are
Ammo Capacity either custom made or home made, or of higher or lower quality.
You can purchase custom-made magazines or larger-than- You cannot apply these modifications to protective gear found
normal revolvers that can carry more bullets than the off-the- in the SRDs without your GM's explicit permission because
shelf version listed on Table 7-4. Pay +1 PDC to increase the those items have specific physical qualities already (such as
being made of metal). You can combine any and all
modifications to body armour, except for Light and Ultra-Light, body armour loses 1 point of protection. If this reduces the body
because the latter is just an improved version of the former. armour to +0, then the damage effectively destroys it. It falls off
your body in shards and chunks.
Lighter/Heavier
This kind of body armour is made of materials of different Low Melting Point
weights but similar hardness. Adjust its Maximum Dexterity, This kind of body armour is usually made of plastic, but it
Armour Penalty, and Speed Modifier accordingly. can also be certain kinds of metal. The most common low-
melting-point body armour is athletic padding (e.g., hockey,
Flexible American football, etc.). Whenever it takes fire/heat damage of
This kind of body armour is made of materials that can bend 30 HPs or more, it loses 1 point of protection. Whenever it takes
and flex but retain their protective qualities, such as meshes, electrical/ lightning damage of 50HPs or more, it loses 1 point
textiles that become rigid on impact, or space-age variations on of protection. This reduction is cumulative. If it reduces the
good old chain mail. Adjust the Maximum Dexterity of the body armour to +0 protection, then the armour has effectively
armour as indicated. melted right off of your body. It'll be a pain in the ass to clean
up, I'll tell ya that.
Hardened/Softened Super Attacks
This kind of body armour is made of materials of different
hardness/softness, but about the same weight. Reduce or "Super" is the Phoenix equivalent of "magic." It's the catch-
increase its Equipment bonus to Defence as indicated. all term for anything outside of the normal range of human
ability. Any in-game effect that has an Origin is automatically
Conductive Super. Any attack or effect that comes from an item—mystical,
This kind of body armour conducts electricity. It is usually
psionic, or supertech—is Super. Enhancements granted by
made of metal, but other materials are theoretically possible.
Mastercraft tools or weapons are not Super, but those granted by
Supercraft weapons are Super.
Ferrous
This kind of body armour is made of a metal that can be Ability scores of 25 or more are Super. Therefore an attack
affected by magnetic fields. aided by one of those scores, usually Strength or Dexterity, is
Super as well. A rock (or a car) thrown by someone with a
Fragile Dexterity of 27 is Super. A punch from someone with a Strength
This kind of body armour is made of a material, like of 32 is Super.
ceramics or certain plastics, that does not bend or dent but Like magic in standard d20 games, Super attacks in Phoenix
instead shatters when it takes a blow at the wrong angle and/or automatically bypass DR. Similarly, anything or anyone
of sufficient strength. Every time you either (a) take a critical hit normally only hit by magic weapons or attacks can be hit by
or (b) take 30 or more HPs of damage in a single blow, Fragile Super attacks.
Super Strength
Super Strength mostly speaks for itself. You have a higher
Table 7-1 Super Strength Stats Strength score and your bonuses go up accordingly. Strength
Strength scores of 25 or above are Super, and 24 and below are not.
Bonus Light Medium Heavy
Score Super Strength also automatically does lethal damage,
10 - 33 lb. 66 lb. 100 lb. whereas scores of 24 and below do not. Published sources tend
11 - 38 lb. 76 lb. 115 lb. not to list the encumbrance and loads for scores above 30, and
12 +1 43 lb. 86 lb. 130 lb. because those are important for super fights, we calculated them
13 +1 50 lb. 100 lb. 150 lb. for you (see Table 7-1).
14 +2 58 lb. 116 lb. 175 lb.
15 +2 66 lb. 133 lb. 200 lb. Improvised Weapons
16 +3 76 lb. 153 lb. 230 lb.
17 +3 86 lb. 173 lb. 260 lb. Super fights get a little nuts in comics, and so they should in
18 +4 100 lb. 200 lb. 300 lb. Phoenix. Streets are ripped up. Cars a thrown. Buildings topple.
19 +4 116 lb. 233 lb. 350 lb. Because Strengths scores can be well above the human range,
20 +5 133 lb. 266 lb. 400 lb. the normal Improvised Weapons rules aren't always applicable.
21 +5 153 lb. 306 lb. 460 lb. In Phoenix, you can use an improvised weapon, in mêlée or
22 +6 173 lb. 346 lb. 520 lb. as a projectile, if it is less than your Light load. If it is less
23 +6 200 lb. 400 lb. 600 lb. than half your light load, then you can wield it/throw it with
24 +7 233 lb. 466 lb. 700 lb. hand. If you increase your loads through the power Mighty
25 +7 266 lb. 533 lb. 800 lb. Lifting, then you do indeed increase the maximum weight of
26 +8 306 lb. 613 lb. 920 lb. objects you can use as improvised weapons.
27 +8 346 lb. 693 lb. 1,040 lb. If your improvised weapon is four or more size categories
28 +9 400 lb. 800 lb. 1,200 lb. different than your own, in either direction, then you simply
29 +9 466 lb. 933 lb. 1,400 lb. don't have the leverage or fine control to wield it like a weapon.
30 +10 532 lb. 1,064 lb. 1,600 lb. A fine-sized hero trying to lift a car is going to have a hard time
31 +10 612 lb. 1,224 lb. 1,840 lb. finding something to grab, even if she has the Strength to do it.
32 +11 692 lb. 1,384 lb. 2,080 lb. A colossal-sized hero trying to throw a baseball will probably
33 +11 800 lb. 1,600 lb. 2,400 lb. just crush it between thumb and forefinger.
34 +12 932 lb. 1,864 lb. 2,800 lb. Over-sized weapons do damage according to Table 7-7
35 +12 1,064 lb. 2,132 lb. 3,200 lb. (previous page). The damage on this table has been adjusted
36 +13 1,224 lb. 2,452 lb. 3,680 lb. upwards because superheroes are generically prone to hitting
37 +13 1,384 lb. 2,772 lb. 4,160 lb. people with things that are lying around , so the damage
38 +14 1,600 lb. 3,200 lb. 4,800 lb. potential should match that tendency. We've also added the size
39 +14 1,864 lb. 3,732 lb. 5,600 lb. category "Ginormous" because Colossal just wasn't big enough.
40 +15 2,128 lb. 4,256 lb. 6,400 lb. GMs can, of course, adjust the damage up or down depending
41 +15 2,448 lb. 4,896 lb. 7,360 lb. on the circumstances. Objects that weigh significantly more than
42 +16 2,768 lb. 5,536 lb. 8,320 lb. the average for their size, for example, might do more damage,
43 +16 3,200 lb. 6,400 lb. 9,600 lb. and objects that are less heavy than the average for their size
44 +17 3,728 lb. 7,456 lb. 11,200 lb. might do less. Also, objects that are more aerodynamic or easier
45 +17 4,256 lb. 8,528 lb. 12,800 lb. to wield might do more damage, or vice-versa. As a rule of
46 +18 4,896 lb. 9,808 lb. 14,720 lb. thumb, every 100 pounds of weight adds 1d6 damage.
47 +18 5,536 lb. 11,088 lb. 16,640 lb. However, any players who whine, carry on, and generally makes
48 +19 6,400 lb. 12,800 lb. 19,200 lb. asses of themselves about the weight of a thrown object in order
49 +19 7,456 lb. 14,928 lb. 22,400 lb. to weasel their way into more damage should know that such
50 +20 8,512 lb. 17,024 lb. 25,600 lb. behaviour is not appreciated by the GM.
51 +20 9,792 lb. 19,584 lb. 29,440 lb. Thrown objects generally lose their kinetic energy when they
52 +21 11,072 lb. 22,144 lb. 33,280 lb. hit their targets and fall to the ground, but if the object in
53 +21 12,800 lb. 25,600 lb. 38,400 lb. question is more than twice the weight of the target, it will
54 +22 14,912 lb. 29,824 lb. 44,800 lb. continue to fly along its vector for two range increments before
55 +22 17,024 lb. 34,112 lb. 51,200 lb. it starts to plummet. An object that can roll, due to a round shape
56 +23 19,584 lb. 39,232 lb. 58,880 lb. or sufficiently robust wheels, might continue for another range
57 +23 22,144 lb. 44,352 lb. 66,560 lb. increment, but unless it lands on a slope or gets some other help,
58 +24 25,600 lb. 51,200 lb. 76,800 lb. it will stop at that point. GMs are encouraged to eye-ball where
59 +24 29,824 lb. 59,712 lb. 89,600 lb. such objects land and PCs are encouraged not to get too
60 +25 34,048 lb. 68,096 lb. 102,400 lb. wrapped up in real-world physics.
You can also throw objects in such a way that they spend
most of their movement scraping along the ground. After one
Table 7-7 Improvised Weapon Damage roll a Fortitude save against DC 15. If you failed that save, you
Object Weapon would drop to -1HPs, stabilized.
Examples We've altered massive damage in Phoenix so that normal
Size Damage
people drop pretty quickly (i.e., they're at -1HPs and stable), and
coin, ball-point pen, heroes can avoid accidentally killing people because they're
Fine -
computer mouse standard attacks do well in excess of how much the average
ashtray, CD case, person can take without dying.
Diminutive 1
paperweight Movement
small rock, mug,
Tiny 1d3
screwdriver, wrench Superheroes tend to travel by unusual means, mostly
big rock, drill, helmet, because they're cool, not always because they make sense. This
Small 1d6 section details three modes of movement: super speed,
fire extinguisher, flower pot
swinging, and Zero-Gravity.
brick, briefcase, bowling
Medium
ball, hockey stick, guitar
1d8 Super Speed
garbage can, TV set, Table 7-7 (next page) lists all the possible speeds at which
Large 2d6
office chair, tire iron you could move using Super Speed, if you start with a base
10-foot ladder, mailbox, speed of 30. This covers the majority of characters. Before you
Huge 4d6
oil barrel, park bench even look at this table, ask yourself if it's information you
dumpster, pop machine, actually need to know, because if it's not, then don't bother. If
Gargantuan 8d6 you intend to use your flight or running speed to actually travel
very small car
pick-up truck, shed, from place to place, especially during a game, then you'll want
Colossal 12d6 to know how fast you can move, but if you're concerned only
telephone pole,
with movement during combat, then just use your speed in feet
18-wheeler, private jet, per round.
Ginormous 16d6
small building, hummer If you do consult the table, you'll want to make sure you
know what you're looking for before you start because there are
full range increment in the air, the object hits the ground and
a lot of boxes with very small numbers.
begins sliding, exactly as if it were affected by a knockback (see
First, all speeds are listed in both miles per hour (mph) for
below). The thrower makes a damage roll for the object, and it
our American friends and then in kilometres per hour (kph) for
travels half that distance in feet. If the object rolls or has wheels,
the rest of us.
it travels the full distance.
Slowing a Rolling Object Second, the left-most column is the speed multiplier for
when you are Running as a full-round action. This corresponds
If you are in the path of a rolling object and you have Super to the basic Super Speed power which increases only your
Strength then you can try to hasten its deceleration. As a full- Running multiplier. If you don't take any levels of Fast Move,
round action, you can plant your feet on the ground and grit then the first two columns are all you ever need to worry about.
your teeth. Every round, you roll a Strength check and reduce Just look up your "Running Multiplier" and then check the
the object's remaining HPs/feet by that number. If you you "Base Speed 30 ft" column. Now you know how fast you can
are flying, you can use a full-round action to reduce the object's Run. Record that number on your character sheet and you never
remaining HPs/feat by 1d6 per 100 pounds of you can lift. In need to look at this gawd-awful table again.
either case, if you have the power Mighty Lifting, apply its If you took levels of Fast Move, however, you need to find
modifier before you make your Strength check. your new base speed and cross-reference it to your Running
Multiplier, if any. If you start with a Base Speed of 30 feet, for
Massive Damage example, and then purchase 3 levels of Fast Move (x4), then
your Base Speed would be 120 feet (30 ft. x4). If you also
purchased a Running Multiplier of x12, then your full Running
Sometimes, an attack is so powerful that even if it doesn't
speed would be 1,440 feet per round, which works out to
reduce your HPs to zero, it's still so traumatic that your body
175kph (109mph). You'd zoom past highway traffic.
just can't take it. This is massive damage. Phoenix uses a
All of these calculations apply regardless of whether you're
combination of the two published massive damage systems.
running, flying, driving, or swinging on a web-line. If you can
Your massive damage threshold is either 50HPs, or it equals
go 120 feet as a move action while riding your bicycle, then you
your Constitution score (not your modifier) multiplied by
can travel at 22kph (16mph), for example.
your total character levels, whichever is lower. If you take
To get some real-world perspective, a Speed of 2880 ft. (90
damage from a single attack that equals or exceeds your massive
ft. Hustle, x32 Run) is 327 mph/524 kph, which is just shy of
damage threshold, then you must make a Fortitude save against
the speed of sound,1 or Mach 1. So Mach 2, twice the speed of
DC 15 or immediately drop to -1HPs, but stabilized.
sound, is about 655mph/1047kph (90 ft. Hustle, x64). A Speed
For example, if you were 3rd level and had a Constitution of
of 4,904,400 (300 ft. Hustle, x16348 Run) is 557,318 mph/
14, then your massive damage threshold would be 42. If a single
attack were to do 42HPs or more, you would then be forced to 1 The speed of sound changes depending on air pressure and temperature, but
this rule of thumb is good enough.
To determine success or failure for the swing, make a of the rope's length. Swinging directly into a wall, however,
Tumble check DC 14.2 The DC rises by +2 for every 5 feet causes the same amount of damage as falling, but you can
out of true the swing is. "Out of true" means one of three reduce that damage just as you would a normal fall (i.e., through
things: (1) the start point and end point are at different heights, a Tumble check, or Catfalling).
(2) you have to swing in a lateral arc (i.e., around instead of Continuous Swinging
straight), or (3) the fixed point of the tether isn't equidistant
between your start and end points. You also add +2 for every 50 If you have Webbing, you can fire a fresh strand as a
pounds over a light load. standard action each round. Thus, you can change direction by
Example: If the rope's fixed point were 5 feet closer to you affixing a fresh strand to a new anchor point and letting go of
than your target point or 5 feet to the left (so that you have to the old strand. This whole chain requires a move action (swing)
swing in an arc), the DC would be 12. If the end point of the and a standard action (fire strand). If you're doing it as a form of
swing were 10 feet higher than your starting point, the DC movement, out of combat, you just need to make a single
would be 14. If all three factors were out by 5 feet, then the DC Tumble check, as part of your move action, with a base DC
would be 16. If all three were out by 10 feet, the DC would be of 20. Failing means that you simply didn't manage to affix a
22. And so on. second strand and you're still on your original strand. Failing by
This can get to be a complicated set of calculations, so GMs 10 or more means that you fall (see below, Falling While
are encouraged to eye-ball the DC. GMs are also encouraged Swinging). At the end of this full-round action, you're again in
to let 'flavour' swinging go without tedious checks. If it's just for mid-swing and ready to start the whole thing over again the next
show, to make the character look cool, then don't sweat it. If it's round. You pick a new direction in which to swing at the
actually a risky manoeuvre, then enforce the rolls. beginning of this full-round action.
If you succeed, you land on your target square, on your GMs are, of course, free to increase the DC for performing
feet. If you fail the check, you land prone and take 1d6 non- swings in difficult environments, like through a very skinny
lethal damage. This does not provoke an attack of opportunity, alley, between moving vehicles, or the like. In fact, it's worth
but standing up does. If you fail the check by more than 10, then noting that the GM always retains the right to increase DC's as
you fall in mid-swing at a point to be determined randomly. she sees fit.
Example: You're attempting to make a 50-foot swing with a If you're out of combat and swinging as a form of
fixed point 15 feet off of a straight line, 5 feet too close to you, transportation, then you can make these Swinging checks once
and landing on a rooftop that is 10 higher than where you're per minute instead of once per round. If your Tumble bonus is
standing. At +2 to the DC for every 5 feet out, that's a DC 24. high enough that you're guaranteed success, then rolling isn't
Difficult, but not impossible. If you were to roll a 25, you would necessary because natural 1's are not automatic failures on skill
land clean. If you were to roll a 20, you would hit the ground checks. Lucky you!
like a sack of wheat, but you would just get the wind knocked You can, in theory, keep swinging and switching ropes
out of you. If you were to roll a 10, you would fall right off the indefinitely. However, it is extremely tiring. Moving in this way
rope, into the traffic and soon-to-be traumatised bystanders, is like running. Thus, you can keep swinging for a number of
below. We hope you have clean underwear on (see Falling rounds equal to your Constitution score, but once those
While Swinging, below). rounds are expended you must make a DC 10 Constitution
check. The DC of this check increases by 1 every round until
Jumping at the End of a Swing you fail or finally arrive wherever it is you're going in such a
damn hurry.
If you let go of the rope when it's more or less horizontal (at If you fail this check, you just don't have the energy for
the end of your swing), you can make a Jump check as if you another swing and you must rest for 1 minute (10 rounds) to get
had a running start. You swing your body upward to achieve your breath back. You can rest while hanging off of your rope,
height, or throw it forward to achieve distance. Thus, you can but every time the strand swings with you on it as dead weight,
swing across a chasm, let go of the rope at the other end, and it looses 1 foot of distance and height at both ends, so after 10
make a fresh Jump check, all as part of the same move action. rounds, you've lost a total of 20 feet (10 feet at each end). You
can also climb down off of your rope, if that's an option, and rest
Kicking Off in Mid-Swing on the ground for a mere 60 seconds. While resting, you are not
at any penalties. You just don't have the energy to do any more
Although you cannot change your swinging trajectory in swinging manoeuvres or to employ the Run action.
mid-swing, you can push off of a solid, anchored point, like
swinging against the side of a building and kicking off of it. If Falling While Swinging
you swing at an angle to the wall, you can make a Jump check
as if you had a running start. The result of the check indicates If and when you fall off a rope, you fall at a slight angle in
how far along the arc of the swing you manage to get (i.e., how the direction in which you were swinging. For every 20 feet
far you launch yourself away from the wall). If you swing you fall downwards, you also drift 5 feet in the direction of
straight into a wall, you can repel off of it as if you were making your swing. If this causes you to impact a solid surface, like a
a Jump check without a running start. The distance, again, building, then you take damage as if you'd fallen to that height,
indicates how far you manage to get from the wall, along the arc and then you start to fall straight down (i.e., you land in that
same square). For example, you fall at 120 feet in the air and
2 It's actually DC 10, but the rope always grants a +4 equipment bonus. drift into a building after 40 feet, so you'd take damage as if
you'd fallen 40 feet. If and when you hit the ground at the end of example, there's no need to make any rolls. In combat or other
that fall, you take damage from the whole fall: 120 feet. dangerous situations in which timing is important, however, you
However, there is no need to calculate the exact number must essentially throw yourself from one place to another,
of feet you travel laterally unless the game calls for it. If, for which requires either a ranged touch attack or a Tumble
example, you might drift next to a building that you could grab check (player's choice). You have a range increment of 30 feet
on to to keep from falling, then calculate your lateral movement, and the DC for the attack/Tumble check equals the Defence
but if you're just spiralling through empty air, there's no need to score of the square you want to arrive on. An object or
burn the brain-cells doing the math. surface that takes up a five-foot square area has a Defence of 10,
but a medium-sized object is Defence 14, a small object is
Swinging in Combat Defence 18, and so on. You cannot Run in zero-G while
throwing yourself around, unless you can Run as part of a flying
While you are swinging, you lose your Dexterity and move action.
dodge bonuses to Defence, but you are a rapidly-moving target, However, you do not automatically stop on a square. Instead,
the same as if you were running, and therefore also get a +2 to you have to land on a large surface or grab a fixed object to
your Defence. If you are hit for damage while in mid-swing arrest your movement, which you can automatically do at the
(between rounds or by a Readied action), you must make a end of a single move action. If you take a double-move,
Fortitude save with a DC equal to the damage you took. If you however, you must make a Reflex save (DC equals 10 +2 per
fail, the pain and stress of the taking damage causes you to 10 feet of Tumble distance) to arrest your movement.
involuntarily let go of the rope. For Swinging attacks, see "New If there is nothing to grab on to in that square, then you
Combat Manoeuvres" (above) keep moving, involuntarily, at your movement rate. You can
Zero-Gravity perform actions while you move, but you cannot perform move
actions unless you can stop moving and make another Tumble
In Zero-G, all your attacks, Jump, and Tumble checks are at check. Involuntary movement occurs at 30 feet per round and
-4, unless you have the Astrobatics feat (see Chapter 4). You does not count against your movement.
cannot perform a Run action in space, but if you can fly, then
you can move freely as if every direction were "lateral" Zero-G Combat
movement (i.e., there is no up or down). However, if your In space, everyone has a Knockback Threshold of 10, you do
ability to fly relies on being in an atmosphere (i.e., Wings) and not need Super Strength to provoke Knockback, and Knockback
you're in the vacuum of space, then you're out of luck. distance applies to both your target and yourself (because of
If you can't fly, you move in zero-G environments by Newton's Second Law... look it up). If you can fly, your
pushing off of one fixed point and "landing" on another. For Knockback Threshold is unaffected, and you do not incur
mundane movement, just floating around inside a ship for Knockback on yourself.
CHAPTER 8: GMING
Chapter Contents
Chapter 8: GMing............................... 181 Villains Cheat.................................................. 183 Pulp..............................................................184
Challenge Level.................................................. 181 Power Levels...................................................... 183 Space Opera.................................................184
Effective Character Level................................... 181 Street Level..................................................183 Wuxia...........................................................184
Superheroes and RPGs.......................................181 City Wide.....................................................183 Putting It All Together.....................................184
Trashing the Scenery.......................................181 National....................................................... 183 Optional Rules.................................................... 184
Handling Powerful PCs...................................... 182 Global.......................................................... 183 The Awesome Bonus....................................... 185
The Blaster/Sniper....................................... 182 Legendary.................................................... 183 CP Distribution Methods.................................185
The Tanks.................................................... 182 Galactic........................................................183 Lump Sum................................................... 185
The Flyer..................................................... 182 Styles of Play...................................................... 183 Front-Loaded............................................... 185
The Hidden Mystic/Psion............................ 182 Fun............................................................... 183 XP Debt....................................................... 185
The Speedster.............................................. 182 Galactic........................................................183 The One-Shot...............................................185
Gritty............................................................184
Most of the rules for running a game are in the SRDs, so this by exceedingly poetic means. They might kills themselves using
chapter details GMing rules specifically for the Phoenix system the tools of their own villainy, like falling into vat of noxious
and/or specific to the superhero genre. poisons they're about to dump into the city reservoir, or being
chewed up in their own bizarre death machines. That's how
Challenge Level fictional and cinematic heroes tend to prevail.
RPG heroes, however, really like to win through the
Challenge Level is very easy to calculate with Phoenix application of their own abilities, as opposed to dumb luck.
characters. Simply divide their total CPs by 10 and then add They want all the work they put into making their characters to
that number to their level/HD (and potentially factor in their translate into clever, strategic, and heroic victories. The key,
species/template Level Adjustment). That's all. Since Challenge then, is to let them do so. Design your game around the PCs.
Levels have no upper limit, you don't have to alter these Play to their strengths. Reward their cleverness and ingenuity.
numbers at all. You can even pit Phoenix characters against There's a certain resistance to doing this among a lot of GMs
characters and monsters from other d20 games and the because it feels like you're holding yourself back or even
Challenge Levels should match up (although GMs should coddling the players. There is certainly a time and a place for
always keep an eye on those just to make sure). playing on the characters' weaknesses, but the point of the game
is fun (not "winning"), and as a GM, a lot of the responsibility
Effective Character Level for that fun rests with you.
When you design your big fights, don't leave only a single
When you calculate experience for a game, you need to use way to win. Don't force your players into a particular narrative
the PCs' Effective Character Levels (ECL), not their actual path that you like. For every challenge in the game, an NPC or
Character Levels (CL). Because the XP tables go only to 20, just an obstacle, make sure you can think of two or three ways
you can't just use the Challenge Level of the PCs. You have to that the players could get around it with the skills and powers
calculate the Challenge Level and then halve it. Doing this that they already have. That way, you know that they're bound to
keeps you from falling off the XP table and it normalises the think of their own way to do it (and the best moments for a GM
players' earned XP to their level, but takes into account their are when the players think of things that are a complete
powers. In most cases, PCs have 10CP per level, so you can just surprise). But if there's only one way to win, then they're just
use their Character Levels, but if they end up uneven or you use playing a guessing-game with you, and that's not very much fun,
a different CP distribution method (see below), then you can still is it?
calculate their ECL for the purposes of awarding XP. Trashing the Scenery
For example, a 5th-level character with 70CPs is effectively
One of the most identifiable aspects of combat in
6th level because: 5 + 7 = 12, and 12 / 2 = 6. That 5th-level
superhero comics is that stuff gets trashed. Cars are thrown
character is effectively one level higher because she has more
back and forth. Streets are ripped to pieces. Buildings topple.
CPs than average.
That is exactly how a super fight should go. Just like a normal
Superheroes and RPGs fight should destroy the room, a super fight should take down
the neighbourhood. Wanton destruction is pretty much what
The biggest difference between the stories you've seen and we're going for, here. Don't underestimate just how much more
read and the kinds of games players generally like, is in how the exciting a fight is if you make sure to point out that you took out
heroes win. In fiction, they often win by sheer luck, a hold- a phone booth with a missed kick, or that when you knocked
over from deus ex machina stories in which the heroes prevail back a villain, he went straight through a brick wall. Don't
because they are favoured by the gods. This can happen by worry too much about the exact number of HPs it might take to
luckily finding exactly the right kind of weapon to defeat a do these things. The sets are expendable. They exist to make
particular monster, right there in the alley where the fight takes the fights more fun. Even a missed attack can be exciting if it's
place. It can be a straight-forward "magic sword" story, in which accompanied by a car blowing up, and missing is a lot less of a
the protagonist needs a particular item to defeat the villain, bummer if something cool happens.
because no other attack affects it. Also, villains often go down
This is also a great way to make your villains more point where they can't move. Toss one or two powerful attacks
threatening. Instead of "He tries to hit you with his eye-beams. on there, and they can just wade into fights and nickel down the
He misses," say "He tries to hit you with his eye-beams, but you enemies at their leisure.
manage to dodge out of the way and he puts a hole in the wall Tanks are built to withstand all kinds of physical attack, so
behind you big enough to see the hair salon inside." More fun. don't attack them physically. Hit them with chemical attacks,
More threatening. More rewarding when the PCs finally kick like sleeping gas or even good old tear gas. They're almost
that villain's ass. always fighter classes, though, so they'll have high Fortitude
You can also use destruction to your advantage by having saves. If your gas attacks aren't working, hit them with mental
villains threaten to destroy the homes and property of innocent attacks. A well-placed spell or psi-power can turn a team's
people, and possibly put your heroes on the defensive. You'll biggest threat into it's biggest liability. Don't be afraid to take
want to decide on the violence level of your game to determine, over people's minds and make them fight their team mates. It's a
for example, whether there are people on the bus that your staple of comics. Use it.
villains use to pound the crap out of your heroes. It's also a
common gag in superhero comics, for example, that buildings The Flyer
and cars that are destroyed in super fights are conveniently Flyers aren't as much of a problem as they might seem like,
empty or abandoned. but they can be annoying. A flying hero can ignore obstacles
Handling Powerful PCs like buildings and walls. They just go over them. That's what
makes Flight so useful. They can also stay totally out of range in
There are times when a particular player has struck on a a fight. Flying Blasters are particularly challenging. Much like
character design that seems to be unstoppable, and despite what you fight Blasters with Blasters, fight Flyers with Flyers. Just
we just said about playing to your players' strengths, having no send a flying villain against the flying hero, and you can
fear of defeat isn't nearly as much fun as facing a genuine threat properly occupy it and thus even the odds. As for limiting their
and then defeating it. The key is the sense of accomplishment. range of movement, flying is kinda useless in close quarters, so
Players don't get that from merely wandering through a story set a few fights in the sewers and see how much value they get
you've already determined the outcome of, and they also don't out of that Flight power. The goal is not to kill them but to keep
get it when they can tear through the story like wet cardboard. them guessing, keep them on their toes, keep them working to
So here are a few standard "unbeatable" superhero archetypes stay one step ahead so that their victories are always
and how to beat the snot out of them. meaningful.
The basic strategy is, instead of trying to attack the most
powerful aspect of a character, you simply avoid it. This is a The Hidden Mystic/Psion
matter of lateral thinking. If they have a high DR score, find a A smart spellcaster or psionicist stays well away from the
kind of attack that doesn't rely on damage to defeat the fight, and emulates the Blaster in many ways. A really smart one
character. DR, for example, is useless against grappling, and a doesn't even let others realized they're in the fight at all. If she
grappled character can't do much of anything. A character with a sits in a parked car a block away from a fight or in a café on a
hideously high Strength score might do disgusting amounts of second floor, over-looking the fight, she can wreak a lot of
damage per round, but only against things he can hit. Send an havoc and you'll never even know she's there. The solution here
incorporeal villain against him, one who has some attacks she is to remember that anyone using powers is detectable. Power
can use while incorporeal, and he's out of luck. Whatever they're Detection is your friend. Surely, someone has realized that this
strongest attack is, make a character who can barely be affected team has a "silent member," so the next time they go up against
by it. Whatever their strongest defence strategy is, simply avoid that team, they'll be prepared. They'll sneak up on the little
it and use a different kind of attack. It's pretty simple once you bastard, sitting in their comfy little café, and bonk them on the
get the knack of it. head. Judicious use of Metapowers can be a real help here, too.
Suppressing or even stealing their powers really puts the shoe
The Blaster/Sniper on the other foot.
Blasters put all of their energy into striking from a distance,
which usually means Energy Attacks, but they can also be The Speedster
fantastically skilled snipers. Blasters usually stay out of the fight Characters who are built for speed usually employ a
and fire into it. They'll take secondary abilities like Hide skills, particular strategy: run into combat, deliver a series of attacks in
Flight, or Invisibility. Anything that keeps them from getting hit. a single round (using Bonus Actions), and then run out of the
Blasters are best taken out by other Blasters, NPCs who are combat entirely (using Spring Attack). Doing this almost
better hidden and/or just out of firing range. Extending your guarantees that the speedster can never even be targeted, let
NPC's range to the maximum can be just as helpful with alone hit. Simply running around a corner can keep them from
Blasters as extending a mêlée fighter's reach. Also, a Blaster taking damage at all. The solution to this is extremely simple.
who can't see is useless. Blind him and he's just a target. Sacrifice an action and Ready an attack against the speedster.
No matter how fast a character moves, you can still Ready an
The Tanks action for "the next time that little bastard tries to kick me in the
Tanks are characters who've pumped all their abilities into neck." Feel free to Ready the NPC's nastiest attack. Putting up a
defence. They usually have extremely high Defence scores, DR good fight makes the PC's victory that much sweeter.
coming out of their pours, and have layered on armour to the
Villains Cheat recognized. You might even have honorary citizenship in other
countries or be considered a "citizen of the world."
The last thing to remember when facing players who seem to
think they have the system all figured out is simple: villains Legendary
cheat. That means that you should feel free to have them dangle Once you reach 150CP, you are a living force of myth,
old ladies and school-children off the edges of suspension moving mountains and deciding the fate of the world. Your
bridges to get the upper hand on your heroes. Superheroes have powers rival those of Hercules or the Monkey King. There are
to follow certain basic moral principles. Villains don't. There probably cults that worship you and great epics written about
is a danger, of course, that the old ladies actually fall in the you (or the pop culture equivalent). Citizenship is a trivial
water, but instead of holding back, not actually dropping the matter.
ladies into the water, use it to up the ante. If you drop them, the
heroes now have a search-and-rescue job on their hands, and Galactic
then they have to do triage, and then they becomes an Beyond the 200CP range, worlds tremble at your anger. Your
impromptu ambulance service, and on it goes. Meanwhile, the abilities are genuinely god-like. You treat the reaches of space or
villain is long gone. the dimensions of reality as your playground and you probably
In the same vein, allow villains to break the actual rules of shed the last vestiges of humanity a long time ago.
the game every so often. Give them enhancements or even
whole powers that aren't in the system. Allow them to do things Styles of Play
that they're not supposed to be able to and don't feel that you
have to make any excuses for it. Make a sniper whose bullets There are several sub-genres within superhero and pulp
pass through DR, just because it'll scare the bejezuss out of the stories, and if you want to give your games a particular kind of
players. It's not cheating because as the GM, it's not your job feel, you can use one of them. They tend to match up with
to win. It's your job to make the game as fun as possible, and particular eras in comics, science fiction, and fantasy, but the
a big part of that is maintaining a threat level that gives the actual era of the setting is entirely up to you.
players a feeling of accomplishment. Don't go over-board, of
course. If the players get the sense that they can't rely on the Fun
rules at all, they'll start to not have fun any more, but having one Fun stories are the most commonly recognized sub-genre of
element in every game that's simply outside the rules is fine. superheroism. Nobody ever gets killed. Heroes and villains alike
are just "knocked out" and always eventually wake up. Villains,
Power Levels though reviled by society, seem to go into and get out of jail
without much explanation, and have a seemingly never-ending
If you choose to give out a different amount of CPs at budget to build elaborate hide-outs and cartoony props. In Fun
character creation and/or per level, that has a effect on the stories, the cops are never corrupt, the heroes' vigilante
general power level of the game. You are by no means required behaviour is never questioned, and general tone is downright
to give exactly the amounts described below, but they will give silly.
you a general idea of what to expect. You can institute a rule that whenever someone would
normally kill a character, they can instead bring that character to
Street Level -1 hit points, stabilized. That way, people don't die but they are
For 20CP, you can buy a power and a few enhancements, a solidly defeated. You can also make a rule that, though nobody
respectable Energy Attack, for example, a very good Flight consciously knows it, guns simply don't hit people or do
package, or a single ability in the super range (25 or more). You damage. People can be shot and killed in other places, foreign
could also forgo powers and buy an entire feat tree. Heroes of wars or tragic back-stories, but within the game, it just doesn't
this power level patrol the city looking for muggers and are happen. Superheroes and supervillains realize this, on some dim
probably well-known in their neighbourhoods. level, and that's why they don't bother using guns.
The most common Origins in Fun games are Supertech and
City Wide Cosmic. Technology is, of course, a sign of the inevitable
For 40CP, you can buy two power suites, or really load up progress of humanity. It's the triumph of civilization over nature,
on feats. You're a major hero in a major city, taking on infamous a sign of our collective sophistication. By the same token,
crime bosses and occasionally getting national attention. Cosmic origins are usually related to accidents with science in
which radiation and nuclear energy is likely to grant powers,
National instead of, you know, leukaemia.
For 60CP, you can diversify, buying several smaller powers,
like Amazing Leap and Amazing Combat Skill, as well as a Galactic
couple of major power suites, and a feat tree on the side. You are Galactic stories put heroes out in space, dealing with entities
nationally recognized, and probably have an international so powerful, so primal, that they might as well be gods. Galactic
reputation, too. stories aren't explained in terms of mysticism, and they're
assumed to be based in science of a kind, but that science is so
Global far beyond human knowledge that the whole feel of it becomes a
Once you get to 100CP, you can buy several major suites, sci-fi form of mythology.
many minor powers, a couple of feat trees, and you're globally
The violence level in Galactics stories is relatively low. have a lot of Gadgets and you can build things like blasters out
When people die, they die "clean." Their bodies are consumed of the Gadget rules. A hand-held Energy Attack Gadget is
in energy effects or burned up in swirling maelstroms of Cosmic basically a blaster. These kinds of guns in Space Opera tend to
forces. The weapons in Galactic stories are just as often fantasy- duplicate an "Old West in Space" feel. Deaths of named
based—swords, axes, and such—as they are firearms, but in characters are rare in Space Opera. Villains are killed at the ends
either case, they're very high-concept: ray guns, blasters, laser of long stories, heroes just don't die, and the nameless, faceless,
swords, lightning whips, etc. The most common Origins in bug-eyed aliens drop like flies.
Galactic games are, like Fun games, Supertech and Cosmic.
Wuxia
Gritty Wuxia is a Chinese genre of high-fantasy martial arts. It's a
Gritty stories are ultra violent. Death lies around every popular genre in both novels and cinema. For our purposes, we
corner, and they're usually filled with people who have a grim apply it (spuriously!) to all high-fantasy martial arts, including
enjoyment of killing. Villains are killed routinely and heroes die works from Korea, Thailand, Japan, etc.
regularly, though they are just as often brought back as hideous Powers in Wuxia are always Mystical. They come straight
cyber-creatures, or undead monsters possessed by the dark out of the discipline and spiritualism of the martial arts. Having
forces of Hell, or a little of both. strong Kung Fu is this genre's universal explanation for powers,
The most common Origins in in Gritty stories are Supertech including Ability Enhancement, Flight, Amazing Leap, etc.
and Mystical. Cyborgs and undead are particular favourites, but Wuxia showcases physical abilities like leaping and fighting.
any power that takes over a hero or villain and enslaves them to Flashy powers like Energy Attacks are rare.
a cursed existence of some kind will do. A sentient parasite that Death is pretty common in Wuxia; it's generally set in a
attaches itself to a player and grants vicious fighting abilities version of Imperial or Ancient China in which law-enforcement
(Biological) or a weakened death god that needs a place to hide is lax at best. It's a bit like the Chinese equivalent of the Old
and chooses a human host (Mystic), or even both, are entirely West or barbarian Europe. None of these settings are accurate to
appropriate. Guns are everywhere in Gritty stories, and they're their historical period, of course, but that doesn't stop you from
usually big, shiny, and highly phallic. Just go with it, if that's having fun in them. In modern Wuxia-style stories, set in big
what you're into. cities like Hong Kong or Kyoto, character have to deal with
legal consequences of death and killing, but those deaths will
Pulp probably happen. Guns are at a real minimum in Wuxia because
Pulp adventures are based on the Golden Age of American the whole point is to show off fancy martial arts moves. Exotic
comics, the 30s and 40s. The most common Origins are Mystic Asian weapons are entirely appropriate, of course.
and Supertech. The Mystic powers are steeped in ancient rites
and usually have a culturally exotic feel. Be careful about Putting It All Together
propagating ethnic stereotypes of spiritualism in Asia, the
Middle East, and among aboriginal peoples, but also feel free to These styles should, just like the descriptions of standard
have fun with the generic types of the era: Noirish detectives, superheroes in Chapter 1, be taken with a handful of salt. Never
sci-fi supermen, mad scientists, and stage magicians who have forget that it's your game, that it's up to you to decide exactly
real magic. Supertech powers in Pulp games are usually based in what kind of feel you're going for, and that you are not bound by
extremely hazy pseudo-science, like harnessing the power of genre. Instead, you should think of genres as opportunities, little
moonbeams. Supertech in this style appears almost identical to prepared sets of storytelling conceits that you can whip out
Mysticism, so taking Esoteric Items with Supertech Origins is when you need to. Feel free, for example, to combine genres if
quite appropriate. you want to. A Gritty Space Opera that takes place on the Moon
The violence level of Pulp stories is actually quite high. could be quite fun, or Wuxia Mystery Men leaping and
Powers can accidentally kill people. The police shoot criminals springing around New York, or a Fun adventure that's played at
regularly, and criminals have no qualms about shooting right the Cosmic level, with evil demi-gods gnashing their teeth and
back. Guns are fairly common. The "urban jungle" is a complaining that they "would have got away with it, too, if not
dangerous place, and Pulp stories can have a distinctly Noir and/ for you kids!"
or horror tone. Feel free to get a bit creepy. Whatever you choose to do, though, talk to your players.
Don't just make decisions by fiat. Ask them what kind of game
Space Opera they want, listen to what they think will be fun, and try to
Space Opera is science fiction where dashing heroes rescue amalgamate it all into one story. It's not easy, and you can't
scantily-clad women from bug-eyed monsters. There were often satisfy everyone all the time, but the more you and your players
serious problems with how women were treated in Space Opera can agree one what style of gaming you're looking for, the more
and with how much the bug-eyed monsters resembled the fun everybody gets to have, and fun is the real point, after all.
cultural enemy du jour. However, like Pulp, if you keep those
problems in mind, you can still have great fun. Some of the best Optional Rules
science fiction plays with those old clichés, turning the galactic
princess into a gun-totting ass-kicker, for example. There are several optional rules that we thought up while we
Heroes and villains don't often have powers in Space Opera. created this game, different ways of doing things that we liked
It's a sci-fi genre, so people use technology instead. They will but that didn't quite fit the rest of the system. They're all good
ways of running the game, but some of them didn't make it are other ways to distribute them in your games: Front-Loaded,
because one particular policy was decided upon early or just Lump Sum, XP Debt, and The One-Shot.
because there needs to be one official way to do things and we
had to pick one. Lump Sum
Most of our optional rules are in the chapters that they At character creation, the PCs receive a sum of character
pertain to. Generic Superheroes are in Chapter 2: Classes. The points, usually between 40CPs and 80CPs, depending on the
Synergy Roll is in Chapter 3: Skills. Tongue-In-Cheek feats are GM's preference. This system most closely mimics the way that
in Chapter 4: Feats. The Act Roll system is in Chapter 5: superhero comics actually work. In theory, superheroes get
Powers. Below are two optional rules that most directly pertain powers at the beginnings of their careers and then, after that,
to GMing, the Awesome Bonus and alternative CP Distribution they gain experience, but their powers stay basically the same.
systems.
The Awesome Bonus Front-Loaded
At character creation, the PCs receive between 20CPs and
As a bit of good-natured goofiness, you and your gaming 60CPs, but at every level thereafter, they get only 5CPs. This
group can decide to play by the Awesome Rules, which pair up system is a compromise between the standard 10CP per level
with the Tongue-In-Cheek feats (see Chapter 4). At any time, the and the Lump Sum method.
GM can grant a PC, and potentially even an NPC, a bonus to an
action that is deemed, by a loose consensus at the table, to be XP Debt
awesome. This bonus is minimum +2 and maximum +10, PCs start play at 4th level and get 20CPs to start. They can
although a +10 bonus must be an act that is truly and deeply then "borrow" character points against their future experience
awesome on a spiritual level. GMs have the final call on what points. For every 10CPs they borrow, they must pay it back in
gets an Awesome bonus, of course, but the will of the group the form of a 50% experience penalty for one level. This means
should be taken into account. Only a gaming group that is not that, for example, in exchange for 20CPs, a character must
prone to extended bouts of rules lawyering should take on these spend two levels earning half as much XP as she should. When
rules, as they can create bad feelings at the gaming table if she pays off the XP debt, she can then either start earning levels
they're taken too seriously. Some of the Tongue-In-Cheek rules, at the normal rate, or go back into debt. In this system, PCs do
specifically the verbal feats, grant awesome bonuses as well, but not get any character points per level at all.
remember that like bonuses don't stack.
As a very vague rule of thumb, a +2 bonus is appropriate for The One-Shot
something that makes you grin and say "sweeeeeet." A +4 is Sometimes, you might want to play a one-shot game, a
more appropriate for something that makes someone at the table single adventure after which the characters will never be used
cackle. For a +6, someone will probably giggle through a whole again and the GM will never have to worry about awarding
round of combat, just waiting for the turn in which the awesome experience. For games like these, GMs can simply award a
thing will happen. A +8 must be so awesome that you would Lump Sum. Remember that PCs can also take the Highly
actually feel comfortable telling a non-gamer about it a later Experienced advantage, and thus start play at a higher level than
date. Finally, a +10 should be handed out only if the sheer level the minimum you set. So, if you give the players 50 CP, they
of awesome forces you to stand up and applaud whomever can buy 4 levels and 10 CPs worth of powers, or five levels and
thought of it. Awesome bonuses can be applied cross-player. If no powers, or whatever combination they like. The power levels
for example the team Sneak comes up with a brilliantly within your team will be about the same, despite different levels
ridiculous tactic for the team Blaster to employ, the Blaster and different powers.
might get the bonus because she's performing the action,
although the Sneak gets the bragging rights. GMs are, of course, free to mix and match any aspects of
these systems or to adjust the exact numbers of CPs they give
CP Distribution Methods out (either at character creation and/or per level). Once you start
running the game, these things are all up to you. The distribution
The standard rules for Phoenix state that characters get 10CP methods we've presented here give you a set of trustworthy
per level and they start at 4th level, which means they start with defaults, but in the end, it's your game. Never feel you're so
40CPs. However, CPs are a very fluid game mechanic, so there bound to the rules that you can't use your own judgement.
Templates the Aerial's hair, brown feathers for brown hair, gold feathers for
blond hair, etc. However, you can certainly designate a more
The following is a list of templates. They function as they fanciful colour or pattern, with your GM's approval.
normally do in d20, with one addition. They also have an Size: Medium.
optional CP Cost. This means if you take, for example, the Speed: 20 (walking). 60 (flying), average manoeuvrability.
Atlantean template, you can either "pay" with two levels (and Ability Scores: Aerials need great upper-body strength to
thus start as a 2nd-level PC), or you can buy the template for keep themselves aloft. Out of sheer necessity, their pectorals are
20CPs (10 CP per level, as per the Highly Experienced extremely well developed. They also have very fine balance and
advantage). coordination, which they need to be able to fly at all. However,
Species bonuses to ability scores are traits and not powers, their bird-like bones are slightly easier to break than human
because they are fundamental to physiology of the species. bones, so they're not quite as robust.
• Strength +4
Fantasy Species • Dexterity +4
• Constitution -2
The SRDs detail several fantasy races (dwarves, elves, half- Starting Occupation: Aerials can, theoretically, have any
elves, half orcs, and gnomes), and there are dozens of options in occupation. They just have the equivalent of their native culture,
other published sources. Any pre-existing race will either be whether that's a remote city in the Andes or an alien civilization.
balanced so that you can take it at first level or it will have a Their Wealth is based on currency and objects of trade from
Level Adjustment. In addition to those published races, we their home communities, including precious stones or metals as
provide eight new ones: Aerials, Atlanteans and Half- well as alien currency, so their Occupation's Wealth Bonus is
Atlanteans, Brutes, Cat People, Mole People, Rock People and, halved at character creation (round down).
Tomorrow People. These new species are written with a Flight: Base Power, enhancements: 60 feet/MPH speed,
minimal amount of biographical/cultural detail so that you can Good manoeuvrability; limitations: Wings
alter them to fit your own game world. Feel free to add or Eyesight: +4 Observe (visual), +2 Search. Double sight
remove powers as well, in order to further tailor them to your range. Aerials have keen eyesight that allows them to identify
game. Just make sure to alter their Level Adjustment/CP Cost objects on the ground from great heights.
accordingly. Speed: Aerials walk more slowly than equivalent-height
humans because their legs are slightly less developed. They're
Aerials built for flying.
Skills: Bonus to Jumping as per the Flight (wings) power,
Aerials are people who, for one reason or another, have but also -4 to Jump without wings due to their underdeveloped
wings. They can be descendants of an ancient race that cloisters lower-body muscles.
itself on mountaintops, or members of an alien species that Languages:Aerials speak their own language, which
happened to evolve wings. Remember that they're not just resembles a collection of squawks and bird calls.
humans with wings; they're a species that integrates wings into Feats: No bonus feats.
otherwise humanoid physiology, which is why they have great Height/Weight: Aerials tend to stand taller than humans, by
upper-body strength (they need it to flap their wings) and are about 6", and their wings give the illusion of even greater height
relatively frail physically (because they have light bones, like because they extend well above their shoulders when pulled in.
birds). Ironically, they weigh about 50 lbs. less then humans because of
their bird-like bone structure.
Type: Humanoid. Level Adjustment: +3
Physical Description: Aerials have a large pair of feathery CP Cost: 30CP.
wings sprouting out of their shoulder blades. Their wing span is Atlanteans
about 1.5 times their height, and when folded into their backs,
the wings extend above their heads and hang down to their Atlanteans are the people of the fabled lost city of Atlantis,
calves. Logically, their feathers should be of similar colouring to an ancient civilization that sank beneath the Atlantic ocean. In
comics and fantasy fiction, Atlanteans are almost universally Atlanteans can draw oxygen from water. They cannot,
water-breathers who possess ancient and powerful magic, but however, breath air. They suffer all the consequences of
sometimes it's an ancient form of technology. The specifics are asphyxiation when they are outside of a water environment.
flexible and the individual interpretations of the myth are many Darkvision: Base Power
and varied. Atlanteans can see 60 feet in total darkness. Living at the
Although individuals are as varied as any other member of a bottom of the sea means that Atlanteans function in nearly total
culture, Atlanteans are typically (some might say darkness most of the time, although they do have artificial light
stereotypically) depicted as haughty and distant, thinking of sources. Atlanteans see only in black and white. Colour
themselves as superior to the "surface dwellers," but they can variation is simply lost on them.
just as easily be gentle and wise, looking to help humanity. Light Sensitivity: Full, surface-world daylight is practically
blinding to Atlanteans. Without custom-made eye protection
Type: Humanoid. (Purchase DC 5), they are effectively blind in any light brighter
Physical Description: Atlanteans resemble humans in most than a night with the moon out.
way, but their skin takes a blue and/or green tinge and they have Skills: +10 Swim. Atlanteans are natural-born swimmers.
visible gills under their chins and on their necks. They tend to Languages: None. Not only are Atlantean vocal cords not
have curly hair and always have epicanthic folds, although there capable of producing speech (they're just not evolved for it),
is a great deal of ethnic variety among them and some features they also find human thought patterns to be so alien that they
are more pronounced in individuals than others. cannot communicate with them through telepathy. Atlanteans
Size: Medium. effectively have to learn human languages individually in order
Speed: 30 (hustle), 60 (swim) to learn how we arrange our thoughts.
Ability Scores: Atlanteans are extremely tough and strong Feats: Environmental Combat Speciality (ocean).
because they have to withstand the pressure of the ocean depths. Height/Weight: Atlanteans are typically slightly taller than
• Strength +8 humans (add 4" on average), and due to their dense physiology,
• Constitution +8 are twice as heavy.
Starting Occupation: Atlanteans can have basically the Level Adjustment: +4
same range of occupations as humans, they just have the CP Cost: 40CP
ancient-undersea-city version. Their Wealth is based on Half-Atlanteans
currency and objects of trade from their Atlantis, like precious
stones and metals, so their Occupation's Wealth Bonus is halved Occasionally, humans and Atlanteans have children who
at character creation. have some but not all of their ocean-dwelling parent's physical
Telepathy: Base Power, limitation: Monoglot. characteristics. Some Half-Atlanteans are the product of a
Atlanteans have no verbal language (though they do have a chance meeting between an Atlantean and a human, but there
written one that is distantly related to Ancient Greek with a hint are also occasionally very small communities of them, usually
of Sumerian). In fact, they regard the practise of communication living on coastal villages that happen to be along the travelling
through vocalized noises to be very strange indeed. Most routes that exist, secretly, between Atlantis and the surface
Atlanteans never train their telepathy past the equivalent of the world.
base power, but some develop their minds enough to gain its Type: Humanoid.
enhancements. It's about as common as someone working hard Physical Description: Half-Atlanteans have some of their
to develop singing skills. Atlantean parents' colouring, which results in blue or greenish
Mute: Atlantean physiology is not capable of producing highlights in parts of the body that have little pigment (around
coherent speech. The vocal cords and diaphragm simply aren't the eyes and ears, on the palms, and of course the lips and
evolved to do it. They can make some noises when exposed to tongue). This effect is less pronounced the darker the skin of the
the air, glottals and hissing mostly, but by the time they've been human parent. A Half-Atlantean of, for example, North African
in the air long enough to make those noises, they're usually descent will have blue/green tones on the lips and tongue and
asphyxiating. palms of the hands, but it will be very hard to see on the face. A
Aural Sensitivity: Atlantean ears have developed for the Half-Atlantean of Scandinavian descent will have a distinctly
oceans, so in air environments their hearing is not just acute, but blue/green tone because their skin is naturally that much lighter
painfully sensitive. They do not receive a bonus to Listen and lets the Atlantean colouring show through.
checks. The surface world, even outside of a major city, is to Size: Medium.
them like playing static at a rock concert. Industrial ear Speed: 30 (hustle) 30 (swim)
protection (Purchase DC 4) is necessary for them to function Ability Scores: Half-Atlanteans have some of their
outside of the water, and that works only because it blocks out Atlantean parent's strength and robustness but they very rarely
all sound. The noise doesn't do HPs of damage, but it is so live deep underwater full-time, so they're not forced to develop
intense that they are rendered helpless without ear protection. that strength.
Pressure Adaptation: Base Power. • Strength +4
Atlanteans live at the bottom of the ocean and are therefore • Constitution +4
totally immune not just to the crushing pressure of the depths Starting Occupation: In theory, Half-Atlanteans have the
but to decompression, "the bends," as well. full optional range of occupations, but they tend to live on the
Water Breathing: Base Power fringes of society, because neither humans nor Atlanteans are
very comfortable around them, so they also tend to take Level Adjustment: +3
occupations that reflect that. They are rarely, for example, CP Cost: 30CP
Celebrities or Entrepreneurs. Brutes
Telepathy: Base Power, limitation: Empathy.
If they are part of a Half-Atlantean community, they have a Brutes are a semi-evolved, ape-like form of human that,
tendency to speak in less nuanced language because they are though not naturally violent, is fairly quick to anger if provoked.
accustomed to feeling each other's emotions while talking. Actual Brutes don't exist in the modern world, of course, but
Speech: Half-Atlanteans are capable of speech, but only in they can get here by a variety of methods, like accidental time
relatively quiet, breathy voices. They cannot sing loudly or travel and de-evolution effects.
make vocal noises that are any louder than regular conversation.
Their vocal cords are just not as developed as a human's. Type: Humanoid.
Aural Sensitivity: Half-Atlanteans receive a +2 to Observe Physical description: Brutes tend to be shorter and broader
(aural) checks because they've developed the ability to actually that modern humans, have longer arms that hang down past the
use sound as a sense, as opposed to their Atlantean parents, but knees, walk with a stoop, and have thick brows and prominent
they also take a -4 against all forms of sonic attack that target jaws. Brutes can be of all skin tones, from pale to dark, but their
hearing. They are more easily deafened, for example, or features are uniform.
distracted by noise in general. Size: Medium.
Although not as sensitive as their Atlantean parents, Half- Speed: 40 (hustle, Fast Move)
Atlanteans still find loud sounds very bothersome. They can Ability Scores: Brutes are surprisingly tough and strong, but
function in the noise of the surface world, but they crave quiet not too swift in the brains department, and they're not real
as much as possible. Living in an urban centre would be charmers, generally speaker.
extremely difficult for them, but if they take time every day to • Strength +4
be in a totally quiet environment and wear commercially- • Constitution +4
available earplugs most of the time, they can manage. • Intelligence -4
Pressure Adaptation: Base Power • Wisdom -4
Half-Atlanteans can survive living at practically the bottom • Charisma -4
of the sea, but they find it about as physically unpleasant as Starting Occupation: None. Within their communities,
living in a noisy, surface-world environment, so they rarely live Brutes have positions within the pack hierarchy, but not
down there full-time. occupations per se. They have Wealth scores only if they
Water Breathing: Base Power integrate into modern society.
Half-Atlanteans can draw oxygen directly from the water. Skills: no bonuses.
They have their Atlantean parent's gills, but they are less Feats: Agile, Alertness, Animal Affinity, Athletic, Brawl,
pronounced and could be covered by up a scarf or high collar. Endurance, Run, Fast Move, Standing Jump.
Low-Light Vision: Base Power Height/Weight: Brutes are shorter than modern humans by
Half-Atlanteans can see twice as far as humans in low-light about 4", and heavier than modern humans by about 40 lbs.
conditions and can distinguish colour, though at a muted Level Adjustment: +2.
intensity than a human can. They do not see subtle colour CP Cost: 20CP
variation and blue/green colour blindness affects about about Cat People
50% of all Half-Atlanteans.
Visual Sensitivity: Like their aural sensitivity, Half- Cat People are a cross-breed of humans and felines. There
Atlanteans are not as bad off as their Atlantean parents. If they are no Cat People in the modern world, but they can be the
wear commercially-available sunglasses in the daytime, they results of genetic experiments gone wrong, travellers from a
can function without much trouble. At night, they can go fantasy-based world, or aliens.
without them.
Skills: +5 Swim. Half-Atlanteans are not as good at Type: Humanoid.
swimming as their Atlantean parents, but they still have a real Physical Description: Cat People are about three parts
knack for it. people and one part cat. They have retractable claws on their
Languages: Half-Atlanteans have an intuitive sense of fingers and toes, a thin layer of fur that can be in a variety of
Atlantean thought patterns, and therefore can have complex, colours and patterns, pointed ears that move when they're
meaningful communication via telepathy with their undersea listening and flatten when they're angry, long tails, and cat-like
parents even though they have only an empathetic sense with legs. As a result of the physiology of their legs, they stand
humans. However, Atlanteans usually find Half-Atlantean slightly shorter than humans even though their limbs are of the
thought communication to be clunky and simplistic. Their about the same length, and they can make leaps of great height.
thinking patterns have a strong human "accent." Size: Medium
Feats: Environmental Combat Speciality (ocean). Speed: 60 feet (hustle) (Fast Move plus species bonus).
Height and Weight: Half-Atlanteans are about the same Ability Scores: Dexterity +6.
height as humans but tend to be quite broad and muscled, so Starting Occupation: Cat People who are from a
they're heavier, on average, about 1.5 times a human. community of Cat People will have an equivalent occupation
from that community. Their Wealth is based on currency and
• Constitution -8 those HPs again after a number of rounds equalling your Craft
• Intelligence +8 (supertech) or Repair roll, divided by 4 (round down). At the
• Wisdom +8 end of this time, the mechanoid will catastrophically fail,
Starting Occupation: Tomorrow People are not limited in usually in a shower of sparks. At this point, he/she/it loses the
their Occupations, but they are incapable of doing anything that HPs gained from the Battlefield Repair, plus an additional 2d6
requires physical exertion. Have we mentioned the giant heads? points. Due to the damage done, the mechanoid cannot be
Amazing Diplomacy: +9 to Diplomacy Battlefield Repaired again until after a normal repair session
Telekinesis: Base Power, enhancements: Mental Muscle, undoes the damage done by the Battlefield Repair.
Extra Hands x2, Increased Range x2. Androids
Telepathy: Base Power, enhancements: Listen In, Short-
Term Reading, Long-Term Reading, Telepathic Influence (x3) Androids are designed to look just like humans, and with a
Skills: Tomorrow people can make Knowledge checks in great degree of success. They have flexible skin and naturalistic
any field, even if they have no ranks in the specific skill. Their movement. Their skin and hair can replicate the whole range of
memories and powers of observation are so strong that they human tones, from mahogany browns to ruddy pinks, and pale
don't need to "study" things to know about them. blond to deep black. Their eyes move very much like a human's
Feats: Negotiator, Persuasive, Observant would and they even display emotion. Very close inspection,
Level Adjustment: 4 however, reveals that they are created by human (or other)
CP Cost: 40 CP hands. Their hair follicles might be placed a little too regularly,
for example, or their eyes might be a slightly wrong shade of
Mechanoids brown. Something about them isn't quite right, if you look close
enough.
Androids are even more unusual than Robots in the modern
Mechanoids are a creature type, like Constructs, but in a
world, but for some inventors, replicating the human form is the
science-fiction vein instead of a fantasy motif. Mechanoids are
ultimate technological feat, and a very small few actually
physically machines in every sense, but for some reason, they
succeed at it.
have as much free will and self-conscious thought as any
intelligent, organic creature. The explanation for a Mechanoid's
Type: Mechanoid.
free will can include anything from highly-sophisticated
Physical Description: Androids resemble humans right
programming to a random act of God. They can be a happy
down to the action of muscles under their skin.
accident of human invention or a visitor from space. They can
Size: Medium by default, but they can be larger or smaller if
be part of a species of intelligent machines or a one-in-a-million
you apply the appropriate Complications.
individual.
Speed: 30 (hustle)
Abilities: Mechanoids have no Constitution score, because
Ability Scores: Androids start with lower Charisma scores
they are not organic creatures. They do not get a HP bonus for
because, even with all the work put into them, they're still not
levels or hit dice, nor do they get a bonus to their Fortitude
quite right and people can tell that kind of thing.
Saves or to Constitution-based skills. Nothing short of
• Charisma -4
transformation into an organic creature can grant a mechanoid a
Starting Occupation: Androids do not have starting
Constitution score.
occupations. Starting occupations represent life experiences
Immunities: Mechanoids are immune to mind-influencing
gained before becoming a hero, but robots have no such life
effects, poison, sleep, paralysis, stunning, disease, necromancy
experiences.
effects, and any effect that requires a Fortitude save unless the
Hit Points: Androids get +10 HPs at first level, due to their
effect also works on objects or is harmless. They are not subject
sturdy construction, but their hit dice are determined by class
to non-lethal damage, ability damage, ability drain, energy
and they never get a Constitution modifier to their HPs because
drain, or the effects of massive damage. They cannot be raised
they do not have Constitution scores.
from the dead through mystical means.
Massive Damage: Androids do not have a Massive Damage
Repairing and Healing: Mechanoids do not normally
Threshold. They do not have to make Massive Damage rolls.
"heal" as part of a natural process, although mechanoids can
Armour: Androids can wear any protective gear that a
have the Fast Healing power, in which case they have a self-
human could.
repairing system of some kind (nanobots, internal servos, etc.).
Critical Systems: Although they are constructs, androids
Instead of traditional healing, they must be repaired using either
have vital areas and critical systems. Consequently, they are
the Repair skill or Craft (supertech). Each mechanoid has a
subject to critical hits.
Repair DC. A successful Repair check against this DC "heals"
Lifelike Appearance: Only very close inspection reveals
the mechanoid of the listed amount of damage (in dice). This
that Androids aren't human: a Spot (DC 30) or a physical Search
takes a half-hour. If you use the Craft (supertech) skill instead,
(DC 25). They can increase their human-like appearance by
you get a +10 on this check. Mechanoids are all Supertech. The
using the Disguise skill.
power Repairing Touch restores HPs to Mechanoids, as well.
Rest Cycle: Androids need to rest for 8 hours a day, just like
Battlefield Repair: You can also do a Battlefield Repair job
most humans. Either they have a recharge cycle or they must
as a move action. This uses the same DC and heals the
spend several hours 'decompiling' all the data they collect every
mechanoid for half the HPs (rounded down). However, that
day, or they just have to plug into WoW every night and hunt
repair job is very quick and dirty and the mechanoid will lose
vore. In any case, in every 24-hour period, they shut down for 8 Size: Medium by default, but they can be larger or smaller if
hours. During their rest cycle, they are immobile and unaware of you apply the appropriate Complications.
their surroundings. Sufficient noise or physical jostling can Speed: 30 (hustle)
shock them into awareness, much like if they were sleeping. If Ability Scores: Robots cannot purchase a Charisma score of
they cannot enter their rest cycle, they suffer a cumulative -1 more than 8, and they purchase ability scores with 24 points
penalty on attack rolls, ability checks, skill checks, and saving instead of 32 (see "Generating Ability Scores" in Chapter 1).
throws each day until they can rest. A robot's low Charisma is not, in fact, a result of their
Repairable: machine-like appearance. A high-Charisma robot looks just as
• Craft (supertech) DC 30, 3d6 repaired machine-like, but its mannerisms—the way it talks and stands,
• Repair DC 40, 3d6 repaired its understanding of how to communicate with and behaviour
Each skill check to repair an Android represents 10 minutes around living creatures—are just that much more sophisticated
of work. Androids with half or more of their HPs left can repair or honed. They can also be just plain pretty, all gleaming metal
themselves, but with a -5 to the check because of the awkward and art-deco lines. A high-Charisma Robot is entirely possible.
angles. The power Repairing Touch restores HPs to Androids It'll just never look human.
the same as if they were mundane machines. Starting Occupation: Robots do not have starting
Sensors: Android's personal sensor systems include occupations. Starting occupations represent life experiences
extremely sensitive audio/video sensors and a chemical vapour gained before becoming a hero, but robots have no such life
scanner that allows them to see, hear, even smell and taste with experiences.
the same acuity as an organic person. They also have pressure Hit Points: Regardless of class, robots gain 1d10 HPs per
sensors on their "skin" and joints that allow them to manipulate level. At character creation, they get maximum hit points (10).
objects and perform other acts of manual dexterity. They have a They do not apply a Constitution modifier to their HP rolls, but
+2 equipment bonus to Listen and Spot checks because of their instead gain additional hit points at 1st level based on size: Small
highly acute and precise sensors. All other skills are unmodified +5 HPs, Medium-size +10 HPs, Large, +20 HPs.
by the android's sensors. Massive Damage: Robots do not have a Massive Damage
Skills: Androids get one less skill rank per level than other Threshold. They do not have to make Massive Damage rolls.
characters, and four less at character creation (i.e., -1 to the Armour: Robots can wear protective gear, but the Purchase
number of ranks granted by their class). Their Constitution- DC is +1 because it has to be specially fitted. They can also take
based skills receive no ability modifier, penalty or bonus. powers and traits that grant Defence bonuses, of course.
Free Language Skills: None. Critical Systems: Although they are constructs, robots have
Feats: Androids receive no feats at 1st level, unless they're vital areas and critical systems. Consequently, they are subject
class features. After that, they gain feats normally (1 every 3 to critical hits.
levels, and as part of their class features). They can also buy Rest Cycle: Robots need to rest for 8 hours a day, just like
feats with Character Points. most humans. Either they have a recharge cycle or they must
Height/Weight: Androids have the same height range as spend several hours 'decompiling' all the data they collect every
normal humans. day, or they just have to plug into WoW every night and hunt
Level Adjustment: +2. vores. In any case, in every 24-hour period, they shut down for 8
CP Cost: 20CP. hours. During their rest cycle, they are immobile and unaware of
Robots their surroundings. Sufficient noise or physical jostling can shot
them into awareness, much like if they were sleeping. If they
Robots roughly duplicate the appearance and bodies of their cannot enter their rest cycle, they suffer a cumulative -1 penalty
creators. However, their bodies are visibly machine-like in some on attack rolls, ability checks, skill checks, and saving throws
way. They have blank eyes, visible hinges and servos, gleaming each day until they can rest.
silver skin, or the like. Robots, no matter how intelligent, Repairable:
sensitive, and even downright soulful, will just never look • Craft (supertech) DC 30, 3d6 repaired
human. • Repair DC 40, 3d6 repaired
Sophisticated, self-aware robots are extremely rare in the Each skill check to repair a Robot represents 10 minutes of
modern world, but the occasional mad scientist or visionary work. Robots with half or more of their HPs left can repair
inventor manages to combine just the right hardware and themselves, but with a -5 to the check because of the awkward
software to make something that, for all intents and purposes, is angles. The power Repairing Touch restores HPs to Robots the
alive. Alien robots occasionally visit the Earth, but it's rare. same as if they were mundane machines.
Robot Resurrection: A robot reduced to 0 hit points is
Type: Mechanoid. effectively dead. They do not have negative HPs. They can,
Physical Description: Robots are built to roughly resemble however, be 'resurrected' by transferring a few key components,
humans. They have one head, two arms, two legs, between six usually part of the memory module (i.e., the brain) into an
and a dozen fingers, depending on the whims of the creators, entirely new body.
and feet with optional toes. Robots are visibly non-human, This requires two full days of uninterrupted work. The
however. Their bodies are usually made of metal plates, and process is labour-intensive, rescuing as many old parts as
they aren't built to wear clothing, so if they do, it has to be possible and scrabbling together new parts. The Purchase DC of
custom tailored (Purchase DC +1). the new robot body is 10, but increases by +2 for every
APPENDICES
Appendices...........................................195 Effective Character Level (ECL).................196 Spell Resistance (SR).................................. 197
Appendix I: Game Terms....................................195 Energy Resistance (ER) ..............................196 Super Ability Scores.................................... 197
Action Points (APs).....................................195 Feats, Tongue-In-Cheek...............................196 Superchemicals............................................197
Activate........................................................195 Gadgets........................................................ 196 Supertech..................................................... 197
Advantages (Ads)........................................ 195 Gizmos.........................................................196 Sustain......................................................... 197
Aerials..........................................................195 Items............................................................ 196 Synergy Bonus.............................................197
Ammo Capacity...........................................195 Knockback................................................... 196 Tomorrow People........................................ 197
Ammo Types................................................195 Knockback Threshold..................................196 Traits............................................................ 197
Androids...................................................... 195 Machine Pistols........................................... 196 Appendix II: Modifier Types.............................. 197
Atlanteans.................................................... 195 Massive Damage Threshold........................196 Ability Modifier...........................................197
Autoloaders..................................................195 Mechanoids..................................................196 Armour Bonus............................................. 197
Awesome Bonus.......................................... 195 Metapowers................................................. 196 Circumstance Modifier................................ 197
Biological (Bio)........................................... 195 Mole People.................................................196 Competence Modifier.................................. 197
Brutes...........................................................195 Mystic.......................................................... 196 Deflection Bonus......................................... 198
Burst Fire..................................................... 195 Origins......................................................... 196 Dodge Bonus............................................... 198
Cat People....................................................195 Power Dice.................................................. 196 Enhancement Bonus.................................... 198
Character Points (CPs)................................195 Power Points (PPs)...................................... 196 Equipment Modifier.................................... 198
Complications (Comps)...............................195 Power Stretch...............................................196 Insight Bonus...............................................198
Cosmic.........................................................196 Powers......................................................... 197 Luck Modifier..............................................198
Damage Negation........................................ 196 Psi-Power Resistance (PsR)........................197 Mastercraft Bonus.......................................198
Death Retcon............................................... 196 Psionic (Psi).................................................197 Morale Modifier.......................................... 198
Debris Damage............................................ 196 Rates of Fire................................................ 197 Natural Defence Bonus................................198
Derringers.................................................... 196 Ray Guns..................................................... 197 Species Modifier..........................................198
Devices........................................................ 196 Revolvers..................................................... 197 Resistance Bonus.........................................198
Doohickies...................................................196 Robots..........................................................197 Shield Bonus................................................198
Rock People.................................................197 Size Modifier............................................... 198
Complications (Comps)
Little things that make life harder. These grant you CPs. See
Chapter 1: Character Creation.
Items
Cosmic Powers that are physical objects: Esoteric Items, Gadgets,
This Origin designates powers that come from forces beyond Iconic Items, and Power Armour. See Chapter 5: Powers.
human understanding, including galactic entities of god-like
power or bizarre freaks of physics. See Chapter 5: Powers. Knockback
If you are hit by (a) someone with Super Strength, with (b) a
Damage Negation blunt attack, that (c) does more damage than your Knockback
If you declare a Damage Negation after a hit is announced Threshold, then you fly backwards through the air a number of
by before damage is announced, you can avoid the damage feat equal to half that damage (i.e., 1/10th the total damage in
altogether. Doing so costs 2APs. See Chapter 1: Character squares). See Chapter 7: Combat and Movement.
Creation.
Knockback Threshold
Death Retcon The damage that Super-Strength, blunt attacks have to
If you die from a single blow, you can return to life by the exceed in order to provoke Knockback. Your Knockback
power of retroactive continuity. You return to your level of HPs Threshold equals 10 + your Fort save + your Strength modifier.
before you died. Doing so costs 3APs. See Chapter 1: Character See Chapter 7: Combat and Movement.
Creation.
Machine Pistols
Debris Damage Autoloader pistols that are capable of Burst fire. See Chapter
If you are inside a building and that building collapses on 7: Combat and Movement.
top of you, you take damage. See Chapter 7: Combat and
Movement. Massive Damage Threshold
The amount of damage you can take before you have to
Derringers make a Fortitude save (DC 15) or drop to -1 HPs, and stabilised.
Extremely small pistols that carry only 1 or 2 bullets. See
Chapter 7: Combat and Movement. Mechanoids
Sentient machines with more-or-less humanoid appearance.
Devices A new creature type in Phoenix. See Chapter 9: Enemies and
Supertech items in general, which includes Doohickies, Ray Allies.
Guns, Gizmos, Superchemicals, Gadgets, and Power Armour.
See Chapter 6: F/X. Metapowers
Powers that affect other powers: Power Absorption, Power
Doohickies Detection, Power Leech, and Power Nullification. See Chapter
Single-use, single-power devices. See Chapter 6: F/X. 5: Powers.
Powers and per the second unit out of combat. See individual Power
Special supernatural, paranormal, or science-fictional entries in Chapter 5: Powers.
abilities that you can buy with CPs. This includes Traits, Psi-
Powers, Spells, and Items. See Chapter 5: Powers. Synergy Bonus
The bonus you get to use one skill when you have more than
Psi-Power Resistance (PsR) 5 ranks in another, related skill. The bonus to a primary skill
Listed as "PsR: X" where "x" is a number, usually between equals +2 for every 5 ranks you have to the secondary skill.
10 and 20. Attackers using psi-powers must make a manifester
check against your PsR score. If they fail, the psi-power does Tomorrow People
not affect you at all. Humanoids with big heads and telepathic powers. Really big
heads. Like beach-balls, man. See Chapter 9: Enemies and
Psionic (Psi) Allies.
This Origin designates powers that come from the force of
your mind and your will. See Chapter 5: Powers. Traits
Powers that are indistinguishable from your your genetic
Rates of Fire code, physiology, or spiritual essence, and therefore are not
The number of times you can fire a given firearm in a round. affected by the metapowers and do not cost PPs to fuel. See
See Chapter 7: Combat and Movement. Chapter 5: Powers.
initiative checks, or any other rolls that aren't related to level or Mastercraft bonuses result from the specialised
skill ranks. Competence modifiers do not stack with themselves. modifications to tools, arms, and machines that increase their
effectiveness. They usually represent things like superior
Deflection Bonus materials or delicate weighting. Mastercraft items are either
[Defence (touch)] speciality brands or custom made. Mastercraft bonuses do not
Deflection bonuses are powered effects that make attacks stack with themselves, and they count against touch attacks only
rebound or veer away from the target harmlessly. They apply to if they enhance something that counts against touch attacks
your Defence score. Deflection bonuses do not stack with (e.g., a shield).
themselves. They do apply to touch attacks.
Morale Modifier
Dodge Bonus [Will Saves]
[Defence (touch)] Morale modifiers (bonuses or penalties) result from greater
Dodge bonuses represent your ability to evade an attack than normal hope (or despair), courage (or cowardice), and
entirely. They apply to your Defence score, and very determination (or apathy). Morale modifiers do not stack with
occasionally to a Reflex save. Any situation or effect (other than themselves. Morale modifiers have no effect on non-intelligent
wearing armour or other protective gear) that negates your creatures (those that have an Intelligence score of 0).
Dexterity also negates a Dodge bonus, like being caught flat-
footed, for example. Dodge bonuses do stack with themselves, Natural Defence Bonus
and they apply to touch attacks. [Defence]
Natural Defence bonuses result from the toughness or
Enhancement Bonus density of your hide. They apply to your Defence score. Natural
[Ability Score, Attack, Damage, Defence] Defence bonuses do not stack with themselves. Natural Defence
Enhancement bonuses arise from powered effects only, so bonuses do not apply against touch attacks.
they always have an Origin. Enhancement bonuses do not stack
with themselves. However, enhancement bonuses on protective Species Modifier
gear (including armour or shields) effectively raise their bonus, [Any]
so you can wear armour +2 and carry a shield +2 and both +2's Species modifiers (bonuses or penalties) result from a
count towards your total Defence score. However, they count certain cultural context you were raised in or and innate
against touch attacks only if they enhance something that counts characteristic of your physiology. Species modifiers do not stack
against touch attacks (e.g., a shield). with themselves.
Class Class
Current XP Next Level
Abilities Natural Scores Enhancement Super Scores Powerless Saving Throws Attacks
Ability
Power
Power
Other
Other
Range/ Attack Crit Crit
Feat
Feat
Attacks Reach Sequence
Total Die
Range Mult
Powers Origin(s):
Power CP Cost Power CP Cost
Act. Act.
Sust. Sust.
Save Save
Range Range
A This skill takes an armour-check penalty A2 This skill takes the armour-check penalty, doubled. T This skill is trained-only
Synergy
Ability
Ranks
Total
Misc.
Skills
ECP
Autohypnosis Wis
Bluff Cha
Climb A Str
Concentration Con
Craft Int
Craft Int
Craft Int
Decipher Script T
Int
Demolitions T
Int
Diplomacy Cha
Disable Device T Dex
Disguise Cha
Drive Dex
Escape Artist A
Dex
Forgery Int
Gamble Wis
Gather Information Cha
Handle Animal T Cha
Hide A Dex
Intimidate Cha
Jump A
Str Advantages Complications
Kn: T Int
Kn: T Int
Kn: T Int
Kn: T
Int
Move Silently A
Dex
Navigate Int
Observe Wis
Perform Cha
Perform Cha
Pilot T Dex
Profession Wis
Psicraft Int
Repair T Int
Research Int
Ride Dex Equipment Wealth:
Search Int
Sense Motive Wis
Sleight of Hand T A Dex
Spellcraft Int
Survival Wis
Swim A2 Str
Treat Injury Wis
Tumble T A Dex
Use Esoteric Device T A Cha
Use Rope Dex
Powers
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